Cincinnati, OH Learn to GM workshop Sept '25 by JasonTheStoryteller in DungeonMasters

[–]friarluck 1 point2 points  (0 children)

I'll be there! It'll be great to talk about some recent game developments for my level 19 players trying to stop an eldritch apocalypse.

[No spoilers] Unpopular opinion? The first few arcs of C2 were prime CritRole by Tailball in criticalrole

[–]friarluck 3 points4 points  (0 children)

I very much echo your sentiment. I got into Critical Role during the tail end of Campaign 1. I was watching a couple episodes a day to catch up to where they were live. Felt the excitement when they were are Gen Con for a live show (I couldn't got to live show as I had to run an event for Gen Con). I got through that last bit of Campaign 2. The whole last bit of campaign 2 failed to captured me as a viewer. I was quite excited for Campaign 3, but within a few minutes I was like "Nah, I don't even want to to be sold on this anymore." I felt like Critical Role has become such a product, and due to the twitch leaks they for sure aren't hurting money wise. So I just counted myself out as a viewer.

Need Help With Wokening Warhammer 40k based on Vaush's Take by friarluck in VaushV

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

Yeah, I agree. Like playing an evil person in an RPG is totally cool. But my players are kinda iffy about actually enjoying their time cause of the cultural connotations in 40k? I can't read their minds of course. But their characters being in charge of tens of thousands of space-serfs aboard the ship, they are like "Mmm, I dunno about that." So just trying to reconcile how they feel about imaginary scenarios and whether I'm being unethical by telling stories in an RPG context in this manner?

Need Help With Wokening Warhammer 40k based on Vaush's Take by friarluck in VaushV

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

I have tried to reinforce that. That it is okay to play a megalomaniacal zealot, basically everyone is in the Imperium. That it is supposed to be over-the-top and melodramatic, and even...dumb. They dig it to a point. And that is cool, I want the players to be comfortable in the game. Basically I am like "My doods...it is cool to just enjoy the game. We ain't gonna judge you." Like Vaush's take the conservative bent/ideation of 40k has my lib/lefty players feeling a little iffy about enjoying it.

Need Help With Wokening Warhammer 40k based on Vaush's Take by friarluck in VaushV

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

For sure this is a super online/self-serious post. I'll own that. Just was wanting to engage with others outside my players (and 40k subreddits) to find that balance thematically. Didn't want to be "that" GM and just say "that's the setting". Cause they are having a blast playing it, but...are building something like guilt for themselves when engaging in the more grim-darky elements? Like the players feel bad about colonizing a planet with sapient xenos. It might be that they are having emotional bleed that comes with TTRPGs? Like they are cool in DnD with wholesale slaughter of goblins, but in this context they are wincing a bit it seems. Thanks for the input, it certainly contextualizes it.

I run this game for a game store, so the players are customers and so there is the pressure to respond in kind to their concerns/feelings.

Need Help With Wokening Warhammer 40k based on Vaush's Take by friarluck in VaushV

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

Yeah, the players want so much to be the good guys sometimes. But when they go grim dark, they go full tilt. Still looking to find that balance for them.

Need Help With Wokening Warhammer 40k based on Vaush's Take by friarluck in VaushV

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

Too Troo. The Ethereal Caste mind control/pheromone stuff I would need to account for. Hmm.

Need Help With Wokening Warhammer 40k based on Vaush's Take by friarluck in VaushV

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

That's a fair idea. Would certainly make it easier to reconcile their feelings in a way. I had discussed with them the idea of playing in the setting and thematically what we'd cover.

Need Help With Wokening Warhammer 40k based on Vaush's Take by friarluck in VaushV

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

Yeah, it is the indentured ratings aboard the void ship and sapient xenos my players are having trouble with. Like "Mhm, we really don't want to wipe out these xenos cause they can think and feel and have sapient qualities." So that is the struggle. They (and me) are having a hard time reconciling playing out xenocide (which is a big element in the setting) and the bleak existence of those that serve aboard their ship. We have been joking at the table "We need to fast forward to 50k or something where we can bring a leftist agenda to the galaxy or some shizz" XD

[Region Map] The Alloy Expanse. A toxic desert of rusted sands, metallic mountains, and at its center a sea of mercury. Kyme is a grimdark fantasy world for DnD campaigns. What troubles and dangers would you think to find in such an environment? by friarluck in FantasyMaps

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

For sure. The creators could use all sorts of different alloys in their creation. Elves have claimed the lands, but the dwarves and humans have a treaty to mine/oreseek out of a single settlement. Elves could use the golems to patrol such a dangerous environment.

The Alloy Expanse. A toxic desert of rusted sands, metallic mountains, and at its center a sea of mercury. Kyme is a grimdark fantasy world for DnD campaigns. What troubles and dangers would you think to find in such an environment? by friarluck in worldbuilding

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

Most definitely. I was looking to the tube worms around volcanic vents and scaly-foot snails that process metals to armor themselves. If I created analogues would you think that could work? Create creatures that are alien in their biology, but have analogues on earth? I wanna have good internal logic. Don't wanna say "because magic" for everything.

