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LF2M By Next Session- D&D 5e Plane Shift Zendikar Weekly Group

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5e Rules UA allowed (Mystic and some other things are not) Saturday 12:30 pm CDT Three options on starting gear: 1: one uncommon, rare, very rare magic item 2: one uncommon and legendary 3: one wonderous&nbsp;legendary The rolls for stats are roll 4d6, keep highest 3, and reroll 1's. The first roll for strength, second for dexterity, and so forth. You are allowed for one swap. Zendikar Plane Shift is a plane where everything is trying to kill you. The group is half-way through the first arc. They have signed a contract with Asmodeus (willingly or by force). In doing so, they received a tattoo that grants them an Ascension and 50% exp increase (cannot cast Wish, Planeshift, or any spell to transport you to another plane without some means of going back to Zendikar (misty step, dimension door, the magnificent&nbsp;mansion, and etc. is allowed)). Asmodeus wants the group to kill some creatures on Zendikar to absorb their energy (soul). At the moment, the group is in their second dungeon delve. I'm wanting to find at least two more people to join (will be teleported into the dungeon for us to figure out your background story of how you got there). You can be one of the races from Zendikar, and you have the option to be a planeswalker. The group contains a Ranger, two Rogues (thief and scout), Cleric (Life Domain), and Fighter (tank/bruiser). In combat, I use fumble and critical charts to add some spice for what happens when an enemy or player critical fails/hits. Also, you will start at level 14. Planeswalker class <a href="http://homebrewery.naturalcrit.com/share/HyO1fdqOZ" rel="nofollow">http://homebrewery.naturalcrit.com/share/HyO1fdqOZ</a> Ascension <a href="http://homebrewery.naturalcrit.com/share/SyWy9PnhEZ" rel="nofollow">http://homebrewery.naturalcrit.com/share/SyWy9PnhEZ</a> If interested, please leave a reply of your name, age, experience, character race/class, and anything else that you would like to share. The next session is scheduled for October 28th.
I am interested. However, I have no knowledge or experience in the Magic universe. I do, however have a few months experience dming and playing 5e from a module, and I do have experience dming 3.5. I would like to play in this campaign if possible. I am thinking a goblin Warlock with The raven queen patron from UA underdark. Is that to hard to fit inot the Lore/universe? if so let me know and I can do a patron more general, like the undying light from the same article( i have a little experience with this one).&nbsp; Are we limited to only races from Plane shift Zendikar? If so, thats fine.&nbsp; what should i pick my items from? DMG? or do i pick the items? What social are you using? Discord or Skype or something else?
Mr D1ce said: I am interested. However, I have no knowledge or experience in the Magic universe. I do, however have a few months experience dming and playing 5e from a module, and I do have experience dming 3.5. I would like to play in this campaign if possible. I am thinking a goblin Warlock with The raven queen patron from UA underdark. Is that to hard to fit inot the Lore/universe? if so let me know and I can do a patron more general, like the undying light from the same article( i have a little experience with this one).&nbsp; Are we limited to only races from Plane shift Zendikar? If so, thats fine.&nbsp; what should i pick my items from? DMG? or do i pick the items? What social are you using? Discord or Skype or something else? It wouldn't be hard to incorporate that into the group. Also, your not limited to races just from Zendikar. It is just more races to choose from. You may pick items from DMG or any of the adventures (depending on what you want). I use&nbsp; <a href="http://donjon.bin.sh/5e/magic_items/" rel="nofollow">http://donjon.bin.sh/5e/magic_items/</a>. There are a few items that do not show up, which would need to be looked up in the DMG. However, the majority of them are there. Discord is being used. I have my server setup for my two online groups going through this campaign.
ok. what do you need from me? and before i go too much farther, I do have a wedding this saturday (23rd) at 430pm pdt. and upon taaking &nbsp;a second look at my schedule, and time zones, 1230 central will prolly not work right now. 3pm central will if you guys ever switch to that. I have obligation at 10:30 my time (1230 central) that goes for about an hour or so. i was originally thinking it was 1130 my time. My bad. sorry to get your hopes up. If you do switch to 3pm, let me know and i can start at that &nbsp;time on the sept 30
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I have to admit I am rather intrigued by being some every unfortunate planeswalker on Zendikar. When in Zendikar history is this?
