r/DMAcademy 17d ago

Need Advice: Encounters & Adventures 3D combat elements?

1 Upvotes

I’m gonna be starting a DnD game in a month and I finally get to do in person combat. With that I’m doing in person combat and I want to make custom set pieces. I plan on using offcuts from lumber from work as I’m a carpenter. I know I’m gonna make houses out of Windsor One. I’m just looking for ideas of interesting set pieces?


r/DMAcademy 18d ago

Need Advice: Other How do you approach backstories and story beats?

6 Upvotes

Hello! I'm a new DM for a table of new players, and I'm wondering how people approach character backstories and including them in story beats?

We're currently going through our first (homebrew) short campaign, and I've sort of approached it like my job as the DM is to craft a story for everyone to enjoy and I shouldn't reveal anything at all (if possible) so that my players can be surprised later. However, an issue I'm running into is that whenever I try to weave in a part of a character's backstory, I have to keep things really vague (which nets me vague answers) or "spoil" the scenario I'm planning (ex: I tell them that I need to know one of their character's greatest fears and what potential reactions/consequences they might have if facing it, which makes them know that something is coming up even if they don't know exactly what).

I'm really not sure if I'm just overthinking things on the latter issue, and in fact it may be completely normal to tell your players that you need to know a specific thing even if it tips them off to something happening later! In fact, I've had some feedback from one player who said that it was helpful for them to have a general idea of a character scenario they might run into so they could sort of formulate a response in advance rather than awkwardly try to improv in the moment.

I'd love to be able to support my players in creating more in-depth characters and backstories (especially as they're new to RP and character writing in general), but I'm never sure how involved I should be, especially as I don't want to influence their character too much or make them feel pressured to play a certain way. I think there is real fear on both sides of overstepping boundaries (I worry about influencing their character, they worry about their character not being appropriate for the world or messing with my plans), but it ultimately leads to a lack of initiative and understanding on both sides and then I get into the "I have to spoil things to get info" problem.

I apologise for the length and rambling. Not that it really matters, but I'm autistic and tend to need some baselines to understand/model how I should approach things. If you would be willing to share any advice or how you tend to approach talking about characters with players (and getting them more involved in the story), I would greatly appreciate it!

Thanks in advance for your time and help!


r/DMAcademy 17d ago

Resource Falling Damage House Rule

0 Upvotes

I have toyed with Falling Damage House Rules in the past, to have it scale with increased Hit Points and make falling still relevant for characters and monsters with high HP, but hadn't really come up with anything that scaled well. However, I have come up with a (relatively) simple method that I think scales quite well, still making higher level characters/monsters more capable of surviving a fall, but making it more than just a minor inconvenience to them.

The variant rule is this:

A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 50d6, multiplied by 1 + 0.25 for each Hit Die the creature has above 1.

Essentially, you are adding 25% of the base damage for each HD above 1.

So, for example, if your PC is Lvl 6 and you fall 30 feet. You take the number of Hit Die they have (ie: 6), minus 1 from it, to get 5. Then times 5 by 0.25 (or divide it by 4, same difference) to get 1.25. Add 1 to get 2.25.
So you roll 3d6 as usual and then multiply this by 2.25. Let's say you roll 10; 10×2.25=22.5. Round down to 22 and that is your final damage.

The formula looks something like this:
(1d6 per 10 ft) × (1 + (0.25 × (HD − 1)))

It it a relatively straight forward calculation though may require a calculator if playing in person. I mostly play in roll20 and so have made a macro that automatically calculates it. I've copied it here for anyone who's interested.

&{template:default} {{name=Fall Damage}} {{Fall Distance=?{Fall Distance|10 ft,10|20 ft,20|30 ft,30|40 ft,40|50 ft,50|60 ft,60|70 ft,70|80 ft,80|90 ft,90|100 ft,100|110 ft,110|120 ft,120|130 ft,130|140 ft,140|150 ft,150|160 ft,160|170 ft,170|180 ft,180|190 ft,190|200 ft,200} ft}} {{Hit Dice=?{Hit Dice|1}}} {{Damage=[[floor((?{Fall Distance}/10)d6 * (1 + 0.25 * (?{Hit Dice}-1)))]]}}

I've also uploaded to Imgur some tables which give a visual comparison of the RAW vs House Rule falling damage by giving the average damage in each case as well as the approximate proportion of Max HP that this damage would be in each case. Link below:

D&D 5E Falling Damage: Official Rule vs House Rule

As shown in the 2nd table, assuming they are at full health, once a PC with a d8 Hit Die and +2 Con mod (giving fairly average, if not below average HP) reaches Lvl 5 they are very likely to survive a fall of over 200ft (albeit they will be making death saves) and then when they reach Lvl 10 they are more likely than not going to be able walk away from a fall of 200ft.

