I am about to run a virtual D&D campaign on discord with my long time D&D group, and I have two questions; for the first one, you'll need a little background information. To begin with, one of my party members was planning on playing the Armorer subclass of artificer for my campaign, but since it is a relatively new official subclass, I don't have the book, and I found it a little to high powered for my campaign, so I tried to dissuade him from playing as one. It worked, however I may have pushed him to far in the opposite direction, and now he is playing as an artificer who has a physical disability that stops him from walking, so he has a combat wheelchair, which I am totally fine with, and I support the use of physically and mentally disabled characters in D&D, but I don't know how to describe combat and other parts of the game, while keeping the wheelchair in mind. How to I go about describing combat, and how in the nine hells do I calculate grapple?
Second question, I am planning to use music in my campaign for background music, and I was just wondering if y'all had any suggestions of what to use? What soundtracks do you use for tavern music, traveling, combat, boss music, seafaring, etc? Please keep it to soundtracks only, no spoken components. Thank you all for your time!
I am about to run a virtual D&D campaign on discord with my long time D&D group, and I have two questions; for the first one, you'll need a little background information. To begin with, one of my party members was planning on playing the Armorer subclass of artificer for my campaign, but since it is a relatively new official subclass, I don't have the book, and I found it a little to high powered for my campaign, so I tried to dissuade him from playing as one. It worked, however I may have pushed him to far in the opposite direction, and now he is playing as an artificer who has a physical disability that stops him from walking, so he has a combat wheelchair, which I am totally fine with, and I support the use of physically and mentally disabled characters in D&D, but I don't know how to describe combat and other parts of the game, while keeping the wheelchair in mind. How to I go about describing combat, and how in the nine hells do I calculate grapple?
Second question, I am planning to use music in my campaign for background music, and I was just wondering if y'all had any suggestions of what to use? What soundtracks do you use for tavern music, traveling, combat, boss music, seafaring, etc? Please keep it to soundtracks only, no spoken components. Thank you all for your time!
I can't help you that much with your first question, since I'm also a relatively new DM, but remember to try to make your game as fun as possible for the players. For the second one, this music is really, really good. I mean, I listen to it in my spare time, and I'm really picky about music.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Re: combat description/grappling. This will largely depend on how much or how little of a problem you intend to make the wheelchair thing be. What kind of terrain can it move over? Are you ok with it potentially getting thrown over in combat (for instance as part of a grapple)? Might it get kicked away, or pushed away against the will of the artificer? I'm sure you can describe what happens just like you'd describe anything else, but whether you handwaive a lot of the potential hindrances away or conversely enforce them strictly will make a massive difference.
Re: music. I'm partial to classical stuff. Opera and the like aside it's easy to find non-vocal music for a variety of moods and tones (ballet music works exceedingly well for this, as it's meant to support a storyline being acted out in dance), and opera has some great pieces as well. I do want to caution about the use of music over Discord, it can get in the way more easily than when you're playing in person. Not saying it's a bad idea, but you may want to keep that in mind especially when adjusting the volume.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
I would imagine you would describe it the same way you would describe any other combat. I guess it would depend on how your player wants to be affected by it. If they want to have their disability be flavor for the character or if they want to actually be mechanically affected by it. That sounds like a greater conversation with the player is needed to make sure that you knocking them out of their wheelchair and rendering them potentially useless in combat, or not being to travel with their companions into caves or whatever is fine with them. If it isn't but they still want to have their disability as flavor for their character, then you describe their combat the same way you would anyone else.
Music: You can do google search for dnd music on, YouTube has a wide selection of music specially for dnd or videogame sound tracks, like the Witcher and Skyrim.
Regarding the combat wheelchair, I would suggest reading through the item description as the designer intended for it to not become something that requires special treatment by the DM. D&D Beyond also did a great video interview with the creator you can watch here
The key thing to remember is that it is designed to let differently abled people find representation within the game without penalty or special exception. As such, you can describe grappling, attacking, falling prone much like how you would for any other PC, there aren't supposed to be any mechanical benefits or penalties.
