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Triple Advantage
Triple Advantage

Season 2, Episode 14 · 2 years ago

Ep. 23 - The Misney Channel

ABOUT THIS EPISODE

This week we continue to almost get a ban hammer from Disney.

Welcome everybody to episode twenty three of triple advantage. I do have to say, I hope that everybody has checked out, that our latest printed module, the fires below, available now on DM's guild. For today's episode, you'll join me, Carlos, me Braden and me Jordan, on another wonderful segmented version of this podcast. Will start out with a general discussion. I'm actually starting a new campaign, guys. It's taken. The setting is the north. will discuss this in a little bit. Then we're going to be diving into the DM's manual, thunder master's Guide, as we pursue and continue to read through this book, though I think all of us have bought ages ago, and you know, we're finally getting to it, guys. and to cap it off, make sure you stick around for a critical thought, Jordan, I'm sure you have a wonderful question ready for us. But before we get there, guys, like I mentioned, I'm starting another hmm three, chapter three, episode one shot. I don't know how to call these, you know. I wait shot. A three shot sounds weird. It's one hundred percent, but that's what it is. So we're coining the term three shot here I'm down that we're going to take that up with our marketing Timbo to a marketing team. What are you? But yes, I'm starting a new I'm taking another set of adventures on some other worldly and exciting adventures throughout the swords coast. The setting for my new escapades will take place in the northern regions of the map. I was definitely inspired a little bit by the the rhyme of the frost maid, an announcement from wizards of the coast, and I wanted to have my own take. I've never actually ran anything in a harsh, snowy climate, so I've I've had a little bit of excitement sort of working out the mechanics regarding environments like this, on top of things like, you know, exhaustion if you're out in the cold too long. But I wanted to get your guys opinions on this. When you think of cold, harsh environment other than Canada, obviously, guys were in Parma Winter. What do you what do you what comes to mind for you guys, and what are some things that you guys, as DMS, would like to see in a northern winter themed adventure? Elsa or GTFO, no, wow, but so much time talking about not getting copyright infringements on the but I don't think else as a good starting and afraid of Disney's look, that's a lamb, very afraid of Disney's loaders. Disney, I'm sorry, you're lovely, but if you do want to sue us, I think the cloud would go on really well. Right, yeah, any publicity is good publicity. But that's a good question. Jordan, I don't know about you. I have not done a lot in wintry settings. Well, actually, funnily enough, my wild mount campaign is taking place in the biting north of wild mount all right, so I am dealing with the same kind of things that you are, Carlos, trying to figure out what it looks like and what the mechanics are involving all that kind of stuff. I'm kind of making it up as I go just to see. I want to try out a bunch of different things because I've never run it before. But I'm also coming up with...

