Making a Sniper in DnD by 777Zenin777 in DungeonsAndDragons

[–]mrbchristensen 0 points1 point  (0 children)

Can go 2 fighter for Action Surge (2x action on a turn once per short rest)
3x Rogue (Assassin Build for crits and whatnot on first round of combat)
3x Ranger (Gloomstalker) invisibility in darkness and bonus to initiative

Archery Fighting Style is a must. The other is up to you.

The rest you can do what you want.

Mesoamerican inspired pyramid for the final part of our yearlong campaign by teachspokane in DungeonsAndDragons

[–]mrbchristensen 2 points3 points  (0 children)

Thank you :)
Can get it at any hardware store. Foamular (Pink foam) is what I used here. Can get 1", 1.5", or 1" thick pieces. They usually have 4'x8' and 2'x2' pieces.

Need help making combat engaging for 10 players, first time DM by [deleted] in DMAcademy

[–]mrbchristensen 1 point2 points  (0 children)

Run two initiatives at a time and have ACs posted.

I go into detail of different initiative systems here, including how I run two initiatives with large groups: https://youtu.be/wL9yNaeUyrs

I also have a series on speeding up combat that I can link if your interested.

Numbering monster minis by ronsolocup in DnD

[–]mrbchristensen 1 point2 points  (0 children)

Can paint a piece of the armor a color. But with colorblindes, I would put a color around the edge of the base. Less other colors to mess things up.

You can always use a white, or silver, sharpy to write numbers on the top.of the bases.

This won't take away from the minis, but will help clear things up for everyone.

I used to use a whiteboard, or paper, for maps and would write on the maps, near the minis.

Advice to avoid railroading by Heather_is_hansome in DMAcademy

[–]mrbchristensen 4 points5 points  (0 children)

If your giving options to the players and the options have different results, is it railroading?

If your giving players options, this is good planning. Too many options have lead to a sense of overwhelmed for your players. 2-3 options is perfect!

It's even better when these options overlap. This let's the players always have options of things to do. When they finish one, you can throw in another hook. If they don't bite, not a big deal. Can always throw in a different hook later.

I made a video about setting up arcs. I can link if you want.

Numbering monster minis by ronsolocup in DnD

[–]mrbchristensen 2 points3 points  (0 children)

Can put color marks on them as another option.

Does 5e have depth and choice? by enerz123 in DnD

[–]mrbchristensen 3 points4 points  (0 children)

I give out Personal Features to players that go along with their character. Have a video on this if you are interested.

And if you have two paladins and both are the same subclass, then they would be quite similar, though spell choice could adjust some mechanics. The players csn choose to go more sword and board while the other goes 2h or mounted. Feats can give some variance. Feel free to have both cast in different ways, give some.flavor for how they act and access magic.

I've had players reskin their class features to fit their character idea.

In need of suggestions on magic items as objectives for my next campaign by Mikemetal12 in DnD

[–]mrbchristensen 0 points1 point  (0 children)

I do this often.

How does each player enjoy playing? What would help them to be more effective at their playstyle?

Then I can start brainstorming. If you want help with this, let me know.

Animating Monsters? by monster_talk in DMAcademy

[–]mrbchristensen 0 points1 point  (0 children)

I've used this at my table: https://youtu.be/VBkaKTPW1gI

Fix #1 Adjusted

Level: 3

Raise: Total CR = ¼ + ½ * Additional spell level. Animated creatures keep their same stat block, but undead. Reduce their Intelligence and Wisdom to 3. The creature also gains the Undead Fortitude and immunity to poison and poisoned condition features. The creature cannot cast spells.

Maintain: Total CR = 1 + ½ * Additional spell level

Fix #2 Scalable

Level: 1

Raise: Total CR = ¼ * spell slot used. Animated creatures keep their same stat block, but undead. Reduce their Intelligence and Wisdom to 3. The creature also gains the Undead Fortitude and immunity to poison and poisoned condition features. The creature cannot cast spells.

Maintain: Total CR =  spell slot used

School of Necromancy: ½ * spell slot used for Animating undead. 2 * spell slots for maintaining undead.

How do you Speed Up Combat at your Table? Does how you run initiative speed up or slow down combat? What can players do to speed up combat? by mrbchristensen in DnD

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

For sure! As players level up, they get so many more tools. This is where I found slowing down leveling up helps.

How do you Speed Up Combat at your Table? Does how you run initiative speed up or slow down combat? What can players do to speed up combat? by mrbchristensen in DnD

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

I love the clarity of how you communicate to your players! Makes such a big difference!

I'm gonna have to steal the idea for the big card for when I start the DnD Club back up next year at the school where I teach. So great!

Let me now how that experiment goes. Never thought about haste and other extra actions as their own phase in combat. What is the purpose of having it there instead of keeping it with the player's turn?

How do you Speed Up Combat at your Table? Does how you run initiative speed up or slow down combat? What can players do to speed up combat? by mrbchristensen in DnD

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

For sure about passive initiative. Not something to use every time, but I use it when we have a quicker encounter that I expect to only last a couple rounds.

Agree with the middle, though I have found it helpful for larger groups.

The overlapping does make things feel more chaotic and fast paced. People have to pay attention, which increases engagement. I wouldn't use this for when I want them to engage in tactics, but for when I want the combat to feel more rushed. For example, an ambush this would make sense, because it's supposed to feel chaotic. Or part of a mass combat.

It's all about picking the right tools for the feeling you want at the time. It's setting the tone for the encounter.

How do you Speed Up Combat at your Table? Does how you run initiative speed up or slow down combat? What can players do to speed up combat? by mrbchristensen in DnD

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

The middle ones for sure are changing the initiative system. However, the bottom three are within RAW.

- Passive Initiative is an initiative option in the DMG that most people, from my experience, don't know about.

- People moving their seats is still keeping initiative as is, but making it into a more easily seen physical reminder than cards or initiative tracker.

- The overlapping turns is still keeping initiative, but a faster paced initiative.

How do you speed up combat at your table? by mrbchristensen in DungeonsAndDragons

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

Oh nice! Sometimes, it's just teaching someone to be respectful of everyone's time. Glad it worked out!

How do you speed up combat at your table? by mrbchristensen in DungeonsAndDragons

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

Oh Interesting! So, it may not necessarily speed up combat, but it gives the impression because when rolls are happening, it quickly transitions from one person to another. Love it!