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I rolled a one on stealth, that's a total of... 26.
  • Only for attack rolls. Ability checks and saves do not crit fail (or succeed) and reliable talent treats rolls for ability checks that add proficiency bonus as 10 at the lowest regardless, so even if a 1 were a crit fail, it wouldn't matter.

  • When it comes to rules, what makes you say "I recognize that the council has made a decision, but given that it's a stupid-ass decision, I've elected to ignore it"?
  • It tends to make more sense in mid-to-low magic campaigns where the item you want might not be readily available, but 5e's rules around magic items are notoriously underbaked. The reason they gave is that 5e is built around not needing magic items, but I've never played a game that doesn't use them.

  • Time to solve the housing crisis...
  • Good. Sorry to every mom and pop who treated housing like an investment, but at least you still have the house. Hope they slash the market 90%. Hope everyone who's been waiting for a decade gets a place to live. Hope opportunistic landlords choke and go bust when they can't pay three mortgages on their tenants' salaries anymore. Housing is a human right.

  • Workplace well-being initiatives don't boost employee mental health
  • It's the thing that bothers me about the obligatory 1-on-1s we do every month with our supervisors, asking "On a scale from 1 to 10, what's your stress level? Are you dealing with any personal issues?" And the one time I pipe up and say, "Yeah, they raised my rent $300 and it's putting strain on my budget." The response was "Do you know anyone who could move in or that you could move in with to alleviate that?" I haven't gotten a raise in two years. Fuck this shit. Don't act like you care.

  • House Rules

    What kind of rule changes have you folks tried at your tables, and how have they worked out for your games? Good? Bad?

    Two of the houserules I implement for every campaign I run:

    1. No multiclassing until after 5th level, and no further multiclassing unless you have at least 5 levels in all your existing classes. I do this for two reasons, the first being to ensure that every character has access to extra attack/third level spells and slots/some other equivalent before they start dipping elsewhere, and to keep the munchkins at my table from taking multiple 1-3 level dips into classes just to set up a niche wombo combo. Even then, I'm pretty stringent on what I'll allow from a storytelling perspective - I want to know what motivates your Paladin to dip into Warlock besides getting to use CHA for attack and damage modifiers.

    2. Instead of an ASI or a Feat, every ASI level gives a +1 and a feat. My players and I like this rule because it allows them to pick something fun at those levels instead of feeling obligated to dump straight into the primary stat, and encourages grabbing those fun half-feats like Actor or Linguist that would otherwise go by the wayside.

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    InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)LO
    LoamImprovement @ttrpg.network
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