Regarding the combat wheelchair, I would suggest reading through the item description as the designer intended for it to not become something that requires special treatment by the DM. D&D Beyond also did a great video interview with the creator you can watch here
The key thing to remember is that it is designed to let differently abled people find representation within the game without penalty or special exception. As such, you can describe grappling, attacking, falling prone much like how you would for any other PC, there aren't supposed to be any mechanical benefits or penalties.
I am in 11 minutes into this Youtube discussion. Where is the PDF that she references?
There is nothing “too high powered” about the armorer. You should let it be played. And just out of curiosity, if you don’t have the book how would you know anyways?
If anything ban the Battle Smith. That’s the strongest artificer by far.
...so he has a combat wheelchair, which I am totally fine with, and I support the use of physically and mentally disabled characters in D&D, but I don't know how to describe combat and other parts of the game, while keeping the wheelchair in mind. How to I go about describing combat, and how in the nine hells do I calculate grapple?
Hey there, Viruscool123!
I REALLY like the combat wheelchair that's on offer here. It's a great addition to the game, particularly now that we have Artificers as an official class across campaign settings. I know you said you felt like the CW felt a bit overpowered for your campaign, but I don't see why you couldn't modify some of the stats you feel are too beneficial. I'm referring specifically to the Attack Actions it allows you to take, like the Tyre Strike, Ram, and Crush options. (I do apologize in advance if I'm violating copyright here; that's not my intention.) Simply removing those options and keeping everything else seems like it would integrate seamlessly into the rest of your race/class/feat kit without issue.
The other thing you need to decide (if you haven't already) is the level of magic in your campaign. The CW, as statted out in the PDF strikes me initially as a well-crafted item with minor enchantments that allow it to do what it needs to do. As such, it would be appropriate for anything from a low-magic campaign all the way up.
However, my only caveat would be if you're running a campaign where magic is rare. If you're going to be running a campaign where gritty realism is the thing, I don't think a non-magical version of the CW would fit or be realistic for that type of setting. Here's my reasoning for thinking that way. Please know that none of this comes from a place of animus, but from my own lived experience.
So, you mentioned adjudicating things like melee combat and grappling. As a practitioner of Brazilian Jiu-Jitsu, I can tell you without hesitation that there is no way to level the playing field in a fight between someone in a wheelchair and someone who isn't. (Assuming they're similarly armed.) It just isn't possible in the real world. Can rugby and basketball and similar sports be played - and played well - by folks in wheelchairs? Absolutely. But open combat where someone is directly trying to hurt you is a different animal entirely. For starters, you probably won't be on an even surface, and there DEFINITELY won't be rules governing fouls for too much contact. Even the most minor things, like lack of sleep, being hungry, not being in a good emotional state can put you at a disadvantage if the other combatant is on top of his game that day. And if your mobility is hampered to the point that you need an ambulatory prosthetic? You are in going to be in serious trouble from the second the fight starts.
Don't get me wrong, we have some FANTASTIC BJJ practitioners with major physical handicaps who can kick ass. One of my classmates has a congenital defect that shortened his left arm, so he only gets limited use from it. He's developed a GREAT game, but he does have a disadvantage when it comes to certain submissions and escapes, and he's not shy about stating it. Our academy has also had the privilege of learning from a triple amputee, a gentleman named Neal Brown. He lost three limbs due to a massive systemic infection, and jiu-jitsu basically saved his life. He is a certified BADASS, and when he gets a hold of you, you KNOW it. However, again, against someone at his skill level with four intact limbs he's at a major disadvantage, and he's 100% honest up front about the challenges he faces as an underdog in that regard. But watching him adapt his own game to those limitations has been AMAZING to watch!
I don't say ANY of this as someone without my own experiences to draw on. For my part, I've lived with serious Chronic Fatigue Syndrome since 1993. With medication, I can function 3-4 hours per day; the rest of my time I have to spend in bed or in my recliner. So - trust me - I GET it. However, there is a MASSIVE difference between my energy systems going on the fritz, and someone having major structural difficulties to overcome. And we can't pretend those aren't real.
