I keep rolling terribly. How can I keep playing this character and have fun, despite my luck?
I've always wanted to play D&D before, and recently I finally found an online play-by-chat group I can play with regularly. I spent a lot of time chatting with them and building up a fun noble bright paladin that I thought would be cool and heroic, and always try to be a shining example of good behaviour even to the party's detriment.
Unfortunately, I roll badly constantly, and my character just fails at everything. Every skill check, every save, every combat, she just fails and misses. We're about to start our 4th session now usually about 7 hours long and I'm just so bored. I even tried to add some flavour to the game in a non-dice-rolling form by romancing an NPC, but another player pushed in and just seduced them away.
What should I do? I really want to play the game and have fun roleplaying my character, but with how awful everything has gone for them so far the only progression I can see them going down is going back home to train more. They're currently heartbroken from having their love taken and depressed about their inadequacy.
Its not like she's weak either. I rolled 17 Dex and Con for her, but it just doesn't matter; I can't hit anything. We've fought 30+ bandits so far and I've killed just one; it took me 5 swings to land a blow with my rapier with thunderous strike.
- All our characters are currently level 3.
- We rolled our stats randomly, since the DM thinks it more fun that way. I rolled pretty well: Str 13, Dex 17, Con 17, Int 10, Wis 13, Cha 15.
- My paladin had an idea of how a fantastical hero should behave, and tries to emulate them by charging into battle ahead of the party, even if it's foolish.
- She an aarakocra wearing Chain armor and a rapier. (I know it's not ideal, but it fits her nature of wanting to be some dreamy heavily armored paladin striding into battle.)
- We play on Roll20 through Discord, and the DM watches us roll to make sure all the stats are added on correctly. I currently have a +5 to hit with my rapier.
So an example of a fight that went terribly for me:
A group of 12 bandits and a boss character attack the town gates, killing the guards. We roll initiative and I roll to go first, so I plan on jumping into the middle of them to pin the group, until the bandits roll a nat. 20. Their roll is equal to mine, but the DM says it's a crit so they go before me.
Half the bandits flank dash past us to rush into the town. I use my turn to cast shield of faith and dash ahead and block them, with some heroic dialogue thrown in. My comrades engage the rest of the bandits and the boss as I try to solo the 6 running bandits.
The bandits completely ignore my character and run through me. I miss with my attack of opportunity; meanwhile, my party members are slaughtering the boss.
I run after the bandits to try and stop them from attacking some NPCs, and fail completely as I miss my attacks. They run past me and grapple an NPC that another PC is in love with.
I decide to try and save her, but another NPC comes from offscreen and does it for me. Meanwhile, my friends have beaten the boss. I decide to fight the other bandits, and charge in but miss again. The guards turn up, and the bandits give up.
This was a 6-hour-long fight and I did nothing.
I've talked to the dm and other players about it, and they feel bad for me but they just say, "that's how the dice go" and "maybe you'll get lucky later".
How can I keep playing this character in a fun way, given the circumstances? I like them and really want to enjoy RPing as them.
Here's all my rolls from last night's game logs (all rolled via Roll20's interface):
- Cha save: 4+4 (fail)
- Con save: 8+3 (fail)
- initiative: 18+3
- attack roll: 5+5 (miss)
- attack roll: 5+5 (miss)
- attack roll: 7+5 (miss), against an armored bandit)
- attack roll: 6+5 (miss)
- attack roll: 2+5 (miss)
- Arcana check: 7+0 (fail)
There weren't a lot of rolls for me to make last night, since it was mainly a dialogue-based session, and my character doesn't like to use Deception and didn't need to persuade anyone. But as you can see the only thing I rolled well on was initiative.
dnd-5e group-dynamics online-roleplaying
New contributor
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show 2 more comments
I've always wanted to play D&D before, and recently I finally found an online play-by-chat group I can play with regularly. I spent a lot of time chatting with them and building up a fun noble bright paladin that I thought would be cool and heroic, and always try to be a shining example of good behaviour even to the party's detriment.
Unfortunately, I roll badly constantly, and my character just fails at everything. Every skill check, every save, every combat, she just fails and misses. We're about to start our 4th session now usually about 7 hours long and I'm just so bored. I even tried to add some flavour to the game in a non-dice-rolling form by romancing an NPC, but another player pushed in and just seduced them away.
What should I do? I really want to play the game and have fun roleplaying my character, but with how awful everything has gone for them so far the only progression I can see them going down is going back home to train more. They're currently heartbroken from having their love taken and depressed about their inadequacy.
Its not like she's weak either. I rolled 17 Dex and Con for her, but it just doesn't matter; I can't hit anything. We've fought 30+ bandits so far and I've killed just one; it took me 5 swings to land a blow with my rapier with thunderous strike.
- All our characters are currently level 3.
- We rolled our stats randomly, since the DM thinks it more fun that way. I rolled pretty well: Str 13, Dex 17, Con 17, Int 10, Wis 13, Cha 15.
- My paladin had an idea of how a fantastical hero should behave, and tries to emulate them by charging into battle ahead of the party, even if it's foolish.
- She an aarakocra wearing Chain armor and a rapier. (I know it's not ideal, but it fits her nature of wanting to be some dreamy heavily armored paladin striding into battle.)
- We play on Roll20 through Discord, and the DM watches us roll to make sure all the stats are added on correctly. I currently have a +5 to hit with my rapier.
So an example of a fight that went terribly for me:
A group of 12 bandits and a boss character attack the town gates, killing the guards. We roll initiative and I roll to go first, so I plan on jumping into the middle of them to pin the group, until the bandits roll a nat. 20. Their roll is equal to mine, but the DM says it's a crit so they go before me.
Half the bandits flank dash past us to rush into the town. I use my turn to cast shield of faith and dash ahead and block them, with some heroic dialogue thrown in. My comrades engage the rest of the bandits and the boss as I try to solo the 6 running bandits.
The bandits completely ignore my character and run through me. I miss with my attack of opportunity; meanwhile, my party members are slaughtering the boss.
I run after the bandits to try and stop them from attacking some NPCs, and fail completely as I miss my attacks. They run past me and grapple an NPC that another PC is in love with.
I decide to try and save her, but another NPC comes from offscreen and does it for me. Meanwhile, my friends have beaten the boss. I decide to fight the other bandits, and charge in but miss again. The guards turn up, and the bandits give up.
This was a 6-hour-long fight and I did nothing.
I've talked to the dm and other players about it, and they feel bad for me but they just say, "that's how the dice go" and "maybe you'll get lucky later".
How can I keep playing this character in a fun way, given the circumstances? I like them and really want to enjoy RPing as them.
Here's all my rolls from last night's game logs (all rolled via Roll20's interface):
- Cha save: 4+4 (fail)
- Con save: 8+3 (fail)
- initiative: 18+3
- attack roll: 5+5 (miss)
- attack roll: 5+5 (miss)
- attack roll: 7+5 (miss), against an armored bandit)
- attack roll: 6+5 (miss)
- attack roll: 2+5 (miss)
- Arcana check: 7+0 (fail)
There weren't a lot of rolls for me to make last night, since it was mainly a dialogue-based session, and my character doesn't like to use Deception and didn't need to persuade anyone. But as you can see the only thing I rolled well on was initiative.
dnd-5e group-dynamics online-roleplaying
New contributor
How long did this combat last (rounds)? Did the other players take much longer than you to take their turns? To me this sounds like a combat that should be over in 2h, 3h tops...
– fabian
8 hours ago
"I plan on jumping into the middle of them to pin the group, until the bandits nat 20 their roll is equal to mine but the dm says its a crit so they win" — is this one sentence or two separate ones? could you please edit to make this unambiguous? And what do you mean by "they win", what exactly happened?
– enkryptor
8 hours ago
2
As someone said, this defies probability, are you sure you were rolling correctly? Not accidentally imposing disadvantage, or rolling a d10, or something similar? Syntax mistakes are easy online.
– goodguy5
8 hours ago
@Reed Comments are for seeking clarification or suggesting improvement to the question only. What you have written here belongs in an answer and is not allowed in a comment. Please post it below expanded and supported appropriately as an answer. Comment answers will be removed.
– Rubiksmoose
7 hours ago
1
@jacobgr43 I see you've accepted an answer. If you have any interest in additional feedback it might be helpful if you edit your answer to note whether the stats you listed were before or after racial bonuses. Also, when you said chain armor, that could either be a "chain shirt" or "chain mail", which are two different types of armor with different properties. Good luck!
– Jack
7 hours ago
|
show 2 more comments
I've always wanted to play D&D before, and recently I finally found an online play-by-chat group I can play with regularly. I spent a lot of time chatting with them and building up a fun noble bright paladin that I thought would be cool and heroic, and always try to be a shining example of good behaviour even to the party's detriment.
Unfortunately, I roll badly constantly, and my character just fails at everything. Every skill check, every save, every combat, she just fails and misses. We're about to start our 4th session now usually about 7 hours long and I'm just so bored. I even tried to add some flavour to the game in a non-dice-rolling form by romancing an NPC, but another player pushed in and just seduced them away.
What should I do? I really want to play the game and have fun roleplaying my character, but with how awful everything has gone for them so far the only progression I can see them going down is going back home to train more. They're currently heartbroken from having their love taken and depressed about their inadequacy.
Its not like she's weak either. I rolled 17 Dex and Con for her, but it just doesn't matter; I can't hit anything. We've fought 30+ bandits so far and I've killed just one; it took me 5 swings to land a blow with my rapier with thunderous strike.
- All our characters are currently level 3.
- We rolled our stats randomly, since the DM thinks it more fun that way. I rolled pretty well: Str 13, Dex 17, Con 17, Int 10, Wis 13, Cha 15.
- My paladin had an idea of how a fantastical hero should behave, and tries to emulate them by charging into battle ahead of the party, even if it's foolish.
- She an aarakocra wearing Chain armor and a rapier. (I know it's not ideal, but it fits her nature of wanting to be some dreamy heavily armored paladin striding into battle.)
- We play on Roll20 through Discord, and the DM watches us roll to make sure all the stats are added on correctly. I currently have a +5 to hit with my rapier.
So an example of a fight that went terribly for me:
A group of 12 bandits and a boss character attack the town gates, killing the guards. We roll initiative and I roll to go first, so I plan on jumping into the middle of them to pin the group, until the bandits roll a nat. 20. Their roll is equal to mine, but the DM says it's a crit so they go before me.
Half the bandits flank dash past us to rush into the town. I use my turn to cast shield of faith and dash ahead and block them, with some heroic dialogue thrown in. My comrades engage the rest of the bandits and the boss as I try to solo the 6 running bandits.
The bandits completely ignore my character and run through me. I miss with my attack of opportunity; meanwhile, my party members are slaughtering the boss.
I run after the bandits to try and stop them from attacking some NPCs, and fail completely as I miss my attacks. They run past me and grapple an NPC that another PC is in love with.
I decide to try and save her, but another NPC comes from offscreen and does it for me. Meanwhile, my friends have beaten the boss. I decide to fight the other bandits, and charge in but miss again. The guards turn up, and the bandits give up.
This was a 6-hour-long fight and I did nothing.
I've talked to the dm and other players about it, and they feel bad for me but they just say, "that's how the dice go" and "maybe you'll get lucky later".
How can I keep playing this character in a fun way, given the circumstances? I like them and really want to enjoy RPing as them.
Here's all my rolls from last night's game logs (all rolled via Roll20's interface):
- Cha save: 4+4 (fail)
- Con save: 8+3 (fail)
- initiative: 18+3
- attack roll: 5+5 (miss)
- attack roll: 5+5 (miss)
- attack roll: 7+5 (miss), against an armored bandit)
- attack roll: 6+5 (miss)
- attack roll: 2+5 (miss)
- Arcana check: 7+0 (fail)
There weren't a lot of rolls for me to make last night, since it was mainly a dialogue-based session, and my character doesn't like to use Deception and didn't need to persuade anyone. But as you can see the only thing I rolled well on was initiative.
dnd-5e group-dynamics online-roleplaying
New contributor
I've always wanted to play D&D before, and recently I finally found an online play-by-chat group I can play with regularly. I spent a lot of time chatting with them and building up a fun noble bright paladin that I thought would be cool and heroic, and always try to be a shining example of good behaviour even to the party's detriment.
Unfortunately, I roll badly constantly, and my character just fails at everything. Every skill check, every save, every combat, she just fails and misses. We're about to start our 4th session now usually about 7 hours long and I'm just so bored. I even tried to add some flavour to the game in a non-dice-rolling form by romancing an NPC, but another player pushed in and just seduced them away.
What should I do? I really want to play the game and have fun roleplaying my character, but with how awful everything has gone for them so far the only progression I can see them going down is going back home to train more. They're currently heartbroken from having their love taken and depressed about their inadequacy.
Its not like she's weak either. I rolled 17 Dex and Con for her, but it just doesn't matter; I can't hit anything. We've fought 30+ bandits so far and I've killed just one; it took me 5 swings to land a blow with my rapier with thunderous strike.
- All our characters are currently level 3.
- We rolled our stats randomly, since the DM thinks it more fun that way. I rolled pretty well: Str 13, Dex 17, Con 17, Int 10, Wis 13, Cha 15.
- My paladin had an idea of how a fantastical hero should behave, and tries to emulate them by charging into battle ahead of the party, even if it's foolish.
- She an aarakocra wearing Chain armor and a rapier. (I know it's not ideal, but it fits her nature of wanting to be some dreamy heavily armored paladin striding into battle.)
- We play on Roll20 through Discord, and the DM watches us roll to make sure all the stats are added on correctly. I currently have a +5 to hit with my rapier.
So an example of a fight that went terribly for me:
A group of 12 bandits and a boss character attack the town gates, killing the guards. We roll initiative and I roll to go first, so I plan on jumping into the middle of them to pin the group, until the bandits roll a nat. 20. Their roll is equal to mine, but the DM says it's a crit so they go before me.
Half the bandits flank dash past us to rush into the town. I use my turn to cast shield of faith and dash ahead and block them, with some heroic dialogue thrown in. My comrades engage the rest of the bandits and the boss as I try to solo the 6 running bandits.
The bandits completely ignore my character and run through me. I miss with my attack of opportunity; meanwhile, my party members are slaughtering the boss.
I run after the bandits to try and stop them from attacking some NPCs, and fail completely as I miss my attacks. They run past me and grapple an NPC that another PC is in love with.
I decide to try and save her, but another NPC comes from offscreen and does it for me. Meanwhile, my friends have beaten the boss. I decide to fight the other bandits, and charge in but miss again. The guards turn up, and the bandits give up.
This was a 6-hour-long fight and I did nothing.
I've talked to the dm and other players about it, and they feel bad for me but they just say, "that's how the dice go" and "maybe you'll get lucky later".
How can I keep playing this character in a fun way, given the circumstances? I like them and really want to enjoy RPing as them.
Here's all my rolls from last night's game logs (all rolled via Roll20's interface):
- Cha save: 4+4 (fail)
- Con save: 8+3 (fail)
- initiative: 18+3
- attack roll: 5+5 (miss)
- attack roll: 5+5 (miss)
- attack roll: 7+5 (miss), against an armored bandit)
- attack roll: 6+5 (miss)
- attack roll: 2+5 (miss)
- Arcana check: 7+0 (fail)
There weren't a lot of rolls for me to make last night, since it was mainly a dialogue-based session, and my character doesn't like to use Deception and didn't need to persuade anyone. But as you can see the only thing I rolled well on was initiative.
dnd-5e group-dynamics online-roleplaying
dnd-5e group-dynamics online-roleplaying
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New contributor
edited 6 hours ago
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asked 9 hours ago
jacobgr43
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How long did this combat last (rounds)? Did the other players take much longer than you to take their turns? To me this sounds like a combat that should be over in 2h, 3h tops...
– fabian
8 hours ago
"I plan on jumping into the middle of them to pin the group, until the bandits nat 20 their roll is equal to mine but the dm says its a crit so they win" — is this one sentence or two separate ones? could you please edit to make this unambiguous? And what do you mean by "they win", what exactly happened?
– enkryptor
8 hours ago
2
As someone said, this defies probability, are you sure you were rolling correctly? Not accidentally imposing disadvantage, or rolling a d10, or something similar? Syntax mistakes are easy online.
– goodguy5
8 hours ago
@Reed Comments are for seeking clarification or suggesting improvement to the question only. What you have written here belongs in an answer and is not allowed in a comment. Please post it below expanded and supported appropriately as an answer. Comment answers will be removed.
– Rubiksmoose
7 hours ago
1
@jacobgr43 I see you've accepted an answer. If you have any interest in additional feedback it might be helpful if you edit your answer to note whether the stats you listed were before or after racial bonuses. Also, when you said chain armor, that could either be a "chain shirt" or "chain mail", which are two different types of armor with different properties. Good luck!
– Jack
7 hours ago
|
show 2 more comments
How long did this combat last (rounds)? Did the other players take much longer than you to take their turns? To me this sounds like a combat that should be over in 2h, 3h tops...
– fabian
8 hours ago
"I plan on jumping into the middle of them to pin the group, until the bandits nat 20 their roll is equal to mine but the dm says its a crit so they win" — is this one sentence or two separate ones? could you please edit to make this unambiguous? And what do you mean by "they win", what exactly happened?
– enkryptor
8 hours ago
2
As someone said, this defies probability, are you sure you were rolling correctly? Not accidentally imposing disadvantage, or rolling a d10, or something similar? Syntax mistakes are easy online.
– goodguy5
8 hours ago
@Reed Comments are for seeking clarification or suggesting improvement to the question only. What you have written here belongs in an answer and is not allowed in a comment. Please post it below expanded and supported appropriately as an answer. Comment answers will be removed.
