D&D 5E [OOC] Uller's Out of the Abyss

All right...so now that we're closing the first chapter time for a bit of reflection. Please feel free to share any constructive criticism. As you know by now, I was a soldier for many years. I make a living as an software engineer now. I have thick skin. I want the game to be fun for everyone and it can always be improved. So if there is something you don't like or think could be better, now's a good time. I don't like introducing house rules unless they are truly necessary to making the game fun because too many house rules can bog the game down and make it more unfun than it can fix. When I was in highschool my 1e DMG had a single sheet of paper with our hand written house rules. The first rule was that our house rules all had to fit on that one sheet. So once we filled it up, if we wanted to introduce a new rule, we had to erase one...

So if you have any suggestions for house rules or changes in the way I do things, now's a great time to suggest 'em. If something I do is really bothering you to the point it is making the game unfun for you, please let me know. I'm enjoying the game with all of you and I'd rather adjust a little if I can than lose a player. I'm pretty easy going and have fun just playing the game.

So a couple of "behind the screen" things:

Monsters/NPCs in combat: I hope you noticed that I don't run all the monsters as brilliantly as can be. Just like PCs, monsters make mistakes, make bad decisions based on partial information and often choose life over killing you. The spider in Ilvara's chamber was a young, mostly wild spider. It feared but hated the paladin. A single PC it probably would have attacked more relentlessly. The gray ooze on the other hand was driven by demonic madness. Instinctively it probably would have retreated to the depths of the pool once seriously injured. But this one was meant to be more aggressive than a typical specimen. The vrock was wounded by the fall and unable to fly. Like all demons on the material plane, self preservation is not all that important to it (it will just reappear in the Abyss if destroyed). It wandered off looking for more things to kill since it couldn't reach the outpost. Given time, it may become a problem for you or for the drow again later.

Schrodinger's D&D: Very often I have no idea what is going on "off camera". I purposely don't resolve it until you observe it. Example: I had no idea what way the vrock went until it became relevant. All I knew was it had moved off.

Inspiration Mechanic: I'm terrible at awarding inspiration. So let's try something different: p. 264 of the DMG has a hero point mechanic. I like it. Let's use it as is and replace inspiration with it. There are ways I would do it differently...but see above about house rules. I'd rather use it straight out of the book as is than write my own way of doing things that is at best marginally better.

So everyone has 6 hero points. You can use a hero point after any d20 roll to add a d6. Only one hero point per roll. Additionally you can use one hero point to turn a death save failure into a success.

Madness: Dang it...the gray ooze should have forced some madness saves. Oh well...freebie. That happens.

Party NPCs/Cohorts: For now, you can choose two of the PCs from inactive players to be active: Bertram (probably very useful for foraging, navigating in the underdark), Klep (buff spells) or Orsik (Healing and AoEs). I'll keep them the same level as you for right now, but beyond 3rd they will start lagging behind.

You may also choose 1 NPC that is active for combat. Generally, inactive NPCs will just move away to safety and won't be targeted in combat, but sometimes attacking monsters might attack the inactive NPCs...so you have to protect them too. Of course, off camera they will defend themselves as best they can.

...very long post so I'll cut it off there. Later today or tomorrow I'll detail what loot and supplies you have in the IC thread.
 
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I am fine with that, though before going with the hero point rule, how about letting the players nominate other players for inspiration? You will still have final say, but that way it takes a little pressure off of you, and I do not think that this group will abuse that.

That way, we can award each other for role-playing that we each think is awesome, or puts at a disadvantage. It is what I do at my table, in addition to awarding inspiration myself.
 

One more thing:

How are you liking the surprise/initiative rule so far? The reason I have this as a house rule is I've found the RAW surprise rule to be potentially ruinous. The potential for a PC to be surprised then lose initiative (allowing the monsters to go TWICE before the PC acts once) is too great. Imagine if that gray ooze had surprised you all and then rolled well on initiative...it could easily have felled two of you with you having no opportunity to do anything. That seems unfun to me. Likewise, IMXP, PCs going twice before the monsters go at all can turn what should be a fun and challenging encounter into such a cakewalk that it turns it into something that isn't even fun. I'd rather be easy going with awarding surprise when it makes sense...with RAW, I feel pressured as a DM to make it really hard to gain surprise, especially at low levels when even hard combats only last 2-3 rounds. Going twice before your enemy goes even once is just too much of a boon.

But if you are finding it too cumbersome/confusing we can switch it back to normal.
 