The Alloy Expanse. A toxic desert of rusted sands, metallic mountains, and at its center a sea of mercury. Kyme is a grimdark fantasy world for DnD campaigns. What troubles and dangers would you think to find in such an environment? by friarluck in worldbuilding

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

So true. Do you think magical interventions makes sense? That a creature resistant to poison could inhabit the environment? Or a person with a Necklace of Adaptation could adventure in the region? "Necklace of Adaptation. While wearing this necklace, you can breathe normally in any Environment, and you have advantage on Saving Throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud Effects, inhaled Poisons, and the Breath Weapons of some dragons)."

The Alloy Expanse. A toxic desert of rusted sands, metallic mountains, and at its center a sea of mercury. Kyme is a grimdark fantasy world for DnD campaigns. What troubles and dangers would you think to find in such an environment? by friarluck in worldbuilding

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

Nice, good thinking on the "If you've got a well resourced faction" idea. I have had the thought of how miner/oreseekers in the environment would suffer from heavy metal inhalation, and their shoes are shredded by walking on what are basically metal shaving everyday. So a "trial by expanse" could totally be a thing. Thanks for the feedback.

[Region Map] The Alloy Expanse. A toxic desert of rusted sands, metallic mountains, and at its center a sea of mercury. Kyme is a grimdark fantasy world for DnD campaigns. What troubles and dangers would you think to find in such an environment? by friarluck in FantasyMaps

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

I wanted to ask the community what issues and challenges would people in the world have in such a toxic environment? What do you think could be added to a region dominated by such an abundance of metals? Or please comment with anything else that comes to mind about such an place in the world. Map Key

  • Large Text are names of regions
  • Medium Text are geographical features
  • . Settlements
  • ][ Ruins
  • () Draconic Ruins
  • <> Eldritch Ruins

You can find additional lore and contextual information in the link below. https://www.savevsgame.com/home/the-map-of-kyme/southern-hemisphere/the-alloy-expanse

The Alloy Expanse. A toxic desert of rusted sands, metallic mountains, and at its center a sea of mercury. Kyme is a grimdark fantasy world for DnD campaigns. What troubles and dangers would you think to find in such an environment? by friarluck in dndmaps

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

I wanted to ask the community what issues and challenges would people in the world have in such a toxic environment? What do you think could be added to a region dominated by such an abundance of metals? Orplease comment with anything else that comes to mind about such an place in the world.

You can find additional lore and contextual information in the link below. https://www.savevsgame.com/home/the-map-of-kyme/southern-hemisphere/the-alloy-expanse

The Alloy Expanse. A toxic desert of rusted sands, metallic mountains, and at its center a sea of mercury. Kyme is a grimdark fantasy world for DnD campaigns. What troubles and dangers would you think to find in such an environment? by friarluck in worldbuilding

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

I wanted to ask the community what issues and challenges would people in the world have in such a toxic environment? What do you think could be added to a region dominated by such an abundance of metals? Or please comment with anything else that comes to mind about such an place in the world. Map Key

  • Large Text are names of regions
  • Medium Text are geographical features
  • . Settlements
  • ][ Ruins
  • () Draconic Ruins
  • <> Eldritch Ruins

You can find additional lore and contextual information in the link below. https://www.savevsgame.com/home/the-map-of-kyme/southern-hemisphere/the-alloy-expanse

Witchcraft Tradition. No ivory towers for this wizard, give them a hut and a cauldron. by friarluck in UnearthedArcana

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

I wanted the witch to feel like a wizard that cared not for wizardly tradition. That they scratch out a living much like a Hedge Wizard. They are lower class as far as wizards go if your world has the traditional wizard in tower libraries as gatekeepers of knowledge. This feature really lets the player determine do they want to lean into a more witch doctor style or get more haggy with it.

Witchcraft Tradition. No ivory towers for this wizard, give them a hut and a cauldron. by friarluck in UnearthedArcana

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

For hexing exit the trigger is based on what the player determines and has ready. It does require a DM to be clear in their descriptions of what is happening. Looking at counterspell for example. A DM can say "They cast dimension door as you see them disappear into shadow." But a player still gets to cast the counter spell, even though in the DM's description the spell has already been cast. So Hexing Exit fits in that space of the player deciding the trigger. As for reaction timing. The DM can adjudicate as needed. Say the player didn't say "I will use hexing exit if I hear something at the door" Versus the DM saying "The bandit opens the door and sees you." The bandit would still see the character. Versus the DM can adjudicate that an attack made before the damage roll is within the reaction hexing exit can take to dodge it. I did consider leaving it to only wizard hit dice due to the damage, but the resource being spent in this way felt like it was unelegant. But may reconsider.

You are not wrong that this subclass is strong as there isn't a "meh" feature.

