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  • jayoungr's Avatar
    Tuesday, 9th July, 2019, 02:49 PM
    Alternatively, it might be Star Wars Saga Edition. Which I'm also gearing up to run soon. (I'm really sad that WotC let the Star Wars license go. A new edition based on a 5E chassis would probably be more to my taste than the FFG version.)
    39 replies | 1476 view(s)
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  • jayoungr's Avatar
    Monday, 8th July, 2019, 08:33 PM
    I've been playing 5E, but I have a 3.5E game coming up when I finish this game.
    39 replies | 1476 view(s)
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  • jayoungr's Avatar
    Monday, 8th July, 2019, 04:34 PM
    Bump. Five hours to go!
    6 replies | 474 view(s)
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  • jayoungr's Avatar
    Sunday, 7th July, 2019, 06:00 AM
    It has 40 hours to go!
    6 replies | 474 view(s)
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  • jayoungr's Avatar
    Thursday, 4th July, 2019, 03:31 PM
    It's my impression that the people who hang out here and grouse on threads are usually DMs, not players.
    72 replies | 2720 view(s)
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  • jayoungr's Avatar
    Wednesday, 3rd July, 2019, 07:58 PM
    They're not out yet, but here are a couple of upcoming ones: Hellenistika from Handiwork Games (Ken Hite is writing or co-writing it, with art by Jon Hodgson) Odyssey of the Dragonlords from ex-Bioware designers Jesse Sky and James Ohlen, due out in September. The discussion thread is here, and the Kickstarter is here--they're accepting late pledges. It also has a free player's guide...
    3 replies | 242 view(s)
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  • jayoungr's Avatar
    Wednesday, 3rd July, 2019, 03:24 PM
    Five days left, and they just inched past $12,000 (of a $20,000 goal). Almost 500 backers.
    6 replies | 474 view(s)
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  • jayoungr's Avatar
    Tuesday, 2nd July, 2019, 03:03 PM
    Just be aware that not all players enjoy solving puzzles! But if your group does, then the channel I recommended has some great ones, of varying degrees of difficulty. I recommend watching the "How to Use Puzzles" video along with the ones detailing specific puzzles. It does a good job of laying out the reasons to use puzzles and things to consider when you put a puzzle into your game. ...
    8 replies | 311 view(s)
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  • jayoungr's Avatar
    Tuesday, 2nd July, 2019, 03:18 AM
    jayoungr replied to Wax Lemon?
    Thank you! I had a feeling someone here would know it. That doesn't sound like your fault, just a mismatch between adventure and group.
    3 replies | 292 view(s)
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  • jayoungr's Avatar
    Monday, 1st July, 2019, 09:17 PM
    I've found some great puzzle ideas on this YouTube channel: https://www.youtube.com/channel/UCYBD31KkjZhT8wcpVXcZh7w/videos Something like the Prismatic Owl puzzle (#8) might work well for this--you could use the rare crystals from the foundry to control it. Puzzle #48 is a variation.
    8 replies | 311 view(s)
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  • jayoungr's Avatar
    Monday, 1st July, 2019, 09:11 PM
    Bump to note that there's a week to go on the relaunch campaign.
    6 replies | 474 view(s)
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  • jayoungr's Avatar
    Monday, 1st July, 2019, 08:43 PM
    jayoungr started a thread Wax Lemon?
    Some of my players have been playing D&D since first edition, and they have this running joke about wax lemons. They say it came from an adventure they remember playing years ago. As best they can remember, there was a drawer with a trap that released poison gas or something similar. The only thing in the drawer was a wax lemon. They're pretty sure it was a published adventure. Anyone...
    3 replies | 292 view(s)
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  • jayoungr's Avatar
    Monday, 1st July, 2019, 07:01 PM
    I thought about suggesting that one, but if the group is having problems with lethality, I don't think LMoP is going to be better than HotDQ. I recall lots of groups reporting TPKs in the goblin caves at the beginning. *** TaranTheWanderer: Re-reading your initial post, I do think maybe you're playing the enemies as smarter than many DMs would, especially for a low-level game. An enemy...
    37 replies | 1114 view(s)
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  • jayoungr's Avatar
    Monday, 1st July, 2019, 03:57 PM
