Druid | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Thu, 27 Oct 2022 11:41:44 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.4 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Druid | Nerdologists https://nerdologists.com 32 32 Board Game Unboxings – Chronicles of Drunagor and ISS Vanguard https://nerdologists.com/2022/10/board-game-unboxings-chronicles-of-drunagor-and-iss-vanguard/ https://nerdologists.com/2022/10/board-game-unboxings-chronicles-of-drunagor-and-iss-vanguard/#respond Thu, 27 Oct 2022 11:39:44 +0000 https://nerdologists.com/?p=7499 It's time to open up some games. ISS Vanguard, Chronicles of Drunagor and a small game, Mask of the Pharaoh are on docket for today.

The post Board Game Unboxings – Chronicles of Drunagor and ISS Vanguard first appeared on Nerdologists.]]>
A few very big games have come in, so I have a little bit of unboxing to do with these games. The two big ones being Chronicles of Drunagor from Creative Games Studio and ISS Vanguard from Awaken Realms. Both of these are epic campaign games, but I also have Mask of the Pharaoh from Hasbro as well which I picked up. I give a reason why I grabbed this littler game and why it’s part of the unboxing.

The Games

Mask of the Pharaoh

Mask of the Pharaoh is an outlier compared to the other games that I have on the list for unboxing. It isn’t a big and epic game. In fact, the box is quite small. But there is one thing that made me want to buy it. And that is that it uses an app. But it isn’t just that it uses an app, but how it uses the app.

Originally a game called Mask of Anubis coming out in 2016, it was picked up by Hasbro as Mask of the Pharaoh. The game uses an app, not as something to assist the game but as a core piece to the game. One person is navigating and looking around a tomb via the app. They give directions to the other players how to set it up. This is just novel for a board game, so I wanted to try it. Chronicles of Crime uses an app in a similar way, and I want to try it as well.

ISS Vanguard

Now onto the bigger games. ISS Vanguard is certainly that. I didn’t get everything you could in wave one, and I’m okay with that. Everything I didn’t get is not as important for game play. I received the core box, the miniatures, which look cool but also not important and the Personnel Files.

ISS Vanguard is an epic space adventure game. That premise is a signal was sent to Eartha and hidden within the DNA of humanity. It is discovered and uncoded. That leads humanity on a mission using and alien ship to find these coordinates. There, well, that is where the game begins.

There is a lot going on in the game. From exploring planets, flying to different solar systems, and unraveling the mystery. I like that you don’t play as a specific character, but as a specific part of the crew. You might be recon or engineering or security, but you get to pick. I also enjoy that you encounter a planet, but you also encounter things as you maintain your ship or upgrade your landing vessels.

Chronicles of Drunagor

Chronicles of Drunagor
Image Source: Creative Games Studio

Final game getting unboxed is Chronicles of Drunagor. Chronicles of Drunagor didn’t show up as recently, it has been on my shelf for a little bit. But it is one that I’m going to be playing soon for Malts and Meeples. In fact, it should get started next week. I just need your help figuring out who to play. See the section below to vote.

But Chronicles of Drunagor is an epic fantasy game where you build out 3D maps, unlock doors, fight monsters, and level up the characters. Two things stand out to me as really interesting in this game. The first being darkness. The idea of the darkness is that it pushes you forward in the dungeon. As you explore and fight, darkness is filling in behind you. So you can’t take too long, because if you do, it catches you and bad things happen.

And then the character game play. The game uses a cube system for what you are doing. You play with certain powers, which certain color of cubes needed to activate those various powers. For example, I might have a healing power that needs a yellow cube. I can only activate that if there isn’t already a yellow cube on there and I have a yellow cube. So it is a puzzle of when to activate things, when to not, or when to spend a turn to pull back cubes. But when I do that, I lose access to an ability and I pick which. Seems like an amazing puzzle to me.

Picking a Chronicles of Drunagor Character

Like I said, this is the game I’m playing next on Malts and Meeples. There are 12 different classes and 23 different characters. Help me pick two classes.

Upcoming Streams

So, next week, I will not be streaming on Monday. A week off from my Top 100 games because, well, next Monday is Halloween. So I am going to be busy with that. And then probably relaxing or editing podcast after that. But the following Monday, November 7th, at 8:30 PM, join me for a stream of 40 through 31 in my Top 100 Games (of all time) 2022 Edition.

And then of course, on Wednesday, it is diving into the dungeons of the Chronicles of Drunagor. I likely will play the tutorial scenario first to learn the game. So that might be on camera, or I might try and play that myself so I can delve into the bigger campaign with you all. To be determined with that. But 8 PM on Wednesday for that stream.

—————————————————————————————————

Send an Email
Message me on Twitter at @TheScando
Visit us on Facebook here
Support us on Patreon here

The post Board Game Unboxings – Chronicles of Drunagor and ISS Vanguard first appeared on Nerdologists.]]>
https://nerdologists.com/2022/10/board-game-unboxings-chronicles-of-drunagor-and-iss-vanguard/feed/ 0
Dungeons and Dragons – Easy to Hard Classes https://nerdologists.com/2021/05/dungeons-and-dragons-easy-to-hard-classes/ https://nerdologists.com/2021/05/dungeons-and-dragons-easy-to-hard-classes/#respond Tue, 11 May 2021 13:36:03 +0000 https://nerdologists.com/?p=5638 Which Dungeons and Dragons classes are the easiest and which are the hardest. I take a stab at ranking them to see which ones beginner friendly.

The post Dungeons and Dragons – Easy to Hard Classes first appeared on Nerdologists.]]>
If you are wondering how I come up with all of my great ideas, the answer is sometimes I get asked questions, and this is one that a new Dungeons and Dragons player asked on the GloryHoundd discord servers. I immediately came up with my easiest and hardest, but rankings as a whole, I had to think on that. So today’s article is going to be ranking the base classes in Dungeons and Dragons from easiest to hardest. That means the ones that you can find in the players handbook, not stuff like the Artificer that came out in supplements or the other versions of the classes that have come out in the other books.

