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stringless
Dec 28, 2005

keyboard ⌨️​ :clint: cowboy

Anyone want to work out for me how far out of the water 6 m/s will get a standard humanoid? I'm in no state for ballistics calculations.

(Level 11 water genasi kensei sailor with the Mobility feat, STR 10 but proficiency in athletics, maybe a belt of hill giant strength if the hilarity of it overpowers a getting a higher AC from a different Rare magic item)

/e I could figure it out in Kerbals if I was home probably

stringless fucked around with this message at 07:04 on Jul 24, 2019

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Kung Food
Dec 11, 2006

PORN WIZARD
You can also start taking advantage of weather. It might be exceptionally windy that day, or foggy, or there are thunderstorms, all of which would inhibit the flying ability of a familiar.

lightrook
Nov 7, 2016

Pin 188

FFT posted:

Anyone want to work out for me how far out of the water 6 m/s will get a standard humanoid? I'm in no state for ballistics calculations.

(Level 11 water genasi kensei sailor with the Mobility feat, STR 10 but proficiency in athletics, maybe a belt of hill giant strength if the hilarity of it overpowers a getting a higher AC from a different Rare magic item)

/e I could figure it out in Kerbals if I was home probably

So you're jumping vertically out of the water at 6 m/s? Let's see, assuming 10 m/s*s of gravity (close enough), that's 0.6 seconds of air time at an average speed of 3 m/s, so about 1.8 meters? But I think that refers to your center of mass, and not your actual vertical clearance, so for a roughly 2 meter man, that's about like 1 meter of vertical clearance from the surface, and more if you tuck your legs in.

Tibalt
May 14, 2017

What, drawn, and talk of peace! I hate the word, As I hate hell, all Montagues, and thee

Now that the Sidekick rules have been out for a bit, does anybody have an opinion on running D&D with one player? I'm running the Essential Kits adventure for just my wife, both to teach her the rules and to knock off the rust for me DMing before playing with a group.

Any thoughts/feelings/changes to the rules you'd suggest?

The only house rules I've got in place is that players get a bonus 10 HP, but if they're below 10 HP they're Wounded and have disadvantage on ability checks until they receive healing. In 3.5 I found that it made low level characters less likely to die randomly but more likely to retreat if they got in over their heads.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Tibalt posted:

Now that the Sidekick rules have been out for a bit, does anybody have an opinion on running D&D with one player? I'm running the Essential Kits adventure for just my wife, both to teach her the rules and to knock off the rust for me DMing before playing with a group.

Any thoughts/feelings/changes to the rules you'd suggest?

The only house rules I've got in place is that players get a bonus 10 HP, but if they're below 10 HP they're Wounded and have disadvantage on ability checks until they receive healing. In 3.5 I found that it made low level characters less likely to die randomly but more likely to retreat if they got in over their heads.

I like that house rule but I'd suggest using the Exhaustion condition instead of Wounded for more unified mechanics. It would slightly increase the seriousness of the condition since Exhaustion is only removed by rests.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

Tibalt posted:

Now that the Sidekick rules have been out for a bit, does anybody have an opinion on running D&D with one player? I'm running the Essential Kits adventure for just my wife, both to teach her the rules and to knock off the rust for me DMing before playing with a group.

Any thoughts/feelings/changes to the rules you'd suggest?

My buddy’s GF is running a solo game for him using those rules from the box. He’s an experienced DM so I’ll ask and see what he thinks and what they’ve tweaked.

stringless
Dec 28, 2005

keyboard ⌨️​ :clint: cowboy

lightrook posted:

So you're jumping vertically out of the water at 6 m/s? Let's see, assuming 10 m/s*s of gravity (close enough), that's 0.6 seconds of air time at an average speed of 3 m/s, so about 1.8 meters? But I think that refers to your center of mass, and not your actual vertical clearance, so for a roughly 2 meter man, that's about like 1 meter of vertical clearance from the surface, and more if you tuck your legs in.

So a breach height of about 6 feet? That's not too bad.

Thanks for doing the legwork!

