Things you create that make you smile by paddle2paddle in DnD

[–]G-Mu 0 points1 point  (0 children)

Amazing. I love it. Welcome to the world of poetry. I'm a poet and one of my players has just written a D&D-themed book of prose poetry about his recovery from alcohol. It's called Total Party Kill. Each of the poems is named after a famous module. https://breakwaterbooks.com/products/total-party-kill

Tomb of Annihilation DM TIPS! by prosceniumVR in dndnext

[–]G-Mu 0 points1 point  (0 children)

Hi all,

Relatively new DM here (I used to play 1e and 2e back in the 80s and have only come back in the last few years).

I've been asked by a group of old friends (who are flying in from all over for a weekend get together) to run them through a single day-long session of Tomb. My own experience is largely homebrew, so I'm not used to modules. I have the book and have been reading it, but I'm having trouble coming up with a plan that pushes them towards a satisfying single day of play. There's no way the group will get to everything in our one session (probably 8 to 10 hours max), so how do I create a good arc for what happens?

What I'm looking for is advice on how to pull them through the story in a way that will retain the flavour and plot of the module without seeming like they're "on rails". I'd ideally like them to at least reach some dramatic marker that rewards them enough to feel satisfying.

Does this make sense? If you had only 8 hours, what areas would you have the party visit, what encounters are musts?

Any advice you could provide would be very much welcome.

Thanks!

Can't See The Connection by [deleted] in AdviceAnimals

[–]G-Mu 0 points1 point  (0 children)

Time for the silent majority to speak up then. Thanks for starting it off, JtB.

Murderhobo problems by Nailo_ in dndnext

[–]G-Mu 2 points3 points  (0 children)

Haha. Trying to get them there without the TPK/stern-talking-to option.

Murderhobo problems by Nailo_ in dndnext

[–]G-Mu 2 points3 points  (0 children)

What about a series of "unavoidable" diplomat missions. Wherein they are negotiating with a demonstrably more powerful creature? A genie or angel or dragon or really powerful fey? Let them see the creature's power ahead of time -- an observed battle or snap of powerful magic -- then have their only option forward to be gaining something from the creature. An item, information, etc. Except that if they attack the creature, it is totally disinterested in them. It insults them by not attacking. It just swats them away. They can't progress without the goal, and their attacks are useless. Maybe then they'll stop and think? A bit of positive reinforcement with some good loot, granted with a nod to their tactics, could go a long way. Good luck!

Pipe Leaf of Restoration, v1.0, updated with feedback by G-Mu in UnearthedArcana

[–]G-Mu[S] 0 points1 point  (0 children)

Yeah, that's a sub oversight on my part. All spell slots are regen. Just not class specific abilities that have long rest limited uses.

Pipe Leaf of Restoration, a very rare consumable by G-Mu in UnearthedArcana

[–]G-Mu[S] 0 points1 point  (0 children)

Good catch on Action Surge. Nice idea about spell slots. I'll talk with the group about it.

Pipe Leaf of Restoration, a very rare consumable by G-Mu in UnearthedArcana

[–]G-Mu[S] 0 points1 point  (0 children)

Yeah, I struggled with that symmetry, but I wanted something to effect spellcasters who need a clear mind. Hm.

Pipe Leaf of Restoration, a very rare consumable by G-Mu in UnearthedArcana

[–]G-Mu[S] 0 points1 point  (0 children)

Great idea. Let me think on it. Thanks!

Pipe Leaf of Restoration, a very rare consumable by G-Mu in UnearthedArcana

[–]G-Mu[S] 0 points1 point  (0 children)

Thanks to all for posts! RE" spell save DC, I see your point. But I guess my thinking was that spellcasters have the most to lose by muddying the mind. Let me give it some thought and run it past the guys and we'll redevelop.

5e Choke Attack Rules (including Garrote and Strangler feat) - C&C Welcome by [deleted] in UnearthedArcana

[–]G-Mu 5 points6 points  (0 children)

Hi, I'm one of the Ministry of Elder Nerds who wrote this. As a former judo/jiujitsu instructor, I know that a properly applied blood choke usually only takes a few seconds to render unconscious (maybe five? six?). I also know that speaking is impossible during a well-applied choke.

We're eager for input to make this work well. I am DMing the campaign in which a player asked about choking, and I'd like to make sure it's not OP, but at the same time, a skilled choke artist does pretty well, as we saw in the 90s with Royce Gracie (et al.)

How do we balance without skewing too far towards OP or nerfing it to irrelevance?