Huge fan of Dungeons & Dragons, this channel will focus mainly on the Dungeons & Dragons Role-Playing Game, Reviews, Gaming Stories and maybe eventually do so Video Game related videos. Hope you enjoy.
I’m sorry those group didn’t take time with you. That’s a massive disservice to the game and to a budding player. I love the 2E content and a lot of the concepts even if it wasn’t the most elegant. Thanks for the video!
looks good. I also have a man cave similar to yours and let me tell you, you should be carefull with that D&D 5 ed shelf as i have one similar full of Pathfinder 1st and 2nd edition and it came crashing down at 2 a.m. Had to reinforced it with heavy duty nails and other shelf supporters to make sure it wouldn't fall again.
Yeah, you can't say the boxes are about $20 when you know you got it on sale. They are $40 or more. At$20 it would be a steal, at$40 it is in line with retail items. Good stuff though, I like the consistent adventure theme.
if you're getting something out of running the game. Its basically a symbiotic relationship. Then I'd say no to a gsme fee. However, I have on occasions offered to give my dm some money to compensate him for buying the books and materials for us to play, lets facce it these books aren't cheap. But by no means should it be your sole responsibility to feed and provide drinks, in that case I'd say yes charge for the drinks or make it a pot luck sort of system where everyone has to bring something for otjhers to enjoy.
@@DravenSwiftbow hope you're doing some DDPY for that back. I remember the pain last time I moved. I told my wife if she ever wants to move again I won't stop her, but I'm dying in this house 😂
I have some cloth maps from my Legend Of Zelda strategy guides I might put across the shelves. Eventually I want to have matching shelves, but that's a ways off.
For lighting you can always get light disks, they are battery operated and have a sticky back so they can be mounted anywhere, I placed a bunch in a dvd cabinet, and they helped a lot.
I have a pair of matching “espresso” colored 5 shelf bookshelves from Target. They’ve held up well for forty bucks each. But now I’m gonna need more of them soon unless I splurge for IKEA Billy shelves.👍
Reading the stranger things d and d manuals know becoming obsessed only recently started playing collecting box sets......My advice to the content creator watch Stranger things!
I was lucky enough to be one of the first to get at the selection at my local store. I noticed that there was one set of numbers that was different on each package, but there is more than 12. I purchased 12 different numbers and ended up with 9 different minis. I came back before they ran out, and got 4 more, with 1 more new 1. I still need the Bard & Warlock. It's a 3 digit number, I'd be curious as to the numbers on your packaging. I'll post the numbers with tomorrow's post.
Small correction: Failing a binding check doesn't mean you don't make a pact with a vestige, but that you make a bad pact, where the vestige can mess with you (you can't suppress it's sign, some other limitations). Pact magic was the only thing I found at all useful from this book. Shadow magic is as you said just weaker, watered down standard magic. True-naming though was downright broken: It relied on skill checks, something that in 3rd edition were never meant to carry that much mechanical importance. The DCs to use true-naming were usually far too high for most character to have a real chance of passing past the early levels, but if you did fully optimize your checks, including obtaining skill check boosting magic items, you basically had unlimited-use magic. I love certain depictions of true-name magic (Le Guin's Earthsea trilogy for example), but this presentation and implementation is an absolute disgrace.
Not saying I didn't enjoy the tomb of annihilation book. Playing the campaign made me want to play the isle of dread again. My group ended up making the dinosaurs the main focus of the campaign. As they should.
