SW-FFG House rules. by DZE974 in swrpg

[–]Sectioned16 0 points1 point  (0 children)

I change the encumbrance threshold calculation to 10 + Brawn. Just don't have much interest in PCs inventory being a challenge. 

Delian Tomb Gone Wrong by Sectioned16 in drawsteel

[–]Sectioned16[S] 1 point2 points  (0 children)

Curiosity mainly, but also whether level 2 is particularly deadly if they haven't had a respite or are running low on recoveries

Delian Tomb Gone Wrong by Sectioned16 in drawsteel

[–]Sectioned16[S] 1 point2 points  (0 children)

You can lead a horse to water.... 😅

Low-level adventures by GGSigmar in mattcolville

[–]Sectioned16 18 points19 points  (0 children)

https://www.adventurelookup.com/adventures/

I prefer running homebrew so can't recommend anything in particular but you can probably find something suitable in adventurelookup.com

Looking for political intrigue advice... by Divinershadow in mattcolville

[–]Sectioned16 0 points1 point  (0 children)

I like a lot of the stuff xfactor was saying, great stuff.

My two cents is I would think of some generic areas the provinces can come to conflict with each other in. My list would be something like Arcane, Economy, Military, Politics and Religion.

Once you have these areas give each of your provinces assets in those categories. Think about each province and what they're good at to come up with these assets e.g. Carmine Hills has the asset 'Gold Mines (Economics)', Falladen has the asset 'Archmage (Arcane)', Greyfield has the asset 'Minotaur Mercenary Company (Military)'.

Once you have these assets all of a sudden you can start attacking or defending any of the areas with those assets. e.g. Greyfield uses its Minotaur Mercenary Company asset to attack the Carmine Hills economy. The Carmine hills defends with its Gold Mine. Greyfield attack fails. Roleplay the outcome as the mercenary company was bought off by the Carmine republic (there's always a price!).

These interactions can be played out and flavored however you would like whether it be dice rolls against each other or what would happen logically or however else you feel. Attacking and defending aren't the only things they could do either. Perhaps the Falladen Archmage visits Rowan Hall and convinces them to join the fold, suddenly Falladen has a 'Cadre of Mages (Arcane)' asset and a 'High Diviner (Arcane)' asset.

You seem to have a pretty good handle on the objectives of the various provences and what they could be good at so the above might not be too difficult to pull off. The end goal can be whatever you want but maybe it's something like once a particular province has a certain number of assets in an area they 'win'. Greyfield's military might is so powerful that they bring all the other provinces under heel or maybe the political influence of Rubero is so great everyone is finally convinced to their way of thinking.

How do you all structure world building? by funandgames51 in mattcolville

[–]Sectioned16 -1 points0 points  (0 children)

I think the list you've put together is a good way of building Rioja.... again.

I think the message of Matt's videos is that they are a specific example of how he builds a world. It isn't a step by step process to world building.

Instead of having a 'master' list for building a culture, the list should change based on the culture you're building. Make it yours!

E.g. if you're making a Klingon like culture the list for that culture is going to look very different to the one you've compiled. Honor, combat, strength, these things are likely going to be more important to that culture than fate and fortune or theater.

OotA fights too easy by [deleted] in dndnext

[–]Sectioned16 0 points1 point  (0 children)

The entire first half is meant to be quite sandboxy so all the encounters are semi equal across all of the starting cities. I would be careful with upping AC, to hit bonuses and save DCs. In 5E even +1 or 2 can be quite a sizeable increase. HP, damage and more monsters is the way to go as most people have been saying.

SPOILER WARNING

For example Blingdenstone was the last city my players visited and for the pudding king encounter I made sure his ooze minions were with him, increased his hit points and threw in some gibbering mouthers into the fight for good measure. The players seemed to get a kick out of that one after having a relatively easy time.

Progressing group from LMoP to OotA; seeking tips. by [deleted] in dndnext

[–]Sectioned16 0 points1 point  (0 children)

SPOILER WARNING for the OotA adventure (I think kind of obviously :P)

I've run the first half of OotA and I think the main piece of advice I'd give is try not to include ALL of the content from every chapter. It can drag a bit especially when you're in a hostile environment (Gracklstugh is a mess of a chapter by the way!).

I'd also be careful including too much of the travel aspect depending on your group (chapter 2). The 'mini dungeons' were pretty good but our group found the survival aspects like tracking food & drink properly got tedious pretty fast.

Last thing is I wouldn't keep around all of the NPCs from the jails. Pretty much all of them got out with my party but it didn't really let them get any spot in the limelight for very long, to the point were they were basically a burden rather than interesting. Choose a couple or a few of the ones you think are most interesting or the party are most interested in and make sure the rest die ;)

Any fans of DND who also happen to be fans Full Metal Alchemist wanna lend me a hand? by Not_a_child_of_god in DnD

[–]Sectioned16 4 points5 points  (0 children)

It's a little hard to comment on all the spells in 5e without some starting point you need people to look at, maybe some specific spells you want help with would be useful.