    They're new players; they're still learning the ropes. I think it's okay to be lenient on them for their first adventure. Here's a possibility. I don't know if you've read through to Rise of Tiamat yet, but you find out in that adventure that the cult's raids on villages have also involved the taking of prisoners intended as sacrifices for the ritual to bring Tiamat out of the Nine Hells. ...
    37 replies | 1114 view(s)
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  • jayoungr's Avatar
    Monday, 1st July, 2019, 03:45 PM
    In your opinion. This is also partly a matter of opinion and/or individual experience, because not all PC groups are equal. And in fairness to the folks who wrote it, the rules were being finalized at the same time as they were working on it. (Tip for TaranTheWanderer: if you do that encounter with the disguised assassins at the inn in chapter 4, you'll want to scale way back on that...
    37 replies | 1114 view(s)
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  • jayoungr's Avatar
    Monday, 1st July, 2019, 03:25 PM
    Thanks for the suggestions so far. To be clear, I'm not so concerned with items or treasure the mooks might be carrying. They're mooks, and I just expect them to be carrying a little cash and maybe an interesting mundane item or two. I've found resources for things NPCs might have in their pockets--the system-neutral "I Loot the Body" series from Raging Swan Press is useful for this--but I'm...
    18 replies | 847 view(s)
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  • jayoungr's Avatar
    Monday, 1st July, 2019, 03:09 PM
    The idea that HotDQ is "a terrible module" is not shared by everyone on this board. My group had a great time with it, and I think it is unfairly maligned. Hard to say without more information. The fact that your players are inexperienced may be a large factor. Are they making any effort to be stealthy and avoid encounters that they're not ready for? If so, are you calling for group...
    37 replies | 1114 view(s)
    5 XP
  • jayoungr's Avatar
    Sunday, 30th June, 2019, 03:48 PM
    Those tables are a good start, but I was wondering if anyone knew of something a little more granular.
    18 replies | 847 view(s)
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  • jayoungr's Avatar
    Sunday, 30th June, 2019, 03:26 PM
    One set of players for whom I run games always, always, always loots the bodies. Ever since 5E started, one of their recurring complaints has been enemies who don't have anything on them, and I think it's fair to say that the published adventures generally don't have any sort of guideline as to how much cash random thugs, or whatever, would be carrying. I thought as time went on, they'd...
    18 replies | 847 view(s)
    1 XP
  • jayoungr's Avatar
    Thursday, 27th June, 2019, 03:04 PM
    The only 5e patreon I support is en5ider. But I have considered supporting some creators of digital maps and similar assets, as I use Roll20 a lot.
    27 replies | 991 view(s)
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  • jayoungr's Avatar
    Thursday, 27th June, 2019, 03:02 PM
    I don't follow Twitter. What did he do (if you can describe it in a way that won't incur a reprimand)?
    1012 replies | 71181 view(s)
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  • jayoungr's Avatar
    Thursday, 27th June, 2019, 02:43 PM
    If your game is set in the Forgotten Realms, you could also have Cult of the Dragon fanatics as minions. If it's not set in the Realms, see HJFudge's suggestion above about paladins.
    16 replies | 559 view(s)
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  • jayoungr's Avatar
    Thursday, 27th June, 2019, 06:18 AM
    Any color dragon? Just chromatic? Just white?
    16 replies | 559 view(s)
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  • jayoungr's Avatar
    Sunday, 23rd June, 2019, 03:21 PM
    I'm behind in writing up my thoughts on modules I've run, but I just wanted to post a quick update about how I decided to handle some of my problems with the second half of the campaign. I'm creating a blend of DDAL04-07 ("The Innocent") and DDAL04-11 ("The Donjon"), similar to the way I remixed DDAL04-01 ("Suits of the Mists") and DDAL04-06 ("The Ghost") earlier in the run. I'm completely...
    30 replies | 2130 view(s)
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  • jayoungr's Avatar
    Sunday, 23rd June, 2019, 03:10 PM
    To specifically address the last part of the OP, about losing out on a fun pursuit scene: in my experience, players won't find the pursuit fun if they feel like they've been forced into it. Better just to save it for a potential future use, like maybe sometime when a bad guy gets away unexpectedly and you need follow-up on short notice.
    59 replies | 2510 view(s)
    1 XP
  • jayoungr's Avatar
    Friday, 21st June, 2019, 03:44 PM
