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The RPGBOT.Podcast

The RPGBOT.Podcast

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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. You can find more information at https://rpgbot.net/ - Analysis, tools, and instructional articles for tabletop RPGs. Support us at the following links: Patreon: https://www.patreon.com/rpgbot Twitter: https://twitter.com/RPGBOTDOTNET Facebook: https://www.facebook.com/rpgbotdotnet Instagram: https://www.instagram.com/rpgbot/ The RPGBOT.Podcast was developed by RPGBOT.net and produced in association with The Leisure Illuminati.RPGBOT.net
Episodios
  • PLANE OF ELYSIUM - The Only Afterlife with HOA-Free River Property
    Jan 26 2026
    Welcome back to the RPGBOT.Podcast, where today we're talking about Plane of Elysium—the one afterlife that sounds so good the Dungeon Master has to invent mechanics to stop you from moving there permanently. It's paradise. Your needs are met. You're at peace. You're happy. Too happy. In fact, if you stay too long, you might fail a Wisdom save and decide adventuring, heroism, and saving the multiverse are overrated compared to eternal riverfront property and a Mai Tai. And if that sounds suspiciously like quitting D&D to live in a gated community called "Ecstasy," don't worry—we'll explain why enforced happiness, dragon shift-work, and a giant bone spine gate mean Elysium is still absolutely unhinged. Show Notes What Is Elysium? Elysium is the Neutral Good Outer Plane, positioned between the Beastlands and Arborea.It represents true contentment, rest, and fulfillment, rather than law, chaos, or moral absolutism.Souls here aren't punished, tested, or judged—they're finally allowed to relax. The Core Vibe No labor, no scarcity, no stress.Everything you need is provided.Happiness is genuine—unless you're in the gate town, where it absolutely is not. The Four Layers of Elysium Amoria Gentle meadows, forests, and idyllic towns along the River Oceanus. Every settlement somehow has riverfront property. Biomes get weirder the farther you travel from the river (plains, badlands, deserts… for reasons). Eronia Craggy mountains, harsh winters, rugged terrain. Heaven for dwarves, mountain folk, and anyone who thinks Colorado weather is "nice actually." Belierin (Bellerin) The prison layer of heaven, which is a sentence that should worry you. Holds legendary threats that couldn't be killed: hydras, ancient evils, fallen dukes of Hell. Access is restricted—mostly via the River Oceanus. Perfect setup for a level 20 "heaven jailbreak" campaign. Thalassia Endless ocean dotted with heroic islands. Where the best souls go—or where deities personally abduct you before you die because you're just that good. Eternal tropical vacation, sailing, fishing, and zero capitalism. The River Oceanus A holy river that flows through Elysium and beyond.Functions as a major planar highway connecting multiple Upper Planes.Also conveniently Hydra-proof. Who Lives Here? Guardinals (celestial animal-folk with extreme "Narnia energy")Moon Dogs (the best boys; CR 12; hunt evil; deserve all the treats)Phoenixes, because nobody here is trying to harvest them for profitNumerous deities, including Pelor, Lathander, and Shantaea Pathfinder vs. D&D Pathfinder does have an Elysium—but it's functionally closer to D&D's Arborea.Same name, wildly different vibes. The Gate Town: Ecstasy Located in the Outlands, connected to Elysium.Appears joyful, welcoming, and celebratory… because happiness is magically enforced.Suppressed emotions inevitably explode into violence.Ruled by twin dragons: The Lightcaller (gold dragon, daytime ruler) The Night Whisperer (silver dragon, nighttime ruler) Never seen together. Definitely suspicious. Key Locations in Ecstasy Philosopher's Court – a "safe" place to vent grievances that now regularly turns into Fight Club.Revelhome Inn – run by a Lawful Neutral medusa who turns problem guests into garden statues.The Bone Plinth – a giant spine you climb to reach the gate to Elysium, because nothing says "upper plane" like skeletal horror décor. Planar Mechanics Overwhelming Joy (Optional Rule): Fail repeated Wisdom saves and you refuse to leave Elysium. If forcibly removed, you'll do everything possible to return. Fear effects are weakened.Violence is rare—unless you're in Ecstasy, where it's scheduled. Key Takeaways Elysium is D&D's most tempting afterlife—and the one most likely to derail your campaign.It offers true happiness, not moral judgment or endless labor.The layered structure lets every character imagine their perfect heaven.Belierin quietly turns heaven into an endgame boss rush.Ecstasy proves that enforced happiness is way scarier than honest suffering.Overwhelming Joy is a brilliant narrative mechanic for testing player priorities.If your party reaches Elysium and leaves voluntarily, they are either heroes… or liars. 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 ...
