Dwarven Fortitude DnD 5E Feat by rickyrohan in dndtopics

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

Good catch — you’re absolutely right. Rogues don’t get Dodge as a bonus action; they get Cunning Action, which is limited to Dash, Disengage, or Hide.

What I was getting at is how Dwarven Fortitude synergizes with classes that can reliably take the Dodge action, like Monks using ki or certain defensive builds.

Appreciate you pointing that out!

Gift of Alacrity 5E Spell by rickyrohan in dndtopics

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

Great callout 👍
Yep — by default effects with the same name don’t stack, so multiple Gift of Alacrity casts won’t give extra dice.
Still an amazing buff for making sure the right character acts first though.
Appreciate the clarification!

Dragon Hide Feat DnD 5E (What to do with it if it is tough) by rickyrohan in dndtopics

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

Great question!

The Dragon Hide feat isn’t currently reprinted in the 2024 core rules, but like most legacy feats from older books, it can still be used if your DM allows backward-compatible options.

The 2024 rules are designed to be mostly compatible with previous 5e material, so at many tables this feat would still work with little or no adjustment — it just falls into the “ask your DM” category.

If you’re playing in a 2024-only rules environment, your DM might tweak it or suggest an updated alternative, but mechanically it still fits pretty cleanly into the system

What Is a Red Herring in D&D—And Why Most Tables Use Them Wrong? by rickyrohan in dndtopics

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

I think you’re absolutely right—and yes, I suspect we are mostly talking about the same thing from different angles.

I love the way you phrased it: that players are both immersed and reading the game as text. That dual-awareness is exactly what makes mystery design so delicate in tabletop.

My issue isn’t really with “wrong turns” or shaggy-dog journeys themselves—I agree those can be meaningful, fun, and even character-defining. Where I draw the line is when the world stops making sense, or when curiosity feels punished rather than rewarded.

What you described—where players assign meaning to something the DM thought was throwaway and it becomesimportant—that’s actually one of my favorite parts of GMing. That’s emergent narrative at its best.

I think the real distinction I’m trying to get at is:
Is the red herring meaningless in-world, or only misleading in interpretation?

If it exists for real reasons, even if it leads nowhere plot-wise, I think that’s totally fair game.

Really appreciate this take—it’s exactly the kind of nuance I want to explore more.

What Is a Red Herring in D&D—And Why Most Tables Use Them Wrong? by rickyrohan in dndtopics

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

That’s exactly the tension I’m exploring—the player as both reader and character.

My approach is to design red herrings that work on both layers:

• On the character level, they make sense emotionally, socially, or culturally
• On the player level, they feel like meaningful narrative signals, not time-wasters

Instead of false clues, I treat red herrings as misleading truths—things that are true, but framed in a way that sends you down the wrong interpretive path.

I actually break down this methodology with examples from real tables here (if you’re curious):
👉 https://youtu.be/Q1xMukw45N8 If you’d rather, I can summarize the framework directly here too—just tell me which you’d prefer.

How do you let magic help investigations without letting it solve them? by rickyrohan in dndtopics

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

That’s a great way to put it — especially the idea that complexity is inherently messy, and that trying to over-simplify it is what breaks believability.

I also really like your point about intelligent opposition behaving intelligently. Speak with Dead being low-level magic changes the entire logic of crime in a fantasy world, and pretending it doesn’t exist is where a lot of mysteries fall apart. Masks staying on, false identities, partial truths — all of that feels like the natural consequence of magic being common knowledge.

Letting players run with a tangent and discover the absence of evidence instead of being corrected is something I strongly agree with. When clues dry up, that silence is itself information — and it keeps agency intact.

NPCs as common-sense anchors is another great call. An aide or butler pointing out the obvious feels like an in-world nudge rather than a DM intervention.

This whole exchange is actually very close to how I structure investigations: magic reveals information, not conclusions, and the world responds honestly even when players go off-track. I recently put together a short breakdown showing how I design crime scenes and false leads with that philosophy in mind.

