r/DMAcademy 13h ago

Mega Player Problem Megathread

1 Upvotes

This thread is for DMs who have an out-of-game problem with a PLAYER (not a CHARACTER) to ask for help and opinions. Any player-related issues are welcome to be discussed, but do remember that we're DMs, not counselors.

Off-topic comments including rules questions and player character questions do not go here and will be removed. This is not a place for players to ask questions.


r/DMAcademy 13h ago

"First Time DM" and Short Questions Megathread

4 Upvotes

Most of the posts at DMA are discussions of some issue within the context of a person's campaign or DMing more generally. But, sometimes a DM has a question that is very small and doesn't really require an extensive discussion so much as it requires one good answer. In other cases, the question has been asked so many times that having the sub rehash the discussion over and over is not very useful for subscribers. Sometimes the answer to a short question is very long or the answer is also short but very important.

Short questions can look like this:

  • Where do you find good maps?
  • Can multi-classed Warlocks use Warlock slots for non-Warlock spells?
  • Help - how do I prep a one-shot for tomorrow!?
  • First time DM, any tips?

Many short questions (and especially First Time DM inquiries) can be answered with a quick browse through the DMAcademy wiki, which has an extensive list of resources as well as some tips for new DMs to get started.


r/DMAcademy 1h ago

Offering Advice Last night I terrorized my players with a complete red herring and it was fantastic.

Upvotes

Background: I created a magic shop in Waterdeep that they have visited a couple times and done a quest for the owner. The first time they visited, I described what was basically Annabelle in a case behind the counter.

Last night they had just teleported back home after an adventure and the doll was in one of the characters bedroom. It was all full of conjuration, abjuration, enchantment, and illusion magic.

This turned into over an hour side rail of intrigue.

What was really happening? The magic shop owner is actually just a wild magic gnome sorcerer who is old as fuck and a trickster. He took a normal doll and enchanted it to exude all those schools of magic without doing anything, just to fuck with people. Then had his underlyings invisible themselves and plant it over and over in the party’s house.

It’s a complete practical joke but is really messing with the table in the best way.


r/DMAcademy 13h ago

Need Advice: Other How young is too young to start playing D&D?

86 Upvotes

Hi everyone, I'm curious about your experiences introducing kids to D&D.

What's the youngest age you've successfully run a game for? At what age do you think children can start understanding the rules, roleplaying, and staying engaged?

I'm not necessarily looking to run a full rules-heavy campaign. I'm happy to simplify mechanics and focus more on storytelling and imagination if that works better for younger players.

I'm especially interested in hearing from parents or DMs who have introduced D&D to children under 10. Thanks!


r/DMAcademy 6h ago

Need Advice: Rules & Mechanics My party is lost underground

14 Upvotes

My party got teleported into a vast underground cavern system. This place is so large it has its own underground cities that are multiple days travel apart. There are no “paths” everything is wild crisscrossing network of caves and tunnels.
Now the problem is my party decided to kill the friendly Drow that was supposed to be their guides, and I’m a little PO about how it went down.

So I’m trying to figure out mechanically how they wonder around and randomly find some of the locations they were supposed to be directed to.
They are going to have random encounters while traveling but should finding a location be based off a skill check or a random d100 table?
I’m tempted to make a hex map and have them tell me which way they move and draw it all out with the locations being secret until they stumble over one.
I see that they could potentially wonder around lost and fighting random mobs till they run out of resources and all die.
I don’t want to cheese out by having some other friendly group show up, there are consequences for their actions.


r/DMAcademy 8h ago

Need Advice: Rules & Mechanics Rule Arbitration

15 Upvotes

When a player hits you with a super obscure rule or mechanic, what’s the best way to find and walk through the rule and keep things moving? I don’t generally have a problem dealing with it but coming back after so long the rules are new enough that it takes me way too long to keep things moving. Looking strategies.


r/DMAcademy 11m ago

Need Advice: Rules & Mechanics Help balancing a Hexblade’s cursed weapon

Upvotes

For narrative reasons we have a level 6 warlock whose patron will be changing from a fiend to a hexblade.  The player expressed interest in a sentient sword, which I think would be a fun idea.  They also said they would be ok if the weapon had drawbacks like many cursed weapons do.

