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@blackorneon
Auch wieder ein sehr seltsamer Traum…..
Verrückter Traum… wurde von einem Mischwesen aus biblischer Engel und Minecraft Enderman gejagt
Unsere Chaos-Truppe hat einen Vertrag mit Höllenwesen…. Nun haben wir jeder eine Reitkuh…. Name ist Programm.
———
Unten Clynt: Clerik und religiöser Fanatiker. In Spirit ein misogyner Barde mit Daddy-Issues
Links Taya: Piratin und Sorcerer. Niemand hat einen so stolzen Papi und doged Trauma so gut wie sie.
Oben Fey: Changeling Barde. The lil Shit der Gruppe. Derzeit korrumpiert, auf dem Weg eine Hag zu werden und nun schon 2 mal tatsächlich auch gegen uns gekämpft. Keine Ahnung weshalb wir die weiter mitschleppen.
Rechts Fenirs (Ich): entflohene Adelstochter und Rogue. Macht ordentlich damage, geht irgendwie immer als erstes down. Wollte eigentlich nur auf ein Volksfest…. Keine Ahnung wie ich hier gelandet bin.
Between playing some bg3 and doing session prep I've been wondering if there's a sort of formula you could look at for creating a good d&d battle arena, specifically in how far you should arrange various types of cover, elevation changes, environmental hazards etc.
It FEELS like there should be some rules of thumb to adhere to, but I'm not sure I ever remember reading any besides those which were obviously stolen from videogame design.
Nestled amidst rolling hills and ancient forests, the farming village of Oakvale thrives in quiet serenity, where the whispers of nature and the gentle hum of farm life harmonize in perfect tranquility.
Cheers everyone, welcome to another map pack! This pack features 11 total maps, including farmlands, pastures, vineyards, and much more.
You can view the whole map pack here.
Here are some quest ideas to get you started:
The Great Chicken Caper: Villagers are in a panic as their prized chickens have mysteriously vanished overnight, and they task the adventurers with uncovering the mischievous culprit behind the fowl play.
The Potion Predicament: The local alchemist accidentally brewed a potion that causes uncontrollable laughter, and now the villagers need brave souls to track down those affected and find an antidote before the entire village becomes a giggling mess.
The Curse of the Cursed Cows: A prankster wizard has cursed the village's dairy cows to produce chocolate milk, much to the delight of the children but causing chaos for the farmers; the adventurers must find a way to reverse the spell before the cows start producing other unexpected flavors.
The Quest for the Lost Socks: Villagers are convinced that a mischievous creature is stealing their socks from the clothesline, and they recruit adventurers to venture into the nearby enchanted forest to reclaim their missing footwear.
Let's do a poll of little consequence, I'm curious about something. In Advanced Dungeons & Dragons, it was suggested that players should not roll their abilities as they used to in the original game, 3d6 in order. Instead there were several alternative methods introduced, one of which is still in wide use today.
Method I: This one's gonna be familiar. You roll 4d6 and drop the lowest die, repeated six times. Then you arrange these numbers intoy your ability scores as you wish. Became the gold standard in 3rd Edition, although has since been overshadowed by point-buy (yuck).
Method II: This one also allows you to arrange your scores as you please, but you roll 3d6 twelve times and keep the six highest scores.
Method III: You roll 3d6 six times for Strength, picking the highest score. Repeat for the other five. Usually gives you better scores than straight 3d6 down the line but allows you to be surprised by what character you end up generating.
Method IV: This one probably takes a while. You roll 3d6 in order, old style. But you roll up twelve sets of six scores and choose one of the sets.
Unearthed Arcana later introduced one more.
Method V: Only usable for human characters. You pick your class before rolling, then roll a variable number of dice for each ability, keeping the highest three. For example, a fighter would roll 9d6 for Strength but only 3d6 for Intelligence. Rolls that are somehow below the class's minimum scores are raised to said minimum.
If the DM let you pick any one of these to use, which one?
Method I
Method II
Method III
Method IV
Method V
Simpler Monsters = Faster Combat
Been thinking a lot about different ways to tune 5e the way I want it, and I was inspired by a recent chat about how bullshit CR is as a mechanic to ponder over how d&d does its monsters in comparison to other games.
What fundamentally slows combat down (both at the table and during prep) is the mechanical assumption that the monsters/baddies/npcs controlled by the DM have to function on the same mechanical framework as player characters: standard/move/bonus/reaction action economy, HP, AC, Damage numbers etc. While some of this is in the name of game balance, we can all admit that it's clunky as hell and could stand to be overhauled.
In a lot of ways d&d monsters are the way they are (huge stat blocks, a pain to modify/homebrew) because of the old wargaming/competitive/adversarial days of play, specifically in that every monster had to have a canon range of stats so that the DM coudn't "cheat" in the party's favour or against it. I think the pursuit of good gameplay has largely evolved past this obsessive need for objectivity over the past 50 years.
Once you run enough d&d you realize that monster stats don't actually matter. The baddies need enough offence to threaten the party and enough defence to hang on long enough to make the combat interesting, with the actual spice of the combat being tactics, goals, and special abilities. For several levels during an ongoing campaign (lvls 6-9) I swapped out traditional monster HP for gnomestew's "10 good hits" system. None of my players noticed the change, and suddenly my prep/running the session became 1000% easier because there were way less numbers to take care of.
Over the past couple years I've branched out into games using the PbtA and FitD systems, which run the combat encounters through the same gameplay framework as they do skill resolution. Fighting a demon to the death is mechanically the same as escaping away from an avalanche, and while this game design is quite elegant, I want to preserve d&d combat as the tactical miniature skirmish minigame that it is.
I think I'm going to start work on a combat hack, something that will let you port in any vanilla or 3rd party monster you'd like for theoretically any CR range. I'm going to wrap in some of the developments made by the 5e successors (daggerheart, mcdmrpg etc) along with my own ideas about how to make the system run smoother.
Rolls to Alarm Your Players
Want to spice the game up? Why not try alarming your players for no real reason? Make sure to make a show out of counting the dice before you roll.
inspired by the scariest words my dm has ever said to me and the subsequent coolest (AND SCARIEST) scene of my life
I might've added the BG3 Art Book to my dnd assets stash
It' 100% does not have things like the 5e players' handbook + 5e’s character sheet, several gm guides, critical role's explorer's guide to wildmount, baldur's gate and waterdeep city encounters, 101 potions and their effects, volo's guide to monsters, both of xanathar's guides, a bunch of other encounters, one shots, and class builds
In no way are there any pdf’s relating to any wizard who may or may not be residing on any coast
(Edit that I’ve moved the folder to the new link above! So if you catch a different version of this post that link won’t work anymore!)
Last instalment in this series of 5e Guide to Sex: Sexual magic. They are new qualities for existing spells. Again, I'm not gonna put all of it here, just the ones that makes me laugh or I find interesting.
source: The 5e Guide to Sex (unofficial)
Transcripts under the cut