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  • Showing only topics with the tag "dungeons and dragons.5e". Back to normal view
    1. Observations on DM styles

      After many years of Roll20 D&D campaigns, we have whittled the process down to the bare essentials: there are only three of us now, with one DM and two players running two characters each. Having...

      After many years of Roll20 D&D campaigns, we have whittled the process down to the bare essentials: there are only three of us now, with one DM and two players running two characters each. Having completed many of the classic modules of our youth, we are now tackling an extension to the Mines of Phandelver - Shattered Obelisk. Because this is golden age D&D from when we were teens, we chose a classic lineup. My friend is playing a half orc fighter and wood elf rogue, while I'm playing the dwarven cleric and high elf wizard.

      What is new for us this time is that the DM is brand new to the position. He's been a player forever but has never had the time to run a campaign. These pre-packaged modules make things quite easy though so we're delighted to finally get the forever player behind the screen so that the two normal DMs can really play this team to its potential. It's been a blast.

      But what I realized yesterday is how different his style is, and that's what I'd like to discuss here. I come from a theater and Hollywood background as a screenwriter/playwright and character actor. I also have a ton of improv comedy experience. I'll throw out a number of story elements or NPCs and just cut loose, completely fine with where the dice and the player decisions take me. Our other usual DM is also a Hollywood guy, but he's a producer. So for him it's all about marshaling the resources, optimizing the setting, and conducting the grand scenario. He cuts right through all my roleplaying to get to the tactical play as soon as possible.

      Well our new DM is a senior medical doctor at a teaching hospital. I just realized as we played last night that he isn't narrative in the slightest because he is presenting each of the scenarios or NPCs as if he's on his rounds with a knot of junior doctors, giving them a brief outline or quick synopsis of each patient's condition before moving on to the next. It's such a different way of approaching this kind of data that it took me a few months of this before I realized what he was doing. All of us are trained to our own methods, that's for sure.

      How do you and your tables present information and move the game forward? I fear that the success of Critical Role, etc. has given too many newer players the idea that there is only one way to conduct these kinds of games and I'd like to hear of more original approaches.

      32 votes
    2. How do you design a dungeon with a lot of backtracking for the purposes of puzzle solving?

      Hi DnD friends, I'm tackling a new DM challenge and could use some guidance. I'm designing a dungeon where humanoid beavers are attempting to awaken a sleeping god. Their efforts get derailed when...

      Hi DnD friends,

      I'm tackling a new DM challenge and could use some guidance. I'm designing a dungeon where humanoid beavers are attempting to awaken a sleeping god. Their efforts get derailed when they offer the god a magical plant that overgrows their entire base, warping the rooms and fusing many surviving beavers into half-plant, half-beaver creatures.

      Since our group is relatively new, I've found that combat can be a bit slow. To speed things up and make combat more dynamic, I want to include environmental elements and traps—things like shelves that can be pushed over or a chandelier that can be dropped on enemies. I hope this will make the players feel more impactful when they pull off creative moves.

      I plan to design a large building that encourages investigation, puzzle solving, and backtracking. My goal is for the players to get familiar with the map before combat, allowing them to discover useful items or environmental features they can take advantage of when enemies appear.

      Since I've never done anything like this, I'm seeking advice on how to approach the design. Are there common pitfalls I should avoid to keep the building fun? How large should the maps be if I want to run this over 3 sessions, each about 3 hours long? And what types of puzzles would fit well in this environment?

      Thanks a ton for your ideas! I’m already feeling like I may be reaching too high, but I’m excited to give it a shot!

      17 votes
    3. D&D: How do NPCs die?

      DMs, how do you decide if an NPC dies at 0HP (like a monster) or drops unconscious and starts making death saves (like a PC)? I'm a newish DM (been playing off and on for 10 years but never run a...

      DMs, how do you decide if an NPC dies at 0HP (like a monster) or drops unconscious and starts making death saves (like a PC)? I'm a newish DM (been playing off and on for 10 years but never run a campaign that had legs until now), and our last session ended with the death of a recently-introduced barbarian NPC at the hands of another barbarian NPC. I made some other missteps but the big one seems to be this death - some of the players were shocked that barb #2 had done enough damage to kill barb #1 outright. I just had #1 die because she hit 0HP, and it hadn't really occurred to me that she should have gotten death saves.

      Any rules of thumb for how you handle NPC death/dying? Or, if you're a player, how you would expect/like to see it handled? Happy to provide more context if desired.

      Thanks!

      9 votes
    4. How to end a level 20 D&D campaign with a bang

      -----UNDERMOUNTAIN SPOILERS----- -----HALASTER BLACKCLOAK SPOILERS----- I've been playing and DMing D&D since the late 70s. Most of my campaigns have been homebrew worlds with my own rulesets. But...

