D&D Beyond | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Fri, 24 Jul 2020 13:27:14 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.2 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png D&D Beyond | Nerdologists https://nerdologists.com 32 32 Monsteropedia – Behir https://nerdologists.com/2020/07/monsteropedia-behir/ https://nerdologists.com/2020/07/monsteropedia-behir/#respond Fri, 24 Jul 2020 13:19:39 +0000 http://nerdologists.com/?p=4580 Now, this monster is a bit different than the other ones that I’ve talked about. This one is just a monster not with abysmal intelligence

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Now, this monster is a bit different than the other ones that I’ve talked about. This one is just a monster not with abysmal intelligence but with fairly low INT at 7 (-2 modifier), so it isn’t going to be your plotting or planning sort of monster. Now, that doesn’t mean that it’s dumb, the wisdom is actually fairly high. So let’s look at what this monster does.

A Behir is a monster that lives in the underdark and is a huge creature that lives in the tunnels, paths, and dark recesses down there. The advantage for the DM of it being a huge creature is what it has some fun abilities. It can swallow your medium sized PC’s no problem or wrap it up and constrict it. So it’s something different than your normal bite and claw attacks that you get. In fact, while it can certainly bite you, and needs to do so to swallow you, it doesn’t have a claw attack at all. Instead, it gets lightning breath which is something that the PC’s will undoubtedly appreciate.

Now, this creature is clearly not one to be trifled with, at a CR of 11, you are looking at a party of four at eighth level to be able to take it down in a hard combat. If you’re adding in any additional monsters, it is going to be even tougher to take down and you’re probably looking at a party of level 10 or so with a couple of additional opponents that aren’t just one hit cannon fodder.

Image Source: D&D Beyond

In game, I think there are some good ways to use it and I would definitely recommend using it. Because it’s attacks are so different and it has a lot of HP and a decently high armor class, it’s going to be a challenging battle. The attacks are really going to add variety to your game with what otherwise might just be a standard hack and slash encounter. You can certainly use a behir as a random encounter, but I have some other ideas as well.

One idea that I like is to use it as a form of drow transport. It’s a huge sized creature so why not let it pull something. Going back to something I did in a game of mine, have it be a drow circus that the wagons are being pulled by a bunch of behir. This could really start off as a social encounter where the player characters interact with the drow in the circus and eventually find themselves are participants on it to find out that the main attraction is going to be them taking on a behir with some drow elite warriors or assassins not really partaking in the battle, but forcing the player characters back into the confrontation with the behir if they try and run. All while there is a cheering audience around them. As a side quest, I think it could be really cool, even just as something that the players find themselves in for no great reason other than their curiosity, it would give a nice standalone session of and something to do on the way to a larger quest point. I could see using the circus caravan as a way to move the players more quickly through an area to get to where they need to go, but also to have, then the circus battle happen, so not really plot related, but cuts out some of the down time with something more interesting.

Less of a combat encounter, but more of a how do we get away from this, have your players stumble across a pack of behir. Maybe, the players have been tracking down a group of duergar who have something that the players want, some information, ideally written down, and the poor duergar have stumbled across this pack of five behir. Even at level 20, 5 behir are deadly to a party of four, theoretically. So the question then becomes, for the players, how do the player characters get into the area where the dead duergar’s packs are, search the packs, and get back out without the behir killing them as well. Can they figure out a way to chase the behir away, or maybe they can somehow stealth in, or maybe it’s an attempt to out pace, unlikely, or outwit the behir. It could even be a way for them to lure a behir or two at a time and take them out, but give them the situation and see what they come up with. Though, I’d maybe have them run across a behir before hand so that they know what they are getting into.

Are behir a monster you’ve used in your games or seen used in a game? I know that Matt Mercer in Critical Role used a behir in either episode 27 or 28, sounds like introduced in 27 anyways. So that’s something to checkout for ways to use a behir as well. Would you use a behir in your game?