    For some reason, the link in the OP tries to take you to a D&D Beyond forum discussion. If you type in the exact address instead of clicking the link, it should go to the right place. Or, for convenience, just click this: https://dndadventuresforkids.com/ The site looks great, by the way!
    5 replies | 254 view(s)
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  • jayoungr's Avatar
    Friday, 21st June, 2019, 03:43 PM
    It depends in part on the setting. If it's Ravenloft, for example, weird things can happen because it's that kind of place. But for most settings, yeah, the villain just dies, and you have to figure out what happens next!
    59 replies | 2510 view(s)
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  • jayoungr's Avatar
    Thursday, 20th June, 2019, 06:51 PM
    pukunui has been running season 1 of the AL adventures as a campaign; maybe he'll weigh in on how that's going. He started a thread about it a while ago, which also has some feedback from board members on suggested seasons to run: http://www.enworld.org/forum/showthread.php?657854-Running-a-DDAL-season-as-a-home-campaign
    7 replies | 430 view(s)
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  • jayoungr's Avatar
    Thursday, 20th June, 2019, 02:15 PM
    I'd love a Planescape/Sigil book, but (as with CoS/Innistrad), I feel like that niche was filled by the Ravnica book, at least for now. So that leaves Dark Sun. Another point in DS's favor is that they've already floated some test versions of psionics.
    25 replies | 1222 view(s)
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  • jayoungr's Avatar
    Wednesday, 19th June, 2019, 08:06 PM
    I kind of feel like the time for that has come and gone. We have Ravenloft, and we have the Plane Shift conversion for Innistrad; between them, I think D&D has the gothic horror niche covered in terms of official material, at least to a great enough degree that other setting needs become more pressing.
    25 replies | 1222 view(s)
    3 XP
  • pukunui's Avatar
    Wednesday, 19th June, 2019, 01:07 AM
    I still enjoy rereading the Chronicles trilogy every so often. I have found, though, that the prose can be very clunky and is not conducive to reading out loud the way, say, Pratchett’s Discworld novels are.
    41 replies | 2149 view(s)
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  • jayoungr's Avatar
    Tuesday, 18th June, 2019, 05:30 PM
    This one is effectively done with the trip attack: if it is successful, the target falls prone and must spend half its movement on standing up again.
    76 replies | 3278 view(s)
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  • pukunui's Avatar
    Tuesday, 18th June, 2019, 05:52 AM
    TarionzCousin: I would not have guessed that many! But then I stopped reading D&D novels sometime in the late 90s, I think. I've read most, if not all, of the older Dragonlance novels but none of the newer ones. PabloM: Interesting perspective. I have long held the opposite belief: that Krynn is a great world for novels but not that great to play in (partly because it feels too small).
    41 replies | 2149 view(s)
    1 XP
  • jayoungr's Avatar
    Tuesday, 18th June, 2019, 04:56 AM
    If you happen to own Hoard of the Dragon Queen, you can lift the caravan guards and/or teamsters from chapter 4 (see pages 32-33).
    14 replies | 624 view(s)
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  • jayoungr's Avatar
    Monday, 17th June, 2019, 09:23 PM
    It still sounds like basically just Dungeon World, to me. "Moves" to describe your character's schtick? Check. Roll against a target number? Check. Margin of success or failure determining results? Check. What's different, apart from the fact that you're rolling a D20 instead of 2d6?
    57 replies | 2240 view(s)
    2 XP
  • jayoungr's Avatar
    Monday, 17th June, 2019, 04:54 AM
    Thinking about it, I kind of think what you're looking for might be something like Dungeon World? You have archetypes with distinctive fighting styles and "moves" they can make to use them, which fits what you're saying about a baked array of narrative descriptions.
    57 replies | 2240 view(s)
    1 XP
  • jayoungr's Avatar
    Monday, 17th June, 2019, 02:45 AM
    If you think 5th edition combats are "slow slugfests," then I have two reactions: 1. Have you ever played any other editions of D&D? 2. Are you sure you don't just want an indie game? (Nothing wrong if the answer is "I do want an indie game.")
    57 replies | 2240 view(s)
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  • jayoungr's Avatar
    Sunday, 16th June, 2019, 09:42 PM
    Oh, for another Egyptian-themed adventure, there's always "The Ruins of Andril" from Dragon #81. It won a module design contest back in the day.
    23 replies | 1186 view(s)
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Running Rise of Tiamat; playing a bit of D&D 5E, FATE, Feng Shui 2, and various indie games.

