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Triple Advantage
Triple Advantage

Season 3, Episode 26 · 1 year ago

Ep. 50 - Getting Gothic Up In Here

ABOUT THIS EPISODE

This week on Triple Advantage, we get spooky talking about the new gothic lineage
options, Jordan gives us a seminar on how to build an NPC by the book (literally),
and we discuss whether you prefer playing against smart or dumb creatures.

This week on triple advantage we get spooky talking about the new gothic lineage options. Jordan gives us a seminar on how to build an NPC by the book, literally, and we discussed whether you prefer playing against smart or dumb creatures. As always, make sure to stay tuned to our social media to stay updated on the latest from us. Enjoy the show up, y'all, members of the society, Welcome back to echoes of the outlines. This week we're going to talk about something that actually came out a week ago, two weeks ago, but due to scheduling we didn't get around to it then, but here we are now. We're talking about gothic lineages. Today, guys that you guys get a chance to read the new or Earth Arcana. I did it. What are some initial thoughts? That's Gothic, Yo, it's actually I'd say that's not go thank you. Maybe it is, maybe it's not. This is not what I thought they meant by Gothic lineages, but I kind of like it better than what I thought it would be. So Hmm, yeah, I mean so predominantly. For those of you that haven't been don't keep up with the current releases of on Earth Arcana. They're play testing some you lineages. They're not really like glasses, I would say. What would you call it? Like races? The races? Yeah, Oh, oh, it's the damp here, the hex blood and the reborn. Those are the three races that are released as like Gothic whore I would I would call them like Gothic horliny lineages really, because it's basically a type of vampire, and then hex bloods are like hags, and then the reborns are like Frankenstein's people, who, you know, have to do with some form of on death. I see, see, I got a little confused because, for example, for the damper, I always thought it was like vampire. So it was like you get bit, you kind of turn into one. So I was thinking more of like like pure bloods, I guess. I guess I would also be if a race. So right like in so anyways, it gets a little confusing when your character, your player characters, can change form and change what the like I said, origins are. But out of the three of them, what do you guys most excited to try? MMM, who? I'm stopped buying the HEX blood in the damp here. Yeah, yeah, the reborn wasn't that interesting? I don't think so. I would for sure as by the wayside, doesn't it? It does. I mean, like basically it gives you dark vision and deathless nature, which means I you have escaped death. You get advantage on saving throws against being diseased and poisoned, resistance to poison damage, advantage on death saving throws. You don't need to eat, drink or breathe and you don't need to sleep. So it's just kind of a you know, little like ribbon features. I would call them the last. The last sleep feature is pretty much your Elf trance. Yeah, exactly. Yeah, I got so that I personally am most excited about the HEX blood. But wy don't we dive into them for the audience to learn a little bit more about what they are? I'll read the the initial descriptions of each. So, for example, the damp here pose between the worlds of the living and the dead. Damp here is retained, their grip on life get they're endlessly tested by vicious hungers. Their ties to the undead grant damp here as a taste of Vampires deathless prowess in the form of increased speed, dark vision and life threatening, life draining bite. With unique insights into the nature of the UNDEAD, many damp piers turned to the lives of adventurers and Monster Hunters, the reasons often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers, others pursue revenge against whatever turned them into a damp here, and still others embrace a solitude of the hunt, striving the distance themselves from those who tempt their hunger. Very Classic Vampires. It right. There is, yeah, white dampier. Where does that work? Where does that name? Dampier is an actual thing. I'm not it is rightily clear on what exactly it is versus of Vampire, but it is an actual, like vampire sub race. I feel like, yes, like maybe a regional folklore variants. It's Alkan's folklore. Yeah, who is Bolton the ball? What is the Baltan sat see? Its apparently don't have the usual weaknesses of Vampires. That's apparently least. That's...

...that's what I'm seeing. They're mortal beings who are half human, half vampire, to some lore. So it's like the result of a union between a vampire and some other form of right, like some other race. So they're half vampires. I see. Do they glitter in the sunshine? Yeah, it says none of the usual weaknesses. Come on, it's not a weakness. Come on, personality, trait, its style. Yeah, so really, like you'd almost have to form an entire campaign around this, right, because some of these, some of these traits, kind of are a little bit game breaking, I would say, in the sense of like a regular party. It's like giving somebody flight level one, right, it like spider Clem Oh, yeah, right away, are cocker it not even that. Not even that. It's like spunder climb with the ability of being upside down. Yeah, that's pretty cool, very vampire. It is so cool. It's a as a as a monk, as a play a monk on one of my campaigns. But I kind of feel cheated out here, you know, because I can technically run upside down the that's true perpendicular substance. So if you like run out of speed, you fall to which said, but like with this, you could just keep going. Well, you can just stand still, but can't go over water. So you know, if you got you got something on them. There that's true. Actually, that's true. Could you run over water if you're a vent? Damn for your month? Probably not. Without yeah, monk would probably be like optimized ridiculous. Yeah, because, like I'm looking to like the vampiric bite, it's a natural weapon daling one hundred four damage with an additional how house is a simple, meanly weapon. Yeah, that that was the chair proficient. So it count as a monk weapon, as a month weapon. Yeah, so you your your your dice with increase as you go and you'd be able to regend hit points with one day, six region. Yeah, yeah, that of Nice. and Oh yeah, and it's anytime that bite hits. Yeah, so you just be like dealing damn image and rejecting your own health at the same time. It's buddy the vampire bite. Would that be like the Vampire Bite? With that be the attack action then, because then you wouldn't be able to do like an unarmed strike or something? Counts as a simple melee weapon. It's a natural weapon which comes as a simple melee weapon, is what it says, with which you are proficient. So it's a monk okay, essentially. So nothing like biting somebody four times and every every single round with flurry of blows. I love it. The only I'll hold on actually, would it count for? So? The only weird part about it is that you add your constitution modifier to the attack and damage roles when you attack with your bite. Okay, so you might not have the highest constitution. No, but I'm wondering how that works specifically with the martial arts feature of the monks. We just don't check that. Another here, which which what is there's sometimes on our stress. Yeah, I'm wondering whether it requires dexterity. No, okay, it just allows you to use dexterity instead of strengths. Okay, yeah, no, then then in that case it would still work with martial arts, so you could still do flurry of blows, for instance, and you could essentially just bite four times. You would have to use constantly. Yeah, yeah, average, but well not. That's not a bad thing. And then I can't buy a comb my dumpstead anymore if I do this. Yeah, it would. It would mean. Yeah, you would be building less like deck sterity, I guess, and just build everything into your con so you can regend health if you're missing it, as opposed to dodging attacks. Yeah, I mean just in general, though, I feel like flavor was like thinking of amongk this I kind of limits you, because why would you not want to do the bite attack, e. for every single strike, if you can read an HP? At the same time, when I'm thinking about this and the thematic RP sense, why would I want to bite everybody? Yeah, that many times it's like, Oh God, he's kind of a weird person to maybe maybe give them Lokearisma. Yeah, yeah, it's just I find the idea funny of like, Oh, I'm a tortured down here, my hunger is insatiable and I'm trying my best to control that. Then I'm Gett a just flurya blows launch for bites on to someone and devval with them every roun. Kay, hold on,...

