December 2022 Sly Flourish Patreon Q&A
Behold the Sly Flourish Patreon Questions and Answers thread for December 2022!
Have a D&D- or RPG-related question you wanted to ask? Ask it in a comment below!
Every Friday morning I'll answer every question here on this post. Some questions I'll answer on the Lazy D&D Talk Show or turn the question into a D&D Tip video or Sly Flourish article. If you don't see your question on the show, please know I still love you.
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Search the Lazy D&D Talk Show Topic Database using keywords from your question to see if I've answered your question previously. You can also search Sly Flourish and the Sly Flourish YouTube Channel to see if I've done an article or video on the topic.
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Comments (129)
Hi friends! I'm going to close off the December 2022 Patreon thread. The January 2023 thread will be up early next week! Hang on to those questions!
Hey MIke, do you think you'll be participating in the Dungeon23 challenge? The idea is presented on a few YouTube channels, but it' basically creating one room of a 12-floor megadungeon per day. by the end, you have a huge complex, outdoor area, or other adventure location with 28-31 'rooms' per level. I think DungeonScrawl would make a good mapping tool, and the entire thing could be added near the City of Arches or one of its portals. Maybe you enter through a portal that's supposed to remain stable for a year due to some planar alignment, but until you explore it, you don't know what world you're on, or if it's even on a world we'd recognize as such. there would be a lot of opportunities for Jaquaysian design!
As a matter of fact.... Yeah, I heard about Dungeon23 just a couple of days ago and I think I'll give it a shot! Indeed I'm thinking of a megadungeon that sort of slices through a lot of the areas of the City of Arches. We'll see if I can keep it up!
In your experience, what do you think worked best for fun of your player groups regarding magic item treasure rewards, any rules of thumb like how powerful of magic items, how early in levels or how frequent?
Hi Keotep! I'm a fan of using a mixture of random treasure and treasure selected for the characters. I like using a wishlist from players so I can aim items that they'll really want, use, and enjoy. I talked about it more here: https://www.youtube.com/watch?v=g0hiVQz96g0&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=1&t=169s and also talked about it in Return of the Lazy Dungeon Master (chapter 10 page 33).
What would be your approach in turning a creature into an undead variant? The main quest in my current campaign will be centered around the undead. Obviously there are already a lot of undead creatures to choose from for encounters but I suppose any creature could be undead, right? Undead Displacer Beast? Undead Rakshasa? Undead Mimic? How would you stat zombie variant of normal creatures out?
Easiest, by far, is to simply call them undead. Give them the undead type and you're done. You can also shake things up by giving them some of the resistances or traits of other undead. Zombies have undead fortitude. Skeletons might have vulnerability to bludgeoning. Spectral undead might drain life. Look at the undead stat blocks and see what traits you want to add to your undead variants. It's easy to do and can be a lot of fun in the game. The biggest thing to remember is to focus on their in-world descriptions. What makes them appear like undead in the game itself? You can go far with good narration.
When you run encounters with identical NPC's (e.g. multiple goblins or adult red dragons), do you combine identical NPC's in the initiative order as the PHB suggests or do you roll individually for each monster? I've been rolling individually for a while now at my players' request, and not only does it drag out combat for every NPC, I feel like it gives my players an advantage if the pack of wolves can't gang up on a player and use their pact tactics before they're all cut down in the process. Which method works best for you?
I definitely combine monsters of the same type into a single initiative. That's the default: From the Player's Handbook: "The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time." I also often use static initiative of either 12 or 10 + the creatures' dexterity. This is an optional rule on the Dungeon Master's Guide. It's probably worth a conversation with your players to let them know you're going to group monsters together.
Morning Mike, Merry Christmas and Happy new year to you!!! My question is: do you have tips and tricks for how to help the players remember what is going on in the games? We all started playing online in Roll20 during one year ago and my PC aren't as invested in the game. They love to play and want to continue but they are making 0 effort in taking notes or trying to remember the information that I give them. I prepare for them handouts that I keep organized in their Roll20 journals but I have to remind them all the time of the information that I gave them 1, 2, or 3 weeks back. So I feel like I'm rail-roading them since I remind them of the notes I took what I felt was important in those sessions and not what they felt was important.
I think it's fine to give them the information they need to move forward. Some players just aren't as invested in keeping track of everything as we are. Sometimes there's one player who does a better job and that can be reinforced with them. Otherwise, I'd say doing everything you can to suggest that the players take notes in some system that lets them share them with the rest of the group would work best. This might help: https://youtu.be/TRVtf4Lig6o
Hey Mike, now that Kobold Press is ending the Warlock Patreon, do you have any suggestions for another monthly one shot type Patreon to subscribe to?
Good question! I'd recommend the following for similar magazine-style content: Elven Tower: https://www.patreon.com/elventower/ CZRPG: https://www.patreon.com/czrpg/ MCDM: https://www.patreon.com/mcdm/
Hi Mike, Question: How firm is Wizards’/Hasbro’s position as leader of the TTRPG world? Or rather, how confident should they be as having the dominant game on the market? I have played D&D through all the editions thus far. Like you and others, I am very happy with fifth edition (with the addition of a few house rules), and 6e (what we know of it so far) will be the first edition that I am in no rush to go out and buy. Obviously, D&D is in no danger of disappearing overnight, and WotC has a lot of smart and talented people with a lot of resources behind them. At the same time, other game systems out there provide just as much playability as D&D, and I agree that 3rd party publishers are producing as good or better content than WotC. Again, I don’t think that D&D is in any immediate risk of losing the top spot in the industry. But thinking they could not be supplanted by a different game system with new ideas and a fresh approach is hubris. I do realize this is probably an unanswerable question, but would be curious to hear your thoughts. Cheers, Graham Dyer
Well, there are a couple of answers. First, WOTC is almost certainly going to remain the dominant TTRPG. Teos Abadia wrote a great piece about this: https://alphastream.org/index.php/2021/11/30/why-no-rpg-company-truly-competes-with-wizards-of-the-coast/ I also think there's almost certainly going to be a schism between those who want to stay with 5e and those who want to move forward to One D&D. Quite likely the larger group will be the people moving to One D&D but the 5e people may be loud about their intention to stay with 5e. The good news is that we get to choose our path. Nothing short of reliance on a digital tool that moves forward on its own (like D&D Beyond, which isn't a small thing) prevents us from playing whatever version of D&D we want to play. We'll see!