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Running Rise of Tiamat; playing a bit of D&D 5E, FATE, Feng Shui 2, and various indie games.
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Monday, 1st July, 2019

  • 03:17 PM - Sadras mentioned jayoungr in post Horde of the Dragon Queen (what am I doing wrong)spoilers
    The idea that HotDQ is "a terrible module" is not shared by everyone on this board. My group had a great time with it, and I think it is unfairly maligned. 100% (there's just one dragon fight in HotDQ) The Draakhorn only gets sounded in RoT, so I never saw the reason for HotDQ getting criticism for this. Two dragons as @jayoungr correctly points out with the possibility of more (dragon eggs in chapter 3, perhaps observe one flying overhead in chapter 4, and the two sibling black dragons that live in the marsh) - is more than enough as a starter.

Friday, 14th June, 2019

  • 07:21 PM - Yaarel mentioned jayoungr in post 4e Clone − help create it!
    @Azzy, jayoungr I updated the original post as follows. Any suggestions? Grappling Grappling represents wrestling, grabbing, pulling, and pushing. To make a grappling attack, add d20 to whichever is highest, your Dexterity bonus (for agility and leverage) or your Strength bonus (for physical size and power). To make a grappling defense, add 10 to whichever is highest, Dexterity or Strength. However, always use Strength to keep a hold ongoing. For example. To break out of a hold, you attack via your Dexterity versus your opponents Strength. To climb onto a Dinosaur, you attack via your Dexterity to grab on around a neck or a horn, and an unwilling Dinosaur attacks via its Dexterity versus your Strength to shake you off. Grappling attacks are natural unarmed attacks, with or without proficiency.

Sunday, 9th June, 2019


Monday, 15th April, 2019

  • 08:59 PM - Blue mentioned jayoungr in post Musing on some variant and homebrewed rules: feedback and insight wanted
    I completely agree about mechanics not just allowing but actively enforcing a setting gives you a strong feel. Thank you for taking the time to be as clear about what you are trying to do, it's a boon for responding. You already mentioned playing with long rests, and jayoungr already mentioned AiME, I'd like to reinforce where those line up - lack of long rests during "the journey". During the days/weeks/months long passage to wherever there will be a variety of challenges. However, long rests are not available via default at all during this. It's things like Elrond's Last Homely House and other rare and location-bound sanctuaries that would allow a long rest. Places you may not be welcome at until it's the reward from something you did. Along the same lines, inter-class balance betweent he primary at-will, short rest, and long-rest recharge classes varies on how often your short and long rests are. Using the slow variations in the DMG (or a similar option) means that it is easier for the DM to control the number of encounters between rests to adjust to where they want it. An interesting side effect of this is that players may be less likely to play primary long-rest recharge classes if they know you are aiming at 6-8, and are just as likely to h...

Wednesday, 13th March, 2019

  • 07:53 PM - pukunui mentioned jayoungr in post Running a DDAL season as a home campaign
    Thanks for the tips, jayoungr! I’m actually thinking Season 5 might be the best one to start with.
  • 02:58 AM - pukunui mentioned jayoungr in post Running a DDAL season as a home campaign
    Hi all, Like jayoungr, I am considering running a DDAL season as an episodic campaign for one of my home groups. Advice I’ve read elsewhere is that most seasons’ adventures can be run in numerical order by tier in order to make a more or less chronological story. I am leaning towards Season 3 (Rage of Demons) for thematic reasons, although the ability to easily mix in adventures from Lost Tales of Myth Drannor to plug gaps and/or continue the campaign is appealing as well. Season 2 (Elemental Evil) is probably the runner-up, although I find Mulmaster a little off-putting. Has anyone else done this? If so, do you have any suggestions or recommendations? I’m a bit concerned that some of the seasons don’t have a good enough spread of adventures across levels, so that I would end up having to plug some other short adventures in to fill the gaps. Would that be the case with Seasons 2 and 3 in particular? Or is there enough there to run PCs from Tier 1 straight through to Tier 3? Please let me know if...

Friday, 7th December, 2018

  • 05:34 PM - Quickleaf mentioned jayoungr in post How to make an encounter with falling great distances interesting and dangerous, but not deadly?
    ...is scenario, falling doesn't represent character death, it represents a serious set-back. IF the character loses all their HPs, they are not dead but unconscious and now they have to carry them or wait for him to wake up, the character has broken a leg and is at 1/2 movement or has broken an arm and some of the challenges require the other PCs to haul the PC up etc...The injured player has mechanical penalties that last days (this is homebrew now, obviously). And having to start over will be even harder because that storm is setting in and the winds are getting high and the rock is getting wet. If you give the players two options, they can choose the easy way and you can hand-wave the journey and dealing with the NPCs will become the harder challenge. If they choose the difficult way, the reap the benefit at the end. The important thing is the players choose whether they want this to a challenge that takes centre stage. Love your user name :) Interesting, yeah you and jayoungr make similar suggestions about the aarakocra disposition toward the PCs being determined by how their climb goes. Off the top of my head, the aarakocra saint is supposed to openly offer a flight ritual to the PCs once she learns of their quest, but perhaps that's reserved for those she finds "worthy", and those who are "less worthy" would need to perform a quest for the aarakocra in exchange for the flight ritual. Thing is, it's important to the narrative that there is no easy way up to the aarakocra settlement from the ground. Otherwise it wouldn't be such a unique sanctuary, and would be dealing with the same dangerous jungle conditions and roaming undead as everyone else down on the ground. A big part of the character of Kir Sabal is that it's above the challenges faced by ground-dwellers. Being hard-to-reach is its only defense (well, and air elemental summoning). An easy longer way up would undermine that.

