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by RPGBOT.net
The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot.
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In this episode of the RPGBOT.Podcast, we breakdown the changes to the Ranger class in the 2024 rules of Dungeons and Dragons. We go through each class feature and highlight the differences from previous versions. Summary We discuss the improvements to spellcasting, the changes to Favored Enemy and Favored Foe, the addition of more expertise, and the new subclass features. We were disappointed with the capstone feature, Foe Slayer. Overall, we acknowledge that while the Ranger class has seen some improvements, it still has its flaws and is considered by some to be the worst class in the 2024 rules. We dig into the subclasses of the Ranger class in D&D 5e. We talk about the Beastmaster, Feywanderer, Gloomstalker, and Hunter subclasses. We highlight the changes and improvements made to the subclasses in the 2024 rules, but also point out some issues and frustrations. We discuss the balance between using Hunter's Mark and other class features, and the impact of concentration on the Ranger's gameplay. We were unenthusiastic with the changes made to the Gloomstalker subclass and the nerfs to the Hunter subclass. Overall, we feel that the Ranger class still has some design flaws and missed opportunities. Our conversation concludes with a discussion on the changes made to some signature ranger spells, including the removal of concentration requirements. We were concerned about the heavy dependence on Hunter's Mark and the lack of flavor in the ranger class. We suggest that the ranger subclasses could be better suited as fighter subclasses, allowing for more diverse and flavorful gameplay. Despite the criticisms, they acknowledge that the 2024 ranger is an improvement over the 2014 version. Links Player's Handbook (affiliate link) Content from RPGBOT.net 2024 DnD 5e Transition Guide 2024 DnD 5e Ranger Guide 2024 DnD 5e Ranger Subclasses Guide Previous RPGBOT.Podcast Episodes Rangers 1-4 Rangers 5-20 Takeaways The Ranger class in the 2024 rules has seen some improvements compared to previous versions. The changes to spellcasting, such as the ability to change prepared spells and the reduction of reliance on concentration, are considered positive. The Favored Enemy and Favored Foe features have been updated to provide more versatility and options for the Ranger. The addition of more expertise and the removal of the bonus action requirement for two-weapon fighting are welcomed changes. However, the capstone feature, Foe Slayer, is considered underwhelming and disappointing. While the Ranger class has seen improvements, it is still considered by some to be the worst class in the 2024 rules. The 2024 rules made improvements to the Ranger subclasses, but there are still some frustrations and missed opportunities. The Beastmaster subclass can be effective without relying on Hunter's Mark, but it can feel limited and overshadowed by oth
World of Warcraft has finally come to Dungeons & Dragons, which means decades of raids, questionable class balance, faction arguments, and deeply buried MMO trauma can now happen around your kitchen table. Ash is our designated Azeroth lore master. Randall once escaped World of Warcraft before it could destroy his college career. Tyler has somehow avoided MMORPGs almost entirely, making him the ideal person to ask why the undead paladin has a ghost horse and why the wizard can apparently commit crimes against game balance. This time, we're digging into the new Dungeons & Dragons World of Warcraft collaboration, starting with the classes, specializations, Warcraft mechanics, and the important philosophical question: if you beat an enemy like a piñata, will soul fragments fall out? Welcome to Azeroth. Please check your Hunter's Mark at the door. Show Notes World of Warcraft and Dungeons & Dragons