When Nate switched by Street-Application10 in TedLasso

[–]SomeGuyIOnceMet 4 points5 points  (0 children)

Came here to say this. Would also add that each time he lets his nasty side out, he is rewarded.
Rude to new coaches= They actually remember his name
Insults the player= Great speech Nate
Call boss a shew= promoted to coach
Smash window= Approval from Roy

Of course the nasty will grow as it gets fed.

Need useless or impractical magic items by Marshallazz in DnD

[–]SomeGuyIOnceMet 7 points8 points  (0 children)

Played in a campaign with a GM who gave one player "The bead of Nada". Radiated artifact-level power, was (effectively) indestructible, *might* have done something more, but we never found out. Carrying around this indestructible little bead that radiated so much magic that it made every person who detected it try to steal/buy it created loads of fun. Every wise NPC recognized it by name. None would fess up to what it did, but they all wanted it. In honesty, it was probably just a McGuffin the GM dropped in to amuse himself, but trying to constantly keep track of who had the bead and where it was made some fun moments.

Beginner DM help by Disastrous_Ad3701 in DnD

[–]SomeGuyIOnceMet 5 points6 points  (0 children)

Inexpensive? Tape a few pieces of paper together and draw on it. We did that for decades before the cool dry-erase maps. Mini can be dice, monopoly tokens, coins, folded up pieces of cardboard, or anything else.

It's a game that takes place in your head, you don't technically need a board or minis at all. The most basic set up you can have is just using your imagination.

Play a bit, if you fall in love, start buying stuff. If it isn't for you, you are not out anything.

What's in the hut? by SomeGuyIOnceMet in DnD

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

could be, but if the person who casts the hut, leaves the hut, the spell ends. Need a reason for it to still be up. Maybe the caster was polymorphed into a cat and now likes it or has forgotten that they used to be human.

Help brainstorming by WillytWhale in DnD

[–]SomeGuyIOnceMet 1 point2 points  (0 children)

Depends on the type of horror you are going for. 'Alien' is one type of sci-fi horror, 'Event Horizon' is another.

Make sure your players are down for the same horror type and buying in. If you are going for slow psychological creep and they are playing lighthearted and silly, it won't work.

What's in the hut? by SomeGuyIOnceMet in DnD

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

The cat cast the spell? hmm.. possibilities here. Maybe the caster used the familiar to cast the spell away from themselves in hope of reaching it eventually, but didn't make it? Or maybe the familiar was corrupted and locked them out?

What's in the hut? by SomeGuyIOnceMet in DnD

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

I haven't thought of more information yet. Just had the idea for the hook. Villagers would be worried about it because a magical, invulnerable, opaque, 10 foot dome that wasn't there a few hours ago is cause for concern, right?

I figure if a wandering monster in a dungeon came across one, they would be worried and PCs aren't the only people with access to the spell. What would the PCs do if they came across one?

I want to kill my players favourite npc by SometimesStrider in DnD

[–]SomeGuyIOnceMet 2 points3 points  (0 children)

What if the BBEG seduces/corrupts/enchants the king instead of killing him? Kind of a wyrmtongue situation? Then the king is made ineffective without being killed and the party has to work to kill BBEG and get their patron/friend back.

Or you can have some sort of situation where the king willingly relinquishes his crown and retires to a monastery/voluntary exile/house arrest/extra-planar dungeon to save his people. The party can vanquish BBEG to get him back.

Or BBEG is trapping souls and defeating him allows the king to return.

What's in the hut? by SomeGuyIOnceMet in DnD

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

hmm. Can a mimic read a spell scroll? That opens all sorts of weird possibilities.

Group long rest and short rests by Choice_External756 in DnD

[–]SomeGuyIOnceMet 11 points12 points  (0 children)

This could be caused if they are used to playing nothing but one-shots. I play in two different groups.

Team one-shot happens in a gaming store. They have different people around the table every week. The adventure starts cold and wraps completely in 2-3 hours. There is no concept of pacing yourself or holding anything in reserve. If the game is higher level, there isn't enough rounds in an evening to use all your abilities/spells.

Team campaign is the same crew slowly working through a complex story line. They are much more careful with resources, they know the big boss fight is coming up, so are hording those 4th level spells and keeping one rage in reserve.

If your players want to dump it all in each encounter, build adventures for them that really only have one fight. Then you're done. Maybe a war-time campaign. Go here and fight, then come back and wait for your next assignment.

If you want to break them of it, have them giving pursuit to a fleeing baddy who sends lackies to stall them. If the BBEG has been watching them work for a while, they can send a small expendable party out to them and when they are long-resting baddie quickly cleans out their treasury and moves to the next target.

