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1

I've been experimenting with a shonen (Dragon Ball Z, Naruto, One Piece, etc.) version of roll for shoes, and I've been going with a stun system based on how much someone loses a 'defense' roll. 1-6: Down for one exchange 7-12: Down for two exchanges 13+: Ko'ed until end of fight, dead if appropriate/player wants it. This version assumes that time works ...


2

We had two long (8h) session where we tried the facing rules, once on squares and once on hexes. The players were a Death Cleric, a Vengeance Paladin, a Bard, a Blaster Warlock and a Psion Mystic (from the Web/UA). We did not notice any specific problems or disadvantages to specific classes, and the fights were quick. It did allow me to do some nice ...


1

Q: Is there ever a situation where the DM ought to keep track of a player character's hit points, and not reveal it to the player? TL;DR: Yes, with a few caveats, to reap the benefits of increased immersion, suspense, and sense of danger / uncertainty. From my favorite example ... some points to make it successful. 1. Small Party Size We played ...


2

Casts Raise Thread Bird companion can be made pretty good, if you invest in it: 1: At 4th level, use the option to take +2 Dex & Con instead of the listed upgrade. Sticking with that means weapon finesse stays good and you just get more AC / Initiative & reflex for your evasion. Net attack roll goes up instead of down ;-) ALSO... 2: Get it an ...


10

Here's the definition of Line of Effect: is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight. A line of effect starts from any corner of your square and ...


-6

Line of sight - I see you on the street while sitting down eating by looking through a window. Line of effect - it ends at the window


3

You could use "Secret ink glasses" : you mark the traps on the map with invisible ink, then put the glasses on, and you're the only one that can see traps ! Pretty fun ;) It's called polarizing ink, you can see an example here : Polarizing ink and glasse video example - Youtube


7

Don't control the mooks individually, split them into groups. A group of mooks can act on a single initiative card, move together, and attack together - and because they're Extras, you can roll their attacks simultaneously as a dice pool. For example if you've got a group of 5 soldiers with Fighting d6, move them all at the same time and then roll 5d6 to ...


3

A very simple approach, which I'm surprised no one has suggested yet, is to simply not decide in advance. Say there are 100 squares, and you want to have 10 traps. So whenever a PC moves to a square they have not been on before, roll a d20, and on a 1 or 2 they stepped on a trap. Problem solved! Or say there are 5 pit traps and 10 spike traps. Now 1 or 2 ...


1

While Erik has an excellent idea I think it should be taken farther: Once someone gets the idea that the floor markings are the guide it's simple enough to only step on squares with a symbol a kobold stepped on, or on squares which it's apparent a kobold must step on because they have no choice at that point. (A kobold retreats into the room, the symbol on ...


0

The easiest way to do this with the least amount of prep time and game time is to use Roll20 and note the squares where traps are located using the drawing feature and the GM information overlay (which is invisible to the users). I frequently use this for things like trip wires, pit traps, falling stalactites, snares, etcetera. Pros: You don't have to ...


0

Ask him what character he wants to play. Would he like flit around in the middle of combat but is scared to because he's too squishy? Does he WANT to be a "hide in the shadows and snipe enemies" character, but isn't getting mechanical rewards for that? Would he like to have more infiltration outside combat, but the group is fairly combat focussed so it's ...


0

The rogue is not just a product of fantasy mythology. It is not defined by its thematic flavor of skulking through the darkness, sneaking up on enemies and surprising them, stealing treasure (or keys) from under people's noses, etc. Nor is it defined by the D&D 5e rules of sneak attacks, hiding, lockpicking, etc. It is much broader than that. It is ...


8

I've used a "Minesweeper" strategy for this to good effect. To use @Lunin's example: |T 3 T| | T | |T 4 T| | T | |T 4 T| | T ========= |T 4 T T T | T 4 T 4 T 4 T |T 3 T T T =============== Instead of the numbers, I drew a star-like pattern with a point pointing toward a trap (and a dot in the center if that square was ...


1

Assign coordinates to your map. Mark one side with letters and one side with numbers. Track, in your gm notes, which squares have traps. For example: E8: Snare G6: Pitfall Alternatively, use graphing paper as a smaller representation of the map in your notes, and mark the traps and other hidden things on there. Just cross reference as you play.


58

How do the Kobolds remember which parts are trapped? Basically, this answer is about weaving the Kobold's own marking system into the narrative. It does assume you draw your own maps and don't use Dungeon Tiles or anything. Obtain 6 or so pretty looking symbols (they don't need to have meaning, but if they look Draconic it's bonus awesome) Mark every ...


15

This answer basically trades significant amounts of out-of-game prep-time in order to save in-game play-time. For a variety of reasons (but mostly because it’s horribly tedious), I have only used it a few times. The idea is to mark traps on the grid, and then cut up post-it notes and cover the markings. Have to make sure you have sufficiently-opaque post-it ...


11

I did something like this for a specific large passage in a dungeon in my game, the solution that worked well for me was to have trap placement dictated by a hidden pattern At first it might seem like this would be too obvious, but you'd be surprised how difficult it is to work out a pattern when you don't even know if there is a pattern in the first place, ...


3

Not trying to sidestep your question, but I think your goal can be accomplished without tracking each square. Track "Zones" In your notes, you could identify areas of the map that contain certain kinds of traps without specifying where exactly on the grid the trap is. When someone passes through a zone, just assign the trap a specific square. This might ...


2

I would consider marking each square with something, both the trapped and untrapped. You could also tie this visual to a feature, basically say "The blue dots denote the number of shallow pools of water, the dot is a pool, the blue is water. The dash means a tree root, the green means it is covered in ivy." Or whatever, but the idea is you could weave ...


0

Track which squares are not trapped. Unexplored squares then could be either trapped or not trapped (Schrödinger's trap?) depending on who steps on them first. Shaping the battle map to more or less suggest the path, like this stalactite to that stalactite, would be much easier than trying to memorize a couple dozen nearly arbitrary coordinates.


0

I suspect sniping was introduced to assist a ranged sneak attack, as ranged attacks cannot benefit from flanking or a feint. Even though the action is listed as None, it then states it's normally a part of movement. I suspect the intent was to be similar to drawing a weapon; free as part of a move, but a move action otherwise, but this isn't how it was ...


7

A pretty good percentage of monsters have DR. I have Hero Lab with all the various monster and NPC books loaded. When I use its Encounter Builder, I have the choice of 4169 monsters and pre-built NPCs. When I search for DR, I get 1555 of them that have DR. So "37%" is the short answer. It's not necessarily biased towards higher CRs - in fact, there's a ...


-1

Disarm The Disarm maneuver is the most accurate way to depict a strike against the weapon within the existing system as indicated by the following line. Weapons with wooden components that are the target of a Disarm Maneuver by weapons with a steel blade may be broken, at the GM's discretion. Obviously your GM can use his own discretion to extend this ...



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