Since today is still April 1st (in GMT+1) , and I really dislike April’s Fools, I decided to make a serious post about comedy at a D&D-gaming table. Why only D&D? Because there are systems which are meant to be played in a comedic style (like Toons) or those who are so unbelievable in terms of character feats, that you transcend the grasp of realism (like Scion).
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A normal D&D-campaign balances around realism and fantasy, in most cases it does so well, even though (in the typical American Fantasy Style) it’s always turning into an epic story with powerful characters which defies the laws of realism in one time while being very vulnerable to realism otherwise. For this, I point to the Tyranny of Dragons Story, which is good imho, but bringing Tiamat t the Forgotten Realms and fighting foes which can shape the realms to their whims, while there are a ton of situations, where you can easily die? It’s very over the top, which is not something all people enjoy.
But like I said, normally D&D balances the realism and the fantastic moments pretty well. So we have a sense of seriousness, coming from the realism, and a sense of freedom, from fantasy, which can turn into humor. Is it bad? Of course not, since everyone having fun is one of the main-goals of playing after all. Can it disturb? Definitely.
Now I simply write about my personal experiences of having comedy in D&D (with some insight in other campaigns).
D 26d 5e Dmg Magic Item Cards List
2.5”w x 3.5”h cards describe D&D 5e Magical Items. 302 Magical Item Cards. Have an actual item to hand out to your players. Keep magical item names and information easy to find for quick reference. Gain the magic item in the adventure for one of your characters (must. Player's Rewards None Noble of Phlan Participate in the D&D Epic: Reclamation of.
Maybe some of you experienced a comedy-based campaign already and in most of the times: It won’t last long, since the DM will run out of ideas (s)he wants to master. The problem is to find a balance between serious story-telling to get the characters to where the fun belongs and the jokes which are cracked to be cracked. In movies it works well, since the characters aren’t sentient beings, in P&P it’s problematic, since the players often don’t recognize when to stop.
If you give the players the whatever-bag (in: take out whatever you want), you can be sure, that they pull out a grenade launcher to bomb the villain you’re just introducing. But if you don’t give the whatever-bag, of course in the end they end up in only having the resources they have, without much spark of creativity. It’s basically only what they do in normal campaigns, except they’re more brave, like trying to make a Looney Tunes routine (“Duck-Hunt.” “Rabbit-Hunt.” “Duck-Hunt.” “Rabbit-Hunt.” “Rabbit-Hunt.”“Duck-Hunt!”)
How do you work with that? There are several ways. One of the easiest: Only one side is comedic. If the players like to play the fools, let them form a party which doesn’t take anything serious (like the old TMNT) and match them up with serious plots. Since only goofing around won’t stop the plot, they will somehow or another pull themselves together when needed and make it right through!
Or maybe the heroes are serious, while the villains and plots are somehow strange. Like a wizard, who tries to reshape the weave, so every spell will create cookies. Or another is just a maniac, who wants to break out the 4th wall, trying to convince everyone, that they’re nothing more than notes on a paper.
If only one side goofs around, it’s much easier to control the plot itself and make something like a story. With a real story, a DM is much better able to keep the campaign going, since one scenario will flow into the next and in the end it’s simply a direction to follow. Those who play regularly needs something like that, since simple and connectionless-episodic is very tiring when done repeatedly.
Another got rule in the DMG (p. 269) are: Plot points. This optional rule allows the players to shape the story to their own ideas and of course limiting the access of unbelievableness is another great way to make a comedy without playing randomly.
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Comedy as a supplement
Normally, I don’t play comedy-based campaigns, but I do add often some comedy as supplement. So when you (for example) play Tyranny of Dragons, you might think: Hey, this might work. Why don’t I add a bullywug, which is actually thinking, it’s a transformed princess. The bizarreness of the situation is something that might enhance the story in a funny way without breaking it. Just be sure, that the players can’t possibly think of it as a subquest or story-hook.
Funny things happens in real life and in Fantasy, you can make it more funny with just a bit of work. Like adding a fart-sound to the evil wizard’s Stinking Cloud or just a description, how a critical hit looks like on the enemy: “Your sword cuts deep into the body of your enemy and splashes hits the adjacent one, which complains: “Hey, look where you’re leaking!”
In the end the most important thing is to determine how much comedy your gaming-group can process. If you’re joking as much out-of-game as playing serious, maybe you should consider to add some more comedy to the game itself as a DM or a player, to keep the rest more focused on the game. So maybe your character has the flaw, that he regularly messes up serious situations. Or maybe you add, as a DM, an additional condition to your lich, like that his phylactery can only be destroyed while he can see it, so you can deliver this line: “Erm, how do you… wait, I meant, what are you holding there? Seems like a very valuable treasure, so it might be better if you keep it somewhere safer than this battlefield. I know, I’m your enemy and trying to kill you, but I really had the urge to give you that piece of advice. Take it, seriously!”
And often the most memorable moments of a campaign are the most funniest. And that’s definitely better than the most annoying ones. -_-
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.
|Alchemist's supplies||50 gp||8 lb.|
|Brewer's supplies||20 gp||9 lb.|
|Calligrapher's supplies||10 gp||5 lb.|
|Carpenter's tools||8 gp||6 lb.|
|Cartographer's tools||15 gp||6 lb.|
|Cobbler's tools||5 gp||5 lb.|
|Cook's utensils||1 gp||8 lb.|
|Glassblower's tools||30 gp||5 lb.|
|Jeweler's tools||25 gp||2 lb.|
|Leatherworker's tools||5 gp||5 lb.|
|Mason's tools||10 gp||8 lb.|
|Painter's supplies||10 gp||5 lb.|
|Potter's tools||10 gp||3 lb.|
|Smith's tools||20 gp||8 lb.|
|Tinker's tools||50 gp||10 lb.|
|Weaver's tools||1 gp||5 lb.|
|Woodcarver's tools||1 gp||5 lb.|
|Dice set||1 sp||-|
|Dragonchess set||1 gp||1/2 lb.|
|Playing card set||5 sp||-|
|Three-Dragon Ante set||1 gp||-|
|Bagpipes||30 gp||6 lb.|
|Drum||6 gp||3 lb.|
|Dulcimer||25 gp||10 lb.|
|Flute||2 gp||1 lb.|
|Lute||35 gp||2 lb.|
|Lyre||30 gp||2 lb.|
|Horn||3 gp||2 lb.|
|Pan flute||12 gp||2 lb.|
|Shawm||2 gp||1 lb.|
|Viol||30 gp||1 lb.|
|Disguise kit||25 gp||3 lb.|
|Forgery kit||15 gp||5 lb.|
|Herbalism kit||5 gp||3 lb.|
|Navigator's tools||25 gp||2 lb.|
|Poisoner's kit||50 gp||2 lb.|
|Thieves' tools||25 gp||1 lb.|
Artisan's Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
D 26d 5e Dmg Magic Item Cards Redeem
Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
D&d 5e Dmg Magic Item Cards Ioun Stone
Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Navigator's Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
Poisoner's Kit. A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
Thieves' Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.