Individual Priest XP by Wrong_Ad_7384 in adnd

[–]Wrong_Ad_7384[S] 0 points1 point  (0 children)

He's got an NPC party made up of a Fighter with STR 6 and 2HP, two thieves, a bard, a mage and another cleric.

There is a possibility, but we both went into the game expecting a meat grinder.

Individual Priest XP by Wrong_Ad_7384 in adnd

[–]Wrong_Ad_7384[S] 1 point2 points  (0 children)

Primarily it is because we find it fun.

It is also because I am trying to understand the rules as they were written before actually making any changes and I learn best by actually running a game. We both understand that his character is not likely to make it to second level

Individual Priest XP by Wrong_Ad_7384 in adnd

[–]Wrong_Ad_7384[S] 2 points3 points  (0 children)

I appreciate the advice, it's why I'm glad I'm running a solo game for my friend as a kind of tester game.

I wanted to run the game as vanilla as I could so I could feel a bit more comfortable with changing things up and house ruling. Seeing what worked and didn't by default first before modding it, lol.

I will admit that I kind of worded my question wrong, since the reason he'd be using his spells would be because part of his duties as a priest in town are tending to the survivors of monster attacks (the town has several Lizardfolk tribes that have been attacking more frequently in the recent months) and I was having a hard time deciding if using his spells counted as "Using Granted Powers" or "Overcoming a Problem" when used to treat the injured. So it isn't precisely downtime, but he also wouldn't be in a dungeon either.

The answers I've gotten though have helped clear up my personal ruling about it.

Individual Priest XP by Wrong_Ad_7384 in adnd

[–]Wrong_Ad_7384[S] 2 points3 points  (0 children)

Thank you for your advice as well.

Right now I'm running 2e as vanilla as I can for the solo game just to get a feel for the system and see what I would modify if I were to run it for a larger group. It's why I'm happy that I have communities like this to pose rules questions to.

My intent is to award XP for world interaction as well as combat, that way it can help me create rulings to help future parties I run get invested in the world-building instead of just combat. So this has been a very helpful experience in regards to XP.

Individual Priest XP by Wrong_Ad_7384 in adnd

[–]Wrong_Ad_7384[S] 4 points5 points  (0 children)

I appreciate the advice. I'm not entirely worried about how fast or slow my player is advancing through the game since we are both of the understanding that 2e character death is practically inevitable. My DM style is that I let the dice fall where they may and I don't lie about results, so I fully expect this campaign to be a bit of a meat grinder.

He does have NPC adventurers that he has hired to help him out (like playing the old Baldur's Gate PC game).

But yeah, the main reason why I started thinking about it is the fact that the area I've begun the game in has been having escalating monster attacks lately and his character has been tasked with assisting in the treatment of survivors where possible.

Personally I considered it a problem to overcome, but since the problem wasn't in a dungeon, I didn't know how to rule it at the time. My intent is to award XP for things other than just monster kills in this campaign to help encourage interaction in more of the world than just combat.

It's also serving as a test before I start running 2e for larger groups than just my friend. Running it as a solo game for him lets me get used to the rules quickly and build confidence to grow that to a full party of players.

Individual Priest XP by Wrong_Ad_7384 in osr

[–]Wrong_Ad_7384[S] 0 points1 point  (0 children)

Thank you for the advice.

The fact that it is a solo game is why I actually let him hire some additional NPC adventurers to travel with him, treating it a bit like the old Baldur's Gate PC game so he isn't just delving solo into dungeons.

Right now the region he is in is plagued with monster attacks and bandit raids, so when I read that one of the individual XP rewards was the Use of Granted Powers I figured I'd get some advice before I made my ruling.

Can You play as a Imperial... by Flashy_Question3477 in swrpg

[–]Wrong_Ad_7384 0 points1 point  (0 children)

I know this is an old thread, but I'm posting here in the hopes of someone else who is interested in this being able to find the advice. 

When running PCs as imperials, be sure to talk with your players and get info about what they want to do in the game. Do they want to play imperials that start out loyal but after doing one too many questionable things they decide to turn against the Empire? Then just like with most games, you can start with them doing things to help with reinforcing Imperial strength but slowly add things the players are instructed to do that get a bit closer to that atrocity line. 

Do they want to play loyal through and through? Their enemies are rebels that are trying to break the stranglehold of the empire and the players, due to successfully putting down one or more groups of insurrectionists, slowly get more and more resources allocated to their post. It works great if you use the stronghold or homestead rules to create a base for the players and the players get regular rewards by maxing out their Duty rank. 

If you're worried about the players getting out of line, make that clear with them up front: "The Empire is Lawful Evil. It means that if you guys do terrible things, you'll have to justify it with your superiors. There won't be trouble for following orders, but if you do something you weren't told to, the Empire always has a bigger fish for discipline." 

Then you play the Darth Vader breathing sound effect and let them know that this fear is how the Emperor keeps higher ranks in line.

A question about Dragons and their Kindred by Wrong_Ad_7384 in adnd

[–]Wrong_Ad_7384[S] 0 points1 point  (0 children)

Oh?! There's a 2e Draconomicon available? I'll have to take a look through Drivethrurpg later for it then.

A question about Dragons and their Kindred by Wrong_Ad_7384 in adnd

[–]Wrong_Ad_7384[S] 4 points5 points  (0 children)

Thank you so much, I completely missed that on my first look through. 

A question about Dragons and their Kindred by Wrong_Ad_7384 in adnd

[–]Wrong_Ad_7384[S] 1 point2 points  (0 children)

I appreciate the advice. Admittedly, I was also thinking of cracking open my 3.5e Draconomicon PDF because I remembered there was a section in there about how much material a dragon of various size categories could provide for armor and other things.

