How I do magic item shops: there is no inventory in the shop. You basically put money in a teleportation circle and they send your item after getting the money. You select the item you want by picking up an illusory version of it. The only person in the shop is a minimum wage employee who has no idea how any of this work.
I once had a rogue steal a magic sword but as soon he was out of the shop he smelled something absolutely disgusting and followed him everywhere finally after back to the hideout and identifying the sword turns out it was cursed to emit a stench that caused all in 15 feet to suffer disadvantage to attack and could be suppressed by remove curse for a day but could only be permanently dispelled by the shopkeeper.
1:08 Murder Hobo 2:49 Cat's got your tongue 4:50 The Lone Wolf 6:45 Sticky Fingers (not the rapper) I like that instead of just complaining about these play styles, this video does a good job of offering corrective action instead of banishment.
I'm glad you think so! Complaints are all valid of course, but I generally like to make sure I include some productive thoughts as well! Thanks for the comment :)
One of the main reason I really enjoy this channel. Instead of complaining about something being broken/unfair/not fun and just out right banning it Jetpak7 takes the time to actually think through his criticism and gives advice to best fix it instead of just taking it out all together.
I feel like the easiest way to get through the one about speaking is just to make a socially awkward character that way you can still speak from time to time without having to role-play all the time
I've played characters who can't speak in the past One of them was one of the most enjoyed members of the party in their game A Human Rogue/Fighter who was born into and raised in Slavery. She would often find herself stealing Food and stuff to take care of her family, where she was eventually caught. Her punishment left some permanent scarring externally, but caused enough internal damage to do take away her ability to speak Over the course of the campaign itself, she would be the person to offer support and kindness to those around her (occasionally to the frustration of others, when she would put herself in harm's way to aid then) I had fun playing her
I have been considering a similar character. He would be mute but very affectionate and caring for party members. I'm just concerned about how annoying his handicap would be for the DM and other players. It sounds like you had a positive experience.
our bard currently is being played by a mute woman, and ger character is mute. her character communicates through sign language (which we all know) or other methods, and her verbal components are her violin.
favorite character design. An animalistic lizardfolk half-dragon (completely based on Godzilla) the other players were concerned that he was going to be an uncommunicative lone wolf. Result: was a large lizard dragon that hated being alone and would follow the players everywhere cause he was afraid he or his new pack might get attacked and would throw 3-word sentences on everything he thought was interesting (usually mundane items he didn't understand. Result: giant reptilian pitbull who didn't understand how barrels worked.
I have a fun “Murder Hobo” character A character with rage problems who kills people constantly. But his rage is part of his personality. He’s not killing strangers, just people who are jerks to him and his friends. He can also bring up reasons why the party should kill people, if the party wants to just take out the BBEG and nobody else, he could point out “Okay. Then what? Are we just gonna wait until some of his friends come to kill us?”
I had a character who was sort of a mix of murder hobo and an anti lone wolf. They were a cannibalistic tabaxi Hexblade with an astounding 22 Str (DM's approval) and they would offer their kills in battle to their patron in exchange for "power". While with the party, he was also very simple minded and would occasionally wander off because, well, he was a cat and got curious since he was from a tabaxi tribe and not a city or town. The rest of the party would tell him not to wander off without someone with him, which then turned him into the party's pet essentially. He'd eagerly beg to go see something that caught his attention, and the party would take turns watching over him as he dragged them around for supervision. It got a lot of laughs with the shenanigans they would encounter from the dice rolls and roleplay. Once he was separated from the party in a dungeon by a trick wall that flipped him onto the other side, and the party freaked out trying to find the way to him. Meanwhile my tabaxi left a destructive path of skeletons, traps, and broken doors until at last they were all together again. He was super fun to play and goof around. The party would even use him as a means of interrogation by threatening to feed them to my character, lol.
Im putting together a character who’s on the edge of cat got your tongue character. In their backstory, they made a deal with an archfey as a starving child that they would “never hunger again” in exchange for service. True to their word, the character doesn’t need to eat or drink, and since they had no need for it, the fey took their mouth to suit their aesthetic preferences. My workaround is Kalashtar. The character is going to be severely limited at low levels due to the level-based range on that telepathy, but as they grow in power, it’ll be less of an issue, and they’ll never be completely incapable of communicating, and if they need to get someone’s attention further out, they still have vocal cords and can make noises to draw attention.
So I guess as a sign of agreement, the first thing I thought of when conceptualizing this character was “how do I make the communication difficulties work?”
