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First time D&D game tomorrow

urahonkyurahonky Cynical Old ManRegistered User regular
Hey all. I have my first ever D&D game starting tomorrow and was wondering what to expect. What knowledge should I bring to the group, or anything like that. I was originally thinking of doing a Dwarf Paladin but I might go with Warrior instead just so it's easier for me. What do you guys think?

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  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    urahonky wrote: »
    Hey all. I have my first ever D&D game starting tomorrow and was wondering what to expect. What knowledge should I bring to the group, or anything like that. I was originally thinking of doing a Dwarf Paladin but I might go with Warrior instead just so it's easier for me. What do you guys think?

    I am not sure what the question is. What do you mean by bringing knowledge to the group?

    Also, which version of D&D are you playing? There are a lot. Like, way too many.

  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited February 2015
    Yup. If you can tell us the edition we can give you specific pointers but in general...

    You're a totally new player? For awhile I suggest being a jerk and stating your intention rather than the rules to do it. Let the DM go over how you swing on a rope across the chasm or stab the goblin or decipher the runes. I think the corollary to this is try and remember what he says so next time you can have a good idea of how to do it rules wise yourself and stop being the FNG.

    Oh, one rule of D&D that has been almost always true: Kill the wounded dudes first. A bad guy who is unharmed and a bad guy with 1 HP do the same damage. Don't spread out your damage so everybody is a little bit wounded, it's a bad idea. Find the most wounded dude and hit him until he drops.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • urahonkyurahonky Cynical Old Man Registered User regular
    Sorry I was on my phone when I posted this. It's Edition 3.5 I believe. I was just more-so wondering how a game would normally go. I've been interested in playing D&D for a long time but I'm not even sure what is involved.

    Do they go around the table and each person does something and then says what they're going to do and rolls a die and that determines what happens? I'm definitely the FNG but luckily there will be 2 other new people at this group so I won't be terribly noobish.

  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    Alright, for 3.5 -ish stuff:

    You'll be chilling and generally just talking about what you do. You'll start somewhere, maybe your characters will talk to each other (which means you do, funny accents depend on the group, if you're new don't expect much). Something is gonna happen, odds are the DM (the dude running it) will have a character who is not being played by one of the players come up and offer you a job or ask for help with a problem. Again, this is all just kinda informal talking, you may ask him questions about the job/problem which you just do, all the sort of thing.

    The group will decide to do this thing or not. If you try and do something that has a chance of failure, like "I try and see if Bob is carrying a concealed armadillo" the DM will tell you to roll a check of some sort. In 3.5 this will always involve a single d20 with some numbers added to it. That's about as far as the rules stuff will go until....

    You'll get into a fight. This will start by the DM asking for initiative. This is a roll that everybody makes one of and then they're placed in order from highest result to lowest result. Highest result takes his turn. Then next highest and so on in obvious fashion. When the last person has taken their turn, you just go back to the Highest and repeat until the conflict is over.

    On your turn you get three actions, Standard, Move and sometimes Quick/Swift. If you are a sword swinger you can ignore that last bit. A standard is used to make a single attack, most often. A move is used to move up to your speed most often. You can trade a standard for a move but not the other way round. If you do not use your move action to change your position on the map you may take a single 5' step that turn. If somehow you have multiple attacks (fighting with two weapons, don't do this) you need to take a "Full Round Action" which means you can not move more that that 5' step. If you want to do something else ask your DM what it is, he'll help you get into specifics.

    If you want simple Fighter is fine though do not expect a large amount of choices. You will stab a guy, then you will stab another guy. Barbarians are like angry fighters and pretty good at low levels while still being simple.

    You will have to pick a "feat". Do not pick toughness. It is totally a trap and sucks. Don't underestimate weapon focus, +1 is tiny but when it's every attack it adds up. Power attack is better than you think it is but takes judgement to use well.

    I think I'm done rambling, if you have a specific question feel free to @ me.

