idontneedsleepimanelf
idontneedsleepimanelf
I'm still playing D&D
164 posts
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idontneedsleepimanelf · 6 years ago
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A custom dnd sheet I made.
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idontneedsleepimanelf · 6 years ago
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My players are working their way through Waterdeep: Dragon Heist but they aren’t great at taking notes. Since stuff is about to go down, I figure I need to train them into it. So… what’s a DM to do? Design them their own notes documents? Obviously. Download the PDF here.
Any feedback team? Do these seem like they’d be useful for players? Anything else I should include?
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idontneedsleepimanelf · 7 years ago
Note
I'm trying to make my own world and one problem I'm having is deciding the scale of things. So like, how many big cities, smaller towns, villages etc should a country have? How big (how many hexes) should I make the continent? Etc. I kind of have the timeline/history figured out, and the different regions and cultures but I'm struggling with this. Do you have any suggestions?
The DM’s Guide is perfect for this! There’s a whole section that lays this out word for word! Found on page 14 of the 5e DM’s Guide:
“A single sheet of paper with 5 hexes to the inch is ideal.” 
“For the most detailed areas of your world, use a province scale where each hex represents 1 mile. A full-page map at this scale represents an area that can be covered in one day’s travel in any direction from the center of the map, assuming clear terrain. […] A settled region mapped at this scale might have one town and eight to twelve villages or farming hamlets. A wilder region might have only a single keep, or no settlements at all. You can also indicate the extent of the cleared farmland that surrounds each city or town. […] this will show as a belt a few hexes wide surrounding each town or village.”
“On a kingdom-scale map, each hex represents 6 miles. A map at this scale covers a large region, about the size of Great Britain or half the size of the state of California. The first step of mapping a region at this scale is to sketch out the coastlines and any major bodies of water in the area. […] Next, sketch in any major mountain ranges. Foothills form a transition between the mountains and the lowlands, and broad patches of gentle hills might dot the region. That leaves the rest of your map relatively flat terrain. […] Map out the courses of any rivers that flow through the area. […] Finally, place the major towns and cities of the region. At this scale, you don’t need to worry about small towns and villages, or about mapping every belt of farmland. […] a settled region this size might easily have eight to twelve cities or town to put on the map.” 
“For mapping a whole continent, use a scale where 1 hex represents 60 miles. At this scale, you  can’t see more than the shape of coastlines, the biggest mountain rangers, major rivers, huge lakes, and political boundaries. […] The same process you use for mapping a region at kingdom scale works for mapping a whole continent. A continent might have eight to twelve large cities that deserve a place on the map, most likely major trade centers and the capitals of kingdoms.” 
Combining scales: “At continent scale, 1 hex represents the same area as 10 kingdom-scale hexes. Two cities that are 3 hexes (180 miles) apart on your continent map would be 30 hexes apart on your kingdom map, and might define the opposite ends of the region you’re detailing. At kingdom scale, 1 hex equals 6 province-scale hexes, so it’s easy to put the region covered by your province-scale map into the  center of a kingdom-scale map…” <—- I actually disagree with this last statement, I find map creating so HARD! 
Good luck and I hope this helps! 
xx
Chelsea 
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idontneedsleepimanelf · 7 years ago
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very neat idea for anyone who enjoys puzzle making!
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idontneedsleepimanelf · 7 years ago
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Idea: Parallel Paths
If you’re a DM who can handle/has handled multiple campaigns and parties at once, here’s some ideas to lessen your workload a bit.
Instead of making separate worlds for different parties, there are creative ways to incorporate multiple parties into one story. Even better if you can do so without either party knowing the other’s existence until you need them to for story reasons. Bringing in multiple groups and individuals can add to a fun “interactive” look to the campaign, with members always curious who the “other guests at the party” are, and truly embracing the consequences of their actions as they witness the butterfly effect on the other players.
Some methods:
In this world, good and evil are as different as day and night; literally. Vampires, werebeasts, the undead, and the like rule the night, whilst the forces of good, gods, and purity rule the day. At the beginning of the campaign, the DM may figure out some way to divide their players into two distinct groups. Based on how they were divided, the DM may then assign their “individual campaign” (which is only half of the true campaign), and have the two groups meet at separate times. One group is Team Night, the undead daemons who must satiate their dark desires every night while covering their tracks so that they’re not killed as they sleep during the day. The other group is Team Day, those who follow tracks and avoid traps to hunt the unconscious, problematic undead, all the while looking for the object of the undead’s cure… or their extinction.
