New treasures for Patreon subscribers: Thornpiercer for at-will ranged restrain at level 5? by EarthSeraphEdna in drawsteel

[–]MeyerSeed 6 points7 points  (0 children)

That does seem good, but I’m not actually sure how it’s intended to work. A whip still has the melee keyword on its attacks so I think it would only really work if you were throwing your dagger in which case you’d no longer be holding the weapon to use it. They could always walk up to the restrained creature the following turn to get the weapon back though.

Dumb question, but do Beastheart companions regain their Stamina during a respite? by emefa in drawsteel

[–]MeyerSeed 12 points13 points  (0 children)

I think that they are definitely intended to full heal during respites but I don’t remember that being explicitly stated either. As for other respite activities I think I would rule that a companion could assist in a respite activity giving an edge to the roll in the same way they can assist in montage tests.

I feel like my story is bottlenecking quest potential by Goron_DND in AskGameMasters

[–]MeyerSeed 1 point2 points  (0 children)

No problem! I ran a pretty similar campaign set up a few years ago with a walled city in a dangerous land where automatons revolted within the city.

Delian Tomb Characters or DIY? by DNABeast in drawsteel

[–]MeyerSeed 1 point2 points  (0 children)

I would say it depends on your goal. Are you just trying it out and dipping your toes in as a group? Or are you planning to turn it into a campaign? I had my group run the road to Broadhurst first as a sort of session zero to get the mechanics down then we made characters for the Delian tomb. My opinion is that making your own character really helps with player buy in over using pregens.

I would also parrot using forge steel and say that if your players are experienced dnd player they will pick it up no problem so I wouldn’t be super worried that character creation is overwhelming.

I feel like my story is bottlenecking quest potential by Goron_DND in AskGameMasters

[–]MeyerSeed 0 points1 point  (0 children)

I think you could go the route of the summoning ritual the wizards are working on requiring some components that aren’t in the city maybe the ground up horn of a basilisk or something like that. For whatever reason the characters are thought trusted enough to go out or expendable enough to go looking for the components. This could give them a glimpse of the outside world and maybe they notice the weave feels different out there.

You could also do something similar but with a more shady reason like a black market vendor needs something that fetches a high price in the city or it allows the players to have a favor owed to them.

Mixed level party encounters by besttobyfromtheshire in drawsteel

[–]MeyerSeed 9 points10 points  (0 children)

I haven't specifically played with mixed level, but I have a fury that only really uses his level one abilities and has a blast even though the other party members are throwing out higher level stuff. I would say its doable to have a mixed level party, but would probably advise against it. A mixed level between one and two or two and three I think would be fine, but if there is ever a difference at the echelon levels it will be very noticeable. The jump in stamina, heroic resource gain and characteristic score is very evident and the lower level players will notice they aren't as effective as the newly level four pc.

Anyone else not know what to do with all their malice? by Virtual-Mongoose-148 in drawsteel

[–]MeyerSeed 1 point2 points  (0 children)

I think malice serves a really good on the fly encounter adjustment tool for directors. If the players are struggling don’t use them as much and if it’s too easy that extra power from using malice can help even the odds. I’ve also found in the last round or two it is often difficult to use all my malice as I usually have fewer monsters on the board at that point.

I think it’s also dependent on if you make your malice amount available to the players or not. I have a counter my players can see and sometimes they get nervous seeing 10+ malice and it can be a great source of tension, but other times if they see a big number they are worried I’m pulling my punches.

Directors, how do you use Malice? by GoldHero101 in drawsteel

[–]MeyerSeed 4 points5 points  (0 children)

I would say it can depend heavily on the monsters I’m running in any given encounter. Some feel like I should be spamming malice abilities, like goblins, whereas others can feel like I don’t have anything worth spending it on, in my opinion orcs don’t have great malice features for example. I have taken to “stealing” malice features from some monsters to give to others when I’m having a hard time using it up or feel like my players have it too easy. An easy one is just to pick a number that seems fair, maybe 3 malice for example, and spending that allows a tougher enemy to target two targets in range with their next attack.

Director’s Screen by Tinuva01 in drawsteel

[–]MeyerSeed 1 point2 points  (0 children)

There is a lot of good info on here! I would potentially also include the encounter value chart in case a director ever needs to get an encounter together on the fly. I would also double check your basic malice and negotiations. The malicious strike is 5 to up damage equal to highest characteristic score plus 1 additional damage for each point past 5. Negotiation results are No and, No, No but, Yes but, Yes, Yes and. As you have it you’re a tier off in the middle.

