realtobiasthe3rd  asked:

So probably been asked before but tumblr and my phone hate each other with a passion most days. What sre your thoughts about the "great dnd debate" between 3rd, 4th and now 5th editions?

5th edition is the spiritual successor to the first edition that I loved so much, so it’s my personal favorite. 3rd has too many crunchy rules that I could throw out with a fair amount of work, and 4th (which has a fantastic DMG for new DMs) was too much of a minis game with all the goddamn powers and cards and things that just got in the way of everything.

So I like 5th. It gets out of the way and lets me tell a story with my friends. But you know what? Edition Wars are boring. Everyone likes their own edition for their own reason, and nobody is forcing anyone to play a game they don’t want to play. It’s not a zero-sum situation, so you do you and play more games.

anonymous asked:

The day the sombra animation was released in was super excited so when I got into games I would ask if anyone else was also excited and this one hanzo said to me "just shut up and heal, we all knew she was coming" even though the match hadn't even started yet, we were still in set up. So I decided not to heal him all game because he was rude. He would sit in front of me and spam the need healing button and I would fly off to dmg boost our phara instead. Next time don't be an ass hanzo.

Dungeon Crafting: Puzzle Dungeons

image source: Legend of Zelda: Oracle of Ages

Now, I don’t know if you people have seen Mark Brown’s miniseries on YouTube known as Boss Keys, but it’s pretty great. It picks apart and analyzes some of my favorite dungeons from the Legend of Zelda games and finds out what makes a dungeon a Zelda dungeon. I have always loved these dungeons because they have a lot of density and force you to explore the space slowly and think your way through its puzzles. Definitely check out Boss Keys. From what I learned from those videos plus my own experiences as a DM, I’m going to try and detail how to create a Zelda-like puzzle dungeon. There are a few hallmarks that you should hit on:

Dungeon Density

Each area in the dungeon should be complex. It should have several things to interact with in each room other than the monsters or guardians. Everything doesn’t have to be immediately useful or usable, but it should provide context for the dungeon. For ideas, think what the dungeon was used for and research what sorts of things might be in an ancient tomb, lost temple, or forgotten keep. Have certain puzzle elements stand out. A good example from the Legend of Zelda is the eyeball above a closed door. I would stray away from that type of “puzzle” as it’s very well-known, I assume, that you have to hit the eye to open the door. On the other hand, a well-known puzzle like that could signal to the players that this is going to be one of “those” dungeons.

Making a dungeon complex and dense will mean that you have less rooms to populate, and will make it feel robust and well-used. It will also give a feeling of slight confusion for the players as they try to organize all of the information you’re giving them, but as the dungeon progresses, they can pick and choose which parts of the dense dungeon are integral to solving the dungeon!

Hub Areas

With all of that dungeon density I’ve been talking about, it’s good to have some sort of hub area. It could be a large room, a safe sanctuary, or have some overbearing landmark for players to imprint on. This will be the main part of the dungeon that they remember and can rely on. They will pay the most attention to this hub. So if this hub is a main part of solving your dungeon puzzle, they will notice changes made to the room very easily. For instance, a hub room could be a gaping chasm with bridges that seem to be mechanical. When certain levers in other parts of the dungeon are pulled, some pathways in the hub open up and some close off as the bridges ascend, descend, or turn. Back in my post about dungeon tempo, this creates a nice rhythm for players to always come back to a room that they’ve cleared and notice progress.

Branching Paths

Branching paths are a key part of puzzle dungeons. Don’t have a dungeon that is all one path that railroads players to the end of the dungeon with a puzzle for each room. Players need to be able to explore and discover the available paths in the dungeon and find the path for themselves. In the Boss Keys miniseries I mentioned, Mark constantly differs Legend of Zelda dungeons by whether they make you find a path versus making you follow a path. I personally enjoy finding the path and I think most players do too. It is key in creating what are known as…

A-Ha Moments

An a-ha moment is not that feeling you get when listening to Take On Me, but it’s pretty close. It’s that feeling a player gets when they figure out a puzzle by suddenly putting two and two together. There are a few aspects to create this in dungeon and level design:

  • Foreshadowing: implying that one part of the dungeon must be revisited later or implying something further in the dungeon exists. Laying this groundwork puts thoughts in players’ heads to help them markedly acknowledge that it’s okay to leave this area, because something lies ahead.
  • State Changes: the environment of the dungeon or its parts changes based on the actions of the players. This is the “puzzle” part of the a-ha moment. Pressing a button to change gravity, move a pylon, or change water levels can would count as a state change. Even acquiring a key item that can affect the dungeon or the players’ movement would count (see Link’s Pegasus Boots, Hover Boots, Silver Gauntlets, etc.)
  • Backtracking: After the state change, the dungeon has shifted. Some areas that were once inaccessible can now be accessed, and areas that were once open have closed off. This forces the players to backtrack. Where do they backtrack to? The place that foreshadowed the backtracking.

