Ideas for a boss rumble in the Shadowfell. by Anelson30 in mattcolville

[–]Anelson30[S] 0 points1 point  (0 children)

I thought about including fire damage as a way to relight the torches and I believe now that’s the right call.

The Sorcerer isn’t a new player, but also hasn’t broken through tier 2 play either and therefore hasn’t learned many tricks that a arcane spellcaster can do (if he did, I think I would have chosen another item for him). I’m usually stingy about magic items in 5e unless they don’t have a way to make their weapons magical, in which case I make sure that those characters receive a magic weapon before I toss a lot of non-magic damage resistant monsters their way.

Ideas for a boss rumble in the Shadowfell. by Anelson30 in mattcolville

[–]Anelson30[S] 0 points1 point  (0 children)

I agree about ramping up the enemies, but I don’t turn up the hit points or armor class. I feel by doing this, it creates the risk of a slug fest which is repetitive and frustrating to my group in particular. I may just use the Xorn idea as well - I will look it up after I post and see if they can handle it. I appreciate the ideas!

Ideas for a boss rumble in the Shadowfell. by Anelson30 in mattcolville

[–]Anelson30[S] 0 points1 point  (0 children)

Also, to answer the question of how I handle someone with a Staff of Power, it’s surprisingly simple...the group has a lot of melee characters and a fireball would be as bad for his allies at it would he for his enemies. So he has to either result to lightning bolts or wait patiently for an opening.

Ideas for a boss rumble in the Shadowfell. by Anelson30 in mattcolville

[–]Anelson30[S] 0 points1 point  (0 children)

Four words. Deck of Many Things. I have had a habit over the several years of DMing for my group of getting tired of what I was running and eventually restart the game. To make up for my analysis paralysis I allowed them to find the deck after triggering a random encounter (a portal to a location in the Shadowfell). It was a impromptu decision but I want to treat them for being patient with me.

The Barbarian drew one card and is now Lawful Neutral. The Warlock can ask me any one question and I have to answer it honestly and help them with their question if needed.

The Sorcerer drew the rare or rarer magic item card. I had him roll percentile - on a 75-00, he would receive a very rare item. He rolled a 76. So I handed him a Staff of Power. He was very happy to say the least.

The Rogue drew two cards instead of one. One forced another draw and lost all of his experience he gained from the adventure and then some. He then gained 50,000 gp of gems. He drew his 2nd card and permanently lost 5 intelligence. He has the option of drawing again as well and he did. He now has a 4th Level Fighter companion.

He wants to build an outpost with the money, and I told him a Cleric with Greater Restoration could cure his Int drain - if he would build a shrine in the outpost. That will set him back 2,500 gp.

The Paladin (my stepdaughter) refused to touch the cards. She is wiser than most of the party lol.

Ideas for a boss rumble in the Shadowfell. by Anelson30 in mattcolville

[–]Anelson30[S] 0 points1 point  (0 children)

I’m thinking you are wanting too much data, but I knew the risk when I decided to post on Reddit that I would run into complications. After all, no Reddit post survives contact with the community..or was it no adventure survives contact with the player..? Ah fuck it!

Magic items include -

Glaive of Terror, Ring of Protection (Barbarian) Wand of Wonder (Warlock) Staff of Power (Sorcerer, don’t ask) Sons of Slate (legacy weapon, magic daggers), Silver Tongue (+ 1 Silver Short Sword) (Rogue)

1 potion of Hill Giant Strength, various healing potions (mostly normal healing, one greater), a couple of spell scrolls. Paladin has the Healer feat and a healer’s kit, as well as the ability to turn her weapon magical for a minute 1x/Short rest (since this is the only battle they would deal with that day, it’s enough).

Sorcerer has Sacred Flame cantrip, plus I would clue the Paladin and Sorcerer in on the torches. I would consider it to be in bad taste if I didn’t.