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    59 m
  • 2014 DnD 5e CLERICS LEVELS 1-10 (Remastered) - A Build Guide for Unleashing the Divine
    Jan 24 2026
    Somewhere in the multiverse, a cleric just whispered "I prepared Bless," and three dice immediately rolled higher out of pure fear. Because clerics aren't "the healbot," they're the divine Swiss Army knife: buffer, debuffer, front-liner, artillery, investigator, walking lie detector, and occasionally the person who politely asks a demon to leave and the demon actually does. Today we're building clerics from levels 1–10: how to pick your domain, what to prepare, how to stop wasting actions, and how to make your table say, "Wait… clerics can do that?" Show notes Cleric identity at levels 1–10: You're a full caster with armor, a strong action economy toolkit, and some of the best "party-wide value per spell slot" in the game. Choosing a Domain (Subclass) with intent What each domain wants to do in combat (frontline, blaster, controller, support, utility).How domain spells shape your "default prep list."The hidden question: "Do I want to solve problems with my action, my bonus action, or my reaction?" Ability scores and build priorities Wisdom as your engine (save DCs, prepared spells, key features).Constitution for concentration survivability.Strength vs Dexterity depending on armor and weapon plans. Armor, weapons, and "being accidentally hard to kill" Light/medium/heavy armor considerations.Shield math and when it's worth it.Weapon use: when it's a trap, when it's correct, and how cantrips change the calculus. Cantrips that actually matter Core combat cantrips (and why "I guess I'll swing my mace" is usually a cry for help).Utility cantrips that quietly win sessions. Spell preparation that doesn't make you cry Your "always-good" staples (buffs, heals, control, utility).How to prep for unknown adventuring days without over-prepping niche tools.Concentration discipline: the real cleric skill. Channel Divinity: use it early, use it often Turning Undead and its situational dominance.Domain Channel Divinity options as mid-tier power spikes.How Channel Divinity changes your "resource rhythm" between short rests. Level-by-level power spikes (1–10) L1: Domain + armor + Bless = "party performance enhancement plan"L2: Channel Divinity arrives (and suddenly your subclass has teeth)L3: 2nd-level spells broaden your problem-solvingL5: 3rd-level spells are the "cleric becomes a headline" momentL6–8: subclass features + improved survivability + cantrip/weapon upgradesL9–10: 5th-level spells and consistent encounter impact Table role: how to be a cleric without becoming the babysitter Healing as a tool, not a lifestyle.Preventing damage and ending fights faster as the "real healing."Coordinating with your party so your buffs land where they matter. Key Takeaways Start with your cleric job description Pick one primary role and one secondary role: Support/Buffer (primary) + Controller (secondary)Frontline (primary) + Support (secondary)Blaster (primary) + Utility/Support (secondary) Most clerics get in trouble when they try to be all of these every round. Concentration is your true hit point total A cleric who keeps concentration up is a force multiplier. A cleric who drops it every other round is a very polite person wearing armor. Practical habits: Don't stack concentration spells in your head like a wishlist—pick one plan per fight.Invest in Con saves/survivability decisions early.Position like you're important (because you are). Your "default fight plan" should fit on an index card Example templates: Support opener: Concentration buff → sustain/position → emergency heal only when it flips the encounter.Control opener: Concentration control → maintain distance/cover → punish clustering.Frontline opener: Concentration buff/control → stand where enemies hate it → force bad choices. Healing is strongest when it changes the math right now In-combat healing shines when it: Prevents an ally from going down before they lose their next turn,Buys a crucial round of actions,Keeps a key damage dealer online,Or pairs with control/positioning to stop the "down-up-down" cycle. Otherwise, healing between fights (and prevention during fights) is often more efficient. Domain spells and Channel Divinity are your build's "signature moves" If you're not using your domain's unique tools regularly, you may have picked a domain whose play pattern you don't actually enjoy. Levels 1–10 clerics win by being the most consistent person at the table You don't need perfect optimization to be great—clerics reward: Reliable concentration,Smart positioning,Prepared spells that solve common problems,And knowing when to spend resources to swing an encounter. 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...
