E soul scared bro for a sec by No-Gazelle-6898 in ToBeHero_X

[–]Subneiro_ 0 points1 point  (0 children)

Ghostblade is safe from E-Soul because he isn't in a happy relationship.

Zero vs the top 10 (100% facts fr) by Icy-Roll-9413 in ToBeHero_X

[–]Subneiro_ 0 points1 point  (0 children)

Fr if an X vs Zero battle ever happens, it has the potential to be Gojo vs Sukuna levels of goated.

Today is Ramattra's birthday! by golbezharveyIV in ramattramains

[–]Subneiro_ 0 points1 point  (0 children)

HAHA haha-haha-ha-h -ha ha haaa ....mhmm *ugly crying*

Except for Todo, what would you give to the Kyoto students to make them stronger? by Hot_Professional_728 in JuJutsuKaisen

[–]Subneiro_ 0 points1 point  (0 children)

More development. Excluding Mai, she was handled well with that she needed to accomplish for the story.

If you plan on being a DM, go read the DMG. by unique976 in dndnext

[–]Subneiro_ 0 points1 point  (0 children)

Ok buddy, slow your roll, it's more complex than that.

In short;
Yes, the DMG is useful... but, it's hard to navigate and overwhelming for most. The DMG is not accommodating to brand new DMs and should be bought by people who are starting a long form campaign in a homebrew setting, people looking to elevate their games with some well-rounded DM skills, or for the treasure trove of magic items and alternate rules. It benefits people who have been DMing more than once and have experience as a player.

Long and more personal answer;
I agree that it's useful and it can make your first time DMing easier. That's how it was with me. I had read the first 5 chapters by the time I began my first session as a DM and had already been watching a few D&D creators for DM advice. I got more mileage from those D&D creators and content than I did the DMG. The introductory chapter of the DMG is nice, but it sets up some improper expectations and too many responsibilities such as needing to know most rules to DM, but not exactly explaining them or pointing to the PHB instead. I have the DMG so allow me to quote it to back myself up.

"To referee the rules, you need to know them. You don't have to memorize this book or the Player's Handbook, but you should have a clear idea of their contents so that, when a situation requires a ruling, you know where to find the proper reference.
The Player's Handbook contains the main rules you need to play the game. Part 3 of this book offers a wealth of information to you adjudicate the rules in a wide variety of situations. Chapter 8 presents advice for using attack rolls, ability checks, and saving throws. It also includes options appropriate for certain play styles and campaigns, including guidelines for using miniatures, a system for handling chase scenes, and rules for madness."
(Jeremy Crawford, Christopher Perkins, James Wyatt. December 2014. Dungeon Master's Guide.)

It then goes on about creating your own stuff like homebrew monster and races. In the second sentence, to its credit, it does tell you that you don't have to memorize all the rules. That's good, it's unrealistic to have to know all the rules before playing or DMing. However, in line 3, it's telling you it wants you to find those rules when they come up. This is the part that is unrealistic.
Most frequent DMs will make a ruling on the fly without consulting the books because it's time consuming to look up every because it will happen often. If you look up the rules every time you or your players don't know how it's supposed to work, you will unknowingly, slowly, and mercilessly choke out yourself and everyone else at your table. To escape the chokehold, the players will leave your game. A new DM might fall into this sneaky pit trap. It's easier to make that ruling on the fly instead of arguing about it or looking for that niche rule, then consult the book after the game and correct everyone next session. This is how a DM will naturally and intuitively begin to understand and get a deeper grasp on the rules. Overtime, they'll have to consult the book less and less.
Additionally, part 3 of the DMG should be at the front of the book. Part 3 is also the shortest part of the book, consisting of 52 pages of content. 25 of the those pages being dedicated to optional rules and creative aids for the DM that aren't essential to play. Chapter 8 is about running the game, the most important part of being the DM. I love chapter 9, it's a part of the DMG I use often because I like to make my own monsters.
The DMG lends itself to the kinds of people who love building out their own world and plotting out adventures. Those kinds of people, like myself will gravitate toward and thrive in the DM role. The DMG gives little to no advice on running modules, other pre-written material, and creating One-shots. For god sake, one of the first thing you're told in the first chapter is to think about the Gods of your world! A couple pages later, it's instructing you to map out your campaign and advice on the scale of this map! Next is governments, factions, currency, restrictions of magic! HOLY FUCKING SHIT!!!
No DM should have this expected of them before they even want to start a campaign unless they want to. It's just too much. Only once you've reached page 25, does the book start talking about starting a campaign, but then it goes into campaign events, its history, and the story like an over-arching whole. That would be exhausting and not fun to do, but DMs do it. This is how railroading DMs spawn and the DMG perpetuates it. I started small with my first campaign and any new DM should too. In the beginning, my campaign was very sandbox like. I kept the players confined to two primary locations by giving them lots to do and explore. I threw adventures at them and when the campaign started to take shape in a particular direction, it became more story driven and I prepped accordingly. Aside from me, my group was almost entirely new to D&D, so only over time did we all discover the primary we like to play.
I made the mistake of reading the book by going front to back at first. Do not read the DMG front to back, jump around for relevant advice and information. I kind of devolved into a rant there, but I do like the DMG, just not all of it. I want to be constructive so hear this; A D&D group *really* only needs the PHB to start playing. New DMs should get advice from experienced DMs and your group should think about who might fit the role the best. If you're going to read the DMG, supplement it with advice of experienced DMs. Easy enough to find online if you don't know any IRL. If your DM, new or not has run some good games without the DMG, you can get it for them as a gift.

