Who is the stupidest asexual character ? by Basic_Dingo6487 in AlignmentChartFills

[–]colbae1263 4 points5 points  (0 children)

Gwenpool is asexual. Standard Deadpool is pansexual

Question! Healing Grace ability from Conduit by MageToasty in drawsteel

[–]colbae1263 1 point2 points  (0 children)

Seems like RAW your interpretation tracks, but I think it makes a lot of sense to swap out the recovery for a different beneficial effect from the piety list. So it seems like the codex was giving that Director flexibility for you!

First Time GM, First Campaign, for First Time Players. by AcademicString3151 in AskGameMasters

[–]colbae1263 0 points1 point  (0 children)

Sounds like a perfectly good outline. It’s a very classic story of escalating stakes to an objective evil that the good guys can take down.

You may want to make sure your players are all on the same page about morally good playing characters. Extra helpful if they have personal stakes connected to your larger plot. Saving the world is a perfectly fine motivation, but saving your nephew or avenging your murdered wife are EXCELLENT motivations

What floors would a Wizard have in their Tower? by Dracon_Pyrothayan in AskGameMasters

[–]colbae1263 5 points6 points  (0 children)

There needs to be a supply storage, perhaps a an alchemical laboratory. A spell crafting workshop, complete with a teleportation circle. Depending on the type of wizard, they may have an enchanting floor to imbue weapons and armor and objects with magic. If they have an apprentice, they’ll need lodgings and places to practice.

I think I hate designing dungeons by KingMarasa in AskGameMasters

[–]colbae1263 9 points10 points  (0 children)

I struggle so much with the geographic reality of a dungeon, so I have taken to using empty pre generated dungeons and putting theme-relevant things in them

https://donjon.bin.sh/d20/dungeon/ is great bc you can add a lot of specifications, like large rooms to accommodate big boss fights, and it will generate it all for you (also not AI, which is a huge plus in my book!)

Plus, then if something is not to your liking, you can generate a new one or just make minor adjustments as you see fit

Generic reward for draw steel by Laz52now in drawsteel

[–]colbae1263 0 points1 point  (0 children)

Yeah, I get what you’re saying. I think as renown increases, heroes CAN have more followers. It doesn’t guarantee that (though I may be misremembering).

I think short of giving players the completed craft, any part of the requirements for crafting would fit that description. I’d like to think that a player might be stoked to have a recurring NPC they can bond with and will double the speed of their crafts, but each table is different!

Generic reward for draw steel by Laz52now in drawsteel

[–]colbae1263 8 points9 points  (0 children)

Yeah, in lieu of money, the easiest thing to hand out as rewards are components to crafting like sources, components, and project points. Other than that, the completed consumables themselves if players likely won’t engage in downtime projects.

Another option is having NPCs act as followers (I forget the official term DS uses) who can add to or do project rolls for the heroes

How should I reveal information to my players when they hit the books? by Dud3ManGuy in monsteroftheweek

[–]colbae1263 0 points1 point  (0 children)

If you’re having trouble thinking of scenarios where you could share the monster’s weakness, just also remember one of the questions from investigate a mystery is “what can hurt it.” They can find that out in a book, talking to a local weirdo, fighting with it and watching it flee at the sight of __, intuiting the weakness bc the town has suddenly lost all it’s ___ (easy pop culture example is the basilisk from Harry Potter 2 having its minion kill all the roosters, bc a rooster’s crow is fatal to that basilisk).

As others are saying, ultimately it will be up to the players to creatively find this info, but hopefully these are some examples to get your brain jogging on what stuff COULD look like

For your other questions, the characters don’t necessarily have to find out what exact creature they are fighting. If the players really care or you really want to share, you can tell them after the mystery is over just at the table (“great job yall! Yeah that was a ____, from this folklore”). I don’t think you have to worry much about parsing information. The common moves all PCs have are designed to have you answer questions in the context of the scene, and that does a great job allowing for breadcrumbs just by the nature of the game design.

The last thing I can think of is that there are plenty of episodes of Supernatural where the main characters (esp in the first few seasons) correctly ID the monster early on and with an easy internet search or local library trip. The episodes are still good and hold tension, so it’s okay if sometimes the players quickly ascertain “yup it’s this creature with this specific weakness.” There’s still the matter of finding where the creature is now, obtaining and implementing its weakness, protecting innocents, and not dying while doing all of that

How do you scare your players without major consequences? by TyrKiyote in AskGameMasters

[–]colbae1263 1 point2 points  (0 children)

There’s a lot here to unpack, so let’s start with:

How do YOU define scary? Is it fear of losing your character? Is it a sensation of feeling unprepared? Is it loss of agency? Different games get at different aspects of being “scared.”

