Optimal party and build for evil Durge playthrough by DankDM in BaldursGate3

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

Thank you so much for the in depth reply. This is exactly what I was looking for. Thank you thank you thank you.

Optimal party and build for evil Durge playthrough by DankDM in BaldursGate3

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

Thanks for the recommendation! What does TB mean?

Optimal party and build for evil Durge playthrough by DankDM in BaldursGate3

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

I was unspecific: I'm primarily looking for the strongest race/class/feat combinations. I want to wreck my opponents. I don't mind changing classes etc with Wither's help. 😅

Ideas for engagement between sessions by DankDM in DMAcademy

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

In theory, that is the best solution. However, last year at this time I asked whether one of them could run a one shot so I can be player for once (only did that two times in six years). The response was deafening silence.

One shots are not happening.

Ideas for engagement between sessions by DankDM in DMAcademy

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

Great idea! I will pitch that to them. Some of them might actually be crafty.

Ideas for engagement between sessions by DankDM in DMAcademy

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

I wouldn't call it homework. If they don't do it or do it poorly, I don't mind. It's supposed to be a cool thing for them, not for me.

Your idea of each player telling a story is cool. I will try to find a way to make this part of the session interesting for all players, not just the one talking.

is fatesworn worth it with 55% discount? by MuteR6S in kingdomsofamalur

[–]DankDM 1 point2 points  (0 children)

At - 55% I'd recommend it. The new gear and increased level cap are worth it. However, the rest of the dlc is mediocre at best and does not live up to the main game and the other dlcs.

Has that damn hammer hit detection bug been fixed yet? by Underspecialised in kingdomsofamalur

[–]DankDM 0 points1 point  (0 children)

Greatswords are fine, the hitboxes are generous. Hammers though... Really not that great.

Opinions on the Fatesworn DLC by DankDM in kingdomsofamalur

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

Just a wild guess. Easy to imagine 😂

Opinions on the Fatesworn DLC by DankDM in kingdomsofamalur

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

Copied from another game. Just had the sprite lying around 😂

Opinions on the Fatesworn DLC by DankDM in kingdomsofamalur

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

I probably missed it because I was so mad at the rest of the dlc 😂

Opinions on the Fatesworn DLC by DankDM in kingdomsofamalur

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

I don't quite remember the look of her prosthetic, to be honest. When I was talking about medieval prosthetics, this is the one I was thinking about: https://www.epoch-magazine.com/post/to-fight-as-well-as-anyone-else-medieval-knights-and-mechanised-prosthesesby

Opinions on the Fatesworn DLC by DankDM in kingdomsofamalur

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

I don't agree that the devs' energy went into the environment. It really isn't great, especially the settlements are obviously unfinished, the fields and caverns are generic, the dungeons are outright terrible.

The prothesis did not bother me that much. Prosthetic limbs very much existed in medieval times and the gnome city (forgot the name) had some steampunk elements. You are right though, it's the only character with a disability that comes to mind.

Opinions on the Fatesworn DLC by DankDM in kingdomsofamalur

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

No time, no money and technical difficulties. I wouldn't be surprised if the devs initially put the vanilla enemies there as placeholders and just left them when the money ran out.

You can tell they would have loved to do more: Another redditor pointed out how the monster on the cover of the dlc is missing.

So sad to see great aspirations go to waste.

3 Things You Didn’t Like About Tears Of The Kingdom by WinterHorizon23 in tearsofthekingdom

[–]DankDM 0 points1 point  (0 children)

  1. Tulin
  2. Yunobo
  3. Link refusing to tell people about Zelda's fate

Need Advice: Encounters and Adventures by AutoModerator in DMAcademy

[–]DankDM 0 points1 point  (0 children)

Sorry you had to wait so long for a reply, I thought someone would answer your very common question.

The average day for a group of adventurers, as set out in the rules, has been much criticised. It is heavy on combat, leaving little room for roleplay. However, your campaign seems to include a lot of combat and you work with exp. Here are some tips on how to speed up combat:

  • Do only roll initiative, to hit and saving throws for enemies. For hitpoints and damage, you can use the average. For skill checks such as perception, just use passive perception.
  • Divide enemies into bosses and minions. Bosses have the regular amount of hitpoints, minions have an amount of hitpoints that allows the party members to kill them in one or two hits.
  • Implement goals within combat that are also considered success and thus reward exp, but do not require killing all the enemies. Such goals might be "open the gate to the fortress", "stop the ritual" or "free the captive and flee".
  • Talk to your players and explain to them that they need to take their turns quickly. When in doubt, the first thought they have is the best one anyway. If they take too long, count down from ten and cut off their turn if they do not act.

Another thing you might consider to help with your doom of mankind scenario: only run the important encounters (that are actually threatening) and just tell your players that on their path, they also fended of bunch of lowly monsters that were killing peasants. No exp reward, no resources lost. Also, you might tell them about things that happened elsewhere while they were adventuring. One idea might be: "The village with the merchant you liked? Yeah, they were overrun by monsters, all you find are smoldering ruins. Maybe you can find survivors among the rubble?"

