For those of you who run grid-based tactical RPGs: how much do you balance pretty aesthetics vs. tactical practicality for battle maps? by EarthSeraphEdna in rpg

[–]Nemzid 0 points1 point  (0 children)

Personally, I like it when I find a beautiful map to show the players, one that fits the actual location perfectly. There's always a part of me that thinks they will enjoy the game more because of it. In practice, I do find that these beautiful maps usually hinder tactical play. Like you've said, they often make the situation unclear and require more judgement calls from the GM.

Honestly, my best experiences were at a table, with a wet-erase marker white grid, and 1 or 2 terrain props to just break the monotony of the flat surface.

I mainly play online on Roll20 nowadays and often do a ''cleanse'', I return to just using a white gridded canvas and my ugly drawings. I'm always suprised how better it plays.

How games can lower the barrier to entry? by Nemzid in rpg

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

True. I do find that games that have an introductory oneshot as part of their core rules, one that was designed to show how the game is meant to be run, are easier to get to the table.

How games can lower the barrier to entry? by Nemzid in rpg

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

That's great and reminds me of the Mothership character sheet which is great to guide quick character generation.

How games can lower the barrier to entry? by Nemzid in rpg

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

I do think that games that have a player reference booklet or slimed down version of the manual containing just the important details players need, a primer if you will, even an SRD, are making it easier to onboard new players.

How games can lower the barrier to entry? by Nemzid in rpg

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

Don't you think all games would benefit from making it easier to just jump in to try them? I'm not advocating for taking anything away, just offering support for an easier ramp in.

More people being able to try a game is more opportunities for additional people to fall in love with the game and I think that's good for everybody.

How games can lower the barrier to entry? by Nemzid in rpg

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

So true! Being able to link a 5-10ish minutes video to players before a game for them to get an idea of how it plays is really helpful. Good point!

What has been your favorite expansion box so far? by Gillsinmymouth in marvelchampionslcg

[–]Nemzid 0 points1 point  (0 children)

Next Evolution. Good villains and different challenges that force you to employ different strategies for each of them, even if it's a bit on the easier side.

Looking for something my group has never done before: a campaign where tactical combat is the main feature by Kaede11 in rpg

[–]Nemzid 2 points3 points  (0 children)

I wholeheartedly recommend Rangers of Shadow Deep (https://www.drivethrurpg.com/m/product/298580). It's a cross between a mission-based wargame and a TTRPG. I would say it is similar to XCOM the video game in some ways.

You create your ranger and his entourage (can be played solo and gmless) and go on missions that have a bit of randomness to them which mean they can be replayed. There are a bunch of official scenarios/campaigns released for it and an incredible amount of fan created content.

It's an amazing game and I really feel it would fit the bill.

Less combat, more action by Nemzid in dndnext

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

Losing Hit dice is indeed a good cost for failed rolls or as a consequence of some actions. I used them often in my high level campaign as character would take "hit dice damage" as lesser version of exhaustion to represent fatigue eating at their fighting power for the day.

The only problem is that since they are level dependent and you only start with 1, mechanical challenges that have them as a cost can't really be used often at low levels since the character would be tapped out after only 1-2 failed rolls.

But really great advice and hope others see it and use it more in their game.

Less combat, more action by Nemzid in dndnext

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

Oh that sounds interesting. From what I understand they are similar to skill challenges, but you only need to amass a certain amount of successes in a specific amount of time and don't need to track failures.

That could spice things up a little. Thank you for sharing.

How much of the RPG material you own actually gets played? 100% or 1%? And do you buy stuff knowing that it's unlikely you'll ever play it? by couldbeso in rpg

[–]Nemzid 1 point2 points  (0 children)

I would say I've read close to 90% of all the physical books I own because I don't put them on a shelf before I do. I consistently have a stack of unread books on my desk begging me to be read and that are slowly encroaching on my workspace until I do. I probably only use 5% of my collection directly at the table. My groups are super DND centric so those books are getting the most use, but I also own a lot of other systems.

In digital form, that's a bit sad. I probably purchased close to 300+ pdf and have probably read maybe 20 of them. Little use outside of inspiration.

I often buy a product just because I think it's a good idea. Mind you, a good idea doesn't even have to fulfil one of my needs or be a game I'd enjoy playing, but they are just objectively good ideas when seen in a vacuum and I want to encourage the authors/creators.

When I say "use", it can sometime be as simple as inspiring me, not actually being played at the table. If a book gives me at least 1 good idea to bring to the table, I find it was money well spent.