Hey Mike, I have a hypothetical question in light of the ogl concerns. If WotC "ruined" DnD for you, what version (or reimagined version) of DnD would you play? For example, would you keep playing with the 2014 PHB or default to something like Levelup 5e? Or would you change to a different system?
It's hard to say but yeah, probably 5e and its variants. I'm all for trying out new slices of 5e including Level up 5e and the like. I'd also be interested to try out the new 13th Age and whatever Rob Schwalb comes out with based on Shadow of the Demon Lord. I also think one can houserule a lot of the best parts of One D&D. So we'll have to see!
Hey Mike, hope your day is going well! Love all your content. I have your books and recently have dived in to your YouTube channel, what a wealth of knowledge. I watched your Lazy D&D podcast from a year ago where you discussed obsidian, I was curious to know if you have checked it out recently? I keep hearing great things about Obsidian and am curious to check it out, I hear the plugins keep getting better and better.
I too hear awesome things about Obsidian. I'm already sort of wired into Notion but I think Obsidian can do a great job too. It has a ton of cool D&D plug-ins worth checking out. The only reason I'm not using it is inertia.
Hi Mike. I’m a fan of the idea of fatal combat similar to Mork Borg or 5e Hardcore mode. Do you believe the idea of tweaking monster dials can be enough to achieve this result without house rules? As a starting point I’m considering half monster HP and double monster damage. Double damage would make monster hits more deadly, while half hp helps balance the fight and make the PCs deadly themselves. Is this too extreme or is this within the intended idea of tweaking monster dials? Thanks!
I would probably dork with death saves if you really want the game to be more deadly. I really like the idea that every character gets three death saves *total* + 1 per level. Once they fail a death save, it's gone forever. If they run out of death saves, they're dead without the possibility of revivify or other lower level resurrections. If you do put something like this into your game, make sure your players know about it and agree to it in your session zero. You can always mess with the dials to make things more deadly. The nice thing is you can try it out, see how it feels, and change things up to get the effect you want.
Just listened to you “rolling lots of checks” alternative. I will never use it — “one quarter succeed” is too great! How about an intermediate option: roll a single check, and then the number who succeed is 1/4 +/- a few, based on how that single check lands? Like, if your single check succeeds, then it’s 1/4 + 2 and if the check fails by 10 or more than 1/4 - 2 succeed.
It'll all depend on how many creatures are attacking or making the saving throw. You can do something simple like subtract two success and add 1d3 successes. There are ways to add variance but if you want to add variance, I think the table does a better job.
Hi Mike! I was wondering if you saw and had any thoughts about the recent video posted on the Nerd Immersion YouTube channel about One D&D and the OGL (One D&D and The Future of the Open Gaming License). If so, what's your take on this? Happy Holidays!
So many thoughts! I'm working on an article, not for Sly Flourish but just to have handy for questions like this, that helps me get my head around the whole topic. Here it is: https://mikeshea.net/thoughts_on_the_ogl_1_1.html There is a bunch of wild speculation and doom and gloom predictions that I think go beyond what's really happening but yea, the OGL 1.1 looks to be really bad. I doubt I'll use it. I'll just stick to using the OGL 1.0a for my stuff.
Hi Mike! I ran a combat in my last session using the Brother Cavel stat block (It was great!) and found myself in a position to go for the kill but hesitating as felt bad for my players that they might lose their characters. I know I need to discuss character death with my players, but any advice on how to get over that hesitation to kill characters? Thanks Andrew
That's a hard problem. I too have that hesitation. I'm a big believer in the worry and anticipation of death without actually doing it. I think even having the conversation isn't enough. People may *say* they're totally into hard core character death until it happens and then they're mad. It's probably the biggest low that can happen. You also have the problem of what to do with the player while everyone else is playing. Character generation, particularly at high levels, is time consuming. The player is completely disassociated from the game because their one interface point is gone. That all needs to be considered. I'm not a hardcore DM who says characters must die all the time and death must happen or the game isn't challenging. That's not my style. I don't think it's bad to pull punches if you don't have a clear way to handle it but if the circumstance really puts a character down into the dirt, it's probably best to go with it and then lean in on how to help that player get re-engaged with the game.
Other than your books, which I'm sure they already have, what D&D related present would you give that special DM in your life?
Hmm! Good question. Food? I'm generally not a fan of gift cards but a gift card to a local game shop isn't bad, with an intention of picking up some cool miniatures or other accessories they want. Offering to pick up their subscription to D&D Beyond or to their favorite music streaming service might be good. Gift cards for products on their VTT of choice? A fancy dice tray or dice vault or actual dice? The Oracle Story Generator for Nord Games looks really good or many of the fine products at inkwell ideas (https://inkwellideas.com) also stick out. Those are some off the top of my head.
I run a campaign for 2 hours each week. We have a great time and we rarely miss a week because it's easy to say yes to such a short time. But sometimes it feels like we don't cover enough to keep the story moving. Our combat moves well, so I don't feel like that's an issue. But it's hard to fit in more than one of exploration, role-play, and combat in a single session. Do you have any thoughts about adjustments you might make if you were running short times like this to keep progressing?
I run three-hour games and find that I can pack a lot of fun stuff into them. Two hour games might definitely be harder. The number of players you have is going to be a big part of this. Six players take more time to get through material than four. That's a big one but not one you probably have too much control over. I think making sure you keep things moving, move the pace forward, and talk to your players about the issue. It also might just not be a problem. Let things go a little slower and think of your game like a one hour serial TV show instead of a big epic movie. Hope that helps!
If you buy a new RPG, with new core rules and different setting. How do you approaching GMing a game for it, without having prior experience as a player in the same game? I have the feeling that I would always fall back to DnD-type of adventures.
I've done this before and it can be like learning a new system. One thing I do is bring it to the players so we're all learning the system together. It really helps if we're all on the same side, all learning how to play together, instead of just the GM bringing everything to the players. Certainly there's a comfort in 5e. I know I felt that after running Blades in the Dark and Numenera for a while. When running those games, it definitely helped that I could count on the players to help me noodle through a rule. The same is true for third-party 5e supplements. We're all on the same page learning the game together.
This may seem like an odd question but with the increased usage of VTT and grided play, do your 2017 article "The Tyranny of the Grid" opinions still hold, or have you developed new ones for better or worse on the topic? As a side question, do you have any best practices, rules, or methods for playing on a grid that you could share?