I am currently playing a lone-wolf kind of character, They're Tabaxi twins who were raised by a cold hearted criminal who raised them in such a way that they barely have any emotions or emotional understanding. Their morals focus on survival, doing whatever needs to be done to make sure you get to see another day regardless of how much damage you've dealt to others. And surviving, in their eyes, is easier when you're on your own So the twins are closed off, cold, manipulative, judgmental and untrusting of the party, but one of the twins longs for a bond with someone to find a friendly or even a family figure, while the other is just looking for someone to entertain him during the task he's doing for the money and his reputation, using the party as decoys, confusing them and messing with the naive and good-hearted character in our party just cause he can. They won't abandon the quests they're given but the twins want to be on their own path again once it's done and are quick to abandon aspects of plans if they see a better fit. This has worked out rather well for me though, and the twins are working out with the party and my players rather well ^^
I'm playing a lone-wolf blood hunter named Orion who's family was killed by vampires. He and his younger brother survived the massacre but were left in the wilderness. Eventually they join society but Orion cant settle down and gets himself exiled for deserting. So now he's joined the party so he can help more people and while he can be a pain in the ass hes also helpful and kind, he just has a weird way of showing it.
There are a lot of assumptions made about making a mute character, and it's pretty ableist honestly. Just because a character is mute does not meant the player is uncomfortable roleplaying. Sometimes it's to do with something in the backstory that caused it, sometimes it's supposed to be a different way to interact with the world so that if they ever communicate verbally it is actually noticed, and sometimes it's supposed to be a character hang up that eventually the character can grow beyond. There's even an argument about it just being a part of the character and that the character doesn't need to have verbal communication as the end goal. Also, writing something down or using minor illusion/prestidigitation to create signs to communicate doesn't somehow invalidate a character's mute state. If anything it draws attention to it while still being able to communicate through their character, and contrary to what you have seen this *does* actually provide a different angle to roleplay rather than it making the player withdraw into themselves. The reason why I say that it's ableist to say that communication besides verbal communication is a problem is because, well, communication doesn't have to be verbal. Language doesn't have to be verbal. And if someone is mute, deaf, or otherwise unable to verbally communicate irl, they *do* actually find other ways to communicate with people. It's valid, and they, along with their way of communicating, should be embraced rather than looked at as a problem. By saying people shouldn't create mute characters in D&D, you're inadvertently excluding a lot of people who find themselves unable to verbally communicate most of the time.
@@KA05_00 And what's the problem with that in this case? It was just one of a few examples of potential reasons a character is mute, and the reason doesn't have to be "the player is withdrawing into themselves and not wanting to rp."
I think one of the greatest monsters from the monster manual i wish i saw used more are oni. Literally the boogeyman. They take the form of humanoids during the day to find victims. Gaining their trust only you betray them when night falls. And once your character finds out about them, they would be almost paranoid of new people in towns. Disguising themselves as common folk in a village or town, Oni are just great. Ive never really seen them used anywhere before.
Back in 2E, I played a Korobuku(asian dwarf) wizard, he could talk, but only in his own language! It made sense sense when i played him, i had my jaw wired shut and nobody could really understand me anyways!
Hmm. Have a idea re: The Cat got your tongue. Maybe let them do a Wookie or Groot type character. They can talk to the other players, but no NPC’s can understand them so they don’t need to roleplay. When there is an NPC, the other party members talk for them.
i've done once a "cat got your thongue" character once and it was very good. As you said sometime you just interpret what he is going to say but try to find a way to comunicate and understand it but this is part of the fun of the character. Off course is not something you must have for the entire campaign, at some point you should give the guy a voice but it's fun at the beginning.
One I made was a insane bard that believes he is helping the party but actually hurting them, eventually tries to get back at the party for kicking him out (was never a member of the party but believed he was) attempts to “help” the enemy only to hinder them instead
One thing I would add to the Rouge who has to steal everything they see type, is the steal everything that is valuable (gems, jewelry, & gold), and magic items they didn't end up with themselves. from other party members. Greedy players like this can ruin a fun campaign fast. If you put them in check, or kick them out you may loose good players from the table / game.
I have literally had an entire party of murder hobos all at the same time.. what a treat that was. They were all quite upset when I ended that campaign early.
I'd say one way to kind of fix the whole "rouge pick pocketing everyone and stealing everything etc" is mostly to think about your settings economy in terms of "how much money do people earn a day", in most cases a fisherman or someone along those lines (depending on the setting) may only earn a few copper a day if they're fishing close to home or maby even a silver if they're lucky. With this knowledge think about the average a regular person may hold (lets say 5 copper or so) and make the player roll for how many people they pickpocket and then if they get caught or not, this way there is still risk involved and the player is gaining something but its not gonna pay for a boatload of items considering the inhabitants don't just carry gold all the time and would most likely decide to keep their money at home for when they have to pay their rent etc, only taking out small amounts for when they want to drink etc. If the player decides "I'm going to check for anyone that seems to have lots of money so i can steal it", roll to see if they find anyone and then its up to you, the person could have lots of power and so will have bodyguards near them in order to ensure none is going to attack them or it could be just a rich noble collecting their earnings for the day. Having it be 1 encounter that they steal from makes it much easier to manage how much gold they gain I would imagine. If anyone reads this I'm up for feedback, I haven't experienced this player much in any of my games and so i never really see the rouge wanting to steal as in issue so far but this is mostly due to my lack of experience haha.
