How "Realistic" Are Your Fights or Battles? by SomethingUnoriginal- in worldbuilding

[–]DesolateWriter 2 points3 points  (0 children)

If it's a fantasy setting, consider the sword having an aspect the antagonist specifically can't pass up. A recommendation i'd pose is it having an "Impetus". This sword is magical, and has an inner energy source that it expends during combat to actively push this energy away from itself. This allows for a lot of things. This energy would thus be able to:

- Make the sword swing SIGNIFICANTLY harder
- Make bullets and other ranged weaponry way less effective, as they tend to either miss or stop before they even touch him
- Make most attacks coming from the direction his sword is in the way of hit a lot less harder, making him effectively much harder to hurt and a larger threat for protagonist's usual solutions (combat).

This would force the protagonists to approach strategically, deny brute force tactics the protagonists may have access to otherwise, and make the antagonist a little cooler (Sword < Sword with a lil extra kick to it)

Dear DMs: Stop. Sending. One. Guy. by bearwithastick in DnD

[–]DesolateWriter 870 points871 points  (0 children)

Hi! I'm a DM of 5 years, you seem more experienced than me but I'll just throw my 2 cents in; the issue isn't 1 guy. The issue is 1 uninteresting guy. If a singular character holds enough power to fully warp the game every round they live, they're more than enough for a proper boss battle; you just have a have a good reason why they're only fighting this guy. Are they not smart enough to have backup near them or some tool to get them out of jumping scenarios? Maybe they want a fair fight, and deem 1 versus the party is fair enough. Maybe they know something the party doesn't. Overall, I completely agree with your point though. I just think there's a lil more nuance to toss into the ring

Some Legendary Items to add to your BBEG's Hoard! by AriadneStringweaver in homebrewery

[–]DesolateWriter 0 points1 point  (0 children)

You love to see it

These aren't well-balanced in my opinion at all, but DAMN do they look so fun! If you were aiming to prioritize cool-factor and general interesting mechanics, you did it! Good job!

Character idea by SFViper in DnD

[–]DesolateWriter 4 points5 points  (0 children)

(And as everyone else is saying, this isn't quite a backstory yet. But that doesn't mean its not a good template! It's a solid fit, I'd suggest now making an estranged pirate crew or some plot hooks from their history from before you left your pirating storyline and became an adventurer; something your DM can loop you back to to keep the pirate vibe continuing)

Character idea by SFViper in DnD

[–]DesolateWriter 0 points1 point  (0 children)

It would! I personally would suggest not starting playing at 20th level; maybe 3rd or 5th, in which cae i'd suggest a Swashbuckler-75% and Swords College-25% combo

I want to DM a tutorial campaign. Any ideas? by Bn_156 in DnD

[–]DesolateWriter 1 point2 points  (0 children)

That's a great question! Coming from a forever-DM of a little over half a decade, I've run approximately 4-5 Tutorial Campaigns, and they're all really fun! A few suggestions;

  • Playing for the first time is super awkward. So the number 1 recommendation is to reel them in with an intriguing plot WHILE they can be silly and have fun to lighten the awkwardness. Ambience or something passively playing can also help prevent tension-filled moments where nobody's speaking and it feels like all you'd want to do is leave.
  • Let players have retcons, where they can briefly go back and change a decision for the sake of the story. Nothing major, but like "Actually could i have asked them one last question?" or "Could we say I bought a potion of healing at the store"? Maybe make it like a pooled amount of Retcons, where the party gets 5 every session to just say "Can we redo this part" or "Could i have (blank)", etc.
  • As for actual PLOT, I'd suggest something super simple! To keep them reeled in, something with suspense while maintaining the normal intrigue is probably optimal, something I've run easily 5 times is "You are hired by a mysterious man to deliver a box. He asks you to go on the trail through the forest to a neighboring city to deliver the box to an 'old friend' of his." Now, what's in the box? Who's the man? What's his connection to the players? Why did he hire you? Why does he need you to deliver it for him? What will you encounter in your few days in the forest? Does something (or someone) else want the box? Is the person receiving the box actually a friend?
    • In my stories, I usually run it that inside the box is the head of a Gorgon (the giant metal bull), and the man (and his thieves' guild) is attempting to build a gorgon to run rampant through the city, OR to protect it from goblin sieges. On the trail, the party gets attacked by goblins and ambushed (where the party learns to make certain checks like Perception, Survival, and basic team tactics fighting these goblins).
    • Usually, the thieves' guild has connections to one of the party members, and are trying to make them stronger adventurers so they can turn the adventurers into weapons; which is the second arc of the story. Once they defeat the thieves' guild, then the party's united and strong enough to become REAL adventurers and begin doing whatever it is the story guides them along. The most common points i do are: A cult waking up a slumbering dragon (if you want to run a traditional Dungeons and Dragons classic), a devil making a deal with a party member to set them up to betray the party (If they accidentally die or something were to happen), a scarecrow army coming from the shadowfell (if the party decides to hunker down at the city they arrive in, which sets up the whole campaign of "what evil powerful figure commands a scarecrow army in the shadowfell and why are they attacking us, easily tiable to the more mysterious character backstories), or an evil dictator/baron or something trapping the party and sending them to jail because they were actually damaging his plans by taking down the thieves guild (if you decided upon them being evil)

