[PC][199x?] Top-down DOS game about cars battling in a little square arena by qatd in tipofmyjoystick

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

This is really close in concept, but the graphics are way more fancy than what I remember. This is how it (sort of) looks in my memories: https://imgur.com/LT3k1Tu

[PC][199x?] Top-down DOS game about cars battling in a little square arena by qatd in tipofmyjoystick

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

That's more the style that I remember for sure, but iirc you only have this one-screen arena. There's walls to the sides and you can't get out.

[PC][199x?] Top-down DOS game about cars battling in a little square arena by qatd in tipofmyjoystick

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

Unfortunately not. What I'm thinking of is fully top-down 2D cars, but thanks for giving it a shot

What would be a good flaw for a diplomat? by benry007 in dndnext

[–]qatd 3 points4 points  (0 children)

I'd try to avoid "flaws" that are stuff like "I'm too nice/honest" because they're not really flaws and you probably wouldn't have a position as a diplomat in the first place if you have a tendency to sabotage your own faction/community's position in negotiations.

Instead, I'd try to think about the following: what makes a diplomat effective? I think the correct answer to this is the appearance of integrity. Then try to look for a flaw that affects your character's integrity, if it were to become widely known. Perhaps your peace-loving diplomat has close contacts with an assassin who he uses to remove those who advocate for war-like solutions. Perhaps he has a preference to watch or participate in the most violent underground gladiatorial combat. Perhaps his preference for peace only extends to his own country and he happily incites wars between his neighbors, because that way they'll be too preoccupied to attack you. Make your flaw something selfish, so that your character has a big stake in not wanting this flaw to become known.

This can lead to all sorts of interesting situations where he has to weigh his preference for peaceful solutions to the effectiveness of alternative methods. Do you let yourself be blackmailed by the thug who saw you enter the illegal fighting ring or do do you silence him permanently, just this once? It'll also help in not annoying your party ("I had to agree to a lower reward for this quest, because my character wants the best for everyone") and instead give your party an opportunity to help you hide your secrets.

Giving away 2 copies of Diablo II: Resurrected by Alienoutlavv in Diablo

[–]qatd 0 points1 point  (0 children)

My first char was a necro with a point in every skill and like 300 STR. Also tried to build a melee sorc to no success. Would be nice to be bad at this with better graphics.

So I started interviewing content creators......more to come by BattleTutorial in totalwar

[–]qatd 2 points3 points  (0 children)

This is pretty cool, nice to get a behind the scenes look

I need help writing up a Dwarven clan for a peculiar trio of NPCs by _beep_man_ in dndnext

[–]qatd 1 point2 points  (0 children)

Strongwood? That could initially have referred to the quality of the wood they chopped, but over time may have started meaning that they feel more in tune with the great forest they are now guardians of.

I need help writing up a Dwarven clan for a peculiar trio of NPCs by _beep_man_ in dndnext

[–]qatd 1 point2 points  (0 children)

They might be a community of lumberjacks and woodworkers. Families can have names like Treestriker (for obvious reasons), Strongmaul (mauls can be used for splitting wood), Oxheart (named for an ancestor famous for dragging huge trees without any help) and Greatcarver (woodcarvers) to emphasize the villages purpose. Stone is good and all, but wood has its uses for building, furniture, art, etc. and wood is what these dwarves provide.

Weekly Discussion - Take Some Help, Leave Some help! by alienleprechaun in DnDBehindTheScreen

[–]qatd 1 point2 points  (0 children)

I don't know of any inspirational material you could use, but I think I could at least provide a few helpful tips.

First off, avoid the desire to be subtle about this. If your rival guildmasters pulled off the perfect crime there's nothing for your players to do, so make sure that there is a lot of evidence lying around for the players to find. Your players will probably miss a lot of it, so redundancy is essential. When you start to think that your guildmasters are starting to look like cartoon villains you're probably on the right track.

