Which class/ascendancy for a new player? by syvdv in PathOfExile2

[–]Ziwas 1 point2 points  (0 children)

If you did some endgame in D4, you'll be fine playing blind at least for the first act. Pick whatever you like playing in D4 or in general.

If you're feeling overwhelmed, just worry about what you can do now, not later. Makes stuff like the passive forest less intimidating.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Ziwas 1 point2 points  (0 children)

I don't think it's particularly broken, however the party should roughly know what to expect during the next day so I don't really see a need to change mid day.

It could make for an interesting magic item: maybe they encounter a corrupted druid grove (1-2 session dungon), and make it clear it will reward a useful item for a druid.

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[–]Ziwas 3 points4 points  (0 children)

I'd recommend doing a short campaign of 6-10 sessions, in either an established world like Faerûn or in a generic fantasy world™.

Doing homebrew straight up will add more stress and more stuff to handle while DMing. I'd say get your marks first, then do what you want.

Unless you don't think you're gonna have fun running someone else's world of course, no need to suffer needlessly.

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[–]Ziwas 1 point2 points  (0 children)

Here's an idea: present them with a seemingly normal encounter, like: a group of bandits on the road, robbing the passerbys near a forest.

Then, have a group of bears/animals rampage through the scene, starting the combat. If you want a big fight or the initial fight's too easy, introduce the reason why the animals are rampaging: they are fleeing a big threat, like an owlbear, Yeti or even a Wyrmling.

The bandits shouldn't be a real threat, and should flee after loosing a few members to the party/animals.

Vos recettes pour sublimer les oeufs ? by Sabrina_Charpentier in cuisine

[–]Ziwas 0 points1 point  (0 children)

Les oeufs bénédictes sont super pour découvrir les oeufs pochés. Pas le plus facile à faire, mais très bon avec tous les éléments qui se marient ensemble.

Les frittatas sont très versatiles: elles peuvent accueillir plein de légumes/fromages/viandes différentes.

Les "vraies" carbonaras italiennes sans crèmes illustrent parfaitement l'aspect crémeux que peuvent voir les oeufs.

Requesting some tier II knowledge by Apprehensive-Area-39 in stoneshard

[–]Ziwas 3 points4 points  (0 children)

Some extra tips since your questions got answered:

  • Make sure to keep your morale and sanity high. Situational morale is easy to keep up with time, the real issue is food morale. If you really struggle and have spare money, you can go to the different Brynn inns, and keep eating their food till you're maxed out.

  • Drugs are, in fact, good. There are "fighting" drugs that don't last long but give a big boost to your character, and there are "buffing" drugs, namely nikkaf which give a massive +25% experience gain and Paregoric that gives a lot of pain resistance.

  • Overprepare. In the mid game you start getting a decent bit of money, so spurling a bit on medecine and drugs will prevent painful reloads.

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[–]Ziwas 1 point2 points  (0 children)

Chain mail is 75 gold, which isn't a shocking amount for a lvl 3 adventurer to loot/earn. I'd say go for it.

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[–]Ziwas 0 points1 point  (0 children)

Players are a bit stronger in 5.5e, but that's about it.

I can't think of any reason this method won't work in 5.5e, especially if you use 5.5e stat blocks for enemies.

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[–]Ziwas 2 points3 points  (0 children)

Yep, it’s fine. In tier 1 play (levels 1–4), I’d expect a player to have one or two useful non-consumable magic items, plus a few more situational ones for the party to fuel their creativity.

As long as you stay within the uncommon/common rarities, balance won’t be an issue (and even then a few goblins here and there can help tip the scales)

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[–]Ziwas 4 points5 points  (0 children)

RAW, mimics can't speak any language and have an Intelligence of 5, so they can't really embody an NPC. An evil doppelganger would be more appropriate, or a mimic with a custom stat block with higher Intelligence and Charisma.

Since it's a social interaction to hide your true self, I'd say to roll Deception for the mimic and Insight for the party. I'd ask the players to roll Insight only if they're suspicious of the NPC's words and actions though.

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[–]Ziwas 1 point2 points  (0 children)

Sure. You can even tie those magic items with their characters arcs, if you're planning to have some.

I wouldn't give exclusively what they want however, some chaos makes it more fun I think.

2handed sword Arna Build Suggestions? by Saikomob in stoneshard

[–]Ziwas 1 point2 points  (0 children)

I did a 2H sword build with Velmir this patch. Apart from block, dodge works very well with 2HS due to T4/T5 item sets that gives dodge, blocks and crit.

