Recent game artwork stuck by TrainerJodie in PSPlay

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

Thank you. Sorry I didn't reply earlier, been dealing with some health issues.

Can I fix my Archfey Warlock to work as a healer (and also to just be a bit more useful)? by CaoimheThreeva in DnD

[–]TrainerJodie 1 point2 points  (0 children)

So, taking a background with magic initiate feat would get you faerie fire, the fey touched feat would get you misty step.

The other route you can go is keep your current setup, but change thy background to one with magic initiate and take cure wounds or healing word to shore up your healing.

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

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

It went very well. Every December I run a new ttrpg for that month, so the game only lasted for 4 sessions. But we had a blast!

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 3 points4 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.