I'm fine with whatever you wanna do, because honestly, I was thinking this morning that I feel like I lucked out on my roll for a random internet DM. This is basically the digital equivalent of walking up to some rando's table, which, uh, you know. You have been fair and friendly and clearly put in a lot of effort throughout, and I'm having a great time. So AFAIC...just keep on rockin'. :)
 

This is basically the digital equivalent of walking up to some rando's table, which, uh, you know.

I've been on both ends of the bad DM thing. A couple:

Years and years ago a friend and I were co-DMs. We both had different styles but whatever...I was just happy to be able to play. One of our players asked if he could try his hand at game mastery...so we let him. He set the game in Krynn. Opening scene...1st level PCs. We're in a tavern in the wharf quarter of some seedy city. In walks a Dragon Highlord _and_ a black robed wizard (sounds like the opening to a joke)...At this point we were thinking "okay...I guess Dragon Highlords and black robed wizards need to get out a bit and have some drinks just like everyone else." Then, without warning or provocation the wizard drops circle of death and the highlord starts killing tavern patrons. We never did learn why. We played on for a few session...eventually one of the PCs was polymorphed into a giant pink flying fuzzy dragon thing with a pouch that the rest of us could ride in...then it got weird.

In a game I was DMing with brand new players (coworkers who I convinced to try D&D) I described a pile of debris to them covered in cobwebs. They didn't take the bait so I rolled some sort of perception checks (this was 2e) and told the halfling rogue player that he noticed something shiny in the pile. He said he would go over and search the pile. Of course the pile had a giant spider in it, the spider got the jump on him, bit him and he died. He quit and never came back. Later he told me he felt like I had baited him into getting his PC killed and that he thought the pile of debris was just something small, not large enough to contain a giant spider...so know you know why I try very hard to make sure you understand what I am describing and avoid "leading" you into dangerous actions. They guy was into star wars, Lord of the Rings, ancient and medieval history, etc...It still bothers me that I had a chance to introduce him to the hobby and blew it in a single evening.

I was a player in a public game at a hobby store. The first session the DM described the setting and we started making characters. The DM and one of the players had a conversation that went something like this:

P: "What alignments can we play?"
DM: "I run a heroic game so I prefer you play good. No evil characters."
P: "I only ever play true neutral. What classes?"
DM: "Anything in the PHB."
P: "I only ever play thieves. Can we play more than one PC?"
DM: "We have 6 players...so one PC per player."
P: "I only ever play twins so I'm going to play two."
DM: "Yeah, this game isn't going to work out for you. You can go."
We were all very relieved. The rest of us continued to play together for the next 2 years.
 

Hahaha, the spider story is pretty similar to something a friend recently told me about his only foray into D&D. He's into nerd stuff, so this game came up in conversation. He laughed and told me the story of his only D&D game, which he played with a neighbor kid when he was about eight years old:

DM: You're in a room. There's one door, and a treasure chest.
Friend: I open the chest.
DM: A spider jumps out and bites you and you die!

...and then my friend went home, with no desire to play D&D ever again.

I think your version was much more fair. ;)
 


I agree with [MENTION=6801671]itcomeswithamap[/MENTION], we made out in the crap shoot of finding a good online DM. I like your house rules, and am thankful that you know your stuff, because I learned a lot on the rules regarding darkvision. I hadn't read it as closely as I thought.

That being said, I agree with a lot of your rulings, and really like the "one moment to shine" per encounter. I like to think descriptively in my story-telling, and reflect that in my choices of actions, so I hope you don't think I am trying to "juice" anything, I just want it to look cool, even if it doesn't give me advantage, or whatever. :)

[roll0]
 

Oh, I also subscribe to the philosophy that not every monster will fight intelligently, in fact, most will fight instinctually. I really like that you are doing that. The world is a living place and I am happy that you have it living and moving ahead, even if we can't see it. Perhaps we will witness the effects later...

--

Ezraen is updated https://docs.google.com/document/d/1z-c619YctOBEO_2VZq2uV8azQOZKZ8lKbch0GmQWfFk/edit?usp=sharing

Summary is: hp total up to 17, AC now that we had time to get our armor on is 17, my rapier damage went up by 2 because I now have the dueling fighting style, and I have spellcasting (commonly prepare bless, cure wounds, protection from good/evil and I can cast 2 1st lvls per long rest). My Lay on hands also goes up to 10 hp per long rest. Oh and I get divine smite
 

I like your DM style and the slight modifications of rules. I'm not bothered by anything "not by the book" or things that I might do differently myself; had a fair share of DMs with various styles, but none truly dislikable. I guess I'm flexible. :)

Not sure when I can level up Erevan. I guess Tuesday. Is that okay?
 

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