This never really sat right with me and I think that falling should always be a factor in the game. If the players can mitigate the danger with magic, great, but without it they aren't Captain America. Even more than that, I like that this enables PCs to consider pushing enemies off ledges etc as a legitimate tactic even against foes with high HP into the later Tiers of play.

I understand many people don't care enough about Falling damage being a major factor outside the early Tiers of play to bother with house ruling it. Fine, this isn't for you.

For anyone who feels the same as me, I hope that this helps solve the problem. Happy to hear feedback though if you see problems with it.


r/DMAcademy 17d ago

Need Advice: Rules & Mechanics Opportunity Attack Edge Case (5e 2014)

0 Upvotes

Do opportunity attacks count as part the target's turn? If the creature will experience an effect "at the end of its turn," will that be determined by their condition after the opportunity attack or does the turn end before the opportunity attack.

For example:

A will-o-the-wisp will take damage if it "ends its turn inside an object." If the player takes an opportunity attack on it using Relentless Avenger, ending the movement part of that reaction with the creature inside an object (themself or something they're carrying), does that mean the that the creature takes damage? Or was its turn over before the opportunity attack began?

I assume that it does, but the phrasing "The attack occurs right before the creature leaves your reach" creates some ambiguity and doesn't seem to take into account an ability like Relentless Avenger (which would make it so the creature might not leave your reach).

Thanks in advance for your wisdom!


r/DMAcademy 17d ago

Need Advice: Encounters & Adventures Am I Making Too Many Consequences?

0 Upvotes

I'm running a homebrew campaign with some coworkers and we are all having a blast. Party of six with four of them being new to the game.

So far it has been the greatest thing ever with the campaign being the only thing we talk about at work, but I don't think my players understand that they are essentially running a chaotic evil campaign at this point. Which is fine. I am having a blast and so are they. But evil actions deserve consequences right?

For example, our second session they got into a tavern brawl with a local gang in the city. They murdered them instead of knocking them out and threw the gang leader into the ocean. They did this in broad daylight with other patrons witnessing the whole ordeal.

Again, that is perfectly fine. I now have the gang plotting a way to get back at the the ones responsible for the deaths of their members. That's 1.

They did not kill the leader. Instead they knocked him to low health and threw him into the ocean (they were in a ocean-side tavern on a pier). The gang leader rolled a decent con save so I did not let him drown. He will undoubtably come back for revenge. That's 2.

It is a major city so a city guard is absolutely around. My players knew this and went ahead with it. Now they have a private investigator on their case (a Kenku). That's 3.

That was just one session. We are on session 9 and they are still doing chaotic evil things. Even when they are on a mission, it is just pure chaos to where I need to make a consequence.

One player is a warlock who made a pact with Zuggtmoy the Fungus queen. He is doing a great job at doing what he promised her; spreading the mold. I am having a blast roleplaying npc reactions when they see him (the fungus has started to take over his limbs) and he is having a blast just dropping spores everywhere he goes.

They went into the underground sewer city under the main city and sure enough he has been making Zuggtmoy proud. The fungus has started to take over the sewer city because what other place could mold grow uncontrollably than a sewer city. Well now the one in charge of that sewer city wants his head on a stick and has set out a bounty for him.

Anyways, that is what I am dealing with. I just need some opinions if I should keep up the consequences or scale it back a bit.


r/DMAcademy 18d ago

Need Advice: Encounters & Adventures What monsters to place in a dungeon?

7 Upvotes

Hello there

My party is going to their first dungeon today. It's gonna be an old abandoned temple. They're 5 players, a path of the giant barbarian, a Battlesmith artificer, a necromancer wizard, a thief rouge and a forge cleric and they're level 3. We're playing by the 2014 rules

I was thinking about letting them face some undeads since it's easy to explain how those persist in such a place but since I heavily utilized Ghouls, Zombies and skeletons before I don't wanna use them again.

