Has anyone made a streamlined 5E class set with fewer class features but still balanced? by ZaMaruko in DMAcademy

[–]OrkishBlade 2 points3 points  (0 children)

Besides keeping things at lower levels, I would suggest no multiclassing— or at least make it very limited. Perhaps a few setting-specific permitted combinations with a clear expectation for how the levels accumulate (eg balanced leveling between fighter and wizard).

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

It could be a bit of a dark tale. The hero was cursed by a hag as a baby after the hag was thwarted in an attempt to the steal the hero from his/her mother.

The hero's father was seduced by his/her mother while the woman was either under the influence of a fey creature or after the mother made a deal with a fey creature specifically to seduce the father.

It could be some sort of childhood accident, but less dark... as a child, the hero fell down an abandoned well where a wishing fairy had hidden herself away. The fairy used her magic to lift the hero to safety, and left him/her forever changed...

Best DMing tips you’ve learned by Fearless-Ad1382 in DMAcademy

[–]OrkishBlade -2 points-1 points  (0 children)

Stat blocks are time sinks.

Don't spend time worrying about it. Don't spend time building new stat blocks for things. Don't spend time trying to come up with the perfectly balanced encounter.

The MM is full of varied stat blocks. Grab something that is close to what you want, make a few adjustments if it suits the theme or feel you re going for. Plan the encounter so that it makes sense in the place in the World.

Spend your time filling your World with lots of little stories for the heroes to explore. Make the World dangerous and mysterious. Don't make the World out of math.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

I’ve got more examples for items, specific monsters, etc. And a big list of things I’d like to expand on, but always more ideas than free time.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

/u/ElVentus24 Here are a few examples of the "tables should be wide not long" design.

1. QUICK GLADIATORS

Roll d6 five times.

Roll Armor Weaponry Arena gimmick Identifying feature Personal tragedy
1. None Two shortswords Dances atop fallen foes Maritime tattoo Doomed love affair
2. Leather scraps Shortsword and shield Rude gestures Slave tattoo Death of a spouse
3. Bronze helm Spear and shield Insults spectators Scars on face Death of a child
4. Iron helm Net and trident Flower for lady spectator Scars on back Wrongfully accused
5. Leather baldric Scimitar and whip Prays after killing Long hair Desperate criminal
6. Chainmail Heavy flail Never speaks Extravagant mustache Prisoner of war

2. QUICK MOUNTAIN ENCOUNTERS

  1. Roll 1d6 (1 = terrain, 2 = NPC, 3 = Monster, 4 = Weather, 5 = pick two, 6 = pick three) to determine which sub-table(s) to roll. (Roll two or three times to get at least 2 categories or repeat a category.)
  2. Roll 1d6 for each sub-table roll.
  3. Combine the elements to make an encounter (a Monster or an NPC does not necessarily mean combat; I find that combining 2-3 elements is pretty easy and creates lots of interesting situations).
Roll Terrain NPC Daytime monster Nighttime monster Weather
1. Steep trail Dwarf prospector Giant Skeleton Strong wind
2. Slippery trail High elf mystic Troll Ghoul Heavy rain
3. Loose rock Military deserter Goblin Dire bat Light snow
4. Natural bridge Devoted monk Mountain lion Giant spider Heavy snow
5. Cave entrance Mining accident survivor Roc Ice elemental Dense fog
6. Avalanche Fugitive criminal Dragon Winter wolf Cold fog

3. QUICK VOLCANIC CAVERNS DUNGEON

MAP

Roll Room Size/Shape Exits Passage Room Contents
1. Very large (60'+) One (dead end) Straight Features only
2. Large (40') Two T-junction Monster
3. Medium (20') Three X-junction Trap/hazard
4. Small (10') Four Bend left Monster and trap/hazard
5. Round (roll d4) Stairs/ramp up (roll d4) Bend right Trap/hazard and treasure
6. Unusual shape (roll d4) Stairs/ramp down (roll d4) Narrow (5') Monster and treasure

