The best way to find gamers is usually to either try and find a local game store and see if they have an "looking for group" board, to try and convince your friends to play or to see if there's any stores that run Encounters or LFR in the area.
There is a board here... somewhere. I can't find it though It's super well hidden. And thus, obviously, not used much.
Epic Dungeon Master
Want to give your players a kingdom of their own? I made a 4e rule system to make it happen!
I just moved from Seattle WA, to Hoisington KS. >_< most people here haven't even heard of dnd. oh top of that i would have to go 51 miles just to get to a store that sales it.(Wizards lies, they don't sale the red box at wal-mart)
I just moved from Seattle WA, to Hoisington KS. >_< most people here haven't even heard of dnd. oh top of that i would have to go 51 miles just to get to a store that sales it.(Wizards lies, they don't sale the red box at wal-mart)
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
The best way to find gamers is usually to either try and find a local game store and see if they have an "looking for group" board, to try and convince your friends to play or to see if there's any stores that run Encounters or LFR in the area.
There is a board here... somewhere. I can't find it though It's super well hidden. And thus, obviously, not used much.
Hello. Some friends and I are thinking about starting a group. We're looking for something fun to do. My brother played a little in high school. I rolled a few characters with him back then. But neither of us took it very seriously. Other than that, the whole group is new to the game. Some of them have never had any rpg experience. So I'm just looking for a little start up info.
It looks like the best way to go is simply to pick up the starter kit. Is this true? Will it be necessary for us to buy any other books before we can begin? I've been looking all over the place, and the cost for buying materials could add up pretty quickly. I'd like to keep that cost to a minimun until we can figure out if this group is gonna fly or not. Some of these people may decide that D&D is way too cool for them, and go slinking back to their boring, non-rpg lives.
I realize that these questions are exactly what this thread was created to address, but it gets confusing very quickly when I start to look at essential vs core rule books, etc.
Hello. Some friends and I are thinking about starting a group. We're looking for something fun to do. My brother played a little in high school. I rolled a few characters with him back then. But neither of us took it very seriously. Other than that, the whole group is new to the game. Some of them have never had any rpg experience. So I'm just looking for a little start up info.
It looks like the best way to go is simply to pick up the starter kit. Is this true? Will it be necessary for us to buy any other books before we can begin? I've been looking all over the place, and the cost for buying materials could add up pretty quickly. I'd like to keep that cost to a minimun until we can figure out if this group is gonna fly or not. Some of these people may decide that D&D is way too cool for them, and go slinking back to their boring, non-rpg lives.
If you're not deeply into the nostalgic feel of D&D like it was 'back in the day,' and are introducing other, genuinely-new players, then the Players Handbook is probably the stronger intro to the game. It gives you more information - everything a player needs, all the rules you likely need in play - and covers a nice range of classes.
You can start with the starter set, of course, but it's a tad redundant if you're going to go on and buy the PH later. There's also quickstart rules and free adventures on-line here (just ignore the boardgame stuff, d/l quickstart rules and H1).
Either way, you /can/ mix some core 4e and Essentials stuff with good results. The Player's Handbook (PH1) is the best place to start, and the DMG is still a very good resources. The Monster Manual is a bit out of date, and the MM3 or Monster Vault (which is a boxed set with tokens - very convenient) could be better choices.
I realize that these questions are exactly what this thread was created to address, but it gets confusing very quickly when I start to look at essential vs core rule books, etc.
The whole core vs essentials thing is a rift among longtime fans of the game. 4e made some improvements to the game - made it easier to learn, easier to play, a lot easier to run, and a bit harder to 'abuse' - at the cost of a number of 'sacred cows' that had defined the feel of the game for a long time. There was much nerdrage and angst.
In response, WotC launched Essentials, which dragged the game back to some it's earlier feel, losing some of the progress made in the process, of course. Essentials turned out to be a great re-introduction to modern D&D for longtime D&Ders who haven't ever played 3e or 4e, though, and I've had good results using it that way. I find new players do better with the core game, because it's aproach, particularly to characters & classes, is more consistent.
I realize that these questions are exactly what this thread was created to address, but it gets confusing very quickly when I start to look at essential vs core rule books, etc.
It bascily comes down to a style difference. Essentials being more streamlined at the cost of customability, and the core being more customizabe, but requiring more effort to make.
You can use either, or both. It's still the same game. Though i highly recommend the Rules Compendium. Much nicer to have all the rules in one book then spread out over 3. Plus it's updated, so it covers some corner cases they didn't initally think of, and cleaned up some wording.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.