D & D on the Straight Dope setup thread. (In Middle Earth FA63)

We could use a Paladin, they do a lot more spell casting in 5e than 1e and have really nice Aura to help the party and Smites to drop the enemies. Auras start at 6th level typically. They are still excellent fighters & horseman of course.
As you have 5e experience, playing a more complicated character should be easier.

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I think we’ll roll the characters back to 5th level. Makes them strong, but not too complicated for 5th edition conversion and learning.

My daughter just assisted me in converting Gilraen to 5th.

I’ll be glad to spring for being a mage. Depends on the milieu of course, and “magic” as it exists in a typical D&D universe, vs. how JRRT treated the subject (only 5 wizards in the entire world, and they’re actually angels of a sort).

To make it a game, we allow Wizards.
Various sources for their training. With Elves it is just old knowledge and understanding. With humans, could be old Númenóreans knowledge or maybe the Blue Wizards or just a deep study with the Lore Masters. etc.

I actually have a mechanic for Druids that they basically study under Radagast.

Any thoughts of what subclass? Are you comfortable with 5e classes and rules?
If so please pick a feat and subclass.

Two big difference to get use to …

  1. Attunement: Many magic items, especially stronger ones, require attunement and in general your limited to 3 attunements.

  2. Concentration: In general many or even most spells that last more than a round, require concentration. You are generally limited to a single concentration spell at a time. If you get hit in battle, you need to make a Con Save or lose concentration but there are feats and special abilities that help with this.

Also keep in mind that turns are now 6 seconds so you get to move, take an action, a possible bonus action and 1 reaction during someone else’s turn.

Free actions are opening unlocked/unjammed doors, talking, drawing/stowing a weapon and some other minor things.


Some well done tutorials you might want to check out Handbooker Helper. (So my kids tell me.)

I’m happy to either keep our old characters or make up new ones. Any level the DM suggests is fine too.
I’m sure I can best help the party by concentrating on healing (perhaps with one or two other abilities.)
So I could continue as a Wose Druid (who works with animals as well?) or take up a Human Cleric (who can turn undead as well?)

What_Exit, I noticed your children are jolly familiar with 5e. From my experience, rather than me try to pick up lots of information from t’Internet, it would be great if they designed my character!
I’d be happy to answer any questions about preferred abilities or style of playing … and then get a fully-formed character. :slightly_smiling_face:

It’d be great to have Ghân, my favorite Wose, back with the party.

The Druid would round the party out more. The one party NPC is literally a Healing Cleric that can turn undead very well. (Gilraen) There is a Druid sub-class Circle of the Shepherd that is designed to be extra good with animals. They rely on summoning spirit animals to fight for them or defend them. Classic maneuver is to summon 8 wolves that as they have pack tactics make a fearsome force and no animals are harmed by the animal summoning in 5e.

Druids start shape changing at 2nd in 5e. Druids get fairly good healing. Healing Spirit at 2nd level and Goodberries are the mainstay.

Circle of the Moon is extra good at shape changing
Circle of the Land chooses a type of land like Forest, Coast or Desert and gains a bunch of extra spells for that area and basically are spell oriented.

Well that is an excellent reply!

Therefore I am pleased to play Ghan (the Wose race is OK?) Druid with the Circle of the Shepherd sub-class.

As I said, I would be jolly grateful if your children could write up the whole character* for me (I’m happy to make any choices they can offer e.g. which spells to cast and what shapes to shift into.)

If it helps, I see Ghan as:

  • having met Radagast (if possible) and been mentored by him

  • determined to fight the evil that has destroyed plants and animals, even though it means leaving his tribe (Ghan doesn’t have to be the tribal leader - he could be named after him)

  • healing the party (including v poisons)

  • protecting forests, plants and animals

  • negotiating with encountered wild animals

  • getting information through animals (encountered or summoned)

  • using Spirit Animals to protect the more vulnerable members of the party (including himself )

I assume I might wear leather armour (?) and wooden weapons (staff? blowpipe? club?)

