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Cake day: July 20th, 2023

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  • It’s pretty difficult to build a 5e powergamed character without homebrew or playtest content. I’ve genuinely never seen a build I’d consider so wildly out of whack from the rest of the party, even concepts people have made, and even then, they require specific magic items.

    I’d just give character targeted magic items to the weaker players to bring them to the powergamers par, while rewardinng them with socially interesting magic items then sharpen the teeth to my monsters a little.










  • The biggest thing I’m looking forward to in the fediverse is integration like this, I’m not tech savvy enough to know if it’s viable but open source software that’s designed to communicate with other instances feels like a perfect place for things like this to develop.

    Ikeeo seeing things on Peertube, Lemmy and Masterdon that would suit integration with eachother, particularly when it comes to showing the Lemmy comment system under other parts of the fediverse.



  • I do feel that slowly, edition by edition, D&D is moving closer to it’s recourse management being tied to it’s round based action economy which I actually enjoy.

    As a player, it’s already pretty easy to play this way, before counting subclasses, the rogue has literally no abilities that are limited by anything but once per turn, and if you pick some fun narrative spells as warlock and rely on invocations and eldritch blast, you can be totally effective without any resource management. Both of these exclude hitpoints of course but that is a pretty reasonable resource for a combat focussed fantasy game.


  • Khrux@ttrpg.networktoRPGMemes @ttrpg.networkDragon Slander
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    7 months ago

    I’m a bag fan of bright effects that disproportionately impact creatures with dark vision. This could be a cool effect for an angels celestial light, basically pushing you to avert your eyes Vs a con save against blindness, with either disadvantage to darkvision creatures or perhaps an alternative effect (change that blindness to disadvantage on ability checks and reserve the blindness for the darkvision having creatures).

    I also think the fact that pitch black actually just gives a lot of disadvantage, keeping it to a room or two can be a lot of fun, if used sparingly.




  • A very simplified version would be this.


    Ring of uncanny defense Rare, requires attunement

    Once per long rest, when you are hit by an attack that is not a critical hit while wearing this ring, you may use your reaction to cause that attack to miss and all future attack rolls that are equal to the first roll also miss. This benefit lasts until you finish a long rest.


    This is a little stronger as it comes with an automatic damage negation, but it guarantees it will see use once per day if you use it. It also negates rolling dice which consumes a deceptively long amount of time if you introduce a lot of effects that do this

    Currently it seems to specify that you roll the 1d10+5 when you attune. If you know that your average enemy has a +5 to hit, the tactically smart choice is to keep re-attuning until you get a 15. However if you move that to be triggered as a reaction, then the tactical playoff is still waiting for a common value to come up but also potentially choosing to negate a dangerous hit on an attack that’s unlikely to come back up like a 28 is a alternative tactical option.





  • If you do make that change I’d really recommend playing a couple of oneshots between the switch with totally different systems. I’m finally exploring different TTRPGs now and it’s made me realise I was doing the equivalent of only watching one franchise film series with all of cinema available.

    I’ve had a killer time with FATE, City of Mist and Blades in the Dark.
    I’ve absolutely loved narrative heavy oneshot games like Alice is Missing, For the Queen and Ten Candles.
    I’ve enjoyed collaborative worldbuilding games like The Quiet year and Microscope (or anything else made by Ben Robbins), although I do think these are best to build a setting to play in because they leave some specific itch unscratched.

    You know what your players like, I know mine are split between wanting to feel like they’re devising a story that would make a good show and the other half are looking to be emotionally ransacked, so story heavy games that put the worldbuilding and decisions in the hands of the players is perfect for me.