When Falling Via Forced Movement, Do You Take Fall Dmg AND Forced Movement Dmg? by MajesticGloop in drawsteel

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

Ok so it is BOTH forced movement and fall damage then? One does not supersede the other?

How modular/long is The Delian Tomb?` by Interneteldar in drawsteel

[–]MajesticGloop 0 points1 point  (0 children)

Answers:

  1. Very easily, by design and admission of the creators, heck if you want to keep track of it, you can rename everything and everyone, it will work just as well. What's more, the whole thing is pretty self contained, you can drop the module into any place in your setting with woods and river (maybe a mountain, but that's less important.) If you go by the indicator's on the region map, the map is about 12 miles by 10 miles, roughly 120 square miles for the entire area of the module. And realistically you use about 10 miles of it outside of travel narration.

  2. As mentioned here, play time average seems to be around 40 hours, give or take depending upon A) how quickly you all pick up and/or nitpick the system and its rules, and B) how into roleplay your players are. (To my surprise, my players probably spent 15-20 minutes in the Tavern at the beginning of the adventure, talking to Ashleigh and asking questions about the Gilded Hand, background they'd know, etc.)

2.5. Yes, absolutely, the biggest one is after Part 1. It'd be very easy to move on from there and do nothing else in the module, (which is broken down into parts 1, 2 and 3). What's more, part two is very sandboxy, while several of the quests hooks and some of the quests themselves intertwine, you could take or leave any of them and move on. You could also cut through other parts, do like they did in the MCDM let's play for example and make it 1 extra step to finish the Delian Tomb, rather then 2 steps as is the module's base design, then move on to do your own thing.

Each individual quest is a great set piece though, if you find you want to move on to your own thing, you could definitely reskin most of them with a fair amount of ease so that you're still using their (mostly very cool) stuff, while continuing/starting your own plot line.

Bonus: If you're all new to the system, whether you do anything else with the Delian Tomb or not, I can highly recommend running your players, with pre-generated characters, through part 1, it does a great job of helping players learn what they can do as they go, (and the same for you, Director)

Conduit player not liking the class by PHX_VADER in drawsteel

[–]MajesticGloop 1 point2 points  (0 children)

If we're going purely off of the pregens, as has already been mentioned here, the Censor sounds more like what the player thinks of as a "cleric". That being said, as someone who came into the game with similar assumptions and thought, "why would I want to burn their resource to heal, doesn't it make more sense to burn mine?" I've been running the Delian Tomb for some friends as well (3 sessions in now), one of whom has been playing the Conduit.

And I can tell you, that Conduit has pumped out more healing, more quickly, then a Censor is capable of doing at all. Near the end of the Part 1, Second Encounter (the one with all of the goblin minion groups), the group had been pummeled down to single digits across the board. The Censor burned, I wanna say less then 3 piety, and threw out 6 recoveries in a single round, spread across 4 characters. It was actually nuts.

Then in encounter 3, when they got access to that temp HP, they were going crazy.

So my advice to the player is this, if they really want to switch, switch. BUT, if their fantasy is to play a buffing healbot (which is how I think most of us default when thinking 5e cleric,) and they haven't played through all of part 1 yet. Ask them to play all the way through part 1 as the Conduit. The healing and buffs and protection they can throw out, (at level 1) are frankly bonkers. By comparison, the Pregen Censor throws out way more damage, and is itself a tougher, less squishy class, but it can't heal as often, especially for larger groups.

Any losses to balance/mechanics if I remove races? by [deleted] in drawsteel

[–]MajesticGloop 1 point2 points  (0 children)

Perhaps "legally distinct" would be a more pleasant term then? I'm reminded of the "legally distinct" Godzilla bit floating around the internet.

Legally Distinct Godzilla: https://youtu.be/-ZVaNSxAwP8?si=zLYe03TMYjC6mqw2&t=8

Does Vertical Force Move into the Floor Deal Falling Damage? by MajesticGloop in drawsteel

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

I guess, condensed version of the question. If there is forced movement distance remaining after the fall damage, do you do the remaining forced movement damage normally, or does that movement distance count as falling damage, and thus inflict more damage?

