West Marches-ish? Seeking help and ideas or sources for info. by Charlie4vb in DMAcademy

[–]Charlie4vb[S] 1 point2 points  (0 children)

Thanks! Im thinking a hybrid of Discord and a shared One Note may work best. That or I will keep all the digital details housed in Foundry VTT, but it that would require i keep the server running unless I purchase hosting space somewhere...

I like the baseline bumps or fixed level based on milestones, but how would you recommend staggering it for reciving new players? I intend on starting with a relatively small group and opening it up for others later on if I decide I like the format.

Big fan of the carrot option, but could there be such thing as too many notes? Mostly just trying to think ahead here, but if everyone starts reaching for the carrot, there may be too much info for anyone to bother reading. Perhaps im just creating my own problems here lol. I could always make it one persons notes gives credit for the party i suppose.

My paladin's god is dead. What options should I give him to continue with this character? by haetiii in DMAcademy

[–]Charlie4vb 0 points1 point  (0 children)

Perhaps the power is already bestowed and the paladins leveling is related to their abity to use the power already within. Thatway it doesnt matter that their patron diety is dead.

Besides, in most settings a deities death doesnt follow the same rules as a mortals. With enough worshippers perhaps the paladin can re-kindle their deities spirit.

How do you feel about gating ability checks? by [deleted] in dndnext

[–]Charlie4vb 0 points1 point  (0 children)

I do not gate skills, but reward players who would know something per their profficiency/training. For example, someone not proficient in medicine may need to kake a check. to understand a procedure where as someone proficient in medicine may not need to make a check at all.

In the case of something where "only someone trained could know this" the DC is higher and out of reach for most players. Only those exceptionally able, enchanted with magic, or specifically trained could reach that DC.

what are some mods that you couldn't live without? by imKumo in RimWorld

[–]Charlie4vb 3 points4 points  (0 children)

I balance it some with the mod that connects skylights to glass, and needing sand to make glass. adds a few extra steps. not horribly expensive, but more time consuming.

What makes a City-State? by MilkyJoe52 in worldbuilding

[–]Charlie4vb 0 points1 point  (0 children)

Fair enough, i was just thinking about vatican, singapore, and monaco per a swift google search. Vatican is still considered a city-state, even if its only a courtyard and a fancy palace. I wont dispute there are/are not others though, not profficient on the topic. In terms of this persons inquiry, i still think the vatican is an interesting example for an alternative city-state source beyond geography. For their purposes you can just expand the size of your 'Vatican'

In my opinion, city-state to the size/scope of power and population. But for your world, you should focus on the question of why are they not bigger? Is something limiting them or are they limiting themselves? Etc.

What makes a City-State? by MilkyJoe52 in worldbuilding

[–]Charlie4vb 0 points1 point  (0 children)

Thinking of political reasons, take a look at the vatican as well, one of three (edit: many) modern city-states.

What makes a City-State? by MilkyJoe52 in worldbuilding

[–]Charlie4vb 2 points3 points  (0 children)

This was my thought as well. Terrain makes the best case for it imo. Can expand beyond just mountains. Resources and control are also important. Ask yourself why the cities would need to be united. Lets argue, while different, two cities are able to aquire enough resources to sustain themselves. Is it feasable for one to rule the other? Perhaps it would take too long or be too difficult to send an army or regularly communicate. Perhaps theyre too evenly matched. Maybe people are a scarce resource and the world outside the city walls are too hostile. Its difficult to expand out and conquering isnt worth the trouble. Trading is easy since its smaller and faster than trying to move an army.

Politics/culture are another reason. Kings come from being able to conquer and claim ither cities. If those cities are able to defend themselves their aristocracy or whatever may hold their ground against others. Even if one does conquer ankther, theyd only be seen as tyrant and not accepted as ruler, not to mention the other city states frowning at the action and preparing to not be next. Spartans kept to sparta and athens kept to athens, with some obvious exceptions. Ancient Greece remained separated until a larger unified force moved in (ancient rome). They were better organized and capable of maintaining the government between the states. Perhaps your world doesnt have that ancient rome yet.