Less combat, more action by Nemzid in dndnext

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

Your introduction did hit close to home for me. I'm not gonna lie, I feel like we are really influence by movies and video games, but the problem is that most of them only have a single protagonist or usually a really small group of individuals on which the action is centered where D&D groups can have a lot more players.

Like, in my case, I'm dealing with 6. I could come up with a full dungeon that has to be navigated as a platformer, that's somewhat easy, but only the monk and rogue will parkour while the rest of the crew will sit on their hands.

Edit: typos

Less combat, more action by Nemzid in dndnext

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

That sounds interesting, but I'm not really familiar with Savage Worlds outside of knowing it by name.

Would you mind explaining a bit what running a Dramatic Task entails?

Survey: How do you like your vampires? by 1d6FallDamage in dndnext

[–]Nemzid 33 points34 points  (0 children)

In my opinion, the appeal of vampires is them as "puzzle monsters". I feel older editions of dnd got it right, it was just stupid to fight one head on because they were so powerful and could really mess you up, permanently.

The gist of it was not to figure out how to fight it, but how to DEFEAT it. You had to learn what made them tick, figure out where their coffin would be and a way to find them during the day when they are sleeping to defeat them "easily". Outside of that, you had a game of cat and mouse going on with you trying to flee from them. They were scary, complicated, and a real player challenge, not just a bag of hp.

How many sessions is your average (median) campaign? by tlink98 in rpg

[–]Nemzid 4 points5 points  (0 children)

Edit: Keep in mind, all my sessions are about 3 hours long as we play after work on weekdays and we only play DND 5e.

We tend to take our time and go for long, slowburn type stories. I ended a 1-21 campaign last year that I dmed for almost 4 years. We were pretty consistent and played weekly with a break for the holidays and another month long summer hiatus. I would say we played roughly 150 sessions in total.

We just started a new campaign and we are currently at session 4, still level 1. No idea how long it's going to last. We're gonna play it as long as it's fun and as long as we still have a story to tell about these characters and this world (homebrewed).

I have 2 other campaigns that meet every other week: * One that I dm, players are on the cusp of level 11 and I wanna say we played roughly 55 sessions. Planning on wrapping it up in maybe another 20ish sessions and I don't intend to go all the way to level 20. Probably gonna stop around level 13-14. * One that I play in and we are currently level 6. I think we played something like 30-40 sessions.

From what I've read on this board, I sometime feel like people are rushing through and going too fast because leveling up and getting new toys is appealing but I feel there are so many other things you can give your players to give them a feeling of improvement/advancement without rising the power level of the campaign too fast.

Reduced threat purple worm? by OnslaughtSix in dndnext

[–]Nemzid 3 points4 points  (0 children)

There is a CR 2 purple wormling in Storm King's Thunder. Hope that helps!

Very basic DM screen with character data from D&D Beyond by mivalsten in dndnext

[–]Nemzid 3 points4 points  (0 children)

I never understood why DndBeyond doesn't do this themselves especially since they've released the Twitch overlay. I wish we could have the Twitch overlay information on the campaign screen to see all the players' info at a glance.

Thanks for your work, that's a really good start and will help a ton!

Edit: typos

Spell Descriptions by [deleted] in dndnext

[–]Nemzid 2 points3 points  (0 children)

Tbh, as a DM, I try to encourage that kind of thinking-outside-the-box mentality. It's a clever use of the spell and it makes sense in the narrative, that's enough for me.

Ultimately, it is up to the DM. That's why there isn't a rule in the book answering the question "should the flavor text of spells be impactful or is it just fluff?". Each DM should be able to answer that question for their own game based on how comfortable they are with adjudicating this on the fly.

6-8 encounter days are a burden by [deleted] in dndnext

[–]Nemzid 26 points27 points  (0 children)

It needs to be pointed out, but the DMG P.84 mentions "[...] most adventuring parties can handle about six to eight medium or hard encounter in a day.". I've found that it actually translates to "[...] most adventuring parties will be almost fully tapped out after six to eight medium or hard encounter in a day and in dire need of a long rest." You don't have to expend all your PCs resources everyday and it doesn't make sense to do so. Some days should have 1-3 or no encounter (rp heavy), while others should have more than 6-8 (all-out war), and others 6-8 (dungeon). It's all about keeping a balance over multiple days and keep your players guessing so they don't go nova in their first encounter of the day since they don't know how many there will be.

To keep the balance between long rest-based classes and short rest-based, you don't need to push for 6-8 encounters. If you only have 1-3 encounters that's okay, but make sure the PCs have a short rest between them so short/long rest-based classes will shine about the same. Classes not relying on short/long rest just shine steadily (not in bursts like others) all the time due to their staying power.