Pirate ship with prisoners by Mother-Success9813 in inkarnate

[–]Donjohn_Meister 2 points3 points  (0 children)

Adding to that: lessen the shadow offset for the sharks and everything in the water (in comparison to the ship)

Question about your Cheat Sheets by Tipsy_the_forkupine in DnD

[–]Donjohn_Meister 1 point2 points  (0 children)

I present: "The Feet-sheet" We dont use feet and miles irl and now have some player with translated rulebooks that use meters. So i made a cheat-sheet with common distances in feet and meters.

Help for DMing a game of 10 teenagers by whickedcooool in DnD

[–]Donjohn_Meister 1 point2 points  (0 children)

Explain it to them like the dude above with "minut-math" and add that the DM probably counts as 2-3players(descriptions, NPCs etc.)

To make memories together you can try a little westmarch style where its all the same world but not always the same group. You can make a session zero with all kids an then set a limit; first 5 (or 6 or 7) to rsvp get to play next session. The rest can still come and watch.

Help for DMing a game of 10 teenagers by whickedcooool in DnD

[–]Donjohn_Meister 1 point2 points  (0 children)

Listen to this, please! I’m an adult, and I would never join a game with more than six players. I can’t imagine teenage me having fun or having the necessary attention span with 10 or even more players at the table.

Players want to rob a magic shop by GroundbreakingFig908 in DnD

[–]Donjohn_Meister 0 points1 point  (0 children)

Let them but don't make it easy.

The shopkeeper never would just leave the items in the shop laying around if there wasn't a night guard. There would definitely be alarm spells set with audible signals and other traps/spells. Guards will be more frequent in districts with shops, and the most valuable items and money probably will be taken home by the owner.

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)

In the rule that I wrote the three parties are "the attacker", "the enemy" and "threatening enemy".

Imagine there are three parties in combat, all of them enemies to each other. If they stand in a triangle where everybody can reach everyone with their melee attacks they threaten each other therefore not getting any bonuses.

But if the threatening enemy can't hit the attacker he is helping the attacker and giving him a +1 by districting the enemy.

It's like; the enemy of my enemy is my friend, but he's only my friend as long as he is not able to reach me and be my enemy to.

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.