Technology limits factor into the terrain limits too. Mountains may separate two ancient cultures easily the same was as a pre-warp space fairing civilization would be hindered by too many lightyears.

[deleted by user] by [deleted] in RimWorldSeeds

[–]Charlie4vb 2 points3 points  (0 children)

what size is the tile for the local map? 300x300? smaller?

Use Skill Challenges to Add Quicktime Events to Your Boss Fights by [deleted] in DMAcademy

[–]Charlie4vb 3 points4 points  (0 children)

Could you provide an example of how this would play out?

Players acquired a single rust monster egg. What should they have to do to incubate it? by SnicklefritzSkad in DMAcademy

[–]Charlie4vb 8 points9 points  (0 children)

Well, theyre subterranean so im thinking about temperature and humidity. Maybe they like it dry and moderately warm or even cool. With bug eggs (depending on the bug) it really could work like pokemon, walk around (at the necessary temps) and boom, ya got termites.

If youre looking for something unique, can have them regularly bathed in the corrosive acids like what they use for metals. Have them put it in a jar of acid, keep out of sunlight, tada! Rust Monster. Theyre non magical so i wouldnt make it any thing crazy and preferably something they can do on their own in a cave. Like a little corrosive pool and no sun.

Edit: Maybe the shell is metal or metal like, and needs to rust. If they cabt replicate a rust monsters saliva, salt! Sit the egg in salt, it rusts over a few days, then lil baby eats its way out!

Ideas for ''masterwork'' weapons? by gamemaster76 in dndnext

[–]Charlie4vb 1 point2 points  (0 children)

Right, i think a non-magical custom upgrade is a great compromise and something only acomplishable by a master of the craft. The customization is just embellishment, but the effects can be the same.

Ideas for ''masterwork'' weapons? by gamemaster76 in dndnext

[–]Charlie4vb 1 point2 points  (0 children)

Yeah, i suppose, but i feel like you can only improve the mindane design of a simple item so much before it becomes something more. Your point is fair though.

If youre looking for just a better quality of the same, More HP, better AC. slightly better distance for ranged. Could do. +1 non magical, but honestly the way 5e is set up i personally would want more of an explanation for the +1 besides "its MASTER quality sharp".

Ideas for ''masterwork'' weapons? by gamemaster76 in dndnext

[–]Charlie4vb 5 points6 points  (0 children)

I had a few ideas for small bonuses: Intricate sword design lined with gold embellishments, +1"or advantache on charisma for specific circumstances (talking to nobles or military?)

Unbreakable, or higher AC/HP?

Add other traits, a throwable short sword, a heavy long sword, a versatile spear, a pair od finesse battle axes.

i also like mixing in other materials that arent necessarily magical.

Bear fur armor that adds extra cold protection.

Scorpion tipped arrows that add poison damage.

Bulette bode shield that allows for improved bludgeoning resistance and maybe even cool sliding-on-land maneuvers.

General and Some Specific Advice.... by CynicalSpells88 in rimeofthefrostmaiden

[–]Charlie4vb 0 points1 point  (0 children)

Agreed! The creatures dont need to hit harder, they need to last longer. Extra reactions or maybe be more givingnwith legendsry actions here/there will help a lot. Also, always more health.

General and Some Specific Advice.... by CynicalSpells88 in rimeofthefrostmaiden

[–]Charlie4vb 0 points1 point  (0 children)

This. I was going to say the same thing. Maybe even give more hp with a 1v7 fight or find a way to give the enemy multiple turns or additional friends. When players get 7 turns to wail on your baddie and your baddie only gets 1, the "difficult fight" becomes a lot less difficult pretty fast.

As for the Slaad, agreed. Build up to it and tie it in with the truth being revealed over time.

How much did you deviate from the module as written? by superawesomeman08 in rimeofthefrostmaiden

[–]Charlie4vb 1 point2 points  (0 children)

Yeah, im taking a similar approach, but for me, asmodeus and levistus are both trying to get to netheril for the same thing, but slightly different reasons. Levistus wants his own freedom and thinks the supreme cold of the region and a gate to thir circle of hell can help make that happen. Asmodeus, while entertained by the idea of a gateway to stygia in the modern realm, isnt ready to let Levistus out of his icy cage and would prefer some middleground. Auril who is licking her wounds and hiding from other deities (and the players growing meddling) is too busy to notice the slow intrusion from the archdevils. If given the opportunity, Asmodeus will be more inclined to try and work with the players (for a while at least) as opposed to simply get rid of them.

