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Raiding Not!Myrkul's tomb in the Astral Sea right now and its pretty cool as gently caress.
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# ? May 6, 2024 01:45 |
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# ? May 23, 2024 19:27 |
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Some good news on the SRD stuff. https://www.dndbeyond.com/posts/1717-2024-core-rulebooks-to-expand-the-srd
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# ? May 6, 2024 18:38 |
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Facebook Aunt posted:Failed Merchant is my favorite background. "My tragic backstory is that I wasn't very good at my old job." Yeah I do like this kind of mundane background, too On the topic of warlocks though, one character I've always wanted to run is a tiefling warlock who got their powers from their devil parent. So basically, they got their powers and permission from mum/dad to wander around and have fun adventuring, but the catch they've agreed to is that at a specified point (e.g. reaching a certain age) they're required to take on a cushy management role in the "family business" in whichever one of the hells their parent is from. (Since well, good help is hard to find! And obviously, your own kids are trustworthy enough) Obviously, the warlock would like to shirk this burden due to youthful wanderlust, but it's otherwise a pretty cushy arrangement! (The main problem would be the fact that I'd have to play a tiefling )
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# ? May 7, 2024 07:14 |
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Facebook Aunt posted:Failed Merchant is my favorite background. "My tragic backstory is that I wasn't very good at my old job." I've had two related warlocks. The one who signed the contract because it beat working retail, and the one who signed the warlock contract and found that they might as well have signed with a record company.
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# ? May 7, 2024 10:11 |
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Major Isoor posted:Yeah I do like this kind of mundane background, too On the topic of warlocks though, one character I've always wanted to run is a tiefling warlock who got their powers from their devil parent. This sounds kinda like the plot to "Devil's Advocate"
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# ? May 7, 2024 13:52 |
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If a character is engulfed/swallowed by something else, could you spellsculpt around the bigger thing? One of my party was grabbed by Olhydra (arch water elemental) and an allied wizard tried to do a sculpted arcane burst on the PC, but everyone pushed back and argued it should hit the outer creature even with sculpting
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# ? May 13, 2024 16:05 |
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change my name posted:If a character is engulfed/swallowed by something else, could you spellsculpt around the bigger thing? One of my party was grabbed by Olhydra (arch water elemental) and an allied wizard tried to do a sculpted arcane burst on the PC, but everyone pushed back and argued it should hit the outer creature even with sculpting Are they using Arcane Burst with Sculpt Spell, or are you talking about Sculpted Explosion? In either case you just have to be able to see the creature. RAW it doesn't hit the Olhydra. Edit: arguably you can't target an engulfed PC either because even clear objects provide cover from spells. Jimbone Tallshanks fucked around with this message at 17:52 on May 13, 2024 |
# ? May 13, 2024 17:41 |
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Jimbone Tallshanks posted:Are they using Arcane Burst with Sculpt Spell, or are you talking about Sculpted Explosion? The latter, the enemy was an evocation wizard. And that’s what I thought but also not even a huge deal since I just chose an element she resists change my name fucked around with this message at 17:54 on May 13, 2024 |
# ? May 13, 2024 17:52 |
I’m gonna be running an adventure package for a table and we’re looking at Candlekeep Mysteries. I can tell it’s an anthology so I’m curious if there’s any guidance around the idea of using it as a series, or any other new 5E advice for GMs. I’ve run con games which mostly went well. The team seems on board with the broad premise and format, though. So that’s about 90% of anything.
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# ? May 13, 2024 18:13 |
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The party's doing community service, and need to pay their debt to society by working for the library. Also, I think that Candlekeep is listed as a patron in Minsc and Boo's Journal of Villainy, if you need faction information. Also also, Elminster's Candlekeep Companion is pretty thorough and full of useful information. https://www.dmsguild.com/product/311436/Elminsters-Candlekeep-Companion?affiliate_id=433429&src=gtgelminsterscandlekeep Also part three, The Dragon-Tower of Candlekeep is a pretty fun adventure centered in the library with a cool theme. https://www.dmsguild.com/browse.php?discount=959ece3403&affiliate_id=433429&src=gtgdragontowerdiscount
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# ? May 14, 2024 12:20 |
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https://twitter.com/CHofferCBus/status/1790403605003940034 What a cluttered mess of a cover.
