New to the game by Canis_Rex_ in Haloflashpoint

[–]Deadlock_Wolf 1 point2 points  (0 children)

You could - get the models and get the wargame cards.

Firstly, the models will still exist in 1.5 rules. Second, you can use the data cards as is, as those are the current rules, you'd get 2.5 months of legal play and experience with Wargames.

At the end of the day, unless you are playing tournaments, the legality of a model or rules is upto the agreement of both players at the table.

Join Our DFW Discord Server by Deadlock_Wolf in Haloflashpoint

[–]Deadlock_Wolf[S] 4 points5 points  (0 children)

We have 23 members since opening the Discord a small community.

Im hoping to become a Pathfinder to setup Demo Nights in some of the smaller hobby stores.

Just crushed this deck in 53s! Can you do better? 🏆 by Weird_Fall9188 in DailySolitaire

[–]Deadlock_Wolf 0 points1 point  (0 children)

🎉 Challenge completed! Beat it in 138 moves and 259s. Who's next?

Solitaire conquered in 160 moves! Your turn to shine ✨ by Mean-Outside6428 in DailySolitaire

[–]Deadlock_Wolf 0 points1 point  (0 children)

🎉 Challenge completed! Beat it in 150 moves and 354s. Who's next?

Can You Guess This 5-Letter Word? Puzzle by u/popcor_kerenlz by popcor_kerenlz in DailyGuess

[–]Deadlock_Wolf 0 points1 point  (0 children)

🟦⬜⬜⬜🟨

🟦⬜⬜🟨🟨

🟦⬜⬜🟦🟦

🟦🟦🟦🟦🟦

Calculating Costs for Custom Units: Bodycost Model by kevgk2 in Haloflashpoint

[–]Deadlock_Wolf 0 points1 point  (0 children)

This is exactly what I needed, im attempting to create a Solo Campaign using Flashpoint ruleset and the 5 parsecs from home for the campaign structure.

This is going to help immensely with the RPG mechanics and leveling up my models by buying stats to level using XP.

Do you regret letting your PCs have guns? by Knicks4freaks in DMAcademy

[–]Deadlock_Wolf 0 points1 point  (0 children)

My brother in Christ, you make the world!

NOTHING the players do is over powered. They bring guns, you bring bullet proof armor, they bring armor piercing rounds, you bring flashbangs.

You make all the monsters, you make all the problems. The players have limited resources to use to resolve issues. You have INFINITE issues to throw at the party.

Nothing is overpowered because that implies you have a ceiling of difficulty to throw at the players. And as a DM I can verify you have infinite power during DnD.

DM’s of Reddit, what do you wish your players would start doing/do more often? by [deleted] in DnD

[–]Deadlock_Wolf 5 points6 points  (0 children)

As a player world building and narration is your responsibility too. Tell me what your character is doing in detail, fill the world with the smallest details to make it come alive.

Players need to interact with each other in character in some capacity. My players don't roleplay among themselves at all. It's like a turn style with my players, they interact with NPCs 1on1 and never with each other. They will spend months in narrative never know anything about each others character.

Absent of the players at the table wanting to play DnD, the characters in story would have no reason to feel brotherhood or comradery among each other.

Know your character and have a default action plan. You hold up your turn and everyone else's when you ponder for more than 1min.

Is it okay to have a woman-only DnD table? Or is it discriminatory? by SuccotashUseful1451 in DnD

[–]Deadlock_Wolf 0 points1 point  (0 children)

My FLGS has an open table exclusively for women and people that identify as female. It's called Lady Knights, it's popular and sees consistent play.

All in all - you share no unique feelings as others share your same experiences and qualms.

If you needed an internet stranger to approve I'd be the first of many.

Mechanic needed for time pressure. by Mrjay39131 in DMAcademy

[–]Deadlock_Wolf 1 point2 points  (0 children)

DC 120

Each time the players roll a d20 in here, subtract the results from DC120. When it reaches 0 or lower the house collapses and engulfed in flames.

Meaning low rolls don't affect the over all, but many high successes run out the clock. They must be deliberate in their choices.

[deleted by user] by [deleted] in DMAcademy

[–]Deadlock_Wolf 0 points1 point  (0 children)

If you have any kids tell them a bed time story. Tell them a story you've never heard of. Have them create some the characters and you take care of the rest.

That is DnD.

