probablybadrpgideas:

All characters in your adventure have names that sound edgy in inverse proportion to how edgy they actually are. Hades von Shadowbane is the local greengrocer, whereas your horrifying BBEG who commits unspeakable acts and has a tragic backstory that led to villainy… is named Daisy.

things to do while you wait for your dnd groups to meet again:

critical-failqueer:

  • create a family tree for a character you’ll never get the chance to play
  • make yet another tiefling
  • find race and class combos you haven’t had the chance to play yet
  • dig up an old character and revamp them
  • make playlists for your characters. get emotional when you listen to them
  • start writing backstory for your backup character
  • come up with elf names by mispronouncing common words
  • check your groupchat for updates you know won’t be there
  • speculate on how you’re all going to die next session
  • listen to dnd podcasts to both ease and worsen the void in your soul
  • buy another dice set

lesbiananabray:

jonsoki:

lesbiananabray:

lesbiananabray:

i saw hewwo in voice chat because

it either instantly aggros all allies or i get a returning chorus of “HEWWO??? AWE YOU THEWE?” from all cursed friends who are immune to the aggro effects of hewwo

either way it gets everyone’s attention immediately

“Hewwo?” Cantrip. Instant. Verbal component. Duration one minute, no concentration. Upon casting, everyone in hearing range rolls a will save. On a failed save they immediately become hostile to the caster. Anyone else with this cantrip does not need to make the save and can also cast Hewwo as a free action on everyone previously affected. Instead of repeating the will save, each person affected by the original Hewwo immediately gets advantage on melee attacks and strength checks, and disadvantage on concentration, ranged attacks, charisma checks, and dexterity checks for the duration. 

Hey op what classes are this spell for, asking for DM reasons

bard, druid, warlock, barbarian, and paladin

definitelydragonrpgideas:

probablymonstrousrpgideas:

knightsolaireofthesun:

captain-firebeard:

knightsolaireofthesun:

the-artificier-guild:

gm-and-dm-ideas:

Barbarian: “Can I try to lift the entire house?”

DM: “I guess? Make a strength check”

Barbarian: “Nat 20!!”

DM:

A nat 20 does not guarantee success when the impossible is attempted.

Discuss.

extremely agree- it just makes more sense to tell your player outright if the action they’re attempting is impossible, instead of giving them the false hope of getting a high enough roll to do the impossible thing.  No one likes being told their nat 20 does nothing.

If you allow them to make the roll you need to be prepared for that roll to have some sort of effect, even if minor. A nat 20 also shouldn’t allow the player to acend the realms of possibility (unless you’ve already established your campaign is kind of goofy) and do things like lift buildings, seduce a creature with no intelligence, or leap over a two story building.

A critic only have effect in the roll attacks, not in the stat checks. In those, a 20 its a high number but if the difficulty number of the task is 300, you cant do it.

Technically yeah you can’t crit ability checks but have you ever seen the hopeful sparkling eyes of your barbarian player when they nat 20 their atheletics check?

Sometimes the case is player doesn’t know the task is impossible unless they try it. For example door in wizards tower is locked by powerful magic that will destroy any lock-pick and set on the alarm. However if player rolls natural 20, they might realize the nature of that lock and pull their thieves tools out before they got broken and before they trigger the alarm. Or Nat 20 on impossible task might help them find real solution for that problem.

Another thing worth thinking about is the impact it would have on the campaign as a whole vs the amount of fun in the moment. 

Using the example of the barbarian lifting the house, if it’s just a random house that he’s trying to lift for no real reason, letting him at least budge it would make for a fun moment and a good story while having minimal impact on the campaign. Also it depends on how silly or serious the campaign is. If your campaign is relatively silly, you might be able to let the barbarian lift the house, but only this once because it doesn’t really affect the game.

fuckyeahdnd:

fuckyeahdnd:

One of My Stupidest Campaign Ideas to Date

You know how most D&D campaigns are just faux-medieval Europe with magic and monsters added in with very little consideration as to how the existence of magic and monsters would affect an actual medieval society

Well why not cut the middle man and just run it in medieval Europe with magic and monsters with absolutely no consideration as to how that would have affected society

Go on a quest to steal Charlemagne’s +5 sword Joyeuse

Go and help fight the tarrasque in France

Go fight a giant snail because apparently those assholes were all over the place in the middle ages

Things almost every author needs to research

clevergirlhelps:

the-right-writing:

  • How bodies decompose
  • Wilderness survival skills
  • Mob mentality
  • Other cultures
  • What it takes for a human to die in a given situation
  • Common tropes in your genre
  • Average weather for your setting

yoooo