November Calendar Adventure Month DateEventPremiseNov 2ndWhat is the premise of your adventure? What are your hooks? Who is your antagonist?Nov 9thAdventure Event #1What are the early encounters of your adventure?Nov 11thDM AMANov 12thSuper Special AWESOME surprise!You'll have to wait and see!Nov 16thAdventure DungeonDesign a small dungeon to be included in your adventure.Nov 23rdAdventure Event #2How are you going to escalate your adventure and raise the stakes for your players?Nov 25thDM AMANov 30thAdventure ClimaxHow will your adventure end?The Subreddit Culture.We are an archive of resources for Dungeon Masters. It is the sole function of this community to catalogue tools, resources, guides, and ready-to-play options for any edition of Dungeons & Dragons. We are a moderated, curated board of 'intermediate' (and beyond) DM content.We are not here to teach you how to DM.
5E Character Sheet v1.1 Update By Kurt November 24, 2014 November 24, 2014 Gaming, Role Playing Games We have now had the opportunity to get in a couple of sessions of 5th Edition, and based on those sessions, I have made a few updates to my 5th Edition D&D character sheet, bringing the version number to 1.1. Mar 28, 2019- Explore samsoto802139's board 'Dungeon Master's Guide' on Pinterest. See more ideas about Dungeon master's guide, Dnd 5e homebrew and Dungeons and dragons homebrew.
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Do not use tags like OC.Community PromotionYou may include a link to a blog or a Patreon if you are a regular, recognizable contributor. This means you have been posting and commenting here for at least 1 year, and you have been invited to be a Whitelisted poster. Whitelisted posters are valuable members of our community.No Advertising Advertising of your paid product, video blog, blog, or webpage with or without a Patreon is prohibited, unless you meet the criteria under the 'Community Promotion' rules, listed above. In any case, you must be the owner/creator of the content in question.Our Culture We are not a general Q&A subreddit, we are an archive. Please read our rules and search before you post!.Apps & Programs We do not accept posts for apps or programs to help with D&D games, even if they're free!Flair Filter.Special Series.The DM Help Network. I just finished this monster and i thought i'd share it.
It took a looong time to make a DM screen that satisfies me. It's a three page screen with a 8.5x11 ratio. I crammed absolutely everything i could think of onto it, but i left out obvious things all DMs should know like skills and attack bonuses and whatever.
In its place i put in. Just about everything else you could ever need. Oh holy hell dude, these are very nice. You've fixed a lot of the problems I have with the official (Adventure League) sheets and all of the popular sheet collections from DMsguild.
I was throwing some ideas at the wall for Destiny using 5e D&D. After some thinking, I realized that you can map the existing martial ranged weapons to firearms like this:Pistol: Use shortbow stats.SMG: Use hand crossbow stats.Assault Rifle: Use heavy crossbow stats.Sniper Rifle: Use longbow stats.The only quirk here is that using the longbow as the sniper rifle means it doesn't have the loading property. I'm worried that I'll get complaints from my players about this, but rules-wise it makes more sense than setting up a new spectrum of martial ranged weapons.But if I did make a new set of ranged weapons for a sci-fi setting, what would they look like? What do you guys think?
Wait, why are you using core D&D for sci-fi fantasy?Surely there are systems better-suited for this.I've recently been asked to make a conversion for 5e to run a star wars campaign if/when the party inevitably dies horribly. They want 5e over Saga because it's core mechanics (ability/skill/tool checks) are more to their liking.
They are quite tired of the 101 different modifiers flying around everywhere. I might be able to convince them to use a universal system instead (such as HERO, which I've used before). But they like and want 5e.For the OP:In my star wars efforts, I've given automatic weapons the ability to make area attacks (5-ft. Radius, one attack roll, half damage on miss). Each weapon can make two autofire attacks before their magazine needs to be replaced (a bonus action).Right now I'm looking at the classes and wondering what I can do about them. Obviously the Rogue and Fighter can be transferred over with minimal effort (as the scoundrel and soldier).