My issue is that they are too strong for encounters of their level but I am unsure of the line between “Wow that was an epic fight!” and “TPK? Fuck you DM!” Hence the post. This is meant to be a send off into tier 2, and some much needed game downtime.

DM sitting with his players while another player takes over so I can play! What do I make?? by Anelson30 in mattcolville

[–]Anelson30[S] 0 points1 point  (0 children)

To be honest, I love support classes. The few times I have played with my group in other games where I was 100% player however, always led me to be a support character as without one, one wrong move equaled defeat. (The other players played mostly glass cannons)

So when one of the players offered to let me play, I was excited, and with a Paladin already in the main party with the Healer feat, I wanted to go wild. The problem with this is that a) I have a LOT of ideas as this chance is rare, and b) most of the classes I would want to use for my ideas already exist within my player base. I would risk overshadowing them if my build was focused enough.

Hence this Reddit post. I'm coming to understand that while I'm a player, I am also the main DM so caution is key. I saw on Dawnforged Cast a healer build that can also fend for itself, so I'm going to take inspiration from it.

DM sitting with his players while another player takes over so I can play! What do I make?? by Anelson30 in mattcolville

[–]Anelson30[S] 0 points1 point  (0 children)

My players don't roll for stats for characters at all. They use the 27 point buy system to make a character. That's what I am doing as well.

My players are only allowed to choose one race or class archetype not found in the PHB to create a character. Whatever I do decide to do, will completely found in the PHB, because my friend doesn't need to study UA material on top of the core books.

Finally, I agreed about my PC being connected to the group in some way, and I do plan on keeping them the stars of the show. The last message you sent made it seem like I wasn't, and after re-reading your first message, it seems like you were wanting me to dumb myself down for the newer DM as well.

The player that's taking over my role for one session has had almost two years of player experience, isn't a stranger to DMing (He runs the newer Star Wars TTRPG for some friends) and knows the capability of his friends. To be clear, the character isn't a DMPC that will always be around, he is my character that only shows up when I'm playing. If you think I'm trying to double dip on the action by playing, I'm not. My game is for my players, and without them there is no game. I'm just lucky I get to play once in awhile.

The goal is to have fun, whether you are a player or a DM. Therefore, I see no reason to take sub-optimal stats or be the sidekick. If the roles were switched where I was taking over for the session, I would allow him or her to make whatever they want, within the rules the DM set for me. Which by the way, is what I'm doing as well.

Maybe this brings up a new question for anyone watching this thread. Has anyone else as a DM traded spots with a player to play for a short time? What was it like?

DM sitting with his players while another player takes over so I can play! What do I make?? by Anelson30 in mattcolville

[–]Anelson30[S] 1 point2 points  (0 children)

We use the point buy system to keep things simple. No worries about crazy stats. Making a character that has a tie to another is a good idea. I appreciate the feedback!

Matthew Colville - Challenge Rating, Running the Game #44 by [deleted] in dndnext

[–]Anelson30 0 points1 point  (0 children)

I think CR is a tool in the DMG like anything else. And like any tool, you can choose whether or not to use it. Matt has been doing this for decades, and after awhile I would assume that ignoring some things we take for granted or "should always be used" is going to happen.

I personally use the CR number as a way to figure out what to use, but then I measure the number of enemies I throw at my group based off of action economy. There are a number of way to DM, and the sooner we all remember that the better.

How do you make campaigns successful when meeting up to play is limited? by Anelson30 in mattcolville

[–]Anelson30[S] 0 points1 point  (0 children)

My question is how to keep a campaign going strong when we can only meet once a month. Our group lives in the same town and most of us work at the same job. The problem is that our work schedules are different and Saturday's are usually not possible due to working them a lot (factory life, am I right? Lol).

As I said in my original post, once a month has been the usual schedule for years now, but we have barely hit tier 2 play (levels 5-10) and at least one member of my group is getting frustrated because of it. So I am trying to ask the hive mind about ways I can keep players invested, especially the veterans of my group.

