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#No playtesters for this one so feel free to DM me if you encounter any problem
doka-chan · 4 months
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Merry Christmas everyone !!
I'm hoping this gift will please you, friends, as a lot of you asked for it. (It took me an eternity to track down all the CC used, but I finally did it on time ! Yeeeeah !!!)
Features : A fully furnished big vintagy family house on a 40x40 residential lot. Its first floor is mostly open except for the painting room. In the back of the house, you can find a big swimming pool for all the family and their friends to enjoy. There is three bedrooms upstairs and each one has its own bathroom, and every floor has its separated toilets.
EP needed : Supernatural, Ambitions, World Adventures, Generations, Showtime (for one candelabra, so it won't be a huge deal if you don't have it).
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Please note that I've added invisible fences on the red lines showed above to block townies. They tend to enjoy the garden and swimming pool a little too much. :P
Terms of use : Don’t claim as your own, don’t redistribute, don’t reupload.
Credits : Angela, Around the Sims, Artvitalex, Ayyuff, Baufive, BionicZombie, BlueHopper, BuckleySims, Buffsumm, Buhudain, Cashcraft, Deeiutza, DOT, Florence, Flovv, Gelina, Gosik, Grandelama, Granthes, GrueSim, Johziii, JulietSims CC, Kale House, Kandiraver, Keibea, Kriss, Lies and Crooked Sims, Mango Sims3, Martassimsbook, Milla, MsPoodle, Mutske, Murano, Pocci, sim_man123, NynaeveDesign, Retroxdance, ShinoKCR, Silverowl, SimsDeoGloria, Spacesims, Suza (SimplyStyling), Tamo, Teakoya, Teekapoa, TwinSimming, Ung999, Winterpond, Wondymoon, 77sims.
DOWNLOAD SFS
Enjoy !
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vivi-the-goblin · 9 months
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Coolest thing I found out about Pathfinder 2e as I've slowly moved in is the adventure paths. The main paths have player handouts for free on the site. Most modern ones tend around 7-10 pages (though the early ones were practically books by themselves.) They give a synopsis of the themes of the campaigns, an explanation of any adventure-specific gimmicks, background info the characters would know, and all the character options like backgrounds and spells and such. If you have a home base or reoccurring starting town, they even give little maps with a few important NPCs, so the players can plan things out easier. Best of all, they let you know "hey, there are moments where diplomacy can shine, but you're spending a lot of time in dungeons so there's not a web of intrigue in this one." or "Hey, it's a magic school, but martial classes will work, ranger especially. We ask the GM to use the free archetype rule so martial classes can grab some magic."
1- That's just useful as hell and I don't know how I hadn't thought of that before. Like, it's a summarized session 0 for reference, along with some basic notes to tide them over for the first few sessions and some places they could poke around. Maybe I'll start making a list for my campaigns too, a little page or two of "here's things the character would know, here's the people in your home base, here's the world map as you know it." 2- I get that it's half preview so DMs know what they're buying, but putting the new spell options and backgrounds in such in a freebie for everyone is bold! You gotta have confidence in your adventure for that. Especially because the wiki, archives of nethys, seems to be officially sanctioned to slap every source book and free thing onto itself. 3- Reading through some of these...yeah they have good reason to be that confident. I figured that they wouldn't get worse since the ones I used to read in 1st edition, or what I read for Starfinder, but still! Granted, this is my type of book. I prefer a book to tell me everything I could want to know, flesh out all the characters, and let me cut out stuff I don't want. I don't like 5e's "here's a vague idea, ~you can make the rest whatever you like!~" It's just refreshing. Many of them go all the way to level 20, NPCs don't just vanish into air when you're done, wide varieties of themes between adventures. And again, consistently giving me rules and options and things to do instead of saying "lol just do what ya want?" Feels good. Though take with a grain of salt as I've yet to really run through these, just some cursory playtests to see how encounters feel. I'll follow up if opinions change, but I've run paizo books before to good success. 4- I'm really digging how the adventures come out in 3 to 6 books, often nearing 100 pages each. Like I know the actual reason, there's at least 1 per month with enough content to last that long or more, keep you on that monthly adventure subscription. However, if your party goes off the rails, you can just decide to not pick up that last book. Party decided they didn't like it? hurts a lot less when it was just the $20 for that opening section. And yeah, it's better to get them all at once so you can set up better foreshadowing...but you can just look at one of the many community guides for your section that will point out what parts will be coming back. Honestly, community support for most of these paths seem pretty good, both in guides and homebrew supplemental material. Glad to see that never changed.
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camelliagwerm · 9 months
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skill and playtest for the player questions and homebrew for the dm questions
Playtest: What class (or subclass) do you want to try out?
This is going to sound like the most 5E DM thing ever, but honestly? Battle Master Fighter. However, I think because of how Fighter is in terms of utility, the likelihood of me ever playing it is slim because a lot of the 5e games I've been in have more of an emphasis on RP overall. They'd probably be my go to if I was to play in a dungeon crawl game though.
