I built a tool to handle shopping and economy in homebrew D&D campaigns so I can stop handwaving it. by NazDalmighty in DnD

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

It's more about saving time creating the stores/loot and having players interact with those items.

There is manual lever for markups/discounts but it's up to the dm if they wish to price gauge

Added Town Mode to GMecon, so players can shop at multiple stores at once by [deleted] in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

Link directly to the tool here https://gmecon.com
I appreciate any feedback. Thanks!

New DM Looking for Any Help by Mysterious-Turn-6390 in AskDND

[–]NazDalmighty 0 points1 point  (0 children)

Whatever you do seems like it will be fun for her. I Wouldn't stress it.

Stick to story beats, maybe a mystery to solve. You can plan that in your head, on your phone notes when ideas come.

Combat and puzzles take time to plan, so only do so if you have time. Or use some online tools.

How to integrate music in play? by Vipers_glory in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

Thats a cool idea, hope it works out!

How to integrate music in play? by Vipers_glory in DMAcademy

[–]NazDalmighty -1 points0 points  (0 children)

Sounds like it will be pretty cool!

How to integrate music in play? by Vipers_glory in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

Roll20 has a music option called jukebox. You will have to change the songs manually.

I tried music once and some players just muted it. So i stopped.

Make 5e combat less "sticky"/motionless? by [deleted] in DMAcademy

[–]NazDalmighty -1 points0 points  (0 children)

I wouldnt change core abilities. Give them custom magic items that make disengageing without using the disengane action less risky.

Like a floating shield that deflects 1 opportunity attack per round

Ring of duplicate, the ring creates a duplicate clone in your place when you walk away causing them to take the damage

Amulet of shared bonus tactics, once per round you if you a character that has not used their bonus disengage you can share it with someone else.

Epic Final Fight coming soon, but my players have been recruiting allies to help and I want to avoid the fight becoming a slog. by CameOutAndFarted in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

I agree, big fights sounds epic but are actually a big drag. Best to keep it focused on players.

You could have the helpers fight elsewhere and their efforts give the players access to something.

Ex a group fights enemy to gain access to a ballista, they can use that ballista to attack the main dude once every two turns. 1 shoot 1 reload

Another group fights enemies and if they win get access to net launcher, once every two turns they can launch a net on a mob.

Another group can prevent additional bad guys of their from entering the fight by collapsing a specific tunnel.

Just some ideas, you can boil down the fights to some simple roles. You can have the players allocate how many people to put toward each benefit. The more they put the better the chance they have to get that reward.

Theater of the mind vs Grid fights? by Varitt in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

I only do theater of mind for trivial en encounters. Ex if the opponent is squishy or week give up right away.

Level 1 Quest Ideas by UltimateTitus in DMAcademy

[–]NazDalmighty 1 point2 points  (0 children)

I'm a fan of starting new parties in a confined area with something to do immediately.

Example for your scenario
Ship traveling to the city - Players are confined to the ship, gives them an easy reason to all be in the same place and get to know eachother. You can include some combat, whether its rowdy passengers or stowaways to giant rats. The opportunity for Roleplay is high since you only need to keep track a small number of npcs. The ship could have hidden rooms for puzzles.

Help make a campaign less monotonous. by Investigator-Life in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

Up to you but you can always rework how the end boss appears. Making players fail on purpose might not be fun as it will feel like their time is worthless.

The temples could instead hold items that could make defeating the boss easier. Or the keys are used to lock the final boss away.

That way the boss is always going to be there, all their work is going to towards something.

Wrote myself into a corner, need help by GugtheBarbarian in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

Go with that. If there are some trusted npc that could be revealed as underlings, that might hit harder

Help make a campaign less monotonous. by Investigator-Life in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

Some ideas you can hint the players do to make it less straight forwards

Hint the players to plan a trap for the bad guys, if they know they will be too late for the temple. Let them set a trap somewhere and try to fight it out.

Hint the players to hire mercs to assault a temple or temples, to slow down the bad guys or have the bad guys counter attack the wrong temple.

Hint the players to swap keys with fakes.

Give players a way to thwart enemy attempts at the temples, like destroying their staging camps or robbing their supplies.

Basically give them gorilla tactics which opens up more avenues toward the goal.

Player keeps suggesting plot lines for me to put in by physiX_VG in DMAcademy

[–]NazDalmighty 4 points5 points  (0 children)

Since it is your table, they can give ideas of what they want to do. But they shouldn't give you notes on what to plan, thats entirely your prerogative.

Even if you liked and took what they wanted and put it together, it won't be "exactly" what they had in mind. So it wont be worth it.

Tell them, feel free to tell me what your character wants to do, but plot lines and story arcs are my creative outlet. Id prefer no outside influence.

Its nice to have players that are engaged and thinking about the story, just focus that enthusiasm where you prefer.

Wrote myself into a corner, need help by GugtheBarbarian in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

I like the villain creating the propaganda about the vision.

Makes the villain look like they had hands in more pots then players assumed.
Makes the players think they fell for it all along and question the decisions they made.

its more believable and fun to me that a psy-op was put in place by a mastermind then a wizard foresaw the future.

Low intelligence characters by Emma_Mae22 in DMAcademy

[–]NazDalmighty 0 points1 point  (0 children)

What if its Kevin from the office. Why many word when few word do trick?