I've encountered some of these, I've also encountered DMs that ruin games. I had a group of friends we all rolled together, one volunteered to be DM and it started off okay but eventually he just continually rained down misery on one friend over and over and it wasn't fun anymore. The player getting shit on wasn't annoying or pulling any bullshit, DM was just a jackass that took the fun out of the game.
For reference, the two friends in person had no issues. Also the DM was repeatedly offered opportunities to roll a character if he so chose before and after he volunteered to be DM himself; so he wasn't being salty over not being a player. A few of us tried counteracting his bullshit and helping our party member but even then he made that a chore.
I played as a guest in a game where the players were all murder hobos. The DM was an old friend and I pulled him aside and said “why are you letting them do this? The whole party is basically chaotic evil because every time they act forgiving, you punish them for it. I’m not playing that way. Kill my character if you need to, but I’m just going to let them kill every one that where’s a badge from the other side.”
The games I play in are divided up into plot driven games the DM sets up and Downtime sessions. Gives the DMs the chance to give more of the reigns to the players during downtime’s. We have name generators available, along with various tables to roll on. It’s heavily based on the Xanathars downtime activities mixed with the hamunds harvesting handbooks.
Sticky fingers - I'd always assumed that certain types of items in fantasy worlds would be being made only on commission, and thus would not usually available to be stolen from shops. Eg, for high-quality armor, the armorer would be working to someone's specific measurements and getting it delivered to its buyer when it's done, and I'd assumed it would much the same deal for items like magic armors or clothing, magic weapons, or basically anything that would 1) be tailored to a specific person's body or magic or 2) be rare enough that only a few potential buyers even exist. More common/less tailored items like some extra rope or possibly even some low-level potions might be available for characters that are dead-set on stealing though. Naturally, the more money a shop brings in with its merchandise, the better security it tends to have.
Never played with any of those type but I played with Lori... A player who through action, in action (willing to let half the party die to a Hellfire weapon), greed and basically being a Evil character have land him on my PC enemy list permanent, their are nothing Lori can ever get off that list.
Good video two other kinds I have played with that to me make the game not fun. First is the player who tries to take all party loot for themselves even if it doesn’t go with that character. I have played in a couple of games where a player feels like they need everything and it really does get annoying. 2 the caster that AOE spells and doesn’t care if it hits his party members to me this is just frustrating. When a player either doesn’t know what his spells do or just doesn’t care cause it looks and sounds cool. Good video these are just a couple I could think of.
I made my owl fursona to possibly double as a dnd/pathfinder character and I have him mute in canon but as a middle ground, he has a pet slime familiar who he can speak telepathically through when they're in physical contact with
We have a player who rolls intimidate against everyone. Town guard captains, enemies, helpful merchants. I keep warning him "this town is 4 levels higher than us. Just one good slash from a guard could very well kill one of us"
I had one player who wanted to kill off everyone in the group and there's one rule that I always use cuz I don't like players killing off players so I made it so if someone tries attacking the other player and it wasn't an accident the person who was attacking gets hurt instead
I have extreme anxiety and cant really roleplay or talk...i get super nervous and my characters would reflect this, my friends have made it a rule im never allowed to play DnD with them unless I get over it. and have told me no one else will allow that at their table either. so Ive stopped trying to play DnD all together. but I hope one day i can play again....maybe.
My suggestion to you is to find a DM and party who understands your struggle and is willing to Help you with it. As a fellow anxious wreck I can say that a group who is supportive and understanding does Worlds of good and I hope you find that
4:00 I've been thinking of playing a character who only speaks sign language. I would of course have to talk to the DM to make sure there is a character in the party who speaks sign language. Or even exchange my languages for being allowed to teach sign languages to other PCs. But I am not unfomfortable with RPing, the reason I would is to force me not to be the face of the party which I often default to otherwise.
Geezer here.... Really..... Murder hobos are easy. Let the law catch up. The tactically and strategically incompetent can be replaced. Mute.... Let the kid have some time to poke out. Lone Wolf... Give them some time and a good lesson in why groups are more effective. Sticky Fingers.... See murder hobo. Game on.
Definitely! My only concern with sicking the guards on the murder hobo is that it can end up being trouble for the whole party, but if it works it works!
@@Jetpack7 This depends on world build, justice system and so on. But will mainly be determined by the rest of the party. Decades back the party had a play book. Game on.
For Murder-Hobos and Sticky-Fingers 1) Set a Bounty - they will be hunted and/or caught. Especially if they crossed the wrong NPC. 2) Set Realistic Consequences - they will be captured, imprisoned and/or killed. 3) Party Involvement - explain to them that attempting to free their ally will make them criminals too. ---a) Party decides not to free their ally --> briefly narrate the end of the criminal-PC's story, then tell them: "Roll up another character" ---b) Party decides to help their ally --> you got (2) choices: -------1) Go with it and change the tone of your campaign. -------2) Explain to the players that that isn't the type of campaign you want to run and that it will mean the story end of those characters. Overall, as a DM this is a good learning experience. Realistically running NPCs that try to hunt down a character to bring them to justice is a good World Building exercise.
