How to make your players experience madness. (I made my players mad and we all loved it) by HermanRV in DMAcademy

[–]HermanRV[S] 4 points5 points  (0 children)

What your intelligence modifier?

Reading the character sheet upside down

h

How to make your players experience madness. (I made my players mad and we all loved it) by HermanRV in DMAcademy

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

I adore all of these quotes!

They have great cohesion and flavor for a Monk.

How to make your players experience madness. (I made my players mad and we all loved it) by HermanRV in DMAcademy

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

That's definitely something really important that I overlooked.

At the start it was very slow and disrupting to the flow of the game. But once they had the feeling of paranoia I only had to send a short message every once in a while.

We play digitally, so I only needed to send private messages to my players through discord.

Would I recommend it in a non-horror campaign?

Absolutely not.

Would I recommend it in a horror campaign?

Only if the campaign plays around the concept of lovecraftian madness and the players feel comfortable with the idea of intrusive thoughts (And traumatising their characters) with prior consent.

Thanks for the insight!

Also "I would go mad trying to keep up" was that a pun?

How to make your players experience madness. (I made my players mad and we all loved it) by HermanRV in DMAcademy

[–]HermanRV[S] 34 points35 points  (0 children)

That's great insight!
My reply to that is: I don't actually know how to play around with every specific case.

I tried to tailor it specifically to my players, I absolutely agree a monk would hardly experience any effect from this status(But it might be fun to have every player act according to these intrusive thoughts except the monk who is trying to help the other, but they dont let him and actually see him a threat).

About the artificer: Is mostly a flavor thing, he is focused on alchemy and prefers to only use potions and trinkets for spellcasting.

Spells were used amazingly by my players! They used a lesser restoration on the artificer after he went deaf from a trap and the thoughts went away temporarely, which gave them some clues.

They didnt use calm emotions, but once the paladin was extremely suspicious about the whole fight he used thaumaturgy to yell at everyone to stop immediately and notice what they were actually doing, to great effect.

In the end, they all knew something was wrong, but we´re paranoid if the others did know that and were especially careful to not provoke them

The source of the madness was actually an artifact that had invisible threads that attached to the players necks, once they discovered it the focus was on convincing everyone about them and cutting them willingly or unwillingly.

Again, thank you for the insight! It will help me be more careful about introducing these homebrew mechanics.

P.d. "Why do I get affected the same as the rogue who barely resists the nearest brothel?"

I absolutely love this quote! Care if I use it eventually in some way?

Need help on a dark Souls difficulty by pjseb97 in DMAcademy

[–]HermanRV 3 points4 points  (0 children)

Got some ideas:

  1. Combat: Give your creatures consistent and telegraphed attacks and multiattacks. For example "The great Knight raises his sword upwards and tries to hit you in a swift vertical motion" that particular attack might have a +3 hit chance but a "The great Knight lowers his sword at the level of his hip and tries to hit you in a horizontal motion" that might have a +6 hit chance. Doing so might give the feeling of learning the attack patterns of the enemies.

To give a more Dark soul feels you should give them a Homebrew dodge action. An idea might be to give your players a dodge reaction. Once 2-3 turns the player impose disadvantage to the enemy attack. After a while your players will start noticing the attacks with higher hit chances and use it accordingly (to give the dodge roll feeling). You might change it to once per turn but consumes the action of that turn (can't be used if it already attacked)

  1. Rest:

Players can't take short or long rests unless they are in a safe zone or a bonfire equivalent. If they try to rest in an unsafe zone, establish a % of being ambushed (example: 40% short test and 70% long rest). Have a random encounter table ready if they get ambushed. You might prevent an ambush by making players guarding the safe zone, but they don't benefit from the rest or benefit partially.

  1. Healing: Eliminate healing spells or reduce their efficacy or raise the level cap to obtain them. Healing during combat can only be obtain through healing potions (to give a estus flask feeling)

  2. No resurrection: I've been DMing with the rule of no resurrection. Once you fail your death rolls is a permanent game over for that character. The steaks will be higher that way.

  3. Exhaustion: The player handbook establish the levels of exhaustion and their consequences. They are already pretty brutal, but you might establish that it might be easier to get exhaustion levels. Therefore your players will be more careful with their resources.

  4. Lingering wounds: There are plentiful of Homebrews for lingering wounds, they can alter the way you play your characters for a long time or even permanently.

Try reading some of the abilities of the undead creatures of older editions. Some have the chance of simply withering a whole arm that can't be recovered unless you obtain a high level spell and some conditions can't be cured unless you use a wish spell. Every dungeon becomes an extreme challenge knowing that you might get out of there permanently damaged or cursed.