I just realized I had completely failed to read the requirements, d'oh: My name is Peter, i am 33 and have about 10 years of tabletop gae experience. My experience with 5th ed is limited but not my experience with general d&d functions. I am very much liking the planeswalker class, but an actual build would have to wait because I have some more questions (mostly color/feats/race interactions). I'm mostly thinking about having blue as base and being casting specialized (or pseudo casting with melee attack spells). Either Izzet, Azorius, or jeskai (if 3 colors is even possible). Race-wise I am very torn between: 1) Merfolk: Reason: swim speed/extra cantrip is nice + Kiora 2) Vedalken: Reason: They are literally Kaladesh Vedalken (damn you wotc) + 3 advanatged saves vs spells is very Planeswalker 3) Kor: Reason: Lucky is an interesting ability for a planeswalker + IT'S THEIR OWN PLANE - (but they are flavored white, so I'd feel obligated to make a gideon-light planeswalker)
If interested, please leave a reply of your name, age, experience, character race/class, and anything else that you would like to share. The next session is scheduled for September 23rd. Mark, 43 long time gamer Race / class: TBD been hankering to play a warlock of sorts (Hexblade), will see how that works with Planeswalker, reading up now
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Im nost deff interested... Do you allow mutli classing? And if so room for any Tank roles for Pure meat shield&nbsp;
Oh btw im John 32
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On one side this looks interesting, on the other there are a few concerns to be had regarding some of the actual rules for me. On gear I don't understand what you mean by wonderous legendary. I mean i know what a wonderous item is, it is just a non specified category like capes and jugs and such, however why the distinction when this isn't a measure of rarity at all? There is absolutely no reason to take option 3 over option 2 considering wonderous is not a rarity level. I like that your rolling method allows re-rolling ones. It doesn't actually helps much to make stats higher, but it helps against dreadfully low stats. However having to place them in order of rolling pretty much means that your character isn't what you want to play, it's what the dice told you to play. Yes you can swap one stat, that still won't change the fact that every class needs a decent con and that certain class need more than one stat to work like monks or paladins for example. This just seems a silly restriction to me. Most games put an end to that because players want to play the character they like, not what a dice roller tells them to play. Similarly, this doesn't simulates real life that people are born differently and that not everyone is cut for a certain job because when you pick your character to roleplay, you've picked someone who was already destined for that role after all. My last concern regards critical tables, both for success and failure. This is only detrimental to the players, in fact detrimental to hideous levels. You see, when a player triple or quadruple damages an enemy. Sure it feels cool, but in the great scheme of things what does that matter? Millions more where that enemy came from anyway. When an enemy does that to a player it's devastating and it matters a lot since it can make all the difference between a party wipe and winning the fight. Same thing applies to a critical miss. If an enemy drops a weapon, falls on the ground or even hurts himselfs, that is funny but in the great scheme of things, plenty more where that came from, if a player has such a mishap, it can severely cripple him and that matters a lot! This is the reason games don't tend to have critical tables for both success and failure. Now if you are to tell me that the table is just a few funny things but with no ingame mechanics that will change anything at all, then that's alright, but usually that's not the case when someone brings up critical tables. Don't get me wrong, I'm not trying to rain on your parade or anything, this just seems like very concerning to a lot of players so I'd like to hear your thoughts on this.
Wondrous legendary (depending on what you choose) can be a rarity on its own. For example, I've had a person take a Dragon Mask. That gives you a feature ability, legendary resistance, and a plethora of other abilities. There are wondrous items that give a lot more unique aspects than a legendary.&nbsp; The rolling is old school, but a little more forgiving. However, you can still play what you want. Yes, you might not have the rolls you want; but you start out at a high level. Also, you can be an aspiring bard or cleric that is learning on the way (make it part&nbsp;of your backstory). Roleplay things out for what you did not roll high in. Put your lowest stat in Intelligence, however, you are playing a druid. Your not book smart. Instead, you are street smart. Not everyone is the best of the best. The tables I'm using do not do triple or quadruple damage. It deals double damage die at max rolls along with a minor/major injury to just doing normal damage for a critical hit. The critical failures so far have only been detrimental to the enemies more so than the group. However, it makes the actual combat more real. In 3.5 D&D, you deal an extra damage die for every +5 above the target's AC. Even if you deal a critical hit with a natural 20, you will still only deal the damage die according to every +5 above the target's AC. So if a target as 15 AC, you roll to hit for 25. You deal two extra damage die based on the weapon/spell. This is how MTG is. You will not have the best cards/deck, but it does not mean you can win. You're not raining on the parade, but it does seem you're focusing on more about how this campaign from the small description is detrimental to the players than actually putting in an application and acquiring a full description.
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I am simply talking about things that are of great concern to me. In the case of the critical tables, I've used many different ones in other games, from minor stuff to major stuff and it always came to bite the players in the ass in a major way because everytime it went against a player it always majorly impacted them, even if it was things like missing the first attack and losing the turn. Starting at hight level, being an aspiring this or that doesn't really changes the fact that if you don't have the right stats in the right place you'll perform poorly. Dice will be dice but if you don't do things that alter the odds in your favor, at the end of the day you'll be a hindrance to the party since combats are scaled for you being there but you are not pulling your own weight... Unless of course you play what the dice tell you to play which is no fun over playing what you want to play. There is no distinction between legendary wonderous and legendary something else. True there are some legendary wonderous items that are better than others. Then again there are legendary swords that are better than others or legendary staffs that are better than others. Wonderous is by no means a rarity measure since the same principle applies to every type of item. You think I am focusing on the small stuff rather than applying and seeying the big picture however I assure you that you are wrong. Mechanics are a big part of the game for many players. A single bad mechanic can break the game for a lot of people. For example, the reason I don't play star wars by fantasy flight games is because of their dice mechanics. They what they call roleplay dice which incorporates fumble dice and so on into every roll. What this basically means is that most of the times you may be successful but something goes wrong, like you open the doors but trip an alarm for example. This breaks the game for me because this removes any degree of competency for the player since there is a very high likelyhood that anything the player does, whether he passes the roll or not, something will go wrong. In the case of your game, although I'm interested. I'd never play with critical tables, I've been there, they completely ruin the fun when the party starts getting the wrong end of the stick by it. The case of the wonderous items I can overlook. It not exactly fair for the reasons I've explained, but odds are I wouldn't even take a wonderous item anyway. I'd actually be more inclined to use option 1 so wouldn't affect me much. In the case of rolling stats. It's a very undesirable way of rolling, but I could just accept that I have to play what the dice tell me and not whatever I feel like playing.
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Gen Kitty
Forum Champion
As you have started a new thread for this seeking, I'll close this one for you.&nbsp; :)