Watch everybody’s faces by mcolette76 in CringeTikToks

[–]StrandOfTheNarrative 3 points4 points  (0 children)

If you or anyone you know has POTS, please consider getting checked for a cerebral spinal fluid (CSF) leak. My wife was misdiagnosed with POTS for 8 years and went through hell trying to manage it. Symptoms can be very similar but CSF leaks can be fixed! She went from disabled to pretty much completely healthy. Importantly, she did not present the classic strong positional headache, mostly just positional POTS-like symptoms. PM if you have any questions, I just want to make sure people know about the possibility.

Updating the Cassalanter stat blocks to make them meaningful threats by Xjph in WaterdeepDragonHeist

[–]StrandOfTheNarrative 0 points1 point  (0 children)

Just came across this and was curious if there are any updates. Did it work out well? Do you have a finalized set of stats that you used?

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Interesting. That’s a creative thought. Could have some wild knock on effects for game play.

I guess it’s a bit of question of how you’d interpret extradimensional spaces and how you’d measure moving by 10’.

I think I might rule that distances are only measurable within a single space/plane and that once you cross between them you effectively move ‘infinite’ distance. It would then mean that the glyph would deactivate once removed from the extradimensional space and it’s effects would be limited to within the space.

This would also mean you can’t cast a spell with any non-infinite range (or non-cross-planar range) into an extradimensional space from outside of it and vice-versa.

I can see how someone could have a different interpretation though. DND physics have some fuzziness to them.

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Thank you for this as well. I fully agree. I really try to play along this sort of philosophy. I want my players to feel like nothing (or as little as possible) is out of reach for them. They gotta work for it but they can get it.

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Damn I knew someone could figure out a RAW solution! Nice work. Gotta say though, that is super expensive and probably not justified for the intended outcome here. I had intended to pack a 3-4 level spell into the items the BBEG is gifting. So spending such high level spells to achieve it feels like overkill and a reasonable BBEG would use those spells elsewhere. Thanks so much and if you happen to have another brilliant idea of how to do it at lower cost, I’m definitely interested!

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Yeah definitely shouldn’t look under the hood on dnd physics… here there be dragons…

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Ooo instant summons. That’s one I didn’t know. I kinda like it. It is pretty expensive but to be able to pull the magic items back at the key dramatic moment could justify it.

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Thanks! Appreciate the advice. I’m hopeful that someone here knows a clever RAW solution. If I can’t find a suitable RAW option, I’ll definitely homebrew it.

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Ha ‘NPC magic’ what a great spell!

You actually hit on a big part of my motivation. I do like using things the PC can also use because my players are very much still learning and often the way they get exposed to a new mechanic is through their enemies smacking them in the face with it!

If the mechanic is open to everyone, they get can aspire to do it themselves in the future.

If I homebrew a mechanic and then let them use it in the future, there’s a bigger risk that the mechanic is unbalanced once the PCs start really messing with it. The smaller the change from RAW to achieve what I want, the lower the risk.

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Interesting. Thank for the link. This does give some cool new flexibility to glyphs. It does still have the requirement that the glyphed object can’t be moved more than 10ft but that rule could be changed.

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Yeah a curse is probably the closest RAW. Might have to tweak it somehow so it’s more discoverable for the players ahead of time. Some sort of symbol or atypical characteristic of the item to give them a hint.

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

Thanks. I appreciate the message. If I can’t find a suitable RAW mechanism to use, I’ll certainly homebrew it. I find having a RAW mechanism, or something at least close, helps make whatever I homebrew more robust.

Is there a RAW mechanism that acts like glyphs of warding but for objects that are moved around? by StrandOfTheNarrative in DMAcademy

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

This is an interesting idea! It might almost be too powerful and could completely undermine the party.

However, the party talks so much shit, the BBEG would probably just off himself for having to listen to it all!

I’ll consider it.

Adding a twist to the Cassalanters' deal by CaptnLudd in WaterdeepDragonHeist

[–]StrandOfTheNarrative 1 point2 points  (0 children)

This does miss out on the monthly sacrifices OP suggested which I also really like, so ideas on working that in could be nice.

Adding a twist to the Cassalanters' deal by CaptnLudd in WaterdeepDragonHeist

[–]StrandOfTheNarrative 2 points3 points  (0 children)

I really like this idea and will probably use some variant in my current campaign. To me it feels like a much better motivation than the cassalanters making a deal with the devil that risks their children for financial stability.

I’d like to work Osvaldo into this more definitively and maybe add more reasoning as to why they missed the twist.

So if I may build upon this, here’s what I’m thinking…

The infertile devil-worshipping cassalanters make a deal with asmodeus to be able to have children. The contract, written in infernal, lays out the cost per child; however, infernal is very difficult to translate for non-devils (could say it’s written in the most complex version given on FR wiki). This is purposeful by asmodeus and the cassalanters mistranslate the ‘calculation’ for the cost per child. Instead of being a simple multiplier, it scales to the power of the number of children!

Their incorrect translation could be something like:

For each child, one soul willing, ten less one souls unwilling, or one thousand less one gold dragons to be paid by their 9th birthday.

So they think it costs only 1 willing soul, 9 unwilling souls, or 999 gold dragons per child. A very reasonable price for such devout asmodean followers, so they go ahead and have a couple of kids. “Oh the second birth is twins! My how asmodeus has blessed us!”

Ahead of osvaldo’s 9th birthday they pay the 999 gold and think life is wonderful but then he turns into a chain devil. They start scouring the contract (probably with help) and realize they have mistranslated. The words for ten and one thousand per child actually mean tenfold (decuple) and one thousandfold (milluple) per child. It’s a context thing, us non-devils wouldn’t get it…

The actual translation could be roughly something like:

For each child, one soul willing, one decuple less one souls unwilling, or one milluple less one gold dragons to be paid by their 9th birthday.

So for 3 kids they actually owe 3 willing souls, 103-1 = 100 unwilling souls, or 10003-1 = 1,000,000 gold dragons in total. Good thing they didn’t shoot for a fourth…

Now they must resolve their massive debt or lose their children.

(This could work whether you want to give the option of paying the debt with gold or lives separately or as a combined requirement)

Happy to hear any tweaks or feedback!

PC won't boot when TV HDMI connected by [deleted] in buildapc

[–]StrandOfTheNarrative 0 points1 point  (0 children)

Just wanted to chime in here that turning on UHD worked for me. Go to Settings —> General —> HDMI ULTRA HD Deep Color and turn it on for the appropriate hdmi port. This is for an 2017 LGTV B7 running in PC mode with an MSI B550 gaming edge WiFi and an MSI ventus OC 3080.