...like new ways to kind of travel through these different terrains. And I think when you are thinking about a winter setting you have to think about the terrain exactly like, because winter setting could be anything from Oh, it's like three feet of snow to Oh no, like it's just ice everywhere and blizzards that are like hail storms and that kind of thing, like like where it's just's iced and and broken. Yeah, glass type setting, almost, I will say so for the sake of my little coined grossness of three shot. It's going to be taking place in a more calm winter environment. It's definitely something that if you get caught out at night, it might play a big factor, but largely, you know, if you're properly bundled, there is you know you're going to be in a small little village or nearby area to a small little village. Think kind of like Fandlin if it was like pushed way north and below like three feet of snow. Yeah, so that's the kind of setting that I started with as well, and so what you can do with that, or at least what I've done with that, is make sure that winter clothes are available to kind of like even like buy, or they start with it, and you can do things like sleds or like snowshoes as like a form of traveling faster over these types of terrains and that kind of thing, just to give them a little bit of like Oh, that's a really cool like little tidbit that gets added into this campaign. That's interesting. HMM. Yeah, it's not a bad idea actually, and that's that's interesting because you could almost factor the fact that this would be difficult terrain, HMM, to everybody who doesn't have snowshoes, which tend to be readily available, right. HMM. So would, which is a good way of like, I think, balancing a counters without always considering that everything has difficult to rain. You can kind of get by that a little bit, exactly, by giving them some sort of way of bypassing it, almost, but if they were to take it off or whatever, then suddenly they have to deal with right. But I also did make like snow shoes are make them travel faster and like ignore difficult terrain, but I gave them like disadvantages on like sneaking around and that kind of thing. Yes, yeah, just because you're kind of like flopping around with these bigger shoes on your feet. Right, so I kind of tried to balance it that way. So if they wanted to sneak around and they would have to take off their shoes, just to give them something to like a reason. Yeah, it's right off. Yeah, but to answer your question, original question, if I were in a winter campaign, I think I would want to see a frozen lake and I would want to deal with the treacher treacherous like terrain that way. Like I would want to like almost have that fear that if I step in the wrong place, something might crack and I'd fall into the water beneath you know. Right. It's interesting. I don't think I've a I'll have a lake in my setting, but that's something to definitely consider because I'd love to. We've talked to for about like, you know, calendars in game and whatnot, and I think you mentioned that. My brain sore starts tooting away with ideas here, but it we kind of fund to have the you know, frozen lake in the winter time, but in the springtime it's one of those things that it's really riskied across, you know. Yeah, exactly. You can also do things like avalanches or like just like I don't know, there's lots of like weather related events that can be really risky for adventures during the winter time. Right. It's really cool, I think, for the adventures themselves to have that kind of innate sense of danger, because they know in real life...

...that would be pretty dangerous as well, right, m yeah, it's interesting and you started your campaign already. Right indeed. Yes, how is the first couple of moments and how the Party get along on that actually went pretty well. I was happily surprised as how it all progressed. The characters for the most part, started in the same place and then we're given kind of a quest and they got along well with some of the MPC's that I made and not so well with some of the other ones, which was awesome. I loved playing out those different characters. And then they met and other character along the way and they were suspicious at first, which was good, but they found a way to kind of like get him into the group without making it seem like they were just like, oh, yeah, of course he's another member of our Party. HMM right, which was fantastic. I I love the players that I have right now because they're all very roleplay oriented, so it's fantastic to have like that kind of narrative. I guess our percuts. Yeah, yeah, they're focused on that. So now did you do anything special for first encounter? How is the what kind of meeting did you have? Like a classic in the Bar? No, so, like I said, the I think I might have put this in the bonus action earlier, but the the group has started. Most of them started in this secret organization Guild, Oh yeah, get you did mention that, called the Claret orders, and so they're essentially witchers or witch hunters, and so they've been training in in this group, and so they're now being sent on a quest in order to become full members of this group. Cool. So they so this way they didn't have to like play out. Oh yeah, tavern, random fight breaks out and suddenly this group ends up together. It's a it's a normal way, I think, for DM to do things, but this way I just found it was a lot easier to kind of have like a forced party, but at the same time it doesn't have to be, it doesn't have to feel forced. Right. So they didn't have one of their other players along the way, which also felt a little bit forced, but was I think I put a pretty cool spin on it. So I think they enjoyed it. I feel like that's also necessary if you want to have that player actually involved in their adventure. Yeah, it's true. It's true, one of those more acceptable ret cons to exactly. Yeah. So I was thinking because I've actually really enjoyed the three session format that I had on the last adventure that I the last extra adventure that are and will definitely come up with a name for this at some point. Guys, three of USODES. I don't know three, three shot. I'm reckon three shot, but it just sounds to on the okay, free, will call it three shot. So that's these three shots. Last fans. Now what should we name this? The the last time I ran it had a really enjoyed it, because I think one of the biggest difficulties with the longer campaigns and that I've ran is that the there's almost history to right, like people don't actually remember what happened at the beginning, even though at the beginning is when you get...

