Dungeons & Dragons

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founded 1 year ago
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Sorry for the mere preview; I'm not sure how to upload multiple images on Kbin, if there is a way at all.

If it piques your interest, you can find the rest of it on my Erisly profile here.

So what is this? Basically, we've created a comprehensive random person generator for the Western Heartlands (where Baldur's Gate takes place) based on demographic data gleaned from Forgotten Realms sourcebooks. We use it to replace the rather lackluster Reincarnation table, to generate people in the world, and to brainstorm new character ideas.

Use, enjoy, or ignore as you like!

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submitted 9 months ago* (last edited 9 months ago) by [email protected] to c/[email protected]
 
 

View multiple communities as one merged view.

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Before I begin, let me just say that I love D&D, have for years. And despite its flaws I love 5E; its probably the most accessible version of D&D I've played... and I've played a fair few versions.

But... but! I'm sorely disappointed in 5th Edition's lazy approach to fleshing out the Forgotten Realms. There's just not a lot of official, contemporary material available and what is available has been watered down. I've taken to working with 3E / 3.5E worldbbooks because that's the last time I remember Wizards putting out quality worldbooks.

Am I just missing an amazing set of sources? Are there must-haves on a third party site that I may not know about?

Or, am I right in thinking that the current focus on comprehensive campaigns has left those who are interested in a less structured approach scrounging to find good source?

(Perhaps next time, we can chat about the lack of good, official one-shot adventures.)

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Hey there everyone, I am back with v1.1 of my Latex Template for making D&D Item Cards. I received one major point of feedback from multiple people in the fediverse: make an option for fixing the card dimensions for easier printing and distribution/storage at the table. So that is exactly what I did!

Now you can choose the (admitedly more user-friendly) option of letting the card length vary for digital distribution, or you can fix the card aspect ratio. The item art background and text backgrounds can also now be changed, and a number of options have been included for item art backgrounds, but you can use whatever images you want.

Example Cards

The fixed-size cards are 5:7 by default, the same as playing cards. They include a front and back side for longer item descriptions, but you will have to edit the text more carefully and decide where to split between front/back content.

For the printable card item art, I highly recommend using a PNG with a transparent background and modifying tcolorbox interior style to set your background. Ensure your backgound art is close to 7:5 for best results. You can also load your image as the background art if you'd like instead, again, making sure it is in 7:5.

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After starting some earnest homebrewing efforts for magic items in my campaign, I was getting frustrated with the limited options for item cards I could give to my players. I am not great with illustrator/photoshop, have terrible handwriting, didn't particularly like the form-fillable cards I found online, and the homebrewery/GMbinder templates I found are better as pages out of a book than single cards imo. So I decided to make my own item card generator using LaTeX.

This template gives a (semi) form-fillable base that should work for any magic item. All the fields included are toggle-able, so you can select what fields you want to populate, it accepts item art so you can include a visual cue for your players (but still works without it!), and will auto adjust the length of the card so that you don't have to worry about dimensions.

It outputs both a PDF (for printing) and a PNG (with transparent background for digital sharing) so you can choose the format you prefer. It also allows multiple cards of different sizes on a single document in case you want to print out all your items at once. Attached is an example of the png from one of my items (all my item art is ai generated, I can't draw worth a lick).

I am not sure how big the intersection is between fediverse users, DND nerds, and people who use LaTeX is, but I am squarely in that camp. I hope that people find this useful, and would love feedback if anyone has suggestions!

https://imgur.com/a/QIgFZ6n

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Short and sweet video on how to approach Magic Items a little differently (mainly aimed at DMs, but I found it interesting still).

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I'm playing an artificer/warlock in a setting inspired by Han dynasty China. My character has taken it upon himself to essentially invent science, and happens to have access to all scientific knowledge through his Patron. (For reference, during the first session I happened to meet the most qualified contemporary doctors, who were treating poison with the finest incenses and ointments. The other sciences are in similarly poor positions.)

My current strategy is to start a cult of science. The Illuminati seem to be the best example for me to follow, since there is a decent chunk of science that is either heretical (e.g. earth is a Sphere, the nobility is dangerously inbred for no reason) or dangerous (genetics being the foundation for eugenics, fission/fusion being the foundation for nukes). Restricting these things seems pragmatic, and the traditional lodge structure gives a good framework for this.

So, this comes down to the question of which knowledge should be restricted, to what degree, and what traits should be tested to determine worthiness. What knowledge do you think is dangerous? And how do you think i should I test worthiness for that knowledge?

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The 8th level spell Clone requires a1in^3 block of flesh. Where do you think is the best place to take it from, in terms of pain, recovery and physical interferrence?

You don't want to sever anything, as you would need a regenerate spell to restore that. Taking it from too close to an artery or major vein would be a problem.

A person would have to be fairly fat to get that removed from something like a shoulder. It seems to me like arm or leg muscle is the most viable place.

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I want to play adventures written specifically for solo play.

Do you soloers have any favorites?