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Dungeons and Dragons Online https://nerdologists.com/2020/03/dungeons-and-dragons-online/ https://nerdologists.com/2020/03/dungeons-and-dragons-online/#respond Wed, 25 Mar 2020 13:20:42 +0000 http://nerdologists.com/?p=4219 Kind of continuing the midst of physical distancing that we have going on all around the world, I want to keep talking about ways that

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Kind of continuing the midst of physical distancing that we have going on all around the world, I want to keep talking about ways that we can still socially be close and possibly some ways to even grow the nerd community around you. I wrote yesterday about ways that you can play board games online with people, but easier than that, in a lot of ways, is playing an RPG, or Dungeons and Dragons online.

Now, I’m not the only one talking about this, D&D Beyond has put up several articles on it, but I got the chance to run a quick session of Dungeons and Dragons on Saturday night for some friends and my wife via Google Hangouts, so I wanted to talk about that and what else you can use as well.

Image Source: D&D Beyond

Let me start off by saying that as long as people have access to a way to roll dice, playing Dungeons and Dragons across a distance is easy. You need a webcam, someone with access to another device to go on D&D Beyond, and even with the free stuff there and the limited character creation, you have enough to run an enjoyable game for a little while without it becoming boring or stale. However, that’ll limit you a little bit, so I’d strongly suggest someone grabbing the books either digitally through D&D Beyond, or pick up a physical copy of the core three books, Players Handbook, Monster Manual, and Dungeon Master’s Guide.

The only real physical thing that is nice to have is for players to have dice, but again that isn’t even needed. On Google Hangouts, they have commands that roll dice for you so you can do that in the chat section. And other virtual tabletops, like Fantasy Grounds or Roll20.net will also give you the ability to roll dice as well. Personally, I like rolling physical dice, but those are something that can be gotten easily from your friendly local game store that is hopefully doing curbside pick-up of orders or delivery now, as well, of course as places like Amazon or if you want fancier dice, Easy Roller Dice. You might just have to wait longer for those, even though, I think Amazon should consider dice to be essential items that get priority shipping.

Image Source: D&D Beyond

Then you can really just dive into playing. Make up your own world, do theater of the mind, and just let the game and imaginations run wild. Now, I will say that if you are starting out, I’d recommend that people roll up characters for the first time in the limited options on D&D Beyond. Or that the person who is running the game does that for everyone simply so that you don’t have to start by going through the process of creating characters over the internet. But if you have a group of more experienced players, you probably have more of them who have the player handbook or can find online resources to build out the character that they want on their own or during a session zero where you talk through a story idea.

Let’s talk a little bit about theater of the mind, depending on what you’re playing on, you’re going to need to determine the level of theater of the mind. If you’re not familiar with that term, it basically means that your combat and encounters are all done in your head, when you describe it, people picture what you are saying in their head, and they can’t look down at a grid or anything to figure out how close their characters are to the bad guys or anything like that. With some of them Fantasy Grounds and Roll20, you won’t have to play that way, if you don’t want to, but it’ll add in more prep and planning to your game. The advantage of theater of the mind is if a combat happens, it can just happen because you don’t need to prep a map, put characters and monsters where they are supposed to be. I personally prefer theater of the mind and find it easier and easier for online because it requires considerably less work. However, in a major boss battle, it can be fun to set the mood for the combat with a map as well.

What are some pitfalls when playing online? Obviously internet connectivity is a must and it might be possible that you’ll run into situations where someone freezes or lags. So someone might be trying to say something and it gets lost because of that, also it’s harder for people to talk over each other and for everyone to hear everything. So, this is something I picked up with podcasting, try and not talk over each other, in particular, if you see someone is starting to say something at the same time you are, pause and let them go first and then jump in fast so that you can say what you want, but so that you aren’t stepping on someone else’s toes. The more people in more different locations the more likely you’re going to run into this issue.

Image Source: Wizards of the Coast

There’s also going to be a learning curve for players who are familiar with Dungeons and Dragons because it plays differently than it does at the table. I feel like playing online requires a little bit more buy in and a little bit more go with the flow of what is being presented. Going back to Fantasy Grounds and Roll20, you can set-up a map for an encounter, but you aren’t able to pivot as quickly as you might if you were playing all at the same location and you could draw it out or set it up on the fly for whatever encounter your players get into. This is going to be something that trips up players who are familiar with playing that style, versus new players who might be jumping into it for the first time or so.

