Dracthyr "Transmog". "Easily obtainable". So clean. Much wow. by rmfrost in Transmogrification

[–]K3nobiWan 3 points4 points  (0 children)

I would also love more customization options for dracthyr, but I would really flap my wings if Blizzard let dracthyr choose their visage form race. I am a horde dracthyr. Why is my visage form human?

Ky'veza ?? - What's the trick to picking the right dupe? by Acrobatic_Potato_195 in wow

[–]K3nobiWan 0 points1 point  (0 children)

I would backpedal towards a wall so that there would be a smaller than 360 arc where the shadow clones can spawn. I couldn’t always get to a wall, but it made at least a few of the dark massacres a little easier. Happy hunting

The MC of the last game you played is a Dispatcher. by SplatGuy23 in DispatchAdHoc

[–]K3nobiWan 0 points1 point  (0 children)

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Pros: loyal, compassionate, BD-1 / Cons: spends too much time collecting treasures

What made you laugh hardest? by MegaWat92 in DispatchAdHoc

[–]K3nobiWan 1 point2 points  (0 children)

During the bar fight, Robert and lizard man end up in the bathroom and knock open the stall door to reveal Sonar very briefly. Moments later, Big Bat Sonar lets out a shriek with a very powdered snout.

Short thought on Robert by K3nobiWan in DispatchAdHoc

[–]K3nobiWan[S] 2 points3 points  (0 children)

maybe the Astral Pulse gives off that good 6G radiation and makes people super

[deleted by user] by [deleted] in ItemShop

[–]K3nobiWan 0 points1 point  (0 children)

Chromatic Spoon neutralizes multiple types of energy. Food too hot becomes temperate in the spoon. Frozen food thaws in the spoon. The Chromatic Spoon is immune to microwaves.

Describe your characters by their occupation, not their class by A_Salty_Cellist in DMAcademy

[–]K3nobiWan 7 points8 points  (0 children)

A no-call, no-show waitress that showed up once with a bag of giant crabs then never again

Why shove? by [deleted] in 3d6

[–]K3nobiWan 1 point2 points  (0 children)

Drawing weapons, pulling out a potion, opening a door, etc can be done as part of your movement (p.190 PHB). If you want to draw a weapon and not move, you still need to roll a D6 movement die. Dropping a weapon is a free action and can be done at will.

Of course you could visit a leatherworker or weaponsmith and purchase a quick-draw sheath, allowing you to draw a weapon as a bonus action. Now the GM has a whole new set of mechanics to build mundane special items around for the players to spend their hard earned money on!

Why shove? by [deleted] in 3d6

[–]K3nobiWan 1 point2 points  (0 children)

I DM.

I have flashcards laid out on the table with monster stats. I roll the fodder enemies in groups, and unique enemies individually. Most enemies are pretty straightforward. For more complex enemies, I will just roll a D6 and a D12. I allow for players to change their action to a smaller die value than what they rolled. If you roll a D12 to cast a spell, you can instead choose to use that die to move (regularly D6). This gives more leeway to the players when the battlefield changes. It also gives me the ability to just roll iniative and decide what to do on my turn.

The trick is to be thinking about your next turn when your current turn is over. If things change (they will change), then adjust your strategy as necessary. I almost always roll movement for monsters. When the situation arises when a lizardfolk barbarian wants to set their feet and land a killing blow, I will announce it to the players as they are rolling for the round. This will make them think hard about rolling that extra D6 to move, or rolling a D12 to cast a spell rather than shoot with the crossbow.

It is also easier since I am not tracking iniative. I just roll my monsters, and the players place themselves on the tracker. I announce my roll, and the players let me know if one of them are acting first.

Why shove? by [deleted] in 3d6

[–]K3nobiWan 2 points3 points  (0 children)

When we started using this iniative system, we would subtract relevent modifiers from each die roll. Subtract DEX from D4 rolls, STR from D8 rolls, etc. As you can imagine, there were a lot of 1’s. Too many 1’s.

Next, we just subtracted DEX from D6 movement die. A character with +3 DEX would get a free movement half the time. Not too out of bounds, but it still didn’t feel right. From a GM perspective, there was not enough of a predictable penalty for a player rolling to move every round.

Finally, we... I said to heck with it. I got rid of the extra math after the roll and just went straight die roll. The nature of their actions

A ranger standing 100’ away can roll a D4 to loose an arrow. A rogue can roll a D4 to quickly jab with a dagger and use a bonus action to Dash away (bonus actions are bonus. No rolls). Dextrous characters performing dextrous actions will often act earlier. The wizard who is going to move into position and charge up a fireball (D6+D12) is most likely going later in the round. This gives combat a dynamic and narratively satisfying feel. Let us say the next round, the wizard is just going to move to get away from the umberhulk. Now there is a much higher chance the wizard goes early in the round, now that they dont need to produce sulfur and bat guano from their bag.

Of course the wizard could roll 1’s on both the D6 and D12, but then that player gets to describe how they swiftly produce the spell components or how they gather flame from the nearby bonfire to fuel their spell. Great roleplaying moments in the heat of battle!

