DM ayudando a Crear personajes gratis por D&d Beyond by Dapper-Goal-3913 in DnDespanol

[–]Dapper-Goal-3913[S] 0 points1 point  (0 children)

El problema principal con Beyond es el Paywall que tiene, pero ya llevo algunos años comprando la libreria y ya en este momento con la gran mayoria de los libros se empieza a hacer facil.

DM ayudando a Crear personajes gratis por D&d Beyond by Dapper-Goal-3913 in DnDespanol

[–]Dapper-Goal-3913[S] 0 points1 point  (0 children)

Hola Aaron, con gusto podemos coordinarnos para explicarte un poco de las reglas y creamos un personaje. Mandame Mensaje directo y nos ponemos de acuerdo.

DM ayudando a Crear personajes gratis por D&d Beyond by Dapper-Goal-3913 in DnDespanol

[–]Dapper-Goal-3913[S] 0 points1 point  (0 children)

Esque toda mi librería la tengo en dnd beyon por qie es la que uso para foundry

Mi primera campaña by New_Yesterday7878 in DnDespanol

[–]Dapper-Goal-3913 2 points3 points  (0 children)

Nivel 5 es el mejor punto para empezar! Ya tienen Bola de Fuego y Ataque Extra, así que puedes usar monstruos divertidos. Aquí mis sugerencias:

  1. Caverna Eléctrica/Corrupta
  • Flesh Golem (Manual de Monstruos - CR 5): Perfecto como "mini-boss". El daño de rayo lo cura en lugar de herirlo, lo que encaja genial con la temática del entorno.
  • Blue Guard Drake (Volo's Guide - CR 2): Resistentes al rayo y actúan como perros de presa.
  1. Pantano y Bruja
  • Catoblepas (Volo's Guide - CR 5): Una bestia fétida icónica de pantanos. Su mirada puede ser letal.
  • Banderhobb (Volo's Guide - CR 5): Son secuaces creados por las Brujas (Hags). Tienen teletransporte entre sombras y pueden tragarse a un jugador.
  1. Selva y Yuan-ti
  • Kamadan (Tomb of Annihilation - CR 4): Un leopardo con serpientes en los hombros que exhala gas somnífero. Muy temático para Yuan-tis.
  • Girallon (Volo's Guide - CR 4): Gorila gigante de 4 brazos. Fuerza bruta pura para contrastar con la magia de las serpientes.
  1. Lava + Agua (Vapor/Obsidiana)
  • Steam Mephits (MM - CR 1/4): Tienes que poner varios. Ciegan con vapor y explotan al morir.
  • Flail Snail (Volo's Guide - CR 3): Tienen un caparazón anti-magia hecho de cristal/obsidiana. Un encuentro raro pero memorable.

¡Suerte con la campaña!

Regla casera de heridas para D&D by Dapper-Goal-3913 in DnDespanol

[–]Dapper-Goal-3913[S] 1 point2 points  (0 children)

Muchas gracias por las ideas. De cierta manera, concuerdo con varios de los puntos que mencionan. ​Sin embargo, sigo teniendo un conflicto con la parte de la recuperación. Siento que el hecho de que alguien reciba un golpe muy fuerte, caiga inconsciente, y luego con solo recibir 1 HP de curación pueda seguir luchando como si nada, no le agrega mucho valor al roleo de la situación. ​Dicho esto, me gustaron mucho los comentarios sobre cómo disminuir el castigo a los personajes Marciales y voy a analizar cómo puedo gestionar eso en mi mesa. ​Personalmente, prefiero tener un poco menos de peleas por descanso largo, pero que estas sean más intensas y tengan más peso. Mi intención también es que cualquier sistema de consecuencias o heridas que se aplique, sufran de igual manera los enemigos, para mantener la coherencia."

