If I just want to do short adventure I'll always start it with "You're in an adventurer guild and have been tasked to kill rats in a cellar". Then I spin some ideas around that. Like the quest giver actually being evil and luring our adventurers into a trap. Or I really make a pure dungeon BUT I...
Since I play-by-post, it takes around 8 years to finish a big adventure path (Lost Mine of Phandelver took 2 years) and I already know which one I want to play next (Curse of Strahd), so my interest in anything that's released now is very low.
Passive perception for me only leads to extra hints, I will never outright say "you spot a secret door" no matter how high the passive value is. But it may help noticing something is off in the room.
How I handle active checks depends on how the player approaches it. "I look around the room"...
Mainly:
1. I want to apply my already existing knowledge of good D&D builds into a video game (tired of having to read guides on which build is good or learning new rules).
2. I want turn-based combat (tired of all P&P inspired games having action-with-pause combat while the ruleset is clearly...
I wouldn't provide meta information like DC. But there are often checks that all the PCs have to do and eventually it would end up with "Hey, why did I fall when I rolled 6? X didn't falls at 5!"
And then I would answer with something along the lines of... "It seems strange. Like you're...
The only thing I still need for D&D 5e is buyable, fully updated PDF versions for all books. Then I would be 100% satisfied I guess. Without being able to search for keywords, everything just takes so much longer. And it's super annoying to read the rules AND then also take all the errata and...
I feel that allowing short rests after every battle strongly imbalances some classes. Especially warlock.
If you have say 6 encounters on a day, then you'd end up with 5 short rests with your houserule. The cleric and wizard might use too much spells on the first few encounters and are stuck...
Well, let's see. In all games I've ever DM'd there was only one TPK and one single character death.
The TPK was at the "final boss". My group did a battle beforehand but still had more than half their resources left before the battle. The players employed really bad strategies combined with one...
As the other said, no.
The only thing which is a little bit like this is when you ready a spell. If the trigger condition is not met, you can keep the spell readied, so you don't waste the spell slot, and this costs an action.
I tend to prefer my players not knowing anything about the monsters, but just like their characters get to know them by fighting them. That's why I keep monsters stats static (for example same type always same HP, unless it's a leader / commander), but also don't just outright reveal something...
While it might be true that Dodge is still useful, this is also about motivating players to use it, which is stronger if they can actually directly see how useful it is.
In fact, my whole point was that the way you DM determines strongly how your players play.
Most of the time I'd just use the noble stat block. The royal guards however, may be really powerful. I actually like the idea of "weak boss with strong guards".
However, if there's some history to the king of queen, then I'd put stats depending on that history. Maybe the king became king...
I think as DM you have quite some control over this.
Dodge is useful when players know who is going to get attacked.
So what if PC A, who is the tank, shouts out a provocation and then uses the Dodge action? If you as DM would make all the monsters attack PC A, then it's very useful and...
I have kind of an alter ego character which I've role-played in pretty much every MMORPG and some rule-free forum Pen&Paper game, but I can't really fit him into the D&D ruleset and he was rejected in another game mainly because his background story is that's he a god and it keeps making game...
For me a new character is always a new character with no extra items.
What happens with the items of the dead character depends on scenario. If the PCs flee, the enemies will loot his corpse and the players might get it back later when they finally defeat the enemies. If the PCs win the battle...
As DM (if I had interest to check if my player isn't cheating), when my player leveled up, I just need to check if the spells he adds to his prepared/learned spells list are for his class, don't need to know what they actually do at this point of time; when my players uses the skill, I check his...
It's true that Agonizing Blast is what creates the damage imbalance here, not the spell itself. But you have this issue with a lot of feats that only improve one particular action.
I feel like make everything work with everything is not particularly more fun than a player specializing on...
Probably just bad phrasing, but to emphasize this again: No matter what, you always only have one bonus action per round.
From the basic rules:
Nothing in the rules gives you extra bonus actions - it just gives you more options on what to do with your one bonus action.