Hi Brad! First off, I'm not sure its accurate that more people prefer the grid now than they did. While a lot of games have moved virtually, I'm not sure that changes the results of my previous surveys on the topic. In 2018, *fewer* players preferred the grid than in 2016. I should run another poll for better data. Here are those surveys: https://slyflourish.com/facebook_surveys.html#combat https://slyflourish.com/2016_dm_survey_results.html As for the "Tyranny of the Grid" article, I say a lot of it still stands. Expense is probably the only detriment that really doesn't apply to online play. VTTs are cheap and tokens are plentiful. Tools like Owlbear Rodeo are very fast to set up and maps are easy to get from places like DysonLogos but I know a lot of DMs who still spend tons of time and energy setting up fancy dynamic-lighting-based maps in Roll20. It takes them hours to set up a game. So I think there are things we lazy DMs can do to use VTTs faster and more effectively and I think gridded combat still only has to be one tool in a wide toolbox of ways for us to run combat encounters. Much of that from Tyranny of the Grid I think still stands. Thanks for the question!
Hi Mike, my group manouvered in a difficult position and next session they might get captured by the villain. I would like to be prepared for that situation and want to give them oportunities to escape or to talk themselves out ouf prison. However i dont want to put that leads directly before their nose, but on the other hand i also dont want the situation to become a "downer" for the happiness of my group. Even if they can not escape, there should be something to hold on... a light on the end of tunnel? no? ;)
First, good on you for seeing that it's already a potential downward beat. It also sounds like the potential capture wasn't forced on them but a matter of circumstance, which is also good. Forced capture is a common and not terribly fun plot idea. Having a handful of potential ways they can deal with the situation in your back pocket is good and then work with the players as they try things out. Try to put yourself both in the shoes of the villains and the captors and see what ideas make sense given the situation. Did the guards miss the fact that the spellcasters still have their spells? Did they miss a magic item? Whatever you do, it's not great to have some outside group come save them. That can feel as demoralizing as being captured in the first place. Offering options is fine but give them the agency to find their own way out.
Dear Mike, your way of difficulty calculation for combat is very helpful. Is there an easy way to calculate the difficulty increase when the party has companions, for example, from a bag of tricks or an NPC with a CR?
You have to wing it. How much of an impact do those companions have in the battle? Are they as useful as a full other character? Because the lazy encounter benchmark is a loose guide already, there isn't an easy way to change the math up for smaller impacts. There are two dials we can turn with the benchmark though – one for small changes and one for big changes. The big change dial is to treat the characters as though they're a level higher than they are. This can be really big if you cross from 4 to 5 so be careful with that level jump. The other dial is to pretend they have one more character than they have. If you find one character is really really powerful or they have items or companions that really change up a battle, you can treat them like they have an extra member in the party.
Hello! You discussed ideas for handling hordes this week, which was great, but I had an idea for mass combat that I wanted to get your thoughts on? I've not run this yet, But i wondered if in addition to simplifying it as yours and Matt Colville's methods do, you couldn't use mass combat as a way to increase player agency? Something like: suppose 5 PCs are accompanied by an army of 100 soldiers to fight an evil force. Presumably the PCs have one on one battles against the BBEG leaders while their allies fight the army of the BBEG's minions. What if the success of the PCs influenced the success of their allies? Perhaps each PC influences 20 allied troops, so if each PC does a significant amount of damage to it's foe, their 20 soldiers kill more of the opposing troops?
There have been a lot of ways to handle mass combat in various D&D games but the one I've found works the best is to handle mass battles in the narrative of the game instead of having a system for it. Give the characters things they can do that steer the battle themselves but let the bigger battles take place off screen. There was an old Unearthed Arcana for mass combat that might help: https://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf Good luck!
How do you organize or index your PDF and other digital collections? Are there apps or naming/filing conventions that you use? I'm having trouble figuring out a way to make my collection more accessible or searchable. I hate finding something I forgot I had that would have been super useful 3 sessions ago! -- Thanks again for what you do!
Hi DJ! I talked about this topic here I think: https://www.youtube.com/watch?v=jKcPyKdUSPs&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=2&t=2950s and here https://www.youtube.com/watch?v=k2kVG2w73Z8&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=8&t=2129s Let me know if it answers your question! Thanks!
Aloha Mike! My players recently had a powerful item stolen from them and their cleric cast divination to help the group to find it. Unfortunately I misinterpreted the divination request and told them how they could best get the item if they wanted to find it immediately. However, they meant was would be the safest way for them to retrieve the item. Needless to say, they are currently about to take part in a pretty dangerous encounter with one of the heads of the Caustic Heart (Critical Role's version of the Cult of the Dragon) with their resources pretty depleted and they are about to roll initiative next session. Many of them felt like there was no option except this one and are worried they will lose their characters. I thought I was giving them options (it'll take too long to explain, just trust me) but they were under the impression that I was only giving them this one lose-lose option. I cleared it up with them after the fact but I really wish they would have told me earlier that they felt railroaded (despite the fact that I have made it clear that I am not into railroading players and I give them regular survey asking for their opinions). What should I do?
Hi Arash! Anytime the characters lose an item, you're already deep in the negative beat hole. They're already not feeling great because they have to do a bunch of work just to get where they already were. So giving them a chance to get it back and start making progress again is good. It may be too late at this point. You might have already figured this out, but I'll offer my thoughts anyway. First, you can offer multiple options in the encounter itself. They don't just need to defeat the BBEG. They need to recover the item. You can clarify this to them if they don't see the option themselves. I'd certainly try to find ways for the characters to get some advantages in the situation. Maybe luck goes badly for the big bad guy. Maybe another foe of theirs decides now is the exact time to jump into the fray. Think of the combat encounter as its own whole adventure and add ways for the characters to engage with it in ways that isn't just beating down the bad guy. Hope that helps!
Hi Mike How do you sort through and find good 3rd party adventures? I've tried a lot of WotCs Adventures and want to run something a bit different. p.s. Thank you for your fantastic weekly podcast.
I don't have a good process, really. Stuff hits my desk (or my desktop) and I try to remember it. Certain publishers have products so good they stick out in my mind. Drakkenheim and Ptolus are good examples. The site https://adventurelookup.com/adventures seems to be a popular way to look up adventures. I haven't used it much but many recommend it.
