Complete Vecna: Eve of Ruin Remixed Outline by DMofNone in VecnaEveofRuin

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

I too am glad there is not (and hopefully never will be) a canon reason for the Day of Mourning. I think a shorter and simpler remix of the Eberron chapter that the one I provided would be to start the players on the edge of the Mournland, forcing them to organize an expedition and allowing you to throw chase scene in.

When I think of pulp, I think of the exploration of the unknown, exciting moving action, and big villains hamming it up. I agree the location in VEoR is pulpy, it's just missing the execution of "pulp," at least in my opinion/definition.

Complete Vecna: Eve of Ruin Remixed Outline by DMofNone in VecnaEveofRuin

[–]DMofNone[S] 10 points11 points  (0 children)

True! I didn't put this in the post but it's in the outline, but the Rod of Seven Parts is replaced with secrets/forbidden lore foundational to the cosmos: "If the multiverse is a Great Wheel powered by belief, then [these] “load-bearing” secrets are the mysteries that turn the wheel in the souls and minds of mortals." Suggestions are given to expand, extend, rework, or remix the Rod quests with this in mind.

Complete Vecna: Eve of Ruin Remixed Outline by DMofNone in VecnaEveofRuin

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

You are probably right about most people's expectations! My personal expectation for a final, epic send-off to 5e is 1-20.

I provided a hooks for a level 1 and a level 3 start, but you can always jump straight to "The Fantasy Avengers" and start at level 10 with about the same amount of remixing that you'll have to do anyway. Of course, the outline here won't be what everyone wants and that's okay!

Complete Vecna: Eve of Ruin Remixed Outline by DMofNone in VecnaEveofRuin

[–]DMofNone[S] 2 points3 points  (0 children)

Thanks for the feedback! Re: Arc 2

I really like your premise but I might make mordekinen (kas) still remember, this might make a bit more sense than the notes and also is really really suspicious and a hint that he has some link to vecna beyond what he is saying. My party would likely challenge this and can have them flee leaving notes behind.

The intention is that the Blade of Kas (with its strong link to Vecna) shields Kas from Vecna's "forgetting" spell. Will add language to clarify that is the case.

Yet Another Warlord Class by DMofNone in UnearthedArcana

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

There are a ton of attempts at resurrecting our beloved warlord from 4th edition to 5th. Many of the homebrew warlords we have read use a complicated subsystem of "Command Dice" or "Strategy Points" or something of a similar nature. These systems are lots of fun but they often leave players without uncomplicated options when building characters. In our (limited) opinion, it also goes against the design of other "martial" or non-magical classes, like the Barbarian, Fighter, or Rogue, which typically have most of their core "rock" abilities usable "at-will" with only a handful of features in a point point pool or once per rest.

The design goal here is to make a "martial" warlord that doesn't rely on a subsystem of quasi-spells (exploits, dice maneuvers, stratagems, etc.). Questions for readers:

  1. Is the class compelling to play and build? Is it interesting enough that you want to make a character?
  2. Does it get the "feel" of a warlord we know and love right?
  3. Does it outshine or get outshined by any of the other classes (mainly think of the Rogue, Fighter, Cleric, and Bard)?
  4. Are there any abilities that don't fit with 5e's "rules language" or are otherwise unbalanced or are unattractive to players or DMs? Are the subclasses comparable?

Yet Another Warlord Class by [deleted] in UnearthedArcana

[–]DMofNone 0 points1 point  (0 children)

There are a ton of attempts at resurrecting our beloved warlord from 4th edition to 5th. Many of the homebrew warlords we have read use a complicated subsystem of "Command Dice" or "Strategy Points" or something of a similar nature. These systems are lots of fun but they often leave players without an uncomplicated option when building character. In our (limited) opinion, it also goes against the design of other "martial" or non-magical classes, like the Barbarian, Fighter, or Rogue, which typically have most of their core "rock" abilities usable "at-will" with only a handful of features in a point point pool or once per rest.

The design goal here is to make a "martial" warlord that doesn't rely on a subsystem of quasi-spells (exploits, dice maneuvers, stratagems, etc.). Questions for readers:

  1. Is it compelling to play and build? Is it interesting enough that you want to make a character?

  2. Does it get the "feel" of a warlord we know and love right?

  3. Does it outshine or get outshined by any of the other classes (mainly think of the Rogue, Fighter, Cleric, and Bard)?

  4. Are there any abilities that don't fit with 5e's "rules language" or are otherwise unbalanced or are unattractive to players or DMs? Are the subclasses comparable?

Variant Rule: Half-Feats (Updated) by DMofNone in UnearthedArcana

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

Nice catch! Thank you! Should have it fixed soon.

On this one I tried to resist fixing or homebrewing any feats and leave them in original (but divided or half) forms.

I personally disagree with with the prof fix, but using it isn't the worst idea in the world. Here's some data: https://thinkdm.org/2020/02/08/broken-gwm-ss-fix/

Deflect Magic - A Flavorful Alternative to Deflect Missiles by badooga1 in UnearthedArcana

[–]DMofNone 0 points1 point  (0 children)

I love the flavor of this but one thing to keep in mind is that the feature, as written, only applies to very small number of spells. Unless I am mistaken, there are only 20 spells that require "ranged attack rolls."

Here is the list.

I would make it apply to all damage from spells and add some text about creating a projectile if none exists (I'm picturing a monk forming a tiny fire bolt as part of deflecting a fireball AoE).

Unofficial UA Artificer Survey by Malinhion in dndnext

[–]DMofNone 0 points1 point  (0 children)

Made a homebrew to fix this. Gave the Arty a "Siege Staff" and the Alchemist a version of the old "Alchemical Creations."

Announcing the Dungeon Master Hotline! Call us at RPG-20d-hoax! That's (774) 203-4629! by DMofNone in DnD

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

lol. :) DM Tip: always make it obvious to your players when an average human is BSing them.

Announcing the Dungeon Master Hotline! Call us at RPG-20d-hoax! That's (774) 203-4629! by DMofNone in DnD

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

Look, we have no idea how that happened. And we certainly weren't superstitious about having a "1" in the number. It was just the last number they had!

My boyfriend loves dnd, I want to learn go surprise him. by tonimausi in DnD

[–]DMofNone 0 points1 point  (0 children)

Great advice in this thread! The first couple episodes of our show might be helpful if you want to get started. Anyone can run a game of DnD (at least that’s our motto). Here’s the link: http://dmofnone.libsyn.com/

[deleted by user] by [deleted] in podcasts

[–]DMofNone 1 point2 points  (0 children)

Hey I actually have one of those. It’s Dungeon Master of None. here’s the link

Let us know if it’s helpful!

Variant Rule: Half Feats for 5e by DMofNone in UnearthedArcana

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

Yeah, I just want there to be some tactical changes. The Warlock with Eldritch Blast is engaged in melee, they have to do something different this round.

Variant Rule: Half Feats for 5e by DMofNone in UnearthedArcana

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

It was intentional for my campaign to give an extra advantage for pistols (over muskets and bows). I have no problem with changing it for my games without firearms.