1) is ok, the rest are just way too harsh. Why would you want to kill-off your pc's for something so petty? Why would you change your campaign just to accommodate bad behaviour? Punish the bad behaviour, repeatedly, but let the players learn from it.
Punish the bad behavior, repeatedly? If murder-hobo is the player's default behavior, then I'll ask them to leave, and won't bother with any of the Steps I laid out. lol If they happened to create a character that does shady shit, then setting realistic consequences is usually welcomed by that player. Why make a criminal, if you don't want to explore what it means to be a criminal in my world? Bounties on your head are cool! The extra threat can make it feel like a very immersive and dangerous world. But it also has to be okay with the rest of the group. Which means Step 3 is important. It's very similar to the decision a party has to make when one player decides to scream 'Leeroy Jenkins' and haphazardly runs into a kill zone. Sometimes the rest of the party had enough and just let the idiot run into their death. Which seems like a realistic consequence to me. A mature player will say: "Yeah, Gengis was a bit too reckless and died for it. My next character will tone that down."
@@mark_sturzbecher Things like this would be sorted-out at session zero. If a pc becomes a murder-hobo due to in-game events and it's agreed with the dm, that can be a useful plot device for the campaign as the consequences keep coming. There could be a redemption arc or they could become a villain for the party to deal with. I don't like murder-hobos anyway, so if they start to pull that early-on have a chat with them out of game and settle it or kick them.
GuardS, town guards, and the guard captain.That's how I run my games. Think GTA, you cause enough fuss, I will roll 10d20 initiative and have you fight the police force. That's a promise and not a threat.
Sticky fingers.... In my worlds the people with money guard it well and the shops with magic items use magic traps / creatures to guard them spells like "alarm" and "Mordenkainen’s Faithful Hound" make extremely easy ways to stop any would be theft... And with a bit of storry telling creatures like gargoyles and shadows also make for amazing deturants
I cant voice act but I put in more effort into actions and what im saying rather than voice act my characters age, gender, and any accents they might have
Just murder the murder hobo back. Defenseless looking old people npc's could be high level casters or fighters, "I was a town guard for 28 years, young man". Or that poor looking npc with no weapons and armor might just be a monk. You don't necessarily have to off there character but waking up in jail with hardly any money left, missing equipment, and beaten to an inch of their life.. they're catch on.
A very problematic player character archetype (that is somewhat encouraged by the rules of 5e and therefore can be a trap for well-meaning players) is the "better at all relevant skills than you"-character. This is a character that has proficiency in every relevant out-of-combat skill and is likely better at most of them than the rest of the party (because of Expertise, Reliable Talent or similar features). This is annoying because everyone at the table knows that this character *should* pretty much do everything out of combat to achieve the best results - leading to everybody else taking a backseat during conversations, investigations etc.
Where's your Long Game, man? . A thief needs challenged! - or, give him XP for the attempt when it fails. Also, a repeat offense could easily be countered with a cursed item. Don't even tell the PCs it's cursed - but have a certain "type" of monster continually attack the PC...stirge...Nyads...or infestations oc tot grub in a book he steals...or -2 to hit WHEN WIELDED BY THIEF...if the PCs figure out your 1st ruse, counter with undue fatigue to anyone with stolen goods....man, there is NO SUCH THING as a bad PC - a bad Game Manager kills the Game FAST.
Hahaha if you think a Bard is one of the worst characters, you're going to love the video coming out on the 2nd. It may or may not be all about the Bard...
I had an anti edgelord. Edgy backstory but was all about trying to bond with people.
The best kind of character, the cutest one
That's sick as hell
I had a character who had a edgy backstory because of which he had abandonment and co-dependency issues, making him clingy but nice
How I do magic item shops: there is no inventory in the shop. You basically put money in a teleportation circle and they send your item after getting the money. You select the item you want by picking up an illusory version of it.
The only person in the shop is a minimum wage employee who has no idea how any of this work.
That is amazing
That is sad, yet innovative and, probably realistic, considering that magic exists.
I once had a rogue steal a magic sword but as soon he was out of the shop he smelled something absolutely disgusting and followed him everywhere finally after back to the hideout and identifying the sword turns out it was cursed to emit a stench that caused all in 15 feet to suffer disadvantage to attack and could be suppressed by remove curse for a day but could only be permanently dispelled by the shopkeeper.
That's one way to do it! The Curse of the Stinky Sword sounds like a great arc. LOL
I mean that is actually useful if you can play around it.
1:08 Murder Hobo
2:49 Cat's got your tongue
4:50 The Lone Wolf
6:45 Sticky Fingers (not the rapper)
I like that instead of just complaining about these play styles, this video does a good job of offering corrective action instead of banishment.
I'm glad you think so! Complaints are all valid of course, but I generally like to make sure I include some productive thoughts as well!
Thanks for the comment :)
@@Jetpack7 keep up the good work.
One of the main reason I really enjoy this channel. Instead of complaining about something being broken/unfair/not fun and just out right banning it Jetpak7 takes the time to actually think through his criticism and gives advice to best fix it instead of just taking it out all together.
