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Re: D&D 5e--Lost Mines of Phandelver

Posted: Sun Aug 04, 2019 2:17 pm
by Rodgeir
Do you want us to write our response here or when you start the game thread?

Re: D&D 5e--Lost Mines of Phandelver

Posted: Sun Aug 04, 2019 2:21 pm
by SamWiser
I'm thinking when we start the game thread.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Sun Aug 04, 2019 5:43 pm
by thinkslogically
Rodgeir wrote: Sat Aug 03, 2019 12:59 pm I have added the basic stats for Thinks, Lurks and my characters. Lurks you will need to update the inventory, same for you Thinks. Kryz also needs some more details as well as some information on armor weapons. Aimee should be a go...ish.

I will add Gathers character when I get confirmation on her character stats, no need to do double work!
Thank you!!

In my inventory I have:
Rapier
Leather armour
dagger
diplomat's pouch
lute
belaying pin (club)
50 feet of silk rope
lucky charm
set of common clothes
belt pouch

I have no real idea what a belaying pin is, but I'll look it up.

Edit: its basically a cudgel, but you can use it on a boat to secure ropes. I have no idea why I have one, but I do.

A belaying pin is a solid metal or wooden device used on traditionally rigged sailing vessels to secure lines of running rigging. Largely replaced on most modern vessels by cleats, they are still used, particularly on square rigged ships. A belaying pin is composed of a round handle and cylindrical shaft.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Sun Aug 04, 2019 6:37 pm
by SamWiser
My guess would be because of your background?

Re: D&D 5e--Lost Mines of Phandelver

Posted: Sun Aug 04, 2019 10:10 pm
by GathersIngredients
Is there a list of all character backgrounds somewhere to look up for me, please?

Also, TL, this is why you have a belaying pin: https://www.youtube.com/watch?v=JHMdr9J ... u.be&t=155 ;)

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 2:24 am
by Rodgeir
Okay, I will drop in the cleric's stats straight from the sheet, less the background (which is Soldier).

You can find the backgrounds here. Sort by Source and look at PHB. PHB is the Player's Handbook (which is what Sam is allowing).

What is your cleric's name and divine domain Gathers? Lurks is life domain so probably something else?

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 6:44 am
by Lurks_In_Shadows
FYI It will be sometime this evening most likely before I get a chance to do anything. Walked into a FUBAR situation coming back this AM at work.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 8:35 am
by Rodgeir
GathersIngredients wrote: Sun Aug 04, 2019 10:10 pm Is there a list of all character backgrounds somewhere to look up for me, please?
Also, the available domains from the PHB are: Knowledge, Life, Light, Nature, Tempest, Trickery, War.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 11:17 am
by thinkslogically
GathersIngredients wrote: Sun Aug 04, 2019 10:10 pm Is there a list of all character backgrounds somewhere to look up for me, please?

Also, TL, this is why you have a belaying pin: https://www.youtube.com/watch?v=JHMdr9J ... u.be&t=155 ;)
Good to know! I'll keep that in mind :lol:

My BG stuff:

Trait: I enjoy sailing into new ports and making new friends over a flagon of ale.

Ideal: Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)

Bond: I'll always remember my first ship.

Flaw: Once I start drinking, it's hard for me to stop.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 1:29 pm
by Rodgeir
@Thinks, did you have preference for Kryz's gender, age, height, weight, eye color :D? How does Kryz look (other than drunk and friendly)?

@Gathers, your character is good to go. I just dropped in the soldier background stats for now, it is easy to fix. Your Divine Domain can be added later when you decide (so you get your Domain spells). What is your character's name going to be (and gender, age, height, weight, eye color :D)?

Otherwise I think it is just Quarg that needs to do up a character.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 3:57 pm
by SamWiser
It looks like Quarg hasn't been on in a few days. We'll give him some time to log back on and see what he has come up with.

