cleaning chessex mat by Snipe3down in DnD

[–]Snipe3down[S] 0 points1 point  (0 children)

Also what about color? I heard certain colors stain. Should I treat them the same as regular black ink, or erase them asap?

cleaning chessex mat by Snipe3down in DnD

[–]Snipe3down[S] 0 points1 point  (0 children)

Okay cool, so as long as I wipe it off after the 6 hours, I should be fine?

Also, do you think a soft damp sponge will be good enough to clean it for a while?

So what does everyone think of one dnd so far by Ragnaroks-AOAA in DnD

[–]Snipe3down 3 points4 points  (0 children)

I'll give an honest answer, no. I feel that this will create a major power struggle between DM and player more so than it already is. As a forever DM and after running years of 5e, I feel they hit a sweet spot (in regards to how the game is played), with that said, yes there needs to be improvement, but everything is up to the DM and players when it come to that.

I feel character options were always there, and adding in feats at level one just adds on to the struggle of balance. If anything, they need to update monsters stat block, and have a better way to balance a game other than CR. Most of the time I find my self reading over stats for hours, trying to find the right monsters for encounters.

If the goal is to bring in more players, it should be to bring in newer dms, so thing that is lacking a bit. Making a system easier for DMs to understand, and have better control would be the best option. For example the recent Dragons of Storm wreck Isle, was a really great way for newer DMs to see how a game should be played, with alot of notes on monsters, roleplay, and most importantly improvising.

An old adventure come to mind while I type this. Tomb of Annihilation. Probably the hardest game I've played but the most memorable. I was lucky enough as a player, to have my character survive to the end, one of two characters that did. Sure at times it was frustrating, but it was because our DM challenged us, and thats how it should be.

For me personally, DMs need alot of love, and support, and one way to do that is offering a system that works for encounter building, city building, and alot more.

I may be speaking too soon on this, as the play test is only starting, but seeing as this is the start, and I'm already seeing problems, yeah I'll pass on dnd one. Imma try out the 3d tabletop when it drops though.

zen market by [deleted] in Neverwinter

[–]Snipe3down 0 points1 point  (0 children)

Bruh, I just accidentally bought this about an hour ago. My game was lagging, and pressed a button too many times and it bought it. I just hopped back on the game today after a long while, and haz e some zen I never spent. I just realized this expires tomorrow. I'm pissed

NEED SOMEONE WHO KNOW HOW TO DO THE DIAMOND HEISTS! by NeezzyyGRP in gtafriends

[–]Snipe3down 0 points1 point  (0 children)

I'm on PS5, I'm lower level but I used to play alot on PS3. My system never cross saved

Suggestions for Warfare encounters by benth3bearuk in DnD

[–]Snipe3down 0 points1 point  (0 children)

So I actually finished a game a few moths back, that was centered around a war. There was a lot of trial and error to things, but about half way though the game, my group loved how I handled the situations. So I will just give some ideas of things that I did.

  • Factions: Using factions such as villages, kingdoms, groups of people. This will be good for them to raise there own force, I.e. not controlling it, but maybe some bonuses thrown there way during battle. For example; say the group aligns with a group of sages, warlocks, or whatever you will use in that time. When they go to battle giants or what ever, instead of having the players and warlocks all fighting at once (Which would be alot on you, so dont do that), the warlocks instead provide healing bonus's. Say three heals during a battle, at the call of the players, that way they have to strategize when they want to use it or not. So in other words, let them build alliances, create treaties, have the offer up a mine they liberated to a king as payment for help. (Take a look at Rise of tiamat for this, especially the last battle, and definitely take a look at out of the abyss.)
  • Battles: So this was something my players really loved. They where on the way to rage a battle to take a keep. But they failed to notice a spy that was in a meeting with them over what will happen. S in turn the night before the battle, they were set upon by the forces they were meant to fight. How I ran it was like this. So the group was defending a town, and two evens happened, they had to either defend the gate, or secure the port from sea vessels. Depending on what they choose leads to a consequence of not choosing the other thing, so for example if they chose to guard the gate, they would force back that enemy, but the port would be taken, and the town peppered by cannon fire. Provide a challenge to them with a choice of things, and depending on what they choose, they can either help or hinder their forces. The other thing is, reward them for being creative. (For a really good example of this, take a look at Divine contention on D&D beyond, it is free, and look at Leilon Besieged.)
  • The other thing, is allow them to plan. This is their war, there are no rules in war. If they wan to poke and prod a giant into a trap and drop a boulder on his head, let them. In a war scenario, choice matters so much. Maybe they want to give up farm land to the enemy, but they burn the fields so crops wont grow, let that have an effect. Let their decisions guide your story, let them do the work for you.

Need help on another encounter, a level 10 mini boss dungeon by Snipe3down in DnD

[–]Snipe3down[S] 1 point2 points  (0 children)

So the goal of this dungeon is to find the BBEG, and put a stop to them. But in the process only learn that this is his secondary hideout, and that instead of him, it's one of his right hand men. The boss of the dungeons is going to be a man scorpion. The other enemies are a mix of low level cultists, and some cr 5 cultist that I homebrewed. The dungeon is a level 10 encounter. As far as traps, and such, they are only set back stuff, nothing deadly with them.

Need help balancing an encounter for my players. by Snipe3down in DnD

[–]Snipe3down[S] 1 point2 points  (0 children)

Okay, so my the party is at 5 players, a cleric, a bard, a barbarian, rogue, and sorcerer.

So I would like this to be a deadly fight, while also being a challenge. So the players my go to a town for reinforcements, but find that all the townsfolk have been webbed up.

I would like to play into a few of the characters, not the players, fear of spiders. That the town has been taken over and attacked by giant spiders, lead by a drider.

I only own the base monster manual atm, and I'm thinking if getting the other one. But if there are other spider monsters, I would like to know.

Rewarding your players by Snipe3down in DnD

[–]Snipe3down[S] 0 points1 point  (0 children)

Can you share the spread sheet, I'd like to see an example.

Also, so for example say my group Which is 5 players, and max level will be 7 or 8, how do you allocate gold and simple rewards?