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Posted 4 days ago with 1359 notes

billcarden:

New Objective Unlocked: Kill the Ticket Master

Posted 1 week ago with 16020 notes

anthropoetics:

why are you as an adult watching things at full volume in a public space

Posted 2 weeks ago with 47 notes

multiversemusingsx:

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Doctor Who - The Girl In The Fireplace

10 being sassy

Favourite 10th Doctor Stories 3/?

Posted 2 weeks ago with 691 notes
dailyadventureprompts:
“DM Tip: Why you Should have Magic Item ShopsAmong a previous generation of d&d players, it’s become very trendy to say that they prefer low-magic games above everything else, claiming that it’s more balanced, more realistic,...
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dailyadventureprompts:

DM Tip: Why you Should have Magic Item Shops

Among a previous generation of d&d players, it’s become very trendy to say that they prefer low-magic games above everything else, claiming that it’s more balanced, more realistic, and “makes the party appreciate the magic items they do get”. This opinion was so wide ranging that it ended up greatly swaying the playtest for d&d 5th edition, resulting in a dearth of new spells/magic items in subsequent releases and the understanding that players not only shouldn’t be able to purchase magic items, but that the DM shouldn’t feel obligated to even hand them out. 

I couldn’t be more opposed to this camp, and to bring you over to my side I’m going to offer you an unorthodox perspective: That magic items arn’t just rewards for playing the game, they’re a form of character progression and customization just as important if not more than a player’s chosen class.

Lets start with the most basic magic item there is: the healing potion, so essential that WOTC keeps bending over backwards to let players obtain them despite their item resistant policy. More than the healing it provides, what is a healing potion FOR? To put it simply, the healing potion is there to help a group mitigate bad luck in combat: either reviving fallen partymembers or getting themselves out of the precarious position where another hit might end them. No group is going to turn down a healing potion if offered, but for a party that’s still getting the hang of combat, or are suffering a run of bad luck, a single healing potion might be the difference between a narrow victory and a campaign ending defeat.

When looking at items this way, you begin to see how they’re supposed to be used from a narrative and game design space, covering for a character’s weakness while allowing them to focus on their strength. Casters (especially warlocks) who have to carefully budget their spell slots are over the moon when they get a staff or wand that will let them cover the basic spells without draining their batteries, while martial characters need utility items to keep up with increasingly tricky enemies that are able to overcome simple hack n slashery.  Look no further than the largely dirt simple fighter archetypes and you’ll realize that without a magic item to give them multiple options in combat their choice is either acting sub-optimally for flavor or doing the same two attacks every round, every combat, for the majority of the campaign.

This adaptation can also extend to roles the group lacks: Picking up a repeated use healing item if they lack a dedicated cleric, an enchanted lockpicking device if no one decided to take slight of hand, or a means of summoning aid if their group numbers are often outmatched.. if you’re ever stuck wondering what items to give out, consider where your party has been having the least fun, and either put it in a shop window or slip it to them during their next loot drop.

If you’ve enjoyed this, I’ve talked here about running and stocking magic item shops and I encourage you to take a look.

okay but here’s the thing people don’t want to hear: if a fight is too difficult, run away

you do have weaknesses. sometimes you lose and you need to cut your losses but you learn something and try again

unbalanced character? you need to rely on others, that’s why characters don’t adventure alone.

not enough healers in the party? give them an NPC to join their party or make them hire a mercenary. hell, tell your other friends you need help in your dnd campaign and they should join because you need a thief.

everyone picks the same class? well maybe one of them dies and they realize that was a bad idea.

these experiences increase role-playing and makes them think critically about how to balance their combat skill and range of utility outside of combat

magic items are earned and make life easier, but magic items are treasure and treasure is found. it’s why you’re in a dungeon in the first place. they’re not a replacement for having to think critically and coming up with creative approaches to scenarios that challenge you or your party’s weaknesses

because ultimately your job as the DM is to make sure the players have fun and keep them alive unless they make poor decisions that cause avoidable deaths. the potential few hit points that can be gained by a healing potion mid battle can easily be mitigated by fudging a few rolls behind the DM screen when you see their HP is crazy low. giving them a potion removes that fear of mortality weighing on them forcing them to plan accordingly or die

“casters need wands to counteract spell slots being used” then why do we even have spell slots?

“martial characters need utility items” then why do we even have other party members?

didn’t budget your spell slots well? damn okay let’s think about how to do that next time, gotta use your dagger for the rest of the day. or in 5e, you’re forced to use your unlimited cantrip spells, big whoop

your fighter is missing a lot and having trouble at range? damn that sucks, roll again and let your friends help you

shit happens, but you the DM are ultimately in control of the party’s success or failure when it comes down to situations of life and death, up until the point of saving throws. outside of that you let your players make decisions, good or bad. you’re playing a game, not watching a movie, sometimes you lose

but if you take absolutely nothing else from this, goddamn just throw the party an NPC, that’s what they’re for

Posted 3 weeks ago with 465 notes

oldschoolfrp:

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From r/StainedGlass, posted by u/Narkareth – the moathouse from AD&D modules T1: The Village of Hommlet (1979) and T1-4: The Temple of Elemental Evil (1987)

Posted 3 weeks ago with 547 notes

sentinelcole:

dnd-homebrew5e:

So, I decided to cook up something fun, well fun for me, to do to my players. One of my players is a Rogue that has an informant in the city. I am going to have the informant tell him that at some point, someone plans on kidnapping one of the party members and replace them with an imposter. I’m going to give each of them a flash card telling them if they are or are not the imposter and they must not reveal what they got.

No one is going to be an imposter. It’s just meant to instill distrust in the party. :)

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sometimes i truly think that people play an entirely different game than i do

Posted 1 month ago with 242321 notes

madnessofmen:

machine-saint:

we justifiably give Biden a lot of shit but I think “at least 3” is the funniest possible response to some right wing dipshit asking you how many genders there are

wait it gets better

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Posted 1 month ago with 55727 notes

lesbiangiratina:

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Youre always so kind and gentle with me olive garden

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