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Triple Advantage
Triple Advantage

Season 3, Episode 4 · 1 year ago

Ep. 32 - What Does Reddit Think?

ABOUT THIS EPISODE

On today's episode of Triple Advantage, Carlos curates some curious Reddit threads, Jordan yeets us to the Outer Planes, and join the conversation on Talk of the Town as we share our favourite magical items!

... Jordan eats us into the outer planes and join the conversation in this week's talk of the town as we discuss our favorite magic items. As always, make sure you following us on our social pages to keep up with a conversation and our newest releases. All right, so, guys, no huge releases this week, so the the echoes have been a little quiet with big fat, juicy content for this week's episode. But I've brought to you my little curation of little things I've seen on Reddit, at things I've seen posted throughout the Internet that I found funny this week and that seemed to have been getting some conversations going online. So the first one that I see here is a meme. I'm going to share this with you, guys. I'm sorry for your listeners, but essentially, let's talk about Constitution and why you should always have hot constitution in game. Do you guys think that this has been like a limiting factor? Like, I know that this mean is kind of like glorifying it a little bit, but in game, do you guys often put points into constitution, even though you might be playing some sort of like wizardy character or what not, just for the combat benefits. Is Constitution really this powerful? So, too to kind of explain the meme for our listeners, just so we're not talking about something they can't see. It's a little webcomic that's been created. I saw this as well over the course of the past week, and it's essentially somebody being mean to the constitution stat or a per certification the constitution stat because, yeah, you're my dump stat, and then all of a sudden, being in all these troubles, they can't they can't handle poison, they can't concentrate because they keep getting knocked down. I I don't personally, I get the appeal. This is this this, this comic is spot on, basically saying that, like, yeah, even even in the in the cast classes and whatnot, constitution should be it shouldn't be a dump stat, because it is essentially your vitality and how well you handle hits and how well you roll with hits, which is, I think, why the wizard as a glass Canon is such a me minute of itself, because, yeah, the spellcasters tend to dump constitution, which is an interesting one. To dump, but I don't think it should. Know, I don't think it should ever be dumped. I don't usually make it a priority. I wouldn't say, especially if I'm a cast class, but to make your lowest score seems not smart. I would if I was, if I was a wizard or a sorcerer, I would probably pick strength or maybe even dexterity as a lower static constitution just to get that extra bump in health. So I agree with you for the most well, yeah, for the most part they're I have like with most of my casters, I usually put at least twelve. I'm usually at a twelve or fourteen for constitution if I'm a spellcaster, so plus one, plus two modifier. But I did with my most recent bard character. I decided I was going to try dumping constitution. So I currently am sitting at an eight, which is a negative one modifier in constitution, which means my health doesn't go up as much as other people's, you know. So now I'm sitting at for HP per level instead of like five.

Is the base for a date time I go up for though, so it's not ideal and you're right. Like any time I have to make a concentration check. Oh, I am so scared, my goodness, like a negative one just is it's not not ideal for those kind of things. And I mostly did this because I wanted to try it out and see what happens and I wanted my character to kind of feel like he's a guy who goes and messes with people and like place tricks on them and definitely tries to stir up trouble with people that are much stronger than him, but then gets away from them or uses his wits to kind of get out of the situation or let other people deal with the situation by enticing them into it somehow. So if he's getting hit, he's not doing he's not, you know, doing the job very well. He's got to get out of that, those kind of situations, right, he's got to run away and he has a bunch of spells that kind of help them with doing that. So you can kind of play around the constitution, but it's definitely much more difficult. So yeah, I mean, if I were to dump stats as a normally, as it one of my casters, I take top in whatever you need for spell casting, and then dexterity is always got to be high for me because it constitutes your defensive capability and then constitution is probably your next one, and then I throw in probably one of the other mental stats and I dump the last mental stat and strength usually. But that's that's like basic spell caster right there. It's not very often that you see a any type of spellcaster with a strength that's high. I do want to try that sometime just see how it goes, but I'd have to like play around with the spells and the abilities to make it worthwhile for me. You know what I mean. I do have a I do have a wizard in one of my campaigns that just bought us some gauntlets of ogre strength and is looking at it sounds like he's possibly leaning towards multi classing into a Marshall Class and I don't think his constitution is altogether fantastic either, off the top of my head, not having his sheet open in front of me, but I I'm interested to see how that goes because, yeah, it's multi classing into a marshal class when you don't have a high constitution is going to be very interesting when it comes to melee combat. I don't know, but what do you think? Carlos, what's your what's your hot take on constitution? You could always juice with magic, right. So, to a certain extent, yes, you're not wrong. Just hate yourself and Yo loo. I've definitely seen constitution. Usually most of my part is own. People don't have a constitution of eight when they start. I think the only person that has done that was a friend of mine, Cam, when I actually you were there. Brand normally played on the FAMAL on campaign. Yes, came in with a bar that had eight HP. So that was definitely starting at a level one, though, correct. We were in fact start early one. Yeah, but as a DM, you always kind of feeling would have been at seven HP then. Oh, yes, right, yeah, yeah, that was me. Yeah, you get maximum HP, it's date eight rights what so sad. So I don't know. Like I said, Dmi kind of feel like, okay, a level one at least, like using the baby the shit out of somebody with that.