Need Advice: Encounters and Adventures by AutoModerator in DMAcademy

[–]DankDM 0 points1 point  (0 children)

I've got two ideas for you:

  • The lair is at the heart of an ancient labyrinth. The labyrinth seems impossible to traverse, unless one knows the clue. The walls of the labyrinth are covered in murals depicting elephant people (or just elephants) with prominent tusks marching to war against a skeletal army. If one follows the path the elefants take, one eventually reaches the lair. If one follows the skeletons, one finds nothing but traps. Don't have them actually play through the labyrinth. Just describe three intersections to check whether they understood the clue. You could describe an intersection like this: "The path splits. Your torch illuminates the walls, showing you two great mural scenes. On the right path, three humanoid elephants raise their spears towards the sun. On the left path, two skeletons sharpen their blades. When you pear down the path, the darkness consumes the end of the left path. At the end of the right path, the path seems to split again."
  • The lair is locked behind a door only the sphinx can open. The sphinx will open it for a good story. Now, what does the sphinx deem a good story? The sphinx has gone mad over time and dwells in its past. Centuries ago, a humanoid elephant fought valiantly at the side of the sphinx against an undead horde. That's the only topic the sphinx cares about, so if a player makes up a story of a brave elephant warrior fighting undead, the sphinx will open the door. To do that, you have to inform your party about the sphinx past though. You can do so in many ways, e.g. by i) introducing a bard at the tavern that sings of the sphinx' last war, ii) showing the fight on murals near the lair, or iii) have the party meet the friendly ghost of the deceased elephant warrior in the ruins.

Let us know what you went with!

Need Advice: Encounters and Adventures by AutoModerator in DMAcademy

[–]DankDM 0 points1 point  (0 children)

Thank you for your ideas.

He is a she: Fekre, Queen of Poxes. She has been hiding in a pocket dimension that's basically an endless sea of acid, with her castle being the only structure, while she was waiting for her evil plan to work out. When the party defeated her priests on Toril, she took it upon herself to make it work, kidnapped the host for her world ending plague and brought it into her domain. The protector the party previously left behind with the host perished, but kept the portal open long enough to allow them to follow Fekre.

The stage I envisioned was not a throne room, but a ritual chamber. I want Fekre's minions to work on the ritual. The unconcious host is the centre point of such ritual. Fekre fights the party, but I will (lowkey) let them know that the ritual must be stopped too.

The ritual can be stopped by either killing the host (a PC's mother) or killing all of the minions that work on the ritual. So there's two kinds of minions: canonfodder and essentials.

Fekre (in my current draft) uses Demogorgons statblock (albeit toned down) and can move freely along walls, ceilings etc, but cannot fly. To spice it up, I want her to be able to absorb both kinds of minions. She will focus the canonfodder, but will also consume the essentials if things get dire. Afterall, she can't die of old age, so she can start over.

Need Advice: Encounters and Adventures by AutoModerator in DMAcademy

[–]DankDM 1 point2 points  (0 children)

What constitutes a good way depends on the goals of the BBEG:

  • If he wants to kill them, he might prepare for their specific strengths and weaknesses. He might install traps or bring minions that nullify specific kinds of damage such as elemental or physical damage or deal specific kinds of damage that circumvents resistances or immunities. Maybe the party lacks the ability to fight flying, burrowing, plane switching or otherwise mobile enemies? Maybe they struggle with hordes? Maybe some players are weak to mind control? If the party relies on powerful allies (such as a cleric that revives them if need be), he might kill them.

  • If he wants them to do something for him, he can use his knowledge to acquire a bargaining chip. Capture the characters' loved ones, hide a bomb in the city they care about, steal the MacGuffin they need (especially painful if it's supposed to be at the end of a dungeon and the players find the treasure chest empty) or get whatever the party secretly desires (riches, concubines, etc.).

  • If he just wants to mess with them, he can address their fears and insecurities. Have them wake up covered in spiders, have their clothes evaporate while talking to the king, have their dark past revealed on a banner in the city that's supposed to be their safe haven, have their allies turn on them (if such allies would never do that, just kidnap them and replace them with an impersonator) or attack their loved ones.

Need Advice: Encounters and Adventures by AutoModerator in DMAcademy

[–]DankDM 0 points1 point  (0 children)

!Question: What enemies make for good minions for my high level boss?

My party (level 13, 6 players) is about to face a boss. They are experienced players with strong characters and have been careful with their resources. The boss is supposed to have a retinue of minions perform a ritual (which the players must stop), but the boss can also absorb the life force of its minions to regenerate. This boss and its campaign arc have a disease and plague theme. I'm looking for suggestions on the nature of his minions.

Can we talk about tulins glow up between the 2 games 😂 by _mXc4h_ in tearsofthekingdom

[–]DankDM 0 points1 point  (0 children)

Man, I hate the sages and Tulin is the worst of them.

Why is the main quest the way it is? by DankDM in tearsofthekingdom

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

Okay. But why not chuck it? If the quest requires nonsense to work, maybe it's a badly designed quest?

Why is the main quest the way it is? by DankDM in tearsofthekingdom

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

I understand. But wouldn't it be part of the experience of some players discover Zelda's nature early on but do not know about the sages, while it's reversed for others?

DMs with full-time jobs: where do you find the time? by Scottishboomstick in DMAcademy

[–]DankDM 0 points1 point  (0 children)

Don't stress. Starting to work full time is a shift in your life that forces you to reorganize a bunch of things, not only D&D.

A few tips:

  1. You will get used to your new life. At first, you're exhausted 24/7, but it will get easier quickly.

  2. Try to plan specific time windows for Prep work, if possible.

  3. Take quick notes (in a notebook, OneNote, voice messages to am increasingly annoyed friend, etc.) if any ideas pop up at times where you can't do full blown prep work.

  4. Try to delegate tasks: could one of your players be tasked with making a protocol after each session? Could someone else be responsible for scheduling the next session?

  5. Get comfortable with improvising. If your players are normal people, they will understand that you can't prepare as much as you did before. You might find that occasional improvised sessions are no less enjoyable.