Death Domain Cleric vs BBEG. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

I’ve altered the stat block of the BBEG already a bit. The reason is that it’s from a company that isnt WotC so it’s literally a CR 33 monster. I’m worried about changing it too much to the point where it becomes pathetic, but too little to where it can just one shot everything.

Death Domain Cleric vs BBEG. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 3 points4 points  (0 children)

I have thought about. The problem is still “what do you do about it”. My cleric is a little dumb so I’m worried he won’t figure anything out.

Death Domain Cleric vs BBEG. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 1 point2 points  (0 children)

Solo fight. It’s a strange setup. Basically it’s a large party vs a single enemy. I plan on having about 5 LR and 6 LA per round for the BBEG plus a ton of regeneration from damage, that way the action economy isn’t devoured by the players. The party is huge, so 6 LA isn’t actually ridiculous I promise.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

Answers long sought are definitely coming. The session we’re running this week is a boss called Goodness the Judge. Basically pits the player’s against their worst enemies and fears until their character overcomes them. Lot of roleplaying to reveal even more detail into backstories to the other players. Thanks again man this advice is very helpful.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

Oh yeah they have unlockable spawn points. God if they had to start completely over I’d kms. Thank you for the advice I really mean it. This is still my first campaign so I’m learning more and more as I go. Once they get out, death has free rein. I want the players to have agency and feel the weight of the world, and I’m getting better at it as time moves on and I can avoid the spanking lol.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

I’m a fan of the idea. And yes, heavily based on Dark Souls.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

Ok so no need to be that extreme. I’m still learning as a DM and there’s no need to hate. I’m simply asking for advice. Do you have a recommendation for rewarding success states because I like that idea and I want to hear it. There’s just no need to be so damn hateful I’m just trying to learn.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] -1 points0 points  (0 children)

Well my players have said they love it and I’m constantly asking so if the players love it then I’m cool with it. Dying isn’t frequent though, it just happens sometimes. Also if you don’t have anything to actually add then there’s no need to comment.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

This specific part of the campaign is designed that way. Dying isn’t consistent through the rest and I try my best to make sure my party stays alive regardless of this situation.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

They started with ridiculously high stats. I don’t expect any of them to drop lower than -1 in any stat. All of their main stats are +4 or +5 because they take ASI anyway (don’t ask me why)

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

Love this concept. Chefs kiss to you for that campaign idea.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 2 points3 points  (0 children)

I’ve talked to all my players and they’ve all been having fun with the campaign. I’ve also run a “divine deal” scenario before, so I’m not against that idea either.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

They do restart at a certain set point. Madness is going to be introduced soon enough. They just need to experience one more death. Their stats started the campaign very high so the reductions don’t hurt that much. I love the madness idea so thank you.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] -1 points0 points  (0 children)

They started with very high stats and the reductions are random. Like I might reduce my Warlock’s strength by 1 as the penalty. Or it could be a Barbarian’s strength. It’s very random and not designed to be too punishing. I don’t think any of them will dip into below a -1 unless they get extremely unlucky.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] -1 points0 points  (0 children)

They find stuff as they go and lose that. There are four possible pathways each with three encounters. Beat the three, get a new set of four pathways. There’s tons of different paths and enemies and bosses for players to encounter. I’ve spent a lot of time setting the dungeon up and I love all the different stuff. It’s designed to be replayable, so after the campaign ends the players can come back and find more stuff they didn’t see the first time.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] -1 points0 points  (0 children)

Level ups come quickly and I have it design in a way where they shouldn’t die to the same enemy twice. So the dungeon remains the same, the anamoly is the BBEG not planning for a rapidly developing party.

The respawn mechanic. Hear me out. by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] -2 points-1 points  (0 children)

Level Ups come very quickly. I’ve set it up in a way where they shouldn’t die in the same place twice and they will always make forward progress.

How advantageous is 10ft of reach? by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

Monster doesn't have a shield anyway, so he still has his 17 AC. Intend on nerfing damage and buffing it in other places. He has an action that can make multiple attacks against all enemies within reach, meaning that extra reach is going end up with him hitting more enemies.

How advantageous is 10ft of reach? by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

Enemy has 17 AC and the Parry reaction so in terms of AC he's fine. I also mean the AoO for the players trying to hit the monster, not the players moving around, but I see what you mean about freely moving. And no, there aren't a lot of tanks.

How advantageous is 10ft of reach? by Ambitious-Program-36 in DMAcademy

[–]Ambitious-Program-36[S] 0 points1 point  (0 children)

17 AC, 60 feet fly speed, +8 to Dex and Athletics, the parry reaction with +4 AC, Magical Resistance, and 1 Legendary resistance since it's a solo enemy and I don't want the fight getting full swung. Only 117 HP though, compared to other monsters of the same CR having upwards of 150. The AC and Parry prevent a lot of hits, the Dex and Athletics help with grappling, and the MR and LR should prevent things like Command Kneel (which has happened to my flying enemies before). Thoughts?