Easiest To Hardest

Image Source: D&D Beyond
Fighter

The first two on the list are by far the easiest to rank. Fighter is not a difficult class to play, mainly because it’s the most common thing that we’d know of. We can think of fighters in basically any movie set in a fantasy setting or a medieval era. And the mechanics are pretty simple as well, most of what you will be doing is fighting with your main weapon. Now you can make it more interesting by adding in additional types of weapons or customizing your attack style in a different way, but mechanically it is a pretty straight forward class to play.

Barbarian

Next up is the Barbarian, much like the fighter they are basically all about fighting in their fairly basic way. The fact that they add in the rage, that makes it very slightly more complicated. Same with the natural defense that they have, but neither of those really make it more difficult to play, they just change is up from how most other classes handle your basic fighting. Once you have the concept of rage down, the Barbarian is as easy to play, or maybe even easier, than the fighter.

Rogue

Next up I went with the Rogue. Now, I do think that the Rogue is a slight step up in terms of complexity. But again it is still going to be more of a standard fighting class. The rogue, however, is shiftier and interacts with their adventuring party more in combat than other classes. They like to focus on enemies are already facing off against someone else to get that sneak attack damage. But they can also go and hide to get bonuses and get away from someone they are fighting easier. It if a little more to keep track of, and they aren’t going to be able to tank like a Fighter or a Barbarian can.

Cleric

Our first spell caster is on the list and it’s the Cleric. Mainly because the concept of a cleric is pretty simple to grasp. The cleric is going to be pass out some buffs, but really, they are going to keep the party on their feet. So slinging around healing spells and making sure if someone gets knocked out they can get back up again, that’s going to be the clerics main focus. There are types of clerics who can fight solidly as well, but most clerics will focus on healing.

Image Source: D&D Beyond
Paladin

The Paladin is much like the cleric in that they are good at healing. The difference is they are a half-caster class versus a full caster and that means they have access to fewer spells. Adding in the fighting that a cleric can do, it is definitely a step up in complexity, but not that hard. The main thing to know is that Paladins can convert their spell slots into more damage, so there are two types of Paladins. The first is going to be the type that heals and the other is going to be the type that fights, and generally stick to one instead of trying to do both. But once you pick, then it becomes real easy.

Ranger

Next up we have the Ranger. The Ranger is another half-caster class and can be a bit trickier. There is the Beastmaster Ranger who can have an animal companion which gives them more to do. However, for the most part the Ranger will use a few standard spells, like Hunter’s Mark, and a bow and arrow to deal with their enemies. Some of what becomes trickier are their other abilities. The favorite terrain, how do you work that into a campaign or use that meaningfully. Those are the questions for the Ranger player and DM.

Image Source: D&D Beyond
Monk

After the Ranger comes the Monk. These two and the next one are all really close in complexity if you ask me. The Monk is another fighting class. Like the Barbarian it has it’s own way to calculate defense. Where the complexity comes in is the chi that the Monk has. Basically it is a way to manipulate attacks and attackers. Some of the disciplines of the monk give you lots of ways to manipulate your chi so you really need to think about how you spend it.

Wizard

Now we are into caster territory, and the second easiest caster is the Wizard, in my opinion. The Wizard could even go higher, but I think that casters tend to be a bit trickier than some of the other classes. Why is it easier than some of the others, how it casts is very simple. Simple use of spell slots and not much else that a Wizard does besides cast. It just depends on what type of caster you want to be.

Bard

The Bard is also a pretty straight forward casting class. Again, like the Wizard it is just spending spell slots. Where it adds is Bardic inspiration. Bardic Inspiration is basically a way to help your party do better. It gives them a die to spend on a check and the Bard has a limited number. As you go, it can even do more depending on the college you went to as a Bard. Not too complex to play but adds in a little more to do, and a Bard can also get into the fray with combat more.

Druid

These last three could have gone in most any order, but I’m placing the Druid as my third most complex. The reason that it’s sitting here is that the Druid can go in two different ways. There are caster druids and there are wild shape druids, basically think shape shifting. While the caster has some wild shape, they will focus on casting. Whereas a wild shape Druid will cast, but the wild shape is a key to a lot of what they do. Definitely adds in complexity with what creatures you can turn into with your wild shape and when you do.

Warlock

Next is the Warlock, I think that the Warlock could be simpler than some of these, except that it’s casting works very differently than other classes. You have fewer spell slots, they are always as the higher level and you get them back on a short rest. Plus they have their pact and different benefits that they get from what. Once you can wade through how the class plays, there are some solid and simple combos out there, mainly with Eldritch Blast you can take advantage of.

Sorcerer

Finally we have the Sorcerer. I put this one as the most complex even though it’s base casting is simple. You spend a spell slot and cast it. The difference is they have meta magic with sorcery points. You can convert spell slots to points and back. And you pick which meta magics you want to use. So there are more choices to consistently make than other classes, in my opinion.

Are Any Too Complex For A Beginner?

To wrap this up, let’s talk about this question, are any of the classes too complex for a first time player? Yes, but it depends on the player. I wouldn’t give someone who is casually interested in Dungeons and Dragons any of the last three classes. The Druid, Warlock and Sorcerer are probably just a bit too much, and I would maybe shy away from the Ranger and the Monk as well.

However, a player who is really excited about Dungeons and Dragons, they can play any class. No class is too hard out of the box for a player to pick up. Some of them are just going to require a little bit more work to learn than others.

Now, I skipped the Wizard, I think the concepts of the Wizard a good for a new player. And I think that they are pretty easy to learn, they just have a lot of choices. For a new player that might be too many choices, or it might be just fine. But I think even a somewhat interested new player will be able to figure it out, leveling up just might take longer.

Which is your favorite class to play? Are there any that you avoid because they are too simple or too complex?

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.
Support us on Patreon here.

The post Dungeons and Dragons – Easy to Hard Classes first appeared on Nerdologists.]]>
https://nerdologists.com/2021/05/dungeons-and-dragons-easy-to-hard-classes/feed/ 0
Dungeons and Dragons: A Great Experience https://nerdologists.com/2020/01/dungeons-and-dragons-a-great-experience/ https://nerdologists.com/2020/01/dungeons-and-dragons-a-great-experience/#respond Wed, 22 Jan 2020 16:03:27 +0000 http://nerdologists.com/?p=3996 One of the parts of Dungeons and Dragons that people really love is leveling up their characters. You get more cool things that you can

The post Dungeons and Dragons: A Great Experience first appeared on Nerdologists.]]>
One of the parts of Dungeons and Dragons that people really love is leveling up their characters. You get more cool things that you can do almost every level or new spells you can use or even improved stats so that you can hit harder. To level up, you need to gain experience, but how/when do you gain experience or level up?