If you wanted to just play this straight (like, avoiding the night and day mechanic,) you can play it more as a “cops vs. robbers” style campaign, with a cycle of Team Law cleaning up Team Crook’s screw-ups, and Team Crook making more for Law to clean up, until either one team dies out completely or the both parties can meet up irl and Law can do a raid on Crook’s base of operations.
This world is controlled by a sadistic, god-like individual, who has shaped their world to fit a deadly contest. The contestants are chosen for their crimes in a previous life, at the requests of other gods against their grudges, or just by sheer bad luck of the mortals. The various contestants (a.k.a. the players) must fight and think their way through a new challenge every session, and the last contestant standing wins their freedom and treasures beyond.
The various parties occupy the same world, but are on separate sensory planes. Some individuals can occupy both planes at the same time, and have no idea seeing two beings, stores, etc. occupying the same space isn’t supposed to happen. Otherwise there seem to be 2 NPCs that parallel each other in the opposite planes. Because of these parallels, the two parties may be in the same building, but one party perceives a blacksmith’s shop while the other perceives a bakery. And these worlds seem oddly connected; one party member unknowingly drops an apple while walking down the village, and the other party sees a full-grown apple tree suddenly burst through their sidewalk.
Another way this could work is along the lines of LoZ: A Link Between Worlds. The two planes could be connected through some pathways, warp points, or rabbit holes.
If played straight with just multiple parties in one normal world, this could be a very easy way to bring in new players/PCs. Instead of the DM working the PC’s backstory in, just let the player try it out themselves and join up with a party themselves (or avoid the other parties entirely). This could make for hilarious events if the characters never reveal to each other about being adventurers. Example:
DM: Okay, so the Nobleman has requested your aid, and says “Before you leave, I’ve had another man on the case, and I’d like you all to work together.”
Rogue: Oh, sweet. What’re they like?
DM: A dragonborn druid, you have actually encountered.
Ranger: Really? I don’t remember any dragonborn.
DM: Oh, sorry, I was meaning just you *motioning to the Bard.*
Bard: Wait, wha-
DM: A door at the height of the stairs open and down descends a green-scaled dragonborn druid, Dragmir.
Dragmir: I take one look at the Bard and say “Heh, couldn’t stay away from me, could ya~?”
*The rest of Party A slowly turn and give Bard a judging look, realizing the Bard had already screwed the new guy*
…. Happy gaming~!
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idontneedsleepimanelf · 7 years ago
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As a DM I would allow this, but only if they do a full ceremony with cake afterwards
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idontneedsleepimanelf · 7 years ago
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Look what just came in the mail you guuuuuuys, just in time! - Cotton Candy dice are so pretty
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idontneedsleepimanelf · 7 years ago
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:)
me & my party were talking about if my drider literally eats dicks and well…yes
happy halloweenie everyone
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idontneedsleepimanelf · 7 years ago
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Iv’e been in a big mood not from sheer boredom on what to do lately. So I put Bo in a dress to express my feelings of discomfort/boredom. Tho maybe more vidya games will help :^) or DnD.
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idontneedsleepimanelf · 7 years ago
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When people ask me why I love goblins so much
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idontneedsleepimanelf · 7 years ago
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instills vs. installs
DM: “The wolf installs fear into you.” Player: “Bloop! Fear downloaded!”
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idontneedsleepimanelf · 7 years ago
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D&D Hardmode
Nobody in the party is allowed to have a backstory with dead parents.
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idontneedsleepimanelf · 7 years ago
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Critical Role | Marisha Ray + The Pencil Twirling Thing She Does
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idontneedsleepimanelf · 7 years ago
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SHE DID THAT
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idontneedsleepimanelf · 7 years ago
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Don’t
Play D&D with anyone you wouldn’t want to go on a 3 hour car trip with.
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idontneedsleepimanelf · 7 years ago
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That’s one way to do it…
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idontneedsleepimanelf · 7 years ago
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Dungeons and Dragons: A new generation.
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