rpg time


Intro comic thing?? for my voltron RPG au ٩(ˊᗜˋ*)و I honestly have no idea if I will draw more things for this au, but I drafted this a long time ago and I thought I should finish it :”D


Based on these designs I posted

Other people when they replay: Makes a new character, chooses a different background and class, romances someone else, chooses totally different dialogue options, takes different companions.

Me when I replay: Plays as the same character, romances the same person, chooses slightly different dialogue options, takes the love interest all the time.

nattravn-stuff  asked:

Dream Daddy you sayyyy~ Would our "top trio" be ok? Robert A3, Mat C2 & Hugo B1?

teehee, done :D thanks buddy for asking them, it was real fun to draw them XD I have a hard time drawing expressions, that was a challenge XD

I’m really tired of hearing that bards get outclassed easily at high levels. It’s like people expect them to be able to cast spells as well as a 20th level wizard *and* fight as well as a fighter or barbarian. Like, of course they’re not going to outperform specialized classes, otherwise the game wouldn’t be balanced.

No one seems to understand that bards are meant to be a powerful jack-of-all-trades. In fact, there’s a class feature that bards get at level **2** that spells that out for the player. Bard’s aren’t supposed to be able to cast incredible spells like Wish or attack five times in one turn, they’re supposed to be able to fill every role in the party to some extent so that they can make up for any weaknesses that the party might have. That’s why they get both powerful healing and attack spells, like the literal one-shot instant kill Power Word: Kill. Bard’s are also one of only two classes that can bring characters back to life.

I honestly have no idea why anyone thinks that bards are useless or outclassed because they are EASILY the most versatile class in the game. The fact that they are both capable fighters and healers make them really good, and the bard colleges of valor and lore make them really good support characters too. The new College of Swords from the unearthed arcana also makes bards *incredible* melee fighters, and I would almost argue that a college of swords bard could replace your melee fighter or DPS while still being a good support class on top of that.

Bards get a lot of flack for being a “jack of all trades, master of none”, but everyone seems to forget that the saying goes “Jack of all trades, master of none,

But often better than a master of one.”

First Time DM Tips

Tip 4: Pacing & Repair

It is difficult to get a handle on pacing, particularly when first starting out. This is something that there is no single solution to, as it will vary depending on your players. If you are concerned about the pacing in your storyline, review a few key questions:
Do I feel as if the story drags, or is going by too quickly?
Do my players seem to feel their characters have accomplished what they need to accomplish in the time they have been given?
How are my story hooks being revealed in relation to the story? Are too many or too few already being revealed? Is there a plot reason for this?

Do not be afraid to implement ways to amend any current campaign issues. This could include (but is not limited to), adding another hook or arc to keep the story moving (or so that you have something for later), retconning in-character time to be less or more depending on need, or editing unrevealed details about the world or story. Your characters will take it in places you may have never imagined.

That Dream, Time

You and your fellow players are time travelers living your lives in that dream, time.  At any point in play you may declare that you dream a new dream of time to alter the course of events, and roll the relevant attribute to see if you may make it true.  All time travelers will remember past events, but must respect your worldly changes should you succeed.  At any point, you may declare your intention to physically travel (as opposed to notionally traveling as with typical Attribute use) to a past or future point; if half or more players agree to it, you may travel to that point.  If a majority disagree, you are overruled. 

Resolution is via rolling 1d6, with a target below or equal to the relevant attribute to succeed.  A 6 is always a failure, and a 1 is always a success. To invoke an attribute, consider the scenario at hand, and propose a way things could be different that you may achieve your goals.  Propose it, and if at least two other players think it sounds possible, roll to see if you may accomplish this change.

Characters have seven points to spend on Attributes.  Attributes start at 1 and cost 1 point for every additional level.


Foresight- This is your ability to justify causes.  Whenever you alter that dream, time, to retroactively have a thing or be prepared, roll your Foresight.  If your roll below, the dream changes and you have the resources you need.  If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of Wakening.  On a 1, you may waive the normal benefits of the role to instead lose a point of Wakening.

Selfhood- This is your ability to be yourself.  Whenever you dream of being some way other than you are now, roll Selfhood.  If you roll below, your life had always taken the course that had lead you to be as you wish to be.  If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of Entanglement.  On a 1, you may waive the normal benefits of the role to instead lose a point of Entanglement.

Empathy- This is your ability to understand others.  Whenever you dream a new dream of time to change how a person would act or react, roll Empathy.  If you roll below, they act in this new way.  If you roll above, you may choose to either fail and discard the dream of that possibility, or take it and gain a point of either Wakening or Entanglement- if you are acting against the world at large, you choose; if you are working against another player, they may choose. On a 1, you may waive the normal benefits of the role to instead make another player lose a point of any Menace; once per story, you may instead chose to remove a painful truth or an alienation from another player’s sheet with their consent.


Whenever you would directly attack a fellow time traveler, in addition to the normal applicable rolls, the attacking player announces the Menace they wish to increase.  If the attacked succeeds on their role, the defender chooses an Attribute to defend themselves with. Roll it; if the defender both rolls a success and that number is equal to or lower than the number the attacker rolled, the attacker’s change fails and they gain a point of the Menace they chose.  If the defender fails to do this, the change in time takes and they gain the announced Menace.


Whenever a Menace reaches 6, your character is no longer able to manipulate that dream, time, and leaves play. 

Whenever a Menace is gained, the dream frays.  Interpret this as you will.

Entanglement- This is a measure of how entangled you are in that dream, time.  When it reaches 6, you are so completely enmeshed in it that you can no longer choose a new dream for yourself.  Every four points you gain, define a painful truth you cannot truly be rid of, and add it to your character sheet.

Wakening- This is a measure of how divorced you are from that dream, time.  When it reaches 6 you are so completely separate from it that you wake up and cease to dream, vanishing.  Every four points you gain, define something that alienates you from the world, and add it to your character sheet.