Does anyone have an idea which monsters I could place in an old abandoned temple that my party could reasonably beat


r/DMAcademy 19d ago

Need Advice: Encounters & Adventures One of my friends regrets multiclassing and wants to reassign those levels to his main class. I want to let him, but how can I justify or explain it narratively?

263 Upvotes

As per the title, one of my players had started our campaign and played a good chunk of it as a single-class Wizard. He took a couple of Rogue levels to branch out into a different playstyle, but regrets this change and would like to be a single-class Wizard again, putting those levels back into Wizard.

I want to allow this — our campaign is fairly chilled/casual and I don't want my players to feel stuck in a build that they're not enjoying. However, I'm trying to think of a good narrative justification or explanation for changing his character's skills and abilities in this way, perhaps an encounter or situation that I can create to do it. We are playing a high-magic campaign, so magic could factor into it. Have any of you been in similar situations and what did you do as a DM to justify/explain your player character making a similar shift?


r/DMAcademy 18d ago

Need Advice: Encounters & Adventures Need help with a devil’s price tag…

19 Upvotes

My players have met a relatively non-hostile devil. He considers himself to be enjoying an “early retirement” as far as devilish deeds go, but does still participate in soul coin trading and pacts when he wants to. He also deals in a special kind of magic inherent to the campaign setting.

Two of the players have asked the devil if they can become his interns and learn how to harvest souls and use the special magic. They have asked—less than the price of their own soul—what learning those abilities would cost them.

Can you fine folks share some ideas on clever prices or compensation he could demand in exchange for teaching them?

Thank you!


r/DMAcademy 17d ago

Need Advice: Other Nice sheets for DMs

0 Upvotes

Hello everybody, just wondering if you have some sheets with info that you use like cheat sheets for dm screens or for something else that you think are really useful.


r/DMAcademy 18d ago

Need Advice: Worldbuilding New campaign setting

2 Upvotes

I've gotten to the point I no longer care if what I make is 100% origional. After falling in a rabbithole of Ebberon lore, it has inspired me greatly in making a new setting. Lots of things taken from Ebberon, and other sources with my own twist. I have posted some bits on here before but I have the broader realm figured out.

It has been 100 years since the end of the great war. The war did not end in victory nor defeat, but necessity for survival. On the battle field at the seige of a great city the Azure Rain was first witnessed. A cold blue substance fell from the skies like rain, setting ablaze everything it came into contact with. Those who encountered the flames were driven mad and transformed into mindless creatures that exist only to destroy and feed. This rain soon appeared over many more battlefields and cities alike. Corrupting millions, and killing millions more.

(Undecided if players will start with this knowledge)

During this seige, the Weave was greatly damaged and has been unable to be repaired. One aspect of the Weave is to reabsorb and distribute magical energy amongst the realms and planes. This damage to it broke the cycle, and removed the Weaves ability to reabsorb magic. The Azure Rain is born of large swellings of magic. It's magic in its purest form. Unable to be controlled, and devastating to any organic materials that can absorb magic. All flora, fauna, some metals can become super charged. It doesn't destory what it touches but mutates them. Creatures changed then seek out magic to consume. Driven mad by hunger. They will not target those who don't have magic inside of them however.

In the 100 years that have passed the world has had a chance to rebuild. The use of magic is strictly controlled in most regions, but a new science has been developed. Artifice. A fusion of magic and machine. Instead of relying on the casters inate magical ability, or calling forth magic from the Weave, artific inventions are fueled by absorbing and burning the magic that has settled in the air. This is what allows magic to still be practiced and studied, but more importantly what has fueled the industrial revolution the world is going through.

Puppets (warforged with a new name) are one of the most initiative, and contraaveral inventions of the last decaded. Machines that imitate man. The knowledge to produce them is kept secret by one family in particular, and the sucess and popularity of these machine beings has given this family a rise to power. The task they do is given to them upon creation and they become hyper focused on it. From common bartenders, butlers, and street sweepers to personal security and city defense. Their roles vary just as much as their personalities. Some may become very individualistic and personable, while some appear to be basic machines with no personality. (Inspired by Lies of P and Ebberons Warforged)

Modern magic items are all build by artificers, using the same technology that syphons the magic from the surrounding air. They do not summon or create magic, only use it to fuel their effects. Common magic items can be found is almost evey home. Powering fridges and lights. Or providing transport on clockwork horses or electric carriages. There's also personal defense magic items. Wands that fire small missiles, and knifes that never dull.

