[-] jounniy@ttrpg.network 2 points 21 hours ago

Thanks for pointing this out, that’s better than what I could've said to explain it. The DM can always make changes without adhering to any limitations, but if they are a good DM, they'll at least try to be consistent. And that’s the least I expect from professional writers. (And I similarly expect them to wait for the actual rules of the system to be published before writing an adventure.)

[-] jounniy@ttrpg.network 1 points 21 hours ago

I love this gem. The only thing they got a but wrong is that bardic inspiration could actually be whispered, since it only requires the target to be able to hear you.

[-] jounniy@ttrpg.network 2 points 21 hours ago

It is in this regard. It might be poorly balanced, but there are rules for things like the sound a spell makes or the specific spells available to NPCs. There are a lot more rigid systems, but DnD definetly isn’t on the casual side either.

[-] jounniy@ttrpg.network 1 points 21 hours ago

I feel you. I'm currently planning to run it someday and there are just so many things I'll definetly change.

[-] jounniy@ttrpg.network 1 points 21 hours ago

Glad someone else knows it. As a player who frequently had to transcribe spells into roll20, I always just assume other people know the components certain spells take to cast and then end up confused if they don’t.

[-] jounniy@ttrpg.network 7 points 2 days ago* (last edited 2 days ago)

Yes they could. But they did not. That's what I'm crititicising. Perception is one of the most used skills ever. It would not have hurt not to use it here. And if you really want to, then give her some kind of ability that actually let's her do that, because these kind of things can be missleading to new players/DMs and puts extra work on the DM.

And I really like less strict systems like M&M too, but if you write something in a more rigid system, you should adhere to the rules of that system. Or in this case: You shouldn't start writing full on adventures in an unfinished system.

[-] jounniy@ttrpg.network 5 points 2 days ago

Some do. I know I do. It limits what casters can do at least a little.

[-] jounniy@ttrpg.network 6 points 2 days ago* (last edited 2 days ago)

Because it would make subtle-spell kind of redundant and why even use components in the first place if they cannot be used to tell you are casting something?

[-] jounniy@ttrpg.network 15 points 2 days ago* (last edited 2 days ago)

They are using an official statblock which lacks this ability. The only way the shaman can have it is if the DM added it themself. And since this is a prewrittem module, it really shouldn’t have such oversights, especially since newer, inexperienced DM‘s likely aren’t familiar enough with the rules to know this, which makes it at least decently likely that they’ll just assume everyone can cast stealthily.

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For reference: There is a duell in the module where a shaman tries to secretly help one NPC by continously casting Cure Wounds on him while supposedly only helping him "stand up" after he intentionally let‘s himself fall prone. To spot this, a PC has to specifically declare checking for interventions a then suceed a DC 15 perception-check despite being within earshot…

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So much potential! (thelemmy.club)
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[-] jounniy@ttrpg.network 34 points 2 years ago

"So what do you have? "

"A sword!"

"A sword?"

"Yes. And I can hit with it twice as often twice every hour."

"... I'll stick to my spellslots thank you."

"... It sounded better in my head."

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[-] jounniy@ttrpg.network 44 points 2 years ago

Never show this to my players please.

[-] jounniy@ttrpg.network 26 points 2 years ago

Something tells me that this will be the favorite picture of many people… I am not among them of course.

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jounniy

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