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About CleverNickName

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Age
46
About CleverNickName
Introduction:
Proudly playing 3.5E and BECMI.
About Me:
Just a geek.
Location:
Boulder, CO
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No
Sex:
Male
Age Group:
Over 40
My Game Details

Details of games currently playing and games being sought.

Town:
Boulder
State:
Colorado
Country:
USA
Game Details:
Generally speaking, our house rules are designed to restrict power, not increase it. We don't use psionics, and we frown on splatbooks.
We emphasize roleplay over mechanics whenever possible.

Game systems, in order of preference:
5th Edition
BECM
3.5 Edition
literally anything else in the whole world
4th Edition
Pathfinder
My Character:
Malachi, Warlock Hexblade

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Survivor Magic Jewelry (PART II)- THERE CAN BE ONLY ONE! Yesterday 07:08 PM

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My Game Details
Town:
Boulder
State:
Colorado
Country:
USA
Game Details:
Generally speaking, our house rules are designed to restrict power, not increase it. We don't use psionics, and we frown on splatbooks.
We emphasize roleplay over mechanics whenever possible.

Game systems, in order of preference:
5th Edition
BECM
3.5 Edition
literally anything else in the whole world
4th Edition
Pathfinder
My Character:
Malachi, Warlock Hexblade
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Thursday, 23rd May, 2019


Wednesday, 22nd May, 2019


Tuesday, 21st May, 2019


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Thursday, 23rd May, 2019


Saturday, 18th May, 2019


Thursday, 25th April, 2019

  • 06:42 AM - Hussar mentioned CleverNickName in post What does it mean to "Challenge the Character"?
    CleverNickName and 5ekyu and Mort get it. As was said, meaning is rarely in a vacuum. Challenge the character is simply shorthand for setting a challenge in the game that is addressed to the fictional abilities of the character and not directly addressed to the player. Combat is a perfect example really. Very few of us know how to use a halberd. None of us can cast a fireball. But, our characters can. How they do it? Dunno. Don't particularly care either. But, I do know that they can. So, when combat ensues, I'm not expected to tell the group how I hold my halberd or how I wave my hands and make a fireball shoot out. Sure, the decision to use a halberd or a fireball is a player decision, but, the solution to the problem of the orc standing between you and the pie is found with the character, not within your ability to figure out how to stab that orc. Once upon a time, adventures were designed to be very, very player facing. Tome of Horrors is probably the best example of this, b...

Monday, 22nd April, 2019


Friday, 19th April, 2019


Thursday, 14th March, 2019


Tuesday, 12th March, 2019

  • 11:49 PM - Hussar mentioned CleverNickName in post Critical Role's Kickstarter Breaks $1,000,000 In About An Hour!
    There's a lot to unpack in that article. Yes, "Critical Roleís massive crowdfunding success is kickstarting some interesting conversations." It's clearly kickstarting some rather boring ones too. *groan* Wow, it's almost like people deliberately cherry pick quotes and ignore context. The fact that the article spends about half the time fanbois gushing over Critical Role doesn't seem to matter. They said something bad about CR??!!?!?!? THEY MUST BE CRUSHED!!!!! Gimme a break. Here's the full quote that CleverNickName left out: According to industry publication ICV2, retail sales of TTRPGs accounted for only $55 million of the $1.5 billion hobby games category in 2017. If those estimates are true, then Critical Role has already earned more than 12 percent of the revenue of the entire TTRPG retail sector in just a few days. How much of that will Wizards of The Coast (WoTC), publisher of Dungeons & Dragons, receive? According to Critical Roleís Kickstarter page, nothing. Now, donít get bent out of shape on WoTCís behalf. Itís sitting on the most iconic franchise in TTRPG history, one thatís incidentally enjoying the biggest growth period in its history. The reason for that success? D&Dís designers tell me that itís streamers like Critical Role. But when one group of streamers, all by themselves, start pulling down more than 12 percent of the revenue generated by the entire hobby, people start to get anxious. Thatís why thereís been a lot of chatter on social media about this project. A...