Also, thank you Rodgeir for taking the initiative on collecting everybody's character information. It's been very helpful

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 4:29 pm
by thinkslogically
Let's say, male, blue, green eyes and fairly small and lithe for a typical dragonborn. A scampery sort of kid. Wide-eyed, bushy-tailed (figuratively speaking), naive about the world, but excited to see it and be a proper adventurer.

He will probably die very quickly 😂

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 5:28 pm
by SamWiser
@Gathers, I'll give you a general rundown of each of the Cleric domains so you can gen an idea of what you want. Different domains allow you to use different spells as you level up, and sometimes give you different abilities.

Knowledge Domain: Gives you abilities that let you improve your skills and eventually gives you mind powers and things.
Life Domain: Pretty classic Cleric healer build. What you said you wanted to do in the beginning. Lurks is already using Life Domain, but if that's what you want, I'm not opposed to two healers in the party. (That just means I can really ramp up the difficulty >:-D >:-D :bonk: )
Light Domain: Light domain deal with, well, light. Some light and fire based spells, and some cool light-based effects.
Nature Domain: For when you want a little Druid in your cleric. Gives you some nature based spells and lets you use a druid cantrip.
Tempest Domain: Gives you some cool weather-based spells and things. More combat focused.
Trickery Domain: Spells and abilities to trick people and mess with their minds. Pretty much what you would expect.
War Domain: Seems to mostly focus on defensive spells/abilities with a little offence thrown in. Lets you last longer on the battlefield and do more damage in the long run.

Feel free to look them over and decide. Don't plan too far ahead. I doubt we'll get to above level 5 in this campaign.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Mon Aug 05, 2019 8:31 pm
by GathersIngredients
Rodgeir wrote: Mon Aug 05, 2019 1:29 pm @Gathers, your character is good to go. I just dropped in the soldier background stats for now, it is easy to fix. Your Divine Domain can be added later when you decide (so you get your Domain spells). What is your character's name going to be (and gender, age, height, weight, eye color :D)?
Name: Saca Brako
Gender: female
Height & Weight are there some sort of tables for that kind of thing? I dunno what would be suitable for a hill dwarf...
Eyes: green
Hair: light ginger/red-ish blonde (so not a vividly red as a true ginger, but slightly lighter/more yellow)
Background: folk hero (somewhere else preferably)
Domain: trickery

(I have no idea what I'm doing here game/mechanics wise, but I had a really nifty idea who this char might be so I'm going to pick choices that would match that well. ;) )

Re: D&D 5e--Lost Mines of Phandelver

Posted: Tue Aug 06, 2019 1:18 am
by Rodgeir
You're doing it right Gathers! Trickery seems like a fun domain! I will make the changes. Got a pair of red-headed dwarves in the group now.

I also moved some of your stats around (dext and int) because as a Trickery Domain you no longer have access to heavy armor and the -1 dext reduced your AC, which was bad!

You and Sam can work out where you're a folk hero.

@Thinks, I just put in around the bottom the height/weight curve for Kryz and made him 18. He has had a solid 3 years of 'adulthood' under his belt ;)

Re: D&D 5e--Lost Mines of Phandelver

Posted: Tue Aug 06, 2019 4:46 pm
by thinkslogically
Thanks :) that works just fine!

Re: D&D 5e--Lost Mines of Phandelver

Posted: Wed Aug 07, 2019 1:55 pm
by GathersIngredients
Rodgeir wrote: Sat Aug 03, 2019 2:35 am I can throw up a Google sheet based on what is used in my, Thinks and Spider's games if you'd like?

Here is a direct copy of what I use in Tests and Trials.

I changed the name of the tabs so people can just update the content and it will automatically update the first page, which is a time saver as it shows all the saves etc.

Lurks and Thinks are familiar with it and I can help put things in, but it is really pretty easy!
FINALLY I found where you are keeping all the information/the char sheets you talked about. And... I really love that we already have loot. XD
► Show Spoiler
But joking aside, thank you kindly for all your effort, much appreciated. Also all the advice (from all sides), also much appreciated. :)

Re: D&D 5e--Lost Mines of Phandelver

Posted: Wed Aug 07, 2019 2:07 pm
by Rodgeir
Ha! I need to purge the loot page.