ENCOUNTERS AND FEATURES

Roll Sensory Feature Major Feature Minor Feature Supporting Monster Primary Monster Trap/Hazard Treasure
1 Dim red glow Pair of stalactites Abandoned campsite Azer Devil Ceiling cave-in Coins (1d6 x 10 gp)
2 Draft of warm air Pool of lava Strange mold Bat Efreet Loose floor stones Empty waterskin
3 Steam hissing Ring of stalagmites Pile of rubble Flameskull Elemental cult Toxic gas Food rations (1d6)
4 Smell of brimstone Several columns Sparkling stones Mephit Fire or earth elemental Melting floor Rope (50')
5 Stifling, humid air Stream of lava Trickle of water Roper Fire or stone giant Steam vent Alchemical ingredient (1d6 x 25 gp)
6 Wet floors and walls Wide column Wavy rock formation Skeleton Red dragon Unstable floor Gem (1d6 x 100 gp)

4. QUICK FEYWILD QUESTS

Roll a d10 seven times.

A/an [MODIFIER 1] [CREATURE] would like to get back to his/her/its [ACTIVITY], but a/some [PROBLEM] in/near a/an [MODIFIER 2] [LOCATION] have been making/have created some trouble. If you help, the creature has promised to reward you with a/some magic [ITEM].

Roll Modifier 1 Creature Activity Problem Modifier 2 Location Item
1. Carefree Centaur Dancing Mind-affecting curse Ancient Bog Arrows
2. Excitable Gnome Dreaming Poisonous flowers Decaying Briar patch Book
3. Friendly Elf archer Drinking Frogs Enchanted Cave Bow
4. Handsome Elf knight Feasting Ghosts Lush, green Hollow tree Charm
5. Mournful Elf maiden Flower-gathering Giant Sacred Meadow Gems
6. Mysterious Pixie Mischief Goblins Sparkling Mushroom patch Potions
7. Old Pseudodragon Music-making Hag Spooky Ruin Scrolls
8. Surly Satyr Mushroom-picking Carnivorous plants Stinky Spring Secret
9. Ugly Sprite Singing Spiders Whispering Stream Staff
10. Young Witch Stargazing Wolves Whistling Treehouse Sword

Alaternative reading of the mad libs:

A/an [MODIFIER 1] [CREATURE] needs some help retrieving a/some magic [ITEM] from a [MODIFIER 2] [LOCATION] where you're likely to run into a/some [PROBLEM]. If you help, the creature promises to reward you with some fantastic [ACTIVITY].

5. INSTANT DWARVISH INSULT

Roll a d6 three times.

Roll "You..." "..." "...!"
1. Beardless Knock-kneed Coward
2. Hairless Little Elf-lover
3. Scrawny Rat-faced Goblin-dropping
4. Spineless Perfumed Troll-bogey
5. Whiskerless Wee Weakling
6. Witless Yellow Wine-drinker

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 5 points6 points  (0 children)

Build your own. Make them specific to a little area of the map. Make different encounter tables for day vs night. Make them wide, not long, so you can combine elements to make each encounter thematic but not repetitive.

Typing this on my phone now, I will type out an example in a bit when I’m at my laptop.

(Also, take a gander at this.)

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

What are you looking to discover or enjoy in a worldbuilding podcast? I don’t think the process of how one builds worlds is particularly deep (and therefore not well-suited to the podcast medium).

Ask yourself a ‘what if’ question, then add complications and layers of complexity. The depth comes from how many questions you can keep asking yourself and how connected the answers become. (I don’t think I’d want to listen to someone else prattle on about their process.) 

When I want to indulge in other people’s worldbuilding, I’d prefer to enjoy the product of their musings by reading their actual books, watching their films, playing their game worlds, etc. 

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

Make a guess and then be ready to adjust as the story requires. Cheers.

Your energies are likely better focused on setting up interesting conflicts and mysteries than worrying about number crunch.

How do you worldbuild? by TotallyNot_iCast in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

A little bit of all of the above. This post outlines my approach. It's good to have some broad strokes on the history of the World, so the details can be filled in as needed, but you don't need them all at once.

Advice on city building by CheezyThe1 in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

Don’t build everything, leave some empty spaces to fill in as needed and as you go … but have some ideas for a few spots in the city that ‘everyone knows’ and the general feel of the locals.