I think maybe if you're making a dump set with a character that's a bit of higher level, maybe you have a maybe you have a better time with the constitution, just because I largely don't think that the stats make they do make a huge difference you know mechanically, but you know, like one or two points. Is it going to ruin a gaming experience if you have a half decent campaign going right? So I don't know, I think just took a level one. Is just so, so tedious having low constitution characters because you're like, oh, goblins are deadly, traps will kill. Okay, you know, a date is anything from like severely wounded to death sentence. That's my thoughts. Are The guards a constitution? But I thought the meame was kind of cute. This was made by a twitch TV jakie boy arts. Seems like this is an art stream. So if you're into cute webcomics, definitely go check that out and I think we will be retweeting that as the episode comes out so that you can all head over to our twitter and check that out. Yeah, absolutely. Another interesting thing I found this week, guys, and we've talked about this before and we've discussed it with regards a critical role with tattoos and magical boons from them. So this one comes from the edit user depressed underscore monkey three, with some I don't know, I want to say barbarian Viking inspired type Norse Tattoo Magic. But essentially what I would describe this as is like imagine wizards having tattoos as their spell book and maybe activating magic from that perspective. So the right user here comes with that to example tattoos. But I run it to get you, guys, as thoughts on the general idea of this. This is something that you've wanted to incorporate in your campaign's several ideas all at once. First off, yes, I've been ever since, actually, I saw Matt Mercer introduce that on the Stream on critical role, I've been wanting to get some kind of official compendium, HMM, for magical tattoos, and it sounds like that is coming, at least in some format, in Tallsha's called urn of everything. So I'm super sick. Second a sorcerer that draws an eight power from tattoos is an awesome idea and I would love to make that supplus. Let's let's put it on the list. Third I'm looking at this particular one that you've linked and again, listeners, you should be able to find this on our twitter. This is awesome. Oh my goodness, this just absolutely screams of norse mythology and of kind of ritualistic tattooing for protection and for well, offensive protection, offense being a good defense, kind of thing. It's so neat the idea that, yeah, yeah, you're ritually imbewing your body with magical energy that will come out when you most need it. I love that idea and I've never, I've never seen it particularly done like this before because, looking at something like the critical role, example, it's built mostly been you get like a like a score increase. If you get a tattoo, you get some kind of a maybe a special bonus to saving throws, depending on the type two of Tattoo you get. This seems like specifically. Yeah, your tattoo activates at a certain time. HMM, and that's just so cool.

I love it. Ah, I haven't seen this one. I had seen the comic that you shared with US scarlets, but I haven't seen this one, and this is so cool. Yeah, absolutely, I would love to see that kind of thing like put out in an actual format so I could have some ideas and go with that. That would be sweet. I don't know how much I would be able to just come up with that kind of thing on the fly. It might be interesting. Maybe, like specific day, like boons or something like that. If, if, if your party becomes strong enough that you know you can get a boon from a god, maybe it comes in the form of a tattoo that's permanently on your body kind of thing, instead of rings or whatever. I do you like, I think that would be pretty cool. So I'll be good narratively too, because you could almost yeah, be something that you know, when you level up as a character, you physically have to go to these locations to get your tattoos or something. WHO. Yes, well, it's always those elements that you try to work with as a DM, right, to sort of pull players towards the next sort of story beat or element. Right. I like the idea and I think often times these kinds of like Touchoo, magical tattoos, we see them with this sort of blue thorsh energy, right. So they're always tied into to norse mythology, but also various Polynesian tribes and even like Amazonian just in general, right, like this is something that's like marking your body, has been seen throughout different cultures. So it does post an interesting an interesting idea of like I would love, I would have loved to have that in Chilt for example, right, for sure. You said a little bit more, and what kind of magics perhaps comes from creatures like that. You know, it's fun. I actually based, I think, my first character that I ever did off of the Ion druid chronicles, which had druids in it, and the druids would go through ritual where they would tattoo their body using thorns and like primitive forms of ink kind of thing, and they would tattoo the whole body and then any time the tattoos would touch the ground, like mother Earth, they could gain power from the earth through those like markings. Essentially, it's one of those things that I think is DM's we need to enforce a little bit. Not enforced, but we need to sort of introduce a little better, because we do have classes in this game that require preparation of spells. When you wake up rights, like when you're talking about like paints in the body, this could be part of like your daily makeup routine, right, like this is the spells you're choosing to write on your body. But again, like I think maybe the habit with my group, because we never really started in that sense. I'm really looking actually like I'm part of them. Like I'm sad that like are two tonihilation campaigns coming to an end, but also I'm really happy for it because I feel like like I've kind of kept the style of that campaign going the way it was, even though, like me, as a DM of I'm exploring so many different ideas, but just so keep it narratively concise. So I'm excited to like start working on different games with you guys and working on characters more, like we've been talking about more recently in the podcast. I Love I love your idea of having a because once you're I've never played a wizard before, I'm embarrassed to say, but I'm excited to and I've got one that I'm working on. But either of you correct me if I'm wrong. It once you've added a page to a wizard spell book. Like you don't pre daily spells, right, you just have your spellbook. So so I think how the spellbook works is you get a spell book that you can write down a list of infinite number of spells essentially in it. Sure, as you go through the campaign you can collect as many as you want, but...