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# ? May 14, 2024 20:23 |
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Rehosted, so you don't have to click twice and have a twitter account I like how gameinformer watermarked this image of a product that isn't theirs, lol
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# ? May 14, 2024 20:39 |
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I like it better than the 5e cover but that isn't saying much.
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# ? May 14, 2024 21:25 |
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My players have completed their spelljammer and now want to do a crazy array of things to it, including establishing a permanent teleportation circle, using Magnificent Mansion every day so they don't have to rely on the crew quarters, warding it from scrying, etc. I'd rule that these generally aren't possible (maybe without pricey ship upgrades) because it moves, does that sound right?
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# ? May 15, 2024 14:52 |
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change my name posted:My players have completed their spelljammer and now want to do a crazy array of things to it, including establishing a permanent teleportation circle, using Magnificent Mansion every day so they don't have to rely on the crew quarters, warding it from scrying, etc. I'd rule that these generally aren't possible (maybe without pricey ship upgrades) because it moves, does that sound right? planets and moons move much faster and you can put teleportation circles on those, i would find a different argument
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# ? May 15, 2024 15:02 |
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change my name posted:My players have completed their spelljammer and now want to do a crazy array of things to it, including establishing a permanent teleportation circle, using Magnificent Mansion every day so they don't have to rely on the crew quarters, warding it from scrying, etc. I'd rule that these generally aren't possible (maybe without pricey ship upgrades) because it moves, does that sound right? Just turn them into quests / money dumps, in my opinion. Stuff like that is typically far more fluffy than mechanically-impactful, so it’s great material for character motivation. There’s not much difference between having a permanent teleport circle and simply having a flying ship or access to teleport spells - players can already travel easily even if time goes by between sessions. And similarly, having a Magical Mansion isn’t functionally different from just sprucing up your crew quarters. If you do run into some sort of mechanical issue then as a DM it’s easy to write your way around it; for example if your players build anti-scrying armor then make sure to have the villain set off alarms when they try and fail to penetrate the defenses - but later have them attempt to get their basic plot information in another way (interrogating a friendly NPC, betrayal by a crew member, attaching a spy device, etc).
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# ? May 15, 2024 15:16 |
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the permanent teleport circle should probably be the last upgrade they get, since that means they can teleport back to the ship with no risk from anywhere if they have the spell slots. i would only let them have it with the caveat that it doesnt work at all unless the ship is in the same gravity well as the party
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# ? May 15, 2024 15:24 |
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To be fair, the campaign will definitely end in less than a year (of in-game time) so I guess I should just say okay since they can’t do it anyways
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# ? May 15, 2024 15:27 |
scary ghost dog posted:the permanent teleport circle should probably be the last upgrade they get, since that means they can teleport back to the ship with no risk from anywhere if they have the spell slots. i would only let them have it with the caveat that it doesnt work at all unless the ship is in the same gravity well as the party
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# ? May 15, 2024 15:32 |
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scary ghost dog posted:the permanent teleport circle should probably be the last upgrade they get, since that means they can teleport back to the ship with no risk from anywhere if they have the spell slots. i would only let them have it with the caveat that it doesnt work at all unless the ship is in the same gravity well as the party I mean sure, it’s a fluffy perk, but again it’s really not mechanically-different from the usual ways you’d be getting back to your ship. Whether that’s simply having your crew pick you up, or traveling back there in a skiff, or using some other form of magic travel. If you can perform Teleportation Circle for a full minute then you’ll probably just use it to get to the planet your ship is on, if not the ship itself. If you can do Teleport then you already can get back to the ship with minimal risk. And if the circle starts getting abused then you can have it break down from over use, or have pirates ward it with Antimagic Field. Mostly I’d just focus on the positive outcome (players being excited do quests to add doodads to their inn / castle / ship / tower). Kaal fucked around with this message at 15:41 on May 15, 2024 |