...like the main quest to go on this dead adventure, right. So to mitigate that, I the three shot actually ran a pretty well. The characters had their quest and they were able to almost start and finish and get to know each other as players and also as characters a little bit more than they would have in just strict one shot. So because of that I'm actually stealing a little bit from roule twenty, if you guys have checked this out, but their DM likes to start a campaign with almost a purely social encounter, and the cinematic win which he introduces the characters is always really interesting too, because I'll almost call them out and they'll have their own mini sort of flashback or moments that establish their presence in the setting that they're playing. And so what I've said, what I've sent out to all my players, is that they need to be in never winter and have a former reason as to why they would be going to some northern outpost. Now that this might be a little bit spoilers to the players themselves, but I think that that'll ease the characters into the story a little bit easier and and I'm planning on doing this sort of cinematic intro to to them meeting one another. To the characters already know each other. They're to the people that played in my previous session, so they already have their sort of history on how they adventure together and I'll introduce the next group as they all come forward into this table. So I'll keep you guys up there, like I did with the last one and see how it goes. But the format is essentially session one will be almost a purely social encounter, with any rolling predominantly being for skill checks within the world, and then the second encounter I plan on having a longer form combat encounter of some sort. And this is where we get into that weird fork in the road of like do you have like a railroad e type session or do you have like a very open world setting? So I've actually made a decision in this time and it's going to be a little bit more on the Railroady side, with like predetermined paths that these characters can take within the world, but purely because it's a three shot three shot, right, so we need to finish that campaign that we started. Otherwise what's the point, right, like if the players suddenly decide, Hey, I'm gonna set my roots in this place, like all right, that's going to be kind of weird, like see you guys, I'm going to become a farmer here or yeah, seriously. So I really gotta I really gotta get this like initial social and counter fleshed out because I think it'll set the tone for the rest of the story. But I'm really excited to roll. I'm really excited to play. And sorry, I didn't mean to Say Roll Twenty, guys, I meant to say Dimension Twenty, dimension twenty. Same people who are running like fantasy high the on sleeping city, etc. Really gotta give it to Brian Gilbert. I'll shout his name out. He's a fantastic DM, one of the few people that I've actually like watched online and I immediately got immersed into the stories that he's telling. So I'm hoping to steal a little bit of his format and deliver some of that Magic to my home games as well. But...

I think it's enough about that. I'll keep the audience up they I'll keep you guys updated as this little story progresses. But, Braden, I think it's a I think it's at time. But before we get before we start with the book, would put out some questions, didn't we? We did. So something that we're probably going to be doing moving forward is posting different kinds of questions based on the topics that we talked about here in the podcast on our instagram page at real city society. So I know after all of these discussions we always say hey, let us know your thoughts on these at real city society. We're taking it a bit of a step further and actively going out and putting the questions out there on our stories and on our page so that people can there's nice little instagram functions that you can just automatically reply to the question and we get that response and we can repost it and whatnot. So hopefully we'll be doing a lot more of those for some some community engagement from all of you people listening out there. And that's just in case you the audience don't know what instagram. Yes, I don't know, I'm I don't know. It's all. It's all new to me. All Right, dad, what's an iphone? So we asked this week what movie, specifically movie, you would like to see turned into a d D session or DD module campaign, whatever you have it. That was following up on our discussion last week of what different ips we would like to see in in DD. So I'm just going to shout it. A couple of answers quickly. Carlos, you responded, which was I did respond. You did. Thank you for responding, saying Treasure Planet, the Disney movie treasure planet. Yeah, yeah, if we, if we were already worried about getting sued by Disney, like we're jumping. We're on the least. But I'm just saying, Hey, Disney, if you want a really good story to turn into an RPG game, I think Turner Planets is a phenomenal one. No, yeah, I'd be dope. I think so. That seems like kind of like an ever on meets ghost of salt marsh type thing, like a futuristic pirate setting. HMM, ste here's from my mind. Went with it and this will dive into the discussion. Will have a in the dunger master's guide. Yes, but the idea that Planer travel can be done with ships and they literally travel across the Astral Sea. That's yes, leave that in your mind hard for second. That's an amazing idea. So we had at Tyler Day, young good friend of the show, responding with another Disney property, the incredibles, interesting one, I think. I think you could say incredibles, I think you could say Xmen as well, given them they're in a similar vein of superpowered population. Yeah, more of like a people know that more like heroes exist within this world and they're taking on hero type. I think I'll fall more under, like a heroic style of play like. Well, we're talking about the flavors of play. Absolutely. And then a newer friend of the show at Royal City, DM commented with a film that I've never heard of called Stardust. So and I just let's up fall to this. Yeah, me too. Do you want to read it? Do I want to read a sure. So, basically, the synopsis that I've got here is a film follows Christian, a young man from the fictional town of Wall in Great Britain. Wall is a town on the border of a magical fantasy kingdom of stormhold. Frisian enters the magical world to collect a falling, fallen star to give to his crush Victoria, in return to her hand in marriage. He collects the star who, to his surprise, is a woman named Vane, which is in the princess of stormholder also hunting for Vane. Meanwhile, Tristian tries to get back to wall with her before Victoria's birthday,...