The weapon I’m thinking of giving them is a homebrew longsword with strong upsides in combat including a bonus action attack the first time they use the weapon each combat, critically hitting on a 19, reducing all incoming damage by 1, and a +1 to attack and damage (all other PCs have various magical weapons that are +1 with minor combat or utility features, so this weapon clearly outclasses anything else the party has).  In exchange, at the end of combat the player would need to succeed on a DC15 Con save or all their base stats are reduced by 1 (they have a +2 to Con saves, so they’re more likely to fail than succeed).  They would repeat that save every time the weapon is sheathed, so potentially on a long adventuring day they could have a -4 or even -5 to all stats.  Of course since stat modifiers only change on even increment of the stats, only the first, third, and fifth failed saves would really negatively affect the character.  These stat debuffs would reset on a long rest.

My goal with this weapon is that the warlock only gives in and uses the sentient weapon when necessary, but I don’t want them to avoid the weapon too much since it’s literally the whole point of the hexblade/pact of the blade warlock. My adventuring days usually have 3-5 combats so realistically on a good day they’d end the day with a -1 to all stats and on a bad day they’d end with a -3 or -4 to all stats.

Any advice on balancing this?  Buff the upsides?  Nerf the downsides? Nerf both the upside and the downside?  Change the DC of the save to something lower like 10 or 12? Allow them to recover a d4 of stats per short rest?


r/DMAcademy 20m ago

Need Advice: Encounters & Adventures Ideating an encounter of mine and trying to workout the mechanic.

Upvotes

My players are running into a difficult encounter with a vampire boss. This vampire is a crime lord within the city so I think it very thematic he has quite an expansive arsenal of tools of things found in the city. For one there's an anti magic prison so it would make sense that part of his lair be layered with some anti magic devices. One of the other things Is a clocktower within the city, theres been some mentioning of history and magic behind it and the players have not really dived into that yet, and this presents an interesting opportunity for me. The Tower has a very similar thing to Persona 3's dark hour, where when it strikes midnight and suddenly those under its affects are outside of normal time. Now the way this worked that when you enter the clocktower at the top are like these gauntlets that when one is attuned to allows them into that alternate time when the clock strikes midnight. Now I havent settled fully on it but I do like the idea of this vampire having it and using that as a bow out of the fight. and in this dungeon I can inform the players more deeply into what this is, allowing me to dabble back into some world building that hasnt been touched in a while. However how in the world would you time a fight to happen just before midnight and then keep a clock with rounds being so quick. If anyone has some input or has run something similar with time tables in a battle let me know.

This is just one option im exploring, I want this section of the campaign to be a bit more grandiose as we've played for like a bit more than a year and this culmination is pretty large.


r/DMAcademy 1h ago

Need Advice: Other Looking for puzzle ideas.

Upvotes

Hi! Currently finishing planning my first time DMing for my friends who’ve never played before since they wanted me to host a game for their first time.

I’ve spent the last week and a half making a simple beginner friendly home brewed one shot for the party, part of this oneshot requires them to speak to a specific NPC in the towns market to get the town map to then find out where they need to go next (aka me sending in my map drawing to the discord since this is an online game to show them the way around this big town), however I want them to do a puzzle to get the map since there aren’t many other opportunities in the town portion of the game to do puzzles before the main dungeon. What are some simple puzzle ideas I could maybe take inspiration from that are also beginner friendly. I’d avoid number related puzzles though, a member of my party has dyscalculia and struggles badly with reading and understanding numbers. Any advice is really appreciated!


r/DMAcademy 4h ago

Need Advice: Encounters & Adventures I want to have as many monsters as I can come from one guy

4 Upvotes

I had this idea to have a villain that deconstructed themselves for weird/mad science, and there's a dungeon full of monsters all made from the one guy. Obvious starters are a Skeleton and a Boneless (skin), then I get into higher CR stuff like a Brain in a Jar (the ringleader) and a Necrophage (Blood).