    Nod. Get treat. PSN: Quippish
  • schussschuss Registered User regular
    Have fun. Create a personality for your character and stick with it, even if it's to the detriment of the party (my favorite was my hothead swordsman who would punch people after about 2 questions).

  • InxInx Registered User regular
    Welcome to the hobby, it's fun as hell. Devoutly pretty much covered it - the short version is that D&D is like group storytelling, with one person (the DM) sort of tying it all together.

    The very best thing you can do is play a character that is group-oriented and doesn't try to steal from/kill/harass the rest of the group. Since you were considering a Paladin, I don't think that'll be an issue.

    Paladins are an interesting class. They have a little bit of healing, a little bit of spellcasting, and a little bit of melee combat in them. They need to follow a moral code, but if your DM isn't a shitheel then he'll allow a little flex in the interpretation of the Lawful Good alignment.

    The problem with Paladins is that to really be effective, they need to have really good stats - Strength raises their ability to hit and damage enemies, Constitution gives them greater hit points, Wisdom gives them better spellcasting, and Charisma gives them benefits to their saving throws. Depending on how your character turns out, Paladin may not be the best option.

    Fighters are very simple and straightforward, but as was mentioned above somewhat low on options. This can get boring. Also be aware that at higher levels, fighters are pretty outclassed by spellcasters and are SUPER reliant on getting magical gear.

    Two classes I would recommend you consider are Rogue and Cleric. Rogues have a backstab ability, which lets them dole out some pretty great amounts of damage to unaware opponents, as well as some other nice utility features, and a ton of skill points. Clerics are great healers, but also pretty good all-around. Everyone loves a Cleric, and the 3.5 Cleric really shines. Of course, spellcasting can get a bit complicated so if you don't want to be a caster right out the gate I DO NOT blame you.

    Ultimately, however, play the character that you want to play. Being optimized is secondary, and that sort of thing can come later as you learn the game more. The most important thing for your first game is to do something you'll have fun doing.

  • crimsoncoyotecrimsoncoyote Registered User regular
    Basically, what everyone already said. Biggest thing is to have fun with it if at all possible.

    There are also threads (not really specific 3.5, I think) in CF on D&D (there's at least a 5th ed thread, which is the latest) and other tabletop RPGs.
    They tend to get further into the nitty-gritty (theory, story ideas, etc), but it's always nice to read others' experiences/postmortems on sessions. I believe there is a similar thread in SE++ as well. I'm sure any questions you have about specifics would be welcome in those threads.

  • davidsdurionsdavidsdurions Your Trusty Meatshield Panhandle NebraskaRegistered User regular
    Are you creating the characters before hand or at the table? If it's at the table, that might be pretty much your whole night...or it would be if I was there!

    Bring drinks and/or snacks. Everyone will love you.

    Have fun and follow all these lovely instructions above me!

  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Also please come back and let everyone know how it went.

  • urahonkyurahonky Cynical Old Man Registered User regular
    Hey thanks guys! I'm pretty excited. Yeah tomorrow we will be creating our characters and getting introduced to everyone so it's not really going to be all too difficult.

  • PantshandshakePantshandshake Registered User regular
    The thing with 3.5 is that it's really helpful to have an idea of where your character is going, development wise, before you start creating it. There's a whole host of feats and abilities that have various prerequisites. It might be helpful to decide what you want your character to actually do, and then take a look through some books to figure out how to get there. In a new campaign with a bunch of new people, I have to imagine the DM and the other (not new) players will help.

    Aside from that, you'll eventually pick up on the various table mannerisms that exist from group to group. One of the guys I play with doesn't really do different voices for his characters, but he really gets down on is roleplaying. So much so that at one point, I thought he was actually pissed off at me, but in fact his character was just a jerk.

    3.5 has a pretty intuitive system for adding up numbers that coincide with whatever die you're rolling. You'll have a few play sessions of wildly looking at your sheet to figure it out, but that will settle itself out pretty quickly.

