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1 year ago  ::  Mar 20, 2012 - 12:25PM #221
crazy_monkey
  • VCL Emeritus
  • The Inquisitor
Date Joined: Apr 5, 2006
Posts: 7,824
Howdy folks,


Check out our New to D&D section of the Dungeons & Dragons website.
www.wizards.com/dnd/Feature.aspx?x=new/w...


(This link will be added to the first post in this thread as well.)   
    
Quentin Small
WotC Online Community Coordinator
All around helpful simian
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1 year ago  ::  Apr 06, 2012 - 7:03PM #222
Zeltron
Date Joined: Jan 5, 2012
Posts: 13
We realy need something to show people like me how to properly fill out a character sheet.
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1 year ago  ::  Apr 08, 2012 - 10:43AM #223
mellored
Date Joined: Jul 8, 2008
Posts: 19,724

Apr 6, 2012 -- 7:03PM, Zeltron wrote:

We realy need something to show people like me how to properly fill out a character sheet.


The red box does a good job.
So does the character builder.

Or i'm sure someone in your group can show you. 

guides Show
my builds Show

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.
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1 year ago  ::  Apr 18, 2012 - 3:55PM #224
crazy_monkey
  • VCL Emeritus
  • The Inquisitor
Date Joined: Apr 5, 2006
Posts: 7,824
Update 4/18/2012 - Tidied up some ugly links and such in the first post.
Quentin Small
WotC Online Community Coordinator
All around helpful simian
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1 year ago  ::  Apr 20, 2012 - 2:31PM #225
Adamrp
Date Joined: Apr 20, 2012
Posts: 1
Hey all,

So I've become interested in D&D and had a question regarding the character you create for playing.  Do you continue playing this character through all future games, or do you just use the same one throughout a single campaingn. Or do you have to use a new character with each game/campaign you start?

If you play the same character, do you also get to keep newly discovered weapons/gold etc that you can bring to other games?

Thanks for any info!

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1 year ago  ::  Apr 21, 2012 - 4:57PM #226
Bloodiron
Date Joined: Apr 14, 2012
Posts: 39
So I'm not necessarily a new player, but I am trying to recruit some others into it. We all play MtG together and so I figured maybe they could be swayed to play DnD as well. Does anyone have any tips?
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1 year ago  ::  Apr 21, 2012 - 8:43PM #227
mellored
Date Joined: Jul 8, 2008
Posts: 19,724
You can always make MtG creatures.
And the BBEG could use MtG spells.
guides Show
my builds Show

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.
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1 year ago  ::  Apr 24, 2012 - 3:02AM #228
Balesir
Date Joined: Aug 19, 2005
Posts: 1,179

Apr 20, 2012 -- 2:31PM, Adamrp wrote:

So I've become interested in D&D and had a question regarding the character you create for playing.  Do you continue playing this character through all future games, or do you just use the same one throughout a single campaingn. Or do you have to use a new character with each game/campaign you start?


This is all very variable, so treat my answers as "it's usually like this, but it might be different"!

You usually play the same character as long as the game remains the same "campaign". Exceptions would be if the character dies (and his companions don't get him raised from the dead), or if you just get fed up with a character and want to switch.

If you start a new campaign, it's usual to create new characters. This is far fom universal, though; if you get a steady gaming group and all become long term friends (or maybe were friends before you started gaming together), you might decide to do anything that interested you. Sometimes you might say "remember that old campaign with such-and-such characters? Let's play them in a new campaign!" There is nothing to stop you doing that, if that's what you want to do!

Finally, a word about "organised play". The Encounters seasons I think generally assume you create a new character for each season, but the "Living" games are more like a huge, ongoing "campaign". You have to keep records of what your character gets (which have to be signed off by accredited DMs and so on), but there you can take the same character along to other sessions run by other DMs in the "Living" game system and run them there.

Apr 20, 2012 -- 2:31PM, Adamrp wrote:

If you play the same character, do you also get to keep newly discovered weapons/gold etc that you can bring to other games?


If you can keep the character, then, generally, yes. So, if you are in the same "campaign" (including moving between DMs in a "Living" campaign), then you can keep the treasure and purchases from one session to the next.

The only real "golden rule" is to speak to the DM before the game starts. He or she will be able to tell you what the "table rules" are for what you are about to do.

=======
Balesir
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1 year ago  ::  Apr 26, 2012 - 5:54PM #229
Rario
Date Joined: Apr 26, 2012
Posts: 2
I Was wondering can a trio of friends play DnD? And also we bought

1 "Monster Vault: An Essential Dungeons & Dragons Kit (4th Edition D&D)" Rodney Thompson; Game; 

"Dungeon Master's Kit: An Essential Dungeons & Dragons Kit (4th Edition D&D)" Wyatt, James; Game;

"Chessex Dice: Polyhedral 7-Die Translucent Dice Set Green" Chessex; Toy;

Rules Compendium: An Essential Dungeons & Drago Compendium (4th Edition D&D)" Wyatt, James; Paperback;

"Dungeons & Dragons Player's Handbook" Rob Heinsoo; Hardcover

Is there anything else we need? do we need more players?
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1 year ago  ::  Apr 27, 2012 - 4:02AM #230
Balesir
Date Joined: Aug 19, 2005
Posts: 1,179

Apr 26, 2012 -- 5:54PM, Rario wrote:

Is there anything else we need? do we need more players?


Nope - you have everything you need to start with!

A few suggestions:

- Make sure to go to the "Rules Updates" part of the Wizards of the Coast website and download the latest updates. They are free to download, and you might find some differences between the books that you have confusing if, for example, you don't realise that the Players' Handbook has been updated so the rules in the PHB and the Rules Compendium are a bit different. The Updates should make clear what the current rule should be.

- If you are using published adventures (and you will find a freely downloadable copy of "The Keep on the Shadowfell" on the WotC website here, to add to what comes with the DM's box and the Monster Vault) your DM will probably want to "scale" the encounters to the small number of players. Playing with two players and a DM is quite possible, but the published adventures assume a party of 5 characters. Your best bet, here, is to scale the encounters so that only 40% of the experience point worth of monsters are present. This way, the player characters won't get mobbed so hard!

- It's probably an idea to choose player character classes carefully. With a five character party you have some "leeway", but with only two it's possible to get a bit out of balance. Two Wizard characters, for example, may struggle to overcome all the challenges they meet. A Defender (Fighter or Paladin) and either a Controller (Wizard) or Striker (Rogue, Ranger or Warlock) would probably work fine. Leaders (Clerics and Warlords) generally need more characters as allies to be fully effective, but a multiclass into one of these might work well.

In general, though, take it easy and try to really grok the rules as you use them, and you should be fine and will find that it gets easier and easier until you are forgetting the real world and just having a rollicking good time!

=======
Balesir
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