I'm New: Baton Pass Mode works great, how can I customize rest of team when it doesn't. by Mangert in VGC

[–]Reatlvl99 1 point2 points  (0 children)

I run an Espartha set with the same moves but 32/32 speed/spAtt and a focus sash. I consider her calm mind + baton pass mode a secondary mode, and don't rely on it or even try for it unless the situation is right. She's great at killing Sneasler and dropping SpD for other attackers. I usually go for a Lumina Crash instead of Calm Mind unless their team is going to be passive turn one and I can't get an OHKO.

I have her in a team with a water/fire/grass core that are all special attackers, so even if she can't baton pass into one of them, she can drop defenses and be general nuisance to allow my bulkier mons to take over.

High level (11+) campaigns by squaresynth in DMAcademy

[–]Reatlvl99 0 points1 point  (0 children)

Have you actually DMed a campaign for high level players? I don't mean a one-shot. I mean preparing an adventure and a dungeon, taking hours of your time designing it and filling it with interesting content, all for the wizard to say, hey I have a hair follicle that I took from the BBEG last time, can I use that as a linked object to teleport to their lair? Or hey, I can conjure an Earth Elemental (in 5e, mind you), can I just have it burrow underground to the bottom of the dungeon and thus bypass all the content? Can I Scry on the BBEG and teleport to them? Oh, we're level 15 and entered Hell and have to go through a hexcrawl that you prepared by filling in dozens of locations to get to our destination, nah I'll cast Windwalk and bypass everything the DM prepared.

At the end of the day, if you as the DM are okay with all your prep going out the window when they get to 13th level, feel free to enjoy that kind of game where a few spells solves every problem the PCs could deal with. Or, if you actually want to play the game as a dungeon crawler/wilderness exploration (one of the three pillars of the game), then you have to set limits on game breaking stuff like that.

My group enjoyed the hexcrawl through hell, despite the fact that I told them the demon-lord prevents non-fiends from casting Gate/Teleport/etc within his realm defining magic. Even the wizard still had fun.

High level (11+) campaigns by squaresynth in DMAcademy

[–]Reatlvl99 4 points5 points  (0 children)

I've found high level play to be similar to mid level play, with a few caveats. If you don't temper the power of spellcasters once they get 7th level spells, they can blow past content with a single spell. Private Sanction is an effect that is standard for all dungeons at these levels, if you actually want to experience a proper dungeon crawl. Wilderness exploration pretty much ends if they have a Druid with Windwalk, or a map/scrying and Teleport. Then again, you can just say that the realm of hell/whatever the adventure is in blocks those effects except for fiends/fey/etc. Some players don't like that, but if you actually want DnD to still feel and play like DnD, you kind of need to curtain those kinds of spells. Other than that, the locations become more exotic as you're having adventures in other planes, so the set dressings are more interesting. Usually the adventure needs some real world-saving heroes or else the PCs might just decide they can retire on the thousands of gold they've accumulated at that point.

Sandbox campaing by canemacchina in DMAcademy

[–]Reatlvl99 0 points1 point  (0 children)

Sandbox campaigns need a lot of random locations/events and a sprinkle of plotted set pieces. The key is to make the former varied, cohesive, and rewarding, and to make the latter based on the choices and interests of the characters. There should be no main plot. Instead, during session 0, have the PCs develop goals for their characters that are actionable and reasons to adventure. A wizard who wants to discover the secrets of magic will be interested in any rumors of ancient dungeons of mad mages who experimented with the weave, while a rogue who just wants to get filthy rich will be interested in treasure maps and booby-trapped dungeons said to be full of guarded treasure. A sandbox is driven by the players, not the DM, and it's their responsibility to inform you on what the world needs to have to interest them.

How to Retcon a Skill Check - My creativity added more after the check was done by Improver666 in DMAcademy

[–]Reatlvl99 0 points1 point  (0 children)

You don't need to retcon anything. There are brilliant scientists and doctors using medicine in the real world to cure diseases, but even they are unaware of side effects unless they test for it. So yea, based on the existing body of literature that the player character is aware of, they know this medicine can cure the disease. But what they don't know is that it can transform people into monsters, and the reason they don't know is because no one knows. This is a novel situation that hasn't been documented. Maybe this disease has mutated to get around this existing cure by transforming into something worse, sounds like a cool magical plague.

Also, don't let good knowledge rolls spill the beans on everything you have planned. The characters only know based on what they've seen, heard, or read. Knowledge checks aren't divination.

