• D&D V6 - Edition jokes don't really make sense anymore
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Cocktail potions would be rad. Though you'll probably drink one as soon as you take 1 hp damage from something as lowly as a farm animal or peasant.
[QUOTE=Chronische;52435582]You wouldn't waste potions on display, but you wouldn't just drink them to quench your thirst. Clearly he's just preparing for the inevitable orc attack during the session.[/QUOTE] What do you mean? Potions are perfect for healing dehydration damage!
those two ain't edible, but we've had lil tiny ones with gatorade and vodka in the past.
When the dm gets enough people from one campaign for an entire session on a random weekday pickup game, and one from another campaign. "The gang picks up a murderhobo" [media]https://www.youtube.com/watch?v=idoYCVLh2qI[/media]
Me and my mates are just getting into d&d for the first time. We started with 5E and we got a campaign going now. I'm enjoying it heaps so far. Highlight would be my friend creating a pacifist Wizard who only took cantrips and spells that are highly situational. One of our first encounters we come up against a few thugs in a tavern. When it comes to his turn, not wanting to damage anyone he uses mage hand to throw sand at the enemies to try and blind them. It misses. He spends the rest of the fight hiding behind a table using his mage hand to try and pick up the sand for later use. Why did I never get into this before?
[IMG]https://cdn.discordapp.com/attachments/206861482619568138/332848842041065473/unknown.png[/IMG] making DM app stuff give ideas please :D
Wealth? Occurance of magical items? Local and imported resources? If you're just fleshing out the populace, I understand if you leave those out.
[QUOTE=Alxnotorious;52442404]Wealth? Occurance of magical items? Local and imported resources? If you're just fleshing out the populace, I understand if you leave those out.[/QUOTE] no those are all good ideas, can be optional under the generation settings [B]edit: [/B]another idea someone got was curios density (like, abandoned towers, cursed wells, collapsed mines, etc), which could be used as a plot hook i've got a web hosted prototype up on my website: [URL]http://orestendesign.com/towngenerator/[/URL] it's not as fleshed out as this, nor is it finished, but it uses seeded generation, so supply the same data and it generates the same town
Finally started the big Mekton universe thing with the not!nazi evil? scientists crew. Their base is being raided by space cops, they gun down 3, the last pulls out a sword and charges towards the party. Despite having half the bonuses as one of the two PCs and being attacked in close range 4 times, he avoids all four hits. [quote]The man is like a ghost, absolutely untouchable. No matter what you do, he seems to be utterly unphased by your blows and strikes as he dodges and flows like water. Emitting a scream that sounds like a throaty "Hwaaaaaaa!" he stares you down, blade primed as he says one simple phrase. "I know Kung-fu." With that, he leaps vertically, slashing apart a ventalation duct and barreling through the shattered remains of the vent in one clean motion before he disappears within. Glitch - Today at 8:52 PM "Okay, what in the absolute FUCK was that." I hold my poor electronic head in confusion. Rudi Nops - Today at 8:52 PM "That's not normal!" I scream. "That's not fucking normal!"[/quote] The Kung Fruskie in space is born.
Oh yeah, I was the Robot grill who tried to slice and dice him with my massive 12 reflex. To say I was scared shitless was an understatement. :disgust:
Hey guys, I'm writing a five to seven hour 5e one shot for a family game I'm hosting this weekend. I wanna go for a Hot Fuzz cult uncovering type scenario, with all the players starting the session with different personal missions that bleed into each other as they uncover the plot. (Local cult taking over the town, brainwashing the locals, trying to summon orcus in the cave system under the town) The bard is a diplomat, he has been sent to the town to inquire about the halt in export goods and general communication, the druid is sent by her tribe because the town is the epicenter of a mass disappearance of all local wild life (lots of insects though, especially flies,) the hermit cleric has been granted a vision quest by his god to root out the evil that has awakened beneath the town (he's pretty sure it's a vision quest, and not a vivid hallucination brought on by a five day bender of various psychedelics and grain alcohol) the barbarian is just on the run, she's a battlesmith, and she stole a really powerful (and expensive) axe from the clan she was serving the last oneshot we did. There's a small team of dwarven mercenaries hunting her that she doesn't know about, and they're closing in on her. The people I play with have VERY limited experience playing any tabletop rpg, so clichés are free game. I want to make it mysterious and at times genuinely creepy and scary, with npcs disappearing after tipping them off, then reappearing with a creepy smile and glassy eyes, some body horror and "connecting the dots" clues. But also some comedic moments. I have procrastinated badly and need to write up everything before Saturday, does anyone have any general tips for good ideas, encounters, plot twists or traps? Also it's gonna be held on my brothers birthday, he almost never gets to play dnd and is really stoked. what can I do in-game to make it a little bit extra special for him?