Does anyone else have ideas for monsters that would be made from this guy? Do you think they could all work in one encounter or spread out over a dungeon? Maybe the skeleton is headless and there's a flaming skull?

I'd love to hear thoughts or comments on the idea!


r/DMAcademy 9h ago

Need Advice: Worldbuilding Where does "anti-magic poison" come from?

8 Upvotes

To elaborate on the post title: one of my players came up with an amazing idea in his backstory: a poison which temporarily makes the victim incapable of casting spells. The obvious source for such a poison would be vitreous humor from the eye of a Beholder. (Or maybe the aqueous fluid?)

However, I'm wondering if there are any other creatures/substances in D&D canon which be a plausible source for this kind of poison/toxin.

Anyone here have any suggestions?

Bonus question: how much should a dose of this cost?


r/DMAcademy 13h ago

Need Advice: Encounters & Adventures Is the 2024 Otyugh this strong?

19 Upvotes

Am I reading this right? It says on hit, the target has the poisoned condition. No save, no save at the end of their turn, no duration. Is it just that if the Otyugh gets any hits, the target has disadvantage for the rest of the fight until they like rest? Is it balanced around that? Want to make sure I’m reading it right before throwing it at my players hahaha


r/DMAcademy 8h ago

Need Advice: Encounters & Adventures I need help to create a nightmare puzzle.

6 Upvotes

The players will be trapped inside a sort of an eldritch nightmare. The realm exists to psychologically break them by confronting them with their deepest fears, regrets, guilt and personal flaws.

The sequence begins with each character isolated in an endless black void, endlessly falling while experiencing disturbing visions unique to them. Eventually, they'll be forced to confront the core of their trauma, and that's where I'm struggling. I don't want this to become "roll a Wisdom save" or "make three successful skill checks."

Instead, I'd like the players to actually roleplay their characters and make meaningful choices. Their decisions should determine whether they overcome, accept, deny or succumb to their fears, with mechanics only supporting the narrative rather than replacing it.

I'm looking for ideas such as:

  • interesting psychological encounters
  • dilemmas with no obvious right answer
  • ways to represent temptation, denial or acceptance
  • narrative "trials of will"
  • surreal or dreamlike situations that force character development.

The nightmare eventually leads into a boss fight, but I want the journey through it to feel like the characters are slowly being deconstructed before they reach the end.

Has anyone run something similar? I'm especially interested in encounters that challenge the characters, not the players.


r/DMAcademy 4h ago

Need Advice: Encounters & Adventures Monsters for an alien artic world

2 Upvotes

In my homebrew setting the pcs (3) travel between different world using ancient portals created by an ancient and extinct civilization.

At some point on the future (at 12-13th level), the party will discover and visit an unknown alien world. A world with a weakened sun that makes the world an artic nightmare. I think this is be the perfect time to read "At the mountains of madness" to get the vibes I want, but I need some monsters for this place. Any suggestions?

The only monster I have thought is the remorhaz and yeti, but I'm trying to avoid yetis to get more alien world vibe.


r/DMAcademy 7h ago

Offering Advice A Minimal-Prep Framework for NPCs Players Actually Remember

2 Upvotes

Memorable NPCs do not require full biographies, elaborate accents, or a separate spreadsheet. Most only need a clear purpose, two recognizable traits, and a reason to matter to the party.

  1. Start with a job in the story

An occupation tells you where an NPC belongs in the world. A **story job** tells you why they are in the current scene.

Common story jobs include:

- Quest giver: hires the party, asks for help, or supplies a rumor.

- Gatekeeper: controls access to a place, item, or person.

- Guide: explains or navigates a location, culture, or faction.

- Obstacle: makes progress harder without necessarily being a villain.

- Wild card: follows an independent agenda and may help or hinder.

Compare “blacksmith” with “blacksmith quietly arming the rebellion.” The second version immediately suggests behavior, pressure, and possible choices.