I am obsessed with the ChatGPT AI bot. Today I asked it what 2 ogres might be doing and it gave me a list of 10 suggestions that were honestly great. I asked it to describe "a store run by bullywugs" and "goblins on a train." Both settings were fantastic. For the goblins, it described a sprawling network of train tracks under a mountain that I think I'm going to put in my campaign. I can easily imagine using this AI resource in every prep session I do. How big of an impact do you think this specific AI technology will have on D&D? How do you imagine it impacting DMs? Link to ChatGPT :https://chat.openai.com/chat
A big question that's on everyone's mind! Both my fellow TTRPG producers and many DMs I've talked to talk about how Midjourney and ChatGPT can change our hobby and our industry, in both good ways and bad. What do I think? ¯\_(ツ)_/¯ I think, when we see exponential growth like this, it becomes equally harder to predict what will happen. Look at what smartphones have done to our world in just 15 years. I think, right now, they're a great aid for DMs. I think they fill in gaps where we didn't have anything else. I also think they're not that much better than rolling on random tables and letting the results shake up our brains into new and interesting areas. The results read more naturally but I don't know that they're *that* much better than a few rolls in a Raging Swan book (or the Lazy DM's Companion!). Midjourney is something else though because there was no random generator for images like this. Being able to generate specific NPC portraits that hadn't existed before is powerful. There's also the moral question of what such a tool does to artists, who have always struggled to make money on their craft. For filling in some blanks as DMs? Probably fine. For putting into published work? Probably not fine. I think we're going to have to see what it does in the end but it's exciting stuff!
The building friendships article reminded me of a podcast episode from over 8 years ago. The link won't work here, but the short fiction podcast is called "The Truth", and thr episode is called "Chaotic Neutral". It's from 2014, though the URL shows it in 2015. https://www.thetruthpodcast.com/story/2015/10/7/chaotic-neutral
Thank you for sharing!
Hey Mike. One of my players has recently acquired a rod of rulership. It's surprisingly powerful: he has been able to charm large mobs of drow, troglodytes, bullywugs etc. The DC is relative high for mooks, and the area of effect is huge. How would you handle combat in particular when a player has a small army at their command?
My own DM, Chris, gave us a Rod of Rulership in the campaign he ran for us. His trick was to integrate it into the larger story. It wasn't about us sending swaths of NPCs into our own battle, it was about commanding legions in a larger war. Using a Rod of Rulership to command armies works much like running a war in any D&D game and my best advice for running a war is to run the war part off-screen and focus on the characters and what they're doing. So the army can take care of one big group of creatures while the characters focus on the big nasties right in front of them. Of course, what stops the characters from bringing their favorite 50 soldiers with them wherever they go? Logistics. It's probably worth talking to the players out of character to say "it's impractical to bring fifty soldiers with you on your quest and journey – it'll also slow the game down to a crawl. Why don't you command your legions to do one thing while you guys focus on another". Hope that helps!
Hi Mike, my players are looking to recruit the Shadow Fey into the fight against Tiamat. Do you have any suggestions for making the Fey Realms feel different? I'm thinking of using more illusion magic but am worried about how to run high level illusions without it seeming like DM fiat.
To me, the big thing to remember is where the ideas of the Fey Realms came from - the land of the faeries. I think Kobold Press has really knocked this out of the park with products like Book of Ebon Tides and Court of the Shadow Fey. I'd recommend looking at those if you want some good atmosphere. Also, go back to the classics. Look at old faerie tales, brothers Grymm, and the like to put yourself in the whimsical and yet still dangerous land of the fey. Their whole lore, their whole mannerisms, all of it is different than the prime world.
Hello Mike. I've noticed you're generally not very keen with replacing established mechanics and systems with house / homebrewed systems (been watching a heckload of SF weekly shows over Youtube lately). I got your core argument that substituting those require a good solid purpose and I completely agree with that argument. But on many other occasions, you talk about "making your D&D game your own". Doesn't that imply trimming / adding rulings that go beyond the RAWs..? What say would be your top 3 RAWs from 5e that you could see yourself modifying, or on the other hand, that are on the verge of being changed with One D&D that you would conserve in their current format?
Fantastic question! Because I want the game (and the world) to feel as solid as possible to the players, I don't want to shake things up too much by changing the rules. I do have some houserules that are son ingrained in me that I forget they're even house rules. For example, in my games, everyone starts with a single session use of inspiration. They get one free re-roll. Often they don't get it back. I think that works better than any of the other inspiration mechanics I've seen floating around. I've seen other houserules like drinking potions is a bonus action that worked just fine (turns out bonus actions are almost as sought after as normal actions so it still affects the action economy). I'll make lots of rulings instead of rules depending on the situation. I make a lot of deals like my idea of Cinematic Advantage (https://slyflourish.com/cinematic_advantage.html). I mostly try to drop in these new ideas in a way that lets me take them back out again. I'll try things for just one encounter, for example, and if it works, maybe it shows up again. I'm all for people making the game their own but much in the same way I think it's extremely valuable to fall back to published campaign worlds, I think we should have a really good reason to change the rules of the game. Top three rules: - Everyone starts with advantage at the beginning of the session. It doesn't carry over and you're not likely to get it back in the session. - We can make deals to do cool cinematic actions often giving you advantage on your next attack after a successful skill check. - Monster statistics like hit points, number of attacks, and damage are more what we'd call a guideline than an actual rule.
I've taken to using Mythic and Ironsworn/Starforged oracles in my prep, do you have thoughts of where to apply them?
yes! I love them and could definitely see them helping in prep. I love using random prompts to push my brain out of stereotypical troughs. I wrote more about it here: https://slyflourish.com/randomness_creativity_and_dnd.html
Dear Mike, Thanks for all your efforts. I am about to run an adventure invovling two level characters that is going to be almost all RP involving an arch fey creature (Oberon) and his retinue being invited to a party. Any resource ideas for random social conflicts and issues that could arise in this situation? Skill check ideas?
Hi there! I'd definitely check out Kobold Press's "Courts of the Shadow Fey" which is all about this sort of thing. Book of Ebon Tides also by Kobold Press touches on it as well. I think the main thing is to consider the NPCs, what they want, what they're doing, and how they might react to different things. Are they tricksy but easily intimidated? Are they all about noble protocol? Think of them like a D&D character's background. What is their background, ideals, traits, flaws, and bonds.
Hey Mike! I’ve been playing around with Chatgpt, the new Chatbot in town. Would love to hear what you think trying to prep a session bu giving it prompts for plots, npcs, encounters, and see what you think, and if this might just be the future of the super-lazy DM, to prep a session or even use it as an improv tool in session
Hi there! There's lots of interesting things going on with AI in the RPG space. Last month it was image generation. This month it's text generation. I can tell you that I'm not in the camp of "oh my god, we won't have DMs in a year". The whole reason we like this hobby is because of the human connection. Really, underneath, these AI bots are just well-tuned random generators (with nested probabilities so deep no one can tell exactly what they're doing underneath). Just like a good set of random tables can give us great ideas, so can these prompts. I really haven't spent enough time with ChatGPT to see what it can offer but like any random generator, I bet it can offer us a lot to fire off our imaginations and make awesome games. So yeah, I think they could be pretty cool.