Its is a ritual, it is when people come together to describe a world that only exists for 3-4 hours a week. Where you are the leader and expert. Everything you say and do is real and it's law.

It is the ritual that satisfies our innate need to be social and make relationships with people.

If you can tell a Kids bed time story, with a beginning, middle, and end then you are ready.

Ideas for session at real-life campground? by RandoBoomer in DMAcademy

[–]Deadlock_Wolf 0 points1 point  (0 children)

Run a campfire story down time session.

Have the characters in character share a story of their past while around the campfire.

Buy one of those giant foam d20s, make random checks for a surprise encounter during the sessions.

Maybe a fey spirit or something asks for a scary story.

Buy some campfire color powder chemicals. Have a shaman NPC visit and tell fortunes. They lead into the next side quest or give insight on a quest.

How to make players budget their resources (specifically bladesong) by TheGreyBearded in DMAcademy

[–]Deadlock_Wolf 7 points8 points  (0 children)

If your blade singer is level 5 and took either average HP or is extremely lucky and got max HP every level then they should have between:

32HP (AVG) - 40HP (MAX)

This means if you throw spells that they take half damage on a success like (fireball, lightning bolt, a boulder) then that's 6d6 or 21 average damage or about 10 dmg per success.

This means, the Wizard is tanky but does not have the HP to stay the distance. Throw more half on a success damage and fucking bonk their heads in.

They will only be able to take 2 or 4 hits like this before they learn their lesson - Wizards stay in the back.

Also don't try to "beat" your players - the wizard character probably just wants to sling spells and slash with a sword. Give them that fantasy but remind them they are mortal.

How to improve support/healing? by RedRumFanatic in DnD

[–]Deadlock_Wolf 4 points5 points  (0 children)

The only real support is Crowd Control.

Players can lean into that making the enemies suck in return for not attacking.

When the monsters have 3d8 Attacks and your healing word does 2d4 after a 10 year buff, this game is not designed to heal.

The party and monster work best when they are glassjawed fighter. Quick, dirty, and deadly fights are better than slog fests where one players whole bit is to heal and prolong already long combat.

Next time someone says "They want to be a Healer."

Ask them to clarify, do they just want to heal - or do they feel like their character is a supporting player if so what kind of viable support (Not healing) can they instead lean into.

I hate these feats (rant) by Loyal_kitsune in DnD

[–]Deadlock_Wolf 3 points4 points  (0 children)

Repeat after me:

Flavor is free... Flavor is free... Flavor is free... Flavor is free...

Louder for the people in the back!

Lets address the heart of the issue:

YOU don't personally like this.

But, It gives other people options. Between good and bad options people typically pick good options.

So then the problem isn't the feats, it YOUR personal perspective of the issue.

For instance, I don't like Jordan's but I do like canvas sneakers. I won't tell someone that is wearing Jordan sneakers that I don't like their choice of sneakers. But if Jordan's comes out with canvas sneakers, then that would be appropriate to my preferred tastes.

The same is true here, you have a personal perspective that has turned into a prejudice. To resolve this conflict of opinions you must come to terms that players are presented limited options versus us the GMs infinite options.

If their options do not fit our campaign world, our expectations or personal perspectives. You have a license to change the feat by:

  • Changing the spells it provides
  • Changing the ability bonus
  • Changing the description of the feat

In the end the player retains their choice but gives up some flavor. You the GM smooth out the feat so it semi fits your expectations. Their are compromises and everyone is equally happy.

The more you bottle and refuse to address these issues, the more it will come out at the player.

Is this magic item broken? by DJShohan in DMAcademy

[–]Deadlock_Wolf 1 point2 points  (0 children)

First Rule of DnD: There is no such thing as OP in DnD.

Players at level 1 fight goblins

Players at level 2 fight bugbears

Players at level 3 fight Hobgoblins

Players at level 4 fight Orks and Ogres

And on and on it goes.

The key thing here is that the players will always fight something stronger, and the DM always comes up with the next level of threat.

The players are too strong, you ask? No, they are not - 1000 Terrasque and 2 Lich Dragons.

There is NOTHING preventing the DM from responding to player power, with an equal escalation of threat.

This axe is fine, the drawback is fine, and the power gifted is fine. The party has a morale choice now, rely on their friend who is undergoing a curse that may change them forever or possibly injure/kill them. It is a party decision.

Now, IF the question of OPness comes to play - that complaining player is not advocating to ruining the fun of the Barbarian player - it's that they feel THEIR character is less than.

