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  1. FallenRX

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

    Here is a post i made on Reddit, but posting here, though i doubt most of you need it. "Roughly one-third of the rooms should remain empty. One-third should contain monsters with or without treasure, one-sixth traps and/or tricks, and the remaining one-sixth should be specially designed areas...
  2. FallenRX

    D&D 5E (2014) Using Milestone XP to reward players who bring Treasure back from dungeons/wilderness.

    I think this is a cool method, but it leans toward the idea where the only way to go forward is combat or dealing with hostile situations, when i wish to encourage more types of play
  3. FallenRX

    D&D 5E (2014) Using Milestone XP to reward players who bring Treasure back from dungeons/wilderness.

    So, I've been running a more open sandbox campaign, about a bunch of adventurers who explore dungeons in a big open world hexmap, and do quests and missions, and i made this cool thing i wanted to share. Basically using the Milestone XP rules from the DMG(p261) where " You can also award XP...
  4. FallenRX

    D&D 5E (2014) Converting from PF1

    Its pretty easy, simply find monsters or create new monsters that function to the stat blocks in pathfinder. Magic Items are pretty easy to convert to 5E Rules directly really.(if it has a unique spell make it a unique ability in the weapon itself) And you can directly convert any Pathfinder DC...
  5. FallenRX

    Level Up (A5E) Going old school: Gold as XP

    I just tied it into milestone XP, where if you return with a Treasure Hoard, you get a chunk of Milestone XP, like described in 05E dmg. simply make this the only way to get XP, and you get the same effect
  6. FallenRX

    D&D 5E (2014) Are Per Rest Resources a Hindrance?

    In order to make precisely controlled outcomes you need precisely controlled inputs, so Encounter per rest design is naturally awful. Because if your design your game around players NEEDING to blow resources to get around an encounter, otherwise the balance fails, your naturally limiting player...
  7. FallenRX

    D&D 5E (2014) Greyhawk: Why We Need Mo' Oerth by 2024

    I'd actually rather they make it a flexible campaign setting that gives players the tools to do what they want with it. A simple template for it to evolve into a half homebrew setting for its players, like they did with Ravenloft. The reason why i think this is the best approach is because it...
  8. FallenRX

    D&D 5E (2014) D&D and who it's aimed at

    Ahh, i see now, you want smaller tight modules like the older days. I actually agree.
  9. FallenRX

    D&D 5E (2014) D&D and who it's aimed at

    "Maybe a suitably generic collection of 30ish page adventures " Wait, that's what candlekeep Mysteries was, and you hated that.
  10. FallenRX

    Spelljammer D&D Direct Live Report: 9am PDT (5pm BST) SPELLJAMMER CONFIRMED! DRAGONLANCE!

    Fair enough, I desire that aswell, i feel like they are simply saving anything like that for 2024 Relaunch basically
  11. FallenRX

    Spelljammer D&D Direct Live Report: 9am PDT (5pm BST) SPELLJAMMER CONFIRMED! DRAGONLANCE!

    You didn't quite answer my question, what exactly are you looking for, out of curiousity.
  12. FallenRX

    D&D 5E (2014) Clarifying Dungeon Turns for my Players

    I actually wrote a whole thread about how these dungeon turn rules are still in the game but kinda scattered. Maybe that can be of some use
  13. FallenRX

    D&D 5E (2014) Wilderness Exploration according to the core rulebooks of 5e

    Yea that how i felt basically, it only works with Gritty Realism, where you have to fight to your long rest. Though my issue with gritty realism, comes in dungeon crawls or more intensive campaigns, where its simply too slow. I usually try to pair it with a mechanic that allows temporary...
  14. FallenRX

    D&D 5E (2014) Wilderness Exploration according to the core rulebooks of 5e

    Hard agreed, the fact i had to do this, and refer to playtest materials just for general reference on basic design things they tested, and kept in the game is astonishing.
  15. FallenRX

    D&D 5E (2014) Wilderness Exploration according to the core rulebooks of 5e

    No need to compile these together because it's all there, and runs like a dream, gods work yall did morrus.
  16. FallenRX

    D&D 5E (2014) B/X styled Dungeon Turn rules from the playtest are still in 5e but scattered.

    Yes posted it here https://www.enworld.org/threads/wilderness-exploration-according-to-the-core-rulebooks-of-5e.686602/
  17. FallenRX

    D&D 5E (2014) Wilderness Exploration according to the core rulebooks of 5e

    So just like with Dungeon Turns, the rules for Wilderness Travel for the playtest are still in the game just scattered, I'm going to piece them back together, help me fill out the holes. And tell me what you think. This will be far longer and more comprehensive as Wilderness Travel rules are far...
  18. FallenRX

    D&D 5E (2014) B/X styled Dungeon Turn rules from the playtest are still in 5e but scattered.

    UPDATE. Adding in the Map Scale from the DMG. Apparently the DMG considers the size of Squares in a Dungeon to be 10ft, not 5, so the speed on average of a PC moving through the dungeon is 30 squares. This makes the Travel Pace rules make much more sense.
  19. FallenRX

    D&D 5E (2014) B/X styled Dungeon Turn rules from the playtest are still in 5e but scattered.

    Just to clarify, the playtest had WIlderness Travel rules as well, and i was thinking about piecing those back together since they are also still in the game.
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