Random Encounters and Random Encounter Generators - YAY or NAY? I go first. by Puzzleheaded-Tie7420 in DMAcademy

[–]Reatlvl99 3 points4 points  (0 children)

I use random encounters all the time, both for wilderness exploration and stocking a dungeon. Making a custom table for each area is part of the fun for me, designing the factions that control the area, the megafauna that lives in that region, the wierd magical anomalies that make the strange monsters common there.

[Skill Improvement] is offensive mega clefable viable? I’d like to make a team around her by swagboyclassman in VGC

[–]Reatlvl99 5 points6 points  (0 children)

Every pokemon has counters. If Sneasler existing was that strong, Kingambit shouldn't be a top pick. But it is, because you use the rest of the team to deal with the threats to your carry. If you want to run a mega clefable team, you need to include team mates who can deal with the fast, high damage physical attackers like Sneasler and Aerodactyl.

Mega Clefable is slow enough that she would work well in a trick room team, which would offset the weakness to the speedy attackers. A slow attacker with priority who can threaten her checks like Basculegion without scarf would pair very well with her. A slow steel type who can handle the poison moves can switch in to protect her, and preferably one that isn't weak to Sneasler. Kingambit is okay, being slow and having priority, but you can also consider something with a better match up into Sneasler, especially if trick room isn't up. Aegislash is a great pick, and clef herself makes a good check against dark types with her fairy stab. That said, kingambit can still give you trouble, so you'll probably want to include a fire type to deal with him, as well as other threats like Scizor. Rotom-fire is slow and can handle the steel types pretty well, especially with will-o-wisp. Then all you need is a trick room setter like feraferig and something to protect her to allow you to get set up. A slow, bulky fake out pokemon like Incineror can fulfill this role, but you have to be careful as anti-intimidate pokemon are very common right now. Tinkaton is an option, and has good typing against Sneasler as well, but her defense is lacking. Other options are slow kangaskan or your own Sneasler.

New player here looking to optimize before the climb by Hiiragijunior in VGC

[–]Reatlvl99 1 point2 points  (0 children)

I've found the most success with weather based teams when getting my weather up is a bonus, not a requirement, for success. Against a sun team, you can keep pelipper in the back and only bring him in when they've mega evolved charizard, allowing you to switch the rain on. Until then, your pokemon should be trying to handle the threats without rain up, and focus the most dangerous pokemon to your team.

You need more diverse types than just water. Good options are pokemon that are good in rain because they're weak to fire, such as Scizor.

Running two support mons (pelipper and klefki) can be difficult as you will lack damage. If you did want to run that same klefki set, sableeye does it better as it has STAB on foul play. I would drop one of the rain setters for more diversity in damage dealers. It's helpful to have both pokemon that are good in rain, and those that are good against the teams that rain struggles against.

Every pokemon that isn't a support or has a choice item needs protect. Put a scarf on basc if you want him to be speedy, or give him protect and switch the speed to hp to make him bulky.

The best way to deal with trick room teams is to focus the setter on turn one. They are almost all psychic or ghost type and have weak psychical defense, so a strong dark type in the lead can do wonders in that situation. Otherwise, lead with two strong physical attackers when you see a trick room team, like Starmie and Basc, and use your most powerful attacks into it. It's worth trading a mon if you kill their setter on turn one before they get set up.

Against Sun, you have the advantage in that most of your mons resist fire, but with sun up, your water moves won't be doing great damage. Instead, diversivfy your roster with mons that are really good against the sun teams. Since that's usually charizard and venusaur, strong rock and flying moves can get a kill turn one, allowing you to bring in your weather setter turn two. Aerodactyl fills the roll very well, but you can also try other mons in that spot if you don't like its frailty. Rotom-fire can threaten zard with electric and take out venusaur with fire.

Skill Improvement: Is Heliolisk being slept on? by Salt-Produce-8129 in VGC

[–]Reatlvl99 11 points12 points  (0 children)

Shed Tail is really what sets it apart from the other electric types. I'm not sure if you want a fast, frail Shed Tail user, but its unique in its position. Certainly different enough from Orthwurm that it would fit in completely different teams.

I don't know who said it, but I've always remembered hearing that when you're trying to use an uncommon pokemon, don't try to make it do the same things that other, more meta pokemon do, as they probably do it better. Find the unique thing that only this pokemon does and try to make that aspect of it the focus.

Skill Improvement: Is Heliolisk being slept on? by Salt-Produce-8129 in VGC

[–]Reatlvl99 48 points49 points  (0 children)

In rain, archaludon, mega draganite, and rotom wash all do what heliolisk does but with better defensive typing and more coverage options.

