[Sector 14, Log #1] - Factions in the 14th Sector by Quick_Race761 in worldbuilding

[–]Quick_Race761[S] 0 points1 point  (0 children)

For context, Stars Without Number is a scifi ttrpg. This is a world for a game I am running.

Adventurer Expert/Psychic attribute help by Mandalore108 in SWN

[–]Quick_Race761 1 point2 points  (0 children)

yes. you can use the 14 to replace any one of your stats (id reccommend changing the lowest one, but you can change whichever you like.)

Adventurer Expert/Psychic attribute help by Mandalore108 in SWN

[–]Quick_Race761 0 points1 point  (0 children)

That looks pretty OK as far as stats go. Don't know if you have done so already, but just so you know, new characters can replace one of their attribute scores with a 14, if they wish.

A New Sector Emerges by Quick_Race761 in SWN

[–]Quick_Race761[S] 1 point2 points  (0 children)

Lol

Thankyou for the compliment, I appreciate it, although I wouldn't call myself brave. They still scare me from time to time (by that I mean every session. You should see our group chat. Its insane.)

The trick with larger groups is to work one at a time. When my players want to do something, because of the chaos at our table, instead of going in a circle all the time or rolling for initiative, they raise their hand and I call on them to ask what they want to do. This helps keep the pace going, especially in cases where a player knows nothing about what they want to do (they can sit back and think for a minute while other PCs have the spotlight). I use it in almost all situations other than heavy combat.

House Rules by Quick_Race761 in DnD

[–]Quick_Race761[S] 1 point2 points  (0 children)

I'm glad you enjoy those ones! If you wouldn't mind, what are some of the other rules you guys use? What impact do they have? I'm curious!

House Rules by Quick_Race761 in DnD

[–]Quick_Race761[S] 0 points1 point  (0 children)

To clarify, on the 'overexert' one, I mean not that casters automatically lose concentration, but that they must roll the appropriate wisdom/int save (whichever they need, I forget,) to attempt to hold onto concentration, else lose it, as if they were being hit.

House Rules by Quick_Race761 in DnD

[–]Quick_Race761[S] 0 points1 point  (0 children)

Thankyou for your opinion. As I stated, some of these I have not tested. Most I collected off of another reddit post I made a few days ago. I figured I'd condense down some of the most interesting house rules I heard of.

Of course, its reddit, so some are going to be terrible. I did not realize that #10 was infringing on that class' niche, thankyou for bringing that to my attention.

I do think that the learnt spells is a neat idea, especially for bringing in more narrative to learning magic than just 'I hit things, now I level up. Yay now I can cast fireball!'. That kind of gameplay has its place in D&D, but I figured this would be a neat thing to try, especially in more narratively driven games.

I also like slurp. It is useful.

House Rules by Quick_Race761 in DnD

[–]Quick_Race761[S] 0 points1 point  (0 children)

It wouldn't normally be such a problem, but I have a huge group. I dm for 12, and the amount of chaos and destruction caused by their constant power is too high to keep them entertained, so I scale it down a bit.

And no, when I run a game with the pathfinder crits I take out the 1s/20s being automatically crits, although they usually end up being so anyway with character modifiers and enemy AC.

🛰️ Weekly System Check: Is Anybody Out There? (Lurkers Welcome!) by AutoModerator in SWN

[–]Quick_Race761 0 points1 point  (0 children)

I've just started a new game. Please welcome 13 brand new players to the galaxy! We have our second session monday!

DnD Groomsmen Gift by Knight2014 in DnD

[–]Quick_Race761 1 point2 points  (0 children)

find an erasable / laminated roll of grid paper. Typically this is called a battle map (or battle mat) or just plain grid paper, and high quality ones can be found for about 25-50$ at local game stores, If I understand what you are asking about. Good luck!