– Rubiksmoose
7 hours ago
1
@jacobgr43 I see you've accepted an answer. If you have any interest in additional feedback it might be helpful if you edit your answer to note whether the stats you listed were before or after racial bonuses. Also, when you said chain armor, that could either be a "chain shirt" or "chain mail", which are two different types of armor with different properties. Good luck!
– Jack
7 hours ago
How long did this combat last (rounds)? Did the other players take much longer than you to take their turns? To me this sounds like a combat that should be over in 2h, 3h tops...
– fabian
8 hours ago
How long did this combat last (rounds)? Did the other players take much longer than you to take their turns? To me this sounds like a combat that should be over in 2h, 3h tops...
– fabian
8 hours ago
"I plan on jumping into the middle of them to pin the group, until the bandits nat 20 their roll is equal to mine but the dm says its a crit so they win" — is this one sentence or two separate ones? could you please edit to make this unambiguous? And what do you mean by "they win", what exactly happened?
– enkryptor
8 hours ago
"I plan on jumping into the middle of them to pin the group, until the bandits nat 20 their roll is equal to mine but the dm says its a crit so they win" — is this one sentence or two separate ones? could you please edit to make this unambiguous? And what do you mean by "they win", what exactly happened?
– enkryptor
8 hours ago
2
2
As someone said, this defies probability, are you sure you were rolling correctly? Not accidentally imposing disadvantage, or rolling a d10, or something similar? Syntax mistakes are easy online.
– goodguy5
8 hours ago
As someone said, this defies probability, are you sure you were rolling correctly? Not accidentally imposing disadvantage, or rolling a d10, or something similar? Syntax mistakes are easy online.
– goodguy5
8 hours ago
@Reed Comments are for seeking clarification or suggesting improvement to the question only. What you have written here belongs in an answer and is not allowed in a comment. Please post it below expanded and supported appropriately as an answer. Comment answers will be removed.
– Rubiksmoose
7 hours ago
@Reed Comments are for seeking clarification or suggesting improvement to the question only. What you have written here belongs in an answer and is not allowed in a comment. Please post it below expanded and supported appropriately as an answer. Comment answers will be removed.
– Rubiksmoose
7 hours ago
1
1
@jacobgr43 I see you've accepted an answer. If you have any interest in additional feedback it might be helpful if you edit your answer to note whether the stats you listed were before or after racial bonuses. Also, when you said chain armor, that could either be a "chain shirt" or "chain mail", which are two different types of armor with different properties. Good luck!
– Jack
7 hours ago
@jacobgr43 I see you've accepted an answer. If you have any interest in additional feedback it might be helpful if you edit your answer to note whether the stats you listed were before or after racial bonuses. Also, when you said chain armor, that could either be a "chain shirt" or "chain mail", which are two different types of armor with different properties. Good luck!
– Jack
7 hours ago
|
show 2 more comments
9 Answers
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It is disappointing to fail at what you're trying to do in D&D. I think it's one of the hardest things, when starting out, to realize that sometimes, a narratively cool thing won't happen because the dice said no. You seem to have two issues here: one with what your character can do, and one with expectations.
What Your Character Can Do
You said you've failed at everything, and I'm choosing to take this as not being hyperbole, which is absolutely a bummer. You've played four sessions, though, which means it could easily just be a string of bad luck. It could also be a misunderstanding of how your modifiers work, but without seeing your lady's sheet, I can't speak to that.
It stands out to me immediately that her Charisma is lower than her Dex, which isn't going to do her any favors as a Paladin; their spells are Charisma based. I am by no means an expert on character building, but from what I've seen, most Paladins focus on either strength or dexterity, and then charisma. From what you've said about wanting to be the idealistic paladin leader, and what you've said about trying to romance people, this might be useful from an in-character perspective.
I understand wanting to make a character for RP purposes, even if it's less effective. (I wound up with a drow cleric in the Light domain, once.) However, it doesn't sound like it's working—meaning, it doesn't sound like it's fun for you. I had the same realization recently: despite my love for writing and character building, I'm not an RPer in D&D. Instead, I'm much happier as a min-maxer who wears heavy armor and hits people really hard. These reasons are actually why I play paladins. I favor the heaviest armor I can get, and strength-based weapons. I suppose things might vary in your specific setting, but giant armor and big heavy weapons and occasionally shields is what says "archetypal paladin" to me.
If I were you, I would swap the rapier for a longsword (depending on which fighting style you picked, I'm assuming dueling), and ask the DM if you can swap your dex and charisma. This will make you more effective in combat, both with hitting and with spells. I wouldn't recommend dropping the strength, because that'll mess up your options for armor down the road.
Generally, running ahead is a bad idea, especially if alone. However, paladins are pretty decently set up to survive that. In fact, this might be an aspect you've overlooked about your character: if she has enough armor and can put herself in the way of the bandits, she's providing the invaluable service of being a tank. Of course, this doesn't generally work well in D&D if you aren't putting out damage, but it's still a vitally important party role.
Expectations
There was a red flag for me immediately when I clicked this question:
...that I though would be cool and heroic and always try to be a shining example of good behaviour even to the parties detriment.
This is not a good mindset for D&D. This is also why a lot of people have a bad notion of paladins. No one player is always gonna be cool and heroic. It's a group game. Everyone will have their moments. Adjusting to this is really hard when first playing.
Trying to solo 6 enemies at once is not possible. No matter how cool or how in character. You don't have any of the awesome AOEs that some classes (and races, if you're a dragonborn) have.
In general, player characters in D&D do not have plot armor or special main character privileges. They exist in a world with rules that govern how events play out (generally), and you may need to adapt to them.
What You Can Do
I have been in your shoes. I made a character with a loose idea of his personality and goals, with little subtleties that I thought would be fun. And then, none of them came up, the DM threw half the rules to the wind in ways that favored spellcasters, and my human fighter wound up feeling pretty useless. After an especially tense situation, I decided to take a step back. I was at a crossroads: I could stubbornly keep trying to make him the character I designed, and constantly butt heads with the party, which was not fun for me, or I could go with the party atmosphere, multiclass into warlock, and go with the flow.
I chose the latter.
Now, I see a few options for your character, but I think all of them require some overhaul for both you and for her.
First: You need to let go of the idea of being the big hero. Your character doesn't have to. But you, the player, do. This means no more charging off. Play it as your character learning her lesson. Keep the party together. Sorry if this sounds harsh, but the lack of fun in the bandit fight is partially your own fault. Stick. With. Your. Party.
Second: Figure out what you want her to be to the party. It seemed to me like you wanted her to be leading from the front, so I'll go with that.
Third: Get, or save up for, the best damn armor you can get. If you're gonna be at the front, you have to be able to take those blows, or avoid them altogether.
Fourth: At level four, either bump up your charisma, or, if the DM permits it, take the Inspiring Leader feat, which lets you give your party a little pep-talk in exchange for some temporary hit points.
Fifth: Right now, arrange your spells so you have at least one smite, and take as many buffs as you can.
This answer is assuming that you may very well continue to be unlucky with your rolls. So, instead, make a character that avoids rolling as much as possible.
Thanks for the advice, I was thinking of going for that feat as a party buff thing. I took protection as my fighting style since she's supposed to be heroic protecting the weak. The idea of her having a crisis of personality sounds interesting though, realising all her dreams of grandeur were flawed and straying away from lawful good towards chaotic good.
– jacobgr43
8 hours ago
1
@jacobgr43 My policy as both player and DM is that failure is the best thing for a character! There's a lot of options for directions that she could go in from here, but in general, I would try to embrace these issues and run with them.
– L.S. Cooper
8 hours ago
2
Overall this is a pretty good answer but your advice on changing stats around is terrible. The OP actually has awesome stats for a dex paladin. Put his lvl4 asi into dex and cha and he will have +4 and +3 respectively which is great. Only thing he should change is to wear medium or light armor that can benefit from his high dex.
– linksassin
5 hours ago
"I am by no means an expert on character building". I thought it needed addressing for this to be a complete answer. Additionally, he responded to this post to say that he took protection as a fighting style, which doesn't seem to jive with the lighter armor concept. However, the original post was formatted differently when I posted this, and I believe I may have misunderstood the stats. Still, one way or another, I don't think that dexterity paladin and protection are necessarily the best combination. If you have a different recommendation for build, you are welcome to post it.
– L.S. Cooper
5 hours ago
add a comment |
First Problem: those are some pretty abysmal rolls
It's not surprising you had a bad experience with this session: nobody would be able to succeed with d20 rolls like what you got. Your one good roll was in initiative, arguably the least important roll you made (for your character, anyways), and not one of your other rolls was above an 8. The odds of rolling that poorly are pretty low; about 0.04% probable, or about 4/10000.
So while this encounter was frustrating, you can also take solace in the knowledge that it was an aberration... probably.
I would double-check the rolls you were making, to make sure you weren't accidentally using a d12 for your non-initiative rolls. It sounds like you were using something like Roll20 to make your rolls, so that's pretty unlikely, but still something to check for.
Despite your bad rolls, you may want to adjust your tactics
Right off the bat, in 5th Edition D&D, trying to fight more than one creature at once is extremely dangerous, even when they're substantially weaker than you are. As a third level character, you're only marginally more powerful than an "average" other creature in the game, and a group of 6-12 Bandits, each a CR1/8 creature capable of dealing (on average) 4 damage per hit, could have buried you very quickly on the heels of some lucky rolls on their part.
Even with your terrible rolls (which should not be ignored!), this combat encounter was probably not going to go that well for you even in more normal circumstances
When a combat encounter features a very large number of enemy creatures, the smartest tactic is to let them come to you; running into the middle of them is bad for multiple reasons:
- They can surround you, cutting off your ability to retreat
- It might be difficult for your allies to heal you—most healing spells operate in touch range, and the ones that do operate at range often have pretty pitiful healing capabilities
- If you do try to retreat, you'll have to use Disengage to get away from them without injury; if they try to retreat, only you will get to make an Attack of Opportunity, and only against one of them; the rest won't be required to disengage.
Unless you have a powerful AOE control spell (as a level 3 Paladin, you do not), you don't have the tools to manage a pack of enemies that numerous. You can't prevent them from simply running past you, you can't soak up all that damage on your own, and if things go badly for you (which, arguably, they did), you don't have any recourse to fall back on.
So my advice is two-fold. First, stop walking under ladders, and stop breaking mirrors. Maybe stuff some four-leaf clovers into your pockets before the next session.
Second, work with your allies to form a better battle plan that doesn't involve sending one solitary person to try to stop twelve people from simply running past them. Find a battle plan that keeps your character with the party, better able to maneuver and respond to changes in the circumstances of the battle.
7
Good point about the bandits’ damage output. Having them run past may have been the DM trying to be nice!
– SevenSidedDie♦
8 hours ago
He might also take Magic Initiate at L4 and pickup some cantrips that require an enemy to make a save (particularly if it targets Wis or Cha) instead of him rolling to hit. That would let him rely on a different person's luck :)
– Rykara
8 hours ago
1
I totally forgot to mention the bandits running past, but SevenSidedDie is right. Those bandits definitely saved the character from nigh-certain death.
– L.S. Cooper
7 hours ago
1
I'd definitely agree that 12 bandits would drop this character quickly. But it sounds like she tried to be one of several characters fighting the 12 of them, and then later "soloed" 6 of them. It looks like the bandits would only hit about 25% of the time with an AC of 18 (chain + shield), and this paladin has 31 max HP (plus the ability to heal 15 more HP with Lay On Hands). That means that the bandits would take an average of 31 attacks to kill the paladin (4 damage per hit, but 4 attacks per hit on average = one damage average per attack), assuming that she didn't heal herself.
– Gandalfmeansme
2 hours ago
Continued (sorry for length): that's the amount of attacks 6 bandits would get in five rounds, assuming that none of her attacks dropped any of them, which is about the duration of this combat. And her survivability gets even better since she has shield of faith up. It was definitely risky for all the reasons you mentioned, and not a great tactic for a paladin, but I don't think it was very likely for her character to be "buried very quickly."
– Gandalfmeansme
2 hours ago
add a comment |
Try a new d20. Yours seems to defy the laws of probability. It may very well be unbalanced towards lower numbers (unlikely in this case of digital dice, but theoretically possible) or cursed (if you're the superstitious type).
Otherwise, just keep playing. Odds are that you'll have better rolls the next time, so says math.
Comments are not for extended discussion; this conversation has been moved to chat.
– mxyzplk♦
6 hours ago
add a comment |
What went wrong?
You had consistently bad luck. It happens. The average of a d20 over a sequence of rolls should be roughly 10.5, whereas your d20 consistently rolled below that. Unfortunately, other than finding ways to get advantage on your rolls, there's not much to be done here.
The combat had slow pacing. You had ~6 turns across a 6 hour combat, and spent most of the encounter watching other PCs and NPCs. I would be bored too! Perhaps there were too many NPCs (you mentioned 12+ bandits) or players were taking too long with their turns. Either way, this is on the DM - it is the DM's job to keep the game moving.
Your choice of tactics, to rush in by yourself and use the Attack action on almost every turn. Encounters are generally meant to be handled by groups. Plus, you had a number of character options (Help, Disengage, healing, etc) that you may have neglected.
What can you do to participate more and have fun?
Focus more on the roleplay aspects, which you seem to enjoy. If you want to pursue certain roleplay goals, like romancing NPCs without competing against your allies, then try informing your fellow players (possibly out of character) what you would like to do. Maybe they can even assist you in the roleplay.
Change up your tactics. As a paladin, your character has a number of support-focused options that you could leverage, such as using the Help action to assist an ally, or using your Lay on Hands or casting one of your spells. Some of these options don't require rolls, so they can remain effective despite having bad luck.
Talk with the DM. Whether it was the slow-paced combat, having too many enemies, or having NPCs appear to upstage you, your DM seems to have certain stylistic choices that don't sit well with you. Have an out of game conversation with your DM to see if you can come to a compromise; maybe they can adjust their style, and you can have clearer expectations about the type of game they want to run.
1
Minor nitpick: it has been mentioned that this game was a play by chat one - play by chat games are slower by nature.
– Zachiel
5 hours ago
add a comment |
Check the Program
A minor note, but one that deserves to come first. Your rolls were extremely low, but they did tend to cluster around 5 (all but two rolls within 2 of five). I think it's possible that something may be set up wrong on your roll20 character sheet.
click on the "gear" symbol on the upper right of your character sheet, then look in the upper right box. It should say "Core Die Roll" and have 1d20 written there. If it says "Core Die Roll 1d10" then that's your problem.
However, since you did roll an 18 for initiative, it's possible that you simply got extraordinarily unlucky. So with that in mind, read on:
Improving your odds/fun in combat
There are three basic ways to excel in combat.
1. Play to your strengths
2. Fit your goals to your circumstances
3. Improve what you need and don't have
Let's talk about how each of these applies to your character.
1. Play to your strengths
Paladins won't attack as often as Monks or (at higher levels) fighters, but when they chose to they can hit hard. As such, they aren't really built for dealing with multiple enemies, but paladins are excellent at dueling single strong foes and dealing "nova" damage (large amounts of damage that can only be done a few times).
In the combat above, it might have benefited you to focus on a single target, like the boss. Even with abysmal rolls, you'd be serving as a "tank" to your team, directing attacks away from allies of yours with lower HP or AC. And you could have benefitted from the actions of your allies as well (such as gaining advantage against the boss if an ally knocks them prone, or casts hold person on them). And you could have used your paladins' Chanel Divinity feature of their divine oath against this stronger foe, which often improves your odds of hitting an enemy (such as the Oath of Devotion's Sacred Weapon feature, which would have let you add a +2 to all your attack rolls).
Running after multiple enemies is exactly the kind of thing a paladin is bad at. You'll spend a lot of resources dashing to keep up with them, and may waste resources smiting them by doing more damage than their total hit points (thus "losing" damage that could have been dealt to a larger target). Also, very few 3rd level paladins have Area of Effect abilities or spells, so they cannot damage a large number of enemies quickly (unlike spellcasters who could use spells like shatter or spike growth to damage several enemies at once). Although there are going to be situations where you should pursue a mob (and this may well have been one of them), know that running after a group as a paladin is like running into melee range as a wizard: there are times to do it, but it's usually a sign something has gone wrong.
2. Fit your goals to your circumstances
You're a righteous paladin in shining armor, with literal wings extending from your back. You look like the angry face of justice from on high, come to earth to punish the wicked. Who in their right mind would stand against you?
Unfortunately, that's exactly what you wanted your enemies to do. You ran in front of them, hoping they'd all stop and attack you. As an aarakocra in heavy armor, you're slower than most standard enemies (walking speed of 25 feet), and you lack the movement advantages of a monk or rogue, so the best chance a minor enemy will have is to simply outrun you: to find an easier target.
If you want to chase these enemies down (which is totally understandable: they are threatening innocent people), your goal can't be to catch and defeat them all: best case scenario, that would take 6 rounds, which is quite a long time. Not to mention the fact that they are faster than you, and don't want to stop and fight if they can help it. So you need to use a tactic which will work at a distance, and use the fact that they are afraid to face you to your advantage.
For example, you could try to intimidate them into surrendering. If that's the goal, then even failed attacks could work towards your goal. If a feathered and armored creature was swinging a sword inches from my face, shouting that I must yield or die, I'd really reconsider my life choices up to this point. These enemies clearly want nothing to do with you (they keep running past you) so use that weakness as a strength. That way not only will you have a greater chance of defeating them all quickly, you'll also feel like you've contributed more to their eventual surrender even if all your rolls fail. (You describe this combat as the town guard convincing them to surrender: but if you'd been shouting at them to yield, maybe it was you who convinced them to give up). With the right goal, you can work towards success even when all your rolls fail.
