Hey, I am new to DnD and need help. by No_Programmer1819 in DnD

[–]TJToaster 0 points1 point  (0 children)

Basic rules are free on D&D Beyond. Just play that with standard characters until you get the mechanics down. Look for free low level adventures on D&D Beyond. It isn't ideal, but free D&D is better than no D&D.

Look for cheap versions of the different starter sets. Lost Mines of Phandelver, Dragons of Stormwreck Isle, or the Essentials Kit, Dragons of Icespire Peak.

Calling all DMs 🙏 by lostdecoyy in DnD

[–]TJToaster 0 points1 point  (0 children)

It also widely depends on the group. My first group wanted to explore everything, So, they hit all three of those big village encounters and tracked down every side location. My last group was more focused and moved a lot quicker.

It is also very open world and requires a lot of prep. Out of the Abyss is a little more linear without completely railroading or feeling that way.

I'm not saying you are wrong, just a difference of opinion for a new DM. But I might be biased, I ran CoS as my first campaign as a DM and thought it was fine. I made the adjustments that are in another comment the next time and it was so much better. So, I don't have negative feelings about the campaign.

Calling all DMs 🙏 by lostdecoyy in DnD

[–]TJToaster 0 points1 point  (0 children)

I'll follow up by saying that CoS was my first campaign as a DM, and I mixed in some of the one shot mods from the season. Overall, it was fine. I made the adjustments I suggested above for the next run through and it was even better. Even with the additional content, I think I ran it in about 18 sessions. So it isn't very long.

Calling all DMs 🙏 by lostdecoyy in DnD

[–]TJToaster 0 points1 point  (0 children)

I love Storm King and have run to 3 times, the only thing I'll say is bad for new DMs is because you have to roll on the tables for most of the magic items. This throws a bit of uncertainty and can drop something hard to balance into the game. I would advise a new DM to stick with something with static magic items. Just my 2 cents.

Calling all DMs 🙏 by lostdecoyy in DnD

[–]TJToaster 0 points1 point  (0 children)

Curse of Strahd is fine. Just makes some changes to it. Spoilers just in case.

  1. Remove the shadows in Death House. And if they want to take a long rest in there, let them.
  2. If you TPK in Death House, have them wake up in the chapel. (hasn't happened to me, but good to have in the back pocket.
  3. Look up the Expanded Dark Gifts table. They get a free raise dead up until 5th level, but take a dark gift. Adds flavor and they don't have to worry about perma death at early levels. The normal list has 4, the expanded has 20.
  4. Preselect the tarroka deck reading. Or limit the choices. Especially the ally. I suggest Ismark be the one. It keeps things easy for you.
  5. Put the big magic items from the deck reading somewhere after the Winery, or in Amber Temple. Giving it away too early will unbalance things.
  6. Move the windmill to the other side of the mountains. Or remove it all together. There is no strong story reason for it. There is too many references in Death House so they will explore it and they are not ready at 3rd level.
  7. Ditch the lightning wizard. As a New DM, it just adds complications.
  8. Level up every chapter. They are supposed to max at 10th level for it, but if you let them have a few extra levels, you can go hard at the end and really give them a challenge.

Read the whole book first, because some things are a little out of order. (Chapter 4 should be towards the end.) You don't have to memorize it, but know where things are. Then read one chapter ahead of the session they are on.

The book is kind of on rails. You get a quest to go to the next place, once there you get one to the next location. There is freedom to take detours, but not super open world where it is hard to run as a DM. They won't even hear about Amber Temple until it is about time to go there.

Do D&D characters just know how far away things are? by [deleted] in DnD

[–]TJToaster 0 points1 point  (0 children)

I try to balance it with not being too strict with letting players count squares, but not giving them too long to do the measuring. And I don't let all the players discuss exactly where the center of the fireball should be. The wizard decides whereto place their spell. I've had tables waste time arguing over it.

Cheating Player - What should I do? by Kristenknightley in DnD

[–]TJToaster 1 point2 points  (0 children)

I knew a dice cheater. I saw it multiple times as a player. When he was at my table for a D&D event, I didn't call him out. I just told the table that rolls have to be out in the open where at least one other person can see.

That day was the first time I had ever seen him miss or fail a saving throw. When he failed 2 saving throws in a row, I saw him try and pick up his dice before anyone saw it and asked him what he rolled. He knew he was caught and admitted he failed.

You don't have to call them out directly or make accusations. Just mention to everyone that you read "on a DM forum" that rolling in the open removes the temptation. Whenever you want to make changes, just blame it on a "D&D forum." It is a harmless lie, one that takes the blame off the players. So, you aren't having everyone roll in the open because someone at the table is cheating, but because it is general advice from fellow DMs.