Tuesday, 27th November, 2018


Friday, 9th November, 2018


Sunday, 28th October, 2018


Saturday, 27th October, 2018

  • 10:40 PM - Quickleaf mentioned jayoungr in post How do you encourage players to interact with the environment?
    jayoungr Sounds like you may have a convergence of 3 issues at your table: 1. A group possibly pre-disposed to cautious play, further entrenched into risk-aversion after being "scarred" by Tomb of Horrors. 2. Imbalanced risk vs. reward ratio when it comes to exploration. 3. Insufficient clues coming from the DM to let players know there's something worth exploring here. I've addressed these very issues in my own gaming groups over the years in a "silver buckshot" approach by: Making it clear to players early on that exploration will be rewarded, either by overtly stating so, by demonstrating it through NPC stories of discovering fortunes/magic, or having a PC discover an un-trapped secret door with treasure early on. Making an effort to design dungeons with beneficial secrets/tricks/treasures in the environment. When running modules, make an effort to insert such things into the module if they are lacking. Giving the players a surplus of actionable clues (even when it seems I'm be...

Wednesday, 25th October, 2017


Monday, 23rd October, 2017

  • 08:21 PM - robus mentioned jayoungr in post Enhancing "Rise of Tiamat" (Practical stuff to try at your table!)
    jayoungr - I'm making the rounds of the Enhancing threads asking that they be made into Wiki threads so the best ideas can be accumulated on the first post. Collected under Chapter name. I'm not saying you need to do it - just that the opportunity is made available :) (your other threads too if you don't mind :) ) Thanks!

Monday, 18th September, 2017

  • 03:38 AM - robus mentioned jayoungr in post [SPOILERS] Enhancing Tomb of Annihilation
    It's like I don't even exist. http://www.enworld.org/forum/showthread.php?582133-SPOILERS-Running-Tomb-of-Annihilation-Discussion A hat tip to jayoungr in the OP would have probably helped ;)

Monday, 24th July, 2017

  • 04:09 AM - DM Magic mentioned jayoungr in post A Character Sheet for Beginners
    Added small changes over both sides with input from some intrepid non-gamers who helped me soften/clean up/simplify the language. Also added a blank color and blank B&W version for jayoungr Version 1.6.1: https://drive.google.com/open?id=0BxTaDcSMIkaaT2NXazdUM2VkSm8

Sunday, 7th May, 2017

  • 11:18 PM - robus mentioned jayoungr in post Enhancing "Curse of Strahd" (and DDAL adventures)
    jayoungr - awesome stuff on the mega index. May I suggest that you update your first post to include it too - so new people (coming from the "best of" thread don't have to read to the end of the thread to find this great index :)

Thursday, 15th December, 2016

  • 10:11 AM - pukunui mentioned jayoungr in post Enhancing "Rise of Tiamat" (Practical stuff to try at your table!)
    I'm having trouble with the Cult Strikes Back setup. I've got four 10th level PCs, with a 6th level NPC druid companion, and I'm looking at the Second Attack options. The text makes it sound like it should be a big force - it talks about multiple nycaloths and mezzoloths and/or multiple cultists dropping down from the black dragon ... but when I do the calculations, I'm getting a deadly encounter with just one dragonsoul, one mezzoloth, and one nycaloth. One dragonsoul and one adult black dragon gets me a deadly encounter as well. (Whereas the black dragon by itself is merely hard.) Anyone got any advice? jayoungr? Eltab? Steven Winter? By the way: I've set this attack up by having the PCs in Everlund just as it comes under attack by the cult. I could potentially have waves of cultists hit them as they try to make it back to Moongleam Tower in order to teleport back to Waterdeep. EDIT: In case it helps, the PCs are as follows: *goliath moon druid 10 *dwarf evoker wizard 10 *human berserker barbarian 10 *halfling swashbuckler rogue 10 *halfling druid NPC (a 6th level caster)

Friday, 18th November, 2016

  • 12:54 AM - pdzoch mentioned jayoungr in post Spell components. Anyone have a DM actually enforce them?
    jayoungr: True: Components are not consumed unless it states they are consumed. But some of the component seem suspect for staying viable for use in a spell, such as a morsel of food, a piece of flesh, drop of blood, all of which would probably rot or dry out (unless the drop was drawn fresh each time from the walking vessel!) and incense (which one would think would be consumed).

Sunday, 9th October, 2016

  • 01:49 AM - pukunui mentioned jayoungr in post A Hoard to Remember: Tyranny of Dragons Campaign Log
    Good news, readers! Thanks to jayoungr, I should be able to restore the missing posts from this thread. It turns out she printed the whole thing out, and she's taken the time to scan it all in and send it to me so I can reconstruct the narrative. I can't thank her enough!