In the Players Handbook, Monster Manual, and Dungeon Master’s Guide, there is one primary way that the game is built for you getting experience, and that’s through combat encounters (and encounters of other types), but in combat, each monster has a certain number of experience points that they give you to divide between the party. This is the standard way, then comparing your total experience to that of the level chart, when you hit a certain amount of experience you go up a level.

While this is the classic method, I’m not a huge fan of it. First, it adds to me doing more math as the Dungeon Master when building an encounter and as players then when dividing up and adding in experience. Now, it doesn’t have to be difficult math, but if someone misses a session, does their character still get experience for it? If they don’t, that causes even more of a mess because now characters will not in sync level wise and since the game tends to be more combat focused when you are using encounter/combat based experience, that means that a character might be lagging behind with that. On the other hand, this is the classic way to do it, and for video game players, it’s how almost all RPG’s work there, so it is something that they might enjoy.

Image Source: D&D Beyong

My preferred method of leveling up and experience is to actually not track experience and go with something called, event or milestone leveling. When you hit a certain point in your characters story or in the over-arching story, you get to level up. The advantages of this come from leveling up in those moments where the story becomes more epic, you become more epic with it. You also don’t need to track everything and keep count of kills and what was killed, instead it levels you at proper thematic points. The downside is that if there is a point in the game where you are grinding through a dungeon and things aren’t changing, there might not be that character milestone or story event launches you to the next level. Instead you are stuck at a lower level for a while, while you’re waiting to go up and take off into a new ability for your character. That’s something, as a Dungeon Master, when using this method, that you need to be aware of, not to let the levels sit too long and instead focus on creating those epic moments every few sessions.

But, a friend, introduced me to an interesting idea from a video he’d watched on Professor Dungeon Master Youtube Channel. This concept is that you get a few points that you are tracking for experience, if things go really well in a session, you get 3 XP or maybe 4 XP. If things go awry, you get 1 XP, if it’s just okay 2 XP. And when you hit 10 XP, you “level up”. But, instead of just getting the level up, you need to do something in game or in downtime between sessions to get your character leveled up. This could be a little mini quest, such as a paladin destroying a cults temple and building up one to their god, Professor Dungeon Master’s example, or it could be something that is more tied into the main quests of the campaign. So you’re tracking experience, but at a limited level. And then to actually gain that level, you need that epic quest/story moment for your character so that they have a reason to gain new skills.

Image Source: D&D Beyond

Now, I think that is an interesting option that I’m going to want to try at some point in time. What’s interesting about it to me is that it gives the players something to track in terms of experience points, they can see how close they are getting to leveling up at the end of a session, but they and I don’t need to do a lot of math and figuring for the game. It’s just adding together single digit numbers until you hit 10, and then you start again. I also like, and this is something that’s bugged me with Dungeons and Dragons leveling, is that you could, theoretically, just because of a random encounter on a travel somewhere level up, and now the Wizard knows more spells, the fighter is better with their sword, and the Druid can change into more animals. So, while it can delay leveling a little bit, I like how a character needs to complete some sort of quest or mission for that character or the story overall. So we’ve talked about a Paladin, but a Druid planting a small grove and getting that started in an area, that could give you a level up, a fighter going and defeating some low life thug on their own to stop them from going after other people, that’s something that would work as well. But I think it gives a chance for players and the DM to be more creative in storytelling, and you can decide how much you want to spend in game on this, but you could also go between sessions as well for leveling up.

If you’re playing, do you have a preferred method? I don’t think that any of them are bad, I just don’t want to do the math, so I haven’t done the more combat focused gaining for experience. Would you try out another method other than your preferred one? Let me know in the comments below.

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Dungeons and Dragons: A Great Experience first appeared on Nerdologists.]]>
https://nerdologists.com/2020/01/dungeons-and-dragons-a-great-experience/feed/ 0
Dungeons and Dragons: High vs Low Magic as a Player https://nerdologists.com/2020/01/dungeons-and-dragons-high-vs-low-magic-as-a-player/ https://nerdologists.com/2020/01/dungeons-and-dragons-high-vs-low-magic-as-a-player/#respond Mon, 20 Jan 2020 15:00:00 +0000 http://nerdologists.com/?p=3987 I’ve previously posted about this (You can find it here), but that was from more of a world building aspect, if you’re playing in a

The post Dungeons and Dragons: High vs Low Magic as a Player first appeared on Nerdologists.]]>
I’ve previously posted about this (You can find it here), but that was from more of a world building aspect, if you’re playing in a game of Dungeons and Dragons, and your character is magical how does that affect how you might role play your character in the game?

Quick refresher, high magic means that magic is common and is used for common tasks or that towns will often have a healer or someone who can cast some spells. When people see you cast a spell they won’t want to either worship you or burn you as a witch. Low magic means that magic is rare. If you can do magic, you might be revered or you might be seen as an abomination that should be killed.

Now that that’s out of the way, let’s talk about how it can affect how you role play in a game.

I think if you’re a magic user in a high magic world, you aren’t going to be set apart at a lower level. A spell like mend or cure wounds, your small towns are probably going to have someone who can do those things. People are just going to see that as normal and it won’t be until you start casting higher level spells that you’ll be considered special. In game, I would use that a motivation for a character, you want to be the best smartest wizard, most powerful sorcerer, or devout cleric. It gives a reason for a character to go off adventuring from their small town where they might be able to live a good life, but they want more because they’ve heard of that powerful and revered wizard who now consults for nations and can travel to other planes of existence, you want to be like that. Or maybe you have a rival who is just slightly better than you.

Image Source: D&D Beyond

You can also, since magic is common, take some role playing queues from maybe you are just common and not needed in your town. You can almost be kicked out to go find a small town where your skills are needed or maybe you’re just not as good yet, as the person in town, so they want you to take over as being the towns healer, but they send you away to get more experience first. So instead of leaving to make a name, you might be leaving to adventure so that you can come back home. I like this one because it can give you a nice hook for adventuring and gives the DM something to play with.