Tuesday, 5th March, 2019

  • 10:58 PM - aco175 mentioned CleverNickName in post Critical Role Kickstarter Predition Game: Guess the Funding Outcome (GTFO)
    CleverNickName are very awesome for doing this. I was trying to do big math and guessed that they would bring in half the previous day for a number of days before the people dried up and then half again for the rest of the days, but could not get that far. I was thinking around 12 million, but don't want to be cheap and jump on Morrus and bet $1 higher. I'm going to go big and say $23,500,000

Monday, 4th March, 2019

  • 08:02 PM - DM Dave1 mentioned CleverNickName in post In Defense of Milestone Leveling
    I would say it only meets the threshold of "DM fiat leveling" when the standards by which a player earns a level is not made clear in advance. To my mind, "get XP for killing monsters," "get XP for completing a quest," and "get XP for showing up to X number of sessions" are not examples of fiat in this context. They are specific metrics by which the player can make decisions, rather than the DM going "Eh, I feel like you should level up now." @robus, @iserith, @DM Dave1: Is "DM fiat leveling" even a bad thing? The DM controls how many battles occur and when, and determines how many monsters are in each...therefore, the DM fully controls XP already. Any control the player has over XP is purely an illusion. Milestone leveling might break the illusion, but it's not like the concept is new... In any case, I think any and all permutations of XP/leveling can work, as long as the DM makes it clear at Session 0. Yeah, it doesn't have to be a bad thing, CleverNickName and we may be painting with too broad a brush to call several styles "DM Fiat". I think iserith nailed it: Make it clear in advance by what metrics the PCs gain levels. Then the whole "DM fiat pejorative" goes away. Even if the DM says up front: "you gain levels when I say so" (perhaps the only true DM Fiat style). If all the players are on board with that loosey gooseyness, well that's fine for that table - even if that's a leveling style I'm definitely pretty sure most of us probably wouldn't go for. :)

Friday, 25th January, 2019

  • 06:49 PM - TaranTheWanderer mentioned CleverNickName in post Skill Checks (non time sensitive) homebrew fixes
    ... or the 20th. So it's the DC that's wrong, not that it's harder in later ones. ..... Maybe manacles need to have a DC so they can't be popped open by 10 STR people regardless if it's their first try. Doesn't the average person have -1 str? So, they shouldn't be able to get free even with a 20. But I don't think it's the DC that's wrong here....see below. Saelorn: I think 1 round (6 seconds)is too short a time span for most out of combat activities. I'd allow an attempt every 10 minutes or, maybe longer. It takes time to wriggle out of stuff. Doing a Strength check over and over will make noise. Given long enough increments, people come back and check on prisoners to make sure their bonds are secure. It shouldn't be that easy to get out of manacles. In short: Out of combat 'turns' are not 6 seconds. 'Turns' take as long as what's reasonable for the activity. I don't know what 5e rules say on this subject but I just go with whatever feels realistic. CleverNickName: Having the players give you a different way of tackling the problem is a great justification for another roll. I like that a lot. But some things just take time and patience. A puzzle, for example, just requires you to work at it until you figure it out.

Thursday, 24th January, 2019

  • 08:41 PM - DM Dave1 mentioned CleverNickName in post The help action is not broken, but Working together is
    also, as for ďIíll just blink and say, ok I take two hours, let me try again.Ē No. The answer will be no. The DM decides how a task is resolved. If the DM says that this task will be resolved with 1 check that represents your efforts to figure it out within the time available, thatís it. And if the DM says, ďmake a group check, and your results will determine whether you were, as a group, is able to do the thing, and how long it takesĒ then thatís it. There is no repeat attempt unless the DM says there is. When this happens, I remind my players that "Bob already did his very best, and failed. If you do the same thing he just did, in the same way, you will get the same result he just got." This pushes the ball back into the player's court--they must either think of a new approach to the problem, or move on. I really like how you handle that @CleverNickName - I'm going to use that in my sessions next time I am presented with the "can I try, too" dice dominoes... Players donít declare checks. I want this printed on a t-shirt, so that I can wear it to my gaming sessions. Sign me up for one! LOL! :) I find that hilarious simply because I am probably one of the few DMs in 5E who does let them. I am not a big fan of the narrative style of play, personally, and if my player says "I want to make a Perception check to search for secret doors." I say, "Go for it." The closest I'll come to the narrative for such things is simply asking them where they want to search (e.g. the left wall, the book case, etc.) To me it is a waste of time to narrate most things, like my player saying "I'm going to lift all the books off of the bookcase hoping maybe one triggers a secret door." It is just as much as a waste of time to say "Rexor curls his fingers under his palm and then thrusts his hand forward, flinging a magical, crackling beam of force ener...