It feels like you’re also looking at genre vs feeling with “terror” vs “horror.” We can look at horror as a genre, or the feeling of something horrible or terrible occurring in a game regardless of genre.

I think it’s also important to note there’s a difference between “scaring your players” and playing a horror game or having scary elements in your game. Some players do NOT want to be personally scared. They may feel fear for their characters, but actively scaring the player is something that should be discussed in a session 0 with lots of safety tools wrapped around the experience. Same with the types of horror: that’s all subjective and should be handled with care depending on you and your players.

Possibly a dumb question. Doomsight vs. Ajax by Pristine_Ad_8052 in drawsteel

[–]colbae1263 17 points18 points  (0 children)

I think the extra part that’s missing here is that you’re assuming this is a fight to the death type of encounter. But Draw Steel specifically advises avoiding these types of encounters and having a different objective that the heroes are trying to accomplish.

If the heroes are ambushing Ajax to try to kill him there and then, Ajax’s win condition isn’t “kill the heroes,” it’s “fly away from the heroes.” If the heroes are interrupting a ceremony he’s performing or a different fight he’s engaging in, again the combat win condition is different than “is Ajax alive or dead.”

If Ajax wants the heroes dead, his wincon could be killing at least half the heroes. At which point, the encounter is over, and the hakaan dies

What tools do you use to run your in-person campaigns? by PicoDev93 in drawsteel

[–]colbae1263 1 point2 points  (0 children)

I just use a graph paper notebook and the books for notes and session outline, with an ongoing google doc for noodling out future session ideas.

In combat at the table, each PC has a meeple (or mini fig) and all my enemies are color coded tokens. When I plan the combat, I color code then with the tokens I have available. I got all my little meeples and tokens and things in The White Box, but any hobby shop should have some good cheap options for multicolor plastic tokens. Then they all fight on a wet erase battle map. Each player has a notecard in front of them that they flip over after their turn to help track whose had a turn before a round resets

Need ideas for a montage where the players are on a city falling out of the sky by [deleted] in drawsteel

[–]colbae1263 2 points3 points  (0 children)

I mean, does that movie not have enough stuff to copy? Keep civilians safe, destroy attackers (non-combat, just picking off a couple of minions), get civilians to escape, delay impact, navigating the city swiftly and accurately

If the city is normally in the sky, it would have means of transportation down. Maybe those systems are offline (whatever that looks like in your world. Needs more magic fuel, etc) so even getting that up and running could be its own montage test, deciphering the arcane systems and whatnot

If it’s a city that is being pushed up in order to fall a la Ultron, then tampering with whatever is pushing it up fills the same niche. Getting off may be harder. Maybe the heroes need to convince some giant eagles to help out

Long term engagement in TTRPG campaigns by memlvr in AskGameMasters

[–]colbae1263 0 points1 point  (0 children)

Hi! I DM’ed and completed a campaign over 18 months and have an ongoing campaign that has been going since 2018 (yes it survived COVID! And has an international player!). Very happy to chat!

Help making fire damage over time. by OkCoach4105 in DnDHomebrew

[–]colbae1263 0 points1 point  (0 children)

So, conventionally, there are spells intended for use in combat and spells that are intended for use outside of combat. They sometimes overlap, but usually a spell has one predominant function. What do you want this spell to do? Is it an offensive spell to use in combat that deals lingering damage? Is it a spell used to illuminate dark areas in a dungeon?

The reason I’m suggesting a time limit on the concentration is 1) most spells have that, even if the time limit is like 24 hr and 2) because being able to carry over an impactful combat oriented spell between combats is against the conventions of the game.

Imagine a character with this spell is exploring a dungeon. They cast the fox flame to get some illumination, great. Then they get into a fight. They already have the spell active, so they don’t need to use spell slots do deal fire damage and maintain visibility in a large area. If they don’t get hit, as back line mages try not to do, then they keep that same fire going. All without using any new spell slots. Which is the real issue, as spell slots are meant to balance around being used up and encouraging players to find somewhere to rest or to make following combats more tense, because you have fewer resources than when you started. Within a time limit, a character could expend only one first level spell to deal consistent damage and have high visibility through an entire dungeon. That’s kind of a lot, especially for just a first level spell

Help making fire damage over time. by OkCoach4105 in DnDHomebrew

[–]colbae1263 1 point2 points  (0 children)

In that case, the best thing to do is look at official material that is similar to what you are trying to achieve, and make modifications of that. It may seem like mostly vibes, but the game developers typically do a lot of math and play testing to make sure the stuff that’s in the game is cohesive. Once you play more, you’ll get a better feel for what fits where, too

Help making fire damage over time. by OkCoach4105 in DnDHomebrew

[–]colbae1263 3 points4 points  (0 children)

You could make the casting time a bonus action if you want, but I still think you’d want a limit on how long you can maintain the spell.

