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RPGMemes @ttrpg.network
KurtDunniehue @ttrpg.network

Hasbro Executives Report Their Gambling Habit is Under Control, Not Addiction.

When asked for comment, Hasbro Executives report that while they do gamble, what they're doing is a normal part of their job.

"Listen, everyone in our industry and economy deals with growth, and the risks of growth. We need to make investments to attempt to grow or our stock prices will fall as investors chasing profits will put their money elsewhere. So when we spend billions of dollars in 2020 and 2021 to attempt to grow our brand, we do so with the sobering knowledge that this isn't a sure thing, but calculated risks need to be made."

"But we manage those risks sufficiently, because we have other peoples' jobs as collateral. I mean, just imagine how we could possibly make these financial risks if we had to shoulder the responsibility for underperformance ourselves!"

Unprompted by questions, the executives continued. "And don't you dare try to put this in a negative light. This is just how our civilization conducts its artistic output. What, do you want people to make fun things

  • Sure, but even then it doesn't make a lot of sense that all the different ways that Warlock patrons can present themselves, that they all are great about giving people raw damage potential as a cornerstone of their pact, regardless of how you flavor it.

  • "Child pure of heart and innocent of mind. You have caught my attentions, a Unicorn who wants nothing but to live and peace, and to see the joy and love of the innocent as yourself. For your purity of spirit, I shall grant a boon of this magic gun."

  • D&D Next - 5e Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    Across the entire panoply of Warlocks patrons, there is incredible variety.

    There are devils who scheme and wheedle souls. There are beings of ancient wills and unknowable intent. One may even have entreated elemental forces from the primal dawn of the world, or Genies who have within them a stunning variety of desires, wants, and whims. Alongside Archfey who encompass a dizzying variety of the beliefs and motivations. What unites them all?

    They all think Eldritch Blast is a pretty cool spell.

    Permanently Deleted

  • If anything, they've made a move to ensure that the contract-artists who manually draw their art won't be replaced by AI artists. They just happened to do that move after one of their contract artists did so without their explicit permission.

  • Permanently Deleted

  • Yeah this is clickbait.

  • The secret is to not work from what you'd like to do, but to work backwards from what your players want to do.

    Seriously, throw out all the prep you have that isn't landing, and just ask your players what kinds of things they want to do. Then, make stories inspired by the actions or accomplishments they want to undertake.

    ... This does require that your players have some idea of what they want to do, though. If you have checked out or uninvested players, there's essentially nothing you can do I'm afraid.

    So now I will soapbox to the players reading this: Your job is to be invested in the game. If you don't put energy into being invested, you're not fulfilling your side of the arrangement at the table.

  • I had taken the artist's statement that the art is being reworked as evidence of the art being pulled, and at least future published books not containing them.

    https://twitter.com/i_shkipin/status/1687829743268442112

    I should have waited until the actual statement (linked below), as it's clear that the artist was making something of a lie of omission above, as I believe he purposefully wanted readers to believe that the art was changing in the books, not that he would redo the art to... essentially no promised effect. Maybe he was lying to himself with the hope that he could get another go at?

    https://twitter.com/DnDBeyond/status/1687969469170094083

    I've updated the title of this post to reflect the info from the official WotC statement on the issue. I'm glad they won't be allowing AI "augmented" submissions from their artists going forward, but I would only be truly happy with a statement that they will be taking the massive inconvenience of making sure that the art is revised for future publications at a minimum (I think a recall would be asking a lot tbh).

  • D&D Next - 5e Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    New Dungeons & Dragons Sourcebook Contains AI Generated Art, with No Promise of Removal

    A source at Wizards of the Coast has said that Shkipin’s use of AI art was not something that the team was aware of. Further, they state that no text in the book was AI generated. Wizards has said that they will update their guidelines to more explicitly prevent these sorts of incidents from happening in the future.

    io9 has reached out to Ilya Shkipin for clarification and comment. Shkipin has further stated on social media today in light of his confirmation and the deletion of his prior posts that “the future of today[s] illustrations is being discussed.”

  • I don't think you picked up that I playtested both, though.