How does this look in practice? Let’s make an example:

The players enter a dungeon and quickly make it to a hub area with four doors. three of the doors have a bridge extending from it to a central platform. The platform and bridges are 100 ft. above a pit of spikes, which are very satisfying to kick the kobolds in this room onto. Once players tire themselves of punting kobolds, they notice that the central platform has a large plinth with a stationary mirror set into it. The mirror is facing one of the directions of the bridges. The mirror can’t be easily moved without tools, and it has no apparent use yet. The players move on to one of the doors connected by the bridge.

The players go through several chambers, fighting monsters and avoiding traps, when they find a room with a lever in it. When pulled, they hear a low rumbling and grinding of stone elsewhere in the dungeon. When they return to the hub room, the central platform and bridges have rotated, allowing passage to the door that didn’t have a bridge leading to it before.

Down this new route, the players find a stone button with an angel relief on it. After pushing a huge rock onto it, they hear another rumbling. On returning to the hub room, an angel relief is now visible on the wall as a stone slab has moved away to reveal it.

The yet unexplored room is still accessible by the bridge, and after exploring down that path, the players find a crank near a gilded relief of a sun. The crank opens up a sunroof in the hub area. The sun (if daytime) shines light onto the central mirror in that room, which then reflects it out in one direction. The only problem is, the beam of light from the mirror isn’t facing the way the PCs want (towards the revealed angel relief in the hub area).

Realizing that they need to point the mirror so the light shines on the angel relief, they must backtrack to the room with the lever that rotates the bridges and mirror until the mirror is oriented the way they want.

This example has density. It’s essentially four rooms with all the things they need to solve a puzzle in the hub area (the central room with the bridges). It could use more density though with more puzzle intertwined throughout some filler rooms or with more things to do in each room; I was light on description for the purpose of the example. It has three branching paths (four if you include where they entered from). The mirror foreshadows a light puzzle, and the sun icon foreshadows the opening of the sunroof. The bridges, angel relief, and sunroof all exist in the hub area and change states based on the players’ actions in the rest of the dungeon. Players have to backtrack to the room that changes the bridge orientation so they can rotate the mirror to face the right direction. This is a fairly simple puzzle, but in the context of a session of D&D where the story less shown and more told, it can prove more difficult. Keep all of these factors in mind when making a puzzle dungeon, and don’t forget to watch Boss Keys!


Since I didn’t get to do inktober sob….but you guys can have thissss instead.My rp stuff.

Mahaad and Mana’s warlock+witch designs for a vampire au I have with @elynnae.  I have Mahaad without a hat too! You can see the front of Mana’s outfit in the rough sketch.

**Mahaad is a warlock who owns a little strange shop deep in the woods.  Mana is his little witchy apprentice. The location of their shop always mysteriously changes from time to time.  

D6 Magic Item Shop Items That Your Players Will Appreciate...

By Applejaxc:

Here’s a curated list of 6 items you can throw into any ongoing campaign, level 1-20, that is interesting and won’t unbalance your game.

Because WotC decided to completely suck while writing the magic items section of the 5e DMG, I did some extensive* trial-and-error testing to find out what items are both cool and non-disruptive so you don’t have to rely on the vague “common,” “uncommon,”  "rare,“ "very rare,” and “legendary” “guidelines.”

*guess work

Next time your players decide to hit up the magic item shop, consider having one of these on display:

1 - Cloak of the Manta Ray

  1. With the hood up, you can breath underwater
  2. You have a swim speed of 60ft

It sounds ridiculous, but honestly how many adventures take place underwater these days? This gives one of your party members a new, situational tactical option for aquatic infiltration and surprise, and it gives you a new way to split up the party: Someone has to dive into the pitch-black, freezing water to find the valve that opens the door in the next room!

2 - Ring of Resistance

Ye olde shop has 1-3 of these of display. Roll 1d10 to determine which element types are available.

d10    Element    Gem

1 Acid Pearl

2 Cold Tourmaline

3 Fire Garnet

4 Force Sapphire

5 Lightning Citrine

6 Necrotic Jet

7 Poison Amethys

8 Psychic Jade

9 Radiant Topaz

10 Thunder Spinel

If you’re really worried, you can balance a Ring of Resistance in two ways: 1, only have a Ring of Resistance (Radiant) (because good adventurers shouldn’t be fighting many radiant enemies), or 2, each ring has a Curse: Weakness to another element (roll again to determine which).

