Tiny movement for a frog-like character

My son wants to make a custom hero that is like hulk, but instead of getting bigger, he gets smaller and frog-like while getting super strength powers. This would be an alternate form from his normal human (scientist) form. We are starting at level 1 and advancing through the Kang book as we level up.

A couple questions - based on rules as written, it looks like in tiny form (using the trait Unusual Size: Tiny), he would have zero run speed.

I'm trying to figure out how to mitigate this...even adding Jump powers, this is a multiplier on run speed, which still leaves a big fat zero on movement. And being a super strength fighter, not being able to move at all seems like a deal-breaker on the concept.

In real life, it seems like a frog would move at least one space (5 ft) a turn based on their jumping.

I know flight could be a workaround, since flight speed is errata'd to be unaffected by size, but flight doesn't seem like the right power to add to this character concept.

Perhaps dumping all points into agility could add 1 space of movement once agility reaches +5? At level one, ability cap is 4, so at level 2 it would be possible to reach that.

What would you do to make this melee character more mobile while in a frog mutate form?

And a second point, I see no rules on changing to alternate forms. I'm thinking this is a standard action to switch forms?

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u/schnautza — 5 days ago

Custom printable character powers sheet generator

I've used some of the online resources like Demiplane and Roll20, but I struggle to get a good visual handle on all of my traits/actions/reactions/movement. I'm used to DNDBeyond where there are sections that break these out by group with full descriptions. So I made up a tool with Google Sheets that I use now to build character power sets and convert into a readable printout. My players have very much enjoyed using these as summaries.

Your mileage may vary on how useful it is.

Here's a link to my Google Sheet. Please don't send me editing requests - you can save off your own copy on your account to use the full functionality of it.

https://docs.google.com/spreadsheets/d/1szlqiQ0jLKTCZ2-RDEatbsefO8SWt4YCSOY7Cs7D7kQ/edit?usp=sharing

The first tab has a little bit of README instructions for your reference, but the general gist of it is that you'll use the following tabs in the following order:

  1. Yellow - Filter inputs - in the top left corner, change the Rank to the correct number. Check boxes for as many power sets as you plan to use.
  2. Purple - Power Selection - all available powers end up filtering (continuously) onto the blue tab and are available in the dropdowns on the purple tab. If you don't have the prerequisite already selected, it won't show in the dropdown. For Surprising powers, you can brute force type those in and you'll see a warning.
  3. Green - pick your traits. Number in the top left corner is how many you are allowed to pick, but also you can get more based on your origin and occupation. There's tabs for those as reference only, but you can check whatever trait boxes those tabs tell you to check.
  4. Orange - Printable Powers - this is the output where you can print everything, and they are sorted by Traits, Passive, Standard, Reaction, and Movement. If a power counts as multiple of those, it shows up in both categories. Feel free to play with margins and column width as well as page scaling to get the output what you want it to be.

Over the next week, I'll try to update this to include anything new introduced in Secret Wars - I got my copy at Gen Con but haven't cracked it open yet.

EDIT: Secret Wars is live on this sheet now, and I've split up all of the Elemental powers into specific types of elements with their effects in the descriptions.

u/schnautza — 14 days ago
▲ 5 r/DnD

Crazy ideas for using unusual dice in my games?

I've bought some novelty dice (because why not? We can never have enough dice!)

They include d3, 5, 7, 9, 11, 13, 14, 15, 16, 17, 18, 19, 21, 22, 24, 26, 28, and d30

That gives me dice options for everything from d3 to d22, and then even numbers up to 30.

I'm asking the hive mind out here what sort of crazy antics you'd use these for. Maybe curses or blessings. Maybe enchanted weapons.

So far, I've only used the d5 to choose targets in my 5 player party. (I can't report back on how fair it is as I've only used it one full session. I think I rolled it 8 times that session but never rolled 5, but that's not a large enough sample size to call it a problem.)

Off of the top of my head, I'm thinking some type of power scaling weapon might be fun - every time you roll a crit to hit (using the die's max number only), it would increase the hit die one size, but every time you roll a 1 it would shrink. In theory it would average out to staying at a normal d20 but some lucky or unlucky rolls would make it interesting.

What do you all think? Let's get creative.