So, long story short. If your campaign is going to have any level of magic in it whatsoever, your player should be able to use Sara's version without any issue, and the RAW should work just fine. The only specific instance where modification might be necessary is if you're running a campaign where your players having access to magical items (including the CW) would be out of line with the overall vibe you're going for.
PS: As a HUGE fan of psionics, I can TOTALLY see myself playing a character in a CW studded with psi crystals that receive psychic input from a crystal worn in a circlet on the character's head. That sort of telemental vibe REALLY appeals to me.
I would imagine you would describe it the same way you would describe any other combat. I guess it would depend on how your player wants to be affected by it. If they want to have their disability be flavor for the character or if they want to actually be mechanically affected by it. That sounds like a greater conversation with the player is needed to make sure that you knocking them out of their wheelchair and rendering them potentially useless in combat, or not being to travel with their companions into caves or whatever is fine with them. If it isn't but they still want to have their disability as flavor for their character, then you describe their combat the same way you would anyone else.
Music: You can do google search for dnd music on, YouTube has a wide selection of music specially for dnd or videogame sound tracks, like the Witcher and Skyrim.
Ok, thank you! I have talked to said player, and they do plan on being mechanically effected by it. I don't know how I will describe combat such as grappling, but that will be a fun new adventure for me. He is playing as an artificer, so it should be quite fun basing my combat descriptions around attachments on the wheelchair. For being knocked out of the chair, I think I will start of with the wheelchair having some form of seatbelt system, but that may change as the campaign goes on.
...so he has a combat wheelchair, which I am totally fine with, and I support the use of physically and mentally disabled characters in D&D, but I don't know how to describe combat and other parts of the game, while keeping the wheelchair in mind. How to I go about describing combat, and how in the nine hells do I calculate grapple?
Hey there, Viruscool123!
I REALLY like the combat wheelchair that's on offer here. It's a great addition to the game, particularly now that we have Artificers as an official class across campaign settings. I know you said you felt like the CW felt a bit overpowered for your campaign, but I don't see why you couldn't modify some of the stats you feel are too beneficial. I'm referring specifically to the Attack Actions it allows you to take, like the Tyre Strike, Ram, and Crush options. (I do apologize in advance if I'm violating copyright here; that's not my intention.) Simply removing those options and keeping everything else seems like it would integrate seamlessly into the rest of your race/class/feat kit without issue.
The other thing you need to decide (if you haven't already) is the level of magic in your campaign. The CW, as statted out in the PDF strikes me initially as a well-crafted item with minor enchantments that allow it to do what it needs to do. As such, it would be appropriate for anything from a low-magic campaign all the way up.
However, my only caveat would be if you're running a campaign where magic is rare. If you're going to be running a campaign where gritty realism is the thing, I don't think a non-magical version of the CW would fit or be realistic for that type of setting. Here's my reasoning for thinking that way. Please know that none of this comes from a place of animus, but from my own lived experience.
So, you mentioned adjudicating things like melee combat and grappling. As a practitioner of Brazilian Jiu-Jitsu, I can tell you without hesitation that there is no way to level the playing field in a fight between someone in a wheelchair and someone who isn't. (Assuming they're similarly armed.) It just isn't possible in the real world. Can rugby and basketball and similar sports be played - and played well - by folks in wheelchairs? Absolutely. But open combat where someone is directly trying to hurt you is a different animal entirely. For starters, you probably won't be on an even surface, and there DEFINITELY won't be rules governing fouls for too much contact. Even the most minor things, like lack of sleep, being hungry, not being in a good emotional state can put you at a disadvantage if the other combatant is on top of his game that day. And if your mobility is hampered to the point that you need an ambulatory prosthetic? You are in going to be in serious trouble from the second the fight starts.
