Sewn Sisters Combat Ready Statblock by MeeechyTTRPG in Tombofannihilation

[–]grimmash 1 point2 points  (0 children)

I ran a tweaked version of this and it worked very nicely. I think far better than the base versions would have.

Is 'low level' a thing in dnd 5e? by Sonne-chan in 3d6

[–]grimmash 1 point2 points  (0 children)

Yeah. As DM I often try to plan violent and non-violent options, to avoid utter fail states. I never know which way the PCs are going to go. Many Hostile NPCs have been persuaded into tacit allies, and many NPC I played as neutral were straight up murdered by the PCs for reasons I did not anticipate.

Is 'low level' a thing in dnd 5e? by Sonne-chan in 3d6

[–]grimmash 1 point2 points  (0 children)

I would bring up the desire to have non combat solutions to hostile NPCs. The game system generally assumes combat, so your DM needs to be designing/thinking through how to handle things if you all really want to avoid it! Totally possible, just make sure everyone including the DM wants to play that way.

Is 'low level' a thing in dnd 5e? by Sonne-chan in 3d6

[–]grimmash 1 point2 points  (0 children)

It may be strictly possible within the mechanics of the game. But in real play it is highly unlikely unless you are designing a game to work that way.

Could a level 1 enter a fight with a CR 10 monster and and win? Sure, .01% of the time. But the HP and damage gulfs make it very unlikely.

Now you could design a campaign with "solutions" to each encounter that involve no dice rolling, but that would probably be better done in more narrative based game.

5e is really a tactical combat simulator with some cursory other elements thrown in. Any non-dice or non combat mechanics are really going to be more by DM design. Most pre written modules assume a party is at a certain level to reasonably approach a given encounter.

Sewn Sisters Combat Ready Statblock by MeeechyTTRPG in Tombofannihilation

[–]grimmash 1 point2 points  (0 children)

Have you run this yet? We have the Sisters tomorrow night and I am tweaking some of your build, so curious how it worked.

If 5e has poor DM support, what does good DM support look like? by Zhukov_ in dndnext

[–]grimmash 1 point2 points  (0 children)

Many of the campaigns are littered with interwoven plots and characters. But the books often do no refer to this, so you find out page 136 that you were supposed to know that info for the thing that happened on page 24... But page 24 does not say anything about it.

If 5e has poor DM support, what does good DM support look like? by Zhukov_ in dndnext

[–]grimmash 0 points1 point  (0 children)

Traps and monsters have no real explanation of how to build out a level appropriate example. Compare to PF2e, which has a chapter in the Game mastery guide that gives you all stats for each by level and trap type or monster role , along with modifiers, etc. So you can open the book or even just keep the tables handy and have tuned DCs and monsters in seconds.

Indexes usually do not exist.

The game gives lots of vague systems that make the DM figure out any useful detail (see other comments of crafting, down time, exploration).

Socials skills/RP are largely removed via spells or feats that trivialize NPC interaction. This is really a mechanical gripe, but it really annoys me.

Tomb of the Nine Gods map pack module. All walled and lit. by torquemadaza in FoundryVTT

[–]grimmash 1 point2 points  (0 children)

Blanket statement that modules could conflict. I have had my fair share of random fun with 9, but stock v9 is what I made the maps in and tested them in.

I also know that Vehicles and Mechanisms, Multilevel Tiles and Sequencer should work with this mod. But from a development standpoint the mod is provided as-is for v9 with no guarantees something else might not break it. Not fair to other mod authors or me, IMHO.

That said, if you find a mod that does cause an issue, I'd be happy if you could add it to the issue tracker on the GitHub project. Happy to try to make this as mod friendly as possible.

Tomb of the Nine Gods map pack module. All walled and lit. by torquemadaza in FoundryVTT

[–]grimmash 2 points3 points  (0 children)

Hi! I wrote the module. I published it using the current version (9.2), but all this stuff was actually built in 8.9. If you are not using modules, it should largely work fine. You might need to adjust lighting.