Hey Mike, thanks for all the great contant on here. I have been a DM for about 2 years now and still love to try new rules. But since it can be a bit much for my players to add or change one or two rules every other session I started to hand out "Do-over" chards. Meaning that everytime I introduce a new rule to the game every player will get a token until of the end of the first session the rule is introduced (So they do not add up). When they die they can hand in the token and will be back to live with half HP. That is suppose to be a small savegard in the case of complications and show the players my good will to not use the rule against them. Do you have any thoughts/ideas how to introduce new rules/homebrew best in the middle of a campagne and how much new stuff is too much?
I really try hard not to introduce new rules or house rules because it can be like running on shifting sand for players. The baseline 5e rules are really solid and don't need a lot of work, in my opinion. If your rules are so big that you need to off-set them with a free resurrection, that's probably a lot of big rules. One thing to consider is changing things behind the DM screen so you can try it out and throw it away if it doesn't work. You can try out a new type of encounter rule for just one encounter and, when that encounter's done, throw it away or not. A lot of the answer to your question would depend on the rule you're talking about. Thanks for the question and welcome to the hobby!!
Mike, I'd like to hear your take on the topic discussed at https://www.reddit.com/r/DMAcademy/comments/zep46h/how_do_you_deal_with_the_can_i_try_it_too/ (dogpiling on skill checks). I'm less interested in "how do you do it at your table" than in your thoughts about how rules-as-written encourages specific sorts of player behavior. If you were revising the DMG how would you write DM guidance for this?
Hi JM! I wrote all about this here: https://slyflourish.com/ability_check_toolbox.html The section on full table rolls I think hits your question. Thanks!
You've mentioned before that you don't worry about how often the party long rests. Is this because you've already taken precautions to prevent long rest spamming (such as ticking clocks, restocking dungeons, etc.), or do your PCs simply accept the convention that they shouldn't spam long rests, or do you have some other means of ensuring the necessary challenge for your adventures?
I don't worry about it because I try to stay in the context of the story. I'm not sure exactly what spamming a long rest means. If they have the opportunity to take a week off, they can do so. If a dungeon or location is so static that they can rest after every encounter, probably that dungeon is too static. The main thing is that I don't typically worry about character attrition. I just let things go how they go and use the dials to change up difficulty if needed. Mostly I try to keep my head in the world and ask what makes sense in that world. I'd ask my players to do the same. There are some tricks like saying "these haunted halls will offer you no comfortable rest. you can take a short rest here but no long rest". It's a little gamey but it works.
How do you choose enemy factions, specifically picking what stat blocks to use? I'm getting ready to start a new chapter in my campaign and am looking for monsters with a draconic theme, but nothing seems to fit. Orcs are the right level, but not very draconic. Kobolds are draconic, but too low level.
There are tons of dragon-themed monsters in Fizban's Treasury of Dragons and in Dragonlance: Shadows of the Dragon Queen you can use. They have a wide range of CRs if I recall too. When I have some theme like that, I try to go through my various monster books including both Wizards's books and those from third party publishers and see what is the closest fit. Other, alternatively, I just reskin baseline monsters to fit the theme I have. You can do a whole lot with just your description of monsters. More on reskinning here: https://slyflourish.com/reskinning_monsters.html
Point Crawl Question: Do you graphically present/show your point crawl map to players? Why or why not?
Sometimes! I might make a version that has some hidden areas I don't reveal. In my latest Shadow Realms romp in Empire of the Ghouls, I showed them the point crawl map I had worked up in GraphViz but it had hidden paths removed. I think it probably helps players to have a visual of where they've been and where they're going. You can also teach the players to keep track of their own with circles and lines and that way they fill it out like they would a dungeon map. Thinking of a point crawl like a dungeon is a really useful metaphor. Would you show a dungeon map? Probably. Consider doing the same thing with a pointcrawl map.
We've recently had one of our players pass away, which makes this the second gamer I've lost in mid-game in the last 1.5 years. I recognize that most of my gamers, as well as myself, are moving toward an age where this is going to happen more and more, so I find myself thinking about how to handle this kind of situation. Have you ever had a player pass away in mid-capaign? How would you suggest prople handle these kinds of situations in a way that honors both the memory of the one that has passed and the potential sensitivities of the surviving players?
Hi Jason. I'm really sorry for your loss. I too had a longtime player pass away a year or so ago. I talked about it here: https://www.youtube.com/watch?v=2qEv5XKIZ5w&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=2&t=29s I think the best thing we can do is talk together as a group. Offer our remembrances, and move on. I think we can each decide how to handle it in game but I think having their character fade off into the sunset is probably best and easiest so you don't have this in-game situation that keeps reminding everyone of the out-of-game situation. In the case of my friend Bryan, we were running a short Blades in the Dark campaign so it wasn't very difficult. In a more character-driven longer campaign it can be tough. There is a player and character remembrance subreddit that might have more to offer: https://www.reddit.com/r/AdventuresOfGalder/ Again, I am sorry for your loss. Losing a friend is always very hard.
Silvered weapon cost: I find the listed price of 100 GP to "silver" a weapon over the top. A pound of silver coins is only 5 GP. While it might be hard to coat a longsword, making a club with silver knobs should be way cheaper than that. My players recently tangled with wererats, and though they handled the encounter fine (1 magic weapon, 2 ways to make a magic weapon instantly, plus spell damage), they are now chasing down the dead-end of trying to acquire silver weapons. Any thoughts?
I don't see any reason you can't change it. I think the cost isn't always based on the difficulty of the process or the cost of the material but the current market. If local blacksmiths know that adventurers need silver weapons to defeat those wererats, they might add to the cost. Given the adventurer economy, lots of prices could go way up given the hyperinflation of a dragon's hoard.
Hi Sly! If you were to run a mid campaign check in, what are some questions that you would ask? I’m thinking, like what do you like most about the campaign, what would you like to see more in the campaign and how do you feel about your character in the campaign? Thanks! Looking forward to the show release on Monday!