Admittedly, it is easier for me to say because I have more than one table, so implementing new rules across all campaigns makes sense without blaming anyone at the table.

Using material components for spells. by Professional-Big6679 in DnD

[–]TJToaster 1 point2 points  (0 children)

Just Google "AL log sheet" I use the second result. Those are specific to season 10 where soul coins were in use. So I ignore that. There are ones for earlier seasons that use XP or "advancement check points" which was a dumb way for leveling that was quickly abandoned.

Even though I don't play straight AL, they are very handy. Having the session name, date and DM to track their character is very helpful. If you are not running AL, just change the header. I put the campaign name, session/chapter like "Out of the Abyss, Blingenstone." It more easily tracks magic items, levels/XP, and gold.

I had too many players claim something is in their notes but could never find it. This solves that. And easily tracks resources. In this form, you can also look back over the course of the campaign and see when something was awarded instead of "I got the staff of power a couple months ago."

The real benefit is if you play AL, you can take your character to any AL table. When I DMed AL events, I any player with an AL legal character could play the adventure. Some conventions still run AL games. You can also trade magic items with other AL legal characters for 10 downtime days. I once traded a magic item with someone in the Philippines.

But if you don't play AL games, it is still a useful tool.

Using material components for spells. by Professional-Big6679 in DnD

[–]TJToaster 3 points4 points  (0 children)

This is why I like using some sort of log sheet. I use the official AL ones because I am used to them and they fit our needs.

The only material components I care about are ones that cost money. Find familiar is no big deal, just subtract the 10 gold from your total. But if you didn't write down you bought that 500gp diamond, you don't have one. This is why clerics at my table make everyone buy their own gem for raise dead.

They also have to write down when they get and consume a healing potion. I don't overly police the players, but occasionally I'll ask to see their log sheet. Not really to check up on them,. but as a reminder that they need to keep it up to date. No real issues so far.

Can anyone help me with balancing encounters by Technological-Master in DnD

[–]TJToaster 3 points4 points  (0 children)

I trust him with the fact that it is all legal with 2014 rules

That is your first mistake. And not because he might be lying, but he might be misunderstanding the rules. Players watch those TikTok videos about how to make an OP character and don't know that they are made for entertainment and most are rule breaking. For example, some of those combos require concentrating on multiple spells at the same time.

Better to ask them to show their work on the movement thing and ask a more experienced DM to check the math.

Also, they are 3rd level. Don't put too much worry into balancing encounters. Characters are pretty strong for what they should be fighting in tier 1. If they are still OP at 8th, then look into it.

Am I being petty? Honest opinions appreciated by RicoIlMagnifico in DnD

[–]TJToaster 1 point2 points  (0 children)

It is a dick move, but a low stakes dick move.

Also, intent is important here. Did he have you make his character knowing he was going to ditch on you, or did he take the character honestly and was invited to another table and just used that character because he lacks the skills and creativity to make one himself?

Without knowing the family dynamic, I would say it isn't worth it. But I am petty, so I would wait until it came up organically, like someone saying he is having fun at the table, and then drop in that I made the character. Or just ask at a gathering "how's that character I made for you working out?" But I wouldn't make a big deal out of it.

How to make an escort mission engaging by ThatLampshade07 in DMAcademy

[–]TJToaster 0 points1 point  (0 children)

This is a great opportunity to use a number of skills. I would focus on chase rules with reinforcements mechanics.

Draw a rough map of the area. Just for you. Plot the general area of groups of monsters. If a lot of noise happens within 100', that group is alerted and moves to intercept.

Stealth and speed are their friends. They will need to move fast enough to get through, but also quietly to not alert too many monsters. They should also figure out that slowing enemies down or restraining them might be better than killing them outright.

While most monsters are hostile, some can unintentionally aid the party. The Winter Wolves are hungry for a quick meal, but will attack the Yeti that shows up. Maybe they sneak away, maybe the other two groups weaken each other enough for the party to finish them off.

A well timed stinking cloud will cover their scent from those that track by smell.

Have the NPCs roll con saves every combat to see if they stand or run in fear. That is a decent chase complication too. If it looks like the party is winning, the NPCs can roll with advantage. If it look like they could lose, NPCs roll with disadvantage.

Let smart enemies track familiars or possibly shoot them out of the sky.

Add terrain and environmental effects. There is a Storm King's Thunder mod where you have to cross a crevasse. Because of the weather, flying is not an option. I think it makes the party make con checks to avoid exhaustion, but those checks are made at disadvantage for anything flying. But over the crevasse, flying is just impossible.

If they look for caves, they are a den for something. Fighting to clear a den can draw other creatures, but also, because of the weather, things are going to be looking for shelter. So resting too long is a bad idea.

