AFAIK they all rolled for stats and Matt has a mulligan that let them reroll if the sum of all scores was lower than a certain number.
This is a pretty standard way to do it when rolling stats. Colville does the same thing.
I also agree that whether a set of characters is "OP" depends on the campaign.
Also, pretty much all D&D characters become insanely powerful by the time you get into the teen levels. It's one of the reasons many campaigns end around level 13-15... it becomes increasingly hard to challenge characters who have stats like that.
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BioWizard
I no longer post to the forums -- PM me if you need help or anything.
The main difference between Wildemount and Forgotten Realms is that it's less populated. You can run your campaign in FR and basically never invent any NPC or custom places and you will still be fine because there is so much material. In comparison, Wildemount leaves much more to the DM. It's less "magical" and the overall level of the world is much lower than FR (you will not find many ancient beings oficially existing unless you decide to put them there). The political division is clearer - less cities with enormous individual power like Baldur's Gate or Waterdeep, the power lies with empires. Speaking of which, drow (Kryn dynasty) do not dwell strictly under ground and are very different than those in FR.
The base is similar though. There are striking parallels to FR (Age of Arcanum reminds of Netheril, flying cities etc.), there was a time where gods walked the earth (though not forced, like in FR).
It's simpler and cleaner, waiting to be populated. FR is for lore enthusiasts. You will not find that one "defining" feature (like "magic trains of Eberron) for example).
Random question since you guys seem to know about Critical Role
Is Explorer’s Guide to Wildemount any good? How is it different from a “regular” High fantasy world like Forgotten Realms?
I don't know, all I know is that is the continuous to the first book of the other continent.
Cool. Idk there was another book. You’ve never read it though?
The first was Tal'dorey campaign setting, it has also the races and new subclasses. I don't know much about it either. You can read reviews and summary to check if it worth it for you.
The main difference between Wildemount and Forgotten Realms is that it's less populated. You can run your campaign in FR and basically never invent any NPC or custom places and you will still be fine because there is so much material. In comparison, Wildemount leaves much more to the DM. It's less "magical" and the overall level of the world is much lower than FR (you will not find many ancient beings oficially existing unless you decide to put them there). The political division is clearer - less cities with enormous individual power like Baldur's Gate or Waterdeep, the power lies with empires. Speaking of which, drow (Kryn dynasty) do not dwell strictly under ground and are very different than those in FR.
The base is similar though. There are striking parallels to FR (Age of Arcanum reminds of Netheril, flying cities etc.), there was a time where gods walked the earth (though not forced, like in FR).
It's simpler and cleaner, waiting to be populated. FR is for lore enthusiasts. You will not find that one "defining" feature (like "magic trains of Eberron) for example).
Do you know some things on the free plane shifts of mtg? It looks great to me from first glance.
Beau for example has these at level 13: HP 109, AC 21, DC 17, STR 10, INT 19, Dex 20, Wis 18, CON 16, CHA 12.
All the characters have stats in that ballpark. Additionally, Beau is a Cobalt Soul monk - her HP are only slightly above average (actual average would be 101), AC is not out of line for a monk at that level and Cobalt Soul monks are definitely not powerhouses in general. Stats aside (which are rolled, so high stats aren't necessarily surprising), none of the characters are extremely optimized. They're certainly not terrible either, far from it, but the players aren't really looking for the absolute best options at every opportunity.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
It's simpler and cleaner, waiting to be populated. FR is for lore enthusiasts. You will not find that one "defining" feature (like "magic trains of Eberron) for example).
Dunamancy, possibly, but that hasn't really featured all that strongly in the campaign so far.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
It's simpler and cleaner, waiting to be populated. FR is for lore enthusiasts. You will not find that one "defining" feature (like "magic trains of Eberron) for example).
Dunamancy, possibly, but that hasn't really featured all that strongly in the campaign so far.
True but it blurs a bit if we consider that FR had Chronomancy School which essentially works like Dunamancy in the sense that it's a quasi-school with spells technically belonging to others.
Time Stop (originally known, by the way, as Chronomancer's Time Stop) or Reverse Gravity are great examples of spells that could easily fit into Dunamancy but don't because they have been invented earlier.
It's important to mention that Beau has a Headband of Intellect and previously had an INT of 14.
That's not really relevant to the question. However she got it, at level 13 she has the stats listed, and the question was, are these stats OP for that level of play?
And again it depends on the campaign.
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BioWizard
I no longer post to the forums -- PM me if you need help or anything.
I think the question as to whether characters are overpowered is how they function in play. Is the DM capable of creating suitable challenges for them? Is there an element of risk in the characters actions, etc.
Let's also keep in mind CR is built not to just play a game, but perform a game as a show sustaining an audience. I haven't delved much into the behind the scenes story of CR, but the fact that the players are playing characters their audience have come to see play, that's de facto plot armor. Deaths are "staged" in that haphazard accidents are rare if ever and anything with lasting consequences occurs as a "beat." So the fact that the CR crowd seem to be pretty robust builds, think of the purpose for which they/re made.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I think the question as to whether characters are overpowered is how they function in play. Is the DM capable of creating suitable challenges for them? Is there an element of risk in the characters actions, etc.
Let's also keep in mind CR is built not to just play a game, but perform a game as a show sustaining an audience. I haven't delved much into the behind the scenes story of CR, but the fact that the players are playing characters their audience have come to see play, that's de facto plot armor. Deaths are "staged" in that haphazard accidents are rare if ever and anything with lasting consequences occurs as a "beat." So the fact that the CR crowd seem to be pretty robust builds, think of the purpose for which they/re made.
It's simpler and cleaner, waiting to be populated. FR is for lore enthusiasts. You will not find that one "defining" feature (like "magic trains of Eberron) for example).
