I recently raised a flag for a question deletion and repost. In my flag I suggested the repost be deleted and the original reopened. My reasoning was that when I raised the flag the repost had exactly one comment, pointing out the it was a repost. While the original had 7 with users trying to hel...
Ah I see. So kind of a "choose your own adventure".
I would also say that if I'm trying to teach something, and the student ain't listening, I kinda get the "well I tried - so do it and see what happens" approach.
@Ben Sometimes nieces need swords. I instructed mine on the proper handling of scalpels, knives, needles, and other sharps when they were 8. Shortly followed by Bunsen burners and propane torches. Young people need skills, yo.
Of all the jobs I've ever done... astonishingly few were even amenable to being accomplished with a firearm.
now, recapping syringe using only one hand or re-sheathing a knife using a single hand... that's a hella useful skill that results in a statistically significant reduction in band aid usage.
Hammers, saws, brushes, and a bit of programming are where it's at.
@linksassin In that case it raises the question - Is it a concern to have people in the quiet period, or is it just that the user base in our area just isn't big enough to have the proper impact?
@Ben It's mostly about pace of flag handling. I don't know if you notice it but I often raise flags that take hours to resolve. If there was a mod in our timezone the issue could be resolved far faster (at least in theory).
So for my corruption system, @linksassin and I came up with a tree of different effects based on 6 different "types of influence". That got a little out of hand, so I revised it, brought it back to the core idea.
I now had the idea of instead, tying it to a "primary stat" to allow for some diversity of play
Previously it was based on the differnt types of otcomes of "embracing" or "resisting". This is a bit different, in that you pick you primary stat (e.g. str), and when you gain a level in one or the other, you gain something.
So, if you embrace, you gain +1 atk and dmg. If you resist, you gain +1AC
Whereas originally it was "madness" or "temptation", which allowed people to gain feats for free, that kind of thing. It was a bit too thematic so it became difficult to build very quickly.
@Ben Complete sidetrack suggestion. Have you considered have a "Corruption" ability score in addition to the 6 primary ones. Then tying specific things to a corruption ability check.
"Resist" and "Embrace" could be skills checks and you can only have proficiency in one of them.
Just spitballing ideas for a simpler overall system.
@Ben My thought would be that it is capped at 20 same as a regular skill. Everytime you encounter influence you can make either a Embrace or Resist roll. On a success you increase your base corruption stat by 1.
It kind of looks like it's lost track of whatever theme originally motivated this. Currently it's just a really complicated way of getting small bonuses. Some of which are useful (e.g. +1 attacks and damage), some look like you ran out of ideas (proficiency in a skill).
@Ben Success is you tried to resist and did. Or tried to embrace and did. Either way you are still in control of your fate. Failing a roll means the corruption impacts you in a way you don't want.
The original idea is that the players are going through a dungeon that is effectively polluted with demon magic, and it affects the players just passively. No one comes out unscathed, some may not come out at all; and everyone changes as they delve deeper in one way or another.
As written, players are basically playing blackjack with a split, and rack up bonuses until they overflow on either scale, in which case they instantly die, or something. The risk increases but the consequence is the same: gain another bonus, or die.
The DMG has recommendations on tracking insanity. I did that and honor point totals with outcomes for certain numbers of total honor or insanity points.
But the character always must roll. And whether they Resist or Embrace, the consequence of failure is the same; so the choice between Resist or Embrace is just a matter of picking the better odds. Unless I've misread this.
Right, but I'm saying that whether the player has too many points in their Resist scale, or has too many points in their Embrace scale, the outcome is the same.
If the Resist scale led to a different set of outcomes (rewards and consequences) then that might be more interesting. I would also suggest intermediate risks for both paths.
I was imagining it as an ability and Resist and Embrace being kind of like savings throws tied to it. Potentially there could also be skills tied to it as well. That get unlocked by something.
But DH's insanity system also had intermediate effects, i.e. benefits/consequences at points before the maximum value
An easier approach is to have the benefits/consequences be independent, by having them in a separate table. Then when a character reaches certain points on the scale, they get one of the entries from the table. We had something like that in our mecha DH campaign.
It seems i haven't written that in, but the intention was that the consequences would be narrative, rather than mechanical. E.g. you grow malignancies, or you start behaving strangely, etc.
If both are mechanical that would get very complicated very quickly.
Doesn't need to dictate player behavior either; maybe certain NPCs react to them differently, or they perceive certain environmental cues differently (a la Bloodborne)
But you should take some major steps back, and try to address the fundamental principles here. Think about what it means, conceptually, if an adventurer comes from the depths and has resisted the influence every time, versus if they embraced every time.
Basically, I'm saying that your main narrative idea - going deeper into the dungeon makes you more corrupt, ok - does not line up with the thing you've constructed out of math and game mechanics.
So instead of starting at the implementation stage (e.g. having 6 paths because there are 6 ability scores), go back to to the initial design stage, and identify what you want to model with this creation.
I don't really have that much more of an idea that than. Corruption is an Ability Score, Resist/Embrace are saving throws. Players can choose to be proficient in one or the other based on backstory. Then the bonuses are tied to Corruption score, which increases throughout the campaing.
