dnd 5e: I don't like how players accurately place fireballs. Is there an alternative?

I am running 5e on a grid with minis. The only thing I hate is when
a sorcerer or wizard launches a fireball that perfectly hits enemies in
the aoe. The player counts the squares on the grid to determine
exactly where he can hit the fireball and he knows the perfect way
for the fireball to take effect. It will hit enemies but surprisingly
the explosion stops right in front of an allied face. A player who was
attacked by 2 melee enemies in my game released a fireball behind the
enemies so that the enemies were hit in the explosion but he was not.
In my opinion, this loses plausibility.

There are few meta-problems here that I think are at the heart of the problem …


"Likelihood": The game is about fighting fire breathing dragons; foiling the machinations of evil gods; defeat vampires, liches and other undead; riding a unicorn or a faucet; and yes, cast and manipulate magic! All of those things require a little imagination to conjure, let alone play in a meaningful and balanced way. The game allows players to cast fiery magic Troll-death balls Y it's fun!

Sorry, but the plausibility is out the door, go play Twilight 2000 if you want realistic combat.

Keep it up…

That being said, I agree that there is a problem with players planning the perfect AoE circle for only hitting enemies However, the problem is not spells, it is that the game practically stops while the player (usually the players) discovers the perfect place to cast the spell.

I see that magicians have a clear idea of ​​what their magic can and cannot do. They will know your limits as clearly as a cleric who heals the wounded, or a thief who opens a lock, or a fighter who measures an enemy. But unlike the cleric, thief, or fighter, the magician can point his magic … And that is fine. Although unlike the Cleric, Thief, Fighter, or any other class, a spellless wizard is as good as a commoner with a gallows. Let them have their moment.

However, I think if you gave the player as much time to pin down their attack as you give the fighter to roll their attack dice, I have a feeling you'll see a lot more roasted PCs, or at least more surviving enemies. Assistant can point out an attack doesn't mean you have more time to think about the best place to point. With this in mind, the PC could move a little further to keep PCs out of the way, but that means compromised enemies can be lost too!

If they can pinpoint. But if you keep playing… they won't have time to do it.

Processing rules

Create … create … house rules are something we all do. And many of those house rules can make a bad situation worse. I have learned both professionally (designing computer games) and in my own board games that you must take a level of care in making rules, especially those designed to & # 39; fix & # 39; other rules.

I've seen several suggestions here, as well as elsewhere, to impose new requirements or restrictions: randomize the benchmark, add a skill check or attack roll, apply stat-based modifiers, etc.

  • Random Pin-Point: In these rules, the desire is to add a random factor in Magic that the other classes have to support. The main problem in doing this is that you can nerfise the Wizrd: remember, the Wizard has a finite number of attacks while the other classes do not support this restriction! The power of the Mage class is the inherent ability to signal an attack, eliminating it is actually a severe limitation.
  • Skill checks or Attack Scrolls: These can be either right or wrong, usually wrong, as a player generally invests in Int or similar abilities and forgoes combat prowess to maximize his magic (and accuracy …) applying these rules In-character creation can be fair as long as abilities / attacks are something the player could normally choose Y don't play down the Wizard's main focus: casting Magic. Applying these rules after character creation only affects the player for pre-made and in-game choices already made, causing a new problem … an unhappy player!
  • Stat modifiers: Unless the stat in question is Intelligence, don't bother: you end up with the same results as the previous skill / attack … an unhappy player.

After learning the hard way, I stay away from house rules that modify rule X with rule Y, as doing so invariably causes new problems (usually with disgruntled players due to new restrictions on any type of desired game) .

I hate when a sorcerer or wizard throws a fireball that perfectly hits enemies.

Sorry, but that's what magic users do, and you as GM should leave them. If you hate It is a lot to create limitations, the problem is not the rules, or the knowledge of the players of those rules …

Do not create rules that restrict, limit or hinder players' desire to play the way they I want to play!

