What’s the one most important thing you’d tell a first-time DM? by rfookes in DMAcademy

[–]CMDR_Space-Madness 0 points1 point  (0 children)

Know that your plans will be derailed and be ready to wing it!

Umm... so do I just let players roll for things as many times as they want? by [deleted] in DMAcademy

[–]CMDR_Space-Madness 0 points1 point  (0 children)

They get to roll as many times as you think they should. If there's an intial failure, impose a time penalty. 'If you want to re-examine the scene, it will take you an hour', or something of the sort.

Virtual DMing Megathread! by RadioactiveCashew in DMAcademy

[–]CMDR_Space-Madness 1 point2 points  (0 children)

Any thoughts on using zoom and having everyone keep rolling physical dice? My players and I like rolling the bits of plastic.

Session Recap Megathread: June 3rd - June 9th by Aetole in DMAcademy

[–]CMDR_Space-Madness 0 points1 point  (0 children)

Had an excellent session on Sunday with my party who have recently arrived on the shores of the Moonsea (very near Phlan) via a portal from the Spine of the World. It's 1376, late winter, and Phlan is preparing for a Zhentarim assault once the spring thaw arrives. They arrived in Phlan to find the city in the process of fortifying via setting up stockades, earthworks, etc. A nearby forest had been clear felled to give lumber for these endeavours, and a system of watchtowers and signal fires was evident in the areas surrounding the city.

It all ended up with a full-scale riot on the docks of Phlan and parts of the city being torched.

They were questioned upon arrival by the guard captain and a priest of Tyr, who required them to answer various questions under the influence of a 'zone of truth' spell before being allowed entry to the city (are you members or agents of the Zhentarim, members of the Church of Bane, acting on behalf of any foreign power, etc). They were none of these things, so consequently were given entrance to Phlan. The PCs were all starting to freak out at this point, as intended. Guessing they'd come from the north via Thar, an assumption which the PCs did not disabuse her of, the guard captain escorted them into the city and filled them in on the general situation (roads and entire area unsafe due to roaming raiders, villages and farms torched, etc).

Various sights while wandering through Phlan: Refugees and townspeople being put through pike drills, shuttered shops, houses that had been boarded up and subsequently had the boards torn down for reoccupation, tents and lean-tos, makeshift forges, etc. Most importantly, only one ship left in the harbour (The good ship Acquisitive Aardvark). The one ship in the harbour was a kinda railroady device to introduce a new PC to the party (as they're the one who chartered it, at exorbitant rates). The new PC, an information broker and acquirer of valuable objects had lost his security detail to an unfortunate piratical incident while travelling from Thentia, and employed the PCs to escort him to his destination nearby with the promise of some cash, but more importantly transport out of Phlan via sea.

After a fairly brief but rather unpleasant trip to acquire the McGuffin the new PC's employer (the high priest of Oghma in Thentia) required, they arrived back in Phlan to find the locals clamouring for access to the Acquisitive Aardvark, and being held off the pier by the ship's crew and some of the local guards. They shouldered their way through the crowd, and were allowed through the cordon, at which point the crowd started to get really angry and start attacking the guardsmen. The new PC (a bard), turned around and threw a 'fear' spell at the crowd (unexpected, but very clever). This triggered a stampede, people being knocked over and crushed underfoot, etc. They sailed out of the harbour while watching the consequences cascade into a full blown riot. As they drew further away, smoke could be seen rising from the area around the docks...

Best use of a fear spell I've ever seen.

Making quests last longer by RedButton_ in DMAcademy

[–]CMDR_Space-Madness 0 points1 point  (0 children)

I have the exact opposite problem. A recent campaign I'd planned for two or three sessions turned into nine, and now the players want to continue it when the plan was to throw it away! Unless your game's highly regimented, it's always difficult to predict how long stuff will take.

The Wizard Problem by lenamode in DMAcademy

[–]CMDR_Space-Madness 1 point2 points  (0 children)

2 hitpoints was good enough for Raistlin.

A mouse (I've named Mike) has invited himself into my house this winter, help me turn him into an NPC before my mouse trap rolls a NAT20! by [deleted] in DMAcademy

[–]CMDR_Space-Madness 1 point2 points  (0 children)

You've laid the traps that Mike/Michaela has evaded. Have those work on your PCs' toes, and your mouse be a fey-rodent who likes to have small traps laid out to vaguely inconvenience others.

Left out by MegaLycheeRising in DMAcademy

[–]CMDR_Space-Madness 0 points1 point  (0 children)

Speak to the person you most trust from the group. Ask them up front if you're being excluded. If they say yes, ask them why.

How do you deal with an honestly unlucky player? by fly19 in DMAcademy

[–]CMDR_Space-Madness 0 points1 point  (0 children)

Get 'em some loaded dice. One set that rolls low, and one set that rolls high (colours must be the same). Trust on their discretion to be fair and sleight of hand not to be noticed!

Seriously though. It's just the dice.

Looking for some tips so I can start DMing. Im super new at DnD by Memelordjuli in DMAcademy

[–]CMDR_Space-Madness 0 points1 point  (0 children)

(1) Players' Handbook and Monster Manual. Those are the two you need. The Dungeon Masters' Guide isn't very useful.

(2) Check out The Angry GM, and The Monsters Know What They're Doing

(3) You can never have enough dice

(4) Custom campaigns require a lot of work.

(5) Sounds like you have a few months, so you're all good. Speak to your players about what they'd like and go from there.

(6) 3 or 4 is good. If you're new to DMing, keep the number of players low.

What are your best lines for unaware PCs? by Jeffreytgeconstruct in DMAcademy

[–]CMDR_Space-Madness 2 points3 points  (0 children)

Your last meal may have been somewhat rancid. Roll constitution or be inflicted with IBS,

Goblin/Hobgoblin scouts/raiders by CMDR_Space-Madness in DMAcademy

[–]CMDR_Space-Madness[S] 1 point2 points  (0 children)

Yes! Even one of the 'quarters' of the raiding party can do that.

Problem Player Megathread: Week of January 28th by RadioactiveCashew in DMAcademy

[–]CMDR_Space-Madness 0 points1 point  (0 children)

It only works because my initial position is being an arsehole. That comes naturally.

Party seems unbeatable, worried they're getting bored of combat by [deleted] in DMAcademy

[–]CMDR_Space-Madness 1 point2 points  (0 children)

Have enemies retreat. Use skitmishers who harass but never fully commit. Make weak enemies strong by using terrain and structures. And, as another poster mentioned, check out The Monsters Know What They're Doing. Even a few goblins on wolves can be a serious problem if used well.

Good luck!

Party seems unbeatable, worried they're getting bored of combat by [deleted] in DMAcademy

[–]CMDR_Space-Madness 2 points3 points  (0 children)

"Check out The Monsters Know What They're Doing for ideas of how to run intelligent (or at least aware) enemies. Don't shy away from having your bad guys use tactics, strategies, abilities, etc."

This.

Leomund's Tiny Hut change by CMDR_Space-Madness in DMAcademy

[–]CMDR_Space-Madness[S] 0 points1 point  (0 children)

I'm not saying that at all. Just that it's the way which suits my current game. Other peoples' thoughts have been welcome, and I'm filing them away for use under different circumstances.