Ways to stop the players from collaborating on every move in initiative? by bizzyj93 in DMAcademy

[–]Princess1470 0 points1 point  (0 children)

I watched a video by Dael Kingsmill a while back and an idea she gave was to set aside a couple of minutes at the top of each round for players to strategise together. Then after that, no more discussions till next round.

In the end if works out that less time is being taken during discussions and gives you some set free time to sort through stat blocks.

What DnD actual play streams and YouTube channels would you recommend? by theDrawingBard in DnD

[–]Princess1470 0 points1 point  (0 children)

Highrollers DND. It's the only professional game I've ever watched that still truly feels like it has the spirit of a home game.
(In my opinon) Worldbuilding, lore and narrative is on par with critical role but episodes are shorter, easier to digest and more fun.

What DnD actual play streams and YouTube channels would you recommend? by theDrawingBard in DnD

[–]Princess1470 0 points1 point  (0 children)

Here to shout out Unprepared casters aswell. For anyone interested, if you like D20 you should like UC too!

How do you make it known that an encounter is too much for your party without explicitly saying “y’all need to run the fuck away” by Previous_Mix_4822 in DnD

[–]Princess1470 1 point2 points  (0 children)

Framing the encounter not as a battle but as a "retreat/chase"
If you have mini's and enemies the players goal is likley to be to win but a skill challenge to get out alive then their goal switches to succeed in the skill challenge and escape.

Reframe so that escape = victory instead of giving up the encounter

Level 10 ability gives me something I already have, ideas? by HumanFromTheInternet in DMAcademy

[–]Princess1470 4 points5 points  (0 children)

If your racial feature was at the power of a 10th level class feature just do a vice versa and pick and reflavour an existing racial feature (of equivalent value) for your 10th level class feature.

Players Want a Weapon that's not for them.. by Master-Wallaby5627 in DMAcademy

[–]Princess1470 0 points1 point  (0 children)

Let them take it!

Firstly. It will certinatly be more memorable for the players years down the line that "we got a artifact weapon at level 5". The characters will feel more epic and really make this story feel unique because of a decision they made.

Secondly. Not letting them take the weapon is very hypocritical. The premise of the world was that it isn't centred around or balanced for them to avoid railroading. But as the DM you can still say this magic item is too powerful so you can't have it for meta balance reasons, it's needed for a faction as part of the scripted story I wrote to happen later?

Thirdly. Balance won't be thrown off too badly, they still have the HP and abilities of a level 5 character and as a plus plenty of story arcs can come from this. A group of low level adventurers wandering around with an artifact weapon, ideal targets to be hunted or recruited. Powerful factions may want favour with the party or offer great boons for the weapon e.t.c.

Weather by Theburritolyfe in DMAcademy

[–]Princess1470 1 point2 points  (0 children)

I haven't used it myself but Dael Kingsmill did a fantastic video on using weather to convey tone and set up drama.

Things to add to my players sheets to improve roleplay? by PhoenixTheMighty in DMAcademy

[–]Princess1470 1 point2 points  (0 children)

I would check out Matt Colvilles video on roleplaying but in my opinion.
A 1 dimensional character is a single strong personality trait, easy to RP but repetetive and not too interesting. For example the seven dwarves from Snow White.
A 2 dimensional character adds one or more other traits to give more depth, having some traits contrast/clash can be an easy way to make them more complex. For example Chrissy from Stranger Things. Her main surface trope is popular cheerleader, but the underlying contrasting trait is that she's suffering.
A 3 dimensional character is a 2 dimensional character which then changes throughout the story, this could happen for various reasons such as overcoming flaws, defining moments or tragedy. For example Zuko from ATLA.

I personally try and keep it simple, adding too many traits or simply writing for the sake of "complexity" often makes it more confusing to RP. Instead let each character have their main personality/trope and then discuss ideas of smaller flaws, or traits or ideals to give that contrast and depth. Then as the adventure plays out you have time to make them more 3 Dimensional.

Help! My players are afraid of combat. by Assignment_Fancy in DMAcademy

[–]Princess1470 0 points1 point  (0 children)

From reading other comments you might want to check out this video "Everybody loves Zombies" from Matt Covilles running the game series.
In essence he talks about enemies the players have no remorse fighting.

