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Cake day: June 2nd, 2023

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  • My 2 cents is that at the low levels, players need a bit of a buffer. A Lvl1 wizard with +0 CON can be one-shot by a goblin rolling a crit, to say nothing of the bugbear boss of the first encounter in Lost Mines of Phandelver (many people’s first introduction to DnD 5e)

    So minor selective fudging to keep the characters alive long enough for them to at least be wealthy enough to afford a Revivify seems like a small and harmless enough concession to me



    1. Use the maximum HP possible from the dice instead of the average given (eg. 6d12 = 72 instead of 39), or at least a higher portion of the maximum quantity

    2. Increase AC

    3. Give it extra damage of a different type

    4. Give non-lair monsters lair actions, and give monsters with lair actions an even stronger lair action they can use when below half-health. Same with legendary actions

    5. Look at older DnD editions and see if the monster or any similar monsters have extra abilities you can add

    Edit: I should have specified that these are in ascending levels of difficulty for the DM, but are also more interesting



  • Rudee@lemmy.mltoRPGMemes @ttrpg.networkPlease chill
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    10 months ago

    I know I’m a downer sometimes, but those

    “Roll to shake hands with the captain of the guard. [Nat 1] You slap him in the face. You’re all arrested”

    annoy me to no end. The point of rolling is to simulate the possibility of failure for difficult tasks, not for everything you ever do