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Latest D&D Survey Says "More Feats, Please!"; Plus New Survey About DMs Guild, Monster Hunter, Inquisitive, & Revenant Saturday, 30th April, 2016 12:36 PM

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Tuesday, 26th January, 2016

  • 10:15 PM - LordEntrails mentioned Trurl in post Running a Maze: Is there a better way to do it?
    Trurl, That could work really well. You could incorporate the tesseract or shifting maze ideas by on the backside have a code for each edge, when the party goes off that edge, you look at your code on the back and that tells you what adjoining sheet they then move to. That allows you to shift the connections as you want, and gives them a map of where they are so theater of the mind is minimized.

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Monday, 2nd May, 2016


Sunday, 1st May, 2016


Saturday, 30th April, 2016

  • 12:56 PM - AaronOfBarbaria quoted Trurl in post Latest D&D Survey Says "More Feats, Please!"; Plus New Survey About DMs Guild, Monster Hunter, Inquisitive, & Revenant
    I'm disappointed by people demanding more feats. I hope that at most we get 10 well considered feats.If you aren't saying you are disappointed by yourself in the first sentence, then the second sentence shows that you may be over-stating other people's hopes by calling them demands. It's not a demand, in my understanding of that word, to say "Yes." when someone asks "Would you like some more feats?" nor to say "Feats." when someone asks "What game element would you like there to be more of?" I'm also disappointed by so many people playing half-elfs. It wouldn't be so bad if a person playing a half-elf had an interesting story about their parentage, but in my experience people playing this race put the least work in defining their character.Do you find yourself similarly disappointed by people playing other race options and not coming up with an interesting story about their parentage? If not, you may have an unfair expectation of players of half-elf characters. My experience is that ...

Monday, 29th February, 2016

  • 12:15 AM - Ath-kethin quoted Trurl in post I think the D&D experience system has a lot to do with my players being murder hobos.
    Does anyone know of good variants? I'm not ready to simply do milestone progression. I like the spirit of the experience system for Dungeon World but adapting it seems like a lot of work. Since everybody levels at the same rate now anyway, what really is the difference between planning encounters with an XP budget and "milestone" leveling? Seriously, you know when the party will level based on the challenges you design - why not just make a note to have them level at that point and skip the middleman?

Sunday, 28th February, 2016

  • 11:40 PM - Whizbang Dustyboots quoted Trurl in post I think the D&D experience system has a lot to do with my players being murder hobos.
    Does anyone know of good variants? I'm not ready to simply do milestone progression. I like the spirit of the experience system for Dungeon World but adapting it seems like a lot of work. D&D's experience system is actually pretty flexible, historically. Different authors (and thus, DMs) have awarded XP based on what they thought was important, whether that was the accumulation of treasure, killing foes, overcoming obstacles (which doesn't necessarily mean killing foes) or RP-specific things. Come up with what you think should advance the characters and then it's just a matter of rewarding characters for doing whatever that is. But specific useful advice really requires you knowing what you'd like to reward instead.
  • 08:31 PM - Celebrim quoted Trurl in post I think the D&D experience system has a lot to do with my players being murder hobos.
    Does anyone know of good variants? I'm not ready to simply do milestone progression. I like the spirit of the experience system for Dungeon World but adapting it seems like a lot of work. In my game, you get as much XP for converting something to be a loyal ally as you do for hacking it to pieces. You also get a lesser amount of XP for evading something or chasing it away. None of that I think lies outside the notion of defeating or conquering a foe so if it is a variant, it's only a mild variant. I'm not convinced that the XP system is what causes players to act like murder hobos; they acted like murder hobos when we played a different system as well. I think players often enjoy acting like murder hobos. There is also the role of the GM in this. In my experience as a GM, it's very hard to avoid introducing monsters that don't ambush players and fight to the death. If you try to use monsters as more optional encounters, and the players don't act like murder hobos, th...

Tuesday, 2nd February, 2016

  • 05:49 PM - ddaley quoted Trurl in post DMing "Out of the Abyss"
    I think the purpose of Sloobludop is to introduce the players to the madness that is going on in the underdark and to provide a hint as to its cause. It may also serve to illustrate that the underdark races are quite a bit different from the surface dwellers. Have your players already escaped from Velkynvelve? If not, you could nudge them into finding at least some of their gear during the escape. My players will probably escape during our next session, and my hope is that they'll find some of their gear. Is it just me or do the players have no agency in Sloobludop? The way I read it is that they get captured by an evil faction, get captured again by a slightly better faction, and then watch a bunch of crazy stuff happen while being positioned to be sacrifices. Unless I'm reading it wrong, why even have the players show up if I'm just going to be forcing them around the entire location. I'm sure I do need to re-read that section. Also, would it be reasonable for a Paladin to get a...
  • 05:13 PM - Ralif Redhammer quoted Trurl in post DMing "Out of the Abyss"
    That was more or less my take on it. I tried to make that section as weird and entertaining as possible, so that my players wouldn’t notice. I thought about reworking it, but couldn’t come up with anything satisfactory in time. Since Sloobludop is likely their first real stop after escaping the drow, I’d be lenient on resupply requests. Since the Kuo Toa are scavengers, it’s entirely possible that they picked up a holy symbol because it was shiny. Is it just me or do the players have no agency in Sloobludop? The way I read it is that they get captured by an evil faction, get captured again by a slightly better faction, and then watch a bunch of crazy stuff happen while being positioned to be sacrifices. Unless I'm reading it wrong, why even have the players show up if I'm just going to be forcing them around the entire location. I'm sure I do need to re-read that section. Also, would it be reasonable for a Paladin to get a new holy symbol in Sloobludop? He worships the dragon ...