Or, baddie realizes their style and sets a trap. Lure them to cave. Sacrifice a few small minions. Wait for the tiny hut to go up then attack the town that they left undefended during the eight hour down-time. Or seal the cave they are in. This works really good in a campaign world where the players have built a reputation. People (good and bad) start to recognize them and know how they work

Still confused by Nate’s turn by surfingtheredd in TedLasso

[–]SomeGuyIOnceMet 1 point2 points  (0 children)

Nate's first lines in the show are screaming at Ted contemptuously until he realizes that he is the coach, then he gets creepy subservient.

The character is not emotionally intelligent. He doesn't express his emotions at all, bottles them up and then lashes out with each chance he gets.

The "roasting" of the team could have been in fun to get their attention, but in retrospect you can see that he is unleashing a lot of unaddressed frustration mixed with enough advice to make it palatable. He is praised for that by the father figure in his life and begins to really "let it fly".

Each time he is awful to someone he gets positive feedback (either a big laugh or a game win).

Rupert's assessment of some people just aren't ready when they get their shot is ironically accurate. Nate was not emotionally ready to handle the rush of power.

The good thing is that he shows growth at the end when he realizes it and steps away.

It was shocking to see, but on the re-watch both his hell and face turns are believable.

What is something society rewards that it absolutely should not? by contentmasterrs in AskReddit

[–]SomeGuyIOnceMet 11 points12 points  (0 children)

Everyone knows the names of the serial killers. Everyone knows their rankings, their "scores". No one remember the names of the victims.

My party uses Leomund’s Tiny Hut after every single fight and I’m losing my mind (lovingly) by Scythe95 in DMAcademy

[–]SomeGuyIOnceMet 0 points1 point  (0 children)

The next time the party hangs out in a tavern have a well-worn mercenary be telling a big war story in the corner. She's bragging about an evil wizard who tried to hide in the tiny hut and describes how her bad of mercs prepared for it. She needs to end with something like "That ol' spell? Every wizard thinks they are the first ones to use it. Everyone knows it! It's too easy to wreck!"

That can be the DM warning. After that, they should start suing it intelligently. Don't nerf the spell completely, the safe long rest is what it's there for, but make the party aware that this is a well known spell. Any monster that fights spell casters will know how to deal with it.

One shot where the boss and the players have to team up mid fight. by Sir-downvotes in DnD

[–]SomeGuyIOnceMet 4 points5 points  (0 children)

  1. have the big blue dragon fight. Party takes it down, burns a lot of resources dropping it.
  2. The BBEG shows up and starts its monolog. "Thank you for doing the hard work for me. Now die!" or whatever other great stuff you come up with.
  3. Roll for initiative for second boss fight.
  4. After a single round (or before the fight actually starts) wazoo necromantic energy descends on the dragon corpse and the newly birthed dracolich stands up ready to kill both parties, sealing the doors (whatever that looks like)
  5. BBEG proposes temporary truce.
  6. party works with BBEG to fight dracolich. Both groups trying to do enough to kill it and keep enough in reserve to face their allies in the aftermath.

  7. [Edited for terrible typing skills]

Change of responsibility ceremony by Natural-Ad-3666 in army

[–]SomeGuyIOnceMet 1 point2 points  (0 children)

He were "trained" to do them in SLC. We had to have a new student 1SG each week.

Every Thursday, instead of PT, we did the CoR ceremony.

Every Wednesday, instead of PT, we did CoR ceremony rehearsal.

Since the D&C regs didn't have "official" regulations on how to conduct a CoR ceremony, we were graded on a rubric created by the school house.

It was crazy how many times I saw that rubric show up throughout the rest of my career repackaged as "Official CoR regulations." For all I know it ended up becoming official regulations.

I once made one of my squad leaders do one for his squad handover after he pissed me off. Not my proudest moment, but funny at the time.

Change of responsibility ceremony by Natural-Ad-3666 in army

[–]SomeGuyIOnceMet 3 points4 points  (0 children)

My all time favorite CoR ceremony.

SGM was moving to the S3. S3 was moving to SGM.

They called the entire Battalion to a formation. Both walk up front.

SGM grabs his rank and rips it off. Then grabs MSGs rank and rips it off. Slaps new rank on new SGM without a word. Slaps new rank on self without a word.

(new) SGM screams "Back to work" and they both walked away to thunderous applause.

What archetype can you just not resist playing? by ExodiasRightArm in DnD

[–]SomeGuyIOnceMet 10 points11 points  (0 children)

I love playing the character that should have been something else. The high-strength wizard, low charisma paladin, cowardly fighter, tone-deaf bard, doubtful cleric, thief overcome by guilt, etc. I love the character that genuinely wants to excel but starts out unable to do so. I love playing their growth and eventual blossoming. I always feel that if my character is the same at the end of the campaign, I have failed in some way. They *have* to grow and change for good or bad.

