As someone else already said on here start at your local game or comic shop. They almost always have a D&D night we’re you can jump in with either your character or a premade and learn the system. The main rule is just have fun with it.
In savage worlds you don’t really crit so much as just get raises.
You roll one of the polies, and if it lands on its highest number, you roll it again.
It is not uncommon to roll the same dice several times in a row, and the lower the dice the more often it happens.
You only need to hit 4 to succeed, generally. Every 4 over that is a raise. You also don’t really have health, you take wounds and if you take 3, you dead.
One raise might just be extra damage. But four raises… Well, my psion might have sprouted psychic tentacles for a moment and literally ripped the foe in two.
Yeah there are some interesting and cool systems out there. I like how Fragged Empire does it too where you roll d6s and you can use die that land on a six to trigger certain abilities and stuff.
That’s part of the problem in that I can tell you stats and that he believes that generally people deserve to live, to the point where he has died and caused a party member to die to save someone else, but I can’t tell you anything about his personality other than it’s me, and every character I ever play is like that. Trying to do something different ends up being annoying (my preachy dwarf cleric) or bland (young naïve wizard).
You say that but I bet he’s not as much of a self-insert as you say. One of the defining features of a TTRPG character is that they are willing to go on dangerous, even life threatening adventures. These adventures almost never make sense to go on, they are extremely high risk for not a lot of reward. You say your character is a self insert, but also that he has literally died to save someone else. Have you personally literally given your life to save someone else?
I would suggest to you that any rational person, after being nearly killed doing a thing, would stop doing that thing. Your character has literally been killed while adventuring, yet is still an adventurer. That’s more than selfless, that’s suicidal. I’m guessing you personally don’t have as much of a death wish as your character, so maybe think about why he chooses to keep adventuring, knowing it will probably be the thing that kills him. What does he stand to gain? If he wanted to just do good deeds, why doesn’t he go get some other job where he can provide his abilities as a service in a city? Why adventuring?
Yeah very good questions! Never quite figured it out in the backstory. Do you think a characters reason for adventuring is tied to how you would play them as a character? Also I’m conscious of going too serious with it. One of our party is a warlock who thinks clerics are just stick up warlocks and has a distinct, and funny (to the players at least!) personality, they’re fun to play with, I don’t want to make a too serious character who’s just not fun to play with.
Yeah my number 1 question when creating a character is “why are they an adventurer?” This also means that you will have a motivation that you can use to ground your decisions. I’d recommend if you haven’t already seen it to check out this video. It’s long but is a fantastic explanation of what is important to think about in order to roleplay. It has nothing to do with a funny quirk or voice, and has everything to do with understanding your character’s motivation.
You still haven’t shared anything about your character with me, but if you want some ideas or brainstorming I can definitely help out. I’d need to know their race/class/background/subclass and any backstory details you’ve already established.
The cleric immediately getting offed is literally how I run my games. I always go hard and try to put the fear of God in the players asap so that they look forward to finding treasure and levels, giving them a push to find interesting solutions to simple problems.
Amazing! I did the same thing… Never played just started DM’ing form friends… the satisfaction of a good session lasting for days and the afterthoughts is very rewarding. This is the true spirit of the game that brings back people to the table session after sesssion. I remember being rigid on my first sesssions and then we had a wild one where I had to improvise because the party went off track and everyone remember that session! We are four years into the campaign and they are going to the final act. They finally are on the right way behind the bad guys, a lot has changed, I hope they win.
What a lazy article. It’s just restating the PHB text of the subclass with the most blindingly obvious commentary. The spells they suggest aren’t even good suggestions. They mention a bunch of blaster spells which are not great on EK due to low spell slots.
Thank you! It should take about 3hrs, but since this One-Shot leans more on the roleplay aspect it can change depending on your players. I’m pretty sure you can get this done in a weekend unless you’re running 1hr sessions!
If you end up using my notes, let me know how it goes and if I should change anything
Do it, it’s so rewarding! I know it can overwhelming at first, but with my notes, it’ll be a breeze!!! The most important thing is just be flexible, your players will often times throw a curve ball. If you get stuck just look up a rule, if it takes to long make a ruling and move on!
i can imagine that its rewarding. One more thing, for how many people is this campaign? I dont think we are gonna be a whole lot, maybe more like 2-3 people without the DM
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