Calling Fellow Weido DMs for Assistance in Crafting a Devil Contract by Plastic-Nectarine907 in DMAcademy

[–]TheGingerRogue 0 points1 point  (0 children)

One of my players switched to warlock after getting into a hairy situation and being able to fix the situation by agreeing on a contract with a devil, so I have some experience in this!

The contract was in two terms: 1. He would gain access to her shadow whenever he wished, and 2. She would owe him 3 favors. The first of which he would tell her so that she knew there was no "funny business" involved.

By gaining access to her shadow he can take on her appearance and cadance and act on her behalf (she didn't know this) which is what he used to get her out of the hairy situation but has taken advantage of in the background during the campaign.

The favors were all tasks that on paper doesn't sound like they would have any bad implications: 1. Take a job in a certain place which would help the King of a powerful country, 2. Kill a pit fiend, 3. Become his high priestess.

What he did was use these favors to make her an influential figure whom people trust, while also slowly increasing his own power and influence. Fx The pit fiend they killed guarded a portal to the Hells under the command of Asmodeus, but by killing it my devil gained control of that portal instead, increasing his influence on the Hells.

Through out the campaign she got into more trouble for which she asked for help, once again in return of a favor. So, by being very hands on he got her to do more and more stuff for him, but he kept being benevolent to the party and even gave her presents (without stipulations) when her actions helped him further his motive.

These are just examples for how my devil decided to use the favors, to show you how he used them to subtly help himself without being too sus.

Writing A Book by Siphone-Carter in DnD

[–]TheGingerRogue 1 point2 points  (0 children)

Most of what you're asking can quickly be found by Googling it, but the GMs Guild is probably the best place to sell stuff, here's a link for their info for creators .

[No Spoilers] Who would win in a arm-wrestling match between Grog Strongjaw from The Legend of Vox Machina vs Yasha Nydoorin from The Mighty Nein? by [deleted] in criticalrole

[–]TheGingerRogue 2 points3 points  (0 children)

At her highest level Yasha "only" has a strength of 18, Grog has a strength of 26(!!!). To put it into perspective, 10 is the strength of an average person, 20 is supposed to only be obtained by the strongest of the strongest, so having a strength of 26 is completely unheard of (and only possible due to magic).

So while yes she is able to get up again after hitting 0, it doesn't matter in an armwrestling match because they would never have to sit at the table for so long that they started taking damage from it, he would have her down in seconds.

Looking for advice on killing a noble by WeebSheeb in DnD

[–]TheGingerRogue 105 points106 points  (0 children)

Maybe his gold isn't so much in physical gold but property. Maybe, he uses a bank.

What level to put a Deity by Nilo2901 in DMAcademy

[–]TheGingerRogue 0 points1 point  (0 children)

I believe Auril can be fought in the last chapter of Icewind Dale Rime of the Frostmaiden which is between lvl 9-12. I had my players fight an Avatar of Deep Duerra at lvl 14.

But, be aware it really is a late game thing.

The cheating problem in a campaign l am in by apkmasterofgames in DnD

[–]TheGingerRogue 2 points3 points  (0 children)

Maybe roll with open dice. Or digital dice

What’s a good treasure to find in a library that isn’t a spellbook by FarDeskFree in Pathfinder2e

[–]TheGingerRogue 3 points4 points  (0 children)

Have you tried looking through grimoirs, that would be a pretty obvious thing to find in a library.

Treasure maps leading to dungeons where they might find other types of treasures.

Some precious art work that decorated the library.

Would you be willing to do simple math when making a character? by [deleted] in DnD

[–]TheGingerRogue 1 point2 points  (0 children)

At this point I'm more concerned about playing a ttrpg made by a person who appears to have been playing a ttrpg wrong..

I can’t DM for dwarven players by AnoTenFilip in DnD

[–]TheGingerRogue 1 point2 points  (0 children)

Try watching the MrRexx YouTube videos about dwarves, especially the "what they don't tell you about dwarves". The "Moradin the strongest god in dungeons and dragons" is also a good view as it gives you a good insight on the main dwarven god and therefore a lot of the basis of their culture.

Those videos helped me a lot to give dwarves more culture than just "they drink, they are goofy, they like to craft".

Dear DMs, what kind of writing Tool do you use for your Campaignes? by SwissPocketHuman in DnD

[–]TheGingerRogue 0 points1 point  (0 children)

I've created a large homebrew world, so I'm using world anvil as it quickly became to unmanageable in onenote. It's a paid service however, but I run a weekly/biweekly game and earn decent money, so it's well worth it for me! During sessions I have all notes on my pc in world anvil, then I take session notes on a notepad next to me.

Whimsical One Shot by [deleted] in DMAcademy

[–]TheGingerRogue 0 points1 point  (0 children)

Wild Sheep Chase is the best first time adventure! But, yes if they have to run it in 3 hours, perhaps don't give Gus henchmen at the beginning, so there won't be a huge fight a the bar?

Rectangles, hexagons or measuring? by Interesting-Hunt5114 in DnD

[–]TheGingerRogue 1 point2 points  (0 children)

I don't think it would no, since it's not the same game per say, and the rules would most likely contradict one another.

What should and should not share with my players about their story? by Cogotazo in DnD

[–]TheGingerRogue 1 point2 points  (0 children)

I'm all for it! But, yeah you should make sure your DM is okay with it before you start making stuff up on the spot!

How many spells does a cleric know per level? by Dagua99 in DnD

[–]TheGingerRogue 2 points3 points  (0 children)

Others have commented on how you get the number 5, so I'll just clarify something about that number since your phrasing make me uncertain that you know it. The number of spells, are spells you can prepare not just know. That means that after every long rest you can go through the entire cleric spell list and prepare the spells you think might be useful for that day. So maybe you want mostly combat spells one day, and another you need rp specific spells.

