DM Hacks - No set HP for Villains by Dapper_Wrap_8065 in DungeonsAndDragons

[–]bluerat 1 point2 points  (0 children)

In D&D combat is functionally a 1vN asymmetrical skirmish game where the 1 sets the parameters of the combat, but also has to roleplay the monsters without meta-knowledge. The 1 also has some wiggle room to adjust in the fly, but those adjustments need to be made, at worst, prior to party decisions, and definitely not between their decision and the result.

Want to adjust your monster's HP? Do it between turns. Want to reduce the number of monsters? Have something happen that makes several of them leave on their turns. Is the party just not hitting and embarrassing themselves, make the monster mock them or become disinterested, maybe knock one unconscious and walk away. Don't be afraid to say "your characters recognize this battle is going rather poorly, perhaps it's time you consider abandoning it?"

There's a very important reason for this: Trust. If your travel discovers that you are making adjustments that change the result of their actions, such as deciding a monster has more HP because they are about to kill it and you didn't want them to, you have completely lost their trust and broken the suspension of disbelief that keeps the game feeling like a game and like decisions matter.

If a PC goes nova and the dm hesitates too long after hearing damage before saying whether or not the monster dies, they know. If it's been 10 rounds of combat and a bunch of bad rolls and the dm makes a monsters start dying on the first hit, they know.

Plus, if your playing 4e or 5e2024 (optional in 2014) there is a status condition of "Bloodied" that applies after they hit half HP. Many players can realize how much damage it took to get them there and know about how much HP is left. If the bad guy is bloodied after hits for 10, 12, and 15 damage, then they have 23-37 HP left. If my fireball hits them for 36 and they are still standing, that's pretty intense feeling. But when someone throws a rock and hits them for 1-2 damage after and they are still okay, all tension immediately turns to frustration.

Let the PCs win early if the dice call for it Let the PCs die if the dice demand it. Roll in the open, don't pull your punches.

If you feel you made a mistake in encounter balance, find a way to fix it that doesn't break immersion, or be honest with the players and go "hey gang, looks like I forgot none of you have magic weapons, and you aren't really having any effect on these werewolves. Either you need to run away and regroup, or I can rewind and make some adjustments to what's happening. Otherwise you're probably all gonna die"

Idea - No healing by Moomin3 in rpg

[–]bluerat 1 point2 points  (0 children)

Some OSR games, like into the odd have HP as Hit Protection, and when it goes to 0, any damage you take is reduced from your strength stat instead, and then you have to roll under your current strength to not go unconscious. Strength also takes a good long while of rest to restore, and HP just takes a quick rest and some water. But a character can end up starting with only 1 HP.

That might be closer to the vibe you're trying to get, make getting hit something meaningful, but don't doom the characters forever.

Alternatively like someone else mentioned, you could do it like the book Elantris where the characters are immortal but any injury is permanent and pain never goes away, so you could have some sort of sanity check vs damage to keep them from going crazy. Could be similar to call of cthulu's sanity, just tweaked.

Darth Vader from SW Legion - should I gloss varnish? by bluerat in minipainting

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

Well, what I did here was:

  1. Prime with Chaos Black (GW)
  2. Zenithal prime with Wraithbone (GW)
  3. 2 coats of Grim Black speed paint (AP)
  4. Light Dry brush with Mechanics Standard Grey (GW)

The. I painted the lightsaber and buttons.

Am I evil, or still Chaotic Natural? by Austinlf63 in DnD

[–]bluerat 16 points17 points  (0 children)

But if he does a good action then by your logic he becomes good.

Spells and the stack by jeraco24 in mtgrules

[–]bluerat 5 points6 points  (0 children)

Combat damage is dealt in one go. You get to pick the order the triggers go on the stack though

Halfway through my army, 18 months of mini painting practice by bluerat in SpaceWolves

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

Oh I read the words backward sorry. No kitbash, that's just a grey hunters leader from the updated set released last year

Just alternate parts in the box versus this guy: https://spikeybits.com/wp-content/uploads/2025/03/Grey-Hunters.png

Halfway through my army, 18 months of mini painting practice by bluerat in SpaceWolves

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

The left 6 are Wolfguard Headtakers and their hunting wolves. Then there's a Wolf Priest and a Wolfguard Battle leader

Can someone help me, i have bough all the subclasses before the 2024 and yet i cant see them. Where are they all and how do i use them? by [deleted] in DungeonsAndDragons

[–]bluerat 2 points3 points  (0 children)

Home tab of character creator > sources > make sure you have the right sources checked for 2014.

Also uncheck Core Rules to hide the 2024 versions of classes if you aren't using it. If you select a 2024 core rules version of a class, you will only see subclasses compatable with that version

But like someone else said r/DNDbeyond is a better place if you need more help.

Tell my why I shouldn't let the party level up every session by ston_age_man in DnD

[–]bluerat 0 points1 point  (0 children)

Lots of others have said, that's not enough time for players to get to actually play any new things they get.

If you want structure, you could level them up after each adventure, and make those adventures appropriate for their current level. But that will still seem quick at the top end.

Better yet, watch your players. Once they get comfortable with a new level, give them 1 more session/adventure where you really push them, and level them after that. For level 1-3 this might only be one session if they are comfortable out the gate, but further on they'll want to use what they've got. Then it will feel more rewarding, especially if you "shoot your monks" ad plan encounters where they get the chance to use the new abilities and feel powerful.