Don't get me wrong, we have some FANTASTIC BJJ practitioners with major physical handicaps who can kick ass. One of my classmates has a congenital defect that shortened his left arm, so he only gets limited use from it. He's developed a GREAT game, but he does have a disadvantage when it comes to certain submissions and escapes, and he's not shy about stating it. Our academy has also had the privilege of learning from a triple amputee, a gentleman named Neal Brown. He lost three limbs due to a massive systemic infection, and jiu-jitsu basically saved his life. He is a certified BADASS, and when he gets a hold of you, you KNOW it. However, again, against someone at his skill level with four intact limbs he's at a major disadvantage, and he's 100% honest up front about the challenges he faces as an underdog in that regard. But watching him adapt his own game to those limitations has been AMAZING to watch!
I don't say ANY of this as someone without my own experiences to draw on. For my part, I've lived with serious Chronic Fatigue Syndrome since 1993. With medication, I can function 3-4 hours per day; the rest of my time I have to spend in bed or in my recliner. So - trust me - I GET it. However, there is a MASSIVE difference between my energy systems going on the fritz, and someone having major structural difficulties to overcome. And we can't pretend those aren't real.
So, long story short. If your campaign is going to have any level of magic in it whatsoever, your player should be able to use Sara's version without any issue, and the RAW should work just fine. The only specific instance where modification might be necessary is if you're running a campaign where your players having access to magical items (including the CW) would be out of line with the overall vibe you're going for.
PS: As a HUGE fan of psionics, I can TOTALLY see myself playing a character in a CW studded with psi crystals that receive psychic input from a crystal worn in a circlet on the character's head. That sort of telemental vibe REALLY appeals to me.
HUGS!!!
Thank you so much for your eloquent response! My campaign does indeed have a level of magic(one of my players is even a bladesinger), and so we will be able to use the Beacon Stone.
I think it also will heavily depend on what sort of artificer your player is, I'm not even talking about their subclass. If they are going to be primarily a spell caster or if they want to go more melee artificer. Both are viable and the two require different things. It is also very important that you account for the magic items they may create to aid themselves, like wands of whatever type or spell scrolls of whatever type. There is a lot of factors to account for when describing how the characters act without necessarily being attached to the wheel chair.
Clearly there is a lot more to consider then just the wheel chair or not. All that said, it seems like you have a good idea of what you want to do. I hope that you have fun with it!
Wow! Everyone is being so helpful and kind! I've worked out the wheelchair issues, and I now have a plethora of great music for the campaign as well! I sure hope my players will enjoy it! I have put 76 hours, 24 minutes, and 52 seconds into the campaign so far, and I've drawn tolkein esque maps, and have a complete history of the world. Do you think I'm ready for session one? I don't feel ready.
Wow! Everyone is being so helpful and kind! I've worked out the wheelchair issues, and I now have a plethora of great music for the campaign as well! I sure hope my players will enjoy it! I have put 76 hours, 24 minutes, and 52 seconds into the campaign so far, and I've drawn tolkein esque maps, and have a complete history of the world. Do you think I'm ready for session one? I don't feel ready.
You sound ready. Not feeling ready is ok - keeps you sharp. ;-) Just try to have fun and you'll do great.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
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Dear fellow dungeon masters,
I am about to run a virtual D&D campaign on discord with my long time D&D group, and I have two questions; for the first one, you'll need a little background information. To begin with, one of my party members was planning on playing the Armorer subclass of artificer for my campaign, but since it is a relatively new official subclass, I don't have the book, and I found it a little to high powered for my campaign, so I tried to dissuade him from playing as one. It worked, however I may have pushed him to far in the opposite direction, and now he is playing as an artificer who has a physical disability that stops him from walking, so he has a combat wheelchair, which I am totally fine with, and I support the use of physically and mentally disabled characters in D&D, but I don't know how to describe combat and other parts of the game, while keeping the wheelchair in mind. How to I go about describing combat, and how in the nine hells do I calculate grapple?
Second question, I am planning to use music in my campaign for background music, and I was just wondering if y'all had any suggestions of what to use? What soundtracks do you use for tavern music, traveling, combat, boss music, seafaring, etc? Please keep it to soundtracks only, no spoken components. Thank you all for your time!
