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TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
They mean literally expending the money, in the middle of a fight, to get some kind of combat advantage.

May I propose a wand with a coin slot? The more you spend, the better the effect you get out of it. The player chooses how much to spend, you look up a table, then present them with a list of options and they get to pick one.

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Infinite Karma
Oct 23, 2004
Good as dead





Stoner Sloth posted:

A take on buying spell components - basically do it like an insurance scheme, charge them a level dependent/partially spell informed amount each time they hit town to stock up on spell ingredients. They can however pay more or less than this.

In game give them enough to cast every one of their spells at least once, the more they pay the more leeway is given to how much components they have. If they choose to skimp then spells at critical times might require a roll to determine if they have enough to use.

Best bit is that it lets you easily tailor it to narrative purposes on the fly, hands you a tool to stop abuse of spells or them instasolving a difficulty plus simulates the cost of components. Also component storage should be a minor thing maybe? So that components can be damaged or rendered unusable by conditions if it suits narrative purposes.

But yeah, for the most part I'd just assume they have enough of whatever they need to cast most basic spells at least and keeping track of it exactly is likely to be more of a pain in the rear end than it is worth unless that's something that genuinely adds to a particular groups fun.
This honestly sounds horrible. Taking abilities that are RAW and RAI in the player's hands and making them into DM-may-I abilities is just plain bad. Giving them another roll to pass when there's already a roll to hit or a roll to save is more bad maths.

What spells are players abusing? What puzzles are they "instasolving" with magic that giving arbitrary component limitations makes better? 4E and 5E D&D specifically neutered these spells and abilities to make anything but the most trivial challenges not circumventable. PC spellcasters don't have enough spell slots to throw them away pointlessly, that's the resource being used.

Baku
Aug 20, 2005

by Fluffdaddy

pog boyfriend posted:

this is your time for slice of life. the game is really good at depicting how heroes handle conflict, but it is seldom that the game dwells on moments of peace. make the most of it; let this downtime really show the party what they are fighting for.

This is a good concept, and letting them use that time to learn a skill, feat, or combination of a few languages/tools is a good mechanic.

You can combine the two! Don't let them just handwave "training". Ask them to tell you how they learned this new thing, what they were doing for months, and why. Did they have a teacher? Did they take a non-adventuring job for a few months? Did they go on an astral spirit quest? Maybe the Fighter learned Polearm Master from an old veteran he spent time carousing and talking about the meaning of life with. Maybe the Cleric picked up Persuasion by trying to start his own congregation, and quickly learning that leadership requires more than faith.

It's a hook to let them tell you what elements they want introduced into their character's life and story - membership in an organization or guild, a new romance, dangerous personal enemies - which can all be a springboard for coming adventures and will (as pog says) give the players more of a sense of your world.

Baku fucked around with this message at 21:24 on May 25, 2020

Arcsech
Aug 5, 2008
I'm about to run my first 5e campaign (done a bunch of TTRPGs, just no 5e), and my take on components was going to be "For anything without a GP cost, I don't care, you can cast it with your focus. If it has a GP cost listed in the material description, you have to obtain the components." Which is actually rules-as-written for 5e:

Basic Rules posted:

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

Spells with materials that GP costs tend to be things with permanent or very powerful effects, with a couple outliers like Stoneskin that I figure I'll deal with as one-offs. I plan to also let them start with components for any spells they start with.

Fashionable Jorts
Jan 18, 2010

Maybe if I'm busy it could keep me from you



TooMuchAbstraction posted:

They mean literally expending the money, in the middle of a fight, to get some kind of combat advantage.

May I propose a wand with a coin slot? The more you spend, the better the effect you get out of it. The player chooses how much to spend, you look up a table, then present them with a list of options and they get to pick one.

I mean, you can do that with loonies and your GM.

Dexo
Aug 15, 2009

A city that was to live by night after the wilderness had passed. A city that was to forge out of steel and blood-red neon its own peculiar wilderness.
please don't insult my Cleric of Waukeen's rituals.

Tenik
Jun 23, 2010


I'm going to be DMing for a group of players that typically don't like to play classes with a lot of healing power, and aren't optimized around 5e's action economy. Would giving every player this free feature be too much healing for a lighthearted setting?

Encouraging Words: As a bonus action, you can say something kind or encouraging to any creature that can hear you. That creature may spend their reaction to regain hit points equal to half of their hit dice +CON. This feature cannot be used by a creature that has been silenced, and will have no effect on a creature that has been deafened or knocked unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

I'm worried that making it require a bonus action and a reaction will affect some classes more than others, and that the amount of healing the party would have access to may require me to make damage spike more.