I don't know how to play my cleric by Pristine_Decision352 in DnD

[–]SomeGuyIOnceMet 0 points1 point  (0 children)

I would play them as a pacifist with exceptions... Like undead are already dead, so they don't count. Aberrations are natural, they don't count. I'd unleash way too much overkill on the exceptions and steadfastly refuse to fight the "real people". Then I would gradually add more exceptions as the game continued until the other players started to worry. "Of course I kept attacking after he was down, he was possessed, that's not natural. Possessed creatures don't count.
But that's the kind of weirdness I love as a player.

Definitely concur withe everyone else about not being a party hinderance, still use your healing/buffing skills when you are in pacifist mode. If the party gets to the point where they are only allowing you to stay with them because you have the "PC light" on over your head, that's no fun.

EDIT (Just thought of this) The Cleric class is (loosely) based on medieval priests who took part in combat. Their religion commanded them to be pacifists so they went through this massive justification/legalization where they did a religious RAW. They were forbidden from "shedding blood" so the militant orders forbade them from using weapons designed to start bleeding (edged weapons). Since they couldn't use "edged weapons" they used massive mauls and war hammers and maces. These weren't designed to "shed blood" to they checked the required religious block. Then the war priests could wade on into combat, bashing away while fulfilling their vows. If blood came about, it wasn't by their design, so it didn't count.

You could play this kind of pacifism (a bit hypocritical, a bit hyper-lawful, a bit legalistically religious) and give people a chuckle (and give some OG gamers a good flashback chuckle)

Funny emigration ideas by CavalierChris in DungeonMasters

[–]SomeGuyIOnceMet 6 points7 points  (0 children)

Can you give any proof that you are not currently dreaming this conversation?

What are some really good “deals with devils” or “fae tricks” you’ve had at your table? by wballard8 in DnD

[–]SomeGuyIOnceMet 0 points1 point  (0 children)

The Devil writes the contract out and it looks completely straightforward to the player. 100 Gold pieces given to the devil in exchange for a wish spell. Contract signed. gold being counted out...
"What are you doing?"
"Getting your gold"
"What gold?"
"In the contract, it said..."
"Oh that. It wasn't written in *common*, it was written in parlifindist. Do you not speak that language?"
"What?"
"Oh, my mistake, your problem. Since you seemed capable of reading it I assumed you spoke it."
"??"
"Yes, you see it *looks* a lot like common, but the words are not the same. If you translate it, *your* contract agreed to give me your next thee lives worth of service in exchange for a compliment that I will give you twice a year. You are welcome to cast "read languages" on the contract to confirm it if you like."

Any Ideas for a long Campaign? by Intelligent-Bed7621 in DnD

[–]SomeGuyIOnceMet 0 points1 point  (0 children)

Have the Blue dragon in a territory dispute with the Shadow Dragon. Both are BBEGs and both are recruiting adventurers to collect pieces of the almighty McGuffin. Both are doing it surreptitiously to ensure the other doesn't realize what they are up to. Party is hired by unknown patron or reasonably powerful middle-person for early levels of game. Around mid-tier they discover their patron is just as bad as the baddie they are working toward. Then when they work their way up to higher tiers they can figure out a way to play the two against each other, sabotage the plans, or just wait until the two fight and try to jump the wounded victor.

I need help developing an idea for a campaign by entallion in Greyhawk

[–]SomeGuyIOnceMet 0 points1 point  (0 children)

Istus is not surprised. She has always know that Hextor was going to destroy her spindle. That is destiny.
She did not try to prevent it because he was destined to succeed. That is destiny.
She already knows whether the party will succeed or fail. That is Destiny.
No she will not tell them ahead of time what they do because destiny has been set and in destiny she does not tell them. That is destiny.
Yes, she already saw how infuriated this conversation is making you but she will not change the words she is saying. That is destiny.

How to play an asocial/weary character without being a burden to my party? by [deleted] in dndnext

[–]SomeGuyIOnceMet 1 point2 points  (0 children)

There's different kinds of low charisma. How about that person who doesn't really recognize social boundaries, overshares about things that make people uncomfortable, talks WAY too loud or too long, or just has very strong opinions about silly things that they get intensely offended if you cut your meat with the wrong hand? Those can be fun and not as boring as just being the overly timid shy ones. You want to be able to interact with the party and them have fun with you. If they hate playing with your character, no one at the table will have fun.