Let’s look at the flip side of this, what if there is very little magic in the world, how do you role play that?

Firstly, there’s always getting kicked out of your town because you’re a witch or needing to flee, especially if it isn’t a holy magic. So any class that isn’t Cleric or Paladin could be seen as being some sort of abomination. And if you’re a Warlock, maybe your pact actually is with a demon. But, how can you use that to role play. You might be out to prove that you are in fact great. Or prove that your town should have kept you around because some day they might need you. This is a very chaotic and potentially neutral or even possible for an evil character. And, again I like it for a hook as a DM, at some point in time, when you have the power to stop something to happening, I’d force you to make a decision, do you go back to your home town to save them or do you let them burn because they kicked you out? If you still have family there, did they kick you out or was it the town, do you need to still save them?

Image Source: D&D Beyond

Or, on the other hand, you might be almost revered. Does that make your character pompous because they can do something else that others can’t and everyone loves them for it? Will they hold that over everyone? I can see a couple of backstory hooks, one where the town sends out the person to save them from some impending doom because you are the best person for it in the town and you must be able to save them because you have magic. But what happens if you can’t? The other would be if you’re playing more a pompous character, are you going to go out and make a name for yourself because the town you’re from is too small? If someone did that, I would then definitely have something happen to the town that you could have stopped, and how does that affect the character? Is it an acceptable loss for their fame or do they feel guilt over something having happened?

There are a ton of hooks you can choose to play around with for both low and high magic worlds and playing a spell caster in them. I didn’t even get into how it might affect party dynamics, but that’s something you’d probably need to role play out with your own adventuring group. Do any of the hooks I’ve presented interest you? Have you played a character like any of those before?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Dungeons and Dragons: High vs Low Magic as a Player first appeared on Nerdologists.]]>
https://nerdologists.com/2020/01/dungeons-and-dragons-high-vs-low-magic-as-a-player/feed/ 0
Dungeons and Dragons – Picking Your Spells https://nerdologists.com/2020/01/dungeons-and-dragons-picking-your-spells/ https://nerdologists.com/2020/01/dungeons-and-dragons-picking-your-spells/#respond Wed, 15 Jan 2020 14:20:34 +0000 http://nerdologists.com/?p=3975 You’ve now figured out what type of spell caster you want to be, so you have to go through and pick your spells and there

The post Dungeons and Dragons – Picking Your Spells first appeared on Nerdologists.]]>
You’ve now figured out what type of spell caster you want to be, so you have to go through and pick your spells and there are a lot of them to choose from. Good news, I’m here to help talk you through what you might want to consider when picking spells.

In my opinion, the best starting point is to look and determine if your character is a “support” or “attacker” character. Now, It’s possible to be a blend of both, and even if you lean towards being a support character, you should have at least an attack spell option, and if you’re an attacker, you should have some more support style spells for non-combat situations. It’s very tempting to go all in on either side, but there will be times when you need the other spells.

Image Source: D&D Beyond

For example, if you’re a support character and you’re in combat, you’re at the point where most of the party is down but the monster is mainly dead. If you take a good hit from the monster, you’re probably dead as well, and that would end the combat with you all losing the fight. You could get someone else back on their feet with a couple of hit points, but at this point in time, you’re more apt to survive an attack than they would be. Do you just do the support thing and heal someone, watch them get knocked out again, heal them again, and keep that up until you run out of spells? That doesn’t sound like that fun at the table, and it also doesn’t really sound like it’s going to win the combat for your adventuring party. So you can attack, but you didn’t take a good attack spell or any attack spells, so you’re kind of stuck just healing.

The big thing that’s happening in the scenario is that you’re creating a prolonged and possibly stalemated battle for a chunk of time. And while attacking might not be what your character would normally do, a good attack would potentially end that stalemate. But it’s going to cause people to have more fun at the table because it isn’t a cycle of revive, monster knocks out, revive, monster knocks out, and so on and so forth. Adding in attack spell doesn’t stop you from being mainly support, but it can keep the game moving and keep it more interesting. The same goes for the flip side, maybe you’re a fire wizard and you’re up against a dragon that is resistant to fire damage. First, your DM’s a bit of a jerk if it happens all the time, but now you’re out of combat, so what do you do? You can attack, but it won’t do as much, but if you had a support spell or two, you’d be able to still interact with the combat. Or, maybe you want to be the best in combat, why not have your signature attack spell(s) but then also have the ability to support yourself so that you can truly be the best in combat and not have to rely on others for that aid.

This is all good to think about when picking your spells, but not actually picking spells. Let’s go with a Wizard as an example like I did in a previous article on magic. Our Wizard is fairly smart, 16 intelligence, so we get start with 4 spells known and 3 cantrips at first level. We have 2 first level spell slots as well, and I want to be an attacking focused Wizard. I believe in calling down the powers of the elements to smite my enemies and I might like fire a bit too much.

When I’m looking at cantrips, I know for sure that I want to get at least one, if not two attacking cantrips out of the three. These, at low levels, are going to be my go to spells (and even at higher levels), so I want something that feels like a signature ability that I can theme my character off of, or that has fire, because I’m a pyro. So the first cantrip is going to be Fire Bolt, a good attack spell with really good range, 120 ft. That allows me, since I’m a wizard and am always going to have lower armor class and hit points, to be at a safe distance for attacking and not being attacked. The other attack one I’m going to take is Thunderclap, this one is a bit of a jerk spell, because it can hit my allies, but it’s an area of affect, so that is a nice way to hit a lot of creatures if need be. Finally, a utility cantrip of light, simple spell, even if I have darkvision, that doesn’t mean I can see in pitch black, so good utility for outside of combat. Now we’re onto the first level, and with four known spells at first level, I’m going to consider a couple more attack spells, but again, we’re a pretty quishy character, so I’m going to grab shield as a spell. That is going to help keep you up. Witch Bolt is a good ranged spell that does lightning damage. Longstrider is going to be my first enhancing spell for my abilities on the combat field with an extra 10 feet of movement. Magic Missile is then my final one, a spell that doesn’t do massive damage, but it will do consistent damage.

