Category: Playing D&D

Custom Backgrounds, classes, advice and more about Dungeons & Dragons

  • Accepting Failure in D&D

    Accepting Failure in D&D

    Whether it’s a critical failure (the dreaded 1 in combat) or forgetting your own abilities leading to tactical error every character will have to deal with defeat at some point, likely often if you aren’t into optimization. These losses are an opportunity.

    Not all tales of heroes are about victory. Within pain and failure is the contrast to success.

    Recently, in the final battle within Lost Mine of Phandelver the party was completely overwhelmed. We knew of 14 opponents, to include the adventure’s final boss. There are 7 of us. Awf is overconfident by nature. As a Hill Dwarf Bladesinger he wades into the frontlines accepting damage as part of raison d’être.

    The problem with that became rapidly apparent as he attempted a rear guard action. Eventually four different bugbears were piling on the broadshouldered dwarf. No one was surprised when he fell unconscious and took a death save from another attack.

    Norran, our Half-elf Assassin, slid through the traffic of combat to administer the only healing potion available in that part of combat. With the party split things looked dire for the rear guard group. Bring Awf back up gives Norran and Ambrose, Half-orc Beastmaster, and Awf a bit of hope, when things seem hopeless.

    Our session ended in mid combat – and that’s when I remembered that Awf has a Staff of Defense.

    AFTER taking numerous blows that dropped him. Through poor play as a player, I forgot about Awf’s 8 charges of Shield that he could use as reactions to limit the battering his body took.

    It’s a dumb error.

    Except, upon review it is exactly the type of error that Awf Hornjaw et Loragwyn would make in combat. It’s part of who he is and how he operates. My error was in fact playing to type.

    Personality Traits
    I enjoy being strong and like breaking things.
    I face problems head-on. A simple, direct solution is the best path to success.

    From Awf’s Background

    And this is where embracing the failure becomes an epic tale. In next week’s session Awf’s overconfidence will disappear. Every single turn a Shield spell will be used to protect either himself or his companions that he placed in danger. Rising from his stupor he learned.

    Being in danger is part of the joy of role-playing combats. There will be times that the danger is overwhelming.

    Now, due to failure Awf will have a fireside tale that isn’t just about the failure, but also about the success. The mistake of the player will become the character’s epic song.

  • Turn flavors into the story you wish to tell

    Turn flavors into the story you wish to tell

    In wine, beer, coffee, etc there’s the concept of the perfect pairing. At its simplest, the concept is to find foods that complement that specific flavor notes of the beverage. More completely you can find ways to do this through similar and disparate notes – sometimes hitting opposites on the flavor wheel gives the taster an experience that highlights both the food and the beverage.

    Pairing beverages with gaming in something I just do. When playing Awf I always have a beverage. Sometimes that beverage is inspired by his personality – drinking an earl grey lavender toddy out of a masonry mug to highlight his duel cultures of dwarf and bladesinger. Other times the beverage connects to the adventure that Droop’s Brigade is going – Skookum Caverns, a barrel aged strong ale, as we enter Wave Echo Cave.

    The use of flavor here helps inspire the story being told during that gaming session. The flavors evoke a mental space where Awf’s unique history of annoying elves enough that they taught him bladesong, despite his being a stubby dwarf, is brought to the forefront. Or, the dangers and darkness of a cave are brought to the front of mind through can art and the potency of a strong ale.

    Flavor does wonderful things. Pairings aren’t just about maximizing the flavor experience. The connection between taste-smell and memory is powerful. People buy Kona coffee because it awakens memory, much more than due to its quality. A margarita on a cold winter day can put your headspace back to a nice beach vacation. Hot cocoa in front of a fire, even while home alone by yourself, will send you dreaming back to a Christmas visit to a small town.

    As roleplayers, in Dungeons & Dragons or any other game, we can use the magic of flavor to help us. The foods and beverages of your game night are important. Make those small choices that aid gaming, just like you would a token, art, or cosplay.

    Rather than confine yourself into using flavor as a way to connect your current character, you can also use flavor to inspire new characters.

    Each of those characters started with the simple prompt related to a beverage and the object out of which it is consumed. From there decisions were made not just regarding the race, class, and background, but also to inform the skills, attributes, spells, and weapons chosen.

    Rum connected to sailors, pirates, merchants, or water genasi. Carbonation was an indication of something light, refreshing. Salt a connection to authority. The mistaken belief that halflings are just old children popped into the head with the root beer.