I would only increase it and only do it rarely at significant story moments.
You get benefits from increasing your corruption score, access to corruption abilities. But some things can only effect people if corruption above a certain score.
Makes things simple and manageable. The skeleton you saw in the basement was scary, and now that you;re 5 levels down, the only thing that is upsetting you about these death knights is how they don't go down when you chop their heads off.
@linksassin That has changed a bit. The original concept was they would become the new vessel for Diablo, cue the PvP. But I didn't really cling to that idea much
Conceptual question: What does it mean if an adventurer has been resisting the whole time, versus one who has been embracing? Are they completely unaffected? Do they have some demonic benefits? Do they have some non-demonic benefit? etc
Alternatively consider the Bear/Criminal system from Honey Heist. The mechanic is super simple. And points move back and forth between opposing skills. You only lose if you go off the scale at either end.
@Ben Highly recommend it. Whole system revolves around a d6 and two stats. Bear and Criminal. Every skill check is either Bear (most physical things) or Criminal (plotting, lying, stealing). Bear and Criminal add to 6. You need to roll equal to or below your stat to succeed. Certain things move a point from one stat to the other. If either reaches 6 you give in to nature, or join a life of crime.
Ok, so did some homework. I re-wrote the Corruption mechanic. It's bare bones, talking about the idea of what the mechanical concept is. In a few words: Clean thing goes in, dirty thing comes out.
I also read Honey Heist (and will be playing this sometime soon), and I like the "swapping stats", but I'm not sure how that would work in this system. Maybe a successful roll allows you to move a stat one way or the other, and a failed roll forces you to move a stat toward the failed stat? (E.g. you tried to resist, and failed, move a point to make it harder to resist next time). And then when that reaches it's max, Bad Thing(TM) happens?
@Nzall Should be. You won't be able to use this for character creation in other campaigns (IIRC), but for listings and compendium you should have it all
I got a question that I can't really ask on the main site, because A) it's not triggered by specific events, more of a ponderance I have and B) it's something I don't think has a really straightforward answer and as such might be better suited for chat
Essentially: in D&D 5e, is there an official or recommended way to make PCs feel and actually be more powerful without increasing the difficulty of the campaign itself?
With that I mean: I don't want to nerf or buff the encounters or skill checks in the campaign. I want to give the player (me) a slight edge at the start of the campaign, make them feel like they're stronger than usual, but without greatly upsetting the balance
I don't know much about 5e, but my experience in 4e suggests that a solid solution is to identify the level you want them to feel like they're at, and modify the HP and damage of enemies to be in the same ratios to PC HP/damage at whatever level you start.
but I'm wondering about minor changes I can make to my main character at the start through save editing or console commands or whatever to feel that slightly bit more powerful regardless of what level i am
But if you really want to just be "more powerful", you can keep your encounters as-is and give them magic items early. That increases their power level, but as the encounters increase in difficulty with level, the magic item's help should level off.
assuming by "impact on the world" power you mean things like skill checks etc
@NautArch ah, but I'm hoping for a way to keep the edge during the entire campaign. I've considered things like "you get X additional attribute points to spend during character creation" or "you get advantage on every roll regardless of circumstances" or "you get +1 on all rolls"
For those who may have missed the implication: Baldur's Gate 3 is not an adventure module for D&D 5e. It's a computer game that uses D&D 5e rules as inspiration for its programming.
This is a chat for tabletop RPGs, so while some of us may be familiar with Baldur's Gate, video game advice is not what most of us are gonna be thinking about when asked for help in here.
@Ben The original idea is that the players are going through a dungeon that is effectively polluted with demon magic, and it affects the players just passively. No one comes out unscathed, some may not come out at all; and everyone changes as they delve deeper in one way or another Yeah, that's where you were when I tried to wrap my arms around a previous iteration. A very mundane way of doing something similar is in the Hidden Shrine of Tamoachan module, but it targets hit points.
@NautArch no, I'm planning on creating my character in the game, then making slight adjustments after creation through save editing to get that edge I'd like
But if you want to be more 'heroic' from the start and throughout, I'd just suggest rolling 'heroic' stats. Something like 4d6, drop lowest, reroll 1s. And roll 7 stats and drop the lowest.
@NautArch Okay. I remember reading somewhere about an older edition that having an 18 in a stat is "peak mortal capability", and that 25 is essentially what gods have. Is this still the case?
@Someone_Evil If we're talking weird stat generation I saw some good ones the other day. i.redd.it/3xq4rvjmtev41.jpg
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@Ben So the overall idea is that "Afflictions" are unlocked by total influence but you need to constantly balance between resisting and embracing or you will go insane/be corrupted before you get there?
If anyone is interested. I just finished updating my splash screen for this weeks session. It's something that's been a work in progress ever since we moved to online.
@linksassin I'm playing that open ended atm. The idea is that players should reach the end of the dungeon in one piece, but I don't want that to really be a non-issue; ie. players just keep collecting points, cos no consequence
God Damn Them All by Lari Assmuth is a solo PbtA journaling game (with the option to play with friends) in which you play as a privateer on a voyage that is doomed to end horribly (unless you are very very lucky with dice).
