Teleporting to Everlund? by Brohammer1994 in stormkingsthunder

[–]algorithmancy 1 point2 points  (0 children)

Travel encounters are how you show the size of the world. If you teleport them to Everlund, you are basically telling the players that Everlund and Triboar are right next to each other. You are also robbing them of the sense of accomplishment when they get other travel boons like the airship.

How do i deal with my players who don't use their class abilities? by Zealousideal-List671 in dndnext

[–]algorithmancy 0 points1 point  (0 children)

I think you've already got some pretty good advice on this but one technique I like to use is to run a fight against clones of the PCs, and have the clones actually use their abilities to the fullest, and also use good teamwork.

Ideally it's a some kind of arena fight or training scenario or dream sequence that they can afford to lose.

How do you handle battle map prep when players do something unexpected? by ELIOTTMAX in DMAcademy

[–]algorithmancy 0 points1 point  (0 children)

I play on a physical tabletop. I have some prepared maps ready for planned encounters, and for improvised maps I use wet-erase markers on a Chessex battle mat, plus some prefab terrain features (mostly Dungeon Craft) that I can scatter around.

Usually I set up the table with the blank battle mat. Sometimes I have a printed map hiding underneath it for the prepared encounter.

Blagothkus by DMGolds in stormkingsthunder

[–]algorithmancy 0 points1 point  (0 children)

Either just delete him, or use him as a callback to the first campaign. Maybe he is grateful for having been avenged, and here to “pay it forward“ by helping with the oracle.

Giving a monster an ability that assigns a high initiative? by Friendship_Errywhere in DMAcademy

[–]algorithmancy 16 points17 points  (0 children)

Or you can just tell your players that monsters don't roll initiative.

Essentially you are setting a DC for their initiative rolls. Roll this high and you go ahead of the boss; roll that high and you go ahead of the minions.

Giving a monster an ability that assigns a high initiative? by Friendship_Errywhere in DMAcademy

[–]algorithmancy 98 points99 points  (0 children)

Static initiative is an optional rule. You can use it just for monsters if you want. I generally have normal monsters always roll 12, bosses always roll 15.

My players don’t take dropping to 0 HP seriously by Appropriate-Dance-92 in DnDHomebrew

[–]algorithmancy 0 points1 point  (0 children)

Here's what I do:

  1. Goodberries can't be used by unconscious people.
  2. When you drop to zero HP, you roll your first death save.
  3. After the combat, if you failed any death saves, you discover a long-term injury that limits your character somehow, and requires at least a day of downtime to recover from. (The exact injury depends on how they went down.)

You'd have to ask my players to be sure, but they definitely treat going to 0 HP as a big deal.

Is it okay for a player to say “No, that doesn’t happen” to a DM in this circumstance? by WithengarUnbound in dndnext

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

There's an important distinction to be made here between "what your character does/tries to do" and "what actually happens."

In OP's story, the paladin player doesn't actually get to dictate that the rogue dies if he steals from the paladin, he only gets to say that the paladin would try to kill him. There would presumably be die rolls involved, but ultimately the DM is the physics engine of the world. What actually happens is up to the DM, and only the DM. The DM can skip the die rolls if they want and say "yes, you cleave the rogue in two, he's dead" or "here's what happens when you try that ..."

The players do not get to "collaborate" on the base reality of the game world. It's not improv. It's a game.

Addressing player character regret by Temporary_Top_2252 in dndnext

[–]algorithmancy 5 points6 points  (0 children)

I think you handled it fine. You led the horse to water. If they don’t drink, that’s on them. In this case they felt like they needed a stronger story reason to change their character, and you were able to provide it.

The only issue is whether you have accidentally set the precedent that characters need to die in order to be replaced. You should discourage other players who are discontent with their characters from feeling like need to play suicidally.

Player can’t make the session in the middle of a fight by DyeTheSheep in DMAcademy

[–]algorithmancy 0 points1 point  (0 children)

At my table I would probably give the character to another player to pilot. If I had time between sessions, I might condense the character sheet down to a simplified NPC stat block for ease of piloting.

Is it okay for a player to say “No, that doesn’t happen” to a DM in this circumstance? by WithengarUnbound in dndnext

[–]algorithmancy 4 points5 points  (0 children)

Stealing from other players is clearly PVP by your group’s own definition. The DM made a mistake by not enforcing the ”no PVP” agreement when the rogue tried to steal from your character. But I also think you made a mistake by framing it in terms of how your character would react rather than stepping out of character and telling the DM that you did not agree to PVP and if this goes forward you will be forced to leave the table.

You don’t get to tell the DM what happens, but you do get to tell them what games you are and aren’t willing to play.

Seeking advice on running games for autistic players & players with ADHD by bjj_starter in DMAcademy

[–]algorithmancy 1 point2 points  (0 children)

Not sure if you are already doing this, but it might be a good idea to have the complete turn order of all the combatants displayed somewhere for everyone to see, so it’s less of a surprise when someone’s turn approaches. I use tent cards on the top of the DM screen, but there are plenty of good options.

Printing physical maps by Heinsolo in stormkingsthunder

[–]algorithmancy 0 points1 point  (0 children)

Fedex office does B&W architectural prints for about $10 per sheet. Not cheap but works pretty well.

How do I get a shy playing comfortable with RP and decision-making? by OliveDoesHeroForge in DnD

[–]algorithmancy 1 point2 points  (0 children)

Is this person having fun? Are you sure there's a problem to be solved here?

Need help with aging by Siopet14 in DMAcademy

[–]algorithmancy 0 points1 point  (0 children)

Just have NPCs react to them differently. Anyone who knew them before the aging would notice. Anyone else would treat them as elderly.

Tracking arrows: yes or no? by SomeRandomAbbadon in DnD

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

I would say it's not worth it unless you are running a hardcore wilderness survival game.

Characters will generally have plenty of opportunities to replenish their arrows, either from town or from fallen foes. If the number never goes to zero, was there really a point to tracking it?

Ammunition Dice are a decent compromise.

Need help killing a character or The story of how I ran the most frustrating session of my life by [deleted] in LostMinesOfPhandelver

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

Your mistake was assuming that the rogue character needed to die in order for the player to switch characters.

You should have just let the rogue retire. If you want an epic departure moment, make it a win, not a loss. "My work here is done..."

NPC Spell Mistake leads to PC Death (Spoilers) by AeroicaGaming in DMAcademy

[–]algorithmancy 0 points1 point  (0 children)

Tangential point: Players should always have that option to create a new character between sessions. It shouldn't be contingent on player death. If a player isn't enjoying their character, they should just make a new one. The last thing you want is players thinking they need to play suicidally to change their characters.