I'd also love to give Shadow Sorcerer a proper try and Necromancer Wizard a chance. I don't usually play pure spellcasters unless it's Divine Soul Sorcerer because I like being able to take a hit, so even if I do play a spellcaster, I'm usually playing a martial one.
Skill: Do you prefer RP, combat, or something else? Is there a part of the game you consider yourself best at?
I personally enjoy a mix, just because of how I tend to design my characters and what sort of role I usually end up occupying. Nine times out of ten, I'm usually playing a tank of some kind - no matter what system it is (e.g. a blood hunter in Curse of Strahd whose tankiness lied in his hp, a tempest domain cleric in Icewind Dale, a dex-based investigator in my 2e game, a hilariously tanky decay domain cleric in a Fistful of Flowers, a Tzimisce in my V5 game), so by default I enjoy the combat encounters.
However I do think I'm a fairly solid RPer. I'm an ex-theatre kid, I'll commit to the bit no problem. I'm the sort of RPer who will step up when necessary, but I want to give other players - especially newer players - the opportunity to shine.
Homebrew: Do you have any house rules or homebrews you use? What are they?
I have a few specific house rules as a 5E DM:
First is in regard to keeping players comfortable: if there is something in the game that is making them uncomfortable, the player can DM me privately, and I'll end the scene, no questions asked. I've pretty much exclusively DM'd Ravenloft games, so this is important to me.
The second house rule I have is relating to the Guidance cantrip. I didn't have this implemented before, but I had a player once who abused the fuck out of it and it was not fun for the table. You can use guidance, but consider how it looks to an NPC you're trying to persuade, or how it'd feel if you're using it for stealth as it has a verbal component as well as a somatic. That might not make the check easier, but harder for yourself. It encourages a more...tactical use of it, rather than something that can be spammed. I hate that I had to do it because of one bad egg, but it was unfortunately necessary for the table's sanity.
Rule of Cool - if something isn't what'd be classified as 'strictly legal' (e.g. by the book), I'm willing to throw the rulebook out of the window in favour of 'rule of cool' for that action. I like encouraging creative thinking and want to reward that where I can. I like to offer up the potential of one free inspiration die per player per session as an encouragement for this or rp.
This is an exclusive-to-Ravenloft house rule: I implemented a system that was suggested in Van Richten's Guide for the current Ravenloft game I'm running called Seeds of Fear. I'm fairly sure it runs a little like Call of Cthulhu's fear system. In short, fail a Wisdom saving throw (DC dependent on player's level), and I get to roll a D12 - they get a Seed of Fear. With that in mind, if they come across something that might trigger that fear, they have to roll another Wisdom saving throw. Fail that and they're frightened until the end of their next turn. This ties into the "one earnable inspiration die per player and session" rule - as if the player rps the fear appropriately
D&D Asks
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theunwrittenman · 6 years
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The Unwritten Brawl system for D&D 5e
So in a conversation with @tenleaguesbeneath , we were talking about the need for a simple, supplemental combat system to model confrontations in game without committing to a full combat encounter. 
To that I submit to all of you my “Brawl” system, here to model all your bar brawls, muggings, and clashes with enemies you just can’t be bothered to plan out. The best part about the brawl system is that it requires almost zero prep. No need to pick out stat blocks or worry about balance.  
Here’s the process:
Determine the number of allied player combatants:This is the number of successes the party needs to succeed the brawl ( I call this “ hardiness”) . To make the brawl easier, subtract one from this total, doing the reverse to make it more difficult
Determine the brawl dc: I’m fond of using 11+the party’s average proficiency bonus.  
Start the brawl! Award advantage or disadvantage depending on an ambush situation.
The players “ Roll to Brawl”, making an ability check and adding profficencies like intimidate or athletics. ( though if you’re simulating a full out fight you might ask your players to make attack rolls). Feel free to describe all of this like you would a normal combat, or just have it all devolve into a cartoon dust cloud.
If the players have made a number of successful brawl checks equal to the fight’s hardiness, they win! Forcing their foes into submission or scattering them. 
If the players fall short on successes, each player who rolled under the brawl DC suffers a wound.
Roll a D6, 1 for strength, 2 for Dexterity and so on. Wounded characters take disadvantage on any roll involving that ability. Wounds can be removed with a proper medicine check (equal to the brawl dc) and expending a hit die during a short rest. If a player accrues two wounds on the same ability score, it requires a hit die expended during a long rest.
You can effectively run a brawl like you would a trap; Quick and dirty and a great seasoning for later encounters. You can run brawls to simulate skirmishes with wandering monsters, or with the faceless and otherwise unremarkable guards on the way to the villainous baron’s throne room. This lets you save your energy planning as a DM for your big encounters while still having conflict with stakes as a built up. 
Let me know what you think and how it plays! I’m very interested in getting some playtesting for this system beyond my own games. 
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