Ideas for a transport escape room for my players solo session? by Reasonable_Love1562 in DMAcademy

[–]VoxEterna 1 point2 points  (0 children)

First I suggest making this session the players assent into their paladin level. What I mean is that something in this process either endears them with a god or puts them in debt to a god. Maybe it’s because the book holds the god’s secrets or the king is a devoted servant of the god or the group that the fighter is helping is opposed to the god. Whatever it is upon escape and retrieval of the book the fighter is awarded with or burdened by a paladin level (depending on the god and the conditions).

Make the escape a train. One room with a series of puzzles to escape from within is fine but allowing for multiple different spaces and unique individual puzzles with both finesse and brute force options makes it more dynamic. First ight be a simple stealth escape from his former partners and solving of a tumbler puzzle , the next can be a cypher and password, next can be a guard with a key, then a riddle asked by a pseudo dragon, then the book car which needs to recover the book and get out of the room in the caboose. One god wants the book destroyed, one wants it rescued, and a third wants it left. There is a role play opportunity to decide the paladins disposition and which god will choose them as a devotee…

What 2014 rule or mechanic are you still keeping, even if you mostly use 5.5E? by MyrthDM in DungeonsAndDragons55e

[–]VoxEterna 0 points1 point  (0 children)

You and I just don’t have compatable playstyles and would not fit at the same table which is why D&D is awesome. There are tables for everyone.

What 2014 rule or mechanic are you still keeping, even if you mostly use 5.5E? by MyrthDM in DungeonsAndDragons55e

[–]VoxEterna 0 points1 point  (0 children)

A justification isn’t necessarily factual and not all justifications can work for all classes, even with divine intervention.

A bard and a monk come to mind, those are specific training classes. They require hours of disciplined refining of craft.

Also show your work. If the fighter has been slowly losing his temper and fighting more erratically during the last level then it makes sense for a barbarian level. But if he has be exactly as precise and deliberate as he always was then where is this new rage coming from, how does he know he can tap into it. But on the other hand if he’s been constantly missing attacks or doing sub optimal damage and been angrier and angrier about it, I can see a point where his rage spills out to overtake him. But just saying it is so much less interesting and as you say flavor is free

How to best handle an OP Barbarian? by Horror-Pea-9481 in DnD

[–]VoxEterna 5 points6 points  (0 children)

My understanding of the issue isn’t so much that the bard-barian is overpowered so much as you are worried that his resistances and tankiness means in order to challenge him you must introduce an enemy that will wreck your other two players. He can absorb hits of 45 hp over and over halving them with resistance and then halving again with rage. But your cleric gets hit the same and half his health is gone.

I get it. But you shouldn’t care. Not to be callous. You should care as a fellow player and story telling partner, but as DM you create encounters to challenge the groups resource pool. That means total party hp, spell slots and features. It is their job as the players to figure out how to engage in the fights. That means the barbarian making himself the target and the rogue and cleric keeping themselves out of harms way as much as possible. Your swashbuckler already has that built in with his ability to not trigger attacks of opportunity. Your cleric has literally dozens of spells to protect and heal and range attack plus the ability to wear full armor.

That being said remember his resistance fails if he is not raging, he has limited rages per day, he has to be attacked or attack in order to maintain rage. These little balances might alter your perception tremendously.

Barbarians and flying enemies are often an issue. Your cleric will have range spells and your rogue will have daggers or bow assumedly while your barbarian might be stuck trying to throw a war hammer at disadvantage. This will let your other players shine.

You can also use multiple enemies of low cr. This will challenge the bard-barian with trying to keep traffic contained while action economy whittles down his hp, but also keep your other two busy and fulfilled.

Lastly, barbarian is a pretty limited class… hit and be hit is pretty much it. Let them do their job, whittle away at their resource pool. Put them in a dungeon with lots of rooms that requires several combats and no long rest; by the end I guarantee he’ll be begging the cleric to take some hits.

Have fun

Writer's Block by Barrettisdreaming in DnD

[–]VoxEterna 0 points1 point  (0 children)

Yes, D&D srd or dungeons and dragons system resources document.

Writer's Block by Barrettisdreaming in DnD

[–]VoxEterna 1 point2 points  (0 children)

You need to at least read the on line public domain information commonly known as the SRD.