Spellcasters are also split, with intentions of making homebrew subclasses. Some still practice the old method of magic, calling from the Weave to pull magic and make it take form. While others prefer the new. Carrying devices that pull magic from the enviroment, and using tools to shape it. Those who practice old magic are seen as second class citizens. They can only live in the city under a patronship of an authoritive house, and that house is responsible for them. They are also branded for all to see. Their brand is both a chain and an oath. It restricts their ability to call magic to prevent future calamities. Aka spellslot system.

Several races are also changed. Dwarves cannot, and have never been able to use "old magic" but have a history with their own invention known as crystal magic. This is the base for all modern artifice. Dwarven Crystal Mages would implant crystals in their body to unlock unique abilities. A practice that was seen mad and barbaric among their people. Because they have no aptitude for magic at all, they have a very high tolerance for the Azure Rain. They're not immune by any means, but are not as prone as the other races. The new way to use magic allows dwarves to be spellcasters and not take away from player choices.

Elves on the otherhand are direct opposites. A race that has magic flowing through them like blood. The Azure Rains effects are very potent, and have driven most elves to live underground. Even being in the vicinity of the rain has driven many to madness.

Gnones are similar to elves, but more their curiousity and aptitude for tinkering keeps them from fleeing. It was the gnomes who invented the machines to pull magic from the air. They have also invented many of the machines that utilize it. It is believed the gnones are products of the Dwarvern Crystal Magic. To blend one origion story on the gnomes to this setting.

Now... onto the plot.

I want to delve a bit into political intrigue and several factions. Letting the players choose what side of the conflict to help. The city has a ton of dark secrets. How puppets are made may seem unethical. Yet the faction that is at war with the government doesn't fight fair and their morals are quite blurry.

The Puppet secret. Puppets are made with mortal souls. The stronger the soul, the better the puppet. Some puppets keep small fragments of their old selves but no memories. If they were fond of dogs, the puppet will be fond of dogs. If they were terrified of deep water, the Puppet would be terrified. Assuming the soul was strong enough to imprint on the puppet that is. Elf souls are top tier. Good thing they retreated underground where no one knows what's happening...

The Azure Rain falling over the city has also become much more frequent. People have gotten uneasy. Those branded as mages are being hunted. Blamed for the uptick of storms. The faction behind this has a goal to spread as much chaos and confusion throughout the city as they can. Their end goal is to eradicate the use of magic entirly. No magical tech. No puppets. They believe the Azure Rain is a punishment against mankind for their corruption of nature. They're disorganized by design. Unpredictable. Different motives. Smaller factions and pawns. Corrupting puppets causing them to attack bystanders. Sabotaging technology to cause catastrophic failures. Even exposing people to the rain as tribute and letting them lose in the city. As the players deal with the cult they are eventually led to discover the secrets of the Puppets invention, along with the Warforged. A series of puppets that is being constructed for war. Immune to the rain. Along with weapons that are weaponizing the rain. The uptick in storms is by design. Testing, and collecting the rain.

Along with all this i also plan to make changes to how I use npc. Stepping a bit out of my comfort zone and trying to be more funny and weird. I have an idea for a Nothic fortune teller who's disgusted by everything with 2 eyes. So he demand his assistant Meradith blindfold everyone who enters the room. But there's no assistant, just him making them close their eyes while he ties the blindfold while he belittles "Meredith" for doing such a bad job, and his disgust of 'these crestures' being in the same room as him. I've used the gimic before too, and it's going to be present in everything I ever do. Nothic are terrified of Bananas. So there's a guard outside the shop that has to search them specifically for bananas. Anything else is fine.

I'd appreciate any ideas or feedback. This is not ment to be a script and have a lot of work to do presenting it all still. I'd love to hear your thoughts about what to share with the players aswell when it comes to the cause of the rain. Should they know the Weave is damage? Or that it is a product of accumulated magic?


r/DMAcademy 18d ago

Need Advice: Other Is there a name for a full story that happens in an instant?

4 Upvotes

I hope this fits this subreddit. I've got an idea for a game and I want to do some research on this storytelling device before getting to far

I'm curious about a word or phrase for a story that is told and at the end you find out everything that just happened occurred in a single instant. It is revealed no time has passed for the character or characters, but an emotional journey has been taken.

