Opening narrator line hits hard

When the narrator explains about social phobias it always hits right in the feels. Anyone else think so?

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u/Oshaugnessy81 — 11 days ago

Any games similar to Crush crush

Looking for any dating Sims with similar mechanics, doesn't even necessarily have to be a dating sim, i just enjoy playing this game overall for some reason.

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u/Oshaugnessy81 — 2 months ago
▲ 1.1k r/DrStone

Matsukaze and Luna were pointless

Did these two characters really add anything to the show?

u/Oshaugnessy81 — 2 months ago

Can Amber golem fit through fissure?

EDIT: how much HP would be fair to give that remaining piece of wall in middle of fissure if golem tried to break it down? The map uses 10ft squares.

There is an Amber Golem in room X40, it is size large (same stats as stone golem). Given the description of room X41 (in picture), can the amber golem pass through the fissure (X41) to get into room X42?

I was thinking maybe if it squeezes. If a creature squeezes it can fit into an area one size category smaller than itself (moving 1/2 speed), but that would be medium size, which is 5ft square and the fissure is only 3ft wide.

Also would medium creatures (mainly PCs) have to squeeze through the 3ft fissure?

u/Oshaugnessy81 — 2 months ago

Amber Temple - Arcanaloth casting banishment

Would it be a jerk move to have arcanaloth cast banishment on a PC? If they don't break his concentration in 10 rounds that PC is out of the campaign.

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u/Oshaugnessy81 — 2 months ago

Feedback on my Hombrew items/abilities for my players

Wanted some advice on how balanced these abilities/items are compared to each other. Each of my players in my Curse of Strahd campaign is soon going to get an item/ability that is unique to them based on their play style, backstory and role-play. They're level 8 currently, going to Amber Temple. Some will receive unique item/ability in temple, some shortly after, and then once they return to town they'll reach level 9.

Here are the PCs and what they will be receiving.

Lv7 Vengeance Paladin of Tyr / lv1 Hexblade Warlock of Raven Queen

He already has Interception fighting style, so to add on to that he will be getting a +1 shield that when he uses Interception style, after reducing the damage of the attack (1d10+3) he can then reflect that same amount back at attacker as force Damage. He can make the 1d10 roll automatically be a 10 if he burns a spell slot.

Side note: was also considering letting him use shield to attempt to knock enemies prone with burst of Force as a Bonus action if enemy fails STR save

DC15 (8 + 3 PB + 4 CHA)

Lv5 Vengeance Paladin of "The Order" (his own creation) / lv3 Echo Knight Fighter

This is players 2nd PC after first died in Death House. The echo he manifests is that of his PC that died. His new PC refers to 1st as "child of light" and often smiles through her echo. Both new and dead PCs used halberds, so had reach. I was going to give him ability that when he attacks using his echo, he can replace the attack with a beam of light that is 30ft long and does 2d8 radiant damage (3d8 to undead). Enemies can make a DC14 CON save for half damage. He can use this ability 3 times/day (equal to PB).

Lv8 soulknife rogue

After facing enemy with psychic powers soon, he will get ability to send out a mental pulse wave from himself as a Bonus action in a 15ft radius. All enemies within wave will automatically have disadvantage on their next attack roll. This ability can be used number of times per day equal to PB, so 3 right now.

Alternate idea 1 was allowing him to use psionic dice to increase sneak attack damage (psionic dice would be converted to d6s). Maybe reduce if too powerful.

Alternate idea 2 was allowing him to use 2

Psionic dice to send out Pulse to scramble enemies perception of him, allowing him to go invisible. He could stay invisible for number of minutes equal to roll of the 2 psionic dice used or until he attacks or casts a spell.

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u/Oshaugnessy81 — 4 months ago

Homebrew items/abilities for my players

Wanted some advice on how balanced these abilities/items are compared to each other. Each of my players in my Curse of Strahd campaign is soon going to get an item/ability that is unique to them based on their play style, backstory and role-play. They're level 8 currently, going to Amber Temple. Some will receive unique item/ability in temple, some shortly after, and then once they return to town they'll reach level 9.