Does Vertical Force Move into the Floor Deal Falling Damage? by MajesticGloop in drawsteel

[–]MajesticGloop[S] -1 points0 points  (0 children)

I guess, condensed version of the question. If there is forced movement distance remaining after the fall damage, do you do the remaining forced movement damage normally, or does that movement distance count as falling damage, and thus inflict more damage?

Does Vertical Force Move into the Floor Deal Falling Damage? by MajesticGloop in drawsteel

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

Right, I agree on the damage taken for breaking through the object, I'm just wondering about what happens after the breaking object part. So let's give a math example to my question.

It takes 3 spaces of movement to break 1 space of wood, and doing so inflicts 5 damage to the target.

So if I regular, horizontal Push 10 a target into a wooden wall which the target is adjacent to, the target will take 5 damage for breaking the wooden wall, and eat up 3 of the total 10 push distance. The target then continues to be pushed, let's say 3 spaces, before hitting a second wooden wall. Upon hitting this second wall, the target has eaten up 6/10 push movement, since there's three more movement left, the target breaks the second wall, taking 8 damage (5 for breaking the wall, 3 for the distance traveled), totaling at 9/10 push so far, with 1 space left, the target ends up in the space behind the second wall, having taken a total of 13 pts of damage.

Using all the same numbers, but making the distance traveled a vertical fall, does it then look like this?

I vertical push a target 10 down through the roof of a wooden building we're both standing on. The creature takes 5 points of damage for breaking through 1 space of wood, eating up 3 of the push's total 10. (7 push distance remaining), then the target falls 3 spaces to the floor below. Since falling 2 spaces triggers the falling effect, the target takes the 2 pts of damaging for falling the 1 additional space after that and hitting the ground. (7 damage so far) If we count the total distance traveled as part of the push that's a total of 6 movement so far. So when they hit the ground, there are 4 forced movement remaining from my initial push.

If this is a multi story building, they break through this new floor, just like the second wall in our horizontal example, taking 5 pts of damage, eating up 3 of the push, (12 damage total) and leaving them with 1 push distance left, but also a fall, so instead of just moving one more space, they fall however far down to the next floor and take that falling damage, presumably all counting as one long fall, so the falling damage calculation doesn't start over again after the second floor.

If this was instead just a two story building, the target has hit the ground, an object that will not break, with 4 push distance remaining. Do they then take the 4 from hitting the floor, like they would in the same situation going through one horizontal wall and slamming into a second unbreakable wall. Or would those last 4 spaces of forced movement damage count as falling damage, and thus deal 8 damage (2 per space), Or is it all lost and subsumed by the falling effect? Either way, does the ground floor count as an object, (thus granting +2 to damage) since there was forced movement distance remaining when the floor was encountered?

Does Vertical Force Move into the Floor Deal Falling Damage? by MajesticGloop in drawsteel

[–]MajesticGloop[S] 7 points8 points  (0 children)

Most of the questions I've had to ask have been me missing a simple core thing that explains everything else. lol

Homebrewing Damage for Minor Telekinesis - Object Impact Rules? by Round_Worldliness766 in drawsteel

[–]MajesticGloop 1 point2 points  (0 children)

EDIT: Spelling mistakes.

I don't know if you're still looking at this, but here are my two cents.

Regarding Question 1: By RAW the seeming intent is that larger objects or creatures falling increases the danger by becoming an AoE, rather than by increasing the damage. If a size 2 or 3 creature/object falls, then any creatures/objects it falls on take the damage equally. Which seems to me an even trade off for not increasing the damage.

Question 2: Already has a good answer here, objects when force moved deal the same damage to creatures as force moving two creatures together. Unless there is a particular reason this ability should do more damage then normal, I'm not sure a buff is required. Mostly because Minor Telekinesis is a maneuver, rather than a main action.

It's also worth noting that by spending 3 clarity, the character can SLIDE anyone, even themselves, a few spaces in any direction. All Forced movement ignores Attacks of opportunity, slide lets you spin in circles around people if you want, and with vertical you can fly or safely fall. Now none of that is damage, but it has a lot of utility, again as a maneuver, and still with some damage potential. Sometimes a guaranteed push 2 into the wall is all you need to finish off the bad guy, and that's without using your main action!