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Thursday, 4th July, 2019

  • 04:01 PM - Tony Vargas quoted jayoungr in post Doing away with INT/WIS/CHA
    It's my impression that the people who hang out here and grouse on threads are usually DMs, not players. Not how said grousing was couched. Player-side perspectives certainly come up, here, in spite of our general demographics. And, when I thought about it, I realized, yeah, players /do/ often express some frustrations at the table that could indeed have the modeling of mental attributes at the root of them.

Monday, 1st July, 2019

  • 10:02 PM - DM Dave1 quoted jayoungr in post Wax Lemon?
    Some of my players have been playing D&D since first edition, and they have this running joke about wax lemons. They say it came from an adventure they remember playing years ago. As best they can remember, there was a drawer with a trap that released poison gas or something similar. The only thing in the drawer was a wax lemon. They're pretty sure it was a published adventure. Anyone know which one it might be? L2 - The Assassin's Knot https://adventurelookup.com/adventures/the-assassins-knot
  • 09:01 PM - Sacrosanct quoted jayoungr in post Gamer Stats From White Dwarf in the 80s
    I see more than one woman in that picture. Also, it looks like that's a Magic: the Gathering tournament, not an RPG day. RPG day doesn’t have nearly the draw.... Also, demographics are pretty much the same.
  • 07:39 PM - Charlaquin quoted jayoungr in post Horde of the Dragon Queen (what am I doing wrong)spoilers
    I thought about suggesting that one, but if the group is having problems with lethality, I don't think LMoP is going to be better than HotDQ. I recall lots of groups reporting TPKs in the goblin caves at the beginning. Yeah, the goblin caves are a TPK waiting to happen if the players try to fight their way through them. But the adventure gives them every opportunity to negotiate with either the goblins or klaarg (or both, and play them against each other.) I think it’s a very good use of a deadly encounter - yes, if you end up fighting and don’t retreat, you likely won’t survive. But several things have to go wrong for you to end up in that situation,
  • 07:38 PM - Tony Vargas quoted jayoungr in post "What Do You Mean, They Don't Have Any Loot?"
    I don't want to be unreasonably stingy, but I don't want to unbalance the game by giving the PCs too much cash too early either.There's very little in 5e that hinges on wealth. Expensive material components and the best Armors are about it. Too much wealth too soon, and the heavy-armor types AC will be 1 higher than expected. Too little wealth and there are some spells that won't be practical to cast - but there are a /lot/ of spells to choose from. Not much potential to break the game, there, IDT. OTOH, giving out magic items... The DMG has a paragraph that states (paraphrasing): "a party can expect to roll on the treasure hoard chart x# of times per level." This sets a guideline to how many times a DM should award treasure during a campaign. But using said chart in the first place is optional, no? Because MM was very up-front about the design assumptions not including magic items. However, the one time I followed this, characters were stuffed to the gills with magic items ...
  • 04:41 PM - Jay Verkuilen quoted jayoungr in post Gamer Stats From White Dwarf in the 80s
    I read somewhere that more girls/women were interested in D&D when it was very new, in the 1970s. But by 1987, it was firmly stigmatized as "that thing that only hopelessly nerdy boys who can't get a date do"--remember, "nerd" wasn't a compliment in 1987--so I'm not surprised that there weren't many female players at that time. There was a lot stronger gender segregation of toys and hobbies that happened over that course of time. But one thing that also happened from the mid '70s to the mid '80s was how much younger the player base was as D&D moved into toy stores. D&D was more of a college thing initially. College students can make their own choices. Adding the self-selection factor that you had to also subscribe to White Dwarf to even participate in the survey might skew the results even further. True, but I suspect that it's not a terrible representation of the White Dwarf readership. Yes, there are problems with voluntary return by mail surveys but as long as you're not trying to de...
  • 04:09 PM - Retreater quoted jayoungr in post Horde of the Dragon Queen (what am I doing wrong)spoilers
    In your opinion. This is also partly a matter of opinion and/or individual experience, because not all PC groups are equal. And in fairness to the folks who wrote it, the rules were being finalized at the same time as they were working on it. (Tip for @TaranTheWanderer: if you do that encounter with the disguised assassins at the inn in chapter 4, you'll want to scale way back on that encounter. While they were writing the adventure, they were working from a draft of the monster manual where an assassin was a much lower-CR foe than the CR 8 it ended up being. I'd suggest using the stats for the bandit captain (CR 2) instead, maybe with a veteran (CR 3) for the leader if you think your players can handle it.) Linear is not the same as railroad. But yes, if you prefer sandboxes, this is not going to be your cup of tea. I always recommend this review, which I think does a good job of analyzing the adventure's strengths and weaknesses in a fair way: http://www.starwalkerstudios.com/blo...
  • 03:36 PM - TaranTheWanderer quoted jayoungr in post Horde of the Dragon Queen (what am I doing wrong)spoilers
    I think even the good ones benefit from preperation and tweeking to suit your table. I haven't read HotDQ, but I'm aware that it isn't well regarded. If you don't have time for a lot of prep, I would certainly consider something different. HotDQ & RoT took A LOT of prep and tweaking. I did prep...I just didn't read a lot of extra on-line stuff. I read the adventure from cover to cover, made plot hooks for all the PCs, dropped potion in tough areas and even reduced enemies in a couple places. Despite the module's difficulty inexperience might also be a factor. With regards to where to restart from... I'd say keep the characters, have them rescued by Delaan Winterhound (Rise of Tiamat - Council Member) with his pet Loska, who was investigating rumours of a dragon hatchery in the area. The cult has long since taken off - so the party are a tenday or so behind the Cult. The characters failed so they should have a setback of some kind besides the fact that they lost their equ...
  • 03:17 PM - Sadras quoted jayoungr in post Horde of the Dragon Queen (what am I doing wrong)spoilers
    The idea that HotDQ is "a terrible module" is not shared by everyone on this board. My group had a great time with it, and I think it is unfairly maligned. 100% (there's just one dragon fight in HotDQ) The Draakhorn only gets sounded in RoT, so I never saw the reason for HotDQ getting criticism for this. Two dragons as @jayoungr correctly points out with the possibility of more (dragon eggs in chapter 3, perhaps observe one flying overhead in chapter 4, and the two sibling black dragons that live in the marsh) - is more than enough as a starter.