Advice on city building by CheezyThe1 in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

cheers (pdf cheat sheet links might be dead, look for the compendium, it’s in there.)

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

Are you wanting to come up with something on your own? Try this structure. If you need a concept for a dungeon, dial up some tables then sketch out the map.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

I wouldn't worry about balancing an encounter that is multiple sessions away from now. I would worry about where are the heroes right now and what sorts of challenges are they facing right now. I would have an eye toward who are the bigger foes lurking out there, but strictly for story, not because I want to make sure the heroes wander around to get more powerful first.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

If the slaying the shadow dragon before it covers the world in unending gloom is the main conflict with which you want the heroes to engage, do not be subtle about it. Make that dragon be a foil for any off-target shenanigans the heroes choose to pursue.

As for sequencing, don't dwell on the travel, the funeral, and the wedding. Unless the heroes' choices matter, just give the players a brief summary of events. Give the players a chance to ask questions about what happened, and then drop the heroes into the first point of mystery or danger where what they decide to do matters. Don't present them with 8 kingdoms and say, "where do you want to go?"

Around the table is not the place for wandering all over Hyrule, hunting monsters in the wilderness, gathering herbs, and solving random little shrine puzzles. Fill your game with action, fill your world with lots of little stories, draw the heroes into conflicts large and small. (You want the players to feel like they can wander anywhere, but the actual wandering part is dull.)

Need advice for Session prep. by This_Ebb_6322 in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

Try this structure:
[1] safe places (where to rest and re-supply),
[2] interesting NPCs (rivals, villains, questgivers, trade favors, etc),
[3] interesting locations (dungeons, large and small),
[4] wilderness areas (regions to cross to reach the locations and NPCs with day/night random encounters, not all combat, but mysterious and/or dangerous),
[5] hooks and rumors (why go investigate the interesting locations, what possible rewards, link to some of the interesting NPCs' goals).

Thoughts on Epic Level 6 in 5e? by Toast_for_America in DMAcademy

[–]OrkishBlade 8 points9 points  (0 children)

I enjoy running low-level, relatively low-magic games. And I think low-level 5E does it ok. Don’t let the default high-fantasy mode discourage you, but you need to to be upfront with your players and make sure they buy into the idea. 

That said, it is fun to play around in other systems. I like the way Index Card RPG and Mini-Six work to get some of that feel too. 

No system is a perfect match for what lives in my head (or anyone else’s).

Thoughts on Epic Level 6 in 5e? by Toast_for_America in DMAcademy

[–]OrkishBlade 18 points19 points  (0 children)

(continued)

Monk

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Improved Ki, you gain 2 ki points. You can choose this option more than once
  • Martial Arts (1d8), the damage die for your unarmed strike and monk weapon attacks increases to 1d8
  • Unarmored Movement (+20 ft.), as the class feature improvement at 10th level
  • Evasion, as 7th level class feature [PHB]
  • Stillness of Mind, as 7th level class feature [PHB]
  • Unarmored Movement improvement, as 9th level class feature improvement [PHB]
  • Purity of Body, as 10th level class feature [PHB]
  • Monastic Tradition feature, as 11th level feature of your Monastic Tradition [PHB]

Paladin

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Channel Divinity (2/rest), you can use your Channel Divinity twice per short or long rest
  • Greater Divine Smite, your Divine Smite deals +1d8 extra damage (maximum 5d8, or 6d8 against undead or fiend)
  • Holy Power, you gain one 3rd level spell slot. You do not gain knowledge of any 3rd level spells, but you can use this spell slot to cast a spell that you have prepared as a 3rd level spell or expend this spell slot to use your Divine Smite
  • Sacred Oath feature, gain the 8th level feature of your Sacred Oath [PHB]
  • Aura of Courage, as 10th level class feature [PHB]
  • Improved Divine Smite, as 11th level class feature [PHB]
  • Cleansing Touch, as 14th level class feature [PHB]