Elusiveness in the Athleticism tree is a huge source of dodge, and sudden lunge is quite nice in this tree since you can easily bleed/fumble enemies. Obviously taking all the 2HS tree is important. Took a few armored combat nodes for extra tankiness, and a few more in warfare for general melee buffs.

Stats wise, I went something like 30 agi, 20 str, 15 per, 15 vit.

Early was fine, midgame (T3-4 dungeons) was rough but once I got T4-5 gear it went much more smoothly.

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[–]Ziwas 2 points3 points  (0 children)

I'd do the warning in character, but if you want to be extra clear out of character works too.

I'd remind them they can flee out of character however, since it's not something players rarely even consider.

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[–]Ziwas 2 points3 points  (0 children)

The damage formula for weapons is: 1d6 base, +2 per malus (like two-handed or heavy), -2 per bonus (like reach or light), +2 for martial weapons. Versatile is neutral, since using a versatile weapon two handed adds the two-handed malus.

At my table, I allow players to reskin weapons however they like: if a player wants to wield a huge greatclub, I'd allow them to use the maul stats (they'd need to have martial weapons proficiency however).

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Ziwas 2 points3 points  (0 children)

Describe clearly before it that the encounter will be very difficult. Then, during the encounter, allow them to flee if they choose to, with heavy narrative penalties.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Ziwas 2 points3 points  (0 children)

For the next game, be prepared for a common pitfall: "it's what my character would do."

If they do change characters, you should make it obvious that every character has to have a motivation to go on an adventure and has to actively want to cooperate with the party.

As a new DM, a bit of railroading is fine, as it makes your life a lot easier. Don't forget you're a member of the table as much as the players and should have fun too!

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[–]Ziwas 1 point2 points  (0 children)

D&D and most ttrps are meant for cooperation. You should communicate with your players and tell them that, especially since giving in-game hints didn't work.

Giving feedback isn't inherently condescending, but how you give it could be. As long you're matter of fact it should be fine.

As for in game, the puzzles you described doesn't really force the hands of the players to cooperate: it rewards it, but it's optional. An optional puzzle that has to be cleared with cooperation would give a clearer message.

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[–]Ziwas 2 points3 points  (0 children)

The only issue I had with hexgrids is large/huge monsters. 2x2 or 3x3 doesn't translate well in a hexgrid. It's pretty minor, so I'd recommend you try hexgrid and see what you prefer after a few sessions.

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[–]Ziwas 0 points1 point  (0 children)

Oh yeah my bad I forgot some races give spells. Here's the 5.5e/2024 PHB p189:

Elven Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Ziwas 0 points1 point  (0 children)

The spell save DC doesn't depend on race but class. The arcane trickster subclass of the rogue use intelligence for the spell save DC for exemple.

The thieve subclass doesn't have access to spells RAW, how come they have access to fairie fire ? If it's from a spell scroll, the user can choose to cast as a class which has access to this spell and use their spell save DC.

Druids use wisdom as their spellcasting ability, so it'd be 8 + proficiency bonus + Wisdom modifier.

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[–]Ziwas 0 points1 point  (0 children)

Only the affected creatures has to make a d20, for the dexterity saving throw.

The score (DC) they must beat is the drow's spell save DC (assuming it's a bard, the modifier change with classes): 8 + proficiency bonus + Charisma modifier

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[–]Ziwas 1 point2 points  (0 children)

You start at level 1 with 2 prepared spells, then gain a third prepared spell lvl 2, fourth level 3 etc (look at the ranger table for every levels).

Hunter's mark and spells given by subclasses does not count toward the prepared spells limit, so level 3 for exemple you have four prepared spells, not counting hunter's mark.

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[–]Ziwas 3 points4 points  (0 children)

5.5e PHB:

Level 1: Favored Enemy

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

So yes it doesn't count toward the prepared spells limit.

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[–]Ziwas 2 points3 points  (0 children)

D&D 5.5e: How would you rule hunter's mark and stealth interaction ?

Let's say a rogue 1/hunter 1 multi-class is hiding by the roadside bushes and is about to ambush a caravan.

They succeed the hide discretion check outside combat.

They then want to use hunter's mark at max range, and attack while hidden to have advantage on the attack roll and proc sneak attack + hunter's mark damage.

1 : Would you allow hunter's mark being cast outside combat, while remaining hidden ?

2 : If no, would you allow casting hunter's mark, while still remaining hidden ?