• 4 Posts
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Joined 2 years ago
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Cake day: June 21st, 2023

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  • Considering it’s the norm when you aren’t doing something genre typical to take two ir more genres and just smoish the names together. This way you get things like blackened death metal (black plus death) or epic gothic power metal (take a guess). Now smoosh those teo examples together and you get something like blackened gothic melodic death metal. See that there, now we get into the transformative properties of metal subgenres. Death metal with a bit more melody and structure, which power metal has in spades, becomes melodic death metal.

    Fun isn’t it? Also I may have bullshitted together half of the above. But it is a real thing

    https://m.youtube.com/watch?v=j6WYhOHRmDs




  • how would you characterise dominate person cast with indefinite duration?

    As “your character is now mine until the spell is broken, here is a new sheet for you”. Reread the spell and if I would be the recipient of it I would be very uncomfortable. Agreeing with jjjalljs that when it is used on a PC is really sucks.

    upcasting dominate […] difference in power between […] heightened metamagic plus […]

    Mechanical stuff. Permanent Dominate Person feels like the realm of a Wish spell so saying it is the equivalent of a ninth level spell sounds appropriate. Unless it was cast in combat, in front of the players and their characters I wouldn’t really bother with exact rolling mechanics. Things happening behind the scenes I just let happen. But if it was in front of them, with the saving throw called for it was in front them, I’d say it would and should be fair to ask the DM what powers were behind the roll. Especially since it is practically a save-or-die (-for-a-while) spell.

    Rant about enchantment spells
    I personally really don’t like many enchantment spells, particularly those about mind control and domination. They make me uncomfortable. When DM-ing I wouldn’t use any unless I would have gotten explicit permission from the player that it would be OK for them and general permission from the table at large. They can be triggering and I always have “Mind Control/Alteration” as a topic on my Lines&Veils document I ask my players to fill in. Play safe, take care of eachother and push boundaries only with consent in safe spaces.
    End rant.


  • What you are saying sure does highlight an impalance in the system, one that is probably hard to solve without removing what is “core dnd”. Decoupling skills from attributes is one step. Maneuvers for all another. I don’t know what else to do without starting to make it not dnd. And honestly I don’t really need to do anything. There is apparently something out there called Advanced 5e for those that want “dnd but more”. For me there are a thousand and one systems out there for me to like.


  • The problem is that the only way a fighter can interact with the world is by murdering people

    Pretty much the only mechanical way to reliably interact with the world. Since the results from skill checks aren’t defined the point that comes across is that they matter less. Why can’t the Fighter “suggest” to the ruffians to drop their weapons through their skill in Intimidation? They can of course but nowhere it is written as clearly as having the spell Suggestion.

    To help non-spellcaster have reliable ways to interact and change the world there needs to be more details regarding skill check outcomes.


  • Starting up the first D&D game is the hardest game to start, especially if one isn’t used to nomenclature in the hobby. How obvious is it that a “one-shot” is a scenario made to be played and completed within a single session? This time and age though there are so many resources out there that is easy to get that foot in the door.

    That said D&D is a hard system to get started with. You mention it yourself - maps, foes, encounters etc. It can easily become overwhelming. And the system doesn’t do any favours in this department as it between the lines urges towards perfection. If you have the time I can recommend you to read (the GM chapter of) Apocalypse World. It has its special tone but it is so good. Really help me to get out of “prep hell” and to embrace Play to Find Out.

    Two GM toolkits I also would love to recommend you, and both are free, are Kevin Crawford’s “Worlds Without Numbers” and Shawn Tomkin’s “Ironsworn”. While they are full, playable and great systems they contain so many tables for inspiration and use. Especially love Crawford’s One-Roll tables.