Wednesday, 16th January, 2019

  • 05:38 AM - Harzel mentioned CleverNickName in post Survivor Potions- POTION OF VITALITY WINS!
    Including correction for cross-post that overwrote CleverNickName's votes Oil of Etherealness 8 Oil Of Sharpness 14 Oil of Slipperiness 17 Potion of Clairvoyance 14 Potion of Climbing 16 Potion of Giant Strength 28 Potion of Diminution 12 Potion of Fire Breath 27 Potion of Gaseous Form 23 Potion of Growth 20 Potion of Healing 19 Potion of Heroism 23 Potion of Invisibility 24 Potion of Invulnerability 25 Potion of Resistance 22 Potion of Speed 20 Potion of Vitality 24

Tuesday, 1st January, 2019

  • 09:26 AM - Harzel mentioned CleverNickName in post Survivor Rods & Staves- STAFF OF THE MAGI WINS!
    ...from the first to the second. Rod of Resurrection 11 Staff of Healing 14 Staff of Power 22 Staff of Striking 17 Staff of the Magi 22 Staff of the Woodlands 19 Rod of Resurrection 11-2=9 Healing has always been more useful than resurrection in my experience Staff of Healing 14 Staff of Power 24+1=25 My favorite since high school Staff of Striking 16 Staff of the Magi 18 Staff of the Woodlands 20 Nextly, a few posts later it looks like some very stale data got used. Rod of Resurrection 12 Rod of Rulership 5 Staff of Healing 20 Staff of Power 23 - 2 = 21 Staff of Striking 16 Staff of the Magi 18 Staff of the Woodlands 20 + 1 = 21 evening up the scores So, hoping that I am not wedging things even further, and so that you all can check my work, here is the result of applying the votes apparently intended, in sequence, to @Maxperson's post. @Maxperson: Rod of Resurrection 11 Staff of Healing 14 Staff of Power 22 Staff of Striking 17 Staff of the Magi 22 Staff of the Woodlands 19 @CleverNickName Rod of Resurrection 9 Staff of Healing 14 Staff of Power 23 Staff of Striking 17 Staff of the Magi 22 Staff of the Woodlands 19 @OB1 Rod of Resurrection 9 Staff of Healing 14 Staff of Power 24 Staff of Striking 17 Staff of the Magi 20 Staff of the Woodlands 19 @chrisrtld Rod of Resurrection 7 Staff of Healing 14 Staff of Power 24 Staff of Striking 17 Staff of the Magi 21 Staff of the Woodlands 19 @Ed Laprade Rod of Resurrection 7 Staff of Healing 15 Staff of Power 24 Staff of Striking 17 Staff of the Magi 21 Staff of the Woodlands 17 @Eltab Rod of Resurrection 7 Staff of Healing 15 Staff of Power 22 Staff of Striking 17 Staff of the Magi 21 Staff of the Woodlands 18 @Quartz Since you downvoted a contestant that had already been eliminated, I thought it best to just leave your votes out and suggest you just revote. @Tallifer Rod of Resurrection 7 Staff of Healing 15 Staff of Power 20 Staff of Striking 17 Staff of the Magi 21 Staff of the Woodlands 19