...which is the deadline of her offer for marriage. Awesome plot based on a neal game and novel, always a big plus. Carlos, did you see when you looked at the synopsis. That the number of people in this movie. Yeah, there's so many layer days, Charlie Cox, seen, Emilie, Ricky, gervas Peter O, tool, Michelle Peiffer, Robert Carow. Yeah, narrated by Ian McClellan mckellen. So I'm know how and Dolphin's telling me. If GANDALF nary there. It's the story. I think it'll make a great dandies. I don't know much about the plot, but I think, you know, I we got like a style of very classic fantasy for this Dandie makeover and I think with regards to these suggestions that always gets my brain thing with like how you introduces and I can only think of like how kingdom hearts kind of has these story is where you go to Mount Olympia and you have Hercules as your ally. You know, yes, Jesus, we're definitely one week at a limb. My Mount Olympus is fine, Hercules is fine as fine examples. But if you guys can't tell the audience we really like this and we we really there their way of storytelling and I think it definitely steeps into my campaigns a little bit. One hundred percent. We're all burning the S, I think. I think it comes with the territory. Just happens pretty much. So we got to have an animal base campaign soon as what I'm hearing. Oh, that's totally so. Those are just a couple of the answers that we received. If you want to beat our next question and answer it, we will show at you out next time. Just look for the question at Roal City Society on Instagram. But I think that it's time to jump right into the dungeon master's Guid yes, it is. Last week we talked about the different ways of laying out your world and then moved on to plan your travel and play a portal, specifically how to manage portals and what they look like in terms of how one would access. For us, different FINIS and whatnot need to be met through portals. I'm going to briefly continue on to that. We did the a little bit long last week's. We didn't get to finish this, but just a quick aside, more of a sub note on plane portals is spells, spells that are used to get from one plane to another, plane shift being the specific one and gate being the second one. In a way it talks about plane shift having two very important limitations. The first is the material component, which has to be a tuned to the desired plane or destination. So you can just do willingly. You actually have to kind of have a piece of that plane on you. Yeah, and second it doesn't actually send you to a specific location in the plane thing to drop you literally anywhere. Yes, exactly. So. I believe a couple weeks ago we were talking about the possibility. The one that stuck out to me with this idea is the other world layout of doing things where the material plane there's really two planes. The material plane is one and the other world is everything else. That presents a very interesting idea. When you're literally dropped into anywhere, anywhere not on the material plane, yeah, you're asking for trouble at that point. It does mention gate. Gate generally provides a specific point on another plane of existence. So this is getting from one to another very specific point, kind of bypassing the rendets of it. Is that old ninth level spoll exactly. So that's the really, really big draw back there is that you kind of already got to be at this high Tiro play in order to get up. It also enngines that the...

