
Have you posted your gear list somewhere burns? I'll check over it if so.
most of my stuff is listed on inventory but there are various types of hunting traps: snare, net, cage, box with stick, gin, bear. Gwen would not want something like this happening Warning: heart breaking and would make more sence if she had a non letal trap instead of the more traditional bear trap, espessially if she is trying to hunt down bounties.thinkslogically wrote:ok, bear in mind that the hunting trap (which I read as basically a bear trap) is 25lb. We never reached a consensus on using the encumbrance rules so I'm assuming not, but you do have a max carry weight
Have you posted your gear list somewhere burns? I'll check over it if so.
Ah, but you don't have the books with the weights. I'll get that entered in later today unless someone beats me to it.Arch Lich Burns wrote:most of my stuff is listed on inventory
Though, even traditional bear trap usually not lethal to humanoid bounties (though as a halfling, the idea of stepping in one makes me nervous... at least I've decent DEX to avoid it closing!), and if she's using it in for bounties rather than hunting, she wouldn't be leaving it unattended for long times anyway?Arch Lich Burns wrote: would make more sence if she had a non letal trap instead of the more traditional bear trap, espessially if she is trying to hunt down bounties.
Unless I was misreading, I took that as "other types exist in the real world, can I have one of those please?"thinkslogically wrote:Where are you seeing the info on the other trap types? the 5e SRD has the "bear trap" style listed as the hunters trap.
Yes, I should have been more clear that I meant starting naked from a mechanical standpoint.WearsHats wrote: It also doesn't mean you literally start naked. Kal's armor comes from hide he hunted with his mother, and he's had it for a while now. The backstory is immaterial. It's worth 10gp of starting gold, however he got it.
Hmm... Ok.Arch Lich Burns wrote:most of my stuff is listed on inventory but there are various types of hunting traps: snare, net, cage, box with stick, gin, bear. Gwen would not want something like this happening Warning: heart breaking and would make more sence if she had a non letal trap instead of the more traditional bear trap, espessially if she is trying to hunt down bounties.thinkslogically wrote:ok, bear in mind that the hunting trap (which I read as basically a bear trap) is 25lb. We never reached a consensus on using the encumbrance rules so I'm assuming not, but you do have a max carry weight
Have you posted your gear list somewhere burns? I'll check over it if so.
Wears' paladin would probably be a better one to tie into, think he's from Caero, where we are starting, would be a good fit for Syli, I think.Nioca wrote: I was thinking of having Syli connected to either our Cleric or our Paladin. Also, did we nail down where we were all starting out? I thought you guys had, but looking back, I can't find the post that has that information.
Sounds interesting!Nioca wrote: From a skill perspective, I may have done something slightly odd;
If it's not in equipment, we don't start with it. Thinks has said we'll be able to shop in town though, I'll be needing to grab thieves tools.Nioca wrote:
I do have a couple questions, though: do background/class tool proficiencies actually GRANT you those tools, or do you have to acquire those on your own?
The basic rules are something along the lines of being able to make 5gp/day progress with passing checks with appropriate tools. I'll double check when I get home. So for potion of healing with herbalism kit proficiency, that's 10 days work.Nioca wrote: Any thoughts on crafting?
Druid works differently, iirc, more like cleric. Druids have access to the full list, and can prepare a # of selected spells = to druid level + Wis mod. Only have so many spell slots, but can prepare an assortment that can be tailored to current/anticipated needs.thinkslogically wrote: At first level you get 2 druid cantrips and 2 druid spells.
Just pick whatever feels right in character and you can always swap one out when you level up.
Sounds good to me!thinkslogically wrote:Crafting is covered somewhat in the DMG, but there's not a lot in there beyond explaining how potion-making takes ages! But it could be a perfectly valid downtime occupation for you when you're back in town, and I'm happy to try and make it work as long as you're ok with some homebrewingWe can talk it through as it becomes important though - I prefer collaborative DMing over prescriptive for the most part! Your herbalism kit will certainly help with that though.
I'm going to go ahead and roll. The starting kit's okay, but I think I'd much rather customize it a bit.I think the only other thing is to choose starting spells and your starting equipment. You can either buy your stuff in town (taking a dice roll (2d4 x 10) to determine how much gold you have available) or stick with the starting equipment for your class / background.
I knew about the cantrips, but I thought divine casters didn't have a spells known mechanic like arcane casters did? That when they prepared, they simply prepared from their full (and shorter, IIRC) list of spells?At first level you get 2 druid cantrips and 2 druid spells. There's a list online here if you need it:
http://engl393-dnd5th.wikia.com/wiki/Druid_Spells
Just pick whatever feels right in character and you can always swap one out when you level up.
IN the spirit of good RPing, starting out flat broke if you think it'd be a fun way to play your character (stealing your starter gear would be an interesting way to begin for example!). Otherwise you can take the average roll value and start with 50GP.Nioca wrote:Starting Gold (2d4x10): 1,1 for 20gp.
...or I can be completely flat broke. That works too.![]()
I could change my starting weapon from a Light Crossbow to a Quarterstaff and give it to you. Don't particularly need a weapon if I'm just going to stand back and shoot ice lasers.spiderwrangler wrote:I'll hold off on sourcing a quarterstaff until we've started.