    As far as what class you should play, I've always felt that player characters in D&D should be as close to superhuman as possible. If you want to play a Paladin, but your stat rolls will leave you with a terrible Paladin, maybe you don't play one. As far as fighters go, yes, they're there to basically stab a guy. But you get a wealth of options as to what you stab a guy with, and you level up, you'll get supremely good at stabbing a guy. Hell, you can stab several guys in one turn later on. Or one guy several times.

  • ThundyrkatzThundyrkatz Registered User regular
    If this is your first time be prepared to ask a lot of questions. Just say what you want to do, and the DM will tell you what you would need to roll to make that happen, or if its even possible. Try to remember how that went, and over time you will remember what you need to roll to make something happen.

    Also, in general try to be cooperative. You are all there to progress through a story arc, and although the great thing about D&D is that its not on rails, and a good DM can compensate for players going off plan. The goal is to progress through the story, so if that means you have to buy in a little to the premise that will be great.

    For example, I have had a few situations where i was the DM in a pickup game and the party has wasted a ton of time arguing over whether or not the party wants to accept the quest that will send them on to the rest of the game.

    Oh, lastly, try to stay focused. its easy to get chatting with someone when its not your turn in combat. So when it is your turn, you haven't thought at all about what your next move will be and you start frantically scanning your character sheet, breaking up the flow and making everyone wait on you. Lame.

  • davidsdurionsdavidsdurions Your Trusty Meatshield Panhandle NebraskaRegistered User regular
    Oh, don't split the party.

  • schussschuss Registered User regular
    Oh, don't split the party.

    No, always split the party.

  • urahonkyurahonky Cynical Old Man Registered User regular
    Oh, lastly, try to stay focused. its easy to get chatting with someone when its not your turn in combat. So when it is your turn, you haven't thought at all about what your next move will be and you start frantically scanning your character sheet, breaking up the flow and making everyone wait on you. Lame.

    I've learned this skill while playing board games. There's nothing worse in this world than having someone's turn come up and they spend 10 minutes trying to figure out what they are going to do because they weren't paying attention.

  • HevachHevach Registered User regular
    edited February 2015
    schuss wrote: »
    Oh, don't split the party.

    No, always split the party.

    I had a GM once leave us paralyzed with indecision. He was notorious for dropping insane fights out of nowhere and merciless about ambushing loners or trapping stragglers, and suddenly left us facing a puzzle that required us to split the party, and we spent twenty minutes arguing about which side got the healer.
    Afterward, no fight, just a sword sitting in the middle of a room with no traps, amazing stats, and an enchant that couldn't be identified. We carried it around for weeks, unable to get rid of it, but afraid to use it knowing it was probably the worst curse ever, before discovering that the enchantment just doubled as a torch in dark rooms.

    I really wish I still knew enough people to play sometimes. Have fun, urahonky!

    Hevach on
  • davidsdurionsdavidsdurions Your Trusty Meatshield Panhandle NebraskaRegistered User regular
    schuss wrote: »
    Oh, don't split the party.

    No, always split the party.

    I stand corrected, the best answer is:

    Split the party before getting to the dungeon. Make the DM work his/her ass off.

  • WassermeloneWassermelone Registered User regular
    schuss wrote: »
    Oh, don't split the party.

    No, always split the party.

    I stand corrected, the best answer is:

    Split the party before getting to the dungeon. Make the DM work his/her ass off.

    I know you are joking

    But don't be that guy

    IE. the guy that tries to poke the edges of the 'simulation' and to test the limits of the DMs preparation. Its super annoying for everyone else at the table.

  • EnigmedicEnigmedic Registered User regular
    schuss wrote: »
    Oh, don't split the party.

    No, always split the party.

    I stand corrected, the best answer is:

    Split the party before getting to the dungeon. Make the DM work his/her ass off.

    I know you are joking

    But don't be that guy

    IE. the guy that tries to poke the edges of the 'simulation' and to test the limits of the DMs preparation. Its super annoying for everyone else at the table.