I'm not saying you need to shout "surrender" in every combat: I'm saying fit your tactics and goals to your enemies and situation. If your enemies are faster than you, know that you can't swing a sword over distance but you can shout very far. If your enemies are afraid of you, convince them to surrender rather than face your blade. If your enemy is overconfident, lure them into a fight that is to their disadvantage. Any enemy psychology or feature of the terrain can be turned to your advantage.
3. Improve what you need and don't have
In this battle, you prioritized attacking enemies that were running from you. But your major tactical advantage you gave yourself was to cast Shield of Faith and increase your AC.
Increasing AC fixed a problem you didn't have: you made yourself harder to hit, but your had excellent AC already, and your enemies do little damage per strike. Besides, your opponents already showed that they would run right past you given opportunity, so standing in front of them and improving your armor didn't really help you stop them. If your goal was to chase them down, what you needed was to hit consistently so you could take down your enemies quickly and move on to the next one. This must have been especially clear after your second round of combat, where none of your strikes seemed to connect.
A spell like bless would have been more effective here, increasing the probability that you land a blow (and helping your allies at the same time). Similarly, using your Chanel Divinity might have been very helpful. If you had the Oath of Devotion (which sounds likely), and if you'd used sacred weapon and bless at the same time, you'd have added an average of 4.5 to every single attack roll you made (minimum 3) which would have likely turned four of your five attack rolls above into hits. It might have even turned your worst attack roll into a hit (2 + 5 dex and proficiency + 2 Charisma + 4 a lucky bless roll = 13, higher than a standard bandit AC).
Looking ahead, you might have noticed that mobility was an issue for you in this battle. You can fix that by swapping out your heavy Ring Mail armor for Studded Leather (same AC next level if you improve your Dex), and gain an extra 25 feet of movement every round through flying. Alternatively, since the aesthetic of your armor is important to you, could invest some money (75gp) in a mount like a riding horse (until you can cast Find Steed in two levels).
I've been told before that "the goal of war is to find a fair fight and make it unfair." If you find yourself having trouble with something (rolls to hit, mobility, whatever), look for resources that can improve those things. And you don't need to only look to your character either. Maybe your team's wizard will cast magic weapon on your sword before the fight begins, or your teams druid will cast entangle on the fleeing enemies and give you advantage on your strikes.
Sometimes, nothing will work
You were insanely unlucky in this last game. The odds of rolling below a 10 (naturally) on 5 attacks is about 1/32, and you managed to roll abysmally for another three rolls besides. This kind of bad luck will happen once in a blue moon: but it's worth acknowledging that it will happen.
This will happen sometimes, even if you pick all the right tactics and have optimized your build. Every now and again, Gimli gets stuck under a warg, or a stealthy smuggler steps on a dry twig. No matter how good you are, sometimes everything will go wrong.
If you follow the guidelines above, then hopefully these times will be few and far between, and they will not last very long. My biggest advice is "use it." Are you getting frustrated? Then so is your character. Let that rage and frustration fuel them to train even harder, to search or that next magical item, to learn that new spell which will make them more able to turn a miss into a hit, a failure into a success. Do you feel like this is ridiculous? Then laugh. Reframe the misses as comedic, and imagine how funny it would be to see the mighty paladin spout justice and hellfire, but then miss.
In the words of Maya Angelou: "you should be angry. You must not be bitter." The role of random chance in your successes or failures is more on display in a role playing game than in real life: you can always see how there are elements of the game that our out of your control. But just because some things are out of our control doesn't mean everything is. Every situation has something you can do to turn it to your advantage, some way to improve your odds. And if you do all that and still fail, let it motivate you to do even more in the future: to make your character even better. And the better you get (and the more you use tactics that work to your advantage), the more often you'll find even mediocre rolls resulting in a success.
add a comment |
It's super disheartening when RNG is beating you up. You made all the right decisions, and your character is built effectively. The DM was not screwing you over, and the bandits were acting normally. 99% of the time, you would absolutely have dominated that situation.
If you really are expecting a lot more terrible rolls, like you broke a mirror with a black cat, you may look into Crowd Control spellcasting more. Usually CC spells require the enemy to roll, so it takes less burden off your cursed dice.
You could also take the tank roll, focus on spells that force combat like compel duel, or charm the enemies. By being the damage taker, it mostly relies on enemies to surpass your AC, and the rolls are on them.
Honestly though, you had an abnormally bad string of luck, but your character is worth saving. It has a good backstory and is built properly as a close quarters brawler. Don't let this setback color your experience of D&D.
New contributor
add a comment |
I am going to leave to the other answers suggestions about how to maximise your chances within the rules and how to deal with unlucky throws.
I'm going to focus with the more serious problem: you are letting superstition interfere with your expectations.
Many gamers have superstitions about their favourite and least favourite dice, about having hot or cold hands, rituals about how they roll the dice, all to improve their chances.
Normally, this is just a bit of fun and adds to the interest of the game. [To a degree - if someone is blowing on and shaking a die in their hand for more than about three seconds for some important roll, I am internally screaming at them: JUST ROLL IT ALREADY!]
However, in some cases it seems people take it too seriously. This case seems to be one of them. It's time to step back and understand that this set of beliefs about the dice is all bunk. This is just a symptom of natural human biases - that try to spot and extrapolate patterns, that remember some events more vividly that others, that try to give a reassuring sense of control where none exists - all going too far.
Yes, you have had a string of unlucky rolls. No, that doesn't mean your future holds a higher number than expected of unlucky rolls. To believe that the dice are biased against you or your character is irrational and paranoid.
Once you can discard these beliefs, your question looks odd:
How can I keep playing this character in a fun way, given the circumstances?
There ARE no circumstances here. You had some bad rolls, and it is very unlikely you will suffer them again. Next time, it is very likely to rolls will be better. Sometimes you might get a bad run, and not have as much fun, but they will be counteracted by times where you roll better than expected. Get back on the horse, go play and have fun.
Roll with the punches when the dice are bad, and punch with the rolls when the dice are good.
New contributor
Note that this is a digital roller. The references in this answer to physical dice are a bit off, due to that, but they can probably be rewritten to maintain the same basic message.
– SevenSidedDie♦
55 mins ago
add a comment |
Sounds like a night of bad rolls
It sounds like you're new to DnD, so welcome to the game. There's a lot to be had in the setting and source materials, but far more based on what you make of it.
You have an idea for a character: an Aarakoa paladin whom is courageous, as well as a bit foolhardy. You, the player, are having a night of terrible rolls, hence your character is having a bad night.
If your only stance on enjoying yourself are the rolls going your way, then you might need to pick a different hobby. Anyone who's played DnD has had a night of cursed dice, you seem like you may've had more than one. On the other hand, you can have a night of straight up blessed dice wherein your d20 only seems to respond with one number and that number is 20.
Your question is buried in there, I think it's how do I keep playing this character and have fun doing so? The answer depends on what's fun for you. It seems you enjoy your character concept and I venture to guess you'd have fun dedicating your character to a god and them trying to figure out how they've displease said deity. Be unnecessarily dramatic about it, when you do hit, roleplay seeing symbols that indicate your actions the desire of your deity.
In short, we all have bad nights with dice, what you do with that bad night is up to you.
add a comment |
Role play
This character is someone who clearly is not lucky. Play him like it! Your paladin won't take risks or tries to minimize them because he knows he will fail. Any point where you cannot just "Take 20" have your paladin not take the risk.
I rolled up a cleric that had near perfect stats except for one poor roll (7) and I role played them as if they blame everything on their poor stat.
Failed initiative? I was not smart enough to join the fight.
Failed healing? I forgot to target my ally.
This can be fun, just change your perspective!
add a comment |
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It is disappointing to fail at what you're trying to do in D&D. I think it's one of the hardest things, when starting out, to realize that sometimes, a narratively cool thing won't happen because the dice said no. You seem to have two issues here: one with what your character can do, and one with expectations.
What Your Character Can Do
You said you've failed at everything, and I'm choosing to take this as not being hyperbole, which is absolutely a bummer. You've played four sessions, though, which means it could easily just be a string of bad luck. It could also be a misunderstanding of how your modifiers work, but without seeing your lady's sheet, I can't speak to that.
It stands out to me immediately that her Charisma is lower than her Dex, which isn't going to do her any favors as a Paladin; their spells are Charisma based. I am by no means an expert on character building, but from what I've seen, most Paladins focus on either strength or dexterity, and then charisma. From what you've said about wanting to be the idealistic paladin leader, and what you've said about trying to romance people, this might be useful from an in-character perspective.
I understand wanting to make a character for RP purposes, even if it's less effective. (I wound up with a drow cleric in the Light domain, once.) However, it doesn't sound like it's working—meaning, it doesn't sound like it's fun for you. I had the same realization recently: despite my love for writing and character building, I'm not an RPer in D&D. Instead, I'm much happier as a min-maxer who wears heavy armor and hits people really hard. These reasons are actually why I play paladins. I favor the heaviest armor I can get, and strength-based weapons. I suppose things might vary in your specific setting, but giant armor and big heavy weapons and occasionally shields is what says "archetypal paladin" to me.
If I were you, I would swap the rapier for a longsword (depending on which fighting style you picked, I'm assuming dueling), and ask the DM if you can swap your dex and charisma. This will make you more effective in combat, both with hitting and with spells. I wouldn't recommend dropping the strength, because that'll mess up your options for armor down the road.
Generally, running ahead is a bad idea, especially if alone. However, paladins are pretty decently set up to survive that. In fact, this might be an aspect you've overlooked about your character: if she has enough armor and can put herself in the way of the bandits, she's providing the invaluable service of being a tank. Of course, this doesn't generally work well in D&D if you aren't putting out damage, but it's still a vitally important party role.
Expectations
There was a red flag for me immediately when I clicked this question:
...that I though would be cool and heroic and always try to be a shining example of good behaviour even to the parties detriment.
This is not a good mindset for D&D. This is also why a lot of people have a bad notion of paladins. No one player is always gonna be cool and heroic. It's a group game. Everyone will have their moments. Adjusting to this is really hard when first playing.
Trying to solo 6 enemies at once is not possible. No matter how cool or how in character. You don't have any of the awesome AOEs that some classes (and races, if you're a dragonborn) have.
In general, player characters in D&D do not have plot armor or special main character privileges. They exist in a world with rules that govern how events play out (generally), and you may need to adapt to them.
What You Can Do
I have been in your shoes. I made a character with a loose idea of his personality and goals, with little subtleties that I thought would be fun. And then, none of them came up, the DM threw half the rules to the wind in ways that favored spellcasters, and my human fighter wound up feeling pretty useless. After an especially tense situation, I decided to take a step back. I was at a crossroads: I could stubbornly keep trying to make him the character I designed, and constantly butt heads with the party, which was not fun for me, or I could go with the party atmosphere, multiclass into warlock, and go with the flow.
I chose the latter.
Now, I see a few options for your character, but I think all of them require some overhaul for both you and for her.
First: You need to let go of the idea of being the big hero. Your character doesn't have to. But you, the player, do. This means no more charging off. Play it as your character learning her lesson. Keep the party together. Sorry if this sounds harsh, but the lack of fun in the bandit fight is partially your own fault. Stick. With. Your. Party.
Second: Figure out what you want her to be to the party. It seemed to me like you wanted her to be leading from the front, so I'll go with that.
Third: Get, or save up for, the best damn armor you can get. If you're gonna be at the front, you have to be able to take those blows, or avoid them altogether.
Fourth: At level four, either bump up your charisma, or, if the DM permits it, take the Inspiring Leader feat, which lets you give your party a little pep-talk in exchange for some temporary hit points.
Fifth: Right now, arrange your spells so you have at least one smite, and take as many buffs as you can.
This answer is assuming that you may very well continue to be unlucky with your rolls. So, instead, make a character that avoids rolling as much as possible.
Thanks for the advice, I was thinking of going for that feat as a party buff thing. I took protection as my fighting style since she's supposed to be heroic protecting the weak. The idea of her having a crisis of personality sounds interesting though, realising all her dreams of grandeur were flawed and straying away from lawful good towards chaotic good.
– jacobgr43
8 hours ago
1
@jacobgr43 My policy as both player and DM is that failure is the best thing for a character! There's a lot of options for directions that she could go in from here, but in general, I would try to embrace these issues and run with them.
– L.S. Cooper
8 hours ago
2
Overall this is a pretty good answer but your advice on changing stats around is terrible. The OP actually has awesome stats for a dex paladin. Put his lvl4 asi into dex and cha and he will have +4 and +3 respectively which is great. Only thing he should change is to wear medium or light armor that can benefit from his high dex.
– linksassin
5 hours ago
"I am by no means an expert on character building". I thought it needed addressing for this to be a complete answer. Additionally, he responded to this post to say that he took protection as a fighting style, which doesn't seem to jive with the lighter armor concept. However, the original post was formatted differently when I posted this, and I believe I may have misunderstood the stats. Still, one way or another, I don't think that dexterity paladin and protection are necessarily the best combination. If you have a different recommendation for build, you are welcome to post it.
– L.S. Cooper
5 hours ago
add a comment |
It is disappointing to fail at what you're trying to do in D&D. I think it's one of the hardest things, when starting out, to realize that sometimes, a narratively cool thing won't happen because the dice said no. You seem to have two issues here: one with what your character can do, and one with expectations.
What Your Character Can Do
You said you've failed at everything, and I'm choosing to take this as not being hyperbole, which is absolutely a bummer. You've played four sessions, though, which means it could easily just be a string of bad luck. It could also be a misunderstanding of how your modifiers work, but without seeing your lady's sheet, I can't speak to that.
It stands out to me immediately that her Charisma is lower than her Dex, which isn't going to do her any favors as a Paladin; their spells are Charisma based. I am by no means an expert on character building, but from what I've seen, most Paladins focus on either strength or dexterity, and then charisma. From what you've said about wanting to be the idealistic paladin leader, and what you've said about trying to romance people, this might be useful from an in-character perspective.
I understand wanting to make a character for RP purposes, even if it's less effective. (I wound up with a drow cleric in the Light domain, once.) However, it doesn't sound like it's working—meaning, it doesn't sound like it's fun for you. I had the same realization recently: despite my love for writing and character building, I'm not an RPer in D&D. Instead, I'm much happier as a min-maxer who wears heavy armor and hits people really hard. These reasons are actually why I play paladins. I favor the heaviest armor I can get, and strength-based weapons. I suppose things might vary in your specific setting, but giant armor and big heavy weapons and occasionally shields is what says "archetypal paladin" to me.
If I were you, I would swap the rapier for a longsword (depending on which fighting style you picked, I'm assuming dueling), and ask the DM if you can swap your dex and charisma. This will make you more effective in combat, both with hitting and with spells. I wouldn't recommend dropping the strength, because that'll mess up your options for armor down the road.
Generally, running ahead is a bad idea, especially if alone. However, paladins are pretty decently set up to survive that. In fact, this might be an aspect you've overlooked about your character: if she has enough armor and can put herself in the way of the bandits, she's providing the invaluable service of being a tank. Of course, this doesn't generally work well in D&D if you aren't putting out damage, but it's still a vitally important party role.
Expectations
There was a red flag for me immediately when I clicked this question:
...that I though would be cool and heroic and always try to be a shining example of good behaviour even to the parties detriment.
This is not a good mindset for D&D. This is also why a lot of people have a bad notion of paladins. No one player is always gonna be cool and heroic. It's a group game. Everyone will have their moments. Adjusting to this is really hard when first playing.
Trying to solo 6 enemies at once is not possible. No matter how cool or how in character. You don't have any of the awesome AOEs that some classes (and races, if you're a dragonborn) have.
In general, player characters in D&D do not have plot armor or special main character privileges. They exist in a world with rules that govern how events play out (generally), and you may need to adapt to them.
What You Can Do
I have been in your shoes. I made a character with a loose idea of his personality and goals, with little subtleties that I thought would be fun. And then, none of them came up, the DM threw half the rules to the wind in ways that favored spellcasters, and my human fighter wound up feeling pretty useless. After an especially tense situation, I decided to take a step back. I was at a crossroads: I could stubbornly keep trying to make him the character I designed, and constantly butt heads with the party, which was not fun for me, or I could go with the party atmosphere, multiclass into warlock, and go with the flow.
I chose the latter.
Now, I see a few options for your character, but I think all of them require some overhaul for both you and for her.
First: You need to let go of the idea of being the big hero. Your character doesn't have to. But you, the player, do. This means no more charging off. Play it as your character learning her lesson. Keep the party together. Sorry if this sounds harsh, but the lack of fun in the bandit fight is partially your own fault. Stick. With. Your. Party.
Second: Figure out what you want her to be to the party. It seemed to me like you wanted her to be leading from the front, so I'll go with that.
Third: Get, or save up for, the best damn armor you can get. If you're gonna be at the front, you have to be able to take those blows, or avoid them altogether.
Fourth: At level four, either bump up your charisma, or, if the DM permits it, take the Inspiring Leader feat, which lets you give your party a little pep-talk in exchange for some temporary hit points.
Fifth: Right now, arrange your spells so you have at least one smite, and take as many buffs as you can.
This answer is assuming that you may very well continue to be unlucky with your rolls. So, instead, make a character that avoids rolling as much as possible.
Thanks for the advice, I was thinking of going for that feat as a party buff thing. I took protection as my fighting style since she's supposed to be heroic protecting the weak. The idea of her having a crisis of personality sounds interesting though, realising all her dreams of grandeur were flawed and straying away from lawful good towards chaotic good.
– jacobgr43
8 hours ago
1
@jacobgr43 My policy as both player and DM is that failure is the best thing for a character! There's a lot of options for directions that she could go in from here, but in general, I would try to embrace these issues and run with them.
