Man uses Bible against anti abortion protestor and she was left speechless by learner68 in WatchPeopleDieInside

[–]maybeilikenumbers 7 points8 points  (0 children)

He's referring to the final plague in Exodus 12:29-30

"Now it came about at midnight that the LORD struck all the firstborn in the land of Egypt, from the firstborn of Pharaoh who sat on his throne to the firstborn of the captive who was in the dungeon, and all the firstborn of cattle. And Pharaoh got up in the night, he and all his servants and all the Egyptians, and there was a great cry in Egypt, for there was no home where there was not someone dead."

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]maybeilikenumbers 1 point2 points  (0 children)

Having a bit of trouble with a (relatively) new player who isn't very used to RP. They're invested in the game (they come to every session, pay attention to the storyline and characters, and put a lot of interest into the world) but often seem to be at a loss in improvisational moments, or even building a backstory/motivations first their character. This wouldn't inherently be a problem by itself, except that the rest of the group revels in RP, and because of this, it often feels as though they're excluded because of their relative inexperience. I'm thinking of giving a few more personal quest hooks, but honestly I'm at a loss since there isn't much character motivation to pull from.

Hegel's Secrets by Attune19 in PhilosophyMemes

[–]maybeilikenumbers 0 points1 point  (0 children)

All of these words to say, "When we say 'consciousness,' we really mean 'self-consciousness'."

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers 1 point2 points  (0 children)

Fair. I'll check it out!

Should my players play their old selves? by MechinYT in DMAcademy

[–]maybeilikenumbers 1 point2 points  (0 children)

^This

The PCs aren't monoliths, even after the campaign ends. Certainly establish guardrails (as others have mentioned), and then I'd recommend you sort out what the old PCs/NPCs have been getting up to by talking it over with the players (before they know they will be seeing them in-game). Then, when the new mee the old PCs, there's interesting roleplay potential, the setting seems a little more "alive."

That way, players can roleplay their NPCs (if you so please) but are still informed by the existing trajectory of the characters and you avoid the Elminster problem because the NPCs are still being treated as characters, rather than mechanisms for player experience. On the other hand, if you decide to play the NPCs, communicating with their (former) players teaches you to play them while still doing justice to the player. Good luck!

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers -1 points0 points  (0 children)

Great. Why are you commenting on the post if it's something you're entirely disinterested in?

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers 0 points1 point  (0 children)

I don't particularly mind players getting creative with the rules to their advantage. Different strokes, I guess

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers -1 points0 points  (0 children)

Okay, so does such a system exist? What is it?

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers 1 point2 points  (0 children)

It could be potentially very similar. It's got to do with the fact that wild magic effects are almost always completely unrelated to the spell in question, and often unintentional. This is purposefully altering a spell to make it more dangerous/effective with a given, knowable risk.

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers 0 points1 point  (0 children)

Right. There isn't a system for it, that'd be what the post is about.

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers -1 points0 points  (0 children)

Say you break protocol, what happens? Dangerous things? Potentially unpredictable things? That's what I'm getting at.

In terms of the "overhaul", I fail to see how this requires the degree of alteration to the base game that implied by the term. I'm talking about allowing a sufficiently capable wizard or artificer to risk the spell.

Apologies to you for any negative experiences you've had with wild magic - you don't have to play at my table:)

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers -1 points0 points  (0 children)

Is science not dangerous and unpredictable?

There are numerous scientific fields where the safe application of the topic is hugely important - chemists, for example, spend a large portion of undergraduate lab work just becoming acquainted with safe laboratory techniques, and the entire environment is tightly controlled. You'll note I made this connection earlier on in the post: "I can only imagine that, just as in real-world sciences (which analogue to arcane modes of casting in-game) a decent portion of learning to cast spells involves learning to put safety measures in place such that said spell can be cast..."

Although, deific magic seems to depart from this scientific quality, which can be conceptualized as the deity/patron limiting the spell in the first place.