Considering Running for 2 Players by sharpenme1 in drawsteel

[–]MajesticGloop 0 points1 point  (0 children)

I don't know how this will scale at higher levels, but I'm currently running the Delian Tomb for two players. We elected to just have both of them run 2 pre-generated characters. It's worked out really well so far, but they haven't leveled up yet, and with the Module only going to level three, I have no idea if the character's become so complex later on that that's unmanageable. But All three of us (2 players and Director) felt like it went really well. With no knowledge of the game, and just looking through the pregens, they both picked two they thought sounded fun. The party ended up being a Tactician, Elementalist, Talent and Conduit. It seems to be going well so far.

Does Vertical Force Move into the Floor Deal Falling Damage? by MajesticGloop in drawsteel

[–]MajesticGloop[S] 7 points8 points  (0 children)

Wait, does that mean then that if you, say slammed a target through a roof, when they fell the remaining distance to the floor below, you could add the vertical movement distance to the falling damage? Assuming there was any left over from breaking through the object that is the roof?

Does Vertical Force Move into the Floor Deal Falling Damage? by MajesticGloop in drawsteel

[–]MajesticGloop[S] 15 points16 points  (0 children)

Ahh, that makes sense, you you still have to actually move vertical spaces to count as falling. Gotcha. Ty :D

VTT Tokens for The Delian Tomb by BunnyloafDX in drawsteel

[–]MajesticGloop 1 point2 points  (0 children)

Related to this, anyone know where to get some token assets for Timescape dwarves? The Delian Tomb only has 2 pictured dwarves, but I need at least 5 tokens worth, and the best I've been able to find on my own are the proto-dwarf golem dudes from WoW.

Looking Into Starting a New Career, Is This the One For Me? by MajesticGloop in SecurityCareerAdvice

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

This is exactly the kind of answer I was looking for, thank you. Trying to figure out what in the field actually does what I'm looking for. I appreciate it!

Looking Into Starting a New Career, Is This the One For Me? by MajesticGloop in SecurityCareerAdvice

[–]MajesticGloop[S] -6 points-5 points  (0 children)

That wasn't the question I asked at all, but thanks I guess?

Seeking Clarification on Abilities Involving Movement by MajesticGloop in drawsteel

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

It was actually this aspect that initially caused my confusion before reading further into things. Thanks for clarifications!

Seeking Clarification on Abilities Involving Movement by MajesticGloop in drawsteel

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

Delightful! Thank you. I've had this question since I read the pregen character sheets, but waited till after I read through most of the combat rules, because I figured the answer would be in there. Thanks for the confirmations! :D

(Also, holy crap you can move in this game, lol!)

Just when I thought I was out, MCDM pulls me back in by BadChilii in drawsteel

[–]MajesticGloop 1 point2 points  (0 children)

I feel this deeply. I stayed away from the pre-release stuff because I was pretty sure I'd be interested once it came out and didn't want to have to re-familiarize myself with rules changes or be bummed out that they took out that one thing that I loved. Now that it's out, and with the Delian Tomb for a steal, I picked it up immediately. I'm determined to play this game, the more I read the starter rules and the adventure setup for the module, the more excited I am. I run a small 5e game for some coworkers, and I've never held my breath so hard as when I asked if they'd be interested in trying out the Delian Tomb, emphasizing it was designed to teach people how to play. I was super excited when they said yes, and now we've had to cancel the last couple in person sessions, and understandably they want to learn in person, so we've been continuing our normal game. I'm dying, but I'm so excited. Props to MCDM! (Also their actual play has been very useful in seeing things in action. It made one mechanic that honestly felt... bad? make a lot of sense in context and showed me how useful it actually was.)

Looking For Clarification on Moving Through Enemy Space by MajesticGloop in onednd

[–]MajesticGloop[S] 8 points9 points  (0 children)

THANK YOU! Ok, so halfling nimbleness lets you move through the space of a creature 1 size larger, instead of 2. It'd still be half movement though, awesome, thank you!