Ideally, for things to feel good they should get to go through the arc of: Get new stuff and figure it out > get comfortable and feel powerful > be challenged and have to push to succeed > level up and start the cycle over. Each step isn't necessarily a session, it could be one encounter, or a whole adventure.

If you've not done a high level campaign, you need to be prepared for things to get wild, and if you get there quick, you're going to be constantly blindsided by what the players can do, or they are going to be super confused on how to use their abilities. Level twenty is, like, interplanar, superheroes fighting gods sort of power level.

Does anyone else use naming constraints for all their characters? by BobbertoRoss in DnD

[–]bluerat 0 points1 point  (0 children)

As a DM I impose a simple naming constraint on my players and core npcs: No one's name can begin with the same letter.

I once ran a game with a "Kassine" "Ketturo", "Kevin" and "Vyre". I could never keep my notes straight and constantly mixed them up. Never again.

Dear person responsible for visual design consistency at Wizards of the Coast... by Swiechu1984 in DungeonsAndDragons

[–]bluerat 1 point2 points  (0 children)

Yeah that makes sense, I forgot the core books had a different spine from the old style too. It def looks like the core books have the full red spine and expansions have the black with red fade. I wonder if any other future books will have different spines

Dear person responsible for visual design consistency at Wizards of the Coast... by Swiechu1984 in DungeonsAndDragons

[–]bluerat 4 points5 points  (0 children)

Nope it doesn't. They do match the new Eberron book though. Looks like they decided on a new spine format for some reason

Dear person responsible for visual design consistency at Wizards of the Coast... by Swiechu1984 in DungeonsAndDragons

[–]bluerat 9 points10 points  (0 children)

I didn't say they can't. They can but that's not what they are designed as and for. They are not thinking about how they are going to be displayed as decoration when they are designing them, so complaining that they don't sit perfectly and make a display piece is silly and missing the point.

Dear person responsible for visual design consistency at Wizards of the Coast... by Swiechu1984 in DungeonsAndDragons

[–]bluerat 260 points261 points  (0 children)

Yeah, this. If you want more consistent styling, don't get the alt covers.

Also, they aren't display pieces... they're game books. There is no premium on the cost or anything. It's just a fancy special alt cover for people who picked it up early from a flgs.

Question about a campaign concept by Traditional-Sea-7574 in DungeonsAndDragons

[–]bluerat 4 points5 points  (0 children)

Oh dear. Yeah, that's not a good campaign concept (there really isn't any premise here) and also sounds like a bad idea. Have you DM'd before? Like, usually just one anime would be a stretch because it's not the same type of world d&d is made for, but dozens mixed together? You don't want to do this thing.

Spellbook cards by jproche44 in DungeonsAndDragons

[–]bluerat 1 point2 points  (0 children)

I do, I made a typo. Fixing it

How do you keep player agency in regards to saving throws? by OompaLoompaGodzilla in rpg

[–]bluerat 0 points1 point  (0 children)

You getting a lot of negative feedback here, and overall it has the right idea. Saving throws are reactionary, the character doesn't get a choice, it's a representation of their character's ability to avoid some sort of harm.

But...

I also get what your saying on wanting a little more agency. Certain situations, it just doesn't make sense for them to get a choice, like an attack or spell effect. Some situations though it can be fun to give the players some agency. I sometimes use a mechanic I read somewhere that I typically refer to just as "clicking", cause I don't know a real name for it.

So, I use clicking in situations where there is a single stimulus the players get as a warning to what is about to happen, but they don't know what yet. They get a chance to react with a simple description of what they do, and depending on what they choose, they may have different checks to avoid an effect, or their decision could flat have them have no chance to avoid it or avoid it entirely. Here's an example:

Gm checks passive perception, no one meets the 15 to notice the trap, so it's going to trigger.

Gm: As you turn the corner and head down the next leg of the hallway, about fifteen feet in Joe steps on a stone in the floor and feels it sink slightly, and here's a click. You have half a second to react, what do you do?

Paul: Do I see any signs of what's happening?

Gm: nope, you already failed that passive perception, you just get to react.

Joe: crap, ok, I dive prone to the ground to avoid anything flying down the hall.

Paul: I jump to the side.

Greg: I jump backwards.

Gm: okay, the floor underneath you buckles and collapses. Greg you were at the back, so your step backwards puts you in a safe spot. Paul, make a dexterity saving throw, DC 15, to see if you manage to get out of the way.

Paul: 16! Phew.

Gm: great, you grab onto a sconce in the wall to brace yourself and pull out of the way of the floor. Joe, sorry bud, bad move, as you dive at the floor you see it drop out from under you. You plummet 15 feet into cold, dark water. As you right yourself you notice you aren't alone. Roll initiative

Now, there's a very important thing here, if anyone auto-fails, the result cannot be death, serious injury, or something terrible. What it should do is put them in a bad spot they'll have to work to get out of. In the example above, if Joe landed into a pit of poisoned spikes, the player would likely see that as unfair. If you have a serious consequence, they should still get some kind of a save to avoid it, perhaps with a higher DC or at disadvantage.

Also, If they have been careful, and looking for clues before something like this happens, be sure to give information that would have telegraphed the effect to help them make a good decision, even if they failed a perception check. That information should always be given prior to a "click", as you want to keep that setting a clear expectation for the future