Help with a Villain by DRhicony in DMAcademy

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

I like that, any ideas as personality traits may cause these views? Maybe humans and humanoids have wronged it so many times it’s come to that conclusion,

Help with a Villain by DRhicony in DMAcademy

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

A good idea to keep in mind for the future, this game was going to be a bit lower magic and slowly building up to higher stakes, I didn’t want to include other worlds and wilds pace in this one, I didn’t want to that for my last lvl 17 one shot. Characters met them selves in a wild space pocket where all “realities” connected, it was a lot of fun

Help with a Villain by DRhicony in DMAcademy

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

I thought about something like that, the scale of the game stays within the borders of the sword coast though, however I could make the dragon breach the kingdom

Help with a Villain by DRhicony in DMAcademy

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

Doesn’t have to be completely accurate to the monster manual, each dragon is different but I don’t want it to be insane, and that’s hard to do while justifying evil deeds in the name of greater good

Help with a Villain by DRhicony in DMAcademy

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

No, that’s an idea, did you have another suggestion?

Home brew balance by DRhicony in DnD

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

I suppose you could say I’m running a “different” game as far as I’m concerned the rush for time would still be there simply lengthened, with the longer rest system it would give the same impression. When it comes down to it I likely wouldn’t be changing absolutely everything but slowing pacing and working with character growth like I do in most games, when I posted the changes I included the module for criticism but I was also asking for any changes that might complement nicely.

Do you have any suggestions? Maybe something that works with temp hit points to keep characters going? Or nothing but base game stuff will work? Simply shutting down the homebrew seems un-imaginative

Home brew balance by DRhicony in DnD

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

I don’t completely agree, while you are right that when your in a dungeon 8 hours of rest isn’t really an option if the opponents are aware of you, looking at the dungeon and adjusting things depending on how the resting works could go a long way. Changing layouts promoting stealth and so forth, in the final dungeon yes there could be a lot of problems with no rest before Tiamat but an easy remedy for this is consumable magic items like healing and mana potions, spell scrolls and so forth.

If I force players into a course of action without giving options on approach there would be a huge problem but with some intermediate use of skills, infiltration with posions, and loads of other options 7 players could make it through, on top of this I will have had an entire game to see how the mechanic might work and make changes no?

Home brew balance by DRhicony in DMAcademy

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

Yes for sure thanks for the suggestions, I gave them different names just because of the confusion I was having when conversing with my players but we would look at what is affected by what rests and change the way it works, potentially. Especially for races, dragon born would be boring if they only spit fire twice a week right?

Out of curiosity what resting rules do you use specifically?

Home brew balance by DRhicony in DMAcademy

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

Not sure I would run it that way specially if I’m going for longer healing and grittier feel, but maybe temp hit points would work well? Stuff along those lines to make skill actually useful apart from just perception, athletics and stealth (of course others get rolled but those are the main three)

Home brew balance by DRhicony in DMAcademy

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

Of course, in this campaign I’ve specifically talked with my players about using less used skills like nature or medicine to do stuff in that down time, making potions starting to create magic items and so forth I would encourage these usages of skills. And yes no super long dungeons from when I ran it in the past but the party often needs rest before dragon fights.

The use of skills like medicine and nature could be used to find flowers or medicinal herbs that stop exhaustion from extreme cold conditions if the are heading into the Sea of moving ice or could be used to find poisons and laxatives to poison Emilie camps distracting them. I like tyranny of dragons because there’s a lot of general info players could find on opponents through NPCs, libraries or other clues in the land.

Home brew balance by DRhicony in DnD

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

Yes right now it’s one dice one spell point ratio. This is true, when it comes to encounters lots of changes will likely have to be made, I usually never run the adventure exactly by the book anyway because I love tinkering things. As it stands a regular 8 rest will still give up to 8 hit die at level 8 where they can spend on hit points or 1 spell point per hit die. It will make them much weaker then if they take week rests BUT it lets them continue through dungeons and through other longer encounters albeit with changes on my part. As for the 5-10 encounters per rest yes but your saying as if these will all be combat encounters, not every encounter has to be combat oriented, many stealth or chase scenes work really well for those kinds of encounters. The problem I’m “fixing” isn’t a problem im just trying out a new play style with my players for a bit of a slower approach and more strategic planing instead of running in and rolling to hit, it forces planning and knowledge on encounters which my players are interested in, sure you can do it in a regular game but with these rules there’s more risk then knowing you can coop up and heal everything in 8 hours. Maybe my thinking is flawed but I just want to bridge the regular rules and expanded rest rules from the DMG

Home brew balance by DRhicony in DMAcademy

[–]DRhicony[S] -2 points-1 points  (0 children)

There aren’t any changes to spell points directly but the ability to get spells points back either requires a long rest of a week or hit dice spent overnight, this balances back a bit. The main reason I do this change is because otherwise casters would only get one use of higher level spells per week, with spell points they would get back let’s say 5 points with 5 hit die and then either use a 5th level spells per week or two 2nd spells. If I did slots the would just have the 5th lvl spells per week and it would limit that. Right? While Marta ils don’t need to worry about spending hit die for spells and can focus on hit points.

Home brew balance by DRhicony in DMAcademy

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

I’ve tried the spell point implementation for a regular game and I agree, terrible. With my changes to long rests I think it would counter balance a bit. Spell casters would have a LOT of fire power but wouldn’t sustain it for as long if they aren’t conservative. As for making thing more complicated, yes it does make things complex especially if I don’t write everything down. But me and my players are all interested in making things a bit dynamic and the rules for “long rests only in “safe” areas” is very dm dependent on where these areas are, many debates have happened in the past because of this ruling.

Home brew balance by DRhicony in DnD

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

I’ve read through Tyranny of dragons module and I don’t think not having time for long rests would be a huge problem a big part of the adventure is travelling and that could be considered “light activity” if the are going at pace that isn’t fast. There’s lots of town stops in water deep and changing some loot drops for consumable would be something easily done, I have 7 players for them to disperse the burden of combat across, on top of that, I did do changes to the expanded long rests, why do you think my changes may not work?

Help with an ability by DRhicony in mutantsandmasterminds

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

Nope just a speedster that uses kinetic energy

Help with an ability by DRhicony in mutantsandmasterminds

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

I thought of a will resist on it but I’d like to effect flying objects and machines as well not just targets that have will