New answers tagged

-1

I agree with the concern, largely because it bothers me that combat can be treated as a place where calm, methodical calculations have any place. I mean, sure, it's part of the genre where you're optimizing things numerically all of the time (who's going to keep their +1 sword after finding a +2, just because the +1 is prettier or was given to them by their ...


1

Have the spellcaster's player drop a d6 onto the map from 20-Dexterity inches height. Where the die lands is where the fireball detonates.


3

Reporting back on our experience: Allowing this works fine I house ruled as follows: Using a Bonus Action as your regular Action You may "demote" a bonus action and do it during your regular action. You may not use the same type of bonus action twice in the same round. The rule against casting two spells in a turn (unless one is a cantrip) ...


3

Here's one option: The wizard can point to any square they like, and the fireball is centered there, just like the spell implies, but there's nothing to say they have infinite time to figure out optimal placement -- in reality people are moving, distances are hard to judge, and so on -- if they have to stare at the map and start counting squares, then the ...


4

If you are tired of pin-point accuracy, I would suggest you stop using a grid system. In my experience, it's fairly easy to switch to a non-grid system while still using minis. Actually in one of my campaigns, we frequently switch between them, based on the level of sloth we're feeling. Ultimately, it's up to you as DM to facilitate this change. So, why ...


3

House Rule Suggestion: Firing into Melee For the last few months my group has been using a house rule for 5e we've called, "Firing into Melee". It adds two rules Two creatures are in melee if either has attempted to attack the other within the last round and neither creature has moved since then. An area effect (be it spell, attack, trap, or something ...


17

In the earliest rules, Chainmail with its Fantasy Supplement (Gygax & Perren, 1971), the fireball referenced the catapult rules for its mechanic. That includes the following optional rule (2E, p. 10): Fire Optional: Roll two different colored dice. One color is for an over-shoot and the other is for an under-shoot. To decide which number ...


4

This only addresses a small part of your issues. The part that jumped out at me was taking out an enemy who was in melee with an ally. A simple extra rule you can apply is to say that in melee characters aren't always exactly in the place the grid specifies. Give any character actively in melee with someone affected by the fireball a chance of being ...


23

Boy, so many people lining up to tell you "don't do it that way it's badwrongfun!" I'll offer a differing perspective, which is yes, absolutely, do it, it has the desired effect without completely "nerfing" or "ruining" anything. I shall offer up experience and not pure opinion to demonstrate this. I did this during all of my AD&D 2e days (a decade) ...


5

As a DM, it appears from this (non) problem that you are missing the point from two directions. Taking the adversarial position, you versus the players. That isn't what this game is. Your efforts are somewhat like a good teacher or a good coach: give your players challenges of increasing difficulty so that they grow. The players aren't playing against ...


4

There are basically three options here. RAW: Don't ignore the part of the spell description that indicates that the environment is affected by the spell as well. I.e. It ignites flammable objects in the area that aren’t being worn or carried. Meaning, sure the spell may not affect the player directly, but perhaps it burned the rug the ally is ...


1

The "what to do" If I wanted to achieve the unpredictability you asked for and wanted to make casting a fireball right next to allies more dangerous, here's what I'd do. Have the wizard roll to hit the square he wants to be the center of the spell, and if he misses the relatively low AC (or just if he fumbles, which makes the fireball still somewhat ...


3

When my players try to do something tricky using a spell, sometimes I ask them to make Spellcraft checks. "You're trying to throw a fireball to hit this one guy but not the guy standing next to him. I need a Spellcraft check, and if you fail you hit them both. Does that work for you?" My players seem to take that pretty well. (This does tend to result ...


38

This meta-game accuracy is a purposeful feature of using the optional grid rules — that kind of tactical detail is the whole point of using a grid. An obvious alternative that eliminates miniatures-based player precision is to not use the optional grid rules. There's some discussion of imprecise AoE handling on DMG page 249 (in short “make a call, consult ...


9

A fireball is in D&D what artillery is on a battlefield. Just like intelligent soldiers know how to deal with artillery, intelligent monsters know how to deal with magic users. Continuing the military analogy there are basically five techniques: Dispersal, so that AoE will strike a limited number of combatants Cover, using natural or manufactured ...


12

Prepare for a long answer... This is, ultimately, a sign of a flaw in your enemy tactics, not in the player's use of Fireball. Wizards are scholars with years of study and practice under their belt. Sorcerers literally have magic in their blood, a part of their very being that they have grown up with and come to know as well as any part of their body. So ...


59

Well, I don't think I need to tell you that it's within RAW, per the spell description of Fireball [emphasis mine]: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire ...


2

While a point-buy option is certainly a possibility in any RPG, Maid isn't one that lends itself well to it. The rules in general focus fairly heavily on randomization and character-impermanence. Chaos is meant to be part of the fun. Naturally, you can run a more "serious" game (relatively speaking), but keep in mind what the game is based around - anime ...