Here are the PCs and what they will be receiving.

Lv7 Vengeance Paladin of Tyr / lv1 Hexblade Warlock of Raven Queen

He already has Interception fighting style, so to add on to that he will be getting a +1 shield that when he uses Interception style, after reducing the damage of the attack (1d10+3) he can then reflect that same amount back at attacker as force Damage. He can make the 1d10 roll automatically be a 10 if he burns a spell slot.

Side note: was also considering letting him use shield to attempt to knock enemies prone with burst of Force as a Bonus action if enemy fails STR save

DC15 (8 + 3 PB + 4 CHA)

Lv5 Vengeance Paladin of "The Order" (his own creation) / lv3 Echo Knight Fighter

This is players 2nd PC after first died in Death House. The echo he manifests is that of his PC that died. His new PC refers to 1st as "child of light" and often smiles through her echo. Both new and dead PCs used halberds, so had reach. I was going to give him ability that when he attacks using his echo, he can replace the attack with a beam of light that is 30ft long and does 2d8 radiant damage (3d8 to undead). Enemies can make a DC14 CON save for half damage. He can use this ability 3 times/day (equal to PB).

Lv8 soulknife rogue

After facing enemy with psychic powers soon, he will get ability to send out a mental pulse wave from himself as a Bonus action in a 15ft radius. All enemies within wave will automatically have disadvantage on their next attack roll. This ability can be used number of times per day equal to PB, so 3 right now.

Alternate idea 1 was allowing him to use psionic dice to increase sneak attack damage (psionic dice would be converted to d6s). Maybe reduce if too powerful.

Alternate idea 2 was allowing him to use 2

Psionic dice to send out Pulse to scramble enemies perception of him, allowing him to go invisible. He could stay invisible for number of minutes equal to roll of the 2 psionic dice used or until he attacks or casts a spell.

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u/Oshaugnessy81 — 4 months ago

Name suggestions for homebrew magic item

Need some suggestions for a cool name for a Magic item i made for a player.

I'm running Curse of Strahd and giving each character a unique item or ability. The PC is a Paladin of Tyr, and I'm giving him a +1 magic shield. He already has the interception fighting style and the shield would add to that, it would allow him to reflect the damage he reduced back at the attacker. So he rolls 1d10+3 to reduce damage, if rolls 8 total he will reflect 8 force Damage. If he uses a spell slot the damage reduction and reflection is automatically max.

Side note: party is lv8 and about to enter Amber Temple. The shield will originally be in possession of gladiator that is in room with berserkers near entrance.

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u/Oshaugnessy81 — 4 months ago

Amber Temple - party forgot about Kasimir

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TL:DR - suggestions for having Kasimir join party for Amber Temple

So my players went off to Amber Temple, they're level 8 and have done just about everything else except for go to Ravenloft. They tried to get Esmeralda and Van Richten to join them but they were still recovering from a recent battle and wanted to do more reconnaissance on Strahd on their own. So party went on their own to Amber Temple. They could have recruited Kasimir, but I think they forgot about him. They only met Kasimir one time in like session 6 or 7, and we are currently on session 40 or 41, so I can see forgetting him. He did mention the Amber Temple at the time. In game probably 2 weeks had passed since they met him.

So, any suggestions for a good way to have Kasimir join the party for Amber Temple exploration?

I plan to have Rahadin confront party on Tsolenka Pass bridge on their way back after they finish temple. Was going to have Arrigail tip Rahadin off that he saw Kasimir head that way as well as the party.

EDIT: forgot to mention that party is already at Tsolenka Pass and jforgot yo mention that party is already at Tsolenka Pass and just finished fighting Vrocks by green flame curtains last session

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u/Oshaugnessy81 — 4 months ago

Steel wind strike for Strahd, thoughts?

Big fan of spell steel wind strike, and i think it would be a suitable spell to give Strahd since it would fit in with his mobility snd melee attacks he already has.

