TTRPG Tip! Players when making your characters, put together a short list of possible storyhooks. And even it isn't used as written, it can be still be helpful for your DM/GM/ST as possible ideas/inspirations.

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TTRPG Tip! Players when making your characters, put together a short list of possible storyhooks. And even it isn't used as written, it can be still be helpful for your DM/GM/ST as possible ideas/inspirations.

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OH I kept forgetting to ask -
Any DM tips for playing/creating an evil doppelganger type character of a PC?
The simple premise is that this doppelganger is being used by very powerful npc's to embarrass and blackmail the PC's father, but I can provide more context if needed
Need to make a last minute fantasy city/town?
I got just the trick for you. Exaggerate a city you’re already familiar with. A hometown? Capital? Friend’s town? Exaggerate it with fantastical elements and maybe even inside jokes. Not too long needs to pass before you got a convincing fantasy city.
A small rural town known for its flowers? A secluded village swallowed by giant boughs of wildflowers, where masterful but painstakingly traditional druids live.
A city with terrible potholes and construction that never ends? Make it a city built upon massive caverns and canyons, repairing the results of constant dangerous dragon attacks.
Detroit? A city of thieves, that upon entering, with each passing hour you yourself become more and more thief-like.
Really do this! Exaggerate more than one element, and you get a place even more unlike with what you started from.
Guys! I cracked the code! I wish I had any followers to share this magic revelation I had!
In D&D I love being a DM. I really do. With one exception.
Money.
Knowing how much a character should buy or sell something for is just way out of my grasp. For a rare item the price can be anywhere between five hundred and five THOUSAND. That’s a big difference! How am I supposed to know in between those two numbers what it should be?
I googled. And googled. And googled. Thinking *there must be a better way* and couldn’t find a single thing that made sense. Well me and two other DM friends got together and we figured it out. The magic system of pricing.
So first you take the pricing by magic item rarity in the DMG
Then you go to Xanathars and look at the Magic Item Tables to determine if the item is major or minor
Divide the prices in the rarity into major and minor. Major the higher half and minor the lower.
So that makes
Rare Minor - 500 - 2,500
Rare Major - 2,501 - 5,000
Very Rare Minor - 5,001 - 30,000
Very Rare Major - 30,001 - 50,000
Legendary Minor - 50,000 - 300,000
Legendary Major - 300,000 - 500,000
Then
THEN
It’s all up to a persuasion roll. Because let’s face it, what’s a fantasy shopping adventure of magic items without bartering and haggling?
So you divide the amounts into roll milestones. So a persuasion roll of 0-10 you pay the highest and 20+ you pay the lowest.
Like so:
Common Items: 1d6 x 10
Uncommon Items 1d6 x 100
Rare Minor:
0-9: 2,500
10-11: 2,100
12-14: 1,700
15-17: 1,300
18-19: 900
20+ : 500
Rare Major
0-9: 5,000
10-11: 4,600
12-14: 4,200
15-17: 3,800
18-19: 3,200
20+: 2,500
Very Rare Minor
0-9: 30,000
10-11: 25,000
12-14: 20,000
15-17: 15,000
18-19: 10,000
20+ : 5,000
Very Rare Major
0-9: 50,000
10-11: 45,000
12-14: 40,000
15-17: 35,000
18-19: 30,000
20+ : 25,000
Legendary
0-9: 250,000
10-11: 200,000
12-14: 150,000
15-17: 100,000
18+ : 50,000
Legendary Major
0-9: 500,000
10-11: 450,000
12-14: 400,000
15-17: 350,000
18-19: 300,000
20+ : 250,000
Seriously someone who is followed by a lot of D&D people find this shit and spread it! It’s so much easier and makes a million times more sense then anything I ever heard of before and i wish someone else would have thought of it sooner (or if someone else did that I had found it sooner)
Hi there!
I hope you're doing well. 🙂
My random question is (because I think you've mentioned DND) : For someone wanting to start playing dnd, what advice would you give?
Thank you for asking! Always exciting to see somebody else getting into D&D. I haven’t played as much as others, but hopefully this will help get the ball rolling.
First rule everyone should know: No D&D is better than bad D&D
We’re all here to have fun, so if you're not having fun then you should stop
It doesn’t even have to be because you’re having a problem with a person at the table, it could just be the story everyone is telling is just not one you want to participate it
We have a limited time on this earth, don’t force yourself to do something you don’t really want to do
Next, don't do a paid campaign for your first game
There are a lot of paid campaigns online and while I'm not opposed to the idea, you're still learning and so shouldn't have to pay for a DM
If you don't have somebody to play with in person, check out your local gaming store to see if anybody is running a game, failing that, roll20 and D&D Beyond forums are a good place to start
Once you find a group, make sure to communicate any boundaries or triggers you have early
This is a role playing game and depending on the game, things can get intense, so make sure you're at a table that will respect those boundaries
After that, talk to the DM as much as possible
DMs want you to ask about the story they're trying to make, you're not bothering them with questions, I promise you
If you're having trouble figuring out a backstory, they're the best person to ask; and if they're being cagey about helping you, that's red flag
Also, try to get to know the other people at the table before game time
If you're playing with strangers, you should have a session zero allowing everybody to chat and get a feel for each other
These are the people you're going to be telling this story with, take the time to listen to them and ask about their characters
This is collaborative story telling, so communication and listening to each other is essential
I'd also recommend starting with a low level campaign (levels 1-3) to get a grasp of the rules
Staring with a martial character (barbarian, fighter, rogue, or monk), might also be best too as you don't have to keep track of spells
Of course, if a martial class isn't fun for you, disregard, I'm sure you can figure it out
I'd also say that at the minimum you should buy The Player's Handbook. The rest can come with time and necessity
D&D Beyond is also a really good resource when it comes to character sheets and creation
Also, remember that the game you're going to play isn't going to be like a live play or Baldur's Gate
You're a bunch of nerds playing make believe with more math; chances are a lot of it is going to be derivative, and that's okay
So long as you and everyone else at the table is having fun, that's all that matters

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when building a D&D character, in addition to rolling for the usual stats, I always make sure to select one of three main personality traits: goofy, slutty, or Angry
Can't think of a traumatic backstory for ur dnd character?
Use ur own lore 😎
saturday d&d tip: although d&d discourages railroading, sometimes you just need to make the party take a long rest because they’re about to walk into a boss battle with no spell slots. to compromise, consider making the guardians of these areas something the players will find deeply unsettling and creepy, such as:
Swarming Bugs With Too Many Legs
A glittery, levitating white orb with an unidentifiable magic aura
Incel guards
A single, faceless mannequin that eerily resembles a party member
A pair of twins about the age of seven who speak in unison
A serene, elderly woman who knits in her rocking chair, apparently oblivious to the eldritch horrors amongst which she dwells
A friendly gatekeeper who, on closer inspection, is an incredibly lifelike marionette with an unseen controller
These and other options will surely induce paranoia, discomfort, and anxiety in your players, and they are far more likely to second-guess their plan to stroll casually into the next chamber.