    Playing a railroad story is boring. Its good if people are learning the system, but its hard to really have a character build any personality if everything is just prescripted crap from a book. It usually ends up with everyone just attacking everything that they encounter and just agreeing to help whoever wants us to do something.

    My tip for a new player is to not just try and attack everything head on, and when you are talking to npcs ask questions, haggle over the reward, find alternatives. itll be much more interesting.

  • Psychotic OnePsychotic One The Lord of No Pants Parts UnknownRegistered User regular
    For fun go for a warrior pacifist. Go high on persuasion but carry around rope or chain to subdue or take guys out of the fight. Hand to hand and submission and be like "I'll let you go when you calm down" pretty hilarious when you got a party murdering everything and you are just talking down a goblin raider down while you got him wrapped up or you talk some minions to leave because its not worth the trouble and their boss doesn't care if they live or die. Don't be afraid to make something out of the norm. Alot of the fun of D&D is just making something out of the box.

    One of my favorite characters was a neutral evil rogue. He would only work if people paid him. We were in a fight against an orc warlord and things were going bad for the party. My guy was just leaning against the wall cleaning his tools until one of the party promised him 10% of their share. A lucky roll and his crossbow took out the orc attacking the person who paid him. To me he was Rook. To the party he was asshole (Thats Sir Asshole to you!)

  • PantshandshakePantshandshake Registered User regular
    Oh, don't worry about being super annoying to everyone else at the table. Every person at that table is going to do something that's annoying to either some of all of the other people playing. You either make it work or you learn to live with it.

    One guy at my 2e game is an actual good person in real life, not like the rest of us savages, and every character he plays tends to make choices like he's half a paladin. So we make him deal with honorable or noble NPCs.

    Another guy has such a bizarre thought process that whenever we need an NPC to be taken completely off guard in a conversation, we send him in.

    I tend to pick fights with anything that annoys me, and that's served a purpose too.

    Also, I agree that you shouldn't constantly try and test the limits of your DM, but once in a while, it's really nice to just take his careful plans off the rails and make him react to us instead of the other way around. We try to do it about every other gaming session. Last time, we killed a dragon that we weren't supposed to have even met yet. It wasn't ready for a full on fight yet, and it was super satisfying watching our DM try to figure out what to do with the current session and worry about his plans for the next one.

    As a side note, he's running a second game that takes place in the same universe (Spelljamming) but along a slightly different time frame. This other group was supposed to impact our adventure, but instead, they're showing up as we're leaving a place just gutted and destroyed by our giant fight that wasn't supposed to happen. So we made him redo plans for two different campaigns. It feels good, and some day, it'll feel good to you too.

  • WassermeloneWassermelone Registered User regular
    Enigmedic wrote: »
    schuss wrote: »
    Oh, don't split the party.

    No, always split the party.

    I stand corrected, the best answer is:

    Split the party before getting to the dungeon. Make the DM work his/her ass off.

    I know you are joking

    But don't be that guy

    IE. the guy that tries to poke the edges of the 'simulation' and to test the limits of the DMs preparation. Its super annoying for everyone else at the table.

    Playing a railroad story is boring. Its good if people are learning the system, but its hard to really have a character build any personality if everything is just prescripted crap from a book. It usually ends up with everyone just attacking everything that they encounter and just agreeing to help whoever wants us to do something.

    My tip for a new player is to not just try and attack everything head on, and when you are talking to npcs ask questions, haggle over the reward, find alternatives. itll be much more interesting.

    My post doesn't disagree with you! I'm not saying you can't have creative solutions or have a character with goals distinct to the gms one true story. I'm talking about the players who don't play characters (or play 'iiiinnnsaaane' characters as to enable their behavior) and who's entire goal is to be contrary to the game. IE. not the guy that comes against the GMs limitations through normal play but the guy whose entire personal goal (not a character goal) is to find and test those limits. A troll.