# ? May 15, 2024 15:37 |
Kaal posted:I mean sure, it’s a fluffy perk, but again it’s really not mechanically-different from the usual ways you’d be getting back to your ship. If you can perform Teleportation Circle for a full minute then you’ll probably just use it to get to the planet your ship is on, if not the ship itself. If you can get Teleport then you already can get back to the ship with minimal risk. And if you the circle starts getting abused then you can have it break down from over use, or have pirates ward it with Antimagic Field. Mostly I’d just focus on the positive outcome (players being excited do quests to add doodads to their inn / castle / ship / tower). Or just make it clear that getting a permanent teleportation circle is inviting you to start mining old Star Trek episodes for plot ideas to subject them to
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# ? May 15, 2024 15:39 |
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Asterite34 posted:Or just make it clear that getting a permanent teleportation circle is inviting you to start mining old Star Trek episodes for plot ideas to subject them to Yeah exactly, and that’s really not a bad thing either. It’s basically threatening players to have a good time. Have some transporter accidents, boarding actions, decontamination failures, or splinching. The entire premise of Stargate was that they had a permanent Teleportation Circle. Incorporating player ideas like this are one of the best parts of D&D, and spending a couple of sessions building up to a reward of “fancy captain’s quarters” is a great way to keep players invested. To my mind, this a great example of how, just as in improvisational theater, DMs should always strive to find ways to say “Yes, and …”
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# ? May 15, 2024 15:50 |
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Nessus posted:A spaceship with some kind of teleportation device to move crew to and from the surface easily? It'll never work.
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# ? May 15, 2024 17:40 |
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Bobby Deluxe posted:"You get a sending message from the ship, chief Kilometres O'Grady says there's uh... Ionic storms in the upper atmosphere." "Did you say there's Ioun stones in the atmosphere?"
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# ? May 15, 2024 17:54 |
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Kaal posted:Just turn them into quests / money dumps, in my opinion. Stuff like that is typically far more fluffy than mechanically-impactful, so it’s great material for character motivation. There’s not much difference between having a permanent teleport circle and simply having a flying ship or access to teleport spells - players can already travel easily even if time goes by between sessions. And similarly, having a Magical Mansion isn’t functionally different from just sprucing up your crew quarters. If you do run into some sort of mechanical issue then as a DM it’s easy to write your way around it; for example if your players build anti-scrying armor then make sure to have the villain set off alarms when they try and fail to penetrate the defenses - but later have them attempt to get their basic plot information in another way (interrogating a friendly NPC, betrayal by a crew member, attaching a spy device, etc). Yeah, just let the party do cool upgrades to their ship/base/castle/spelljammer/whatever.
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# ? May 15, 2024 18:13 |
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Regarding spelljammers and upgrades, there is a neat framework for it in Wildjammer, a free fan supplement aimed at bringing the original spelljammer mechanics to 5E. Not sure how far down the rabbit hole you are, but take a look and maybe pull things like hardpoints, modules, and cargo capacity.
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# ? May 15, 2024 19:12 |
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There's some good stuff in Wildjammer and I mine it extensively, but I don't really agree with that characterization of it. It's mostly just a hack of the 5e compatible scifi game Dark Matter to accommodate spelljamming, and it's a lot crunchier than 2e SJ for the most part.
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# ? May 15, 2024 19:18 |
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Kaal posted:And similarly, having a Magical Mansion isn’t functionally different from just sprucing up your crew quarters. I'd say it's worse. Sure it can have magic food prep so you don't need a cook (?) but the mansion is on another plane than the ship. Which means from inside the mansion there is no indication that your ship is under attack. One morning you all leave the mansion to find your ship was reduced to kindling while you slept.