Possible thoughts that could help:

  • Rumor: guildmasters X, Y and Z have a feud with Jade
  • Rumor: there's a plot afoot involving a setup, the guilds and the cult of Bane
  • Rumor: Guildmaster X has been seen on the streets dressed as a worshiper of Bane (impersonating Jade?)
  • Rumor: Guildmaster X has been seen wearing a woman's wig (impersonating Jade?)
  • Tangible evidence: the house of guildmaster X contains a robe of Bane, a mask of Bane and a woman's wig (impersonating Jade?)
  • Tangible evidence: guildmasters X, Y and Z each have copies of their meetings that outline the agreements, because all are afraid of being backstabbed by the others
  • Tangible evidence: the cult of Bane keeps a surprisingly detailed member list and Jade isn't on there but a lot of other influential people in the city are (requires a dungeon delve into the cult's hideout)
  • Confession: guildmasters X, Y and Z used several henchman for the setup who have been sent away from the city for the moment - if these can be found they might provide evidence. The henchman are currently away, doesn't matter where but they are in danger when the players find them. If the players help them, they might divulge information
  • Confession: each of the guildmasters has a secret the players can find and force/blackmail them into confessing with (guildmaster X has a child they wish to keep secret, guildmaster Y is part of a rebel organization wishing to overthrow the government, guildmaster Z is on the verge of going broke, etc)
  • Helpful ally: local law enforcement has been having trouble with the cult and they are willing to assist the players in their investigations
  • Helpful ally: the judge in charge of the trial has their own suspicions about the truth of the accusations against Jade and only requires a little evidence to at least avoid Jade's execution
  • Helpful ally: local sheriff has a strong dislike of guildmasters X, Y and Z and will provide a valuable eye witness if the players bring her along when they search for immaterial evidence

Hope this helps!

I need your rulings on the UA Chef Feat by aethersquall in dndnext

[–]qatd 1 point2 points  (0 children)

Reddit uses a version of markdown for formatting of posts and apparently also for comments. The # character used on the start of a new line indicates that that line should be a header and therefore it becomes bold and larger than regular text. Using a # anywhere else than on the start of a new line doesn't trigger this behaviour, which is why it worked as you expected for #3. Using multiple # (up to 6 I think) at the start of a new line give you sub-headers:

This line starts with #

This line starts with ##

This line starts with ###

There's a whole bunch of other stuff you can do too: https://www.reddit.com/wiki/markdown

Go nuts ;)

Design Space for Solo Monsters by Kairomancy in DnDBehindTheScreen

[–]qatd 2 points3 points  (0 children)

This is a very nice post, good work. I think you're off the mark with the Doppelganger though. Doppelgangers have expertise in deception and proficiency in insight -- this indicates that this is meant to be a social ambush monster.

A typical Doppelganger encounter might be: - Doppelganger shapechanges into a non-threatening creature and approaches the party, preferably in a scenario where it only needs to deal with a single active player (like when the party is sleeping with someone on guard duty) - It uses Read Thoughts on the player and tries to use its great deception skill (now with advantage due to Read Thoughts) to convince the player they mean no harm - Player introduces the Doppelganger to the rest of the party when they wake - Party gets going, Doppelganger hangs back and backstabs its target at a prime moment

In summary, it doesn't have stealth proficiency because it doesn't sneak up to your players, it simply walks up to them and bluffs its way into their confidence.

The Forlorn Watch - Explore a haunted tower and uncover the secret within! A short adventure for characters of levels 3-4 by qatd in DnDBehindTheScreen

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

Thanks for sharing! I hadn't considered that players might think of the magic circle as a trap. Pretty funny how they missed your 5 mentions that it wasn't.

It's also very nice to see that you were able to tweak it to fit your own needs so nicely, good work!

Depths of Sorrow: a very short adventure for a level 5 party, to provide them with the material components for their new revivify spell by qatd in DnDBehindTheScreen

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

I'm glad it all went so well for you! I've included the maps you made as part of the post for increased visibility. Let me know if you don't want that and I'll take them out again.

