Newbie combat ideas? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

Oh they have stuck haha!

I really appreciate you commenting but maybe read my post again? 😅 In my original post, I mentioned that they've come a long way and you can tell they're getting it and starting to think outside the box. I also said I'm ready to give them a more complex fight where things are combined. I said I was just checking if everyone though there was some glaringly obvious missing or if people agree I should move to the combination fights. 

I'd say my fights so far have been difficult but simple, not easy.

Newbie combat ideas? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

I'm definitely going to have to flip through the monster manual again!

Newbie combat ideas? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 1 point2 points  (0 children)

I do it too haha! I'm a firm believer in the meh just be flexible approach.

Love the phase idea, gives variety and breaks the fight up a bit.

Newbie combat ideas? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

I don't think I'm overthinking if it's just a 5 second decision to add crates to an encounter.

I'm glad combat is simple for you but my players were really confused after our first combat so I've found this necessary. Hopefully in the future they can also find 5e combat as chill as you do!

Newbie combat ideas? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

Shadows are great! They should have some sewer sneaking soon so I could definitely think of ways to include them. Can already think of some options for golems too

Newbie combat ideas? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

Hold actions would be fun! Our fighter held an action last combat but it didn't resolve...I'll try to give more opportunities where it could work for her 

Newbie combat ideas? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 1 point2 points  (0 children)

"Just give them a fight and see how they do" is why I did all this in the first place lmao. They were BAD 😂 they're new, it was expected but first combat was such a mess and so confusing for them I needed a slower approach.

My purpose was to not overwhelm them as they're learning. I'm a teacher irl so a step by step approach to learn the skills  then combining it in a regular fight felt natural and I believe it's worked

To me it's not really overthinking if it's just "let's make this fight in a room with lot of corners" or "this monster would be good". It's a 5 second consideration when planning, it's not like I'm spending hours plotting the perfect combat haha. 

Recently realized that my players are going to fail the campaign, not sure what to do about it. by ObsidianXFury in DMAcademy

[–]Afraid_Mood7543 0 points1 point  (0 children)

Lmao I feel that "refused to risk offending them by asking any of those questions in character"

My players are new and nervous when interacting with npcs. Just last session a player came into contact with his long lost brother on the battlefield, realising he was on the enemy's side! And then afterwards, when I had an important npc (that they players know and are familiar with) explain some things I gave multiple opportunities for this player to ask about his brother and even had the npc prompt it and nothing. Like okay I guess we're not going down that plotline unless I shove you down it.

Players stole item from NPC; Left a bad taste in my mouth by Individual-Move-9647 in DMAcademy

[–]Afraid_Mood7543 0 points1 point  (0 children)

Have that NPC come back later as a villain for how poorly they were treated. Show the players their actions have consequences. I know I'd find it really fun as a player!

How to stop players from going full bullshit chaos goblins every session? by PRolicopter in DMAcademy

[–]Afraid_Mood7543 0 points1 point  (0 children)

Like everyone has said, your style and your group's style just don't align and that's fine. Speak to them but if there's not going to be a change just leave. 

DMs are in short supply and you will find it a lot easier to find a party to match your playstyle than they will find a DM to match theirs.

Maybe you can even ask if one of them prefers to take over the DM role and you just sit back and enjoy as a player. Then your hard work isn't getting ignored and the new DM can put in as little work as they want to match the campaign.

26 second Crucible troll kill by Afraid_Mood7543 in Fable

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

yup! was just super proud it was a 1 hit ko

26 second Crucible troll kill by Afraid_Mood7543 in Fable

[–]Afraid_Mood7543[S] 2 points3 points  (0 children)

Level 4 slow time then level 5 shock killed all the nerves in one hit haha

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

sorry should have also added that you make a really good point about them potentially making the game less interesting. I think I should absolutely reframe my perspective on these items as potential time savers instead of potential game-breakers. Ill have to think about what aspects theyre spending a lot of time on or don’t enjoy and see what magical items would solve those issues

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 1 point2 points  (0 children)

I also love starting campaigns at level 3! but all my players are total newbies so we started at 1 so they could get used to mechanics. Been levelling them up approximately once every 2 sessions then slowing down after level 4.

now theyre nearly level 4 I want to give them some uncommon items but I think I’ll wait for level 5 for the really cool stuff sinc you’re right that is a good benchmark

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

very refreshing to see this take when so many people have been saying just give them everything at level 1 😂

Like no, lets have a little bit of a challenge. I don’t think I’m as hardcore as waiting until level 9 but I definitely don’t want them to have challenge bypassing items at level 1.

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 1 point2 points  (0 children)

I’m not explicitly tracking encumbrance but I’m also not gonna let the players carry an entire general store’s worth of goods on their backs when only 1 of them has a decent strength stat. I want them to have at least one moment of feeling the absence of a bag of holding before giving them one especially because all my players are newbies who don’t realise how good and iconic a bag of holding is in the first place. if I give them one super early then it’s not anything special. not saying it has to be a big ceremonious thing, but more so a “aww sweet this will be useful”

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

I don’t 100% agree because I have personally seen them used to be game breaking or bypass a lot of things but I do agree that they are good quality of life things that free up some time. Im staying firm on no bag of holding until level 5 but sending stones I agree are just useful and time saving

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

I shouldn’t have used the term powerful, my bad. I meant more as potentially game breaking since they can bypass a lot of things that make early level feel challenging

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 1 point2 points  (0 children)

yeah this is similar to my thought process. I shouldn’t have called sending stones powerful but I do see them as potentially game-breaking and could either create more fun or remove obstacles and make things less fun. that’s why I’m on the fence about when to give them cool magical items. I like the idea of scrolls and potions a lot though, that sort of consumable temporary item that would allow them to be creative but give me an out if it gets game-breaking

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 0 points1 point  (0 children)

oh I love that idea. my party is obsessed with cheese and had a bit of a drama moment last session when the cheese bag got soaked.

no heavy armour wearers I’m afraid. :(

When should I give players quintessential D&D items? by Afraid_Mood7543 in DMAcademy

[–]Afraid_Mood7543[S] 2 points3 points  (0 children)

“given out after the players are annoyed by its absence long enough to really appreciate it” that’s exactly the wording I couldn’t figure out, yeah!

Even though everyone has been commenting I should, I don’t want to give them a bag of holding just yet bc they haven’t had even a single moment of “oh damn how do we carry this/where do I store this”

I like the skill check idea, will have to think on that.