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  1. M

    Looking for Plug & Play content

    Are there any good resources for plug and play RPG content? The system does not matter as long as it's fantasy. I am looking for dungeons and locations that I can easily incorporate into my game. That means there should be a simple layout with minimal description to skim over and directly run...
  2. M

    D&D 5E (2014) Free 60+ page Guide to Sword & Sorcery for 5E D&D

    Saw the cover page, pressed like. Thanks for sharing this, always fond of reading other peoples well considered design thoughts. Especially if this goes where I think it will.
  3. M

    D&D 5E (2014) 6-8 Encounters?

    To be fair, CapnZapp, that I referred to originally went from 5 to 9 encounters to 1 to 100 encounters in one sentence. Which is intended to be a bait and switch, specifically to make my position sound pedantic. Deviation from the guidelines is not a problem per se, and we can all agree upon...
  4. M

    D&D 5E (2014) 6-8 Encounters?

    You can certainly label your game like you wish. If I am joining a 5e game, I expect certain components to work in a specific way. Just as if I join a FATE CORE game I wouldn't expect there to be number crunchy combat, I don't expect a 5e game to significantly deviate from the way it was...
  5. M

    D&D 5E (2014) 6-8 Encounters?

    This boils down to the Ship of Theseus argument. I disagree with this notion; fundamentally altering the game mechanics of how they were intended to work is not 5e anymore. It might seem like a non invasive change, since you are not altering the HP system, spell slots and resource economy...
  6. M

    D&D 5E (2014) 6-8 Encounters?

    If you want to stay true to 5e's intended design there simply is no way around of having 6-8 encounters per long rest. Else it just becomes a different game. Which isn't necessarily a bad thing, to each their own. I however, have found that playing how WotC has intended the system to work is...
  7. M

    D&D 5E (2014) 6-8 Encounters?

    The combat encounter still would be your guideline when designing a non-combat encounter as to how many resources it should drain to justify the XP reward.
  8. M

    D&D 5E (2014) 6-8 Encounters?

    I wonder how you challenge your players in low encounter scenarios then. Do you not rely on the resource mechanics at all in that case? To me that feels like throwing a big part of the D&D design out of the window. Which isn't necessarily a bad thing, it's just becoming a different sort of game...
  9. M

    D&D 5E (2014) 6-8 Encounters?

    That's one way to do it, however, you will still end up with very combat heavy sessions that way. Sometimes you just don't want to have 4 hours of combat per session and still challenge the players. That's where you have to adjust the resting mechanics.
  10. M

    D&D 5E (2014) 6-8 Encounters?

    The best way, in my opinion, to not screw the whole balance of the game is to adjust the resting mechanics to your likings in order to allow for less encounters during a longer timeframe. And yes, as I see it, the 6-8 Encounters are specifically referencing COMBAT encounters, as they talk about...
  11. M

    D&D 5E (2014) Do you allow long rests in the dungeon?

    Haha, now we both opened a thread. I'll delete mine. On topic: I think that the question is worded somewhat ambiguously though. Letting people try to rest in the dungeon is not equal to letting them go through with it. I can see many DMs answering the posed question with yes. Because who...
  12. M

    D&D 5E (2014) Do you guys allow long rests in dungeons?

    I accidentally opened the the same thread as Charlaquin, go here: https://www.enworld.org/threads/do-you-allow-long-rests-in-the-dungeon.670413/
  13. M

    D&D 5E (2014) Why does a long rest only restore half the hit dice?

    Do you allow long rests in a dungeon?
  14. M

    D&D 5E (2014) Why does a long rest only restore half the hit dice?

    As the title says, why do you guys think the design choice was made, to only restore half the hit dice on a long rest?
  15. M

    D&D 5E (2014) Mechanizing Alignment

    That would amount to pretty high bonuses. As far as I can see the +5 is the limit because it theoretically means you get a roll with advantage.
  16. M

    D&D 5E (2014) Mechanizing Alignment

    Good catch. I have thought about this too and I came up with different solutions: Perhaps one could make the baseline of each stat a +1 by default and let the player distribute 4 points on top of that. Or maybe it is not a problem at all. Why would the player not invoke a +0 to add flavor to...
  17. M

    D&D 5E (2014) #BOOMBIGGEN - 2 action spellcasting

    Since playing PF2 I wanted to make spellcasting more fun and dynamic in 5e. My idea goes like this: You either cast your spell normally. Or you go double or (less than) nothing. Which means you overdrive your spell and roll a flat check to see if the overdrive succeeds. In case it succeeds...
  18. M

    D&D 5E (2014) Mechanizing Alignment

    With a defined framework of what the alignment categories represent, as mentioned in the first post, I would see this kind of arguing every game as failure on the DMs part to referee the game.
  19. M

    D&D 5E (2014) Mechanizing Alignment

    In short: With adding a marginal amount of complexity a whole new mechanics of character development, story telling devices, such as interaction with the natural alignment entities and more player agency over the story are added. Or: Alignment is finally not just some ancient relic anymore, that...
  20. M

    D&D 5E (2014) Mechanizing Alignment

    From the blog post:
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