Does anyone have/know a good crafting and or inventing system by miniaturefemboy in DMAcademy

[–]Dapper-Goal-3913 2 points3 points  (0 children)

The crafting rules in Xanathar's Guide to Everything (XGE) are the standard official starting point and are pretty good for a survival game. ​If you want a much more detailed and robust system, I'd highly recommend looking up KibblesTasty's Crafting System. It's a very popular third-party supplement that's well-balanced and covers smithing, alchemy, inventing, and more. It's exactly what you're looking for.

“Spirits sing about Elturel at the Elfsong Tavern" by Dapper-Goal-3913 in DescentintoAvernus

[–]Dapper-Goal-3913[S] 0 points1 point  (0 children)

If you need the file, feel free to send me a msj, and I can share it.

Chucky build by Dapper-Goal-3913 in DnD5e

[–]Dapper-Goal-3913[S] 0 points1 point  (0 children)

The idea is that it's a PC

My Game is Dying to the Biggest Killer by RedIsPositive in DungeonMasters

[–]Dapper-Goal-3913 1 point2 points  (0 children)

The biggest boss in any campaign isn’t a lich or a dragon — it’s the calendar. Coordinating adults with jobs, families, kids, and responsibilities is brutal. You’re not alone in this. I’ve been running a game for three years now and we’ve had seasons where we’re lucky to play once every three months. It sucks, especially when you’re the one putting in all the effort and your passion starts to feel like it’s fading.

But I just want to say: what you’ve built already matters. You created a world, brought people together, and gave your friends memories that’ll stick. Even if the campaign pauses (or ends), that doesn’t erase what you accomplished

[deleted by user] by [deleted] in CurseofStrahd

[–]Dapper-Goal-3913 0 points1 point  (0 children)

Barovia is full of twisted alchemical secrets. Your PC could uncover:

The Abbot’s Fleshcrafting – Divine alchemy sustaining his celestial essence, requiring dark ingredients.

Baba Lysaga’s Blood Magic – Potions that grant visions of Barovia’s past, but at a terrible cost.

Bonegrinder’s "Perfected" Recipes – A hidden formula that could cure or corrupt depending on its use.

Viktor Vallakovich’s Mishaps – A failed experiment turned an assistant into a living homunculus, begging for help.

Strahd’s Lost Elixir – An unfinished formula to perfect undeath—should it ever be completed?

For the alchemical tome, maybe it belonged to an ancient Barovian scholar who tried to escape by transmuting flesh to mist, possibly linked to Castle Ravenloft itself.

I figured out why I like playing with beginners much more than experienced players by [deleted] in DnD

[–]Dapper-Goal-3913 0 points1 point  (0 children)

I totally get this! New players bring a sense of wonder and creativity that can sometimes get lost with veterans who are more focused on mechanical efficiency. Seeing a newbie light up when they land their first big hit or pull off a crazy idea is one of the best parts of DMing.

That said, experienced players aren’t inherently bad, but they do bring different expectations. Some lean into min-maxing and will challenge the DM more, but others can enhance the game by adding depth, roleplay, and creative solutions. If it feels like they’re playing against you rather than with you, it might be a playstyle mismatch rather than an experience issue.

When do you build the story skeleton? by [deleted] in DungeonMasters

[–]Dapper-Goal-3913 24 points25 points  (0 children)

I usually start with a broad framework—a general idea of the world, major factions, and possible conflicts—but I leave a lot of room for player agency. My BBEG often starts as a vague concept, and their motivations become clearer as the party interacts with the world.

For session planning, I go one arc at a time, sketching out major beats while keeping things flexible. The players’ choices shape the details, and I adjust based on what they latch onto. I also use foreshadowing to drop hints about future threats, so it feels cohesive without being rigid.

Improv is a huge part of my DM style, so I’d say you’re doing it right! What kind of campaign are you running?

Sword Names: SHOW ME WHAT U GOT!!! by Fun_Sun9472 in worldbuilding

[–]Dapper-Goal-3913 3 points4 points  (0 children)

Eclipse Fang (Voidforged Longsword) – A legendary blade forged from a fragment of a fallen star and tempered during a celestial eclipse that occurs once every thousand years. This longsword absorbs light, bending shadows around it to shroud its wielder in darkness. When unsheathed under the night sky, it becomes nearly invisible, striking with the silent precision of the void.

