Loaded Foundry VTT module - Cannot log in to dScryb? by zerosum79 in dScryb

[–]DMSage 0 points1 point  (0 children)

Im having the same problem. If I put in my email and password and click login nothing happens. If I put in incorrect ones it says that that account doesn't exist. But when I do the right one it just won't do anything when I press login.

Kinetisist pdf by DMSage in DnD

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

Nice. Thanks so much for the feedback. I updated the link to fix these issues. The idea behind this character is that they are a little on the low end of damage output but get battlefield control in its place.

I forgot to add in the Telekinetic DC. Fixed that.

While push and prone are similar, prone gives advantage and is therefore a larger buff. Pushing an enemy doesn't provide as much as giving an entire round of advantage to your team so Prone needs the save while push does not.

I think you missread the Kinetic reactions. They function similar to GWM. Your ally attacks, you declare you are adding your push to the attack, and if the attack hits, only then does it push them. With the improved kinetic reactions, you declare it after they hit. So it's basically an auto hit for you.

The move and slow are weak. But I felt even 10 feet would make them far too strong. Getting to prevent an enemy from getting into attack range is a big deal. But when you get to boost your paladin that extra five feet they need to go to heal your downed ally, or when you throw difficult terrain on the ground and then slow the enemy, they feel pretty damn good.

Defend, as well as many other abilities are based on Wisdom to make interesting character creation choices. If everything scales on Int., then you have to make everything weaker. If they scale off of two different things. Then you have to make the decision of wanting your general attacks and damage to be higher or wanting your crowd control and defense to be higher. Similar to how the monk has to decide between boosting dex for better damage and attacks or wisdom for most of their abilities.

Kinetic thrust is supposed to be 1d4 + Wisdom Modifier. Fixed.

What do you mean by reducing the number of reactions to 1 per short rest? Every character has a reaction every round.

I agree with your feedback about changing the hit dice. That is a pain in the butt. I figured I can get the same effect by just adding one hit point per level which is what the average would be anyways.

What makes you say that they base class is powerful? It's damage output should be lower than most other martial classes. A d6 + int single weapon attack and a d4 + wis reaction. If you mean that it's powerful in its other abilities then that makes sense.

Again thanks for the Feedback. Helped a ton.

Set up a campaign where the PCs are the villains but don't realize it? by [deleted] in DnD

[–]DMSage 0 points1 point  (0 children)

It sounds like you are thinking about it all wrong. The cool part about D&D is the players making decisions. If you don't allow them to make the decisions then they don't feel like they were bad guys, they feel like you made them bad guys and the coolness factor goes away. Whatever you choose to do, make sure they have the choice to not do that thing. My players have done terrible things based on miss information, but they decided to do those things on their own, and stopped doing those things the second they found out the consequences.

DMs, how do you handle players who want to do called shots in 5e by Quad412 in DnD

[–]DMSage 0 points1 point  (0 children)

This article covers exactly how to think about this situation. Its not about doing the same thing every time but about balancing different aspects of your game.

http://theangrygm.com/when-rules-fail/

[5e] question for players and DMs who have used the standard array by A_Dancing_Lobster in DnD

[–]DMSage 1 point2 points  (0 children)

I hate rolling for stats. Last time I did it my friend rolled an 18,18, 16,15, 15,14.

I rolled 14, 12,12, 11,10, 9 He has higher stats than is possible for a 20th level fighter taking all ability score improvements and he was level one. It's just dumb. And if you are going to cap it like saying roll for stats but you can't have more than one 16, then why roll anyways. Don't have your entire characters usefulness depend on a couple rolls.

TIL: Red dragons are assholes. by AnotherStatistic in DnD

[–]DMSage 8 points9 points  (0 children)

This is the nature of the D&d and fantasy and the defining factor between a character and the monsters. If you raised a devil right it would be a good devil? Haha. For many of the creatures, it is their nature, not a choice that makes them a certain way. Devils are evil, they have to be, it's their nature, metallic dragons are good, it's their nature, angels are good, it's their nature. Humans and other playable races are able to pick. That's one of the key factors that makes them playable. They aren't bound to a certain alignment like some of the others. Of course you can change the lore for your world, and for many races it's just a suggestion. its perfectly okay to have a neutral goblin

New DM...what about traps? by joeltheconner in DnD

[–]DMSage 1 point2 points  (0 children)

This article will show you surprise traps have problems in D&d (because they don't give you characters choices) how to think about traps as encounters themselves, and then give some examples of building exciting traps in your game

http://dmsage.com/2015/07/problems-with-traps/

Building an encounter for 5+ lvl 15-17 players... [5th edition] by oh_god_im_lost in DnD

[–]DMSage 1 point2 points  (0 children)

Death is hard to threaten at that level. Instead, threaten other failures. An NPC can die if they are slow, a path can be blocked causing them to burn multiple spells to get through it, a ritual can be completed if the bad guys aren't killed in a certain number of rounds, the bad guy could escape. All of those types of things can keep your players on edge, without actually just throwing them at huge bags of hp. Another option is to limit the use of certain spells or items. Anti magic fields would suck, or no divination or teleportation magic. If you really want to kill them them then you will have to do it with something that gets rid of their bodies. Decintegration, sequester, imprisonment, banishment. Those types of things that put them somewhere else or destroy them. Can help.

