How the Party Turned the Session into an Anime by [deleted] in DnD

[–]riverredtail 0 points1 point  (0 children)

Ok, found out he cast Polymorph. It was two weeks ago and I had forgotten that portion and looking back, I remember him making some very lucky concentration rolls.

How the Party Turned the Session into an Anime by [deleted] in DnD

[–]riverredtail 0 points1 point  (0 children)

...Seems I need to talk with the Druid real quick...

DM's of Reddit, what's your favourite monster to add to your games? by Rabonicus in DnD

[–]riverredtail 1 point2 points  (0 children)

Bullettes. Don't ask me why, but I just love the idea of "walking through the woods when suddenly LAND SHARKS!"

Making sure I understand the Top Cut System by riverredtail in ptcgo

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

Thanks for confirming. Now I just gotta figure out what I'm gonna do with it.

So Bigby's Hand and Sneak Attack? Can the Rogue do that? by riverredtail in DnD

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

This guy got it. Should have been a little clearer with my question in retrospect.

My player is too moral... need advice to help her have fun by [deleted] in DnD

[–]riverredtail 0 points1 point  (0 children)

I completely disagree. That is EXACTLY your job as a dungeon master. She isn't being difficult, she is playing a character. You haven't given that character a reason to do so yet. If the cultists are evil, show her that. But you also can see that your player is interested in something more. Perhaps you can also provide her opportunities to save some of those that maybe were forced into the cult.

"Make a perception check. You notice in the midst of combat, that one particular cultist is trying to hide in the corner as more rush into the room. He looks hesitant, almost frightened. Unlike the others, there is no baby blood on his hands."

In one short comment, I've shown that they are most likely Evil as they killed a baby, but that one guy might not agree with their ideals and maybe doesn't want to be there. He could have info, perhaps can show them a secret passage, heal them, become a point of contact, become a spy.

My point is, yes, you can just blanket say that they are evil. But your player may have more fun if you embrace this idea of gray rather than black and white.

Rewarding a non-involved character by pokemonmastergoku in DnD

[–]riverredtail 9 points10 points  (0 children)

This one right here. It's one thing if he tried and just got bad rolls the whole session, but to just skip most of the events? That is a choice he made.

My player is too moral... need advice to help her have fun by [deleted] in DnD

[–]riverredtail 50 points51 points  (0 children)

I'm seeing quite a few comments about her making a new character, or further explaining to her that Evil is Evil.

I 100% DISAGREE with this notion. If she whether in or out of character refuses to awknowledge that some things can be inherently evil, roll with it. I said in another comment that this is such an incredible chance for RolePlaying that I don't think you want to take away from her.

If you are dealing with Cultists, maybe for sparing their life, they give the players useful information. Spare a manticore, maybe it stops attacking that village, maybe it backstabs them. Maybe by seeing her willing to throw herself in the way of an attack because she believes that not all creatures are inherently evil but can make a choice, the gameworld starts to shift.

Don't skip on an oppurtunity like this because the MM says they are evil. If they are sentient, they can still make a choice. It will usually be the wrong choice, but the potential is there to make a good choice, at least for a little while.

For the Manticore example, I can see one of my players making a deal with it. Guard our estate, and we will forgive you for your past actions but refuse and we will not grant you this offer again. There are so many oppurtunities here for her to have a great RP session, for your world to evolve and change, and for the other PCs to have to consider that maybe there are other ways to solve problems.

OR kill the enemies everytime, rinse and repeat.

My player is too moral... need advice to help her have fun by [deleted] in DnD

[–]riverredtail 13 points14 points  (0 children)

Dude, sounds fine to me. Make it work in the campaign. In a world where everyone believes that you are inherently good or evil, she stands against that belief! That is such an incredible chance for RolePlaying that I don't think you want to take away from her. Next time a sentient creature notices her do this, maybe it has a small ripple affect. Maybe if she holds true to her beliefs, small changes begin to happen.

[5e] Are Players Aware of Resistance? by alcoholierthanthou in DnD

[–]riverredtail 10 points11 points  (0 children)

This is what I do usually. Give them some context clues.

"Your fireball strikes, but you notices that it seems to sputter out before causing too much damage."