With those two negatives for it, or not really negatives, but potential pitfalls to watch out for, I will say that compared to board games, Dungeons and Dragons is way easier to do over physical distancing and if you’ve been in a situation where you don’t have people around to play with, this is a chance to try digital and find people around your area and all around the world who would want to play some Dungeons and Dragons with you.

Have you played D&D online? Are there any tips or tricks that you recommend for people starting up playing digitally?

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Dungeons and Dragons: Warlocks as Spell Casters https://nerdologists.com/2020/01/dungeons-and-dragons-warlocks-as-spell-casters/ https://nerdologists.com/2020/01/dungeons-and-dragons-warlocks-as-spell-casters/#respond Tue, 14 Jan 2020 14:18:11 +0000 http://nerdologists.com/?p=3972 One of the main Dungeons and Dragons spell casting classes is the Warlock, and Warlock is a popular class. It allows you to play an

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One of the main Dungeons and Dragons spell casting classes is the Warlock, and Warlock is a popular class. It allows you to play an edgy sort of character, because you’ve made a deal with a demon, elder god, or high fey for some reason, probably because your past is messed up. I won’t get into the role playing aspects of the character, but I think what people forget about the Warlock is that their spell casting is going to be different than your normal casters.

Warlocks get by far less spell slots, and they only get spell slots at a single level. If you need a refresher on what spell slots are, you can check out the article I wrote here on casting spells. Whereas every other class gets spell slots of different levels, a Warlock never has more than four. That might seem like not that much, and they never get higher than 5th level, which is what half-casters max out at, but a Warlock plays like a full caster, so how does that work?

Image Source: Wizards

Firstly, even though you don’t have that many spell slots or high level spells, the Warlock’s spell slots refresh differently. For the most part, if you play a Wizard, Sorcerer, or other caster, you have you spell slots and you use them throughout a day, then, when you long rest, you get them back. With the Warlock, you get them back after a short rest, so if you’ve used them all and you can take a couple of short rests throughout the day, you could cast, at level 20, 16 fifth level spells.

That jumps us into the next thing, when you cast a spell, you cast it at the highest level available to you. So when you have four spell slots at 20th level, all of them are fifth level slots, you don’t have any first level slots or anything like that. Now, that doesn’t mean that you can’t cast first level spells, it means what when you do, you cast them at a higher level. Compare this to the Wizard who only, at 20th level, has three fifth level spell slots. Now they also have a ninth and an eighth level slot as well as two of sixth and seventh level, but compare that, again to the count of spells that a Warlock can cast with a couple of rests, the Warlock can cast 16 fifth level spells, and the Wizard can do nine at fifth level or higher. So you get a unique casting trade off that way.

Along with this, you still get cantrips, including a very important one, which is Eldritch Blast. The thing with Eldritch Blast is that it scales nicely, but beyond that, as a Warlock, you get invocations which can make it much better. While an Eldritch Blast does 1D10 on a hit, which isn’t bad, you can take an invocation that will make it add in your charisma modifier as damage, and when you start to be able to shoot several blasts in a single round at long range, a Warlock can take down enemies quite quickly. In fact, the spell slots that you do have, you won’t always be using them a ton in combat, because with fully maxed Charisma, which is the Warlock’s casting stat, at a higher level, you’ll have a +9 to +11 to hit, be shooting three or four bolts and dealing 1D10 + 5 (again your charisma modifier) to an enemy. And that’s at a good range of 120 feet, plus you can possibly even increase that if you so desire or push them. So while all classes do rely some on cantrips once they have run out of spell slots, a Warlock can really focus in on a cantrip only.

