sammytheman666

joined 1 year ago
[–] [email protected] 3 points 1 year ago

That works ! Drawing lines when the caster doesn't know what to do is tight !

[–] [email protected] 7 points 1 year ago (4 children)

How fast can you pull an interesting battlemap and an interesting encounter ?

Because I had DMs making me wait while they cobbled something last minute that we couldnt avoid, meaning they could have planned it in advance with 0 chances of wasting the preps

[–] [email protected] 9 points 1 year ago

You know they would paralyse him or charm him or anything and take the shotgun for themselves. Then torture the hobo to know how to make more shells.

[–] [email protected] 43 points 1 year ago (1 children)

Its a god with 7 dragons

[–] [email protected] 3 points 1 year ago

I came for sexy pictures. I am disappointed

[–] [email protected] 2 points 1 year ago

Fun fact, its kinda of the gimick in the movie Next, if the hand takes too long he cant see how it goes

[–] [email protected] 1 points 1 year ago

The first time I ever used a player backstory was just them meeting a dad of a player on his way. Small moment, gave a few tidbits, simple.

[–] [email protected] 2 points 1 year ago

Google : token warforged wood

Then I use paint 3d

[–] [email protected] 13 points 1 year ago

As long as hes not into hugs

[–] [email protected] 3 points 1 year ago

A game can be challenging without involving character death. And the funny thing is, I'm not sure being able to die is what makes it challenging. I think it all comes down to : how much did character actions and player decisions mattered into the character surviving or dying ?

I do love the possibility of dying myself because I know that if I don't act right or do something stupid, I won't be saved and will suffer the consequences of it. But this implies that it's my choice that kills me. If my choice doesn't kill me, then it sucks. If it's the choice of another character, then it's akind to pvp and fuck that. And if it's the choice of a NPC or a God, might as well tell me that I shouldn't have come to play.

Note, I said CHOICE, not actions. A NPc can choose to try and kill me, if I also have choices to get me out of there.

 
 
 

It's a fun one-shot :)

 

For context, they managed to successfully accomplish an impossible task (defeating a Lich with it's minions) to save their tribe's armoury and magical item stash. So their master, an Ancient Red Dragon, will give them an item from his own collection

 

If you check my comment, I will show you my current Dying condition that I have been able to test on the field.

It's 80 % the one from XP to level 3, with a few things changed and actually used in a DND game :)

Enjoy

 

You can of course plan the big lines of the campaign, but the more precise you get and far ahead of the present, the more you will either lose or railroad to not lose. Both suck

 

So, this is my own version of XP to level 3's idea to let player play until they are completely dead. I.e., they can still do stuff at 0 hp... for a price. Enjoy.

Condition Dying

Pas pour les NPCs, le but est de garder les joueurs en vie.

Quand les points de vie atteignent 0, le personnage tombe Prone et devient Dying

Au début du tour, on commence par les Death saving throws.

Ensuite, le personnage peut soit :

Bouger (prone = moitié de mouvement). Coût : gratuit

Parler en mourrant. Coût = gratuit

Action. Coût = 3 niveaux d'Exhaustion

Bonus Action. Coût = 1 niveau d'Exhaustion

Réaction. Coût = 1 niveau d'Exhaustion

Il n'est pas possible de se relever.

Exhaustion :

Sur les d20

1 = -1

2 = -2

... ...

9 = -9

10 = mort

Récupération

Premier short rest = - 1 Exhaustion

Long rest = - 2 Exhaustion

 
 

So, I found the PERFECT theme song for when my boss fight will start. Let's play a game. Here it is. Can you guess what my boss is ? Hints : they are level 14, they are 4, and it's still deadly. Answer :

divulgâcheA Lich

 

You know that situation. You have a player or players doing something awesome. You give them an inspiration. And they say : I already have one.

It sucks because the system is made that you can only have one at a time. Sure it encourages them to use them, but not always. And if a player is awesome twice without a big die roll he just won't have the time to use it.

One time I was fed up and made this item on the fly : the bottled inspiration.

Its an item that you gain when you get an inspiration and already have one. Its weightless. It takes an action to "drink" it and regain an inspiration, so you cannot do it back to back. And there is no limit to how many you can carry. One of my players made it to 8 one time.

I never had the displeasure of not being able to recompense a player and its been over 2 years using them without drawbacks.

I highly suggest to think of this next time you hear that sad response of already having one.

 

That's love players, your DM is trying to save you :)

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