Image Source: D&D Beyong

Let’s break down what I picked, I’ve already done some why. Thunderclap and Fire Bolt both give me consistent spells to attack with. Witch Bolt and Magic Missile give me damage when I need a boost of damage. Magic Missile is the consistent damage when I need to finish everything off. The damage ones are definitely the most obvious spells, the others are just fairly obvious, but what I’m trying to create with my attacking wizard is a situation where I can keep out of range, Longstrider, boost my armor class to avoid an attack as needed, Shield, and be able to see outside of combat or even in combat if I’m fighting something with truesight or blindsight. But with so few spell slots available to me, I’m not going to use the first level spells for attacks all that often, it’ll mainly be for shield and then I’ll use my cantrips for attacking. There is a downside for that because cantrips aren’t as good for attack spells, but with a fairly high intelligence, it helps out the odds.

And, I only picked 4 of my 7 spells as attack spells. But even with that, I have a variety of damage, thunder, fire, lightning, and force, so I can get around most damage reductions. And while Fire Bolt will be my signature, the others have good utility for combat. Thunderclap has an area of affect, Magic Missile will never miss, and Witch Bolt can hang around for a while and continue to do damage. When I get to hire levels, I already have picked some utility damage spells, so I can focus in on more fire damage because I know that is going to be my signature element, but I have enough that I can still be effective if fire isn’t.

And when picking utility spells, I looked, besides the cantrip, as to what can boost my effectiveness in combat. Sure, I might want to use magic missile a one of my first level spells, but Longstrider allows me to avoid, which, again, I’m squishy, cause I’m a Wizard, and Shield is there for the same reason. I can’t be an awesome fighter if I’m constantly getting knocked out. At higher levels I’ll be able to improve upon those options as well with spells like Blur which make me even harder to hit.

I can flip this as well, and while I’d probably still keep a spell like Fire Bolt and Magic Missile (it’s kind of a signature of Dungeons and Dragons for a spell), I’d focus more on what can help other people. Longstrider on a Dwarf would allow them to charge into combat faster. Though, a Wizard probably isn’t the best support class out there, they do have some decent options as you get into higher levels. A class like Cleric would give you more support options.

When picking spells do you pick a variety of them or do you really focus in on attack spells or support? Have you every made a mistake with the spells that you’ve picked? I guess, that’s the last bit to write about for me, the mistakes and what what can mean. In Season 2 of Dungeons and Flagons the wizard picked a lot of weird attack spells, but they are were all area of affect spells, so that meant with two melee characters rounding out the party, he was always, when attacking, going to do damage to them as well. So thinking through your spells is important.

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Dungeons and Dragons – Picking Your Spells first appeared on Nerdologists.]]>
https://nerdologists.com/2020/01/dungeons-and-dragons-picking-your-spells/feed/ 0
Dungeons and Dragons: I Got That Magic In Me https://nerdologists.com/2020/01/dungeons-and-dragons-i-got-that-magic-in-me/ https://nerdologists.com/2020/01/dungeons-and-dragons-i-got-that-magic-in-me/#respond Thu, 09 Jan 2020 14:45:54 +0000 http://nerdologists.com/?p=3960 So, it’s been a little while since I’ve written much about Dungeons and Dragons. But I did run a game not that long ago, and

The post Dungeons and Dragons: I Got That Magic In Me first appeared on Nerdologists.]]>
So, it’s been a little while since I’ve written much about Dungeons and Dragons. But I did run a game not that long ago, and I got to thinking about all of the different types of magic in D&D and while I’ve talked about the various casting classes before, I haven’t talked as much about how the magic is different for them. So we’re going to do a bit of a dive into the different types of casters you can play in Dungeons and Dragons.

Since Dungeons and Dragons is a fantasy setting, you have magic in the same, I don’t think that’s a surprise to anyone. How much magic you have to vary a lot. Some worlds in D&D have a ton of magic with lots of people being able to use small spells and little things, like curing a small wound are going to be magically done or lighting a fire, magic might be faster. There are going to be other fantasy worlds where magic is extremely rare. If you have magic, you have way more value to the nations because of what you can do. In either of them, the PC’s (Player characters) who have magic are going to end up being more powerful than most other casters, because, otherwise, those characters would be saving the world, and you’d still be a farmer.

But within magic, there are a number of different ways that you can get magic or use magic. Which, mechanically speaking, are represented by the different classes you can be. A Cleric and Paladin get their magic from their gods whereas a Druid gets it through nature, a Sorcerer just has it, and a Wizard needs to learn it. That doesn’t even touch on the bard who signs theirs (but just kind of have it) and the Warlock who has made a deal for it. If you know you want to be a magic user, picking your class can help determine what sort of background you have because of how you got the magic.

Image Source: D&D Beyond

Bard – This magical mischief maker generally gets their spells from their ability to weave word or song in such a way to alter the world around them either for attack or entertainment. A bard is generally going to be someone who has been trained, but not to improve their magic, but their performance ability. I think that the bard is a class that can be generally used for most backstories.

Cleric – The first of our magical classes that gets their magic from the divine. The god that they are worshiping is giving them the powers and has chosen them as special. In particular, they are giving them powers to help people, and while combat might not be their strong point, but healing and aiding other characters is what that character is going to be the best at. With a cleric, your backstory can be anything but you might want to focus more on a religious background and have it something you’ve been a part of for a while, not something that you just picked up.

Druid – The hippy of the magical classes, the druid is all about nature and their attunement to nature. In some ways, I would say that a Druid is a bit like the Cleric in that they get their magic from the divine, but for the Druid their divine is their connection to nature. The Druid is going to be the caster who has the most connections to nature and natural changes in the world. The outlander or hermit backgrounds actually make a lot of sense for a background for the Druid, because you need that strong connection with nature that makes most sense to be gotten on your own. The trick can be connecting back into the group.

Image Source: D&D Beyond

Paladin – Our second divine caster, the Paladin is what is know as a half-caster. What that means is that they have a more limited spell selection and a smaller number of spell slots with which to cast spells. What the Paladin does get is some of the healing abilities of the Cleric but much better punching power with their ability to handle weapons. They also get the ability to channel their divine magic into even more damage, at the cost of casting spells, but I still feel like it’s a spell like affect and is part of their magic. For a Paladin, your background can be much more open, because while they do have that divine magic from a god, their devotion to their religion is less strictly guided like a Cleric’s feels, though, they do need to maintain that collection.

