Firstly, stay tuned to the home page, where all my upcoming stories (and their publication dates) will be posted.
Second, I've decided to add a different arc to these blog posts, courtesy of some fun gaming groups I've starting playing with recently. Enjoy!
This first tale is aptly titled, "The 'Portent' Gambler".
So, I'd heard rumors at my local mall of a D&D fifth edition group opening up this spring. Once some family emergencies and other responsibilities finally settled, I decided to swing by Saturday afternoon and try it out. To my surprise, there were literally a dozen players sitting around the DM, steadily tearing through a dungeon.
Having attempted to DM games with six players (and found it far too long and tedious), I considered leaving on the spot. If I have to wait twenty minutes for each turn, would the gaming experience really be worth it?
The DM was welcoming enough, however,and insisted I join them. I sat down next to her and within a minute, volunteered to help one of the less experienced players flesh out his druid, so the DM would have time to set up another character. Long story short, I was able to polish up the casters of two other players, as well as get to know two talented DMs.
With such a long game (I only had a couple chances to attack in each encounter), there really wasn't much opportunity for me to do anything particularly impressive. Until we arrived at the issue of downtime.
Some players were off crafting armor. Others were leveling up their characters or learning new spells.
I was just starting a divination based wizard and sat there for a moment, contemplating my two D20s I rolled for my "Portent" class feature. For those of you who are knew to fifth edition, Portent allows me to switch a previously set aside roll with whatever I or an opponent roll during a campaign. I can literally force an opponent to fail a critical save. I was hoping to force a baddie to succumb to an illusion or paralysis, but as I sat there, considering my downtime options…
I hit the casinos.
The beautiful thing about a low "Portent" roll, is you don't have a fail chance, because the roll your forcing the baddie to take is crap. The only 'risk' is the loot roll from the DM. My fortune teller wizard literally walked into a casino, sat down before a rich noble about to lose, took the man's money and left. Not a bad way to make a living as a wizard .
The best part? The entire process takes about an hour, so I can still put the majority of my downtime into training, crafting or leveling up.
One point of advice if you decide to run such a build in your campaign. Clarify with your DM, in advance, how the gambling rules will work. The dungeon master's guide has no set system, so get one in place before you reveal your plans to let the threads of fate fill your purse.
Does any out there have any good stories about running Divination Wizards? Hope some of these thoughts bring new life into your games. Have fun everyone!