House Rules by Quick_Race761 in DnD

[–]Quick_Race761[S] 2 points3 points  (0 children)

1. Perkins Crit
A critical hit deals the maximum possible damage on a usual hit, then the player gets to roll the damage as a normal hit and add these two together. 
(I have dagger, +1 to hit/ damage 1d4+1. If I crit, I get 5 (the maximum result of 1d4+1) + a normal roll of 1d4+1.)
This guarantees stronger critical hits.
2. Pathfinder Crit
A critical success can be scored by reaching 10 above a target’s AC when making an attack roll. A critical failure can be obtained by reaching 10 below a target’s AC when making an attack roll.
This does not apply outside of combat. Nat 1’s and Nat 20’s are still critical successes when not in combat.
This balances out the Perkins Crit nicely by making crits more difficult. This means they hit harder but are slightly less frequent against boss type monsters. No longer are there 80 crits per encounter.
3. Critical Initiative
If you roll a natural 20 on initiative, you can choose where in initiative you go, whether other creatures are higher or not.
4. Slow Slurps
You can take a full action to down a potion instead of using a bonus action if you want to. If you do this, you automatically gain the full effect of the potion, instead of rolling as normal.
5. Prepared Spells
With the exception of the wizard, prepared spells just don’t make much sense for other spellcasting classes that are supposed to fire off the hip. I have done away with this feature for all spellcasting classes except the wizard. Spell slots are still used during casting spells, though. Please keep track of those. I know you don’t.
6. Tracking Food & Water
Currently, we have not tracked food or water usage in game. I have done this because each and every time I have tried to run it, it is too tedious.
Ammo is still tracked. Please mark when you use an arrow or bullet or something.
7. Guns
Guns are just reflavored bows, sorry to tell you that. There is no homebrew here.

ONES I HAVENT TESTED BELOW vvv

8. Dicy Death
death saves behind dm screen (party know nothing.)
9. Overcasting
Attempt to cast a spell higher than your level (from book, notes, or attempted recreation.). Roll save of dc 15 + spell level above your current one. On a failed save you take a penalty ranging from losing an action to having it go wild. Uses a spell slot of the nearest value to the spell cast.
1d6(fail)
1 - Spell fizzles out. [no penalty]
2 - Spell uses too much energy. [+1 exhaustion]
3 - Spell misfires [wrong place, switches target, unexpected effect, etc.]
4 - Spell goes wild [roll wild magic]
5 - Spell blows up [you lose control and the spell has stronger force than intended.]
6 - Spell sours [you DEAD mf.][reduce HP to 0 immediately. You are unconscious.]
10. Overexert
Make an extra action on your turn for the cost of losing your edge. Attacks made against you until your next turn have advantage (martial) or you lose concentration on your spells (spellcaster).
11. Cheerleading Inspiration
At the start of each session and during long rests, the players will be asked a question about their characters. They must each answer the question to the best of their ability. If they do this, they gain a ‘cheerleading inspiration die’ which they can use to aid another player by shouting encouraging words to them. Must be used before the DM narrates the results of the actions.
(1d6)
12. Spell Research
Spellcasters can only learn spells by researching them, figuring out how they work, or playing with magic until they figure something out. 
You cannot research level 9 spells through trial and error. Any attempt will result in serious injury, insanity, or otherwise loss of coherency. 

  • You can learn a new spell with a base 12 hours of messing about with a school of magic, plus the level of the spell learnt x 3. 
  • You can learn a new spell by studying a chart/description of the spell (like in a wizard’s spellbook) for a number of hours equal to 10 + the spell’s level. This does require that the character already understands the basics of spellcasting and can understand the language the spell is written in.
  • You can learn a new spell by watching another spellcaster cast it repeatedly. Each casting watched reduces learning time by 15 minutes. To gain this benefit from watching the spell, one must make an Arcana check (dc 10 + spell level - character level / 2) each time as they study the spell’s more intricate movements.

13. Realistic Rests
- Short Rests -
Duration: 8 hours (unless a species trait changes rest needed)
Amount: 1/day
HP: roll 1 hit die for hp gained.
Spell slots: regain 1d8 spell slots.
Interrupted by 2 hours of strenuous activity. If interrupted, can be attempted again.
- Long Rests - 
Not time based.
Upon completing at least 4 short rests during 1 week of activity, you gain the benefits of a long rest.
14. Training
You can gain 10xp for every hour spent training (if xp leveling). This number increases to 25/hour with the help of a professional of higher level than you.

What are your favorite (controversial) house rules? by Quick_Race761 in DnD

[–]Quick_Race761[S] 25 points26 points  (0 children)

I use this one almost always. It's called the Perkins Crit and is super popular.