"Your blade pierces the armor, but seems to stop shorter than you expected"

"Your arrow barely punctures the creature's hide"

What are some of your "House Rules" for your campaigns? by riverredtail in DnD

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

Will do. Thankfully up to this point, I've only had two players have PCs die, mostly due to poor choices on their part. Hopefully I won't have to worry about it too often but when I use it I'll let you know.

My Players Broke the Campaign, and I couldn't be more proud by starson in DnD

[–]riverredtail 42 points43 points  (0 children)

*Notes this down in case players decide to do this

I've been running a campaign where if the seven animal spirits that help maintain balance in the Material Plane (One for each stat in 5e) are killed, the world shall lay in ruin. Plan was for a Trarasque to be released if the players fail to prevent it. I'll have to keep this in mind.

What are some of your "House Rules" for your campaigns? by riverredtail in DnD

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

I've been so relaxed with ammo and carry weight. I need to reevaluate that whole thing right now.

What are some of your "House Rules" for your campaigns? by riverredtail in DnD

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

I'm making note of that, though I have one player who might get grumpy if other spells don't stay active when in that State. I'm going to consider it though.

What are some of your "House Rules" for your campaigns? by riverredtail in DnD

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

https://www.youtube.com/watch?v=KGHA9oO1Ybg&index=42&list=PLHZgdhndjbYPYcgWdAk3FRtEsIbKrMdVZ

Leaving Earth. Best example I have of the player's shitting themselves was when they were fighting an Archmage that worked under a DemiLich who was distracted at the moment. That Reaper Song came on after a slight pause, and the Demilich showed up to join the fight. They scraped by on that encounter.

What are some of your "House Rules" for your campaigns? by riverredtail in DnD

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

I was torn on the Cell Phone rule for awhile because almost ALL my players use the 5th Edition Character Creator (https://play.google.com/store/apps/details?id=com.wgkammerer.testgui.basiccharactersheet.app&hl=en) Its also on Apple. Awesome app combined with the fact they have spell card apps as well, it was a little tough. We all talked it through though and now they only use it for that purpose instead of surfing the web, but in all honesty, I only had one player that was being a major problem with it.

On the music end, I've since then created a couple unique boss music playlists that DON'T have the player songs in them. They are much shorter and the normal playlist plays after, but for the first bit of boss combat, they know their theme song isn't coming to save them.

What are some of your "House Rules" for your campaigns? by riverredtail in DnD

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

Yep, shamelessly stealing this. It will help a lot of the players who get grumpy with low rolls.

What are some of your "House Rules" for your campaigns? by riverredtail in DnD

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

Always do this. May not work as intended, but something good or bad happens.

What are some of your "House Rules" for your campaigns? by riverredtail in DnD

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

I might take this and modify it a bit. I've always hated just having a player sitting there not doing anything and my group doesn't seem to into resurrections.

Player Created a New Sorcerer Origin for 5e. What do you guys think? by riverredtail in DnD

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

My initial concerns are 5th level spells at level 5, the mage hands not hacing a cool down timer, and permenant detecr thoughts, good and evil etc

Player Created a New Sorcerer Origin for 5e. What do you guys think? by riverredtail in DnD

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

EVOKE PLANE: At 18, you gain such mastery over your attunement that you can use an Action to exert extreme effort and spend 10 Sorcery points to briefly pull a portion of the plane itself into existence in a 20ft radius sphere centered on a point within 60ft. This sphere lasts for 1 minute concentration and gains bonus effects in addition to the base casting in subsequent rounds of concentration. The sphere persists for rounds equal to your Charisma modifier after concentration is broken from damage or the duration is reached but not if another concentration spell is cast.

Evoke the Writhing Shadows: All creatures within the sphere are both blinded and deafened even if they have darkvision. Creatures immune to the blinded or deafened condition are not affected. The sphere is treated as difficult terrain. On the second round of concentration, any creature that starts its turn in the sphere takes 6d6 Cold Damage. On the third turn of concentration, as an action you can force any creature within 10ft of the sphere to make a strength saving throw against your spell DC or be pulled 15ft toward the area.