Now, I’ve said that I think that Warlock can be a harder spell casting class to play. The primary reason for that is because how spell slots level up to a certain level, even though you’re casting a lower level spell, I think that can confuse some people. I also think that everything that a single Eldritch Blast can do also can cause issues. Once you get down what an Eldritch Blast can do and understand that you won’t be casting many other spells, the Warlock is quite easy to play. You simply launch a volley of Eldritch Blasts over and over again until the enemy is close enough for someone else to start hitting them as well. So, is the Warlock actually a hard spell casting class to play, not really, but I think people already have an idea of how casting works, from video games and other places, so the Warlock feels different in how it handles them.

That’s a brief primer on how the spell casting for a Warlock works. They are, as I think I called them before, a little bit more than a half-caster for me, but they also aren’t a full caster because they don’t get access to ninth level spells. And I can see how they’d be a lot of fun to play in a game as a caster with your ability to blast away with an Eldritch Blast and the role play possibilities for them.

Have you played a Warlock before? Was it hard to wrap your head around mainly casting Eldritch Blast?

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Dungeons and Dragons – I Cast a Spell on You https://nerdologists.com/2020/01/dungeons-and-dragons-i-cast-a-spell-on-you/ https://nerdologists.com/2020/01/dungeons-and-dragons-i-cast-a-spell-on-you/#comments Fri, 10 Jan 2020 14:41:41 +0000 http://nerdologists.com/?p=3964 We’re on to the next topic about magic, and where as the first one was more focused on story and why you might be a

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We’re on to the next topic about magic, and where as the first one was more focused on story and why you might be a spell caster and the different casting classes, this one is going to focus on casting spells.

Spells have a lot of different components to them, and if it wasn’t hard enough to already have extra things to track, now you need to figure out which spells you want to take with you into combat.

With spells for most casters, you have a few different things to keep track of. The first is the number of spell slots that you have. If you are a Wizard, and this will be my standard example throughout the post, and you are at 3rd level, you will know 3 cantrips, and a number of spells in your spell book, generally to start that is going to be level plus intelligence modifier So let’s say your intelligence is 3 and your level is 3, you’d have at least 6 spells known. Then you have spells that you have prepared for the day. Again, intelligence plus your level, so you’d be able to prepare at least 6 spells for the day. Finally, you have your spell slots, that’s how many non-cantrip spells you can cast each day, which is 4 first level and 2 second level spells.

Image Source: D&D Beyond

Now, as a Wizard, that doesn’t mean that you can cast each of the six spells you prepared once, and you need two second level spells ready to cast. You can cast the same spell all six times as long as it’s a first level spell. Spells can be cast at a higher level, so you can cast first level spells at second level, and you generally get some sort of bonus. So maybe you only use a few spells all the time, but you can prepare more so that you have the utility if you want.

Finally, cantrips are different. Those can be used as many times as you wanted throughout the day. But these spells tend to be weaker spells. It might do less damage or be an easier save, but more likely, if it has a save, it simply won’t do any damage if the person saves against it. These spells, though, sometimes do scale with level, because the spell slots, even at 20th level are still somewhat limited.

But that’s just about preparing your spells for the day for a Wizard. It’s similar for a lot of the other spell casting classes, with Warlock being the biggest exception, I’ll write about the Warlock specifically later. The other question with spells is what does the information mean on the spell itself?

Spells are going to have a handful of basic components. I’m going to be using the spell Thunderwave (found here on DnD Beyond). The first thing we see is the level. Thunderwave is a first level spell. That information isn’t extremely important, you’ll have that noted down on your spell list based off of where you put it. There are a few other things that can be useful, but not always. The school is useful if you are that type of Wizard because it makes it easier for you to learn. The same can sometimes be said for the damage type. Especially at low levels most monsters won’t resist much damage.

Image Source: D&D Beyond

The next part is extremely important though, and that’s the casting time. For combat, casting time needs to be like Thunderwave and be an action. There are others that are bonus actions which can be used in combat, but you’re probably not going to be want to cast a spell that takes 1 minute to 1 hour to cast. You’ll be stabbed well before that. Then onto the duration of the spell. In the case of Thunderwave it’s instantaneous, so it’s a one off attack. There will be other spells that last a longer period of time. And the area of the spell, some of them will have a range to them, such as fireball does a sphere of damage at up to a distance away from you. Finally in the spell header information, we have the components for the spell. It might be an actual material or it might mean that you need to do a gesture and say something when you cast the spell. Most spells are going to have a verbal piece to them, but not all of them will.