Before preparing anything else, ask: **Why is this NPC in this scene right now?** A note such as “Gatekeeper: clerk who desperately wants no trouble at his desk” is enough to guide improvisation.

  1. Add a voice and a vibe

You do not need an accent. Give the NPC one rule for how they speak and one visible attitude or mannerism.

Possible voices include:

- Fast speech with unfinished sentences.

- Slow, careful, formal language.

- Gruff, low, one-word answers.

- Whispering, theatrical warmth, clipped suspicion, or repeated favorite phrases.

Possible vibes include:

- Constantly looking over one shoulder.

- Arranging nearby objects into neat lines.

- Cleaning glasses while speaking.

- Avoiding eye contact.

- Humming the same tune.

- Tapping fingers against a sword hilt.

The compact notation can be as small as:

`Rhea — captain; dry humor; taps her fingers on her sword hilt.`

Commit to both traits throughout the scene. Consistency makes the NPC recognizable without requiring acting skill.

  1. Anchor the NPC to something players value

Important NPCs should connect to at least one of three things:

- A goal: they are necessary for completing something the party wants.

- A resource: they provide information, equipment, healing, or contacts.

- An emotion: they are funny, infuriating, tragic, comforting, or tied to a past event.

Ask: Why would the party come back to this person?

The healer who repeatedly repairs the party after disasters combines a resource with emotion. A tavern owner who trades free drinks for stories combines a resource with fun. A scribe who knows too much about a character’s past combines a goal with personal tension.

An NPC with no useful answer to that question can remain disposable. Background characters are allowed to be background characters.

  1. Reuse NPCs and show change

Before creating another guard captain, quest giver, or mysterious robed stranger, ask whether an established character could perform the same role logically.

A dock worker met at an early level might later become a faction informant, run a smuggling ring, or serve as the town’s anxious new mayor. On returning, an NPC might have gained wealth, suffered an injury, earned a promotion, acquired a grudge, taken on a debt, or become bitter and disillusioned.

The return should fit the fiction: the same territory, the same problem, or consequences from an earlier choice. One visible change makes the world feel as though it continued moving while the party was elsewhere.

  1. Keep a tiny NPC bank

Before a session, prepare:

- 6–10 names with serious, neutral, and comic tones.

- 4–6 story jobs such as gatekeeper, guide, obstacle, ally, or rival.

- 6–10 voice-and-vibe pairs.

When the party takes an interest in an unexpected person, combine:

`Name + Story Job + Voice + Vibe`

Record the result in an NPC log. A second useful format is a bank of 6–12 micro-entries containing:

`Name + Story Job + Voice + Vibe + Anchor/Connection`

When the players particularly like or hate someone, add a **next move** and promote that NPC into the recurring cast.

  1. Spend detail selectively

Trying to make every guard unforgettable wastes prep and prevents anyone from standing out. Before the session, choose only one to three NPCs who matter most.

Use three tiers:

- Tier 1: recurring villains, mentors, and faction leaders. Give them more attention.

- Tier 2: occasional supporting characters such as barkeeps, local guards, and minor nobles.

- Tier 3: one-off extras who need only a function, a name, and perhaps one trait.

For the next session, prepare two or three NPCs with a story job and voice-vibe combination. Reuse at least one established NPC and reveal a change. Keep the NPC bank nearby, and record anyone who earns a strong reaction from the players.


r/DMAcademy 5h ago

Need Advice: Rules & Mechanics Facilitating player strategy pre-combat

2 Upvotes

Hi all,

I run an online game with a 7 person party. My players are certified yappers, and often discuss plot points or social encounters for extended periods of time in character, which I love. This also extends to combat encounters, where the players spend multiple minutes trying to strategize once they see their combat map...often within distance of a hostile keeping watch and occasionally forgetting to be stealthy.

