Ace Nex
2019-03-11, 01:52 PM
Howdy all, been a while since I posted here for help but here I am. If you want to skip party
So my friend is DMing an upcoming game with a group of semi-new players. They can be a somewhat difficult bunch to play with (SUPER rules lawyer-y. In fact one of the players is an actual lawyer irl. They are also anti-railroading and take RP really seriously that more often than not really gets them in trouble). This is our forth game together (third my friend is running) and each game lasts 6-12 sessions (a few months) depending on RP speed and how much we rail against the plot.
I like all these people and don't want to burn friendships, and talking it out hasn't exactly worked in the past with it ending that we agree to disagree about player and game expectations. The next one my friend is again taking the helm and has told us we are playing in his interpretation of the fey wilds. It is a realm of wild magic (an excuse to mess with casters a bunch) with all different kinds of fairies. We likely are going to get roped into some scenario where we owe them a favor to kick-start the plot. Plot wise I have no idea where we will go from there.
The current (tentative) group make up is 13th level
Bard 13
Paladin of Freedom 13
Homebrew Class which is essentially a spontaneous casting cleric with only non-damage dealing spells, including illusions 13
Warlock/Rogue 13 (Class makeup still being decided but that is what they are committing to. They will take darkstalker and sneak attack people from within their own darkness while not being able to be seen or detected.)
Here are some of the guidelines he has set
-Stats are two sets of standard with 1 floating re-roll. (Roll 7 stats, drop the lowest, create 2 sets, pick which one you want)
-Completes are allowed, as are most books including Tome of Battle and Tome of Magic
-No Factorum or artificer
-Evil Characters are allowed, although most of the party is going to be Good. The party has major hangups with enchantment and mind control, so I'd like to avoid that
-Enslavement of any kind is also a big "Nope" from the party and while the DM allows it, would intentionally throw hazards to make my life difficult. This is essentially a soft ban on Malconvoker and Thrallherd)
-Psionics are allowed and they use magic transparency rules
-Templates are allowed, but LA Buyoff likely is not.
-Flaws are banned
-Spot and Listen are combined into Perception, while Hide and Move Silently are combined into Stealth.
I'm afraid of wild magic messing with a lot of stuff for casters even though I kind of want to play one. I was considering Druid, Psionic Jade Phoenix Mage, Anima Mage, Initiate of the Sevenfold Veil, or even a Erudite. I want the power that if I need to break this game over my knee I have that ability in my back pocket (DM isn't exactly great with balancing encounters and it only had gotten worse the higher level we become) but exercise restraint and not whip out overkill in every scenario. I also favor diversifying my strength, as being a pure caster while powerful likely won't go great for me in wild magic should I start pulling out some major power moves.
Thanks all for the help.
So my friend is DMing an upcoming game with a group of semi-new players. They can be a somewhat difficult bunch to play with (SUPER rules lawyer-y. In fact one of the players is an actual lawyer irl. They are also anti-railroading and take RP really seriously that more often than not really gets them in trouble). This is our forth game together (third my friend is running) and each game lasts 6-12 sessions (a few months) depending on RP speed and how much we rail against the plot.
I like all these people and don't want to burn friendships, and talking it out hasn't exactly worked in the past with it ending that we agree to disagree about player and game expectations. The next one my friend is again taking the helm and has told us we are playing in his interpretation of the fey wilds. It is a realm of wild magic (an excuse to mess with casters a bunch) with all different kinds of fairies. We likely are going to get roped into some scenario where we owe them a favor to kick-start the plot. Plot wise I have no idea where we will go from there.
The current (tentative) group make up is 13th level
Bard 13
Paladin of Freedom 13
Homebrew Class which is essentially a spontaneous casting cleric with only non-damage dealing spells, including illusions 13
Warlock/Rogue 13 (Class makeup still being decided but that is what they are committing to. They will take darkstalker and sneak attack people from within their own darkness while not being able to be seen or detected.)
Here are some of the guidelines he has set
-Stats are two sets of standard with 1 floating re-roll. (Roll 7 stats, drop the lowest, create 2 sets, pick which one you want)
-Completes are allowed, as are most books including Tome of Battle and Tome of Magic
-No Factorum or artificer
-Evil Characters are allowed, although most of the party is going to be Good. The party has major hangups with enchantment and mind control, so I'd like to avoid that
-Enslavement of any kind is also a big "Nope" from the party and while the DM allows it, would intentionally throw hazards to make my life difficult. This is essentially a soft ban on Malconvoker and Thrallherd)
-Psionics are allowed and they use magic transparency rules
-Templates are allowed, but LA Buyoff likely is not.
-Flaws are banned
-Spot and Listen are combined into Perception, while Hide and Move Silently are combined into Stealth.
I'm afraid of wild magic messing with a lot of stuff for casters even though I kind of want to play one. I was considering Druid, Psionic Jade Phoenix Mage, Anima Mage, Initiate of the Sevenfold Veil, or even a Erudite. I want the power that if I need to break this game over my knee I have that ability in my back pocket (DM isn't exactly great with balancing encounters and it only had gotten worse the higher level we become) but exercise restraint and not whip out overkill in every scenario. I also favor diversifying my strength, as being a pure caster while powerful likely won't go great for me in wild magic should I start pulling out some major power moves.
Thanks all for the help.