Monday, 3rd December, 2018


Monday, 19th November, 2018


Saturday, 20th October, 2018

  • 01:10 AM - Gradine mentioned CleverNickName in post 2018 IRON DM Tournament
    I think it goes without saying that this was hardly my best work, both as a straight adventure and as an Iron DM entry. I'll admit to being as shocked as to the outcome as anyone, if not a little grateful. I've got a lot of a thoughts and things to say about this one, and specific responses to things, and not the time to do it now. It's hard for me to fully engage with this board on the weekend, but I'll try to compose them into something coherent and extensive soonish. I will say that I accept and am completely grateful for all of the feedback, even (especially) the constructive criticisms. I will say congrats to CleverNickName for putting up one hell of an entry. I look forward to competing against you again! In any case, all that's left now is a rematch against my first and at this point only un-avenged loss. I'll see you in the next round, MortalPlague!
  • 12:53 AM - Rune mentioned CleverNickName in post Judgement for Round 2, Match 2: Gradine vs. CleverNickName
    ...uld likely have been removed with one more editing/proofreading pass. These are things like consistently using ďexcoriatedĒ instead of ďexiledĒ or ďexcommunicated,Ē (which would make more sense in context) or labeling something a hippogriff and then describing the features of a griffon (we will definitely get back to that one). These errors exasperate the lack of focus that is the risk inherent in using a sand-boxy presentation of NPCs, motivations, locations, and associated dangers instead of a more explicitly presented adventure. The adventure elements are present, but get buried among what is otherwise indistinguishable from background information. And the names! I know this is the setting (a setting I like, by the way), but there are an awful lot of D-names and apostrophes, which, given the previously mentioned issues, just make reading the piece harder. Incorporating some bullet-points would probably have done wonders for the presentation of this adventure. Meanwhile, CleverNickNameís ďThe Cake of KingsĒ (ďCakeĒ) is fun to read. The piece doesnít take itself too seriously. Tonally, it reminded me very much of an episode of Adventure Time (at some points, a particularly dark episode, but still...). This might make insertion into an ongoing campaign a little difficult, since the silliness is baked into the very names, but ultimately seems easily adjustable without destroying the spirit or structure of the adventure. ...The structure of which is very tight, well-paced, and entertaining. What Iím not sure about is whether or not it is actually better than the adventure we get in ďTwisted.Ē In ďCake,Ē what we have is a pretty noticeably linear structure that doesnít care so much what methods the PCs use (this is especially evident in the very well-done ďResolutionĒ section), but does care very much about where they go next. So much so that, at key points, NPCs show up to lead them there. I find it difficult to believe that most groups will fail to notice that. ...

Friday, 19th October, 2018

  • 02:58 AM - Iron Sky mentioned CleverNickName in post The EN World IRON DM 2018 Tournament Scheduling Thread
    Gradine and CleverNickName, your judgment is up.
  • 02:55 AM - Iron Sky mentioned CleverNickName in post Round 2, Match 2
    ...ll are all essential to the adventure: the PCs interact with, fight, or collect them Ė or all three! In The Twisted Court the ingredients seem looser and most are optional. Since I'm too dense too understand the key path to the adventure, I just can't tell what the essential parts are. This has got to be a frustrating judgment for you Gradine since I know you put a ton of work into it and I just can't seem to figure it out. Conclusion I won't belabor the point any further as it's pretty obvious where I fall here. Maybe I just developed a personal bias against The Twisted Court in those first paragraphs or maybe never having more than 45 minutes to scrape together at a time to work on it is just creating a block. The Cake of Kings is great; solid writing, clear tone, and some truly challenging and fun encounters. The final boss is a bit of a let down after the excellence before it and it seems a touch light on content, but all in all well done. Gradine, sorry; read fail. CleverNickName has my vote for finalist. Final Note: I had word counter still open and this judgment is a shade over 3000 words...


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Thursday, 23rd May, 2019

  • 11:06 AM - Yaarel quoted CleverNickName in post Favourite D&D edition thatís not 5E
    Well I meant using the 3rd Edition SRD to write a 3E-compatible something-or-other. But now that you mention it...making 5E stuff from 3E options sounds like a much better idea. More challenging, anyway. I suspect using the 5e SRD will be useful to a wider audience as well. 3e and 4e have aspects that are truly excellent, and I want 5e to enjoy these too as much as possible.

