Xanathar's Guide to Cleavin' a Goblin Clean in Twain (feat. D&D)

Yeah… remind me to drop the most recent version of my combat revamp when I get home…

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But that’s why the Ship of Theseus problem applies so interestingly to the magic weapon! What part of it constitutes its identity? Are Narsil and Anduril the same sword or are they different swords?

Totally – spacing and defense and other special rules. D&D is always treading that fine line between asking for spatial play and ignoring it. I think players want support for weapon choices to feel meaningful, and it’s very important for fighter-side players to have some mechanical justification for their choice that’s reified by the rules system. I don’t think the damage die is particularly meaningful except as a signalling device, and I think there are better ways to represent weapon variation, but I think the experience D&D is trying to present to players asks them to care about their gear and the rules should support that play.

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Right, I don’t think we’re disagreeing (except maybe in that I think D&D does a very bad job of incentivizing players to care about their gear. Compare for instance to Earthdawn where magical weapons became more powerful as player characters investigated their lore and history. They had to get invested in their gear for that gear to pay off.)

There’s no reason that damage dealt being determined by class would lessen the interest in gear. Indeed, damage dealt is already mostly determined by class, its just never to the benefit of players who choose to play non-magical classes. Spells are pretty restricted in who can cast them.

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This reminds me of that thing in Bard’s Tale 4 where legendary magic weapons had little The Room-style puzzles built into them that would make them even more powerful if you could solve them, which I thought was neat and wanted to try out but the game was too unfun to play to get that far.

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Bard’s Tale in a nutshell

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I think I wrongfooted myself by looking like I was defending D&D

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Yo, I released a tabletop RPG!
It’s theoretically a hack of a different game, but I think it’s become the germ of a later game design in my head. Nevertheless, you can snag it now:

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Found the coolest skeleton:

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Update on my beloved mind flayer character: SHE WAS VAPORIZED BY A DRAGON IN ONE BLAST!! THE DRAGON’S NAME WAS “TINDER”!!! PERMADEATH!!! IT WAS HORRIBLE!!!

I rolled pretty decent on my next character, who I’ve decided will be an aarakocra Swashbuckler pirate fencer:

Lark_Av_05

No idea what her personality is going to be, what the voice will be. She will use pirate slang as much as possible.

I wanted to pick Tavern Brawler for all the fun creative battle options that would open up, but, her strength is incredibly shitty (-2), so grappling is a no-go. I ended up picking Martial Adept for now, so I can disarm and push people.

If anyone has any fun ideas for character quirks or backstory stuff or class ideas, I’m all ears. Only backstory thing I’ve worked out is that she’s from the Lhazaar Principalities, which is evidently a nation of pirates.

No idea why a pirate would come out into this jungle to find the soulmonger and stop the deathcurse, which causes any resurrected people to slowly waste away into oblivion.

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I only took part in 1 campaign, once…
(I played a half-elf mage/thief of little import, named ‘Timor’.)

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Anything cool happen

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Treasurrrrrrre, matey!

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“gettin paid” is my favorite tabletop character motivation

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Oh she definitely will be obsessed with plundering, that’s always priority numero uno for a pirate. My first action was to pull the wedding ring off of the other member of the team that was killed.

Wanted to make her motivation relate to the Deathcurse somehow though.

I chatted with the DM and we came up with the following:

Lark, in her youth, was a deckhand for a vessel crewed mainly by believers of the Blood of Vol.

Desiring adventure and plunder, the crew turned to piracy. These were days of plenty.

That came to an end when House Lyrandar sunk her ship and press-ganged the survivors into service. Lark was put to work on airships doing navigation work.

Since the Deathcurse began, Halcyon, a prominent, resurrected, now-undead member of House Lyrandar (whom my previous character killed during a race by kicking him off a wyvern), has begun to waste away. He has tasked Lark with putting an end to the Deathcurse.

If she can do this, she will be rewarded with her freedom.

So that gives me insight into the Blood of Vol, which relates to the main villain in this game, as well as giving me a selfish reason to stop the curse, and gives me airship experience for if we ever get one of those things.

The blood of vol? In the realms? I’m confused.

Isn’t that essentially Planescape’s Godsmen faction anyway?

I think we’re in a Planescape game for this campaign, since we got “warped” here, into this jungle, at the start.

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Not at all. Blood of vol are more like…objectivists who worship undeath.

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