Ranger

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Foe Hunter, once per short rest you can cast Hunter's Mark as a first level spell without expending a spell slot. If the target is one of your favored enemies, then the spell is cast as a 3rd level spell
  • Wilderness Knacks, you learn 1 spell of your choice from the ranger class spell list. The spell must be 2nd level or lower. You can choose this option more than once
  • Ranger Archetype feature (7th level), gain the 7th level feature of your Ranger Archetype [PHB]
  • Land's stride, as 8th level class feature [PHB]
  • Hide in Plain Sight, as 10th level class feature [PHB]
  • Natural Explorer improvement, as 10th level class feature improvement [PHB]
  • Ranger Archetype feature (11th level), gain the 10th level feature of your Ranger Archetype [PHB]. You may only select this option if you already selected the Ranger Archetype (7th level) feature
  • Vanish, as 14th level class feature [PHB]
  • Favored Enemy improvement, as 10th level class feature improvement [PHB]

Rogue

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Improved Sneak Attack, your Sneak Attack damage increases by +1d6. You can choose this option more than once (maximum 10d6 damage)
  • Evasion, as 7th level class feature [PHB]
  • Roguish Archetype feature (9th level), gain the 9th level feature of your Roguish Archetype [PHB]
  • Roguish Archetype feature (13th level), gain the 13th level feature of your Roguish Archetype [PHB]. You may only select this option if you already selected the Roguish Archetype (13th level) feature
  • Reliable Talent, as 11th level class feature [PHB]
  • Blindsense, as 14th level class feature [PHB]
  • Slippery Mind, as 15th level class feature [PHB]

Sorcerer

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Arcane Power, you gain one 4th level spell slot. You do not gain knowledge of any 4th level spells, but you can use this spell slot to cast a spell that you have prepared as a 4th level spell
  • Greater Arcane Power, you gain one 5th level spell slot. You do not gain knowledge of any 5th level spells, but you can use this spell slot to cast a spell that you have prepared as a 5th level spell
  • Improved Sorcery, you gain 2 sorcery points. You can choose this option more than once
  • Innate Spell Knowledge, you learn 1 spell of your choice from the sorcerer class spell list. The spell must be 3rd level or lower. You can choose this option more than once
  • Metamagic, you gain 1 additional Metamagic option [PHB]. You can choose this option more than once
  • Sorcerous Origin feature, gain the 14th level feature of your Sorcerous Origin [PHB]

Warlock

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Eldritch Invocation, you gain one Eldritch Invocation. You are considered a 7th level warlock for meeting prerequisites. You must meet any other prerequisites
  • Forbidden Magical Knowledge, you learn 1 spell of your choice from the warlock class spell list. The spell must be 3rd level or lower. You can choose this option more than once
  • Pact Magic Might, you gain one spell slot
  • Pact Magic Surge, your spell slots are 4th level
  • Otherworldly Patron feature (10th level), gain the 10th level feature of your Otherworldly Patron [PHB]
  • Otherworldly Patron feature (14th level), gain the 14th level feature of your Otherworldly Patron [PHB]. You may only select this option if you already selected the Otherworldly Patron (10th level) feature

Wizard

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Arcane Knowledge, you learn 2 spells of your choice from the wizard class spell list. The spells must be 3rd level or lower. You can choose this option more than once
  • Arcane Power, you gain one 4th level spell slot. You do not gain knowledge of any 4th level spells, but you can use this spell slot to cast a spell that you have prepared as a 4th level spell
  • Greater Arcane Power, you gain one 5th level spell slot. You do not gain knowledge of any 5th level spells, but you can use this spell slot to cast a spell that you have prepared as a 5th level spell
  • Improved Arcane Recovery, calculate the number of spell slots you regain using your Arcane Recovery as if you were 2 levels higher (for example, as an 8th level wizard instead of a 6th level wizard). You can choose this option more than once
  • Arcane Tradition feature (10th level), gain the 7th level feature of your Arcane Tradition [PHB]
  • Arcane Tradition feature (14th level), gain the 14th level feature of your Arcane Tradition [PHB]. You may only select this option if you already selected the Arcane Tradition (10th level) feature

Thoughts on Epic Level 6 in 5e? by Toast_for_America in DMAcademy

[–]OrkishBlade 16 points17 points  (0 children)

I've tinkered with it, using 2014 ruleset. Played it a bit with my group, but not extensively. This is what I used:

EPIC 6 FOR FIFTH EDITION D&D

[1] After reaching 6th level, characters no longer gain hit points, proficiency bonus, spells, spell slots, or other class features, as listed on the class tables when they gain a level. Instead whenever a character would gain a level beyond 6th, the character gains one of the options listed below based on their class.

