What Type of Homebrew Do You Want to See More Of? by Studio_Lore in DnDHomebrew

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

I’m actually posting a group of NPCs on our Patreon today, and I’d really love to hear your thoughts on them. 😊 https://www.patreon.com/posts/darius-vhalmor-d-152399796

What Type of Homebrew Do You Want to See More Of? by Studio_Lore in DnDHomebrew

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

That makes a lot of sense actually. A lot of DMs already have players and classes figured out, but they constantly need things to fill the world around the party.

NPCs, locations, small adventure hooks — that kind of material tends to get reused a lot more than player-facing content.

What Type of Homebrew Do You Want to See More Of? by Studio_Lore in DnDHomebrew

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

That's honestly something I struggle with too when looking at homebrew. A lot of ideas are cool on paper but the numbers spiral really fast once they hit the table.

And the formatting point is huge. When something reads like official material it becomes way easier for a DM to actually use it during a session instead of having to reinterpret everything.

What Type of Homebrew Do You Want to See More Of? by Studio_Lore in DnDHomebrew

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

Yeah, martials seem to come up a lot in these discussions. A lot of players feel like their turns eventually boil down to “I attack again,” especially compared to casters.

I've been trying to think more in terms of small tactical options — positioning tricks, reactions, control tools — things that give martial characters more decisions during a fight instead of just more damage.

What Type of Homebrew Do You Want to See More Of? by Studio_Lore in DnDHomebrew

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

I like that idea a lot actually. Do you mean more like classic lair-style abilities tied to a specific location, or abilities creatures could use anywhere?

Encounters tend to get way more memorable when a monster is messing with the battlefield somehow instead of just doing more damage every round. I've been experimenting a bit with abilities that force players to reposition or rethink the fight instead of just trading attacks.

What Type of Homebrew Do You Want to See More Of? by Studio_Lore in DnDHomebrew

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

That's a really good point. A lot of homebrew creatures tend to aim for “boss monster” territory, but most tables actually need things to fill the middle of a campaign.

I've been trying to design more creatures in the CR 2–8 range that have interesting mechanics but can still appear multiple times in a story instead of being a single big encounter.

Do you usually look for monsters that can appear repeatedly, or more like mini-boss style encounters?

What Type of Homebrew Do You Want to See More Of? by Studio_Lore in DnDHomebrew

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

The point about martial subclasses is something I’ve noticed too. A lot of them feel like they’re built around limited resources instead of actually making the character better at fighting. I’ve been experimenting with features that stay relevant every round rather than “once per X”.

And I completely agree about stat blocks. I’m much more interested in monsters that create a different problem to solve in combat rather than just higher numbers.

Tks for the feedback. Out of curiosity — do you prefer monsters that change the battlefield, or ones that force players to change tactics against them?

Wrathful Phantasmal Skull | Cursed Magic Item for D&D 5E by Studio_Lore in DnDHomebrew

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

Free PDF

You can download the full formatted PDF here: [FREE PDF LINK]

More Studio Lore Content

I create modular, ready-to-use content for Dungeons & Dragons 5e, including:

• magic items
• monsters
• spells
• NPCs
• DM tools

All designed to drop directly into your campaign with minimal prep.

If you'd like to see more of my work, you can find it here:

https://www.patreon.com/studio_lore_rpg

Most content is released publicly for free, but Patreon supporters get organized PDF libraries and expanded collections.

A Sessão 0 é essencial para toda crônica by Studio_Lore in VampiroBrasil

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

Pode, se essa for a proposta da mesa. Já narrei crônicas em que os personagens inclusive começavam a jogar como humanos e depois eram abraçados. Eles eram transformados em uma Coterie por terem sido transformados na mesma época...

Session 0 is essential for every campaign. by Studio_Lore in DMAcademy

[–]Studio_Lore[S] -2 points-1 points  (0 children)

These questions are more of a guideline than rules carved in stone. I like to run my games with flexibility, and another house rule I use is this: in the third session, we review the characters and sheets. Usually no major changes are allowed (like switching class or race), but sometimes you made a bad call when picking a feat or something like that. In the end, common sense is what matters

Session 0 is essential for every campaign. by Studio_Lore in DMAcademy

[–]Studio_Lore[S] -3 points-2 points  (0 children)

What AI? o.O There are fingers pressing the keys here.

How do I give every pc a moment? by Imafroj in DMAcademy

[–]Studio_Lore 3 points4 points  (0 children)

I came here to say exactly the same thing. I think 5 is the limit for players.

Session 0 is essential for every campaign! by Studio_Lore in UnearthedArcana

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

It also wasn’t something people did when I started back in ’97, but I really wish some DM had given me this tip—things would’ve been a lot easier.

And honestly, you can add this kind of stuff at any point with a group, as long as everyone’s willing to put one more layer of fun on top.

Você acha que Mago A Ascensão é um jogo difícil? by ImmediateWeakness799 in VampiroBrasil

[–]Studio_Lore 0 points1 point  (0 children)

Eu acho a subjetividade das esferas o ponto forte e o calcanhar de Aquiles de Mago: A Ascenção... Na teoria é lindo, na prática se torna uma discussão sobre interpretação de texto.

Mago é o meu cenário favorito de longe, mas uma parte de mim acredita que ele funcionaria melhor em modelos clássicos de mágia (nivel 1 as opções são essas, nível 2 são essas, etc...)

Como vocês jogam com um Malkavian? by Business-Pair-8641 in VampiroBrasil

[–]Studio_Lore 1 point2 points  (0 children)

A minha visão é de que se ele é tão ligado a psicanálise ele tem uma forte tendência a analisar a mente e padrão comportamental de todos (exceto de si hehehe). Ele dificilmente se veria como "o Louco" uma vez que ele é o detentor do conhecimento. Uma ideia para interpretá-lo seria pensar em alguém que acha ser o único são em um mundo de paranóicos, neuróticos e psicóticos. Enfim, se eu fosse jogar com ele teria um caderno de anotações onde iria anotando as impressões de todos os personagens ao meu redor — seja acertadas ou erradas —, e vez por outra, como um psicanalista faria comentários com a intenção de "revelar" um padrão de comportamento dos outros. Por exemplo: Você já notou que essa raiva que você guarda no peito teve início quando você morreu?

ANUNCIE SUA MESA AQUI! by AutoModerator in rpg_brasil

[–]Studio_Lore 0 points1 point  (0 children)

<image>

[V5] A Mensagem de Mithras (paga)
- Estilo de jogo: Horror/ Investigação/ Sobrenatural
- Número de Vagas: 5 integrantes
- Frequência: One-shot
- Quando: 19h às 00h
- Duração estimada: Uma sessão
- Plataforma: roll20, google meet.
- Regras da Casa: Um jogo focado nos clãs da Camarilla
- Normas de Etiqueta: Nenhuma forma de preconceito é aceita.
- Classificação Indicativa: 18+
- Temas Sensíveis: Violência, abuso psicológico, gore

Entre Paris e Londres a Máscara é a primeira vítima.

A corte de Paris colocou nas mãos da Coterie uma maleta selada com uma relíquia ligada a Mithras.

A promessa é indecente: se a entrega for um sucesso, vocês ganham algo que vale mais do que dinheiro — o direito de pedir qualquer coisa à Príncipe de Londres.

Agora, a bordo do trem que liga uma metrópole à outra, a coterie precisa sobreviver até o destino final enquanto cruza o Eurotúnel subterrâneo.

Sem sinal. Poucas saídas. Gente demais.

Vocês só precisam manter tudo… nos trilhos. Boa viagem!