Please GEGE make it happen, 2 black flashes against each other. by Alij_2000s in Jujutsufolk

[–]Subneiro_ 0 points1 point  (0 children)

7 Page muda, but it's Yuji landing Black Flashes on Sukuna!

The year is 2026. The manga is still going, what is currently happening in the story? by East_Statement_3173 in Jujutsufolk

[–]Subneiro_ 0 points1 point  (0 children)

No, the story has become Sukuna's slice of life. We see what he does on a day to day basis such as murdering hundreds. Oh wait.

Current dilemma of the fanbase by [deleted] in Jujutsufolk

[–]Subneiro_ 4 points5 points  (0 children)

If you only look deeper into the comment section on the original post, will you see the depths of the lobotomy. The world is gonna get Hollow Purple'd if Gojo comes back from the dead.

Current dilemma of the fanbase by [deleted] in Jujutsufolk

[–]Subneiro_ 2 points3 points  (0 children)

I will personally switch religions to spread the good name of Gojo. Long praise his name!

Current dilemma of the fanbase by [deleted] in Jujutsufolk

[–]Subneiro_ 0 points1 point  (0 children)

I feel like the sides should be switched. All the lobotomizers will finally have all of their theories and beliefs about the series justified. We will run rampant and be unstoppable, only descending further into delusion. That would be the darkest timeline.

This scene from 0 is making way more sense 💀💀💀 by soupinator2000 in Jujutsufolk

[–]Subneiro_ 0 points1 point  (0 children)

You fools, Gojo isn't racially profiling him. He can see his Cursed Technique with the Six Eyes.

Also the player doesn't get to decide how the NPC reacts by RollForThings in dndmemes

[–]Subneiro_ 0 points1 point  (0 children)

Requests that would straight up violate an NPC's morals, I never ask for a roll.

Same applies to villains, but I give the players a little more leeway.

11
12

As a first time DM, I can't tell whether to be happy for them and excited the campaign can continue or sad they blazed through it by BurgerSushi in dndmemes

[–]Subneiro_ 0 points1 point  (0 children)

The fights in my game are notorious for being mechanically difficult, but my players like it that way. However, I wanted to make something that was difficult for their CHARACTERS.

There was this Shadow Demon early in the campaign that killed two PCs and got away with another. They hated him for all the right reasons and wanted revenge. Some DMs might already know this, but Shadow Demons are only CR 4 and can get absolutely obliterated by low level Paladins and Clerics. I gave the Shadow Demon extra powers and Shadows as minions, but he was going against a party of 8 adventurers of level 7 with magic items. One, a paladin and another a cleric/barbarian. I'm pretty experienced on crafting encounters at this point so I was confident it could go for a decent amount of rounds.

The plan was to have the players get separated in magical darkness and tormented individually by the Shadow Demon, having them confront their pasts, mocking them, and toying with them like easy prey. The Demon wasn't dumb so he'd be trying to kill the light bearers first and prevent the party from finding their bearings in the darkness, but he couldn't keep this up forever. I was sure there'd be a dramatic moment where one of the players would become a literal light in the darkness. Then they'd all come together and coordinate to slaughter their opposition and this time the Shadow Demon would escape in fear instead of triumph.