Also, I haven't looked too closely at the ki abilities I'll have available, so I forgot about the 1 ki point extra dash action option. So now we're at 9 m/s. Plugging that into the same relationship says 4 meters (0.9 seconds at 4.5 m/s) did I do it wrong

stringless fucked around with this message at 03:51 on Jul 25, 2019

Opentarget
Mar 17, 2009
The wizard in my group has a cat that hates him and has a super obnoxious Jersey accent and is mostly a role-playing joke generator and it's the best familiar imo

Also, we just started running Storm King's and are those starter NPC dudes we get functionally the same as Sidekicks? I don't really understand how Sidekicks work but also being able to roleplay a tree is pretty fun.

Kung Food
Dec 11, 2006

PORN WIZARD

Opentarget posted:

The wizard in my group has a cat that hates him and has a super obnoxious Jersey accent and is mostly a role-playing joke generator and it's the best familiar imo

Also, we just started running Storm King's and are those starter NPC dudes we get functionally the same as Sidekicks? I don't really understand how Sidekicks work but also being able to roleplay a tree is pretty fun.

Those aren't supposed to be starters, they are tied to specific events that the players temporarily control. They come into play farther down the line.

edit: I guess they can be starters if your DM is starting you at chapter 2. In that case they are just a one and done deal, they don't follow you afterwards.

Kung Food fucked around with this message at 19:24 on Jul 26, 2019

Opentarget
Mar 17, 2009

Kung Food posted:

Those aren't supposed to be starters, they are tied to specific events that the players temporarily control. They come into play farther down the line.

edit: I guess they can be starters if your DM is starting you at chapter 2. In that case they are just a one and done deal, they don't follow you afterwards.

Ah interesting. We finished up Dragon Heist and he started us with heading to the farming town, it was a pretty smooth transition he did, I didn't realize he skipped a chapter.

Soysaucebeast
Mar 4, 2008




Tibalt posted:

Now that the Sidekick rules have been out for a bit, does anybody have an opinion on running D&D with one player? I'm running the Essential Kits adventure for just my wife, both to teach her the rules and to knock off the rust for me DMing before playing with a group.

Any thoughts/feelings/changes to the rules you'd suggest?

The only house rules I've got in place is that players get a bonus 10 HP, but if they're below 10 HP they're Wounded and have disadvantage on ability checks until they receive healing. In 3.5 I found that it made low level characters less likely to die randomly but more likely to retreat if they got in over their heads.

My boyfriend has been DMing one with me being the only player. He's got me running two full characters instead of a sidekick, but it hasn't been so bad. It's his first time ever DMing, but he's played for a few years so we're both adjusting. From what I can tell by going back and reading the IceSpire quests after I do them (I get REALLY bored at work) he hasn't changed much. He gave me a free feat at level one, and he's been giving me max hp every level up.

My first fight at level one was a manticore because I forgot they speak common (I was supposed to negotiate with it). He cut the HP in half and had it only use two tail spikes when it attacked. Since then it's really just been adjusting the HP and leaving the attacks alone. I'm playing a moon druid and lore bard though, so I have health for days.

RC Cola
Aug 1, 2011

Dovie'andi se tovya sagain
Any of you goons located in Denver and have two openings? I have been playing online with my friends from Illinois, but I'm looking to get back into an in person campaign.

Nutsngum
Oct 9, 2004

I don't think it's nice, you laughing.
Has anyone been paying much attention to Talespire? I saw them advertising their Kickstarter on one of the various DnD youtube channels and it looks genuinely pretty cool. Then I looked it all up and theres footage and stuff from 2015 which makes me feel like this is the Star Citizen of DnD platforms and backing it will be like flushing money.

JustJeff88
Jan 15, 2008

I AM
CONSISTENTLY
ANNOYING
...
JUST TERRIBLE


THIS BADGE OF SHAME IS WORTH 0.45 DOUBLE DRAGON ADVANCES

:dogout:
of SA-Mart forever

Nutsngum posted:

Has anyone been paying much attention to Talespire? I saw them advertising their Kickstarter on one of the various DnD youtube channels and it looks genuinely pretty cool. Then I looked it all up and theres footage and stuff from 2015 which makes me feel like this is the Star Citizen of DnD platforms and backing it will be like flushing money.

