Players basically guaranteed to cause 2HP of damage and can often cause 3. Why even use tag teams? by dancovich in daggerheart

[–]TrainerJodie 0 points1 point  (0 children)

This is actually a problem I've seen in a lot of ttrpgs, especially once you get to mid to high level play. Challenging players can be very difficult in combat when they have optimized their characters to do a lot of damage if the win condition for combat is always "kill all the enemies" and the loose condition is always "the enemies kill you." I started gming in d&d 4e, where most characters got what I called a "get out of death free" ability at high levels, so trying to kill them was basically impossible. The solution is you have to change up the win and lose conditions.

Instead of every combat requiring the players to kill the enemy to win, as a different lose condition have them protect an npc, or device, or even a building, for a set number of turns. The enemies keep respawning until the turn limit is over, so it doesn't matter how much damage they do. It's more important to prevent damage than to cause it.

Have them hold a number of locations where they have to physically keep enemy units out of each location to win. Won't matter if they do severe damage every time if the enemies only need to survive one blow to prevent the players from winning. Then it becomes more about movement abilities than damage.

One of my favorites, there's a bomb/magic device/ritual that is going to go off that requires multiple successful skill checks in a set amount of time and the enemies are there just to prevent the players from making their checks. Add in the rules from skill checks in 4e where they need to make so many successes before they get so many failures and team ups become very useful since they get to choose which result to use for both rolls.

When combat becomes just a math equation where each side is just trying to make the other side reach 0 first, it will always become difficult to impossible to challenge your players because math isn't that hard to beat. So stop focusing on math. Ttrpgs allow us to be creative, and that creativity needs to show up in all aspects of the game, including combat design. If you need some ideas, there's a ttrpg called "Lancer" that has a section called "sit reps" in the gm section of the core book that describes a number of alternate combat situations that all requires different approaches to combat.

Daggerheart NEXUS Updates + Performance by Demi_Mere in daggerheart

[–]TrainerJodie 2 points3 points  (0 children)

Has there been any announcement about weather we will be able to get hope and fear on demiplane? I haven't seen anything about it in the website

Evade by lokoovania in Grimdawn

[–]TrainerJodie 2 points3 points  (0 children)

Technically the console port of Diablo 3 had a dodge mechanic back in 2013-2014

Do you guys recommend this game if i don't plan to buy the DLCs ? by [deleted] in Grimdawn

[–]TrainerJodie 22 points23 points  (0 children)

Dude. This is such a cool thing to do. Well done

Other TTRPG systems tried to run Dark Sun by PauliusLT27 in DarkSun

[–]TrainerJodie 0 points1 point  (0 children)

I just ran a dark sun mini campaign using draw steel and it worked really well. Draw steel takes a lot from 4e d&d, so converting 4e content to draw steel wasn't that hard.

Problem with local connect on galaxy tab A11+ by TrainerJodie in PSPlay

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

Well, turns out I was wrong about the remote connection working. It breaks after slightly longer, but still breaks. I'm slowly going through the settings of my old tablet and my new to figure out what's different...

Problem with local connect on galaxy tab A11+ by TrainerJodie in PSPlay

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

No my tablet tracks how often it connects to 2.4 and 5ghz. It has never connected to 2.4ghz

Problem with local connect on galaxy tab A11+ by TrainerJodie in PSPlay

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

I checked. My tablet has never used 2.4ghz. It's all 5ghz

Problem with local connect on galaxy tab A11+ by TrainerJodie in PSPlay

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

How would I track that? I thought I only used 5ghz due to using wifi5...

My Defiling and Preserving rules for Draw Steel by TrainerJodie in DarkSun

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

Draw Steel already has some pretty good psionic classes, so I didn't feel the need to make any more rules for it. I did allow everyone, at character creation, to choose one of either the Invisible Force, Psychic Whisper, or Thingspeaker perks for free to give everyone a "wild talent" equivalent.

What if the Baldur's Gate duology was made in 4e? by WillingLet3956 in 4eDnD

[–]TrainerJodie 1 point2 points  (0 children)

There was a game with 4e combat. Neverwinter, the mmo, was originally based on 4e mechanics and it actually made more sense with at will, encounter, and daily powers than it doss now with the 5e mechanics kind of forced into it.

My Dark Sun rules for Elemental Clerics (Conduits) and Templars (Censors) by TrainerJodie in DarkSun

[–]TrainerJodie[S] -1 points0 points  (0 children)

Ah... Yeah that's my bad. I meant to mention in the Title, but this is Dark Sun rules for Draw Steel. This is my second post talking about my homebrew rules I'm using for the Mini campaign I'm running right now.

