mamba
Legend
that is up to the DM, it could also 'just' complicate the situation in some wayIn D&D, if you have unlucky rolls in combat, the party looses more hit points. But if a skill check fails, its plan over, roll for initiative.
that is up to the DM, it could also 'just' complicate the situation in some wayIn D&D, if you have unlucky rolls in combat, the party looses more hit points. But if a skill check fails, its plan over, roll for initiative.
It's not an Everything book. It's a book about the Deck of Many Things.I'm a bit surprised more people aren't interested in the player option book of many things (I mean, I'm not but still...)
Looks like a player/character option book based on this articleIt's not an Everything book. It's a book about the Deck of Many Things.
A "collection of creatures, locations, and player-facing content that is related to the Deck of Many Things" sounds like a book comparable to Fizban's or Bigby's, to me, just focused on the Deck rather than dragons or giants.Looks like a player/character option book based on this article
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D&D's Book Of Many Things Teases New Character Options
D&D's Book of Many Things has character options.screenrant.com
Hopefully, they won't have any further PR disasters that would have those in charge of promoting upcoming products laying low until the storm passes!A "collection of creatures, locations, and player-facing content that is related to the Deck of Many Things" sounds like a book comparable to Fizban's or Bigby's, to me, just focused on the Deck rather than dragons or giants.
We'll see -- hopefully they won't sit on the previews as long as they did for Golden Vault.
It's up to the DM to create house rules to compensate for the lack of official rules.that is up to the DM, it could also 'just' complicate the situation in some way
That would work for a specific scenario, but what is lacking are general rules that all the players are familiar with. I mean, why 4 plot points? Why not 3 or 5? How is the DM to come up with the right number?So you start with 4 plot points. As the adventure progresses you have more opportunities to gain more and spend plot points. After every major day or night scene, the party gains 1 plot point. If they bungle something, they get 2 plot points. You use plot points to set up complications and change routines or the actions of a group or enemy.
The preparation phase has six scenes (three days, each with a day and an evening scene), which involves recruiting factions, performing reconnaissance, and procuring necessary items, etc.
Routines are things the DM sets up. The adventure recommends using adventure cards to organize routines. The players spend plot points to assign routines to enemy and company cards.
You also get a contingency plan token that can be spent if something goes wrong.
I haven't thoroughly read the adventure and the plot, routine, and contingency rules are kinda spread throughout the text. But I can see pulling out the mechanical bits and homebrewing a good caper/heist subsystem for 5e with it. Thanks to @Ruin Explorer for the recommendation!
I googled "Demiplane and TTRPG" after seeing this post, only to find out I had already created an account.If Demiplane makes it easier to add custom content than D&D Beyond does, it's going to take a real bite out of DDB. (Not kill it, but it will take out a chunk of the subscriber base.)
Yeah, it really is providing a custom scenario that uses its own mechanics rather than rules that can be used in general. But I could see tweaking it into a set of rules that can be used generally. Perhaps replace inspiration with plot points. On the other hand this could be just trying to fundamentally change D&D into a different type of game.That would work for a specific scenario, but what is lacking are general rules that all the players are familiar with. I mean, why 4 plot points? Why not 3 or 5? How is the DM to come up with the right number?