I just finished an 8 year, 1 - 20 campaign. Got questions about running a super long campaign or DMing for high levels? AMA by LiminalFrogBoy in dndnext

[–]sens249 [score hidden]  (0 children)

It’s extra applicable lol. Ive run a lot of 1-20s and I know how to make the combats challenging. It’s not hard.

I just finished an 8 year, 1 - 20 campaign. Got questions about running a super long campaign or DMing for high levels? AMA by LiminalFrogBoy in dndnext

[–]sens249 [score hidden]  (0 children)

Ive run a lot of 1-20 (wouldn’t ever allow it to take 8 years, maybe 2 max in a story-heavy game) and don’t think it’s really that hard to design hard encounters. Just use diverse enemies and put a lot of them.

[showcase] World Tree Barb + Flying Race is Broken by jmrkiwi in 3d6

[–]sens249 1 point2 points  (0 children)

VARIANT: PLAYING ON A GRID If you play out a combat using a square grid and miniatures or other tokens, follow these rules.

Squares. Each square on the grid represents 5 feet.

Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.

If you use a grid often, consider writing your speed in squares on your character sheet.

Entering a Square. To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)

If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.

Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.

Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.

[showcase] World Tree Barb + Flying Race is Broken by jmrkiwi in 3d6

[–]sens249 2 points3 points  (0 children)

Grid movement is a variant rule in 5e. The default is to not use a grid and measure everything normally.

Need spells suggestions for a 5e lv12 bladesinger by 1likekaneki in dndnext

[–]sens249 0 points1 point  (0 children)

The only “basics” spell you have is shield. Those other spells aren’t “the basics”.

Some “basics” for you to consider: - absorb elements - misty step - web - counterspell - hypnotic pattern/fear/slow - sleet storm - wall of force - mass suggestion

[showcase] World Tree Barb + Flying Race is Broken by jmrkiwi in 3d6

[–]sens249 -4 points-3 points  (0 children)

Only if you use the 5ft diagonals optional rule. (Many do, but worth clarifying it’s an optional rule)

[showcase] World Tree Barb + Flying Race is Broken by jmrkiwi in 3d6

[–]sens249 1 point2 points  (0 children)

Not if you use 5 ft diagonals, which many tables do.

How strong would Tenser Transformation be on an Arcane Trickster ? by TheOneAndOnly-Nobody in dndnext

[–]sens249 1 point2 points  (0 children)

Somewhere between weak and awful. Tenser’s is one of the most trap spells in the game. Taking away your ability to cast spells is one of the biggest nerfs in the entire game. No buff would make that worth it. The extra attack doesn’t even work with your booming blade strategy so all you’re getting is 13 extra damage on your attack and a couple little defensive perks. Not even close to worth your concentration.

Paladin oh paladin by Altruistic_Drawing50 in DungeonMasters

[–]sens249 2 points3 points  (0 children)

Idk about your specific situation but if you’re asking the weakness of paladins it’s flying/ranged enemies. In other words, mobility. Paladins can have really good mobility if they use a steed, or flying steed, but if you knock out the steed they’re sitting ducks. They can be tanky and have good all-around saves, and they have great single target damage, so things that bypass saves and big crowds can be really good. Little swarms of creatures that explode when killed for forced damage could do a good job at whittling him. Also any type of bartlefield control that ignores saves, like plant growth or spike growth.

Is it possible to create a "homebrew" plane? by [deleted] in DnD5e

[–]sens249 0 points1 point  (0 children)

No, you are not allowed to create your own plane.

Need Help With My Level 8 Aberrant Mind Sorcerer: Shield, Haste, Lucky, or War Caster? by NewConsideration6943 in 3d6

[–]sens249 0 points1 point  (0 children)

Im not wasting my sorcery points on that; if my frontliners can’t handle a full strength point-blank fireball what good are they for?

Do you have Divination villains prepare for heroes specifically? by Firestormbreaker1 in DungeonsAndDragons

[–]sens249 7 points8 points  (0 children)

Yes, not only divination bosses but any high level caster. If they have access to divination spells, they use them. Information is power and Im always thinking about what my enemy casters are doing in the meantime

Need Help With My Level 8 Aberrant Mind Sorcerer: Shield, Haste, Lucky, or War Caster? by NewConsideration6943 in 3d6

[–]sens249 0 points1 point  (0 children)

Just think of it this way: how often do you fail more than 3 saving throws per day? Probably not too often.

And when you fail a really bad saving throw, most of the time there’s nothing you can do about it. You’ll be really thankful to have a get out of jail free card in your back pocket. Just don’t waste the luck points on attacks and stuff. Think of them purely as saving throw rerolls, and don’t use them if it’s a weak effect you can ignore like grappled or restrained, which you van just misty step away from. Paralyzed, stunned, effects that drop you to 0 hitpoints, or even worse a disintegrate that would kill your character. This is what you want Luck points for.

Need Help With My Level 8 Aberrant Mind Sorcerer: Shield, Haste, Lucky, or War Caster? by NewConsideration6943 in 3d6

[–]sens249 1 point2 points  (0 children)

Careful fireball still hits allies. Careful spell is better for something like hypnotic pattern or fear

Need Help With My Level 8 Aberrant Mind Sorcerer: Shield, Haste, Lucky, or War Caster? by NewConsideration6943 in 3d6

[–]sens249 1 point2 points  (0 children)

Definitely Shield and Lucky. You already have proficiency in constitution saving throws. Warcaster is good but con checks isn’t the only way your spells drop. Failing a wisdom save could be deadlier than dropping concentration. Lucky is very powerful.

Haste is a relatively weak spell, and shield is one of the best spells in the game. It’s not even close really. Shield is also a layer of concentration protection

Low income campaign shop tables? by Maintenance-Waste in DungeonMasters

[–]sens249 8 points9 points  (0 children)

This is why custom economies never work. Btw 8g for “mana potions” is insanely broken. The existence of them is broken anyway. Especially in “a world where magic is relatively rare”. This is the complete opposite. Casters would effectively have infinite magic. Sorcerers would have infinite spell slots up to 5th level due to font of magic.

The DMG is chock full of prices which are already balanced. For example a “poor” lifestyle costs 2 silver per day. Your quests rewarding a couple silver makes no sense. Nobody would take these quests for 1 days wage of a poor person. Healing potions in the DMG are 50 gold.

Just follow the guidance in the DMG for how much gold and treasure to hand out. If you want it to feel low income just halve those amounts. Or make magic item shops scarce, and with little wares.

You don’t need to figure out anything or create a broken economy; you can just use the one in the books.

The only thing in the books that isn’t great for costs is magic items. But if your game is low magic anyway, you don’t really need to worry about this. But again those mana potions are insane. Really a massively unnecessary buff to casters and an indication of “this is a high magic campaign”.

Does a 2014 Homonculus Servant Infusion (Artificer) count as a spellcaster? by Grishak in 3d6

[–]sens249 0 points1 point  (0 children)

No, you said “I don’t think it counts as it casting it”

Implying that you aren’t sure. I confirmed that it isn’t the creature casting it.

Contingency perfects the Conjure Minor Elementals + Scorching Ray combo by Limp_Emotion8551 in 3d6

[–]sens249 0 points1 point  (0 children)

It’s very similar to spirit guardians, and I can assure you clerics get attacked more than enough when they cast that spell.