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  1. touc

    A Question of Religious Character

    I'm going to give that part a go in Session 0 in our pending Dragonlance campaign where the disappearance of the gods and having faith (without having powers) is a big deal. The timing of the article hit home with what we're aiming to do. It's almost a roleplay challenge: who's up to RPing a...
  2. touc

    A Question of Religious Character

    Isn't that the nature of gods, to be all-knowing? The OP is tossing out brainstorming ideas, but underlying it is the idea that out of all other classes, the Cleric (and perhaps Paladin) is unique in that they serve a greater idea than their personal, selfish needs. Yes, you may want to draw...
  3. touc

    D&D 5E (2014) What makes boss fights memorable?

    Changing and dynamic events + long-lasting. Just standing and trading punches = boring. The boss should never be alone. The party needs low-level minions to mow through; The environment should change such as an earthquake that causes rubble to fall from the ceiling upon combatants and a...
  4. touc

    D&D 5E (2014) Movement in whirlpool control Water weird dash action issue

    If movement worked as the Player wanted, versus this spell any player could say "I'm moving 5 ft." to trigger a check, then "I'm moving another 5 ft." to trigger a check, and so on until they're out of movement, thereby getting multiple attempts to resist. That'd be abusive at any table. As the...
  5. touc

    D&D 5E (2014) Decoupling Smite from spell slots?

    We're going to give A5E a spin once my books come in, but it's been a reality at my table that every paladin player has saved their spell slots for smiting. I can't recall the last time one actually used anything from their list.
  6. touc

    D&D 5E (2014) Why use initiative?

    This thread resurrects itself every 3-4 months and generally bogs down into the "that won't work and I'd never use it" and "we use it and it's great" camps. First, let's get past the 2 big points. Disclaimer: I've been using a variant of what the OP discussed for 5+ years. It's great. Rules...
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  8. touc

    D&D 5E (2014) Dark Sun 5E Campaign Guide & Monster Manual (link)

    I have about 1% proficiency in coding and no subscription to Adobe for making ordinary PDFs searchable. I've been happy to link/open up the underlying coding to whoever wants to tinker with it, but our campaigns have moved to other settings and I haven't returned to update anything.
  9. touc

    Dragonlance Dragonlance - Dragons of Despair alternate start

    So after I ran this possible idea by my gamers, I got feedback from what I'll call our "most avid" roleplayer, and he endorsed the original hook, said it made him far more excited to play than being given too much up front: A group of friends parted ways 5 years ago to seek out proof of the...
  10. touc

    D&D 5E (2014) Play out this scene

    Hehe, it would probably piss the players off quite a bit to have all that flavor text and the room didn't have one mystery in it. If I'm making this adventure up as I go... To the Rogue: The floor is well maintained and ground level. It doesn't squeak. You don't find any keys to the desk in...
  11. touc

    Dragonlance Dragonlance - Dragons of Despair alternate start

    That might be a novel approach to it all. Alternately they might keep the staff and seek to freedom fight anyways. While they can't realistically win (when a flight of dragons can simply raze the troublesome area like long-range bombers), they could keep resources trapped to this zone for a...
  12. touc

    D&D 5E (2014) Play out this scene

    That's where the stained gloves came to mind. They could purely be a red herring, but a good investigation should always have them. I tend to avoid letting players "get away" with using their brains by making a "skill check." That sucks a lot of the fun out of it. Instead, I'd ask them...
  13. touc

    Dragonlance Dragonlance - Dragons of Despair alternate start

    Two things to accomplish with this post. (1) Share an idea for any DL enthusiasts and (2) seek out ideas to convert spell slots to abilities for divine characters who don't get their powers to start the game but should be able to do something. DLE1, Dragons of Despair, is an AD&D adventure...
  14. touc

    D&D General Practicing DMing

    Cool, while podcasts can be fun, for some it's mimicking how someone else has fun rather than figuring out how you and your group have fun. I also like to read up on certain blogs, reviews of product I might use (including old AD&D stuff), and read some old Dungeon Magazine DMing articles to...
  15. touc

    D&D 5E (2014) Play out this scene

    Does the merchant live above or around the Office? Rogue: "I'll search the floor first to see if it makes any noise. Then the desk for traps/locks, if I don't find any keys. I'll look behind the wall map next and then that shield." Wizard: "Did I remember to cast Detect Magic before we...
  16. touc

    D&D 5E (2014) House Rule Idea: Exploding Weapon Dice

    CONS: Everyone spends more time not doing anything while the DM and other players roll a lot of dice. Since the DM has more monsters to manage, throwing a bunch of foes with 2d4 damage weapons leads to longer turns for the DM, leading to players sitting around. DM begins house-ruling all...
  17. touc

    D&D General Preparing Towns in a Sandbox

    This. You'll have a page-long writeup of a town that you spent an hour making with NPCs and the party will pass it by or only inquire if it has a place to sleep for the night. If you're providing an adventure hook, then build what you need because then it will matter. Finally, if PCs pass up...
  18. touc

    RPG Evolution: Treating Session Zero Like a Movie Trailer

    I go overboard a bit sometimes but feel the theatrics show that I'm all in on the game. In 2019 I made a Dark Sun intro video for our 5E venture (and in return some of my gamers made terrain and props). A decade ago, I made a powerpoint movie with a voiceover for a Realms campaign. In a Curse...
  19. touc

    D&D 5E (2014) Potential House Rule for More Wild Magic

    We house-rule the chance goes up by 1 every time a spell is cast, reset on a long rest or a surge. Thus, after 1 spell, the next chance of a surge is 1-2 on d20, then 1-3 on d20, and so on. The power of the spell is irrelevant (consistent with prior editions), but enough casting and a surge will...
  20. touc

    Dragonlance Dragonlance Moon Magic in 5E (conversion)

    Aha, that may end up being how this goes. Clerics without powers? Count me out. Wizards with rules? No way.
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