And maybe the Paladin can come over as a Jedi (with a handful of refluffed spells). I was throwing some ideas at the wall for Destiny using 5e D&D. After some thinking, I realized that you can map the existing martial ranged weapons to firearms like this:I'm currently designing a Pirate themed game we will be starting in a few weeks, and this is exactly what we had decided to to for the pistols/rifles found in the game. This simplified a lot of things, as I also don't have to restructure armor or anything like that to maintain balance. Because the weapons are doing similar damage, I don't have to restructure HP either.I think your idea would work perfectly fine - I would just suggest that you add the loading ability to all firearms. I think your idea would work perfectly fine - I would just suggest that you add the loading ability to all firearms.I would disagree with that. It makes sense for early firearms or single-shot weapons, but not more modern firearms like in the OP.
Loading just limits the number of shots you can take in a round. Its very easy to make multiple shots with a modern firearm. With multiple rounds in the magazine, all you have to do is pull the trigger. As opposed to having to manually reload the weapon like with a crossbow (or bolt-action rifle). I would disagree with that. It makes sense for early firearms or single-shot weapons, but not more modern firearms like in the OP.
Loading just limits the number of shots you can take in a round. Its very easy to make multiple shots with a modern firearm.
With multiple rounds in the magazine, all you have to do is pull the trigger. As opposed to having to manually reload the weapon like with a crossbow (or bolt-action rifle).Yeah, putting it that way I would agree. You could have ammo clip rules, or just bypass them entirely depending on how much bookkeeping you want to do. They could be energy weapons that recharge, roll a 1 on your attack roll, and it overheats and jams for a round before it cools back down. I was throwing some ideas at the wall for Destiny using 5e D&D. After some thinking, I realized that you can map the existing martial ranged weapons to firearms like this:Pistol: Use shortbow stats.SMG: Use hand crossbow stats.Assault Rifle: Use heavy crossbow stats.Sniper Rifle: Use longbow stats.The only quirk here is that using the longbow as the sniper rifle means it doesn't have the loading property. I'm worried that I'll get complaints from my players about this, but rules-wise it makes more sense than setting up a new spectrum of martial ranged weapons.But if I did make a new set of ranged weapons for a sci-fi setting, what would they look like?
What do you guys think?DMG modern firearms. You can find them on page 268. If you don't have the DMG I can PM you a PDF.
I was throwing some ideas at the wall for Destiny using 5e D&D. After some thinking, I realized that you can map the existing martial ranged weapons to firearms like this:Pistol: Use shortbow stats.SMG: Use hand crossbow stats.Assault Rifle: Use heavy crossbow stats.Sniper Rifle: Use longbow stats.The only quirk here is that using the longbow as the sniper rifle means it doesn't have the loading property. I'm worried that I'll get complaints from my players about this, but rules-wise it makes more sense than setting up a new spectrum of martial ranged weapons.But if I did make a new set of ranged weapons for a sci-fi setting, what would they look like? What do you guys think?I run a Sci FI game and I just use the DMG's list for advanced weaponry. My thoughts are that though they are very powerful its more realistic and will encourage players to avoid fire via cover and ray shielding. Using normal stats for guns is misleading because those weapons do much more damage and humans realistically will ve far more severely hurt by them.So yeah in my games I just use the modern and advanced weapons table, making everything about 3 times as deadly. A big reason not to do this is that they're more powerful than ordinary weapons which changes play dynamics rather than just being a re-skin.
If you're looking to get the standard 5e play experience, just with different window dressing mapping to the default weapons is ideal.Yeah if you just want a texture change.but it would be more realistic, and more of a unique experience to use higher damage weapons. Your players will have to think more, and utilize cover. Such a change will also discourage 'rock paper scissors' mentality and prevent MMO style fights (two guys standing in front of each other and the guy with the biggest number wins)While 5E already does a good job of changing that, keeping such a change in the game would reflect real humans change in warfare (wearing less armour, using more cover, etc) that could really give a modern warfare type feel.
