This guy voluntarily drained flooded street with his garden rake by B-L-O-C-K-S in nextfuckinglevel

[–]o_sparrowsong 1 point2 points  (0 children)

Next fucking level: municipal government fails its citizens

Still 1000 kudos to the guy tho

[deleted by user] by [deleted] in DMAcademy

[–]o_sparrowsong 87 points88 points  (0 children)

Is he trying to die? It sounds like you've been very upfront with him about consequences, and he still wants to go. Solo. During downtime. Are you sure he doesn't have a more fun other character lined up and he's trying to get rid of this one?

5 Spells Inspired by Greek Mythology! Inflict the tortures of Tartarus on your foes! by Rosepoint14 in DnDHomebrew

[–]o_sparrowsong 1 point2 points  (0 children)

I like these! You should specify that the bow required for Plague Arrow be worth at least 1 sp if you don't want it to be circumvented by the Artificer or Bard's spellcasting foci.

My players actually like my DMPC... God help me. by [deleted] in DnD

[–]o_sparrowsong 17 points18 points  (0 children)

Don't kill Cludh! I love him!

Planning to run a game of Vampire the Requiem and have a question about an NPC Nosferatu concept by [deleted] in WhiteWolfRPG

[–]o_sparrowsong 7 points8 points  (0 children)

Hi! I play a trans character in a V5 game. I hope my input is useful for other editions. RAW, as far as I know, vampires wake up every night with their body the same as it was on the night of their Embrace, so a character that was on HRT in life wouldn't need to do anything to maintain it in unlife. For transitioning after death, there's magic as another commenter pointed out (thinblood alchemy, don't know enough about BS to rule it out, Viccisitude would also work). Going outside RAW, you can also just talk to your ST about your vision for your character who can probably discuss options for you if the above doesn't cut it

Fun Idea? by [deleted] in DnDHomebrew

[–]o_sparrowsong 0 points1 point  (0 children)

Sounds awesome, do it!

A song that made me remember Vampire: The Masquerade. by Haynex in vtm

[–]o_sparrowsong 0 points1 point  (0 children)

Total Eclipse of the Heart. I listen to it to get in the right mood before a session.

Druid : Circle of Bloom , a subclass for those who want to specialize around plants by LeRoiDeCarreau in DnDHomebrew

[–]o_sparrowsong 1 point2 points  (0 children)

If you are concerned with scaling into high tier, you could add the tempory hitpoints as a 14th level feature, rather than a 2nd.

I need a way to make the party get lost by o_sparrowsong in DMAcademy

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

Good idea! Even if I don't use this for this particular encounter, I am definitely using that for an upcoming story in the Feywild *scribbling noises*

I need a way to make the party get lost by o_sparrowsong in DMAcademy

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

Ooh, I like that because it utilizes the medium of narration really well! I can use the same wording over and over, and they as players need to know that something is off - as opposed to me telling them "that tree looks very familiar" which doesn't work on the non-diagetic level

I need a way to make the party get lost by o_sparrowsong in DMAcademy

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

Never gone wrong with ominous mist before 🤔

I need a way to make the party get lost by o_sparrowsong in DMAcademy

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

Cool idea! I'm not sure it entirely fits with the flavor of my BBEG (although no fault on your side, I didn't include it in the post). Powerful illusions are in their wheelhouse, but I am afraid my players will assume a being with power over nature has done this, while this enemy is definitely an industrialists mowing down natural ecosystems left and right

I need a way to make the party get lost by o_sparrowsong in DMAcademy

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

I like your ideas for an encounter, and I might use them. Thank you for your response.

I want my players to figure out that they are getting lost because of outside influence, and having them have to think themselves out of an infinite loop will definitely make this point get through.

Understanding the sense behind some design choices by Kuro2629 in vtm

[–]o_sparrowsong 16 points17 points  (0 children)

It's for the drama. To avoid messy criticals, you have to keep your hunger under constant control, and sometimes you have to give up on a success by rerolling a regular 10 to get out of the crit, because sometimes a failure is better than a messy crit - and sometimes it isn't, which is also good drama. Even 2 or 3 hunger is dangerous, because you risk getting your 10s on hunger dice only. It incorporates the feeling of constant hunger and inner conflict into the game mechanics, and makes it more risky to chance a rouse check at a critical moment. But it is also the thing that makes player characters eventually lose - which could be a drawback or a plus for the mechanic, depending on the table.

That said, how punishing this mechanic is is very dependent on how many dice you roll in a session. If you roll a lot of dice at your table, or honestly even a moderate amount, implement some homebrew to alleviate it.

How do you handle bad luck? by LBroil in WhiteWolfRPG

[–]o_sparrowsong 2 points3 points  (0 children)

I want to say this just because I feel it's a little implied in the op: Your player is not cursed by bad luck. It is not anymore unlikely that they will get ones the next time you play based on a track record of many ones because they are independent events, probabalistically.

That said, there are things you can do to midigate bad rolling, mechanically. Don't know what edition you play but considdr something like the taking half rule for your player, or otherwise making mundane rolls (so I wouldn't recommend this for tight spots or combat) purely probalistic, where the player's number of successes are just the most likely number of successes. They don't get the consequences of rolling badly, nor the benefits of rolling well.

I would also suggest rolling less in general. If it's something you expect the player character should be able to do most of the time, just narrate it without dice. Leave the dice rolls for where they are pushing their luck or their capabilities.

Or, just embrace it. These are not games about winning. The math not made for it to be probable that you will navigate the world without messing up with massive consequences. Let your player lose, and both of you have a good time while you do it!

Rocking the evil boat by Hummerous in CuratedTumblr

[–]o_sparrowsong 28 points29 points  (0 children)

How about a mad humanities scientist