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  1. feartheminotaur

    D&D 5E (2014) Share your nat 20 stories

    Our 3.5 DM did adventure arcs in 5 level increments. After 20 levels, we faced the Ancient Red Dragonlich that was behind the Far Realm invasion of the Material Plane. Contact with the Gods cut off as the Astral Sea was sundered by the lich's machination, the armies of the combined world...
  2. feartheminotaur

    D&D 5E (2014) Hexcrawls/wilderness adventures

    Interesting. Did you have a "plot", or was it just exploration? This is what I've struggled with. I'd love to make it simple like that, but I'm reworking a module that has some plot points (since that's what the group preferred). Right now my system is to check for the entire day at once...
  3. feartheminotaur

    D&D 5E (2014) What are the "important" saves?

    FWIW, I've found Dex saves to be less important in this edition since there are so many mitigating tactics for Dex save based damage (e.g., Shield Master, Evasion)
  4. feartheminotaur

    D&D 5E (2014) Hexcrawls/wilderness adventures

    I'm using 6 miles hexes since that's a two hour travel at normal pace. So, 4 hexes a day average and 12 two hour blocks for encounters. We tested 12 mile hexes and 6 four hour blocks for encounters but it resulted in far fewer encounters and barely scratched the surface of our test map.
  5. feartheminotaur

    D&D 5E (2014) Single Players with Multiple Characters?

    The only issue I've ever seen in an uneven player/PC situation is when you have Single PCs with Multiple Players. Unless you enjoy ten minute arguments over which hex to center a flamestrike
  6. feartheminotaur

    D&D 5E (2014) Hexcrawls/wilderness adventures

    Any particular reason you chose 1-mile hexes?
  7. feartheminotaur

    D&D 5E (2014) Hexcrawls/wilderness adventures

    Interesting. Easy to explain as "dis/advantage on encounter checks". I'm writing up my hex-crawl rules now and have a pace related mechanic for finding hidden locations in a hex (albeit rewarding a slower pace instead) and using (the reverse) of this and calling it "advantage on finding...
  8. feartheminotaur

    D&D 5E (2014) Bellator Arcana - The Eldritch Knight Guide

    I'd second the two-handed weapon suggestion (unless your house rules allow casting with your shield hand) and recommend making the ubiquitous Great Weapon Master as higher than black. On a fighter with multiple attacks it's great; on an EK who can get advantage via magic or auto-crit via Hold...
  9. feartheminotaur

    D&D 5E (2014) 6-8 encounters/day - how common is this?

    OP: Yes and no? I'd wager the rest mechanic is largely a product of the type of game, table preference, and in some cases the type of table in general. My kid's game is whatever they want (usually when they get bored). My hexcrawl will be short rest/day, long rest/week. The 'generic' tables...
  10. feartheminotaur

    D&D 5E (2014) whose spellbooks are these?

    Dimmen Wald, a Mage of the 7th Circle, always wanted to be an adventurer. It was a dream that lead to his death. Dimmen specialized in Evocation magic, especially that which burned, during his formative years, believing that dungeon delves and exploration expeditions required brute force -...
  11. feartheminotaur

    D&D 5E (2014) Tell me about 5E at 11th level

    Zardnaar Setting aside the veracity of your other claims (and man, you've come a long way from your 5e bashing over on the old forums), I will say you are 99.9% correct about the XP/CR guidelines for monsters being off at higher levels. Not sure why, and not sure it's a systematic flaw. At...
  12. feartheminotaur

    D&D 5E (2014) What would you put in an "Exploration Manual"?

    Why, I'm glad you asked :P I'd like to see - alternate wilderness exploration rules, e.g., hexcrawls. - expanded rules/ideas for a wider varieties of terrain . The DMG kinda lumps a lot together, but a forest is not a jungle. - wilderness encounters. Like the one page dungeons or old...
  13. feartheminotaur

    D&D 5E (2014) Tell me about 5E at 11th level

    I have one game at 12th (from 1st) and one at 16th (from 2nd) and have played several high level one-offs at the FLGS and on Roll20. My thoughts: 1. ABC - Always Be Combo-ing: Players have developed sets of action combos and most fights will generally feature them no matter the opponent. Not...
  14. feartheminotaur

    D&D 5E (2014) What would you put in monster manual 2?

    This. I would love an "Exploration Manual". As far as a MM2? There's nothing they could put in it that would make me need (or want) it. I can make the one or two monsters I need that aren't in the MM. Plus, a lot of the official WOTC stuff has new monsters, so the menagerie keeps...
  15. feartheminotaur

    D&D 5E (2014) Hexcrawls/wilderness adventures

    Yeah, the size of a few of the maps I found in modules was quite daunting. I made a 12x12 (ish) map for X4, and even with just 144 hexes, I still only have half of it filled.
  16. feartheminotaur

    D&D 5E (2014) What do I need to build a world?

    My take on creating a world: Do it one bit a time. Make a general 'state of the world' outline, but don't detail it. If you try to detail too much too soon, you'll find parts that don't fit or 'feel' inauthentic. A couple of suggestions: You have to decide how open ended it is - that is...
  17. feartheminotaur

    D&D 5E (2014) Hexcrawls/wilderness adventures

    So, if I understand correctly you have "encounters" based on either the hex (e.g., they find the ruins in hex 0112) or from a random table, without any concern how many that is. That's what I'd like to do instead of forcing X number of encounters to make the total meet the magic "6 to 8 per...
  18. feartheminotaur

    D&D 5E (2014) Magic item attunement, like-dislike?

    I really like it. And as a 3.5 DM with item creation and +6 this and +6 that...nope, not again. The only thing about a stat tie-in would be negative stats. If a fighter has an 8 Int, does that mean only 2 attuned items? It seems that would encourage meta-stating characters with the goal of...
  19. feartheminotaur

    D&D 5E (2014) Hexcrawls/wilderness adventures

    I'll check that out, thanks. On a side note: Someone else I know suggested "Isle of the Ape". What is it with Islands and Monkeys that says 'exploration'?!
  20. feartheminotaur

    D&D 5E (2014) Hexcrawls/wilderness adventures

    I like this idea. This is my groups first crawl and I don't want it to be too sandbox-y. I think I'm going to use X4 - Master of the Desert Nomads. The basic set up is the army of some border kingdom went into the desert to fight an evil army of desert nomads (and orcs and such) led by a...
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