I feel like the easiest way to get through the one about speaking is just to make a socially awkward character that way you can still speak from time to time without having to role-play all the time
Alternative, if you can find another player to go along, have him be your translator of sorts. Think of Chewbacca and Han Solo.
I've played characters who can't speak in the past
One of them was one of the most enjoyed members of the party in their game
A Human Rogue/Fighter who was born into and raised in Slavery. She would often find herself stealing Food and stuff to take care of her family, where she was eventually caught.
Her punishment left some permanent scarring externally, but caused enough internal damage to do take away her ability to speak
Over the course of the campaign itself, she would be the person to offer support and kindness to those around her (occasionally to the frustration of others, when she would put herself in harm's way to aid then)
I had fun playing her
I have been considering a similar character. He would be mute but very affectionate and caring for party members. I'm just concerned about how annoying his handicap would be for the DM and other players.
It sounds like you had a positive experience.
our bard currently is being played by a mute woman, and ger character is mute. her character communicates through sign language (which we all know) or other methods, and her verbal components are her violin.
favorite character design. An animalistic lizardfolk half-dragon (completely based on Godzilla) the other players were concerned that he was going to be an uncommunicative lone wolf. Result: was a large lizard dragon that hated being alone and would follow the players everywhere cause he was afraid he or his new pack might get attacked and would throw 3-word sentences on everything he thought was interesting (usually mundane items he didn't understand. Result: giant reptilian pitbull who didn't understand how barrels worked.
I had a goblin that only spoke goblin and not common... it got old real quick and they only lasted 3 sessions.
I have a fun “Murder Hobo” character
A character with rage problems who kills people constantly. But his rage is part of his personality. He’s not killing strangers, just people who are jerks to him and his friends. He can also bring up reasons why the party should kill people, if the party wants to just take out the BBEG and nobody else, he could point out “Okay. Then what? Are we just gonna wait until some of his friends come to kill us?”
I had a character who was sort of a mix of murder hobo and an anti lone wolf. They were a cannibalistic tabaxi Hexblade with an astounding 22 Str (DM's approval) and they would offer their kills in battle to their patron in exchange for "power". While with the party, he was also very simple minded and would occasionally wander off because, well, he was a cat and got curious since he was from a tabaxi tribe and not a city or town. The rest of the party would tell him not to wander off without someone with him, which then turned him into the party's pet essentially.
He'd eagerly beg to go see something that caught his attention, and the party would take turns watching over him as he dragged them around for supervision. It got a lot of laughs with the shenanigans they would encounter from the dice rolls and roleplay. Once he was separated from the party in a dungeon by a trick wall that flipped him onto the other side, and the party freaked out trying to find the way to him. Meanwhile my tabaxi left a destructive path of skeletons, traps, and broken doors until at last they were all together again.
He was super fun to play and goof around. The party would even use him as a means of interrogation by threatening to feed them to my character, lol.
Im putting together a character who’s on the edge of cat got your tongue character. In their backstory, they made a deal with an archfey as a starving child that they would “never hunger again” in exchange for service. True to their word, the character doesn’t need to eat or drink, and since they had no need for it, the fey took their mouth to suit their aesthetic preferences.
My workaround is Kalashtar. The character is going to be severely limited at low levels due to the level-based range on that telepathy, but as they grow in power, it’ll be less of an issue, and they’ll never be completely incapable of communicating, and if they need to get someone’s attention further out, they still have vocal cords and can make noises to draw attention.
So I guess as a sign of agreement, the first thing I thought of when conceptualizing this character was “how do I make the communication difficulties work?”
I am currently playing a lone-wolf kind of character, They're Tabaxi twins who were raised by a cold hearted criminal who raised them in such a way that they barely have any emotions or emotional understanding. Their morals focus on survival, doing whatever needs to be done to make sure you get to see another day regardless of how much damage you've dealt to others. And surviving, in their eyes, is easier when you're on your own
So the twins are closed off, cold, manipulative, judgmental and untrusting of the party, but one of the twins longs for a bond with someone to find a friendly or even a family figure, while the other is just looking for someone to entertain him during the task he's doing for the money and his reputation, using the party as decoys, confusing them and messing with the naive and good-hearted character in our party just cause he can.
They won't abandon the quests they're given but the twins want to be on their own path again once it's done and are quick to abandon aspects of plans if they see a better fit.
This has worked out rather well for me though, and the twins are working out with the party and my players rather well ^^
I'm playing a lone-wolf blood hunter named Orion who's family was killed by vampires. He and his younger brother survived the massacre but were left in the wilderness.
Eventually they join society but Orion cant settle down and gets himself exiled for deserting.
So now he's joined the party so he can help more people and while he can be a pain in the ass hes also helpful and kind, he just has a weird way of showing it.