– L.S. Cooper
8 hours ago
2
Overall this is a pretty good answer but your advice on changing stats around is terrible. The OP actually has awesome stats for a dex paladin. Put his lvl4 asi into dex and cha and he will have +4 and +3 respectively which is great. Only thing he should change is to wear medium or light armor that can benefit from his high dex.
– linksassin
5 hours ago
"I am by no means an expert on character building". I thought it needed addressing for this to be a complete answer. Additionally, he responded to this post to say that he took protection as a fighting style, which doesn't seem to jive with the lighter armor concept. However, the original post was formatted differently when I posted this, and I believe I may have misunderstood the stats. Still, one way or another, I don't think that dexterity paladin and protection are necessarily the best combination. If you have a different recommendation for build, you are welcome to post it.
– L.S. Cooper
5 hours ago
add a comment |
It is disappointing to fail at what you're trying to do in D&D. I think it's one of the hardest things, when starting out, to realize that sometimes, a narratively cool thing won't happen because the dice said no. You seem to have two issues here: one with what your character can do, and one with expectations.
What Your Character Can Do
You said you've failed at everything, and I'm choosing to take this as not being hyperbole, which is absolutely a bummer. You've played four sessions, though, which means it could easily just be a string of bad luck. It could also be a misunderstanding of how your modifiers work, but without seeing your lady's sheet, I can't speak to that.
It stands out to me immediately that her Charisma is lower than her Dex, which isn't going to do her any favors as a Paladin; their spells are Charisma based. I am by no means an expert on character building, but from what I've seen, most Paladins focus on either strength or dexterity, and then charisma. From what you've said about wanting to be the idealistic paladin leader, and what you've said about trying to romance people, this might be useful from an in-character perspective.
I understand wanting to make a character for RP purposes, even if it's less effective. (I wound up with a drow cleric in the Light domain, once.) However, it doesn't sound like it's working—meaning, it doesn't sound like it's fun for you. I had the same realization recently: despite my love for writing and character building, I'm not an RPer in D&D. Instead, I'm much happier as a min-maxer who wears heavy armor and hits people really hard. These reasons are actually why I play paladins. I favor the heaviest armor I can get, and strength-based weapons. I suppose things might vary in your specific setting, but giant armor and big heavy weapons and occasionally shields is what says "archetypal paladin" to me.
If I were you, I would swap the rapier for a longsword (depending on which fighting style you picked, I'm assuming dueling), and ask the DM if you can swap your dex and charisma. This will make you more effective in combat, both with hitting and with spells. I wouldn't recommend dropping the strength, because that'll mess up your options for armor down the road.
Generally, running ahead is a bad idea, especially if alone. However, paladins are pretty decently set up to survive that. In fact, this might be an aspect you've overlooked about your character: if she has enough armor and can put herself in the way of the bandits, she's providing the invaluable service of being a tank. Of course, this doesn't generally work well in D&D if you aren't putting out damage, but it's still a vitally important party role.
Expectations
There was a red flag for me immediately when I clicked this question:
...that I though would be cool and heroic and always try to be a shining example of good behaviour even to the parties detriment.
This is not a good mindset for D&D. This is also why a lot of people have a bad notion of paladins. No one player is always gonna be cool and heroic. It's a group game. Everyone will have their moments. Adjusting to this is really hard when first playing.
Trying to solo 6 enemies at once is not possible. No matter how cool or how in character. You don't have any of the awesome AOEs that some classes (and races, if you're a dragonborn) have.
In general, player characters in D&D do not have plot armor or special main character privileges. They exist in a world with rules that govern how events play out (generally), and you may need to adapt to them.
What You Can Do
I have been in your shoes. I made a character with a loose idea of his personality and goals, with little subtleties that I thought would be fun. And then, none of them came up, the DM threw half the rules to the wind in ways that favored spellcasters, and my human fighter wound up feeling pretty useless. After an especially tense situation, I decided to take a step back. I was at a crossroads: I could stubbornly keep trying to make him the character I designed, and constantly butt heads with the party, which was not fun for me, or I could go with the party atmosphere, multiclass into warlock, and go with the flow.
I chose the latter.
Now, I see a few options for your character, but I think all of them require some overhaul for both you and for her.
First: You need to let go of the idea of being the big hero. Your character doesn't have to. But you, the player, do. This means no more charging off. Play it as your character learning her lesson. Keep the party together. Sorry if this sounds harsh, but the lack of fun in the bandit fight is partially your own fault. Stick. With. Your. Party.
Second: Figure out what you want her to be to the party. It seemed to me like you wanted her to be leading from the front, so I'll go with that.
Third: Get, or save up for, the best damn armor you can get. If you're gonna be at the front, you have to be able to take those blows, or avoid them altogether.
Fourth: At level four, either bump up your charisma, or, if the DM permits it, take the Inspiring Leader feat, which lets you give your party a little pep-talk in exchange for some temporary hit points.
Fifth: Right now, arrange your spells so you have at least one smite, and take as many buffs as you can.
This answer is assuming that you may very well continue to be unlucky with your rolls. So, instead, make a character that avoids rolling as much as possible.
It is disappointing to fail at what you're trying to do in D&D. I think it's one of the hardest things, when starting out, to realize that sometimes, a narratively cool thing won't happen because the dice said no. You seem to have two issues here: one with what your character can do, and one with expectations.
What Your Character Can Do
You said you've failed at everything, and I'm choosing to take this as not being hyperbole, which is absolutely a bummer. You've played four sessions, though, which means it could easily just be a string of bad luck. It could also be a misunderstanding of how your modifiers work, but without seeing your lady's sheet, I can't speak to that.
It stands out to me immediately that her Charisma is lower than her Dex, which isn't going to do her any favors as a Paladin; their spells are Charisma based. I am by no means an expert on character building, but from what I've seen, most Paladins focus on either strength or dexterity, and then charisma. From what you've said about wanting to be the idealistic paladin leader, and what you've said about trying to romance people, this might be useful from an in-character perspective.
I understand wanting to make a character for RP purposes, even if it's less effective. (I wound up with a drow cleric in the Light domain, once.) However, it doesn't sound like it's working—meaning, it doesn't sound like it's fun for you. I had the same realization recently: despite my love for writing and character building, I'm not an RPer in D&D. Instead, I'm much happier as a min-maxer who wears heavy armor and hits people really hard. These reasons are actually why I play paladins. I favor the heaviest armor I can get, and strength-based weapons. I suppose things might vary in your specific setting, but giant armor and big heavy weapons and occasionally shields is what says "archetypal paladin" to me.
If I were you, I would swap the rapier for a longsword (depending on which fighting style you picked, I'm assuming dueling), and ask the DM if you can swap your dex and charisma. This will make you more effective in combat, both with hitting and with spells. I wouldn't recommend dropping the strength, because that'll mess up your options for armor down the road.
Generally, running ahead is a bad idea, especially if alone. However, paladins are pretty decently set up to survive that. In fact, this might be an aspect you've overlooked about your character: if she has enough armor and can put herself in the way of the bandits, she's providing the invaluable service of being a tank. Of course, this doesn't generally work well in D&D if you aren't putting out damage, but it's still a vitally important party role.
Expectations
There was a red flag for me immediately when I clicked this question:
...that I though would be cool and heroic and always try to be a shining example of good behaviour even to the parties detriment.
This is not a good mindset for D&D. This is also why a lot of people have a bad notion of paladins. No one player is always gonna be cool and heroic. It's a group game. Everyone will have their moments. Adjusting to this is really hard when first playing.
Trying to solo 6 enemies at once is not possible. No matter how cool or how in character. You don't have any of the awesome AOEs that some classes (and races, if you're a dragonborn) have.
In general, player characters in D&D do not have plot armor or special main character privileges. They exist in a world with rules that govern how events play out (generally), and you may need to adapt to them.
What You Can Do
I have been in your shoes. I made a character with a loose idea of his personality and goals, with little subtleties that I thought would be fun. And then, none of them came up, the DM threw half the rules to the wind in ways that favored spellcasters, and my human fighter wound up feeling pretty useless. After an especially tense situation, I decided to take a step back. I was at a crossroads: I could stubbornly keep trying to make him the character I designed, and constantly butt heads with the party, which was not fun for me, or I could go with the party atmosphere, multiclass into warlock, and go with the flow.
I chose the latter.
Now, I see a few options for your character, but I think all of them require some overhaul for both you and for her.
First: You need to let go of the idea of being the big hero. Your character doesn't have to. But you, the player, do. This means no more charging off. Play it as your character learning her lesson. Keep the party together. Sorry if this sounds harsh, but the lack of fun in the bandit fight is partially your own fault. Stick. With. Your. Party.
Second: Figure out what you want her to be to the party. It seemed to me like you wanted her to be leading from the front, so I'll go with that.
Third: Get, or save up for, the best damn armor you can get. If you're gonna be at the front, you have to be able to take those blows, or avoid them altogether.
Fourth: At level four, either bump up your charisma, or, if the DM permits it, take the Inspiring Leader feat, which lets you give your party a little pep-talk in exchange for some temporary hit points.
Fifth: Right now, arrange your spells so you have at least one smite, and take as many buffs as you can.
This answer is assuming that you may very well continue to be unlucky with your rolls. So, instead, make a character that avoids rolling as much as possible.
edited 8 hours ago
SevenSidedDie♦
205k30658934
205k30658934
answered 8 hours ago
L.S. Cooper
2,418820
2,418820
Thanks for the advice, I was thinking of going for that feat as a party buff thing. I took protection as my fighting style since she's supposed to be heroic protecting the weak. The idea of her having a crisis of personality sounds interesting though, realising all her dreams of grandeur were flawed and straying away from lawful good towards chaotic good.
– jacobgr43
8 hours ago
1
@jacobgr43 My policy as both player and DM is that failure is the best thing for a character! There's a lot of options for directions that she could go in from here, but in general, I would try to embrace these issues and run with them.
– L.S. Cooper
8 hours ago
2
Overall this is a pretty good answer but your advice on changing stats around is terrible. The OP actually has awesome stats for a dex paladin. Put his lvl4 asi into dex and cha and he will have +4 and +3 respectively which is great. Only thing he should change is to wear medium or light armor that can benefit from his high dex.
– linksassin
5 hours ago
"I am by no means an expert on character building". I thought it needed addressing for this to be a complete answer. Additionally, he responded to this post to say that he took protection as a fighting style, which doesn't seem to jive with the lighter armor concept. However, the original post was formatted differently when I posted this, and I believe I may have misunderstood the stats. Still, one way or another, I don't think that dexterity paladin and protection are necessarily the best combination. If you have a different recommendation for build, you are welcome to post it.
– L.S. Cooper
5 hours ago
add a comment |
Thanks for the advice, I was thinking of going for that feat as a party buff thing. I took protection as my fighting style since she's supposed to be heroic protecting the weak. The idea of her having a crisis of personality sounds interesting though, realising all her dreams of grandeur were flawed and straying away from lawful good towards chaotic good.
– jacobgr43
8 hours ago
1
@jacobgr43 My policy as both player and DM is that failure is the best thing for a character! There's a lot of options for directions that she could go in from here, but in general, I would try to embrace these issues and run with them.
– L.S. Cooper
8 hours ago
2
Overall this is a pretty good answer but your advice on changing stats around is terrible. The OP actually has awesome stats for a dex paladin. Put his lvl4 asi into dex and cha and he will have +4 and +3 respectively which is great. Only thing he should change is to wear medium or light armor that can benefit from his high dex.
– linksassin
5 hours ago
"I am by no means an expert on character building". I thought it needed addressing for this to be a complete answer. Additionally, he responded to this post to say that he took protection as a fighting style, which doesn't seem to jive with the lighter armor concept. However, the original post was formatted differently when I posted this, and I believe I may have misunderstood the stats. Still, one way or another, I don't think that dexterity paladin and protection are necessarily the best combination. If you have a different recommendation for build, you are welcome to post it.
– L.S. Cooper
5 hours ago
Thanks for the advice, I was thinking of going for that feat as a party buff thing. I took protection as my fighting style since she's supposed to be heroic protecting the weak. The idea of her having a crisis of personality sounds interesting though, realising all her dreams of grandeur were flawed and straying away from lawful good towards chaotic good.
– jacobgr43
8 hours ago
Thanks for the advice, I was thinking of going for that feat as a party buff thing. I took protection as my fighting style since she's supposed to be heroic protecting the weak. The idea of her having a crisis of personality sounds interesting though, realising all her dreams of grandeur were flawed and straying away from lawful good towards chaotic good.
– jacobgr43
8 hours ago
1
1
@jacobgr43 My policy as both player and DM is that failure is the best thing for a character! There's a lot of options for directions that she could go in from here, but in general, I would try to embrace these issues and run with them.
– L.S. Cooper
8 hours ago
@jacobgr43 My policy as both player and DM is that failure is the best thing for a character! There's a lot of options for directions that she could go in from here, but in general, I would try to embrace these issues and run with them.
– L.S. Cooper
8 hours ago
2
2
Overall this is a pretty good answer but your advice on changing stats around is terrible. The OP actually has awesome stats for a dex paladin. Put his lvl4 asi into dex and cha and he will have +4 and +3 respectively which is great. Only thing he should change is to wear medium or light armor that can benefit from his high dex.
– linksassin
5 hours ago
Overall this is a pretty good answer but your advice on changing stats around is terrible. The OP actually has awesome stats for a dex paladin. Put his lvl4 asi into dex and cha and he will have +4 and +3 respectively which is great. Only thing he should change is to wear medium or light armor that can benefit from his high dex.
– linksassin
5 hours ago
"I am by no means an expert on character building". I thought it needed addressing for this to be a complete answer. Additionally, he responded to this post to say that he took protection as a fighting style, which doesn't seem to jive with the lighter armor concept. However, the original post was formatted differently when I posted this, and I believe I may have misunderstood the stats. Still, one way or another, I don't think that dexterity paladin and protection are necessarily the best combination. If you have a different recommendation for build, you are welcome to post it.
– L.S. Cooper
5 hours ago
"I am by no means an expert on character building". I thought it needed addressing for this to be a complete answer. Additionally, he responded to this post to say that he took protection as a fighting style, which doesn't seem to jive with the lighter armor concept. However, the original post was formatted differently when I posted this, and I believe I may have misunderstood the stats. Still, one way or another, I don't think that dexterity paladin and protection are necessarily the best combination. If you have a different recommendation for build, you are welcome to post it.
– L.S. Cooper
5 hours ago
add a comment |
First Problem: those are some pretty abysmal rolls
It's not surprising you had a bad experience with this session: nobody would be able to succeed with d20 rolls like what you got. Your one good roll was in initiative, arguably the least important roll you made (for your character, anyways), and not one of your other rolls was above an 8. The odds of rolling that poorly are pretty low; about 0.04% probable, or about 4/10000.
So while this encounter was frustrating, you can also take solace in the knowledge that it was an aberration... probably.
I would double-check the rolls you were making, to make sure you weren't accidentally using a d12 for your non-initiative rolls. It sounds like you were using something like Roll20 to make your rolls, so that's pretty unlikely, but still something to check for.
Despite your bad rolls, you may want to adjust your tactics
Right off the bat, in 5th Edition D&D, trying to fight more than one creature at once is extremely dangerous, even when they're substantially weaker than you are. As a third level character, you're only marginally more powerful than an "average" other creature in the game, and a group of 6-12 Bandits, each a CR1/8 creature capable of dealing (on average) 4 damage per hit, could have buried you very quickly on the heels of some lucky rolls on their part.
Even with your terrible rolls (which should not be ignored!), this combat encounter was probably not going to go that well for you even in more normal circumstances
When a combat encounter features a very large number of enemy creatures, the smartest tactic is to let them come to you; running into the middle of them is bad for multiple reasons:
- They can surround you, cutting off your ability to retreat
- It might be difficult for your allies to heal you—most healing spells operate in touch range, and the ones that do operate at range often have pretty pitiful healing capabilities
- If you do try to retreat, you'll have to use Disengage to get away from them without injury; if they try to retreat, only you will get to make an Attack of Opportunity, and only against one of them; the rest won't be required to disengage.
Unless you have a powerful AOE control spell (as a level 3 Paladin, you do not), you don't have the tools to manage a pack of enemies that numerous. You can't prevent them from simply running past you, you can't soak up all that damage on your own, and if things go badly for you (which, arguably, they did), you don't have any recourse to fall back on.
So my advice is two-fold. First, stop walking under ladders, and stop breaking mirrors. Maybe stuff some four-leaf clovers into your pockets before the next session.
Second, work with your allies to form a better battle plan that doesn't involve sending one solitary person to try to stop twelve people from simply running past them. Find a battle plan that keeps your character with the party, better able to maneuver and respond to changes in the circumstances of the battle.
7
Good point about the bandits’ damage output. Having them run past may have been the DM trying to be nice!
– SevenSidedDie♦
8 hours ago
He might also take Magic Initiate at L4 and pickup some cantrips that require an enemy to make a save (particularly if it targets Wis or Cha) instead of him rolling to hit. That would let him rely on a different person's luck :)
– Rykara
8 hours ago
1
I totally forgot to mention the bandits running past, but SevenSidedDie is right. Those bandits definitely saved the character from nigh-certain death.
– L.S. Cooper
7 hours ago
1
I'd definitely agree that 12 bandits would drop this character quickly. But it sounds like she tried to be one of several characters fighting the 12 of them, and then later "soloed" 6 of them. It looks like the bandits would only hit about 25% of the time with an AC of 18 (chain + shield), and this paladin has 31 max HP (plus the ability to heal 15 more HP with Lay On Hands). That means that the bandits would take an average of 31 attacks to kill the paladin (4 damage per hit, but 4 attacks per hit on average = one damage average per attack), assuming that she didn't heal herself.