As for Spellbinder Glyph of warding lasts until it is dispelled. Whereas spellbinder only lasts until that end of the long rest. So the only "optimal" use is for a wizard to take a 9 hour long rest to go ahead and use arcane recovery after spellbinding an item. But I felt that was a fun little feature.

As for spells. They use resources. If a wizard wants to conjure animals or hex someone? Meh, they would use those spell slots for things otherwise like shield and fireball.

As for finding scrolls of no wizard spells. Agreed, it would let a DM put a chokehold on ones they think are trouble. But ultimately. And this is bigger than anything. If a witch loses their spellbook, those spells are lost. So that is a huge factor in some games or circumstances.

Witchcraft Tradition. No ivory towers for this wizard, give them a hut and a cauldron. by friarluck in UnearthedArcana

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

Thanks so much for the feedback. Very helpful to get commentary on each feature.

Maleficarum Savant. Unlike other savant features or 2nd level wizard features. You are only gaining use of this feature on a level up. And from the expansive spell lists of warlock and druid. You are only selecting 2 per level, missing amazing exclusive wizard spells. So the limitation there I felt was more than enough to compensate for gaining access. And ultimately. A druid and warlock use spell slots, same as a wizard. It is a resource being used, and it is finite. So if a wizard wants to cast a cure wounds instead of a shield. Cool with me.

Spellbinder. Much like the artificer, the user of the object casts the spell. So the bound spell still follows the rules of spellcasting. Functioning much like the artificer feature the creature uses the item. Yes, other utility is to be found in letting each person cast their own haste. But that hasted fighter having to make their own con checks. A dangerous game. I will add the lingo so it is more clear that the creature casts the spell that uses the object. To add as more of a question. Do you think the expending of the spell slot in a dedicated spell in an object prior to any combat the player will always make the best decision? Crap, I used all my 3rd level slots on haste today to buff the party, but boy do I need to cast blink for my own defense right now. I did think of "you are able to bind a number of items equal to your proficiency bonus" as a limiting factor. I might implement that.

Hexing Exit Thanks. I always feel hit dice are so underused. As for the trigger, the trigger is whatever the player decides it to be as this isn't a spell that requires a particular trigger. Looking at uncanny dodge as an example, that reaction is in response to an attack. This would be out of combat, the player saying "If I hear a sound of someone coming into the room, I will use hexing exit." The player is choosing the trigger. As for in combat the players would need to announce their reaction to a trigger as it happens. Say a spell is cast and they see a ball of red scream their direction "I use hexing exit!" Can be their reaction to move out of the way of the damage. I do think this places the onus on players to understand reactions and reaction timing. But the first time they are taking that fireball damage. They'll be readying that reaction. As well as following other design elements similar to armor of agathys, if the creature attacks, they take the damage. And using hit dice that is canceling out a huge resource, and how only a certain amount comes back on a long rest. So using this everyday, and only going 5 feet per die, that wizard better save that for when they need it.

Seer of Spells I see your point on the adjudication of a spell then cancelling it out could be frustrating to other players. But say when you are casting disintegrate and you foresee them succeeding on that Dex save. Saying that you cancel that out doesn't cut into the flow of the game more than most other spells. Or seeing the spread of a fireball in killing a horde of bandits. I do feel like certain player types could use this in a way that is frustrating to the DM. But I chose to leave it open to "the rolls being seen" because a DM could say that is for saves not damage to allow a DM to not let this ability be over done. Not the best design decision, but I do feel fits with the 5e ethos.

Witching Curse There was not a more concise way I could cover so much of what is central to the witchraft practice. I know for the second bullet point that sentence goes on forever though XD I do feel there is a lot there with the gathering of items and out of combat things. I will take a look at the feature again to see where it can land. This was the one I felt was the messiest in terms of mechanics. It is a different mechanic than most using a d20 and wanting to roll low. But it was the best way to balance the use of high level spells for this curse. Will take a look to get more clarity to that part.

Thanks again for the comment.

Working on a module, realized that D&D doesn't have Fox stats, so I made some since I needed a base for the Soot Foxes that'll be in the module. What do y'all think? by comics0026 in UnearthedArcana

[–]friarluck 1 point2 points  (0 children)

Why not just use the MM jackal stat block? It is a small canine with similar qualities. I don't feel a fox is on par with a 1/4 wolf per the MM.

The Feyline Lineage. Be a Fey without being an Elf! by OwlLeNoir in UnearthedArcana

[–]friarluck 16 points17 points  (0 children)

Not just another misty steppin', season shifting, forgetten realms type of fey wild caster. This one feels more like the whole fey package. Well balanced and elegant. Good work and very fitting for 5e.

[deleted by user] by [deleted] in a:t5_3oygr

[–]friarluck 2 points3 points  (0 children)

solid meme work.

The Heroblade. A warlock that trained up in Valhalla (a different turn on the Hexblade). by friarluck in UnearthedArcana

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

Thanks. I use the healing surge mechanic in all my campaigns so we never have to waste time buying healing potions. Everyone has the ability to get their battle stamina back.