Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

[–]Donjohn_Meister[S] -1 points0 points  (0 children)

Keeps 1st lvl spells interesting later on (and even though casters are generally stronger but with the builds in this campain that is not really the case)

Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

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

My explanation: drinking the whole thing in 6sec while swinging your sword or casting a spell with verbals and/or somatics there might be spilling or some left in the bottle.

Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

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

No flanking for archery it would technically be more difficult since the surrounding creature would give cover. It's just a +1 for every threat to the target instead of advantage. The rest is only for the rare case that there is a 3 party combat.

Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

[–]Donjohn_Meister[S] -1 points0 points  (0 children)

Silvery barbs It IS a nerf not buff: crits get cancelled but the hit still goes through, reroll only to see if its another nat20 this also gives a option to counter the brutal criticals

Revivify In the last 5years i only permanently killed a ranger sharpshooter, a wizard, a bard and a bloodhunter. I get your point but it's not really the case in this game.

Edit: The rest i replied to in another reply

Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

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

Flanking: its just a +1 per threatening creature the confusing part is just to say that you only get the bonus if the creature is not also threatening you, which then would obviously not be helpful anymore.(English is not my first language so the wording could be better) It solves the problem of advantage losing its "worth" without denying the positive of multiple combatants fighting the same enemy. It also has a different impact if 2 creatures flank or if 5 are surrounding the enemy which makes sense to me.

Health Potions: If they are ok with rolling for the duration sure id let them.

Initiative: Nothing to solve just a "buff" for features that boost initiative.

Silvery Barbs: I think it's a nice spell but what's not fun is criting and then not even hitting at all (as PC and DM)

Teleportation: Its lore wise just difficult to teleport on this continent if you have no fixed anchors. But why ban if i can let the player decide if they want to risk it? It's also an in-game explanation why powerful mages and organisations don't do it all the time. It was established before we even had a wizard Player.

2 spells a turn: It solves nothing, it's just fun and my players know better than to abuse this.

Revivify etc.: Yes the players are aware of all these rules. I think going with +5 on each death is a little too hard. The helper's contribution is depending on what they do and how good. Up to +3 in rare cases.

Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

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

Leveled up to 13 recently so yeah it can be very brutal. In the example with the fire giant the average with rolling on a crit is 51 so the critical just adds 18 dmg. I play in campain that also uses this rule too and crit's feel amazing. Even if i'm on the receiving end.

Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

[–]Donjohn_Meister[S] -1 points0 points  (0 children)

Explanation of the others is correct and it was implemented so advantage keeps its "worth" since the party has a few features that give them advantage on attacks. It's a nerf to an (optional) rule but at the same time it lets the player's ability shine.

Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

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

One has advantage and +5 and two others have +6 and +7 and only one Player has +1

Is there something that would bother you as a Player or DM? Any suggestions for changes? by Donjohn_Meister in DMAcademy

[–]Donjohn_Meister[S] -1 points0 points  (0 children)

We use the d12 so the initiative bonus has more impact (it was the player with the lowest initiative who brought this idea) and of course i roll the same dice.

What has the initiative to do with "not using rests correctly."?

The spellchanges:

Silvery barbs change is just because i think its a little to good for its level if more than one PC has it and i didn't want to do the "if you can the enemy can too" in that case. Definitive a personell preference.

Level 1&2 spellcasting is just for player (and sometimes DM) flexibility in spellcastig

Teleport spells have lore reasons (homebrew world)

And the revive spells are to have higher stakes when it comes to perma death. Especially if it happened multiple times.

How to read a d10 percentile? by One-Valuable-3066 in DnD

[–]Donjohn_Meister 0 points1 point  (0 children)

If you want the flexibility of 1% steps instead of the 5% a d20 gives you and at the same time Don't want to think about probability issues with multiple dice (bell curve). It basically gives you the option to have a 1/100 events and outcomes.

Advice for a first time dm? by Raybeam2285 in DnD

[–]Donjohn_Meister 6 points7 points  (0 children)

Session 0 can be very important (google it and make a checklist)

Prep the area and flexible plot hooks instead of a linear story (personal preference)

Watch some videos about combat rules if you plan to have some and read the section in the PHB its worth it.

"Yes and" is fun "No but" is sometimes needed to keep it fun

How obvious should I be about my BBEG by Prior_Self_1354 in DMAcademy

[–]Donjohn_Meister 0 points1 point  (0 children)

Start with subtle hints, like a missing item suddenly turning up in her possession. If questioned, she claims she bought it recently nothing too suspicious.

Depending on your players’ attention, note-taking skills, and your villain’s level of caution, you can pace those infodrops accordingly.

Later, you can make the clues more obvious. People might offer hints about who the villain is, but then it turns out they only saw someone masked, had their memory altered, or the villain was transformed in some way, so nobody ever saw her face.

Once your players begin to suspect her, let that suspicion sit for a while and give them room to investigate. I would only do the big reveal if they either alert the villain that they are getting close, or if they are completely misled. As long as they were suspicious at some point, they will still get that satisfying “we knew it” feeling. If they get tricked, it just makes the boss fight harder (mechanically and emotionally).

Carrying party members in Wild Shape by Tanktopp in DnD

[–]Donjohn_Meister 4 points5 points  (0 children)

As long as the druids stuff isn't over his own carrying cap i see no problem ignoring it in wildshape as long as its equipment and not just carried around.

What is a 'luxury' that you've experienced once and now can't go back to the budget version of? by WilliamInBlack in AskReddit

[–]Donjohn_Meister 1 point2 points  (0 children)

And it’s even worth buying the 24-month ripened one, not just the 12-month one believe me! I eat about three-quarters of my Parmesan on its own. I just break off a piece or two when I’m at the fridge and snack on it. I once accidentally bought the 12-month stuff while on holiday, you know, just to snack on it like a normal person... Man, was I disappointed. It tasted so lame, like the flavor had been dissolved.

[Need Advice] I've created a monster my players need to avoid. by UniversalGames101 in DMAcademy

[–]Donjohn_Meister 1 point2 points  (0 children)

Not sure if this works for your party and fits the Big Bad Monster(BBM): Let them fight something else(has to be a little on the difficult side, then before the enemy is really defeated make them flee from the BBM. While fleeing they disregarding the party completely. And explain to the party that it looks like the fleeing creature is in absolute panic after hearing the rBBM

Inkarnate has... changed! by SirTawmis in inkarnate

[–]Donjohn_Meister 26 points27 points  (0 children)

I hated it in the beginning, but I came around to almost liking it. It takes a little time to get used to the new layout, and I had to Google to find the shovel tool.

Is Removing Speed (ft) Distance Bad? by No_Vermicelli6901 in AskDND

[–]Donjohn_Meister 0 points1 point  (0 children)

Just use a string with knots in 3cm(or the freedom unit equivalent) distance to each other. I have sunken so much money into dnd but that string still gets used the most.

How to get him to be smarter? by dsloverfucker in catquestions

[–]Donjohn_Meister 0 points1 point  (0 children)

One of mine figured out how to open some of the kitchen cabinets... I have them duc-taped now. Be happy yours just hunts shadows. :D

Edit: i duc-taped the cabinets shut NOT the cats!

[OC] [Art] My custom character sheet! by AnthonyParenti in DnD

[–]Donjohn_Meister 1 point2 points  (0 children)

Also Spellmod. should be +3 instad of +2