    What those various prompts did was start internet searches into the techniques used to create certain beverages, into their history, into their cultural significance. Chasing those touchpoints and activating them through D&D and by including others in the process, my character portfolio expanded. These are now new NPCs, or maybe even PCs, that would never exist.

    Food and drink can inform your characters just as art, books, movies, shows, music and media can. Great cooks say that their meals tell stories. Adapt that into your PC and NPCs.

    Empower flavor to empower the stories you tell.

    A replica viking longboat loaded up in charcuterie. From the 4-foot tall mast hangs shaved prosciutto. The base of the boat has cured meats, pickled vegetables, and various cheeses.

    What type of character builds a replica longboat and uses it as a charcuterie table? How does that inform who they are?

    Fediverse Reactions
  • Fighter: Conscript, version 1.3

    Fighter: Conscript, version 1.3

    In general I’m fascinated with Tier 1 play. But there’s another trope that I enjoy — the old-timer who retreated from the life of adventure and war, but who for some reason gets called back into it. They’ve done their best to avoid violence. Instead violence seeks them out. The Fighter: Conscript (final name TBD) has seen things. Things no one else should see.

    When they get the call to return to their former life they are no longer concerned with having the best weapon and the best armor. Their wits and experience taught them that any tool can be used for any job.

    Design Goals

    With this subclass the desire was to build a character who attempted to retire from their life of violence. They still know how to fight, they just stopped. Then, for whatever the cause, they re-entered the realm of warfare. Most often this transition occurs when they are on their farm, in their tavern, working their forge.

    They use the weapons at hand and the armor of peasants, and yet fight like the mightiest warriors. The build should support the use of simple weapons and lesser armors with Strength being the primary stat.

    Fighter: Conscript

    You are a light fighter who once served as a conscript in a standing army or militia. While there you learned the horrors of war. You also learned how to survive. You fought with what was available. Then, the war ended.

    Now, you attempt to forget your past. Your neighbors may look at you as a hero or a villain. That depends on your behavior and their opinion of the forces for which you fought. You go about your days, an expert smith, carpenter, vintner, or other artisan.

    Recently you’ve felt the call. You are duty bound to pick up your sickle, spear, gambeson, and those well-worn boots again. Your people need help, and you are called to serve.

    Tough as Nails

    Starting at third level you may choose to use your Strength bonus to Armor Class rather than Dexterity when wearing any light armor or medium armor.

    Plowshares into Swords

    At third level you gain the following abilities as a reflection of your life after service.

    • You are proficient in improvised weapons.
    • When using simple or and improvised weapons you gain +1 to damage on a successful attack.
    • You gain proficiency in an Artisan’s Tool. If you are already proficient in an Artisan’s Tool you may instead choose to have expertise in that Tool.
    • When recovering spent ammunition you recover all of it, rather than half.

    Wise Beyond Years

    At seventh level you gain proficiency in Insight and Intimidation. If you already have one or both of these skills you may take any Wisdom skill instead.

    Heart of the Lion

    At tenth level you are noted for refusal to give up the fight. You have advantage on saving throws that would impose the following conditions: Charmed, Exhaustion, Frightened, or Stunned.

    Rally from Defeat

    At 15th level you inspire your teammates. When an ally within 30 feet fails a saving throw that causes damage you may use a reaction to grant them temporary hit points equal to your Fighter level + your Wisdom bonus and they may reroll the saving throw. They must accept the second result. Your ally must be able to hear you. This ability may be used proficiency bonus number of times per long rest.

    Bones of Steel

    At 18th level your Armor Class is adjusted by both your Strength and your Dexterity Bonus. This bonus is not subjected to a limit based on the armor. When you take damage you may use a reaction to spend a Hit Die to recover Hit Points as if you were taking a short rest.

  • Swarmkeeper of Terriers

    Swarmkeeper of Terriers

    Thoumas Javelot Kern of Aviceland is the first character built from Tasha’s Cauldron of Everything I’ve taken for a spin in actual play. He is a Ranger: Swarmkeeper. With a background as a hunter (used fisher and reskinned) and a forest gnome, the only new rules in Tasha’s that took a spin were related to the Ranger.

    Swapping in Deft Explorer, Favored Foe, Primal Awareness, and Thrown Weapon Fighting changed his flavor and story from the baseline Ranger quite a bit.

