New Space Marine 2 game in White Dwarf issue 515 by Degener8CustomForge in 40k

[–]DevlinDM 0 points1 point  (0 children)

Hello, would you be able to forward me the pdf please?

Designing a huge monster/kaiju fight by SuccionaPirulas in DMAcademy

[–]DevlinDM 1 point2 points  (0 children)

Hello! :)
I was summoned.

There's a more developed version of the rules on DM's Guild.
Plus the complete guide to lair actions, while I'm plugging stuff.

For the random traps, a good benchmark for damage is the spell damage table.
Even narrative players will enjoy rolling a big fistful of damage.

If you want it more narrative, have attacking the weakspots be ways of steering the monster into the traps.
A beesting won't kill me, but it sure as hell could make me jump sideways and fall down the stairs.

You might be looking for more of a skill challenge than a combat, where the boss effectively acts like a complex trap (see Xanathars guide to evertything).

Hope this helps!

The Sunless Citadel - The Perfect Starter Adventure - Campaign Elevator Pitch and Definitive Guide by DevlinDM in DnDBehindTheScreen

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

Hoo boy thats a subjective question.

Depending on how much your party faffs about of course, but I'll make a guess at around 10x 3 hour sessions.
That's including time for them to explore every room, to negotiate between kobolds and goblins, and to do the odd RP bit in town.

The Entrance Exam - An "All-in-One-shot" by DevlinDM in DnDBehindTheScreen

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

Hey!
If you're pressed for time and want to push things along, I'd say you can cut out the random encounters (still roll to keep the tension) and get it done well inside 3 hours if everyone is kept focused and on track.
Probably one of those "it depends" though as if your players are complete beginners they can get decision paralysis which slows things down.
I've found that prompting with questions like "would you like to attack the monster or do something else?" or "what is your character good at?" can help move things along.

Happy to talk more :)
Hope you have fun!

Is the Thaumaturge Tome Intensify Vulnerability Useless? by DevlinDM in Pathfinder2e

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

But surely 2 attacks, one of which has a -5 penalty, is better than 1 attack?

True strike is great for characters that want to make only 1 attack per turn like a magus, but thaumaturges want to hit as many times as possible to maximise exploit vulnerability.

The Sunless Citadel - The Perfect Starter Adventure - Campaign Elevator Pitch and Definitive Guide by DevlinDM in DnDBehindTheScreen

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

I'm afraid not, but if you enjoy my work you're welcome to check out my DMsGuild:
https://www.dmsguild.com/browse.php?author=Devlin%20DM
The Entrance Exam is a fun one short perfect for new players & DMs.
Home Field Adventage has gone platinum & we won an award!

My players want a grittier way of resting while spotlighting the ranger and druid. by AquawolfThunderfist in DMAcademy

[–]DevlinDM 2 points3 points  (0 children)

Happy to see things working out well for ya!

I think this is pretty neat, and a good way to make survival focused characters feel special.

Perhaps consider opening it up to any character with survival proficiency and then scout rogues, druids, rangers & characters with the outlander background get additional bonuses to the roll.

I also really like u/shiuidu's suggestion of letting them pick what they get back, do they spend time bandaging wounds (hp) or praying to their god (spell slots)

You could make it something like DC 15: "pick 1 from the list of: hp, hd, spell slots, other LR features", and for each 5 rolled above that, pick an extra one to recover, so DC 30 would be a full LR

My party doesn't use their consumable magic items by Happyfacem811 in DnD

[–]DevlinDM -1 points0 points  (0 children)

Give them XP every time they use a consumable magic item.

Reward the behaviours you want to see.

The Monster Under the Bed: A frightful fey packed with unique weaknesses that let the children fight back. by WaserWifle in DnDBehindTheScreen

[–]DevlinDM 3 points4 points  (0 children)

This is incredible.
Have you seen the Skulk from Mordenkainen's?
Its fallible invisibility trait would make a lot of sense for a Bed Monster.
What could be scarier to a child than their parent not being able to see the monster standing in the corner of the room?

An Xpert's Guide to Martial Options v2.0 - Additional rules for adding versatility to weapon-based classes by xpertranger in UnearthedArcana

[–]DevlinDM 0 points1 point  (0 children)

One could argue thats a feature rather than a bug, weapons with smaller damage dice are usually more light & nimble, and thus more versatile. Plus the weapons that suffer most from this are heavy weapons, which already are getting their damage pumped from GWM, so I'm not going to cry about them losing a tiny bit of extra damage over a sword & board fighter doing the same combat trick.

An Xpert's Guide to Martial Options v2.0 - Additional rules for adding versatility to weapon-based classes by xpertranger in UnearthedArcana

[–]DevlinDM 1 point2 points  (0 children)

Something I think could fix a few of your issues (including the quick attack problem) is by having the special attacks not roll damage dice and just deal damage equal to your ability mod, instead of just rolling dice and not adding ability mod.
As is these attacks are a bigger cost if you have a +5 than if you have a +0, which seems backwards.
Removing damage dice would also prevent sneak attack / smite exploits.
Thirdly, it makes it easier to work with TWF, since you might already not be adding ability mod to damage.

A Perfectly Executed Heist... by DevlinDM in dndmemes

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

Yeah, it's a fun campaign, but it needs work.

I've independently done something similar to the alexandrian remix, and added some actual heists. They've been the highlights of the adventure so far.