#d&d
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@shadoe-song passes peer review
DnD is a way to show your friends how bad you are at adding very small numbers under pressure.
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The Monster Manual but it's blatantly written by the monsters
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I love making a gag character for D&D, forgetting they’re just a gag character, and then take a step back to look at the original ref
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official dnd post
Don't worry everybody I promise to be normal tonight.
One drink in: Who would like to swear fealty to my cause
#official dnd post#dnd#d&d#wife left me alone for 10 minutes at a bar once and that was all the time i needed to start teaching her coworker's husband about dnd
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Found that over at mastodon
Edit: link to original post: https://mastodon.social/@senatormeow/100908678269940898
[Image ID: a Toot from User "Senator Meow":
"when I first ran D&D, my grandmother, who had bought fully into the IT'S SATANISM hype, insisted on sitting and watching the first session. about an hour in, she threw her hands up and yelled 'THIS IS JUST MATH' and stormed off"/END ID]
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"Where'd the pup go?" ---- Ran out of draw juice for this piece, but wanted to at least color Rievers outfit since I haven't drawn him clothed before daksdaslböl
His sword is a old old old greatsword that he has used the shit out of and havent bothered to sharpen in forever. Still works perfectly fine as a brutal beating stick
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dnd character idea; warlock that calls their party "chat" and their patron "mods"
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Instead of being ontologically evil, orcs are ontologically tsunderes. They're only invading so you don't think they like you.
Baka.
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Idea: when fighting a werewolf, cast Invisibility on them!
Possible benefits: if moonlight isn’t shining on them (it would go through without reflecting) they might turn back into a person.
Possible downsides: invisible werewolf.
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Oh look you could literally play DND with this, people, and a smartphone (rolls dice for you if you ask Big G, I assume Siri too). People are really optional too if you dream big enough.
Here is a free pdf of the players handbook
Here is a free pdf of xanathars guide to everything
Here is a free pdf to monsters manual
Here is a free pdf to tashas cauldron of everything
Here is a free pdf to dungeon master’s guide
Here is a free pdf to volo’s guide to monsters
Here is a free pdf of mordenkainen’s tomb of foes
For all your dnd purposes
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springtime
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Githyanki Portrait
Art for Baldur's Gate 3
Art by Arthur Varenev
#arthur varenev#art#concept art#fantasy#forgotten realms#d&d#baldurs gate#bg3#baldurs gate 3#baldur's gate 3#Githyanki
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Hearthfire Health and Resting Overhaul
Artsource
TLDR: You can solve nearly all problems with D&D's powercurve (and a lot of other problems beside) by limiting the overall hitpoints your party gets, basing it off profficency bonus rather than character level.
If you’ve played anywhere close to as much d&d as I have, you’ll notice the game tends to play best at levels 3-8. Lower than that feels like being trapped in the tutorial, with players denied the majority of their interesting character options and the DM having to use kid gloves or else risking a party wipe. High level play invariably breaks down as player abilities trivialize most encounters, forcing the DM to reach deeper and deeper into the monster roster to provide adequate challenge, making more work for themselves in the process. There’s a definite sweetspot, and like anyone with a head for game design I want to widen that sweetspot to encompass as much of the game as possible.
As is typical of someone who’s into game design; I’ve bit off more than I can chew, deciding to build several interlocking rules changes/subsystems that I think will help me make the game function more like I want it to. This isn’t going to be for everyone, but if you’re feeling the need for a rules lite overhaul to rebalance how you plan encounters/ the rigours of adventure, this might be for you.
Here’s the overhaul in short form:
Character HP is determined as (Max Class HD + Con modifier) X proficiency bonus. This means they keep the same Max HP throughout the tier (1-4, 5-8 etc)
This means that low CR enemies stay relevant for far longer, making encounter building more reasonable. Likewise this prevents mid/high CR enemies from being trivialized. It allows you as the DM deploy mundane threats ( a steep drop, a detachment of city guards, the threat of a building catching fire) as legitimate challenges well into the later chapters of the campaign.
Temporary HP can be gained from using improved provision consumables (including those harvested from monsters), or by resting at inns and better establishments in town. A hardy, homecooked meal gives the party the strength they need to take on greater challenges, far more than a diet of salt pork & hardtack. In rare cases permanent HP boosting items can be sought as treasure.
Long resting in the wilderness is more difficult, requiring the party to find a safe campsite and spend provisions. Making sure they don't burn through these finite resources before encountering the real challenge makes for a great resource management challenge to go along with exploration based gameplay, acting as an informal ticking clock.
First, A small Testimonial: I've now tried this system with four different groups, and while there's still some bugs to work out I can say it feels a lot closer to my ideal form of d&d than the baseline rules. Planning combats is SO EASY, and I can actually scare my players with big monsters again. I've dropped the weird XP calculation and I can now use the group's level as a budget for medium-challenge combat encounters. Lower HP totals on both sides keep fights fast and punchy, which means I can fit more of them into a session, getting more progress through a gauntlet of challenges. While considering implmenting this system, I also encourage you to take a look at some of my combat hacks, which help to supplement fights the same way this system is meant to supplement exploration.
PROVISIONS: In order to get the benefits of a long rest while travelling you need 1) A place to set up camp that's not exposed to the elements 2) To spend a use of your provisions
Rather than beancounting individual servings per person, provisions are tracked through "The provision die", an abstract representation of what your party has left to eat that ranges from a d4 to a d20. This works off a depletion die system, meaning that every time provisions are used (generally once per night) you roll the die, and if it's a 1 or 2 it shrinks a size category. If it shrinks while it's a d4 the party is officially out of supplies and starts taking levels of exhaustion.
The base price or provisions is 5gp for a d4 depletion die, larger sizes of die may be bought based off the linked chart.
Alternatively, provisions (of an enhanced rarity even) may be salvaged from a monster, dungeon meshi style.
Without the extra carrying capacity from a bag of holding or wagon, the party's provision die is limited to a D6. Going offroad is tough, requiring characters to live off the land.
Living off the land generally requires a survival check with a DC based on how verdant the area is. Failure can mean a lack of finding anything suitable, or a delay in trying to acquire necessary provisions.
Features that can keep people fed like the outlander background or goodberry spell prevent the exhaustion buildup but still do not allow a long rest.
If ever the party is traveling for a week or more between settlements, their provision die drops by one size, regardless of how many times in the week they've rolled.
A party can buy better rations (consumable) or improve their camp gear (permanant) in order to gain temporary hitpoints when they consume provisions. A common upgrade will get you 2 class HD in temporary hitpoints, an uncommon will get you 4, a rare upgrade will get you 6. Enchanted camp gear (such as high quality tents, enchanted cookwear, rare spices) may also grant other bonuses when provisions are consumed, such as resistance to weather effects, bonuses to saves against fear, or even inspiration.
HAVENS: If the party is sticking in one place for a while it's likely that they'll be doing so in a Haven such as a tavern, outpost, or perhaps even their own bastion. Havens are rated on the same rarity system as camp upgrades and provisions are, which determines their overall level of quality and the amount of temporary HP they bestow per night.
As a guideline, if the party has to pay to stay in a haven, it costs 1sp per person per night for common accommodations, with the associated rarity price jump: (5 silver for uncommon, 5 gold for rare). Many inns have varying levels of accomidation, so some party members might chose to spring for greater amounts.
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