have been borrowing ideas from each other for decades, so an official D&D World of Warcraft crossover feels both extremely strange and somehow inevitable. Ash takes the lead as our resident Warcraft lore expert while Randall and Tyler attempt to determine how much Azeroth you can stuff into D&D 5e before the rules begin making distressed noises. The book adapts World of Warcraft classes, specializations, spells, mechanics, and character concepts into Dungeons & Dragons 5e. It also makes one thing very clear: these options are primarily designed to exist together inside a World of Warcraft campaign. Mixing them freely with normal D&D character options may require a serious conversation with your DM, particularly once Tyler starts discovering combinations that probably should not be allowed anywhere near an unsuspecting campaign. We begin with the Death Knight, essentially Warcraft's undead champion translated through the Paladin. Blood, Frost, and Unholy specializations return, along with Runic Smite, Death Coil, rune forging, undead steeds, Death Grip, and enough necrotic damage to make your local cleric uncomfortable. Unholy looks particularly strong, while Frost continues the proud World of Warcraft tradition of giving people something to complain about. Next comes the Demon Hunter, built from the Ranger chassis and fueled by soul fragments, spectral sight, war glaives, demonic magic, and the time-honored Illidari tradition of solving demon problems by becoming alarmingly demon-adjacent yourself. The conversion captures much of the mobility and aggressive playstyle of the World of Warcraft Demon Hunter, although some abilities work very differently once translated into tabletop mechanics. Evokers bring Warcraft's draconic spellcasting into D&D through the Sorcerer, including a large collection of new spells, breath weapons, healing magic, and abilities inspired by the Dracthyr. It is one of the clearer examples of the Dungeons and Dragons World of Warcraft collaboration trying to reproduce not just the name of a class, but the way that class feels in the MMO. Hunters are Rangers, which is probably the least surprising sentence in this entire episode. Beast Mastery focuses on improving your animal companion, Marksmanship emphasizes ranged combat, and Survival exists for people who looked at a perfectly good bow and decided they would rather run directly toward the monster. The pet mechanics include some genuinely useful abilities, including companions that can maintain powerful buffs and support their Ranger in combat. And then we reach Mage. Warcraft Mage specializations map fairly cleanly onto Wizard concepts: Arcane, Fire, and Frost. The problem is that some of the new Mage feats are much more exciting than the subclass recommendations. Fingers of Frost, Frost Nova, Hot Streak, and similar abilities begin producing combinations that range from powerful to the sort of thing that makes a DM slowly close the book and stare at the player across the table. The result is an adaptation that frequently captures World of Warcraft flavor extremely well, even when the mechanical translation gets strange. Longtime WoW players will recognize abilities, class identities, terminology, and even old strategies buried inside the mechanics. D&D players unfamiliar with Warcraft get the added entertainment of listening to Ash explain decades of MMO lore while Randall and Tyler repeatedly ask variations of, "Wait, people actually did this?" This is only the beginning of the RPGBOT.Podcast Dungeons & Dragons World of Warcraft review. The book includes numerous classes, fifteen playable species, professions, factions, setting material, and adventures, giving us far too much Azeroth for a single episode. Key Takeaways The Dungeons & Dragons World of Warcraft collaboration adapts WoW classes, specializations, spells, and MMO mechanics into D&D 5e rather than simply reskinning standard fantasy options.
