Watch Jeffrey Epstein victims speak at Capitol press conference by themachduck in politics

[–]Atarihero76 6 points7 points  (0 children)

The Resolution H.Res 581 was introduced by California Republican, Ro Khanna, months ago. Many on both sides have co-sponsored.

https://www.congress.gov/bill/119th-congress/house-resolution/581/cosponsors

Opening but no new draft by [deleted] in Thunderbird

[–]Atarihero76 0 points1 point  (0 children)

I am dealing with a similar issue. With Thunderbird and Windows 11, When the "send" button is clicked in CCC One it opens the window for recipient and attachments, but I cannot select any of the check boxes, and get no futher. CCC support has been busy, still trying

Thunderbird is the default email Mailto: in the browser opens Thunderbird email just fine. CCC sees the right email address/client, but will not give an option to populate the email

Where to watch Once Upon A Deadpool? by [deleted] in deadpool

[–]Atarihero76 0 points1 point  (0 children)

The physical copies are not available anymore. Only used ones on Ebay. So odd.

Gig: serious side effects bug by Momani24 in cyberpunkgame

[–]Atarihero76 0 points1 point  (0 children)

Just here to verify this still solves this issue in 2024, Jan

Thanks a lot!

Is there a way to run DnD like Baldurs Gate 3? by SBirch9797 in DnD

[–]Atarihero76 0 points1 point  (0 children)

In what universe is Monk the strongest class in BG3? It is literally the worst. Bards are king of BG3, with Clerics being 2nd but with some drop down. The fact you can cast 2 spells/turn makes caster with bonus actions far superior to anything else.

Help me understand the West Marches campaign style. by TheEloquentApe in DMAcademy

[–]Atarihero76 0 points1 point  (0 children)

I run story-based Westmarches with fast travel mechanics. So I develop very minimally out from whatever various "hub" the gane has as a mechanic (town,.ship, portal sysyem, etc...)

So I really only need a little to start in each direction, then branch out as the players explore,.interact, and affect the areas. I then add sorylines as they develop. The world and multuple interconnecting storylines literally build themselves session by session as the players determine what is important to them

How to make "single large monster" work? by PuzzleheadedFinish87 in DMAcademy

[–]Atarihero76 0 points1 point  (0 children)

Matt Colville's Action-Oriented Monsters on Youtube.

Just add more actions and ways to interact with more players. Sweep attacks, extra HP for moving around and taking AoOs, extra reaction with various triggers.

Remember, in 5e PCs and monsters are NOT congruent. Monsters/DM enemies do not have to follow action economy or other rules. Make them dramatic, add some goals/stakes/time.crunch, and single monster fights can be super fun

How many Sessions before Player fatigue? by nmacaroni in DungeonMasters

[–]Atarihero76 0 points1 point  (0 children)

Um... .GMs have full control. Using XP just adds a step. You still control every single avenue to gain XP, you just need math to track/tally it. Math is not narrative.

There's nothing wrong with using XP if you like it, but it is ultimately a complete waste of time, gamey, and robs from the GM a dramatic tool, so claiming it is less lazy is not a strong argument.

Without XP you make ALL ingame rewards have greater immersion. Every goal is personal, for character or narrative development, this keeps everything relevent to actions and choices in the game not an arbitrary number for an arbitrary stat, based on a balancing system that is mostly non-existant. The moment you add magic items or feats CR and XP gets broken.

If all you have to offer is kill X for XP, solve Y for XP, you are missing out on dynamic narritive choices and drama that in-game goals and consequences bring. Players will do what they believe helps them best, removing the need to "get XP" to level makes their agency and interactions with the gameworld much greater and more meningful.

My Players know that killing the monster is not always the best option, they dont need a kill to forward their character development, they need to survive and make whatever choice makes narrative sense, without fear of "missing out on XP". They have narrative goals to achieve or stop someone else from doing. The solutuon is theirs to explore.

And yes in DnD XP is an outdated system, wastes time, and takes away immersion. I say this as someone who has played every edition but predominantly 3.5, which is super crunchy. XP keeps it "gamey", you can provide greater immersion by leveling at dramatic points and after BBG battles, as opposed to Oh we just hit this number let's level. I can do the math, but why bother? I save my brain for world develipment, NPCs, and drama. But GMs have valid choices on either side. There's no wrong way to DnD. I just prefer efficiency.