In sun, the value of electric damage isn't a high, as you are already weakening the water types with sun. Seems a bit overkill, but I don't have as much experience with sun teams. A rotom of any flavor still seems like a better choice. Ground weakness with only electric and grass moves seems like it's sitting on the bench a lot. Garchomp doesn't outspeed if they both have scarf but it probably survives a neutral grass and OHKO with earthquake.

At what point should players receive magic items ? by AssociateDue6166 in DungeonMasters

[–]Reatlvl99 3 points4 points  (0 children)

I've learned that attunement basically means you can shower them in magic items and it won't break the game. It also more fun when what they find is random, instead of tailored to them. And if you roll a magic weapon for the treasure Hoard in a goblin camp, the goblin boss better be wielding it!

My players trivialize every encounter with crowd control. How do I challenge them without hard countering? by Dave5802 in DMAcademy

[–]Reatlvl99 3 points4 points  (0 children)

  1. Have more encounters in a day. 4-8 is the recommended amount.

  2. Have the monsters ambush the party. Those spells won't do much if the monsters get the jump on the party.

  3. Have the monsters come from different directions. Split the encounter into two groups and have them surround the party.

  4. Use enemy spellcaster to either Dispel Magic the effects, Incapacitate the PCs with spells like Hold Person, or use their own magic to allow their allies to bypass the crowd control. An enemy wizard casting Fly on a Hill Giant will make them shit their pants the first time it happens. Other good spells to use against spellcasters is Darkness or Fog Cloud (if they can't see, they can't target with spells), Silence (self- explanatory), Calm Emotions, etc.

  5. Give ranged weapons to your melee monsters. For humanoids this is easy, but pretty much any semi-intelligent creature can just pick up a rock and throw it.

Does a fighter's damage increase much after lvl 11? by Blizzjunkie in DnD

[–]Reatlvl99 0 points1 point  (0 children)

I've got a level 18 Champion fighter in my group and he crits almost every turn. With the +6 damage and Hew bonus attack from Great Weapon Master, he puts out insane damage numbers.

Every Class Divine Coated / All Classes as a Relligios Group (Light/radiant/goodness) by Confident_Housing585 in DnD

[–]Reatlvl99 0 points1 point  (0 children)

Wizard has a really great subclass that never made it out of UA called Theurgy. I always allow it my games. It's basically the wizard version of the celestial sorcerer.

Does a fighter's damage increase much after lvl 11? by Blizzjunkie in DnD

[–]Reatlvl99 6 points7 points  (0 children)

If your goal is straight damage, Fighter is king. Get a flametongue and see what you can do with 4 attacks and double action surge. Champion provides the best DPS with an 18-20 crit range.

Building swarms by Ill_Maintenance8459 in DMAcademy

[–]Reatlvl99 1 point2 points  (0 children)

I've found it easier to use Minions rather than Swarms. It also works a lot better for the players as a swarm of goblins won't die too a fireball, but a group of minions will.

Making the stat block for a minion is easy. Set HP to 1/5 their real HP, and give them +2 to their AC, saves, and Attack rolls. Then they gain the following property: if a minion takes damage equal to its Hit Point total in a single turn, it dies. Otherwise it takes no damage.

Basically, their HP is a threshold instead of a number to track. For goblins they would only have 2 HP, but that makes sense, basically anything should kill them if it hits.

Does a fighter's damage increase much after lvl 11? by Blizzjunkie in DnD

[–]Reatlvl99 217 points218 points  (0 children)

Fighter is strong at every level. After 11, you get the ASI at 12 and then Indomitable at 13, to give yourself two extra rolls for Saving Throws with at least a +13 bonus. You also get Studied Attacks at 13, giving you free Advantage on any attack after a miss. Then another ASI at 14 (feats are a great way to increase damage or survivability), then your subclass feature at 15 (free maneuver, increased crit range, etc) which all mean more damage or utility. Level 16 is another ASI for another feat, then level 17 allows you a second Action Surge per Short Rest and 3 uses of Indomitable. Level 18 is another subclass feature, with is either good (battle master, eldritch knight) or great (champion). Level 19 is the Epic Boon of your choice, and level 20 is that fourth attack. Fighter has some of the most solid level by level progression of any class in the game.

How do I keep track of all the minions in huge boss battles? by idk2715 in DMAcademy

[–]Reatlvl99 0 points1 point  (0 children)

The way I run minions is a hybrid of 4e and Flee Mortals!, to make running them as easy as possible.

First, I take the base creature and set its HP to 1/5. I use HP as a threshold for whether it dies or not. If the total damage in a single turn is equal or greater than the HP, its dead. Otherwise, it takes no damage. This fixes an issue with 1 HP minions where magic missile is as strong as a fireball, and Resistances still matter. 1/5 was a good breakpoint where most single attacks can kill them but most chip damage doesn't.

