Nina wrote:Would these be the rules we need to look at @Tempy? Most of the things I've read so far seems to suggest you'll have 4 different classes, with at least some magic and healing abilities. Will that be a requirement? If everyone has chosen a class, will we tell each other them before we start and make changes if needed? Or do we dm Tempy about our ideas and he will make sure the team is balanced? And just to be sure, all races and classes can be mixed right? I was reading the ranger class and it had examples of elves and humans (I think), but a dwarf should be able to be a ranger too, right?
Lucky: When you roll a 1 on The D20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on Saving Throws against being Frightened.
I was eyeing up a halfling too.Tempy wrote:Mate, Halfling OP in 5th
Tempy wrote:You generally want to work together, yes, but it really depends on the group, the characters and the campaign
When I started, if you saw someone playing D&D, you probably had no idea what they were doing, it looks incredibly weird, but they were obviously having fun. If you asked: “What are you all doing?” the canonical answer was “Grab a chair, here’s a character sheet”.
Tempy wrote:I'd probably counter Tin a little by saying... D&D isn't a game where the rules matter much. It's not Pathfinder, or Dungeon World. As a GM my job is to break the game to make it work.
Tempy wrote:Inspiration isn't super important either, I generally only gave it to my PCs if they made me laugh.
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