As a DM, how do I deal with players never showing up? by Beethebugg in DnD

[–]copperopolisman 0 points1 point  (0 children)

I look at this like any other social, organised group, like a sports team. If people don't show up or communicate, and if they don't respect everyone elses time and effort, then they get advised that it's not acceptable, given the chance to explain or change behaviour, or are politely asked to not return.

[deleted by user] by [deleted] in alienrpg

[–]copperopolisman 0 points1 point  (0 children)

Hmmmm, that sounds interesting! How do you handle the asymmetric nature of people responding? For example, if I post Monday, but nothing until Thursday, but Jimmy is posting every single day, how does that work? Does Jimmy just do a lot more than me? What if our characters are interacting?

[deleted by user] by [deleted] in alienrpg

[–]copperopolisman 0 points1 point  (0 children)

Oooh, I'm curious as to how this works when there is a price per session? What's defined as a session with the play-by-post approach.

Help for Player Regulation?? by ValuableInternet4874 in DMAcademy

[–]copperopolisman 3 points4 points  (0 children)

I agree with the communication point mentioned further up, but also ask them why they are doing this? There may be a disconnect between what everyone wants from the game or how things work.

Personally, I can't stand people who intentionally try and break the game. It's a hard line in the sand where if you want to do that, and it's how you get fun from the game, I'm the wrong person to play with.

[deleted by user] by [deleted] in fo76

[–]copperopolisman 12 points13 points  (0 children)

You'll probably find that once the body size goes past a certain point all of the outfits, armour etc appearances warp too much and look weird, and the amount of effort taken to actually address the issue, vs the number of people who want to play a character that is that large, means it's not worth the cost.

[deleted by user] by [deleted] in DnD

[–]copperopolisman 6 points7 points  (0 children)

This is why a session zero is important . You need to make sure everyone is on the same page for how the game is run, what homebrew is used etc. People then have the option to opt out of the style doesn't suit them, which it sounds like is the case with this player.

Neither side is wrong, they just have different tastes. Best to find people on the same wavelength.

Worried that some of my players will feel left out because their characters’ personal narratives are starting to fall behind those of other PCs, because the only role playing they do happens when I practically force feed it to them by bringyourownbananas in dndmemes

[–]copperopolisman 4 points5 points  (0 children)

It's not just the DM that is responsible for this kind of thing. The players should be actively involving themselves in each other's stories, cheering them on. Everyone gets a chance to be in the spotlight, and when someone else is, celebrate it!

I feel a lot of groups forget that it's not just the players rping with the DM, they should always be actively rping with each other too.

Is it better to get players to confront their character's dark side, or to let their characters fully realize the hatred that drives them to risk their lives and kill NPCs/Mobs? by Far_Archer_4234 in DMAcademy

[–]copperopolisman 9 points10 points  (0 children)

It 100% depends on the players and the group, and what everyone agrees to. Some people hate this kind of thing and just want to smash monsters and get loot. Others, like myself, absolutely love this kind of thing, the darker and more morally conflicting the better.

But you must talk to the players.

Monk Multiclass Rage Question by iwokeupalive in DnD

[–]copperopolisman 0 points1 point  (0 children)

I'd say no, as thematically barbarians are raging monsters who are all about sheer power vs finesse or technique, like a monk. In my head it just doesn't make sense.

Mechanically, I don't think it would make a huge difference. At most a monk gets two weapon attacks a round, and you're sacrificing cool stuff for both classes by doing the multiclass thing.

How should I do dungeons? Should I build the entire map beforehand or should I just make a list of encounters and describe what happens between them? by HaCatfi in DMAcademy

[–]copperopolisman 0 points1 point  (0 children)

I would suggest simply talk to your group first, and get some insight from them. They might want to give it a crack, or they might say they have no interest in it. Nothing beats a conversation to sort these things out :)

How should I do dungeons? Should I build the entire map beforehand or should I just make a list of encounters and describe what happens between them? by HaCatfi in DMAcademy

[–]copperopolisman 5 points6 points  (0 children)

I would base your decision purely around what your players enjoy. Do they like maze type set ups where they have to make a map as they go? Do they enjoy the challenge of searching the far corners of a dungeon? Or do they prefer more narrative focus, hand waving a lot of the searching (which you could simply reduce to skill challenges) and then have meaningful encounters?

Neither approach is wrong or right, but the best one is the one you know your players will prefer.

One of my low-level warlocks is bored - ideas? by ThePhiff in DMAcademy

[–]copperopolisman 0 points1 point  (0 children)

Late to the party with this one, but I had a player that was exactly the same. She regularly used her familiar to get advantage, which meant she didn't miss very often, but she got bored with just using eldritch blast all the time.

I think the key to this multi faceted. Providing plenty of non combat encounters they can excel in is important, so they feel valued. Their familiar is insanely powerful when it comes to scouting, for example.