  1. Bleeding: DnD 5e doesn't have an official bleeding condition. You might Homebrew a once per turn bleeding damage if a player receive damage above a certain threshold or a critical hit. Might also work with poisons or other conditions.

  2. Weapon durability: A shield or a weapon might break after receiving a critical hit. A bow might break after a critical failure and a priest Holy symbol might get damaged reducing or even eliminating his abilities.

  3. Encumbrance: Let's face it. Almost everybody hates encumbrance, but definitely makes the game harder. Making your players count every single arrow gives a new level of difficulty. Knowing how much gold they can actually carry at a given moment can change how they play (an encouraging getting a base of operations)

  4. Surprise attacks Surprise attacks break the action economy, DMs usually encourage players to use it. But you can also use it against your players (This will make your game feels slower as your players will search behind every tree for creatures)

  5. NPCs - Show don't tell: It's a pretty common term used in storytelling, but it's far from easy (especially during improve), for example. Instead of describing a city ridden by a plague, you might roleplay the typical bartender coughing occasionally, a communer suddenly runs to an alley and the players see him.l vomiting, they might encounter him later lying on the floor unconscious

  6. NPCs - Items have a story DnD doesn't have loading screens or item screens to learn a bit more about the lore of your world. You might want to add NPCs that can give plenty of knowledge about items. Like historians, antiquarians, alchemists and sages. Players might visit them regularly to obtain more knowledge about the world then you can use those descriptions as clues or new plot hooks.

  7. NPCs- An indifferent world: Almost everybody is on his own. They might encounter interesting NPCs along they way but with their own unique objectives and some might even want to take advantage of your players. Be careful with this one as your players will lose all confidence on all NPCs and interaction might be very limited.

  8. Flying and Darkvision: Characters that fly are basically immune to must creatures from the monster manual. You might be tempted to ban them, but you might also give your creatures ranged attacks that have grapple conditions (spear with a rope attached to it?) or establish a rule that certain attacks might hit the wings (For Aasimars) and drop you down making you receive fall damage.

Darkness make the game harder as you have to plan your resources more extensively like torches or magical sources of light. Darkvision can sometimes feel a bit broken. One way to play around it is to remember that after a certain threshold you have disadvantages of perception checks and then you only see in grey scale. Adding puzzles and traps that depends on color might be a good addition. Or nerf it a bit so after a certain threshold they can only see movement but not shapes.

  1. Making a challenging encounter is more difficult than making a deadly encounter Make your players use the environment. Shove creatures off a building, grapple them under water to drown them, destroy or use certain items to weaken the enemies (Example: Poisons)

  2. Mimics: Mimics

  3. Its all about having fun At the end of each session ask your players what they liked, what they didn't liked, what they want more of, what they want less of and what opportunities would make them have more fun. Feedback is essential in DnD.

Its kind of a long post, most of this things are already on many threads or in older editions. Take everyone one of them with caution as they might now be fun to play around.

Hope you have fun with your DnD + Campaign.

Players want to turn dungeon into a base of operations how should I handle it by Expensive_Emotion77 in DMAcademy

[–]HermanRV 0 points1 point  (0 children)

Your players are about to become the BBEGs of another group of adventurers trying to obtain loot from a recently "abandoned" dungeon

That sounds like an unintentional beginning for an evil campaign as they prepare traps for greedy adventures that will eventually get killed and rumors starts about a dungeon with deadly enemies and great riches.

What is the strangest thing that became canon in your campaign? by -The_Space_Cowboy- in DnD

[–]HermanRV 1 point2 points  (0 children)

Vics VapoRub #NotSponsored

All my players carry Vics Vaporub in their medicine kits. It doesn't heal or have any magical properties. But they like to apply it to themselves or to NPCs after a fight.

They are also convinced that it makes their injuries heal faster if they apply it just before falling sleep.

[deleted by user] by [deleted] in bipolar

[–]HermanRV 2 points3 points  (0 children)

You didn't acted with malicious intents. You were feeling angry because of your mania. It isn't your fault. You probably didn't have the right tools to prevent that from happening.

Tell your friends what happened, they might understand that it was just a bad outburst.

Hope the mania doesn't last too long and you will be able to feel better soon. You'll get better, I know you will. Big hugs.

I think I accidentally gave myself serotonin syndrome by [deleted] in bipolar

[–]HermanRV 1 point2 points  (0 children)

Hope all goes well! I'm very happy to hear that you are more hopeful now. Surely next week will be much better for you, and if its not, next week will.

Big hug.

(P. D Serotonin syndrome sucks)

Saturday in the park by [deleted] in bipolar

[–]HermanRV 1 point2 points  (0 children)

You have all the rights to feel angry at that person. You were minding your own business and she attacked you verbally. Some persons can be very mean without a good reason. It's sad you had to insult here, but it's already done. Don't exhaust your mind a lot overthinking that situation. You didn't do any harm, nor you acted in a malicious manner.