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u/Oshaugnessy81 — 4 months ago

Rahadin, giving him Battle Maneuvers

So I was considering giving Rahadin battle master maneuvers, thought it would make him more interesting. Going to have him encounter party at Tsolenka pass on way back from Amber Temple. Paladin might shit himself if Rahadin uses disarming strike to knock sunsword from his hands and then kicks the sword off the bridge.

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u/Oshaugnessy81 — 4 months ago

Death or Glory rule, thoughts?

Saw this video about a rule called Death or Glory for 5e. When reduced to 0 HP you can immediately declare "Death or Glory". You immediately start rolling Death saves until you get either 3 successes or 3 failures. If you get 3 successes first you regain consciousness with 1 HP and when next turn comes up you can take it normally. If you get 3 failures first, you die, pretty simple.

I kind of like it, but think I would limit it to maybe once per long or short rest.

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u/Oshaugnessy81 — 5 months ago
▲ 13 r/Re_Zero

Witches cult is clever [discussion]

Watched series a few times, in episode 17 (I think) when Rem reports Witches Cult activity to a guard, the guard says that tbey get fake Cult reports all the time and it's impossible to look into them all. Was just thinking that's actually a very clever move by the Cult to make fake reports about themselves so it's unlikely a real report will actually get investigated. They're using "boy that cried wolf" parable in their favor.

That's all.

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u/Oshaugnessy81 — 5 months ago

Ideas to get my players to want to use unidentified cheap/free potions

​

Saw a D&D meme (wish I could just post pic) that said "every magic shop in your D&D campaign should have a discount bin of potions that have no labels".

I liked the idea. Asked my players if they'd be interested in something like this, as I liked random effects in my games sometimes. They worried about negative effect potions, so I told them they'd all be beneficial. Potion effects could be combat (Haste, bless, fire resistance) oriented or noncombat (water Breathing, comprehend languages, advantage on ability checks) oriented.

But one player brought up good point relating to action economy. Said that in combat it probably wouldn't be wise to waste an action an an unknown potion as it might be useless, thus wasting majority of the characters turn.

Had few thoughts for making random potions work better so that my players would be willing to try them. Let me know if these ideas sound good, or if you have any of your own ideas.

  1. Make all mystery potions a bonus action to drink

  2. Increase duration of most potions from 1 minute to 10 minutes so might be able to drink before battle starts.

Side note, in my last campaign i introduced 2 artificers that ran a magic shop and one item they gave party was pill the party could add to regular healing potionss to make them into Greater Healing potions, but there was a 20% chance drinking it would activate a wild magic surge as the pills were powerful but unstable.

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u/Oshaugnessy81 — 5 months ago

Need ideas for incentivising my players to use cheap/free unidentified potions

​

Saw a D&D meme (wish I could just post pic) that said "every magic shop in your D&D campaign should have a discount bin of potions that have no labels".

I liked the idea. Asked my players if they'd be interested in something like this, as I liked random effects in my games sometimes. They worried about negative effect potions, so I told them they'd all be beneficial. Potion effects could be combat (Haste, bless, fire resistance) oriented or noncombat (water Breathing, comprehend languages, advantage on ability checks) oriented.

But one player brought up good point relating to action economy. Said that in combat it probably wouldn't be wise to waste an action an an unknown potion as it might be useless, thus wasting majority of the characters turn.

Had few thoughts for making random potions work better so that my players would be willing to try them. Let me know if these ideas sound good, or if you have any of your own ideas.

  1. Make all mystery potions a bonus action to drink

  2. Increase duration of most potions from 1 minute to 10 minutes so might be able to drink before battle starts.

Side note, in my last campaign i introduced 2 artificers that ran a magic shop and one item they gave party was pill the party could add to regular healing potionss to make them into Greater Healing potions, but there was a 20% chance drinking it would activate a wild magic surge as the pills were powerful but unstable.

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u/Oshaugnessy81 — 5 months ago

Werewolf den suggestions

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As its presented the werewolf den looks a little underwhelming. My players are lv8 and have 4 of them. Feel like they'll just destroy all the enemies easily. Any suggestions? And the female werewolf is their fated ally.

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u/Oshaugnessy81 — 5 months ago