0

You've asked for house-rule suggestions in addition to RAW, so I figure I may as well chime in with how I tend to think about running these things in my own games. Note that the following material has not been actively used in play, as my players have little interest in magic, but has been made available to them. (Further, this is heavily inspired by content ...


7

Yes, Pathfinder recomends that The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. But the corresponding section in PHB 3.5 reads only A wizard also can research a spell independently, duplicating an ...


3

The spell level * 1,000 gp price is a abstract representation of the resources required to research a spell. Nominally you are paying for the materials and equipment gathered and built by somebody else and then spend the time use it to develop the spell. If the character is willing to spend even more time then it is plausible that he gathers those ...


11

So, after this question pointed me at that hack, I convinced the group I GM for to try out a campaign with Descriptive Damage. I'll describe our experiences so far, though they should be taken with three caveats: (1) all of us are still comparatively new to Dungeon World, so things might play out differently with a more experienced group (or at least a more ...


1

I house-ruled it like this before: Some arrows are definitely lost (shot straight into a wall, sunk in the river, carried off by the wounded target, etc). Those that can reasonably be retrieved have to be found. Make that an Intellect check with difficulty and duration according to circumstance (hit vs miss, lighting, flora, ...). If appropriate, randomize ...


4

Potions In D&D 5e the rules for potions (located in the DMG) most closely mirror the desired effects you want. Any class can use them, but it is generally either a time-limited effect or it has some drawback (causes addiction or another of the madness conditions, requires a Con save, or causes a negative physical transformation). Also there is a list of ...


6

I'm not sure if you'll be able to gracefully staple the 2 systems together -- they're both quite different, with CoC placing more emphasis on weaker characters than D&D's heroes. I also think that Dan B's answer is spot on, in some ways. Including a sanity system can easily cause some players to screw around with it. My personal experience in ...


11

My background: I've run some adventures using insanity themes. I once had a character who used insanity-magic and was about to go insane, when his player decided the campaign was too dark for him and stopped showing up at my table. I once had a character who used insanity-magic and went insane on purpose because he wanted to kill the party and destroy the ...


-4

If I were to implement a system such as you proposed, I would limit the spell's available to the warlock class, for 2 reasons. 1) the warlock and their spell's are already flavored appropriately for the setting you are borrowing from. 2) the mechanics of how the warlock gets her spell's are similar in many ways being granted by eldritch beings. For the ...


5

Paladin Since the paladin needs the biggest leg up, I’m going to just recommend this knight-paladin homebrew fix. It’s awesome, and should slide the paladin to right about where this party wants it. The concept of the class is to mix the paladin and PHB2 knight together, since they are two very similar classes that are both just a little disappointing. It ...


4

Persuade the Paladin to be a crusader instead. The crusader is a holy warrior whose role is a tank with minor healing abilities. Roleplay wise, they can be played the same way as a paladin. This will give the player options in combat, put them on par with the rest of the party, especially the warblade, and give them a class that is effective no matter what ...


0

A few years ago I read an interesting topic: https://forum.rpg.net/showthread.php?676099-B-X-Misadventures-in-randomly-generated-dungeons https://forum.rpg.net/showthread.php?686509-B-X-Misadventures-Fellowship-of-the-Bling-Volume-II That is NOT D&D5e but I still think that it could be useful for you. Those references - is AP-tread that is centered ...


4

It doesn't come up much, but I generally rule that if you're in combat or otherwise working hard, you can hold your breath 1+ con mod rounds, not minutes, then you have to breathe. If you can't breathe at that point, you start suffocating, which is handled as written. The 1+ con mod minutes is if you have time to prepare (deep breathing and such) and are ...


10

In my campaigns, I rule that every round you take an action or move, you use an extra round of breath. If you do both, it costs you 2 extra rounds. My players have enjoyed the added tension this brings to what would otherwise be a fairly safe situation. As far as impediments, fighting underwater already adds plenty of those, so I don't see a need to heap ...


3

There's an overall balance factor between HP and death saves. Removing the death saves really makes the PCs HP quite low. Monsters tend to get a higher relative HP because we don't really expect them to use Hit Dice on short rests. When a player gets to zero HP, we expect to have a round or two to heal them or just finish the fight and let them spend Hit ...


24

I have experience playing the low levels. I can briefly summarise the impact as follows: It will make encounters much harder. With many characters dying in combat, and possibly a few total party kills as well. This can be demoralising, but some players might be up for it. But something perhaps easily overlooked is that it removes a wonderful suspense ...


13

At 1st level, a single critical hit from all but the weakest monster can reduce a PC to 0 HP. For example, kobolds (CR 1/8) do 1d4+2; that's a maximum of 10 on a critical, fighter types should survive - most others are at 0. Hobgoblins (CR 1/2) do 1d8+1 plus 2d6 if an ally is within 5 feet of the target, an average of 25 and a maximum of 41 on a critical; ...



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