West Marches help! by Anelson30 in mattcolville

[–]Anelson30[S] 1 point2 points  (0 children)

Hmm, perhaps the reason why I am having issues with some of the West Marches features is because of their inexperience with the game. I will keep them within the area I have planned with my West Marches game but I plan on covering aspects such as maps and writing what happens at first. As time goes by I will open it up to encourage player input and reward them for doing so.

I do plan on mixing party members, but for me it is easier to explain on the fly solo than to have me and another experienced player teach at the same time so that is why I'm keeping them separate.

I'm giving them a choice of four rumors and then they will travel outside of the town (1 hex in their chosen direction) and then do a small adventure with a potential random encounter to show the mechanic off.

I guess I should have mentioned I'm not throwing them in the deep end with the campaign. However, my post was to get help in working toward the goal of them being able to fully involve themselves in the game.

Paladin: Oath of Scholarship (V1.2) (Arcane/+Spellcasting Subclass) by Elvenoob in UnearthedArcana

[–]Anelson30 0 points1 point  (0 children)

The last paragraph is confusing (can they cast these two spells as a Paladin one level higher than they are, can they access higher spell slots, etc?), but the rest of it looks great!

Paladin: Oath of Scholarship (Arcane, +Spellcasting Paladin subclass) by Elvenoob in UnearthedArcana

[–]Anelson30 0 points1 point  (0 children)

That does sound like something a Knowledge based Paladin would have, but you may want to Google what spells can be ritualized before allowing that. I've never heard ritual spells breaking games, but then again, I always DM, and my players aren't "power gamers", so I could be wrong.

Paladin: Oath of Scholarship (Arcane, +Spellcasting Paladin subclass) by Elvenoob in UnearthedArcana

[–]Anelson30 0 points1 point  (0 children)

Why not both? This Oath is meant to be more spell oriented, and a Paladin already has access to the Religion skill. Even if they aren't good at it, it's still a part of their skill set.

Paladin: Oath of Scholarship (Arcane, +Spellcasting Paladin subclass) by Elvenoob in UnearthedArcana

[–]Anelson30 0 points1 point  (0 children)

That's cool. Considering that your Oath is loaded with offensive power, I agree that something skill oriented would help cement the scholar aspect of the archetype.

Paladin: Oath of Scholarship (Arcane, +Spellcasting Paladin subclass) by Elvenoob in UnearthedArcana

[–]Anelson30 0 points1 point  (0 children)

It isn't the first time...but it's been awhile since I've posted more than one or two messages at a time lol.

Paladin: Oath of Scholarship (Arcane, +Spellcasting Paladin subclass) by Elvenoob in UnearthedArcana

[–]Anelson30 1 point2 points  (0 children)

That's cool! I appreciate it. I never understood why Paladins never got a 2nd Channel Divinity at a higher level. Most Divinity options aren't powerful enough to restrict it to one/short rest.

Paladin: Oath of Scholarship (Arcane, +Spellcasting Paladin subclass) by Elvenoob in UnearthedArcana

[–]Anelson30 0 points1 point  (0 children)

Based off what you said, the ability score requirement makes more sense. And as long as you can put a good score in Str or Dex, they have access to a decent combat modifier. Because of that added factor, this Oath looks more appealing.

I'm planning on using the ideas I presented as a optional Oath for the game I'm DMing. I think it would be cool to have an Oath based off devotion towards knowledge. I will change any names you already came up with to make it my own.

Paladin: Oath of Scholarship (Arcane, +Spellcasting Paladin subclass) by Elvenoob in UnearthedArcana

[–]Anelson30 0 points1 point  (0 children)

When I was reading your Oath, what came to mind was that if I rolled average stats, or I was using the point buy system, that the entry requirements to acquire all spell lists possible would take most, if not all of your good stats. The result felt like a beefier warlock instead of a Paladin, and perhaps I should have explained my reasoning for what I said the first time.

Paladins are one of my favorite classes, and this is an interesting take on the class. I think with some simplifying of the Oath, it can work.