Craft meetings

The way you create your encounters is by far the best solution for players to use AoE. Yes it's not a rule per se and yes, it does not target players by signaling their attack (see above). But it's the best you as a GM can do to reasonably change the way players use Spot AoE. In a way, this is the best rule of all: you can use you imagination in making interesting encounters. A large part of the problem of players using AdE spells can be mitigated by creating encounters in the first place.

Anyway, what is good for the goose is good for the goose! Why are there no enemy magicians throwing fiery balls of fire? exactly where only PCs are hit ???

While I'm out of breath, I strongly I urge you to NO apply any rules to address the problem. Just keep things going and keep the combat interesting and yes, every once in a while players will shoot a fireball that only roasts enemies … But, that's because doing it is so much fun, and your main job as GM is make sure that's what the players are having … FUN!

dnd 3.5e: how much should I, as a GM, adapt the rules of my world to suit my players?

I'm DMing a DnD 3.5e game with some combat, but mostly focused on narrative and building interesting moral themes. I told my players this in Session 0.
In the game of our last session, the party was invited in a stately home. There was a player acting to laugh and create friction with his slightly haughty hosts. This ended with him missing a save to steal a paperweight and locked up until I could think of a way to deal with him. I am not afraid of imprisoning misbehaving characters.

I guided the others with the plot that I had written, but the player ended up leaving the session early since there was nothing for his character to do and he had said nothing for about 40 minutes. I said I would allow him to contribute to the discussions the main part was having, but he didn't seem interested.

Obviously, this was not ideal, but it was adjusted to the reality of the situation and the environment in which they found themselves. Even when the rest of the group tried to free him, they weren't persuasive and rolled badly and I couldn't justify letting him go.

I think the player and I have different approaches to the style of play. My question is how much do you expect to commit? I don't want to change the rules and tradition of my world because someone wants to waste time.

dnd 5e: players get frustrated when they can't solve a difficult diplomatic problem, how to make them think outside the box


The players got into a diplomatic problem that they know is probably above their salary level in terms of difficulty. They spent a session trying to solve this problem by talking to people and doing different charisma checks to try to persuade people that they probably didn't have to persuade (the reels were average, the arguments weren't extremely convincing). The party planned no grand scheme, no extraordinary strategy, no clever idea on the ground, but attempted a very basic basic dialogue.

This has happened in the past when it comes to combat, and the part with a recent deadly encounter had to think more out of the box (one player even said, "Guys, we have to plan more and think less about hacking and cutting sometimes. "). Now it's a more diplomatic problem that doesn't seem as easy as writing a single charisma check and hoping it works.

In the end, the party failed to resolve the diplomatic problem (although there is room in the future for them to try the advantage again), and one of the players said he did not enjoy the session. Player enjoyment is my top priority. But I also think dnd is better when there is risk, when you can miss spins, when PCs don't always win (although it's not that I actively seek it out).

How can I get the party to perform less linearly on dialogue related issues?

An example problem:

P: If he tries to be smart, a bad person with a lot of influence in the city

A: There are options to incriminate the person, bribe people, look for dirt on this person to find his weakness, stain his reputation, try to prove his mistake by looking for evidence, and many other possibilities.

I tried to have a short session-0 to talk again about if they want problems related to disabled dialogue, and they didn't seem to accept it, instead they felt like they tried everything and didn't know what else to do. I also did an autopsy on this issue and tried to give different options that they could have tried, but I have a feeling that the players feel that they still tried everything and failed and that the session was "a waste" (even though they still had exp , I still got loot and got more plot).

Something like a waste of how to tackle this problem isn't just: "Go check out some podcasts dnd for ideas, or go read the X, Y, and Z resources on the subject."

dnd 5e: Can the undead heal other players with normal healing spells?

So I've been trying to create a character (a Skeleton Bard using this homebrew race option) and I know there are some spells that can't heal the undead. But what happens backwards?

As a skeleton, could I use Cure Wounds or Healing Words on my other (live) teammates?

I like the idea of ​​not being able to be healed by certain spells because it would be interesting to play with them. But I feel like it would be quite difficult as a healer if I can't use one of the most vital spells in my kit.

Dungeon World: Discerning Realities: Players are supposed to ask their questions before or after the dice roll?