I read this as "Talespin" and was momentarily happy that they were making a new game based on a beloved animated programme while being confused as to why it would be brought up in *this* thread.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

JustJeff88 posted:

I read this as "Talespin" and was momentarily happy that they were making a new game based on a beloved animated programme while being confused as to why it would be brought up in *this* thread.

Talespin stuff is going to appear in the new Ducktales.

KingKalamari
Aug 24, 2007

Fuzzy dice, bongos in the back
My ship of love is ready to attack
So I've been having a blast in Curse of Strahd playing my Tiefling Hexblade/Swashbuckler and recently decided to try out some different class combinations for her to see how they'd compare. In the process of doing this I came up with an incredibly similar, but distinct, character concept that I now really want to try out the next time I need a 5e character but wanted to get some feedback on the mechanical specifics.

The basic idea in terms of fluff is a Tiefling who left home to become an adventurer but ran into roadblocks in getting her dungeon-delving career going, so she had to fall back on working crappy gigs as a dancer in run-down taverns. The big idea is I mostly want to introduce her into a low-level campaign by having her overhear the rest of the players' characters getting into an adventure in a tavern, leap off stage and go over to force her way into the party.

Mechanically I wanted to do a Bard [x]/Swashbuckler 4 multiclass. I wanted the character's bard shtick to be that she's dancer, so I figured the added mobility, initiative and opportunity attack evasion from Swashbuckler would be a pretty good way to represent that, which means I'd need at least 3 levels of Rogue. I added an extra Rogue level on there so I don't miss an ASI. I'm definitely going to be less versatile in the spellcasting department, but I'm hoping the extra dodginess and buttload of skill proficiencies will soften the blow enough that I'd still be effective in most parties.

The only hang-up I'm running into is which Bard College to focus on: While Lore is obviously the most versatile and powerful college, hands down, I don't know if it really offers anything to fit the "dancer" theme. Valor and Swords both seem more thematically appropriate and could make me a decent hit-and-run combatant but I'm having major trouble figuring out which of the two would be the better fit since they're so thematically similar (It's basically just "You wanna be offensive or defensive melee?"), anyone have any thoughts or suggestions?

Madmarker
Jan 7, 2007

KingKalamari posted:

So I've been having a blast in Curse of Strahd playing my Tiefling Hexblade/Swashbuckler and recently decided to try out some different class combinations for her to see how they'd compare. In the process of doing this I came up with an incredibly similar, but distinct, character concept that I now really want to try out the next time I need a 5e character but wanted to get some feedback on the mechanical specifics.

The basic idea in terms of fluff is a Tiefling who left home to become an adventurer but ran into roadblocks in getting her dungeon-delving career going, so she had to fall back on working crappy gigs as a dancer in run-down taverns. The big idea is I mostly want to introduce her into a low-level campaign by having her overhear the rest of the players' characters getting into an adventure in a tavern, leap off stage and go over to force her way into the party.

Mechanically I wanted to do a Bard [x]/Swashbuckler 4 multiclass. I wanted the character's bard shtick to be that she's dancer, so I figured the added mobility, initiative and opportunity attack evasion from Swashbuckler would be a pretty good way to represent that, which means I'd need at least 3 levels of Rogue. I added an extra Rogue level on there so I don't miss an ASI. I'm definitely going to be less versatile in the spellcasting department, but I'm hoping the extra dodginess and buttload of skill proficiencies will soften the blow enough that I'd still be effective in most parties.

The only hang-up I'm running into is which Bard College to focus on: While Lore is obviously the most versatile and powerful college, hands down, I don't know if it really offers anything to fit the "dancer" theme. Valor and Swords both seem more thematically appropriate and could make me a decent hit-and-run combatant but I'm having major trouble figuring out which of the two would be the better fit since they're so thematically similar (It's basically just "You wanna be offensive or defensive melee?"), anyone have any thoughts or suggestions?