    The monks played okay, if rather awkward in my playtests of the rules. They should do more damage, but they were all suitably impactful in a fashion that this dance bard cannot replicate with the ribbon features it has been given.

    The bard was just a bard with what is effectively a free melee attack cantrip that doesn't scale with their casting stat. They do not step on the monk's toes, because they were too busy casting shatter, fireball, and other uses of their magic action.

    It's flavorful and fun, but the impact of the dance bard is not on their level 3 features. It's their level 6 features that give the class a tonne of impact.

  • Because I have playtested monks, and their ability to control and knock enemies around while punching more often and for more damage while being quicker than the dance bard.

    The dance bard in my playtest was awkward, and did less single target damage than the monks in my other playtest. It also was not able to attack and disengage for free, giving it much less of a skirmishing feeling.

    A bard without any subclass features is a strong and versatile character. With the dance bard subclass, the bard is actually playing suboptimally, and does not outperform the monk in my playtest.

  • D&D Next - 5e Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    Bigby's Glory of Giants preivew. A practical demonstration of how to use the upcoming book.

    I'm less interested in the contents of the linked free adventure, and the below design notes on the adventure.

    Design Note

    If you have Glory of the Giants, you can follow along with the process we used to create this adventure. The basic adventure seed—“a fire giant captures a renowned Humanoid smith”—comes from the Fire Giant Skill table (chapter 2), with additional inspiration from the “Magnum Opus” adventure idea connected to the Star Forge (chapter 4). The name of the giant villain comes from the Giant Names table (chapter 2), and the encounters within the Star Forge are inspired by the Fire Giant Encounters table (chapter 3) and the Elemental Fire Encounters table (chapter 3). The map of the Star Forge is in chapter 4. The giant wrestlers of Fireside Monastery are firbolgs (chapter 6), and several other monsters in the adventure come from the bestiary in chapter 6 (cinder hulk; fire giant forgecaller; fire giant of Evil Fire). Information about fire giant bags (chapter 5) f

  • All I'm really hearing here is that casters are overtuned, and monks don't have a well defined niche.

    I agree with both. The Dance Bard is the least of their issue. Most of all because the Dance Bard would be LESS effective than another, more caster focused Bard.

  • IMO it really, truly does not invalidate the Monk.

    1. Their unarmed strike isn't any better than Shocking Grasp.
    2. Their AC is better with Medium Armor Proficiency and a shield.

    If they got multiple attacks per turn, and a way to use them while also weaving in and out of enemy reach range without catching attacks of opportunities, then they would invalidate the monk.

  • That's a fne thought, I was just wondering if there was a way to explicitly link hunter's mark to the other various spells that improves how they should interact.

    I could even see something like being able to move your hunter's mark to a target you hit with any of the other strike/arrow/shot spells.

  • I think the changes to the Paladin smites do present a neat way to change hunter's mark for the better, as there are a tremendous number of other attack-rider spells that should be able to be looped in to the typical ranger round, in addition to hunter's mark.

    In my own playtest with the ranger, I was absolutely floored with how much damage it can do, so I hesitate to make damage output even easier. It's not a bad idea to have rangers be the absolute Kings of ranged damage, but only if we're okay with them having a strictly ranged damage dealer class identity.

    However to your point, I think making each attack-rider spell into some permutation of hunter's mark is the way to go. Perhaps hunter's mark should be something that is automatically applied if you use any of the primal shots, but only for rangers (or maybe a particular ranger subclass)?

  • Hunter’s Mark damage scales every other spell level, so it goes to 2d6 at level 9 if you use your highest spell slot at the time. No point in casting at 2nd level at all.

    Ah whoops I goofed on the scaling of hunter's mark! In my defense I was juggling a lot of new mechanics and the ranger was a last minute addition to one of my playtests.

    But looking at the general numbers, one fewer d6 per turn would have been a drop in the bucket to the damage they were outputting. It was sincerely surprising on how impressive they were, I expected them to perform worse based on my first impressions of reading the class. Actually playtesting revealed that they are in no way nerfed.

    I promise you, “Don’t group up when you fight things with breath weapons” is not a strategy unique to Rangers. That’s just something kind of busted with ranged builds in general.