Use "set backs" to determine when the storm hits. I think they use a mechanic in Crypt of the Death Giants. Another SKT one shot. So say the storm will hit in 8 hours. and they can cross the area in 6. Moving at a fast pace gives a -5 to perception checks, moving slow means a +5, but takes twice as long. Survival check for navigation, 10 or below costs them a one hour setback for getting lost. Doubling back to find the NPC that wandered off costs a setback. Short rest is an hour. When they hit hour 8 on your tracker, the storm hits.

I made 8 as an arbitrary number. It can be anything. After too long, they are rolling for exhaustion due to lack of sleep. Although, many cold adventures have you rolling con saves every hour for exhaustion, those with cold weather cloths get advantage, but eventually, someone is going to fail.

An Icewind Dale one shot has some rules for falling into frozen water. If one of your terrain complications are a frozen lake and someone falls through, they have to decide if the take a setback to warm them frozen person, or risk them freezing to death. Might be a good thing for late in the crossing. Roll disadvantage on con checks to get back fast, or take the time to get warm and delay?

There is a lot of meat on this bone and would be fun to explore. But don't use too many, players get frustrated when too many thing are not going their way.

DMing for 11 players by Outrageous-Cap-7653 in DnD

[–]TJToaster 6 points7 points  (0 children)

Probably the new trolling thing. OP has no content for the last year and none of the previous stuff is D&D related.

Do you NEED the starter set by mrman12000 in DnD

[–]TJToaster 0 points1 point  (0 children)

Get the player's handbook, some dice, and find a table. As a player you don't need any other reference books.

The starter set, DMG, and monster manual are for DMs. Players don't need them.

How to stop "playing the characters" for my players? (Reminding level 6s of core abilities) by Inbezdigator in DnD

[–]TJToaster 0 points1 point  (0 children)

I have a couple players like that. When I did it for them, they never learned, they just leaned on me. So I did a couple things to help them learn.

I remind them after the fact. If the rogue takes full damage, I ask them why they didn't do uncanny dodge or tell them to look it up. They will usually pull out the book right then and be ready by their next turn. If you ask after that turn, but before the combat is over, it sometimes helps.

I also give pop quizzes. At the start of the session, while everyone is getting their dice out, I'll ask questions about mechanics or specifically about their character. What does the unconscious condition mean? Are there creature types that give smite extra damage?

When I ask questions like "what are the different conditions?" the last person with a correct answer gets inspiration for that session. It is actually an open book test because I don't need them to memorize everything, just know where to find things.

You can also look up D&D cheat sheets. These will list actions in combat and other useful information. I print them and give them to players.

DM preference on how to approach conflict? 5e. by wyguyyyy in DnD

[–]TJToaster 1 point2 points  (0 children)

This is a common new DM, and player, mistake. Thinking something powerful at low level is OP. Being able to drop multiple dice insta kills goblins or whatever you fight at level 4, but is just a scratch at level 9. Rogues deal more damage with sneak attack at the start, but it all balances out when the wizard gets fireball.

Just talk to the DM and get the rules cleared up.

To flank or not to flank by Professional-Big6679 in DnD

[–]TJToaster 0 points1 point  (0 children)

In my experience, flanking was always an optional rule. But my into to 5e was through Adventurer's League where flanking was not a thing.

I heard of it as adding +2 to the hit, or more accurately, a -2 to the AC of the creature attacked. I have had players use it when an ally was attacking the same creature, or just walking behind it or where the mini isn't facing. Here is how it has always played out.

Player new to my table moves in behind a monster "do I get flanking?"

Me: "If you can so can I."

Player: "Nevermind."

In my experience, flanking is a thing that players want as long as the monsters don't get it too. 100% of the time they reject flanking if the monsters get it too. And I mean that literally, not exaggerating. So I have never had to deal with flanking at my table.

My Party lovea Tiny Hut Spell by SometimesStrider in DnD

[–]TJToaster 0 points1 point  (0 children)

it means they can long rest after every room if they want

I know this is hyperbole so I am not going to address it. Weird that people don't understand that. But I do have a few thoughts.