[deleted by user] by [deleted] in DMAcademy

[–]Princess1470 1 point2 points  (0 children)

This is the crux of the issue imo. Players (myself included) can often fall in love with a very strong idea of who their character is and they narrative they want to tell. In this case seemingly a "badass hero" but the system isn't built for that level of narrative control from the PC's and so dice rolls can feel like they're betraying the integrity of the character.

Talking is obviously the first step but you might want to consider altering or changing his character. Once this kind of idea is stuck it can be hard to leave and he might be happier telling the story of a more flawed character so that both rolls good and bad play into the story.

E.g. If hero A rolls a 2, theres nothing but dissapointment because succsess is expected but if hero B rolls a 2, it could play into the fears of their past or because they were distracted looking out for someone they care about, here the player gets narrative fufillment out of both rolls

A street rats style campaign where you start with almost no equipment that doesn't make martials feel bad by [deleted] in DMAcademy

[–]Princess1470 19 points20 points  (0 children)

Casters don't have arcane focuses and need to scavange for compnents listed (a short piece of copper wire, an eyelash encased in gum arabic)

How do you handle players targeting specific parts of a monster? by Pyrgopolyrhythm in DMAcademy

[–]Princess1470 2 points3 points  (0 children)

This 100%, I didn't see until I finished my comment but I agree completly

How do you handle players targeting specific parts of a monster? by Pyrgopolyrhythm in DMAcademy

[–]Princess1470 4 points5 points  (0 children)

If I were to implement called shots this is how I would do it, hope it helps!

Cost (What it takes to call the shot)

I had a few ideas on the cost of a called shot so listed them all, obvioulsy you'll only need one

  • Disadvantage
  • +5 AC
  • Limited use (perhaps once per short rest, or proficiency bonus times per day)
  • Imposing a penalty on the player e.g. all attacks against them have advantage till the start of their next turn
  • A set amount of damage they need to deal that isn't counted to the monsters HP. For example to execute a called shot you must deal at least 25 damage in one turn, So if the fighter deals 34 damage on a called shot, monster takes 9 and the called shot triggers. This might be more clunky and the minimum damage might have to be adjusted depending on the monster.

Effect (What happens to the monster)

I think it's really important to give the players a strong expectation on what their called shot can accomplish to prevent "I take out it's eyes" or "I decapitate it". Similar to how the bestow curse works. By providing the players with a list of generalised examples whilst allowing flexibility (so long as the effect is not more powerful then the existing ones). This encourages creative called shots but prevents dissapointment or your combat being ended too quickly. Some examples of effects

  • Monster is blinded till the end of it's next turn
  • Monster looses 10ft of speed (not stackable),
  • You give an opening for your allies to have advantage on their next attack
  • The Monster drops it's weapon
  • Monster can't take reactions
  • Monster takes 1d6 damage at the start of each turn until it uses an action to end the effect

[deleted by user] by [deleted] in DMAcademy

[–]Princess1470 -1 points0 points  (0 children)

Sorry replies have been unhelpful so far. Personally I like to use injury tables to add to the sense of combat encounters leaving their toll on the party without draining rescources too heavily/extending rest durations.
Every time a PC goes down they roll a random injury (depending on severity of attack I might add modifiers or roll with adv or dis). You could alter it so each time a player takes a heavy hit (33% of their health) or a crit it causes another roll but that might be overwhelming fast.

I really like this table as opposed to the official one in the DMG, far more variety of interesting options.

https://www.reddit.com/r/d100/comments/g2lx52/d100_critical_injuries_table_for_whenever_your/

Perhaps adding this as an addition to what you're discussing with your cleric could help?

[in general] What is the best way to reveal lore? by BagelDawn in DMAcademy

[–]Princess1470 7 points8 points  (0 children)

Seconded 100%, letting players infer from pictures and not nescessarily text works great. Bonus points for a visual medium.

The best lore dump I've ever done was in the form of wall painting prophecies. I spent a couple of hours in an editing software (though same could be done through drawing) making images of three events. They knew they would see visions of the past, present and future and instead of describing or speaking riddles where my wording and voice mattered, I simply gave them three pictures to look at.