Then we come to the main body of the spell. This tells you the affect of the spell and what sort of save people need to make against the spell. A lot of that information can be gotten from the header of the spell, but this makes it clearer and spells it out in order of how things will happen. It also tells you how much damage is being dealt and if it’s an attack spell, because not all spells get a save, some you need to make an attack roll for them. And beyond the damage, for a spell like Thunderwave, it tells you more flavor of what is happening, so it makes a loud noise that can be heard for a distance. Finally at the bottom, it tells you what it does if you cast it at a higher level. In the case of Thunderwave, for each higher level, you get an extra die eight of damage (1D8).

Now, this is a pretty dry read, I realize that. I’m really going through and breaking down a spell in detail. Most all spells are going to work like this and most casters are going to work like this. The Warlock is an exception, and some of the other classes, as compared to a Wizard, might not know more spells or have more that their disposal to pick from. I’ll actually give some advice for picking spells in a later article. Let me know what you think of spell casting, is it easy enough to understand, did I help make things clearer?

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Friday Night D&D – The Virtual World https://nerdologists.com/2019/08/friday-night-dd-the-virtual-world/ https://nerdologists.com/2019/08/friday-night-dd-the-virtual-world/#respond Fri, 16 Aug 2019 13:39:38 +0000 http://nerdologists.com/?p=3423 This came up because of an episode of Total Party Thrill, where they were talking about how you could you virtual worlds or illusion worlds

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This came up because of an episode of Total Party Thrill, where they were talking about how you could you virtual worlds or illusion worlds in a game.

So what happens if you play a game where this is the main theme of the game? Do you end up playing in the Matrix? And would that works or how would it work in Dungeons and Dragons?

I think that there are two different things that you could look at. The first being an almost T.I.M.E. Stories or Assassin’s Creed situation where you are from a future time and are being sent back in time to this world, or across dimensions. The other being a more magic way, and for Dungeons and Dragons, I would prefer to run it in the second way, though the first would be fun as well.

In the game that I’d be running, and starting with the BBEG, it would be a Wizard of some sort, because an evil Wizard would clearly be creating pocket/illusionary dimensions where the rules for the world aren’t the same. But, that would be the thing, everyone would assume that my wizard is evil, but really, it was just a magical experiment that went horribly wrong that is trapping people into these pocket dimensions or worlds of illusion really.

I would have some fun with that, for the players, probably start them in a world of illusion that seems very different than the setting that I’ve been saying that I was going to set them in. It would probably be something much more modern, there was a D&D podcast that I was listening to where they were talking about an old game (not Total Party Thrill, I forgot the name of this one), where they went to modern times and killed Santa Clause at a mall because the characters didn’t understand what was going on. I’d probably do something less than that and I would make it fairly easy to get out of.

Image Source: D&D Beyond

Now, if all the players are doing is getting out of these illusion worlds, that would get old pretty fast, and it also has a problem, if everything is an illusion can it really hurt them. So I’m going to address that first and then suggest some other things that you can do in the game besides put them in an illusion world.

The big question is, since this is a world of illusion, can the players die in this world? I would say that no they can’t. But that doesn’t mean that they can’t get close or that there aren’t consequences. I’m not sure what I’d do, but I’d have them track hit points like normal, but when they die, or get knocked out, they can always come back, but there is going to be some sort of consequence. I’m not sure what I would do, maybe create a separate track where the mental anguish of going down so many times can drive them insane or eventually kill them? And I’d probably put the track at 10 spots, so it would be hard for them to die that way, but it would be possible. And I’d probably give them a way to heal it somehow, maybe every time that they level up they can remove one.

