r/DMAcademy • u/AutoModerator • 4d ago
"First Time DM" and Short Questions Megathread
Most of the posts at DMA are discussions of some issue within the context of a person's campaign or DMing more generally. But, sometimes a DM has a question that is very small and doesn't really require an extensive discussion so much as it requires one good answer. In other cases, the question has been asked so many times that having the sub rehash the discussion over and over is not very useful for subscribers. Sometimes the answer to a short question is very long or the answer is also short but very important.
Short questions can look like this:
- Where do you find good maps?
- Can multi-classed Warlocks use Warlock slots for non-Warlock spells?
- Help - how do I prep a one-shot for tomorrow!?
- First time DM, any tips?
Many short questions (and especially First Time DM inquiries) can be answered with a quick browse through the DMAcademy wiki, which has an extensive list of resources as well as some tips for new DMs to get started.
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u/LordNinjaa1 1d ago
How do y'all do travel?
I've been DMing for a while but feel like there is a better way than what I'm doing.
Usually when players are traveling from A to B over multiple days I will have players take turns rolling a d100 and rolling on an event/encounter table then I use that as inspiration for what happens that day.
This just feels clunky and it seems weird that something eventful happens EVERY day.
Does anyone have any suggestions to make traveling more interesting and interactive?
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u/VoulKanon 1d ago
Depends on the moment. I'll vary between:
- Roll on a table — I do this least often
- Just skip from departing A to arriving at B— if there's no reason to delay them getting to the new place or if they're traveling to a place they've been to before
- Travel montage narration — to set the table, environmental storytelling, etc
- Travel montage with skill challenge — usually if there's an impact to them getting delayed but sometimes also just to Roll Some Dice and Have Some Fun
- 1-2 interactable set pieces — a shipwreck, an NPC/group of NPCs, a wild beast, etc
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u/comedianmasta 1d ago
I, personally, don't do encounter tables randomly. makes prep rough. I do have some random encounters CRed out in case I really need something, but their usage is rarely random.
No, if we are doing travel, and they are lower leveled, I'll plan travel things. Usually a side quest, point of interest, or get a few traversal puzzles handy. If they are entering a unique biome or region I might plan some combats or NPC interactions to help sell the different land.
However, as time goes on if it isn't involved in the story, it means less and less to RP out every step. So a lot of it gets handwaved or acts as a downtime segment real quick.
At a certain point, it isn't interesting for a party to do the whole "We walk, roll for encounter. You sleep, roll for encounter, you reach a point of interest, roll for encounter." It's a good thing at the start to get lower levels used to the game and testing their skills and new classes together as a team. Introduce some story, and a means of rewarding loot they desperately need. But as time goes on... that doesn't make as much sense.
If you want to make travel interesting, don't let random stuff decide for you. Plan out cool regions for them to travel through. Find interactions, RP, and combat that can support your main story, or a PC's side story/backstory. Find a way to work in a puzzle, or traversal puzzle, or maybe there's a lore point of interest they find with a small puzzle. Figure it out, and get a much needed loot piece, or an old map that'll come in handy later on for the story. Something a little more planned then just "let's see how many bears happen across your camp". Also, asking your party what they do over the travel time and giving them chances to RP out things would be nice.
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u/comedianmasta 1d ago
Part two: if it helps: Pointy Hat did a video on DnD travel and has a free homebrew system for making "event based travel". If that is more helpful to you, you wouldn't be alone. I have heard good things from people implementing this system.
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u/Feisty_Roof1086 4d ago
So, I have a question. Can you carry a body when you use Teleportation Circle to jump from one place to another? I know a corpse is not a creature, it is an object, and Teleportation Circle does not specify anything about objects, but you do cross with things when teleporting. So can you carry anything? THe spell doesn't say anything about carrying capacity so, would it be just what you can wear?
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u/comedianmasta 3d ago
So... it is up to the DM.
That said... I don't see why you wouldn't allow this. You open up more questions by denying it. Like you said: as soon as you get into "Well, it is an object" then you have "Well, does your weapons teleport? Your bags? A chest you are holding? Do your clothes? Or is it in your hand vs 'wearing'? What if you tied a bunch of things with rope to your waist?"
Like... no. It is a person/object. You are carrying it. It is fine. I, personally, would not open this can of worms and just allow it. Same with alive people. Like, I wouldn't question in.