(Please don't just say Drivethru RPG. I'm looking for module titles that you think were good)

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Tabletop creators face an uncertain future post-Twitter, as the social media platform proved vital to promotion, busine…

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Note: I am not affiliated with this in any way, I just want more people to bet against.

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I'm not sure if this is the right magazine to ask this because it doesn't pertain to pen and paper game.

With Baldur's Gate 3 release closing in I would like to learn how to make a mechanically sound character. How to distribute points, what abilities to take, why take them etc. Up to this point with cRPGs I was winging it and basing on gut feeling and brief in game description but for this one I would like to construct a proper character.

I've tried googling but everything I've been able to find either focuses on "make a backstory" and glosses over "here toss in those points" or is a full on dissertation about mechanics.

I'm looking for something lighter and easier to digest

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I have been DMing for about 8 years now, but I have always ran more sandbox or non-linear style campaigns, with a few linear one-shots scattered in there. I am about to start running Frog God's 5e conversion of Tegel Manor for my group, but I am a little nervous about the differences in running an old school crawl. Do people have any tips? My biggest concerns are:

  1. How will any improvisations I make snowball? I like sandboxes because I can respond on the fly, but that seems harder in a crawl when the spatial/temporal relationships of things is so rigidly defined.
  2. How much should I bother reading ahead? When I ran more prewritten modules, I would spend a long while researching the quests, dungeons, and the world, but that seems like a waste of time when I have no clue where the players might go when there are a million room options.
  3. How do I keep track of everything? Rooms they have been to, how long since they have been there, named enemies they have killed, etc?
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Sometimes you should JUST RETREAT™. Winning takes many shapes and forms, retreating from a dire situation in your campaign might create entirely new opportun...

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Just trying to create some discussion around here (rip my rif app).

It can be funny, badass, emotional or whatever. Anything goes.

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Direct PDF Link: https://media.dndbeyond.com/compendium-images/ua/ph-playtest6/OJVW7QLuHjEFCCVs/UA-2023-PH-Playtest6.pdf

Updated rules on seven classes: Bard, Cleric, Druid, Monk, Paladin, Ranger, and Rogue, along with multiple subclasses for each of those classes, new Spells, revisions to existing Spells and Spell Lists, and several revised Feats.

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Easy topic to drum up some activity around here. Let's hear what levels, races, classes, and subclasses currently make up everyone's adventuring parties for their D&D campaigns.

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Yondalla was the mother of halflings. A goddess of fertility and fields, as well as hearth and home. Oh, and illusions.

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In my homebrew setting, anyone (or anything) that is worshipped by sentient beings receives divine power.

For example, when a dwarven civilisation began worshipping a smithing hammer as an icon of craftdwarfship, it slowly began accumulating divine power until it gained sentience and, in time, godhood. It is now the main god of craft, can aid anyone holding it in making whatever they (or it) desires, and can transform into any tool, etc. Gods can shape their form and abilities through worship, but they are also influenced by it against their will.

Most of the major deities made a divine concorde centuries ago, where they would divide the aspects of worship between them, and guide their followers to destroy any new divine beings threatening their power.

I feel that a system like this allows for more interesting situations than a traditional pantheon would have. Gods now need use their power to maintain control and faith, rather than only acting on morality. There are also a myriad of opportunities for backstabbing and other fun politics at a layer above nations.

My questions to @DnD are:

  • Do you see any potential pitfalls in D&D a system like this might have?

  • Do you have any good ideas, suggestions, or interesting aspects to your pantheons which might benefit a system like this?

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I need an adventure that involves a party investigating a local scam where counterfeit currency has been circulated into the local economy. Is there anything published that covers this theme?

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Mirror-folk playable race

Mirror-folk are strange creatures, capable of ignoring physics. They can perform unnatural acts, despite having nothing in their body that would allow for such abilities. After performing an autopsy on one, it was revealed that they don’t even have organs, veins, or muscles.

  • Ability Score Increase:
    Your ability scores each increase by 1.
  • Age:
    Mirror-folk reach adulthood at the age of 60 and generally live for about 300 years, however, they don’t have facial features or skin, so they don’t actually show signs of age other than size.
  • Size:
    Mirror-folk range from 4 to 7 feet tall and weigh from 100 to 150 pounds. Your size is Medium.
  • Speed:
    Your base walking speed is 35 feet.
  • Languages:
    You can read, write, speak, and understand Common and one extra language of your choice.
  • Purity of defence:
    You gain resistance to one damage type of your choice other than bludgeoning, piercing, or slashing
  • Shatter susceptibility:
    You take double damage from effects that deal double damage to objects and structures.
  • Purity of movement:
    You can move normally while moving through difficult terrain. Additionally, you can climb difficult surfaces, including walls and ceilings, and you do not need to use your hands for this. Your climbing speed is equal to your walking speed.
  • Purity of vision:
    You gain blind-sight to a range of 30 feet, and have standard vision outside of that range.
  • Purity of life:
    You lack a mouth and therefore don’t need to breathe or eat to survive, however, airborne poisons still affect you. Additionally, you don’t need sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain any benefit that you would receive from completing a long rest.

As was the case last time, feel free to adapt this race to better fit your campaign setting!

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