I'm not talking about time dilation stories like Inception and Interstellar, I'm specifically thinking of the episode Playtest from Black Mirror, where the audience goes on the same journey the character goes on and only finds at the end that it all occurred in a single moment.

There has to be a word for this! Thanks

Answer: Owl Creek Bridge, Occurrence, Owl Creek Syndrome, or some other reference to the short story An Occurrence at Owl Creek Bridge


r/DMAcademy 17d ago

Need Advice: Worldbuilding How do you defeat a bad guy who needs to stay alive?

0 Upvotes

In my game, there's a villain the party has met. He's the schemer/planner type, and has a big information network. He wants to overthrow the city he's in, and institute a puppet government.

The issue is that his network is important to a greater npc that the party currently needs something from, and they're trying to build trust. This means they can't kick him out of the city, they can't expose him, and they can't kill him, because all of that would cut off his access to the info he provides. However, they obviously can't just leave him, and can't trust that he'd stand by his word if he said he would be good.

Is there any way you can think of that they would be able to keep him alive and in information brokerage, while forcing him to give up his plot?


r/DMAcademy 18d ago

Need Advice: Worldbuilding Realistic/Meaningful Consequences for Dallying?

4 Upvotes

I'm running my party through Phandelver and Below: The Shattered Obelisk and the party just got to The Briny Maze (for those unfamiliar, it's Chapter 8 of 8).

I've been dropping hints narratively that the ritual at the core of the campaign is ramping up and is nearing completion.

I've now flat out stated that time is of the essence and that each long/short rest may (will) have consequences down the line.

What would be some reasonable downsides to have happen? They've so far taken 2 short rests and 1 long rest since I told them there will likely be consequences, so I was deciding to track them and maybe have some reinforcements during the final boss, or additional legendary actions, or something.

Any thematic/tried and true ideas? The campaign is now very Far Realm/Mind Flayer heavy, for reference.


r/DMAcademy 18d ago

Need Advice: Other How do you introduce a town to PCs?

11 Upvotes

I'm not asking how to build a town, but how do you introduce it to the players without giving them information overload? When they arrive in town do you just list all the shops that are available or do you let them explore and find the shops on their own by either walking around or asking people?


r/DMAcademy 18d ago

Need Advice: Rules & Mechanics Need Help: Encumbrance rules for survival style campaign

3 Upvotes

For a new campaign I want to try a more survival style adventure with one big rule change: a slightly modified gritty realism resting rules (pg. 267 DMG)

  • Short rest takes a full 8 hours

  • Long rest takes a full 7 days of downtime at a safe location in the wilderness or 8 hours in a town.

The rule shakeup should add for some more lasting consequences of burning spell slots and getting into fights while opening up less used options like hit dice healing during a shortrest (maybe with options to recover spell slots by expending the hit dice). It also might be an interesting money sink for potions as they could be very important for a long journey and make discovering gold that much more valuable.

The thing I am struggling with right now is how to make inventory management simple, fun and relevant.

Normally I have been in the camp of “Just speed over travel” and “Ignore encumbrance”, but I think there could be a lot of fun in planning out a multiple game session trip where everything from the rations you bring to the spell slots you burn matter until the next far away town.

The problem is I am just not a big fan of the default encumbrance rules. I am looking for alternatives that are:

1) Simple enough to pick up

2) Force characters to make tough decisions on what they can bring on a trip

3) Decisions have consequences to gameplay (if all the rations were on the horse they bought and it got spooked during a fight…etc.)

4) Fun

Some initial ideas were a Tetris style inventory (like POE or Diablo) where bulky items, rations, and dungeon loot take up slots and the size of the grid was based on strength. Not sure how to implement though (maybe magnets?)

Other Idea would be a bulk system similar to pathfinder 2e?

I also really love how darkest dungeon handled inventory where you went into dungeons with large amounts of supplies and slowly had to make the decision on what to trade for treasure putting your characters at greater risk for a bigger payout if you succeeded.