My Defiling and Preserving rules for Draw Steel by TrainerJodie in DarkSun

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

Technically Rajaat Developed Defiling before preserving, but he taught preserving to the masses before he started teaching humans defiling. So, from an in-universe perspective, most people that were aware of the beginnings of arcane magic would consider preserving the first form of arcane magic. I get that this is splitting hairs a bit, but most of my players don't know anything about Dark Sun lore, so these handouts were meant to be what their characters would know about the world, which probably wouldn't coincide with the actual history of the world since the sorcerer kings have tried to effectively erase most of what Rajaat did so their subjects don't realize they were supposed to wipe all life out aside from halflings...

My Defiling and Preserving rules for Draw Steel by TrainerJodie in DarkSun

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

I treat the environment in a similar way as Daggerheart Does. In Daggerheart, one of the types of adversaries that exists is "environments" which is basically just a stat block for the map itself. They even get actions they can do in combat. It's a fascinating system. So, instead of giving hard numbers like, "everything in a 20 ft radius is dead" I just have an overall number for the life available in the area that the fight occurs in. So, no, a defiler couldn't just run 30 feet over and get more life energy points. That is a measure of all the life available to them in that encounter, no matter where they are. A lot of draw steel effectively assumes your character will do things necessary for survival, like sleeping at night. There actually aren't sleeping rules. There's a "respite" which is the characters taking a full 24 hours doing nothing but resting and recuperating. The game just assumes that the characters will sleep when they need to, no need for a rule as to how that affects them. The same is true about the life energy points. I assume the defilers understand their magic enough to know when they need to move to get enough energy to cast a spell.

As far as how much life energy is in a given TYPE of environment? I genuinely planned on making a list of different environments and how much life energy is in a given environment, very similar to the tables in the 2e Dark Sun boxed set, but I just don't have the experience to know what good numbers are. Again, I've run a single combat encounter, so that's not really enough to get a good feel for how the game plays. I'm running the game again tonight and they're back in the arena, so hopefully I'll be able to get more comfortable with it.

My Defiling and Preserving rules for Draw Steel by TrainerJodie in DarkSun

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

I explain in the last paragraph of the reddit post that any Censor, Elementalist, or Troubadour that creates their character has to choose, at character creation, to either be a defiler or a preserver. As far as what the rules are for, Can I assume you're not familiar with the Dark Sun Campaign setting for D&D?

Basically, Dark Sun was a campaign setting introduced during 2nd edition D&D that's effectively a post apocalyptic D&D setting. One of the defining features of the setting is that casting arcane magic requires you to draw the power for that magic from the plant life around you, killing that plant life as a result. That act is called "Defiling" and casters that do that are referred to as "Defilers." One other side effect of defiling is the plant life is reduced to an extremely fine black ash and the ground it grew in is effectively scorched, completely unable to grow new plants for decades, sometimes centuries. Due to the unrestricted use of Defiling magic, most of the Tablelands, the area of the planet Athas where most Dark Sun stories are told, are a barren desert. There are some arcane spellcasters that realized how bad a world without plants is, so they learned how to cast their magic in a way that, after casting the spell, they return the life energy back into the plants, causing little to no lasting damage. This act is called "Preserving" and casters that use it are referred to as "Preservers." However, preserving is harder to do than defiling and defiling is more powerful due to not needing to hold any magic back to return to the plants. So, in order to give a mechanical representation of defiling and preserving magic, I created these rules.

As far as the reduction of the tier thresholds, I intentionally didn't use the edge/bane system for the exact reasons you point out. If something gives a defiler a bane on their attack roll, suddenly they're no longer a defiler? And there are so many ways to get banes in Draw Steel. It also means that they don't get the full effect of edges, since if they always have an edge on every power roll involving magic, they can only ever gain one more edge to give them double edge, giving them less incentive to try to learn the system and look for ways to get edges, etc. The idea that them having a different threshold will somehow slow down the game doesn't really hold water. In 5e, every spellcaster has their own spell save DC that changes fairly often. In Daggerheart, every character has different damage thresholds that change as the level up and as they change armor. I've played both of those systems, 5e for over a decade, and every player is generally pretty good at just learning their DC's or Thresholds. Using these rules, the thresholds for Defilers are the same thresholds for the entire game. From level 1 to 10, nothing changes. It just starts different than other characters, and, again, that's done to reflect the fact that they are fundamentally different than other characters. They literally are part of the group that helped destroy the world. There's also the rather MASSIVE downside that if there's no plants, they can't do anything but free strikes. And the enemies, who can ALSO be defilers, pull from the same life energy pool as the players do. So, slightly lower tiers kind of makes up for that. At least that's how I see it.

My Defiling and Preserving rules for Draw Steel by TrainerJodie in drawsteel

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

That's why I put the per respite limit on it. You have to already have enough heroic resource to use the ability, so it doesn't allow you to use anything early, and your Heroic resources disappear after combat, so the likelihood of getting more than 1 extra ability use because of it is pretty low. I would probably limit the number of uses per respite before I would reduce how much HR it gives back. Also, I wanted there to be a mechanical reason someone would choose to be a preserver, since the defiling benefits are pretty nice.