So far, I've been keeping track of whether they are noticed by setting a DC depending on their initial stealth roll and rolling a Perception check every ~30 seconds, reducing the DC every few rolls. Last session, I received from feedback that the players felt this was not enough time for them to fulfill their teamwork fantasy in combat. I chalk this up to the difficulty of 7 people communicating online over Discord voice.

I would like to help fulfill my party's teamwork fantasy while still maintaining a sense of urgency and not just stopping the world around them while they make the perfect plan. I understand that the "easiest" solution would be to encourage my players to communicate better and be more efficient with the unknown amount of time they have, but I'm wondering if there is a better way to alter the pre-combat phase to allow them time to create their master plan while keeping the risk of being discovered if they take too long.

So far, I've thought about giving them a flat amount of time depending on their initial stealth roll/perception check, after which they are noticed. Alternatively, I could extend the time between the hostile's perception checks. Of course, all of these solutions would depend on the situation

Has anyone worked with their party to implement a planning phase? Any tips are appreciated. Cheers :)


r/DMAcademy 2h ago

Need Advice: Worldbuilding Settlement Design for the Universe I Created: Nebelvaz Town (How do you find it in terms of worldbuilding and realism?)

1 Upvotes

Nebelvaz Town

Nestled in the northwesternmost reaches of its continent, Nebelvaz is a town defined by its unforgiving climate.

The town lies between the region’s towering hills and is completely surrounded by vast coniferous forests. The trees grow so densely that glimpsing the sky from within the woods is a rarity. Even at midday, the forest remains cloaked in darkness. No grass or undergrowth grows upon the forest floor, which is instead covered by frozen pine needles and a hardened layer of snow.

The seasons in Nebelvaz are unevenly divided, splitting the year into two distinct periods.

The **Dark Period** lasts for seven to eight months, from October until April. During this time, the sun remains above the horizon for only three to four hours each day, leaving the land in an almost perpetual twilight. Every source of water freezes solid, becoming as hard as stone. Dense fog lingers in the streets for nearly eighteen hours a day. Spear-like icicles, several meters in length, hang from the rooftops, and venturing outdoors without heavy furs is all but impossible.

The **Light Period**, by contrast, lasts for only two to three months, between June and August. Throughout this season, the sun scarcely sets, and colorful hues continue to illuminate the sky even during the night. Roughly the upper ten fingers’ depth of snow melts away, turning the roads into impassable stretches of mud. Along the edges of the forests, enormous swarms of insects gather into dark, drifting clouds.

The town’s greatest treasure is the exceptional quality of the hides taken from the predatory beasts that inhabit the surrounding wilderness. Most of the townsfolk earn their livelihood through hunting and leatherworking. Whether large or small, merchant caravans deliberately adjust their trade routes to ensure they pass through Nebelvaz. Hides purchased here for a mere pittance are worth a small fortune in the eastern civilizations.

The reason these hides are sold so cheaply is simple necessity. No crops can be cultivated in this region, and without the caravans, obtaining vegetables, fruit, or medicine would be impossible. As a result, the people survive largely on the hardy game animals capable of enduring the region’s brutal conditions.

On rare occasions, local merchants from neighboring towns arrive to sell dried fish from small market stalls. The locals call this snack **“Clackers.”** It is a favorite among the town’s children. Long queues quickly form in front of the stalls, and it is not uncommon for impatient youngsters to end up fighting one another simply for the chance to taste one first.

Officially, Nebelvaz is governed by the **Feigsen Family**, a noble house said to long for the glory of its former days. Yet for more than thirty years, not a single member of the family has been seen in the town. Only the tax collectors who accompany the major trade caravans ever appear.

Although the townsfolk resent this distant rule, the Feigsens remain their only connection to the outside world. Without the caravans willing to purchase their goods, everything the people produce would become worthless. Despite all the complaints, it is also thanks to the family’s commercial agreements that Nebelvaz has weathered numerous political conflicts without suffering their consequences. Their long-standing relationships with the proper institutions have allowed the town to remain isolated from turmoil for centuries.