What happens when you take Frankenstein, replace the lightning with artificial intelligence, and let a morally bankrupt tech CEO run the whole operation? You get Project Lamordia, where death is optional, workplace safety is a suggestion, and HR has probably been uploaded into a murder robot. This week, Ash, Tyler, and Randall dive into D&D's latest experiment in corporate horror, complete with mad scientists, stolen brains, and employees who really should have read their contracts. Turns out the scariest thing in Ravenloft isn't the monsters. It's upper management. Virtual Battle Mat Project Lamordia Announcement Post on DnDBeyond Project Lamordia on DnDBeyond Marketplace Show Notes Frankenstein meets Resident Evil in Project Lamordia, a new D&D 5e horror supplement that reimagines Ravenloft's classic Domain of Dread as a technological nightmare. Ash, Tyler, and Randall explore this modern gothic horror setting, where Victra Mordenheim runs a sinister research corporation, artificial intelligence replaces necromancy, and scientific progress comes with a disturbing body count. The crew breaks down the supplement's three short adventures, terrifying new monsters, character backgrounds, and the Lamordian Survivors system, which turns ordinary people into exceptionally disposable horror protagonists. They discuss the influence of SCP Foundation, Control, and Resident Evil, why traditional D&D struggles with survival horror, and whether Project Lamordia delivers enough content to justify its price. Plus, creepy robot dogs, brains in jars, and the horrifying realization that even death won't get you out of your employment contract. Key Takeaways Project Lamordia transforms Ravenloft's Frankenstein-inspired Domain of Dread into a modern D&D technological horror setting. Victra Mordenheim leads Mordenheim Kinetics, where artificial intelligence, neural transfers, and unethical experimentation have replaced traditional necromancy. Lamordian Survivors offer a low-powered alternative to standard D&D characters, emphasizing vulnerability, roleplaying, and survival horror. Three short adventures, Sanctuary, Deep Freeze, and Neural Tuning, explore different horrors within the research facility. Ten monsters, four backgrounds, returning Dark Gift feats, and customizable technological enhancements provide options for horror campaigns. The unsettling creature designs and artwork are among the supplement's strongest features. The hosts appreciate the fresh approach to D&D horror but find the adventures brief and question the $14.99 price. Project Lamordia shows promise as a modern gothic horror setting, especially if future releases expand its world and adventures. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump
Creating a D&D character used to be simple. Pick a race, choose a class, roll some dice, and invent a tragic backstory involving dead parents. But the 2024 Player's Handbook has other plans. Now your background determines your ability scores, everyone gets feats, and apparently there are three-ish types of feats because counting to four was too complicated. Tyler, Randall, and Ash dig into the new character creation rules, question some questionable decisions, and discover that building a character might require more planning than an actual adventuring career. At least your parents can still be dead. Show Notes The 2024 D&D Player's Handbook changes how characters are built, and some of those changes are bigger than they look. Tyler, Randall, and Ash break down the new D&D 5e character creation rules, including class selection, subclasses, species, backgrounds, ability scores, and feats. Backgrounds now determine starting ability score increases and provide an Origin Feat, making them essential to character optimization. We examine the new feat categories, including Origin Feats, General Feats, Epic Boons, and the awkwardly classified Fighting Styles. There are also changes to familiar favorites like Lucky, along with new possibilities for D&D 2024 character builds. We wrap up with practical advice for Dungeon Masters on creating memorable NPCs without building a full character sheet for every shopkeeper, guard, and unfortunate stranger the party decides to murder. Key Takeaways D&D 2024 character creation starts with class, followed by origin, ability scores, alignment, and character details. All classes now select subclasses at level 3, and the PHB includes class complexity ratings. Backgrounds provide ability score increases, skills, a tool proficiency, equipment, and an Origin Feat. Background restrictions create new challenges for character optimization and roleplaying flexibility. Feats fall into three main groups: Origin Feats, General Feats, and Epic Boons. Fighting Styles are technically feats, too. General Feats often include ability score increases, while Epic Boons expand high-level character options. The Lucky feat has been revised, changing a longtime optimization favorite. DMs can save time by reskinning monster stat blocks instead of building NPCs as player characters. Personality traits, ideals, bonds, and flaws can make memorable NPCs without excessive preparation. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technolog