No worries! Now you only need to pick 3 cantrips and four spells Gathers :P. No rest for the wicked!

((Already got you domain spells on your page))

Re: D&D 5e--Lost Mines of Phandelver

Posted: Wed Aug 07, 2019 2:37 pm
by GathersIngredients
So I can do cantrips unlimited and spells only the ones I got prepared, right?
Do I pick the ones to be prepared now, and I can pick again each time I rest (and prepare new spells), or is it a more permanent choice?

Also, what/how high is my spellcasting ability modifier?

Re: D&D 5e--Lost Mines of Phandelver

Posted: Wed Aug 07, 2019 2:46 pm
by thinkslogically
Ok, so cantrips are at-will spells that you learn permanently. Your choices now will stick for the entire game (unless you hate one of your choices and Sam feels like being merciful :) ). You'll add to the cantrip list as you level up, but you won't change out what you've previously picked.

For clerics, you choose a set number (4 for you) of spells from your domain / spell list each day (after a long rest) so it's a lot more flexible.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Wed Aug 07, 2019 2:53 pm
by GathersIngredients
I'm assuming level 1 spells for now?

Re: D&D 5e--Lost Mines of Phandelver

Posted: Wed Aug 07, 2019 2:53 pm
by Rodgeir
Sorry about not explaining Gathers! It wasn't that long ago I was in your seat and Thinks (and Spider) were explaining it to me!

Yep, only Level 1 spells for now.

Re: D&D 5e--Lost Mines of Phandelver

Posted: Wed Aug 07, 2019 3:04 pm
by GathersIngredients
Cantrips:
Mending, Guidance, Thaumaturgy

Spells:
Shield of Faith, command, cure wounds, guiding bolt

Questions to spells:
create water - do I have to pick when preparing, or can I pick only when I cast whether to create or destroy?
command - what happens, if the caster picks the word "die"?
as far as I see, the difference between cure wounds and healing word is that one is a touch spell and gives (potentially) more HP back, the other has a range of 60 feet and gives back (potentially) less HP. Anything else I missed?
Can I/Do I have to pick the same spell multiple times (like cure wounds*3) if I want to cast it more than once, or can I cast it as often as I want, after preparing it?

Re: D&D 5e--Lost Mines of Phandelver

Posted: Thu Aug 08, 2019 4:06 am
by Rodgeir
GathersIngredients wrote: Wed Aug 07, 2019 3:04 pm Questions to spells:
create water - do I have to pick when preparing, or can I pick only when I cast whether to create or destroy?
command - what happens, if the caster picks the word "die"?
as far as I see, the difference between cure wounds and healing word is that one is a touch spell and gives (potentially) more HP back, the other has a range of 60 feet and gives back (potentially) less HP. Anything else I missed?
Can I/Do I have to pick the same spell multiple times (like cure wounds*3) if I want to cast it more than once, or can I cast it as often as I want, after preparing it?
Create water - You choose spells each morning but deciding whether to create/destroy water is when you cast.
Command - "The spell has no effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it." - Nothing will happen.
Healing spells - Nope, that's the difference

You only need to pick a spell once and can cast it as many times as you have spell slots for it. You don't need to take spells for each casting. In your case you have 2 level 1 spell slots so you can cast any level 1 spell twice (same spell or different)!

Re: D&D 5e--Lost Mines of Phandelver

Posted: Thu Aug 08, 2019 5:23 am
by thinkslogically
The balance between spell slots and the number of sores you can prepare is where 5e gets a bunch of it's mechanical balance from I think. You can have pimped out stats or shitty ones, but that just affects the number of spells you can hold in your head each day and you'll always be able to prepare at least one. The number of spells you can cast is determined by spell slots which varies with your level.

They are replenished after a rest, but I don't remember if it's a long or short one for clerics.