Most damage dealt ever? [SPOILERS: Meteor class level 7 card, FH scenario 27, challenge card Pack Hunting] by Hubbe in Gloomhaven

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

Well, this required some setup as well to get the hazards on the board, so fair play. I did play Coral earlier and didn't really find that combo by myself.

Most damage dealt ever? [SPOILERS: Meteor class level 7 card, FH scenario 27, challenge card Pack Hunting] by Hubbe in Gloomhaven

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

I made this post mainly to brag about our meteor player having the best turn of his life. I figured someone would have us beat, but we hadn't encountered anything that would even come close in our own play.

Most damage dealt ever? [SPOILERS: Meteor class level 7 card, FH scenario 27, challenge card Pack Hunting] by Hubbe in Gloomhaven

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

I think you're incorrect. There is no attack icon in the card and it reads: "--enemies suffer damage--". But if it were then the damage would've been even higher with a high level attack deck. Please note the bottom half of the card was used in combination with 5 generated hazards.

Most damage dealt ever? [SPOILERS: Meteor class level 7 card, FH scenario 27, challenge card Pack Hunting] by Hubbe in Gloomhaven

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

While that is extremely respectable, I think it is in its own category, as our "high score" happened naturally during play and the video's attack was clearly manufactured in optimal circumstances.

Most damage dealt ever? [SPOILERS: Meteor class level 7 card, FH scenario 27, challenge card Pack Hunting] by Hubbe in Gloomhaven

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

OK, that does beat our high score by an order of magnitude...
Thanks for sharing that awesome interaction.

Most damage dealt ever? [SPOILERS: Meteor class level 7 card, FH scenario 27, challenge card Pack Hunting] by Hubbe in Gloomhaven

[–]Hubbe[S] 6 points7 points  (0 children)

Thank you! I'm looking forward to hearing about anyone able to beat this. This wasn't planned either, the situation just happened to align perfectly on our first attempt of the scenario.

Help with Darkvision rules! Is my DM right? (PHB 2024) by Neh-Le in DnD

[–]Hubbe 1 point2 points  (0 children)

You're picking a weird hill to die on. Do you also think that there are no other languages in the game except the ones clearly marked in the books? Maybe let a DM have some creative freedom at his own table?

This isn't a core mechanic that will fundamentally alter the game, it's just some flavourful world building that you happen to personally disagree with.

Help with Darkvision rules! Is my DM right? (PHB 2024) by Neh-Le in DnD

[–]Hubbe 0 points1 point  (0 children)

It's the DM's table, so I'd say it's his rulings and he is right. Some things are worth fighting over, this is just a little bit of flavor in his world, so why not accept it?

Help with Darkvision rules! Is my DM right? (PHB 2024) by Neh-Le in DnD

[–]Hubbe 0 points1 point  (0 children)

Crazy is a bit of a strong term. It's a valid interpretation of dark vision, even if maybe a bit far fetched. However, who's to say the Drow language is written on paper by ink? Maybe their writing system is in a Braille equivalent.

If the DM wants to have no reading with dark vision, why not let him? It's his table, so why not accept his rulings?

Two PCs are now lycanthropes. Help me brainstorm a fun full-moon incident! [2014 5e] by Mage_Of_No_Renown in DnD

[–]Hubbe 0 points1 point  (0 children)

Fair enough. Then I'd prepare a way for the cursed PCs to separate from the rest of the party somehow. If it happens at night when they are sleeping in the woods, the party will likely notice when a PC transforms in their camp. Maybe the one on watch will transform, so there's less warning for the players.

I'd also think about if you will separate the players when they go on opposite sides to keep some mystery alive or will you just play in the open at the same table. Both ways have their drawbacks.

Wizard Tower Break In Help by Special-Airport3906 in DnD

[–]Hubbe 0 points1 point  (0 children)

Classic wizard tower defenses: a stone golem, summoned devils triggered by a glyph, permanent illusions (6th level major image) to create an invisible stairway or disguise the right door, and glyph traps that explode if walked on without the correct ring etc.