Really seems more how you flavor your bardic inspirations. You can do a flamboyant/seductive/entrancing dance to distract enemies with your "cunning word"(I think thats what its called) feature. The mesmerizing colors as you twirl around in your costume can even act as the "narrative" focus of your hypnotic pattern (if you get that many bard levels).

VaultAggie
Nov 18, 2010

Best out of 71?
Glamour bard from Xanathars sounds right up your alley. Mantle of inspiration is a good battlefield control ability, and lets you adjust where you want you and your team with the bonus of temp hit points. Enthralling performance is neat, if situational. Mantle of majesty is awesome and makes your person looks loving fabulous.

Legit Businessman
Sep 2, 2007


MonsterEnvy posted:

Talespin stuff is going to appear in the new Ducktales.

It already has!
https://www.youtube.com/watch?v=GI1RJ6QVXrQ

I'm going to assume that Don Karnage is a multiclass Rogue/Bard. Gotta be.

Legit Businessman fucked around with this message at 05:35 on Jul 31, 2019

KingKalamari
Aug 24, 2007

Fuzzy dice, bongos in the back
My ship of love is ready to attack

Drewjitsu posted:

It already has!
https://www.youtube.com/watch?v=GI1RJ6QVXrQ

I'm going to assume that Don Karnage is a multiclass Rogue/Bard. Gotta be.

It's actually been there since episode 1: Our first introduction to the triplets sees them being caught in a zany scheme to hot-wire Donald's houseboat while he's at a job interview so they sail it to Cape Suzette. It's amazing how many deep cuts this show has to old Disney Afternoon shows: The secret spy formula from "The Secret Case Files of Agent 22" is the Gummiberry Juice from Gummi Bears, and a recent episode saw Dewey and Della sing along to "Stand Out" from A Goofy Movie on the radio

MonsterEnvy
Feb 4, 2012

Shocked I tell you
The poster for season 3.



How much Disney Afternoon can you see.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:
drat, right in the nostalgia.

Trojan Kaiju
Feb 13, 2012


I'm running SKT as a follow up to Lost Mines and I wanted to confirm something. One of my players is concerned that the game isn't really prepared to give the Giant Slayer as early as it does. I sped it up a little by running them through a revised version of the sidequest when they got to Yartar, but all that really amounts to is cutting a little backtracking. My guess is that it's meant to be a little OP because of later in the adventure, so I shouldn't worry too much about it. Should I worry about adjusting things or just let the one enemy type be a little easy for now?

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Trojan Kaiju posted:

I'm running SKT as a follow up to Lost Mines and I wanted to confirm something. One of my players is concerned that the game isn't really prepared to give the Giant Slayer as early as it does. I sped it up a little by running them through a revised version of the sidequest when they got to Yartar, but all that really amounts to is cutting a little backtracking. My guess is that it's meant to be a little OP because of later in the adventure, so I shouldn't worry too much about it. Should I worry about adjusting things or just let the one enemy type be a little easy for now?

There are going to be so many giants that it's going to be practically needed when they go to a giant lair.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day
Yeah, the module is HARD if try to fight your way through it, so having the extra damage makes the giant lair sections more forgiving.

Since it's so tightly structured, you should also consider milestone leveling and let them explore more of the content.

Trojan Kaiju
Feb 13, 2012


Conspiratiorist posted:

Yeah, the module is HARD if try to fight your way through it, so having the extra damage makes the giant lair sections more forgiving.

Since it's so tightly structured, you should also consider milestone leveling and let them explore more of the content.

Yeah I'm definitely milestone leveling. My plan for this chapter is to have the Harpers give them two threads, since my group is very into sidequesting: search Uthgardt sites for useful equipment, or seek Harshnag to [continue the quest]. Easy enough to get them to Everlund since they kept Darathra alive and we've done The Old Tower and the first half of the Calling Horn encounter.

Thanks guys for the confirmation. That's what I kind of figured. Looking forward to my players realizing how lucky they are!