Ranger – Another and last half caster, the Ranger pulls a little bit like the Paladin does from the Cleric, but for the Ranger it’s from the Druid. They get some of the connections to nature that the Druid has, but also then gets more focus in their magic for hunting down their enemies. Unlike the Paladin who has extra abilities they can do with their magic, the Ranger is more focused on just using their spells as spells. Their background is generally going to be fairly open, being a scout in the military or being a hermit all make sense, and even some of the more scholarly ones can make sense.

Sorcerer – The natural of the magic world, the bard might just use music, but the Sorcerer just gets magic. And they get amazing control over their magic. The Sorcerer is an interesting class in that they get things called meta-magics and meta-magic points that they can use to improve their spells. This might mean that they can cast them farther or do so silently so it can’t be countered. This allows a player to specialize their character so that their Sorcerer feels different from others. The Sorcerer definitely can come from any sort of background since their magic can be something that just newly manifested. It’s the magic class that you do if you don’t want to be beholden to anyone or anything.

Warlock – If the Sorcerer isn’t beholden to anyone or anything, the Warlock 100% is. They’ve made a pact with some powerful being, fey, elder god, or demon that is giving them their powers. And the Warlocks magic works differently than everyone else’s. They aren’t a half caster, but they aren’t really a full caster. They get invocations that can really make their cantrips much better so they don’t need as many high level spells, which is good, because they don’t get many spell slots. But when they cast a spell it’s always at the highest spot possible. I don’t know that they are that much harder to play than other casters, but how they work makes less sense. They, because they can have just gotten their magic, do have it in common with the Sorcerer that most any background works.

Wizard – Final one and definitely the most iconic. The Wizard has learned magic. You could say that Bard might be considered a bit of that if you consider them learning their craft of storytelling and performance, but for a Wizard, there are Wizard schools and you study and you need a spellbook to be able to prepare spells for the day. But, as a Wizard, you have access to more spells than any other class. Their specializations also makes it easier for them to learn more spells in certain areas, and while other classes can be capped on how spells they know, a Wizard can always add in more spells if they have the time and money to transcribe them into their spell book. A wizard, the Sage background makes the most sense because they’ve spent at least some of their life in school, but that might not be the defining feature for them.

That’s a lot just looking at the classes and how they use magic, I’m going to spend some time coming up here going into more topics on magic such as spell slots and spells known or high or low magic worlds that I touched on that the top of the article. Some of them will be more player focused and others more dungeon master focused. Is there a certain type of caster that you gravitate to?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post Dungeons and Dragons: I Got That Magic In Me first appeared on Nerdologists.]]>
https://nerdologists.com/2020/01/dungeons-and-dragons-i-got-that-magic-in-me/feed/ 0
D&D Alignments – Chaotic Evil https://nerdologists.com/2019/07/dd-alignments-chaotic-evil/ https://nerdologists.com/2019/07/dd-alignments-chaotic-evil/#respond Mon, 29 Jul 2019 13:34:24 +0000 http://nerdologists.com/?p=3365 We’re wrapping up our D&D alignments today with your most evil character as we look at Chaotic Evil. Now, I say most evil, but I

The post D&D Alignments – Chaotic Evil first appeared on Nerdologists.]]>
We’re wrapping up our D&D alignments today with your most evil character as we look at Chaotic Evil. Now, I say most evil, but I don’t think that it has to be, I think that when people want to play that really evil character, though, in an evil campaign, this is often what they’ll change. Though, I think you could argue that Neutral Evil might be more evil.

When people play Chaotic Evil, they generally play it, since they are chaotic that they have a get out of jail free card. Basically, I’m the hero of my own story, therefore, I can do whatever I want and the DM will make it work out in the end. Much the mindset of the Chaotic Neutral character who is actually Chaotic Evil. So your Chaotic Evil character is going to go around stabbing people and generally causing as much trouble as possible, and you should get away with it.

Image Source: D&D Beyond

In an evil based game, even, that mindset isn’t going to work. You’re going to have the law after you at some point in time. Someone like The Joker who just does bad stuff for the sake of it still gets beat up by Batman and then arrested. And that is likely to happen to your character as well. I think that The Joker is a fairly good example of what you might do as a Chaotic Evil character however.

Mainly, The Joker doesn’t go around stabbing everyone, even though he’s not above it. Instead he’s just trying to create as much havoc as possible, and when there is havoc, he feels like he’s succeeded. So, in an evil campaign, you can take it that direction by going for more and more chaos and destabilizing of an area, versus just leaving a trail of bodies in your wake. That doesn’t mean that you might not stab someone along the way, but it isn’t the modus operandi of a good Chaotic Evil character or of the Joker. If we look at The Dark Knight, we see how the Joker makes Batman make choices, but then lies about what the different options actually are, just to mess with Batman, that’s very chaotic evil.

Let’s talk quickly about what classes might make the most sense for a Chaotic Evil character. Again, most of them are going to work, with things like a Paladin or Cleric being the hardest to fit into there, and I think that a Monk or Druid would be tricky as well. Bot of those classes lean into discipline or harmony with nature, so there would have be some event that you’d need to lean into that causes them to be that way. If you do just want to be the murder character, the Barbarian is going to make a lot of sense, and a Rogue would be very effective at it as well.

If I were to play a Chaotic Evil character, I would play a Wizard, personally. The reason for that is that an illusionist Wizard would have a fun tool bag to mess around with. And with a character like that, you don’t have to murder everyone, but can instead make someone feel like they are going insane, which is probably worse than just being murdered. But as a player, I would feel better playing that versus just a random character who wants to murder everyone. Other spell casters would work well for this as well. It’s almost like Loki can be, with the story that Thor tells in Thor: Rangorak, where Loki turned into a snake and then back into himself to scare Thor, something like that.

But even with that, I would be careful about playing a chaotic evil character. I actually be careful about playing with someone who really wants to play a Chaotic Evil character. There are plenty of ways with any evil character to go very dark, and Neutral Evil and Chaotic Evil are going to be more apt to go that direction.

