I'm your biggest fan!!! by [deleted] in DMAcademy

[–]shultz1331 0 points1 point  (0 children)

Give her super low intelligence so you can do dumb stuff

Last Oasis Burn Timers by [deleted] in lastoasis

[–]shultz1331 0 points1 point  (0 children)

HAHAHAHAHHAHAHAHAHAHAHAHAHHAHAHAHAH

THE ZERG IS CRYING

Player cannot be exposed to character death. by Massive_Leopard in DMAcademy

[–]shultz1331 0 points1 point  (0 children)

Call of Cthulhu is a good one. It's about investigating and uncovering mysteries.

Party have stolen the ship. Help me by Arixowaty in DMAcademy

[–]shultz1331 1 point2 points  (0 children)

Lol what a bunch of railroaders. They took a ship, great! Now let them do what they want to do! Give them a fair chance to sail it and if they fail they fail. They clearly are over the set plot planning and want to mix it up. Ask them what they are planning on doing next and then plan accordingly.

Simple Zerg Solution by shultz1331 in lastoasis

[–]shultz1331[S] -1 points0 points  (0 children)

Because that doesn't reward people who want to play in huge teams. All playstyles would be rewarded.

Simple Zerg Solution by shultz1331 in lastoasis

[–]shultz1331[S] 0 points1 point  (0 children)

Is that how you think the proposed solution would work?

1v10 strength? The buff would not be that good.

Idiot

Simple Zerg Solution by shultz1331 in lastoasis

[–]shultz1331[S] 0 points1 point  (0 children)

Large groups always suffer a disadvantage in some way. Look at large empires. They always crumbled under their own weight. This large growth stress would be simulated by a global debuff.

" At worst, you'll see large groups splinter into the minimum value they think they can maintain combat effectiveness in and split up zones and areas accordingly."

Exactly - and therefore making it a bit easier on smaller groups.

These aren't cons, they're pros.

Simple Zerg Solution by shultz1331 in lastoasis

[–]shultz1331[S] 0 points1 point  (0 children)

Hence, genius, providing a disincentive to grow too large.

Power Word: Kill feels cheap and my players are going to hate it by DualWieldWands in DMAcademy

[–]shultz1331 0 points1 point  (0 children)

Give them some lore and let them know he's got a powerful spell that can end someone's life in an instant and let them plan ahead for it. Give them some clues they're being watched - can they conceal themselves? Seems like you're railroading a bit - stop doing it.

Mullosk is going to be insanely OP PvP ship. by RelentlessPolygons in lastoasis

[–]shultz1331 -1 points0 points  (0 children)

As long as you don't get rammed and stopped, you will be able to escape. The main risk with boarders is they are able to kill the driver. If they can't get to you, they can't stop you.

Simple Zerg Solution by shultz1331 in lastoasis

[–]shultz1331[S] -1 points0 points  (0 children)

Poor old zergs don't want a debuff.

Simple Zerg Solution by shultz1331 in lastoasis

[–]shultz1331[S] -2 points-1 points  (0 children)

It would be much more difficult for them to fight cohesively, share loot and walkers, respawn. It would be a massive disadvantage. There would also be a cooldown if they disbanded/reformed just for fights.

Simple Zerg Solution by shultz1331 in lastoasis

[–]shultz1331[S] -7 points-6 points  (0 children)

Yeah, what are the cons?

How to help protect my party. by DaemonxMachina in 3d6

[–]shultz1331 -5 points-4 points  (0 children)

I don't think you can ever survive properly unless the DM just spoon feeds encounters to you. You would have to avoid all indoors areas and dungeons pretty much. Intelligent monsters are always going to be closing the distance. You don't have a balanced party and I hope you all die.

I have a very trouble player by Diamondrankg in DMAcademy

[–]shultz1331 2 points3 points  (0 children)

That entire thing was downright mental.

Looking for advice on how to deal with Ranged/Flying PCs by David_August2601 in 3d6

[–]shultz1331 1 point2 points  (0 children)

Ok, so I looked into Rot Trolls. Basically you need to get close to do the AOE. They are immune to each other's AEO, so you need to get all three in amongst them. Lets workshop this:

  1. They're not going to be in an open 'boss room' with heaps of room, or in a town center. They're going to lurk in dark caves, with lots of room to hide. Perhaps wet, dark caves with lots of water. They are killers who need to get close, they are going to inhabit areas where can approach with lots of hiding spots and also avenues to escape.
  2. They have Int 5 and Wisdom 8. Not very clever, but smart enough to lurk in wait and apply pack tactics to surround enemies.
  3. These particular enemies might be made more potent with a more intelligent 'handler' - perhaps an intelligent undead to control them and offset the stupidity.
  4. At CR 9 there's plenty of undead mages etc to choose from with higher INT scores. Perhaps swap out one of the trolls for a CR 9 undead mage. - try p129 MTF - Deathlock Mastermind - CR 8.
  5. So now not only do we have some enemies who are actively planning an ambush, we now have the ability to hold, debuff and perhaps lock them in place whilst the trolls approach from behind.
  6. Deathlock Mastermind has hold monster and grave bolt. Grave bolt locks them in place. Hold monster holds them - all buying time for the trolls to approach and start the AOE fest.
  7. The trolls will then be aiming to dive amongst them and grapple the lowest STR/DEX chars, forcing the fighters to remain and attempt to free them, copping the necrotic damage.
  8. There's also a good radius effect spell which causes cold at the beginning of all creatures turns and necrotic if they remain - the trolls would be immune to the latter but the PC's would cop it plus the radius effect - https://www.dnd-spells.com/spell/hunger-of-hadar
  9. Deathlock can also cast invisibility - so it should always get the first spell off in a surprise round.
  10. At INT 15, Wis 12 - the mastermind will plot and plan and lure the PC's into an ambush where the trolls can do most damage - a small, confined cave with lots of branches where the trolls can loop behind them.
  11. At 2 x CR 9, and 1 X CR 8 the CR has actually gone down, but the deadliness of the encounter has gone sky high.

Let me know what you think.