I have seen plenty of GMs write about how to deal with problem players, and I suppose I should ask about a GM who favors some players over others.
It's only natural if you have a more rich backstory to get favored as a character, especially if your character is more chaotic and causes more probl...
@Ben I would certainly be putting a decent amount of narrative focus on how the increased corruption is effecting them. I like the term "Afflictions" paint it as a bad thing even if it is mechanically a bonus.
One way I could explain it is like breathing toxic gas. You can resist by holding your breath, and not be affected by it, but then after a while, any time you smell something odd, you automatically hold your breath. Alternatively, you can embrace it and breathe it in, and it turns out that it is (somewhat) breathable, but after a while, you can't breathe oxygen properly.
The temporary boons is a reward for successful rolls, obviously, to make it more of a reward. But ultimately, you go in clean, you gonna come out dirty.
Anyway, I need to head to bed. Getting late. Ciao all!
@Ben Have you played World of Warcraft? They recently added a game system like that for equipment where equipment can have a special effect, but the more effects you wear and the heavier they are, the more you get hindered
So every effect has a corruption number associated with it between 10 and 75, and then depending on that number you have between 1 and 5 increasingly deadlier effects that are randomly applied
And then you also have a couple of ways to get corruption resistance
@BESW Heh, I am very familiar with the Maritime Song (Stan Rogers) that I think informs the game's premise. (Though I've never been a lonesome man on a Halifax pier...)
It's on my Pandorra list for my Sea Songs channel.
This question is a bit different than the one here, because the NPC is not a jerk. In fact, they're actually quite nice. However, this is not the first time the GM has done this.
In our game, we have a legendary NPC on our side who just gets more and more likable and perfect the more we play. Th...
@NautArch Not gonna vote on it. I object to adding fiddly bits, but Tommi I think did a decent job of explaining what he is recommending. I do think this makes sense if one is adding a house rule: attack is with to Hit bonus and unmodified damage on the secondary target. But I prefer Ben's answer a lot.
We had a miss mechanic (meant to discourage shooting ranged weapons in to melee) in AD&D 1e that was very similar. If I missed the intended target, the DM rolled to see if it hit a random target in an adjacent hex or square. Pure random. And the to hit was unmodded.
Also, last night our cleric was about to cast wall of fire in the woods. THe warlock who did it last time and realized it drew attention counterspelled it :P
@Rubiksmoose One of my players got a pair of Boots of Striding and Springing and wants to jump over enemies (he's a dwarf as well.)
But the long jump rules specifically say height isn't considered, but low obstacles need to be cleared with an acrobatics check.
The boots do a lot already, and I'm worried about bending the rules for this. I'm thinking of just saying you can, but we'll need to include height as movement.
but honestly, they need all the help in the Doomvault.
@Rubiksmoose Normally, you can't cross through an enemy space unless they're two sizes larger than you and we use flanking rules. SO they can now just potentially hop over to get the flank.
but yeah, i'm probably making a bigger deal than necessary and just let it happen.
Mostly because they're getting their butts handed to them.
Seems like a fun thing to let slide for now though IMO. It's a magic item that is already pretty situational right? And they're already struggling. If it becomes an issue later just address it then?
@Rubiksmoose Yeah, the party is definitely struggling. They are starting to learn more and I'm going to toss another bone and have the enemies surrender to show them that's an option. Maybe toss out some info about what's going in that area if they interrogate.
Especially when they just double-dipped into the healing pool they found and lost half their max HP.
But after reading BBeasts answer to their own question on dead in thay, I decided to make it a long rest, but can only be used every other day. Not sure how to get that last bit of info across. Maybe if they capture a Thayan in that section, they'll tell them.
@NautArch heh, maybe some day we can resume/finish ToA. Or, maybe, those characters wander off into the Jungles of Chult and feed a hungry T Rex off screen.
Is there one with any third level spells that I don't have to tweak first? I have an idea in my head but was hoping for a preexisting stat block to save me from having to do CR calculations
@Himitsu_no_Yami Spellcasting. The priest is a 5th-‐level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians
@Someone_Evil it's not a spell it'll cast during combat so it shouldn't affect CR. The idea is it cast the spell a little before the party encounters it and it's animate dead
If you want this fight with the two undead, this is one of those "one hard fight and a few easy ones for the day" set ups. IF anyone in the party has command and the Priest fails the save, that gives a round or two to try and take out the two undead.
But if priest no fail save, ouch.
If there's a cleric in party and they can Turn Undead, it makes the battle winnable.
Unless the undead pass their save versus T.U. Sounds like a fine battle for your party of 2d levels
And 'charm person' might be able to convince the cleric "ya know, you really don't want to fight us, right?"
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I don't ask very many questions on the role play exchange but in my last question I was asked, in the comments, if this question was from a player perspective or DM perspective. I found that to be interesting since it does change the way my question is interpreted. If it is from the DM perspectiv...