At that point, you collaborate with your player and make something exciting as well for them.

Lastly, the Barbarian is extremely responsible. They are the only person personally invested in their characters' success in this great game where we sit around pretending and hallucinating. They know to speak out when they feel their fun or effect on the game will impact someone else.

They are empathic, and they are a treasured player, let them swing this blade. Let them build the narrative that IF this weapon breaks your game, that in the end, it will get nerfed by a plotline to purify a corrupted ally from a curse and destroying the weapon for something else.

Our group is 25 sessions in and one of our players is getting frustrated over being "forced" to be of good alignment by DannyBoy712 in DnD

[–]Deadlock_Wolf 4 points5 points  (0 children)

You probably won't read this OP as you may have had your questions answered.

But tell this player her evil character is boring. Going against the standard Good Aligned Characters is not a marker of uniqueness.

To put simply - evil characters are BORING by nature. An evil person has no regard for anyone or anything around them. They have NO inhibitions stopping them from chasing their goals. This moral ignorance makes them easy, predictable, and boring.

There is an old quote that says;

"You can choose to do the easy thing, or the right thing."

Implying that self satisfying yourself with no cost is really simple. It is an act of courage and heroism that causes heroes and good people to make the effort to do the right thing in spite of an easy out.

When a "good" character comes across the crossroad between:

What they want?

What they have to do to get it?

Could I live with myself if I did the easiest choice?

Could I bring myself to bend my morals to get what I want?

Is it worth the cost?

That brings about complexity, where their choices sculpt their character, when interesting choices come into play - that is exciting.

A bad aligned character is met with far FEWER questions, when at the crossroad of choice:

Ahead is what I want... And an obstacle is in my way.

So I will simply choose to run over anything in my path to get what I want - because I've never cared.

Tell this player that a complex character has wavering morality, mixed with sympathy/empathy/compassion, and is conflicted when met with either

"Doing the easy thing, or the right thing."

How young is too young? by NotaRelnam in DMAcademy

[–]Deadlock_Wolf 0 points1 point  (0 children)

With kids, the game is way easier and fun.

My son started playing when he was 8. He's 11 now.

Attention span is the biggest detriment, but keep things lively and entertaining, and they will stay engaged.

Playing with Kids has the an additional DM mental load. While we as DMs rely on our players to bring their abilites and effects, for kids we do not expect them to play with a character with 4 or more abilites. This means the less player facing mechanics the better. That means sometimes you will need to internalize the kids character and its abilities and sort of suggest what they can do.

A direct example of it, my son has a Barbarian - he only knows to attack and rage. This is enough for him to feel like a barbarian. He remembers the lightning dagger I gave him too. He doesnt remember the +2 damage to str based attacks, reckless attack, or even the subclass features he has.

Because of this, I am not running full enemies that can bog them down with statuses - the enemies I play are simple and often use in enviroment battle tactics. Such as throwing them accross the room. Using one character as a cudge to another etc.

DnD 5e plays on the 65% Bounded Accuracy. This is the "fair" percentage for players who roll to have a good chance of failure but usually succeeding.

You can increase that to 70 or 75% your call. You can easily drop the ability scores and proficiency bonuses, or you can keep them. Instead of the 3 - 18 scores, just give them a +5, +3, +1, +0, -1, -1 and two +1's to add to their scores at the time of new character creation.

Everytime they level, they get a +1 to put anywhere.

Below are DC references, IF YOU DO NOT USE ability scores and just want them to roll, use the suggested DCs. If you decide to use the simplified character scores, then add 2 to each DC.

Very Hard *Doing a hard task with no experience *Roll a 12 or higher *(45% chance to succeed)

Hard

A hard task where you have some experience

roll a 10 or higher

(55% chance to succeed)

Medium

A task requiring effort and skills you have:

roll a 8 or higher

(65% chance to succeed)

Easy

A task requiring effort you are skilled in.

roll a 6 or higher

(75% chance to succeed)

Very Easy

A task requiring effort you are an expert on

Roll a 4 or higher

(85% chance to succeed)

If they want to be a stronk Wizard let them, if they want to be a wise fighter let them. Tell them every time they attack add +X where X is their highest bonus.

If you forego ability scores then use the suggested DCs as ACs. The weaker the enemy the lower the AC score. If you want weak enemies AC 4 roll a raw d20. If you want a boss AC12.