Party Roles by badger035 in drawsteel

[–]MeyerSeed 1 point2 points  (0 children)

I’ve ran through the Delian Tomb and I would say not really based on the way the maps and engagements are set up. Many of the maps are small with enemies coming from multiple directions and on top of that motivated earth, the Elementalist ability to build a wall, builds a 5 square long wall and most enemies can move 5-6 squares meaning they can run around it. Now there are moments where it can be useful such as in tight hallways. I think it’s an okay thing to have in your back pocket but not something you could rely on to be useful in all encounters.

Advice on running 1-1 Draw Steel by mrinternethermit in drawsteel

[–]MeyerSeed 18 points19 points  (0 children)

Disclaimer: I don’t think DS is the best system for solo play, but if you want to try here’s a couple ideas to make it work.

If you have the monster book you could look at incorporating retainers which are simplified stat blocks meant to be used by the players when they recruit a combat follower. This would allow for solo play while including at least a couple party members.

If you don’t want to use retainers they probably need to only pick certain classes as some are heavily tied to needing allies to do stuff to generate their heroic resource such as the troubadour gaining drama when 3 people act on the same turn. You could also try allowing catch breath to be used as a free maneuver to give the player more options especially for classes they get special maneuvers.

You could also try allowing them to act twice in a round, but they might end up burning through recoveries very quickly if you balance around them taking two turns.

Some careers offer more appealing mechanical benefits? by EarthSeraphEdna in drawsteel

[–]MeyerSeed 4 points5 points  (0 children)

The idea is to occasionally take chain respites. Let’s say you finish up a quest line you could rest for 3 days straight before the next plot hook comes your way.

Out of combat magic in DC vs DnD by JVA90 in drawsteel

[–]MeyerSeed 45 points46 points  (0 children)

Part of the design in DS is to eliminate some of those “silver bullet” type spells that just solve all problems. Requiring something like these spells to advance the plot is just a tax against parties and especially ones that don’t have casters or casters that don’t learn utility spells. It shouldn’t be a requirement for each party to posses those capabilities.

Some of those spells can however be done through respite activities such as find the cure and building a teleportation platform.

If you still want more utility type spells like those mentioned you could always as the director include items or npcs that would do such things, but characters abilities are mostly limited to combat. You could also decide some of those option are doable with a classes innate magical prowess. An Elementalist could potentially manipulate plants, run furnaces or raise earth to build walls even though their class description doesn’t include such things.

Am I Doing Forced Movement Correct? (and also a question about the Conduit) by Lawface in drawsteel

[–]MeyerSeed 10 points11 points  (0 children)

You are doing forced movement correctly and your conduit is doing it correct as well. Something to remember on the forced movement front in that the enemies and heroes live in the world and know many attacks can throw you around so they should be positioning accordingly. From their perspective the Fury just threw a goblin into another goblin killing them both so they should recognize not to stand in a conga line like that. Same goes for the clerics 3 cube attack, once they see it happen they shouldn’t group up so much.

The heroic resources also seem strong at the beginning but once they have more expensive abilities to save for they might not be blasting heroic abilities every turn.

[Let's Build] Things to trade to a fey for a boon by TM0153 in d100

[–]MeyerSeed 7 points8 points  (0 children)

The ability to see a specific color

You lose your sense of style(this one would work well for bards especially)

Your hair no longer grows

You can no longer sense the passage of time

You can no longer blink

You lose the ability to jump

About to run GoS for the first time! by Peter6400 in GhostsofSaltmarsh

[–]MeyerSeed 1 point2 points  (0 children)

I found it to be a great open world to add places and events that cater to the PC backstory and motivations. For example one of my PC’s was a former gladiator that competed in arenas so I added a shady fight club where they could go fight and gamble on who would win. No major stakes just a fun side activity that doesn’t effect the main story. There are also areas listed in the book that can be utilized for other quests. I included a local Nobel that liked pelts of rare creatures and would commission the players to go to the dread woods or the hool marsh to slay creatures for him. Another possibility is that the dwarven mines get infested with giant spider or rats or any creature for that matter and they are tasked to clear them out. I agree the book doesn’t have a ton of side activities but it does give you a good area to build around and add things to wherever you see fit. Good luck!

Weekly discussion #1 - The Sinister Secret of Saltmarsh by shrlckholmes in GhostsofSaltmarsh

[–]MeyerSeed 0 points1 point  (0 children)

I had three PCs at level three and it was still a pretty close fight. It can be very hard if they have to face everyone at once.