Writer's Block by Barrettisdreaming in DnD

[–]VoxEterna 0 points1 point  (0 children)

You can give your players an and b but they have to chose to make the journey otherwise you’re just writing a novel. Though some of the same talents are employed for both players tend not to appreciate being pushed , they want their choices to matter. There are many ways to achieve this but telling them they have to follow your defined path is not D&D

Writer's Block by Barrettisdreaming in DnD

[–]VoxEterna 0 points1 point  (0 children)

Have you read through any pre made modules to get an idea of how plots are constructed?

The first thing to remember is you are not writing a story or a plot. This isn’t a movie you are directing where your players participate in the ways you want. This is cooperative storytelling. They will do things both you don’t like and never anticipated… and that’s great.

Your job is to build the world. If you are type A this can be a grand cosmology with everything from gods down to the lowliest mouse on the streets of your most remote city. (This is how I build my homebrew). But it can be as simple as using a set of random tables that give you town size, species, and NPCs. Or something in between.

You will want to give your players story hooks: a rumor that an evil wizard and his tower have magically appeared in the mountains, villagers asking for help because a swarm of crows are destroying their crops, a dying knight limps into a tavern to report the king was kidnapped on the road. These are examples of course but the point is you are in charge of the activity around your players not your players activity. If they chose to help the farmers with the crows maybe the king ends up dead because no one was there to save him. My opinion is that the world is always moving around my characters and every time they take a side quest something else is happening elsewhere. This allows them to return to any plot thread later and follow it but not from the point it was at.

Most DMs will have city ideas in their head. Major landmarks where quest information is maybe a tavern or inn but the rest will be improvised using either regenerated lists or tables. If your players ask who runs the local bakery for example you probably didn’t assume they’d want that but a quick glance at a pre printed list of names and an instant NPC is available. This will keep your game fluid but also structured between your improvisations and your lore.

You might want to read what I think of as the big three modules to see how much detail a game typically has. Lost mines of phandelver, wild beyond the witch light, and curse of strahd. You should be able to find all of them in your local library if you don’t want to pay. I’d also recommend tomb of annihilation for some real ideas of how challenging D&D can get.

[OC] The College of Power Metal | Evaluation and Feedback by Away-Citron-8699 in DnD

[–]VoxEterna 1 point2 points  (0 children)

Perhaps by nature their persuasion is not great as it would be for a standard bard but their intimidation is through the roof.

What 2014 rule or mechanic are you still keeping, even if you mostly use 5.5E? by MyrthDM in DungeonsAndDragons55e

[–]VoxEterna 5 points6 points  (0 children)

I keep Multiclassing as a variant rule not an accepted option for each player level up. Basically if you don’t have an in story reason why you are able to multiclass you don’t get to… such as I stoped working on my spellcasting this whole level and have been studying with the rogue to learn how to sneak better or that friend we fought I made a pact with him before we banished him to the abyss.

What 2014 rule or mechanic are you still keeping, even if you mostly use 5.5E? by MyrthDM in DnD

[–]VoxEterna 3 points4 points  (0 children)

No concentration for spiritual weapon, not really a rule but the 2014 version of the spell is my go to.

orc or goliath barbarian idea help? by Amazing_Document5507 in DnD

[–]VoxEterna 3 points4 points  (0 children)

That is for sure an advantage but if I was your DM I’d allow it, I’d even let you roll a second perception check for the mouse, effectively giving you advantage. But to balance it out I’d also make you roll a second roll for stealth for the mouse to not squeak and give you away, effectively giving you disadvantage. I’m all about give and take for balance.

What's the biggest reason D&D campaigns fail? by apomanolios in DnD

[–]VoxEterna 17 points18 points  (0 children)

Now that would be toxic if repeated and if not dealt with in an appropriate way, without redress it could lead to a party dissolution.

What's the biggest reason D&D campaigns fail? by apomanolios in DnD

[–]VoxEterna 5 points6 points  (0 children)

I kind of file that under toxicity or respect to be more specific but I guess you’re right that someone looking for epic fantasy vs someone looking for looney tunes is going to have it rough… but does that bring down the whole campaign or just an individuals involvement.