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# ? May 15, 2024 19:21 |
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Someone already said it, but mine Star Trek for fun. Yes and is empowering. Oh, no, they passed through a region of... wild magic? and now their evil twins have all teleported onto the ship?
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# ? May 15, 2024 19:22 |
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Silver2195 posted:https://twitter.com/CHofferCBus/status/1790403605003940034 I am a massive hater, with a blackhole where my heart should be, and it seems fine. the dragon in the bottom left isn't doing much
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# ? May 15, 2024 19:26 |
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also, gradually and stealthily "house-rule" the rules until you're literally playing Star Trek Adventures without your players realizing it
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# ? May 15, 2024 19:28 |
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There's also some built in poo poo with teleport mishaps you can do, if you roll off target on teleport you end up some percentage of the distance you teleported away from the target. Buddy you're in space, that's potentially millions of miles off target. Only thing you gotta do is add a line to the table for when you're teleporting to a circle outside of your gravity plane or whatever criteria you like, because RAW teleportation circle teleports are 100% success, but that's not a big stretch.
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# ? May 15, 2024 19:31 |
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I use my Treecorder to determine the Cybarbarian’s ailment and inject 20ccs of Goodberry juice to stabilize.
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# ? May 15, 2024 19:33 |
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If you don't have an elf NPC at some point who says things like "Live long and prosper" then I demand you turn in your Nerd Card and hang your head in shame.
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# ? May 15, 2024 19:35 |
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bird food bathtub posted:If you don't have an elf NPC at some point who says things like "Live long and prosper" then I demand you turn in your Nerd Card and hang your head in shame. That or you have an entire society of evil Roman themed elves.
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# ? May 15, 2024 19:43 |
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Ominous Jazz posted:I am a massive hater, with a blackhole where my heart should be, and it seems fine. As you point out, the red dragon is oddly passive. If you show this to someone who isn’t already familiar with D&D’s different kinds of dragons, they’d probably assume the gold dragon was an enemy of the adventurers rather than an ally. If you show this to someone who does know about D&D’s dragon types and ask them to think about the cover through that lens, they’ll realize the adventurers are in no real danger because they have an ancient gold dragon on their side. There are five adventurers when four would suffice, leading to the dwarf being awkwardly shoved into the background. What is the elf spellcaster doing, exactly? The rogue (or is she a ranger? She has two weapons and what looks like metal armor, so probably a ranger) is posed very awkwardly. Silver2195 fucked around with this message at 19:51 on May 15, 2024 |
# ? May 15, 2024 19:46 |
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homeless snail posted:There's also some built in poo poo with teleport mishaps you can do, if you roll off target on teleport you end up some percentage of the distance you teleported away from the target. Buddy you're in space, that's potentially millions of miles off target. Only thing you gotta do is add a line to the table for when you're teleporting to a circle outside of your gravity plane or whatever criteria you like, because RAW teleportation circle teleports are 100% success, but that's not a big stretch. i think if you try to teleport to a different gravity well you should have to roll on the feywild time warp table to determine how badly they were affected by relativity
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# ? May 15, 2024 19:54 |
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The real 5e SJ teleportation poo poo is, can you teleport to a different system? 2e handles this but in 5e who knows, and what are the funny consequences of that going wrong
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# ? May 15, 2024 19:59 |
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homeless snail posted:The real 5e SJ teleportation poo poo is, can you teleport to a different system? 2e handles this but in 5e who knows, and what are the funny consequences of that going wrong No. Teleport and Teleportation Circle explicitly state the destination has to be on the same plane of existence
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# ? May 15, 2024 20:05 |
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# ? May 23, 2024 19:27 |
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Wildspace systems in 5e are all on the same plane, arguably. Its not like 2e where each one is an isolated crystal sphere with their own systems of inner and outer planes.
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# ? May 15, 2024 20:06 |