There are a lot of assumptions made about making a mute character, and it's pretty ableist honestly. Just because a character is mute does not meant the player is uncomfortable roleplaying. Sometimes it's to do with something in the backstory that caused it, sometimes it's supposed to be a different way to interact with the world so that if they ever communicate verbally it is actually noticed, and sometimes it's supposed to be a character hang up that eventually the character can grow beyond. There's even an argument about it just being a part of the character and that the character doesn't need to have verbal communication as the end goal. Also, writing something down or using minor illusion/prestidigitation to create signs to communicate doesn't somehow invalidate a character's mute state. If anything it draws attention to it while still being able to communicate through their character, and contrary to what you have seen this *does* actually provide a different angle to roleplay rather than it making the player withdraw into themselves.
The reason why I say that it's ableist to say that communication besides verbal communication is a problem is because, well, communication doesn't have to be verbal. Language doesn't have to be verbal. And if someone is mute, deaf, or otherwise unable to verbally communicate irl, they *do* actually find other ways to communicate with people. It's valid, and they, along with their way of communicating, should be embraced rather than looked at as a problem. By saying people shouldn't create mute characters in D&D, you're inadvertently excluding a lot of people who find themselves unable to verbally communicate most of the time.
Its not ableist. This a game. If the DM doesnt want that then its not allowed.
@@zerotoanime3953 I'm saying the dude's opinions on mute characters, and stressing that people don't play them, goes into ableist territory.
You can’t use their backstory as justification for why the player would do it because the backstory is made by the player
@@KA05_00 And what's the problem with that in this case? It was just one of a few examples of potential reasons a character is mute, and the reason doesn't have to be "the player is withdrawing into themselves and not wanting to rp."
This makes me want to play a mute lone wolf murderhobo thief.
Basically the Story's villain then lmao.
2:48 How do you play a good character when you are a Kenku than?
I think one of the greatest monsters from the monster manual i wish i saw used more are oni. Literally the boogeyman. They take the form of humanoids during the day to find victims. Gaining their trust only you betray them when night falls. And once your character finds out about them, they would be almost paranoid of new people in towns. Disguising themselves as common folk in a village or town, Oni are just great. Ive never really seen them used anywhere before.
Matt Mercer used one to great effect on Campaign 2 of CR. But i agree, I'd love to use one!
Interesting. Never knew that. Personally dont watch cr myself
@@drewharner3387 it's definitely a commitment so i can't fault you there. But the Oni was terrifying both in character and action.
Oni are an awesome creature, and often under utilized by being shoved only into combat. Thank you for the suggestion!
Absolutely love the oni. CR's oni was absolutely amazing.
Spoilers C2E26:
RIP Mollymauk. Long may he reign.
Back in 2E, I played a Korobuku(asian dwarf) wizard, he could talk, but only in his own language! It made sense sense when i played him, i had my jaw wired shut and nobody could really understand me anyways!
Hmm. Have a idea re: The Cat got your tongue.
Maybe let them do a Wookie or Groot type character. They can talk to the other players, but no NPC’s can understand them so they don’t need to roleplay. When there is an NPC, the other party members talk for them.
my character is mute but has a being that does the talking for her
The problem with trying not to be mute is
When your favorite race is kenku
i've done once a "cat got your thongue" character once and it was very good.
As you said sometime you just interpret what he is going to say but try to find a way to comunicate and understand it but this is part of the fun of the character.
Off course is not something you must have for the entire campaign, at some point you should give the guy a voice but it's fun at the beginning.
One I made was a insane bard that believes he is helping the party but actually hurting them, eventually tries to get back at the party for kicking him out (was never a member of the party but believed he was) attempts to “help” the enemy only to hinder them instead
One thing I would add to the Rouge who has to steal everything they see type, is the steal everything that is valuable (gems, jewelry, & gold), and magic items they didn't end up with themselves. from other party members. Greedy players like this can ruin a fun campaign fast. If you put them in check, or kick them out you may loose good players from the table / game.
Oh yeah, absolutely. Stealing from party members is a big no-no at my table unless the players have discussed it beforehand.
And I'm dealing with one right now
@@kb9qne163 yo how did that go
@@thefalling6999 there is no good way to deal with it, but I have Madd some fun things to mess with him.
@@kb9qne163 better than nothing
I have literally had an entire party of murder hobos all at the same time.. what a treat that was. They were all quite upset when I ended that campaign early.
I'd say one way to kind of fix the whole "rouge pick pocketing everyone and stealing everything etc" is mostly to think about your settings economy in terms of "how much money do people earn a day", in most cases a fisherman or someone along those lines (depending on the setting) may only earn a few copper a day if they're fishing close to home or maby even a silver if they're lucky. With this knowledge think about the average a regular person may hold (lets say 5 copper or so) and make the player roll for how many people they pickpocket and then if they get caught or not, this way there is still risk involved and the player is gaining something but its not gonna pay for a boatload of items considering the inhabitants don't just carry gold all the time and would most likely decide to keep their money at home for when they have to pay their rent etc, only taking out small amounts for when they want to drink etc. If the player decides "I'm going to check for anyone that seems to have lots of money so i can steal it", roll to see if they find anyone and then its up to you, the person could have lots of power and so will have bodyguards near them in order to ensure none is going to attack them or it could be just a rich noble collecting their earnings for the day. Having it be 1 encounter that they steal from makes it much easier to manage how much gold they gain I would imagine.