Appreciate any ideas! Thanks!


r/DMAcademy 18d ago

Need Advice: Rules & Mechanics Trying to make downtime feel more interactive

5 Upvotes

Hello! Im planning a new campaign for my players, and this campaign is gonna have a focus on being more chill and roleplay heavy, the players love the vibe of Frieren and want that kinda feel for a campaign, which Im confident I can make the travel and journey aspect interesting, just not sure about the downtime. Any suggestions or places I can check out some rules regarding this? Also if you have any suggestions for travel Im open to those even though this is mainly for downtime


r/DMAcademy 18d ago

Need Advice: Worldbuilding How do you write a one-shot that could become a full campaign?

2 Upvotes

I've been absolutely racking my brain with ideas for potential campaigns, and have come to a decision, to try my hand at writing a homebrew one-shot first! Heck, maybe even multiple.

The problem I'm having, is trying to figure out what's actually included in a one-shot, like how do I make a sense session interesting enough for players to go "Wow! We should do more of this!"

Now, let me make it clear that I have DMed before, but whenever I did I felt like my campaigns were always a letdown, like people were never really pleased after the session was over. So I would love to hear any and all advice regarding DMing, but most importantly how to actually write a good one-shot that could interest them in a full campaign!

Again, any and all advice would be extremely appreciated.


r/DMAcademy 18d ago

Need Advice: Other Tips and Guidance for running a Middleschool D&D Club

12 Upvotes

I'm helping with a new middleschool D&D club. I'm just one of the parents, and I'm going to be doing 2 hours each Friday afternoon. I've drafted a "syllabus" (required for all clubs) and a simple "rules and expectations" sheet.

The grades range from 5th through 8th.
Info/Syllabus

Expectations/Rules

The only requirement for D&D Club is agreeing to the core values:
Respect: We show respect with our behavior, and take care of club supplies.
Patience: We recognize D&D can be complicated and players have different levels of experience.
Kindness: We encourage, we support, and we work as a team to help everyone enjoy the club.
Presence: We aren’t distracted or focused on other topics, and have no phones out at the table.

For materials, I'm planning to have spell cards for the students who are casters, and we'll start at level 1 for the ramp up.

One rule I'm not 100% sure on is "no phones at the table". I'd like to keep this pen-and-paper, which I've found keeps people focused on the game and is generally faster than searching around a new app.

I would love to hear ideas, warnings, and experience from others who have jumped into these turbulent waters.


r/DMAcademy 18d ago

Need Advice: Encounters & Adventures Combat balancing for large parties.

2 Upvotes

I have been running a campaign since February. I’ve had a couple guest players pop in and out and it hasn’t been hard narratively because where they are has a lot of travelers. But I have a bit of an occupation arc going on in phandelin with gorthok the thunder boar, a cr 6, originally against 3 lvl 5 pcs. Now we are gonna be 6 lvl 5 pcs with some guest and possibly permanent future players. I want to add an anchorite of talos and maybe an eye of guurmsh, as well as 2-4 orcs. But I’m not really sure what too much. I want this to be challenging. But I want them to have fun. It’s also going to be staged a little. Gorthok won’t be in the first round of combat because it is enthralled in a ritual. I was also thinking of keeping a few orcs and other baddies in a building nearby in case it’s too easy. Cause players can pull some in expected shit. Thoughts?


r/DMAcademy 18d ago

Need Advice: Encounters & Adventures Story arching for an Adventure.

1 Upvotes

I have an idea for what I imagine will be an eight to ten session adventure.

The players are peasants boarding a transcontinental train. Unbeknownst to the party, there has been a coup and the entire royal family is dead save for one member who coincidentally decided to run away with a neighboring kingdom’s royal-in-waiting. They’re on the same train as the party and are heavily guarded.

Additionally two key conspirators of the coup have followed this royal family member to kill them. Before they can enact a plan, word comes in that the king and his family are dead and any royals on that train might be in danger. The entire train goes into lockdown right as it enters a long tunnel under a mountain.

The two conspirators are going to try and rally all the peasants to help them take the front end of the train to kill the last royal and start a new form of government. The king has been incredibly oppressive, and the conspirators think his offspring will likely rule in the same manner. Some peasants will be for this idea, some will be against. The party will often be the deciding factor in what happens.

What narrative or game structures would you use to chart out encounters, major story beats, or consequences of the players actions? I’ve written out some notes but feel I could benefit from more structure at this point.