Wednesday, 22nd May, 2019

  • 02:59 PM - Brashnir2 quoted CleverNickName in post Favourite D&D edition thatís not 5E
    Even though the thread is closed, Piratecat encouraged me to link it back whenever it's relevant. So whenever an edition war crops up, I like to add levity with this little gem I created long ago. Come on fellas, don't take it so seriously. This is a game. Fork to new thread.
  • 08:02 AM - Paul Farquhar quoted CleverNickName in post The Charismatic Fighting "Hero" - Which Core Class does it Best?
    Neville Longbottom was a wizard, and Samwise was a gardener. This raises the question which should have come up in the first place: does the OP mean "charismatic warrior protagonist"? Neville and Sam are sidekicks, even Aragorn is a supporting character in the books. Whilst Frodo is not a warrior nor especially charismatic. I can't actually think of that many charismatic warrior protagonists that aren't Marvel. Beowulf and James T. Kirk are the only ones who come immediately to mind.
  • 12:05 AM - Harzel quoted CleverNickName in post Survivor Magic Jewelry (PART II)- THERE CAN BE ONLY ONE!
    Necklace of Fireballs 14-2=12 Explosives that you wear around your neck? What could possibly go wrong? The item description says that you can "hurl...the whole necklace". So if a dwarf is wearing the necklace, and I toss the dwarf, does the necklace explode when the dwarf "reaches the end of its trajectory"?