Sunday, 30th June, 2019

  • 08:10 PM - Tony Vargas quoted jayoungr in post "What Do You Mean, They Don't Have Any Loot?"
    I thought as time went on, they'd become adjusted to the "new normal," but they still seem to miss the fun of writing down new loot on their character sheets after every fight. And if that's what they enjoy, well, fair enough. Has anyone made or found a simple resource with suggested loot levels for various types of common enemies? Like, "Sewer scavenger, loot 2d4 silver" type entries? ETA: To be clear, I'm looking for something that breaks it down in more detail than the DMG tables. A low-level merchant will probably be carrying more money than a low-level street urchin, for example. As often seems to be the case, I feel like I already have this resource from back in the day. 1e had Treasure Types, they were pretty generic, so many lbs (coins were 10/lb!) of each type of metal, including electrum, so many gems, items, etc. I wanted to spice it up so I went through equipment tables and categorized anything/everything into equivalent value:weight of those various metals. So if a ...
  • 06:43 PM - Quartz quoted jayoungr in post "What Do You Mean, They Don't Have Any Loot?"
    Has anyone made or found a simple resource with suggested loot levels for various types of common enemies? The loot is what I - the DM - want the PCs to have. If they have something special that I want the PCs to find and the PCs search then the PCs find it. And critters outside their lairs will have minimal cash loot. Remember the cardinal rule: you should only call for a roll when the result is in doubt. It also gives me the opportunity to fix earlier problems. For example, the PCs come across a slaughtered caravan but fail to search, so they fail to find the letter of introduction secreted on one of the bodies. So later they encounter some of the bandits. The bandits have wealth way beyond the ordinary, having just raided the caravan, but most importantly, they have the letter. Of course, much of that loot may be spoiled in the battle - Fireball does a real number on silk, you know?
  • 06:11 PM - Xaelvaen quoted jayoungr in post "What Do You Mean, They Don't Have Any Loot?"
    Has anyone made or found a simple resource with suggested loot levels for various types of common enemies? Like, "Sewer scavenger, loot 2d4 silver" type entries? ETA: To be clear, I'm looking for something that breaks it down in more detail than the DMG tables. A low-level merchant will probably be carrying more money than a low-level street urchin, for example. I've not found a chart of any sort along these lines - instead, I ask the players to make search checks every time they loot a body (or group of bodies). Anything under 11 total gets them some coins and the obvious - what a person was wearing or carrying. Even a useless half-rusted goblin shortsword must be worth something to someone - of course, I inflict stricter carrying capacity rules if they try to take things that really aren't worth the time to gather. If the roll is 11 or higher, I'll throw in one or two small items of value dependent on the situation. A silver ring that the merchant was wearing (worth maybe 10sp). Natu...

Thursday, 27th June, 2019

  • 03:04 PM - M.L. Martin quoted jayoungr in post Mearls' "Firing" tweet
    I don't follow Twitter. What did he do (if you can describe it in a way that won't incur a reprimand)? People are still upset about his handling of the Zak S situation, and the official WotC account doing a Pride-related promo set off the new wave.