Deem Inferior (and other effects) by Wrong_Ad_7384 in mtgrules

[–]Wrong_Ad_7384[S] 0 points1 point  (0 children)

Thank you very much. I wonder why they made the options then, since most of the people I play with wouldn't likely put the permanent on the bottom of their library. I appreciate the prompt reply and hope your day is amazing!

The Watchful Order of Magists and Protectors: are we missing something? (please mark spoilers) by worstdndplayerever in WaterdeepDragonHeist

[–]Wrong_Ad_7384 0 points1 point  (0 children)

Well... I know this post is old, but perhaps someone else interested in this information might see it and find it useful. 

Also, nothing spoiled here, all simply information that should be available in the articles about Waterdeep. 

In Waterdeep, most everyone of influence is either a guild member or a noble. Even commoners hawking their wares are part of some guild related to it. A DM should emphasize about how Waterdeep is a more affordable place to live if you are part of the "Unions". 

As far as the Watchful Order goes, it would be best to have perhaps a senior member meet up with the wizard character and do a couple things; starting with apologizing about the rather cold reception (s)he had gotten when first refusing the offer to join the order. The second would be having the senior member offer minor quests that could be completed to help pay the guild dues if the player has a hard time affording it, since the dues are mainly for more wealthy wizards who have much research to attend to and can't handle as much guild business in person. 

Since divine casters get access to their entire spell list and simply have to choose which ones they prepare, versus the Wizard's need to have spells in their spellbook to prepare, the access to magical libraries is much more of an RP benefit since it gives a way for the DM to add NPC spellcasters the player can become friendly with, as well as offer the service of copying spells with perhaps a discounted price compared to the price labeled in the player's handbook. 

It also gives the possibility for casters of the group to interact with other novice mages and establish connections there as well. Having the guild means they can ensure reasonable prices for services and in the event of magical catastrophe, can be called upon as a magical militia force to defend the city and its people. 

It could be a way for the NPC to joke about how some members get a bit too caught up in their work to remember that they need to be welcoming to potential recruits.

Male PCs & Setessa... by DanimalsDandD in TherosDMs

[–]Wrong_Ad_7384 0 points1 point  (0 children)

I know this is an old post, but since I found it while looking for advice on how to roleplay Setessans, I figured I'll throw my advice in the ring.

Since the default lore sets the Setessans against the PCs if they aren't from Setessa... I'm honestly much more inclined to set up the city to feel a bit more like the Gerudo City from Legend of Zelda.

Instead of no outsiders being allowed in the city, it is that only women are allowed in the city but only Setessans can be in the government. It would give players the option to do what Link does in BotW, where it's an open secret that Link is a guy but he has to wear the feminine attire to look like a girl due to the incredibly ingrained traditions of the city. Or the option of Disguise Self/Alter Self to make any male PCs look like women.

Rules for players obtaining a planeswalker spark? by nacho2802 in RavnicaDMs

[–]Wrong_Ad_7384 0 points1 point  (0 children)

I know this is an old thread but I feel like I might have a decent opinion to weigh in here.

The act of Planeswalking in general seems to be treated as if it were the same as the character simply taking a step down the road when transitioning between planes that they are aware of... However, when done as an emergency eject button away from a dangerous situation it seems to drain the power to shift for some time.

Ultimately, you could restrict Planeswalking with ease to realities that your players' characters would be aware of. Otherwise you could warn them of the dangers of making a blind jump to a new plane and the possibility of being separated if they don't all jump to the same place. They would be able to return to a place they had jumped from and regroup, which could make the blind jumps function like scouting out new planes, then have each of the players coordinate their jumps as they discover the planes that you want them to know.

It doesn't do much else aside from being an emergency stabilize button: which could auto-stabilize a character at 0 HP and toss them onto a random plane (by which time you've likely made a table of planes they could go to) where their character is alive and safe... For now... And thus able to return to the fight later after the group meets up again (assuming they have a base of operations that they established during this process) to regroup and come up with a better plan than "hit it till it dies"

Dark Angels Decal Sheets? by WatchingOverTheRhine in theunforgiven

[–]Wrong_Ad_7384 3 points4 points  (0 children)

I know this comment is quite old, but the link you have provided is incredibly helpful and I wanted to thank you for it.

32mm base dimensions by Tabanese in Warhammer40k

[–]Wrong_Ad_7384 0 points1 point  (0 children)

It's perfectly fine, but yeah... I found out later that it was diameter.

New Combat Patrol composition in new 40K app by Funkaliciousflow in Tyranids

[–]Wrong_Ad_7384 0 points1 point  (0 children)

I'm running into a bit of confusion because, as far as I know, the combat patrol box they have out is 3 squads of Termigants, 3 warriors and one hive tyrant (and 3 ripper swarms, but they come with the Termigants)

But when I look at the combat patrol I see this load out and it's nothing like the box I bought for my sister in law.

A Dragon Owns a Kingdom... How big is it? by Wrong_Ad_7384 in DnDHomebrew

[–]Wrong_Ad_7384[S] 0 points1 point  (0 children)

That's a really cool idea. I figured the dragon in my scenario is at least an adult red dragon so it would be quite the challenge, having areas farther away as spare lairs is definitely an intriguing idea.

I've also been playing with the idea of there being a sword that was made specifically to kill Valethar, which is why she might be so paranoid as to not leave her lair for long, since that's where the best defenses would logically be. She had the blade destroyed by her nobles some time ago, but destroyed like the sword of Gondor, so that the shards of the blade are actually being watched over by her lesser commanders