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    1 h y 5 m
  • D&D CAMPAIGN SETTINGS - The Multiverse is a Soda Fountain and We're Bad at Choosing
    Jan 22 2026
    Welcome to the RPGBOT.Podcast, where tonight we bravely attempt to eat the entire Dungeons & Dragons campaign setting menu in one sitting. No tie-ins, no supplements, no "this was technically in Dragon Magazine once" nonsense: just the official D&D settings, served tasting-menu style. From post-apocalyptic deserts where magic killed the planet, to punk fantasy with robot soldiers, to the setting so generic it's basically carbonated water, we're ranking, roasting, and reminiscing about the worlds that shaped tabletop roleplaying games. Grab your character sheet, loosen your belt, and prepare for Forgotten Realms Coke vs Greyhawk Pepsi discourse. Show Notes In this episode of the RPGBOT.Podcast, we review the official Dungeons & Dragons campaign settings created by Wizards of the Coast (excluding licensed tie-ins and sub-settings) to help players and Dungeon Masters understand what makes each world distinct. Rather than deep dives, this episode delivers a high-level overview of each D&D setting's tone, themes, and playstyle, helping listeners decide which campaign setting best fits their table. Campaign Settings Covered Birthright – A kingdom-management focused D&D setting where divine bloodlines grant rulers supernatural authority. Ideal for players who want politics, rulership, and domain-level play alongside traditional adventuring.Dark Sun – A grimdark, post-apocalyptic fantasy setting defined by ecological collapse, psionics, scarce resources, and moral ambiguity. One of D&D's darkest campaign settings.Dragonlance – Epic fantasy rooted in legendary novels, fallen gods, returning dragons, and mythic heroism. A classic D&D setting built around narrative arcs and world-shaking events.Eberron – A pulp fantasy and dungeon-punk setting where magic functions as technology. Airships, warforged, political intrigue, and post-war fallout define this highly popular D&D world.Forgotten Realms – The default D&D campaign setting for 5e. High-magic, high-fantasy, dense lore, iconic characters, and flexible adventure design make it the most widely recognized setting.Greyhawk – The original published D&D setting, emphasizing sword-and-sorcery, moral ambiguity, and classic fantasy roots tied to iconic spells and characters.Mystara – A simplified fantasy setting originally designed for Basic D&D, featuring lighter tone, fewer races, and a more approachable style for new or younger players.Nentir Vale – A minimalist fourth-edition setting designed as a flexible framework rather than a fully realized world—perfect for Dungeon Masters who prefer homebrew.Planescape – A multiversal setting centered on Sigil, the City of Doors. Philosophical factions, planar travel, cosmic weirdness, and reality-bending concepts define this fan-favorite.Ravenloft – Gothic horror fantasy featuring cursed domains, tragic villains, and psychological dread. A setting focused on atmosphere, consequences, and survival.Spelljammer – Space fantasy for D&D, blending swashbuckling adventure with crystal spheres, astral travel, and magical ships sailing between worlds. Key Takeaways Not all D&D campaign settings are designed for the same playstyle—some emphasize politics, others horror, survival, or pulp action.Forgotten Realms works as the most flexible and accessible default setting, especially for new players.Eberron stands out for its coherent worldbuilding and logical use of magic as technology.Dark Sun and Ravenloft require player buy-in due to their heavy themes and darker tone.Planescape offers unmatched freedom and philosophical depth but demands strong DM preparation.Nentir Vale exists primarily as a DM toolkit rather than a narrative world.Older settings like Greyhawk, Dragonlance, and Mystara remain relevant for groups seeking classic fantasy vibes or nostalgia-driven campaigns.Dungeon Masters should choose a setting that reinforces—not fights—the story they want to tell. 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, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy ...
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    1 h y 13 m
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