But also in these illusion worlds, they wouldn’t be the only ones who are in there. Some bad people could be trying to manipulate them to cover a crime or something like that. So, while the players can’t die in the illusion world, neither can the bad guys, so if they are able to stop an illusion world so that they can escape from it, they might also then have a real threat in the real world. And how safe are their bodies really in the real world while the players are in the illusion world? You can use things like that to push the players forward. Probably no one slitting their throats in the real world while their minds are in the illusion world, but they might come back to find that some stuff is gone.

You don’t only want to create these mini dungeons for the players of the illusion worlds. If that’s all the players are doing, it’s eventually going to get boring. So you need to mix it up, and you need to get them eventually to the wizard who screwed everything up.

I would make it so that where the illusion worlds are is “visible”. With a good perception check or some sort of description/tip off for it, so at some times you’d probably have the players running from it, and if they can do well on a skill challenge that would work as another type of encounter with this.

Another challenge I’d give them is basically figuring out and locating where these illusion worlds are coming from. Is it the epicenter of them all or is somewhere else. Getting to the origination point should be a dungeon in itself. You can pull from Dragon Age Origins here where when the Mage Circle has issues you are fighting your way through their tower, but you also have to fight your way through the fade at one point. You can create traps, tricks, and more there. I’d probably also put the wizard who created t his as trapped in something that isn’t able to allow him to stop it, like maybe an illusion became real and is holding him hostage or maybe they are trapped in illusion world and are trying to escape, but their solution is to become a Lich, so can the players get them out of that illusion world before the Wizard turns themselves into a Lich?

Finally, I’d put in some challenges in the world of the game. Obviously, there are going to be people who use these illusion worlds to do bad things in them or to loot the bodies of the people who are stuck in them. So the players will probably have to track down a few important things have been stolen and probably some things that have been stolen from them. You can even set up some sort of McGuffin, like there are glasses or some sort that allows them to more easily say the illusion worlds, or that someone has invented a form of magic that allows them to hop in and out of the illusion worlds, which the players would obviously want.

I think that I’d want to run this game and play in this game. The concept is something that will have some of your standard fantasy tropes, but also does some things that would feel completely different. And with the illusion worlds, you’d be able to do a ton of different things. Maybe it’s modern Earth, or maybe it’s just like the fantasy world, but it’s been overrun with demons, you can make up an illusion world each time. I’d be tempted to create a number of them, and then just pull from a hat so that it’s a surprise and the players can’t plan. It would be something interesting to do, and you could even, in session 0, have the players help brainstorm all of these things and are basically creating settings for their characters to be trapped in, which they might not know.

What do you think of this idea? Is this a game that you’d want to play in?

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D&D Party – What Size To Party At? https://nerdologists.com/2019/06/dd-party-what-size-to-part-at/ https://nerdologists.com/2019/06/dd-party-what-size-to-part-at/#respond Thu, 06 Jun 2019 13:13:16 +0000 http://nerdologists.com/?p=3207 We’re back with some D&D. This time we’re looking at Party Dynamics and how you might want to create your party so that you feel

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We’re back with some D&D. This time we’re looking at Party Dynamics and how you might want to create your party so that you feel like you’re a good part of the game.

The the first thing I’m going to to talk about is the size of the party. This means, how many players do you want around the table. Assuming everyone is controlling one character, which they should be, is there an ideal number?

Wizards of the Coast in their D&D books would suggest that 4 is a pretty strong number. It allows you to have the balanced party of a magic user, a healer, a tank, and a rogue-type character. That keeps you bases fairly covered for what you need in a game to do well against a lot of what a DM might throw at you.

Image Source: D&D Beyond

But do you need to have four players, can’t you go above four? Critical Role starts with eight players, if I remember correctly. And they consistently have a fairly high number of players, possibly seven most of the time, it’s been a long while since I watched. So you can certainly play with a larger number. You can also play with a lower number. I ran Dungeons and Flagons with 3 players for a long time, and often without that traditional combination.

The there are two things you need to know as a DM when you do that.