– Gandalfmeansme
2 hours ago
Continued (sorry for length): that's the amount of attacks 6 bandits would get in five rounds, assuming that none of her attacks dropped any of them, which is about the duration of this combat. And her survivability gets even better since she has shield of faith up. It was definitely risky for all the reasons you mentioned, and not a great tactic for a paladin, but I don't think it was very likely for her character to be "buried very quickly."
– Gandalfmeansme
2 hours ago
add a comment |
First Problem: those are some pretty abysmal rolls
It's not surprising you had a bad experience with this session: nobody would be able to succeed with d20 rolls like what you got. Your one good roll was in initiative, arguably the least important roll you made (for your character, anyways), and not one of your other rolls was above an 8. The odds of rolling that poorly are pretty low; about 0.04% probable, or about 4/10000.
So while this encounter was frustrating, you can also take solace in the knowledge that it was an aberration... probably.
I would double-check the rolls you were making, to make sure you weren't accidentally using a d12 for your non-initiative rolls. It sounds like you were using something like Roll20 to make your rolls, so that's pretty unlikely, but still something to check for.
Despite your bad rolls, you may want to adjust your tactics
Right off the bat, in 5th Edition D&D, trying to fight more than one creature at once is extremely dangerous, even when they're substantially weaker than you are. As a third level character, you're only marginally more powerful than an "average" other creature in the game, and a group of 6-12 Bandits, each a CR1/8 creature capable of dealing (on average) 4 damage per hit, could have buried you very quickly on the heels of some lucky rolls on their part.
Even with your terrible rolls (which should not be ignored!), this combat encounter was probably not going to go that well for you even in more normal circumstances
When a combat encounter features a very large number of enemy creatures, the smartest tactic is to let them come to you; running into the middle of them is bad for multiple reasons:
- They can surround you, cutting off your ability to retreat
- It might be difficult for your allies to heal you—most healing spells operate in touch range, and the ones that do operate at range often have pretty pitiful healing capabilities
- If you do try to retreat, you'll have to use Disengage to get away from them without injury; if they try to retreat, only you will get to make an Attack of Opportunity, and only against one of them; the rest won't be required to disengage.
Unless you have a powerful AOE control spell (as a level 3 Paladin, you do not), you don't have the tools to manage a pack of enemies that numerous. You can't prevent them from simply running past you, you can't soak up all that damage on your own, and if things go badly for you (which, arguably, they did), you don't have any recourse to fall back on.
So my advice is two-fold. First, stop walking under ladders, and stop breaking mirrors. Maybe stuff some four-leaf clovers into your pockets before the next session.
Second, work with your allies to form a better battle plan that doesn't involve sending one solitary person to try to stop twelve people from simply running past them. Find a battle plan that keeps your character with the party, better able to maneuver and respond to changes in the circumstances of the battle.
7
Good point about the bandits’ damage output. Having them run past may have been the DM trying to be nice!
– SevenSidedDie♦
8 hours ago
He might also take Magic Initiate at L4 and pickup some cantrips that require an enemy to make a save (particularly if it targets Wis or Cha) instead of him rolling to hit. That would let him rely on a different person's luck :)
– Rykara
8 hours ago
1
I totally forgot to mention the bandits running past, but SevenSidedDie is right. Those bandits definitely saved the character from nigh-certain death.
– L.S. Cooper
7 hours ago
1
I'd definitely agree that 12 bandits would drop this character quickly. But it sounds like she tried to be one of several characters fighting the 12 of them, and then later "soloed" 6 of them. It looks like the bandits would only hit about 25% of the time with an AC of 18 (chain + shield), and this paladin has 31 max HP (plus the ability to heal 15 more HP with Lay On Hands). That means that the bandits would take an average of 31 attacks to kill the paladin (4 damage per hit, but 4 attacks per hit on average = one damage average per attack), assuming that she didn't heal herself.
– Gandalfmeansme
2 hours ago
Continued (sorry for length): that's the amount of attacks 6 bandits would get in five rounds, assuming that none of her attacks dropped any of them, which is about the duration of this combat. And her survivability gets even better since she has shield of faith up. It was definitely risky for all the reasons you mentioned, and not a great tactic for a paladin, but I don't think it was very likely for her character to be "buried very quickly."
– Gandalfmeansme
2 hours ago
add a comment |
First Problem: those are some pretty abysmal rolls
It's not surprising you had a bad experience with this session: nobody would be able to succeed with d20 rolls like what you got. Your one good roll was in initiative, arguably the least important roll you made (for your character, anyways), and not one of your other rolls was above an 8. The odds of rolling that poorly are pretty low; about 0.04% probable, or about 4/10000.
So while this encounter was frustrating, you can also take solace in the knowledge that it was an aberration... probably.
I would double-check the rolls you were making, to make sure you weren't accidentally using a d12 for your non-initiative rolls. It sounds like you were using something like Roll20 to make your rolls, so that's pretty unlikely, but still something to check for.
Despite your bad rolls, you may want to adjust your tactics
Right off the bat, in 5th Edition D&D, trying to fight more than one creature at once is extremely dangerous, even when they're substantially weaker than you are. As a third level character, you're only marginally more powerful than an "average" other creature in the game, and a group of 6-12 Bandits, each a CR1/8 creature capable of dealing (on average) 4 damage per hit, could have buried you very quickly on the heels of some lucky rolls on their part.
Even with your terrible rolls (which should not be ignored!), this combat encounter was probably not going to go that well for you even in more normal circumstances
When a combat encounter features a very large number of enemy creatures, the smartest tactic is to let them come to you; running into the middle of them is bad for multiple reasons:
- They can surround you, cutting off your ability to retreat
- It might be difficult for your allies to heal you—most healing spells operate in touch range, and the ones that do operate at range often have pretty pitiful healing capabilities
- If you do try to retreat, you'll have to use Disengage to get away from them without injury; if they try to retreat, only you will get to make an Attack of Opportunity, and only against one of them; the rest won't be required to disengage.
Unless you have a powerful AOE control spell (as a level 3 Paladin, you do not), you don't have the tools to manage a pack of enemies that numerous. You can't prevent them from simply running past you, you can't soak up all that damage on your own, and if things go badly for you (which, arguably, they did), you don't have any recourse to fall back on.
So my advice is two-fold. First, stop walking under ladders, and stop breaking mirrors. Maybe stuff some four-leaf clovers into your pockets before the next session.
Second, work with your allies to form a better battle plan that doesn't involve sending one solitary person to try to stop twelve people from simply running past them. Find a battle plan that keeps your character with the party, better able to maneuver and respond to changes in the circumstances of the battle.
First Problem: those are some pretty abysmal rolls
It's not surprising you had a bad experience with this session: nobody would be able to succeed with d20 rolls like what you got. Your one good roll was in initiative, arguably the least important roll you made (for your character, anyways), and not one of your other rolls was above an 8. The odds of rolling that poorly are pretty low; about 0.04% probable, or about 4/10000.
So while this encounter was frustrating, you can also take solace in the knowledge that it was an aberration... probably.
I would double-check the rolls you were making, to make sure you weren't accidentally using a d12 for your non-initiative rolls. It sounds like you were using something like Roll20 to make your rolls, so that's pretty unlikely, but still something to check for.
Despite your bad rolls, you may want to adjust your tactics
Right off the bat, in 5th Edition D&D, trying to fight more than one creature at once is extremely dangerous, even when they're substantially weaker than you are. As a third level character, you're only marginally more powerful than an "average" other creature in the game, and a group of 6-12 Bandits, each a CR1/8 creature capable of dealing (on average) 4 damage per hit, could have buried you very quickly on the heels of some lucky rolls on their part.
Even with your terrible rolls (which should not be ignored!), this combat encounter was probably not going to go that well for you even in more normal circumstances
When a combat encounter features a very large number of enemy creatures, the smartest tactic is to let them come to you; running into the middle of them is bad for multiple reasons:
- They can surround you, cutting off your ability to retreat
- It might be difficult for your allies to heal you—most healing spells operate in touch range, and the ones that do operate at range often have pretty pitiful healing capabilities
- If you do try to retreat, you'll have to use Disengage to get away from them without injury; if they try to retreat, only you will get to make an Attack of Opportunity, and only against one of them; the rest won't be required to disengage.
Unless you have a powerful AOE control spell (as a level 3 Paladin, you do not), you don't have the tools to manage a pack of enemies that numerous. You can't prevent them from simply running past you, you can't soak up all that damage on your own, and if things go badly for you (which, arguably, they did), you don't have any recourse to fall back on.
So my advice is two-fold. First, stop walking under ladders, and stop breaking mirrors. Maybe stuff some four-leaf clovers into your pockets before the next session.
Second, work with your allies to form a better battle plan that doesn't involve sending one solitary person to try to stop twelve people from simply running past them. Find a battle plan that keeps your character with the party, better able to maneuver and respond to changes in the circumstances of the battle.
edited 6 hours ago
V2Blast
19.7k356121
19.7k356121
answered 8 hours ago
Xirema
16.1k24698
16.1k24698
7
Good point about the bandits’ damage output. Having them run past may have been the DM trying to be nice!
– SevenSidedDie♦
8 hours ago
He might also take Magic Initiate at L4 and pickup some cantrips that require an enemy to make a save (particularly if it targets Wis or Cha) instead of him rolling to hit. That would let him rely on a different person's luck :)
– Rykara
8 hours ago
1
I totally forgot to mention the bandits running past, but SevenSidedDie is right. Those bandits definitely saved the character from nigh-certain death.
– L.S. Cooper
7 hours ago
1
I'd definitely agree that 12 bandits would drop this character quickly. But it sounds like she tried to be one of several characters fighting the 12 of them, and then later "soloed" 6 of them. It looks like the bandits would only hit about 25% of the time with an AC of 18 (chain + shield), and this paladin has 31 max HP (plus the ability to heal 15 more HP with Lay On Hands). That means that the bandits would take an average of 31 attacks to kill the paladin (4 damage per hit, but 4 attacks per hit on average = one damage average per attack), assuming that she didn't heal herself.
– Gandalfmeansme
2 hours ago
Continued (sorry for length): that's the amount of attacks 6 bandits would get in five rounds, assuming that none of her attacks dropped any of them, which is about the duration of this combat. And her survivability gets even better since she has shield of faith up. It was definitely risky for all the reasons you mentioned, and not a great tactic for a paladin, but I don't think it was very likely for her character to be "buried very quickly."
– Gandalfmeansme
2 hours ago
add a comment |
7
Good point about the bandits’ damage output. Having them run past may have been the DM trying to be nice!
– SevenSidedDie♦
8 hours ago
He might also take Magic Initiate at L4 and pickup some cantrips that require an enemy to make a save (particularly if it targets Wis or Cha) instead of him rolling to hit. That would let him rely on a different person's luck :)
– Rykara
8 hours ago
1
I totally forgot to mention the bandits running past, but SevenSidedDie is right. Those bandits definitely saved the character from nigh-certain death.
– L.S. Cooper
7 hours ago
1
I'd definitely agree that 12 bandits would drop this character quickly. But it sounds like she tried to be one of several characters fighting the 12 of them, and then later "soloed" 6 of them. It looks like the bandits would only hit about 25% of the time with an AC of 18 (chain + shield), and this paladin has 31 max HP (plus the ability to heal 15 more HP with Lay On Hands). That means that the bandits would take an average of 31 attacks to kill the paladin (4 damage per hit, but 4 attacks per hit on average = one damage average per attack), assuming that she didn't heal herself.
– Gandalfmeansme
2 hours ago
Continued (sorry for length): that's the amount of attacks 6 bandits would get in five rounds, assuming that none of her attacks dropped any of them, which is about the duration of this combat. And her survivability gets even better since she has shield of faith up. It was definitely risky for all the reasons you mentioned, and not a great tactic for a paladin, but I don't think it was very likely for her character to be "buried very quickly."
– Gandalfmeansme
2 hours ago
7
7
Good point about the bandits’ damage output. Having them run past may have been the DM trying to be nice!
– SevenSidedDie♦
8 hours ago
Good point about the bandits’ damage output. Having them run past may have been the DM trying to be nice!
– SevenSidedDie♦
8 hours ago
He might also take Magic Initiate at L4 and pickup some cantrips that require an enemy to make a save (particularly if it targets Wis or Cha) instead of him rolling to hit. That would let him rely on a different person's luck :)
– Rykara
8 hours ago
He might also take Magic Initiate at L4 and pickup some cantrips that require an enemy to make a save (particularly if it targets Wis or Cha) instead of him rolling to hit. That would let him rely on a different person's luck :)
– Rykara
8 hours ago
1
1
I totally forgot to mention the bandits running past, but SevenSidedDie is right. Those bandits definitely saved the character from nigh-certain death.
– L.S. Cooper
7 hours ago
I totally forgot to mention the bandits running past, but SevenSidedDie is right. Those bandits definitely saved the character from nigh-certain death.
– L.S. Cooper
7 hours ago
1
1
I'd definitely agree that 12 bandits would drop this character quickly. But it sounds like she tried to be one of several characters fighting the 12 of them, and then later "soloed" 6 of them. It looks like the bandits would only hit about 25% of the time with an AC of 18 (chain + shield), and this paladin has 31 max HP (plus the ability to heal 15 more HP with Lay On Hands). That means that the bandits would take an average of 31 attacks to kill the paladin (4 damage per hit, but 4 attacks per hit on average = one damage average per attack), assuming that she didn't heal herself.
– Gandalfmeansme
2 hours ago
I'd definitely agree that 12 bandits would drop this character quickly. But it sounds like she tried to be one of several characters fighting the 12 of them, and then later "soloed" 6 of them. It looks like the bandits would only hit about 25% of the time with an AC of 18 (chain + shield), and this paladin has 31 max HP (plus the ability to heal 15 more HP with Lay On Hands). That means that the bandits would take an average of 31 attacks to kill the paladin (4 damage per hit, but 4 attacks per hit on average = one damage average per attack), assuming that she didn't heal herself.
– Gandalfmeansme
2 hours ago
Continued (sorry for length): that's the amount of attacks 6 bandits would get in five rounds, assuming that none of her attacks dropped any of them, which is about the duration of this combat. And her survivability gets even better since she has shield of faith up. It was definitely risky for all the reasons you mentioned, and not a great tactic for a paladin, but I don't think it was very likely for her character to be "buried very quickly."
– Gandalfmeansme
2 hours ago
Continued (sorry for length): that's the amount of attacks 6 bandits would get in five rounds, assuming that none of her attacks dropped any of them, which is about the duration of this combat. And her survivability gets even better since she has shield of faith up. It was definitely risky for all the reasons you mentioned, and not a great tactic for a paladin, but I don't think it was very likely for her character to be "buried very quickly."
– Gandalfmeansme
2 hours ago
add a comment |
Try a new d20. Yours seems to defy the laws of probability. It may very well be unbalanced towards lower numbers (unlikely in this case of digital dice, but theoretically possible) or cursed (if you're the superstitious type).
Otherwise, just keep playing. Odds are that you'll have better rolls the next time, so says math.
Comments are not for extended discussion; this conversation has been moved to chat.
– mxyzplk♦
6 hours ago
add a comment |
Try a new d20. Yours seems to defy the laws of probability. It may very well be unbalanced towards lower numbers (unlikely in this case of digital dice, but theoretically possible) or cursed (if you're the superstitious type).
Otherwise, just keep playing. Odds are that you'll have better rolls the next time, so says math.
Comments are not for extended discussion; this conversation has been moved to chat.
– mxyzplk♦
6 hours ago
add a comment |
Try a new d20. Yours seems to defy the laws of probability. It may very well be unbalanced towards lower numbers (unlikely in this case of digital dice, but theoretically possible) or cursed (if you're the superstitious type).
Otherwise, just keep playing. Odds are that you'll have better rolls the next time, so says math.
Try a new d20. Yours seems to defy the laws of probability. It may very well be unbalanced towards lower numbers (unlikely in this case of digital dice, but theoretically possible) or cursed (if you're the superstitious type).
Otherwise, just keep playing. Odds are that you'll have better rolls the next time, so says math.
edited 7 hours ago
answered 8 hours ago
Derek Stucki
20.8k767107
20.8k767107
Comments are not for extended discussion; this conversation has been moved to chat.
– mxyzplk♦
6 hours ago
add a comment |
Comments are not for extended discussion; this conversation has been moved to chat.
– mxyzplk♦
6 hours ago
Comments are not for extended discussion; this conversation has been moved to chat.
– mxyzplk♦
6 hours ago
Comments are not for extended discussion; this conversation has been moved to chat.
– mxyzplk♦
6 hours ago
add a comment |
What went wrong?
You had consistently bad luck. It happens. The average of a d20 over a sequence of rolls should be roughly 10.5, whereas your d20 consistently rolled below that. Unfortunately, other than finding ways to get advantage on your rolls, there's not much to be done here.
The combat had slow pacing. You had ~6 turns across a 6 hour combat, and spent most of the encounter watching other PCs and NPCs. I would be bored too! Perhaps there were too many NPCs (you mentioned 12+ bandits) or players were taking too long with their turns. Either way, this is on the DM - it is the DM's job to keep the game moving.
Your choice of tactics, to rush in by yourself and use the Attack action on almost every turn. Encounters are generally meant to be handled by groups. Plus, you had a number of character options (Help, Disengage, healing, etc) that you may have neglected.
What can you do to participate more and have fun?
Focus more on the roleplay aspects, which you seem to enjoy. If you want to pursue certain roleplay goals, like romancing NPCs without competing against your allies, then try informing your fellow players (possibly out of character) what you would like to do. Maybe they can even assist you in the roleplay.