But in the end it is your DM's choice and whatever helps you have fun works just fine. Pages 267-268 DMGModern weapons are stronger than medieval ones, but I think that helps shift the tone of the campaign to something more scifi.That and modern weapons are more powerful than primitive ones. Being able to reach out four times the range of a longbow to fire more rounds per minute than an English army can put arrows into the sky in the same amount of time is kind of a huge deal.For a D&D 5th Edition modern game,.The author, Daniel Helmick, is the same one mentioned both official articles (links & ).
No.No.ing.That is literally the point of those weapons and the rules in the DMG. If you don't want to increase the damage for firearms, don't use firearms in the first place. They are far more powerful than more primitive weapons and should be played as such, not doing so because they're 'too powerful' is stupid.In real life, cultures with firearms were far more powerful than those that did not. That's how it works.We're talking about changing the baseline here. If guns are the new normal, these isn't any need for them to be more powerful than baseline weapon profiles. Ultimately the 'longbow' profile could be anything so long as it stands correctly relative to other profiles. If there are no ordinary bows there is no need for higher numbers to represent 'gun' 1dX is a largely arbitrary abstraction.
We're talking about changing the baseline here. If guns are the new normal, these isn't any need for them to be more powerful than baseline weapon profiles. Ultimately the 'longbow' profile could be anything so long as it stands correctly relative to other profiles. If there are no ordinary bows there is no need for higher numbers to represent 'gun' 1dX is a largely arbitrary abstraction.-Uhh except your not comparing to other weapons around you you're comparing to your physical DURABILITY.
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So unless humans evolved to be more resistant the damage gap still applies. But yes your logic does apply if humanity's resistances scaled with weapons increased damage. But assuming that humans are just as fragile as we have always been then firearms will have to be more powerful and thus more damaging. The main point is a pistol is much more deadly than any crossbow so the chance of long lasting injury (represented by dice) must be increased to accommodate the change in effectiveness. That-Uhh except your not comparing to other weapons around you you're comparing to your physical DURABILITY. So unless humans evolved to be more resistant the damage gap still applies. But yes tour logo does apply if humanity's resistances scaled with weapons increased damage.
But assuming that humans are just as fragile as we have always been then firearms will have to be more powerful and thus more damaging. The main point is a pistol is much more deadly than any crossbow so the chance (represented by dice) must be increased to accommodate the change in effectiveness.HP is largely a narrative abstraction and needn't account for the absolute efficiency of weapons. Others all greatsword hits on unarmored targets would be instagibs. I love it deeply, but it was written by a team of people with obvious ADHD, and thusly strangely complicated to explain to players.I feel 5e really nailed advantage and disadvantage, summing up all the step modifiers. I'm also glad they killed skills.Wanna run a star drive campaign.
This is gonna be fun!I actually HAVE the Stardrive campaign book! And holy hells, the bonus of -1d20 vs. A penalty of +3d20. Never try to sabotage a fortress ship's stardrive while eating a sandwhich, upside down, with your blood leaking from where your cyberarm use to be.Now if only they had more power armor options.Actually that is something I need to get to work on converting. D20 Modern/Future/etc. Was freakin' great for giving Alternity a second chance.
However, I think we whom now admire 5th edition can probably stand to do a bit of legwork to figure out how to convert gear from one edition to another without dumbing it down and without excessive game-mechanic mess up.Honestly, we have smartphones in this year, something like that used to have a ridiculously high purchase DC for all the additional equipment it could count as. That-Uhh except your not comparing to other weapons around you you're comparing to your physical DURABILITY. So unless humans evolved to be more resistant the damage gap still applies. But yes your logic does apply if humanity's resistances scaled with weapons increased damage. But assuming that humans are just as fragile as we have always been then firearms will have to be more powerful and thus more damaging.