First, the math for encounters will change. Basically, the more people you have, the monsters you can throw at them, the less people you have, the less monsters you can throw at them. In the Dungeon Master’s Guide, they tell you how that math works. However, I recommend not doing the math yourself, you’re going to be doing enough math in the encounter anyways. Instead there’s this very handy Encounter Calculator that I found from http://dhmholley.co.uk. This is going to do the math for you so that you can see the XP budget that you could be using for different types of encounters. I believe that D&D Beyond has an encounter creator as well, and if you have a subscription for that, it would be great to use that.

The other thing, and this is more with the larger groups, but with larger groups as a DM, you need to keep everyone involved. It’s easy to simply pull a single person’s story and make it the biggest focal point and focus on that person who will interact with you the most. But you need to keep everyone involved and keep things moving at the table. One thing you’ll probably have to do is ask someone who hasn’t spoken up in a little bit, specifically, what they want to do, or what they think of a situation. Sometimes you’ll need to pull out that interaction. And that suggestion isn’t just for the DM, sometimes as a player you will have to do that to another player as well. But there will also be some people who, in combat, take up considerably more time than everyone else, so it feels like the focus is really on them. I would suggest implementing a rule (made to be used sometimes), where players have to have an action ready when you come around and if they don’t, they have a signature action that they can use without having to think about it. The reason I say this rule is made to be broken, because sometimes you’ll have a player who wants to target a certain bad guy or wonder about a situation, but they should still have a plan and something to fall back on.

With smaller groups, you can really focus in on each players story and give them all the spotlight from time to time. You can certainly run into the issue of focusing on one players story too much, but with less people, it’s easier to move around and engage everyone. The tricky thing with a smaller party is creating encounters. You might have a barbarian who is extremely adept at killing everything, so you might throw in something that is going to be able to hold up to him, but now is that going to just murder the wizard? Or maybe it’s resistant to magic because the wizard has been mind controlling and polymorphing everything, now does that mean you ruined the druids fun who casts smaller spells? I personally have kind of rotated combats so that sometimes the magic users have the advantage in the battle, and sometime the melee combatants do.

Image Source: Encounter Roleplay

So, what is the right number? I don’t think there is a right number, games can work well at higher numbers and lower numbers. Personally, I like running for a smaller group, 3-4 seems ideal to me. But for you, that might be a large group and having that dynamic is what you want. If you are just starting, I’d suggest starting with a smaller group and then working up to a larger group.

Do you have a preferred number of players to run a D&D game for? Or, as a player, do you have a preferred number of other players to play with?

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Dungeons and Dragons Character Races: Dragonborn https://nerdologists.com/2019/05/dungeons-and-dragons-character-races-dragonborn/ https://nerdologists.com/2019/05/dungeons-and-dragons-character-races-dragonborn/#respond Mon, 06 May 2019 13:31:42 +0000 http://nerdologists.com/?p=3063 And after a week of Avengers: Endgame (no spoilers in this post), we’re finally getting back to some D&D. This time we’re looking at the

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And after a week of Avengers: Endgame (no spoilers in this post), we’re finally getting back to some D&D. This time we’re looking at the Character Race of Dragonborn.

Dragonborn, are a bit like tieflings or other races where they get some heritage from something non-standard fantasy. And because of that, in Dungeons and Dragons, they are treated as a rarer race. They pull both from their draconic ancestry, including getting a breath weapon. But with that draconic heritage, that means they often also take haughtiness and aloofness of the dragons. This can make them a bit temperamental in a party.

Mechanically speaking, besides that breath weapon that you get which you can use sparingly, you also get bumps to strength and charisma. For that reason, Dragonborn make good fighters, but also charisma casters. Their strongest class is probably Paladin, a charisma casting class that is also good in melee. You also get resistance to the element that your breath weapon is. This also helps you tank as an enemy caster might be using whatever element you’re resistant to, and you’ll be able to stay in melee longer.

Image Source: Wizards

Other than those stats, the real things we’re looking at is that Dragonborn tend to role play as haughty. I mentioned that before, but I think it’s worth mentioning again. They think that they are better than you, and that they can probably do it themselves. This can also lead to foolhardiness because they are more apt to rush into something if they feel like someone else is going to be able to do it first.