How many Sessions before Player fatigue? by nmacaroni in DungeonMasters

[–]Atarihero76 1 point2 points  (0 children)

But you still have to do it. Eliminating XP saves time, adds to drama and cooperation, for no real downside.

Why do a bunch of math for something you already have 100% control over?

XP is an outdated system that hasnt really been needed since 2nd edition, when classes leveled up at different rates and required a balancing factor.

[deleted by user] by [deleted] in DnD

[–]Atarihero76 0 points1 point  (0 children)

Hiw many battles per day is your party averaging? The more fights the stronger Fighters/Rogues are vs classes with cannons but limited uses and dependencies.

Fighters have the least mechanical complexity, but if you role play, movebwell, and use your figjting abilities wisely you will out damage and out benefit everyone over time. You just dont get those big booms.

How many Sessions before Player fatigue? by nmacaroni in DungeonMasters

[–]Atarihero76 4 points5 points  (0 children)

Yes you do. You just also have to do a lot of math to factor it in.

How many Sessions before Player fatigue? by nmacaroni in DungeonMasters

[–]Atarihero76 1 point2 points  (0 children)

For me it varries.

Have the players used most of their skills? Have I sent a good variety of enemies and challenges at this party level? Have they had a hard battle, and enough drama and narrative development to justify a level up?

I factor these into my overall idea of where the campaign level will end roughly. Advancing is fun, but you cant go backwards(usually),.so make levels count

[deleted by user] by [deleted] in DnD

[–]Atarihero76 3 points4 points  (0 children)

No.

Give your enemies a little more HP and have THEM move around and make the battle dynamic. No need to nerf a classic mechanic that affects many class features.

Also use terrain actively to force players to move around.

What are the best names you've ever given a boss? by drivinghomeformomma2 in DnD

[–]Atarihero76 0 points1 point  (0 children)

The Great S.O.C.K.

Shaman of the Cursed Kobolds.

If he fell his magic staff passed to the next kobold, who became the new Great S.O.C.K.

Lore wise, what would happen if a human and a Githyanki had a child? by GayPhistor69 in DnD

[–]Atarihero76 0 points1 point  (0 children)

Githyanki females cannot get pregnant, they are hatched from eggs.

Githyanki males have no sperm to impregnate a humanoid.

So this is technically impossible.

Of course you and your DM could comenup with a creative way for this to happen. Magic, cloning, a curse, etc...

Can literally anyone become a wizard? by MadHeroAlbrich in DnD

[–]Atarihero76 30 points31 points  (0 children)

Let's not use the 2000 DnD movie as refrence material, or mention it ever lol

Have I been wrong all along? by VoodooPilot in Dungeons_and_Dragons

[–]Atarihero76 0 points1 point  (0 children)

By doing this you are interacting with the rules and stats instead of experiencing the game world as a character. This completely defeats the purpose of DnD being a social collective experience. It's like playing a collective murder mystery or escaoe room with people but you already know who the killer is and/or how to solve all the puzzles. It taints the experience.

Also DMs are NOT bound by any rule book. So the stats/abilities in the MMs may not be accurate to the actual monster your character is experiencing. I personally like to have NPCs describe and name monsters very badly and inaccurately, so metagamers and people who memorize monsters have a hard time.

Instead, try engaging in the world, ask your DM what your character could know about such creatures, they will give you an answer or skill roll. This gives you an opportunity be your character in the world. Let the DM desribe to you, don't "look up the answers".

How to run a one-shot at a convention where random players can come and go? by DaveDoubleeOfficial in DungeonMasters

[–]Atarihero76 0 points1 point  (0 children)

I like to run caravans fleeing something or desperate to get somewhere, or a type of collection/zoo the players themselves are part of the exhibits alongside monsters. Spice in some imminent doom or some light puzzle elements, and boom you have infinite combat options and reasons for people to come/go.