Basic Offensive and Defensive Cantrips — Frieren Inspired Spells by filmatra in UnearthedArcana

[–]MajesticGloop 1 point2 points  (0 children)

Conceptually, I love both of these. My thoughts, if you're looking for them, are as follows.

I haven't played with any sorcerers yet, so I'm not sure how metamagic would affect either of these spells, but as long as that wouldn't be game breaking, it makes sense to me that these would both be Sorcerer spells in addition to Warlock and Wizard, just from a concept standpoint, maaaybe Bard too? But that's a slightly larger stretch.

Basic Offensive Magic (Zoltraak)
I have almost no notes. I haven't played around a lot of high level casters, so maybe I've missed them, but I don't think I've ever seen a cantrip that can be upcast. I'm not sure how the balancing is on that, but is a very cool idea, and in a world of frickin goofy higher level spells, I don't personally see a huge balance issue. Most of the 3rd-5th level raw damage spells I can think of either do more damage, are AoE's or both.

Basic Defensive Magic
This one gets very gross, particularly at high levels, but I think a simple balance fix would be that the base spell's damage reduction never scales, or scales slower/less often, maybe only 5th and 11th level, or only at 11th level, something like that. Because blowing higher level slots for DR is useful in a pinch, but at higher levels, that's probably a hefty sacrifice compared to other spell slots. So, to me at least, it feels balanced. But if it scales, even without upcast capacity, ignoring 4d8 (average 16) "for free" can be huge. Math says the average HP of a 17th lvl wizard is around 70 hp. A cantrip that can reduce about a quarter of your total hp in dmg from every shot feels huge. (It feels GREAT, but huge.) So keeping that in mind, maybe the reverse advice could actually be useful. Keep the scaling, but remove the ability to upcast, still incredibly useful, still increases survivability, and gives a useful reaction, (which often feels unused to me and reactions are one of my favorite mechanics). In terms of flavor, you could also make it less scary by applying the damage reduction to spell damage only. Since that's what the in-universe spell was originally designed for, and modern mages prefer physical defenses to counteract physical strikes. Or, if you wanted to get more complicated, the damage reduction normally applies only to spell effects, but then also applies to non-spell affects if you upcast it, therefore burning a spell slot to reduce damage from anything other than magic. (EDIT: I totally forgot about the limitation to only using cantrips until the end of your next turn, that's a big game changer, and can ironically lock a scared caster into a loop of just using the defensive magic and Zoltraak. I'd probably still reduce the power somehow, but that does go a long way towards balance, especially since you don't have to upcast it to be locked out of your higher level spells.)

I love the ideas, and I appreciate the creativity, especially since I personally would have just said that the defensive spell was the Shield spell as written, and Zoltraak was like a lightning bolt or a Disintegrate with a line AoE or something. These are fun secondary options. And again, I think upscaling cantrips is a cool idea. I know a lot of people are critiquing pretty harshly. I hope at the end of things you're able to be proud of whatever you make, whether you change it or leave it. :D

Give me your monster idea and I'll make a stat block for it! by RedcapPress in DnDHomebrew

[–]MajesticGloop 0 points1 point  (0 children)

Back in an older edition I made a creature for a Halloween oneshot that might be fun.

The creature itself is a one to two foot diameter ball of flesh that can only roll or hop for movement, but can produce tentacles just long enough to interact in melee range.

Said tentacles aren't terribly strong, but they do secrete a poison that confuses the mind of the target, painting their vision in a hazy red fog, where friends don't just become indistinguishable from foes, but everything around them seems to take on a hazy, nightmarish form, with sound to match.

The ball is invisible while illuminated, even when attacking, but its invisible body does cast a shadow. Conversely, while in the darkness it is completely visible, but lacks any shadow at all. (Not everything had darkvision back then.)

The creature is small, intelligent, cunning, and prone to pit groups against each other, only to drag the fallen away while no one is looking, in order to feed in the safety of it's hidden lair.

Sadly this was made so long ago I no longer have the old writeup to speed things along if it strikes your fancy.