...we're missing one part here, guys. You can empower yourself to gain this the regent, essentially when you bite people. So you can only empower yourself a number of times equal to your proficiency. Bonus for long rest, let me. You can only regend I every time, like twice. Essentially prolong rest when you're at low levels and up to six times at the higher level. I mean that's a that's a free dice of healing on it at yeah, yeah, that's still not bad. Oh, it's very good, but you wouldn't, you wouldn't bite every time, then, essentially you could just throw in punches and things like that and not have to worry, you know, and you wouldn't necessarily build constitution as your major thing unless you still wanted to bite every time. Like you can also just do the game the bonus and exibility checker attack really make so the bonus equals of damage dealt by the but yeah, yeah, all right. So this is a nice little like damage spiking inspect to it nice, still healing aspect, but it's it is a little bit gated by your proficiency modifier, which, yeah, yeah, I guess is a little maybe it's fair. Yeah, yeah, although having a beyon a long rest, because, I mean, like as a monkey, you saw your like it's coming here, your story and on shore. Right. So, yeah, like my lineage is not as good as my class I was. Can you guys think of any other cool, like Damn Pier C character class combinations? W my first thought was blood hunter, and then it talks about them being loaners and that doesn't really Mesh with the whole belonging to an ancient order thing. Maybe your blood hunters different. Yeah, well, indy, of course rogue would be fantastic for these guys. Being able to spider climb, I would just significantly improve like sneak attacks and that kind of thing. You could, you know, walk on the walls and then jump down on top of people. That would just be ridiculously awesome. What else would be cool here? It seems to me that a lot of the stuff would be like very, very cool for a completely gothic themed campaign if you had your plans. But like having one person that can spider climb around is I don't know. Were they fun? Yeah, in the ceiling. I don't know, like these aren't like traits that I would like that make me want to build the character around a damp here person. Like I'm trying to think of fun things, but I don't know if I'd want to play on a campaign, like a long fun campaign with this speaking, it's an interesting note. It's been a little while since they've actually released a race that I've been like yeah, I want to play. Is that right now? Yeah, the Volos ones were really good. I really enjoyed most of them, but that came out before we start playing. I can't think of any since we started playing that I released that. I'm just been like, well, I guess the war words, but warward are so strong. Yeah, that's Justin as all generally campaign specific thing. It is as well, like just having a warward down your party. That's like a Palette and it's a pretty solid tank. Yeah, anyways, that's enough of the dampier. I think it's your standard vampire of and pier beam at the way you want. I guess I don't really I'm not driving too much with that one, pretty Goular. The one that I did like a lot is x blood. We're wishing falls. Ancient magic can offer huts desire, at least for a time. Hex bloods are individuals infused with eldridge magic, Fay energy or mysterious witchcraft. Some enter into bargains with hags, gained their deepest wishes, but eventually find themselves transformed. These changes evidence a HAG's influence. Ears that split in folk points, skin in wild shades, lengthy hair that regrows of cut and irremovable living crown. Along with these marks, hex bloods manifest haglike traits, such as long life, doc vision in a mirror and a variety of magical methods to beguile the senses and avoid the same. While many hex bloods game their lineage after making a deal with a HAG, others reveal their nature as their age, particularly if a hag in and some early in life, or if even before their birth. Many hex bloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fae natures or to avoid a hag that obsesses over them. I like...