What happens when you take old-school D&D, remove darkvision, put your torches on a real-world timer, and make every spell a potential disaster? You get Shadowdark, a game where poor planning kills you, good planning might save you, and your biggest enemy is a one-hour countdown. This week, Tyler, Randall, and Ash explore a dungeon crawler where treasure earns XP, inventory space is precious, and running away is a perfectly respectable life choice. Bring a torch. Bring a spare. And whatever you do, don't let Tyler near the nickels. Show Notes Welcome to Part 1 of our Shadowdark RPG How to Play series! Tyler, Randall, and Ash explore the concepts, themes, and core mechanics of Kelsey Dionne's old-school fantasy RPG. Inspired by classic Dungeons & Dragons and the OSR movement, Shadowdark trades heroic power fantasies for deadly dungeon crawls, random encounters, and survival horror. We break down Shadowdark's rules-light d20 system, real-time torch mechanics, treasure-based leveling, character progression, combat, and unpredictable spellcasting. With limited inventory slots, no darkvision, and danger around every corner, surviving takes more than a good dice roll. It takes planning, resource management, and knowing when to run. If you've ever wondered how to play Shadowdark, what makes it different from D&D 5e, or why anyone would voluntarily crawl into a monster-filled dungeon with two torches and a dream, we've got you covered. Key Takeaways Shadowdark brings old-school D&D dungeon crawling back with streamlined rules, deadly encounters, and an emphasis on player ingenuity. Light is survival. Torches last one hour of real time, nobody gets darkvision, and running out of light can be fatal. Combat is fast and dangerous. Simple initiative, limited actions, and low hit points make every decision matter. Treasure earns experience points. Find valuable loot, survive the trip home, and level up. Character creation and advancement embrace randomness. Optimization takes a back seat to clever play and luck. Magic has consequences. Every spell requires a casting check, failures can lock out spells until rest, and critical failures can be nasty. Inventory management matters. Torches, armor, weapons, and supplies compete for precious gear slots. Not every monster needs to die. Negotiation, stealth, retreat, and choosing your battles can keep the party alive. Shadowdark's level-zero gauntlet lets players discover their characters by surviving a brutal introductory adventure. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra</strong
The fate of La Gorge hangs in the balance. An army is approaching, the ancient defenses are broken, and the only thing standing between civilization and total destruction is a guy who can't roll above a five, a robot obsessed with harvesting brains, and Ash hitting things until they stop moving. What could possibly go wrong? In the explosive finale of our Numenera actual play, we discover that saving the world requires teamwork, ancient technology, and occasionally remembering that you have abilities other than hitting things with a stick. Numenera 2-Book Set (affiliate link) RPGBOT.Podcast Episodes Old Gods of Appalachia AP Part 1 Old Gods of Appalachia AP Part 2 Old Gods of Appalachia AP Part 3 Old Gods of Appalachia AP Part 4 Show Notes Our Numenera actual play reaches its chaotic conclusion as Randall James guides Tyler Kamstra and Ash Ely through the final defense of La Gorge. With an enemy force closing in, Dob and Marty must stop a biocircuitry-harvesting robot, salvage ancient technology, and repair massive defensive turrets before their home becomes another forgotten ruin of the Ninth World. Between terrible dice rolls, clever cypher use, player intrusions, and some spectacularly questionable engineering, our heroes discover that the Cypher System rewards creative problem-solving just as much as combat. Assuming Tyler's dice cooperate. We wrap up our Numenera How to Play series with a discussion of the game's mechanics, crafting and salvage systems, community building, and GM intrusions. Is Numenera worth playing? We have thoughts, a few complaints, and a newfound appreciation for giant gravity cannons. Key Takeaways The Numenera actual play finale puts teamwork, resource management, and creative problem-solving to the test. Cyphers and player intrusions offer alternatives to combat, especially when hitting a heavily armored robot accomplishes almost nothing. Salvaging ancient technology and repairing defensive systems highlight Numenera's crafting and exploration mechanics. The Numenera Destiny community-building rules add meaningful stakes to protecting settlements like La Gorge. GM intrusions keep the Cypher System unpredictable, and the hosts agree they could have used more of them. Numenera's Ninth World setting earns praise, although the hosts have mixed feelings about some of the game mechanics. The Cypher System offers accessible, flexible gameplay that rewards creativity over complicated number crunching. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. <p data-start="578" d