Change up your tactics. As a paladin, your character has a number of support-focused options that you could leverage, such as using the Help action to assist an ally, or using your Lay on Hands or casting one of your spells. Some of these options don't require rolls, so they can remain effective despite having bad luck.
Talk with the DM. Whether it was the slow-paced combat, having too many enemies, or having NPCs appear to upstage you, your DM seems to have certain stylistic choices that don't sit well with you. Have an out of game conversation with your DM to see if you can come to a compromise; maybe they can adjust their style, and you can have clearer expectations about the type of game they want to run.
1
Minor nitpick: it has been mentioned that this game was a play by chat one - play by chat games are slower by nature.
– Zachiel
5 hours ago
add a comment |
What went wrong?
You had consistently bad luck. It happens. The average of a d20 over a sequence of rolls should be roughly 10.5, whereas your d20 consistently rolled below that. Unfortunately, other than finding ways to get advantage on your rolls, there's not much to be done here.
The combat had slow pacing. You had ~6 turns across a 6 hour combat, and spent most of the encounter watching other PCs and NPCs. I would be bored too! Perhaps there were too many NPCs (you mentioned 12+ bandits) or players were taking too long with their turns. Either way, this is on the DM - it is the DM's job to keep the game moving.
Your choice of tactics, to rush in by yourself and use the Attack action on almost every turn. Encounters are generally meant to be handled by groups. Plus, you had a number of character options (Help, Disengage, healing, etc) that you may have neglected.
What can you do to participate more and have fun?
Focus more on the roleplay aspects, which you seem to enjoy. If you want to pursue certain roleplay goals, like romancing NPCs without competing against your allies, then try informing your fellow players (possibly out of character) what you would like to do. Maybe they can even assist you in the roleplay.
Change up your tactics. As a paladin, your character has a number of support-focused options that you could leverage, such as using the Help action to assist an ally, or using your Lay on Hands or casting one of your spells. Some of these options don't require rolls, so they can remain effective despite having bad luck.
Talk with the DM. Whether it was the slow-paced combat, having too many enemies, or having NPCs appear to upstage you, your DM seems to have certain stylistic choices that don't sit well with you. Have an out of game conversation with your DM to see if you can come to a compromise; maybe they can adjust their style, and you can have clearer expectations about the type of game they want to run.
1
Minor nitpick: it has been mentioned that this game was a play by chat one - play by chat games are slower by nature.
– Zachiel
5 hours ago
add a comment |
What went wrong?
You had consistently bad luck. It happens. The average of a d20 over a sequence of rolls should be roughly 10.5, whereas your d20 consistently rolled below that. Unfortunately, other than finding ways to get advantage on your rolls, there's not much to be done here.
The combat had slow pacing. You had ~6 turns across a 6 hour combat, and spent most of the encounter watching other PCs and NPCs. I would be bored too! Perhaps there were too many NPCs (you mentioned 12+ bandits) or players were taking too long with their turns. Either way, this is on the DM - it is the DM's job to keep the game moving.
Your choice of tactics, to rush in by yourself and use the Attack action on almost every turn. Encounters are generally meant to be handled by groups. Plus, you had a number of character options (Help, Disengage, healing, etc) that you may have neglected.
What can you do to participate more and have fun?
Focus more on the roleplay aspects, which you seem to enjoy. If you want to pursue certain roleplay goals, like romancing NPCs without competing against your allies, then try informing your fellow players (possibly out of character) what you would like to do. Maybe they can even assist you in the roleplay.
Change up your tactics. As a paladin, your character has a number of support-focused options that you could leverage, such as using the Help action to assist an ally, or using your Lay on Hands or casting one of your spells. Some of these options don't require rolls, so they can remain effective despite having bad luck.
Talk with the DM. Whether it was the slow-paced combat, having too many enemies, or having NPCs appear to upstage you, your DM seems to have certain stylistic choices that don't sit well with you. Have an out of game conversation with your DM to see if you can come to a compromise; maybe they can adjust their style, and you can have clearer expectations about the type of game they want to run.
What went wrong?
You had consistently bad luck. It happens. The average of a d20 over a sequence of rolls should be roughly 10.5, whereas your d20 consistently rolled below that. Unfortunately, other than finding ways to get advantage on your rolls, there's not much to be done here.
The combat had slow pacing. You had ~6 turns across a 6 hour combat, and spent most of the encounter watching other PCs and NPCs. I would be bored too! Perhaps there were too many NPCs (you mentioned 12+ bandits) or players were taking too long with their turns. Either way, this is on the DM - it is the DM's job to keep the game moving.
Your choice of tactics, to rush in by yourself and use the Attack action on almost every turn. Encounters are generally meant to be handled by groups. Plus, you had a number of character options (Help, Disengage, healing, etc) that you may have neglected.
What can you do to participate more and have fun?
Focus more on the roleplay aspects, which you seem to enjoy. If you want to pursue certain roleplay goals, like romancing NPCs without competing against your allies, then try informing your fellow players (possibly out of character) what you would like to do. Maybe they can even assist you in the roleplay.
Change up your tactics. As a paladin, your character has a number of support-focused options that you could leverage, such as using the Help action to assist an ally, or using your Lay on Hands or casting one of your spells. Some of these options don't require rolls, so they can remain effective despite having bad luck.
Talk with the DM. Whether it was the slow-paced combat, having too many enemies, or having NPCs appear to upstage you, your DM seems to have certain stylistic choices that don't sit well with you. Have an out of game conversation with your DM to see if you can come to a compromise; maybe they can adjust their style, and you can have clearer expectations about the type of game they want to run.
edited 7 hours ago
answered 8 hours ago
MikeQ
11.9k42471
11.9k42471
1
Minor nitpick: it has been mentioned that this game was a play by chat one - play by chat games are slower by nature.
– Zachiel
5 hours ago
add a comment |
1
Minor nitpick: it has been mentioned that this game was a play by chat one - play by chat games are slower by nature.
– Zachiel
5 hours ago
1
1
Minor nitpick: it has been mentioned that this game was a play by chat one - play by chat games are slower by nature.
– Zachiel
5 hours ago
Minor nitpick: it has been mentioned that this game was a play by chat one - play by chat games are slower by nature.
– Zachiel
5 hours ago
add a comment |
Check the Program
A minor note, but one that deserves to come first. Your rolls were extremely low, but they did tend to cluster around 5 (all but two rolls within 2 of five). I think it's possible that something may be set up wrong on your roll20 character sheet.
click on the "gear" symbol on the upper right of your character sheet, then look in the upper right box. It should say "Core Die Roll" and have 1d20 written there. If it says "Core Die Roll 1d10" then that's your problem.
However, since you did roll an 18 for initiative, it's possible that you simply got extraordinarily unlucky. So with that in mind, read on:
Improving your odds/fun in combat
There are three basic ways to excel in combat.
1. Play to your strengths
2. Fit your goals to your circumstances
3. Improve what you need and don't have
Let's talk about how each of these applies to your character.
1. Play to your strengths
Paladins won't attack as often as Monks or (at higher levels) fighters, but when they chose to they can hit hard. As such, they aren't really built for dealing with multiple enemies, but paladins are excellent at dueling single strong foes and dealing "nova" damage (large amounts of damage that can only be done a few times).
In the combat above, it might have benefited you to focus on a single target, like the boss. Even with abysmal rolls, you'd be serving as a "tank" to your team, directing attacks away from allies of yours with lower HP or AC. And you could have benefitted from the actions of your allies as well (such as gaining advantage against the boss if an ally knocks them prone, or casts hold person on them). And you could have used your paladins' Chanel Divinity feature of their divine oath against this stronger foe, which often improves your odds of hitting an enemy (such as the Oath of Devotion's Sacred Weapon feature, which would have let you add a +2 to all your attack rolls).
Running after multiple enemies is exactly the kind of thing a paladin is bad at. You'll spend a lot of resources dashing to keep up with them, and may waste resources smiting them by doing more damage than their total hit points (thus "losing" damage that could have been dealt to a larger target). Also, very few 3rd level paladins have Area of Effect abilities or spells, so they cannot damage a large number of enemies quickly (unlike spellcasters who could use spells like shatter or spike growth to damage several enemies at once). Although there are going to be situations where you should pursue a mob (and this may well have been one of them), know that running after a group as a paladin is like running into melee range as a wizard: there are times to do it, but it's usually a sign something has gone wrong.
2. Fit your goals to your circumstances
You're a righteous paladin in shining armor, with literal wings extending from your back. You look like the angry face of justice from on high, come to earth to punish the wicked. Who in their right mind would stand against you?
Unfortunately, that's exactly what you wanted your enemies to do. You ran in front of them, hoping they'd all stop and attack you. As an aarakocra in heavy armor, you're slower than most standard enemies (walking speed of 25 feet), and you lack the movement advantages of a monk or rogue, so the best chance a minor enemy will have is to simply outrun you: to find an easier target.
If you want to chase these enemies down (which is totally understandable: they are threatening innocent people), your goal can't be to catch and defeat them all: best case scenario, that would take 6 rounds, which is quite a long time. Not to mention the fact that they are faster than you, and don't want to stop and fight if they can help it. So you need to use a tactic which will work at a distance, and use the fact that they are afraid to face you to your advantage.
For example, you could try to intimidate them into surrendering. If that's the goal, then even failed attacks could work towards your goal. If a feathered and armored creature was swinging a sword inches from my face, shouting that I must yield or die, I'd really reconsider my life choices up to this point. These enemies clearly want nothing to do with you (they keep running past you) so use that weakness as a strength. That way not only will you have a greater chance of defeating them all quickly, you'll also feel like you've contributed more to their eventual surrender even if all your rolls fail. (You describe this combat as the town guard convincing them to surrender: but if you'd been shouting at them to yield, maybe it was you who convinced them to give up). With the right goal, you can work towards success even when all your rolls fail.
I'm not saying you need to shout "surrender" in every combat: I'm saying fit your tactics and goals to your enemies and situation. If your enemies are faster than you, know that you can't swing a sword over distance but you can shout very far. If your enemies are afraid of you, convince them to surrender rather than face your blade. If your enemy is overconfident, lure them into a fight that is to their disadvantage. Any enemy psychology or feature of the terrain can be turned to your advantage.
3. Improve what you need and don't have
In this battle, you prioritized attacking enemies that were running from you. But your major tactical advantage you gave yourself was to cast Shield of Faith and increase your AC.
Increasing AC fixed a problem you didn't have: you made yourself harder to hit, but your had excellent AC already, and your enemies do little damage per strike. Besides, your opponents already showed that they would run right past you given opportunity, so standing in front of them and improving your armor didn't really help you stop them. If your goal was to chase them down, what you needed was to hit consistently so you could take down your enemies quickly and move on to the next one. This must have been especially clear after your second round of combat, where none of your strikes seemed to connect.
A spell like bless would have been more effective here, increasing the probability that you land a blow (and helping your allies at the same time). Similarly, using your Chanel Divinity might have been very helpful. If you had the Oath of Devotion (which sounds likely), and if you'd used sacred weapon and bless at the same time, you'd have added an average of 4.5 to every single attack roll you made (minimum 3) which would have likely turned four of your five attack rolls above into hits. It might have even turned your worst attack roll into a hit (2 + 5 dex and proficiency + 2 Charisma + 4 a lucky bless roll = 13, higher than a standard bandit AC).
Looking ahead, you might have noticed that mobility was an issue for you in this battle. You can fix that by swapping out your heavy Ring Mail armor for Studded Leather (same AC next level if you improve your Dex), and gain an extra 25 feet of movement every round through flying. Alternatively, since the aesthetic of your armor is important to you, could invest some money (75gp) in a mount like a riding horse (until you can cast Find Steed in two levels).
I've been told before that "the goal of war is to find a fair fight and make it unfair." If you find yourself having trouble with something (rolls to hit, mobility, whatever), look for resources that can improve those things. And you don't need to only look to your character either. Maybe your team's wizard will cast magic weapon on your sword before the fight begins, or your teams druid will cast entangle on the fleeing enemies and give you advantage on your strikes.
Sometimes, nothing will work
You were insanely unlucky in this last game. The odds of rolling below a 10 (naturally) on 5 attacks is about 1/32, and you managed to roll abysmally for another three rolls besides. This kind of bad luck will happen once in a blue moon: but it's worth acknowledging that it will happen.
This will happen sometimes, even if you pick all the right tactics and have optimized your build. Every now and again, Gimli gets stuck under a warg, or a stealthy smuggler steps on a dry twig. No matter how good you are, sometimes everything will go wrong.
If you follow the guidelines above, then hopefully these times will be few and far between, and they will not last very long. My biggest advice is "use it." Are you getting frustrated? Then so is your character. Let that rage and frustration fuel them to train even harder, to search or that next magical item, to learn that new spell which will make them more able to turn a miss into a hit, a failure into a success. Do you feel like this is ridiculous? Then laugh. Reframe the misses as comedic, and imagine how funny it would be to see the mighty paladin spout justice and hellfire, but then miss.
In the words of Maya Angelou: "you should be angry. You must not be bitter." The role of random chance in your successes or failures is more on display in a role playing game than in real life: you can always see how there are elements of the game that our out of your control. But just because some things are out of our control doesn't mean everything is. Every situation has something you can do to turn it to your advantage, some way to improve your odds. And if you do all that and still fail, let it motivate you to do even more in the future: to make your character even better. And the better you get (and the more you use tactics that work to your advantage), the more often you'll find even mediocre rolls resulting in a success.
add a comment |
Check the Program
A minor note, but one that deserves to come first. Your rolls were extremely low, but they did tend to cluster around 5 (all but two rolls within 2 of five). I think it's possible that something may be set up wrong on your roll20 character sheet.
click on the "gear" symbol on the upper right of your character sheet, then look in the upper right box. It should say "Core Die Roll" and have 1d20 written there. If it says "Core Die Roll 1d10" then that's your problem.
However, since you did roll an 18 for initiative, it's possible that you simply got extraordinarily unlucky. So with that in mind, read on:
Improving your odds/fun in combat
There are three basic ways to excel in combat.
1. Play to your strengths
2. Fit your goals to your circumstances
3. Improve what you need and don't have
Let's talk about how each of these applies to your character.
1. Play to your strengths
Paladins won't attack as often as Monks or (at higher levels) fighters, but when they chose to they can hit hard. As such, they aren't really built for dealing with multiple enemies, but paladins are excellent at dueling single strong foes and dealing "nova" damage (large amounts of damage that can only be done a few times).
In the combat above, it might have benefited you to focus on a single target, like the boss. Even with abysmal rolls, you'd be serving as a "tank" to your team, directing attacks away from allies of yours with lower HP or AC. And you could have benefitted from the actions of your allies as well (such as gaining advantage against the boss if an ally knocks them prone, or casts hold person on them). And you could have used your paladins' Chanel Divinity feature of their divine oath against this stronger foe, which often improves your odds of hitting an enemy (such as the Oath of Devotion's Sacred Weapon feature, which would have let you add a +2 to all your attack rolls).
Running after multiple enemies is exactly the kind of thing a paladin is bad at. You'll spend a lot of resources dashing to keep up with them, and may waste resources smiting them by doing more damage than their total hit points (thus "losing" damage that could have been dealt to a larger target). Also, very few 3rd level paladins have Area of Effect abilities or spells, so they cannot damage a large number of enemies quickly (unlike spellcasters who could use spells like shatter or spike growth to damage several enemies at once). Although there are going to be situations where you should pursue a mob (and this may well have been one of them), know that running after a group as a paladin is like running into melee range as a wizard: there are times to do it, but it's usually a sign something has gone wrong.
2. Fit your goals to your circumstances
You're a righteous paladin in shining armor, with literal wings extending from your back. You look like the angry face of justice from on high, come to earth to punish the wicked. Who in their right mind would stand against you?
Unfortunately, that's exactly what you wanted your enemies to do. You ran in front of them, hoping they'd all stop and attack you. As an aarakocra in heavy armor, you're slower than most standard enemies (walking speed of 25 feet), and you lack the movement advantages of a monk or rogue, so the best chance a minor enemy will have is to simply outrun you: to find an easier target.
If you want to chase these enemies down (which is totally understandable: they are threatening innocent people), your goal can't be to catch and defeat them all: best case scenario, that would take 6 rounds, which is quite a long time. Not to mention the fact that they are faster than you, and don't want to stop and fight if they can help it. So you need to use a tactic which will work at a distance, and use the fact that they are afraid to face you to your advantage.
For example, you could try to intimidate them into surrendering. If that's the goal, then even failed attacks could work towards your goal. If a feathered and armored creature was swinging a sword inches from my face, shouting that I must yield or die, I'd really reconsider my life choices up to this point. These enemies clearly want nothing to do with you (they keep running past you) so use that weakness as a strength. That way not only will you have a greater chance of defeating them all quickly, you'll also feel like you've contributed more to their eventual surrender even if all your rolls fail. (You describe this combat as the town guard convincing them to surrender: but if you'd been shouting at them to yield, maybe it was you who convinced them to give up). With the right goal, you can work towards success even when all your rolls fail.
I'm not saying you need to shout "surrender" in every combat: I'm saying fit your tactics and goals to your enemies and situation. If your enemies are faster than you, know that you can't swing a sword over distance but you can shout very far. If your enemies are afraid of you, convince them to surrender rather than face your blade. If your enemy is overconfident, lure them into a fight that is to their disadvantage. Any enemy psychology or feature of the terrain can be turned to your advantage.
3. Improve what you need and don't have
In this battle, you prioritized attacking enemies that were running from you. But your major tactical advantage you gave yourself was to cast Shield of Faith and increase your AC.