...spell itself is not infallible and that a deity, demon, Lord or other powerful entity can prevent such a portal from opening within its domain interesting, which I find very interesting, because I don't know about you guys, if I got the gate spell and open this up, I spent my one night level spell slot that I've spent a year and a half to two years grinding in this campaign to get and we're trying to get somewhere and all of a sudden the God just goes Nah and shuts it down, I'd be a little annoyed. Yeah, take it up with a charm. I mean if the if the DM is choosing to do that, he must have a specific reason to stop something, someone from using it in that manner. And give you a really direct reason here in the curse of Straw. There's no way that you should be able to leave that plane. Very good point, right. If I'll get every wouldn't? You would probably not be at like eighteen leveling curse of Straw, though. No, no, the idea maybe not right, but I'm saying like, if you want to run an adventure somewhere it it's easier to say, like hey, you're trapped in here until you fix this problem, you know, rather than like Oh, this is too much. Well, well, it always fall back on like it depends on your players. But I'm just saying, like I think even with like plain shift or stuff like this, like maybe you take players at have a magical item that can take them out of a plane, right, it would be kind of a quick story if they arrive and Strawstman and go it's a little dreary here. I'm out. Yeah, right, but with regards to that, like for a normal campaign, if you're just running kind of like a like, like Braden said, like a year, year and a half to get to this point in time and the DM still says no, I would I would think that maybe the DM has some sort of a plan to say, okay, if you want to use this bell to get to this particular domain, you need to follow some sort of set of rules that have been established as part of this campaign to get to that point, because I don't know, like at that point you should have a pretty good rapport with your d with your dungeon master, and like an idea as to like where the campaign is going, almost as well as the DM knows where it's going. So, yeah, I I can't see it happening too often in a normal campaign setting where your gate spell doesn't work. Yeah, I think I think you're completely right in that. If that's the if that's the case that your gate spell is not going to work in the DM knows that that should be something that has player knows as well. It exactly session zero. It's like I might have different rules around using spells x and Y and then maybe readdress down the line right exactly once you actually at that point to try and pull that off as a plate and then out of nowhere to be told sorry. I think maybe it's like the first time you're using a spell like that, it would be kind of a slap in the face of the DM says, Oh, it didn't work, but you know, maybe by like the third or fourth time that you've been using it, having it not work can create this tension that you want to have at a table right like this. Wait, what, what kind of entity is preventing me from doing those? I'm right, a right like yeah, and that can become kind of like a plot point, almost right where it's like, okay, how do I get past this entity that's trying to block me from getting there? Is there some sort of magical item in the universe that's going to get me to be undetected? What as I cast this spell or something like that? Yeah, right, so at like I like I kind of said like at that point the player should almost understand what the DM is trying to do before it happens. Almost some contradicting signs here, some contradicting storytone. So from here on out, from...

...this point out, for the next several weeks, I imagine we're going to be talking about the different planes kind of one by one, and two starters. Today we're going to do the ASTRAL plane. I don't know what you guys I like the astroplane conceptually, I like the idea of it. I like, yeah, that I've seen it run before. It's just it's it fascinates me. The idea of the astral plane, for those that are unfamiliar, is the idea that it's the realm of thought and dream. Dists travel as disembodied souls to reach the outer planes. It's sometimes a literal see. The book kind of interprets it as a literal see, a great silvery see the same above and below, with swirling lists of white and gray streaking amongst mote of light like distant stars. I've heard people run it as a literal see. I like Carlos's idea that he just had for literal boats being able to travel the astral sea as ways of getting through the planes. I've heard some people kind of describe it as kind of just the void also, as just as I one, of all space where you kind of need to you just kind of need to get through it. MMM. One thing that it does bring up, though, is the idea of astral projection, astral projection being a spell that you may eventually take at higher levels which allows you to do exactly that. You Project your consciousness straight into the astral plane. You leave your body behind and you project your spirit essentially onto the astral plane, and that's usually used because the astral plane is this it's the gateway to the outer planes, between the inner planes and other planes. So it's used to search around, hmm, for different things. Again, eight or ninth level spell right? Yes, I'd some pretty sure, very very high level play we're talking here. I like the idea of that and I also, I don't know what you guys, I like the idea almost of being able to chart the astral seas the way that you might chart the ocean's kind of like old school pirates of the Caribbean style. They all have the maps that they would, yeah, get to these hidden islands in these coves and stuff. You have. You have this literal map of a spiritual place to help people that are trying to traverse their it would be really cool to to kind of like, I don't know, run a campaign setting that almost like revolves around the idea of astro projection just in and of itself, I think, even if the players weren't high level or whatever, just to have the campaign take place where it's like, okay, astro projection is going to be an important part of this and you can kind of have like the dream state almost as a way of exploring the world and learning information about certain things and that kind of stuff. I don't know, just kind of cool or so the audience can tune in and follow us as we create a new campaign and the hopes that we continually get sued by Disney by creating an entire setting where we are wizards of the same order that doctor strange is a part of, and the entire campaign takes place in the mirror dimensions. It counter reminds me. Have you through, if you too seen flatliners? You know? If yes, yes, fount tristi PA to get to the stress. That sounds like such a rat activity. You want to fly line from it Jordan, for for for your context. The plot of a movie essentially takes a couple of very educated, I think their doctors, right, they are med students. Yeah, Med students, and they, I think, they try to get more out of their day, essentially, and what they do is they essentially induce themselves into a coma and then that way they can line run, their brain...