The main point is a pistol is much more deadly than any crossbow so the chance of long lasting injury (represented by dice) must be increased to accommodate the change in effectiveness.It really doesn't. Getting hacked into with a sword isn't going to produce a wound less serious than being shot, and it's not like people didn't routinely die from arrow wounds and don't routinely survive bullet wounds.
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The actual danger presented from being struck is not particularly difficult. The ability to mitigate that damage with armor is, the effective range of weapons changed, there's differences in rate of fire, so on and so forth. Characterizing the weapon changes as 'more damaging' is just dead wrong. HP is largely a narrative abstraction and needn't account for the absolute efficiency of weapons. Others all greatsword hits on unarmored targets would be instagibsYeah but HP accounts for more than just pure meat, it represents skill and luck also.
The point I was trying to make was that unless the targets scale against the effectiveness of the new weapons equally than there will be a change in dice. Now if there was a story reason like humans have slightly reflective skin so they resist lasers or such that would make sense and the damage baseline would be lowered but unless there is an equal and opposite reaction dice will have to change.The only real difference is the change in effectiveness of the said weapon to harm an opponent. DND tries to rate each weapon individually, guns are simply better at killing than humans keep up with, if we did 'evolve' to resist or avoid the damage guns give than we would gain the advantage, but right now those weapons are made specifically to kill creatures like us. That's why shortswords do less damage than longswords physically they have the same potential but the longsword was made to better circumvent our natural coping defenses (reaction time, blocking, dodging) than a shorter blade, that's where skill comes in. I think having the 'baseline' weapon be more powerful helps shift the tone.In modern combat range options are stronger.
In traditional D&D range weapons do less damage than higher-end melee weapons.Lot's of guards are dangerous in 5e, attacking lots of guards with modern weapons is downright suicidal.From a realistic perspective, attacking lots of guards is pretty much stupid in any case. From a fictional basis, there's plenty of examples in either case, with cinematic action heroes being the modern example. Increasing weapon power does shift the tone, but there's a question of whether you want a tone shift. If the inspiration for firefights is The Matrix, damage is plenty high. If it's something realistic, it's probably best to use a different system to begin with, but if you have to stick to 5e then bumping up damage makes a lot of sense. Yeah but HP accounts for more than just pure meat, it represents skill and luck also. The point I was trying to make was that unless the targets scale against the effectiveness of the new weapons equally than there will be a change in dice.
Now if there was a story reason like humans have slightly reflective skin so they resist lasers or such that would make sense and the damage baseline would be lowered but unless there is an equal and opposite reaction dice will have to change.The only real difference is the change in effectiveness of the said weapon to harm an opponent. DND tries to rate each weapon individually, guns are simply better at killing than humans keep up with, if we did 'evolve' to resist or avoid the damage guns give than we would gain the advantage, but right now those weapons are made specifically to kill creatures like us. That's why shortswords do less damage than longswords physically they have the same potential but the longsword was made to better circumvent our natural coping defenses (reaction time, blocking, dodging) than a shorter blade, that's where skill comes in.So. Are you saying that any weapon before firearms weren't designed to kill people, or that we should have evolved natural body armour that renders bladed weapons ineffective and that's why we don't use them anymore? In the first case, you're blatantly wrong. In the second case, evolution doesn't work like that. We're talking about changing the baseline here.
If guns are the new normal, these isn't any need for them to be more powerful than baseline weapon profiles. Ultimately the 'longbow' profile could be anything so long as it stands correctly relative to other profiles.
If there are no ordinary bows there is no need for higher numbers to represent 'gun' 1dX is a largely arbitrary abstraction.There is absolutely a need for them to be more powerful than the medieval weapons. Mainly because guns ARE more powerful than medieval weapons. I really don't understand how this can be argued.
Guns are more powerful than bows, therefor they deal more damage. It isn't a hard concept to grasp. Bows and swords are the baseline. Guns vastly exceed that baseline.
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