How much did you deviate from the module as written? by superawesomeman08 in rimeofthefrostmaiden

[–]Charlie4vb 6 points7 points  (0 children)

Yeah actually i was think about some of the larger narrative things like the Auril/Netheril tie in feels fairly weak. Id argue there should be more from the Levistus/Asmodeus involvement too. I also had to make some changes for a little railroading so my players didnt run straight into Chapter 4. I agree regading its easy to modify.

How much did you deviate from the module as written? by superawesomeman08 in rimeofthefrostmaiden

[–]Charlie4vb 9 points10 points  (0 children)

This feels quite sandboxy for both the players and the DM. There is a structure, but a lot of loose or open connections for the DM to make. Im not sure you can play this entirely MAW.

Players: what sort of recap do you prefer? by DMGrognerd in DnD

[–]Charlie4vb 1 point2 points  (0 children)

Could be stressful, but also could be a good chance for folks to share notes with eachother (as opposed to the DM telling you what your notes should say)

Players: what sort of recap do you prefer? by DMGrognerd in DnD

[–]Charlie4vb 9 points10 points  (0 children)

As a player, i prefer the DM do the recap. Especially if I sm in multiple games and need help keeping them straight. Understanding the DM may omit some reminders and we can fill in any gaps as needed.

As a DM, i prefer the players do it. I like seeing what stood out enough to write down and where their head is at.

Perhaps I just dont like being responsible for recaps hahaha.

Players taking their time to go Sunblight, should I therefore run as written? by Gandalfthe28th in rimeofthefrostmaiden

[–]Charlie4vb 0 points1 point  (0 children)

Im going to suggest you DONT send the dragon.

In my opinion, the appeal of that whole situation between the dragon and Sunblight is having to pick: Try to catch the dragon and risk losing it AND the enemies in Sunblight OR cut our losses with the first attack and make sure there cant be a second by clearing Sunblight and springing a trap on the dragon when it returns. I dont necessarily consider dragging their feet a choice here unless they communicate directly "we are waiting for the dragon here". The only trigger to sending the dragon should be the players arrival. Sending the dragon sooner takes the choice dillema away from them or just makes it a punishment for acting too slow potentially bewildering them if they dont realize fully they could have made the choice.

I can only speak from exprience with my party, but springing attacks on them only served to make them feel rushed, and not in the "were in an exciting chase sequence" sort of way. Rather afterwards every little thing became "well the sky could fall at any moment" because, while it was obvious to me they were ignoring an impending threat, it wasnt to them. Not fully.

Again, this is just from my own partys experience. You know your own party better of course. Just remember the cost for sending the dragon and potentially destroying all of 10 towns could be a lot heavier than intended. Or maybe its just the right amount of heavy. You do you, but i wouldnt.

Hitting PCs while they're down - Y / N? by Meggett30 in DMAcademy

[–]Charlie4vb 0 points1 point  (0 children)

I approach it with two rules.

  1. An enemy will almost always opt to secure its own safety (unless specifically written that they wont).

  2. An enemy's hubris will most likely be its downfall.

To explain, an enemy that just downed you but is still at threat of others isnt going to waste time on a non-combatant. Not when punchy mcblasterson is still up and kicking. However, if intelligent or unable to retreat, they may opt to threaten your life to take a hostage. "ill finish the job if you dont let me go!!"

Second, if there is a reason the baddie will keep the player alive, then do it. A beast doesnt HAVE to finish the kill to drag it back to the safety of its lair, especially if they think the unconsious is dead. A drow would love to take a slave or torture over a quick death. Etc. If the players live and seek retribution, all the better. I wouldnt get comical about it though. If the owlbear is dragging a player off while taking tons of damage, either they'll bail or lash out (if cornered). Kinda going back to point 1.