  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    My advice would be:
    Write down a few core tennets for your character. Part of the fun can be that your character does something that you'd see as dumb because it's part of it's character. The goal of D&D isn't winning, it's generating interesting stories. Doing extensive analysis of what is the best tactical decision in every encounter isn't really the fun part of D&D (at least for me).
    That doesn't mean you should just do whatever.
    But if you play a paladin, you should for instance try to help someone even if the monster next to it looks really strong. Or use your healing spells on someone else even if you're hurt. And disapprove of skulking around in the shadows even if it's tactically advantageous etcet.

    A little trick is to pick at least 1 character that is counterintuitive. Be the dwarf that doesn't drink or hates being underground. The paladin who dislikes melee combat (It's so messy!), or is a small grumpy man or from a wonky god. Your character will immediately feel more special if it has something unique.

    For your first few characters, don't play an evil aligned character. They often change the game from 'party vs the world' to 'party vs itself' and that can be fun at times, but it can also be really annoying if the rest of the party just wants to explore the world, instead of trying to not have their stuff stolen 'mysteriously.' I would extent that to 'don't play a rogue and try to break into houses when the rest of the party wants to rest to get rich quick' and similar solo adventures because you are hogging table time.
    And table time is important. Try not to get stuck on solo events too long, try to not get stuck in discussion of rules etcet. One of the best rules I ever set as a DM is "this works this way this session, and we'll look it up in detail before next week." Spend the time together to advance story, to explore etcet.

    Steam: SanderJK Origin: SanderJK
  • badpoetbadpoet Registered User regular

    My post doesn't disagree with you! I'm not saying you can't have creative solutions or have a character with goals distinct to the gms one true story. I'm talking about the players who don't play characters (or play 'iiiinnnsaaane' characters as to enable their behavior) and who's entire goal is to be contrary to the game. IE. not the guy that comes against the GMs limitations through normal play but the guy whose entire personal goal (not a character goal) is to find and test those limits. A troll.

    So...

    240?cb=20130220101706

    1. Don't argue with the DM. Let them make the call, and if it's wrong, point it out to them after/a few days later so the rule is interpreted right the next time.

    2. Have fun but don't let your fun ruin other peoples' fun. Playing a wacky, zany character can enhance gameplay for everyone, but playing a character basically designed to ruin other peoples' experiences is a dick move.

    3. How'd character creation go?


  • JuliusJulius Captain of Serenity on my shipRegistered User regular
    Oh, one rule of D&D that has been almost always true: Kill the wounded dudes first. A bad guy who is unharmed and a bad guy with 1 HP do the same damage. Don't spread out your damage so everybody is a little bit wounded, it's a bad idea. Find the most wounded dude and hit him until he drops.

    Does this also apply to your own party?

  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    Julius wrote: »
    Oh, one rule of D&D that has been almost always true: Kill the wounded dudes first. A bad guy who is unharmed and a bad guy with 1 HP do the same damage. Don't spread out your damage so everybody is a little bit wounded, it's a bad idea. Find the most wounded dude and hit him until he drops.

    Does this also apply to your own party?

    It applies to every entity in D&D. It is the logical implication of the fact that losing hit points, while bringing you closer to death, does not inflict any penalties anywhere else.

  • HachfaceHachface Not the Minister Farrakhan you're thinking of Dammit, Shepard!Registered User regular
    edited February 2015
    For fun go for a warrior pacifist. Go high on persuasion but carry around rope or chain to subdue or take guys out of the fight. Hand to hand and submission and be like "I'll let you go when you calm down" pretty hilarious when you got a party murdering everything and you are just talking down a goblin raider down while you got him wrapped up or you talk some minions to leave because its not worth the trouble and their boss doesn't care if they live or die.

    Keeping some enemies alive for questioning after battle is generally a good idea, actually. You can gain valuable intelligence about the obstacles ahead, and you can also give the DM an opportunity to give you a little exposition on the story. DMs love that.

    Hachface on
  • urahonkyurahonky Cynical Old Man Registered User regular
    Hey guys I'm sorry for the late update. It's been a loooong week at work and haven't had a break to even get anything done for myself since Thursday night.