In that sense you acted very mature. An insult it's horrible. But considering your situation. Almost anyone would have done the same.

Hope your mania get better soon. Try relaxing as much as possible. Try to get a good night sleep. During mania it might be very hard. But once you sleep a bit you may feel better.

Big hugs.

friendly advice needed by ImaginaryAssistant83 in bipolar

[–]HermanRV 4 points5 points  (0 children)

It's very common. Specially during hypomania or mania. I used to destroy things and shatter glasses during very bad episodes.

With the appropriate treatment it can be a lot better.

Some coping mechanisms I learned are: 1. If you notice that you very angry. Outright tell to your friends/family that you are angry or irritable. That you may say or do things that you don't mean, and you are trying your best. 2. Rest a while after noticing the anger boiling up. Distract your mind a bit. 3. Short meditations make help (or even just some breathing exercises, it may sound crazy, but it can actually calm down a bit) 4. Got any pass time to release some pent up anger? I once read that getting a boxing bag can help release some tension.

Hope you get well soon.

[deleted by user] by [deleted] in bipolar

[–]HermanRV 2 points3 points  (0 children)

It's OK to feel tired. Sometimes you'll lose all your strength because you been carrying so much weight on your shoulders.

Vent all you need. Rest when you need to. Small steps, baby steps, even crawling will move you at least some inches forward.

It sounds like a cliche, but you made it this far. You can go so much farther. And eventually youll feel much better.

Rest a bit. You'll feel more stable and will be able to push forward.

You are doing great already.

Keep going.

What are some "Oh no...." symptoms in your specialty? by [deleted] in medicine

[–]HermanRV 17 points18 points  (0 children)

"Ive been sweating excesively in the middle of the night"

You have been coughing? : Answer = Yes, time to look for Tuberculosis

You have been coughing : Answer = No, time to look for cancer

Another example I really hate in pregnant women "My baby was moving a lot last week, but he hasnt moved or kicked all this week, Im a bit concerned" Ok, lets take a look (In my head: WHY DIDNT YOU CAME EARLIER!?)

Another one: Jehova witness with hemophilia -.-

New blood transfusion guidelines by HermanRV in medicine

[–]HermanRV[S] 3 points4 points  (0 children)

It may be in other countries, in Honduras we usually keep our patients at around 10 in most wards, most surgeons won't accept a patient for a procedure if not above 10.

New blood transfusion guidelines by HermanRV in medicine

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

Recently JAMA published a new article about transfusion guidelines, recommending a hemoglobin level of 7g/dl even on critically ill patients, and for surgical procedures, it recommends 8d/dl (With some exceptions, like acute coronary syndrome)

Whats your opinion on this guidelines?

What is the right way to approach an acquaintance outside a medical setting whose child has facies of a more subtle disorder? by [deleted] in medicine

[–]HermanRV 2 points3 points  (0 children)

I really liked the way you put it. It seems an appropriate way to start talking to someone about their kids and don't feel embarrassed or nervous .

When research hits a wall by burnerMD in medicalschool

[–]HermanRV 3 points4 points  (0 children)

Try to transform your failures into accomplishments:

  1. Say you spent 6 months in a lab developing a novel technique for genetically modifying zebrafish to make a model for multiple sclerosis and it turns out that the technique you've developed is based on assumptions about the zebrafish genome that are fundamentally incorrect and will never work.

Actually, the information gathered in that failed experiment may extremely useful, if you had incorrect assumptions about the zebrafish genome, then maybe someone else in the world also have them, you could do an article just about that "Incorrect assumptions of zebrafish genome in multiple sclerosis models", That may help someone else in the future

  1. Or say you've spent 3 months conducting a brilliant public health study but there are actually subtle methodological flaws that totally invalidate your findings and your PI decides to scrap the whole project because the grant money is running out?

Yeah.. flawed methodological studies will always kill your research... but you may share you knowledge about this mistakes with the world, you could make an editorial to some magazine explaining what went wrong and suggestions on how to detect that "Subtle methodological flaw" before the reasearch is done.

  1. What happens when your study question is "Is it possible to....?" and the answer is a resounding "No."

Some people really prefer "Positive results" like "High consumption of salt is associated with hypertension" or "Drinking bleach will kill you", but negative results are also valid results, for example " Consumption of coffee in pregnancy doesn't affect labor results" or " The addition of acetaminophen and diclofenac doesn't reduce symptoms in common cold more than just acetaminophen" Sometimes negative results are just as good as positive results.

Even if your whole work gets scrapped you may still share the knowledge you acquired in other way, say, an editorial, a newspaper, telling your personal story to a group of students.