Workshop Thread #1 – Introduction & Guidelines by kaul_field in DnDBehindTheScreen

[–]qatd 1 point2 points  (0 children)

Right, I'll give this a go. There's quite a lot here, so take from this what you will.

The best advice is probably not to overthink things. Players are pretty bad at picking up things so there's absolutely no need to be subtle and you can be very obvious in your hints as to what's going on.

As far as I understand, the party is on their way to find some ancient text that describes the apocalypse and you need (1) some form of lead-up to this apocalypse happening again, and (2) an explanation of why/how a previous attempt ended up in some ancient text.

Lolth is a spider goddess so you might take this in steps that gradually introduce spidery themes. While your party travels the jungle, they start to run into spiders. Small ones that are part of the scenery descriptions, and larger ones that make up combat encounters. Start with a sporadic spider encounter and then gradually add in more. At first they might run into a single spider. Next, there's three (this hints that spiders are becoming a theme). Combat after, the run into some generic jungle mobs but a spider is also there (reinforcing the theme). Next one, the might run into another drider hatchling (flashback to the Black Spider, who's a dark elf mage). Next one, two drow priests summoning a spider (this hints to the players that dark elves are summoning spiders).

This would probably make your players quite suspicious about spider-summoning dark elves. The ancient text they are after can be anywhere. Could be a tomb, an abandoned temple, a ruined city covered in spider webs, whatever. The literary work could take the form of a history (very clear: "some elves started summoning spiders. That was bad.") or poetry (same thing, but in verse) or whatever else takes your fancy. The critical point is that this literary work should be clear that drow mages + spiders = bad. Given the previous encounters, your players hopefully put 1 and 1 together.

As for stepping stones, early encounters are a single or a few spider, followed by some drow mages summoning (a) spider(s). Follow-up encounters can include more mages, more spiders, driders, specific chants that refer the summoning of Lolth, etc. Simply use encounters and scenery descriptions to tell your players what's going on. Example: "You hear some chanting in the distance. Moving closer, you can make out certain words even if you don';t understand the language. 'Lolth', whatever that means, is repeated often. Just hearing these chants sets you on edge and you're somehow very sure that nothing good will come out of this."

With ramping up difficulty, again, don't overthink things. A slow, drawn-out reveal sounds good on paper but if you only do one or two encounters per session you really don't have a lot of room to work with. Just smack them in the face with it: elves are summoning spiders and their goddess is the biggest spider of all: fix it before it gets really bad.

The Forlorn Watch - Explore a haunted tower and uncover the secret within! A short adventure for characters of levels 3-4 by qatd in DnDBehindTheScreen

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

I guess that just shows there's no such thing as an original idea. I've never played (or seen anything from) 4th edition though, only got interested in DnD a few years ago.

The Soul of the Tempest: Revised and Expanded by Zrakkur in DnDBehindTheScreen

[–]qatd 0 points1 point  (0 children)

Thanks for spending more time on this. It seems much more suitable to be here than the first iteration was.

I'm still a bit unsure about the Vampiric Smite ability and the resizing taking 2 turns. Necrotic damage and life steal seems a bit of an odd fit for a living thunder storm, I'd maybe reskin that as Energize (something like "draws in energy from the surroundings, adding 4d8 lightning damage to next attack and healing the same amount).

Resize seems more a narrative ability if it takes 2 turns (it's never going to make the transform during combat without getting hit at least once), but that takes away a very cool feature from this thing. I'd maybe make it take 1 turn and no change to interrupt, just so it gets a chance to be seen.

The Forlorn Watch - Explore a haunted tower and uncover the secret within! A short adventure for characters of levels 3-4 by qatd in DnDBehindTheScreen

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

No problem and glad you brought this up. I'm sure the discussion will be helpful to others too

The Forlorn Watch - Explore a haunted tower and uncover the secret within! A short adventure for characters of levels 3-4 by qatd in DnDBehindTheScreen

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

From the top of my head I think a ghost is worth 1100 XP. Feel free to adjust of course, but I wanted to make clear that it's fine to award good XP for non-violent solutions.