The book is quite clear on this topic:

When you study a situation or person closely, roll + Wis.

✴In a 10+, ask GM 3 questions from the list below. ✴In a 7–9, ask 1.

So, first you roll the dice, then you ask questions from the list. Why I'm asking is because there have been community conversations involving players asking questions from the roster when the roll still fails.

See Sudden Ogres for example: explain how to narrate misses Spout Lore and Discern Realities, but implies that players ask "Who is in control" (a question from the list):

Who is in control of this masquerade ball? He is your rival, Duke Dupont, just as you feared!

Who's in control of that masked ball? Suddenly, ogres are everywhere! I guess that means the ogres are in control now.

How is it possible? Should the player ask before rolling the dice, or should the GM ask for further clarification on the fault, or what?

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dnd 5e: can players resurrect their old and dead characters once they're on a higher level?

The resurrection can revive someone who has been dead for less than a century. So, let's say my level 5 druid dies and I make a barbarian to continue venturing with my group, then, a year later, when we are high enough, our Cleric wants to resurrect my druid for a long time (remembering where we buried the body) .

This seems like it can definitely happen, right? If so, will most of the dead characters not be able to return, eventually, especially at higher levels? You almost feel like death is not as permanent as I thought it should be, unless I am missing something?

dnd 5e – Tips for first time DM / player with first time hero players trying out the Lost Mine from Phandelver with an undersized party

After listening to and enjoying some "real play" podcasts, I'm about to try DnD with my wife and kids. Neither of us has played before, so after a bit of research, I've decided to go with the official DnD 5e starter set.

Due to a slight misunderstanding, I thought the set was fine for four players including the DM, it seems like it's actually meant for a group of four or five plus the DM.

Since the party will only have three members, none of them have played before, and two of them are children, I hope they are not very effective to start.

As a DM, I am planning to help as much as I can with the rules and hints on what they can do (initially they won't have read all the rules). But I am concerned that as a small party they may have problems.

The children have decided that they like the magician and the rogue and my wife is happy to play any of the remaining characters. From my research, I have suggested the clergyman to have someone with high AC and good healing.

Since I haven't played before either, I'm looking for suggestions on what else I can do to get things off to a good start. Obviously I can do things like reduce the number of enemies in fights, but I guess there are many other tricks that I don't know about to help in this kind of situation.

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dnd 5e – How can I convince new players to read and learn the basic rules before sitting down to play?

Treat this as an opportunity to grow together as a group.

Although you are the only experienced player, you will learn D&D 5e as a group. Together. That can be a lot of fun. I suggest that you let go of your instincts and assumptions from your latest edition. Treat this like a new game. Help to a lot. This is from personal experience. It took me to get this advice from another player to finally start enjoying this edition: that (letting it go) was difficult for me since I had worked a lot since the late 70's …

Learning by doing is not entirely bad

His player who thinks that "learning by doing" is a good road ahead is not all bad; You need to dream an adventure anyway, so why not start with a very basic one?

First, invent three simple encounters; one mostly social (bandits or thugs who threaten someone in a city), one mostly combat (wolves), and one that could go in any direction (more bandits or perhaps some cultists).

Second, explore a bit and find a couple of encounters in a "two-level ruined tower on the outskirts of town." (A few kilometers away)

  • Room 1, entrance, abandoned tower, describes its decrepit
    condition. Room 2, whether you have a door or a secret door or an archway to
    enter it. Something there, even if it's just a few rotten skeletons.
    Cobwebs on the stairs that go up. Room 3, giant spider. Room 4:
    something special; a captive, a book, a chest with some silver coins
    and an emerald on a necklace, a healing potion, a map of a cave with
    treasure, or, the cult leader. Something. A roof trap
    and a staircase allows you to add a third floor if you wish.

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Your players will meet, they will start in the city, they will have some encounters and then, for "a reason", they will leave the city towards the tower.

Remember these are new players holding it simple It is important.