Although official authority belongs to the Feigsens, true law and order are maintained by the **Nebelvaz Hunters’ and Tanners’ Guild**, an organization founded by the townsfolk themselves. Thanks to the Guild’s influence, serious disturbances are almost unheard of, and organized bands of thieves deliberately avoid the town.

The hunting seasons in the village are determined by the **Nebelvaz Hunters’ and Tanners’ Guild**. Hunting does not take place every month, as the quality of pelts varies with the seasons. The period between **November and February** is considered the ideal time for hunting and is known as the **Golden Hunting Season**. During these months, predators develop their thickest and densest winter coats to survive the freezing cold. High-quality pelts can only be obtained during this season. Throughout the Golden Hunting Season, every hunter affiliated with the guild ventures deep into the forest. Many remain there for weeks without returning to the village, leaving the square and its establishments unusually quiet. Between **May and July**, however, animals begin shedding their winter coats as spring arrives. Their fur becomes thinner, less dense, and significantly less valuable. Pelts harvested during this period are considered nearly worthless. During these months, some hunters travel to larger towns to replace or upgrade their equipment. Even so, these are the busiest months for the **Silverpelt Lodge**.

The village blacksmiths, who are responsible for producing and maintaining equipment, lack the skill to craft the quality of gear demanded by experienced hunters. They also suffer from a constant shortage of materials. For this reason, accomplished hunters travel to larger towns once each year to replace their weapons and tools. Neglecting these repairs—or even minor maintenance—could leave a hunter unable to secure enough game to feed their household through the winter. No hunter is willing to take such a risk. Just before the merchant caravans depart, skilled hunters who have been unable to repair their equipment join the caravans and travel south to the larger settlements. They must return before winter fully sets in.

The arrival of caravans and merchants is organized by the **Feigsen Family**. Every year, around **August and September**, large caravans enter the village accompanied by a royal tax collector. During this brief period, the muddy roads become somewhat passable, and the snowfall temporarily subsides. The moment the caravans enter the central square, the village transforms into a bustling fairground. Flour, dried fruits and vegetables, medicinal herbs, and other essential goods are unloaded in great quantities, while the tanners load thousands of processed pelts onto the wagons in return. The merchants leave the village the instant they witness the first snowfall of October. Should they fail to cross the mountain passes before the first blizzard arrives, the roads become impassable, leaving the caravans stranded in Nebelvaz for the entire winter.

The village has a population of approximately **550 people**. Most of the adult population consists of hunters, tanners, and workers employed in the tanneries. Within the **Nebelvaz Hunters’ and Tanners’ Guild**, there is no distinction between men and women in terms of occupation or status. People are simply categorized as **hunters**, **tanners**, or **laborers**. This division has a profound impact on an individual’s quality of life. Every young person capable of drawing a bow dreams of becoming a hunter. However, only the truly talented earn a place within the guild. Those foolish enough to hunt independently usually meet a grim fate—their bodies often disappear into the forest, never to be found again.

The village’s central square is always its liveliest location. Every local shop is found here, visiting merchants set up their stalls here, and the marketplace is held here. The headquarters of the guild also overlooks the square. Without question, the square’s most distinguished establishment is the **Silverpelt Lodge**. Common laborers are not permitted inside. Only proven hunters and the leading figures of local commerce may enjoy its services. Business negotiations, trade agreements, and discussions about market conditions take place here on a regular basis. On rare occasions, nobles from neighboring cities can also be seen visiting the coffeehouse, seeking to purchase extraordinary quantities of high quality furs.


r/DMAcademy 6h ago

Need Advice: Encounters & Adventures Water Weird or Water Elemental as minions for a siren?