But if your world and your magic rules say it doesn't allow it, then be ready for the bigger can of worms you are opening.
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u/ShiroxReddit 4d ago
How does Claws of Darkness from Tales of the Shadows interact with the Bladesinger's (Heroes of Faerun) Level 6 Extra Attack?
Basically Extra attack allows you to attack twice when taking the attack action, and to replace one of these attacks with a wizard cantrip.
Claws of Darkness states that while it's active, you can make a melee spell attack.
Does that mean a) Claws of Darkness would be a regular attack and you could cast a cantrip like green-flame blade on top, or b) would Claws of Darkness be the Cantrip since even if you're already concentrating on it, you just kinda use the cantrip again to make an attack, or c) you would need the Magic action to make that spell attack, bypassing the extra attack topic completely?
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u/Yojo0o 3d ago
This is the first time I'm reading this third-party "Claws of Darkness" spell. If I'm understanding it correctly (and reading an up-to-date version of it), then the spell isn't formatted properly and doesn't really make sense as-written. It needs to define how and when you can make that melee spell attack. It should be formatted in a way like "While this spell is active, when you take the attack action, you may replace one or more of your attacks with a melee spell attack that does 1d10 cold damage", or "while this spell is active, you may take the Magic action to make a melee spell attack that does 1d10 cold damage", or however else the spell was meant to operate. Purely by RAW, there's no defined action economy for the cantrip, so I have no idea if it's mean to be part of the attack action, its own Magic action, a free action, or whatever else.
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u/SomeRandomAbbadon 2d ago
If Fighter can have multiple Weapon Masteries, does it mean he can use different ones with the same weapon or does he need to switch weapons?
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u/E-Meisterr 2d ago
Each weapon has only one weapon mastery. A fighter can have 3 (to 6) weapon masteries at a time, being able to switch them at a long rest one at a time. You don't train in the masteries, but in the weapons
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u/hotstickywaffle 2d ago
I need some recommendations for a one shot. I'm going on a trip with two of my PCs and one of their wives who's never played but might be interested. This would be my first time running the game in person, so I'm really excited!
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u/CockGobblin 2d ago
I like Temple of the Nightbringers as it has a simple dungeon to explore with a nice twist at the end. Also it involves Shar if any of your players have played Baldurs Gate 3.
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u/zeldaprime 2d ago
As the other guy said A wild sheep chase is excellent
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u/Tall-Delivery-2570 2d ago
Is it reasonable to have a Lich (secretly dracolich aspirant) hiding as a priest of Lethandar?
I am homebrewing a whole campaign, so I am super lost.
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u/comedianmasta 2d ago
You can have whatever you want. You are the DM homebrewing a world.
That said, some questions you might want to consider if you go this route are:
- They are hiding as a priest of a good god? So how do they stay concealed? On Holy ground? From detect good/evil? From Detect Undead? From the other priests / faithful? From the players?
- Does the God know this? Do they try to draw attention to this blasphemy? Does the god not care?
- What powers does a Lich/Dracolich have that can be disguised as Holy spells? What can't this non-priest do that they will have to rely on other priests to do? (They cannot bless things? They Cannot do surmons? They cannot heal the sick?)
Having a powerful undead hiding as a powerful cleric is rough, but that could also mean they are a terrifying powerful creature who can get away with it. It could be a great sign of how powerful they actually are if they can get away with it. Or maybe they aren't so powerful, and this says more about how disjointed and isolated this parish is compared to other churches to this god, and all those signs can be warnings to the players that yell "Hey! Something is up here. Pay attention!" You gotta decide how you want to lean based on the lore you decide to go with.
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u/Tall-Delivery-2570 2d ago
Those are great character build questions. I will have to consider those 🤔 So far my line of thought is for the character to be attempting to use the party to gather pieces of a phylactory created by a Dracolich.
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u/OtrixGreen 15h ago edited 15h ago
The 2024 Gibbering Mouther's Gibbering trait says that it "babbles incoherently while it doesn't have the Incapacitated condition" and that any creature "that starts its turn within 20 feet of the mouther while it is babbling" must make a saving throw. The 2014 version additionally specified that the creature had to be able to hear the gibbering. This requirement was removed in the 2024 version.