...run so well they actually like make their hearts stop so I can have that rush and you foric moment. And then they're brought back, and I think you can see this in the trailer, but they brag out how long they were under, you know, like Oh this'. They're writing it for like two minutes or whatever, right, but then they start seeing weird shit with the world as they start to tap more and more into this veil of something miss between the realt what exist in reality and what exists in the afterlife. And because it can, you're like dipping into it a little bit too much. You know. They're constantly drinking more of the COOLID. They started to see it more in their world. It's definitely on my to watch list now. It's an everything. The new one, the one back from back in the S was pretty good. I haven't seen anyone yet. I saw a new one. It's a fun concept, I think, in general as a film, but we're not a film review channel, so let's move true. One thing that I find really fascinating is the idea of color pools, and that's the idea that gateways, as it says, gateways leading from the astral plane to other planes, appear as two dimensional pools of rippling colors and there is an actual table that shows, oh, you're going to this plane, this is what color the plane shows up as. That's cool, a nice little a nice little flavoring and nice little extra, and they all seem to be relatively the colorwise tied to the theme of the plane. I don't know how rust matches with Haydes, but hey, he's is Russ I can see it, kind of the underworld kind of situation, rust being decay, representative of decay. I can get on board with it all right, psychic wind. It talks about psychic wind being not like physical wind, but the idea that is made up of lost memories, forgotten ideas, minor musings and subconscious fears that have all gone astray up in the astral plane and have suddenly come together into a physical, if you will, force. I'm not sure that physicals the right word to use when talking about the astral plane. But it has two kinds of effect. X. It has a location effect in a mental effect. A group of travelers journeying together suffers the same location effect. They must make a DC fifteen intelligence saving through or suffer the mental effect as well. So there is a two split tables measuring location and mental effects. So location effects seem to be more similar to a traditional storm. So being blown away or being blown off course or being completely lost in the end h versus the mental effects are exactly what they sound like, being stunned, short term madness, psychic damage possible on consciousness if you get up to the higher levels. I like the idea of that. Actually, yeah, like a constant area of effect. I just I like how I like how, despite the fact that this is clearly not material this area. How it is clearly like a very spiritual plane of existence. They really like there's a there's a pretty much one to one parallel between this and like an actual see. It's not just it's not just the name, like there's it's fully fleshed out conceptually as a little see, HMM, which I think is pretty cool. I think some of the stories and modules deal a little bit more with entities. A travel through these plans and use the astral sea to get to and from and I think it's fun reading about this because of the players. It's like...