Legit Businessman
Sep 2, 2007


KingKalamari posted:

It's actually been there since episode 1: Our first introduction to the triplets sees them being caught in a zany scheme to hot-wire Donald's houseboat while he's at a job interview so they sail it to Cape Suzette. It's amazing how many deep cuts this show has to old Disney Afternoon shows: The secret spy formula from "The Secret Case Files of Agent 22" is the Gummiberry Juice from Gummi Bears, and a recent episode saw Dewey and Della sing along to "Stand Out" from A Goofy Movie on the radio

Don't forget them using the moon level theme from the nes ducktales for their... Moon episode.

It even had lyrics! Brentalfloss must be so proud.

The new ducktales is a crazy collection of deep cuts for their older audience.

But I digress.

Kung Food
Dec 11, 2006

PORN WIZARD

Trojan Kaiju posted:

Yeah I'm definitely milestone leveling. My plan for this chapter is to have the Harpers give them two threads, since my group is very into sidequesting: search Uthgardt sites for useful equipment, or seek Harshnag to [continue the quest]. Easy enough to get them to Everlund since they kept Darathra alive and we've done The Old Tower and the first half of the Calling Horn encounter.

Thanks guys for the confirmation. That's what I kind of figured. Looking forward to my players realizing how lucky they are!

If you are having them chase Harshnag might I suggest something that my players really loved? I had the Harpers send them to visit his home on Mount Sar just north of Waterdeep, (That's his canon home but really could be anywhere) because naturally that would be the first place to look. There they found the place ransacked and full of gargoyles (pets of Iymrth). After fighting the gargoyles they search the place and find a giant sized conspiracy board (which I made myself).

In my head he doesn't know where the Eye of the Allfather is, so he tried to organize his thoughts with the board before having to flee from the gargoyle swarm. My goal was to give my a choice of path, give some hints about the ordning without info dumping and introduce them to the giant racial runes for the puzzle in the Eye of the Allfather. If you or anyone else wants to use my board feel free. I put a lot of time into it so I would love if it got more use.

The Mash
Feb 17, 2007

You have to say I can open my presents
Help me brainstorm for my homebrew campaign. I will freely use or not use your ideas without giving you any credit. I'm running this somewhat simultaneously with two different groups.

Part 1: The King - Intrigue adventure (more or less finished):

PCs arrive to a town where the king is dying. Two rich families are fighting to take over power after the king. One is old money and mostly trades in slavery, owns a big slave market in town. The other is new money and runs a bank and a smith. They used to be poor and just run a small smith, but in the last few years, they have crafted exceedingly powerful magic items and have gained money and fame as a result.

Big secret 1: The new money family have started buying slaves and sacrificing them in blood magic rituals to craft their magic items, leading to their increase in wealth
Big secret 2: The old and new money family have combined to bribe and pressure the magister (right hand of the king) to poison the king. The poison is not curable through simple spells but can be cured with a special plant if the PCs get the magister to confess, which they can only if they eliminate the old money family or convince the magister that he is safe from them. The families have since fallen out over who gets to take over control of the city and the kingdom.
Big secret 3: The old money family are doppelgangers and real shits

Small secret 1: The king has no heir officially, but he has a bastard with the female innkeeper of the "poor person's inn"
Small secret 2: The daughter of the old money family has changed her appearance to attract the son of the new money family. They are now in love, Romeo&Juliet style, and if the PCs help them run away together, they will in turn reveal family secrets

PCs can save the king, reveal the heir or push for a new person (either rich family or a third party) on the throne, and will be rewarded depending on what they do and if they are succesful.
All of part 1 is run with a day/night-tracker. I've informed the players that doctors believe the king has 5 days before the illness kills him, and I try to move the day/night tracker accordingly, so players have some time to investigate, interview and confront every day, but also forcing them to stay on target. My idea is that players can choose to either long rest at night or use the night time for further investigation (with different results from daytime investigations). It's a slight house ruling on long rests but I like the idea of forcing the players to choose between resting for strength or possibly getting more information.