...this. I think it's really cool. I think as a background is definitely originally kind of it's to me a kind of might give like a little bit of like a Naruto vibe to it. It's like if you know that your parents did like something bad to keep you alive, to be bored like. There's a lot of fun little backgrounds and especially when it comes into like having a magical being sort of influence your characters, and maybe this it kind of makes it easier for a DM to also create plot points around you just based on your like racial choices, which I think are pretty cool. Some of the HEX blood traits include dark vision, Fay Resilience, which is advantage on saving throws you made to you make to avoid or end the charm condition on yourself, and you also get hex magic and a magic token. Hex magic is you can cast disguise self and hex spells with the straight intelligence, wisdom or Charismas your spell casting ability for these and your magic token is as an action, you can harmlessly pull out one of your nails to throw a lock of hair. This token ISM viewed with magic until you finish a long rest while the while token is in viewed this way, you can use an action to send a Tele pactic message to the creature holding or carrying the token. As long as you have the same you're in the same plane of existence and are within ten miles of it. Here you go, Bratin, here's my nail. I'll be in touch. Yeah, I'm not taking this. I can't even get my party to sign a book of shadows for Free Communication and reluless endurance. Do you think that they're going to take my fingernail? No, what about a tooth? Doesn't really thing. Yeah, it's pull out your molio. That's better. Yeah, you guys, before you go hang on like big pair of fliers out from the bag taker shakern. Yeah, it would be. It's so like creepy and awesome at the same time. It's it's great, this is great. Right, you're right, and that I think that this would be like a good reveal and a for it. If you're playing it like a particularly plot based game, I think that would be cool to just, I kind of have like just portray yourself as human and then all of a sudden it's like, no, I'm actually not. I'm trying now, I'm trying to fix myself kind of thing. Outside of a base game, like if you're just kind of doing a hack and slash, I probably wouldn't go as this. Yeah, yeah, this, I think this is definitely ties more with like the story aspect of it, and especially when you're talking, especially when you're talking about something like like it changes with their age, right, like one of the things that they describe here was like many explos gained their lineage after making a deal. Others are real the nature as they age. How do you do that in like a campaign setting, right, like do I have a player create a human character, quote on quote, and then, as they level up. I'm like, Hey, you can see in the dark now, right like it to me that's a little bit of like a this sort of race. The racial traits maybe come in as you're like leveling up, but then it kind of gets weird as to why you might have chosen that in the first place. Right, like maybe all your players don't really know where they came from or something like that. More more of like a my thinking here, like a Harry Potter ish like you discover your magic or what's I don't know. I'm thinking of like a school of like orphan what's the show? What's the show? It's like a school of orphan children that are all like that have superpowers and stuff. Oh, the umbrella ademy. Yeah, something like that, right where it's like maybe like the people don't necessarily know because they don't know their background. So you have a bunch of party members that don't necessarily know what their racial backgrounds are and all of a sudden, as at dm you can like introduce these traits. They'll be kind of cool. But yeah, like you said, if it's like a half inside, I don't know why you, yeah, chooses. You have to be careful with the people not or like character your players not knowing what it is that they have, like abilities and things like that they have. It is cool to like introduce like certain aspects of that, but I'm not sure I would do like a full race, like Oh, yeah, by the way, I'm going to reveal to you later that you are actually this thing. Yeah, and I guess that's where I got confused initially, right, like I was, like these seemed to me like additions to, you know, something that you might add to an already like the traits from a from a race, and already right, like you could be a an Elf that develops, you know, hex blood traits, right, necessarily, like you're not a hex blood right, right, is this, like how did they did they talk about way, okay, if a kidnappers swapped you and your parents child. So like this is...

...so you are born into it. It's just that, like, your actual origins are somewhat unknown to you, and that's always weird to me as a story Elmon, because how do you keep mechanics away from a player that choses as their background? Right, like, if you're, if you're a child that can kidnap like all of a sudden, do you find like either a falling out. Yeah, yeah, I guess the magic token thing specifically is the weird part, like hex magic, favors, Ali and starcravation, though they're all like fairly natural things. I feel like they would come to you fairly easily. Like you discover like, Oh, I'm able to cast this spell, but like who's gonna like pull out nails or tooth? I guess it does have lock of hair, so maybe you accidentally discover that, but it is kind of weird. You're right that way. I like the I like some of the origins here as and especially for the story elements. Right, like a common of hags lost one of their members and you were created face loss hag. Nothing like given the player. That all the one, two of Oh no, no, yes, this is the big Baddie dbg fight. But little did you know that you were meant to join and then you hit him at some charm spells you know already goes into disarray and you create distrust between your party members. That's always fun and always present most of my caste. Yeah, so if you were to do hack and slash with this race, just to kind of circle back to that heck spell like. It gives you the the ability to cast hex as any class, any class, which means that's pretty strong. Like a high level fighter with like three attacks, and now all of those attacks are add and d six is of necrotic damage. That's decent. You can do some damage with that. Yeah, awful show, boss one. No, it's a it's really cool. I think I like this one the best, predominantly because of that RP element, but some of the the features of it are cool. Yeah. But last but not least in this grouping of three is the reborn. Death isn't always the end. The reborn exemplify this, being individuals who have died yet somehow still live. Some reborn exhibit the scars of fatal fates, their ash and flesh, missing limbs or bloodless veins, making it clear that they've been touched by death. Other reborn marvels. Other reborn are marvels of magic or science, being stitched together from desparate beings or bearing mistress minds and manufactured bodies. Whatever their origins, reborns know a new life and seek experiences and answers all their own. So it's specifically says here that reborn suffer from a manner of discontinuity and interruption to their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. So again we have a very story driven, yes, race of characters. It's one of these things where, again, if you're maybe more of an experienced player, I think that this is more for you, especially if you're more comfortable with our peeing things, and maybe I think I may be on the complete opposite. Perhaps if you were a brand new player, this might also be a very, very good fit, especially since you might not actually know what you can do with your character in the first place. So might actually play into a nice little parallel between your game knowledge and your rping elements, which is always neat. However, some traits of Phil they really love dark vision. On this the reborn can have dark vision, which again doesn't really make sense to me from like story perspective, because it doesn't necessarily mean that you were stitched together with, you know, the eyes of creatures that could see in the dark. Or even if you're a human and you get brought back, you now have dark vision. Question Mark. You have seemed weird. Yeah, you have deathless nature, which is you've escate death, a fact represented by the following benefits. You have advantage on saving throws against disease and being poisoned, the advantage on death saving throws. That's cool. You don't need to eat, drink or breathe and you don't need to sleep and you pretty much have the Elf trance to be your longer. So you can finish a long ors than four hours if you spend those hours in an inactive, emotionless state, which I think, from an RP element, which we kind of cool if you're just kind of like use zone out for four hours of the day and just like stare at a wall. Yeah, pleasant plays into that sort of dissociative mental state that you're in. Yeah, and you also get knowledge from a past life. You temporarily remember...