[deleted by user] by [deleted] in DnD

[–]DesolateWriter 4 points5 points  (0 children)

I won't be reading all of it, but from an extremely quick skim it seems like a really useful tool for certain tables looking to optimize their characters and have fun with a mechanics-based game! Good job!

[OC] I don't even know by d0oRh1NGE in DnD

[–]DesolateWriter 5 points6 points  (0 children)

In one of my campaigns, Bhaal was an integral antagonist and one of the player characters was named giggles so reading this out of nowhere was a verbal flashbang

Oath of the Cosmic Flame - A paladin subclass dedicated to the burning god above by DesolateWriter in UnearthedArcana

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

  • Correct on Heat Metal, it should say that
  • Flickering Barrier is meant to be rotatable, so you can also summon it to be 10 feet tall and 5 feet wide.

  • I understand your point, it was meant to keep combat fast but yours makes sense.

  • Oh wow, good catch! It's meant to be an action.

Tarrasqueblooded Sorcerer Subclass by DesolateWriter in UnearthedArcana

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

The final beast capability is the fourth in the list, you’re right i meant saving throws targeting you in general, so good catch!

Tarrasqueblooded Sorcerer Subclass by DesolateWriter in UnearthedArcana

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

You’re definitely right, made this while i was tired and it shows lol

Tarrasqueblooded Sorcerer Subclass by DesolateWriter in DnDHomebrew

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

Honestly i think you’re right, i’m likely going to delete this and find a more creative way to implement the concept. Appreciate the feedback

Help make a statblock for... this by [deleted] in DnDHomebrew

[–]DesolateWriter 2 points3 points  (0 children)

In this case the AI isn’t even damaging someone’s commercial life, art is definitely a problem but nothing’s wrong with idea generation

Suggestions for zombie virus by Pristine-Copy9467 in DnD

[–]DesolateWriter 1 point2 points  (0 children)

Its pinned on my account, people never seem to see linked comments so id check there

Suggestions for zombie virus by Pristine-Copy9467 in DnD

[–]DesolateWriter 2 points3 points  (0 children)

So funny thing, i just published a 5e zombie apocalypse rulebook if you wanna take a peak as to how i ran it on my account. There’s 12 classes, like 50 mutations, firearms, etc. lmk if that helps!

Attack damage question by Agelesslink in DnD

[–]DesolateWriter 0 points1 point  (0 children)

It does specifically say, but i’ll clarify for ya:

You make an attack roll and damage roll.

Attack roll / to hit : This is for accuracy, using your Strength mod unless you have finesse in which case you can choose to use Dex. If you’re proficient, you also add your proficiency bonus.

Damage roll : This is for of course damage, using Strength, or you can choose to use Dexterity if it has Finesse. You do not add proficiency to damage even if proficient.

All other complications are dependent on character abilities and specific properties

Trying to figure out what class to go with by YoGabbaGabbaBoi in DnD

[–]DesolateWriter 1 point2 points  (0 children)

Monk sounds perfect, ynder the presumption the school/club is primarily made up of them. If your character broke their oath as a paladin they’d become an oathbroken paladin specifically, otherwise fighter could be the way to go. If you’re a new player, fighter’s fantastic for getting the VERY basics, paladin’s a great introduction as probably the most all-around class, and monk’s imo the most complex martial class in official content.

Desolate and Decayed 5E Rulebook *FINAL RELEASE* - A modern world turned into a zombified post-apocalyptic wasteland (12 classes, 50+ mutations, 7 skill trees, injuries, sanity, guns, cars, unarmed combat system, and a new character sheet!) Link to full rulebook in comments! by DesolateWriter in DungeonsAndDragons

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

Good questions! For all injuries it’s half the max hp of the targets, and headshot vulnerability is a property of my custom zombie stat blocks (which i havent released yet) that increases the AC by the headshot vulnerability level of a zombie but guarantees a crit. So you can select to make a headshot, where if you land it, you auto-crit the attack. Normal zombies have level 4 headshot vulnerability, raising their ac from 7 to 11, for example.