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  1. Mort

    D&D General Has Tiny Hut actually affected your game? Or has it otherwise mattered?

    If tiny hut could be cast as an action it would be massively broken. In combat, the spell is too much. But seeing as the only caster than can do that RAW, that I'm aware of, is a 10+ chronurgy wizard (Exandria setting), that's not likely to come up often.
  2. Mort

    D&D General Melissa shows how badly LTH misses the mark on wind protection

    What homebrew version? The 5e version of tiny hut cannot be penetrated by a meteor swarm (meteor swarm being a spell).
  3. Mort

    D&D General Has Tiny Hut actually affected your game? Or has it otherwise mattered?

    There's been a bit of a renewed discussion on this spell, and now I'm curious. I've seen Tiny Hut matter exactly once since 5e came out. Otherwise, it just hasn't been of any relevance, even though wizards do tend to grab the spell when available (notably not with their level gained spells)...
  4. Mort

    D&D General Melissa shows how badly LTH misses the mark on wind protection

    Seeing as the 5e version (not the 5e24 version) can stop a meteor swarm (or any equivalent magical effect) that shouldn't really matter. The point is, Tiny Hut is for campaigns where the DM is cool with rest not being interrupted by just about any physical means. The only massive abuse of this...
  5. Mort

    D&D General Melissa shows how badly LTH misses the mark on wind protection

    LTH is for where the DM is ok with the group completely ignoring environmental conditions when resting, period. It's essentially a short cut to ensure that. If the DM wants to have that be a thing, this spell needs to be first on the ban list, right along with rope trick etc.
  6. Mort

    D&D General 5e H E L P! Teacher in need of rescue!

    I asked my son (he's in high school now, but was in D&D club in grade school). He ran Lost Mines when he was in 7th grade, and suggested that. Said he and his group had no trouble picking it up. The first encounters are only a few pages.
  7. Mort

    D&D General 5e H E L P! Teacher in need of rescue!

    Even if he could access it, it's for 3rd level PCs. I think the kids made first level characters.
  8. Mort

    D&D General 5e H E L P! Teacher in need of rescue!

    Lost mines isn't that short, it goes from levels 1-5! I got it free on DnD Beyond, though not sure it's still available for free. It is quite good for new players. Lots of different situations and problem solving potential. Except, the first two encounters, especially the second one in the...
  9. Mort

    Critical Role Critical Role Campaign 4 Episode 4 is a High-Octane Rollercoaster

    Yes, narrative consequences are a thing. As my group (2 Dragonborn, 1 Tabaxi, a halfling and a dwarf) found out trying to bluff their way into a Scarlett Brotherhood (think human supremacist ninja Nazis) enclave.
  10. Mort

    Critical Role Reveals Soldiers' Table and Motivations

    Right. These first several episodes are setup. They are a means for Brenan to unload a bunch of setting lore and for the players to be moved into position for the actual campaign. While not scripted, there are clear endpoints Brennan is pushing to achieve, and the players are likely very...
  11. Mort

    D&D General examples of high tech stuff in dungeons and dragons?

    There is a suit of power armor in Lost Laboratory of Kwalish.
  12. Mort

    Critical Role Critical Role Campaign 4 Episode 4 is a High-Octane Rollercoaster

    Sure, The Blood Hunter was originally created for Vin Diesel by Mercer and then he expanded it from there. The Way of the Kobalt Sout was originally created by Matt for his world, played my Marisha and tweaked during the campaign. From numerous interviews and the like, It's clear Matt loves...
  13. Mort

    Critical Role Critical Role Campaign 4 Episode 4 is a High-Octane Rollercoaster

    I actually worry that this might turn into a too many cooks in the kitchen situation. When running a campaign, it's not a TV show. Too many people putting forth their vision and input could get confusing and chaotic! But, hopefully, Brennan knows how to juggle it all and will just use all of...
  14. Mort

    Critical Role Critical Role Campaign 4 Episode 4 is a High-Octane Rollercoaster

    Both of which Mercer had created independently, not for them - they just chose to use them. So it wasn't unwanted extra work for Matt, it was clearly something he wanted to see tried and used.
  15. Mort

    Critical Role Critical Role Campaign 4 Episode 4 is a High-Octane Rollercoaster

    Making the DM do a bunch of UNWANTED extra work is not cool. But that doesn't seem to be what's going on here. Brennan is weaving a whole funky mythology and Taliesin's character seems to be right from it and fitting into it. As for abilities and balance? We'll see but, so far, it just looks...
  16. Mort

    Critical Role Critical Role Campaign 4 Episode 4 is a High-Octane Rollercoaster

    I haven't seen Taliesin be a spotlight hog at all - certainly not at the table. He just likes quirky characters with "dark" backstories - which seems to fit right in for this campaign. As for being a sentient mask- It's funny, my group are all pretty bog standard - most nonstandard we've had is...
  17. Mort

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Out of curiosity, what's the age range? I tend to game with people over 40. Heck I'm the second youngest in my current group and I'm 51. Maybe that's the confound. Though I didn't remember what you describe being a thing when I was younger either (though that was mostly before 5e, of course).
  18. Mort

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I apologize, the fact that you were specifically talking about short rest abuse WAS lost somewhere in there for me. That said, a standard short rest is an hour. Taking one ALL the time still has serious narrative issues. That's been discussed to death so I'll just leave it at that. But I'm...
  19. Mort

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    What I was specifically thinking about was the (2014) DMG advice in Chapter 3 creating adventures: 2. Determine the Villain’s Actions and 5. Anticipate the Villain’s Reactions Both of these depend on narrative consequences. If the players ignore the villains actions (in the discussion at...
  20. Mort

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    The biggest one was the one you quoted right after me, and other posts from that poster.
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