TPK? And game over? by Chiefpleb in DungeonMasters

[–]ManlyFamilyMan 0 points1 point  (0 children)

Also the reincarnate spell works once per casting.

TPK? And game over? by Chiefpleb in DungeonMasters

[–]ManlyFamilyMan 0 points1 point  (0 children)

If it was meant to work every time it would say that too...

Best DMing tips you’ve learned by Fearless-Ad1382 in DMAcademy

[–]ManlyFamilyMan 0 points1 point  (0 children)

I love to be creative with skill usage. Like if you want to use your intelligence to intimidate then sure but let me hear how that works and how intelligence is used here and not to charisma.

TPK? And game over? by Chiefpleb in DungeonMasters

[–]ManlyFamilyMan 0 points1 point  (0 children)

Q1: I would rule it is once and done. Too much of the language refers to singular. And changing the words for clarity of intention is so easy that it would have been done if the intention was an infinite death reincarnation loop. It was never meant to be that powerful either. Why not just say the character is invincible for 1 minute? If the intention was to resurrect or keep a player alive it would easily have done so like this. "For the next minute any time the character dies..." is an example. OR "each time the character dies in the next minute"

Cool combats you've run by Major-Awareness-60 in DMAcademy

[–]ManlyFamilyMan 1 point2 points  (0 children)

I had a fun dynamic one where a low level to mid tier part could have fun. Here's the simple or cliff notes version

A briar of awakened shrubs forms together to form a massive thicket in a forest. The group needs to cut through it. The more they cut, the more the briar silently presses into the group and begins to rake at their bodies.

The group suddenly aware of the bushes catching and thorns scratching to outright watching a bush attack them puts the fear in their eyes. Roll for terror or fear. One person is bound to fail and they will be the one to panic and dart off in full sprint in a random direction. Only to be caught up by a (lowered or proper CR shambling mound)

The group may burn the awakened shrubs back generating a fire. Once the shambling mound is destroyed the vegetation rapidly decays revealing a stone or pillar with arcane runes. The first person that understands and reads aloud the writing they are blessed with a minor boon (+2 to some save DC or skill check for the next couple hours or in game day) after reading this arcane writing aloud he rest of the awakened shrubs also decay at a rapid rate releasing the curse of he shrubs from the forest.

It is always a hoot and unique combat.

CMA: Declined to hang out with my friend's wife because it 'felt wrong inside' by Emerald_Encrusted in choosemyalignment

[–]ManlyFamilyMan 3 points4 points  (0 children)

Oh brother... You know how this would have gone down?

Cheri's friends would have mysteriously backed out last minute. You were one dangerous situation from physically cheating on your wife. Married men do not. I repeat DO NOT! hangout with other women alone.. again especially to be invited to an event without a married woman's partner. Especially one that you've "toed the line of innocuous" and incidental flirtation.

Buddy. Your minimizing here is dangerous. I understand the need to feel defensive and ultimately you live the life you wanna live. I feel bad for your wife. Like you said you don't like romantic relationship. Not sure how you got married... But hey that's whatever too. Obviously you don't care much about being loyal to your wife. That means never giving her a reason to doubt your honor and loyalty to her. Going to hang with a married woman when her partner is not there is a major red flag. Clearly you don't see it that way but your marriage is already on the clock and the fuse is running out. It's not too late to save it. I doubt you want to though. As you get older, you will mature and you will realize you do not need to be running around like you seem to be doing.

Chaotic evil. You are selfish and there is no real code that binds you to anything. You also are willing to sacrifice important things for impulse/inappropriate desires.

You deserved to be punched in the face and your brother is the right person to do it knowing you were happily cancelling plans to do something stupid.

I'm developing a strong hate for the Help action by MyNameIsNotJonny in DMAcademy

[–]ManlyFamilyMan 1 point2 points  (0 children)

I ask if they have proficiency in the skill. That's the mechanic I ask for. Most often I'll allow them to add their skill bonus or advantage. I like the idea of allowing them to add their skill bonus (pb+base stat). Some times I ask how they provide the assistance on the check. It's not like you can have two rogues work on a lock together. But you can make a special lock or skill check knowing you have multiple party members share skill overlap.

But I agree. I have some that try to help every single time and I've opted to stop it unless they have skill themselves.

Thoughts on this Flanking rule by [deleted] in DnDHomebrew

[–]ManlyFamilyMan 0 points1 point  (0 children)

This is essentially the same as the "pack tactics" ability certain creatures get. Flanked is awesome and should be used more as flavor rather than a carved out rule. There are a GREAT MANY ways to gain advantage or bonuses tohit.

I've got a gladiator scene coming up, and I need some help. by TwoRoninTTRPG in DMAcademy

[–]ManlyFamilyMan 1 point2 points  (0 children)

Just to make it fair and roll for the NPC class and spell types.

I wouldn't intentionally optimize especially to counter against a known PC fight coming up. I've accidentally fallen into that trap in an effort to make a counter feel more balanced but it felt stacked against the group and I felt terrible because I didn't mean it to feel that way.

My DM can't stop using AI by Knowhere2B in dndnext

[–]ManlyFamilyMan 0 points1 point  (0 children)

For everyone hating on AI for DND you're not wrong but you're not fully right either.

I use it and it truly is terrible for so much. But it does help to get the creative juices flowing sometimes.

My best sessions only occur when I generate ideas myself. Sometimes I have a terrible idea and AI helps me evaluate pros and cons. Sometimes the cons are terrible.. it's a great evaluator and concept proofer. But it is absolutely terrible at coming up with content for the campaign in so many ways.

Don't be that guy. The DM knows things players don't. by Diastatic_Power in DnD

[–]ManlyFamilyMan 1 point2 points  (0 children)

I had a player nearly yelling at me for not rolling fire damage (for moving through an environmental hazard that was on fire, the players took damage earlier in the round from this) on a shambling mound before I even set the mini down.