If this is game breaking, what are some alternatives I can use to give players access to reliable mid-combat healing? Would giving them a certain number of healing potions per long rest be a better solution?

Dexo
Aug 15, 2009

A city that was to live by night after the wilderness had passed. A city that was to forge out of steel and blood-red neon its own peculiar wilderness.

Tenik posted:

I'm going to be DMing for a group of players that typically don't like to play classes with a lot of healing power, and aren't optimized around 5e's action economy. Would giving every player this free feature be too much healing for a lighthearted setting?

Encouraging Words: As a bonus action, you can say something kind or encouraging to any creature that can hear you. That creature may spend their reaction to regain hit points equal to half of their hit dice +CON. This feature cannot be used by a creature that has been silenced, and will have no effect on a creature that has been deafened or knocked unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

I'm worried that making it require a bonus action and a reaction will affect some classes more than others, and that the amount of healing the party would have access to may require me to make damage spike more.

If this is game breaking, what are some alternatives I can use to give players access to reliable mid-combat healing? Would giving them a certain number of healing potions per long rest be a better solution?


I don't think it'd be that big of an issue tbh. Just maybe be a bit more liberal with healing potions. And don't throw anything completely hosed at them.

Dexo fucked around with this message at 23:49 on May 25, 2020

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Healing generally can't keep up with damage in 5e, so your main uses for healing are a) giving someone enough HP that they'll probably survive an additional hit before being downed, and b) propping someone back up after they've been downed. The former not only requires fairly substantial amounts of healing (comparable to an enemy's attack action), but also requires it to be worth trading one action now (plus resources spent on the healing) for a probable action later. The latter only requires 1HP of healing, but it has to work on someone who is incapacitated.

I think you'll see best returns by focusing on propping back up downed characters, and improving non-combat recovery. You could give a character a magic item that imitates the Lay On Hands ability of paladins -- give it 5 charges, it regains 5 charges per day, and you can use an action and spend N charges to restore N hitpoints to a target you can touch. You can also do things like, when you take a long rest you get all of your hit dice back instead of just half of them.

Dexo
Aug 15, 2009

A city that was to live by night after the wilderness had passed. A city that was to forge out of steel and blood-red neon its own peculiar wilderness.
Or change up the hit die mechanic. Allow them to spend hit die after a 5-10 minute period to take a breather and catch their breath. and let some-all of the hit die come back on a short rest.

And then try and balance the encounters around them always starting at full HP.


Edit:

Yeah, Short rest = half hit die returns, and long rest = all hit die return.

And allow them to use hit die out of combat and only have to burn like 10 minutes instead of an hour.

Raenir Salazar
Nov 5, 2010

College Slice
My party (level 10's) fought a CR24 dragon and won! :black101:

I finally stunned the Dragon on my last ki point, burnt all of its Legendary Resistances and finally, finally, we killed it.


Two of us needed to be rezzed afterwards with the diamonds we found.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Tenik posted:

I'm going to be DMing for a group of players that typically don't like to play classes with a lot of healing power, and aren't optimized around 5e's action economy. Would giving every player this free feature be too much healing for a lighthearted setting?

Encouraging Words: As a bonus action, you can say something kind or encouraging to any creature that can hear you. That creature may spend their reaction to regain hit points equal to half of their hit dice +CON. This feature cannot be used by a creature that has been silenced, and will have no effect on a creature that has been deafened or knocked unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

I'm worried that making it require a bonus action and a reaction will affect some classes more than others, and that the amount of healing the party would have access to may require me to make damage spike more.

If this is game breaking, what are some alternatives I can use to give players access to reliable mid-combat healing? Would giving them a certain number of healing potions per long rest be a better solution?

some ideas:

- When rolling hit die on level up let them roll and then choose between taking the die value or average value for HP. That way they will have a reliable HP floor to design encounters around.

- Be more forgiving with death rolls. Don't do them every combat round but when it makes sense for dramatic tension.

- Let your party start with enhanced healer kits that both stabilize a character and give them 1 hp on a successful medicine roll

- Be careful with your CRs. As a rule of thumb you want the CR of an encounter to be at 1/4 of the total party level when they are below level 5 and at 1/2 of the total party level when they are at level 5 or above. Anything more than that and you will have a potentially lethal encounter on your hands.

BigRed0427
Mar 23, 2007

There's no one I'd rather be than me.

