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  1. K

    D&D General How the heck do you fight a medieval war in winter?

    That is a very situation-dependent comparison. How often does an archer run out of arrows? If never, unlimited is irrelevant. How often is a caster unable to use spells because the target is greater than 120ft away? If never, range is irrelevant. The answer to both is almost certainly...
  2. K

    D&D 5E (2024) Monster Manual Organisation

    I feel it failed twice. #1 Most books shouldn't need a "how to use this book" guide #2 it needs a "how to use" section but doesn't have it.
  3. K

    D&D General Ships & spellcasters

    If you have a 5th level caster, why not think a bit outside the box. You could set a pursuing enemy's sails on fire....or leave troops submerged beneath the waves with hand drills. Waterbreathing is a 3rd level ritual that affects 10 people and lasts 24 hours. And Mending doesn't work if...
  4. K

    D&D 5E (2024) Leomunds Tiny Hut Blew Up In Their Face.

    While no person was on guard, I bet you have construct servants. Smoke alarms to warn you if the house catches fire. A thermostat to make sure you don't freeze to death. Possibly even a security system. It's good having Artificers around.
  5. K

    D&D General How the heck do you fight a medieval war in winter?

    Shape Water cantrip can be very effective in winter campaigns, clearing snow & ice from roads, building igloos and ice houses, removing ice from firewood, creating ice-bridges over streams, etc Mold Earth cantrip can dig ditches, make berms, and repair roads. Create Bonfire cantrip produces a...
  6. K

    D&D 5E (2024) Leomunds Tiny Hut Blew Up In Their Face.

    Always post a guard. If everyone sleeps, everyone dies.
  7. K

    D&D General How the heck do you fight a medieval war in winter?

    Fiest you need to define the kind of winter the territory experiences. The war you can wage will vary. Is this kind of winter where the mountain passes are closed because it snows every day, until the snow is 15ft deep. cold wind freezes every river solid but rarely brings precipitation...
  8. K

    D&D General Do you track ammunition?

    the mending cantrip can repair a lot of broken arrows.
  9. K

    D&D General Do you track ammunition?

    The magical weapons that supply their own ammo tend to make it fall by the wayside. That or the storage item. Or a mule. 10lbs gives you 100 arrows+quivers. Skip the individual quivers to buy a large leather drum and it's closer to 150. If you have horses, every saddle carrying a quiver of...
  10. K

    Must You Tell Your Players What Adventure You Are Running?

    In the 1990s we rarely did did, unless it was explicitly the pitch (Let's play the old Desert of Desolation series), something highly atypical (who wants to go to Athas or Ravenloft?) Or if you had other GMs in the game who might have it/buy it. These days you need to so players can avoid...
  11. K

    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Anecdotal but my lived experience differs. I have to believe that for every Master box sold that at least 4 people played at 26+. There were two recessions in the 80s plus an almost-recession; we spent the money on the black box, we were by gosh going to play it! Back in the days where I...
  12. K

    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    To summarize in 5e equivalents, the following could be applied to the caster of a spell, the recipient of a spell, or both: damage, that heals normally long-term damage (reducing max hit points) that can't be healed for days weeks, months, years, or never (similar to homunculus) Use of recovery...
  13. K

    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Look at Earthdawn. It has multiple mechanics for affecting the "cost" of a spell. It is a whole system tat attempts to take the tropes of 1e d&d and make them "in-game canon". It is also chock full of magical technology. Light crystals, flying ships, pots that get hot on command, cloaks that...
  14. K

    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Oh, they absolutely could in earlier editions. BUT....they wouldn't. The opportunity cost of "wasted" spells was brutal, almost paralyzing. 1e casters had way more leveled spells than 5e characters and they were, relatively speaking, far more powerful because hit point inflation didn't exist...
  15. K

    Non-magical fantasy subways

    Could be as simple as donkeys/mules pulling carts. Lots of street car systems were drawn by horses at different point. If you go the chain/cable drive system, there are several options. You could have horse or ox-pulled capstans power the system. Alternately, you could use some kind of...
  16. K

    D&D 5E (2014) How many times in an adventuring day does your party spellcaster cast a cantrip spell?

    If you want to explore what kinds of multiclassing you do/dont like, the multiclassing happened at various points for different reasons. The monk added rogue at 2nd level after "the locked door incident." I wasn't there but I understand a house was burned down. The warlock and fighter both...
  17. K

    D&D 5E (2014) How many times in an adventuring day does your party spellcaster cast a cantrip spell?

    The monk 18/rogue1/druid-magic initiate usually has guidance up the 1st round of combat The warlock14/bard5 probably uses a cantrip every other round of combat. The cleric14/paladin3 uses Toll the Dead probably every 3rd round of combat The paladin 18/warlock1 forgets he has cantrips, so maybe 1...
  18. K

    how many of powerful beings and/or high-level characters do you think is appropriate in a typical fantasy world?

    I've been pondering the various campaigns I've been in and realized that most of the parties get known as "heroes" but they almost never show their full power where other people see them. It's always on obscure mountains, hidden temples, or off the material plane. Most of them could easily be...
  19. K

    how many of powerful beings and/or high-level characters do you think is appropriate in a typical fantasy world?

    My group definitely does. Are there actual clerics here or non-caster priests? Does our cleric out rank them? Who could we pay for divinations/raise dead/potions? Are there people who would pay us for divinations/raise dead? Where could our wizard get new spells? Are there other wizards who...
  20. K

    how many of powerful beings and/or high-level characters do you think is appropriate in a typical fantasy world?

    3e had rules for this. You can dislike them, most people did, but it provides a baseline point for you to make your own version. Random community builder d% Town Size Population+ GP Limit Level Modifier 01-10 Thorp 20-80 40gp -3 11-30 Hamlet 81-400 100gp -2...
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