...this whole other world we still don't know about and we're supposed to be like the main, you know what I mean, the most knowledgeable people in this in this setting. So the last thing that we're going touch town today is encounters in the astral plane. It says that plane or travelers and refugees from other planes are often in the found in the astral plane. Well, there you Yankee specifically, a points out being an outcast race. This sounds like, if we were to use the treasure planet analogy again, Carlss, this sounds like the pirates. These are, yeah, outcast people that literally wander the astral sea. Yeah, I mean, and it weading. It would be your pirate. It would be your pirate class of individuals, right, like those live in the astral sea. They were rarely set foot on any material and and they're always just out because they know people are alone there. Are Usually going to a destination to get some sort of bounty, I'd imagine. Right. So, yeah, that's fun. That's cool. It mentions the city that they belong to, tune a rough I believe it's pronounced. It floats through the astral plane on a chunk of rock that is actually the body of a dead God. Nice stuff. Cool. Second off, a little bit reminiscent of nowhere from yes, yeah, universe. How it's kind of made up of what was? What was? It Im poired to the Caribbean, to the main hub, but they go back to doesn't it was a tortugre to go. Yeah, that's one. Yeah, Fortuga, hirate island. Yeah, except, except it's a dead God. Yes, and it mentions that other things that you can find often in the plane are celestials, fiends, immortal explorers that are looking for pathways church from. That pretty much concludes our discussion on this one thing that I would like to do conceptually as a campaign that I think would be cool is that you've been hired to chart the astral seats. So it's essentially kind of a swashbuckling theme campaign, but you're actually mapping out this plane of existence. MMM, that would be pretty cool. I would absolutely love to run that. But and many other pictures and many other adventures that none of us have time for right in the meantime. That it's so sad. Too many ideas, not enough time to do it. Hey, if we but if we flat line, who love the tie and to do that. Listeners, don't call anybody. We're okay. Before it here. But what did you think about today's discussion? Have you used Planer travel or the gates, Belle? Have you been in the astral plane? If you explored it, have you encountered space pirates on the back of a Dead God? Let us know at Rosary Society on Instagram, Jordan. I believe it is George term. Yeah, okay, so that leads us into the critical thought for today. As you guys know, I started off a new campaign and I realize something about my players and the, I guess, composition of them. What would you guys say is the class that you have seen the least of? or You would say that the players are least likely to choose fighter? Fighter? Yeah, yeah, didn't even have to think to us about that one. And not to not to knock fighters. I know you play a fighter in one campaign. Them in with you, Jordan. Yeah, I love it. Seemed like you having a...

...great time the guns layer adaptation for the fighter by Matt Mercer. Love that. I think it's great. The problem with fighter in my mind is that conceptually there's nothing special about a fighter. Right, I'll rogue is super sneaky and full of intrigue and espionage potential. A barbarian has the primal rage and has a lot of potential there that you can tap into. A fighter has a sword. I'd love them into the same group as ranger as well. Yes, yes, even, like if people want to pick a fighter but then they learn that they can have a pet, they usually go towards ranger next. Yeah, right, and I'd say actually, that that is my immediate answer, is fighter, and I'm going to stick by that. HMM. But I have seen, just browsing DD sites and whatnot online. I think the ranger generally gets more hate than the fighter, from what I've seen. Yeah, I know you're not a big ranger fans Jordan. Yeah, I would. Personally, I have said it before, I'm a big fan of themes and of really being able to kind of flesh out a character. HMM. And for me, like there's so much I could do with a ranger in my mind, consider rightly, there's not a ton I can do with a fighter. Maybe I maybe I'm limited by my own mind, but in my mind there's not a lot of very any make sense. Fair enough, fair enough. I mean, I think you guys are completely right there. The fighter and the Rangers are definitely the ones that I've seen the least of and I think it's funny that in this campaign I have two fighters and two rangers. You Kidding? Nod? Have total five hundred and five. Yeah, that's a do you have a healer? No, I my session zero. Yeah, I had a session zero, but I let people choose what they wanted to choose. I wasn't going to stop people from know. We know, of course thing. Yeah, I would never do that either. I'm just like wondering. I just needed to know, like if they had a chance to sit down and go, okay, so we're all going to play the same watch, just that nobody plays. So here's the thing, because everyone was kind of like choosing classes, like I wanted to get the session kind of going and because of Covid we can't. We haven't been able to like meet in person as much or anything like that. So I had everyone just kind of come up with a backstory and run with that as their theme. So they all have very fleshed out back stories and they've and they've used that to create their their characters, and so they just so happened to be two fighters and two rangers, and I was like, all right, you can go ahead and do that. I am a firm believer in allowing people to kind of like party. Composition helps a little bit, for sure, but there are ways to mitigate. You know, I guess areas that you're missing. Right. So happens? The shop keeps in your area. Seem to always have help pushing lots of otions. Exactly, a exactly. I've I agree with you. I've said before that I've had some really kind of I know met is not really a thing in dd but like off Meta type ideas like having a barbarian who has a maxed out intelligence stat. Is a character that I would love to play role playing wise, but I am inherently a people pleaser and there's no way I am letting down my party like that. Yeah, exactlyly throwing away all the potential. I don't mind tweaking a couple stats here and there to maybe not. I'm not a huge minmax or a lot of the time. Right, these are like one shot...