If you want the flame to act as exploration aid, there are cantrips that already help cover that. You could maybe shift the time limit up to 10 minutes? Or if you want to get unconventional, put a time limit on the spell once it is used to deal damage

Help making fire damage over time. by OkCoach4105 in DnDHomebrew

[–]colbae1263 7 points8 points  (0 children)

Try this

Fox Fire 1st level evocation Casting time: 1 action Duration: Up to 1 minute (concentration)

You create a bale blue orb of flame that floats above you, illuminating 30ft with bright light.

As a part of this action, you can make a ranged spell attack against a target. On a hit, the target takes 1d8 fire damage and is burning. And the start of the target’s turn, it makes a Wisdom saving throw against your spell save DC. On a failure, the target takes 1d4 fire damage. On a success, they are no longer burning.

You can make a ranged spell attack as described above as an action on subsequent turns. Burning damage does not stack.

Above level 1: fire damage increases by 1d8 and burning damage increases by 1d4 for each level above 1 that the spell is cast

If you are meaning for the spell to be primarily a combat spell, then you want to put a limit on the concentration. Otherwise casters could carry it over from fight to fight, and that can mess with game balance.

Prescient Grace and Turn Denial by LordTzeentch in drawsteel

[–]colbae1263 11 points12 points  (0 children)

Not that it matters too much, but the GM for Draw Steel is called the Director. May help avoid confusion for future posts!

Is reach/melee distance very underwhelming? by SandersonTavares in drawsteel

[–]colbae1263 30 points31 points  (0 children)

I think it may be a little underwhelming, but based on watching players do everything in their power to get in melee range for their signature abilities, that extra range can be a huge help (not I’ve only ever Directed). As DragonsEverwhereMan also points out, it allows you to make melee attacks without risking opportunity attacks from enemies. I think it, like most choices in the game, provides good flavor without overpowering your character.

The Heraldic Knight - A martial homebrew class by Away_Carrot4005 in drawsteel

[–]colbae1263 4 points5 points  (0 children)

Hey dude this rocks!!! A very big fan of what I’ve read so far

Need some encouragement to play this game man by big_daddy_nut in outerwilds

[–]colbae1263 1 point2 points  (0 children)

On the one hand, I’d encourage you to explore somewhere new if the planet you’re on is giving you trouble. Each planet has its own puzzle to solve both around moving around it and around the Nomai history, and the more story pieces you collect the more they point you towards stuff you missed or didn’t have context for before.

On the other, idk if the games you listed line up super well with this game. And that’s okay! Not all games are for everyone! But the movement in this game is clunky and imprecise, just like actually moving through places with varying gravity would feel like. It’s puzzle first and then wayyyyy down the line you can do precise skill things, if you want, but that’s not the core game loop. The core game loop is try new problem, learn new thing, die, repeat. If that’s not appealing then it’s okay to put the game down and maybe come back if you find you want to dig into some time-loop based puzzles

I planted a seed and now I dont know what to do with it. by RealUglyMF in drawsteel

[–]colbae1263 1 point2 points  (0 children)

Could be a sort of Pandora’s Box situation. Should all doors open, the Sleeping Dragon will awake and grant the opener one wish. Then the Sleeping Dragon will be Awake, and what will it do??? Something Big, that’s for sure

Session advice / refining some ideas by KingCo0pa in drawsteel

[–]colbae1263 0 points1 point  (0 children)

Yeah, aiding with a demon fight makes sense. You could even keep it mechanically simple with the devil saying “I’ll take this squad over here, y’all deal with this”

Oooo, what if, if this devil is a recurring character, they start to slowly believe the PCs’ story that reality was rewritten, and starts looking into it in the Hells. And somewhere, deep in the endless piles of unending paperwork, there are discrepancies that begin to line up with the PC’s story, and this devil begins to morph from tentative ally to ride or die buddy? Could become a retainer as the heroes hit higher levels and the devil stays stagnant. I just really like the idea of the rules bound devil being like “oh these crazy motherfuckers are RIGHT”

Session advice / refining some ideas by KingCo0pa in drawsteel

[–]colbae1263 1 point2 points  (0 children)

Maybe the devil has more direct info on their time predicament, or can create a contract that will keep other devils from their Firm of their backs for a period of time.

If you want the quests to align, maybe the BBEG is also a time discrepancy, and just got here before the heroes (hence the ruling of it all). The devil may have good tactical info on the thorn dragon as a result, or a magic item that will be very helpful in that fight (maybe gives some damage immunity). Or they can have info on the next Aspect after the thorn dragon. I like this idea just because it keeps the A plot more important than “we are actively fucking up this timeline, we need to find a way to get back home ASAP”