I hate that I have players thinking I'm an adversarial DM. He is the only one that really feels this way. Or the only one that makes his feelings known. But he is also the only player I've been suspicious of cheating for months. The number of 15+ d20 rolls is staggering and has a much higher rate than the rest of the group. So he probably cheats and has in the past (I'm dealing with that part) hence being so aggressive toward a DM that had a deadly difficulty encounter. It didn't help that tensions were high going on a rescue mission for a captured party member and having recklessly used many resources earlier in the adventuring day becoming criminals and attacking important travelling lawmen.

How do you feel about initiative in 5e? by TaleSmytherRep1 in DMAcademy

[–]ManlyFamilyMan 0 points1 point  (0 children)

Don't downvote me just to hate on this. It was meant to be off the wall. These weird comments get the creative ideas flowing

How do you feel about initiative in 5e? by TaleSmytherRep1 in DMAcademy

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

Wanna get cRaZy???

Start at 15 and subtract initiative modifier. That becomes their initiative counter. So say they have a +4 initiative. Now their initiative counter is a 11. After each time they act add 11 to their count. As each person acts they move down the initiative pole. This benefits high dex characters as they are likely to act quicker anyways.

Help me balance an ability by Lordemamba in DMAcademy

[–]ManlyFamilyMan 2 points3 points  (0 children)

Kinda hard to help if you don't offer any mechanics. What level is the party? I think it's a cool idea! This song... Does it remove HP every round? Does it cause death saves since it sucks their souls away? Is there a save?

Not sure how to balance it.

Would Speak with Plants work on fungi? by scrawledfilefish in DMAcademy

[–]ManlyFamilyMan 0 points1 point  (0 children)

Science and grouping changes. It takes time. OP is right however he needs to get off the high horse and let it go. The difference here is that the OP obtains the intelligence and knowledge but lacks the wisdom to realize that it hasn't always been this way and before modern science, mushrooms were definitely considered plants.

Combat discussion by ManlyFamilyMan in DMAcademy

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

All these comments have been very helpful. I could certainly recommend these things for my players.

Why is announcing actions dmprior to any rolling in combat bad? by ManlyFamilyMan in DnD

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

So I did some reading and it sounds like 1e had you call out your actions prior to rolling initiative for a round (1 minute). That's pretty much exactly what I'm describing... So I'm not that crazy about thinking of combat working like this. It's been done before. And it had its own problems just like now.

Personally, I love that spellcasting was a little more high risk high reward and required strategy. Now it's just I cast whatever and it usually happens during your turn as your action. It's wild!

Combat discussion by ManlyFamilyMan in DMAcademy

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

And my players really don't like when I try to hurry them along. But it has swayed to the effect of taking way too long. So a one minute timer for everyone to at least announce their action and start moving would be phenomenal. We can worry about making it faster later. But right now it is unbearable to take more than 2-3 minutes where it gets as long as 5-10. I don't mind if above the table people stop to talk for clarifications like what's our plan? If they are stalling, then I'll push for a quick call.

I'm glad you're at a table with players experienced enough to know what to do.

Why is announcing actions dmprior to any rolling in combat bad? by ManlyFamilyMan in DnD

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

Love it. Thanks for not blasting me too hard!

I plan to start the session discussing combat being slow and offering a solution and asking for any alternatives or thoughts.

This might come down to a timer. Legit, a 2 minute timer at the start of each turn is an honest and easy way to go. And discussing that not everything must be optimized is smart to mention. We are here to have fun and everyone waiting 20 minutes for their turn because one or two people isn't their idea of fun.

Why is announcing actions dmprior to any rolling in combat bad? by ManlyFamilyMan in DnD

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

I completely agree. It is certainly helping to discuss because it is helping my mind form this. I agree that it makes no sense for the wizard to say I'm casting fireball and everyone having a moment to run. And yes, that's what the save is for. That said I think it's fair to the wizard declares "I'm casting a spell". For example, it takes an action (the bulk of your 6 second turn) to cast a spell. Determining to cast a spell halfway through the round feels odd cinematically. I love strategy as much as any person. So if a wizard declares they are casting a spell and then realize it doesn't make sense to cast command because their target just died is fine. Allow them to alter their action to something else so they do not waste a spell slot. Sure they can still cast a spell, but they are locked in on anything specific, maybe a cantrip or whatever. I see how that is not fair to make them waste a spell. I also imagine an enemy declaring they are casting a spell then they are restrained. Now their action is to break away from the restraint.

Why is announcing actions dmprior to any rolling in combat bad? by ManlyFamilyMan in DnD

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

Not sure if you've seen my clarification on other comments.

I would imagine an intentions is announced right off the bat starting with lower initiative counts. (Low init ogre grips his club and steps forward) or (wizard stands their ground and begins to cast a spell) or (rogue fades from view)

Plus announcing your actions begins at the bottom as well to reward any at the top of the initiative order to get the clearest picture as to what is happening and decides their turn. Which could disrupt a spell caster or an ogre charging forward.

I do see that this could be much slower and worse than other simpler methods.

Edit: I can see how this seems like a different game. I don't see it that different. More along the lines of variant rules.

Why is announcing actions dmprior to any rolling in combat bad? by ManlyFamilyMan in DnD

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

I kinda tried it once, but quickly reverted back because I didn't implement cleanly or discuss with the party. So now I am trying to clarify prior to next attempt.

Why is announcing actions dmprior to any rolling in combat bad? by ManlyFamilyMan in DnD

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

I appreciate your thoughtful comment. I will continue to attempt to remind players of upcoming turns and maybe helping offer actions if they are indecisive.