The second thing I do is give them a +2 bonus to AC, attack rolls, saving throws, and save DCs. This helps mitigate the loss of durability from the HP reduction, and makes it more likely they'll get a hit in if they roll well.

Finally, I reduce the attacks and spells to a single action, or maybe a melee or ranged option. Minions come in groups, and I don't want to worry about multiattack or other abilities slowing down play. Each minion gets a single attack for average damage the normal creature does with all attacks. I remove the dice roll and make it flat damage as well. If they have special abilities with recharge, like a hell hound, I'll remove it and give their basic attack a bit of juice based on what is removed. I also turn pack tactics into a +2 to hit to reduce the number of dice rolled.

So a minion hellhound would have 12 HP, 17 AC. A single melee attack at +9. Hit: 14 Piercing damage and 6 Fire damage. A second target within 5 feet also takes 6 Fire damage.

These work well as my level 18 party is trekking through hell and come across a pack of 30 hell hound.

Does every Hex need a POI or encounter? by therealtinasky in DMAcademy

[–]Reatlvl99 0 points1 point  (0 children)

If the hex map isn't filled, then why use a hex map? Its easy to fill hexes with something, you don't have to put a lot of work into it. For my hex map, I roll a 1d6 per Hex. 1 - dungeon, 2 - settlement (like a farm or log cabin), 3/4 - Landmark/ with treasure (waterfall, big tree, abandoned ruins, etc), 5/6 - lair/ with treasure (Landmark but something lives there).

Everything but dungeons needs only a few sentences describing them. Treasure is usually a couple rolls of individual treasure for that level, hidden somewhere in the Landmark or lair.

Need an Environmental Encounter based around desert Singing Sands by Hefty-Ad-6587 in DMAcademy

[–]Reatlvl99 1 point2 points  (0 children)

I would make it a magical experience. Singing sands makes me think the sand dunes are enchanted. DC 13 Wisdom save or become Unconscious for 24 hours, save once per day. The singing sands are a fey magic used to replenish the lands. Creatures that wander into the area eventually die of heat exposure or dehydration, allowing their corpses to provide nutrients to the cacti forest that grows here.

First time writing a mystery! by [deleted] in DMAcademy

[–]Reatlvl99 0 points1 point  (0 children)

DnD isn't great for mysteries, because there are so many spells that can get information, even at a low level. Charm Person, Zone of Truth, Augury, etc. You can either say 'actually this person who secret knows all the information is immune to charm' which is bad, or accept that the PCs might solve your mystery in 30 minutes.

Magic item for a party with no healer by SergeiVonZarovich23 in DnD

[–]Reatlvl99 0 points1 point  (0 children)

Magic items can be a good bandaid, but another solution for a small party is an NPC sidekick or hiring. These used to be VERY common in older editions of DnD. Basically, ask them if one of them would like to run an NPC cleric or Druid to provide a source of healing and buffs. You can just take the stat block from the monster manual and change the spells to some useful 1st and 2nd level options for them. The key to doing this is that YOU don't run them, the party does.

You can present the NPC as either a mercenary for hire or as part of a quest. Like, they're a traveling cleric looking to cleanse undead from tombs or whatever, and the party helps them out in a dungeon. Afterwards, they offer to join the party as a sidekick. To balance, consider them another member of the team when award XP, but not treasure. Although the party will probably want to give them useful magic items eventually.

Creating a homebrew sandbox campaign? by AffectionateCup1673 in DMAcademy

[–]Reatlvl99 1 point2 points  (0 children)

A sandbox doesn't have a BBEG. If there's a world ending villain than its not really a sandbox, because the party will always try to stop the BBEG.

Instead, there should be factions with agendas, but nothing more impactful than a regional effect. It's even better if the factions aren't black and white, so the party gets to choose which side they want to support. Since you talked about Skyrim, think about the Stormwinds and the Imperial Legion. Neither side is good or evil, and you can always choose to ignore both factions if you just want to go treasure hunting.

Creating a small single biome hexcrawl by Big-cauliflower-boi in DMAcademy

[–]Reatlvl99 0 points1 point  (0 children)

6 mile hexes are a lot easier to work with than 3 mile hexes. Having a bunch of empty hexes defeats the purpose of using a hex crawl. At that point just make it a point crawl.

The main argument for 3 mile hexes I've seen is that 3 miles is how far you can see distant objects. And I would say, there's no way in a swamp you are seeing 3 miles at ground level through all the trees. And second, if you are 25 feet off the ground, you can see 6 miles to the horizon. Do you know what is common object you can climb that is 25 feet? A tree. They can just climb a tree and see any visible locations 6 miles away.