Tuesday, 21st May, 2019

  • 08:21 PM - 5ekyu quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    What if you couldn't take a long rest just anywhere you wanted to, any time you wanted one? A bit of background: I was playing some Final Fantasy VI (or III, here in the States) yesterday, for the first time in years. It's an older game that was at the mercy of the hardware limitations, especially memory, so there were certain sacrifices the player would have to make. Like the concept of Save Points: you couldn't just rest or save the game anywhere you wanted; you had to travel to a specific place in the dungeon to do so. If you weren't at a Save Point, the game wouldn't let you use a Tent or Sleeping Bag to recover your HP and MP, and it wouldn't let you save your game file. Camping in a dangerous area was a solid NO, and everyone knows and accepts that. It got me to thinking about D&D. What if your D&D game was like that? What if you couldn't take long rests in a dungeon (or other, unsafe location)? Invent a reason. Maybe a dungeon (or forest, or island, or entire game world) was so VERY...
  • 06:34 PM - Bawylie quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    Sorry, I missed this question yesterday. To answer your question, I dunno man, I'm just trying to work my brain muscles here. Maybe there's a defensible cave or a well-defended camp of friendly elves nearby that is relatively safe. Maybe the druid or wizard could use an Arcana check to find a nearby nexus of leylines where Tiny Hut coud be cast. Maybe the ranger could find a safe location with a high enough Survival check. Or maybe there's nothing that can be done: you need to get home before dark no matter what. Agree, but maybe time pressure isn't the only way to resolve the resting issue and pace of travel. Maybe it would be more interesting to have terrain, enemy territories, and military borders come into play as well? Certainly not everyone's cup of tea, but I think it could be interesting. I had the same thought for the exact same reasons as your OP some time ago. First thing I thought of was to differentiate between sleep and rest. I decided sleep was as necessary as food a...
  • 12:56 PM - Oofta quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    I rarely do dungeon crawls, but if I did and the people left after a fight or two only to come back the next day it would not work out well for the group. The thing is that as a DM I really don't have to play fair. I do, but if I'm up front with the players about what I'm trying to accomplish and why if they don't play along there will be consequences. So when you say Yeah, we've had the dungeon change completely a few times on us, and our enemies have fortified positions and so forth. But this ends up backfiring because we still go nova on the first encounter back from town, still take a long rest right afterward, and still go back to town to rest up again. It's an XP farm. I'd respond that the DM just wasn't trying hard enough. This happens more than once and the bad guys do a raid and gather up villagers as meat shields. They recruit a dragon. The traps aren't an inconvenience, they're a tunnel that completely collapses burying everything. The group comes back and the DM tells the...
  • 05:58 AM - Tony Vargas quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    Agreed. TBH, I'm kind of sorry I even mentioned the "five minute workday," because it seems to have pulled focus from the original topic: Long Rests. :) They're very closely linked topics. The 5MWD is all about timing encounters vs rest for maximum advantage to full casters, and, thus, the PC side of those encounters. It was a very potent strategy in 3.x, when players would plot an attack, execute it, and retire to recover all-important spells. In 1e, it was vital to rest & recover spells frequently, just to survive 1st level. In short: what if it's a solid NO, and everyone knows and accepts it. What would that do to your game? What would that do to your play style?. I've been messing with what constitutes a short or long rest since 4e (3e was a little too specific about some resource recoveries, most notably the Cleric, who regained spells at a given time of day, hard-coding in 24hrs). All that such pacing control did with 4e was keep encounters at a nominal threat level when widel...
  • 03:12 AM - dave2008 quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    I didn't play 4E, so the concept is new to me. Just to be clear, the issue pre-dates 4e by 3 editions :) In fact, the AEDU structure of 4e (coupled with healing surges) was partially to try and combat the 5MWD.
  • 01:59 AM - dave2008 quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    ..., trying to look at this new staple of D&D from a new angle. Do you mean new to you? The 5MWD has been a staple of D&D for a long time. It is not something my groups have ever engaged in, but it has been a complaint since pretty much the beginning.
  • 01:56 AM - dave2008 quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    (I'm not the DM for this group, I'm a player.) Yeah, we've had the dungeon change completely a few times on us, and our enemies have fortified positions and so forth. But this ends up backfiring because we still go nova on the first encounter back from town, still take a long rest right afterward, and still go back to town to rest up again. It's an XP farm. Hmm - makes me glad I gave up on the XP system back in the 80s.
  • 01:14 AM - Immortal Sun quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    FlyingChihuahua, Immortal Sun, Yaarel: yes, I understand that these spells exist, and for good reason...but what if they didn't? Or what if it was like in Final Fantasy III and they only worked in very specific, predefined locations like at the intersection of arcane leylines, or within a circle of ancient stones? It's just a thought exercise about how important Long Rests are, really, to your group. Would it completely change the way your group plays the game, or would it just be a minor inconvenience? Or would anybody even notice? Yes, I have made more overt efforts to restrict resting places. Yes, the players do notice. No I don't feel it really changes the pace of the game. Generally it just causes complaining and it's not worth the trouble.
  • 12:58 AM - Yaarel quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    I'm not saying that long rests are a bad thing, or that taking them too often is something that needs to be corrected (personally I think they are, but that's a topic for a different thread.) I'm curious about how the game would change for your table if Long Rests in dangerous areas just wasn't possible for any reason like in an old-school CRPG. It's not about outsmarting or evading the Grue; I'm asking everyone to imagine that the Grue will always eat you no matter what you do, even if you're in a Tiny Hut. What then? For me, it's hard to see a downside. Resource management would be a huge problem for my group, since we have become accustomed to the Five-Minute Workday. Most of our gold would get spent on healing potions and scrolls...and honestly? That's probably a good thing, since everyone already complains about how "useless" gold is. And I think exhaustion would become a lot more pervasive for us as well...also a good thing. It's one of the most dangerous things in 5E, but I can'...
  • 12:52 AM - iserith quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    Could be; he told us there would be consequences but we just assumed it meant more, bigger monsters. It had never occurred to us that we could fail a mission without ever rolling initiative. That sounds like an empty threat at first that he was forced to follow through on. Telegraphing a rival adventuring party is a ton of fun and I use that a lot as time pressure. And I use the same party in every campaign - the iconic characters from D&D 3.Xe i.e. Tordek, Lidda, Jozan, Mialee et al. It's kind of a running joke and a little competition is a fantastic way to encourage the players to push on with fewer rests than normal. Especially if the rival adventurers constantly smack talk the PCs which I most definitely have them do.
  • 12:37 AM - iserith quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    (I'm not the DM for this group, I'm a player.) Yeah, we've had the dungeon change completely a few times on us, and our enemies have fortified positions and so forth. But this ends up backfiring because we still go nova on the first encounter back from town, still take a long rest right afterward, and still go back to town to rest up again. It's an XP farm. But the complete opposite approach was extremely effective. One time, we came back the next day to find the entire dungeon cleaned out...every monster was dead, and everything of value had been looted. The DM explained that while we were back in town, another group of adventurers came in and cleaned the dungeon out and took everything for themselves. We got back just in time to see a group of strangers get the acclaim and praise from the townsfolk that was supposed to be ours. We had a lot of salty players at the table after that. Did the DM telegraph to the players that there were rival adventuring groups in the area? That is als...
  • 12:35 AM - iserith quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    I'm not saying that long rests are a bad thing, or that taking them too often is something that needs to be corrected (personally I think they are, but that's a topic for a different thread.) I'm curious about how the game would change for your table if Long Rests in dangerous areas just wasn't possible for any reason like in an old-school CRPG. It's not about outsmarting or evading the Grue; I'm asking everyone to imagine that the Grue will always eat you no matter what you do, even if you're in a Tiny Hut. What then? For me, it's hard to see a downside. Then you go back to town every time you need a long rest, presuming you can do that in a town. This may increase the amount of time it takes to complete an adventure both in-game and in real time, depending on whether travel back and forth to town is played out. If there is danger on that travel, player may rightly decide to curtail the delve to conserve resources, potentially reducing the amount of ground covered per delve. You may also...