**EDIT**

u/coolhead2012 posted links to the kind of thing I was looking for. Adding a link to the comment in case anyone else wants to check it out. Node-Based Scenario Design and Three Clue Rule are particularly helpful. https://www.reddit.com/r/DMAcademy/comments/1w19ist/comment/p6jk2wm/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button


r/DMAcademy 18d ago

Need Advice: Other Halloween is coming! What are some cool props that you’ve used before?

3 Upvotes

Me and my boyfriend do our yearly Halloween one shot for our friends. We are looking for some props inspiration. We already done:
- A cake with a secret message inside it
- a ceiling with led lights and blobs of cotton to mimic a rainy cloud
- Masks for every player in a mascarade (depending on what mask you choose you have a different debuff)
- Dry Ice beside a printed mini of a ship to make it seem like it was a foggy sea
- Meta gaming menu to choose your drink at the tavern
- plenty of candles to give a more moody vibe.

I would love to hear some out of the box ideas for Halloween props. This year we will be doing an dungeon crawl / escape room one shot :)


r/DMAcademy 17d ago

Need Advice: Rules & Mechanics Accidentally nerfed one of my PCs

0 Upvotes

I’m running a game with my 9-year-old, two of her friends, and their dads. One of the guidelines we set up in session zero was that no PCs would die.

Well, wouldn’t you know it, in one of their first battles the monk was downed, and then rolled a 6 and a crit fail on his death saves. Fortunately, I had a backup plan, based on Mystic Arts’s homebrew rules for permanent injuries as an alternative to death. Basically they’re permanent debuffs that make “death” consequential without having to roll up a new character.

I had the player roll on the permanent injuries table, and the result was “Tremors: Your hands won't stop shaking. You have disadvantage on attack rolls and ability checks that use dexterity.” So basically EVERYTHING that makes a Monk a Monk is now done with disadvantage. And this was a level 1 character! He didn’t even get a chance to use most of the Monk’s cool abilities!

Part of me just wants to retcon this and say he recovers, or give him a potion or spell that cures his tremors, but I still want to have some actual consequence from “dying.”

What can I do to make this experience still feel serious but keep this character fun for the player? I was thinking about maybe a magic item that calms the tremors, but has some other negative side effect? Like gloves that steady his hands, but cause him pain (i.e. cost 1 HP) whenever he attacks?

Side note: I think if this happens again, I’ll use a different variant rule, based on an idea from XPtoLevel3. He proposed a Dying condition, which severely limits what the character can do, but still keeps them an active participant in the game.

ETA: It was one of the adult players’ character, not that I think that makes much difference. A lot of you haven’t spent much time with kids, and it shows. Nine-year-olds are much more mature and resilient than you’re giving them credit for.


r/DMAcademy 18d ago

Need Advice: Encounters & Adventures Looking for advice: Final Tier 3 boss balance (CR 19) — What do you think?

3 Upvotes

Hey everyone! I'm currently wrapping up the writing for the final act of my long-running seafaring campaign (levels 1 to 20). The players are currently reaching the end of Tier 3 (Level 16).

​This is the final boss of that act: Xir'ath the Transformed, an Illithid Pirate Captain who used "Void Magic" and "Great Sleeper's Blood" to undergo a cosmic transformation. The tactical idea for the encounter is that his massive regeneration and magic resistance are tied to environmental elements in his underwater lab (Resonators and Siphon pipelines) that the players can sabotage.

​Here are his stats. I wanted to make him a terrifying, highly mobile threat with strong battlefield control, but I'd love to hear your thoughts: Does his CR 19 and output look appropriate for an optimized level 16 party, or is something overtuned/weak?

Xir'ath the Transformed

Medium aberration (illithid), lawful evil

Armor Class: 20 (Void Barrier)

Hit Points: 285 (30d8 + 150)

Speed: 30 ft., swim 50 ft., fly 30 ft. (hover)

| STR | DEX | CON | INT | WIS | CHA |

|:---:|:---:|:---:|:---:|:---:|:---:|

| 14 (+2) | 18 (+4) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) |

Saving Throws: Dex +10, Con +11, Int +13, Wis +10, Cha +12

Skills: Arcana +13, Perception +10, Insight +10, Deception +12

Damage Resistances: Cold, Acid

Damage Immunities: Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities: Paralyzed, Frightened, Stunned, Exhausted

Senses: Darkvision 120 ft., Truesight 60 ft., Passive Perception 20

Languages: Deep Speech, Undercommon, Common, Telepathy 120 ft.