    I ended up making a Dwarf Barbarian. His stats are:

    15 STR
    13 DEX
    13 INT
    15 (+2) CON
    13 (-2) CHA
    13 WIS

    His skills are:
    Intimidate: 3
    Climb: 3
    Listen: 3
    Survival: 4
    Jump: 3
    Handle Animal: 2
    Swim: 2

    I chose Weapon Focus as my feat and chose Greataxe.

    Starting Equipment:
    Weapon: Greataxe
    Armor: Scale Mail
    Clothes: Traveler
    Random Items:
    Bedroll,
    Backpack,
    Ram, Portable,
    Torch (x5),
    Sledge,
    and 7 Rations

    I learned Orc as my additional language and I'm going to remain neutral for the time being. I named him Sampson and decided his backstory will be about how his small mining village was wiped out by Orcs many years ago so now he goes around, city to city, looking to take on jobs that will take him in to battle with Orcs often.

    I had a shit ton of fun with it and it took a bit longer than I thought (left at 10:45pm when it was supposed to end at 9:30). I'll be bringing another friend on Thursday so it'll be a good time!

  • davidsdurionsdavidsdurions Your Trusty Meatshield Panhandle NebraskaRegistered User regular
    That sounds great! A swimming dwarf barbarian is bound to cause some sort of trouble!

    The sessions will always go longer than you plan unless someone in the group is extremely disciplined.

  • EnigmedicEnigmedic Registered User regular
    The sessions will always go longer than you plan unless someone in the group is extremely disciplined.

    This is the true first rule of D&D. It may even be a law. One Friday night me and some friends got together and it wasnt until Sunday morning that people were like, dang, i gotta get some sleep i gotta work tonight. That session had some moments, and the DM had to check so many things to make the continuity make sense.

  • InxInx Registered User regular
    That looks like a damn fine barbarian indeed.

    Greataxe is pretty dope, too.

  • VeeveeVeevee WisconsinRegistered User regular
    edited February 2015
    Out of all the advice I've seen, giving your character some kind of odd thing that makes it unique is the best. A character trait that can turn a straightforward adventure into chaos, if the group is ok with it, can lead to some insanely fun nights.

    I've only manage to play in one D&D game for a couple months of sessions, and I played a claustrophobic dwarf that hated to be underground. After creation the DM created a rule that every action I attempted when underground had a d20 roll (4e) to determine if I just cower in fear instead. First night we came to a cave where I failed the check 3 times in a row and we had to split the group because my dwarf just didn't want to go in, or find a way to force him in. Went as far as the group attempting to force me in by pushing, which somehow devolved into a fight where I criticaled the warrior and lopped his head off on my first ever attack roll. We could not stop laughing after that for so long and so hard that I'm pretty sure there were wet crotches all around the table.

    Veevee on
  • V1mV1m Registered User regular
    Veevee wrote: »
    Out of all the advice I've seen, giving your character some kind of odd thing that makes it unique is the best. A character trait that can turn a straightforward adventure into chaos, if the group is ok with it, can lead to some insanely fun nights.

    I've only manage to play in one D&D game for a couple months of sessions, and I played a claustrophobic dwarf that hated to be underground. After creation the DM created a rule that every action I attempted when underground had a d20 roll (4e) to determine if I just cower in fear instead. First night we came to a cave where I failed the check 3 times in a row and we had to split the group because my dwarf just didn't want to go in, or find a way to force him in. Went as far as the group attempting to force me in by pushing, which somehow devolved into a fight where I criticaled the warrior and lopped his head off on my first ever attack roll. We could not stop laughing after that for so long and so hard that I'm pretty sure there were wet crotches all around the table.


    I pity the fool!

  • urahonkyurahonky Cynical Old Man Registered User regular
    I thought about making "fear of the undead" one of my character's personality traits but apparently our DM loves undead so that might not work out too well.