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u/schnautza — 2 months ago

Death Saving Throws frequency

In your sessions, how frequently do you end up needing to have players do death Saving Throws?

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In the 4 sessions I've DMed so far, I believe 3 of my sessions (3 hours long) have required at least one player to be healed up from zero hit points.

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I've been trying to aim for moderate difficulty - players are definitely not optimized (but neither am I) and they have had serious bad luck on dice rolls, but want to make sure I'm not going too hard on them.

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u/schnautza — 2 months ago

Mamma Mia Keys 4?

Trying to prep for an upcoming show and would like to study the 4 keyboard books to determine if we can cover with fewer players - I've found copies of keys 1-3 but not keys 4.

Does anyone have a pdf they can send me for score study purposes?

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u/schnautza — 2 months ago
▲ 150 r/DnD

Awarding loot that nobody is proficient with?

I'm running Dragon Delves chapter 1 and in the Wyrmling's loot, there is a Dragon Slayer Longsword.

Only one of my 5 players is proficient with martial weapons, and they are the ranger (DEX based).

If it was you, would you:

a) Run the module exactly as written. Let the players figure out if they want to try to sell it or equip it without proficiency.

b) Swap out the Longsword for a different simple Dragon Slayer weapon.

If option b, would you go with a weapon that is universally useful like a dagger (finesse makes it flexible for my DEX players), or a weapon with a similar damage die (greatclub or light crossbow)?

Edit: Party composition is all Level 2, 5.5e

  • Warforged Artificer - Simple weapons only, -1 STR, +2 DEX
  • Variant Tiefling Bard - Simple weapons only, -1 STR, +2 DEX
  • Changeling Ranger - Martial and Simple weapons, +0 STR, +3 DEX
  • Tortle Druid - Simple weapons only, +2 STR, -1 DEX
  • Elf Sorcerer - Simple weapons only, -1 STR, +2 DEX
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u/schnautza — 3 months ago
▲ 5 r/DnD

Very simple adventures for young DM to learn?

My son (10yo) has been playing DND with me now for about a year. After our session last week, he told me he wants to try DM'ing a session. I'm seeking advice on what would be a *very* low maintenance introduction for a 10 year old to give DMing a try with.

Background on our DND journey - Both of us learned to play at the same time last year - we started with Lost Mines (run by a seasoned friend), who then invited us to play in a Planescape campaign (still ongoing - we are at level 8 now).

I'm now trying my hand at DMing with two groups in parallel - one is running the Stormwreck Isle campaign, and the other is an amalgamation of one-shots so far (one chapter each of Candlekeep and Dragon Delves), so I'd rather not have him recycle a module we have already played. Two of our current campaigns are 5e and the other is 5.5e.

My gut says that probably the best thing would be to write something from scratch - a mini-combat session against some low level beasts. But perhaps there is something already out there I can use?

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u/schnautza — 3 months ago

Dragons of Stormwreck Isle random encounter idea workshopping

Hello fellow DMs,

I'm running DoSI as a new DM and had an idea for a random encounter I'd like to run by some more seasoned DMs to make sure it's not a terrible idea.

We have just about wrapped up the first adventure (the caves) and will be leveling up to L2 when we finish that in our next session.

Next, they'll likely head out to investigate the shipwrecks, and I thought a water-based encounter would be a good fit thematically.

I'm thinking of having the group (all 5 premade characters) encounter a group of merfolk (maybe 6?) on the way to the shipwrecks. Merfolk will become hostile, defending their waters from intruders. Now, I believe 6 merfolk vs 5 level 2 characters ought to be a very easy encounter for the characters - but after a round (maybe two), once some blood has been drawn, I'd like a merrow to surface - he smells blood and intends to claim this area for himself.

The merfolk, realizing they are significantly outmanned, will immediately change their disposition with the PCs to form an alliance with them to defend the area from the bigger threat.

The characters will likely have taken some minor damage from the merfolk, but will have extra bodies helping them fight the bigger monster. If things look a little hairy, a couple merfolk reinforcements could be called in. The merfolk who survive would thank them for their help and escort them safely to the shipwrecks to investigate.

Does this sound like a good plan? Anything you'd run differently? Would there be another monster to add to the Merrow's team to balance the fight better?

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u/schnautza — 3 months ago