Hidden 7 yrs ago Post by Sleeth
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Sleeth Paladin of the Squirrel God

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So, a major problem with D&D that I find is that most people don't want to DM, or just have a lot of trouble.

So! I'm here for logistic suport, and general questions. I have been a GM from 3.5- My current 5e campaign. I can help in making scenes, creating spells, loot tables, encounters, dungeons, magic items, creatures, anything really.

Post questions below or send me a message, I don't want to write out the entire DMG (especially becauseit's illegal.) I spend a ton of time writing stuff for my real life group, and it's honestly good to pass the time. However, there's no point just making a ton of stuff if nobody uses it, it's borderline crazy to have a stack of D&D dialogue scripts.
Hidden 7 yrs ago Post by Regitnui
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Regitnui Lorespinner

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This a D&D5e DM help thread? I'll contribute.

I'm good at stories, lore, and refluffing mechanics for characters. I'm also good at extrapolation.
Hidden 7 yrs ago Post by Sleeth
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Sleeth Paladin of the Squirrel God

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@Regitnui

It is! Most GMs I meet have a lot of trouble and I end up playing 20 questions with them. I'll be turning the first post into an FAQ as people ask things here.
Hidden 7 yrs ago Post by mickilennial
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mickilennial The Elder Fae

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I guess I'll just start using these generation questions to get this thread moving (though it really should be in roleplay discussion).

What’s your favorite variation of D&D? Do you prefer the crunch of 3.5 or the streamlining of 5.0? What are you feelings on 4.0 and other systems that emulate D&D script-to-script (Pathfinder, etc)?
Hidden 7 yrs ago Post by Sleeth
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Sleeth Paladin of the Squirrel God

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I guess I'll just start using these generation questions to get this thread moving (though it really should be in roleplay discussion).

What’s your favorite variation of D&D? Do you prefer the crunch of 3.5 or the streamlining of 5.0? What are you feelings on 4.0 and other systems that emulate D&D script-to-script (Pathfinder, etc)?


Nobody looks for Tabletop help in that section, and this can always be moved later.

Personally, I enjoyed the versatility of 3.5 and the many variations that the wide variety of skills allowed. I love to build custom comtent, and 3.5 I feel really supported that in the different abilities.

HOWEVER, for introducing new people to the game, I'd have to say 5e is the way to go. It is more simplified, and very much tailored to newer players getting into it. Honestly I find that my groups start in 5e and then want to go back, even to 4e for the great adventures of the Paragon paths and their epic destinies.

Morale of the story is that all varients have ups and downs, and I think if you're an experienced player, that the edition you play depends on what you want out of the game. 3.5 for Home brew, 4e for the true lones of an epic destiny (and math) to truly finish the story, or 5e for casual groups.
Hidden 7 yrs ago Post by manapool1
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manapool1 A wanderer who is actually lost

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I wouldn't say by any means I am amazing, but I have been dming for a while and I feel my plethera of experience with with 5e could be pretty useful. It's a pretty player directed edition so I have seen, but with a little bit of thinking, it can make a dm have a fun time more often than you'd think.
Hidden 7 yrs ago Post by YourDarkPriest
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I'll give my support to any one as well. I've been a DM for about 2 or 3 years, playing and planning about 3 games a week. 5e is my bread and butter.
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Hidden 7 yrs ago Post by Sleeth
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Sleeth Paladin of the Squirrel God

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I'll give my support to any one as well. I've been a DM for about 2 or 3 years, playing and planning about 3 games a week. 5e is my bread and butter.


Nice. Welcome!
Hidden 7 yrs ago Post by mifune
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ok i want to learn how to dm/gm but not sure where to begin? I just picked up deadlands and I really want to play it. @Sleeth
Hidden 7 yrs ago Post by Sleeth
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Sleeth Paladin of the Squirrel God

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ok i want to learn how to dm/gm but not sure where to begin? I just picked up deadlands and I really want to play it. @Sleeth


First and foremost, really familiarize yourself with the rules, then decide which ones are and aren't for you. Example; I only make my party in D&D use components on certain spells like Revivify. Not everything must be followed exactly, so find a comfort level in your game.

After that, you'll need to build your world. You can never anticipate everything your players will do, so you'll often just be winging it, but have a rough outline with a few set outcomes.

Ex: My party was hunting a band of Hobgoblins and found a lone goblin wandering the woods. They could've asked said goblin how to find the band and had a short cut. They could have offered the goblin food and gotten a gift, or they could ignore the one lowly goblin. Set event, a few set outcomes.

HOWEVER, the monk decided to just punch it.

Never bank everything on one interaction, find a balance of player freedom and control. 'Railroading' as its referred to, is forcefully keeping your players on a set track and never giving freedom. Some groups like this, others don't, be open to adapting to your group, talk it over with them.