    That's kind of my point, that Ranged builds having guaranteed high damage is an issue because there are so many perks, like ease of safe positioning. I think Rangers are doing great damage, and that might be a problem.

  • I'm honestly not as sold on the idea that resources are a balancing consideration, all told. Or at the very least they aren't as big of a consideration as many people presume. But perhaps you're right and rogues are fine, at the very least I don't think rogue players will generally notice that they are doing less damage due to how clutch they can be with their cunning strikes.

    As to Hunter's Mark damage, it's higher damage at level 5, when you miss once. Which means that the damage floor is higher in general starting at level 2 spellslots (character level 5), and the damage ceiling is lower only if you are able to make 3 attacks. At level 3 spellslots (character level 9) and onward, it's simply the same or higher damage, excluding gimmicky action surge builds.

    As to when it is useful to upcast, it's useful in any fight that you think is serious. The biggest problem is that the rest of the spellcasting toolkit is sitting there, doing very little for the most part (standout exception is Conjure Barrage which is fantastically powerful and fun).

    edit: Oh and to answer this...

    If the Ranger was optimized for being fast, and the Rogue was constantly tripping the enemies, why are you surprised it was hard to hit the Ranger?

    These were two different playtests, with different classes. The ranger and the rogue weren't in the same playtest group, so this wasn't the result of complementary kits. It's mostly a consequence of the the enemies having only average movement speeds, and the counters being somewhat melee heavy.

    But even in the encounter where I had 60 flight speed dragon wyrmlings, the situation constantly played out that this ranger was never grouped up with the rest of the party, so I couldn't hit them in the breath attacks. This amount of safety is a bit problematic with their higher damage output, IMO.

  • OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    UA 6 Playtest Report: Rangers and Rogues are strange bedfellows

    Please note: this feedback will mostly be focused from my own perspective as a forever GM. I am less concerned with how powerful X is against Y, as I am for the health of the game, and the ease of running encounters.

    During my playtests I was given the opportunity to see both a Rogue and a Ranger, and they both feel good and bad in opposite and complementary ways. In short, the Rogue is fun but a breakdown of damage spreadsheets reveal it’s in a bad spot. In contrast, the Ranger has a lot of moments that detract from its fun, but joyless math shows that it’s super-effective.

    Rogues are affable & attractive idiots

    For the rogue’s part, being able to tactically choose what cunning strike to use at each given moment allowed for ranged rogues to opt into a controller role in combat, making one enemy’s life hell for a turn. When this works, it feels amazing as you are able to severely hamstring or simply exclude opponents from contributing at all on their turns. Unexpectedly, the Tri

    OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    UA 6 Playtest Report: Rangers and Rogues are strange bedfellows

    Please note: this feedback will mostly be focused from my own perspective as a forever GM. I am less concerned with how powerful X is against Y, as I am for the health of the game, and the ease of running encounters.

    During my playtests I was given the opportunity to see both a Rogue and a Ranger, and they both feel good and bad in opposite and complementary ways. In short, the Rogue is fun but a breakdown of damage spreadsheets reveal it’s in a bad spot. In contrast, the Ranger has a lot of moments that detract from its fun, but joyless math shows that it’s super-effective.

    Rogues are attractive idiots

    For the rogue’s part, being able to tactically choose what cunning strike to use at each given moment allowed for ranged rogues to opt into a controller role in combat, making one enemy’s life hell for a turn. When this works, it feels amazing as you are able to severely hamstring or simply exclude opponents from contributing at all on their turns. Unexpectedly, the Trip Attack w

  • The amount of specificity of rules is not binary, it exists on a spectrum.

    I think that the amount of specificity we're seeing in the Playtest rules are beginning to encroach on an unsung virtue of 5e, with allowing for 'Rulings, not Rules.' Several times I have found that these specificities put more work on me, the GM, to sort out if a situation is clearly defined and doesn't require my ruling, as opposed to just entirely requiring me to make a ruling in the moment.

    To this end, PF2e does say this quite often. Where a situation that has many vague outcomes the rules will state 'the GM will determine the outcome.'