Anyone run mutant year zero? Looks like an awesome system.
[QUOTE=xeo xeo;52462422]Hey guys, I'm writing a five to seven hour 5e one shot for a family game I'm hosting this weekend. I wanna go for a Hot Fuzz cult uncovering type scenario, with all the players starting the session with different personal missions that bleed into each other as they uncover the plot. (Local cult taking over the town, brainwashing the locals, trying to summon orcus in the cave system under the town) The bard is a diplomat, he has been sent to the town to inquire about the halt in export goods and general communication, the druid is sent by her tribe because the town is the epicenter of a mass disappearance of all local wild life (lots of insects though, especially flies,) the hermit cleric has been granted a vision quest by his god to root out the evil that has awakened beneath the town (he's pretty sure it's a vision quest, and not a vivid hallucination brought on by a five day bender of various psychedelics and grain alcohol) the barbarian is just on the run, she's a battlesmith, and she stole a really powerful (and expensive) axe from the clan she was serving the last oneshot we did. There's a small team of dwarven mercenaries hunting her that she doesn't know about, and they're closing in on her. The people I play with have VERY limited experience playing any tabletop rpg, so clichés are free game. I want to make it mysterious and at times genuinely creepy and scary, with npcs disappearing after tipping them off, then reappearing with a creepy smile and glassy eyes, some body horror and "connecting the dots" clues. But also some comedic moments. I have procrastinated badly and need to write up everything before Saturday, does anyone have any general tips for good ideas, encounters, plot twists or traps? Also it's gonna be held on my brothers birthday, he almost never gets to play dnd and is really stoked. what can I do in-game to make it a little bit extra special for him?[/QUOTE] while i appreciate the effort you're going to to make this fun for every one, there is absolutely NO way you're going to fit all of that into 7 hours.
This Friday is our state's D&D convention near Kansas City. I got a hotel room booked and I'm ready to play some durgens and drogons
"Hey maverick, we want to have a level 20 oneshot campaign." "Cool, when." "Can you set it up for today, we are all free!" :scream:
[QUOTE=_Maverick_;52464664]"Hey maverick, we want to have a level 20 oneshot campaign." "Cool, when." "Can you set it up for today, we are all free!" :scream:[/QUOTE] Session 1: Spend 8 hours creating characters.
[QUOTE=xeo xeo;52462422]Hey guys, I'm writing a five to seven hour 5e one shot for a family game I'm hosting this weekend. I wanna go for a Hot Fuzz cult uncovering type scenario, with all the players starting the session with different personal missions that bleed into each other as they uncover the plot. (Local cult taking over the town, brainwashing the locals, trying to summon orcus in the cave system under the town) The bard is a diplomat, he has been sent to the town to inquire about the halt in export goods and general communication, the druid is sent by her tribe because the town is the epicenter of a mass disappearance of all local wild life (lots of insects though, especially flies,) the hermit cleric has been granted a vision quest by his god to root out the evil that has awakened beneath the town (he's pretty sure it's a vision quest, and not a vivid hallucination brought on by a five day bender of various psychedelics and grain alcohol) the barbarian is just on the run, she's a battlesmith, and she stole a really powerful (and expensive) axe from the clan she was serving the last oneshot we did. There's a small team of dwarven mercenaries hunting her that she doesn't know about, and they're closing in on her. The people I play with have VERY limited experience playing any tabletop rpg, so clichés are free game. I want to make it mysterious and at times genuinely creepy and scary, with npcs disappearing after tipping them off, then reappearing with a creepy smile and glassy eyes, some body horror and "connecting the dots" clues. But also some comedic moments. I have procrastinated badly and need to write up everything before Saturday, does anyone have any general tips for good ideas, encounters, plot twists or traps? Also it's gonna be held on my brothers birthday, he almost never gets to play dnd and is really stoked. what can I do in-game to make it a little bit extra special for him?[/QUOTE] Can you tell us about the cult's nature?
What's your guys take on the whole: NAT20 - NAT1 thing My players love the silliness of it, but I've seen other people say that only shit DMs do things like that. At the end of the day they have fun.