Can I get some recommendations on like...blogs and news sites for DnD stuff? Either official or Homebrew materials? Are those a thing?

Syrinxx
Mar 28, 2002

Death is whimsical today

Toshimo posted:

I just used the TV I had around, but honestly, you could get a cheap one like this (https://slickdeals.net/f/14053574-43-sceptre-u435cv-u-4k-uhd-hdr-60hz-led-hdtv-160-free-shipping?src=catpagev2). For the most part, modern TVs are flat on the back to support wall hanging but you can check the pictures on the website.

I just went to the local hardware store and got them to cut a piece of plexiglass to go over the from to prevent scratching it up, and it was like $15.
Thanks, I'll probably do this and see how it goes. I feel like it would tilt or tip very easily but worst case that just messes up the mini placement and doesn't break anything

Fumbles
Mar 22, 2013

Can I get a reroll?

Tenik posted:

I'm going to be DMing for a group of players that typically don't like to play classes with a lot of healing power, and aren't optimized around 5e's action economy. Would giving every player this free feature be too much healing for a lighthearted setting?

Encouraging Words: As a bonus action, you can say something kind or encouraging to any creature that can hear you. That creature may spend their reaction to regain hit points equal to half of their hit dice +CON. This feature cannot be used by a creature that has been silenced, and will have no effect on a creature that has been deafened or knocked unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

I'm worried that making it require a bonus action and a reaction will affect some classes more than others, and that the amount of healing the party would have access to may require me to make damage spike more.

If this is game breaking, what are some alternatives I can use to give players access to reliable mid-combat healing? Would giving them a certain number of healing potions per long rest be a better solution?

I've run parties like that before. As long as they have a few Emergency Potions, or you make Scrolls able to be used by everybody, then there's a couple different ways to go about spreading damage around enough that people can heal up on rests using their Hit Dice while not feeling like you're taking it easy on them.

Besides giving everyone some bonus HP at the start to give yourself a safety cushion, feel free to have monster attacks cleave multiple targets for fractional damage. Instead of a giant hitting someone for like 20 damage, hit two people for 10 by having it swing its axe super wide. Have wild animals go into a wild, animalistic frenzy and leap about doing attacks at like three or four different people (for one third or one fourth of the base damage). One of the biggest problems in "low healing parties" is once one person runs out of hit dice the whole group wants to stop and rest, so the more you can spread your damage out among the party the more they get to feel cool taking hits and keeping going without needing puny clerics.

Also feel free to start hitting them with Status Effect attacks. Why be boring and do 8 Slashing Damage when you could get blood in someones eyes and Blind them until they take an action to undo it? Instead of a ghost just dealing some necrotic damage, have it let out an unearthly wail that does a small amount of Sonic damage and Deafens everyone who fails a save. Instead of throwing three giant snakes at a party throw one giant snake and ten little ones who only do 1 point of piercing and 1 point of poison damage but grant the poisoned condition! Then have half the snakes help so you don't have to roll 10 attacks, and that'll up the tension without adding much raw incoming damage that the party needs to stop and spend hit dice or healer's kit charges to heal.

Then we start talking about having the party fight Thieves who actually steal from them in the middle of the fight and you'll see that Hit Points are one of the most boring things you can target in a fight. :D

(edit)

and the best part about fighting thieves who steal the parties money, treasure, fancy items, etc.? You get to make them super mad at the NPC for stealing their poo poo and them super happy if/when they beat them up and get their poo poo back! It's all the fun of robbing your party without any of the long-term hurt feelings.

Fumbles fucked around with this message at 02:06 on May 26, 2020

Tenik
Jun 23, 2010


Thanks for the suggestions! I was already planning on having extra-short rests for healing but no other resource recovery, and it's good to get confirmation for that plan. Partial hit die recovery on a normal short rest will help that feel more natural, too. Status effects, multi-target hits, and mobs of minions that help each other are also fantastic ideas, and will help flesh out some of the sub-objectives I was thinking of throwing into combat.

Thanks again, everyone!

Orcs and Ostriches
Aug 26, 2010


The Great Twist
There's a series I watch and none of players play healers. The gm just lets them prepare better with healing potions and other useful consumables. They house rule potions so they heal max and they don't need to roll. Seems like it works fine.

Raenir Salazar
Nov 5, 2010

College Slice
I really do feel like D&D should have something like Blood vials/estus flasks. The "Damage always outpaces healing" always seems to result in players in the group I am in, when they get downed they are only ever healed to 1 hp or the minimum because it makes no difference.