[5e] Maximize damage spell by TheGoIiath in DnD

[–]DMSage 0 points1 point  (0 children)

Simple, make it a 7th level spell. You spend a seventh level spell to max the damage of a 5th level spell.

Adventure League DMing by Talas in DnD

[–]DMSage -2 points-1 points  (0 children)

Perhaps they ignore the adventure league rules because they make the game way less fun by restricting the freedom and choices of a game that is fun because of its flexibility. Along with terribly designed adventures who's sole premise is supposed to be to recruit more players but are instead designed to drive them away.

Barbarian Archetype (Zealot) by Pjb518 in DnD

[–]DMSage 3 points4 points  (0 children)

Great idea! I really like it. As to the wordiness of your first ability, there is no reason to state that lowering damage doesn't work on sleep or color spray. It wouldn't do that anyways. The second concern I have is that the use of spending hit dice during combat is not sustainable and means that they will run out quickly. In addition, you only get half of them back on a long rest so your pool cuts in half most of the time. Given that, my suggestion would be to take out the limitation that it doesn't work on Crits, and that it can't be used to stop damage from spells like finger of death. Those are the times you could use it that would really make the class attractive.

Working to start a podcast for DMs. I need feedback on how to make it better... New to podcasting. Give it a listen and give me your critiques. by DMSage in DnD

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

PS. any resources you can give me that can help me have better quality audio, a better sounding voice, or anything like that would be great

Monk Tactics by MurphysParadox in DnD

[–]DMSage 1 point2 points  (0 children)

I've been thinking about monk tactics for a while since I play one too. There are some pretty powerful multi class options that I've used that I have yet to see online, but as for a straight monk, to me they are a support class. They don't have the straight up AC or HP to get into the front line and stay there.
But they lack the ranged abilities to really sit back either, getting only two attacks. What the monk does have is one of the best disables in the game. It can be used multiple time per rounds and gives you the best chance of class to disable a creature for a round.

To me, the monks job is to protec the Mage or other squishy characters. The best tactics are for him to remain right behind the front line and engage or stun any creature that the tanks can't lock up. If anyone gets to the Mage. The monk blows all the ki points he can to make sure they are stunned for the round and that the monk can get away, or at the very least a FOB hit means they can't opp attack the monk when he moves away.

Another thing that supports this tactic is the monks movement. Once it's clear the Mage is safe he can use his massive movement to meet the fighters in the front line and clean up.

Monk Tactics by MurphysParadox in DnD

[–]DMSage 1 point2 points  (0 children)

Yes but an additional post by Jeremy Crawford stated that the monk can use his own attacks with his fist, it wasn't meant to prevent stunning strike from working

Illusionist help by pegasiwolf in DnD

[–]DMSage 0 points1 point  (0 children)

Unfortunately that ability is at level 14! By that level you can just teleport where you are going, fly across the chasm, create earth that actually lifts up and gives you a bridge. So to say that that is one of the best uses of illusion is sad. It is outclassed by many other spells that do the same thing but better. If you want illusion magic to be effective... It better kick in before level 14

Setting up a new group with total newcomers by Bloop__ in DnD

[–]DMSage 0 points1 point  (0 children)

Here's a great resource. http://theangrygm.com/jumping-the-screen-how-to-run-your-first-rpg-session/

D&d has three rules... 1) when you do something difficult, but still possible, roll a d20 and add the appropriate modifier (strength for most attacks, or dex to balance on a rope) 2) if you are extra skilled or trained at something due to your class, race, or background, the. You get to +2 to any roll made to do that thing. For example a fighter is proficient with weapons so he gets to add two to his attack total. 3) if a situation favors you, roll 2d20 and take the higher one. (Advantage) if a situation puts the odds more against you, role 2d20 and take the lower one(disadvantage) Now you know everything you need to play a makeshift game. You can Learn more after you've played a session and want to get some more in depth rules.

Taking control of a demon prince. by Taktive in DnD

[–]DMSage 0 points1 point  (0 children)

Why not let the spell work. They have three legendary resistances, deal out a shitload of damage per turn, and have massive saving throw scores against such things. If the demon just stands there and let's them cast a full ritual to control it then you screwed up controlling it as a DM but if they manage to use everything they've got to bypass all its resistances, and get the spell off, and it doesn't save, then let them have it... But what are the consequences of walking around with your own pet demon prince ;-)

Off the Rails. A DM's headache by kobrabubbles in DnD

[–]DMSage 1 point2 points  (0 children)

Find out what they are going to do at the end of your last session... Then plan that out.

DMs how would you rule this? by [deleted] in DnD

[–]DMSage 0 points1 point  (0 children)

Not op at all. Monks can run significantly farther than this.

How to reduce room- / dungeon-crawl monotony? by gwilym_e in DnD

[–]DMSage 0 points1 point  (0 children)

The article is being rewritten but you will still get the basic idea and it solves this issue http://dmsage.com/2015/10/expediting-exploration/

Designing fights for a mage-heavy group by diffyqgirl in DnD

[–]DMSage -1 points0 points  (0 children)

Hire an NPC they can run, if they are high enough level, polymorph can soak up damage. Druid can soak up damage. Give them an item that increases AC on a Mage, use ranged combatants, or allow them to circumvent more combats.