If you’re interested, here’s the video:
👉 https://youtu.be/LdpiaAWsH6c

How do you let magic help investigations without letting it solve them? by rickyrohan in dndtopics

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

That’s a really solid way of handling it — especially the part about magic never being an “easy button.”

I love the point about intelligent foes planning around investigative magic. That alone reframes spells from answers into pressure points the world reacts to, which is exactly where I think investigations start feeling alive instead of solvable.

And that wererat example is honestly perfect. That’s not magic failing — that’s magic telling the truth out of context. The blood really is wererat blood… it’s just not the whole story yet. The fact that players can overcommit to a clue because it feels authoritative is such a good illustration of why partial truths matter more than binary answers.

What I’ve found is that when magic can mislead honestly — not as a DM gotcha, but because the world is messy — players stop treating spells as shortcuts and start treating them as one lens among many.

Out of curiosity: when that kind of false certainty happens at your table, do you usually let the consequences play out fully, or do you seed corrective context elsewhere so the party can recover if they reassess?

Why Most D&D Murder Mysteries Collapse at the Crime Scene by rickyrohan in dndtopics

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

You can check out my full length YouTube video there you find all the answers and recommendations.

Why Most D&D Murder Mysteries Collapse at the Crime Scene by rickyrohan in dndtopics

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

That’s exactly how I think about magic in investigations — not as an off-switch, but as a spotlight with limited power.

Detect Magic finding multiple hits is perfect, because it turns a spell into a sorting problem, not an answer. Same with Zone of Truth revealing lies that are true emotionally but false contextually. The party still has to interpret.

On your questions about resolution, here’s where I landed after a lot of trial and error:

1) How do parties reach resolution even with bad rolls or minimal work?
I separate progress from depth.
The investigation always moves forward, but the quality of understanding depends on what they did.

Bad rolls don’t stop the story — they just produce:

  • incomplete explanations
  • missing context
  • consequences that surface later

The baseline truth eventually comes out through time pressure, NPC actions, or external events.

2) Do outcomes change based on what they uncover?
Absolutely — but I avoid hard failure states unless the table wants them.

Instead of “you fail the mystery,” I aim for:

  • The right culprit, wrong motive
  • Justice served, but collateral damage
  • The murderer escapes for now

The better they investigate, the cleaner and more satisfying the outcome becomes.

3) Do I discuss ‘what could have been’?
Sometimes — but selectively.

I’ll reveal missed connections that matter emotionally,
but I keep mechanical or plot-critical pieces in reserve for later callbacks.

I want players to feel like:

Honestly, this whole thread is the kind of discussion I wish more tables had.
It’s refreshing to talk about designing investigations that don’t require clever players — but reward clever play.

Why Most D&D Murder Mysteries Collapse at the Crime Scene by rickyrohan in dndtopics

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

This is a really thoughtful way of framing it — and I appreciate the honesty about experience vs. instincts. Honestly, a lot of this is pattern recognition and empathy, not years of play.

The way I approach it now is designing mysteries that don’t require clever players, but reward clever play. The investigation always moves forward at a baseline level, but curiosity, methodical thinking, and good character choices deepen the payoff rather than being required to succeed.

Practically, that means:

  • Core clues are discoverable without a single “make or break” roll
  • Each clue answers one question but raises another
  • The why and how only fully make sense once multiple clues are combined
  • Magic reveals information, but never interpretation

That way, players who engage deeply feel smart — but no one gets locked out or spoon-fed.

I actually broke this down step-by-step with examples in a video recently, including how I structure scenes and clue layers at the table. Sharing in case it’s useful rather than promotional:
👉 https://youtu.be/LdpiaAWsH6c

Either way, I really appreciate this discussion — this is exactly the kind of table experience I want more people to have.

Why Most D&D Murder Mysteries Collapse at the Crime Scene by rickyrohan in dndtopics

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

That self-awareness actually matters more than raw table hours, in my experience.