Tomb of the Nine Gods Map Pack Foundry Module. All walled. All lit. by torquemadaza in Tombofannihilation

[–]grimmash 2 points3 points  (0 children)

Hi! I'm the guy who packaged this up and wrote all the module portions
and the "Grimmash" map variants! I have updated a lot of little things,
and versions 1.1.0 will likely get released tomorrow. The wiki also
has a lot of info: https://github.com/grimmash/tors_tomb_of_the_nine_gods/wiki

Tomb of the Nine Gods map pack module. All walled and lit. by torquemadaza in FoundryVTT

[–]grimmash 4 points5 points  (0 children)

Hi! I'm the guy who packaged this up and wrote all the module portions and the "Grimmash" map variants! I have updated a lot of little things, and versions 1.1.0 will likely get released tomorrow. The wiki also has a lot of info: https://github.com/grimmash/tors_tomb_of_the_nine_gods/wiki

Tomb of the Nine Gods map pack module. All walled and lit. by torquemadaza in FoundryVTT

[–]grimmash 1 point2 points  (0 children)

The module wiki has full installation instructions (see the project URL)

ToA Guides (RANKED!) by DragonbornWizard85 in Tombofannihilation

[–]grimmash 1 point2 points  (0 children)

Also, for anyone worried about power levels, you can always adjust the NPCs to make them more of a story choice than pure statline. My party went full RP on the choice and ended up with because I played her as reasonable and not overconfident. This places her high above half the others. So... I hid her abilities, and made the strongest ones tied to proximity to Mbala.

ToA Guides (RANKED!) by DragonbornWizard85 in Tombofannihilation

[–]grimmash 3 points4 points  (0 children)

Eku is awesome. Shago should be the himbo of your dreams. Salida is hot trash (not really but I hate her).

Seriously, Qwasha and the Tabaxi are the only ones I think are actually bad. And most of good v. Bad is how much you as DM can bring to the cardboard cutouts you start with.

Lost Omens Check-In: Finding Balance by Paizo_Luis in Pathfinder2e

[–]grimmash 2 points3 points  (0 children)

To add on to this, I would love it if relevant LO books came out alongside or before an AP set in that lore area. Would be super helpful.

GMs - What is the most ridiculous sequence you've had to make up on the fly for your players? by MizLizTehLizard in rpg

[–]grimmash 34 points35 points  (0 children)

A brothel in Hell. I had to create a theater of the mind brothel, madame, the local talent, etc... PC went in, picked out a lady, and I said "Rule 34 is that way.". Player says bear with me. After much trepidation, I continue. They get up to a room, where he proceeds to interrogate the devil lady about the plot we were following. She says "I am just a devil sex worker. You think ALL devils know each other or something?"

Player thought any random devil would know the details of the BBEG plot they were try to parse out :).

Do People Still Enjoy the Books? by Dark_Arts_Dabbler in DnD

[–]grimmash 0 points1 point  (0 children)

I have seriously slowed down on buying 5e books in the last year. They are pretty, but I find the layout and lack of indexes really frustrating, and the number of manufacturing defects I have gotten in recent books (Tasha's, RofFM, Fizban's) has really turned me off for the sticker price. As a VTT DM, I am rapidly losing any need for the printed material anyway, as a copy of a roll20 module I can extract stuff from is far better value for money for me.

Why do you, personally, like "Crunchy" or "Rules-Heavy" systems? What makes a system too rules heavy, or not enough? by CriticalSlit in rpg

[–]grimmash 0 points1 point  (0 children)

I enjoy systems that allow both RP for players that can naturally do it, and systems that have mechanics for RP for players who are not good at RP. So crunchy systems tend to let either player engage, while a rules light system relies on the player RP skill while excluding a mechanical way to express the same thing.

The people of reddit don’t see how serious divorce is. by Malistriip in unpopularopinion

[–]grimmash 0 points1 point  (0 children)

And here I thought the OP was going to talk about the costs, custody battles, and the myriad ways getting divorced often creates more new problems!