  • EncEnc A Fool with Compassion Pronouns: He, Him, HisRegistered User regular
    urahonky wrote: »
    I thought about making "fear of the undead" one of my character's personality traits but apparently our DM loves undead so that might not work out too well.

    Or super well, depending on how well you sell it.

  • InxInx Registered User regular
    urahonky wrote: »
    I thought about making "fear of the undead" one of my character's personality traits but apparently our DM loves undead so that might not work out too well.

    A potentially debilitating fear can be immensely fun to play with,

    In a Legend of the 5 Rings game, I once played a Water Shugenja - basically, I drew all my magic from the spirits of the water.

    One problem - my character was TERRIFIED of water. Like, huge phobia. Eventually the party had to focus a couple of sessions on helping me overcome my fear because the water spirits were denying me my spells because I was dishonoring them. It was great roleplaying all round.

  • WiseManTobesWiseManTobes Registered User regular
    Recurring Games get soooo fun, you are in for just the best times!

    I remember once, one month, one of our party succumbed to a nasty natural 1, and fell to his death off the side of a cliff in something akin to the Plane of Air , just floating islands, no actual ground.

    The next month, the guy who's character had originally died to the natural 1, rolled a 20 once we had reached the same plane while detecting.

    And he was able to hear a noise, a slow screaming, getting steadily louder once noticed

    It was his previous character, falling forever, we managed to figure out a way to save him, and we gained an NPC rofl

    Steam! Battlenet:Wisemantobes#1508
  • EncEnc A Fool with Compassion Pronouns: He, Him, HisRegistered User regular
    I GM a pathfinder game in Roll20 that's had a bunch of different players over time and a lot of character switching (we play once a week and it's been ongoing for about a year with some combination of about 10 players each with 1-3 characters). Half of the fun are finding ways to bring inactive characters into current events.

    We had a character that was essentially an insurrectionist against the royalty the party was supporting constantly foiling the party's attempts to keep the nation from falling apart. When the player changed characters, that insurrectionist became a recurring rival and sub-villain. That stuff is fun.

    If your GM is flexible, the more character and complications you give to your persona the better the game is in my opinion.

  • schussschuss Registered User regular
    Recurring Games get soooo fun, you are in for just the best times!

    I remember once, one month, one of our party succumbed to a nasty natural 1, and fell to his death off the side of a cliff in something akin to the Plane of Air , just floating islands, no actual ground.

    The next month, the guy who's character had originally died to the natural 1, rolled a 20 once we had reached the same plane while detecting.

    And he was able to hear a noise, a slow screaming, getting steadily louder once noticed

    It was his previous character, falling forever, we managed to figure out a way to save him, and we gained an NPC rofl

    Oh man, we had the best one for this. Elevated Paths over lava. Wizard tries to make a short 3 foot hop (something like a 5 or better succeeds)

    1

    Wizard is now clinging to the side of the chasm - roll to pull yourself up - didn't have anything heavy on him, so basically 10 or better succeeds, everything else holds him there except-

    1

    Wizard plunges into lava

  • EclecticGrooveEclecticGroove Registered User regular
    schuss wrote: »
    Recurring Games get soooo fun, you are in for just the best times!

    I remember once, one month, one of our party succumbed to a nasty natural 1, and fell to his death off the side of a cliff in something akin to the Plane of Air , just floating islands, no actual ground.

    The next month, the guy who's character had originally died to the natural 1, rolled a 20 once we had reached the same plane while detecting.

    And he was able to hear a noise, a slow screaming, getting steadily louder once noticed

    It was his previous character, falling forever, we managed to figure out a way to save him, and we gained an NPC rofl

    Oh man, we had the best one for this. Elevated Paths over lava. Wizard tries to make a short 3 foot hop (something like a 5 or better succeeds)

    1

    Wizard is now clinging to the side of the chasm - roll to pull yourself up - didn't have anything heavy on him, so basically 10 or better succeeds, everything else holds him there except-

    1

    Wizard plunges into lava

    That must have really burned him up.

    ...

    Sorry, I just couldn't resist.

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