Part 2: The War - Battle between kingdoms (Work in progress)

After the crowning of the new regent (or saving of the old king), the city is visited by ambassadors from the northern neighbours Gilthas, which is a small kingdom of dark elves. They have typically kept to themselves, but players may learn that they have recently expanded to the north, at the cost of a small dwarven settlement. The ambassadors are in town to congratulate the new regent and to attempt to sell a shipment of dwarves on the slave market.
There will be a big feast in the royal castle, to which the players are invited.
Here, the players may learn that Gilthas have also sent a spy with the ambassadors to examine the defenses of the city, and the ambassadors also ask about the town guards, entrances and exits to the town and other similar things.
The feast is the first set piece with a grid-map of part 2. I plan to run it like combat-lite where players can move freely and use RP spells and skills, but where combat might break out if the players are too nosey or aggressive towards the ambassadors and their guards.

A couple of days later, an invasion from Gilthas begins. They quickly overrun much of the kingdom and lay siege on the capital city.
The captain of the guard ask the PCs to protect the northern gate, which is the second set piece.
This is slightly Helms Deep-inspired, with a massive siege weapon moving towards the gate and players being able to attack it from the walls and also use smaller siege weapons from the walls. Enemies will flood the players in waves, attacking the gate and using ladders to get up on the walls. Ideally, no more than 5-6 unique enemies are in play at a time, to keep combat pace reasonable.

I hope to include another war-based set piece of some kind, though I'm not sure yet what that would be. Potentially falling back and defending civilians who have retreated into the temple for protection, buying time at the temple door until the civilians can escape through a tunnel under the temple.

Part 3: The Seal - Classic dungeoneering with occult/demonic influences (idea stage)

The northern kingdom Gilthas is introduced as one worshipping the Raven Queen. The leader of Gilthas has been contacted by a demonic trickster demi-god who claims to speak for the Raven Queen, which he believes. The trickster has convinced the leader of Gilthas to expand the kingdom in honor of the Raven Queen. In reality, the trickster has opened a planar portal to a plane with demon-presence in the heart of Gilthas, to allow demons to invade Gilthas and then the war-weakened neighbouring kingdoms.

Players will arrive in Gilthas after the war as the seal is opening and demons start coming through. The players will have to go through the portal, enter a demonic dungeon and try to interrupt the force keeping the portal open, and then flee back through the portal before it closes.

I'm especially looking for ideas/feedback for parts 2 and 3 and for ways to link parts 2 and 3 more closely to part 1, which is mostly complete and which has been started with both parties I DM for.

Trojan Kaiju
Feb 13, 2012


Kung Food posted:

If you are having them chase Harshnag might I suggest something that my players really loved? I had the Harpers send them to visit his home on Mount Sar just north of Waterdeep, (That's his canon home but really could be anywhere) because naturally that would be the first place to look. There they found the place ransacked and full of gargoyles (pets of Iymrth). After fighting the gargoyles they search the place and find a giant sized conspiracy board (which I made myself).


This is good stuff, I'm definitely going to use this. Did you eventually have them meet up with Harshnag on one of the paths, set which path he was on and see if they found him, or just let that be the end of Harshnag's involvement?

Ceros_X
Aug 6, 2006

U.S. Marine

The Mash posted:

Help me brainstorm for my homebrew campaign. I will freely use or not use your ideas without giving you any credit.

lol


A way of connecting the 1st and 2nd groups are to have the drow provide the poison that was used against the King (in an attempt to weaken the kingdom in preparation for invasion in the confusion after the Monarch's passing). Perhaps you can feed the aprty some information that points to the drow spy as the poison supplier (maybe one of the family (survivors) reacts to him at the formal event?).

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

The Mash posted:

I will freely use or not use your ideas without giving you any credit.

I’m calling the police.

Cephas
May 11, 2009

Humanity's real enemy is me!
Hya hya foowah!
So my mummy encounter was a wet fart. I think I didn't give it enough HP or damage or boosted its stats enough to be a challenge, even with the legendary actions I came up with for it. I guess I was still thinking in terms of the party being level 1 instead of level 4, because I was like "oh 1d12 damage to the entire party is kind of a lot huh" but it ended up being completely negligible when the fight was over in 2 rounds. Luckily the rest of the dungeon was dealing with riddles and puzzles.