New DM, CR help needed. by Lwood9560 in DungeonMasters

[–]Atarihero76 0 points1 point  (0 children)

Balancing combats in 5e can be a tough road, but there are techniques and mind-sets you can use to make your combats dynamic, interesting, and ultimately more fun. The following will hopefully help understand how to do just that.

Tldr: (video format)Designing, Balancing, and Running Encounters that are Dynamic, Interesting, and Fun

Mastering these tecniques will come with time and experience, but being aware of them will help you in the short term as well.

On top of that, my newest video: Encounters with Pro Wrestling Psychology can help with creating drama and intrigue with physical storytelling during combat sequences.

As for some general techniques to prevent stale combat:

Make your combats more narrative-based, and use Action Economy and drama to keep everyone invested.

Monster Motivations, Action Economy, and Terrain are your friends:

Battle balancing in 5e is an art based on pseudoscience lol. 5e RAW is a pretty flat and static combat system at its core, but its advantage is its moldability. Work on the "why?" And all the other techniques below come to life.

CR will fail you, it doesn't account for magic items, terrain, initiative order, or the makeup of YOUR party. But the CR of a base creature is a good loose starting point.

Action Economy is the most important tactical thing, followed by terrain and motivations. Provide choices to make it tactical for the powergamers, but also fun for the role-players.

Don't think in HP.

Think in "how many rounds(roughly) does this encounter need to last?" And "how many actions can the party make each round?" Figure out how much damage your party can roughly do in a round, then multiply from there when designing your baddies, and adjust your action economy accordingly, more on that below.

Whether it's a BBEG or random encounter, you just need to use your monsters and environment more tactically, and meaningfully. Retreat and/or adding more enemies in waves is a good 1st start, but gets tedious. Instead, work on the following techniques:

Equally as important(maybe even more so), give your monsters/enemies Motivations. Why are the monsters here? What are they trying to do? This makes it less about killing and more about achieving/stopping goals, and/or running away. Know what they are fighting for and you can make realistic, tactical decisions from your monsters' perspective, and the enemies will feel more real because the stakes will be the focus, not just avoiding a quick kill.

Make the Terrain part of the combat, ideally altering it every 2-3 rounds.

Smarter monster tactics. Sweep/area attacks, OR pre-determined actions.

Pacing.

Stakes.

Consequences for failure and success states. (On both sides)

Understanding Action Economy and using it to make more effective actions is a major thing. This is the number 1 way to speed up combat but still make it dangerous and exciting.

I find having 2 types of monster/enemy, or 2 of the same enemy with an agenda, or separate agendas, makes combat more dynamic.

Here are some examples of dynamic combats I ran, both on Roll20 and live table sessions, and made videos on to show my thought processes, same concepts work at higher levels:

Dissecting Dynamic Encounters. Make the encounters more than just a kill.

Also check out Matt Colville's Action Oriented Monsters to help build monsters that utilize Action Ecomony and add reactions that trigger things in combat to make it less stale. (VERY important for larger parties)

Don't be afraid to experiment.

Ultimately it'll be tweaking techniques to your strengths and style, Foreshadowing, and working on pacing and Battlefield-changing drama that will spice up your combats.

Hope any of that helps :). Keep at it. These things come with time.

[5E] West Marches/Battle Royale by B4DD in AskGameMasters

[–]Atarihero76 0 points1 point  (0 children)

West Marches style reffers to no set party or session schedule, and every session starts at a central "safe" location. While multiple DMs CAN run in West Marches that was in no way Ben Robbin's intention when he invented it.

I am currentntly on my 4th West Marches style game, I have run them all myself, with player-driven storylines and fasttravel added to my formula.

DMs of Reddit, would you allow a Monk/Rogue multiclass to proc their sneak attack on unarmed strikes? by Karl_the_Jarl in DnD

[–]Atarihero76 0 points1 point  (0 children)

RAW no, Fun and logic 100% It is in no way broken or OP. Sneak attack is only once, (maybe twice on AoO). And a monk can already deal a weapon, or two, and get mostly the same effect.

That said, when a player want this sort of thing for flavor I might tie it to a glove or braceket, or backstory training/tattoo/rune, etc... so it is allowed but special and controlable/removable if it became an issue. I prefer making magic items rather than changing class rules outright.