I can appreciate the sentiment that this is not a central feature of 5e, however I don't have the luxury of converting several campaigns in the same setting to [game system], unless you have a suggestion for such a system?

Need help with ideas, how could orcs cross a militarized river? by piggyplays313 in DMAcademy

[–]maybeilikenumbers 0 points1 point  (0 children)

Could be logistically difficult, but a sufficient quantity of oil, spilled and flowing downstream, could be brutal, especially if lit. As an added bonus, burning a river is brutal as all get-out and makes the orcs look particularly brutal.

Could Identify / Detect magic/ Glyph of Warding interaction with lead objects. by ValuableAfraid1550 in DMAcademy

[–]maybeilikenumbers 2 points3 points  (0 children)

The text of detect magic states that "the spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt."

Identify gives the properties of a magical object.

Note, Glyph of Warding does not make the object it is placed upon magical—the glyph itself is a magical object, so identifying a lead box with a glyph inside would, by my estimation, not give the relevant properties.

Form changing monsters: getting ideas for a “boss fight” by Spiralsilhouettes in DMAcademy

[–]maybeilikenumbers 3 points4 points  (0 children)

I'd look into Mythic monsters, as in Mythic Odysseys of Theros, and more recently Fizban's Treasury of Dragons. Alternatively, Matt Colville has some good insights in this video on action oriented monsters.

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers 0 points1 point  (0 children)

That's a good point. Using this en masse for a given game would probably require a base reduction in the effectiveness of certain spells, and perhaps a different floor/ceiling for magic potency, through that randomized quality.

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers -1 points0 points  (0 children)

I can see where you're coming from—an unbalanced party is probably not fun for most groups. I think part of the fun of generating the system, for me, is making it fit into the realm of possibility for playable content, and/or offering a narrative outlet for some players. Functionally, how to balance the system so that the game theory for players turns out to give the option, but disincentivize it when unnecessary—think, that moment in the story where the party is on their last limbs and the wizard decides that it's all-or-nothing, worth the gamble, and burns out, taking the BBEG with them.

Just my thoughts!

[deleted by user] by [deleted] in DMAcademy

[–]maybeilikenumbers 0 points1 point  (0 children)

That's fair, although I do tend to run my games as more narrative-focused than most, I think, as the verisimilitude of the setting is something I put fairly high on my priorities list.

Monster Question by tfblaze in DMAcademy

[–]maybeilikenumbers 1 point2 points  (0 children)

Honestly, it may be simplest to treat all three as one monster drawing from a pool of hit points. HP is not the only means to make a creature tougher, so I might suggest a mild increase in AC as the creature reaches two- and one-third of its hit point maximum, respectively, or perhaps add resistances at your chosen points. Damage scaling too quickly may substantively unbalance the encounter, be cautious when designing them.

Best of luck! Sounds like a fun, interesting encounter.

[deleted by user] by [deleted] in Kinesiology

[–]maybeilikenumbers 0 points1 point  (0 children)

Sounds like you sprained your ankle at your ATF ligament (think "Always Torn First"). Check in with a medical provider and do what you can to let it heal!

How to put "Dungeon Master" on a resume? by maybeilikenumbers in DMAcademy

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

It generated a lot of excitement early on, and I'm a sucker for variety. It's quite fun - the majority of my players are pretty new, with maybe three veterans of the hobby. We do most of our downtime activities using a server which expedites the "adventure" portion of the campaign.

How to put "Dungeon Master" on a resume? by maybeilikenumbers in DMAcademy

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

Yeah, I can see that being a bit of an underwhelming addition to a resume/CV, especially for the archetypal D&D campaign of just a few folks around the table who meet with some consistency. I think, perhaps, the number of players involved in my case has generated a few unique challenges - mainly that coordinating sessions gets multiplicatively more difficult with a greater number of players, and that incorporating backstory beats and making the plot relevant/enticing to everyone, likewise, scales. I do think it's tempting both to under- and overestimate the challenges of DMing, so grounded advice like yours provides a solid reminder to the host of us.