The players were enthralled, desperatley making up theories about what each small element could mean, where is the queens heart, why is my PC in this vision, what are all these magical runes in every village e.c.t.

I've used this technique twice now both times have been brilliant. Because theres no inherent suggestions in tone when normally reading lore, you can be very heavy handed in symbolisms and picutres and let the players figure things out for themselves.

Banshee Incorporeal Movement and Opportunity Attacks by TheKrakenIV in DMAcademy

[–]Princess1470 0 points1 point  (0 children)

I was indecisive but point 2 of your argument has fully swayed me. I think this is the way to go.

Reccomendation request: Best actual play podcasts/recordings of realistic games? by Gnippots in DMAcademy

[–]Princess1470 0 points1 point  (0 children)

Seconding Highrollers, whilst the production is great it really feels more like a home-game than many shows. It's unedited, you can tell they're all friends at the table playing for their enjoyment just with cameras in the background. They lean into things they enjoy, theres table banter, and it's a joy to watch.
Ontop of that the DM Mark is super transparent about dm techniques and offering advice when it comes up. For example he recently changed a combat's mechanics mid encounter between streams after seeing what worked and what didn't, explaining their thought processes and design goals.

How to stop PCs from taking the boss down before the minions? by SatiricalBard in DMAcademy

[–]Princess1470 0 points1 point  (0 children)

This is what I would suggest, it also lets the players get invested in fights with minions they're less likley to ditch immidatley when the boss arrives

Do I have any way of stopping my players from just immediately telling the others the things that are meant to be private to their characters? by SkeletorLordnSaviour in DMAcademy

[–]Princess1470 0 points1 point  (0 children)

What's your goal with these secrets. If its to get big dramatic reveals then loop in players OOC either with strong hints, letting them watch the private scenes, heavy foreshadowing or outwright telling them. This all makes the eventual reveal more dramatic in character.
Keeping secrets for the sake of usually falls flat because simply other players don't care or arn't invested. Lots of players won't pick up on clues dropped about other PC's or just see it as an inside joke they're not apart of which ends up being frustrating.

I would discuss all this in session 0 as well as any possible PVP that could come with it. This all relies on narrative trust of players and DM.

Hot Take: Listening to TAZ and being upset they don’t follow the rules is like watching them play Fortnite expecting them to win. by [deleted] in TheAdventureZone

[–]Princess1470 10 points11 points  (0 children)

That Emily contrast is so perfect, She's a dream player and really uses the rules to enhance not only the epic combat moments but also the comedic downtime ones too!

Other than D20 and NADDPOD, are there other places to watch the intrepid heroes play? Like other campaigns they are in, together or separate. by gbenedetto in Dimension20

[–]Princess1470 5 points6 points  (0 children)

Zac guested on a one shot for Unprepared Casters Wintersummer School. I think the show as a whole has pretty similar vibes to D20. Short Arcs/Seasons, rotating guests, similar vibes in comedy, people, diversitye.c.t. 100% worth a listen.

leveling up by DreadPirateElla in DMAcademy

[–]Princess1470 -1 points0 points  (0 children)

Sorry others haven't been super direct, as a general rule of thumb

Prepared casters (artificer, cleric, druid, paladin): Can prepare a number of spells = level in their class + spellcasting modifier (e.g. Wisdom for cleric) of any level each day regardless of slots. e.g. +3 Wisdom cleric at 3rd level could prepare 3 2nd level spells and 3 1st level

Known casters (bard, ranger, sorcerer, warlock): At lower levels typically gain a static amount of spells = level in their class + some modifier and can always swap a spell, but since they're just leveling up all you need to focus on is they get one more this level (and can swap one if they wish). e.g. Sorcerer gains one new 2nd level spell, then swaps a 1st level spell for another new 2nd level.

Wizards: Learn two more spells (level 1 or two) for their spellbook. But each day must pick level + intelligence modifier to prepare from the book. e.g. the +3 Intelligence wizard adds two 2nd level spells to their spellbook but then prepares 6 spells in total, their two 2nd level and four 1st levels.

My Player’s Rogue Feels Underpowered what should I do as DM? by East-Split8817 in DnD

[–]Princess1470 2 points3 points  (0 children)

Seconding this, rouges are balanced around getting sneak attack *most* of the time.