Increasing AC fixed a problem you didn't have: you made yourself harder to hit, but your had excellent AC already, and your enemies do little damage per strike. Besides, your opponents already showed that they would run right past you given opportunity, so standing in front of them and improving your armor didn't really help you stop them. If your goal was to chase them down, what you needed was to hit consistently so you could take down your enemies quickly and move on to the next one. This must have been especially clear after your second round of combat, where none of your strikes seemed to connect.
A spell like bless would have been more effective here, increasing the probability that you land a blow (and helping your allies at the same time). Similarly, using your Chanel Divinity might have been very helpful. If you had the Oath of Devotion (which sounds likely), and if you'd used sacred weapon and bless at the same time, you'd have added an average of 4.5 to every single attack roll you made (minimum 3) which would have likely turned four of your five attack rolls above into hits. It might have even turned your worst attack roll into a hit (2 + 5 dex and proficiency + 2 Charisma + 4 a lucky bless roll = 13, higher than a standard bandit AC).
Looking ahead, you might have noticed that mobility was an issue for you in this battle. You can fix that by swapping out your heavy Ring Mail armor for Studded Leather (same AC next level if you improve your Dex), and gain an extra 25 feet of movement every round through flying. Alternatively, since the aesthetic of your armor is important to you, could invest some money (75gp) in a mount like a riding horse (until you can cast Find Steed in two levels).
I've been told before that "the goal of war is to find a fair fight and make it unfair." If you find yourself having trouble with something (rolls to hit, mobility, whatever), look for resources that can improve those things. And you don't need to only look to your character either. Maybe your team's wizard will cast magic weapon on your sword before the fight begins, or your teams druid will cast entangle on the fleeing enemies and give you advantage on your strikes.
Sometimes, nothing will work
You were insanely unlucky in this last game. The odds of rolling below a 10 (naturally) on 5 attacks is about 1/32, and you managed to roll abysmally for another three rolls besides. This kind of bad luck will happen once in a blue moon: but it's worth acknowledging that it will happen.
This will happen sometimes, even if you pick all the right tactics and have optimized your build. Every now and again, Gimli gets stuck under a warg, or a stealthy smuggler steps on a dry twig. No matter how good you are, sometimes everything will go wrong.
If you follow the guidelines above, then hopefully these times will be few and far between, and they will not last very long. My biggest advice is "use it." Are you getting frustrated? Then so is your character. Let that rage and frustration fuel them to train even harder, to search or that next magical item, to learn that new spell which will make them more able to turn a miss into a hit, a failure into a success. Do you feel like this is ridiculous? Then laugh. Reframe the misses as comedic, and imagine how funny it would be to see the mighty paladin spout justice and hellfire, but then miss.
In the words of Maya Angelou: "you should be angry. You must not be bitter." The role of random chance in your successes or failures is more on display in a role playing game than in real life: you can always see how there are elements of the game that our out of your control. But just because some things are out of our control doesn't mean everything is. Every situation has something you can do to turn it to your advantage, some way to improve your odds. And if you do all that and still fail, let it motivate you to do even more in the future: to make your character even better. And the better you get (and the more you use tactics that work to your advantage), the more often you'll find even mediocre rolls resulting in a success.
add a comment |
Check the Program
A minor note, but one that deserves to come first. Your rolls were extremely low, but they did tend to cluster around 5 (all but two rolls within 2 of five). I think it's possible that something may be set up wrong on your roll20 character sheet.
click on the "gear" symbol on the upper right of your character sheet, then look in the upper right box. It should say "Core Die Roll" and have 1d20 written there. If it says "Core Die Roll 1d10" then that's your problem.
However, since you did roll an 18 for initiative, it's possible that you simply got extraordinarily unlucky. So with that in mind, read on:
Improving your odds/fun in combat
There are three basic ways to excel in combat.
1. Play to your strengths
2. Fit your goals to your circumstances
3. Improve what you need and don't have
Let's talk about how each of these applies to your character.
1. Play to your strengths
Paladins won't attack as often as Monks or (at higher levels) fighters, but when they chose to they can hit hard. As such, they aren't really built for dealing with multiple enemies, but paladins are excellent at dueling single strong foes and dealing "nova" damage (large amounts of damage that can only be done a few times).
In the combat above, it might have benefited you to focus on a single target, like the boss. Even with abysmal rolls, you'd be serving as a "tank" to your team, directing attacks away from allies of yours with lower HP or AC. And you could have benefitted from the actions of your allies as well (such as gaining advantage against the boss if an ally knocks them prone, or casts hold person on them). And you could have used your paladins' Chanel Divinity feature of their divine oath against this stronger foe, which often improves your odds of hitting an enemy (such as the Oath of Devotion's Sacred Weapon feature, which would have let you add a +2 to all your attack rolls).
Running after multiple enemies is exactly the kind of thing a paladin is bad at. You'll spend a lot of resources dashing to keep up with them, and may waste resources smiting them by doing more damage than their total hit points (thus "losing" damage that could have been dealt to a larger target). Also, very few 3rd level paladins have Area of Effect abilities or spells, so they cannot damage a large number of enemies quickly (unlike spellcasters who could use spells like shatter or spike growth to damage several enemies at once). Although there are going to be situations where you should pursue a mob (and this may well have been one of them), know that running after a group as a paladin is like running into melee range as a wizard: there are times to do it, but it's usually a sign something has gone wrong.
2. Fit your goals to your circumstances
You're a righteous paladin in shining armor, with literal wings extending from your back. You look like the angry face of justice from on high, come to earth to punish the wicked. Who in their right mind would stand against you?
Unfortunately, that's exactly what you wanted your enemies to do. You ran in front of them, hoping they'd all stop and attack you. As an aarakocra in heavy armor, you're slower than most standard enemies (walking speed of 25 feet), and you lack the movement advantages of a monk or rogue, so the best chance a minor enemy will have is to simply outrun you: to find an easier target.
If you want to chase these enemies down (which is totally understandable: they are threatening innocent people), your goal can't be to catch and defeat them all: best case scenario, that would take 6 rounds, which is quite a long time. Not to mention the fact that they are faster than you, and don't want to stop and fight if they can help it. So you need to use a tactic which will work at a distance, and use the fact that they are afraid to face you to your advantage.
For example, you could try to intimidate them into surrendering. If that's the goal, then even failed attacks could work towards your goal. If a feathered and armored creature was swinging a sword inches from my face, shouting that I must yield or die, I'd really reconsider my life choices up to this point. These enemies clearly want nothing to do with you (they keep running past you) so use that weakness as a strength. That way not only will you have a greater chance of defeating them all quickly, you'll also feel like you've contributed more to their eventual surrender even if all your rolls fail. (You describe this combat as the town guard convincing them to surrender: but if you'd been shouting at them to yield, maybe it was you who convinced them to give up). With the right goal, you can work towards success even when all your rolls fail.
I'm not saying you need to shout "surrender" in every combat: I'm saying fit your tactics and goals to your enemies and situation. If your enemies are faster than you, know that you can't swing a sword over distance but you can shout very far. If your enemies are afraid of you, convince them to surrender rather than face your blade. If your enemy is overconfident, lure them into a fight that is to their disadvantage. Any enemy psychology or feature of the terrain can be turned to your advantage.
3. Improve what you need and don't have
In this battle, you prioritized attacking enemies that were running from you. But your major tactical advantage you gave yourself was to cast Shield of Faith and increase your AC.
Increasing AC fixed a problem you didn't have: you made yourself harder to hit, but your had excellent AC already, and your enemies do little damage per strike. Besides, your opponents already showed that they would run right past you given opportunity, so standing in front of them and improving your armor didn't really help you stop them. If your goal was to chase them down, what you needed was to hit consistently so you could take down your enemies quickly and move on to the next one. This must have been especially clear after your second round of combat, where none of your strikes seemed to connect.
A spell like bless would have been more effective here, increasing the probability that you land a blow (and helping your allies at the same time). Similarly, using your Chanel Divinity might have been very helpful. If you had the Oath of Devotion (which sounds likely), and if you'd used sacred weapon and bless at the same time, you'd have added an average of 4.5 to every single attack roll you made (minimum 3) which would have likely turned four of your five attack rolls above into hits. It might have even turned your worst attack roll into a hit (2 + 5 dex and proficiency + 2 Charisma + 4 a lucky bless roll = 13, higher than a standard bandit AC).
Looking ahead, you might have noticed that mobility was an issue for you in this battle. You can fix that by swapping out your heavy Ring Mail armor for Studded Leather (same AC next level if you improve your Dex), and gain an extra 25 feet of movement every round through flying. Alternatively, since the aesthetic of your armor is important to you, could invest some money (75gp) in a mount like a riding horse (until you can cast Find Steed in two levels).
I've been told before that "the goal of war is to find a fair fight and make it unfair." If you find yourself having trouble with something (rolls to hit, mobility, whatever), look for resources that can improve those things. And you don't need to only look to your character either. Maybe your team's wizard will cast magic weapon on your sword before the fight begins, or your teams druid will cast entangle on the fleeing enemies and give you advantage on your strikes.
Sometimes, nothing will work
You were insanely unlucky in this last game. The odds of rolling below a 10 (naturally) on 5 attacks is about 1/32, and you managed to roll abysmally for another three rolls besides. This kind of bad luck will happen once in a blue moon: but it's worth acknowledging that it will happen.
This will happen sometimes, even if you pick all the right tactics and have optimized your build. Every now and again, Gimli gets stuck under a warg, or a stealthy smuggler steps on a dry twig. No matter how good you are, sometimes everything will go wrong.
If you follow the guidelines above, then hopefully these times will be few and far between, and they will not last very long. My biggest advice is "use it." Are you getting frustrated? Then so is your character. Let that rage and frustration fuel them to train even harder, to search or that next magical item, to learn that new spell which will make them more able to turn a miss into a hit, a failure into a success. Do you feel like this is ridiculous? Then laugh. Reframe the misses as comedic, and imagine how funny it would be to see the mighty paladin spout justice and hellfire, but then miss.
In the words of Maya Angelou: "you should be angry. You must not be bitter." The role of random chance in your successes or failures is more on display in a role playing game than in real life: you can always see how there are elements of the game that our out of your control. But just because some things are out of our control doesn't mean everything is. Every situation has something you can do to turn it to your advantage, some way to improve your odds. And if you do all that and still fail, let it motivate you to do even more in the future: to make your character even better. And the better you get (and the more you use tactics that work to your advantage), the more often you'll find even mediocre rolls resulting in a success.
Check the Program
A minor note, but one that deserves to come first. Your rolls were extremely low, but they did tend to cluster around 5 (all but two rolls within 2 of five). I think it's possible that something may be set up wrong on your roll20 character sheet.
click on the "gear" symbol on the upper right of your character sheet, then look in the upper right box. It should say "Core Die Roll" and have 1d20 written there. If it says "Core Die Roll 1d10" then that's your problem.
However, since you did roll an 18 for initiative, it's possible that you simply got extraordinarily unlucky. So with that in mind, read on:
Improving your odds/fun in combat
There are three basic ways to excel in combat.
1. Play to your strengths
2. Fit your goals to your circumstances
3. Improve what you need and don't have
Let's talk about how each of these applies to your character.
1. Play to your strengths
Paladins won't attack as often as Monks or (at higher levels) fighters, but when they chose to they can hit hard. As such, they aren't really built for dealing with multiple enemies, but paladins are excellent at dueling single strong foes and dealing "nova" damage (large amounts of damage that can only be done a few times).
In the combat above, it might have benefited you to focus on a single target, like the boss. Even with abysmal rolls, you'd be serving as a "tank" to your team, directing attacks away from allies of yours with lower HP or AC. And you could have benefitted from the actions of your allies as well (such as gaining advantage against the boss if an ally knocks them prone, or casts hold person on them). And you could have used your paladins' Chanel Divinity feature of their divine oath against this stronger foe, which often improves your odds of hitting an enemy (such as the Oath of Devotion's Sacred Weapon feature, which would have let you add a +2 to all your attack rolls).
Running after multiple enemies is exactly the kind of thing a paladin is bad at. You'll spend a lot of resources dashing to keep up with them, and may waste resources smiting them by doing more damage than their total hit points (thus "losing" damage that could have been dealt to a larger target). Also, very few 3rd level paladins have Area of Effect abilities or spells, so they cannot damage a large number of enemies quickly (unlike spellcasters who could use spells like shatter or spike growth to damage several enemies at once). Although there are going to be situations where you should pursue a mob (and this may well have been one of them), know that running after a group as a paladin is like running into melee range as a wizard: there are times to do it, but it's usually a sign something has gone wrong.
2. Fit your goals to your circumstances
You're a righteous paladin in shining armor, with literal wings extending from your back. You look like the angry face of justice from on high, come to earth to punish the wicked. Who in their right mind would stand against you?
Unfortunately, that's exactly what you wanted your enemies to do. You ran in front of them, hoping they'd all stop and attack you. As an aarakocra in heavy armor, you're slower than most standard enemies (walking speed of 25 feet), and you lack the movement advantages of a monk or rogue, so the best chance a minor enemy will have is to simply outrun you: to find an easier target.
If you want to chase these enemies down (which is totally understandable: they are threatening innocent people), your goal can't be to catch and defeat them all: best case scenario, that would take 6 rounds, which is quite a long time. Not to mention the fact that they are faster than you, and don't want to stop and fight if they can help it. So you need to use a tactic which will work at a distance, and use the fact that they are afraid to face you to your advantage.
For example, you could try to intimidate them into surrendering. If that's the goal, then even failed attacks could work towards your goal. If a feathered and armored creature was swinging a sword inches from my face, shouting that I must yield or die, I'd really reconsider my life choices up to this point. These enemies clearly want nothing to do with you (they keep running past you) so use that weakness as a strength. That way not only will you have a greater chance of defeating them all quickly, you'll also feel like you've contributed more to their eventual surrender even if all your rolls fail. (You describe this combat as the town guard convincing them to surrender: but if you'd been shouting at them to yield, maybe it was you who convinced them to give up). With the right goal, you can work towards success even when all your rolls fail.
I'm not saying you need to shout "surrender" in every combat: I'm saying fit your tactics and goals to your enemies and situation. If your enemies are faster than you, know that you can't swing a sword over distance but you can shout very far. If your enemies are afraid of you, convince them to surrender rather than face your blade. If your enemy is overconfident, lure them into a fight that is to their disadvantage. Any enemy psychology or feature of the terrain can be turned to your advantage.
3. Improve what you need and don't have
In this battle, you prioritized attacking enemies that were running from you. But your major tactical advantage you gave yourself was to cast Shield of Faith and increase your AC.
Increasing AC fixed a problem you didn't have: you made yourself harder to hit, but your had excellent AC already, and your enemies do little damage per strike. Besides, your opponents already showed that they would run right past you given opportunity, so standing in front of them and improving your armor didn't really help you stop them. If your goal was to chase them down, what you needed was to hit consistently so you could take down your enemies quickly and move on to the next one. This must have been especially clear after your second round of combat, where none of your strikes seemed to connect.
A spell like bless would have been more effective here, increasing the probability that you land a blow (and helping your allies at the same time). Similarly, using your Chanel Divinity might have been very helpful. If you had the Oath of Devotion (which sounds likely), and if you'd used sacred weapon and bless at the same time, you'd have added an average of 4.5 to every single attack roll you made (minimum 3) which would have likely turned four of your five attack rolls above into hits. It might have even turned your worst attack roll into a hit (2 + 5 dex and proficiency + 2 Charisma + 4 a lucky bless roll = 13, higher than a standard bandit AC).
Looking ahead, you might have noticed that mobility was an issue for you in this battle. You can fix that by swapping out your heavy Ring Mail armor for Studded Leather (same AC next level if you improve your Dex), and gain an extra 25 feet of movement every round through flying. Alternatively, since the aesthetic of your armor is important to you, could invest some money (75gp) in a mount like a riding horse (until you can cast Find Steed in two levels).
I've been told before that "the goal of war is to find a fair fight and make it unfair." If you find yourself having trouble with something (rolls to hit, mobility, whatever), look for resources that can improve those things. And you don't need to only look to your character either. Maybe your team's wizard will cast magic weapon on your sword before the fight begins, or your teams druid will cast entangle on the fleeing enemies and give you advantage on your strikes.
Sometimes, nothing will work
You were insanely unlucky in this last game. The odds of rolling below a 10 (naturally) on 5 attacks is about 1/32, and you managed to roll abysmally for another three rolls besides. This kind of bad luck will happen once in a blue moon: but it's worth acknowledging that it will happen.
This will happen sometimes, even if you pick all the right tactics and have optimized your build. Every now and again, Gimli gets stuck under a warg, or a stealthy smuggler steps on a dry twig. No matter how good you are, sometimes everything will go wrong.
If you follow the guidelines above, then hopefully these times will be few and far between, and they will not last very long. My biggest advice is "use it." Are you getting frustrated? Then so is your character. Let that rage and frustration fuel them to train even harder, to search or that next magical item, to learn that new spell which will make them more able to turn a miss into a hit, a failure into a success. Do you feel like this is ridiculous? Then laugh. Reframe the misses as comedic, and imagine how funny it would be to see the mighty paladin spout justice and hellfire, but then miss.
In the words of Maya Angelou: "you should be angry. You must not be bitter." The role of random chance in your successes or failures is more on display in a role playing game than in real life: you can always see how there are elements of the game that our out of your control. But just because some things are out of our control doesn't mean everything is. Every situation has something you can do to turn it to your advantage, some way to improve your odds. And if you do all that and still fail, let it motivate you to do even more in the future: to make your character even better. And the better you get (and the more you use tactics that work to your advantage), the more often you'll find even mediocre rolls resulting in a success.
edited 6 hours ago
answered 8 hours ago
Gandalfmeansme
17.9k367113
17.9k367113
add a comment |
add a comment |
It's super disheartening when RNG is beating you up. You made all the right decisions, and your character is built effectively. The DM was not screwing you over, and the bandits were acting normally. 99% of the time, you would absolutely have dominated that situation.
