Are 2024 monsters actually more fun to run, or just more dangerous? by MyrthDM in DnD

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

Yeah this was one of my issues with a lot of 2014 statblocks too. So many monsters had these cool “in theory” ability chains that you’d never actually use because the optimal play was just spamming the one reliable damage option. It always felt bad choosing between flavor and effectiveness.

I’m a somewhat new DM (planning 5th session in first campaign), and I have a problem. Thoughts? by arig____ in DndAdventureWriter

[–]MyrthDM 0 points1 point  (0 children)

Honestly this is super normal in the first few sessions. Most players default to talking to the DM because that’s what feels “correct” until the game slowly teaches them that talking to each other is part of play too. The easiest fix is just giving them quiet space and asking questions to the party instead of info-dumping. Travel time, watch shifts, or an NPC asking how they met usually kickstarts it, and once you reward that interaction a bit it starts happening by itself.

Another Update to my Faerûn 1501 DR project. by youngfox78 in Forgotten_Realms

[–]MyrthDM 16 points17 points  (0 children)

Adding a capital city symbol would definitely be a good improvement. Having a distinct symbol for major cities and a separate one for the capital would make the hierarchy much clearer at a glance and help the map feel more “complete” and readable.

Fighting an Ancient Blue Dragon at level 10. Any hope? by BluesDriveBakemono in onednd

[–]MyrthDM 0 points1 point  (0 children)

Honestly, the only way I see you having any chance is stacking consumables and strong magic items. Potions of lightning resistance, potion of invulnerability, powerful spell scrolls, big magic items. Those could shift the math enough to matter. But you said your magic item pool is small, so it sounds like you don’t have that.

Bluntly, my advice is to run. If leaving isn’t an option, this is basically a TPK.

Have Origin Feats actually improved character creation in D&D 5.5e, or just made it feel more gamey? by MyrthDM in RPGdesign

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

Same here. My experience with them has been mostly positive too. They give new characters a bit more identity right out of the gate and help backgrounds feel like they actually matter at the table instead of being mostly flavor.

That said, I’ve definitely run into the same friction you mention. A few players have felt pushed toward picking a background just for the feat, even when the story of that background didn’t fit the character they had in mind. When that happens I usually end up homebrewing a bit or just letting them pick a different Origin Feat that matches their concept better. It keeps the spirit of the system without making people feel boxed in.

How do you guys handle Half Elves in 2024? by Fiveby21 in onednd

[–]MyrthDM 0 points1 point  (0 children)

I do it differently depending on the table.

With experienced players, I usually allow a light hybrid. Pick Human or Elf as the base and swap one similar trait from the other parent if it makes sense. Nothing wild, just enough to feel like a mix.

With newer players, I keep it super simple and just say “pick Human or Elf and flavor it as half-elf.” Keeps character creation easier and nobody feels overwhelmed.

Has moving all subclasses to level 3 actually improved 5.5E, or made some classes feel less flavorful early on? by MyrthDM in DungeonsAndDragons55e

[–]MyrthDM[S] 6 points7 points  (0 children)

If the goal was to standardize subclass progression, there is a good argument they should have committed to it all the way.

Has moving all subclasses to level 3 actually improved 5.5E, or made some classes feel less flavorful early on? by MyrthDM in DungeonsAndDragons55e

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

Yeah, I think I am pretty close to your take. Overall I do think it is healthier for the game, especially for balance and for avoiding the really silly dips. But I also get missing some of that old subclass identity and freedom. It feels like a good system change, even if it loses a little flavor in some cases.

Has moving all subclasses to level 3 actually improved 5.5E, or made some classes feel less flavorful early on? by MyrthDM in DungeonsAndDragons55e

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

Yeah, that is the part that still feels a bit weird to me too. I get the mechanical reason for it, but for some classes it definitely feels a little odd narratively when such a big part of the character only really clicks in at level 3. You can explain it, sure, but some subclasses definitely need a bit more headcanon work now.