That's it for my basic advice! If you have any more specific questions, ask away. Sorry I took so long to answer, I got busy this week.
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Hidden 7 yrs ago Post by Hedgehawk
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I have always wanted to give stuff like this a try. Just never been brave enough to join a game, yet alone GM one
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Hidden 7 yrs ago Post by Sleeth
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Sleeth Paladin of the Squirrel God

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I have always wanted to give stuff like this a try. Just never been brave enough to join a game, yet alone GM one


If you DM, players will flock. Most people fear the responsibility. Do you have any questions?
Hidden 7 yrs ago Post by mickilennial
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mickilennial The Elder Fae

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I've recently dusted off my DM rust with one local game and one internet game. Results may vary.
Hidden 6 yrs ago Post by Vertigo
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So, someone pretty new to the tabletop scene here. Been part of an online campaign for a few months now (through roll20), so I know the basic gist and whatnot, but I've never really done it physically/locally and don't own any real materials - no dice, rulebooks or player books or... whatever else there even is.

Now, I've a few local friends who'd really like to try out D&D, and I'd be interested in running a game for them. I've read up on some advice for novice DMs, but all guides seem to assume that I already have the necessary materials and can just... start. My problem is that I'm still one step behind; I don't really know what to even get to start DMing.

I know there's this, for example, which sounds like just what I need - but I'd need to order it from abroad (as is the case with most D&D material, I'm afraid) so I'd rather know in advance whether it's a good buy. Do you guys have any experience with that particular starter kit? Or can you recommend some others? Are starter kits even needed, or can I find everything I need online, just to test the waters before I commit to a physical copy?

... That's a bunch of questions, welp.
Hidden 6 yrs ago Post by Ciaran
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Ciaran Lord's Blade

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I haven't introduced myself here before, but I've DM'd consistently for about 3 years now, and I figure I can help.




@Vertigo You can literally get started for free if you're willing to put extra work in and cut certain corners, but money can save you time and effort.

You do not need the starter kit if you come up with your own campaign. This takes a lot of work, but is free, and I'd expect it to be more rewarding as a GM. It's all I've ever done, and Matthew Mercer, a DM for the stream Critical Role (and who is a very good example to follow as a DM - the streams are on YouTube), did the same. If you want to use a starter kit, like I said, I have no experience with them, but from what I've seen and heard they are good for inexperienced DMs. They will provide everything you need straight out of the box.

I should mention that the starter kits only provide rules for levels 1-5. If you want to go further than that, there are three choices I am aware of. The first is to use the SRD, which is completely free. It will provide rules for all levels, but will limit your options in terms of races, subclasses, monsters, and so on. The second is to play 3.5e instead. The rules for this edition are all available online as PDFs for free, just google the three core rulebooks: Player's Handbook, Dungeon Master's Guide, and Monster Manual. The rules for 3.5e are not as simple as 5e, but with these you will be able to play with all options in the game, and there is more supplemental content if you want that later. That is how I started. The last would be to buy the fifth edition rulebooks (Player's Handbook, Dungeon Master's Guide, Monster Manual). These are very expensive ($50 apiece if I remember correctly, but you can probably get them cheaper second-hand), but this way you would be playing with the complete game in the edition you wanted. That is what I currently do.

You don't need to buy dice, but I recommend it. You can get a full polyhedral set quite cheaply, or use an online random number generator if you prefer. I can't really explain why physical dice are better, I think it's just more fun to roll them.

Otherwise, I strongly recommend you watch Matthew Colville's series on helping out DMs - he is another great DM, and he recommends multiple pieces of software, books, and other tools in his series that make the development of a world and a campaign so much easier, if you decide to go down that route. I still use his advice now, and even if you decide to use a starter kit, it is extremely helpful.
Hidden 6 yrs ago Post by Link
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Link Kokiri Forever

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Every 5e game I have looked at says to use Unearthed Arcana because it's more fun and easier for the players. Is there anything wrong with not using the Unearthed Arcana? I'm looking to start a Legend of Zelda Ocarina of Time AU 5e campaign but don't want to use unearther arcana unless I have to since I don't have easy access to all of the rules.
Hidden 6 yrs ago Post by Ciaran
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Ciaran Lord's Blade

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@Link From what I've seen of Unearthed Arcana, it's mostly just alternative subraces and subclasses. While more choices can certainly be more fun, it's definitely not necessary; in all my time playing, I've never used it.
Hidden 6 yrs ago Post by mifune
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mifune

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Ok I have a question I'm thinking of doing a campaign based in Mordheim using the Warhammer fantasy roleplay rules but unsure how to prepare for it. any tips?
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