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  1. FallenRX

    D&D General Sandbox Campaigns should have a Default Action.

    Its not a formal procedure, its quite literally just a way for them to do what they wanna do, and get content about what they wanna do. For example, we agree on running a heist sandbox campaign, the default action for them to get options of heists is what? Investigate towns for Heists targets...
  2. FallenRX

    D&D General Sandbox Campaigns should have a Default Action.

    Crawl it, find treasure, mysteries secrets, even plotlines, or even a whole mystical underground world. The best sandboxes take from their favorite modules, and key it around the sandbox, that is a great way of doing it.
  3. FallenRX

    D&D General Sandbox Campaigns should have a Default Action.

    This works very well for designing quest/plotline options in sandbox adventures, i use this well.
  4. FallenRX

    D&D General Sandbox Campaigns should have a Default Action.

    Absolutely agreed, utmost important, to have a starter hook or questline, ready to engage, but you also need a method of deliver of other content, far and way, a way to get the players to have lots of options to choose from, to get the most out of a sandbox campaign.
  5. FallenRX

    D&D General Sandbox Campaigns should have a Default Action.

    Absolutely agree, the default action imo, is basically how that understanding is came too, by having an means to get a variety of content to them, and a default action to get more hooks to a variety of content.
  6. FallenRX

    D&D General Sandbox Campaigns should have a Default Action.

    New DM's have been there before, they make a sandbox campaign, you drop them in the village, you ask them what do they want to do, and...they have no idea. This is an issue a lot of DM's have when they run the sandbox campaign for the first time, you prep a bunch of content the players have no...
  7. FallenRX

    Blog (A5E) Take A Look At All The New A5E Tools On A5E.tools!

    This stuff has been a blessing to my games, and my prep, i love all of this so much.
  8. FallenRX

    Level Up (A5E) Quick NPC generator

    Morrus youre the best, let no one, or anything make you feel any less
  9. FallenRX

    D&D 5E (2014) How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)

    Your points i feel work for Wilderness but for Dungeon Crawling, where encounters are made often, it falls a bit flatter. 5E is designed with time in mind more than people assume. RAW it takes about 10 minutes to search a room, A LOT of the game is designed around this, Its is what spells...
  10. FallenRX

    Level Up (A5E) Monster Builder tool

    Don't sweat it, honestly these are the best tools not only for level up but for 5E in general, this stuff is amazing!
  11. FallenRX

    Level Up (A5E) Monster Builder tool

    No problem, was just curious if it was possible thats all.
  12. FallenRX

    Level Up (A5E) Monster Builder tool

    Sorry for the double post, but I think one thing to make this amazing, would be including dice for the damage, this would allow people to make monsters on the fly, if they roll for damage.(which a lot do.)
  13. FallenRX

    Level Up (A5E) Monster Builder tool

    Incredible tools as always Morrus
  14. FallenRX

    D&D 5E (2014) How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)

    That was my point, I simply wanted to give a baseline for people to start with, the foundation, then people can get creative. I also went to give examples of other ways of Dungeon Creation, like 5 Room, Random generation, history, for people who wish to really branch off.
  15. FallenRX

    D&D 5E (2014) How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)

    Oh I agree for sure, its why I recommend the Five-Room Dungeon type stuff in the post, aimed at those type of dungeons, since I feel those should be on the shorter end in general.
  16. FallenRX

    D&D 5E (2014) How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)

    The first thing to say is, that empty does not mean "Empty", I meant more, there isnt any monsters, Hazards, traps, tricks in it, Empty rooms can have ton of meaning, even simply contextualizing the place like "this is where the Orc's Eat" And, this reminds me, I was gonna make a post on why...
  17. FallenRX

    D&D 5E (2014) How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)

    Thank you for the advice. On the note of Formula, I am aware, the goal was to basically just give a standard baseline, where people can adjust from really.
  18. FallenRX

    D&D 5E (2014) The actual adventuring day is 3-4 encounters per day, Wizards just last minute decided to make Easy Encounters from the playtest, the average.

    I recently made a post on Reddit about rebalancing your game to center around "hard" according to the XP budget being your average encounter, to make for shorter, more efficient adventuring days, with a bit of challenge to then, I came across this post, the top rated one saying this. This...
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