Are there any good resources for designing challenging encounters? The party has a yuan-ti boss battle in a necromancy power generator room coming up, and after that they're going to be trying to take refuge in a desert village only to find that their missionary contact was slain, the church of torm was burned down, and a hobgoblin war band has occupied the village. I'm hoping to make up for the underwhelming mummy fight by having them face off against an actually organized military group.

Like, I'm not trying to kill the party, but I feel like action scenes should at least be tense and dynamic or else they just become perfunctory. I'm starting to realize that at level 4 there's not nearly as much of a chance of accidentally 1HKOing people as there was at level 1 or 2, but that it's also harder to gauge what their power output is like because each character is starting to become more mechanically complex.

doctor 7
Oct 10, 2003

In the grim darkness of the future there is only Oakley.

Cephas posted:

So my mummy encounter was a wet fart. I think I didn't give it enough HP or damage or boosted its stats enough to be a challenge, even with the legendary actions I came up with for it. I guess I was still thinking in terms of the party being level 1 instead of level 4, because I was like "oh 1d12 damage to the entire party is kind of a lot huh" but it ended up being completely negligible when the fight was over in 2 rounds. Luckily the rest of the dungeon was dealing with riddles and puzzles.

Are there any good resources for designing challenging encounters? The party has a yuan-ti boss battle in a necromancy power generator room coming up, and after that they're going to be trying to take refuge in a desert village only to find that their missionary contact was slain, the church of torm was burned down, and a hobgoblin war band has occupied the village. I'm hoping to make up for the underwhelming mummy fight by having them face off against an actually organized military group.

Like, I'm not trying to kill the party, but I feel like action scenes should at least be tense and dynamic or else they just become perfunctory. I'm starting to realize that at level 4 there's not nearly as much of a chance of accidentally 1HKOing people as there was at level 1 or 2, but that it's also harder to gauge what their power output is like because each character is starting to become more mechanically complex.

If your monster dies way too fast you can just keep it alive for another round. Just because you wrote X for HP doesn't mean you can't make it 2X at the table when it's about to die way too soon.

Use this sparingly, however, as if you do it often all your fights will feel the same.

Realistically it's fine your mummy died so fast, if you ask the players they're probably stoked they were able to ruin a big baddie so fast and had a great time!

Tibalt
May 14, 2017

What, drawn, and talk of peace! I hate the word, As I hate hell, all Montagues, and thee

I assume you're looking for around 6-8 rounds of combat instead of just 2. Write down the health scores as double and triple your original, and let that be your range. If the party is doing well/everyone is enjoying combat? Keep going until they hit the higher number. If they're having bad luck or if the fight starts feeling like it's dragging, let them win when they surpass the lower number. This also gives you a handy checkpoint to use to describe the necromancer getting tired/worried/desperate.

I would be more nervous about increasing damage or to-hit - while level 4 characters are better than level 1 characters, 1d12 to everyone will still hurt over those four to six extra turns. You can prepare a special action that the necromancer only uses when he's desperate, probably as a one-off thing. If the fight doesn't seem hard enough, use it once they reach the lower HP threshold. I'd suggest a status effect that targets a save that your necromancer wouldn't otherwise target - gives someone else a chance to shine. Fear or poison would be my suggestion, with a saving throw to shake it off each turn. You can be a bit nastier with this effect because a.) The fight should be almost over anyway, so make the ending memorable and b.) You're only going to use this if the players are doing well and you think they're able to handle it.

With the army encounter, keep the action economy in mind. If the players are outnumbered, they're going to be at more of a disadvantage than the numbers would suggest. I'd suggest having the players encounter the force in pieces if you want this to be an extended encounter - reinforcements showing up, flanking maneuvers, fall back and regroup. This lets you change the battlefield and switch up the flow, but also keep things manageable. To adapt the range of HP idea to a group, don't have the army fight to the death necessarily. If the party is doing well, sure, they fight to the last man. But if things aren't going great or starting to drag, have the army start retreating once they've take 30% or 50% casualties.

TLDR: plan out some potential checkpoints where you can realistically bail out the party if things go poorly or throw a wrench in the works if you feel like they could use the extra challenge, so that you have flexibility without having to do things on the fly.

Tibalt fucked around with this message at 18:33 on Aug 2, 2019

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Cephas posted:

So my mummy encounter was a wet fart. I think I didn't give it enough HP or damage or boosted its stats enough to be a challenge, even with the legendary actions I came up with for it. I guess I was still thinking in terms of the party being level 1 instead of level 4, because I was like "oh 1d12 damage to the entire party is kind of a lot huh" but it ended up being completely negligible when the fight was over in 2 rounds. Luckily the rest of the dungeon was dealing with riddles and puzzles.

Are there any good resources for designing challenging encounters? The party has a yuan-ti boss battle in a necromancy power generator room coming up, and after that they're going to be trying to take refuge in a desert village only to find that their missionary contact was slain, the church of torm was burned down, and a hobgoblin war band has occupied the village. I'm hoping to make up for the underwhelming mummy fight by having them face off against an actually organized military group.

Like, I'm not trying to kill the party, but I feel like action scenes should at least be tense and dynamic or else they just become perfunctory. I'm starting to realize that at level 4 there's not nearly as much of a chance of accidentally 1HKOing people as there was at level 1 or 2, but that it's also harder to gauge what their power output is like because each character is starting to become more mechanically complex.

Sounds like you should reuse the mummy a couple sessions down the line: From the Grave - The Mummy Returns!

I mean it already came back to life once right?

Baku
Aug 20, 2005

by Fluffdaddy

doctor 7 posted:

If your monster dies way too fast you can just keep it alive for another round. Just because you wrote X for HP doesn't mean you can't make it 2X at the table when it's about to die way too soon.

Use this sparingly, however, as if you do it often all your fights will feel the same.

Realistically it's fine your mummy died so fast, if you ask the players they're probably stoked they were able to ruin a big baddie so fast and had a great time!

Yeah, this is good advice. In moderation it's fine to just fudge enemy stats on the fly if an encounter feels unexpectedly easy or difficult, and it's also fine for encounters to sometimes be surprisingly easy or challenging. IMO traditional D&D-style games feel best when not every encounter is balanced and the party sometimes gets caught on the back foot and in horrific danger or slaughters a boss unexpectedly. It keeps these kind of combat-heavy RPGs from turning into a slog and is a place good stories (both between the players out of game and in the actual game narrative) can spring from.

Azran
Sep 3, 2012

And what should one do to be remembered?
That said combats are way more interesting when the damage: hp ratio for monsters skews in favor of the former rather than the latter. See also: 4e

MonsterEnvy
Feb 4, 2012

Shocked I tell you

MonsterEnvy posted:

Hey my players have an Octavo of Keeping from this supplement. https://media.wizards.com/2018/dnd/dragon/22/DRA22_TreasuresYugoloths.pdf

And have used it to summon a Hydroloth and now can command it for 24 hours. However it's in their nature for a yugoloth to be dicks to their summoners, so was wondering if anyone had some some ideas for how the Hydroloth can screw with the party without actually attacking them.


Finished the event with this. Hydroloth nearly sucked the party into the Astral Plane by stealing a players bag of holding and nearly sneaking it into the parties portable hole. After this failed, he killed himself to get out of having to listen to his summoners orders.

I think they had him around for about 9 hours of the 24 they had him for, they realized he was a big problem, after he constantly looked for ways to screw them. Catching allies in the AoE of his spells. Telling enemies to go for his summoner so he does not have to fight them. Acting his orders out slowly.

Still they loved having him around, and will likely try for another less intelligent Yugoloth in the future.

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The Mash
Feb 17, 2007

You have to say I can open my presents

Ceros_X posted:

lol


A way of connecting the 1st and 2nd groups are to have the drow provide the poison that was used against the King (in an attempt to weaken the kingdom in preparation for invasion in the confusion after the Monarch's passing). Perhaps you can feed the aprty some information that points to the drow spy as the poison supplier (maybe one of the family (survivors) reacts to him at the formal event?).

Yeah, this is a great idea, thanks!

The magister would naturally have some level of contact with the drow kingdom as they are neighbours and trade partners, so maybe he asked a contact there about a poison, which they happily delivered because it furthers their own goals

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