Have you played in an evil game with a Chaotic Evil character? Have you played in a good game with a Chaotic Evil character? How did that work for you and the rest of the party?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post D&D Alignments – Chaotic Evil first appeared on Nerdologists.]]>
https://nerdologists.com/2019/07/dd-alignments-chaotic-evil/feed/ 0
D&D Alignment: True Neutral https://nerdologists.com/2019/07/dd-alignment-true-neutral/ https://nerdologists.com/2019/07/dd-alignment-true-neutral/#respond Tue, 09 Jul 2019 13:19:05 +0000 http://nerdologists.com/?p=3302 The alignments are interesting because, in the middle you have this state of both being neutral on the good and evil axis and the law

The post D&D Alignment: True Neutral first appeared on Nerdologists.]]>
The alignments are interesting because, in the middle you have this state of both being neutral on the good and evil axis and the law and chaos axis. And I don’t know that I have the greatest grasp on what this true neutral position is or that most people have that strong a grasp on it when I’ve heard it talked about.

The issue with true neutral is that it doesn’t give you something to grasp onto. With evil and good, you know those concepts, and between law and chaos, you know what those are as well. Neutral is the position is between those, but it doesn’t give you that easy thing to grab onto. The best starting point that I can come up with is talking about the druid.

Image Source: D&D Beyond

The reason for the druid is that as someone who gets their powers from nature, nature isn’t inherently good or evil. It has some chaos, but it also has an order placed on it from the food chain and survival of the fittest, but these aren’t laws with how humans place rules and order around themselves. So someone who is fully devoted to nature could find themselves in this middle ground where they don’t cling too strongly to anything, but they just see life, death, and survival as the cycle of things. This cycle is neither good or bad, but it is needed for the land to survive.

This is where you can get into issues with role playing in an adventuring group but also why you join an adventuring group. Some outside force is working on your land, whether it be a grove or the whole world. So the true neutral character would look at this one of two ways. Either, it wouldn’t get them to do anything, because it’s the natural order of things and survival of the fittest. If you develop a character like that, you aren’t really playing in the spirit of Dungeons and Dragons and need to come up with a reason why your character would care, or roll up a new character.

But that same thing can also be your hook into adventure. Some outside force is working to destroy the land, whether it be your grove or the whole world. Because it’s an outside force, that means that it isn’t a natural force. Your character now has a reason to go out adventuring to stop bad things from happening. Because it isn’t going to be survival of the fittest, it’s just going to be destruction and not from the natural order and chaos of things, but because someone has a plan to destroy it. This true neutral characters mindset wouldn’t be, in this case, to judge the person as bad, but instead to judge their actions as outside of the balance of things.

Image Source: D&D Beyong

This is the tension of the true neutral character. There’s a chance for them to be apathetic in what is happening in the game. So as a player, you need to really find those reasons, either because of the threat, or some other reason, that you’re out adventuring. For me, the easiest way that I’d do this would be to add in some relationship with another character or NPC that is a very strong bond for your character. By doing this, you’re going to always have a reason to go adventuring. And it give the DM something that they know they can motivate your character with as well. I personally like the idea of it being another player character that you’re connected to, because then it gives the true neutral character more of a reason to follow along and and adventure.

So, what classes work, again, I’ll start out with the disclaimer that really any D&D class is going to work for any alignment, you might have a few things that just make less sense. The ones that are going to have the strongest ties to True Neutral, I would say, would be Monk and Druid. However, another class that I think works well is a very tribal Barbarian. They are going to see everything as survival and not have the attachment to things that the more “civialized” characters might. Death, trials, and troubles are just going to be the natural way of things and neither good or bad. Harder to work in are going to be your Cleric and Paladin who naturally leaning towards more lawful or good.

Probably a wild card one that I think would be interesting would a rogue. Generally, you think of them as chaotic, but what about an assassin rogue who just does their job and they get money, but they dispatch the target with out any passion for it and they don’t judge whether the target is good or evil, they just take the job given. You can even give them a loose code, but not hard rules that they follow to keep them from being lawful It would be easy to stray into either chaotic or lawful with this character (as well as good or evil), but that could basically be the rule for the character. They will take any job (somewhat chaotic), but they need their payment and their details before they’ll take it (somewhat lawful), to keep them balanced in a neutral area.

True Neutral is definitely a tricky one for me to try and explain. It’s also going to be a trickier one to try and play, and in my experience is generally just a stopping off point for characters as they go to another alignment. It’s a decent spot to start a campaign for that reason as you figure out the character’s ticks and traits that will allow you to set-up their alignment.

Have you played a true neutral character? Did you find it easy to play or did you have to put a lot of work into it?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post D&D Alignment: True Neutral first appeared on Nerdologists.]]>
https://nerdologists.com/2019/07/dd-alignment-true-neutral/feed/ 0
D&D Alignments – Neutral Good https://nerdologists.com/2019/07/dd-alignments-neutral-good/ https://nerdologists.com/2019/07/dd-alignments-neutral-good/#respond Fri, 05 Jul 2019 13:40:20 +0000 http://nerdologists.com/?p=3293 Neutral is an interesting position to talk about when it comes to Dungeons and Dragons characters. I mainly have a harder time nailing down what

The post D&D Alignments – Neutral Good first appeared on Nerdologists.]]>
Neutral is an interesting position to talk about when it comes to Dungeons and Dragons characters. I mainly have a harder time nailing down what I think it is and how you use it in role playing.

I think, the best way that I can describe neutral is that you’re going to do the best option in a given situation based off of the other part of your alignment. So a neutral good character is going to do what they perceive as the best option after they’ve thought about it. Neutral is going to lean away from the impulsive that you can get with both Chaotic and Lawful alignments. In the case of a neutral good character, if they are in a just land, they are going to appear fairly lawful, because the laws are just. However, they aren’t basing their decision off of the law being there, they are basing off of what they believe to be good in the given situation.

Image Source: D&D Beyong

This is going to create a more introspective character, which is going to be better for a character who is less combat focused. The martial classes like fighter and barbarian aren’t going to be the best fits. And as normal, classes like rogue and warlock which can have a more chaotic bent to them, don’t fit the easiest. With that said, any class can be any alignment. I think the two classes that I would lean towards playing Neutral Good would be Druid and Monk.