Friday, 29th January, 2016

  • 07:32 PM - ddaley quoted Trurl in post DMing "Out of the Abyss"
    One of my concerns about dming OotA is that my players are all low level. Escaping from a Drow prison seems like too high stakes of a way to learn how to play, and having the characters to a tutorial mission sacrices the ease of PC introductions that OotA offers. Luckily, I thy hink I've stumbled onto a great solution. I'll make the "hard labor" portion of chapter 1 a tutorial. I can create a combat tutorial by making the pcs fight in mini-stadium. I could either have them fight eachother or have them pair off against a monster. This would be an obvious opportunity to have JimJam place a bet, too. I'm not sure how to introduce mechanics outside of combat. Maybe the Drow could force them into some sort of mini dungeon. Maybe they'll have to do some mining work and the mine could be a dungeon. The arena fighting wouldn't offer any chance of death on the justication that the Drow don't want to waste their slaves. The mine dungeon could offer some real although small d...

Wednesday, 27th January, 2016

  • 01:39 PM - delericho quoted Trurl in post Running a Maze: Is there a better way to do it?
    My big problem with doing a maze is how to present it. Just draw the maze on a giant grid makes navigating the maze trivial. On the other hand, my players and I have weak theater of the mind skills and doing a maze that way would just be frustrating to them. Have you ever had a player forget the name of an NPC, but remember them as "that guy with the beard" or "the girl with the scar", or similar? When detailing your maze areas, I recommend trying to give each area a single strong identifier, to help the players distinguish them - "the room with the lion's head", "the room with the fountain", and so on. That kinda defeats the purpose of a maze (where they tend to deliberately look the same to try to throw people off), but in this case will probably make for a more enjoyable, if less realistic, experience.

Monday, 25th January, 2016

  • 10:25 PM - ddaley quoted Trurl in post DMing "Out of the Abyss"
    This might not be the thread for this, but I'll soon be DMing for a group of people that have largely never played Dungeons and Dragons & Dragons before and I'm trying to decide between Out of the Abyss and Princes of the Apocalypse. Are there any points that should point me in one direction or the other? I've read several chapters of OofA and it sounds really cool, but there are things that worry me. I started DM'ing for my family recently, who have played very little in the way of RPGs. We started out with Lost Mine of Phandelver. I made some minor changes to that in order to have a more drow influence. The orcs at Wyvorn Tor were there hunting drow who had kidnapped some of their members (our party captured and interrogated one of the Orcs). I changed the doppleganger at Cragmaw castle to actually be a drow. Etc. After the party rescued Gundren from the Cragmaw Castle, I had them kidnapped by the drow on their way back to town in order to kick off OotA. Lost Mine seemed l...
  • 09:59 PM - Ralif Redhammer quoted Trurl in post DMing "Out of the Abyss"
    For my part, I found OOTA to be the more compelling of the two. It can be very sandbox and freeform at times, though, so it probably takes a bit more DM work than POTA. But due to that, if there are things that concern you, it's probably easier to modify them to your liking. This might not be the thread for this, but I'll soon be DMing for a group of people that have largely never played Dungeons and Dragons & Dragons before and I'm trying to decide between Out of the Abyss and Princes of the Apocalypse. Are there any points that should point me in one direction or the other?

Thursday, 14th January, 2016

  • 03:39 PM - iserith quoted Trurl in post First 5E Session - Some Inevitable Rules Questions
    Does passive perception act as a floor for perception checks? No. Passive checks are for when you're actively doing a thing repeatedly and there's still uncertainty as to the outcome. The "passive" part refers to not rolling any dice. Thanks! Can PCs help eachother to get an advantage on passive perception? I don't see why they wouldn't be able to, but allowing it would allow them to get a +5 to their PPs most of the time if they wanted it. Yes. If you feel that a character engaged in a repeated task has an uncertain chance of success (or failure) and another adventurer is assisting said character in a meaningful way, you may rule that the passive check has advantage. The key thing with passive Perception in my view is that you have to remember it's a trade-off: If you are keeping watch for hidden threats, you can't do anything else that is at least as distracting as foraging, map-making, navigating, or tracking, or else you don't have a shot at noticing that lurking monst...
  • 05:24 AM - MerricB quoted Trurl in post First 5E Session - Some Inevitable Rules Questions
    Thanks! Can PCs help each other to get an advantage on passive perception? I don't see why they wouldn't be able to, but allowing it would allow them to get a +5 to their PPs most of the time if they wanted it. I wouldn't allow it. How do you help someone perceiving something? Only if you spot it first! (You can help someone perceive a hidden foe if you know where the foe is; otherwise you can't use the action). Cheers!
  • 03:56 AM - MerricB quoted Trurl in post First 5E Session - Some Inevitable Rules Questions
    Does passive perception act as a floor for perception checks? Sort of. If you're actually paying attention (and actively making the check) then yes, it does. However, some activities preclude you from using passive perception - see what happens if you're foraging or mapping while travelling. Cheers!

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