...you still have to ready, like you have to memorize essentially the number of spells that you're going to be using for that day. You can pick and choose each day from the infinite list that you can create, and so that's how wizards are kind of able to almost multi class without multi classing, because they can, technically, we learn spells that are outside of their class and put it into their spell book. Yet how I believe that that's that ties into the fact that you could learn many ritual spells, for example, and then, yes, cast as many of those, because you tatally have those rituals written done in your spell book. But it's more like those active, I need to cast fireball now, kind of spells which you need to sort of load up in your in your Noggin for the day, exactly. But you can have an infinite number of ritual spells, for sure, yeah, or like, but you can prepare from an infinite list of spells as well. Right, yes, exactly. So you can have any number arting to your yours, to your school of Magic, I would imagine, with your DM my throw at you. Well, but it's actually half the amount of time to write down spells from your school and half the amount of money that you would have to spend on resources in order to learn it. But any other spell like, you can still learn them, whether they're part of your school of Magic or not. You just take longer to do it. And I would be so brutal if you're playing like the type of campaign where as a wizard you have to go and look for spells. If you're not reading, you're not learning right, like yeah, and then imagine, all right, everybody levels up. Great, you don't have any more spells because you are you haven't found any it. You haven't read a seven months. Man, shouldn't have dumped intelligence. There you go, literal wizard. Oh Gosh, I'd play that care for the sounds fun, but I would. I would like to play because a character that have kind of working on right now, like there's a couple spells that are like very intrinsic to their character and that they would probably just always have preck forgardless of even if a new, better spell came along, that they think it's your spells. So, yeah, I got a couple of signature spells and getting like emblems of those tattooed, almost like in place of a spell book. MMM, DM allowing, of course, I think would be a really neat idea. That would be pretty cool. One last thing to drop for you guys. Would, I think, is a pretty neat I know, Britain, you played mtg back in the day. Jordan, did you? No, no, I didn't. I mean I played a couple games with friends here and there, but like not really. So didn't get into not really. Yeah, in her wallet with a definitely Dutch. Okay, brain. This might excite you a little bit more than it does Jordan, but it excited me a lot. Check this out. The Dungeons and dragons, adventures in the forgotten realms magic, the gathering card editions. Okay, so they're actually they're bringing dnd to magic. They're bringing dnd to magic. That's crazy interesting, because they are. I've been so fascinated with them doing the exact opposite. Yeah, bringing magic into Dand we've got theo so far. We've got RAVNIKA. I'm in a Ravnika campaign with a couple of really good friends and that's been an amazing amount of fun. I believe there's been some talk of Zenda car but I might be making that up. It's pretty highly implied that a lot of stuff from Straw and Borovia kind of crosses over within a strawd the kind of plane of horrors. Wow, I am I'm so interested and I know I don't...