For me, both the Druid and the Monk classes are those more focused on the long view of things. The druid is surrounded by nature which is going to do what is good for it, and when looking at how long a tree can live and how unchanging mountains are, a druid will take a longer view and more of a loo at what is good. And they are not just going to look at the good for the people living in the land, but also of the land itself. A monk has meditation and that calm and martial arts sort of feeling for their play style. While they can go out with a rush of action and hit you a lot, it seems more like their traditions are built around the discipline of learning those skills versus using them, so again it fits with that long view of figuring out what is good before taking any action.

Let’s look a little bit back at some of them that are less ideal? How could you make a fighter into a lawful good character? I think that it is not that difficult because you would have the jaded soldier who thought that the laws of the land were good, but then saw violence done in the name of those laws against those who were only guilty of not being from that land. While they understand that the sword can be a tool of justice, they weigh it out to determine if using the sword is going to be the just option and the good option or if there is another way. And while they might not themselves know how to do the other option or at least do it well, they can know that the sword is not the right option. The rogue is also fairly easy, because they can have a Robin Hood sort of mindset. They will only ever steal from someone that they know is evil. And they will only do so to improve the state of the common folk who are being oppressed, and not for their own riches.

Image Source: D&D Beyond

Now, you still need to tie those things into why you’d go adventuring. Even the monk and druid. Generally you have to threaten something that they think is good. For a druid that might be their grove. For a fighter that might be a people that they see as innocents. If I were to play a neutral good character that would be the direction that I’d lean into it anyways. I’m sure that there are other ways to play a neutral good character that I haven’t mentioned yet.

If you have some interesting ideas for playing a neutral good character, leave them in the comments below. If you have played one, let me know how you did that, and what the story of your character was.

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post D&D Alignments – Neutral Good first appeared on Nerdologists.]]>
https://nerdologists.com/2019/07/dd-alignments-neutral-good/feed/ 0
D&D Alignment – What is Alignment? https://nerdologists.com/2019/06/dd-alignment-what-is-alignment/ https://nerdologists.com/2019/06/dd-alignment-what-is-alignment/#respond Wed, 19 Jun 2019 13:08:00 +0000 http://nerdologists.com/?p=3247 I think this is the last big character creation piece that I haven’t touched on. I’ve previously done series of articles on the Classes, Backgrounds,

The post D&D Alignment – What is Alignment? first appeared on Nerdologists.]]>
I think this is the last big character creation piece that I haven’t touched on. I’ve previously done series of articles on the Classes, Backgrounds, and how to develop an interesting backstory. But I’ve only touched on the various alignments in passing. Some of that is because the alignment system can be somewhat controversial and can be used as a reason to be a jerk while playing. What I’m hoping to do with this series of articles is go through and show how you can use alignment in your game to inform your characters decisions.

Image Source: Wizards

So, let’s start, what is alignment?

Alignment is the moral touchstone for your character that has been laid out in Dungeons and Dragons and used some in other role playing systems to give you a better idea how to play your character. There are two axis for alignment, from good to evil and from lawful to chaotic, with neutral between both pairs, so you end up with nine different alignments.

When you create your character, you select one of these nine different alignments for your character. You can use that alignment as a filter to make the decisions for your character. And it’s possible during the game that your alignment will change, but that will be up to you and possibly your Dungeon Master if that happens. In most cases, going up from Neutral to Good or Evil to Neutral will be informed more by your Dungeon Master, but if you have a character that falls from Good to Neutral that’s something that can come from either direction.

How do you pick an alignment?

I personally think that it ties into what you want to do for your backstory a lot. The story you will create will help inform if you are a law abiding character or a character who is out to cause trouble. Your class can also determine some of that as well, though there are both Paladin and Cleric sub classes that allow you to play a fallen or evil version of both classes. However, normally both will align with Good or at least Neutral and generally both will lean more lawful while someone like a Rogue would be more chaotic.

If you don’t have an idea for a backstory, the Dungeons and Dragons backgrounds can help you pick out your alignment as some of the items that you roll, personality traits, flaws, bonds, and ideals will help inform that decision and give suggestions base off of which one you pick from the list or randomly roll.

But what does alignment really mean?

Image Source: D&D Beyond

This is where alignment is controversial. Some people use it as a crutch for their character to be a jerk. Something like a Chaotic Neutral Rogue stealing from party members would be an example of this. It might annoy everyone at the table, but if they can’t roll a high enough perception to catch her as she stealth’s and steals, there’s nothing that the players can do. Or the dumb Barbarian who gets bored as a Chaotic Neutral character and randomly picks fights, and then in the presence of the king decides to pick a fight. Players at time will say something along the lines of “It’s what my character would do because I’m chaotic neutral.” But really it’s more about wanting to play that jerk character and have the spotlight. The same can be the case for the Lawful Good Paladin who won’t go into the tavern because they don’t drink, who will stab anyone if they do anything wrong, but then will also refuse to go along with any plan that might be a little bit morally grey. Or it would be the true neutral druid, so neutral on both the lawful and chaotic scale as well as the good and evil scale, who then refuses to get involved in anything and won’t latch onto they are neutral and just at peace with the world.

But that’s the extreme. When alignment works well, you use it to inform some decisions and a touchstone for your character in the long run. That means that your Chaotic Neutral rogue might not steal from the party, though borrowing something from someone they don’t like and forgetting to return it, that’s a possibility. Or a Paladin might look the other way when the rogue does steal a bunch of money, and even take a share that they then donate to the church. But those are all fairly specific examples still, I think more generally, alignment is what you use when you aren’t sure which of two options or more that your character would take. Instead of agonizing over a long time, if you can’t come to a fast decision, you look at see which options aligns most closely with your alignment. Using it that way, you can have a fully developed character, as even in real life, some people might be lawful good when it comes to one area and chaotic neutral in another area of their life. So don’t let your alignment stop you from playing like you want.

So what’s coming next in this series on alignment?

We’re going to go through the nine different spots on the alignment matrix. I’m going to do an article on each one of those so you can get a better idea of what they mean and how you can use them in your role playing.

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The post D&D Alignment – What is Alignment? first appeared on Nerdologists.]]>
https://nerdologists.com/2019/06/dd-alignment-what-is-alignment/feed/ 0