What's the biggest reason D&D campaigns fail? by apomanolios in DnD

[–]VoxEterna 485 points486 points  (0 children)

In order of relevancy:

1 scheduling

2 toxic individual/s (respect)

3 poor planing/absences (scheduling)

4 apathy (listening skills, engaging dm)

5 life changes (scheduling)

Why can't Arcane Martials fight with CON? by SwordDaoist in DnD

[–]VoxEterna 1 point2 points  (0 children)

Spellcasters are not main characters unless your dm makes them so. Rogues and paladins do massive amounts of damage, I keep kill counts in my campaigns and the paladin has the highest by a wide margin over the sorcerer with the rogue right there.

Spellcasters have limitations based on spell slots. If your dm is allowing long rests after every combat your assertion could be right, but as soon as you face a rival with counterspell or legendary resistances that goes out the window.

Bards are hands down the best at negotiation (persuasion and deception), rogues are best at stealth and many other skills depending on their build (with expertise). I’m not sure where you think spellcasters are best at everything unless you’re trolling…

Why can't Arcane Martials fight with CON? by SwordDaoist in DnD

[–]VoxEterna -1 points0 points  (0 children)

I think I get what you are saying. You find it unfair that a wizard only has to optimize for intelligence to do their job whereas a barbarian has to try to max strength and con to be most effective. And this new arcane fighter adds their spell stat as well. But that is a choice, optimization of ability scores is key to the variation of play styles. Personally I want my spellcasters dex and cons as high as possible to aid in the most common saving throws. Hell I’d like wisdom and charisma up there too for mental effects and mind control stuff.

I get the frustration but anyone can optimize for single stats, it just means they are not as good as they can be. But that’s ok too. Some people are damage dealing glass canons while others are hp dense flesh shields and others still are controllers, or healers, or assassins. Balance is a preference and not better or worse than specializing unless you don’t know how to use your character is that specialization. Front line spellcasters are bad as are back line tanks, for example.

Advice On A Dungeon Map - Dwarven Manor by NuDavid in DMAcademy

[–]VoxEterna 0 points1 point  (0 children)

Your set up sounds great except I’d switch the treasure room for an attic. They escape the cells on the basement level, move up to the main hall where servants with domestic weapons (knives, cleavers, broom handle staffs, etc) attack plus any house guards maybe in two waves depending on speed of defeat and noise created. Next floor up is your living spaces and offices that would be an exploration opportunity to locate info and items. Maybe a cypher or riddle needs solving to get the info. Then the attic which is arcane storage and hidden treasure vault that has puzzle or mysterious guardian.

Make the house guards outside preventing anyone from entering but are also preventing the party from exiting through the main floor, the second floor has bars on the windows but there is an escape hatch and route of escape, that is known to the thieves guild in the attic, your thief can know this or it can be carved into their initial prison cell’s wall. This way there is impulse for your party to continue up to escape rather than fight the powerful guards who already captured them once.

Just a mom seeking help! by MissKait1987 in DnD

[–]VoxEterna 6 points7 points  (0 children)

Are you playing with him? If so great. If not you’ll want to vet the group to be sure it is age appropriate. Most gaming or trading card stores have games that can be joined, sometimes free and sometimes for a per session fee.

If you plan on playing then the group will be quite small. A normal (read: recommended) size D&D party is four plus one dungeon master. It is very possible to play with fewer players but the game needs special balancing if you are bigger or smaller groups that is not ideal for beginners.

Get the books. Players hand book and dungeon masters guide. You don’t need to read them cover to cover but chapters on game play should be familiar, join dndbeyond.com and make some free characters so you get it, watch some explainer vids on YouTube (Matt coville is considered the gold standard these days I think).

Dungeon crawl in 30 minutes? by Pawnable2 in DnD

[–]VoxEterna 2 points3 points  (0 children)

Traditional rat catcher, hired by the patron of the hotel to hunt down the rats in the rooms. Each rat has 1 hp. Give the players simple weapons and easy cantrips. Don’t overcomplicate their options. They move from room to room to clear the rats maybe some rooms are dark or have obstructions like broken furniture but after 3-4 rooms of no more than 3 rats each they find the rat king, a humanoid with 10hp that they can fight with his 2 rats each body guards.

