I use them rarely. I try to have at least two ways of getting through any situation, so no impassible magic locks or something. Riddles where that is the only way to pass, or pass without the near impossible odds it otherwise would be, are ones which can drag a session into the mud. I have...
I like to present a well rounded mix of things for my players to do. The big issue is that while I am passible at roleplaying, my campaign is rather expansive and I have generated so much content that it is actually a bit difficult to remember how I had everything. Going by the seat of my...
The way I have my current players roll, no (re-roll all 1's). This is easily modifiable of course. Other things to note is that I run a decently modified 5e and I started my campaign at level 10, so all the characters have additional feats and ability improvements to further change things...
I have honed in on a method which is both flexible and relatively fair.
-Set aside 6 numbers. I like an array of 2, 3, 4, 4, 5, and 6 for a generally more powerful character to start
-roll 6 sets of 2d6. (re-roll 1 is optional)
-combine one set aside number with one 2d6 roll.
-There should...
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Issues with original idea: Not too many. You will see the goldilocks 50% chance to hit zone move by about 6 levels (proficiency changes and magic weapons/armor). It keeps the range something you can more easily manage. It makes simple +x magic items more...
My players short rest quite a bit. In the campaign I play in we long rest quite a bit. This is the difference between a campaign with a lot of smaller encounters verses one with a few very difficult encounters.
As the DM I personally am far more lenient with short rests than I am with long...
I run and prep my campaign as a series of events which will happen unless the players intervein. The players do stuff and I figure out what happens. In that way I create the scenario and they muck it all up. I do this on the small scale (vendors), the mid scale ("dungeons"), and the campaign...
I think character development is just about right. It is not an overly arduous task and the options available allow for a relatively quick set of choices. I can then take those choices and craft a wide range of interesting character combinations and roles.
What I find 5e has oversimplified is...
Yes, I have one in my campaign right now at level 10. Full disclosure: I modified a lot of the base rules. The play is very similar, though combat is far less swingy and minor debilitating status effects are more common (wears the characters down besides HP and spell slots)
Running through a...
No, I just add more creatures based on circumstance. If the players manage to reduce the forces arrayed against them or make some mistakes increasing the difficulty in any number of ways, then that is what happens. So far it has worked out quite well. The players have managed to adapt to the...
Sound effects/Sound tracks____In my experiences soundtracks can really enhance an session or battle, but a poorly chosen song at the wrong time can really bring people out of the experience. This means that there is a certain amount of overhead when dealing with sound tracks and the like. I've...
While it seems odd, I think this finally sank home the idea that sage advice and other rulings are really a suggestion. It is good for people that do not know how all the game systems interact and adventure league (everybody on the same page as soon as possible). It is not good for groups with...
It depends on the character concept, but 85% of the time I prefer a feat. An ability score of 16 or 14 is plenty for me.
I've played characters with high ability scores, high primary scores only, and low-ish scores but have feats. Feats are by far the option I have the most fun with. I do...