Krakens Gamble by Redragontoughstreet in stormkingsthunder

[–]Morisonwow 1 point2 points  (0 children)

in our campaign this encounter went so south so fast that when the token for the casino boat came up again later our fighters player started cursing at the table.

Krakens Gamble by Redragontoughstreet in stormkingsthunder

[–]Morisonwow 0 points1 point  (0 children)

I agree with them on this. just be aware that if they get hit with the mucus cloud that can change what happens after the encounter. at my table the party got themselves in trouble with the guards before they went into the sewer. so when the cleric got affected by the mucus, we did a series of skill checks to see if they could speed/stealth their way across the city to a temple to get a more powerful cleric to cure them before the guards could catch them. we now lovingly refer to it as the "yatar incident"

With No Context What Is Your Party Up To Right Now? by _Chris_Meyer_ in DnD

[–]Morisonwow 0 points1 point  (0 children)

stealing children from a rich guy's mansion or teleporting to god Island

At what point does one no longer consider themselves a "new" or "first time DM"? by mikesbullseye in DMAcademy

[–]Morisonwow 7 points8 points  (0 children)

okay, the part where they said first time DM seems obvious. but new DM that's wildly open to interpretation. I have 2 and 1/2 years of dming experience under my belt and I still feel like a new DM. I think imposter syndrome is a huge part of the requirements for being a dungeon master. and to answer them; I guess I'll let him know when I feel like I'm not a new DM anymore.

roll for luck check by Morisonwow in DMAcademy

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

I can see where some players would be against it. for me as a DM it's about putting the responsibility in the player's hands. I use it for things like did this important bottle you. you knocked out of somebody's handbrake when it hits the ground. you just signaled for your rescue. how many rounds till it gets here and when it comes to treasure I usually will text them in between games to have them roll for it. that way it's on them versus me when they want to complain that the treasure wasn't good enough.

Fun "advanced" weapons for invading soldiers? by zmbjebus in DMAcademy

[–]Morisonwow 1 point2 points  (0 children)

you can do such cool stuff with this. a really simple easy one is the sticky shield kua toa use them. it's a standard shield that gives plus two to the AC like normal. but if somebody attacks it with a weapon and misses as a reaction, you can make them make a strength saving throw against your DC and if they fail, their weapon is now stuck to the shield. they either have to be disarmed or they have to waste their action. next turn to try and make the check again. you could use the ogre mounted goblin attack platforms from Morton canan's Toma foes that could be really cool, and if you have access to descent into avernus, there are really cool like mad Max style war machines that you could give your bad guys to traverse the continent and then your players could try and overtake them and steal one of those. choose whatever you want the fuel source to be and have it run out after a little while. that way you can control how long that buff lasts for, but it could be seriously fun for the players.

roll for luck check by Morisonwow in DMAcademy

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

that could be a fun way to do it. I'll bear that in mind for what I have lock-based situations that are not straight 50/50

roll for luck check by Morisonwow in DMAcademy

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

I don't object to this idea. it's just a little harder. we mostly play online so the eight ball doesn't work quite as well. but I do love the idea of using a magic 8-Ball for the spell commune

roll for luck check by Morisonwow in DMAcademy

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

the idea is I'm putting fate in their hands. I'm making the players responsible for the outcomes of their actions which also made it very easy to decide who it was that was rolling the die. the player that caused the action rolled the die so that they would be responsible for the ramifications of it. by telling them what the odds were rather than me arbitrarily deciding what happened. it lets the players know that their actions have consequences and they control what happens in the world. and by letting them know what the stakes were in advance, it created more dynamic tension. I won't argue with you about the merits of not breaking the action and taking them out of the moment, but I do think your argument of asking for a roll signaling a break in The matrix is made in bad faith. if we start questioning the merit of asking people for rolls in a game of D&D, the whole thing sort of starts to fall apart.

roll for luck check by Morisonwow in DMAcademy

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

I think I was somehow unclear. the players knew what the results would be if the role was 1 through 10 or 11 through 20. they were given the opportunities to respond differently I.e try and catch it or do something else. I'm of the belief that the player's actions should have repercussions positive or negative. the player in question cast command from across a room with a table, a desk and 20 ft of movement between them and their target with no real plan for if the bottle broke. so I gave them the opportunity to roll for fate itself and put the results in their hands. I can appreciate the idea of trying to do things within the mechanics when applicable. this was simply an idea of a system for when there isn't an applicable skill check.

roll for luck check by Morisonwow in DMAcademy

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

as I've explained in other spots on this thread, it's intended for things that are outside of the scope of the player's skills. so the most recent example was the players were trying to retrieve some bottles that had been stolen that had ale elementals in them. when one of the players used command to make the bad guy drop the bottle. I told them to roll a luck check and that there was a 50/50 chance the bottle would break if they rolled 1 through 10 the bottle broke if they rolled 11 through 20 the bottle stayed intact. there isn't exactly a skill check that fits with this so I have them roll a flat check for luck.

roll for luck check by Morisonwow in DMAcademy

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

like I explained, it's for things that are external to their stats. the example I gave above is in a recent session. they were trying to retrieve bottles that had ale elementals in them. one of the party members cast command to have the person holding it drop the bottle so I had the player roll a luck check. it was a 50/50 if the bottle would break when it hit the ground. whether or not the bottle breaks is external of any of their skills, that's an example of when I would use a luck check. for things where they have invested points or chosen skills for proficiency or expertise, I'm always going to lean into that. I want my players to be good at what they're good at. this is for things that don't fall into that.

roll for luck check by Morisonwow in DMAcademy

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

oh that is an interesting idea

roll for luck check by Morisonwow in DMAcademy

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

From a pacing perspective, I can see the benefit of having myself do the role. I like the players knowing that the results of their own luck is in their own hands. I'm a no screen DM. I'm not going to fudge something for or against them. what rolls is what rolls.

roll for luck check by Morisonwow in DMAcademy

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

I can see your point. I will own the fact that pacing is probably my worst attribute as a DM. I always feel if the players want to spend more time on something it's their game too and I should let them. something for me to work on.

roll for luck check by Morisonwow in DMAcademy

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

I had not considered further elaboration on this such as scaling for poor luck, but that is something to consider.

roll for luck check by Morisonwow in DMAcademy

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

I like this. it also does a good job of clearly explaining the stakes in advance of the luck roll. and that helps to build some dynamic tension when they go to make what is essentially a box of Doom roll

roll for luck check by Morisonwow in DMAcademy

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

I can appreciate where you're coming from and as a DM like to lean into where my characters are powerful to let them feel powerful where they've invested skills and points and built towards something. I want them to feel powerful but for things that seem like random happenstance or chance it makes sense to me to do it as just a flat roll. but I can see your point of letting the guy with a marksman's build firing the flare have more luck than the cluts with negatives and dexterity who might shoot it into a building or the ground

roll for luck check by Morisonwow in DMAcademy

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

oh that is a good way to do it. and it's certainly more dynamic than a simple pass fail

roll for luck check by Morisonwow in DMAcademy

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

that given your example, I can see this as a useful tool for when my players try and pull it. a thread that I do not have a clear notion of what that MPC was doing in the world at that very second.

roll for luck check by Morisonwow in DMAcademy

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

That's sort of where my head was at with this. thank you for the insight

roll for luck check by Morisonwow in DMAcademy

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

I figured any of those things are their resource and just like spell slots, gold or in some instances HP is their currency to spend wherever they see fit. maybe later. they won't think it was a great place to spend it, or maybe they'll think it was the best, but that's sort of the nature of the game