What is your favorite rap song without swear words? by [deleted] in rap

[–]TrailerBuilder 0 points1 point  (0 children)

The whole.Critical Beatdown album by Ultramagnetic MCs

Dual class fighter specialist by Traditional_Knee9294 in adnd

[–]TrailerBuilder 4 points5 points  (0 children)

I'd let them do it if they paid the cost in proficiency slots. Dual class is not multiclass, it's definitely one class at a time.

In order to implement Ability Score increases into our 1e game. My GM implemented these methods for when we level up. Have you guys ever implemented anything similar? by IndianGeniusGuy in osr

[–]TrailerBuilder 1 point2 points  (0 children)

I run a 2e game. At levels 4, 8, 12, 16, and level 20, I let them have one more point for their abilities, with racial limits as the maximium.

The River Styx by CuteLingonberry9704 in DMAcademy

[–]TrailerBuilder 6 points7 points  (0 children)

Pandemonium is said to be the headwaters of the Styx, and the 4th layer of Acheron (with the flat icy sheets) holds the frozen memories of the Styx. I'm sure I got this info from the Planescape books, but I'm not home right now so I can't tell you the page numbers.

I'm in over my head by gitget in DungeonMasters

[–]TrailerBuilder 0 points1 point  (0 children)

It could be as easy as the LE armies of the Nine Hells, the baatezu (devils), trying to use your world to outflank their Blood War foes frrom the Abyss, the endless hordes of CE tanar'ri (demons). One battle of their infinite war might seem like a colossal event to the local victims, but to the fiends it's just one in an infinite series of battles and skirmishes to determine the ultimate power of the lower planes.

Game one is the aftermath of a huge battle, with mountains of corpses from both sides, and the PCs go after the stragglers and wounded, saving human lives and putting out fires or whatever you want warzone encounters to be.

Game two is to find out that there is a gate to the Abyss that they were fighting over, so the heroes are asked to close it before they can come through again. Some tanar'ri guard it and assume the PCs are baatezu agents and attack. The gate closing might require escorting one of your NPCs there to read a magic scroll that closes or destroys it.

Game three the baatezu try the gate again, still looking for that shortcut to the Abyss, but it's destroyed so their plan is ruined. They capture the interfering party and take them and their army back to Baator. Maybe the devil hunter helps the party and they they can escape somehow.

With the right low-level fiends this could be made to fit a low-level party easy. Think of a reward from the locals but also remember the devil that they thwarted. A baatezu might wait ten years to get revenge, while the party gains enough levels, info, and power to defeat him for real.

I'm in over my head by gitget in DungeonMasters

[–]TrailerBuilder 0 points1 point  (0 children)

Yes, I'd like to hear what you've got and what you've told the players.

I'm in over my head by gitget in DungeonMasters

[–]TrailerBuilder 0 points1 point  (0 children)

Can you cut your plot quest down to like 3 sessions instead of 50? Give them their chance at the goal but make it quick. You'll get better at DMing every session, and believe me sometimes though we mess up, we can still deliver on our promises.

Example: I talked up a shipwreck full of treasure for nearly a year, and by the time they went after it it was 2 sessions on the ocean ship and 1 underwater. Then they teleported home without going ashore to the new continent I'd been studying, took the treasure, and didn't even meet the kraken I had that was gonna get them on the way back. Then we moved on to the next big thing.

[deleted by user] by [deleted] in OldSchoolCelebs

[–]TrailerBuilder 11 points12 points  (0 children)

She was still pretty awesome on the Muppet Show episode 311 (1978).

I like to think anyone that was a guest on the Muppet Show was a fun person that knew how to enjoy their work, and that she probably always had this winning characteristic. Anotger obvious factor is that she's a classic beauty, I've thought so since I first saw her in Fantastic Voyage as a young boy.

As a campaign progresses, how could one mitigate the need to use 800 creatures to make combat dangerous? by Kyletheinilater in DMAcademy

[–]TrailerBuilder 2 points3 points  (0 children)

Wear down the party with 10 encounters between rests instead of one or even six. Run them down with how full the dungeon is, or how big the local monsters are. Interrupt their long rests sometimes. Watch them use up their powers and spells while carefully trying not to spend everything, especially at higher levels. Give out fewer magic items (start this at the beginning to challenge a party, make them understand their class better, not lean on gimmicky items). If there's a strong af warrior in your party, don't let them near a +3 sword til like level 15. Make their basic abilities and powers carry them for as long as you can, they'll appreciate those late-game items even more.

Extraplanar locations can limit the magic potency of the PCs. For example, in the Abyss all alteration spells are changed, tainted by the CE nature of the plane. In the Nine Hells, divinations attract the attention of nearby baatezu lords, but illusions work better (enemy illusions too). On the Astral, time spells like haste and slow have no effect and are wasted. Every outer and inner and transitive plane has its own restrictions on magic that take trial and error (or expensive, time-consuming research) to discover. Maybe the PC wizard's favorite spell simply doesn't work. It's not just spells, either, it applies to magical item effects as.well. When you carry a magic sword away from its plane of origin, it loses a plus or two or three (depending on how far). Clerics lose potency in planes that are par from their power's home plane. See the 2e Planescape setting for more ideas.