For years, martial characters in D&D have had one job: hit things until they stop moving. Wizards rewrite reality, clerics summon divine power, and fighters get to swing a sword. Again. Well, the 2024 D&D Player's Handbook finally gives martial characters something interesting to do with all that stabbing. Weapon Mastery lets you cleave through enemies, knock them down, shove them around, and even deal damage when you miss. Tyler, Randall, and Ash break down the new mechanics, the best combinations, and why your fighter might soon be carrying enough weapons to open a sporting goods store. Because apparently, hitting things wasn't complicated enough. Show Notes The 2024 D&D Player's Handbook introduces Weapon Mastery, giving martial characters new ways to control the battlefield, improve damage, and make combat more interesting. But are these new D&D 5e combat mechanics balanced? Tyler, Randall, and Ash break down all eight Weapon Mastery properties: Cleave, Graze, Nick, Push, Sap, Slow, Topple, and Vex. We explore how each works, which weapons benefit, and the best Weapon Mastery combinations for fighters, barbarians, rogues, paladins, and rangers. We also dig into two-weapon fighting, action economy, battlefield control, and some potentially ridiculous character builds. Do the 2024 D&D weapon rules finally close the martial-caster gap, or have we just given fighters more creative ways to annoy the DM? Key Takeaways Weapon Mastery gives martial classes more tactical choices in D&D 2024 combat. Cleave attacks a second nearby enemy, while Graze deals damage even when an attack misses. Nick improves two-weapon fighting by moving the extra Light weapon attack into the Attack action. Push, Slow, and Topple create powerful battlefield control combinations, although balance is a concern. Sap makes enemies less effective, while Vex helps set up advantage and Rogue Sneak Attacks. Fighters gain more flexibility by switching between weapons and mastery effects. Weapon Mastery improves martial character builds, but it doesn't completely solve the martial-caster imbalance. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, br
Last time, we opened a door that had been sealed for thousands of years, murdered a dinosaur, adopted its baby, and turned a crank we probably shouldn't have touched. Now the village is flooding, the ancient machinery is waking up, and our only hope is building weapons from whatever junk we can find. Oh, and Tyler wants to dismantle a horse for spare parts. Welcome back to Numenera, where saving the world requires a little engineering, a lot of questionable judgment, and apparently a working knowledge of French grammar VBM.games/rpgbot (affiliate link) Numenera 2-Book Set (affiliate link) RPGBOT.Podcast Episodes Old Gods of Appalachia AP Part 1 Old Gods of Appalachia AP Part 2 Old Gods of Appalachia AP Part 3 Old Gods of Appalachia AP Part 4 Show Notes Our Numenera actual play continues, and La Gorge is having a very bad day. Randall returns as GM while Tyler and Ash discover that waking an ancient machine is easy. Figuring out what it does is another matter. With the village transformed and an approaching scourge threatening everyone, Dob and Marty must venture deeper into the Ninth World's forgotten technology to repair ancient defensive turrets. First, they'll need to find some rare iotum, survive their own decisions, and convince a talking rectangle to give them directions. Along the way, we explore Cypher System recovery rolls, one-use cyphers, GM intrusions, Numenera Destiny crafting, and the surprisingly entertaining business of salvaging ancient technology. There's even a gravity-warping escape from angry lizard birds. It's another chaotic RPGBOT.Quickstart adventure where clever ideas beat combat, nobody can pronounce turret, and one bad repair job might dismantle the village's best chance of survival. Key Takeaways Numenera recovery rolls restore points to Might, Speed, and Intellect pools, with recovery taking progressively longer throughout the day. Cyphers encourage creative problem-solving. A gravity-changing device turns a dangerous encounter into an easy escape. Numenera Destiny crafting and salvaging mechanics make finding iotum such as quantium and monopole essential to repairing ancient technology. GM intrusions turn success into new complications, including an automated machine threatening to dismantle the very defenses the characters need. Character abilities, Effort, and skills give players multiple ways to overcome difficult tasks without relying entirely on lucky dice rolls. The Ninth World rewards exploration, improvisation, and figuring out ancient technology that nobody fully understands. Experience points can purchase character advancement or specialized benefits that help solve immediate problems. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs
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The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot.
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