    It has felt like in 5e, that could be a general guideline in almost all cases without being explicitly stated. It feels like that's being chipped away.

  • OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    UA6 Retrospective: On Paladins, Find Steed, and Rule Specificity.

    An issue came up during our playtest, regarding Paladins and mounted combat that I think reveals a fraught issue with making rules more specific. One of my players decided to lean fully into the new Find Steed spell, and to make the most of it. This included pulling a lot of rulings from the following RPGBOT blog post.

    https://rpgbot.net/dnd5/characters/mounted_combat/

    Before we get into it too far, I feel like purely Rules as Written (RAW) interpretations of the rules are quite silly, and do not make the most fun at the table. To that end, I try to make table rulings that are the best for the fun in the moment, rather than trying to obtain an ideal RAW.

    However, these playtest rules have been written with a lot more specificity in mind, taking a queue from PF2e’s conventions in several areas.

    With all that in mind, I see the above contents of the blog post as basically RAW in 5e… Until you encounter the specific rules for Find Steed.

    Combat. The steed is an ally to you a

  • They shouldn't have included the 2nd picture then. It's the lightest of all of them.

  • There is an undue expectation of high performance that many GMs feel, and admittedly my post here isn't helping that! So I absolutely endorse your response to making sure that GMs don't feel the need to do that much work.

    In that case it would be helpful to give the players options of backgrounds to select that would be appropriate for the adventure at hand.

    Cheers!

  • And this is absolutely enough for most groups tbh!

    The method I described is a lot of extra work than the normal expectation, but it is work that does not go to waste due to it being built around you players and their characters. It should be used as a tool to make sure that extra efforts are less likely to be discarded.

    But of course, following with slyflourish's advice, be prepared to abandon anything the players do not engage with.

  • It is railroading in the fashion that you are setting out a constructed plot ahead of time.

    It is not railroading on the fact that you are not taking actions that nullify your players' choices, which is the bad part of railroading.

    And yes, this is explicitly involving the players in the writing process in a way that makes a bespoke plot they will enjoy while ensuring little of your effort goes to waste.

  • D&D Next - 5e Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    DM Advice: How to railroad without railroading

    I have been DMing for a while, but I have recently come across a method of worldbuilding that has transformed how I create campaigns. This method also allows me to make shorter campaigns that have a end-point trajectory, rather than one that is open ended, and helps me to create satisfying stories. Additionally, this helps to reduce the amount of effort that needs to be performed from session-to-session, by frontloading the most important parts of the campaign preparation before the start of the game.

    In short, the process has 3 phases

    Phase 1

    You get the idea for the kind of world the adventure will take place in. The general story themes and concepts you would like to play around with as well. Write a 1 page treatment for what the world is like and what the broad locations in the world appear to be, and send it to your players. 1 page is important, because it forces you to distill down what is unique and interesting about this world.

    For example, in my most recent campaign prep

    rpg @ttrpg.network
    KurtDunniehue @ttrpg.network

    System Neutral GM Advice: How to railroad without railroading.

    OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    DM Advice: How to railroad without railroading.

    I have been DMing for a while, but I have recently come across a method of worldbuilding that has transformed how I create campaigns. This method also allows me to make shorter campaigns that have a end-point trajectory, rather than one that is open ended, and helps me to create satisfying stories. Additionally, this helps to reduce the amount of effort that needs to be performed from session-to-session, by frontloading the most important parts of the campaign preparation before the start of the game.

    In short, the process has 3 phases

    Phase 1

    You get the idea for the kind of world the adventure will take place in. The general story themes and concepts you would like to play around with as well. Write a 1 page treatment for what the world is like and what the broad locations in the world appear to be.

    For example, in my most recent campaign prep I made a treatment of what the factions in the world are, the virtues of the different areas of the world, and a statement of what is com

  • A tale that is perpetually dark in tone becomes tiresome very quickly. It needs to feature the occasional ray of light for contrast and to create a sense of hope. Monsters and other terrors must be offset with creatures that are kind and lovable, giving the characters even more reasons to stand against the darkness. Here are a couple of ways to add glimmers of light to a tragic tale:

    • In a land as dreary as Barovia, take the time to describe the occasional scene of beauty, such as a pretty flower growing atop a grave.
    • Make sure that the heroes have contact with NPCs who are honest, friendly, and helpful, such as the Martikovs in Vallaki or the Krezkovs in Krezk.