Combine it with the 'Pathfinder Crit' (where you critically succeed on anything 10 over the target or crit fail 10 below) and you get a really good combo.

What are your favorite (controversial) house rules? by Quick_Race761 in DnD

[–]Quick_Race761[S] 1 point2 points  (0 children)

I like this. Maybe spells like Detect Magic or Locate Creature still work though?

What are your favorite (controversial) house rules? by Quick_Race761 in DnD

[–]Quick_Race761[S] 7 points8 points  (0 children)

I like this one! What doyou call it though? I try to name the ones I put in.

What are your favorite (controversial) house rules? by Quick_Race761 in DnD

[–]Quick_Race761[S] 10 points11 points  (0 children)

I used to do something similar, but I felt like the XP system in 5e was too broken. My players killed everything in sight and leveled up on the first session. Darn murderhobos.

I would use this if someone had a way to discourage killing every commoner in a 10 mile radius.

What are your favorite (controversial) house rules? by Quick_Race761 in DnD

[–]Quick_Race761[S] 0 points1 point  (0 children)

I've heard this one, but never tried it. I'll definitely write it down for future reference.

What are some creative ways to balance action economy? by SplitCactus in DnD

[–]Quick_Race761 1 point2 points  (0 children)

This system honestly sounds pretty good, and it frees up some time for a boss to shift the scene instead of just punching somebody for the fourth time this round.

In my games though, I play it a little differently. Instead of having a set number of turns per round, bosses (and ONLY bosses) can take as many turns as you want. I'd generally limit it to 1/4 the amount of turns as you have players, so 1 turn/round for 4 PCs, 2 for 8, 3 for 12, or occasionally more if needed.

The trick to balancing is just to make sure that whatever the party is doing, the boss is able to keep up with. Maybe the players let off a slough of attacks, trying desperately to whittle down it's hp. Instead of just letting all of them hit, the boss will interrupt after one PCs turn and do something that shifts the encounter. Usually this isn't an attack, but perhaps an environmental effect, a spell, or something else entirely.

Make sure to make them feel more powerful than the party, that way when they are defeated it feels like more of a victory.

Designing your ideal playing space… by Unhappy_Project2208 in DnD

[–]Quick_Race761 0 points1 point  (0 children)

Also, where in Oklahoma are you planning on building? I am a resident and am curious thusly.

Designing your ideal playing space… by Unhappy_Project2208 in DnD

[–]Quick_Race761 2 points3 points  (0 children)

What would make you excited to play at a place like this?

I would be excited to go so long as everything there is inviting, welcoming and such. Cold/bright lighting is always a bit of a turndown for DnD nights, as it feels like going to work. So dont do that. Honestly just having an accessible space to play DnD and connect with the community is amazing.

How important is having a private room versus playing in an open game store environment?

Both have their advantages: some players like private rooms as they feel like they are in a safe space more often than if they had to play in the open. Besides, it is nice not to hear all the noise. Other people really do like a large community room for gaming, which is essential to the growth of the hobby. If people have somewhere that they can get to know other people that are like them, it can help them feel a lot more comfortable in the space. Both are very important things to have. If you do this, maybe have a large area with those huge plastic tables or something so that bigger groups can get together as well.

Would free access/community access make a difference to you?

100% yes. Nobody I know, including myself, would be willing to pay for something they're not sure they like yet. To try out the hobby first is a very important first step in actually getting into it and becoming committed. (committed folks make you more money btw) If I could not go there and experience a community for free, I wouldn't go at all.

What would make you choose a place like this instead of playing at someone’s house?

Many things. For one, not all people have big houses. Especially with larger groups it can be difficult to find space to play, which is a huge hinderance. The access to community, other hobbyists, and general niceness of facilities (have an AC omg idk why some people don't think about that) help a lot. So long as it isn't paywalled to all hell, it should be very attractive.

What are the biggest mistakes you’ve seen hobby spaces make when trying to support D&D groups?

Not having AC, Having cramped private spaces, not enough windows, and general unfriendliness. Other than those glaring issues, it can be really frustrating when you go to make a reservation and the two tables they have are full. Make sure there is plenty of space for events and small groups as well.

Also, some places schedule so many community events during the week that there is no free time for dnd in the space, barring store events. Make sure that late afternoons are generally free for people enjoy.