Hi Sashaquatch! Great question! Here are some questions I'd ask: * What have you enjoyed about the campaign so far? * What are you looking forward to as the campaign moves forward? * What are you particularly looking forward to with your character? Both mechanically and in your character's story? * Are there any specific things you really want to see happen? * What sort of treasure or magic items are you hoping to acquire? You can ask some of these questions at different times. Sometimes I like to ask for the "stars and wishes" of the players and sometimes I like to ask the characters what *they* think about what's going on in the world. Here's more on the topic: https://slyflourish.com/getting_player_feedback.html https://slyflourish.com/campfire_talk.html
I am running a one-shot adventure (in person ~8 hours) for the players of a previous online campaign running for around one year (30ish sessions) using brand new characters. Since we now know the game system and world a bit better I was hoping that we could do an adventure along the lines of travel (with some encounters/events) and explore a lost temple style location, but I am a little worried that we might be pressed for time in doing so. Do you have any advice specifically for running one session events/making sure to reach a satisfying conclusion with only one session to pull it off?
Hi Bo! Yes. Managing time is really hard when time is a factor, such as running a one-shot game in 8 hours. I wrote a little about it here: https://slyflourish.com/watch_the_time.html and here https://slyflourish.com/timing_and_pacing_adventures.html I like to work my way backwards from the ending. So if you know there's a big final battle, expect it to take an hour and make sure you leave that hour aside for that battle. Then decide how much time you need to *get* them to that battle and block that time off. So on and so forth back to the beginning of the game. Build in ways to speed it up. Scenes you can skip. Macguffins you can move to speed things up. Be ready to change it. I'll also say that probably 80% of the time, DMs prep too much material instead of too little. So it's more important to build in ways to remove scenes than to add them. Good luck!
I subscribe to the idea of calling for ability checks only when failure is interesting; otherwise, success is automatic or I deliver the desired information. My players, however, want to make History or Arcana checks all the time. How can I make failure interesting with these checks? I could give misinformation or rumors, but since the players want to make the roll, they'll see through those. I could roll for them, but I have yet to meet a group that likes secret DM rolls. I could provide a fragment of information and imply that a certain NPC may know more, but that won't be interesting for long. Any ideas, Mike?
I think you can handle it the same way passive insight and perception are handled – with a floor. So there's a baseline amount of info the characters can learn regardless of their check but they might learn *more* if they roll particularly higher. You can even tell them this "because you're trained in arcana you already know something about this but you can roll to see if you discover something even more". So for those checks where failure isn't interesting or prevents the game from moving forward, you can still just give them the info but rolling might give them something more or might carry over further into the investigation (like getting two pieces of info for one roll).
Patreon Question: I am really excited for 13th Age 2E. I have started my first 13th Age campaign and we are having a ton of fun with the system. I really like the system overall, but I think the Icon system could use a revision. What would you like to see changed for 13th Age 2E?
It's been a while since I've played 13th Age but yeah, I agree, the icon system needs some sort of change. We never understood it very well. I also think it needs to use static damage instead of rolling like 8d8 + 6d12 for a weapon attack. The dice equations later in the game were so big. Off the top of my head, nothing else leaps out as something I'd love to change. I loved a lot of 13th Age.
Hi Mike! I'd Love to hear your thoughts on Owlbear Rodeo 2.0. Thanks!!!!
I'm digging it! It took some time to grow on me but we're now at the point where the new features it has offset the increased difficulty in using it. From a player perspective it's just about as easy to use. Players don't need to sign up; you just give the the link. The DM side is a little harder with added "scenes" and "rooms" but it means you can have more persistent campaigns instead of having to redo everything every time. The initiative tracker plug-in is a good addition too. That was the main reason I decided to switch from 1.0 to 2.0. So yeah, I like it.
Hi Mike! I was wondering if you have any insight on creating simplified rules for 3rd party products based on the 5E OGL. For example, if I was to publish a 5E compatible setting using the OGL, is it permitted to included a simplified ruleset for combat? Or does that violate the terms of the license somehow? I’m currently working on a kid-focused setting, and any insight would be greatly appreciated. Thanks!
You'll have to dig into the OGL and the SRD you choose to make that choice but I don't see anything in it that removes your ability to include your own rules for simplified combat. The OGL and SRD is really about saying "if you choose this license, here's a bunch of stuff you can directly copy into your game and here are some specific things you can't". Combat rules aren't one of the things you can't include. The main thing is not violating trademarks or copying material from other D&D books that isn't in the 5e SRD.
Hi Mike! I wanted to know what your personal favourite number of players at the table is. After experimenting with various group sizes I've come to the conclusion that I adore a 3 player party - combat moves quickly, there's still a strong group to cover the other's weaknesses and one on one conversations don't isolate a ton of players. What's your ideal table size?
I like four or five players. I think that's the right mix of lots of different fun personalities meshing together but not so many that no one gets the spotlight. I could definitely see three players being good too.
Hi Mike! My current Theros campaign is going very well, as the heroes are uncovering a mythical conspiracy. There is one problem: I can’t stop making sidequests! There is so much in the world I want to give as texture to the setting, but my players want to go for the obviously cool subplot hooks. I also don’t want to cut them out because I am afraid the campaign might become too railroady. What should I do?
That's a hard thing to balance and I don't think there's one-size-fits-all answer. I'd say look for opportunities where a side-quest can be fun and drop them in – but not too many that it distracts from the main body of the game. You can also look at how more yam-shaped adventures do it like Storm King's Thunder, Curse of Strahd, or Tomb of Annihilation. Where can you expand the threads of your campaign to offer options that all lead in the same general direction. Take a look at the three-of-five-keys model for example: https://slyflourish.com/three_of_five_keys.html The main thing is to set up situations in which the players can choose their approach. That's often enough to break away from railroading them.
Hey Mike! So Fantastic Lairs finally came up in my reading cue. I am about 3/4 of the way through it. I am really enjoying it. It is fantastic fuel for the imagination machine. One of the things that I am particularly enjoying is looking at the suggestions for turning the dials and flipping the switches to tune the encounter difficulty. I have enjoyed this in your other material as well. The"Lazy Combat Encounters" section in The Lazy DM's Companion is excellent. I am wondering two things. First, do you have a formula you use when tuning encounters in terms of the sequence of changes you will make? For example, would you turn the dials on hit points and attack damage before you make a monster switch? Would you increase the number of monsters before switching to a higher CR monster? Second, if you do, does this formula scale through the various tiers of play?