Monday, 20th May, 2019

  • 11:50 PM - dave2008 quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    My gaming group is a big fan of the Five Minute Workday. You know: go nova at the first encounter, then take a long rest, go nova again at the second encounter, and then go home. Come back tomorrow to lather, rinse, and repeat. So if I were the DM and tried this as a house-rule, I bet the rest of the group would flip the table and storm out. If this is their MO do you ever have the canon fodder upgrade their defenses in the mean time? It would be odd to me if there were no repercussions for this type of approach.
  • 11:02 PM - jayoungr quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    I understand that these spells exist, and for good reason...but what if they didn't? Or what if it was like in Final Fantasy III and they only worked in very specific, predefined locations like at the intersection of arcane leylines, or within a circle of ancient stones? It's just a thought exercise about how important Long Rests are, really, to your group. Would it completely change the way your group plays the game, or would it just be a minor inconvenience? Or would anybody even notice? I think I'm the first in my group to even take any of these spells, and I have yet to use Leomund's Tiny Hut. So it wouldn't change our style of play at all. That said, I didn't think limiting the places where you can have a long rest was an unusual thing?
  • 10:39 PM - S'mon quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    Would it slow your game to a crawl and force the party to double back, make multiple trips into and out of the dungeon to survive, or do you do this already because you're paranoid? Would you pack extra potions and scrolls and carefully manage those resources? Or maybe most of your dungeon crawls only last a couple of hours and have a small handful of encounters, so it doesn't really come up in play? IME having 7 day LR (so no LR during adventure) Encourages the PCs to press on & complete mission Encourages PCs to avoid unnecessary fights Encourages packing potions of healing etc Encourages running away Generally encourages treating the dungeon as a real & threatening place rather than a theme park.
  • 10:28 PM - Yaarel quoted CleverNickName in post Long Rests in Dangerous Places -- What if NOPE?
    @FlyingChihuahua, @Immortal Sun, @Yaarel: yes, I understand that these spells exist, and for good reason...but what if they didn't? Or what if it was like in Final Fantasy III and they only worked in very specific, predefined locations like at the intersection of arcane leylines, or within a circle of ancient stones? It's just a thought exercise about how important Long Rests are, really, to your group. Would it completely change the way your group plays the game, or would it just be a minor inconvenience? Or would anybody even notice? On occasion, players have used Stealth skill checks to hide while resting or sleeping, such as covered in soil, camouflage, or so on. Depending on circumstance, it has worked.


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