u/Oshaugnessy81

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 — 19 hours 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 — 2 days ago

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

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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 — 3 days 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.

reddit.com
u/Oshaugnessy81 — 3 days 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 — 11 days ago