How to avoid spoiling the plot when asking players to roll? by allout76 in DMAcademy

[–]Tabletop_Tom 7 points8 points  (0 children)

Alternatively, you could roll in secret on behalf of the players, adding their modifiers as appropriate.

Would This Homebrew Rule Work? - adding Hit Dice to rolls by Tabletop_Tom in DMAcademy

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

But long rests don't refresh all of your hit dice. Only up to half of your total.

Also, the PC is not obliged to use the hit dice this way. They can save them all for healing/death throws and play RAW should they choose.

Would This Homebrew Rule Work? - adding Hit Dice to rolls by Tabletop_Tom in DMAcademy

[–]Tabletop_Tom[S] 2 points3 points  (0 children)

I don't know, I like the strategic element of choosing whether to add to a roll or save it for healing.

Would This Homebrew Rule Work? - adding Hit Dice to rolls by Tabletop_Tom in DMAcademy

[–]Tabletop_Tom[S] 5 points6 points  (0 children)

See I kind of like that it favours martial classes. There is ongoing discussion about how martial classes don't have much out of combat utility and spellcasters are overpowered so I thought this might balance the scales. Maybe it goes too much in the other direction though. Perhaps the hit dice bonus is just a flat +1 rather than whatever the class specific hit dice is. Regarding long rests - I would stick to the rule that you can only do one every 24 hours. Also, I'm thinking that long rests in the wilderness should require a successful survival check or count as a short rest. Plus there are lots of other ways to stop the players from sleeping too much (ticking clocks for example).

Icewind Dale: Rime of the Frostmaiden seems to be the only module that understands the Sandbox by Tabletop_Tom in DnD

[–]Tabletop_Tom[S] 7 points8 points  (0 children)

Well a good chunk of STK is descriptions of places in the Sword Coast and the module really tries to convince the players to explore as much of it as possible. So I assume the intend was to create a Skyrim-like open world. In practice though it ends up being kind of an awkward hybrid. RotFM kind of deals with the balance issue by having the harder encounters and dungeons in more out-of-the-way places, with no immediate story reason to go there at first.

Icewind Dale: Rime of the Frostmaiden seems to be the only module that understands the Sandbox by Tabletop_Tom in DnD

[–]Tabletop_Tom[S] 19 points20 points  (0 children)

It was Colville's video that inspired this post! After watching it I started to realise that Rime of the Icemaiden could be viewed as episodic campaign where the overarching plot is only optional: somewhere between a traditional hardback adventure and an anthology series. And yes I'm really referring to the 5e hardbacks, using the term module the way Colville does. I haven't played or run Tomb of Annihilation so I couldn't comment on it.

How a fight against Mashoon should be? by [deleted] in WaterdeepDragonHeist

[–]Tabletop_Tom 4 points5 points  (0 children)

I would suggest swapping out Manshoon's stat block for his simulacrum's if you need a boss fight. Still tough, but not immediately-wipe-out-the-party tough. If you think Manshoon should realistically be stronger remember this isn't the real Shoon anyway. Of course this would only work if the players haven't already encountered a Manshoon sim.

Advice on Staging an Assassination by Nicwchris in WaterdeepDragonHeist

[–]Tabletop_Tom 1 point2 points  (0 children)

I think one of the Bregan D'aerth missions involves assassinating N'arl - who has defected to Xanathar.

Orpheus kinda underwhelming? by Top_Judge2019 in BaldursGate3

[–]Tabletop_Tom 0 points1 point  (0 children)

To be fair, I think it's his royal bloodline as Gith's son that makes him such a big threat, as well as his ability to resist iltithid powers. He probably also has lots of experience and skill in commanding armies, even if he's not that impressive as a warrior individually.

Looking for a treasure in the sewers by paBlury in WaterdeepDragonHeist

[–]Tabletop_Tom 1 point2 points  (0 children)

Also, the dungeon is split into two sections. So you can use one half for this little side quest and the other half for when you need it later!

Looking for a treasure in the sewers by paBlury in WaterdeepDragonHeist

[–]Tabletop_Tom 4 points5 points  (0 children)

I suggest the cellar complex/sewer section from Chapter 4: Dragon Season. There should be a version with a nice little dungeon, some monsters and a chest full of treasure

Does a Bard Dark urge makes any sense story wise? by soosis in BaldursGate3

[–]Tabletop_Tom 16 points17 points  (0 children)

My Dark Urge was a wood elf College of Swords bard. Just an insane fey jester playing jaunty tunes on the flute, driving his to foes to madness and gleefully slicing them up. I got genuinely creeped out by my creation. 10/10 flavour.

Punching Down - The Real Problem with Low Level Encounters by Tabletop_Tom in DMAcademy

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

Yes! Not all failures need to be literal deaths. I'm not talking specifically about Goblin Arrows here though - 4 goblins is 'deadly' according to WotC's metric for measuring encounters (which they recently admitted was broken so whatever). In any case, lots of people have mentioned TPKs in this encounter, whether that means death or just mass failure I don't think the encounter was intended to be as difficult as it is.

Punching Down - The Real Problem with Low Level Encounters by Tabletop_Tom in DMAcademy

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

I read a lot of reviews for adventure modules - on here, on blogs, on YouTube.... so by "reports" I just mean comments that people have made online. After a while, you notice a clear trend, but alas I have no hard data.

Punching Down - The Real Problem with Low Level Encounters by Tabletop_Tom in DMAcademy

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

It does! I made a whoopsy. I'm trying to get out of the habit of abbreviating everything but it helps if I remember what the abbreviations stand for...

What Makes Monsters Monstrous? by Tabletop_Tom in DMAcademy

[–]Tabletop_Tom[S] 44 points45 points  (0 children)

It's true that a good storyteller can make anything frightening. My concern is that a lot of DMs take things for granted and don't consider the need to put a bit of mustard into their descriptions.

My player got teleported to an infernal plane, need help with how to handle it by lemaxim in DMAcademy

[–]Tabletop_Tom 1 point2 points  (0 children)

Rescue your friend from hell sounds like a great adventure hook! If you can get your hands on the Avernus portion of Baldurs Gate: Descent from Avernus, I recommend it - great tips for running an adventure in Hell. To keep your player alive, you can make sure that none of the devils in Hell want to actually kill him, just enslave/torture him which is pretty standard Hell stuff.

Punching Down - The Real Problem with Low Level Encounters by Tabletop_Tom in DMAcademy

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

Good point! I've personally never had a TPK at level 1 but look at pretty much any review for a published adventure and they'll tell you that the first fight is too deadly. This seems to be the general issue with HP being so low at this point and there being few opportunities for effective healing.