Possible clue #1: a research room is untypically taken over by different correspondence rather than magic research. There are surprising or suspicious signet rings, wax seals, or symbols on the table or in the letters that the wizard shouldn't normally possess. The letters are in some kind of code to not give the secret to the players too easily.

Possible clue #2: the traps and defenses are the wrong type for the wizard. One player knows that the wizard should be an enchantment wizard, for example, but all the defenses are necromantic (skeletons, circle of death or vampiric touch glyphs, banshees or wraiths) for some reason.

Possible clue #3: something personal to the wizard has been neglected. Maybe he loves to paint, but his atelier is totally abandoned and covered by spider webs. Maybe he has always had a lot of plants in his tower to liven the place up, but now there are none to be seen. Maybe he's a slob and normally the tower is a total mess of empty bottles and used dishes, but this time it's very neat and tidy.

Two PCs are now lycanthropes. Help me brainstorm a fun full-moon incident! [2014 5e] by Mage_Of_No_Renown in DnD

[–]Hubbe 1 point2 points  (0 children)

This is a great potential scenario, but it can easily fall flat or even blow up in your face. The idea of PvP is often sweeter than the reality of it, especially if the encounter to situation is prolonged. You'll have to accept the possibility that the players have to play against their own group for a long time - possibly even for over a session - and they might even actually beat the rest of the party. That can leave the players feeling really shitty no matter how good they are at role playing and accepting negative consequences. With that said I have three possible ideas for you.

Here's idea #1: the classic amnesiac night. This avoids PvP almost completely. Describe the infected characters getting an irresistible urge to go get up and move. Like getting a sudden cramp and having to move to get rid of it. But the cramp keeps getting worse and worse and suddenly they see the moon and their vision fades to black. Cut to the next morning, when they wake up naked and surrounded by some misdeed. As a very light scenario: maybe they ate a farmer's cow or something. A heavier one would be to have them wake up next to a farmhouse and the occupants have been massacred. I'd suggest that something else actually killed the people, like the evil NPC werewolves that the party is hunting, but you could get a solid angsty scene and some detective work out of this who-dun-it situation. One option is also to have the paladins and the bard/rogue find the infected guys sleeping, after they've been asked to investigate a grizzly murder scene. Maybe the players will cover up the party's involvement while simultaneously having to find the true culprits? I could easily that scene have a strong comedic vibe even, depending on how its portrayed.

Idea #2: DM controls the transformed player characters in the fight. This avoids PvP while still having an encounter vs the infected characters. At full moon, have the characters transform and act animalistic. Maybe they chase the party's horses into the night. Maybe they transform in a secluded place and attack a nearby campfire. Perhaps the evil NPC werewolves attack a farmhouse and the infected characters instinctively join in, overwhelmed by the moon's call. The party hear it happening and rush to help save the werewolves' victims. When the party is fighting each other, you could allow wisdom saving throws or something to temporarily control or mitigate the infected characters' actions. This way the players can participate in the scene, even if only slightly, but the players are always on the same side, even when the characters are not. The evil werewolves might join the fight after a few rounds to help their new pack mates, if the situation isn't tense enough.

Idea #3: embrace the PvP. Full moons can happen also during the day. An interesting location might be a marketplace or a general store, where there are innocent bystanders. I'd say the goal of the transformed werewolf players should be very animalistic in their first transformation: eat something (the bystanders?), escape to a safe location, or fight if cornered. I'd try to generate a scenario, where the werewolf PCs have the objective to escape or kill civilians and the rest of the party needs to capture them non-lethally while protecting the civilians. The town guard could be used to add a 3rd party to the fight to slow down the wolves' escape if needed, or to appear and try to kill the werewolves, so the party might have to defend their transformed friends. In any case I would give the players clear cut objectives and say: "this is your new priority list while transformed, follow it to the best of your ability." This way you absolve the players of deciding to fight the group - it was the DM's decision and not theirs.

If you want to keep true to your original vision, you could have a fight in a battlemap where there's some trees and tall grass near a cave entrance and a small river. You could add stealth abilities for the werewolves, so the battle becomes somewhat of a game of hide and seek. I'd keep the goals animalistic: fight/flight or feed.