If anyone reads this I'm up for feedback, I haven't experienced this player much in any of my games and so i never really see the rouge wanting to steal as in issue so far but this is mostly due to my lack of experience haha.
I've encountered some of these, I've also encountered DMs that ruin games. I had a group of friends we all rolled together, one volunteered to be DM and it started off okay but eventually he just continually rained down misery on one friend over and over and it wasn't fun anymore. The player getting shit on wasn't annoying or pulling any bullshit, DM was just a jackass that took the fun out of the game.
For reference, the two friends in person had no issues. Also the DM was repeatedly offered opportunities to roll a character if he so chose before and after he volunteered to be DM himself; so he wasn't being salty over not being a player. A few of us tried counteracting his bullshit and helping our party member but even then he made that a chore.
I played as a guest in a game where the players were all murder hobos. The DM was an old friend and I pulled him aside and said “why are you letting them do this? The whole party is basically chaotic evil because every time they act forgiving, you punish them for it. I’m not playing that way. Kill my character if you need to, but I’m just going to let them kill every one that where’s a badge from the other side.”
The games I play in are divided up into plot driven games the DM sets up and Downtime sessions.
Gives the DMs the chance to give more of the reigns to the players during downtime’s. We have name generators available, along with various tables to roll on. It’s heavily based on the Xanathars downtime activities mixed with the hamunds harvesting handbooks.
Sticky fingers - I'd always assumed that certain types of items in fantasy worlds would be being made only on commission, and thus would not usually available to be stolen from shops. Eg, for high-quality armor, the armorer would be working to someone's specific measurements and getting it delivered to its buyer when it's done, and I'd assumed it would much the same deal for items like magic armors or clothing, magic weapons, or basically anything that would 1) be tailored to a specific person's body or magic or 2) be rare enough that only a few potential buyers even exist. More common/less tailored items like some extra rope or possibly even some low-level potions might be available for characters that are dead-set on stealing though. Naturally, the more money a shop brings in with its merchandise, the better security it tends to have.
Never played with any of those type but I played with Lori... A player who through action, in action (willing to let half the party die to a Hellfire weapon), greed and basically being a Evil character have land him on my PC enemy list permanent, their are nothing Lori can ever get off that list.
Oof yeah, that’s like an Evil lone world. Party traitors are such a difficult topic to get right in a campaign!
Good video two other kinds I have played with that to me make the game not fun. First is the player who tries to take all party loot for themselves even if it doesn’t go with that character. I have played in a couple of games where a player feels like they need everything and it really does get annoying. 2 the caster that AOE spells and doesn’t care if it hits his party members to me this is just frustrating. When a player either doesn’t know what his spells do or just doesn’t care cause it looks and sounds cool. Good video these are just a couple I could think of.
Also just had another thought or perhaps a book suggestion? What about a book full of items with the focus of the book being prices of items?
I made my owl fursona to possibly double as a dnd/pathfinder character and I have him mute in canon but as a middle ground, he has a pet slime familiar who he can speak telepathically through when they're in physical contact with
We have a player who rolls intimidate against everyone. Town guard captains, enemies, helpful merchants. I keep warning him "this town is 4 levels higher than us. Just one good slash from a guard could very well kill one of us"
What about the "works alone for the sake of the party" loner (ala Dissidia!Squall).
I had one player who wanted to kill off everyone in the group and there's one rule that I always use cuz I don't like players killing off players so I made it so if someone tries attacking the other player and it wasn't an accident the person who was attacking gets hurt instead
I have extreme anxiety and cant really roleplay or talk...i get super nervous and my characters would reflect this, my friends have made it a rule im never allowed to play DnD with them unless I get over it. and have told me no one else will allow that at their table either. so Ive stopped trying to play DnD all together. but I hope one day i can play again....maybe.
My suggestion to you is to find a DM and party who understands your struggle and is willing to Help you with it. As a fellow anxious wreck I can say that a group who is supportive and understanding does Worlds of good and I hope you find that
4:00 I've been thinking of playing a character who only speaks sign language. I would of course have to talk to the DM to make sure there is a character in the party who speaks sign language. Or even exchange my languages for being allowed to teach sign languages to other PCs.
But I am not unfomfortable with RPing, the reason I would is to force me not to be the face of the party which I often default to otherwise.
Most I've played with have been great. The few I had issues with wanted to cheat their rolls.. I don't have a tolerance for that.
Geezer here....
Really.....
Murder hobos are easy. Let the law catch up. The tactically and strategically incompetent can be replaced.
Mute.... Let the kid have some time to poke out.
Lone Wolf... Give them some time and a good lesson in why groups are more effective.
Sticky Fingers.... See murder hobo.
Game on.
Definitely! My only concern with sicking the guards on the murder hobo is that it can end up being trouble for the whole party, but if it works it works!