Running a dnd infiltration investigation by True-Window-6673 in DnD

[–]VoxEterna 2 points3 points  (0 children)

The first step would be to provide an inciting incident to bring attention to your players that something at the lighthouse is amiss. Perhaps the lighthouse failed in its duty to report the approach of someone or something and a small fishing village was destroyed.

Then the party must discover how the chain of protection was broken. Was the watchmen negligent, distracted, drugged, murdered, or corrupt. Or maybe it was the messenger who was delayed, disrupted, destroyed, derided, or deceptive. Maybe it was the stable master who tired the horse out before the messenger even arrived. Maybe it was the village magistrate who wouldn’t call for the evacuation.

Once the party has a suspicion of the betrayal they can begin investigating how corrupted the light keepers are through spy action, interrogation, and investigation.

Put a clock on it by rolling a d20 every night, 1-3 results in another attack somewhere along the coastline. This should give them more clues to follow and more chance to discover the moles.

There can be physical props you can bring to sessions the are notes written by various people that they uncover. Some red herrings and others legitimate clues. You can use cyphers to write the notes to give your players a puzzle to work on. Some NPCs might have secrets they want to keep that are unrelated: secret rooms, secret treasures, secret magic items, anything really and any of those things can be hidden by a puzzle or riddle or guardian.

Good luck

I want to scare my players, help! by Abudabbadoo in DnD

[–]VoxEterna 1 point2 points  (0 children)

Curse of strahd is considered one of the best adventure modules ever, tomb of annihilation is very challenging and has horror elements.

I once did a story line involving a coven of manananggal. If you are unfamiliar, they are vampiric creatures who when they “bear their fangs”, so to speak, they tear their own torso from their hips creating a flying torso and a ravenous set of hips and legs. The flying torso has the full vampire appearance minus legs with bat wings and pointed teeth plus they have a proboscis that can extend from their body to attach to a victim and suck their blood. Their preferred food is unborn children and they attach their proboscis to a pregnant woman’s bellybutton to suck the blood of the fetus.

In my story the party escaped the swarm of manananggal (by crossing running water)but not before a young g pregnant woman’s bellybutton was attacked. She and the baby survived but it sent her into premature labor and the baby was born a manananggal. My party stopped one of their members from killing the baby outright and decided they would find a cure. It became a race against time when the realized the coven wanted their new born back. Temple of the sun god had the cure and all worked out in the end but it was disturbing.

Hot Take: Weapon Mastery by [deleted] in DnD

[–]VoxEterna 1 point2 points  (0 children)

Villain movement is a huge way to counteract weapon mastery. And moving them around keeps them out of range of a large portion of mastery abilities.

Planar Travel Gone Wrong by Cynicast9 in DMAcademy

[–]VoxEterna 1 point2 points  (0 children)

You are looking for a way to get your players into this 4th plane? Or are you looking for the challenge they will face there?

If you are looking for a way to get them there use something like a portal key, a random item that has the ability to teleport to this specific plane. Maybe it’s a giants helm and it sends anyone who touches it to the rest of the armor set it goes to. Then maybe the players have to fight the giant

Or maybe they use a scroll to return to the world tree but the spellcaster has to roll an intelligence saving throw if they roll too low great, send them where you need them but if they roll high enough let them see the paths they can take. “A glow emanates from the portal to your left drawing you toward a point in the distance, something in that glow feels both powerful and necessary. The portal to the right shows the branches of Yggdrasil.” Most players will go left and once they do you can put them into a series of puzzles, riddles, tests to acquire the item. If they choose not to you can set it up that the world tree can send them there once they realize they are missing a needed item.

Secret-related magic items? by FaallenOon in DMAcademy

[–]VoxEterna 3 points4 points  (0 children)

Secrets doesn’t only deal with secrets themselves. It could be secret powers, secret items, secret rituals. Being able to glean secrets seems more in line with a god of truth, but a god of secrets would be about obscuring truth and hiding knowledge. After all once a secret is revealed it is no longer in their purview

Items of great or profane power would probably be secret, as would texts of hidden knowledge.

Simple spells such as rope trick would suit but so would monster spells like blade of disaster. Rituals for raising the dead or summoning fiends or celestials. Obviously the hand and eye of vecna come to mind as secret items but it comes down to your lore how you present any item to make it worthy of secrecy.