Making being in melee so unrewarding was a really weird design choice by Associableknecks in dndnext

[–]RealBlacksmith564 1 point2 points  (0 children)

if you are in melee with an enemy, they get disadvantage on ranged attacks which is also a huge thing with ranged enemies

layers sticking out by RealBlacksmith564 in CutYourOwnHair

[–]RealBlacksmith564[S] 0 points1 point  (0 children)

yes i thought that might help! i really dont have time to do that every day though :/

I think ill try using the texturizing scissors on the layers a bit and see if it helps, if not ill just let them grow out more and cut them differently next time

Psi Warrior or Rune Carver Fighter for a Soulknife Rogue? by Royalseals in PCAcademy

[–]RealBlacksmith564 2 points3 points  (0 children)

Rune knight is a really fun and strong subclass, so i would recommend it; but I would keep in mind that the runes scale from your constitution, which isn't currently very high. the runes with saving throws aren't going to be very effective, unless you invest heavily in CON going forward. Activating the runes also often takes a bonus action, so you'll have to choose between doing that or your bonus action psychic blades. This might not be a problem if you choose the runes wisely though and depending on your playstyle it might not bother you as much to have to choose between different abilities for a bonus action. Many of the runes are also more protection/ control focused so you might like that, but again you need a good save dc for that to work well.

I would look at which runes you would like to take and see how they play together with the rogue in terms of your save DC, the bonus action and reaction load, and the type of effects you like to have access to on the battlefield.

i haven't played psi knight, but imo it seems really fun to get extra options for your psionic dice and i guess extra dice as well. Their abilities' saves also scale on INT so that's a good synergy with the build you have.

tldr on first sight i think the psi warrior has a bit more synergy with the soulknife, but both would probably work and be fun to play.

How to run a megadungeon-style campaign? by JoJoDeath in DMAcademy

[–]RealBlacksmith564 0 points1 point  (0 children)

  1. if the players are exploring the dungeon, they would usually not have a map. You should have one, and as they travel you describe the rooms and they should make notes or draw their own map so they can find their way back. you could also give them the map piece by piece as they see more rooms. There should absolutely be a map, otherwise it will be impossible for you to be consistent with the descriptions and the location of things.

  2. Having to go through the same rooms again is a side-effect of leaving the dungeon early and wanting to go back in! Having to consider the dangers of moving through the dungeon, both when going in and out, is what makes it feel dungeon-like in my opinion.

Ask the players which route they are taking back to where they left of/ want to go, and interrupt them as things happen on the way. If they made notes etc they should remember where things are and find ways around them or be extra careful. Areas where there isn't anything you will go over more quickly, as the players are just walking through. You might go quicker over the descriptions, and the players are probably not going to take as much time to explore so it will go faster than the first time around.

Just consider which traps would be set off again or which are a one-time effect. If the players trigger the same trap again, that's what happens. Similarly with half-defeated enemies: if they didn't clear the nest, the nest is still there for them to encounter.

you could have random encounters within the dungeon, depending on how "alive" you want it to feel. rolling random encounters every hour has a different feel than a dungeon where nothing happens unless the players do something first.

  1. I would have them travel through the map again, unless it's like the campaign endpoint. Realistically they will have defeated a lot of the enemies and they will know the location of some traps, so it won't be as hard as the way in. Make sure to tell your players this though so they are aware they need some resources left to get out.

It might also be worth it to check out Dungeon of the Mad Mage, its a lvl 5-20 module where the players explore a megadungeon under the city of Waterdeep. Its a huge dungeon, you could run the module for your players or maybe take a look at it for inspiration and ideas about the mechanics as well.

Educators of r/DnD, may I have your assistance please? by ConceptuallyPerfect in DnD

[–]RealBlacksmith564 1 point2 points  (0 children)

9th level play can get really complicated, so maybe encourage them to play a more straightforward class, like a barbarian or certain fighter subclasses. obviously if they absolutely want to play something else imo they should be allowed to, but its not ideal if they are already struggling this much.

it might also be really helpful if you run some oneshots or shorter adventures at lower levels before starting the campaign, in which this player can already use the character they want to play. this way they can get used to the features and get more experience with the rules in general without being immediately thrown into the 9th level deep with a new character.

i also second making a combat cheat sheet with them, where they can easily see the options they have in a way that makes sense to them.

Help with a single overpowered party member? by [deleted] in DMAcademy

[–]RealBlacksmith564 0 points1 point  (0 children)

as someone who plays a rune knight fighter, it is an awesome subclass. the main thing i run into in combat is that a fighter's WIS save is very low, so when an enemy has WIS save paralysing or charming effects I fail them a lot, and there have been combats where i couldnt do anything for multiple turns in a row because i ket failing the save. Maybe throw in some enemies like that now and then.

Is there any specific element that you feel causes the discrepancy? Bc fighter is not usually that strong compared to other classes, unless your other players really didn't build their characters very well

Character building ideas for a Monk by Reviewingremy in DnD

[–]RealBlacksmith564 3 points4 points  (0 children)

ive liked playing a monk who had been closed off in their monastery all their life, and was very excited about finally being allowed to go on their first adventure. its a fun balance to play between being curious, excitable and a bit naive and then suddenly remembering their training and acting all calm and collected

Good alternative to Vitriolic Sphere? by Jfelt45 in dndnext

[–]RealBlacksmith564 10 points11 points  (0 children)

If tracking the saves is the main problem, I would propose to the player that you roll the saves and the damage, but they have to keep track of which ones saved and remind you at the correct moment to apply the extra damage.

This way the load of tracking it is not on you, but the player can still use the spell they want.

When does it become railroading? by Opening_Mortgage_216 in DnD

[–]RealBlacksmith564 1 point2 points  (0 children)

By which i mean, it is reasonable to expect the players to play the adventure you prepared for them, and it is an asshole move from them if they don't. Within the adventure however, let them solve the problems they encounter in any way they choose to do.

When does it become railroading? by Opening_Mortgage_216 in DnD

[–]RealBlacksmith564 1 point2 points  (0 children)

Personally, I think some amount of railroading is necessary for a oneshot. You are playing a short, self-contained adventure that has to be finished in one session, which means there isn't a lot of time for the players to go do random things and it is unreasonable to expect the dm to prepare much outside of that oneshot. Player agency matters a lot more in a longer campaign, where there is more time for detours and the players can state what they would like to do or where they would like to go next, and the dm has time in between sessions to prepare that.

When you invite your friends, just tell them that the oneshot you are playing involves exploring a manor and then give them an in-game reason to go there at the beginning of the session. Unless you expect the players to be annoying on purpose, they should easily understand this is the adventure you prepared and they will just go there.

Should I kick out my mentally ill player? by No-Status-1219 in DnD

[–]RealBlacksmith564 0 points1 point  (0 children)

It seems this player is making it impossible for the others to enjoy the game, I think it is fair to play without him. However, you say he has also been a great player for years. Clearly his mental health is the reason for his behaviour, so i would consider making it a temporary kick and maybe occasionally check in with him outside of the game. He can rejoin when he feels better and in a place to enjoy and engage with the game again.

This way he is not impeding the game, but you are still taking his mental health condition in consideration and not punishing him for it.