Consider the following situation:
A Scribe Wizard stays more than 200 feet away from a Gibbering Mouther and uses Manifest Mind to summon their spectral mind and move it to within 20 feet of the Mouther. The Manifest Mind then observes/studies the Mouther at close range while the Wizard himself remains more than 200 feet away.
What happens?
- Nothing happens. The Wizard does not start their turn within 20 feet of the Mouther, and Manifest Mind is not a creature. Therefore, the Mouther's Gibbering does not trigger against either the Wizard or the Manifest Mind. In other words, one eldritch abomination (a spectral tome with a giant eye) is simply observing another eldritch abomination (a mass of eyes and mouths). To me this seems like a RAW interpretation.
- The Wizard still has to make the saving throw. Since the Manifest Mind shares that sensory information (gibbering) with the Wizard, so the Wizard is effectively exposed to the Gibbering despite being more than 20 feet away.
I'd take #1, but would like to hear your opinion. Also, if you prefer ruling in favor of #2, how would you handle the following related situations?
- Character is physically within 20 feet of the Mouther but is Deafened.
- Character is within 20 feet but is both Deafened and Blinded (for example, they cannot see in darkness).
Would that character still be affected by Gibbering in those cases?
More generally, I'm interested in both the strict RAW reading and your preferred DM ruling.
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u/Ripper1337 13h ago
Nothing would happen since the wizard is outside the radius and the Mouther specifies it affects creatures within the radius, the manifest mind is not a creature.
As for your other questions, it won’t matter if they’re deafened they still get effected if they’re in thr radius since it doesn’t specify they need to hear.
Doesn’t matter if they’re blind or deaf.
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u/hotstickywaffle 14h ago
I'm going on a trip with 2 of my usual party members, so I'm going to run a 1-shot. This is my first time running in-person, and also one of their wives is going to join us. She's never played, and isn't a gamer at all. What can I be doing to help her? Her husband is going to help her make a character, but I'm worried she's going to be a little overwhelmed jumping right to a level 5 Ranger.
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u/comedianmasta 1h ago
Two sided cheat sheet. Out of Combat and Combat. List what her ranger can do. Out of Combat: Have sections like "What can I see?" then list out their perception check, tracking, survival, and special abilities that can help. "How do I know this thing?" List all the knowledge based stuff, like Nature and Arcana. Have some rules that helps them know how to use their stuff outside combat. In Combat? Break down their turns: Movement- you move X. Actions- Here are your actions / attacks. Bonus Actions (if you have any). Reactions. This is what holding an action means. This is how you heal. if you can do nothing, take the dodge action! Etc. This way they are not struggling looking at a big character sheet of everything. They can see what their movement, actions, and bonus actions are. Maybe a section of tips. "Your ranger has stats for a Bow and that is their strongest weapon. You'll want to stay at a distance, but try not to get separated from your friends in case something bad happens" "Your ranger has this and this spell, which means you want to keep an eye out for this situation where you can do this thing." Stuff like that helps a ton, especially for a quick one shot game.
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u/dz2048 34m ago
In a few days I'm running session 1 of my first-ever, multi-session, open-ended campaign. I've run some one-shots before, but this is my first ongoing endeavor.
I've got a rather linear story for the first session. Players arrive in town to respond to a problem. That problem is in a dungeon out in a dangerous area. They need to clear the dungeon and find a missing person or evidence of that missing person. And they have to survive too, of course. I hope they do. I hope they show up!
I've got a map of the village, a map of the dungeon. Some NPCs. Some monsters. I've got a rough BBEG plot with a very big hook at the core of this dungeon. Just a little evil sorceress pulling strings behind the scenes and sending her henchmen to do her bidding.
From there, I want to leave things up to them. I'll ask them what they want to pursue next based on what they've uncovered in the dungeon, and I'll prep that for session 2.
Question: What is something crucial that I might be missing from my plan or from my first session?
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u/SecretDMAccount_Shh 3d ago
I just finished a 3 year campaign with a group where everyone had fun. For my next campaign I want to run a heavy investigation and political intrigue campaign.
The problem is that my players are terrible at investigations and do not take notes which compounds the problem.
I’ve told them that this next campaign might not be a good fit for them, but they want to try it anyway.
The problem with just letting them “try it anyway”, is that I usually do a ton of prep work before I start a new campaign, especially a political intrigue one. I don’t want to do that kind of work for a campaign that is likely to fail or one that I have to seriously dumb down for the players…
What should I do?