D&D 5E 5e Resolutions!

  • Thread starter Thread starter lowkey13
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I resolve to make my games more awesome than last year and more frequent - more fun for more people and even better exciting, memorable tales created during play.

I also resolve to produce a free high-quality PDF one-shot adventure for convention play... with a little help from some friends.
 


I've resolved to start a campaign based around the moral implications of the Wall of the Faithless.
 

I came back to D&D last year, after a hiatus reaching back into 1e days, DMing when I had previously been a player.

We've played canned adventure paths up until now, but this thread prompted me to get my keyster in gear about actually writing an adventure the way I've been meaning to. Cranked out a whole page today!

Not sure what the quality will end up being, but I'll have fun writing it, and we'll have fun playing it! If I finish it, that is...
 

I resolve - after seasonal night-job is finished - to complete DM'ing Tiamat.

I resolve to begin a new campaign for L1 characters. After I finish Tiamat. (My group is the FLGS's "Welcome to D&D!" effort)
I resolve to get AL modules for the new campaign and use them, so the new players can decide if they like Organized Play format.

I resolve to have my homebrew 5e world / AP ready by Christmas so I can use IT as an "Intro to D&D" campaign.

I resolve to compile AL modules for FLGS use. (Because I want to play sometimes, too.)
 

F. Goals. Maybe you've always wanted to write a 5e module. Or DM a full homebrew campaign. Or something.

G. Other. Really, this is about you. What are you thinking about?

DMs are always asking for helping on judging encounter difficulty. Right now they have to rely on the simplistic DMG guidelines which often give wrong answers, and don't account for playstyle differences, terrain, or anything. My goal is to write myself a web tool using the core logic of my DPR calculation tool where you can plug in (for example) two generic 9th level Champions, a 10th level Fireball Evoker, and an 8th level Lore Bardlock healer vs. six Displacer Beasts set to [Mindlessly Attack Closest] and compute average win rates for the PCs and how many HP they lost; then compare that to five Displacer Beasts set to [Attack Weakest Target Even If It Costs Opportunity Attacks] and/or to three Displacer Beasts and a Frost Giant chucking boulders or to eighteen hobgoblins.

The three scenarios which matter most to me:

1.) Able to handle arbitrary rules complexity, just like a tabletop game (inserting DM rulings where necessary, like "you now have advantage on your next attack because that flip was so cool");
2.) Be able to show the results of any given battle with enough graphical animation detail to make it intuitive to understand and kind of fun to watch, including the parts where the DM intervened with a ruling;
3.) Be able to manually run a battle through the tool, and then share that battle in a URL link so other people can see it too.

Essentially, I want to take one of those lengthy forum threads where you analyze a tactic for someone and give the results in DPR terms ("how good would a net-throwing Sharpshooter Ranger be against three Young White Dragons if the rest of the party is standard fighter/thief/cleric/wizard?", or "how challenging would four zombies and three wights be for my players?"), and instead just run the battle once or twice and post a link that says, "Here's what happened when I tried it." I want to improve the quality of analysis in 5E.
 


1) I want to make a lv1-20 dungeon.
Each lv will A) provide enough xp to reach the next character lv, B) have a distinct entry down to the next layer. Oh, there might be ways to "speed up" the descent - tricks/traps/misc/party enginuity/etc - but if you do it "correctly" you'll gain the next lv & then go through the obvious entryway.

2) Use monsters I've never used before in a game.
 

DMs are always asking for helping on judging encounter difficulty. Right now they have to rely on the simplistic DMG guidelines which often give wrong answers, and don't account for playstyle differences, terrain, or anything. My goal is to write myself a web tool using the core logic of my DPR calculation tool where you can plug in (for example) two generic 9th level Champions, a 10th level Fireball Evoker, and an 8th level Lore Bardlock healer vs. six Displacer Beasts set to [Mindlessly Attack Closest] and compute average win rates for the PCs and how many HP they lost; then compare that to five Displacer Beasts set to [Attack Weakest Target Even If It Costs Opportunity Attacks] and/or to three Displacer Beasts and a Frost Giant chucking boulders or to eighteen hobgoblins.

The three scenarios which matter most to me:

1.) Able to handle arbitrary rules complexity, just like a tabletop game (inserting DM rulings where necessary, like "you now have advantage on your next attack because that flip was so cool");
2.) Be able to show the results of any given battle with enough graphical animation detail to make it intuitive to understand and kind of fun to watch, including the parts where the DM intervened with a ruling;
3.) Be able to manually run a battle through the tool, and then share that battle in a URL link so other people can see it too.

Essentially, I want to take one of those lengthy forum threads where you analyze a tactic for someone and give the results in DPR terms ("how good would a net-throwing Sharpshooter Ranger be against three Young White Dragons if the rest of the party is standard fighter/thief/cleric/wizard?", or "how challenging would four zombies and three wights be for my players?"), and instead just run the battle once or twice and post a link that says, "Here's what happened when I tried it." I want to improve the quality of analysis in 5E.

Better lock your self in the basement then sounds like a HUGE undertaking but a really cool one
 

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