*I will read up on t’Internet, but much prefer an expert to suggest things…

Awww thanks! At my age it’s good to be remembered. :wink:

On the bullets all looks good.
Druids can wear light or medium non-metallic armors & shields.
Actually allows clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears but no bows. Blowpipes would be allowed, in fact only Woses generally make use of these.

As to the Shapes, there is no longer a 3 shape limitation but instead the limitation is on special movement & size (CR).

At 5th level you could be a wolf, crocodile, elk, horse, etc. Cannot be a Bird with flight until 8th though. At which point you could even be a Giant Eagle.

Shape Changes are limited to 2/short rest. (A 1 hour break).

My daughter would be willing to convert Ghan to a 5th level 5e Druid. We’ll figure out the Magic Items together. Then we could tweak it once we send it to you.

I’ll have to go and read up on it all first. Note I was in a Pathfinders campaign here about 3 years ago (the game died when the GM bailed w/o explanation).

Yeah, reading over the rules it seems like I have some choices to make with regard to converting Gwaelur into 5e.

I’m thinking I probably do want to dig in a little more than I did last time. Are there suggestions as to what to get or what to read to be able to get the most out of my Drawf Fighter?

Maybe take a level in Drawf Spelling? :wink:

No way man! I can’t have Gwaelur be more literate than I am!

This is all good. Please bear in mind that the more detail you send me the better!

I think I read that I can shape-change and add my items into the shape, for example.
Also suggestions for every level of spell (including cantrips) would be much appreciated. :sunglasses:

I would prefer to use only paralysing poison on the blowpipe darts (would I gather the herbs and plants for this?)

We just completed the first draft of Ghân-Buri-Ghân. We still have the animals to convert over to 5e. Loads of links to the details. Lot of abbreviation also. I’ll try to send it later.

As we have two Dwarf Fighters, one of you should probably pick up a Thieves Kit. I think Bitur was the skill master.

My kids were suggesting maybe even a Barbarian. They dish a lot of damage, like a fighter but are the best damage absorbers in the game basically. Otherwise as a Fighter, the best tough Fighters for a Dwarf would be Battle Master (but a little complicated), Champion (simplest) or Samurai, (basically a professional warrior.)

On the Barbarians, the Battlerager is an interesting Dwarven only version, the Berserker of course is a horror or maybe a Zealot of Aulë.

Yeah, Thieves Kit might make more sense for Bitur but it definitely doesn’t for Gwaelur.

I think either the Battlerager Barbarian, or the Battle Master Fighter would make sense for Gwaelur. His grandfather fought with Gimli in the war of Dwarves and Orcs, and his father had given up warlike ways so both would fit but each would color the character a little differently.

I’ll let you decide what the party needs more, though I think Battle Master is closer to the character originally (he has skills in armory already and helped forge his shield.)

Ok, actually after a bit more research I’m thinking that a barbarian of any sort would be a little inappropriate for Gwaelur. Again, if you think the party needs one I’m happy to go with a different character, but all the stuff I’m reading about how barbarians work just doesn’t feel like the character I had going previously.

Bitur was an engineer as well as a fighter. His hobby was crafting mechanical toys along the lines of a series of ancient mechanical toys he carried with him. (I forget the exact story behind the original toys, but they were made many generations back and would in D&D terms be high-end masterwork and in LOTR be considered magical. It’s possible they could be cantrip level magical in D&D.)

Bitur’s mechanical toys would be considered very good and probably low-end masterwork, but not magical.

So it would make sense for Bitur to have a thieves kit. Heck, it might make sense for Bitur to be a fighter/rogue in 5th ed. The rogue levels would basically be used for skills, since Bitur isn’t going to be sneaking around. He’s still going to be wearing metal armor. (The skills he’d concentrate on either won’t have armor check penalties or are the types of things you can do without having armor on.)

Any rules to follow for generating a character? I know nobody rolls anymore, but use point schemes. So what would be the default base points, and then how many per level?

At any rate, meet Hejren, female wood elf spellcaster.