      -----UNDERMOUNTAIN SPOILERS-----

      -----HALASTER BLACKCLOAK SPOILERS-----

      I've been playing and DMing D&D since the late 70s. Most of my campaigns have been homebrew worlds with my own rulesets. But as with many of us, the pandemic became a personal golden era of online gaming with friends around the world, especially with the old classic modules and Roll20.

      This campaign began simply enough. It was called Thug & Thugger, and it only had two players. I told them they were thieves who stole from other thieves, interrupting the thefts and taking what they wanted for themselves. And it worked fine for the first 7-8 levels. But then we got ambitious and I sent them on a Spelljammer ship into the Phlogiston. There, they found the protection of an elder goddess who had been imprisoned and needed them to rescue her. But in the course of their rescue, things went sideways and instead of being murdered by Nalfeshnee and Hezrou demons, the elder goddess in a last gasp to save her heroes sent them "somewhere random."

      Where they landed was the seventh level of The Dungeon of the Mad Mage in Undermountain. Not only that, but the demons had been compelled to be their familiars and... once they figured out their scale issues... all of them were no more than nine inches tall. The characters discovered that they couldn't go up any floors, only down. If they were going to survive this, they would have to conquer all 23 levels of the dungeon. Now, I'm well aware that this plot sounds like it came out of the diary of a 12 year old, but ultimately what we wanted was a campaign that finally took players all the way to the end and allowed them godhood after level 20.

      With all our play these last few years, the schedules of daily life had defeated nearly every campaign. That was why we only had two players. And that was why we shoe-horned our narrative arc into the only module we could find that would get the players to 20.

      The first five floors or so were an absolute bloody blast. They were immensely overpowered, despite being only nine inches tall, and they went through entire hordes like a buzzsaw. After the near-death challenges of the Phlogiston it felt like a victory lap. And as the DM I was fine with it, knowing their bully ways wouldn't last. At a certain point, one of their foes banished the Nalfeshnee (which was a massive loss--those things are stupidly powerful) and they regained their former physical height.

      Then it was a fight. The two characters were a warlock/bard and a ranger/monk. Both fought well in the magical dark without disadvantage. That was their main strategy: cast darkness and then wade in. It worked for most of the levels and against a wide variety of enemies, especially since the vast majority of spells require you to "see" your target. But then the monk started spamming stunning strike and they got back to running the table on me. Dungeon of the Mad Mage was written before stunning was a thing, so not a single foe had resistance or immunity to it. He would burn through the legendary saves of nearly any bad guy and still have extra ki points left over.

      They leveled and leveled again. They also became clerics to appropriately worship the elder goddess. Their bag of holding filled with gear and each action or attack became as convoluted as a Disney contract. The number of saves, reactions, buffs, etc. that needed to be accounted for on every move was something I won't attempt again without an AI assistant. As they approached the final battle, I realized that I needed help.

      One player had told me that another friend group of ours had tried the year before to take on Undermountain but that campaign had fallen apart. So I secretly texted the DM of that group with a proposal: Since you know this campaign so well, I need some assistance for the end. He happily agreed.

      On the day of the final battle, the players were locked in combat with Halaster's most senior minions. Suddenly, the Mad Mage himself arrived. That's right. On the Zoom channel, someone new joined. Someone named Halaster. He appeared in a wizard robe and fake white beard, wielding a scepter he'd bought on Amazon, with a screen behind him generated by AI to look like Halaster's lair.

      My players lost their minds. They thought I was just going to put on a corny voice and be Halaster myself. No no no. But this wasn't to be just a cameo. I told the new player to legitimately have Halaster kill them. I wasn't looking for a happy ending. And as the DM I wasn't going to be anything but the referee, adjudicating what had now become a PvP situation. Two players against the Mage. My two players finally realized what I had in store for them. This was a serious no-holds-barred fight to the death.

      The Halaster player is also a legendary game designer in his own right, a video game designer turned executive who has worked on many games we all know. He called in several other legends of the industry to help him figure out his moves. I even handed him the gift of cursed gloves I'd tricked the monk into putting on several levels before, which made his stunning strikes against Halaster something he needed to roll on the wild sorcery magic table.

      And they still beat him and won their freedom and the freedom of their elder goddess. But man was it a battle. They withstood his meteor storm and made saves against his most potent spells. At the end, the bard only had 3hp and nearly everyone else was dead.

      But we did it! We finally finished a level 20 campaign. And now we know we never need to do that again, lol. It became so unwieldy and slow after about level 15 that it felt more like work than play.