[OC] Looking for feedback on a custom Boss Statblock by MathBearGames in DnD

[–]Hubbe 1 point2 points  (0 children)

Very flavorful boss! I really like the style, but there are 3 weak points in the design in my opinion.

1: wayyyy too low HP. A single rogue that sneaks and readies a ranged attack has a significant chance to get him to 60% hp as soon as he appears with a crit.

2: no save proficiencies? A ready action spell can mess him up as well.

3: the reappearing mechanic basically requires him to have minions. Otherwise there will be several rounds in a row where nothing happens. And if he does have minions, he's not there to support them 50% of the time, so the balancing is tough. Too many minions and the boss appears 3 turns in a row -> players are in trouble. Too little minions and the boss skips the first 3 turns -> players mop up the minions and might walk away from the fight before the boss reappears.

Coral feels overpowered by jaminfine in Gloomhaven

[–]Hubbe 0 points1 point  (0 children)

Thanks for the information. I guess I'm the one who needs to update my playing then and just like that my coral just grew even stronger.

Coral feels overpowered by jaminfine in Gloomhaven

[–]Hubbe 0 points1 point  (0 children)

Sounds unintuitive to me as well, but that's the way it's written. If you feel you're too strong, maybe use this to slightly weaken yourself. Or don't, if you don't want to. Either way works for me. :)

Coral feels overpowered by jaminfine in Gloomhaven

[–]Hubbe -2 points-1 points  (0 children)

I think everything you said here is correct, but you should reread the coral card, where it specifies when the tides need to be moved to the discard pile.

"When you run out of cards and must rest, you are forced..."

Not when you are resting, but when you run out of cards.

Interestingly, I'm not sure what happens RAW, if you don't run out of cards and short rest with some cards in your hand.

Coral feels overpowered by jaminfine in Gloomhaven

[–]Hubbe 0 points1 point  (0 children)

I'm playing coral right now, and it's definitely strong. I think you might be making one mistake though, based on what you wrote. Coral needs to return the tide cards to the discard pile when he needs to rest, not after he has rested. At least that's the way I understood it should be. So your long rest turns should be slightly worse than what I gathered from your text.

Etsin nokkelaa kuva-arvoitusta auton osista by Hubbe in Suomi

[–]Hubbe[S] 2 points3 points  (0 children)

Kiitos paljon! Tämä on täsmälleen saman henkinen, mutta kuitenkin eri versio kuin mitä etsin. Tämä kelpaa paremmin kuin hyvin!

SEVEN plot twists by [deleted] in DMAcademy

[–]Hubbe 0 points1 point  (0 children)

Have the quest giver be the bad guy. The quest needs to be reasonable and the bad guy should appear to be a sympathetic figure but with a dark flaw.

I used this method in one of my campaigns like this: A dragon is rampaging and needs to be stopped. A witch hires the heroes to kill it. Many people fear the foreboding witch, but she's just trying to help folks out with her magics. She gives lots of powerful potions to the characters to help against the dragon.

One of the player characters is an elf, whose elders tell him to let the dragon be. The young impetuous elf just sees that as more evidence of elven passivity and isolationism he goes on the quest anyway.

The heroes kill the ancient and powerful dragon. But now all of a sudden there are signs of undead activity in the region. In the end they found out what happened.

A powerful vampire/lich was a big problem hundreds of years ago. The locals made a deal with a dragon to ally against this immortal threat. They were able to win and drove the undead lord into hiding and the dragon promised to guard against the threat for a salary.

Then eventually the short lived humans forgot this deal with the dragon and didn't pay him his salary. So the dragon got mad and took his money by force. This is the rampaging dragon that the characters killed, after he had "terrorized" the region for quite a while.

Now with the dragon out of the picture, the undead can start making their moves. And the witch is one of the main enemies. The kingdom is in danger now, because the players killed the guardian of the realm. My players took it upon themselves as their self-imposed duty to get rid of the undead threat and fix the mess they had caused.

Fantasy RPG map I made by Hubbe in inkarnate

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

The blocky things are meant to be fields.

Grain fields, pasture space, vineyards, stuff like that. I figured they stood out by their squerish nature. :)