If you really are expecting a lot more terrible rolls, like you broke a mirror with a black cat, you may look into Crowd Control spellcasting more. Usually CC spells require the enemy to roll, so it takes less burden off your cursed dice.
You could also take the tank roll, focus on spells that force combat like compel duel, or charm the enemies. By being the damage taker, it mostly relies on enemies to surpass your AC, and the rolls are on them.
Honestly though, you had an abnormally bad string of luck, but your character is worth saving. It has a good backstory and is built properly as a close quarters brawler. Don't let this setback color your experience of D&D.
New contributor
add a comment |
It's super disheartening when RNG is beating you up. You made all the right decisions, and your character is built effectively. The DM was not screwing you over, and the bandits were acting normally. 99% of the time, you would absolutely have dominated that situation.
If you really are expecting a lot more terrible rolls, like you broke a mirror with a black cat, you may look into Crowd Control spellcasting more. Usually CC spells require the enemy to roll, so it takes less burden off your cursed dice.
You could also take the tank roll, focus on spells that force combat like compel duel, or charm the enemies. By being the damage taker, it mostly relies on enemies to surpass your AC, and the rolls are on them.
Honestly though, you had an abnormally bad string of luck, but your character is worth saving. It has a good backstory and is built properly as a close quarters brawler. Don't let this setback color your experience of D&D.
New contributor
add a comment |
It's super disheartening when RNG is beating you up. You made all the right decisions, and your character is built effectively. The DM was not screwing you over, and the bandits were acting normally. 99% of the time, you would absolutely have dominated that situation.
If you really are expecting a lot more terrible rolls, like you broke a mirror with a black cat, you may look into Crowd Control spellcasting more. Usually CC spells require the enemy to roll, so it takes less burden off your cursed dice.
You could also take the tank roll, focus on spells that force combat like compel duel, or charm the enemies. By being the damage taker, it mostly relies on enemies to surpass your AC, and the rolls are on them.
Honestly though, you had an abnormally bad string of luck, but your character is worth saving. It has a good backstory and is built properly as a close quarters brawler. Don't let this setback color your experience of D&D.
New contributor
It's super disheartening when RNG is beating you up. You made all the right decisions, and your character is built effectively. The DM was not screwing you over, and the bandits were acting normally. 99% of the time, you would absolutely have dominated that situation.
If you really are expecting a lot more terrible rolls, like you broke a mirror with a black cat, you may look into Crowd Control spellcasting more. Usually CC spells require the enemy to roll, so it takes less burden off your cursed dice.
You could also take the tank roll, focus on spells that force combat like compel duel, or charm the enemies. By being the damage taker, it mostly relies on enemies to surpass your AC, and the rolls are on them.
Honestly though, you had an abnormally bad string of luck, but your character is worth saving. It has a good backstory and is built properly as a close quarters brawler. Don't let this setback color your experience of D&D.
New contributor
New contributor
answered 5 hours ago
Miles Bedinger
1275
1275
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New contributor
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add a comment |
I am going to leave to the other answers suggestions about how to maximise your chances within the rules and how to deal with unlucky throws.
I'm going to focus with the more serious problem: you are letting superstition interfere with your expectations.
Many gamers have superstitions about their favourite and least favourite dice, about having hot or cold hands, rituals about how they roll the dice, all to improve their chances.
Normally, this is just a bit of fun and adds to the interest of the game. [To a degree - if someone is blowing on and shaking a die in their hand for more than about three seconds for some important roll, I am internally screaming at them: JUST ROLL IT ALREADY!]
However, in some cases it seems people take it too seriously. This case seems to be one of them. It's time to step back and understand that this set of beliefs about the dice is all bunk. This is just a symptom of natural human biases - that try to spot and extrapolate patterns, that remember some events more vividly that others, that try to give a reassuring sense of control where none exists - all going too far.
Yes, you have had a string of unlucky rolls. No, that doesn't mean your future holds a higher number than expected of unlucky rolls. To believe that the dice are biased against you or your character is irrational and paranoid.
Once you can discard these beliefs, your question looks odd:
How can I keep playing this character in a fun way, given the circumstances?
There ARE no circumstances here. You had some bad rolls, and it is very unlikely you will suffer them again. Next time, it is very likely to rolls will be better. Sometimes you might get a bad run, and not have as much fun, but they will be counteracted by times where you roll better than expected. Get back on the horse, go play and have fun.
Roll with the punches when the dice are bad, and punch with the rolls when the dice are good.
New contributor
Note that this is a digital roller. The references in this answer to physical dice are a bit off, due to that, but they can probably be rewritten to maintain the same basic message.
– SevenSidedDie♦
55 mins ago
add a comment |
I am going to leave to the other answers suggestions about how to maximise your chances within the rules and how to deal with unlucky throws.
I'm going to focus with the more serious problem: you are letting superstition interfere with your expectations.
Many gamers have superstitions about their favourite and least favourite dice, about having hot or cold hands, rituals about how they roll the dice, all to improve their chances.
Normally, this is just a bit of fun and adds to the interest of the game. [To a degree - if someone is blowing on and shaking a die in their hand for more than about three seconds for some important roll, I am internally screaming at them: JUST ROLL IT ALREADY!]
However, in some cases it seems people take it too seriously. This case seems to be one of them. It's time to step back and understand that this set of beliefs about the dice is all bunk. This is just a symptom of natural human biases - that try to spot and extrapolate patterns, that remember some events more vividly that others, that try to give a reassuring sense of control where none exists - all going too far.
Yes, you have had a string of unlucky rolls. No, that doesn't mean your future holds a higher number than expected of unlucky rolls. To believe that the dice are biased against you or your character is irrational and paranoid.
Once you can discard these beliefs, your question looks odd:
How can I keep playing this character in a fun way, given the circumstances?
There ARE no circumstances here. You had some bad rolls, and it is very unlikely you will suffer them again. Next time, it is very likely to rolls will be better. Sometimes you might get a bad run, and not have as much fun, but they will be counteracted by times where you roll better than expected. Get back on the horse, go play and have fun.
Roll with the punches when the dice are bad, and punch with the rolls when the dice are good.
New contributor
Note that this is a digital roller. The references in this answer to physical dice are a bit off, due to that, but they can probably be rewritten to maintain the same basic message.
– SevenSidedDie♦
55 mins ago
add a comment |
I am going to leave to the other answers suggestions about how to maximise your chances within the rules and how to deal with unlucky throws.
I'm going to focus with the more serious problem: you are letting superstition interfere with your expectations.
Many gamers have superstitions about their favourite and least favourite dice, about having hot or cold hands, rituals about how they roll the dice, all to improve their chances.
Normally, this is just a bit of fun and adds to the interest of the game. [To a degree - if someone is blowing on and shaking a die in their hand for more than about three seconds for some important roll, I am internally screaming at them: JUST ROLL IT ALREADY!]
However, in some cases it seems people take it too seriously. This case seems to be one of them. It's time to step back and understand that this set of beliefs about the dice is all bunk. This is just a symptom of natural human biases - that try to spot and extrapolate patterns, that remember some events more vividly that others, that try to give a reassuring sense of control where none exists - all going too far.
Yes, you have had a string of unlucky rolls. No, that doesn't mean your future holds a higher number than expected of unlucky rolls. To believe that the dice are biased against you or your character is irrational and paranoid.
Once you can discard these beliefs, your question looks odd:
How can I keep playing this character in a fun way, given the circumstances?
There ARE no circumstances here. You had some bad rolls, and it is very unlikely you will suffer them again. Next time, it is very likely to rolls will be better. Sometimes you might get a bad run, and not have as much fun, but they will be counteracted by times where you roll better than expected. Get back on the horse, go play and have fun.
Roll with the punches when the dice are bad, and punch with the rolls when the dice are good.
New contributor
I am going to leave to the other answers suggestions about how to maximise your chances within the rules and how to deal with unlucky throws.
I'm going to focus with the more serious problem: you are letting superstition interfere with your expectations.
Many gamers have superstitions about their favourite and least favourite dice, about having hot or cold hands, rituals about how they roll the dice, all to improve their chances.
Normally, this is just a bit of fun and adds to the interest of the game. [To a degree - if someone is blowing on and shaking a die in their hand for more than about three seconds for some important roll, I am internally screaming at them: JUST ROLL IT ALREADY!]
However, in some cases it seems people take it too seriously. This case seems to be one of them. It's time to step back and understand that this set of beliefs about the dice is all bunk. This is just a symptom of natural human biases - that try to spot and extrapolate patterns, that remember some events more vividly that others, that try to give a reassuring sense of control where none exists - all going too far.
Yes, you have had a string of unlucky rolls. No, that doesn't mean your future holds a higher number than expected of unlucky rolls. To believe that the dice are biased against you or your character is irrational and paranoid.
Once you can discard these beliefs, your question looks odd:
How can I keep playing this character in a fun way, given the circumstances?
There ARE no circumstances here. You had some bad rolls, and it is very unlikely you will suffer them again. Next time, it is very likely to rolls will be better. Sometimes you might get a bad run, and not have as much fun, but they will be counteracted by times where you roll better than expected. Get back on the horse, go play and have fun.
Roll with the punches when the dice are bad, and punch with the rolls when the dice are good.
New contributor
New contributor
answered 1 hour ago
Oddthinking
1112
1112
New contributor
New contributor
Note that this is a digital roller. The references in this answer to physical dice are a bit off, due to that, but they can probably be rewritten to maintain the same basic message.
– SevenSidedDie♦
55 mins ago
add a comment |
Note that this is a digital roller. The references in this answer to physical dice are a bit off, due to that, but they can probably be rewritten to maintain the same basic message.
– SevenSidedDie♦
55 mins ago
Note that this is a digital roller. The references in this answer to physical dice are a bit off, due to that, but they can probably be rewritten to maintain the same basic message.
– SevenSidedDie♦
55 mins ago
Note that this is a digital roller. The references in this answer to physical dice are a bit off, due to that, but they can probably be rewritten to maintain the same basic message.
– SevenSidedDie♦
55 mins ago
add a comment |
Sounds like a night of bad rolls
It sounds like you're new to DnD, so welcome to the game. There's a lot to be had in the setting and source materials, but far more based on what you make of it.
You have an idea for a character: an Aarakoa paladin whom is courageous, as well as a bit foolhardy. You, the player, are having a night of terrible rolls, hence your character is having a bad night.
If your only stance on enjoying yourself are the rolls going your way, then you might need to pick a different hobby. Anyone who's played DnD has had a night of cursed dice, you seem like you may've had more than one. On the other hand, you can have a night of straight up blessed dice wherein your d20 only seems to respond with one number and that number is 20.
Your question is buried in there, I think it's how do I keep playing this character and have fun doing so? The answer depends on what's fun for you. It seems you enjoy your character concept and I venture to guess you'd have fun dedicating your character to a god and them trying to figure out how they've displease said deity. Be unnecessarily dramatic about it, when you do hit, roleplay seeing symbols that indicate your actions the desire of your deity.
In short, we all have bad nights with dice, what you do with that bad night is up to you.
add a comment |
Sounds like a night of bad rolls
It sounds like you're new to DnD, so welcome to the game. There's a lot to be had in the setting and source materials, but far more based on what you make of it.
You have an idea for a character: an Aarakoa paladin whom is courageous, as well as a bit foolhardy. You, the player, are having a night of terrible rolls, hence your character is having a bad night.
If your only stance on enjoying yourself are the rolls going your way, then you might need to pick a different hobby. Anyone who's played DnD has had a night of cursed dice, you seem like you may've had more than one. On the other hand, you can have a night of straight up blessed dice wherein your d20 only seems to respond with one number and that number is 20.
Your question is buried in there, I think it's how do I keep playing this character and have fun doing so? The answer depends on what's fun for you. It seems you enjoy your character concept and I venture to guess you'd have fun dedicating your character to a god and them trying to figure out how they've displease said deity. Be unnecessarily dramatic about it, when you do hit, roleplay seeing symbols that indicate your actions the desire of your deity.
In short, we all have bad nights with dice, what you do with that bad night is up to you.
add a comment |
Sounds like a night of bad rolls
It sounds like you're new to DnD, so welcome to the game. There's a lot to be had in the setting and source materials, but far more based on what you make of it.
You have an idea for a character: an Aarakoa paladin whom is courageous, as well as a bit foolhardy. You, the player, are having a night of terrible rolls, hence your character is having a bad night.
If your only stance on enjoying yourself are the rolls going your way, then you might need to pick a different hobby. Anyone who's played DnD has had a night of cursed dice, you seem like you may've had more than one. On the other hand, you can have a night of straight up blessed dice wherein your d20 only seems to respond with one number and that number is 20.
Your question is buried in there, I think it's how do I keep playing this character and have fun doing so? The answer depends on what's fun for you. It seems you enjoy your character concept and I venture to guess you'd have fun dedicating your character to a god and them trying to figure out how they've displease said deity. Be unnecessarily dramatic about it, when you do hit, roleplay seeing symbols that indicate your actions the desire of your deity.
In short, we all have bad nights with dice, what you do with that bad night is up to you.
Sounds like a night of bad rolls
It sounds like you're new to DnD, so welcome to the game. There's a lot to be had in the setting and source materials, but far more based on what you make of it.
You have an idea for a character: an Aarakoa paladin whom is courageous, as well as a bit foolhardy. You, the player, are having a night of terrible rolls, hence your character is having a bad night.
If your only stance on enjoying yourself are the rolls going your way, then you might need to pick a different hobby. Anyone who's played DnD has had a night of cursed dice, you seem like you may've had more than one. On the other hand, you can have a night of straight up blessed dice wherein your d20 only seems to respond with one number and that number is 20.
Your question is buried in there, I think it's how do I keep playing this character and have fun doing so? The answer depends on what's fun for you. It seems you enjoy your character concept and I venture to guess you'd have fun dedicating your character to a god and them trying to figure out how they've displease said deity. Be unnecessarily dramatic about it, when you do hit, roleplay seeing symbols that indicate your actions the desire of your deity.
In short, we all have bad nights with dice, what you do with that bad night is up to you.
answered 8 hours ago
Pyrotechnical
14.5k456134
14.5k456134
add a comment |
add a comment |
Role play
This character is someone who clearly is not lucky. Play him like it! Your paladin won't take risks or tries to minimize them because he knows he will fail. Any point where you cannot just "Take 20" have your paladin not take the risk.
I rolled up a cleric that had near perfect stats except for one poor roll (7) and I role played them as if they blame everything on their poor stat.
Failed initiative? I was not smart enough to join the fight.
Failed healing? I forgot to target my ally.
This can be fun, just change your perspective!
add a comment |
Role play
This character is someone who clearly is not lucky. Play him like it! Your paladin won't take risks or tries to minimize them because he knows he will fail. Any point where you cannot just "Take 20" have your paladin not take the risk.
I rolled up a cleric that had near perfect stats except for one poor roll (7) and I role played them as if they blame everything on their poor stat.
Failed initiative? I was not smart enough to join the fight.
Failed healing? I forgot to target my ally.
This can be fun, just change your perspective!
add a comment |
Role play
This character is someone who clearly is not lucky. Play him like it! Your paladin won't take risks or tries to minimize them because he knows he will fail. Any point where you cannot just "Take 20" have your paladin not take the risk.
I rolled up a cleric that had near perfect stats except for one poor roll (7) and I role played them as if they blame everything on their poor stat.
Failed initiative? I was not smart enough to join the fight.
Failed healing? I forgot to target my ally.
This can be fun, just change your perspective!
Role play
This character is someone who clearly is not lucky. Play him like it! Your paladin won't take risks or tries to minimize them because he knows he will fail. Any point where you cannot just "Take 20" have your paladin not take the risk.
I rolled up a cleric that had near perfect stats except for one poor roll (7) and I role played them as if they blame everything on their poor stat.
Failed initiative? I was not smart enough to join the fight.
Failed healing? I forgot to target my ally.
This can be fun, just change your perspective!
answered 7 hours ago
Reed
42418
42418
add a comment |
add a comment |
jacobgr43 is a new contributor. Be nice, and check out our Code of Conduct.
jacobgr43 is a new contributor. Be nice, and check out our Code of Conduct.
jacobgr43 is a new contributor. Be nice, and check out our Code of Conduct.
jacobgr43 is a new contributor. Be nice, and check out our Code of Conduct.
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How long did this combat last (rounds)? Did the other players take much longer than you to take their turns? To me this sounds like a combat that should be over in 2h, 3h tops...
– fabian
8 hours ago
"I plan on jumping into the middle of them to pin the group, until the bandits nat 20 their roll is equal to mine but the dm says its a crit so they win" — is this one sentence or two separate ones? could you please edit to make this unambiguous? And what do you mean by "they win", what exactly happened?
– enkryptor
8 hours ago
2
As someone said, this defies probability, are you sure you were rolling correctly? Not accidentally imposing disadvantage, or rolling a d10, or something similar? Syntax mistakes are easy online.
– goodguy5
8 hours ago
@Reed Comments are for seeking clarification or suggesting improvement to the question only. What you have written here belongs in an answer and is not allowed in a comment. Please post it below expanded and supported appropriately as an answer. Comment answers will be removed.
– Rubiksmoose
7 hours ago
1
@jacobgr43 I see you've accepted an answer. If you have any interest in additional feedback it might be helpful if you edit your answer to note whether the stats you listed were before or after racial bonuses. Also, when you said chain armor, that could either be a "chain shirt" or "chain mail", which are two different types of armor with different properties. Good luck!
– Jack
7 hours ago