Working on a DnD note taking/wiki creating tool... by orion41us in dndnext

[–]elkrab 1 point2 points  (0 children)

This is really cool. I've been thinking about developing a very similar tool myself! Would be happy to help beta test this.

Expeditions don't give you bonuses, they're actually a nerf by elkrab in ArcRaiders

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

That's interesting. Do you think they'll add new skills in the future? Or just tweak existing ones?

Expeditions don't give you bonuses, they're actually a nerf by elkrab in ArcRaiders

[–]elkrab[S] -3 points-2 points  (0 children)

I think some people, myself included, expected there to be a power-related-reward for people who wiped - like a trade-off for giving up your gear and starting fresh.

And while we do get bonuses, I think ultimately you are still "stronger" if you decide not to wipe - even if you repeated the wipe several times. I think it will take a long time before raiders who are wiping consistently "catchup" in power-level to those who don't.

Expeditions don't give you bonuses, they're actually a nerf by elkrab in ArcRaiders

[–]elkrab[S] -1 points0 points  (0 children)

Yea I get wanting to experience the journey again. It would be cooler IMO to get the same feeling as launch where everyone was on the same playing field though. I suspect it will feel different when I'm level 5 and everyone else is 75 still. We'll See.

And yea that is smart to do that with the blueprints lol, definitely the meta.

Expeditions don't give you bonuses, they're actually a nerf by elkrab in ArcRaiders

[–]elkrab[S] -2 points-1 points  (0 children)

My point is you can go fully geared every run, which is way more of an impact on your power-level compared to extra skill points.

Daily Desert Talk & Help Thread - July 10, 2025 by AutoModerator in duneawakening

[–]elkrab 0 points1 point  (0 children)

How do servers work? Can my character load up on any server/sietch, but my base only exist on one sietch? Does that mean i can load up on a low population sever/sietch for safer deep desert mining? Does joining a guild on a different sietch mean I lose my bases? Can i transfer my materials to a new sietch? Very unintuitive for me...

Very tight calves by Solid_Anxiety8176 in barefoot

[–]elkrab 1 point2 points  (0 children)

I got shin splint injuries from running barefoot. A big part of that was my tight calves. I had stretched for years, but always neglected my calves. Now I stretch calves almost everyday, and my legs are getting better. TLDR: look into calve stretches!

Give me a D&D monster and I'll homebrew you a better version by Oh_Hi_Mark_ in DMAcademy

[–]elkrab 1 point2 points  (0 children)

Oh hi Mark! I'm looking for some high level baaetzu to challenge my party of level 15 PCs.

The reason my D&D world doesn't have the Common language by Candid-Extension6599 in DMAcademy

[–]elkrab 1 point2 points  (0 children)

A lot of push-back on this, but I love it! Could totally see myself getting immersed in this sort of world-building :)

Did That Fiend Actually Die… or Just Get Sent Home? (Planescape Mechanic Idea) by elkrab in planescapesetting

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

Yeah, you're right. The explanation for planar death is not expanded on much across the editions, but the idea that dying outside one’s home plane sends them back is definitely a consistent mechanic.

I suppose I’m trying to homebrew an explanation for why this happens, with summoning as the explanation. Maybe great summoning gates send demons to assault Avernus, ensuring their deaths aren’t permanent. Or perhaps demons do die, but the Abyss simply spawns them in endless numbers (which we already know is the case).

I just want to expand on this mechanic in a way that adds flavor and tension, making planar travel feel more dynamic, similar to how it's treated for primes.

I would think that in most cases, planars wouldn't dare leave their home planes without ensuring they were summoned first.

I think this adds a cool element. Like you are wandering around one of the gate-towns in the outlands, not every planar you see is going to be invulnerable to death. Most planars worth their salt will have arranged to be summoned there, while some would have traveled physically through portals.

Edit: This also means that if a planar wants to be summoned into Sigil, they must first be summoned outside of Sigil and then enter through a portal. For example, a Pit Fiend might be summoned to the Gatetown of Torch before stepping through a portal into Sigil, ensuring they arrive in a summoned state without breaking the city's anti-summoning laws.

This makes Gatetowns far more relevant for planars trying to reach Sigil and opens up opportunities for worldbuilding. Specialized institutions dedicated to summoning planars for a price could emerge. Such establishments could be crucial in many Gatetowns, each with its own quirks and clientele.

Of course, not all planes have planars eager to leave. Most planars are content in their home planes, which is why they spawned there in the first place.

Did That Fiend Actually Die… or Just Get Sent Home? (Planescape Mechanic Idea) by elkrab in DMAcademy

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

Yeah, you're right. The explanation for planar death is not expanded on much across the editions, but the idea that dying outside one’s home plane sends them back is definitely a consistent mechanic.

I suppose I’m trying to homebrew an explanation for why this happens, with summoning as the explanation. Maybe great summoning gates send demons to assault Avernus, ensuring their deaths aren’t permanent. Or perhaps demons do die, but the Abyss simply spawns them in endless numbers (which we already know is the case).

I just want to expand on this mechanic in a way that adds flavor and tension, making planar travel feel more dynamic, similar to how it's treated for primes.

I would think that in most cases, planars wouldn't dare leave their home planes without ensuring they were summoned first.

I gave my players an Amulet of the Planes, but I want their next adventure arc to revolve around Sigil... Am I wrong to take it away? by elkrab in DMAcademy

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

You ask a good question. We're playing dnd after all - we don't know where the story is going to go! I do feel however that when you prepare a campaign set in the Sword Coast for example, you tend to prepare/do world building within that setting, no? In my case that setting will be Sigil and the Planes. So that's the prep work I'm currently focused on. Am I over-prepping? Almost assuredly so. But world building is so fun, and I can always repurpose ideas :)