    The rules were also much simpler. Implementation of the new rules via VTT was simple (we played using Roll20). Deft Explorer reduces the need to negotiate with the DM about when/how to gain advantage on skill checks since you will have Expertise on one of the Ranger’s signature skills. Favored Foe means more dice for damage. It doesn’t combine well with most Ranger spells, but it gave a nice boost to the average damage done. Thrown Weapon Fighting let me hurl 3 daggers in a round, and when all hit the small damage of the weapon combined with Favored Foe and Gathered Swarm became significant. Flinging out 3d4 (daggers) + 1d6 (Favored Foe) + 1d6 (Gathered Swarm) + 6 (Thrown Weapon Fighting) + 12 (Dex) is a significant first round attack potential. Plus, lots of dice!

    Seven Things I Love in Tasha’s Cauldron of Everything.

    More significant to me, was the fun of flavoring the Gathered Swarm. The connection to the fey spirits that are the swarm is what powers this subclass. How those appear is nearly infinite. The book suggests pixies, twig blights, birds, insects – do not limit yourself to those stories.

    Thoumas’ swarm appears as significant number of cairn terriers. They can do anything another swarm can do, because these are fey spirits. How they do it is up to the player. In play I described the swarm as abnormally playful (terriers are basically fey creations anyway), to include the way they fetched the thrown daggers after the combat (this is essentially Mage Hand, reskinned).

    There was also description of Thoumas reaching down to pet his swarm. They don’t exist except as spirits, except when they manifest, but the natural habit of his time with dogs in reality emerges frequently. He converses and experiences life as if these are real cairn terriers.

    Aviceland was created using the Village Generator

    Part of my build process for any character is to imagine where they are from and how they became heroes. It informs my play. Often using the Traits, Ideals, Bonds, Flaws from the chosen Background, the vision that emerges helps inform roleplay in the game.

    Personality Traits
    Rich folk don’t know the satisfaction of hard work.
    I am unmoved by the wrath of nature.
    Ideals
    Balance. Do not hunt the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
    Bonds
    I will hunt the many famous forests of this land.
    Flaws
    I am inclined to tell long-winded stories at inopportune times.

    Thoumas is from a small village, and even then he lived on the outskirts, separated from the other families by a small wood out in the southeast corner of the map.

    He, and his family, hunted, but never over-hunted the region. The Kern clan of gnomes were tied to the land, working as a bridge between the people and the animals. This helped explain why he became a Ranger, eventually. As a gnome (or halfling) having a pack of terriers help the family just made sense. Pets are fun, both in real life and in gaming. Including working pets in the apocryphal world of D&D is something I do frequently.

    Overall, Thoumas felt as powerful as the other characters, but again, more important than the power was the story that could be told of this tiny man with a swarm of terriers serving him as an extra set of hands and even some pesky little biting.

  • What Tools Tell You About Your D&D Character

    What Tools Tell You About Your D&D Character

    Within Tasha’s Cauldron of Everything there is an optional rule that allows you to create a character that shifts their proficiencies around. No longer is every Dwarf a brewer, mason, or smith. No longer will every Elf know how to use a sword.

    The ability to swap these out lets you tell new stories through new mechanics. But the change to the game mechanics are quite minor. Half the classes already allow the weapons that the Dwarf and Elf start with in the Player’s Handbook, in this case many optimizers will take Tools in order to expand their skills.

    Yes, this expands the powers of certain combinations Race and Class. Frankly, ignore that tiny tic up in power.

    This optional rule in Tasha’s grants you the ability to expand the story of your character.

    Photo by Anna Shvets on Pexels.com

    Since your Dwarf didn’t grow up knowing masonry, but instead was a woodsman, what does Woodcarver’s Tools mean for them? Were they part of the crew that regularly left the caves of the fathers to harvest the massive trunks that became reinforcement for the great halls? Or were they just not raised among their people, instead taking their mother’s stone carving tools but applying those to the softer structure of wood to create art?

    Your High Elf that did not learn the sword and bow, maybe instead they have Coffee Gear and Insight, because they founded a cafe where they interacted with wizards, nobles, and adventurers. You aren’t a warrior by nature, instead you are someone who understands the people who go out and see the world beyond the city.

    Photo by Tom Swinnen on Pexels.com

    Like so much of Tasha’s Cauldron of Everything, the mechanics by this decision do not create power creep – they fashion story creep. There are 25 tools, plus Gaming Sets and Musical Instruments. Your character that has more of these than typical or usual has reasons for these.

    As you generate new ways that your spells manifest (one of my favorite suggestions in Tasha’s) you should generate the reasons for your differing skill set from the classical presentations within your race. Whether it is all in your head, or a single line on your character sheet, a hint in the art you commission or draw, or an entire blog entry is up to you, the player.

    But it should be there, because the 1000 thousands of stories that can be told in any game session originate in the mechanics, but the mechanics aren’t the point – the story is.