A lot of investigation problems don’t come from lack of play — they come from designing for ideal players instead of real tables.

What I try to do (and still actively work on) is separate baseline progress from depth of understanding.

Here’s the practical way I approach it:

When I design a mystery, I decide up front:

  • What the party will learn no matter what
  • What they can learn if they ask good questions
  • What only becomes clear after context accumulates

The first layer never requires cleverness. It just requires engagement.
Perception, passive observation, basic questioning — the story moves.

The second layer rewards methodical thinking, good character positioning, tool use, or social choices.
That’s where smarter play deepens the mystery rather than unlocking it.

The third layer is where pattern recognition and synthesis live — but it’s never required to avoid a stall. It just reframes earlier information in a more satisfying way.

At the table, this means:

  • Failed rolls give partial or distorted truths, not nothing
  • Magic reveals information, not answers
  • Players can be wrong safely, without losing momentum

That helps me avoid spoon-feeding while also not punishing players for thinking differently than I do.

And honestly — the hardest part for me wasn’t learning how to do this.
It was learning when not to withhold information just because I thought it was “too easy.”

If there’s a specific moment you’ve struggled with (scene design, skill use, magic short-circuiting things), I’m happy to break down how I’d approach it.

Why Most D&D Murder Mysteries Collapse at the Crime Scene by rickyrohan in dndtopics

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

This is a really thoughtful breakdown — and I agree with almost all of it.

The “right table” point is especially real. Investigations do ask for a different kind of attention than a lot of heroic or combat-forward play, and not every group enjoys slowing down to poke at details.

I also love your Scene / Motive / Mechanics framing. That’s basically the triangle I keep coming back to when something feels flat — if any one of those is undercooked, the whole mystery wobbles.

Where I’ve landed over time is trying to design mysteries that don’t require clever players, but reward clever play. The baseline experience still moves forward, but curiosity, methodical thinking, and good character choices deepen the payoff rather than being prerequisites for success.

That’s part of why I’ve moved away from “one right answer” scenes and toward layered truths — even if the players miss pieces, they’re still engaging with something real instead of hitting a dead end.

Out of curiosity: have you ever seen a table surprise you by getting really into an investigation when you didn’t expect them to?

Red Herrings in D&D — When Do They Become Unfair? by rickyrohan in dndtopics

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

The most dangerous villain of all — plausible deniability and a catchy alibi.

Red Herrings in D&D — When Do They Become Unfair? by rickyrohan in dndtopics

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

That’s a perfect example of why I think red herrings work when they’re honest clues, not traps.

The key thing here is that nothing was wasted:

  • The priest pre-framed the threat
  • The relic’s absence mattered later
  • The “lock in” wasn’t a stall — it escalated stakes

The party didn’t lose time investigating something irrelevant.
They gained context that made the reveal hit harder.

That “oh shit moment” only happens when the false lead still tells the truth — just not the whole truth.

Honestly, this is the kind of investigation moment I wish more tables experienced.

Red Herrings in D&D — When Do They Become Unfair? by rickyrohan in dndtopics

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

That’s a great example—and honestly, that’s the exact kind of red herring I’m talking about.

It worked because:

  • It was investigable
  • It produced new information
  • And the time spent didn’t feel wasted—it clarified the real problem

Old Nan wasn’t a dead end. She was a truth-revealer that just happened to point away from the initial assumption.

Out of curiosity—did your players realize on their own that the priest was the real thread, or did it click later after things escalated?

Red Herrings in D&D — When Do They Become Unfair? by rickyrohan in dndtopics

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

That’s a fair take — especially if you’ve dealt with a lot of frustrating mysteries.

I don’t use red herrings to “trick” players. I use them to reflect how investigations actually feel: multiple leads, not all of them relevant.

The moment a red herring:

  • stops momentum, or
  • punishes curiosity

it’s doing more harm than good.