Tuesday, 18th June, 2019

  • 05:34 PM - Paul Farquhar quoted jayoungr in post Missing Battle Master Manuevers
    This one is effectively done with the trip attack: if it is successful, the target falls prone and must spend half its movement on standing up again. It's not necessarily the same. You can only trip large or smaller creatures with legs. You might need something that works on a purple worm.
  • 01:11 AM - Travis Henry quoted jayoungr in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    It still sounds like basically just Dungeon World, to me. "Moves" to describe your character's schtick? Check. Roll against a target number? Check. Margin of success or failure determining results? Check. What's different, apart from the fact that you're rolling a D20 instead of 2d6? Okay thanks - I'm barely familiar with Dungeon World - so I'm just going off what you and others have said. Okay, maybe the proposed ND&D is similar is DW. Others have said Feng Shui. I'd guess a couple significant differences: 1) The rules might be even quicker/lighter than DW. When I skim through the DW rulebook it still looks pretty complex. 2) The goal would be to explicitly tie ND&D into the vast body of existing D&D Fiction (novels, Dragon short stories, comic books), using sample quotes with chapter and verse. It's fully immersed in the D&D Multiverse. Maybe if you took DW and reskinned it for the D&D Multiverse, that'd be a start. But then, need to streamline combats and social interactions so tha...

Monday, 17th June, 2019

  • 06:52 AM - Travis Henry quoted jayoungr in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    Thinking about it, I kind of think what you're looking for might be something like Dungeon World? You have archetypes with distinctive fighting styles and "moves" they can make to use them, which fits what you're saying about a baked array of narrative descriptions. Yes, Feng Shui + Dungeon World, set firmly in the D&D Fiction Multiverse.
  • 03:12 AM - Travis Henry quoted jayoungr in post Narrative/Novel D&D...ND&D. Imagine if the game played just like the D&D novels?
    If you think 5th edition combats are "slow slugfests," then I have two reactions: 1. Have you ever played any other editions of D&D? 2. Are you sure you don't just want an indie game? (Nothing wrong if the answer is "I do want an indie game.") Good questions. 1. I was raised on BECMI D&D. Quick. Especially in regard to character creation! Later I played 2E as well. I've played and DMed 3E too, and yeah, you're right that 5E is streamlined compared to that. But my point isn't just about quickness. Yet even BECMI was slower than it takes to read a story of similar scope. 2. There may be features of indie games which are relevant to what I'm aiming for. But my question is specific to the D&D Multiverse and its stories. I want to be able to run TRPG games which are: 1) truly as quick as D&D Fiction stories, and 2) which more fully capture the picturesque color and description of actions and abilities as seen in D&D Fiction. It's not only about becoming a master DM (or master player) who's go...

Saturday, 15th June, 2019

  • 04:24 AM - Riley37 quoted jayoungr in post Looking for good "against the cult" adventures - preferably urban
    I think you're misremembering. The adventure starts with the cult raiding and looting (not invading and conquering) a small hamlet called Greenest. The town of Phlan doesn't appear in Tyranny of Dragons at all. Ah, correction accepted. I'm talking about DDEX 1-10, "Tyranny in Phlan", and not about "Tyranny of Dragons". Thank you.

Friday, 14th June, 2019

  • 05:48 PM - Yaarel quoted jayoungr in post 4e Clone − help create it!
    I know you want it to be simple, but it just doesn't seem right to me not to be able to use Strength to break a grapple. I would go with a choice of either—representing wither the strength to force of the grapple, or the dexterity to squim or twist out of the grapple. Yeah, I guess. Maybe for the sake of simplicity, ANY grappling maneuver can attack or defend via whichever is higher, Dexterity or Strength. So, Dexterity can ‘Push’ by means of a judo flip or so on, and ‘hold’ by grabbing a sensitive place like a finger. I have in mind that there are only four abilities (or at least only four ‘active’ abilities). So, attack uses Strength or Dexterity +d20, and defense uses Strength or Dexterity +10. It occurs to me, size should count as armor. Human Medium size and smaller normally relies on Dexterity augmented by armor, for defense. However, Huge and Gargantuan are difficult to hit because these puny little weaklings dont really matter relative to these larger sizes. Consider Giant an...
  • 04:58 PM - Azzy quoted jayoungr in post 4e Clone − help create it!
    I know you want it to be simple, but it just doesn't seem right to me not to be able to use Strength to break a grapple. I would go with a choice of either—representing wither the strength to force of the grapple, or the dexterity to squim or twist out of the grapple.


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