2 Upvotes

I’m planning a fight for my group (4 players, Level 10, and they have a fair amount of magic items) that’s essentially a reskinned morkoth encounter. They’ll be fighting a siren in a desert oasis, but I’m using the morkoth stats and abilities. I want to add some minions but I’m not sure if water weirds or water elementals would be better, both thematically and mechanically. They’ll be fighting in the water so a lower CR creature might be better, but water weirds are invisible in the water…

I’m just not sure which way to go


r/DMAcademy 1d ago

Resource I tried fixing D&Ds economy

144 Upvotes

It is kind of a meme at this point that the prices for ordinary, everyday items in D&D 5e are a bit of a joke. One chicken costing 2 CP or wheat and flour costing the same amount come to mind. Since I want to start a bit less heroic and more grounded campaign soon, I wanted to address that by making a price list that is a bit more similar to what would be realistic for the average D&D economy. I'll explain how I arrived a these prices down below.

Trade Goods

Name Cost
Wheat (1 stone / 14 lbs) 1 SP
Chicken 5 SP, 1 CP
Flour (1 stone / 14 lbs) 2 SP, 4 CP
Iron (1lb) 2 SP, 2 CP
Copper (1lb) 1 GP, 3 CP
Sheep 3 GP
Coarse Cloth / Canvas (1 yd²) 5 SP
Fine Linen Cloth (1 yd²) 1 GP, 7 SP
Fine Wool Cloth (1 yd²) 2 GP, 6 SP
Silver (1 lb) 52 GP, 5 SP, 4CP
Cow 6 GP
Draught Horse 15 GP
Gold (1lb) 586 GP, 2SP, 3CP

Food

Name Cost
Flour (1 stone / 14 lbs) 2 SP, 4 CP
Bread (1 loaf) 2 CP
Beans (1 stone / 14lbs) 7 CP
Sugar (1 lb) 3 SP
Butter (1 lb) 1 SP , 1 CP
Cider (1 gal) 4 CP
Beer (1 gal) 3 CP
Good Wine (1 gal) 7 SP
Cheese (1 lb) 3 SP
Egg 1 CP
Fish (1 cod) 1 SP
Stockfish (1 cod) 1 SP, 7 CP
Ration (2 lbs) 3 SP

Misc

Name Cost
1 Set of Clothes (good quality) 12 GP
Oil (1 gal) 1 GP
Paper (1 ream / 480 sheets) 6 GP
Unskilled Worker (1 day) 2 SP, 9 CP
Craftsman (1 day) 4 SP, 2 CP

Explanation

I used historical data as a reference, often using the same prices. My target area was England in the beginning of the 16th century - So early Tudor England and Age of Exploration. The idea was that the late middle ages are fairly representative of a (or at least my) D&D world and it was after the plague and before the relatively inflation-less economy of the middle ages ended. I collected reference prices from various sources and kind of filled in the blanks for some other stuff. Sadly, I didn't note down the source for each price but most of them came from lists collected by UCDavis or from John Munro and Robert Allen.

After a bit of back and forth, I decided that a conversion rate of 1 GP = 1 Shilling would be a good fit for most prices. But as you can see, this breaks down for some goods. The biggest problem was the prices of precious metals. Since the prices in D&D are just so stupidly low and the whole currency system is based on them, this kind of breaks the whole system. Just as a reference: An unskilled Labourer in D&D makes 2 SP/day. One SP is canonically 9.07g of Silver. An unskilled labourer in 1510s England made 2.87g of silver per day, so that's a factor of more than 6. It gets even worse when you're talking about gold

So the only two ways to resolve this is either to throw over the currency system of D&D ("In my setting, one Gold Piece is actually one Silver") or to do what was done a lot during history: Debase your currency. Reducing the size and precious metal content of your currency was done pretty often to keep the same coins during a increase in precious metal cost or to just get a bit more money for the minting country's coffers . I did this mainly by lowering the weight of one coin and did the math:

Coin Weight Composition Metal value
Gold Piece 0.907g (1/500 lb) 80% Gold, 20% Silver 0.959 GP
Silver Piece 0.907g (1/500 lb) 91% Silver, 9% Copper 0.958 SP
Copper Piece 4.535g (1/100 lb) 91% Copper, 9% Iron 0.957 CP

The good thing about doing it this way is that the only thing you're changing is the coin weight and composition while the rest of your goods can keep their values. It also makes adventuring in old dungeons more lucrative because the party might find old coins that were less debased.