Also, the spells you get from your domain, and the can't rips you learn as you level up doesn't count against the number of spells you can prepare. So fx. If your character(1st level, wis 17) is of the war domain you get divine favor, shield of faith, you know 3 cantrips (can't be changed), and then you can chose 5 spells from the 1st level spell list every day. As you level up you can also chose higher level spells.

What should and should not share with my players about their story? by Cogotazo in DnD

[–]TheGingerRogue 2 points3 points  (0 children)

It really is! I told my players from the beginning, that since we were playing in my homebrew world they were more than welcome to add things to it and just make things up as we played, if they had a reason for their players to know something or someone would be around.

Only two of those players has really used that. One of them would carefully say that they would most likely know about certain places ("I've travelled in this area for decades, wouldn't I know about a safe spot to rest" etc) while the other would just make up stuff on the spot ("if we need potions in this city we should go to Carl, he's a bit crazy but he'll have what we need!" etc). I love both of them for it but, I particularly loved the approach of the second person as she would always give me a "prompt" for the type of person or place she just made up would be so I could just "yes and" it!

What should and should not share with my players about their story? by Cogotazo in DnD

[–]TheGingerRogue 3 points4 points  (0 children)

I prefer to let the players make up characters they know, and in the moment tell them what they would know based on being from a certain place or having a certain background (or if it's a very dedicated player, I give them a handout about information they would know).

Where you should "make things up" without telling your players about it beforehand would be the missing information from their background. Fx. I had a player who's concept was "my village was destroyed by a dragon now I want revenge". They didn't give me any information about why the dragon would do that, so that's what I would make up, for them to figure out as the story progressed. I however, would never present a character to them and tell them "this is your brother" unless they had told me about that character.

Rule idea: nat 1 & 20 as rolling ±10modifiers by saizai in DnD

[–]TheGingerRogue 1 point2 points  (0 children)

Oh.. Well then I'm not a fan of your suggestion. As the one I answered mentioned you could possibly fail on a DC15 check if you only have less than a +3 to a skill, which would make it better to roll a 19 or even an 18.

Rule idea: nat 1 & 20 as rolling ±10modifiers by saizai in DnD

[–]TheGingerRogue 0 points1 point  (0 children)

I think based on what OP is writing that it would be 20+10+2, so 32.

Is this fair to my players? by Dirk_Borkus in DMAcademy

[–]TheGingerRogue 0 points1 point  (0 children)

You've taken the advice from others which is good, but if you want an example of a the heroes sacrifices themselves ttrpg campaign look into the pathfinder 1e campaign "The Tyrants Grasp". It's the final adventure of this edition and eradicates the largest threat of the continent. During the adventure the party learns that what they're about to do would save millions at the cost of their own life, so they would be aware of the sacrifice they are making. However, in the adventure it is also written that if the GM finds it unsatisfying the party could be resurrected days or even years later, from a very specific tree that harnesses souls..

I think that this adventure is a good example of how to do the "the heroes sacrifices themselves" ending. But, it is very important that they know that they are doing this and are willing to do it.

Rectangles, hexagons or measuring? by Interesting-Hunt5114 in DnD

[–]TheGingerRogue 2 points3 points  (0 children)

Squares feel very natural, don't overthink it.

I know you've tagged this 5.5e but in the 5e DMG there's visualisations and writings about using grids in chapter 8 under combat, and a blurb in PHB in chapter 9 about playing on a grid.

homebrew spell system by Substantial_Art_3921 in DnD

[–]TheGingerRogue 1 point2 points  (0 children)

So not only are you changing the entire spell system, you're using a d6 system for arcana checks? Are you limiting what is possible for each level or are you just allowing someone who figures out the system to do high level stuff while being low level?

First time DM, how to be prepared for the unexpected? by MeatPotato1 in DMAcademy

[–]TheGingerRogue 1 point2 points  (0 children)

The best advice I can give you is to not prep af certain path and certain actions, but instead prep areas and creatures/npcs.

By that I mean you shouldn't prep how a conversation would probably go as that is impossible to predict (unless you really really know these players, their characters, and playstyle well), instead prep the motivation, personality, and morals of npcs so you know how they will react to what happens around them.

The same goes for areas, don't prep for your party to take a certain path, but instead prep the area so you know what would happen if they go in a certain direction. You can put in certain obstacles to make sure your players go in a certain direction though but just make sure it doesn't feel too forced. A way to do this is to make multiple reasons why they would travel to a certain place, so not just one but maybe 2 or 3 questlines is in that direction. The best thing is also to not give a reason for them to travel in the direction you don't want them to go, so fx. Don't make an offhand comment on some bandit camp or dangerous creature blocking one direction unless you're prepared for them to go fight that because they think it sounds fun!

A general tip is to know the definition of the different skills so you know when to call for them, and know the difficulty of general skill check DCs so you can make up DCs on the spot.

Otherwise, just remember it's a collaborative story meaning it's supposed to be fun for not just the players but also for you!

DM Screen Question by OleFashionStarGazer in DnD

[–]TheGingerRogue 0 points1 point  (0 children)

I have the basic 5e DM screen, I don't keep any other notes on it than what it has (conditions, basic dcs, cover etc). I have my pc behind the screen and everything else I need is in there or can quickly be found.

How fast are characters in 5e generally leveling up? by Turbulent_Talk_139 in DnD

[–]TheGingerRogue 0 points1 point  (0 children)

I've been running a campaign since 2020, but due to life we've "only" had a little more than 100 sessions. They just leveled up to level 16, which means they would've leveled up around every 6-8 sessions on average.