Dunamancy, possibly, but that hasn't really featured all that strongly in the campaign so far.
True but it blurs a bit if we consider that FR had Chronomancy School which essentially works like Dunamancy in the sense that it's a quasi-school with spells technically belonging to others.
Time Stop (originally known, by the way, as Chronomancer's Time Stop) or Reverse Gravity are great examples of spells that could easily fit into Dunamancy but don't because they have been invented earlier.
It isn't entirely new, no, but it's a broader concept than spells/schools of magic. The one aspect of it that has been front and center for a while are the Luxon Beacons. Dunamis was distilled from one at one point too. It's just not something Matt has expanded on (or even been able to) because it's one of the biggest secrets of the Kryn Dynasty and even with the Mighty Nein becoming chummy (to an extent) with the Bright Queen it's by definition largely a mystery.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
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Their stats are insane!
Beau for example has these at level 13: HP 109, AC 21, DC 17, STR 10, INT 19, Dex 20, Wis 18, CON 16, CHA 12.
Whether a character is overpowered or not depends entirely on the world that character is in.
I don't know enough about CR to comment on whether Beau is OP, but as long as they're in line with the other characters than the answer is no.
Yeah, you are right, it is all compared to her campaign, maybe their scoring system is different.
AFAIK they all rolled for stats and Matt has a mulligan that let them reroll if the sum of all scores was lower than a certain number.
Ahhh wow, so pure luck with benefits
Random question since you guys seem to know about Critical Role
Is Explorer’s Guide to Wildemount any good? How is it different from a “regular” High fantasy world like Forgotten Realms?
I don't know, all I know is that is the continuous to the first book of the other continent.
This is a pretty standard way to do it when rolling stats. Colville does the same thing.
I also agree that whether a set of characters is "OP" depends on the campaign.
Also, pretty much all D&D characters become insanely powerful by the time you get into the teen levels. It's one of the reasons many campaigns end around level 13-15... it becomes increasingly hard to challenge characters who have stats like that.
BioWizard
I no longer post to the forums -- PM me if you need help or anything.
Cool. Idk there was another book. You’ve never read it though?
The main difference between Wildemount and Forgotten Realms is that it's less populated. You can run your campaign in FR and basically never invent any NPC or custom places and you will still be fine because there is so much material. In comparison, Wildemount leaves much more to the DM. It's less "magical" and the overall level of the world is much lower than FR (you will not find many ancient beings oficially existing unless you decide to put them there). The political division is clearer - less cities with enormous individual power like Baldur's Gate or Waterdeep, the power lies with empires. Speaking of which, drow (Kryn dynasty) do not dwell strictly under ground and are very different than those in FR.
The base is similar though. There are striking parallels to FR (Age of Arcanum reminds of Netheril, flying cities etc.), there was a time where gods walked the earth (though not forced, like in FR).
It's simpler and cleaner, waiting to be populated. FR is for lore enthusiasts. You will not find that one "defining" feature (like "magic trains of Eberron) for example).
The first was Tal'dorey campaign setting, it has also the races and new subclasses. I don't know much about it either. You can read reviews and summary to check if it worth it for you.
Do you know some things on the free plane shifts of mtg? It looks great to me from first glance.
All the characters have stats in that ballpark. Additionally, Beau is a Cobalt Soul monk - her HP are only slightly above average (actual average would be 101), AC is not out of line for a monk at that level and Cobalt Soul monks are definitely not powerhouses in general. Stats aside (which are rolled, so high stats aren't necessarily surprising), none of the characters are extremely optimized. They're certainly not terrible either, far from it, but the players aren't really looking for the absolute best options at every opportunity.
Want to start playing but don't have anyone to play with? You can try these options: [link].
It's important to mention that Beau has a Headband of Intellect and previously had an INT of 14.
Dunamancy, possibly, but that hasn't really featured all that strongly in the campaign so far.
Want to start playing but don't have anyone to play with? You can try these options: [link].
True but it blurs a bit if we consider that FR had Chronomancy School which essentially works like Dunamancy in the sense that it's a quasi-school with spells technically belonging to others.
Time Stop (originally known, by the way, as Chronomancer's Time Stop) or Reverse Gravity are great examples of spells that could easily fit into Dunamancy but don't because they have been invented earlier.
That's not really relevant to the question. However she got it, at level 13 she has the stats listed, and the question was, are these stats OP for that level of play?
And again it depends on the campaign.
BioWizard
I no longer post to the forums -- PM me if you need help or anything.
I think the question as to whether characters are overpowered is how they function in play. Is the DM capable of creating suitable challenges for them? Is there an element of risk in the characters actions, etc.
Let's also keep in mind CR is built not to just play a game, but perform a game as a show sustaining an audience. I haven't delved much into the behind the scenes story of CR, but the fact that the players are playing characters their audience have come to see play, that's de facto plot armor. Deaths are "staged" in that haphazard accidents are rare if ever and anything with lasting consequences occurs as a "beat." So the fact that the CR crowd seem to be pretty robust builds, think of the purpose for which they/re made.
Jander Sunstar is the thinking person's Drizzt, fight me.
Very good point. The fourth wall lol.
It isn't entirely new, no, but it's a broader concept than spells/schools of magic. The one aspect of it that has been front and center for a while are the Luxon Beacons. Dunamis was distilled from one at one point too. It's just not something Matt has expanded on (or even been able to) because it's one of the biggest secrets of the Kryn Dynasty and even with the Mighty Nein becoming chummy (to an extent) with the Bright Queen it's by definition largely a mystery.
Want to start playing but don't have anyone to play with? You can try these options: [link].