...type characters, you know, exactly. Yeah, just because if you're trying to like I would even recommend that newer player step away from that kind of thinking, right, like that funny bar to like a super high strength that it might be fun to play and role players, but then ultimately, when it comes out to combat, you find that that intelligence really doesn't fact turn to anything. I think that. I mean, I guess it does depend on what kind of a game you're playing exactly. You're playing like a really, really high RP campaign. Yeah, in comparion would comes in the weekue or tracking people or figuring out plans, any anything along those lines, it's going to be high intelligence related, right. Yeah, I understand that, but like why would you pick up barbarian then, right, why would you not take a class that has more intellectual skill from? Yeah, well, skill sets where, because, like, let's you have you can have all the intelligence you want. Like, I think it would be fun if it's like a type of character that never had that. You have such a high constitution as well, right, that it's really hard for people to break any form of concentration. But you don't even have that as a barbarian. There's no spells that require any of that. So I think that mechanically, you kind of put yourself in a corner when it comes to like those aspects of the game where you do have to consider, you know, turns and actions and what your capabilities are from your like the skills and your character. But yeah, definitely right, like super brilliant barbarian. You could essentially be like the beast right from X men. Yeah, exactly, man. It's another Disney thing now too, guys quiet, we've seen some there's something to be said about kind of going a little weird with your choices. Carlos, you played a barbarian before. I really enjoyed dming for that character. That was a lot of fun. But let me tell you, as player in that it was really hard to find things that I'm useful in because I was trying to multi class into barbarian and I had a bart ability, but, like, I can't use any of my concentration abilities if I want to rage, right, and I can't heal if I'm raging. Yeah, and you know what I mean. Like it just put me in this odd little pickle. Of Birds aren't at the front line, but then barbarians are, yes, so I don't know where to place myself in combat. And then, when it came down to it, right, if anybody in the party got hurt, well, now all of a sudden I got to heal them, which knocks me out of rage. So the mechanics of it played against itself and, although it is a fun character for to Ourp in those sessions that we had I was having a lot of struggling, a lot with figure out how to be effective in combat encounters and how to be effective and skill based encounters. Not that I was a detriment to me as a player, because I was willing to eat that, but I realized how much that sort of macase. Maybe it was a spells I chose. I don't know, but just ultimately, the build that I had for that character was like a little sluggish in combat, felt a little rough. Yeah, I mean so, I I thought that this was an interesting composition of characters, to say the least, in my party. So, yeah, the good thing spell asters are going to ruin their day, man. Well, see, rangers are half casters, right, so as sure, they have some spells and they have some healing spells and they like they yeah, they're they're not like, you...

...know, top of the line spell casters, but they are something and because they have multiple of them, I don't think that they're going to run into too many issues. On top of that, one of the characters has a background in being a healer of the town or like a surgeon kind of thing. So I gave her the the healer feet to kind of like start off with, which means that she can use medical kits in order to bring people back up and give them hit points back or heal them in the middle of battle on that kind of thing. So it's a little bit of a cheaper way of getting health potions. Look at you, being a adaptable them so that your part doesn't tpk on the first account, right, for sure, that was a worry of mine, but yeah, no, so I think that's really all I had for this critical thought this time. What do you guys out there think? What do you think of the classes? Are there any that you've not really seen at all or like ones that you think should be shown more? Are there ways that you can kind of improve them? Yeah, let us know. HIT US up at row city society and we'll see you guys next week.

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