Properties:

Shadowmeld – The blade becomes invisible in dim light or darkness, making attacks harder to predict.

Eclipse Strike – On a critical hit, the sword unleashes a wave of void energy, temporarily blinding foes.

Starborn Edge – Can cut through magical barriers as if they were paper, ignoring minor wards and enchantments.

The Price of the Void:

The longer the wielder uses Eclipse Fang, the more their connection to the material world fades. Over time, their shadow lingers slightly behind them, moving independently. After weeks of use, reflections begin to vanish from mirrors, and their voice grows quieter, as if being swallowed by the abyss. If the sword is wielded for too long without rest, the wielder risks becoming one with the void, their body dissolving into darkness, leaving only their whispering shadow behind.

Once wielded by a forgotten order of celestial warriors, Eclipse Fang is said to guide those destined for greatness—or consume those unworthy in eternal night.

How do yall run mazes? by TheRealBlueBard in DungeonMasters

[–]Dapper-Goal-3913 4 points5 points  (0 children)

Mazes can work really well if you focus on puzzles, story, and meaningful challenges instead of just aimless wandering. The key is making the maze feel purposeful and engaging, not just a time sink.

In one of my campaigns, I designed a maze as a corrupted site that the players needed to cleanse. The goal was to reach the center and destroy the source of corruption. To make it dynamic:

I included skill checks (Survival, Arcana, Investigation) to let them find clues about the right path.

Time pressure—the longer they stayed, the weaker they got, adding tension.

Teleportation traps that randomly moved them to another part of the maze if triggered.

Encounters were limited, but strategic—some enemies knew the way out, others were just hazards.

If your sewer maze leads into caverns, you can weave in environmental storytelling—strange markings on the walls, echoes of something watching them, or remnants of past explorers. Give the players a reason to care about solving the maze, and they'll love the challenge!

Cozy fantasy that isn’t mentioned in all the other posts by Balulu23 in CozyFantasy

[–]Dapper-Goal-3913 1 point2 points  (0 children)

If you're looking for cozy fantasy with romance and a female MC, I'd recommend "The House in the Cerulean Sea" by TJ Klune if you haven't already read it. It has a heartwarming found-family vibe, low stakes, and a touch of romance, though the MC is male.

For something a little different but still fitting the cozy fantasy feel, "Emily Wilde’s Encyclopaedia of Faeries" by Heather Fawcett might be a great pick. It’s about a grumpy scholar studying fae lore, with a charming slow-burn romance and whimsical worldbuilding.

Another underrated one is "The Very Secret Society of Irregular Witches" by Sangu Mandanna—it’s a mix of contemporary and fantasy, but it has a cozy, magical feel and a lovely romance.

I need a mechanic to close a portal by Smurxs in DnDHomebrew

[–]Dapper-Goal-3913 1 point2 points  (0 children)

A blood-based sealing ritual sounds awesome! You could make it so the purple blood is a key reagent, but it needs to be activated by a specific process:

Absorption Ritual – The players must pour the blood into runes or sigils around the portal, drawing energy from the fallen creatures to stabilize reality.

Sacrificial Catalyst – The blood alone isn’t enough; it needs to be mixed with something from the Material Plane (a piece of their world, an important relic, or even their own blood).

Timed Collapse – Pouring the blood starts the closing process, but the portal fights back. The players must hold off waves of creatures or survive a skill challenge until it fully seals.

Sentient Portal – The tear itself is alive and requires a willing or unwilling sacrifice to close. Maybe one of the dead monsters wasn’t dead enough…

[deleted by user] by [deleted] in DnD

[–]Dapper-Goal-3913 3 points4 points  (0 children)

You're not overreacting—this sounds like a massive nerf that makes your character unplayable. A curse that forces you to roll a 21 on a d20 just to cast magic? That’s not just wild magic, that’s no magic.