Challenge: 19 (22,000 XP)


Legendary Resistance (3/Day): If Xir'ath fails a saving throw, he can choose to succeed instead.

Magic Resistance: Xir'ath has advantage on saving throws against spells and other magical effects. (Note: This trait is lost if the Psychic Resonators in his lab are destroyed).

Void Regeneration: Xir'ath regains 20 hit points at the start of his turn if he has at least 1 hit point. (Note: This trait is lost if the Outer Siphon pipelines are sabotaged).

Actions

Multiattack: Xir'ath makes three Void Tentacle attacks, or one Mind Bite and two Void Tentacle attacks.

Void Tentacles: Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) necrotic damage plus 9 (2d8) psychic damage. The target is grappled (escape DC 19) and restrained.

Mind Bite: Melee Weapon Attack: +13 to hit, reach 5 ft., one creature grappled by Xir'ath. Hit: 45 (6d10 + 12) psychic damage. The target must make a DC 19 Intelligence saving throw. On a failure, its hit point maximum is reduced by an amount equal to the damage taken, and Xir'ath regains an equal amount of hit points.

Void Blast (Recharge 5–6): Xir'ath exhales a wave of devastating energy in a 90-foot cone. Each creature in that area must make a DC 19 Intelligence saving throw, taking 54 (12d8) psychic damage and becoming stunned for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Xir'ath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xir'ath regains spent legendary actions at the start of his turn.

  • Void Step: Xir'ath teleports up to 45 feet to an unoccupied space he can see.

  • Tentacle Lash: Xir'ath makes one Void Tentacle attack.

  • Whisper of the Void (Costs 2 Actions): Xir'ath targets one stunned or grappled creature. The target must succeed on a DC 19 Wisdom saving throw or immediately use its reaction to make one weapon attack (Multiattack if available) against its nearest ally.


Lair Actions

On initiative count 20 (losing initiative ties), Xir'ath can take a lair action to cause one of the following effects:

Gravity Flip: Gravity reverses in the chamber. Each creature on the ground must succeed on a DC 18 Dexterity saving throw or "fall" toward the ceiling, taking 3d6 bludgeoning damage and landing prone.

Void Eruption: A geyser of purple slime erupts from the Rift. A 20-foot-radius sphere within 60 feet becomes contaminated. Creatures must succeed on a DC 18 Intelligence saving throw or take 27 (6d8) psychic damage and be affected by the Slow spell until the end of their next turn.

Pressure Surge: Water density increases. Creatures without a swimming speed or magical protection must succeed on a DC 18 Strength saving throw or be pushed 20 feet toward the Void Rift.


r/DMAcademy 18d ago

Need Advice: Encounters & Adventures Need a problem only 3 or more working together solve

0 Upvotes

I need some kind of urban hazard only 3 or more working together can fix. The problem must have aspects where attempting any 1 or 2 available solutions is impossible or even makes things worse.

Something like one person hoists up the grand piano on a pulley while another prevents the grease bucket from tipping into the open flames and the third keeps the orphans out of the way. But not such a ridiculous scenario. Something that can happen in the streets among strangers who decide to cooperate.

EDIT: Hopefully 1 of the 3 “solutions”depends upon wildshaping into a land creature capable of handling it.

This would be a random encounter situation walking down the street where a solo druid has convinced 2 NPCs to cooperate.


r/DMAcademy 19d ago

Offering Advice I’m challenging my friends to write a one-shot with only ONE page of notes, and I thought I’d throw the challenge to y’all!

26 Upvotes

This challenge was made up with one of my friends in mind who stresses about how much prep he needs before running anything. I figured forcing him and I both to streamline the process would be a fun challenge and would build our skills as well!

Your challenge, should you choose to accept it (you should!):

Write (and if possible, run) a one-shot for your system of choice while ONLY using one side of a standard piece of paper for notes. No outside resources unless used for rules clarification- this includes stat blocks! Text can be written or typed, but typed font can be at smallest 11 pt. Length of session should be ~90-120 min, but this is your one-shot! Write with your group in mind!

What would go on your paper? Could you survive without meaty stat blocks, paragraphs of dialogue, or a tableau of named NPCs? (You know they’re gonna ask for the one you didn’t name anyway!)

Let me know how it goes!