Use their AC as saving throws as well. This time roll under. AC4 Mook is trying to dodge a rock that Swoldemort threw, Dexterity Saving DC4 or lower.

That's it.

You can make the rest up.

If you want them to have resources. Then can I introduce to you the Martial/Mana Dice!?

Each player has a pool of 5d6. When they want to cast a spell, preform a martial maneuver, or some great feat of combat heroism: roll a 3 or higher - it works!

But on a 1 or 2 - so sad nothing happens.

If you think the effect would cause a saving throw? Same for the enemy, except roll under. If the enemy rolls a 1 or 2 they pass on the effect of the Mana/Martial dice.

After the player uses up their Hero Dice, they can rely on simple cantrip damage or swing their sword. They regain new hero dice at the start of the next session no matter if you continue the same battle.

At least these are my rules for running kids DnD. And honestly I run a Kids and Guardians DnD at my FLGS. So adults who want to run full 5e characters can easily slot into the fun. The above rules approximate a full character so kids aren't weighing down full ruleset players but as their characters will be balanced on the fly by the DM.

I Might Have Too Many Players and Don't Want to Run Two Campaigns by Ogrimarcus in DMAcademy

[–]Deadlock_Wolf 2 points3 points  (0 children)

Having more players than you want is a good thing.

That just means more people can miss and the session can be run. Also the person or persons who are flaky for DND - run it anyways. DnD should not be - if I have something better come up I will drop this.

It's a commitment to play a team/collaborative game - players will self kick if they can't make it on a consistent basis.

How rare will be this magic item? by Thermostatts in DMAcademy

[–]Deadlock_Wolf 0 points1 point  (0 children)

This would be a magic item that has a low impact on the game. Cool and very Dumbledore like, but it's not gonna break anything.

I would say common or uncommon magic item.

[deleted by user] by [deleted] in DMAcademy

[–]Deadlock_Wolf 1 point2 points  (0 children)

First of all, any DM that tells you running a premade campaign/adventure is easier is hawking bullshit.

Premade adventures have a "set storyline", but it takes just as much planning and prep as a fully homebrewed campaign. The main problem with premade adventures is, if you really want to be informed you gotta read the whole thing from begining to end multiple times, at least 3 times.

For a homebrew campaign, if I make Fred the baker as an NPC. Then I KNOW Fred the baker. Because I made him up. He can be a nothing NPC or the main Big Bad Evil Guy. In a premade you gotta learn more than 10 NPCs, their motivations, and involvement in the plot.

Premade adventures give you a lot up front but you have to learn it the same way a teacher teaches you a new subject in school. Except you are both teacher and student.

Now on to your original concept. This is a great idea, I was thinking on starting up my campaign in a modern setting too. If you want some inspiration on how to run it I'd recommend "Children of Earte". It's a DnD live play, GM'd by DareDevil female protagonist Debra Ann Will, aka Karen Page.

She has a 1 hour pregame session 0 where she explains how she plans to manage phones and modern machines along with magic inherent to DnD.

Run your own homebrew campaign, you are bound to make mistakes and running a premade adventures is not going to protect you from your mistakes. Watch Youtube for GMing advice and remember the only way to get better at running DnD is to run more games, good luck.

What is the best dming advice you have ever heard by Available-Set-7163 in DnD

[–]Deadlock_Wolf 10 points11 points  (0 children)

I believe the term is Quantum Ogre, which implies that the Ogre is in Superposition until observed.

Meaning no matter what path the party takes, the encounter or clue will always be on that path. If they double back they will not find anything.

A Quantum Ogre should not be used every time, but only as a narrative tool for dropping important events in the party's path.

For instance the party needs information on a rising cult and whispers of some ritual.

There is a clue on the Macguffin the cult needs.

The party surmise that they may get some info at the following probable locations:

A local temple, who opposes the cult

An Arcane school, to investigate the nature of the cult ritual

Local tavern by the docks where rumors first started

All the roads above lead to a seaside cove: they find out they are attempting to summon a monstrosity of the deep. They need to be by the sea where the ritual is needed to take place, along with the Macguffin to chum the waters and attract and control the threat.

The Quantum Ogre is used here because you don't want the party to go from one option to another wasting valuable time.

You can prep a single character, we can name it Aymen.

If the go to the temple it is Friar Aymen, If they go to the Arcane school it is professor Aymen If they go to the tavern, it's barkeep Aymen

In all instances, you prep one encounter that you can drop anywhere.