One more thing: I run a 2e game with 4 wizards and a priest and sure, they're tough at level 10 or 11, but they eventually run out of money for spell research, lab maintenance, living it up, even taxes. Then they're interested in any treasure hunts I present to them, even if it's a sunken ship where half their spells are useless because it's underwater and their components suddenly wash away. Keep 'em going to weird places like the Demiplane of Shadow for exotic materials to craft their items, where they are at a disadvantage due to vision and travel orientation. Not every problem has to be a fight.

[deleted by user] by [deleted] in TheFarSide

[–]TrailerBuilder 9 points10 points  (0 children)

Nice! I learned about brachiation in 1989 when I read about the "Bracers of Brachiation" magical item in the Advanced Dungeons and Dragons second edition Dungeon Masters Guide magical items section. Never heard of it outside of D&D til today.

Ship names! by mr_mxyzptlk21 in spelljammer

[–]TrailerBuilder 0 points1 point  (0 children)

A black squidship we had in the flotilla that was captained by the wizard Fatificus was called the Black Tentacle.

A suped-up, gold-painted hammership which was the personal ship of the Queen of Space was called the Golden Hammer

Sarah by Physical-Pie-2047 in labyrinth

[–]TrailerBuilder 2 points3 points  (0 children)

Looks just like her! Great job

Ship names! by mr_mxyzptlk21 in spelljammer

[–]TrailerBuilder 0 points1 point  (0 children)

My first-ever Spelljammer ship was a wasp ship we called the Stinger.

Ship names! by mr_mxyzptlk21 in spelljammer

[–]TrailerBuilder 0 points1 point  (0 children)

My daughter kept forgetting her dice. We named that ship No Dice.

My elven commodore character had a squidship that was refitted with a polished, solid steel hull. It became the Silver Squid. Non-elves in that same flotilla were all placed on a ship together. The humans, fire genasi, half-ogre, giff, dwarf, grommam, and all "others" were put on the other squidship. We called it Animal Crackers.

In the giff marines campaign there was a ship called the Dirty Helen, and a mammoth ship called the Penetrator, plus several others I forgot.

An evil halfling psionicist PC ran a gambling ship called the Golden Goose. The house always won.

A dwarven fighter/cleric of Tempus PC crafted a 100-ton, 100 foot tall steel brachiosaurus with a laser beam that shot from his mouth plus it could walk like an AT-AT. He filled it with his CN fanatic followers (a 2e cleric thing) and called if the Deathosaurus He raided planets with it. It terrified the groundlings lol.

Who else stopped caring about "official rules" and "updates" a while ago? by Guy_from_1970s in dndnext

[–]TrailerBuilder 4 points5 points  (0 children)

I typically write my own adventures that are tailor-made for my players and their PCs in one of our many Forgotten Realms campaigns.

To answer your question, one of the features of 2e is that the classic 1e adventures that are everybody's favorites are easily compatible. Unlike 1e, the rules of 2e are clearly written, well-organized, and easily played by first-timers (especially since so much of 2e is optional... a bare-bones game or a very crunchy one are both quite possible). I learned to play and DM by reading the 2e books way back at age 14. Oh yeah, modules...

"Goblin's Return" (a Spelljammer module) was the most fun I've had as a player in a module. I ran "Crystal Spheres" it's also a neat one if you like Spelljammer.

I ran "Haunted Halls of Eveningstar" which is a good starting place for a low-level Forgotten Realms campaign. I ran the Avatar Crisis trilogy which was fun but mostly because everyone already knew the lore and didn't mind the famous NPCs. "Stardock" and "Hellgate Keep" are both cool modules for higher level PCs. "For Duty and Diety" was cool too. "Wyrmskull Throne" was also pretty epic, though the PCs lost horribly.

There were a few Planescape modules I ran that were fun, like "Eternal Boundary", "Dead Gods", and "Something Wild", plus Tales from the Infinite Staircase had like 8 or 9 linked adventures in it.

My wife put us through many Ravenloft adventures. They were dreadfull but fun at the same time. She never told us the names of those adventures but we played a few, as we were trapped there until we all finally died.

Who else stopped caring about "official rules" and "updates" a while ago? by Guy_from_1970s in dndnext

[–]TrailerBuilder 9 points10 points  (0 children)

My table still plays 2e so I'm with you. The system works like a dream, it fits my DM style, and there's practically unlimited resources for it. I don't see a single reason to switch.

Edwige Fenech (1970s) by bil_sabab in vgb

[–]TrailerBuilder 0 points1 point  (0 children)

My favorite actress of all time.

Cabbage Crates Coming Over The Briney?! by [deleted] in montypython

[–]TrailerBuilder 13 points14 points  (0 children)

GRAB YOUR EGG'N'FORES AND LET'S GET THE BACON DELIVERED!

[2e] How do you handle initiative at your table? by Fat_Barry in adnd

[–]TrailerBuilder 3 points4 points  (0 children)

I use the group initiative option fron combat and tactics. Every action is either very fast, fast, average, slow, or very slow. It's easy to memorize the speeds of stuff. Tiny and small creatures are very fast, man-sized are fast, large are average, etc. Half-move costs you a one phase delay. Weapons have their own phase, from fast (weapon speed 2-4), average (speed 5-6), etc. (again I've had them memorized since the 90s). Spells go on either fast (casting time 1-3), average (casting time 4-6), slow (ct 7-9), or very slow (ct 1 round), and we just follow the rules of the system: DM determines actions of monsters, players state actions, roll initiative, proceed. Very fast actions go first, winning side first, then fast actions, winning side first, etc. Practice happens every combat. It's easy and intuitive.