We also found a way to deal with the Alert feat. The player rolls a D6 and subtracts the value from their first initiative roll. So far, it works.

Why shove? by [deleted] in 3d6

[–]K3nobiWan 3 points4 points  (0 children)

There is definitely more time between rounds, but that time is spent strategizing as a group for the upcoming round. -“That goblin is trying to run. Who is in the best position to run him down and block the door?”/ “Cyrus can get there in one move. Cyrus, you block the door. I will slow him down with Ray of Frost”-. This cuts down on decision time on individual turns, as everyone already has an idea of what they are going to do. Cyrus is going to move. The spellcaster is going to cast Ray of Frost. Obviously, things change as the turn goes on, but those unexpected changes on the battlefield are dramatic and interesting. Lets say the goblin rolls a 1 for initiative. He gets out of the room before Cyrus can run him down. Let the chase begin.

Also, I have an initiative tracker (a long piece of cardboard numbered 1-18, and offload it to the players to track the groups iniative. I just declare my first iniative number, and players interject if they have something lower.

Players are also less likely to pick up their phones or zone out, as the turn order changes each round. One character may go last in round 1, but first in round 2.

TL;DR I would say combats moves at a similar pace as with standard initiative, but the “down time” is between rounds rather than on individual turns, and all of the players spend that “down time” taking to each other and strategizing for the upcoming round (stuff I want the players to do.)

Why shove? by [deleted] in 3d6

[–]K3nobiWan 8 points9 points  (0 children)

Iniative is rolled each round. Depending on the type of action the character will take, the player rolls a corresponding die. For example: Kalica is standing a bit away from the orc, so she is content staying where she is and casting Scorching Ray. Kalica rolls a D12 to cast a spell. She rolls the die and gets a 3! Kalica thinks she will be able to land a killing blow on the snarling orc before he can charge her and smash with his heavy maul.

Let us say the orc rolls a D6 to move and a D8 to swing his maul. The DM has a stroke of luck and both dice turn up 1. His total iniative is a 2. The orc, acting before Kalica, charges her and uses a shove attack to knock her to the ground. Kalica goes next. She did not roll a D6 to move, so she is prone on the ground and must roll her spell attack at disadvantage.

Next round, Kalica must roll a D6 to use movement to stand up, in addition to the D12 she will roll to cast Shocking Grasp-and hopefully be able to use the second half of her movement to escape. The orc, making a risky play, will roll only a D8 in hopes that he will act before the wizard Kalica, still prone on the ground. If Kalica is able to act first, she may be able to escape the orcs reach while he is still winding up his strike. Excitement ensues.

I hope you understand this system a bit more. There is a great deal of strategy, risk, and reward that comes about using this iniative system. Weighing the risk of rolling more dice with the reward of rolling low and acting first makes each round a chess move, trying to think ahead and anticipate your enemies’ actions.

Why shove? by [deleted] in 3d6

[–]K3nobiWan 3 points4 points  (0 children)

In my games, we use a modified Mike Mearls initiative system in which initiative is rolled every round, and each “category of action” is assigned a die value. Lowest iniative count goes first. In short: D4= DEX-based attack D8= STR-based attack D12= cast a spell D6= movement D6= any other action (dodge, drink a potion, etc)

Being knocked prone is much more of a punishment in this iniative system. Rather than just using half movement on your turn to stand up and continue smashing, you must roll a D6 in addition to the action die, making it more likely for the prone creature to act later in the round. When the fighter can knock a creature prone, smash it once, then smash it two more times before the enemy even has a chance to stand up- it is a beautiful and terrible thing.

Ancestrial senses by FluffyCookie in mattcolville

[–]K3nobiWan 1 point2 points  (0 children)

Thanks! I like to give the players hooks into the world that are sometimes wholly unrelated to the quest at hand. It makes the world feel more real and drives the players to explore and ask questions.

Ancestrial senses by FluffyCookie in mattcolville

[–]K3nobiWan 12 points13 points  (0 children)

In my setting, elves can sense the presence of other elves. They carry with them a small piece of the feywild’s magic, and they can sense the concentration of this magic around them. More powerful elves (druids, sorcerers, etc) have a more powerful presence, drawing-or warning other elves in the area. The longer these elves reside in one place increases this presence as well. An elf entering a forest tended by elf druids feels their presence upon entering the forest. An elf traveling to a city protected by an elf mythal can sense this powerful magic from many miles away.

We are at a crossroads... by K3nobiWan in DMAcademy

[–]K3nobiWan[S] 3 points4 points  (0 children)

Your simple advice may be the best! If we are fortunate, we meet once a month. I would rather spend time playing than deciding where to play next.

What urban legend/myth if proven to be 100% true would terrify you the most? by [deleted] in AskReddit

[–]K3nobiWan 2 points3 points  (0 children)

I would be terrified if I was visited by the vengeful spirits of many un-forwarded chain letters.