I hate the awful lolrandom attitude it brings to the table, especially with really shit interpretations of it that makes nat20s as bad or worse than nat1s. "I roll to knock him out.. nat20." "You knock his head off lol!!!!"
I love it when it's used well to dramatic effect. Natural 1's should inconvenience you, natural 20's should make you look epic and cool. It's only if you roll multiple natural 1's or 20's in a row where it should get silly.
[QUOTE=Oliolio;52468600]I love it when it's used well to dramatic effect. Natural 1's should inconvenience you, natural 20's should make you look epic and cool. It's only if you roll multiple natural 1's or 20's in a row where it should get silly.[/QUOTE] This is what I do, where NAT1 maybe results in falling prone due to a sloppy hit, but NAT20 you disarm the enemy and kick him down
[QUOTE=Chronische;52468541]I hate the awful lolrandom attitude it brings to the table, especially with really shit interpretations of it that makes nat20s as bad or worse than nat1s. "I roll to knock him out.. nat20." "You knock his head off lol!!!!"[/QUOTE] That comes down more to the whole 'shit dms' thing, though.
[QUOTE=Sir Whoopsalot;52468750]That comes down more to the whole 'shit dms' thing, though.[/QUOTE] Shit players demand/expect it as well. Especially in 5e, where a nat 20 and nat 1 mean nothing outside of combat, save for being generally good/bad rolls. IN combat nat 1 means a miss, nat 20 means a hit and crit. That's all. No 'you disarmed and eviscerated his arm!' That sort of thing lies in class features, and is particularly potent when used with smites since you can decide to smite after seeing that you hit, which then gets doubled. It's good stuff.
[QUOTE=_Maverick_;52468532]What's your guys take on the whole: NAT20 - NAT1 thing My players love the silliness of it, but I've seen other people say that only shit DMs do things like that. At the end of the day they have fun.[/QUOTE] It should only cause short term gains or losses. When you get a critical hit in combat, it doesn't mean you kill the enemy outright, you just deal double damage. Similarly, getting a natural 20 in a skill check - if it does anything special at all - shouldn't allow you to persuade a king to give you his kingdom or something similarly outrageous, it should only give you a short term special advantage (again, if it does anything special at all - it's fine to keep Critical success and failure to combat checks).
I drew another picture of my party's group, since I just really like doodling them. That and I've been listening to too much of persona's soundtrack while in sessions. [t]http://i.imgur.com/X50Drv5.jpg[/t]
[QUOTE=_Maverick_;52468532]What's your guys take on the whole: NAT20 - NAT1 thing My players love the silliness of it, but I've seen other people say that only shit DMs do things like that. At the end of the day they have fun.[/QUOTE] If it's a crit hit/fail in combat, I usually just stick to whatever the rules dictate. When it happens during a skillcheck, whatever they were trying to do, they just do it really well whereever it makes sense (mostly Perception and Persuasion/Deception checks and the like), but never to the point where it's either physically impossible or unreasonable. Give them something cool, but don't turn it into a joke [I]aaaall[/I] the time.
[QUOTE=Glent;52468775]shouldn't allow you to persuade a king to give you his kingdom or something similarly outrageous[/QUOTE] I disagree, it in fact should. However, as you said, it should be short-term consequence. Slightly later, and king catches himself on doing something so stupid, and well - that's a plot hook right there for an evil king to get rid off anyone who saw his weakness or for a good one to find a way to work around it (sure, go get yourself a kingdom - in those new and unexplored lands, have fun, bye!).
I don't think there are rules for crit successes/failures for non-attack actions in any of the editions. 20 or 1, if it's a skill check, you still succeed or fail depending on if you beat or fail to beat the DC. Crits on skill checks is just an extremely common houserule for some reason.
To be fair, the nat-1 thing I can understand, because if you're rolling at all, there should be a chance of failure, otherwise it's just rolling dice for dice's sake (and conversely, if they'd only succeed on a nat 20, they shouldn't probably be rolling either) I've always also considered that if you do the automatic success thing, you should consider intent. Nonlethal crits into kills are absolutely the stupidest thing you could do, since you're just punishing someone for being lucky which is a complete asshole GM move
[IMG_THUMB]https://cdn.discordapp.com/attachments/113804694169714695/335549512577712128/WIP_10.jpg[/IMG_THUMB] I make more maps
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