Hi there! Each of the dials actually can serve a different purpose. The "number of monsters" dial helps with action economy. Does the encounter simply need more actions or more targets to hit the mark you intend for it? The "number of hitpoints" dial has to do with how fast or slow the battle is going. Has the battle become long and boring? Reduce hit points. Are things happening too quickly? Increase them. The "damage" and "number of attack" dials both increase threat. Damage is a fine-tuning dial where number of attacks increases or decreases damage a lot. The number of attacks dial is also often more noticeable to players than the damage dial but it's easier to implement. Giving a monster an extra attack doesn't require any math where adding damage means figuring out how much to add. So each dial has its purpose in tuning the battle. The dials don't really have a tier of play change. You sort of have to wing it or figure it out yourself. I think the Lazy DM's Companion has some guidelines on how much to add but the point is that you can turn the dial as much or as little as the battle requires.
Hey Mike! How do you connect published adventures? I have a problem with connecting short published adventures like the ones in Yawning Portal or in Kobold Press‘ Tales from the Margreve. My main thing is the motivation of the players: why should they go to where the next adventure starts? Do you have a favorite way of accomplishing that? Do you simply say „you’re traveling through these plains when all of a sudden X happens,“ or do you play out the journey, or do you do something completely different I can’t think of right now?
To put it differently: How do you connect unconnected storylines? How do you motivate players to go to where the next adventure starts?
(I go by daoneandonlystevy on Twitch/discord, but Steven is fine) Hi Mike! While most pieces of information relevant to a party's quest is found usually found in the world through NPCs, events or items, some is told through text when it makes narrative sense, like correspondence of letters or reading through a journal. How do you make the act reading some lore or some details pertaining to a quest, like a letter or a book, engaging at the table? (Even when some of it might be particularly lengthy)
Hi Steven! Keep it short! If it's lengthy, consider how you can make it shorter. If you had to summarize the lore in one, three, or five bullet points, what would those bullet points look like? You can put something like this in a handout so people can read it and hang onto it but if its more than one page, it's too much lore (in my experience). Break up big hunks of lore into a bunch of smaller and more mysterious pieces the players can piece together to see the bigger picture. We DMs (I do this myself all too often) love to spout lore. Try to keep it lean as much as you can.
Hey Mike! I run an after-school campaign for kids. I'm struggling to avoid having leveling up take an entire session (or more!), but my real problem is that my players don't know what their character can do (spells, abilities, magic items), so they are struck by decision paralysis and/or just use the same first level solutions repeatedly. Is there any lazy dm (or even not so lazy) solutions to this? (I'm really not looking forward to One DnD, as it appears to make this problem exponentially worse...)
I'm not trying to be "that guy" but there's a lot of other role playing games that have what's called "playbooks" basically all of the character abilities for that class are on the character sheet and it can make it easier to figure out what your abilities are.
Hello! When planning out my sessions for my new campaign (Strixhaven), I find myself wanting to run skill challenge-type encounters instead of just combat every session. I've read your past articles about skill challenges, but wondering if you have any helpful tools or your thought process into coming up with fun skill challenges? Just as an example, one of my players has mentioned wanting to have a "Battle of Wits" encounter but not sure how to design skill challenges that are fun and interesting for the players. Thanks for everything you do!
Hi Lukas! My current go-to is the idea of progress clocks from Blades in the Dark. The main advantage over a skill challenge is that you can improvise them on the spot instead of planning them out. This gives you and the players freedom to interact with the scene as though it's the real world instead of following some skill-challenge flowchart. Hope this helps! https://slyflourish.com/progress_clocks_in_dnd.html https://youtu.be/iVrGcXto5RM
Hey Mike, I'm thinking about running a Old School Essentials game for my group that usually plays 5e. how do I explain/pitch the old school style as opposed to a 5e?
I would say "think it as if we were back in the eighties and roleplaying games had been born some months ago". Alternatively "Think it as if every adventure could devolve into the tomb of horrors" to signify that it has a different sensibility and you need a different approach as you are not as powerful as in 5e.
Hey Mike, I struggle regularly coming up with good mid level to 20th level encounters and story lines. Aside from turning the dials what are some good pointers you could give from your experience?
Hi Austin! I answered similar questions to this here: https://www.youtube.com/watch?v=egmrwp2dNhU&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=14&t=1440s https://www.youtube.com/watch?v=iDMiwd7IOPM&list=PLb39x-29puaoZke5BVk7fjyyyjWXcxCu1&index=6&t=2127s https://youtu.be/XSFZoHJ8a9g?t=2424s The main thing to think about is the overall story that fits high level play. What sorts of locations will they go to that warrant high level characters? What sorts of threats will they face? Games of 17th level and above are very different than those of lower levels. The stakes are worldly or universal. The threats aren't just combat threats – they're threats to entire cities or even planets. And big threatening battles are going to take a long time, so be ready for that! So my big advice is to think super-heroic in the scale of the threats they're going to face.
Hi Mike, last session my Players spent an entire session discussing their plans to disrupt the 'Final Ritual', which will be a showdown moment for our campaign. The Players seemed to be enjoying themselves, but when sessions like this happen I get a little self conscious about my DM style. Is it ever necessary to 'push' a session along, or if everyone is enjoying the 'downbeat' moments, should we just let the Players drive their own story?
Hi Kiel! I answered a similar question previously involving roleplay scenes. Here's the link: https://youtu.be/PK5KCZtO1YA?t=1001s I think if everyone's enjoying it, you can take a break! But it's worth asking and listening to quiet players who might be bored, at which point you may want to move things forward either with some event occurring or by smash-cutting to the action.
Heya! My party is about to deal w Lady Tharandra and her Fire Smelter Kobolds in a couple weeks. I KNOW they are going to want to take over Ashsnarl as their "whip". We have one character w land vehicle proficiency and a gnome w/tinkerer stuff. Do you think that's enough for them to drive Ashsnarl back to Blackclaw mountain and Starsong Tower? Does it run on coal? Thanks!
Howdy! I just answered this question in the last part of the last month's Patreon thread. Here's the answer just to save you a click if you missed it: That depends on how much you want them to have Ashsnarl in the campaign! If you think it's cool, let them go with it. If you think it's going to be a pain in the ass letting them drive around a big dragon tank all the time, make it harder to use or require a special fuel. I don't think it burns off of coal. Maybe special Grendleroot stuff that has to be infused in a furnace they have to find or something like that. Put a limit on how often they can use it.
Hi Mike. All DM's, no matter their experience level, have definitive strengths and weaknesses. What would you consider your weaknesses, and do you simply try and work around them, or do you do what you can to improve on them through experimentation and practice? We should always be improving, so I am wondering if you have tips on how to do so. As always, thanks for all your great DMing advice, and Happy Holidays to you and your family!