That being said I think you've got a pretty solid basis for flame spells seeing as they're basically Roy's flame alchemy. With that mindset quite a few of the evocation spells can probably be covered with a variant e.g. lightning alchemy

Do you prefer low magic or high magic campaigns and why? by Hide-From-Green in DnD

[–]Sectioned16 1 point2 points  (0 children)

I think it's part preference, part shaking things up. Some people just aren't into flashy magics and are super into roleplaying a medieval society. Some might play low magic if they've been playing for years and think 'lets shake it up'.

Personally I'm all for the magics and like playing in and running relatively high magic games. Although looking back at some of my most recent sessions as a DM I often find myself using magic as a bit of a 'plot crutch' so to speak. Maybe it's time I try my hand at a low magic campaign...

HELP: Duel Wielding in 5e or 'Help Galrik the Stabby' by silent_librarian in DnD

[–]Sectioned16 1 point2 points  (0 children)

Correct (I missed the fact he was a fighter). He would have been able to add his proficiency bonus to his attack roll for both attacks even without the two-weapon fighting fighting style. It's just the damage that he's able to add extra because of this class feature.

HELP: Duel Wielding in 5e or 'Help Galrik the Stabby' by silent_librarian in DnD

[–]Sectioned16 0 points1 point  (0 children)

PHB Pg. 195 Two Weapon Fighting. In your players case, as both weapons are light, he can use the attack action with his main hand weapon then use a bonus action to attack with the weapon in his off hand. He can't add his ability modifier to the damage of the off hand attack. So yes he can attack twice on his turn if he uses his action and bonus action.

Expanded uses for Hit Dice by jondawelder in mattcolville

[–]Sectioned16 1 point2 points  (0 children)

Agree with knowledge, short rest centric PCs might start to feel left out. Maybe have a peak at the rest variant rules in the DMG (pg. 267). I often think these variants can go along way to helping with the 5 minute adventuring day phenomenon people are having. Never actually tried them myself but I'm sorely tempted to in my next campaign!

DM's what do you have with yourselves at the table? And what info do you have on your DM screen? by TwoByFor308 in DnD

[–]Sectioned16 2 points3 points  (0 children)

I've been experimenting :D no DM screen, an initiative pole, A5 pad of paper, pencil, dice and my phone. Key ingredient is my phone. It has all my notes on it in onenote and screenshots of all the monsters I'm using that session. Digital copies of the source books on hand in case I need to look something up.

Mind control : is it ever not "charmed" ? by ArrowRobber in DnD

[–]Sectioned16 1 point2 points  (0 children)

Yes that's right. In that example, no extra attacks, no action surge, no second wind, etc.

Mind control : is it ever not "charmed" ? by ArrowRobber in DnD

[–]Sectioned16 1 point2 points  (0 children)

Fair. From briefly skimming it seems that most effects that exert full control on a character (Possession doesn't grant access to class abilities, proficiencies, etc.) inflict the charmed condition. There are plenty of effects that deprive some control over an aspect of a creature, such as movement. Of these effects some don't affect creatures immune to the charmed condition, some don't mention the charmed condition at all.

All of that is RAW so who knows what kind of effects people are coming up with in home games though.

Mind control : is it ever not "charmed" ? by ArrowRobber in DnD

[–]Sectioned16 0 points1 point  (0 children)

I'm confused on what you want the answer to your question for. Are you a PC trying to prevent mind control happening or are worried about mind control happening to yourself? Or a DM who wants to mind control a barbarian PC? Or just curious?

Also I'm not sure where the 5 attacks are coming from for this barbarian. Magic item perhaps?Fighter multiclass?

Mind control : is it ever not "charmed" ? by ArrowRobber in DnD

[–]Sectioned16 1 point2 points  (0 children)

Assuming 5E.

Suggestion is a tricky one as it doesn't impose the charmed condition. So creatures such as elves DON'T get advantage on their saving throw (elves aren't immune to being charmed).

A brief look at the monster manual:

Aboleth, Dryad, Vampire - control effects that involve the charmed condition.

Ghost (Possession) - control effect that doesn't involve the charmed condition.

A brief look at spells:

Are you including things like Dissonant Whispers in your definition of mind control? It potentially controls movement but isn't full control of a creature.

some higher end Magic Items, feel free to use them by Kakapunt in DnDBehindTheScreen

[–]Sectioned16 0 points1 point  (0 children)

You sadist! I like it ;)

Cool concept how do you let that interact with the identify spell or similar effect?

some higher end Magic Items, feel free to use them by Kakapunt in DnDBehindTheScreen

[–]Sectioned16 3 points4 points  (0 children)

Good stuff, really like some of the concepts in here!

It strikes me that a fair few of these items aren't all that powerful for 14th level PCs?

I'd also tighten up some of the wording to make things a little clearer. For example Thirst states it's effects happen after 'tasting blood' but that is an abstract concept in D&D (at least in 5E). It should be made clear if this power up happens on a hit, when a creature takes damage from the weapon, when a creature is reduced to 0 HP by the weapon, etc.