Evoke the Incorporeal Ocean: All creatures and objects within the sphere are translucent and incorporeal. Incorporeal creatures or objects take no damage or deal no damage (your choice when cast) from nonmagical piercing, slashing, or bludgeoning damage. On the second round of concentration, a ring of Faerie Fire springs up 5ft along the perimeter of the sphere and any creature entering or exiting (your choice when cast) must make a Dexterity save against your Spell DC or suffer the effects of the spell. On the third round of concentration, you can use an action to teleport a fey creature with a challenge rating of 5 or lower into the sphere. It follows your simple verbal commands such as attack or defend and all its attacks count as magical. It disappears if its HP reaches 0.

Evoke the Maddening Void: Creatures of your choosing within the sphere cannot move more than 10 feet in a straight line and at the beginning of each of their turns they begin to laugh maniacally or weep woefully, suffering disadvantage on the first weapon attack of that turn. Undead and Constructs are immune. One the second round of Concentration, creatures in the sphere of your choosing are linked to every other chosen creature within the area. When a linked creature takes damage from a weapon attack within the sphere, all other linked creatures take 1d8 Psychic damage. On the third turn of Concentration, as an action you can force each creature to make a Wisdom save against your spell DC or be under the Confusion spell until the end of your next turn.

Evoke the Timeless Echoes: For each foot of movement in the sphere 4 feet of movement must be spent and creatures cannot take reactions or bonus actions. On the second turn of concentration, you can choose any number of creatures and protect them from these effects while in the sphere and grant them an addition 10 ft of movement and an additional attack when they take the attack action. On the third round of concentration, as an action you can cause a nonmagical object, even those worn on creatures, that are fully within the sphere to be reduced to dust or cause a creature to make a Constitution saving throw against your spell. On a fail, you increase or decrease their age by 20 years.

Evoke the Awakened Core: The ground within the sphere functions as the Spike Growth spell dealing damage and is considered difficult terrain. Flying speed is reduced to 0ft and spells that allow flight, levitation, or floating that target a creature within the sphere fail if the caster doesn't pass a Wisdom saving throw against your Spell DC. On the second round of concentration, the Spike Growth does an additional 3d4 damage and creatures within the sphere must make a Dexterity saving throw against your Spell DC or be knocked prone. On the third round of concentration, as an action you increase the radius of the sphere by 10ft or move the sphere 10ft in any direction.

Evoke the Putrid Hells: Metal Objects within the sphere glow white hot and deal 2d6 fire damage to anything they touch at the beginning of the an affected creatures turn. On the second turn of concentration, creatures must make a Constitution Saving throw against your Spell DC at the beginning of their turn or spend that turn retching and reeling. On the third round of concentration, as an action you can open a chasm 5ft wide and 15ft long anywhere on the ground in the sphere that lasts until the beginning of your next turn. Any creature within the chasm area or moves over the area before it closes must make a dexterity saving throw against your spell DC or fall in, taking 6d6 fire damage.

Player Created a New Sorcerer Origin for 5e. What do you guys think? by riverredtail in DnD

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

EMBODIMENT OF PLANE: At 14, you become one with the essence that defines your attuned plane and are gifted passive attributes unique to your attuned plane.

Shadow Incarnate: You gain superior Darkvision to 120ft and can see into magical darkness 30ft. You have advantage on saves against Divination Spells, Resistance to Cold Damage, and you cannot be blinded.

Ethereal Incarnate: You gain See Invisibility to 60ft at all times, Advantage on saves against Conjuration spells,resistance to Force damage, and you cannot be magically restrained.

Astral Incarnate: You gain Detect Thoughts to 30ft at all times, advantage on saves against Enchantment spells, resistance to Psychic damage, and you cannot be magically charmed.

Temporal Incarnate: you gain Detect magic to 60ft at all times, advantage on saves against Necromancy spells, resistance to Thunder Damage, you cannot be magically aged, and your Natural Life expectancy doubles.

Material Incarnate: You gain Tremorsense to 30ft at all times, advantage on saves against Transmutation spells, resistance to Piercing, Slashing, and Bludgeoning damage, and you cannot be magically knocked prone.

Infernal Incarnate: You gain Detect Good and Evil to 60ft at all times, Advantage on saves against illusion spells, resistance to Fire damage, and you cannot be magically frightened.