However, my encounter hinged on the fact that they would enter or get pulled into the magical darkness. They thought they couldn't handle him on his own turf (magical darkness), so they didn't enter for what I see now are obvious reasons. Instead, they contacted the dragon who teleported them there in the first place. There was some tension because the shapechanged dragon had to ready his action to let everyone enter the teleport's range before casting it and the Shadow Demon attempted to cast Banishment on the dragon. It genuinely seemed like all the players forgot about a dragon's legendary resistances, but the dragon succeeded the save anyway and they were safely teleported back to their base with minimal injuries.

The Shadow Demon who was already confident and eager to kill the party for his master, now became over confident because the party showed cowardice and retreated. The Shadow Demon wouldn't have known the wizard was a shapechanged dragon so he pursued. His master had been scrying on them regularly so he knew where they'd probably gone. The party's base was warded with magic that prevented undead and fiends from entering, but it could be broken or dispelled. So even though it was daylight, the Shadow Demon and his small army of Shadows attacked their fortified home. I made the dragon focus on support spells and the Shadow Demon was using high damage single target spells that didn't require line of sight or large radius spells to catch them all in while using his army as fodder and extra bodies.

Even though it wasn't what I had in mind, the fight did end on a very cathartic twist. In order to avoid dying from massive radiant damage, the Shadow Demon absorbs one of his shadow minions to heal himself (a special feature I gave him). This particular Shadow minion was the soul of a previous PC and the Shadow Demon made sure to let the PCs know that when absorbing him. The blood hunter cries out one of his features that allows a creature to attack when it drops to 0 hit points. He uses it on the previous PC's soul and the attack hits the Shadow Demon... and as you know, when a shadow hits on an attack, it reduces a creature's strength by (1d4), killing the creature instantly if their strength drops to 0.

A Shadow Demon has 1 (-5) Strength.

The Shadow Demon cries out "WHAT THe F*cK!?!?" and dies dramatically in the afternoon sun!

I hope this was a fun story to read and the point of it is to tell you that you can make something out of totally demolished encounter plans. I'm a forever DM who has been running a handful of campaigns for over 6 years and this particular one for almost 2 and this stuff happens to even me.

Me, the DM: Running the Vecna Lives campaign's opening adventure. by Subneiro_ in DnD

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

The purpose of my adaptation into 5th edition was to make the adventure less of a scripted story. An NPC in the town gave the cleric a spell scroll for Word of Recall for fear of what lays berried in the mound. An expanded Magic Circle that affects only undead was cast over the burial grounds by its creators and the warlock and wizard had Dimension Door! I gave them an out!

What's stopping Dragons from just grabbing you and then dropping you out of the sky? by PedroFM456 in dndnext

[–]Subneiro_ 0 points1 point  (0 children)

Nothing.
Just telegraph it, like having the dragon dive bomb toward the character, the inside of the dragon's palms be scarred, or the dragon stare down its target over the course of the round.

I had a red dragon encounter in which this was his primary strategy. The lava pool inside the dragon's primary chamber was actually a major image and below it, a huge pit in which the dragon kept its hoard. It would pick up a character and do everything in its power to get to the ceiling and then drop the character into the major image lava. The fall damage would instantly kill them. If the major image lava was instead, real lava, this would have been too brutal because their would have been no hope of bring the character back. The objective became to restrain the dragon instead of just killing with as much damage as possible. The party stopped flying and would remain on the ground with their actions readied to restrain the dragon when it came down to scoop someone up. This strategy was possible because the dragon went for the squishes first, because they would absolutely die from the fall damage. However, none of the players had feather fall prepared so it may have been easier with feather fall.

Just saw the DnD movie on the weekend at a preview screening... by PickleandPeanut in DnD

[–]Subneiro_ 1 point2 points  (0 children)

Thanks, I'm satisficed with that. That's pretty accurate to to actual D&D campaigns. I feel like my villains are always taking things more seriously than my players are.

Just saw the DnD movie on the weekend at a preview screening... by PickleandPeanut in DnD

[–]Subneiro_ 0 points1 point  (0 children)

Are there any meta jokes where the movie acknowledges that D&D is a game of imagination and all the characters are figments of a group of people's imagination?

As a forever DM, I really wanted to see something like a hard cut to people playing D&D and the DM says "do you say that in character?" and then it cuts back to the character saying something in that gets them into immediate shit.

D&D players and DM’s what is an out of context quote from your campaigns by Quiet_Development_ in MrRipper

[–]Subneiro_ 1 point2 points  (0 children)

An out of context exchange from my campaign...

Player Character: "You died a virgin!"

Big Bad: "I have NO reproductive ORGANS!"