I'm the same, at the time this didn't interest me, but now looking at it there are some gold nuggets here. They all need refining to make them useful as classes, but very creative.
my group found this game to be a little lacking, theres just not enough ways to screw your opponent. we came up with some house rules with the dice (which you now roll 2 for movement, so its faster as well). also, you keep the cards of monsters you defeat as XP to spend. here is the rundown: COMBAT DOUBLES Any doubles count as a win, regardless of monster, and cause and additional effect: Fighter: Mighty, defeats up to two enemies in the room Rogue: Sneaky, rolls again for movement Wizard: Spellbook, regains a spell Cleric: Blessed, treasure award one level up MOVEMENT DOUBLES (Players always roll 2D6 for movement) Fighter: Rolls on monster chart against selected opponent Rogue: Can steal from selected opponent. Item stolen is selected by opponent. Wizard: Can teleport himself or an opponent. This does not initiate a combat in the destination for an opponent or Wizard, but does reveal the monster card. Traps will take effect as normal. Cleric: Hold Person, make an opponent lose their next turn HOW IT WORKS To activate Doubles, Players must spend an XP (defeated monster/trap) card. Players roll against the selected opponent. Each player rolls one die, the Player has to exceed the opponents roll to cause the effect. Opponents can spend their own XP cards (up to 4) BEFORE the roll to defend against a Doubles attack. Each card counts as one point on the defense die. Players can also spend XP cards for additional movement, 1 space per card, up to 3
This book unfortunately is a perfect example of wasted potential. Three poorly developed variants of magic which failed despite having some very cool basic concept. It ended having even less success than its 2nd edition predecessor, which presented the elementalist, the wild mage, quest spells for priests and other things, but still was received coldly by most of the players. On a personal note, at the time I was already developing my own rules for summoning and changing shape, which involved research and rituals to gain new summons or new possible forms and worked in a similar way to both pact magic an truename magic. They do not needed an entire new magic system though. Besides, much like the Tome of Battle replaced the more martial classes from the Player's Handbook with weird magical dopplegangers, so this book tried to switch other less known magical classes, such as the shaman of the spirits, with something more "functional", unfortunately with little success. One of the main reasons why this book failed is that the three new classes were somewhat too specialized. It happened before with other classes, such as the healer or the warmage, which have always been seen as worse versions of less specialized classes such as clerics, wizards, and sorcerers. And that's the problem: you can't put specialized classes in the game unless you get rid of the non-specialized ones that fill the same niche. They would always underperform or be less versatile and adaptable. The only specialists that work are those covering some free niches not already covered by some mainstream class or displaying some very unique ways to do the same things, as it happened with the artificer or the warlock.
I prefer 2nd Edition to 1st Edition, Gygax was not its author due to his issues with TSR at the given time, as it to me cleaned up a lot of Gygax's sloppiness and organized 1st Edition to be more manageable game. Therefore 2nd edition is very compatible with most 1stEdition stuff, with less hunting and searching for what you need. With all the OSR content out there, there is plenty of compatible stuff to run 2nd Edition, plus all the original 1st & 2nd Edition content on DMs Guild. So BECMI, AD&D 2nd Edition, and Swords & Wizardry are my Old School go too's.
The 3.5 era was such an interesting time. The game design wasn't always great, but they weren't afraid to take risks with unusual subsystems. Pact Magic, Incarnum, and Tome of Battle's Blade Magic were some of my favorite things WotC ever did. It's crazy that they never mined any of that for 5e.
The Binder Class was my absolute favorite class in the 3.5 era, it taught me that sometimes it was cool to fail, and the whole class was dripping with RP lore and potential. The fact the gods did not like binders and there was an organization between four gods of good, neutrality and evil working together to stamp out pact magic? It was brilliant. A shame it never caught on beyond some dragon magazines and some 3rd party stuff.
@@DravenSwiftbow I feel like they really wanted to do a pact magic book, but either they didn't feel confident enough that it would stand on its own or the association with Goetic Magic was something they were concerned about and so decided to put it with two other ideas they had to see what would stick. It's a shame, great potential, but I'm just going to have to live with the fact I will never see an official update to the class in a modern edition.
@whatislife42 It's so good. The flavor is amazing and I feel like it succeeded at being a jack of all trades in a much more interesting way than the bard. Rather than just being mediocre all the time you could pick and choose what you wanted to actually be fairly good at based on what you predicted you'd encounter. Really rewarding for an experienced player.