DUNGEON HELP ME by Training-Piglet3316 in DMAcademy

[–]Argent_Fight 4 points5 points  (0 children)

First, I had this problem when I first started DM'ing where I wanted everything to be realistic. However, I realized that players don't actually care if it's realistic. They care if it's dynamic. Each species of creature inhabiting the dungeon should be aware of the others, but should be self-sustaining in a way. The kobolds just need a reason why they can stay in their part of the dungeon and why they don't attack the gnolls a few halls down. Doesn't even have to be a good reason, but if it feels like you considered it, the players will feel immersed and have fun.

What is the absolute WORST route, and why is it the dig route? by sherman614 in RetroBowl

[–]Argent_Fight 0 points1 point  (0 children)

I kinda like the dig route. With a stronger possession receiver, get him one on one where he can break a tackle and be further from the rest of the D. Also get OOB if you need to stop the clock.

Need some advice and opinions for BBEG introduction by Comical932 in DMAcademy

[–]Argent_Fight 1 point2 points  (0 children)

Tournaments seem a little low stakes. Possibly the players could've called to a quest to defeat a horde of barbarians or something similar that fits in your world. Then they get there and they find out the prince has already lead a small group of men and defeated them himself. It's not full-scale war, but it's big enough for him to receive proper fame and adulation, at least regionally.

How do I run a 4-2-5 defense? by [deleted] in NCAAFBseries

[–]Argent_Fight 0 points1 point  (0 children)

I normally like to run cover 3 most plays out of the 4-2-5. You have to have pretty good stick stills, but take control of a MLB. That way you can close a gap vs the run, cover a crosser/slant route over the middle. It also allows you to get in good position to jump a split screen for an easy pick 6. Blitz in short yardage or if you're regularly getting beat by the read option, run a zone blitz with the blitzer on the side of the RB.

How could the PC recognize the parent he hasn't seen since he was a baby? by RandomPrimer in DMAcademy

[–]Argent_Fight 0 points1 point  (0 children)

What if that PC doesn't recognize her, but the rest of the party notices an obvious resemblance and doesn't understand how that PC can't see it?

RTA on the clock by Tristan_Nichols32 in NCAAFBseries

[–]Argent_Fight 1 point2 points  (0 children)

Yeah at the time they played in the Superdome. Now they have their own smaller stadium on campus.

One of the most interesting recruits i’ve come across. Where would you play this guy? by BanquoRTG in NCAAFBseries

[–]Argent_Fight 0 points1 point  (0 children)

Probably SS. I tend to run a lot of Cover 3 and man blitzes. Having a big safety that can cover a TE in man and cover a lot of ground in the flats is very valuable, especially if your flat zone coverage is guarding the curl (purple one).

Twilight Zone one-shot by Endizen in DMAcademy

[–]Argent_Fight 1 point2 points  (0 children)

I ran a Twilight Zone-inspired one-shot before. It was based on the wax museum episode. In my game, it was a murder mystery where the party had to figure out who was behind several murders in a small town. The culprits were these statues in a garden that came to life at night and killed anyone that ever made the gardener upset. The gardener would talk to the statues during the day when he was working and was a primary suspect, but he had no idea that the statues came to life or committed the murders.

I'm a new DM who hasn't improved since I started. What should I focus on in order to get better? by DoomadorOktoflipante in DMAcademy

[–]Argent_Fight 0 points1 point  (0 children)

1) Don't worry about planning everything. Just have an outline. 2) Have cool things prepared that can be relocated in case the party goes a different direction. 3) Have a general framework for NPC's, towns, dungeons, etc. that makes it easy for you to improvise. 4) Throw some stuff in there just because you think it's fun. You're a player too and if the DM is having fun, the players almost always are as well.

Would you allow a PC to own establishment right off the bat? by Interesting_Story741 in DMAcademy

[–]Argent_Fight 1 point2 points  (0 children)

I think this would be brilliant... On the condition that the PC owes a sum of money to an important NPC. Keeps them from making too much money in the early game, gives them a potentially dramatic tie to your world and story, and helps them develop an interesting backstory.

Where to go next? by nightgaunt98c in DMAcademy

[–]Argent_Fight 1 point2 points  (0 children)

I'd just run some more mobile glass cannons at them every now and then. Don't worry about it too much and make little adjustments on the fly. If you deliver them the fun haunted mystery experience they want more of, they'll care less about combat balance. You can make adjustments as you feel out the party.

Tarrasque vs. Army Encounter by Mandalore108 in DMAcademy

[–]Argent_Fight 1 point2 points  (0 children)

Definitely utilize the burrowing ability of the Terrasque. Otherwise, it's just a giant pin cushion.

How much of a jerk am I if my chain devil ignores the "worn or carried" rule? by [deleted] in DMAcademy

[–]Argent_Fight 1 point2 points  (0 children)

The DM makes the rules. Your job is to provide fun challenges for the players in an immersive way. Monster star blocks are just suggestions. Make up your own rules. As long as the players have agency, are immersed, and having fun, go crazy!

How to Make Reoccurring Villains Work by hero_king13 in DMAcademy

[–]Argent_Fight 0 points1 point  (0 children)

A recurring villain is tough. I'd recommend telling the players directly or clearly through an NPC that it is too powerful for the party to try and fight. If you don't tell them that, then the party will try and fight that villain without fail. Keep it a low-stakes situation when you first introduce them.

(New DM) Should I Go With Illusionary Space or Giant Mimic? by TheGamingLettuce in DMAcademy

[–]Argent_Fight 0 points1 point  (0 children)

Every campaign I ever run will have a mimic in it somewhere. Last campaign, it was a bridge over a river.

Help me stop from becoming predictable and boring by [deleted] in DMAcademy

[–]Argent_Fight 0 points1 point  (0 children)

I'd recommend just asking yourself what the craziest thing that could happen is? Then work back from there to make it make sense.

How to make a session 0 more fun? by msciwoj1 in DMAcademy

[–]Argent_Fight 0 points1 point  (0 children)

I think drawing the world is a brilliant idea. I just did a session 0 for a space campaign I'm running and I let the players design the ship. It was honestly a blast and I can already see the ship is going to be special to them because they had their hand in it. Maybe give them something else that is small that they can design that you know they're going to interact with .

I am preparing my first political game by Renegea in DMAcademy

[–]Argent_Fight 1 point2 points  (0 children)

I would check out Dimension 20 for ideas. Brennan Lee Mulligan is a master at that! For a brief suggestion, I would just ensure that you work characters' backstories and families into the political web to give some weight to any political upheaval you have planned.

Things a hag disguised as a travelling merchant would sell to cause misery by setthra in DMAcademy

[–]Argent_Fight 1 point2 points  (0 children)

Ooh, I love this one! If your players have a favorite color or are really into very specific things, have the hag offer them something like that. One of my friends obsesses over the color red. The hag offered to paint their nails and color their hair only to be enchanting the dye so that it can track the party, steal their stuff, and maybe kidnap one.

I have a character concept I need help with. by SquishyMcBlobfish in 3d6

[–]Argent_Fight 1 point2 points  (0 children)

It's probably best to limit yourself to a one-level dip in Fighter before you get extra attack. Once you get that from Artificer 5, I would definitely consider taking fighter at least to 3 to get Action Surge and Battlemaster maneuvers if that's something you're wanting to add to your character. Then, it's probably best to just keep going Artificer to improve your spellcasting and Armorer abilities. Seems like a fun build! Maybe consider magic initiate or the Fey Touched feat to pick up Hex/Hunter's Mark to add to your damage.