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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/)SA
Posts
18
Comments
442
Joined
2 yr. ago

  • Here is my complete set of rules, but it's in french sorry. Feel free to translate it using Google The key is that it HAS to be tempting to use. Or the players will just ignore it entirely. Like the Deck of Many Things.

    Condition Dying

    Pas pour les NPCs, le but est de garder les joueurs en vie.

    Quand les points de vie atteignent 0, le personnage tombe Prone et devient Dying

    Au début du tour, on commence par les Death saving throws.

    Ensuite, le personnage peut soit :

    Bouger (prone = moitié de mouvement). Coût : gratuit

    Parler en mourrant. Coût = gratuit

    Action. Coût = 3 niveaux d'Exhaustion

    Bonus Action. Coût = 1 niveau d'Exhaustion

    Réaction. Coût = 1 niveau d'Exhaustion

    Il n'est pas possible de se relever.

    Exhaustion :

    Sur les d20

    1 = -1

    2 = -2

    ... ...

    9 = -9

    10 = mort

    Récupération

    Premier short rest = - 1 Exhaustion

    Long rest = - 2 Exhaustion

  • Contact Other Plane is also one of my favourite spells a player could take at my table. It makes them get lore questions answered for practically nothing.

    I even turned the spell into a small sidequest where he goes to the same entity everytime, trades memories to it in exchange for it digging informations better than what the spell normally provides.

    It's why it's better to say Yes and rather than No

  • I think its fair that if your players do something that breaks your campaign in half, to say : guys, we can do this, but if we do then I have to redoe everything I have prepared. Would it be ok if we didn't please ?

    But that is also why I rarely prep more than 3 sessions in advance. The more you have prepared, the more youll be tight with player freedom or loose more.

  • Yup. For one spell once per day. To relativise, they are level 14 now. So it's not like they didn't had access to 15 different game breaking options. But I was sure that the character would die... for like 1 session before one of the 5 ways of bringing someone back to life would be used.

    It is hard to make a decent challenge for high leveled players. If I can make them nervous, even if they win easily I call it a DMing win. And I certainly managed that last night so I'm fine with it.

  • I am currently trying the xp to level 3 unconscious rules and its going decently. I had to change it a bit, but it allows players to do actions even at 0 hp for a price. Hard to test since they are over level 12 and they are hard to hurt.

    If you drink a healing potion outside of combat its full effect.

    Bottled inspirations. They get one in their inventory if they still have one.

    Present players play abseetees and get xp as a reward, so I dont redo encounters 10 minutes before the start.

  • Step 1 : post about the game with every info I would like to know as a newcoming player Step 2 : a form to weed out people not interested enough to fill it and with a few questions about their style. Step 3 : vocal interview. A must ever since I okayed a player per writing and found out at session 1 that their voice was so fucking annoying to me. Step 4 : session 0 where you check if everyone is on the same wavelenght or not and where you set your boudaries abour your table Worked pretty well for me.