      We look forward to starting over with simple characters who do simple things. The monk will be the DM this time, leading me and the other player in the Lost Mines of Phandelver. And each of us will try playing two simultaneous classic characters this time: me a dwarven cleric and elven illusionist, he a half-orc fighter and wood elf rogue. At least we know our schedules work.

      24 votes
    5. How to make this a fun djinn fight for relatively new players? (Bryan: Stay out, I know you're out there)

      I'm working on a new boss fight for a 5-person level 8 party of fairly new people. I wanted to give them something completely different, so I figured a fight on a small 20x20 circular rooftop with...

      I'm working on a new boss fight for a 5-person level 8 party of fairly new people. I wanted to give them something completely different, so I figured a fight on a small 20x20 circular rooftop with a stealthy djinn might be fun. I'd love to hear thoughts on how to make this a good time. My main idea is to force the party to figure out creative ways to find the djinn, since they don't have any way to see invisible creatures in their normal set of abilities. Things like throwing sand in the air, or holding ropes between each other to detect the silent wind motion as he moves around. Stuff that is more flavorful than a normal straight fight.

      I'll also be throwing players off the roof, forcing them to make agility saves to grab hold of ropes that are on the edge of the building, then strength checks to pull themselves back up. Have some moderate injuries occur if they roll badly. What suggestions would you have for me to make this a fun fight?



      Izel, Guardian Djinn

      Large Elemental (Air), Lawful Neutral


      • Armor Class 17 (natural armor)
      • Hit Points 152 (16d10 + 64)
      • Speed 30 ft., fly 60 ft.

      STR DEX CON INT WIS CHA
      18 (+4) 22 (+6) 18 (+4) 16 (+3) 20 (+5) 18 (+4)

      • Saving Throws Dex +10, Con +8, Wis +9, Cha +8
      • Skills Insight +9, Perception +9, Stealth +10
      • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
      • Condition Immunities charmed, exhaustion
      • Senses truesight 60 ft., passive Perception 19
      • Languages Auran, Common
      • Challenge 12 (8,400 XP)

      Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

      Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:



      At will:

      Mage Armor: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

      Greater Invisibility: (Concentration) You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The target can attack or cast spells without becoming visible.


      3/day each:
      > Wind Wall: Requires concentration. You create a wall of strong wind on the ground at a point you can see within range. The wall is up to 50 feet long, 15 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 15 feet high, and 1 foot thick. It lasts for the duration, blocking arrows, smaller creatures, gases, and fog.
      > Lightning Bolt: You release a bolt of lightning that arcs toward a target you can see within range. A line of electricity 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one.

      Actions

      Multiattack. The djinni makes two scimitar attacks.

      Wind Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 5 (1d10) lightning damage.

      Windforce Blade (Enhanced Multiattack). If Izel hits a target with both attacks during his Multiattack, the target is pushed 10 feet away from him.

      Whirlwind (1/Day). As an action, Izel transforms into a whirlwind for one turn, moving in a straight line up to 60 feet. Any creature in the path of the whirlwind must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 18 (3d12) bludgeoning damage and is thrown 15 feet in a random direction and knocked prone. On a successful save, the creature takes half damage and is not thrown or knocked prone.

      Legendary Actions

      Izel can take legendary actions, choosing from the options below.

      Wind Push. After every enemy's turn, Izel rolls a D20; on a 13 or higher, he uses the wind to move that enemy if they are within 60 feet of him. The target must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from Izel and knocked prone.

      Wind Buffet. Izel creates a small burst of intense wind around himself. Each creature within 10 feet of Izel must succeed on a DC 16 Dexterity saving throw or take 17 (3d10) bludgeoning damage and be pushed 10 feet away from him. Using Wind Buffet breaks Izel’s concentration and ends his turn.

      Lair Actions

      • At the start of each turn, roll a D20. On a 10 or higher, all creatures on the battlefield are pushed 5 feet in a random direction determined by a d8 roll. This unpredictable movement simulates the chaotic nature of the winds that Izel commands.
      23 votes
    6. Self-hosted DnD 5e Charsheets

      I’ve been looking for a good system for my friends and I to share TTRPG character sheets (primarily DnD) with one another. We’re not interested in a full-digital VTT, but the ecosystem is pretty...

      I’ve been looking for a good system for my friends and I to share TTRPG character sheets (primarily DnD) with one another.

      We’re not interested in a full-digital VTT, but the ecosystem is pretty fragmented for charsheet-only apps (many immature and abandoned projects). Self-hosted webapp makes the most sense for our needs, but I’m open to suggestions for some other sync method that’s not PDF-based.

      This seems like a viable candidate:

      https://github.com/Orcpub/orcpub

      …but I’d love to hear better options if anyone’s found em.

      16 votes