  1. For the first session, they have no coiled characters. Go to the WoTC website and choose 5 or 6 top tier pre-built PCs. Make each one a different class. I recommend these:
    Fighter, Rogue, Mage, Cleric, Barbarian, Monk
    Pre-generated character sheets.

    Have them printed, lying on the table, and ready to choose.

    Have all your players roll a die (use a d12 or a d20. Roll the ties again until you have a higher score). The highest roll gets the first choice, and in descending order, they choose a character that appeals to them. Set aside any leftover characters. (If the players end up negotiating with each other "Hey, I was expecting that barbarian, can we trade?" Don't get in the way of that. Let them figure that out.)

  2. Explain how the basic principles of the rules work:

    How to play
    The game of the game Dungeons & Dragons is developed according to this basic pattern.

    1. The DM describes the environment.
    2. Players describe what they want to do.
    3. The DM narrates the results of the adventurers' actions.

    So, just start playing. Place them in a city and tell them what they see and what they find. Ask them what they do or what they are trying to do. Be sure to ask each player. Ask them to explain to you in plain language, and then translate that into the game.
    I cannot emphasize enough the following part:

  3. Please refer to the PC character sheet only if you need to search for something; otherwise, ignore the character sheet.

    Focus on the "theater of the mind" in terms of what you are finding. Use visual aids if you have them, but a pencil and a piece of paper for drawing, or a white board with a dry erase marker will do.

  4. Roll the dice as little as possible. Of course, there will be extensive rolling ion combat, but keep it to a minimum otherwise.

    If you are not sure about a roll or ruler, err in favor of the players.

The above method is how I got a bunch of tweens to play basic D&D in the early 00s. (Black Box, 25th Anniversary Edition). They had fun. They came back for more. And her parents didn't object, despite living in a part of the country where "D&D is the devil's game" was not uncommon.

What happened was that as a mechanical thing came into playI simply awarded the stock, told them what to shoot, and explained it later.


A giant spider on the second floor of the tower bites the Rogue and gets hit. If you want to beautify this blow, you can describe the feeling of the poison entering his veins, burning, but tell the Rogue player this:
"Roll a d20, this is a saving shot from the Constitution."

They roll
Ask the rogue, "What is your bonus for the Constitution?"
Rogue reads on the sheet: "It's a +1" one
"Add 1 to the roll. Is it greater than 12?"
Yes or no, apply the poison or not, and then keep playing.

Keep the gameplay moving!

All of you as a group are learning the game together.

Bottom line: You have a great opportunity to establish some good habits early. Do not miss it

Warning 1– Make sure you understand the economics of action. Focus on movement, action, and interaction. Apply bonus action or reaction only when it arises. Part of your role as a DM is as a coach; I still do this, as a coach, when DM. Be on the lookout for any bonus reactions or actions that come up, and apply them in-game so players can see what they are as they learn to play. (Returning to training as a DM, Tim Grant's response is an excellent detail about it. Read it.)

Warning 2– Make sure you understand what top-tier spells do; the spells on the pregeneration sheets. That way, if you are thinking of casting a spell, they can be of help. Spell casters require a little more work for new players than martial characters.

Warning 3: Make sure the first time one of them is hit at 0 HP, tell them "You're not dead yet!" They get to roll saving throws, other players can help, etc.

Once the first session is over, talk about how it went with the group

If they like it, you can talk about rolling up their own characters, or keep playing around with these, or pick some of the other pre-genics.

Credit where credit is due: This answer is a variation of "how to make people not focus on the rules" answer here. The guy who wrote that answer developed Basic / Expert / Companion / Teacher / Immortal D&D (BECMI) in the early 1980s. What he describes there is very similar to some of the sessions he used to run for new players, from tweens up to adults in their 40s, for about 20 years as DM.

one Or goes like this (thanks @TimGrant)
DM asks Rogue, "What is your Constitution Bonus?"
Rogue: "13"
DM says, “That sounds like your skill score. Your bonus would be a lower number. It would be zero or it would start with more or less. Look where it says "plus one".
Rogue: "Oh, it's +6"
DM: Continue explaining how skill score bonuses work, and point to the page in PHB / Basic Rules where that is explained …