@@Jetpack7 This depends on world build, justice system and so on. But will mainly be determined by the rest of the party.
Decades back the party had a play book.
Game on.
For Murder-Hobos and Sticky-Fingers
1) Set a Bounty - they will be hunted and/or caught. Especially if they crossed the wrong NPC.
2) Set Realistic Consequences - they will be captured, imprisoned and/or killed.
3) Party Involvement - explain to them that attempting to free their ally will make them criminals too.
---a) Party decides not to free their ally --> briefly narrate the end of the criminal-PC's story, then tell them: "Roll up another character"
---b) Party decides to help their ally --> you got (2) choices:
-------1) Go with it and change the tone of your campaign.
-------2) Explain to the players that that isn't the type of campaign you want to run and that it will mean the story end of those characters.
Overall, as a DM this is a good learning experience. Realistically running NPCs that try to hunt down a character to bring them to justice is a good World Building exercise.
1) is ok, the rest are just way too harsh. Why would you want to kill-off your pc's for something so petty? Why would you change your campaign just to accommodate bad behaviour? Punish the bad behaviour, repeatedly, but let the players learn from it.
Punish the bad behavior, repeatedly?
If murder-hobo is the player's default behavior, then I'll ask them to leave, and won't bother with any of the Steps I laid out. lol
If they happened to create a character that does shady shit, then setting realistic consequences is usually welcomed by that player. Why make a criminal, if you don't want to explore what it means to be a criminal in my world?
Bounties on your head are cool! The extra threat can make it feel like a very immersive and dangerous world.
But it also has to be okay with the rest of the group. Which means Step 3 is important.
It's very similar to the decision a party has to make when one player decides to scream 'Leeroy Jenkins' and haphazardly runs into a kill zone. Sometimes the rest of the party had enough and just let the idiot run into their death.
Which seems like a realistic consequence to me. A mature player will say: "Yeah, Gengis was a bit too reckless and died for it. My next character will tone that down."
@@mark_sturzbecher Things like this would be sorted-out at session zero. If a pc becomes a murder-hobo due to in-game events and it's agreed with the dm, that can be a useful plot device for the campaign as the consequences keep coming. There could be a redemption arc or they could become a villain for the party to deal with. I don't like murder-hobos anyway, so if they start to pull that early-on have a chat with them out of game and settle it or kick them.
Murder Hobo...meet the town guard. Time to pay for your crimes.
GuardS, town guards, and the guard captain.That's how I run my games. Think GTA, you cause enough fuss, I will roll 10d20 initiative and have you fight the police force. That's a promise and not a threat.
bold of you to assume a murderhobbo isnt there specificaly to watch the world burn
Forgot about the Anti-Murder hobo, aka Captain Useless
Sticky fingers.... In my worlds the people with money guard it well and the shops with magic items use magic traps / creatures to guard them spells like "alarm" and "Mordenkainen’s Faithful Hound" make extremely easy ways to stop any would be theft... And with a bit of storry telling creatures like gargoyles and shadows also make for amazing deturants
MadNitro Yes Faithful Hound is an incredible spell for defending a shop!
keep it up
I cant voice act but I put in more effort into actions and what im saying rather than voice act my characters age, gender, and any accents they might have
Another Topshelf video!
Just murder the murder hobo back. Defenseless looking old people npc's could be high level casters or fighters, "I was a town guard for 28 years, young man". Or that poor looking npc with no weapons and armor might just be a monk.
You don't necessarily have to off there character but waking up in jail with hardly any money left, missing equipment, and beaten to an inch of their life.. they're catch on.
My brother wants to be a murder hobo he things milestone leveling is pointless and exp leveling is the only realistic way to grow
A very problematic player character archetype (that is somewhat encouraged by the rules of 5e and therefore can be a trap for well-meaning players) is the "better at all relevant skills than you"-character. This is a character that has proficiency in every relevant out-of-combat skill and is likely better at most of them than the rest of the party (because of Expertise, Reliable Talent or similar features).
This is annoying because everyone at the table knows that this character *should* pretty much do everything out of combat to achieve the best results - leading to everybody else taking a backseat during conversations, investigations etc.
Don't forget the Copulation Specialist.
Like scanlan from critical roll ^^
my sis is a murder hobo lol
Where's your Long Game, man?
.
A thief needs challenged! - or, give him XP for the attempt when it fails. Also, a repeat offense could easily be countered with a cursed item. Don't even tell the PCs it's cursed - but have a certain "type" of monster continually attack the PC...stirge...Nyads...or infestations oc tot grub in a book he steals...or -2 to hit WHEN WIELDED BY THIEF...if the PCs figure out your 1st ruse, counter with undue fatigue to anyone with stolen goods....man, there is NO SUCH THING as a bad PC - a bad Game Manager kills the Game FAST.
My thoughts when I read “ worst characters “ Bard, half-orc, drow, dragonborn, tiefling,
Hahaha if you think a Bard is one of the worst characters, you're going to love the video coming out on the 2nd. It may or may not be all about the Bard...