BattleMaster
Aug 14, 2000

Didn't 4E solve that particular issue? haha :negative:

Syrinxx
Mar 28, 2002

Death is whimsical today

stringless
Dec 28, 2005

keyboard ⌨️​ :clint: cowboy

Finally had a chance to cast Hypnotic Pattern and wow was it satisfying.

it uh sounds kinda bad out of context since we were trying to get information from a bartender and I had just hit him with Vicious Mockery, but then combat started and the orc band on stage was about to start coming after us. None of the four orcs passed their Wisdom save vs Hypnotic Pattern and the Troll bartender did not pass his Constitution save against the Pyrotechnics (Fireworks) cast on the grill by the other bard.

The DM had clearly planned for the first combat of the one-shot to last longer than the first two turns of the first round. I had other motivations.

i made a little commemorative thing for the one-shot (which was left on the bar for potential plot hooks if we get a chance to return to the characters later):

stringless fucked around with this message at 07:36 on May 26, 2020

kanonvandekempen
Mar 14, 2009

BigRed0427 posted:

Can I get some recommendations on like...blogs and news sites for DnD stuff? Either official or Homebrew materials? Are those a thing?

I would also be interested in this.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
A couple DM focused blogs I follow are https://thealexandrian.net/ and https://slyflourish.com/

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
1) When doing point-buy for stats, what's the best strategy to handle the less important ones?
2) I know you shouldn't dump CON, but where should CON be for non-frontline meat shields? 10, 12, 14?
3) Do you generally want to get DEX and WIS to at least 10 to avoid a penalty to saving throws, or risk it and dump those for more points?
4) In your primary stat, you want to aim for a starting score of at least 16, but is it better to spend the points so that 16 is before, or after racial bonuses?

5) I have an (rough) idea for a Barbarian employed by a repository of knowledge (Background: Sage (Librarian)). Without sacrificing the focus on STR and CON, are there any special Barbarian subclasses which benefit from INT? It's fine if there aren't, it's not critical to the build, just something I thought I'd check.

pog boyfriend
Jul 2, 2011

Stabbey_the_Clown posted:

1) When doing point-buy for stats, what's the best strategy to handle the less important ones?
2) I know you shouldn't dump CON, but where should CON be for non-frontline meat shields? 10, 12, 14?
3) Do you generally want to get DEX and WIS to at least 10 to avoid a penalty to saving throws, or risk it and dump those for more points?
4) In your primary stat, you want to aim for a starting score of at least 16, but is it better to spend the points so that 16 is before, or after racial bonuses?

5) I have an (rough) idea for a Barbarian employed by a repository of knowledge (Background: Sage (Librarian)). Without sacrificing the focus on STR and CON, are there any special Barbarian subclasses which benefit from INT? It's fine if there aren't, it's not critical to the build, just something I thought I'd check.

1) listen to what your heart tells you. generally [this is also the answer to question 3] you want dexterity and wisdom to be decent because those saving throws come up often, but intelligence saving throws can gently caress you up if you fail them so you can make an argument at higher levels on that regard. anyone who has ever been mazed with a minus one knows the true suffering of dumping intelligence
2) highly class dependent. you are loooooooooking into barbarian so you are going to have resistance to physical damage, but leaning on that too much can be a problem if you get hit by a spell or something that you have no resistance to and have been dumping constitution. barbarian also has unarmoured defense so i am thinking crank that to 14
4) before
5) not officially, but you can make an argument arcana would be good for wild soul

Mr. Humalong
May 7, 2007

Stabbey_the_Clown posted:

1) When doing point-buy for stats, what's the best strategy to handle the less important ones?
2) I know you shouldn't dump CON, but where should CON be for non-frontline meat shields? 10, 12, 14?
3) Do you generally want to get DEX and WIS to at least 10 to avoid a penalty to saving throws, or risk it and dump those for more points?
4) In your primary stat, you want to aim for a starting score of at least 16, but is it better to spend the points so that 16 is before, or after racial bonuses?

5) I have an (rough) idea for a Barbarian employed by a repository of knowledge (Background: Sage (Librarian)). Without sacrificing the focus on STR and CON, are there any special Barbarian subclasses which benefit from INT? It's fine if there aren't, it's not critical to the build, just something I thought I'd check.

1) depends how focused you want to be on skills and saves. If you’re a dex primary or secondary you can safely dump strength, for example.

2) It would be hard for me to go below a 12 to start if I’m not expecting to be on the frontlines. You will get hit by stuff and you want to be able to survive it, especially if you’re something like a wizard or sorcerer working with d6 health dice.

3) I’ve never let Dex fall below a 10 on any character, the penalty to initiative feels bad. Wis is slightly less critical, but it still has a lot of saves that key off it (like, a lot a lot) so I would probably try to keep that 10 or higher as well. There’s a reason Int and Cha end up being most characters’ dump stats.

4) you can’t point buy to 16 without racial bonuses so after by default

5) Nothing I can think of off the top of my head. Int saves are rare but like pog said when they happen you really don’t want to fail them. An intelligent researcher or scientist type letting their anger get the better of them is a strong character, though!

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

FFT posted:

<Hedon Beach Observer>

This immediately reminded me of those newspaper headlines in the guidebook to "Earthbound"

DressCodeBlue
Jun 15, 2006

Professional zombie impersonator.
Do y'all have any tips, guidance, and/or resources on encounter building with the presence of friendly NPCs? My players are coming up against a dragon fight that's been built up for months and have expressed interest in directly controlling the allies they've recruited. The dragon is established as having a ton of minions and I want this to be a tough-but-not-impossible battle.

Infinite Karma
Oct 23, 2004
Good as dead





DressCodeBlue posted:

Do y'all have any tips, guidance, and/or resources on encounter building with the presence of friendly NPCs? My players are coming up against a dragon fight that's been built up for months and have expressed interest in directly controlling the allies they've recruited. The dragon is established as having a ton of minions and I want this to be a tough-but-not-impossible battle.
The biggest tip is, don't if you can at all avoid it. Especially don't roll dice against yourself to see what happens; just decide. Friendly NPCs bog down the game time-wise massively; if they're less powerful than the PCs, they aren't helping very much anyway and that time wasted is truly wasted, and if they're equally or more powerful than the PCs, you end up having your players overshadowed by a deus ex machina. Either way, boiling the dramatic tension down to the most dramatic parts means giving the heroes their closeup, away from the supporting characters. Mechanically, you also have a less insane task as far as balancing.

You're much better off trying to make the allies fighting the minions into the distraction that lets the PCs fight the dragon (plus the select minions you want the PCs to face unaided) in their own bubble within the bigger battle. The minions or allies don't even have to be physically kept out of the fight, just the narrative understanding that the little cluster of minions to the right are being kept busy by the little cluster of allies they're fighting, as long as the heroes don't actively interfere. It also creates a way to get enemy reinforcements in an organic way.

If the players really are invested in their allies, maybe give them a little strategic minigame where they can place the allies in different roles that provide different advantages for the PCs, but also endanger the allies in different ways. Or have the actions the PCs take in the lead-up to their fight with the dragon determine consequences for the allies. If the allies are going to be a direct part of the fight, abstract it - catapults or arrow volleys fire (from offscreen) on initiative 0 and do XdY damage at Z position. If there are spellcasters, maybe the PCs can start the fight with extra buffs, or spellcasters can have an extra "concentration slot" to represent allied casters contributing.

pog boyfriend
Jul 2, 2011

DressCodeBlue posted:

Do y'all have any tips, guidance, and/or resources on encounter building with the presence of friendly NPCs? My players are coming up against a dragon fight that's been built up for months and have expressed interest in directly controlling the allies they've recruited. The dragon is established as having a ton of minions and I want this to be a tough-but-not-impossible battle.

rather than having npcs join in the fight add them as window dressing. have the dragon use lair actions, but then have allied lair actions as well - hordes of archers shooting down enemy minions, clerics healing and retreating, stuff like that. use it to make the cinematics of an epic fight stronger but keep the minions and allied soldiers in the background as the pcs are the star of the show and the villain is this dragon

Crumbletron
Jul 21, 2006



IT'S YOUR BOY JESUS, MANE
I've had to juggle a menagerie of allies my group keeps collecting in my Avernus campaign and I generally only involve them in a fight if we're down some players and I have a tough fight ahead, at which point someone else takes control. It seems to work well for my group. They get the feeling like they did cool things if the NPCs roll well, and I don't have to do any more bookkeeping than usual. Otherwise, I usually just describe them as fighting other minor enemies in the vicinity that aren't represented by tokens.

Arthil
Feb 17, 2012

A Beard of Constant Sorrow

NoNotTheMindProbe posted:

some ideas:

- Be careful with your CRs. As a rule of thumb you want the CR of an encounter to be at 1/4 of the total party level when they are below level 5 and at 1/2 of the total party level when they are at level 5 or above. Anything more than that and you will have a potentially lethal encounter on your hands.

Is this in regard to their own situation? Because in general, this will let your party stomp all over everything. To be fair I'm not entirely sure what you mean as the CR of an encounter, taking the CR of everything in the encounter and averaging it out? My own players tend to plough right through some deadly encounters.

Name Change
Oct 9, 2005


5E CRs are notoriously non-mathematical so it's hard to give a solid recommendation. Like even the rule of thumb NoNotTheMindProbe is giving is not exactly simple.

pog boyfriend
Jul 2, 2011

CR infamously assumes no magic items and since we all know nobody is doing that CR just becomes a handy guideline that can safely be ignored. i find it is best to give players more tools and make encounters too difficult and let them figure it out but finding that sweet spot is something that took me over a decade of experience to get to

Athanatos
Jun 7, 2006

Est. 2000
It's also important to have some encounters they just absolutely destroy. Give them a easy win that makes them feel powerful as hell sometimes. Not every fight has to be some perfectly balanced and tense.

Baku
Aug 20, 2005

by Fluffdaddy

Athanatos posted:

It's also important to have some encounters they just absolutely destroy. Give them a easy win that makes them feel powerful as hell sometimes. Not every fight has to be some perfectly balanced and tense.

Yeah, this is an important point I agree with. I think ideal design over the course of an adventure or campaign isn't some kind of "perfectly balanced" even keel on every encounter, but rather, variety. Breezy encounters that make the party feel badass have a place, as do massive ballbusters that drain all your consumable items and resources and incapacitate people frequently. At the opposite end, very hard encounters can be camaraderie building, or allow one person's abilities or spells or lucky rolls that meant the difference between life and an imminent TPK to make them the hero for the day.

Nor is it especially a problem if you accidentally overtune or undertune an encounter, the PCs slaughter a major boss in two rounds due to chance and good choices and a mistake on your part, etc. That stuff is only bad if it's an ongoing, consistent problem in your campaign; when it happens once, it's a fun anomaly and a good story. GMs tend to beat themselves up too much.

Ignite Memories
Feb 27, 2005

Our avernus group just met lulu and my loxodon druid is super uncomfortable

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender



Okay, those answers pretty much confirm what my instincts were saying.

The idea of a Wild Soul Barbarian sounds pretty neat. Its casting seems to be Con-based, and I could work with that without needing to ask if it could be based on Int or Arcana, as my CON would be higher than my INT anyway.

Stabbey_the_Clown fucked around with this message at 20:26 on May 27, 2020

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Arthil posted:

Is this in regard to their own situation? Because in general, this will let your party stomp all over everything. To be fair I'm not entirely sure what you mean as the CR of an encounter, taking the CR of everything in the encounter and averaging it out? My own players tend to plough right through some deadly encounters.

The party level is the level of all the characters added together and the encounter CR is the CR of all the monsters added together.

This count comes from here https://slyflourish.com/the_lazy_encounter_benchmark.html

quote:

A Simple Example: Orcs

Let's say we have four 3rd level characters and they stumble on a warband of ten orcs. That's our simple situation. That's step one.

Step 2. Is this encounter deadly?

We start by summing up all of the orcs' challenge ratings (1/2 each). This gives us 5. Next we sum up all the character levels which gives us 12. Since the characters are below 5th level, we divide the sum of character levels by four which gives us 3.

Since 3 (one quarter of the summed character levels) is less than 5 (the sum total of monster CRs), this is potentially a deadly encounter.

We have some options here. We can simply reduce the number of orcs from ten to six. The sum total of monster CRs (3) now matches the sum total of character levels (also 3). This is likely a hard fight but maybe not deadly.

We may instead decide to stick with the ten orcs but spread them out into multiple groups. Four of the orcs may wander away from the camp to hunt or might split up in two groups of two to guard the camp.

The story still drives the encounter but our benchmark tells us that in a certain situation, like facing off against ten orcs all at once, it may be deadly.

e. I think the calc assumes multiple encounters between rests as well

e2. You can always make monsters run away or do something unexpected if it looks like a TPK. The other week my players nearly got TPK by a manticore until one player threw some food at it that distracted it and let them run away.

NoNotTheMindProbe fucked around with this message at 08:21 on May 27, 2020

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thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
Also probably worth noting is that you probably SHOULD let your monsters run away at a certain point, if the fight is not particularly important. When it becomes scut work that isn't costing resources, just call the fight.

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