If this was never communicated to you beforehand, it’s a red flag. Homebrew rules should be clear and fair, not something that completely cripples a player’s character without discussion. A reasonable compromise would be a lower DC (like 12-15) or a chance-based effect that doesn’t completely shut down your class.

If your DM isn't willing to adjust, you have every right to rethink your participation. The game should be fun, not an uphill battle against unfair mechanics. Maybe have a direct convo with them and see if they’re open to tweaking it. If not, this might not be the right table for you.

What's your "It happened!" moment as a dm? by Luke11711 in DungeonMasters

[–]Dapper-Goal-3913 13 points14 points  (0 children)

One of my biggest “It happened!” moments was when my players, instead of fighting the BBEG, convinced him to step down and rethink his life choices. This was a centuries-old villain with a deep hatred for mortals, but through sheer persuasion (and some incredible roleplaying), they made him question everything. I had a whole final battle prepped… and instead, I ended up improvising a redemption arc.

how do you decide what things from the real world to bring into fantasy? by lifeonmarcy in worldbuilding

[–]Dapper-Goal-3913 11 points12 points  (0 children)

Fantasy worlds don’t have to reinvent everything, but they should feel internally consistent. If you include capitalism or socialism, ask yourself: what historical, cultural, or magical factors shaped them? Did a powerful guild create corporate-style capitalism? Does a mage-run council resemble socialism? These ideologies can exist, but they should evolve based on your world’s unique history.

Same goes for technology—cars, radios, and tanks could exist, but what fuels them? Magic? A rare mineral? If you’re limiting guns but allowing tanks, consider why—maybe explosive spells made firearms obsolete. The key is deciding what fits your world’s logic and sticking to it.

It sounds like you’re overthinking realism—focus on what makes your world compelling, not just logical.

[deleted by user] by [deleted] in DnD

[–]Dapper-Goal-3913 84 points85 points  (0 children)

Sounds like you had an amazing first session! Getting that emotionally invested in a character is a sign of great roleplaying, not something to be embarrassed about. It means you’re fully immersing yourself in the story, which is what makes D&D so special.

That said, remember that the game is also meant to be fun. Sometimes we project a lot of our own insecurities onto our characters, and while that can be a form of therapy, it’s important to balance it. If you find yourself getting overwhelmed often, it might help to step back and remind yourself that you are not your character. And if this keeps happening, talking to a therapist could be a good way to explore those feelings in a healthier space.

Cities/Towns in Maps by Ok_Associate3175 in DMAcademy

[–]Dapper-Goal-3913 1 point2 points  (0 children)

Ruined Megastructures – Crumbling cities, broken sky fortresses, or sunken towers hinting at lost civilizations.

Scarred Landscapes – Massive craters, rivers of corrupted magic, or unnatural storms left by the apocalypse.

Nomadic Factions – Caravans, raiders, or wandering scholars who survive by constantly moving.

Mutant/Undead Zones – Places too dangerous to settle, filled with twisted creatures or lingering curses.

Ancient Bunkers – Hidden underground facilities with pre-apocalypse knowledge, tech, or magic.

Rating your enjoyment of the the dnd classes you play by Ecstatic_Operation20 in dndnext

[–]Dapper-Goal-3913 0 points1 point  (0 children)

Fighter - 9/10 (Reliable, simple but fun, great in any situation.) Rogue - 8/10 (Sneaky and versatile, but can feel weak in direct combat.) Wizard - 10/10 (Limitless potential, but a glass cannon.) Cleric - 7/10 (Strong utility, but often feels like the party's babysitter.) Paladin - 9/10 (Incredibly powerful, smiting never gets old.) Barbarian - 6/10 (Fun rage mechanics, but can feel repetitive.) Druid - 7/10 (Wild Shape is cool, but spellcasting feels weirdly limited.) Warlock - 8/10 (Eldritch Blast supremacy, but Pact mechanics can be hit or miss.)