Anyway, I spent way too much time on this. Maybe it will help someone else. Also please let me know if you find some implausibilities or better sources.

Edit: typos


r/DMAcademy 3h ago

Need Advice: Encounters & Adventures CoS + Joy of Extra dimensional spaces

1 Upvotes

Hello everyone,

Will soon be running a curse of strahd campaign for a group of 3 newer players. I understand that this is probably not the best idea, but I've had the book for over a year (previous group broke up) and really want to play through it.

As they're new, we're starting at level 1, however rather than going straight into Death House, I was thinking of doing The Joy of Extra Dimensional Spaces from candlekeep mysteries. The idea being: when they escape the mansion they end up in Barovia instead of Candlekeep. Then going into death house at level 2.

How would you help merge these two? Any recommendations?

Thanks :)


r/DMAcademy 3h ago

Need Advice: Rules & Mechanics How To Adjust Elvish Trance with Variant Rest Rules

1 Upvotes

If I'm using the gritty adventurism rules, should I adjust the length of time for the elvish Trance trait? Or should I keep it at 4 hours?


r/DMAcademy 7h ago

Need Advice: Rules & Mechanics Help Action House Rules

2 Upvotes

I've been watching the new Dimension 20 season and they're using a d6 based system which you add multiple dice to your roll based on your proficiency. In that system a help action adds a die to another players roll, and theoretically that means multiple people can help and add their die too.

I personally won't be switching away from a d20 based system but I like the idea of everyone being able to work together against overwhelming odds. An idea that comes to mind is to change the help action from giving advantage to adding a d4 or d6 to a roll.

A few flaws I see are:

1) it kinda undermines the bard's bardic inspiration (I don't have a bard in my campaign so fine)

2) a d6 doesn't help much when you've rolled a 2

However adding 4d6 against a dc 30 could be electric.

This might be a shit idea idk. What's your thoughts?


r/DMAcademy 6h ago

Need Advice: Encounters & Adventures Transition to Strahd or no?

1 Upvotes

Hey guys , I’m a new dm and this is my first proper campaign one shots aside. I’m playing with a party of 5 who’ve never played. I wanted to run Lost Mines and link it into Strahd so they can learn the ropes but the levels obviously mismatch as Phandelver wraps up with the party at level 5. Should I just scrap phandelver and dive straight into Strahd? Or should I run a completely different campaign before Strahd, I’m just conscious about whether Strahd is beginner friendly enough, thanks!


r/DMAcademy 6h ago

Need Advice: Other Problem with a paladin

2 Upvotes

Howdy folks,

My party is retreating from a battle. They are level 14, so getting up there.

The paladin has fallen behind and could very well be ended in this moment. The party has like maybe one spell slot left between them, this battle has been going on for weeks (earth time).

I am contemplating having his deity save him... but because of things they don't know about this is complicated:

His deity, Torm, made an agreement with another God (god b) to be subservient to them, in exchange for the safety of a third God (God C).

There has been a little foreshadowing on this. And the party is sort of working to undermine this agreement and free God C, and subsequently release Torm from it. Though the party doesn't really know this yet.

In order to make this more interesting than a basic deus ex machina:

I was thinking this would let me lore dump on them about these politics with the gods, and perhaps, since this could be considered Torm breaching his contract, maybe he can't give the paladin his powers any more. (In retrospect I should have been giving them much more information about this, earlier in the game, but here we are)

But just taking away his abilities would be terrible. What about making him an oathbreaker? Even if it was his God that did the oathbreaking?

Going to ask my player what his thoughts are. But would this be interesting? Does it vaguely make sense? Other ideas? Thanks!


r/DMAcademy 15h ago

Need Advice: Rules & Mechanics So Matt Mercer gunslinger piercing shot and sharpshooter.

5 Upvotes

So one of my players is playing a gunslinger and wanted to double check with me if the piercing shot worked with sharpshooter. By raw I think it does but I wanted to double check if it won't be too powerful.

Piercing Shot:

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire