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Mr. Lobe
Feb 23, 2007

... Dry bones...


Kaal posted:

A 3rd level spell like Animate Dead would typically allow you to control a Skeleton for 1d6+2 damage using a bonus action each turn. That is not the same as controlling an army of Tiny Servants that freely deliver 1d6+5 attacks with DC 14 Con Poison / Unconscious checks. The intent of Tiny Servants is pretty clear, and it requires a fair amount of weasel-wording to get to this point. This is exactly the kind of exhausting behavior that people are complaining about. I would 100% sympathize with a DM who just refused to accommodate this sort of play.

You could poison your skelemans

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Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves

Rutibex posted:

From a pure damage point of view you would likely contribute the most damage by casting Haste on your fellow party members, and also you are a time mage.

I know thats not really fun :shrug:

My party has been mean to me, in character, so my Goblin is on a "no helping the humans" plan at the moment. Rude humans were very rude.

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.

Rutibex posted:

Animate Dead lets you control four skeletons

Only after you've found four corpses and spent four spell slots to build up the army in the first place. And that's from a spell specifically intended for creating undead armies. Whereas Tiny Servants can be made out of random junk, have superior stats, and have lots of utility since you can have them do whatever you want. The whole thing reeks.

nelson
Apr 12, 2009
College Slice

Rutibex posted:

He made a crowd control character and his DM isn't using any crowds for him to control

He can still buff his friends and debuff enemies. When I played Bard I didn’t cast vicious mockery for the damage. It was just a way to help my friends not get hit while I conserved resources. Then when a big group of enemies showed up, bam fireball 💥.

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.

Mr. Lobe posted:

You could poison your skelemans

You can also arm and armor your skelemans, train them up, enhance them, and turn them into a one-Wizard army. But at that point the DM should have already adjusted play because the rest of the party will only be getting 5 percent of the focus. Tiny Servant shenanigans is no different.

Rutibex
Sep 9, 2001

by Fluffdaddy

Kaal posted:

Only after you've found four corpses and spent four spell slots to build up the army in the first place. And that's from a spell specifically intended for creating undead armies. Whereas Tiny Servants can be made out of random junk, have superior stats, and have lots of utility since you can have them do whatever you want. The whole thing reeks.

:ohdear:
But I love this spell. I have a Hextouched Artificer who is a creepy hag that uses this spell to make poisoned voodoo dolls that run screaming at people and try to give them a hug.

I guess I don't make them throw stones, that might bit too cheesy

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves

Rutibex posted:

:ohdear:
But I love this spell. I have a Hextouched Artificer who is a creepy hag that uses this spell to make poisoned voodoo dolls that run screaming at people and try to give them a hug.

I guess I don't make them throw stones, that might bit too cheesy

Totally lifting this idea if my goblin dies.

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.

Rutibex posted:

:ohdear:
But I love this spell. I have a Hextouched Artificer who is a creepy hag that uses this spell to make poisoned voodoo dolls that run screaming at people and try to give them a hug.

I guess I don't make them throw stones, that might bit too cheesy

I think it's the sort of thing where as a fairly experienced DM I'd probably be comfortable working with it and balancing your abilities against the abilities of the other party members, as well as maintaining combat difficulty. If this was your main schtick then I'm sure we could work something out so that you'd be able to do it, just like I would a necromancer or any other summoner. I can throw enough carrots and sticks at a party to get them all into a rough parity regardless of their builds. But I certainly would understand if a DM didn't want to deal with it, or if a player didn't like the effect it was having on the table.

Kaal fucked around with this message at 14:54 on Aug 11, 2021

Kung Food
Dec 11, 2006

PORN WIZARD

Rutibex posted:

The cost is a 3rd level spell slot. The fact you think this isn't a sufficient cost means you have an anti-wizard bias :colbert:

It's a 3rd level spell for 1 servant. This plan specifically calls for "Rest tricking" to get 3 of them at level 5, which is the precise point where I roll my eyes. Imagine how much longer Lord of the Rings would have been if Gandalf had to stop to sleep mid day so he could optimize his build.

Kung Food fucked around with this message at 15:12 on Aug 11, 2021

change my name
Aug 27, 2007

Legends die but anime is forever.

RIP The Lost Otakus.

Has anyone tried running any of the new Van Richten's monsters? My level 9 players are exploring an abandoned research facility and they ended last session with a relentless juggernaut popping out of the corpse disposal sluiceway they were poking around in. Afterwards I realized they might be screwed since it has a ton of health, 3 legendary resistances, regens every turn, can't die unless it's killed with radiant damage, and can incapacitate players who fail a DC 18 dex check up to twice every round on top of its normal attacks.

Strom Cuzewon
Jul 1, 2010

Rutibex posted:

He is using the 3rd level spell "Tiny Servant", which is better than the 1st level spell "Unseen Servant". Its more like a lesser Animated Objects, and they have attack stats

Ahhhh. My reading comprehension leaves much to be desired.

Narsham
Jun 5, 2008

Gridlocked posted:

I mean I have been told that the Tiny Servant Machine Gun plan costing a Bonus Action every turn is "Too close to a class feature." and have been told that I am not allowed to ask Servant's to do a looping task. This means that if I want to do it I have to alternate my action between dropping stones and ordering the Servant/s to fire.



However apparently it's "working as intended" if the Artificer gets to spend it's turn doing 2 400 foot ranged attacks at 1d20+3 for 10+1d10+6 damage (1d20+8 for 1d10+6 if he nominates to not use Sharpshooter); and then ordering his robot to do 320 foot ranged attack at 1d20+3 for 1d4+2.

Your issue isn’t that your character has fallen behind the rest of the party in combat effectiveness, it is that you are not enjoying playing the character in combat and your GM is actively preventing you from changing that.

Asking this thread for tips on how to use/borderline abuse the rules to increase your damage output is just going to ensure your GM keeps nerfing these suggestions and make you more frustrated.

I advise talking with your GM about the problems you’re having in the campaign and asking him or her to propose a solution, instead of trying to develop solutions on your end which will likely lead to frustration. If the GM is disinterested in helping and is actively preventing your character from being effective while assisting other characters in being effective, you’ll have to decide if it’s a matter of you playing the wrong character build for the campaign, or whether you should find a different campaign.

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

change my name posted:

Has anyone tried running any of the new Van Richten's monsters? My level 9 players are exploring an abandoned research facility and they ended last session with a relentless juggernaut popping out of the corpse disposal sluiceway they were poking around in. Afterwards I realized they might be screwed since it has a ton of health, 3 legendary resistances, regens every turn, can't die unless it's killed with radiant damage, and can incapacitate players who fail a DC 18 dex check up to twice every round on top of its normal attacks.

Level 9 characters are pretty dangerous themselves, and this is just one monster with no legendary/lair actions, right? So the action economy is against it. I don't know what kind of mobility it has, but if it can be restrained by Web, for example, then that can really screw it because it has to use an action to free itself.

But if you're worried, here's what I'd do:

- Let it use 1 legendary resistance early, then decline to use more if you think the fight's going poorly for the party. Legendary resists aren't obligatory, as I understand it, so you can just say that it didn't think the spell was worth resisting.
- Have it start out only trying to incapacitate one party member per turn (I assume this only lasts for 1 turn anyway?). If things turn against it, it can start handing out 2/turn. Maybe give it some other minor self-benefitting action it can do to explain why it wasn't originally doing this 2x/turn. Or maybe make it so it can only regen if it doesn't use incapacitate twice?
- Have it switch which PC it's attacking. Not only does this mean it takes all the PCs' attacks for longer, it also spreads the spotlight around. People are used to the paladin being attacked, but if the boss suddenly turns and goes after the wizard, oh poo poo!
- Fudge the amount of health if necessary
- Ignore the radiant death requirement if necessary

Dragonshirt
Oct 28, 2010

a sight for sore eyes

change my name posted:

Has anyone tried running any of the new Van Richten's monsters? My level 9 players are exploring an abandoned research facility and they ended last session with a relentless juggernaut popping out of the corpse disposal sluiceway they were poking around in. Afterwards I realized they might be screwed since it has a ton of health, 3 legendary resistances, regens every turn, can't die unless it's killed with radiant damage, and can incapacitate players who fail a DC 18 dex check up to twice every round on top of its normal attacks.

You're not supposed to fight a relentless juggernaut, you are supposed to run from it.

Giant Tourtiere
Aug 4, 2006

TRICHER
POUR
GAGNER

Narsham posted:

Your issue isn’t that your character has fallen behind the rest of the party in combat effectiveness, it is that you are not enjoying playing the character in combat and your GM is actively preventing you from changing that.

Asking this thread for tips on how to use/borderline abuse the rules to increase your damage output is just going to ensure your GM keeps nerfing these suggestions and make you more frustrated.

I advise talking with your GM about the problems you’re having in the campaign and asking him or her to propose a solution, instead of trying to develop solutions on your end which will likely lead to frustration. If the GM is disinterested in helping and is actively preventing your character from being effective while assisting other characters in being effective, you’ll have to decide if it’s a matter of you playing the wrong character build for the campaign, or whether you should find a different campaign.

This is wisdom. A good GM will want to know if one of their players is not having fun or feels like their character isn't fitting/working in the campaign and help you fix that, whether that means respeccing your character, them adjusting some of their approach to encounters sometimes, or possibly swapping your character out for a new one entirely. If they're 'well, sucks to be you, figure it out' then you know you're in a certain kind of game and can decide whether you want to keep playing.

Jack B Nimble
Dec 25, 2007


Soiled Meat

Rutibex posted:

From a pure damage point of view you would likely contribute the most damage by casting Haste on your fellow party members

I played a mage up to 20 in a brutal dark sun game and my responsibilities were hasting the barbarian, dispelling other spell casters, and, later, casting prismatic sphere on the bosses. My DM let me use bracers of archery for my damaging cabtrip, that helped a lot.

That was combat, the fun stuff was out of combat, like using rope trick to survive the hottest part of the day in a lethally hot desert.

Internet Explorer
Jun 1, 2005





Right now my level 7 sorcerer's job in combat is basically to twin spell haste or polymorph and then try not to get hit. It's fun to see what the other players do with it.

I think I posted about this earlier in the thread, but my GM blew my characters arm off at a pretty early level and I have to make an arcana check (not proficient) every morning or I get disadvantage on attack roles. I don't mind, the GM and I go way back and he knows I'm a more experienced player than the rest of the group.

He's given me a cloak that I imagine will be pretty good, but it's made of dragon stuff and my dragonborn doesn't trust dragons so I haven't tried to wear it yet and will be picky about who we find to ID it.

change my name
Aug 27, 2007

Legends die but anime is forever.

RIP The Lost Otakus.

TooMuchAbstraction posted:

Level 9 characters are pretty dangerous themselves, and this is just one monster with no legendary/lair actions, right? So the action economy is against it. I don't know what kind of mobility it has, but if it can be restrained by Web, for example, then that can really screw it because it has to use an action to free itself.

But if you're worried, here's what I'd do:

- Let it use 1 legendary resistance early, then decline to use more if you think the fight's going poorly for the party. Legendary resists aren't obligatory, as I understand it, so you can just say that it didn't think the spell was worth resisting.
- Have it start out only trying to incapacitate one party member per turn (I assume this only lasts for 1 turn anyway?). If things turn against it, it can start handing out 2/turn. Maybe give it some other minor self-benefitting action it can do to explain why it wasn't originally doing this 2x/turn. Or maybe make it so it can only regen if it doesn't use incapacitate twice?
- Have it switch which PC it's attacking. Not only does this mean it takes all the PCs' attacks for longer, it also spreads the spotlight around. People are used to the paladin being attacked, but if the boss suddenly turns and goes after the wizard, oh poo poo!
- Fudge the amount of health if necessary
- Ignore the radiant death requirement if necessary

It has legendary actions: 3 charges, it can use 1 move up to its speed (and deal 10d10 damage to any objects in the way) or all 3 to cast deadly shaping, the feature that lets it fling chunks of the environment around and incapacitate enemies. I was thinking of getting rid of the radiant stuff anyways since it's not a fiend in this case as per normal, but unfortunately my players are the kind who like, never run from battles? I think I've been too easy on them overall

Rutibex
Sep 9, 2001

by Fluffdaddy

Dragonshirt posted:

You're not supposed to fight a relentless juggernaut, you are supposed to run from it.

https://www.youtube.com/watch?v=euY1xWBsUvM

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

change my name posted:

It has legendary actions: 3 charges, it can use 1 move up to its speed (and deal 10d10 damage to any objects in the way) or all 3 to cast deadly shaping, the feature that lets it fling chunks of the environment around and incapacitate enemies. I was thinking of getting rid of the radiant stuff anyways since it's not a fiend in this case as per normal, but unfortunately my players are the kind who like, never run from battles? I think I've been too easy on them overall

The implication of this juggernaut is that it's some kind of research specimen or manufactured organism? You could pull the anime trope of it still being hampered by some kind of restraints -- metal bands, weights, a magical straitjacket, etc. When it gets damaged enough, the restraints break and it's able to use its full moveset / deal full damage. You don't even have to mention the restraints if the fight's going badly from the outset, but if the party's doing well, then suddenly the juggernaut has all 3 legendary actions instead of just 1, can do incapacitate twice/round instead of once, its attacks deal 10d10 instead of 8d8, etc.

change my name
Aug 27, 2007

Legends die but anime is forever.

RIP The Lost Otakus.

TooMuchAbstraction posted:

The implication of this juggernaut is that it's some kind of research specimen or manufactured organism? You could pull the anime trope of it still being hampered by some kind of restraints -- metal bands, weights, a magical straitjacket, etc. When it gets damaged enough, the restraints break and it's able to use its full moveset / deal full damage. You don't even have to mention the restraints if the fight's going badly from the outset, but if the party's doing well, then suddenly the juggernaut has all 3 legendary actions instead of just 1, can do incapacitate twice/round instead of once, its attacks deal 10d10 instead of 8d8, etc.

I like this option. It's been pinned to the bottom of the corpse disposal chute by the rushing water coming into the chamber and only got up when the party messed up the pipes and rerouted the water, but maybe it's tangled up in bones and other restraints that have washed down that will "conveniently" fall off if the party is kicking its rear end.

DourCricket
Jan 15, 2021

Thanks Coupleofkooks

Internet Explorer posted:

I think I posted about this earlier in the thread, but my GM blew my characters arm off at a pretty early level and I have to make an arcana check (not proficient) every morning or I get disadvantage on attack roles. I don't mind, the GM and I go way back and he knows I'm a more experienced player than the rest of the group.

He's given me a cloak that I imagine will be pretty good, but it's made of dragon stuff and my dragonborn doesn't trust dragons so I haven't tried to wear it yet and will be picky about who we find to ID it.

Usually such a debilitating punishment is followed by a hefty reward. I just spent a whole chapter of an Adventure Path I'm running beating the crap out of one of my Paladin players, shattered her armor, her shield multiple times, cut off access to her god/spells a few times, killed a beloved NPC... her reward?

Why, a souped up Holy Avenger of course!

Which to be fair anyway I think is legally required of a DM if you're running a 1-20 campaign with a Paladin.

MadDogMike
Apr 9, 2008

Cute but fanged

DourCricket posted:

Usually such a debilitating punishment is followed by a hefty reward. I just spent a whole chapter of an Adventure Path I'm running beating the crap out of one of my Paladin players, shattered her armor, her shield multiple times, cut off access to her god/spells a few times, killed a beloved NPC... her reward?

Why, a souped up Holy Avenger of course!

Which to be fair anyway I think is legally required of a DM if you're running a 1-20 campaign with a Paladin.

A sun sword also works for paladins, our paladin in Curse of Strahd did UGLY ugly things to the bad guys with one, and who can pass up a lightsaber?

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Kaal posted:

Yeah using an elaborate series of if-then statements to create an unpaid robotic henchman seems like a bad addition to the table. I'd treat that sort of thing like any other NPC party member: They either cost gold or experience.

While looking up some of the bullshit in that doc to see if people actually used it, one player said his DM ruled that complex looped commands were not allowed. Instead they had to give clear orders each time, costing a bonus action, resulting in the Magic Stone shotgun only firing every other turn. Magic Stone is a non-scaling cantrip, so you are using all your bonus actions to do 3(1d6 + your spellcasting ability modifier) every other turn. Useful if you otherwise have nothing you can do with your bonus actions anyway.

The Magic Stones are "free" but creating the Tiny Servants cost you 3 third level spell slots or 1 fifth level spell slot to create in the first place. That's not negligible. In melee Magic Servants do (1d4 + 3) bludgeoning damage. So setting them up with magic stones barely increases their damage output. Possibly lowering it if your DM is only letting them fire magic stones every other round. The main benefit of the Magic Stone gimmick is that it lets them do damage from up to 60 feet away so they don't immediately get squished.

On the other hand, you've set up a situation where your magic user is surrounded by three tiny constructs. That's just begging the enemy to start throwing area affect spells directly at you. Their dex save is pretty good, but they only have 10 HP so even half damage from a fireball is likely to wipe them all out.


It feels exploity, but given the damage output and fragility of tiny servants it's probably fine.

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.
I think it's a good example of how context matters. The authors of those "guides" are expressly adversarial, and the document is absolutely filled with bad behavior like hiding things from your DM, asking the DM to bend rules for you, trying out exploits that are only expected to work once, and abusing every mechanic they can find. They suggest making dozens of Tiny Servants and arming them, creating a minor illusion box around yourself for cover and poking your wand out to attack, showering yourself in gold by fabricating trade goods, creating all sorts of different kinds of action advantages, and ultimately turning themselves into an immortal Ancient Gold Dragon. It's all basically bad sportsmanship that treats everyone else as sidekicks or useful idiots on your road to glory, and taken together would be plenty of grounds for either killing off a character or ejecting a player entirely, in the interests of the group as a whole. On the other hand, if a player is generally on the level but is especially interested in finding the limits of one particular spell or ability, then it's definitely worth working with them on.

P-Mack
Nov 10, 2007

Hi my kids got the D&D starter set as a gift, so apparently now I need to DM the Lost Mines of Phandelver for a pair of 10 year olds and wondering where to start.

How do I easily handle maps in an irl tabletop setting? I can't draw for poo poo but I'd like to provide them some kind of spatial awareness without just plopping the whole official dungeon map down at the start.

Besides giving everyone extra hit points at level one, are there any good recommendations for managing difficulty? I'll fudge dice rolls but they're good at math and may pick up on it.

Also is there an easy way to scale down encounters for a small party? Their mother promised she'll play too, but she's probably going to roll her eyes at magical elf stuff and drop by the second session. So it may end up just being a pair of brave adventurers.

Finally, wondering if there's any adventure specific kind of pitfall somewhere in LMoP where things can go off the rails in the bad way if I don't head them off.

Thanks for any help.

OtspIII
Sep 22, 2002

P-Mack posted:

How do I easily handle maps in an irl tabletop setting? I can't draw for poo poo but I'd like to provide them some kind of spatial awareness without just plopping the whole official dungeon map down at the start.

I have a little cheap handheld whiteboard I use for visual explanations, and then I just use minis to show where everyone is relative to each other. A battle mat works even better but is more of a pain to transport

pog boyfriend
Jul 2, 2011

P-Mack posted:

Hi my kids got the D&D starter set as a gift, so apparently now I need to DM the Lost Mines of Phandelver for a pair of 10 year olds and wondering where to start.

How do I easily handle maps in an irl tabletop setting? I can't draw for poo poo but I'd like to provide them some kind of spatial awareness without just plopping the whole official dungeon map down at the start.

Besides giving everyone extra hit points at level one, are there any good recommendations for managing difficulty? I'll fudge dice rolls but they're good at math and may pick up on it.

Also is there an easy way to scale down encounters for a small party? Their mother promised she'll play too, but she's probably going to roll her eyes at magical elf stuff and drop by the second session. So it may end up just being a pair of brave adventurers.

Finally, wondering if there's any adventure specific kind of pitfall somewhere in LMoP where things can go off the rails in the bad way if I don't head them off.

Thanks for any help.

1) you can get a dry erase vinyl map pretty cheap and they work exceptionally well.

2) free tough feat at level one for extra hp. dont fudge rolls, create dynamic fail states - not every fight is a fight to the death, not every roll is a hard slam down. if someone fails a roll to pick a lock for example instead of shutting players down you can say "one pick breaks but the lock opens. if another 2 picks break you need to find extra tools" and keep momentum going.

in combat the easiest way to assuage difficulty dynamically is to have the enemies get scared by the PCs and start running away early. again, not every fight is a fight to the death. but even if the PCs lose, they might wake up in a makeshift wooden cage they can easily escape from

nelson
Apr 12, 2009
College Slice

pog boyfriend posted:

in combat the easiest way to assuage difficulty dynamically is to have the enemies get scared by the PCs and start running away early.

Goblins are especially cowardly and there are plenty of goblins in LMoP.

P-Mack
Nov 10, 2007

pog boyfriend posted:


in combat the easiest way to assuage difficulty dynamically is to have the enemies get scared by the PCs and start running away early. again, not every fight is a fight to the death. but even if the PCs lose, they might wake up in a makeshift wooden cage they can easily escape from

Yeah, I like this both from a realism perspective and also tonally I think it'll be more fun to keep things lighthearted and not stack bodies like cordwood every encounter.

Ragequit
Jun 1, 2006


Lipstick Apathy

P-Mack posted:

Hi my kids got the D&D starter set as a gift, so apparently now I need to DM the Lost Mines of Phandelver for a pair of 10 year olds and wondering where to start.

How do I easily handle maps in an irl tabletop setting? I can't draw for poo poo but I'd like to provide them some kind of spatial awareness without just plopping the whole official dungeon map down at the start.

Besides giving everyone extra hit points at level one, are there any good recommendations for managing difficulty? I'll fudge dice rolls but they're good at math and may pick up on it.

Also is there an easy way to scale down encounters for a small party? Their mother promised she'll play too, but she's probably going to roll her eyes at magical elf stuff and drop by the second session. So it may end up just being a pair of brave adventurers.

Finally, wondering if there's any adventure specific kind of pitfall somewhere in LMoP where things can go off the rails in the bad way if I don't head them off.

Thanks for any help.

I'm in the same boat. First time DMing. Haven't played since the 90s, and even then it was only a few times. Should be interesting!

Real UK Grime
Jun 16, 2009
There's a number of NPCs in LMoP that you can add to a duo to round out the party. Make sure they're support so your kids are taking the lead. From the first area, Yeemik the cowardly but helpful goblin, and Sildar the proud but ineffective knight make suitable travel companions. I've found giving kids a few options of goofy side characters to pick from helps you keep things moving while giving them a constant presence to bounce off (or torment).

Arivia
Mar 17, 2011

P-Mack posted:

Hi my kids got the D&D starter set as a gift, so apparently now I need to DM the Lost Mines of Phandelver for a pair of 10 year olds and wondering where to start.

How do I easily handle maps in an irl tabletop setting? I can't draw for poo poo but I'd like to provide them some kind of spatial awareness without just plopping the whole official dungeon map down at the start.

Besides giving everyone extra hit points at level one, are there any good recommendations for managing difficulty? I'll fudge dice rolls but they're good at math and may pick up on it.

Also is there an easy way to scale down encounters for a small party? Their mother promised she'll play too, but she's probably going to roll her eyes at magical elf stuff and drop by the second session. So it may end up just being a pair of brave adventurers.

Finally, wondering if there's any adventure specific kind of pitfall somewhere in LMoP where things can go off the rails in the bad way if I don't head them off.

Thanks for any help.

Dungeon maps in particular are designed to be pretty easy to replicate even if you're not good at drawing. If the starter set came with miniatures or cardboard standups, those are expecting one square on the dungeon map to be a one inch square if you want to move them around like board game pieces. (this is the same as big chart paper you can get at Staples or another office supply store for reasonably cheap) If not, then use whatever square size you like. Graph paper helps since it's got a grid drawn on it by default, but you could just use printer paper and a ruler and get things roughly right that way.

In general getting a ruler and eyeballing the general shape of a room, its size in proportion to other rooms, and any important features goes a long way. Don't worry about precisely duplicating the fancy elements on the map in the starter set - if a cave passage winds and bends a little bit, it really doesn't matter if you grab a ruler and just draw it as a straight line instead. A room has pillars in it? Those are just filled in circles on the player map, etc.

One thing that some DMs do to make prep a bit easier is to draw out the ENTIRE map that the PCs are gonna see ahead of time at whatever scale you want, then grab some scrap cardboard and cut it up into pieces to cover the individual rooms. When the players enter room 3 in the official map, remove the piece of cardboard marked 3 off the player map.

Oh, and a tip that kids will really enjoy for monsters: if you are using miniatures or a large map for the dungeons, use little bits of candy for monsters. Whoever gets the killing blow gets to eat the M&M or whatever.

Kung Food
Dec 11, 2006

PORN WIZARD
Here is something I do to actually print out the maps in a playable size.

1) Find an online version of the map you want to use.
2) Download https://posterazor.sourceforge.io/
3) Load up your map into posterazor. Make sure it is set actual size (not made to fit). I also like to give them all a slight margin as I don't trust my printers alignment.
4) Posterazor will divide up the map into sections that can fit onto printer paper. And save it as a pdf.
5) Print this pdf onto the cheapest, thinnest paper you have. It helps a lot to have a tank style printer like one of these. If not its okay to print in greyscale to lower printing costs.
6) Trim the edges. I find an exacto-knife works best to make sure the edges are perfect. Probably the part that takes the longest so have a show on while you work.
7) Take a large roll of white butcher paper and roll out a piece that will hold the size of your map.
8) Take the map pieces and align where they will fit on the roll.
9) Take each map piece and coat the back with an adhesive spray. Then position on the map, taking care to align the edges correctly.
10) Once all the pieces are glued in place, coat the entire top map with an adhesive spray, then use a roll of plastic gift basket wrap, and roll it over the whole thing.
11) Trim the edges of the completed map and you are ready to go.

The whole thing can be pretty time intensive, but the advantage to me is you can come to session with several maps that can better cover what weird shenanigans the players get up to. You can also save and reuse them for later sessions so the time spent on them isn't wasted. Finished result looks something like this:

Kung Food fucked around with this message at 00:13 on Aug 12, 2021

bartolimu
Nov 25, 2002


My group just finished LMoP this week. I can't provide a lot of DMing tips since this is my first 5e campaign, but with our group pretty much anything that understood language would talk before fighting. We avoided several big combats, including the necromancer at the well and the Forge enemies by knowing when to parlay. And a couple of times we barely made it through combat, finished off a group's leader, and the rest the monsters ran off. A lot can be said for having an idea of monster morale and who's not entirely invested in killing the PCs.

Spoilery thoughts on the adventure in general: it's a really good intro module, starting with a short dungeon crawl with a lot of wandering and some detective work before the big dungeon at the end. It worked well bringing a bunch of computer RPG players into the (virtual) tabletop mindset since we could treat the town as a quest hub and all the little jobs as side quests - things made more sense to them than "hey this is D&D you can do literally anything." I think I'd consider LMoP if I was going to start my own group.

My only complaint as a player is that there's no drat way any Artificer worth his salt would leave the Forge of Spells instead of staying on to repair it and become one of the greatest magical craftsmen of his time. So I have to roll a new character for next session. But that's fine from a teaching perspective - some of the other players hadn't even considered characters going separate ways, it was a good paradigm breaker for them. Gonna miss having the chance to machine gun crossbow bolts from the back line, though, since we just got level 5 at the end of the module. :(


As I said in the spoiler block, I needed a new character. And my stat rolls were something special: 16, 16, 15, 8, 6, 4. I'd already settled on a Verdan bard - we need support spells and I've been wanting to try out a bard for a while. Rolls like that lead to some hard decisions, though.

So now I'm a 3' tall long-eared green critter with 4 strength, 6 dexterity, and 9 constitution but the power to bend minds to my will. I accidentally made myself baby yoda.

Nehru the Damaja
May 20, 2005

Gridlocked posted:

However apparently it's "working as intended" if the Artificer gets to spend it's turn doing 2 400 foot ranged attacks at 1d20+3 for 10+1d10+6 damage (1d20+8 for 1d10+6 if he nominates to not use Sharpshooter); and then ordering his robot to do 320 foot ranged attack at 1d20+3 for 1d4+2.

I apologize if I missed this but what is the artificer doing for all this? I'm not particularly interested in replicating a bunch of wacky horseshit abuse, but to the extent that just a reasonable artificer build can be a good ranged guy, I'm curious.

Kung Food
Dec 11, 2006

PORN WIZARD

Nehru the Damaja posted:

I apologize if I missed this but what is the artificer doing for all this? I'm not particularly interested in replicating a bunch of wacky horseshit abuse, but to the extent that just a reasonable artificer build can be a good ranged guy, I'm curious.

Most of the extra damage is coming from sharpshooter (the +10) and the repeating shot infusion (extra attack on a heavy xbow). Not really anything outside of your normal ranged martials.

Kung Food fucked around with this message at 00:48 on Aug 12, 2021

Trivia
Feb 8, 2006

I'm an obtuse man,
so I'll try to be oblique.
The website themonstersknow gives some great tips on how to handle specific monster encounters. Goblins are cowardly and run away, animals will too unless cornered or starving, some monsters are ambush oriented, etc.

As for the wife, really impress on her that she's got a few more good years left before the kids DON'T want her around. She's also got a front line seat to a period in her kids' lives where imagination is especially powerful; probably good that she not miss them discovering the magic (har har) of the game.

e: As for a map, a large whiteboard is excellent. If you have an additional smaller whiteboard to use in conjunction that's even better. Use multiple colors and re-purpose small fridge magnets (remove the magnets and just use the plastic casings) as player tokens. Paint arrows on the tokens to indicate which way characters are facing. Use thumbtack on the bottom of tokens to prevent sliding.

Trivia fucked around with this message at 01:29 on Aug 12, 2021

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

Kaal posted:

Only after you've found four corpses and spent four spell slots to build up the army in the first place. And that's from a spell specifically intended for creating undead armies. Whereas Tiny Servants can be made out of random junk, have superior stats, and have lots of utility since you can have them do whatever you want. The whole thing reeks.

Well, it's four small or medium humanoid corpses OR four "piles of bones." Thank goodness for natural language meaning you can just load up a backpack with owl pellets and crumbled up fish skeletons and animate full human skeletons out of them.

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Rutibex
Sep 9, 2001

by Fluffdaddy

theironjef posted:

Well, it's four small or medium humanoid corpses OR four "piles of bones." Thank goodness for natural language meaning you can just load up a backpack with owl pellets and crumbled up fish skeletons and animate full human skeletons out of them.

dude thats gross, even for a necromancer

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