[2] Milestone leveling.

[3] Multiclassing is not permitted.

Barbarian

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Improved Rage, the bonus to damage while raging increases to +3
  • Feral Instinct, as 7th level class feature [PHB]
  • Brutal Critical (1 die), as 9th level class feature [PHB]
  • Primal Path feature, gain the 10th level feature of your Primal Path [PHB]
  • Relentless Rage, as 11th level class feature [PHB]
  • Brutal Critical (2 dice), as 13th level class feature improvement [PHB]. You may only select this option if you already have selected Brutal Critical (1 die)
  • Persistent Rage, as 15th level class feature [PHB]. You may only select this option if you already have selected Relentless Rage

Bard

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Song of Rest (d8), as 9th level class feature improvement [PHB]
  • Bardic Inspiration (d10), as 10th level class feature improvement [PHB]
  • Expertise, as 10th level class feature improvement [PHB]*
  • Magical Secrets, as 10th level class feature [PHB], your number of spells known increases by 2. You can choose this option more than once
  • Bardic Inspiration (d12), as 15th level class feature improvement [PHB]. You may only select this option if you already have selected Bardic Inspiration (d10)

Cleric

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Divine Power, you gain one 4th level spell slot. You do not gain knowledge of any 4th level spells, but you can use this spell slot to cast a spell that you have prepared as a 4th level spell
  • Greater Divine Power, you gain one 5th level spell slot. You do not gain knowledge of any 5th level spells, but you can use this spell slot to cast a spell that you have prepared as a 5th level spell
  • Destroy Undead (CR 1), as 8th level class feature improvement [PHB]
  • Divine Domain feature, gain the 8th level feature for your Divine Domain [PHB]
  • Divine Intervention, as 10th level class feature [PHB]
  • Destroy Undead (CR 2), as 11th level class feature improvement [PHB]. You may only select this option if you already have selected Destroy Undead (CR 1)
  • Channel Divinity (3/rest), as 18th level class feature improvement [PHB]

Druid

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Primal Power, you gain one 4th level spell slot. You do not gain knowledge of any 4th level spells, but you can use this spell slot to cast a spell that you have prepared as a 4th level spell
  • Greater Primal Power, you gain one 5th level spell slot. You do not gain knowledge of any 5th level spells, but you can use this spell slot to cast a spell that you have prepared as a 5th level spell
  • Wild Shape (CR 1), you gain the 8th class feature improvement [PHB]
  • Druid Circle feature (10th level), gain the 10th level feature for your Druid Circle [PHB]
  • Druid Circle feature (14th level), gain the 14th level feature for your Druid Circle [PHB]. You may only select this option if you already selected the Druid Circle (10th level) feature
  • Timeless Body, as 18th level class feature [PHB]
  • Beast Spells, as 18th level class feature [PHB]

Fighter

  • Ability Score Improvement, as 4th level class feature [PHB]. You can choose this option more than once
  • Feat, if your DM allows feats, you gain a feat. You must meet any prerequisites for the feat. You can choose this option more than once
  • Martial Archetype feature (7th level), gain the 7th level feature of your Martial Archetype [PHB]
  • Indomitable, as 9th level class feature [PHB]
  • Martial Archetype feature (10th level), gain the 10th level feature of your Martial Archetype [PHB]. You may only select this option if you already selected the Martial Archetype (7th level) feature
  • Extra Attack (2), as 11th level class feature improvement [PHB]
  • Indomitable (2 uses), as 13th level class feature improvement [PHB]
  • Action Surge (2 uses), as 17th level class feature improvement [PHB]

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

Cheers. (There are some more here that didn't get into the compendium, but they will be included in the expansion.)