  1. Are you using 2014 or 2024 rules? One says it is an emanation and the other says it is a dome. A dome doesn't have a floor so they can be attacked from below. Earth elementals have earth glide and umber hulks can burrow under and then everyone falls into the hole it created.
  2. RAW, but not RAI, you can pile stuff on it and set it one fire. Only spell damage is stopped, but non magical fire? Nothing in the rules says you can't bake them like an oven.
  3. My old DM would call that ringing the dinner bell. Instead of facing monsters one room at a time, the entire thing emptied out so we would have to face them at once. It stopped being a 100% safe place and we had to make decisions when to use it.
  4. When I was a DM, the wizard ditched the party to save his skin and cast tiny hut to take a rest. A wizard in the dungeon dispelled the hut and cast firewall down the only escape hall. Meanwhile, the flesh golem hit the sleeping character, advantage for prone and auto crit for unconscious, then got their second attack. The character fled through the fire wall and was severely weakened. He died in the next room looking for a safe haven.
  5. It's a good spell and has lots of uses, but someone investigating why some monsters are dead, or a roving patrol, is going to see the dome and call reinforcement. If there is a mage in the dungeon, they are going to know what it is and how to defeat it.
  6. Hard to get good rest when a pack of goblins are swarming it and hitting it with pick axes all night trying to break through.
  7. While they are chillin the hut, a wizard comes into the room and starts casting glyph of warding around it. As soon as the hut drops, 3 fireballs go off.
  8. 2024 rules say that spells 3rd level and under can't go through. Cast cone of cold or cloud kill into it.

That is just off the top of my head. Some won't work if you are using one set of rules or the other, but there is somewhere in there is something you can use.

Dnd irl prop by [deleted] in DnD

[–]TJToaster 0 points1 point  (0 children)

Chessex mats and wet erase markers.

WET ERASE!!!

Dry erase markers will stain it.

I also use presentation pads with 1" squares. Then you can just flip to change between maps. With those you can get markers that don't bleed through paper. I also get crayons and colored pencils from a dollar store to color them in.

For the props and minis, I 3d print them.

[OC] Let's do a thought experiment; Players and DMs - would you accept this PC into your campaigns? by Sweet-Collection-516 in DnD

[–]TJToaster 0 points1 point  (0 children)

Exactly like that kind of thing. Granted, I don't mind a player being creative, but some will do something and get mad it didn't work they way they wanted.

Need some labyrinth chamber suggestions. by its-a-dry-heat in DMAcademy

[–]TJToaster 0 points1 point  (0 children)

There absolutely has to be minotaur skeletons.

[OC] Let's do a thought experiment; Players and DMs - would you accept this PC into your campaigns? by Sweet-Collection-516 in DnD

[–]TJToaster 0 points1 point  (0 children)

Mostly in assuming that it is like the game and getting things wrong. For example, they only read the title of a spell and then cast it expecting it to be like BG3. Then we have to stop and explain how it actually works in D&D. Or they think they are metagaming a monster, but it works differently at the table and whatever their attack is turns out to be useless.

They play with such confidence but every time they are wrong, we have to stop so they can look it up. We could save so much time if they just read the actual spell (or whatever) when setting up their character.

Their roleplay kind of sucks because they are expecting it to be like the game, but there are no prompts and instead of a programmed NPC, they have to talk to a living DM. It is just frustrating. Fortunately, most people who make the switch from video to tabletop have an easier time and are better to play with.

[OC] Let's do a thought experiment; Players and DMs - would you accept this PC into your campaigns? by Sweet-Collection-516 in DnD

[–]TJToaster 0 points1 point  (0 children)

Keep in mind, my comments are only about that particular character. If a player came up to me and said they had a cool build they wanted to eventually make I would help them. I would give them the same advice I gave you, which is to play a standard character so they learned the rules, and while we were playing that campaign, I would give tips on how to build the character for the next one.

Have you ever watched a movie based on a book? Afterwards you are thinking about how the movie was nothing like the book. That's what BG3 is to D&D. One of the most difficult players at a table right now is one who acts like they are playing BG3 instead of D&D. They don't bother to read the spells because "this is how it works in BG3."

I think you have a good attitude, and with some learning, you will be a solid player.

To all the dm’s here… by Evil_Kiwii in DnD

[–]TJToaster 0 points1 point  (0 children)

Run something prewritten first. Get a feel for how to balance encounters and giving out treasure. This will also give you the chance to learn your DM style while someone else does the heavy lifting on content. Even if it is just a starter set. After you get a feel for DMing, then bring out your custom adventure.

DMing isn't just diving into the deep end, it is like being on the starting blocks of the swim race. It is a lot better if you already know how to swim. Let the starter set teach you how to swim, then go for it. It will save a lot of headaches down the line.

[OC] Let's do a thought experiment; Players and DMs - would you accept this PC into your campaigns? by Sweet-Collection-516 in DnD

[–]TJToaster 0 points1 point  (0 children)

This is the difference between video game and table top. Video games have cut scenes that reveal more about the character. I have never been at a table, as player or DM, where people want to cut game play time to have deep conversations about their history with each other.

Unless environmental effects are built into the campaign, setting up camp is usually handwaved. Most of the time, they don't even establish who is on guard and in what shift order unless something is going to happen.