...sporadic glimpses of the past, again giving the DM some really good cooks and crumbs to give your players in an RP element. Nothing like exposition windows and the ability to just have the story forward through one of your characters backgrounds and my favorite like Oh, you're trying to play this instrument. Guess what do you use? To as well, like you remember trying to play it at some point. It's can be really weird stuff. It's pretty awesome to do that kind of thing, for sure. Yeah, especially if a player wasn't expecting it as well, and again playing into that like you don't know what your if your brand new player, I. You don't know what your abilities are and all of a sudden D m going. You play this flawlessly. They go like I do. It's a very Meta background. I think you're LINEARG per say, HMM, it is for sure not a hack and slash. Yeah, yeah, and I guess I get away with like. I guess something that I noticed at the like the changes of their wording. Right, it's not gothic races, it's Gothic lineages. Yeah, right up. If it's in your background. I can't think, for the most part, like I can think of any character that could go into this kind of lineage. There's really no. I don't think that there's really any, like blasts in particular, that would benefit the most. Right, like the roads with spider climb obviously makes a lot of sense, but really anything here with deathless nature, maybe like a tank, your Palette and tank or something like that. Right, that could be good, especially if you have advantage on death saving throws, because you could always get back to being just, you know, I feel like your rhb, but this one is better in a group with less healing potential. Yeah, that's true. If, if your group doesn't have a lot of healing potential, than advantage on death saving throws is a significant boot. Yeah, I don't know, like it's interesting. I think these are very noncombat mechanics that you get from these. Yeah, from these lineages, except for the HEX, except for the hex on the hex blood traits. I think that's like definitely the strongest combat addition, and the empairic bite and there by those are those are by far the best too, I think, out of this grouping. I really don't understand the dark vision, though. I don't understand why, how that makes sense. I think they just like maybe they thought gothic equals dark vision. Maybe'll just accept it. Well, you guys may like with like switch out dark vision for something. HMM, I don't know. It just doesn't sit well, I don't think. No, right, like if, especially if you were like brought back, if if, like your character was like one of those like Clinea toist. Maybe resistance in acrodic damage or something that might be better or that might be better suited, and that gives you that nice little combat but then again you have advantage of saving throws. Yeah, like it's just resistance to a type of damage, but it fits. I feel like it fits better than dark vision. Yeah, no, I definitely agree with that. They're because your body is already on dead in some way, you know, so it doesn't make sense that necrotic would affect you as much. So I think that that would work. I completely agree with I think of it. I don't know, I I'm thinking like any character would be kind of fun to make with this. So thus I'm not really like offering more of the creative suggestions here, but do you guys have any idea what you would make with a reborn character? deathless nature, knowledge from past life. MMM, this is sadden. This would be cool as an MPC. For me, I think, as a DM, see introducing a couple of these as NPCs. Maybe if you're a few PCS walk into a town and everybody's got faded memories and everybody seems to be reborn, might allude to some sort of higher power that's bringing back. You know, like this village wasn't here on the map, but there's a lot of people here. It's supposed to be a really old village. Are The villagers like around? Why are they like using technology from like ages ago? Yeah, lots of questions. That's extorted from that. I might go barbarian specifically, for one of the origins here that they offer is you were released from being petrified for generations. Your memories have faded, though, and your body is not what it once was. So I'd like to play like a barbarian that knows he's supposed to be better than he...

...is currently and like gets into situations that he thinks he can handle but can't for some reason, and his body is kind of like rejecting what he knows he should be able to do, and it's kind of like a regaining of power instead of, you know, moving up so much. I would be kind of cool to play along those lines or maybe like a cool character origin. You're still barbarian rights, you're still very strong, but you like wake up and like a feel in the field battle right. Yes, like something brought you back very supernatural style from the dead. Your time wasn't up, but you don't recall how you were here and you kind of just wake up in blood generations having passed before this point, like you would be very uncultured, like, quote unquote, like even even if you were to go back to like your homeland, they be very different and how they act and do there, like, like their whole way of life would be different. So would be really interesting to play up that aspect. I think so. For sure, you just gave me some a really dumb idea for like a story. But do you guys remember seeing them the trailer for the movie around? If you guys watch the movie a flatliners? Yeah, we're essentially like a bunch of doctors like put themselves into cardiac arrest, technically die only to then be resuscitated later. Nothing like that, but for a bunch of people that love getting petrified four years on end. Oh, you could do like a wizard who's like, Oh, I need, you know, like certain types of material or knowledge that isn't going to be around for years from now, so I'm going to petrify myself and like come back years from now so that I can take hold of something that's supposed to be there. At this point in time or something like that. That could be really cool too. Yeah, the petrification state is an interesting one to play around with her stories. And actually, I'm thinking about this. I just I just think of a two of my elation campaign. How you guys just left Dragon Bait petrified in the Dungeon? I completely forgot about that. Sorry, Dragon Mate, promise. It's Party tends to quickly forget about their actions as soon after they're done with stuff, specifically those related to NPCs that are supposed to help us. Yeah, do you end quite literally rescued? You Bad uh Huh. Hundred percent has rescued US multiple times in the past and we just totally just left him there. Yeah, good shit. Anyways, that's that's all we had to really cover for that. There's only three of the lineages of the really, so I wonder if there is going to be more that they come out with, but in the meantime, I think Jordan. All right, that's I'm bringing it out to the divining the DMG. Guys, we are officially on Chapter Four, nice eighty nine. We're going to create some non player characters. Sorry, go ahead, I just want to know page eighty nine out of how many pinches Jordan? Uh Huh, let me just double check that here. I'm not going to include the appendix here, but to do okay, those are maps, maps, this is appendix. Be Going, I think. Hold on, okay, that wasn't the penis interesting. It's like two hundred and eighty something pages. So, yeah, eighty eighty nine, two hundred eighty nine pages. So there's only two hundred pages left in the book, guys, that we have to read nights. That's about two years of content. Very good. Oh Gosh. All right, let's hope we can. Well, maybe that'll be our role get through this book in two years. Guys, it's a really some bonus actions, which just dividing the TMT maybe, I think, especially once we get to the magic items and stuff that. Yeah, I think it's got. I think we'll expedite a lot of that. I really. Yeah, there's seven to say about just saying yeah, there's managing idea, yes, and yeah, look at them when you want to, but you mean there's just there's just so much...

...to go over, right. Yeah, and just specifically like listening through magic items not feel like something that's enjoyable, but hey, members of the society. If you really want to listen to all the magic items that might be in the DMG. If you know are curious and don't have the DMT, give us a shout. We could really supponus actually just going over every single magic i. that's totally true, all right, but without further ado, let's get into creating some non player characters. Guys, okay, HECS APPs. Nonplayer characters are any character that is controlled by the dungere master. NPCs can be enemies or allies, regular folk or named monsters. They include a the local innkeeper, the old wizard who lives in the tower on the outskirts of town, the death knight out to destroy the Kingdom and the Dragon counting gold and its cavernous lair. This chapter shows how to flesh out non player characters for your game. For guidelines on generating monster like stat blocks for an NPC, will have to see chapter nine, which is the Dungeon Masters Workshop. So it'll be a while before we get to that point. All right. So designing mpcs. So nothing brings your adventures and campaigns to life better than a cast of well developed NPCs. That said, NPCS in your game rarely need as much complexity as a well crafted character in a novel or movie. Most NPCs are bit players in the campaign, whereas the adventures are the stars. So quick NPCs and NPC doesn't need combat statistics unless it poses a threat. Moreover, most NPCs need only one or two qualities that make the memorable. For example, your players will have no trouble remembering the no nonsense blacksmith with the tattoo of the black rows on his right shoulder or the badly dressed barred with the broken nose. Yes, they will. Yeah, I mean like I meant that it has yes, they will, baby, it's probably forget about it until they go back to the town where they first met him. They're like hey, isn't there that broken, you know, nosed barred in this town or something? Or if they think they might need a barge or something, maybe they'll think of him. But but you're right, like guaranteed, once they get out, like out of that town or something like that, that it will be so far in the back of their minds that it won't matter anymore. Players do not take notes, they will forget everything. Yes, yes, notes are important, for sure. All right, so detailed NPCs. Guys for nbcs who play larger roles in your adventures allow more time to flesh out their histories and personalities. As you'll see, ten sentences can sum up the main elements of a memorable NPC, one sentence for each of the following occupation in history, appearance, abilities, talent, mannerisms, interactions with others, useful knowledge, ideals, bonds, flaws or secrets. So although the material here focuses on humanoid NPCs, you can adjust the detail to create monstrous NPCs as well. See. So, yeah, go ahead. I'm Gett a hard disagree with that. I don't use any of that for my NPCs. I just use various hilarious western European accents. That is my entire NPC ethos. That's all they need. Yeah, there, there is. There should be a little caveat there. That says D M. NPC's largely expands to what accents you can do. Yeah, take well, yeah, yes, especially when you're playing online. Yeah, I feel like, yeah, it comes down to voice a lot more than than appearance and that kind of thing for sure. And better is it's really hard too. Yeah, it's really hard to sort of establish that physical presence over discord or over just voice channel. Right, like, if you're playing like a big brood of an MPC at the table, right, like you can. You, as a DM can like sit differently. Right, yes, you can. You can drive that sort of state to your players by like just physical cues. It's really hard to do that online. Yes, yeah, I would agree with you for the most part, Braden, but I do think I want to try like creating an MPC with each of these ten different traits just to see it like if it helps me a like definitely these are for Oh, I mean I don't use all of these things most of the time, like it would just probably have, like if the characters decide that they're going to interact with this NPC, more than I have details that I can go to if I'm if I need it. I don't. I...

...wouldn't say that I don't have them. I definitely don't build them in advanced once see right to that point, then yeah, it's like, okay, the characters have now met this character. How am I going to play this? So all right, so let's get into what each of the ten different things here are specifically. So occupation in history, so in one sentence. I like this too. It's like one sentence describe the NPC's occupation and provide a brief historical note that hints at the characters passed. For example, the NPC might have served in an army, been imprisoned for a crime or adventured for you years ago. That's all they say about occupation in history. Cool. So it's, Yep, very brief, very brief. I feel like characters will ask more about it and then I'll be like, oh, yeah, I know, I'm going to make up the crime now and I'm gonna have to want to reiterate. These are things that are being written on the DMG with an expectation that your players are going to catch these things. You have to be very clear with new place, especially with new players, about where, if you will come from, about like those details, right, like saying that you know an MPC is, you know rough and show scars and whatever like. People might miss those details in that one sentence. So you need to be very clear with certain parties that of like of these describing aspects of your NPC's I've never really had a time with it. Like you describe somebody and you can introduce as much lower as you want in one sentence. Your players aren't paying attention or they're doing something else or like it does. They just don't. It doesn't click right and then all of a sudden you need to reiterate that again in a different fashion and reiterated again into the professions. I think these are very bold statements being made by sex. Yeah, the still not always take I think, like for occupation it's super easy. It's like if you made a blacksmith, you say it's a blacksmith and then they know it's a black yeah, for occupation, part super easy. History, part, I feel like, is more something. It's like details that are there. If the players ask into the players, into the characters past, it's like, okay, player walks up and says, oh, hello, blacksmith, how are you doing today? And they get to know the care the MPC a little bit and and then something comes up where the the NPC specifically says, Oh yeah, when I was in the army, I used to, you know, do this kind of thing or whatever, like that's how I learned how to make swords or whatever it is that you know he's doing. That's where I think history would come in. More so than you know. Oh, he's got scars, so that clearly indicates that he was in the army. Let's let's your characters probably aren't going to pick up on those kind of cues. You're right, which is why I think they have a separate section here for appearance. So in one sentence describe the NPC's most distinctive physical features. You can roll on the NPC a appearance table or choose features that suit your character. So they've got all sorts of things here like missing teeth, pronounced scars, piercing jewelries, outlandish clothing, birthmarks, braided beard or hair on, usual hair colors, distinctive noses, exceptionally beautiful or ugly, things like that. All sorts of stuff here that can give you a little like pieces of a character that can really make them stand out. And that's all the appearance is meant to do, is make them stand out so that players can remember the differences between characters. Essentially, I think that's what I'm getting here from from the DMG. It makes sense. I mean, I would want to put a story behind like why does this character have missing teeth or, you know, missing fingers? That's just something I would, you know, be curious about if I were the player that met said person. But you know, so other answers are I only have three fingers. Yeah, exactly like must have happened sometime in my past. SCAR. Oh, what when did that? You are yeah, a little weird lot of interactions. That would be. That would be pretty awesome.

Characters would immediately assume he's crazy, since, which might not be bad. Could could work that into all right M abilities. So you don't need to roll for ability scores for nbcs, but you should note abilities that are above or below average, so great strength or monumentals stupidity, for example, and use them to inform the NPC's qualities. So they go over the six different ability scores that you can have and give you different attributes that rent represent that. So, for instance, wisdom, you if if they have high wisdom, then they might be perceptive or spiritual or insightful, if they've got high dexterity than their life or agile or graceful or something like that, and then for low stuff they've got dexterity is clumsy and fumbling, whereas if your wisdom is low it's oblivious and absent minded. So it's you can just add these like as central traits to kind of help you envision the character, which is useful. If I wrote those down, I might be able to remember them easier to because that's the other thing too, is that I find, you know, I might play the character one way and then, you know, ten sessions down the road I'll be like, oh, how did I play that character? Again, I have to go back and read the notes a little bit and I go, yeah, I wrote a little bit about this NPC, but not that much. So maybe it is a good idea to have these kind of things written down so I can go, Oh, yeah, I'm playing him up as you know, sickly or absent minded or dull or whatever, you know, just little quirkse, I guess. Yeah, and I think that's again as a starting DM. That's one of those harder things to keep track of, especially if you have that NPC recurring in the campaign. But I have found that, like, at least the way that I handed it was just to keep the NPC around for a little while so then I never really have to change the characters like you have. Like yeah, for me it's like for me I really like having that like one key NPC, right, and everybody else is just background NPC's. Yeah, the time. So, and it helps me focus on this this person. But even even like a main MPC in a particular town that you know that they're going to go back to, is can be difficult to keep track of because you know, the adventures might go out, like your players might go out of that town. Or let's say five sessions and if you're only playing bi weekly, that is ten weeks. So yeah, it human memory is not fantastic all the time, you know. So if you're not constantly playing that character, then it is likely that you will forget bits and pieces of that characters. Yeah, so all right, talents. So in one sentence, describe something that your MPC can do that as special, if anything. So you can roll on the MPC talents table or use it to spray your own ideas. They've got things like unbelievably lucky, great with animals, great with children, draws beautifully, sings beautifully, paints, expert carpenters, drinks everyone under the table, all sorts of things that they've got here, mostly random skills. They might come up. I'm not sure how often they will. I guess it depends on how much they, the players, like the character. Yeah, that's another difficulty. Yeah, you can create the kindest, most lovable MPC you, as a dun spent so much time thinking of the background and story elements for them and your parent and your characters might just not get a flying fuck. I would be worried about doing something like if you gave him a trait he's great at solving puzzles, and like you come up with a puzzle for him to solve and then one of your players just like, Oh, yeah, we'll solve this puzzle and they bring one out and you're like, Oh crap, I'll know. The DM has to play the game now. Yeah, so I would be worried that way. But maybe just have to go into the script and description mode. Just describe how the character happens to solve this even though he don't know the answer. Yeah, even if you, as a player, don't know how to solve puzzles irl, don't worry. You can just say the NPC solves the puzzle, no problem, and your players will have to accept it. The empowers, guys,...

...do you empowers when you don't know? Just say it happens. There's yeah, all, right, of mannerisms in one sentence. Describe One mannerism that will help the players remember the NPC. So again, there's a table here, or you can gender use it to generate your own ideas. They've got things like Soler's words or has lisp or Stutters, speaks loudly, whispers. You can use like use colorful oaths and exclamations prone to predictions of doom. Maybe they squint or fidget or stares into the distance. Choose something that's a cool one. There's other ones like fites finger nails or taps fingers. That kind of think. There's a just little like I want to say quirks. They're just like little picks. I guess that the character will often do. Yeah, those in those real traits. I'm not sure, like these might not always come up. I'm not sure, like how many of my characters actually have this. I would use it for like a recurring and PC, but maybe not like a random store owner or blacksmith or whatever, some one that they're not going to meet too often, or traveling merchant or something like that. I'd probably leave those kind of things out, unless I really wanted to make it a joke or like a really interesting encounter or something. There's so much to deal with MBC's man. There's so much to consider, and that might do vally all right. Interactions with others. In one sentence, describe how the NBC interacts with others, using the traits table here if necessary. So an NPC's behavior can change depending on who he or she is interacting with. For example, an innkeeper might be friendly towards guests and rude to her staff. So they've got a few different traits here, like argumentative or irritable or ponderous or random things, you're curious, friendly, etc. Yeah, so I'm not sure. I guess like this is part of the major character. So you'll it's good to write this kind of thing down so you can have an idea. Oh yes, this character is hot tempered, so I got to play it up this way. It'll it'll come into play for almost every sentence that the character says. So that's a very I think that's a very powerful part. Right. Useful knowledge. So in a sentence, describe one bit of knowledge at the MPC possesses that might be of use to the player characters. So the MPC might know something as Banal as the best in in town, or as important as a clue needed to solve a murder. I I don't know if I do this all the time. Actually, do you guys? I certainly don't. Yeah, I mean if if the players need particular pieces of knowledge, like where the best in in town is, I mean, like I would assume almost any NPC that they run into might know where that is and I would just kind of give them that as base knowledge. I'm not sure, you know, like they need to have one specific bit of knowledge unless like it's important to the story. The are they and P are they a key NPC or the just like a every person? And then some like a thinking like how world of warcraft candles is and they have like town guards essentially posted everywhere, and those are the only real mpcs that your characters can like. Your characters are like you, the player, know that that's what you get information from, right, because like maybe saying like town guards know all of the answers to like city things, for example, might give your players the reason to just say, okay, we'll find a town guard to ask these questions to right, right exactly, it's like maybe a type of NPC knows this specific type of knowledge correct.

Yeah, but you have to be very specific to like tell your players that. Right. Yeah, that way they know it's an existing resource. Not necessarily right some of that, but figure out on their own. The other thing is like you can easily like implement that too as part of your campaign. Be Like Oh, well, they go and talk to the innkeeper in like well, I don't know, you know where such and such a thing is, but you know who does know? is the town guards or yeah, you know. So then you can have people go off and do that kind of thing, which is an interesting idea. I'm not yeah, it's a hard one. It's a hard one to implement because part of me just wants to be like yeah, anyone you talk to, you has all the useful information, so we don't waste too much time doing that. But at the same time I wanted to be realistic where it's like some people know things and other people know other things. Yes, yeah, I don't know. I think like key mpcs are the ones that kind of lead you into new story NDS, and then there's General NPC's that just kind of information about the world. Arid. Yeah, like and I guess it's up to you as a DM to decide what NPC's your player your players interact with, depending on, like what they're looking to do, right, and and that's the thing. Like, like, unless so, unless I had something specific that I wanted the town guards to say to a character, I would almost always, in the in the example I provided, say that the innkeeper has the same knowledge as the town guard. Almost always, like, unless it was something specific about where prisoners kept or something like that that is very clearly like military in nature. You know, I did. The innkeeper would know most things, as would almost any other merchant or shopkeeper or whatever, like people who live in the area would know things about the area. Yeah, there, it's very I and I wouldn't want to send the players off to me another NPC that I then have to have another voice for another you know, like interaction with and it just like all the introductions again and that kind of thing, because it is like time that's being taken out of, like I'm that could be spent moving towards a particular plot point or something like that. So, unless there was something specific I wanted them to here about or see or interact with, I would almost always just have one NBC or any NPC that they talked to have the information that they need. Bright. Yeah, that's a good idea, dude. Right, ideals. So in a sentence, describe one ideal that the NPC holds, deer, which governs his or her greater actions. So player characters who uncover and NPC's ideal and use what they've learned to influence the NPC in a social interaction, which is discussed in chapter eight. Running the game, ideals can connect to alignment, as shown on the NBC ideals table. The alignment connections here are suggestions only. So an evil character could have beauty as an ideal, for instance. Hmm, what, what do you think it means exactly by if player characters uncover and NPC's ideal, if you discover what somebody wants right like, what can you do with that information? Just like anything in real life, early right exactly? It's kind of like, yeah, I guess you can manipulate them better or or have better social interactions with them. Maybe they're most friendly towards you because you share something in common or something, I guess. And like, discovering somebody's ideals doesn't necessarily have to be some shady thing either. Know, you know, like it could just be we have been with this NPC for a while, so we know that they want to fight for what's right or they want to save those, I can't say themselves. Right, like your bonds, ideals and flaws from your character creation. Right, that your players were discovered. That comes naturally with learning more about somebody. Right, but exactly right? Yeah, so interesting like that does expand to the flaws as well. Right, like you know that you know this NPC might like if they're like a barbarian in nature. Right, like they might just charge head first into combat without really giving it much thought. Hmm, what do you do? You guys normally come up with like ideals and bonds and flaws for your like all your NPC's, or do you just say, I like to give my mpcs at least a reason. You right to do to us why they're with the party. Right, like Musheri was with the party because you guys...

...were helping him. I mean that this was part of like the book itself, like this was like the ideal that the story tells you about, like for Someon I'm sure it is, like you wants you to help him reclaim rockhommer and chilt right. So that's why he accompanies the party as a guide. That's like something that is very clear as a very clear motive for that MPC. But in general, like most people have reasons as to why they help other people, right, whether it's just like an inherent good that they want or some other alter your motive. But like, yeah, I think I always establishing that kind of helps you run the character in a believable manner. Anyways, I guess it just never really thought of like writing that down at just like okay, well, this person is the leader of the town, so you know, they're after respect and they like, you know, having this kind of interaction with people, and so that's kind of like it becomes their ideal almost, or maybe they're after community and that kind of thing, and so that will kind of run it. But I've never written it down. So it's interesting me to like write down that and then have it there and be like Oh, yeah, I need to keep this in mind, because it almost like fades into the background as like it's it just kind of is supposed to influence every every decision subtly. Yeah, right, bonds. So in a sentence summarize the people, places or things that are especially important to the MPC. So they've got a table here again for that kind of thing. The character backgrounds in the players handbook explore bonds in more detail and player characters who uncover and PC bonds can use what they've learned to influence the mpcs in a social interaction, again as discussed in chapter eight. So they've got things here like dedicated to fulfilling a personal life goal or loyal to a benefactor or patron or employer, or drawn to a special place or out for revenge, that kind of thing. Again, it feels like just kind of like the subtle pieces of person's full being kind of being put into place there. Yeah, flaws and secrets. Always Fun to have these kind of things, or more major NPCs, I would say, but we'll get into that in one sentence. Describe the MPC's flaw, some elements of the characters personality or history that could potentially undermine the character, or a secret that the NBC is trying to hide. So the MPC flaws and secret stable here gives you some information. The backgrounds in the players handbook can be used to create more detailed flaws and player characters who uncover the flower secret obviously can influence the MPC. So they've got things here like forbidden love or arrogance or overpowering specific phobias, that kind of thing. I'm not liked. Would you guys give this to like a general blacksmith a flaw? Maybe you want to make the black I don't know, like that? To me it's one of those like if you want to make the blacksmith important in the campaign, why not? Actually, it's almost like if the character is somehow in important or if you want them to be slightly more important than the others, that's when you give these guys a flaw or a secret. Yeah, so I'm not sure. Yeah, but okay. So it then goes on, but I think I will call it here for now and I will let my friend Braden take over, because we've now finished those ten different describing pieces of creating an MPC. So, rdom, what do you got for us today? All Right, what I've got for you today is this week's talk of the town, the segment of which we ask you, the society, a question and then we respond to your answers and then we respond to our answers and then somewhere in there there's some kind of a consensus. But let's see what we were looking at this week. The question of the week is either as a player or a DM, and this could be different. Do you prefer to play against or as intelligent creatures or beasts to playing as is a DM? Playing against as a player? Right, interesting, I think playing as for me, it's definitely playing as creatures with some form of higher intelligence, because otherwise the like beasts don't tend to have plans or motives. It and I'll be it...

...fun to play and run be's. There's really not much dimensionale that you can give a beast in again pain. With that being said, the opposite is true for intelligent creatures. Now, I think for me in general, is just more fun to ourp creatures that can speak as well, versus having to make animal noises and, you know, go approach things that rope. But that's just my personal take on that. Yeah, what about you doing? I think I think you're right. It's more fun to play like if if I'm in the DM, I prefer to play as more intelligent creatures that can come up with plans and motives and that sort of thing. When I bring in, you know, beasts, most of the time it's either just a random counter or it is like, okay, well, this creature is being controlled by such and such a person who has plans and motives. So it's not it's not very often that there will be a campaign setting based upon, you know, the beasts that kind of just aren't there, if that makes sense. If the players were doing like a monster hunter campaign where they just go out and they fight beasts all the time and that's it, I might, you know, like it might be difficult for me almost unless I had like some long term like way in the future encounter with some sort of overarching villain. I would almost need to have that just to make things interesting for me, something that, you know, some way to make the combat encounters or the encounters with these beasts have meeting and purpose towards a greater story. As a player, it's really nice sometimes to just have the black and white like okay, this creature is trying to kill me, I'm going to kill it first. It's really easy to get into that and and be like okay, I'm getting my combat in here. But you know, when it starts to come to like intelligent creatures, suddenly there's a bit more gray morality two things right where there's like oh well, you know, this person kind of is good sometimes, and it is a person. It's a, you know, living creature that like has intelligence and sentience and you know, maybe we need to think about why it's doing these things and that sort of stuff. But well, like I feel I feel restricted as a DM playing beasts because, like, beasts normally act on instinct and to play a beast properly, like if you're playing a bear, you have to sort of act on what a bear might do in a situation exactly, whereas an intelligent creature can change their plans if a battle something changes in the battle. You, as a DM can see what your players are doing and try to like, you know, play against him a little bit in that sense. Yeah, and react to the moment. Yeah, not necessarily just act on insct. MMM. So yeah, yeah, I would say most of the time. Yeah, as a player, I think it's still more fun to take on intelligent creatures in the end. Sometimes I like having reprieve from all the moral ambiguity and just like taken on a big monster that's attack in the town. Let's do it kind of thing. Makes it real simple. But overall, I would still want some sort of overarching villainists scheming going on behind the scenes at some point. So there death. The villain was an otter with a increased intelligence. Yes, you always is. A platypus puts on hat. Yes, Barry the place. You know, we got a read that now, right. Yes, some copyright issues. They don't see us, Disney. anyways. Yeah, I tend to agree. I think that intelligence is the way to go, both because, like it allows you, as the DM to just kind of strategize instead of just running on like I find myself when I'm running beast catching myself. was like trying to strategize what would make the best fight, and then I kind of catch myself and I was like that doesn't really make sense, though, because these creatures rust be smack. Yeah, features run exclusively on instinct and survival, survival drive, and because of that...

...they're going to play way differently than somebody who has like a twenty intelligence and has a master plan of exactly how they're going to play this. Yeah, and I think I like to play against intelligent creatures as well, just because I like the I like the opportunity for our p Yeah, like the opportunities for like those to feel like you're actually outsmarting something, to feel like you're beating something that had a fair chance, to be honest. Yes, yea, and for the Witty repartee during Nice little banter. But yes, let's take a look at what the society had to say. Twitter was weirdly quiet this week, but we got quite a few responses on Instagram, which we haven't had in a while. Nice to see y'all again. We're looking first at our discord. Our guid D Guep, says that he x monsters. They can be intelligent enough and there's always something satisfying about slaying a terrible beastie. Yeah, yeah, if you go for the Paddie, you know, like blowing up the town kind of thing, it's always fun. Yeah, simple maybe, but can be pretty fun. Very true from a player perspective. Over on the Instagram we've got at Alicia web x coming in with beasts because you can just punch them real hard and they die. Agree to disagree. I've tried punching a beast real heart. It did not die. I think sometimes sometimes beast punch back real hard and you die. Next up we've got at Noah Shawn MC intelligent for sure. They can have a myriad of motivations or responses to any situation. REPONARD corner. Thanks, Noah, big agree. We have at Tyler Day young. Nice to see you again, Tyler. Not a DM, but it was fun that one time seeing Jordan versus Carlos in that spell battle. So I think that's why his way of saying intelligent and tells. Yeah, we played on that one shot where you guys got to went at it as a mage versus mage. Yeah, it was really was fun. I gotta say that was really, really, really fun. Oh good, I think that's a great extentual. Why Intelligence? Yeah, and I think we're both like pretty much dry, weren't we? Oh Yeah, Oh, yeah, we were running low one spells and it was back and forth, counter spells and so much fun. Yeah, I'll he we were like both really low chiece of those kind of fells. Were definitely needed to not just die, and that's good. So we've got at Emily Malcolmson, with not a DM, but taking out like twenty beasts and outsmarting one intelligent are so different. Yeah, it has barely hit different, don't they? Yeah, a flock of wolves versus a dragon. Like one of them is that. One of them is like how many of these things can I killed before the numbers get ahold of me? And the other one is, how do I not die to this one very smart thing? Yes, which one do you think would be, like scarier? Do you think like I seem like a math board or like, well, maybe, kind of like as a character, even, like if I were to go into a cave, you know what would be worse? To see a massive horde or like a giant right, if you're in a cave, a giant dragon, because it depends what kind of level you are, because if you're a level ten wizard, a horde don't mean shit to you. Kind of thinks we're facing off against like one very powerful sorcerer. And then like an army. Yeah, the army is poorly trained, even if they're all common or stats, that's a lot of people. Yeah, yeah, in which case you're almost like, oh, yeah, I'd rather take on that one source firs or because he doesn't look that imposing. And then when you look out and you see like a hundred enemies out there. You're like a yeah, no, no, no, thank you, it's all about that action economy. Yes, clay, find that yesterday. Yeah, seriously, dude, we I thought I thought were going to get mangled on that fight to go to get that. I basically for the listeners, my player's father dragon yesterday and came out like they won handily. It was not a contest. Keep doing that, I think. Let's I think we're going to die, one die, as they're going to have like become overconfident. Time very much how we're scaling Ha, ha ha. That does it for this week's episode of triple advantage. If you want to participate in our next talk of the town, we post our questions on our social media. That's at Real City society on Instagram, out real city social on twitter. Our community discord links can be found at either of those previous things. Stay tuned to all of those...

...to see what we're doing next, to see what we have coming up from our writing department and yeah, just keep it locked there. We'll see you next time.

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