3 - Belt of the Monkey

Whosoever wears this belt takes only half falling damage. Curse: You feel the urge to treat the world like your playground.

4 - Rope of Climbing

As the entry on page 197. It’s extremely useful without being grossly disruptive.

5 - Sending Stones

One of the most useful and best magic items.

A pair of magical rocks that function like WalkiTalkies, so the party can split into 2 groups and still communicate without metagaming. Curse: (Kind of) There’s a 3rd (or even 4th, 5th, and 6th+!) stone in the possession of the BBEG or the shopkeeper (could be the same person), which is used to spy on the party’s communication and track their movements.

6 - X of the Sun

Substitute “X” with any weapon. With a command word, the weapon’s blade or striking surface grants illumination similar to a torch, candle, or lantern (at the DM’s discretion), alleviating the need for party members without Dark Vision to carry a light source. This light cannot dispel magical darkness.


@trijicon thermal is absolutely sick.
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Everything hurts

Contex: our group who has a warlock yielding(me), wood elf druid, half-orc barbarian, human cleric, high high elf ranger and a half elf bard he wasn’t there this season. We just finished accidentally summoning our 3 guild masters because their mother is a goddess we wanted to talk too and ended up fighting a cult. We beat them and cleaned the tainted moon pool. Or for masters teleported away and have us some keys to get back to the guild.

Me: I go to take the keys

*Roles nat 1*

Half-orc: * punches me in the face for 14 HP*

Me: *forgets moon pool isn’t tainted and drinks out of it and takes 5 radiant dmg*

Party goes to near by town and uses the keys

Me:*parinoid of anything that can hurt me*

1st one lead to no where that we can remember

2nd one leads to dark room with a glowing map table

Party:*investigates room*

Me: *decides to try 1st key in here*

Open door looks different from last time we used the key

Me:*walks in and fails saving throw comes back out * murmering about monkeys *another 10 psychic damage*

100 Magic Items for 5e (81-90)

Hooof these get more difficult with each passing day. Anyway, this is a continuation of the 100 Magic Items for my first 100 followers. Today, more Wondrous Items! 

81) Periapt of Greed

Keep reading

skyisthelimit112  asked:

Okay I'm not usually an AU person but I literally just spent the last hour and a half going through your TTC tag and my heart is currently a puddle of goo but also a mass of throbbing pain how dare you take me on such an emotional roller coaster. (But actually I will never get enough of bb Yami/Atem, what have you done.) I do actually have a question though - so bb Yami can see/summon duel monster spirits? Any of them? And they're corporal? How do his other monsters interact with him then?

Spirits aren’t corporeal unless they’re in an area of high spiritual energy, or unless they were strong to begin with. Bb Yami can see and interact with spirits because he’s a spirit himself, just with a corporeal body. He can touch them and they can touch him. Supernatural creatures often visit him out of curiosityand a certain magician makes sure that they don’t harm him in any way. 

He has the ability to summon Duel Monsters, but only low level ones. It’s very rare that he can summon high level monsters, as it takes a lot of power and concentration to do so. He tends to use Kuriboh on any of his attackers/kidnappers.

There are exceptions to this summoning rule, there are strong Duel Monsters that come to him with little effort. 

But this is more because they want to, rather than bb Yami’s ability to summon them.
Toy Hall Of Fame: Dungeons & Dragons, Little People Honored; So Are Swings
Care Bears didn't make the cut; neither did Transformers or Uno. But it's a good day for Little People, first produced by Fisher-Price in 1959.

Dungeons & Dragons has been inducted into the toy Hall of Fame!
DMG Nabs Rights to Brandon Sanderson’s ‘Cosmere’ Book Universe in Massive Deal (EXCLUSIVE)
DMG Entertainment has nabbed film and licensing rights to “Cosmere,” Brandon Sanderson’s acclaimed series of interconnected fantasy novels. The entertainment and media company has committed to spending $270 million, which will cover half of the money needed to back the first three movies made from Sanderson’s canon. That makes it one of the largest literary deals of the year.
By Brent Lang

anonymous asked:

Hell yes! Thank you, don't matter how much dmg you out put if everyone is dead because oh hey that health pack didn't respawn in time or their tanks you know just protected them. What a strange concept haha.

b-b-but i have gold in kills..

-every widowmaker ever who does not dare put a foot on the point to extend overtime

it doesn not matter how good you did if we end up losing anyways dammit!