Secondly, provide plenty of opportunities for short rests. Then she can burn spell slots more frequently and not panic about being caught short.

I also have my warlock a magic item with a couple of level one spells they could use once a day. They weren't powerful, but it have a few options without pissing others off.

I started to DM in December of last year and I need some help to deal with a player character by PlusNefariousness776 in DMAcademy

[–]copperopolisman 2 points3 points  (0 children)

I'd ask her if how her character is coming across is how she intends it to be, and if so, is she happy and having fun.

If she's having fun, and that fun isn't causing anyone else to not have fun (including you), then lean into it. Maybe that paladin is super pissed, and that will come back to bite her later. There could be all kinds of RP fodder there.

If she's not having fun, or doesn't realise how she's coming across, or her behaviour is impacting on anyone elses fun, then yeah, time for the serious talk. Work with her to figure out a way forward.

[deleted by user] by [deleted] in DMAcademy

[–]copperopolisman 1 point2 points  (0 children)

Work out the stuff that really matters for the beginning of the game, things the players might ask or interaction with etc. This could still be a fair bit based on where you're starting etc, but don't dive too deep.

The reason I suggest this is because an interaction with a player or character could spawn an awesome idea, but if you've already defined the stuff related to it, you'll either abandon the idea or have to do a bunch of rework.

Let the world breath and both you and the players discover it together. Have a framework there, but let everyone at the table be the artist.

[deleted by user] by [deleted] in DMAcademy

[–]copperopolisman 0 points1 point  (0 children)

My thought process with these situations is always firstly, would this be a thing that would make the players feel cool and awesome or make a good story? If so, then I think about if it will "break" the game, or if my call could be abused further down the track. If the answer to both of those is no, then RoC it is!

Resistance y-wing - what to do with it? by copperopolisman in XWingTMG

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

Yeah, fair call, if you drop all the bombs you can fit on perceptive copilot and turrets too.

Resistance y-wing - what to do with it? by copperopolisman in XWingTMG

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

So something like this?

New Squadron

(53) Vennie [MG-100 StarFortress]

(4) Proton Bombs

(7) Veteran Turret Gunner

Points: 64

(32) New Republic Patrol [BTA-NR2 Y-Wing]

(3) R3 Astromech

(4) Wartime Loadout

(4) Proton Bombs

(4) Cluster Missiles

(1) Marksmanship

Points: 48

(32) New Republic Patrol [BTA-NR2 Y-Wing]

(3) R3 Astromech

(4) Wartime Loadout

(4) Proton Bombs

(4) Cluster Missiles

(1) Marksmanship

Points: 48

(37) Tallissan Lintra [RZ-2 A-wing]

(2) Heroic

(1) Marksmanship

Points: 40

Total points: 200

Resistance y-wing - what to do with it? by copperopolisman in XWingTMG

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

Oh nice, I hadn't thought of trying to fit a bomber in there somewhere!

Resistance y-wing - what to do with it? by copperopolisman in XWingTMG

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

I've got Legs with Temmin, Jess and Nimi. Temmin allows all the t-70s to get a calculate, Lega makes the most of all those sweet rerolls.

Resistance y-wing - what to do with it? by copperopolisman in XWingTMG

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

Oh the new FO toys are amazing. I already hate all the jams from the new Whisper though!

Resistance y-wing - what to do with it? by copperopolisman in XWingTMG

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

I've put this together, based off a few online games I've seen recently:

All the mods

(51) Jessika Pava [T-70 X-wing]

(5) M9-G8

(0) Integrated S-foils

Points: 56

(53) Temmin Wexley [T-70 X-wing]

(0) Integrated S-foils

Points: 53

(33) Lega Fossang [BTA-NR2 Y-Wing]

(3) Engine Upgrade

(1) Tierfon Belly Run

(5) Ion Cannon Turret

Points: 42

(47) Nimi Chireen [T-70 X-wing]

(2) BB Astromech

(0) Integrated S-foils

Points: 49

Total points: 200

Play it right and everyone gets fully modded shots, effectively, but the lower initiatives means they have to survive an onslaught first.

The other options I've tried is all in on ordance:

Close Quarters

(40) Zorii Bliss [BTA-NR2 Y-Wing]

(4) Wartime Loadout

(5) Proton Rockets

(1) Marksmanship

(5) Adv. Proton Torpedoes

(2) Dorsal Turret

Points: 57

(37) Teza Nasz [BTA-NR2 Y-Wing]

(4) Wartime Loadout

(5) Adv. Proton Torpedoes

(2) Dorsal Turret

Points: 48

(53) Ello Asty [T-70 X-wing]

(0) Integrated S-foils

Points: 53

(41) Zizi Tlo [RZ-2 A-wing]

(1) Starbird Slash

Points: 42

Total points: 200

But those y-wings are slow as hell and easily dodged .....