I can't help you that much with your first question, since I'm also a relatively new DM, but remember to try to make your game as fun as possible for the players. For the second one, this music is really, really good. I mean, I listen to it in my spare time, and I'm really picky about music.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Re: combat description/grappling. This will largely depend on how much or how little of a problem you intend to make the wheelchair thing be. What kind of terrain can it move over? Are you ok with it potentially getting thrown over in combat (for instance as part of a grapple)? Might it get kicked away, or pushed away against the will of the artificer? I'm sure you can describe what happens just like you'd describe anything else, but whether you handwaive a lot of the potential hindrances away or conversely enforce them strictly will make a massive difference.
Re: music. I'm partial to classical stuff. Opera and the like aside it's easy to find non-vocal music for a variety of moods and tones (ballet music works exceedingly well for this, as it's meant to support a storyline being acted out in dance), and opera has some great pieces as well. I do want to caution about the use of music over Discord, it can get in the way more easily than when you're playing in person. Not saying it's a bad idea, but you may want to keep that in mind especially when adjusting the volume.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I would imagine you would describe it the same way you would describe any other combat. I guess it would depend on how your player wants to be affected by it. If they want to have their disability be flavor for the character or if they want to actually be mechanically affected by it. That sounds like a greater conversation with the player is needed to make sure that you knocking them out of their wheelchair and rendering them potentially useless in combat, or not being to travel with their companions into caves or whatever is fine with them. If it isn't but they still want to have their disability as flavor for their character, then you describe their combat the same way you would anyone else.
Music: You can do google search for dnd music on, YouTube has a wide selection of music specially for dnd or videogame sound tracks, like the Witcher and Skyrim.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Regarding the combat wheelchair, I would suggest reading through the item description as the designer intended for it to not become something that requires special treatment by the DM. D&D Beyond also did a great video interview with the creator you can watch here
The key thing to remember is that it is designed to let differently abled people find representation within the game without penalty or special exception. As such, you can describe grappling, attacking, falling prone much like how you would for any other PC, there aren't supposed to be any mechanical benefits or penalties.
Find my D&D Beyond articles here
I am in 11 minutes into this Youtube discussion. Where is the PDF that she references?
It's mentioned in the video description that you can find it on her Twitter, but I went and got a link to the tweet itself the has the pdfs https://twitter.com/mustangsart/status/1280077767187587074?s=19
Find my D&D Beyond articles here
There is nothing “too high powered” about the armorer. You should let it be played. And just out of curiosity, if you don’t have the book how would you know anyways?
If anything ban the Battle Smith. That’s the strongest artificer by far.
Hey there, Viruscool123!
I REALLY like the combat wheelchair that's on offer here. It's a great addition to the game, particularly now that we have Artificers as an official class across campaign settings. I know you said you felt like the CW felt a bit overpowered for your campaign, but I don't see why you couldn't modify some of the stats you feel are too beneficial. I'm referring specifically to the Attack Actions it allows you to take, like the Tyre Strike, Ram, and Crush options. (I do apologize in advance if I'm violating copyright here; that's not my intention.) Simply removing those options and keeping everything else seems like it would integrate seamlessly into the rest of your race/class/feat kit without issue.
The other thing you need to decide (if you haven't already) is the level of magic in your campaign. The CW, as statted out in the PDF strikes me initially as a well-crafted item with minor enchantments that allow it to do what it needs to do. As such, it would be appropriate for anything from a low-magic campaign all the way up.
However, my only caveat would be if you're running a campaign where magic is rare. If you're going to be running a campaign where gritty realism is the thing, I don't think a non-magical version of the CW would fit or be realistic for that type of setting. Here's my reasoning for thinking that way. Please know that none of this comes from a place of animus, but from my own lived experience.
So, you mentioned adjudicating things like melee combat and grappling. As a practitioner of Brazilian Jiu-Jitsu, I can tell you without hesitation that there is no way to level the playing field in a fight between someone in a wheelchair and someone who isn't. (Assuming they're similarly armed.) It just isn't possible in the real world. Can rugby and basketball and similar sports be played - and played well - by folks in wheelchairs? Absolutely. But open combat where someone is directly trying to hurt you is a different animal entirely. For starters, you probably won't be on an even surface, and there DEFINITELY won't be rules governing fouls for too much contact. Even the most minor things, like lack of sleep, being hungry, not being in a good emotional state can put you at a disadvantage if the other combatant is on top of his game that day. And if your mobility is hampered to the point that you need an ambulatory prosthetic? You are in going to be in serious trouble from the second the fight starts.
