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  • Showing only topics with the tag "dungeons and dragons.5e". Back to normal view
    1. DnD 5e approach to describing executive function

      I was recently thinking of a new way to describe to my spouse (and to myself) how my mind works when it comes to performing tasks. This is a regularly occuring conversation, as her needs and mine...

      I was recently thinking of a new way to describe to my spouse (and to myself) how my mind works when it comes to performing tasks. This is a regularly occuring conversation, as her needs and mine often run counter to each other and leave us both frustrated. I have trouble understanding even my own reactions to things, let alone hers, so I try to explain them in new terms occasionally to see if it makes things click.

      Anyway, I came up with one that I found apt and kinda fun, if maybe a bit sad in places: a DnD 5e character sheet. For the purposes of this exercise, the sheet is for a sorcerer, not a wizard (learning new tasks happens slowly, almost at random) and the Frustration mechanic is effectively identical to Exhaustion in the PHB.

      Here it is. I'm curious if any of you have thoughts on this or find it feeling familiar.

      Spell list:

      Cantrips:

      Relax
      Read
      Eat
      Get ready for bed ¹

      1st level:

      Choose to go to bed ²
      Get ready to leave
      Choose a meal
      Prepare a meal
      Work on dishes
      Take out trash
      Do laundry
      Other chores
      Do a favor (unasked)*

      2nd level:

      Do a favor (asked)*
      Stifle frustration ³

      3rd level:

      Do a big favor (asked)*
      Dismiss frustration ⁴

      Feat - People Pleaser: When casting "Do a favor (unasked)", roll a d20. On a 15 or higher, cast as a cantrip instead. When casting "Do a favor (asked)", roll a d20. On a 5 or lower, add 1 level of frustration. When casting "Do a big favor (asked)", roll a d20. On a 10 or lower, add 1 level of frustration.

      Feat - Desperate Times Call for Desperate Measures: Regenerate 1 spell slot of any level. Add 1 level of frustration.

      Feat - Self Soothe: whenever casting a cantrip, roll a d20. On a 19 or 20, remove 1 level of frustration.

      Curse - Temper: whenever casting a spell of 1st level or higher, roll a d20 with advantage. On a 2 or lower, add a level of frustration.

      Curse - Social Anxiety: when interacting with another character, roll a d20. On a 5 or lower, burn 1 spell slot or add 1 level of frustration.

      ¹ Must be cast on the turn following casting "Choose to go to bed." Otherwise, this becomes a 1st level spell.

      ² After casting this spell, any spell other than a cantrip must be cast one level higher than usual (e.g., 1st level spells can only be cast using 2nd level spell slots).

      ³ Temporarily remove 1 level of frustration. It returns after d20X10 minutes.

      ⁴ Permanently remove 1 level of frustration.

      23 votes
    2. DnD 5e - Do’s and don’ts as a player

      I’m starting a new 5e campaign with some friends, and I think I have some performance anxiety. I’m not the most creative person, and the last thing I want to do is kill the fun. The only other...

      I’m starting a new 5e campaign with some friends, and I think I have some performance anxiety. I’m not the most creative person, and the last thing I want to do is kill the fun. The only other time I've played a ttrpg was years ago in high school.

      I’m curious what you all have found detracts from a session as well as any advice that enhances the experience for everyone.

      24 votes
    3. 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
    4. 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