They are also going to be rare and the chromatic ones distrusted. In Dungeons and Dragons, while the metallic dragons aren’t necessarily helpful, they aren’t evil either. The chromatic dragons, aren’t helpful, and they might decide they want to rule or go on a rampage. So, the people who know this, and I suspect it would be fairly common knowledge in most D&D worlds, are going to distrust a Dragonborn that is chromatic. Even the metallic Dragonborn might be looked at askance.

So let’s talk about some backstories, why might a Dragonborn decide to join an adventuring party.

I was, what I would consider a legend on the battlefield, there were few who could stand up to me. I was able to shrug off spells like it was no ones business, and I was only ever bested once when my “rival” got a lucky blow in on me. That took me out of action for a few weeks, but I’d done enough damage to the opposing army that our forces were able to continue routing them and I was given a retirement. But retirement doesn’t suit me well, so I feel the need to save sad adventuring parties who don’t know what they are doing.
Alignment: Lawful Neutral
Class: Fighter
Background: Soldier
Notes: The point of that background, while it wouldn’t make sense for a level one character, is that the dragonborn exaggerates. They were in the army, but got injured, and were in bed for a long time, probably over a year, and now they want to actually do something worth their boasting so when people look them up, it’s something actually true.

With my size, people always thought that I would go into the army. But that wasn’t that interesting for me. I was much more interested in finding out about my draconic background. I spent years researching, trying to get a better understanding of who I was and where I’d come from. That led me all over the world, and I picked up some interesting skills and because pretty good at avoiding trouble. It might not be the most glamorous way to deal with problems, but smashing things with a club isn’t my style. I now want to go to the mountains where my people allegedly came from.
Alignment: Lawful Good/Neutral
Class: Ranger/Rogue
Background: Sage

Image Source: D&D Beyond

People always looked at me like I was strange. I can’t help it if my parents left me in the big city at a young age. I don’t even know what happened to them for sure. I wanted to show people that I was better than just a kid who bounced around from temple to temple, helping when I could and getting a free meal. To do that, when you can’t go to school and life in the city is hard and dangerous, I could only come up with one way. I made a deal. I have some power now through it and I can help other people because of that. But mainly, I just want to find out why my parents left me.
Alignment: Neutral Good/Chaotic Good
Class: Warlock
Background: Urchin

There are some ideas for character backgrounds of a Drabonborn. In the game I’m going to be running soon, I’ll have a player who is playing a Dragonborn.

Let me know about some background ideas that you have for a Dragonborn character. Have you played a Dragonborn before?

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Nerdologists Presents: Monster Madness Banshee https://nerdologists.com/2017/04/nerdologists-presents-monster-madness-banshee/ https://nerdologists.com/2017/04/nerdologists-presents-monster-madness-banshee/#respond Fri, 07 Apr 2017 15:48:25 +0000 http://nerdologists.com/?p=1567   Here’s the newest Thursday video that I’ve been doing. Because of March Madness happening now I came up with the idea of Monster Madness.

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Here’s the newest Thursday video that I’ve been doing. Because of March Madness happening now I came up with the idea of Monster Madness. This is where I tackle a monster and try and create a story/campaign arc around them that people could use instead of getting away from cultists, drow, goblins and dragons.

Let me know if there is a monster you want me to use?

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Nerdologists Presents: Monster Madness Angels https://nerdologists.com/2017/04/nerdologists-presents-monster-madness-angels/ https://nerdologists.com/2017/04/nerdologists-presents-monster-madness-angels/#respond Fri, 07 Apr 2017 15:45:59 +0000 http://nerdologists.com/?p=1565   Here’s the newest Thursday video that I’ve been doing. This is where I tackle a monster and try and create a story/campaign arc around

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Here’s the newest Thursday video that I’ve been doing. This is where I tackle a monster and try and create a story/campaign arc around them that people could use instead of getting away from cultists, drow, goblins and dragons.

Let me know if there is a monster you want me to use?

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