Don't get me wrong, we have some FANTASTIC BJJ practitioners with major physical handicaps who can kick ass. One of my classmates has a congenital defect that shortened his left arm, so he only gets limited use from it. He's developed a GREAT game, but he does have a disadvantage when it comes to certain submissions and escapes, and he's not shy about stating it. Our academy has also had the privilege of learning from a triple amputee, a gentleman named Neal Brown. He lost three limbs due to a massive systemic infection, and jiu-jitsu basically saved his life. He is a certified BADASS, and when he gets a hold of you, you KNOW it. However, again, against someone at his skill level with four intact limbs he's at a major disadvantage, and he's 100% honest up front about the challenges he faces as an underdog in that regard. But watching him adapt his own game to those limitations has been AMAZING to watch!
I don't say ANY of this as someone without my own experiences to draw on. For my part, I've lived with serious Chronic Fatigue Syndrome since 1993. With medication, I can function 3-4 hours per day; the rest of my time I have to spend in bed or in my recliner. So - trust me - I GET it. However, there is a MASSIVE difference between my energy systems going on the fritz, and someone having major structural difficulties to overcome. And we can't pretend those aren't real.
So, long story short. If your campaign is going to have any level of magic in it whatsoever, your player should be able to use Sara's version without any issue, and the RAW should work just fine. The only specific instance where modification might be necessary is if you're running a campaign where your players having access to magical items (including the CW) would be out of line with the overall vibe you're going for.
PS: As a HUGE fan of psionics, I can TOTALLY see myself playing a character in a CW studded with psi crystals that receive psychic input from a crystal worn in a circlet on the character's head. That sort of telemental vibe REALLY appeals to me.
HUGS!!!
Okay thank you everyone for your input!
Ok, thank you! I have talked to said player, and they do plan on being mechanically effected by it. I don't know how I will describe combat such as grappling, but that will be a fun new adventure for me. He is playing as an artificer, so it should be quite fun basing my combat descriptions around attachments on the wheelchair. For being knocked out of the chair, I think I will start of with the wheelchair having some form of seatbelt system, but that may change as the campaign goes on.
Thank you so much for your eloquent response! My campaign does indeed have a level of magic(one of my players is even a bladesinger), and so we will be able to use the Beacon Stone.
I think it also will heavily depend on what sort of artificer your player is, I'm not even talking about their subclass. If they are going to be primarily a spell caster or if they want to go more melee artificer. Both are viable and the two require different things. It is also very important that you account for the magic items they may create to aid themselves, like wands of whatever type or spell scrolls of whatever type. There is a lot of factors to account for when describing how the characters act without necessarily being attached to the wheel chair.
Clearly there is a lot more to consider then just the wheel chair or not. All that said, it seems like you have a good idea of what you want to do. I hope that you have fun with it!
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
I like this music for my campaign https://m.youtube.com/watch?v=m_8QMAChwtg if you need a bot for your discord server to play the music use this one https://discord.com/oauth2/authorize?client_id=411916947773587456&scope=bot&permissions=8 it is great and easy to use hope you enjoy playing online. Roll20 is good for online charactersheets and rolling virtual dice.
Wow! Everyone is being so helpful and kind! I've worked out the wheelchair issues, and I now have a plethora of great music for the campaign as well! I sure hope my players will enjoy it! I have put 76 hours, 24 minutes, and 52 seconds into the campaign so far, and I've drawn tolkein esque maps, and have a complete history of the world. Do you think I'm ready for session one? I don't feel ready.
You sound ready. Not feeling ready is ok - keeps you sharp. ;-) Just try to have fun and you'll do great.
Want to start playing but don't have anyone to play with? You can try these options: [link].