Hi Borius! Accurate self evaluation is hard and I don't think I'm ready to query my friends on my weaknesses but I'll give my self-evaluation a shot. I don't think I'm very good at being detail oriented. I let major arcs fall apart. I forget NPCs all the time. It's really hard for me to hang onto the details and bring them back. I lose track of character threads. I lose track of all sorts of things as I just run forward with my lazy games. Sometimes this leaves things unfinished or too fuzzy to keep the game feeling real and cohesive. We forget about NPCs traveling with the characters. We forget why we're in a dungeon. Stuff like that. I try to make up for this by querying the players regularly about what *they* care about so I can at least focus on that. They'll remind me if they had a thread they really wanted to see completed. I also don't run tactical combat as often as I think some of my players would like but I'm more interested in keeping the story moving forward myself so that's just something we live with I think.
I'm considering adding minions/mobs to a campaign that I'm currently running. We just finished a session where the combat turned into a bit of a slog and I'm worried that trying to add minions may just bog the combat down even further. Any thoughts on how to implement this? I've seen your Running Large Numbers of Monsters in the Lazy Workbook, but I'm still concerned this adds a level of complexity that will stall out a session.
There are a bunch of potential ways to run minions and hordes. You can take a look at what MCDM is doing with Flee Mortals and see if that works for you. The idea that a minion is killed on any successful attack or failed saving throw but has a passive damage threashold equal to its hit points is pretty good and fast. The right minion system shouldn't be a slog – it should be an action-packed extravaganza! Go with the "all minions only have 1 hit point" for example and you never need to track anything. Group minion attacks together so you're only rolling a couple of dice for a big group of monsters. The Lazy DM's Companion has a minion system I prefer over the one in the Lazy DM's Workbook. You can find it in Uncovered Secrets Volume 1 in the Patreon Rewards as well. Find the minion system you like the best and give it a try!
RE: Campaign Hook vs. Spiral Campaign model in a sandbox/West Marches style game. I am working on a sandbox / west marches style game with an emphasis on the exploration pillar. While there will be several possible villains/fronts, the goal is for the players to discover them as their exploration spirals out from the home base. I don't care which villain(s)/front(s) they discover (or trigger!). That all depends on the directions their explorations take, and I'll flesh them out as they discover them. When discussing campaign hooks, Return of the Lazy DM suggests an epic story arc and stresses the value of the players knowing up front what that arc is (example: "Stop Thuron's rise"). How do we reconcile this with spiral campaign development in a west marches style game?
Hi Kirk! Instead of a single big campaign arc, you can mention the separate smaller arcs going on in your West Marches game. What are the big factors going on in the world? Is there a darkness growing somewhere? Is there a war going on? What's happening in the world around the characters? Even if it's three or five different things, it gives them an idea about what's happening. Are rival adventuring groups hunting the same tombs? Are groups getting murdered out in the wilds? Does the threat of a great dragon shadow the town? You can have a lot of different threads that still give the players freedom to choose which ones they want to start investigating. It might work for some West Marches games but the idea of a completely static world really isn't the sort of world I typically run but I think having a bunch of different things going on is a fine campaign to run.
Hey Mike! If you were making a town for level 1 characters in 5e what are some key things you would include?
Hi Anthony! I'd build a town around the characters as much as I could. What do *they* want in the town? https://slyflourish.com/build_cities_around_the_characters.html There's a video link in that same article.
When designing an adventure that you plan to publish. Do you use a check list or let it flow?
Hi Ambroix! I'm not sure what "let it flow" means but I do have a rough outline for writing an adventure that I follow. If you look at the most recent Patreon adventures I wrote, they have the base style I try to follow: I usually have a summary of the adventure, a little bit of background or history, some secrets and clues (something not a lot of other adventurers have), descriptions of potential scenes, and locations with location descriptions. Take a look at the adventures in Ruins of the Grendleroot and those fit pretty much what I'd recommend.
Hey Mike! You spoke recently about the friction between your DM-style and the expectations that Scarlet Citadel seems to have of the DM. I find myself in a similar situation with Rime of the Frostmaiden where I feel the world doesn't feel harsh and terrifying the way it's meant to (and the way I want). I frequently modify encounters with the goal of making them "good" - scaling up or down based on party strength and such but I still find that I hold back on killing blows. Likewise, during exploration, if a player rolls poorly and their character tumbles down a mountain, they suddenly land on an outcropping and are hurt but otherwise fine. Do you have any advice on how to still allow what is clearly plot armor without making players feel invincible?
I think there are lots of ways to keep the deadly feeling of Icewind Dale going without killing the characters. Curses, infestations, dead NPCs, and general descriptions of the constant cold and dark. I think throwing the occasional deadly encounter at them can work. Those coldlight walkers are badass. I think we can do a lot with just descriptions.
What are your tips for running high level/20th level one shots? My groups are all experienced players and even DMs, but high level play is rare. all of the times i've previously run high level dnd, it was a years long campaign where players had plenty of time to grow and learn their characters abilities and the abilities of the rest of the group. i'm not so concerned about players being powerful, but players not knowing their character's abilities, analysis paralysis, and combat turns taking too long (theirs and mine) that the game becomes a drag instead of fun.
Hi Tim! You might be able to help with this by limiting character options. You could, for example, ask them to stick to non-multiclass characters, maybe even non-feat-based characters using the default subclasses for their characters. If you didn't want to limit it that much, stick to just the Player's Handbook material. I'd take a little time and talk to your players about it, stating your concerns and what they think they can do to help mitigate it. 20th level games *can* take forever so be ready to spend most of the time in a single big battle. Good luck!
I am going to start my first in-person game as DM soon. I'd love any tips, product recommendations, and related links for running in-person battlemaps and hand-outs. Ideally, without breaking the bank!
Hi Edmund! Here's my top list for in-person tools to run great lazy D&D games! https://slyflourish.com/lazy_dm_tools.html You can also check out what Zipperon Disney did for Dragons of Stormwreck Isle. Fantastic crafting ideas. https://www.youtube.com/watch?v=BklZZyKGfZ4 There are lots of fantastic D&D crafting videos on YouTube as well. Good luck!
What's your best in-character revenge story? Mine is shaving a fellow PC's dwarve's beard off and blamed it on a goblin party. Prior to that, he set our tavern on fire which caused my invisibility cloak on fire, destroying it.
Boy! You know, nothing leaps to mind! If I think of something, I'll come back and post it.