    -Curse of Strahd, Introduction. Marks of Horror. 2016.

  • Videos @lemmy.world
    KurtDunniehue @ttrpg.network

    Milo Rossi: In Turkiye

    Youtube playlist of an Archeologist's exploration of ancient Archeological sites in Turkey

    D&D Next - 5e Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    Planescape: Adventures in the Multiverse book details

    It looks like this will also follow the template of the Spelljammer books, with some player options, setting information, and DM facing content (adventure & creature statblocks).

    Videos @lemmy.world
    KurtDunniehue @ttrpg.network

    AI does not exist but it will ruin everything anyway

    Videos @lemmy.world
    KurtDunniehue @ttrpg.network

    "I Watched Ancient Apocalypse So You Don't Have To" (full playlist)

    A breakdown and debunking of an ancient aliens Netflix 'archeology' series

    D&D Next - 5e Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    GameMasters: Annam & Othea

    This is a tiny YouTube channel of an old hand in this hobby who typically has an even kneeled and optimistic outlook on the new releases. His enthusiasm for this subject matter always feels sincere, I hope you guys enjoy!

    OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    Treantmonk's "Bard Playtest 6 One dnd: A Very Powerful Spellcaster"

    OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    Treantmonk: "One D&D Rogue: Yes, it's fantastic"

    OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    Is the Dance Bard all that good?

    As always, I've crossposted this over to the OneD&D subreddit in the link below. Feel free to upvote there to raise visibility.

    https://www.reddit.com/r/onednd/comments/14ufvvq/is_the_dance_bard_all_that_good/


    As part of preparing player characters on behalf of my less UA invested friends for a one-shot I'm running tomorrow, I made a Dance Bard. The player was excited to hear the concept, and I thought it was a really neat idea when I first read over it.

    But the act of actually making it lead to a conclusion that this isn't that great.

    Yes, Charisma + Dex armor is neat, but since Shield + Light Armor would get you to the same level of AC, it isn't an upgrade over the baseline Bard starting out. (For some reason I thought Bards got shield proficiency. This is still sub-par AC for anyone going into melee, especially without an on-turn disengage or shove) Later on when you can max out your Dex and Charisma to 20, it would be eventually higher AC, but full casters typic

    OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    Monk and Rogue playtest report - 1st blush

    This post is crossposted to /r/onednd here . Please feel free to upvote it there for higher visibility.


    This post is a brief overview of my takeaways from running a playtest game which included the latest 1 Arcane Rogue and 2 Monk(Mercy & Elements).There was also a Frenzy Barbarian, rounding out the group to a solid 4 characters, but since the Barbarian’s playtest came and went, I’ll be only touching on them briefly. All characters were level 6

    The game was cut a little short, so we didn’t get too much combat in. However, what little we did had a great set of fascinating moments.

    This is written mostly from a GM (my) perspective, but I will be peppering in player takeaways wherever I can.

    Elements monk = FUN

    The Warrior of Elements Monk was a skirmishing speed demon. With the +15 movement speed from their monk feature and the +10 movement speed from their level 4 feat, this characte

    OneDnD - 5e UA Material/Discussion @ttrpg.network
    KurtDunniehue @ttrpg.network

    On System changes and balance changes

    This discussion has been linked on the r/OneDND subreddit. Please feel free to upvote it there for more visibility over here.


    I had made a previous post in this community regarding how I predict that the 2024 revision of D&D5e will be vastly improving CR. In that post, I laid out a lot of ideas on how I think the future playtests will go, and so far I haven't been wrong yet.

    If you want to read it all, you can find it here. For everyone else, I will now provide a brief summary.

    All the changes so far should not be looked at in terms of individual abilities and their power compared to each other individual ability, because that has not been the focus of the playtests so far. Instead, the focus has been in standardizing how damage output functions, with the purpose of closing loopholes.

    This includes making par (or arguably sub-par) spells like 'Spiritua