...want to say that this is going to be the thing that gets me back into magic because I'm not going down that particular money rabbit hole again, but they're there are so many times, especially in our magic, giving magic. You're still giving wizards your money. Just yeah, I'm Danns and let me leave there. There's been so many times where in our RAVNIKA campaign, our DM has gotten a ton of inspiration just by taking out his magic cards, filtering through, picking out one, reading the flavor text on that and going okay, that's a plot hook, and then turning that and spending like a week or so writing that out into like a full session or a couple of full sessions. I've come across a couple of stories online where DM's use they'll buy like like a pack of magic cards, shuffle that, peck out the top five cards and they have to make a story with the creatures or cards that they've pulled. That's cool. That's a really neat idea, more like a story prompt thing, but it also builds a magic the gathering library, which we know likely reproves value over the standard the standard sets that are in play on the yeah, I I find this really cool. It interesting. I'd probably find it a lot more interesting if I was still into magic, but I do. I'm really excited to see what they do. I see like the top comment on here is talking about how possibilities of planes walkers from the forgotten realms, to seeing somebody like Morga Kaindon or Tasha, the most recent addition to the books, being a plains Walker. I think would be really neat excited to see what this looks like in cards and I'm excited to sturt bringing some of those creative writing ideas into my DD planning sessions. But I think I'm out a time her at this segment. We will be retweeting all of the links that we've discussed today so you guys can continue the conversation, but for now, Jordan, yeah, all right, yes, well, you see, I am taking you to a land beyond fought and raw material. I'm bringing you into the spiritual realms, the outer planes one might say. As we go through divine the DMG, we're hitting up page fifty seven now and we're going to the yeah, what's called the outer planes. So we've just finished the inner planes, which is the plane of water, fire, air and earth, and now we're hitting the more spiritual realms here. So, guys, this is this is very, very like outside the box thinking. Here is what you got to go with. So, if the inner planes are the raw material and energy that make up the multiverse, the outer planes provide direction, thought and purpose for its construction. So this is why the outer planes are considered the home of the gods or the deities, the place where they exist, because they then use the raw material and energy to then shape the universe in the way that they see fit. So yeah, so these these realms are super, super weird and awesome at the same time. But yeah, so you guys are going to have to bear with me as we kind of try to get through what these mean exactly. So let's see here. I think it talks a little bit about how appearances here are deceptive, especially if the realm is perceptible. So some of these...

...realms are almost imperceptible. But the thing is is that the deities that exist in the outer planes, if you are traveling to them, they can reshape the world completely or that plane completely as they see fit. So distance is virtually meaningless. You know, you can take, you know, half a day to get from the top layer of the nine hells to the bottom layer of the nine hells, or maybe it takes you a month to get just across one layer of the nine house like it just it completely depends upon what the deities they're decide that they want to happen at that particular time. So there is like a default sixteen places for the outer planes and they're supposed to correspond with the eight different alignments. So there's like to that kind of serve each alignment. So I'm going to see how many of these places have you guys heard of here? Mount Celestia? NOPE, nope. How about the twin paradises of Biotopia? Nope. The blessed fields of Elysium? Yes, I've heard of Elysium, definitely from Matt David, but I get the gist of it now. Yeah, of course it's the same thing, guys. How about the Wilderness of the beast lands? No, but I want to the Olympian glades of Arborea? Nope. The heroic domains of is guard. I think so. Yes, it's definitely norse. HMM. The ever changing chaos of limbo. Yes, yes, the wind swept depths of pandemonium, shadow critical role. One shots. Yes, the infinite layers of the abyss. Yes, unfortunately, the tartarian depths of Kassari, Kassiri, Car Sorri, Harsta, Car Serai. Thank you. Yes, Nope, the gray waste of Hades, the bleak eternity of Gehenna, the nine hells of Bat or? No, Oh, yes, yes, the nine heils. I'm sorry, the nine hols is the more common term for it, but it's of bator, because that's like the full name here. And I guess I didn't say the full name for Mount Celestia. It's the seven heavens of Mount Celestia. Yes, so enough. How about the infinite battlefield of our Kuran? Accuran knew? The clockwork Nirvana of mechanus, yes, I have not, and the Peaceable Kingdoms of Arcadia. I'm feel stronger. Yeah, so I'm here in like braiden. Might have heard of like half of them? Not even I don't think. Maybe, Carlos, I think you've heard a little bit less than that, but like for me, I you know, I'm I'm with you there, Carlos. I hadn't heard of most of these, I mean like at least in my lad of and I knew the premise of it, but it's like it's not like something that comes up in dnt like all the time. You know, it doesn't definitely a level N DM over here does. Yeah. So, like these are the main sixteen, I guess, the default ones, and then beyond that, like you're allowed to create your own kind of thing. The planes are kind of separated into the upper planes and the lower planes. So the I guess, the alignment...

...of the different planes here or the different yeah, the different planes is important. The upper planes are the ones with good alignments and the lower planes are ones with evil alignments. You and I think it's really cool. They get into it a little bit later, but they talked about how you can end up with some psychic dissonance while you're traveling through these realms. It your character, if it's a good character and it's traveling through an evil domain. It actually talks here about there's an optional rule where, at the end of long rest spent in an incompatible plane, a visitor must make a DC constitution saving throw of ten. On a failed save, the creature gains one level of exhaustion. So it's really interesting here how the alignments might actually come into play more based on whether you are a good person or an evil person, more so than the lawful or the chaotic, which is kind of funny because I think it's easier to tell the difference between lawful and chaotic than it is between good and evil. That's a I wish we'd read this before we get into our discussion of the alignment charts. Is Actually empirically useful. Yeah, exactly. Sure, it's an optional rule, so it doesn't have to happen. That's but it seems more interesting to me. It does. It does like it would be kind of like it kind of makes sense to me, like Oh, this hero you know, who is going around doing good stuff, ends up in the nine hell's on a quest. Well, I don't think that, you know, the rulers of the nine hell's really want that hero on that plane really, and so they're going to make it a bit of a more harsh environment for them. Kind of thing. That that kind of makes sense, or rather, like everything about that plane would start speaking to them and saying, like you don't belong here, like you know, this isn't meant for you, this is meant for others, right, and so you would start to feel that start to wear down on you and, like everything there is just horror and awful terribleness and it just kind of great. It should great against your soul, because this is more of a spiritual experience, experience, right. I just thought that was really, really interesting. I think so too. So they've got, let's see, the upper planes are home to a few different creatures specifically. So here's where you're going to find the angels, the cool hotels or the cotels, and the Pegasi are apparently the home celestial creatures. And the lower planes you've got demons, you've got devils, you've got hugloths and their ilk. I love that word. Yeah, so I think it's kind of interesting. Oh, there's constructs on Mechanus, of course, and aberrations are found in limbo. have any of you ever heard of a Slotti? Yes, I really am against my hold of the Dragon Queen Campaign decently recently. Those things that can get deadly, that can get a character ruiningly deadly. HMM. Yeah, I mean if they're from one of the outer planes, I would assume that they're pretty powerful beings. Yeah, there is, until yawned our curts on them. Yeah, that's everybody gangs to to to the Palatin keeps rolling. That S let's see, they talked about so when we are imagining the outer planes here,...

...we have to kind of imagine them. A lot of these realms have multiple layers for the same plane. So for Mount Celestia, there's like seven tiers to this cake, so to speak. Thus, for the nine hell's, there's like nine different layers. And the abyss is supposed to have almost an infinite number, or seemingly infinite anyway. I don't know. Would you run it as infinite prop? I probably would. Infinite number. Yeah, good luck planning out every level, though. Now what do we find on this one? They have more abyss. You see nothing, there's nothing. Just look at kind of stairwell where they just go back to the first room. I like, we can do this as long as you want now. Hey, they actually talk about the infinite staircase. Excellent as yeah, so traveling to the outer planes is done in three main ways. I guess the first is obviously the spells. So astro production can kind of get you there, plane shifting can get you there, or if there's a particular portal that that you find in your world's that gets you to a specific spot. Usually the first layer of the nine hells would be the gateway for the nine house kind of thing. So a portal would lead there. And same with Mount Celestia. The first layer would be the gate where the portal is. So you'd have to travel all the way down or out all the way up if you wanted to get to, you know, the top of the mountain north, the you know, most powerful of the beings or whatever it is that you're trying to find. But the other ways that you can get there are the river sticks and the infinite staircase. So the infinite staircase is an extra dimensional spiral staircase that connects the planes, and entrance to the infinite staircase usually appears as a nondescript door. So, Carlos, you don't have to describe it for them. What does it look like that we weight has been lifted off the DM shoulders. Beyond the portal lies a small landing with an equally nondescript stairway leading up and down. All right, you nondescript twice now. There's definitely I know. So here comes the descript part. The infinite staircase changes appearance as it climbs and descends, going from simple stairs of wood or stone to a chaotic jumble of stairs hanging in radiant space where no two steps share the same gravitational orientation. Nice. Yes, it is said that one can find one's hearts desires on the infinite staircase through diligent searching of each landing. It's pretty cool. Yes, he's puzzle cube or some Shit. Yeah, you did say we were getting abstract with this, with the outer plane stuff. We haven't, yeah, read about any of the planes yet. Exactly are the way to get there? Is is already just right. How do you even what? Yeah, so, apparently on any given plane there can be multiple doors to the infinite staircase, though the entrances aren't common knowledge, and they are occasionally guarded by Dava's Sphinx has ugle offs and other powerful monsters. Apparently they're also like mostly half forgotten or places that nobody ever goes to. But like, I don't know if I found an infinite staircase, I'd probably go around telling people like, Hey, guys, there's an infinite staircase here. You can literally get to heaven from here. Look, I feel...

...like there's some people saying that for thousands of years in any Dandie world and nobody really follows. He'll see whatever you say. They're man, it's old, man Z atic and is crazy, the town drunk and all this. Yeah, so the other way that we talked about was the river sticks. So I think this is really cool. Here the river bubbles with grease, foul float some and Putrid remains of battles along its banks. Gross any creature other than a fiend that taste or touches the water is affected by the feeble mind spell. The DC of the intelligence saving throat to resist this effect is fifteen. This is just a set thing. If you're going in the river sticks, you got to resist that feeble mind. You know, those going to be one player to every part of what's the water taste like? That's like. That's if they touch the water, though. Rightly, if they touch the water or taste it, yes, it's got a boat. Yeah, M plunge a boat. Exactly the sticks churns through the top layers of Acorn, the nine hell's, Gehenna, Hades, curse e Car Sur, I sorry, MMM, the abyss and pandemonium. The tributaries of the sticks snake onto lower lawyers of this plane. So, for example, a tendril of the sticks winds through every layer of the nine hells, allowing passage from one layer of that plane into the next. So they have sinister fairies that float on the waters of the sticks that are piloted by skilled, if very menacing creatures. For a price, these pilots are always willing to carry passengers from one plane to another. Some of these people might be fiends, while others are souls of the dead. I find that that's super interesting and I kind of wonder, like where I might put a river sticks in a in a world like what would be a place that was, I don't know, dead enough and yet also had water traveling through it, that you could kind of have the river sticks on on the material plane, the sewers and some they like. Actually, yeah, that'd be cool. That's a good one. Let's see. Yeah, so the other ways that you could do traveling like the river sticks in the infinite staircase are apparently the more common ones, but you can also do like world tree style, where the roots touch the lower planes and the branches reach up to the upper planes, and it might be or it might be possible to just walk from one plane into another, depending on whatever cosmology you decide to use. Like this is we talked about at one point, like you could have essentially all the planes in one world right and just have like, for example, about Celestia being like the tallest mountain in the world that you have to climb. Yeah. So the last thing that I want to talk about here is the other optional rule, which is a planes influence can affect visitors in various ways, such as causing them to take on personality traits or flaws that reflect the disposition of the plane or even shift their alignment to more closely match the native inhabitants. So each of the planes that we're going to go through afterwards, later in this podcast is...

...going to have an optional rule that will help make experience, adventures, experiences on these planes more memorable. Yeah, so it'll it'll talk about like different ways that new traits or personalities, like flaws, might appear in your characters that you've been working on for so long. I'm never sure how I feel about that, but I understand and like, once you get up to the outer planes, they're going to start rubbing off on you in some kind of way, right, well, the RP level of your party. Yeah, yeah, I guess so. That's true. I would I would prefer to do this in more physical characteristic sense. I've already been toying around with that in my hold of the Dragon Queen Campaign, as Carlos can attest to. If they've been affected by like a two of my players were bitten by a vampire and they were able to stave off the more negative effects of that, but because of the the undead nature of the creature, in the necrotic nature of the creature, they've been left with kind of these permanent scars of the things that bit them. So I can see walking around in the planes and you slowly almost start to morph and take on very, very faint physical characteristics that are indicative of that plane. Right. But as a as a blanket rule, I'm really against telling my players how to play their characters. Yeah, for sure, for sure. I think like it starts to add like certain traits and certain flaws. I'm not sure I have an actually read ahead here too much, but I don't think that they're going to try and say, Hey, your character is now a very good character and maybe maybe it only affects the players for while they are on that plane. You know, yes, that's not about to do. Maybe it's like, Oh, well, you know, you're on this plane that exudes this influence of light and goodness and beauty. So your character just automatically kind of absorbs that into their soul and just starts exuding that a little bit more than they would normally right. Or if you're on the nine hell's, you know it is just pressing down on your soul and it and so you're going to start to excrete that same like darkness from yourself. I don't know it because, yeah, the other planes guys starts to get a little bit up there in terms of what's really going on. But yeah, I think that's all I got for this week. Braden. You want to take us back down to Earth a little bit? I sure do. And one thing that's that's on these earth is advertisements, because segues are weird. Today's episode of triple advantage brought to you by the elder dragon patron on DM skilled, now sponsored by the Royal Estate Society, produced by the royal estate of society, penned by our good friend Matt Newman, the elder dragon patron is a new subclass option for the warlock featuring a new patron option for you, several new eldersh inmmications to be used in your campaign, either with this patron or just outside of that, and a step block for a new type of Dragon, as the elder dragon, a very, very dangerous and intelligent foe to throw at your party. Indeed. Again, that can be found on DM skilled or in any of the links on our social media pages. Now that we have discussed that, let's jump into a today's discussion. Talk of the town, which is where we discuss some ideas that we pose to use, some questions that we posed outside...

...to the society as a whole. We discuss our answers to those and we listen to hear what you've said over the course the last week and the question that we posed this week. What is your favorite magic item that you've received in a campaign? Because we've mentioned that a lot of us have not necessarily played extreme high level campaigns. If you have an item that you've given to a player that you think is better to discuss, we can do that instead. But whoever wants to start to go forth. Sure, I guess I can start. Let's see. I think magic items are something that are that can be really awesome, but usually it requires a particular character to really take full of full use of it. I guess right. Like you're a plus three sword is an awesome item, but you know, if I'm a wizard, it's practically useless for me for sure. So I think that the coolest item that I've gotten that really meshed with my character was a boots of speed. I was a monk with a mobile speed, mobile feet. I was moving like crazy guys, like my goodness, ten minutes. As a bonus action, you can turn this on for ten minutes and now you're walking speed is automatically doubled. So now instead of like, I think I had like fifty five or sixty, now I'm looking at a hundred and twenty feet per turn, regular walking speed. So now I added it's yeah, now I throw in a dash two hundred and forty. Now I bonus action step of the wind. Oh Gosh, we're getting there kind of thing. Throw on a hay spell. I was moving, like I was just moving. It was awesome. I loved it. I felt like the flash. Guys, let's going to say that point. I feel like you need to do some mouth to see if your body can even hold up against yes, it removing. Yeah, exactly. It was. All Right, guess, Greater Resurrection, bring it, here we go. Yeah. No, it was just awesome to be able to move at that speed and like I would just like clear through a room real fast. If you guys wanted an item, like there was a lot of like quest where we go and be like, Oh, we need this item. I'd be like, okay, guys, I got this. We're run. Get into the room, grab a thing, run out and no one would be able to touch me because I was just in and out of a room before anyone could blink. Yeah, it was super cool. How it's not like it's more useful. I found it was more useful, definitely, like outside of outside of combat. Like in combat it's great, like I could move in and out of combat no problem, like, but it wasn't like I was running around and like it gave me extra powerful hits or anything along those lines. So I would still only be able to make those same number of attacks and stuff like that. So it wasn't wasn't too overpowering and most of the time archers could still keep up with you. So, but I'm a monk, so catch those arrows was great, fantastic. Loved it, terrify, I want him back, Carlos. What do you think? All right, so now, for the most part, I haven't played in too many high level games to have received many magical items. I'm excited to use the two CAPES I purchased in the part of...

...the Dragon Queen Campaign Britain more readily and more consistently now with my character. But haven't quite yet gotten too to that. So I think that I have to dial the clock back a little bit. I remember this moment, but it was back when I ran a battle royale style. Yeah, it's level and battle royale. I loved that. I should have warned so everything. The thing about that battle royale to the listeners is that I allowed this was when I started playing dd and I was still sort of trying to get a little bit of a feel of the game. So you know, I figured run a ten level battle Royale and also let your players pick a magic item vetted by the DM from the DMG. Now, when I say vetted by the DM, it's hard to vet items that you don't truly understand the power of until they're being used in combat. And I feel like I remember specifically when Cam was using, I believe he got some sort of bagpipes of or harps. It was a bardish instrument. He cast fly on himself and started just ring fireballs on the rest of the contenders, and it's happened to me before, which is just like how powerful flying is in this game when nobody else can do it. But I think that that was one of the better moments with magic item usage when I least have been involved in the game as at DM at least, because I was shook to see to find how this battle wasn't just completely unfair with her guards to this bard now just raining fire from above so that there still almost took him down. I was so close I forgot it was. It was definitely tight, but it just goes to show like yeah, since then right, like that's partially why I'm a little bit slower to introduce magical items, because there's a lot of emergent behaviors that combined, that you can stop being able to plan for as a DM. Didn't someone take like the nine live steeler or something like that? I think so. Something that item is so cool. I definitely be willing to run something like that again. They're super easy to run. I mean it's just like there's no prep involved, I don't Rio, here we go, you just mediate. Yes, Britain, what does a society have to say? First off, I'm going to give my quick thoughts, which is that I'm going to cheat a tiny bit because I'm not received this yet, but I'm on a lookout for them. In our tomb of nihilation campaign that you're running, Carlos, a couple of the players have picked up some items which seem to invite possession by the nine trick to gods of Omu, and I am I'm sure that there's either some boons or some drawbacks going on behind the scenes. That not pretty too, because I haven't seen one of these items yet, the Stop Block of it at least, but what it does that I've seen is the God comes to life in your head and starts talking to you and starts attempting to influence your decision. So, Jordan, your character has a very cowardly God, I know it said. It's so against my original character and this constantly trying to get out of every situation. Meanwhile our barbarian has a very almost like a war God type person I very like crush your enemies, just like go head first into everything, and it's made him,...

...it's inspired him at least, to play quite a bit more reckless and I'm excited to see if I end up with one of these items. But I love the not knowing the boons on it. I just love the RP aspect of that. I love that you've now kind of got these this extra dimension, almost this entire second personality that's been added onto yours and you have to try and balance that out with your own personal arp style, which I think is awesome. But looking at what the society said, there's one answer that I do want to focus on that I think is going to kind of open up a larger question than I have for you guys, and that is from a good friend of all of us, Kev Stewart, on instagram. He he was describing an item that made his character no longer viable. In his campaign he received, as as the reasonably high level rogue and his party, he received an item known as the ring of winter. I had never heard of this. He sent me a little bit of information that he was given on it. It is essentially a sentient ring that is imbued with a chaotic evil presence and when you put this ring on, it will attempt to dominate you, it will attempt to essentially make you into its own like chaotic thirsting for destruction self, unless you succeed on this check against it. Kev In his campaign, succeeded on this check, so he was not dominated by the creature, but he was able to still access the boons of this of this ring. Now, this ring has a ridiculous laundry list of Boons, so I'm not going to go into all of them of details. I'm just gonna yellowed a couple of them. nondetection, so can't be magically located. Frozen time as you wear it, you don't age. Oh, cold immunity, as written magic. There's actually twelve charges in the ring and a certain amount of spells. They are innate to the ring, mostly cold type spells. As you can imagine that you can cast out of the ring independent of your own magical abilities. In his case he was a rogue, like I said, so this actually just added this new dimension of spell casting to its specifically says like other properties and there's a kind of gives a couple of very brief, kind of plot hooky ideas of like what you could throw in that your ring could also do all very powerful things and especially at the time. The way that Kevs told the story to me was, I misinterpreted. In the first place, I thought that he had literally turned into a God. He did not teach just about these ridiculous amounts of boots, but what that essentially did to the character it put him so far and above the rest of the party he had to cut he his character, had to step away from the party, become the all powerful leader in this secret spy network that he was affiliated with and replace it with another character because he had become way too powerful for what the party was ideally dealing with. Have you? I've done this, so I'm curious to see. Have you ever given your players and item that's potentially or was ultimately game breaking? I can't say I have now, mind you, I can't say I have in the sense that, for example, with regards so Medusa's had being cut off and being used as a makeshift magical item, I'm definitely allowed that, but I also was never going to...

...allow that item to be used repeatedly because it creates situations where it's the only thing you default to. Right, I don't mind using it to get out of a situation where you guys got out of last right and having that be a wonderful use for such a powerful magical item, but if I were to lea let you have that item throughout the entire campaigns, it would really nullify any sort of mobs that at DM can throw it you, any sort of monsters in general. That because that pace can be kept like if you look at the effects of it that face. It just needs to be looking in the general direction of the enemies. It's an ongoing say that they would have to do, meaning more most enemies would likely fail at some point or another, meaning that you would essentially just win at any point of the game. Right enemies would have to be changed to have some sort of pitrification immunity for them to be able to contend with a party at that point. So like a like in this case. I think having it definitely helps the party, but I wasn't going to let it become a problem where it became too powerful in game to have at least the way that I would. or I would even introduce monsters that are stronger, right, or people would start noticing that you have a very strong kind of item. Right. Those things probably stand out in a world like this. MMM, I don't I don't think I have given any players any game breaking ones. I've seen ones that were definitely like more powerful than some of the other items that people had in some of my one shots. But sometimes it just comes down to the roll of dice and in that instance there their rolls of the dice were not that great. So it didn't end up mattering how powerful the item was. Really it just if it doesn't work, it doesn't work right. I mean most of the time too, I when I'm giving away magical items, I try to make it as RP related as possible. So I think one of my favorite items that I gave was to my brother, who is playing a monk as well. I gave him the oil of slipperiness and he decided that when he used the oil of slipperiness. It was going his his whole body is just bald and shiny and he would just pour it and lather it all over himself and he would just run around basically buck naked and that would be his oil. How he used the oil of slipperiness, which essentially gives you the spell freedom of movement and a few other terrain affecting things, and it was just really funny for his character. But just imagining like this, he would just pull it out of his bag, you know, or whatever, and then just like pour it slow motion over himself and like lather it everywhere and just, yeah, it was just fun. I've made a I'm in a similar situation to what you describe, where I've given a player an item where it could potentially be game breaking, but did the DC that I've set on the rules that he has to make in order to use it are obscenely high, to the point where if at lower levels, he could get super ridiculously lucky and get them, and that would be cool. Get the get the boones of this item, but it's meant to kind of as as he progresses and as he levels up, the stats that if he chooses to level up the stat that he knows is affiliated with this particular item in order to use it. It will get easier and easier to do because he's becoming more and more powerful,...

...but it does definitely if he had gotten super, super lucky every time he used that. It's a it's a very, very powerful item with a lot of game breaking potentials. So, Kevin, it's yeah, it's actually that is that is him as well. Everybody stopped giving Kevin powerful magic items. Fire on us. But that concludes this week's talk of the town and thereby this week's episode of triple advantage. Take a look on our social media pages. That's at Royal City Society on Instagram at Royal City social on twitter. Check out our discord, that is link in bio description of our social media pages, in order to see what the next question is going to be, in order to stay tuned into the discussion and to see what we're working on next. Besides that's thanks for tuning in and we'll catch you next time.

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