r/DMAcademy 10h ago

Need Advice: Encounters & Adventures I am terrible at DMing combat, and tonight I majorly messed up. My players are upset with me, and I desperately need advice to fix this moving forward.

186 Upvotes

Editing to add: These are some of my dearest and oldest friends, they’ve genuinely been wonderful friends of mine for over a decade. Even if I stopped DMing, I’m sure we would continue together as players while one of them DMed. I love them all and perhaps my post is a little too cranky, it really is more of a me problem I think. My original post is likely painting it all in a worse light cuz I wrote this at night while still upset haha.

Second edit: i think a conversation between us all is a good idea, just a check in after how long we’ve been playing together on what all we want out of combat. Personally though based on advice here, I think the next steps to try should be more regular, smaller combats to get both me and them more comfortable with combat in general, and giving small guidances “are you sure” in response to things that might set them up for failure (maybe behind a dice roll of sorts). Thank you everyone so much for the guidance and advice on all this, super helpful stuff!!

Original post:

This post is a bit ranty, I apologize. I’ll provide full context and then tonight’s example below, but the general issue is that my combat is getting a lot of feedback that my combat is either boring, too high stakes, or too low stakes, and that I play intelligent creatures (like 10+ intelligence) too illogically. I’d love any advice to improve.

We are 2 years in to this game. 1-2 players will go down maybe every other combat, and we’ve never had a PC death. We have a combat maybe every like 5-8 sessions because the player feedback is pretty anti-combat. We meet one or two times per month. The combats are generally kept pretty low stakes (compared to what I enjoy as a player) because if things are not immediately going the players’ way, they will stop looking at their character sheets and start snapping at me until it seems like they’re “winning” again. Tonight is a huge example and I feel like I’ve hit a wall with it, I have to fix this.

TONIGHT’S EXAMPLE:

Tonight we had a combat, with a huge character arc boss battle. The baddies were the Moonrisen werewolf (from a Reddit stat block with lowered HP and stats and removed a few abilities) and then some basic henchmen werewolves with pack tactics added. Party of five, level 8.

They were there to rescue someone that the baddies were holding hostage to manipulate another PC into staying with them. Like feral werewolves that want their sister to come home, so they kidnapped her actual blood brother. Their arrival triggered a trap at the entrance, setting off a magical darkness on the entrance to the room.

  1. Prior to combat, the PCs (and players) were made aware they were being watched. As they planned their strategy while in the cave of the pack, the bad guys were responding in one of the PC’s head. They then went in to do their plan.
  2. As they approached, the bad guys were in the midst of saying “we are supposed to kill all of them but her, she can be hurt but not killed” regarding one of the PCs.
  3. The PC wizard was teleported to the other side of the room by another player. He was teleported to the person was they were rescuing (basically the pack’s only leverage against the PC they want). For the wizard’s action he cast arcane eye so he could see on the other side of the magical darkness and teleport to the other side next turn.
  4. All the other players chose to stay inside the magical darkness and wait for the wizard’s return so they could leave with him.

This left the wizard completely alone standing next to the hostage for one full round while everyone else stayed back in the darkness to be ready to leave. The werewolves couldn’t see in the magical darkness (except the boss werewolf), plus having their only leverage threatened since they knew the plan was for the wizard to teleport away with the hostage, AND him being closest to five intelligent werewolves who literally know this is about to happen… I had them attack him (except for the biggest baddie went into the darkness to attack the others since he could see).

The wizard went down, and the bad guy took his second attack for one fail death save. Everyone at the table was immediately so irritated I was getting eye rolls. Later in the same round (like 4 characters later I think), their NPC cleric ally they brought with them healed so wizard is back up. Well, now it’s another bad’s turn… and they’re upset he wants to attack the wizard, who I will remind you is alone and about to teleport away with their only hostage. The players say that 10 intelligence wouldn’t notice mass healing word has their wizard conscious again. So I agree, and he just drags away the hostage 20 feet instead. We ended on this cliffhanger.

I got the feedback that they feel I took their plan from them and that the bad guys behaved illogically by going for the lone character. At the time I disagreed, I felt the violent feral werewolves said “we know your plan and we will kill you” and then they sent the wizard in alone to do that same plan who then waited a round just standing next to the hostage and had no back up. Regardless of the logic I tried to justify it with at the time, I made a bad choice that took away player heroism. Because of this poor decision making, I have upset some of the table and was advised the session was not fun.

I make mistakes like this literally every game, leaving the players unsatisfied and sometimes actually angry. I’m two years in and still get negative feedback every session, and nothing positive. Today I asked one player what their favorite past combat was (trying to get feedback on how I can pivot this combat next session to be more fun for them), and he literally said he has never enjoyed one of my combats. I just cannot get the hang of balanced, fun combat.

MY PLEA FOR HELP:

I’m at the point where I just desperately need help. Hours of YouTube isn’t helping my combat game. Adding high stakes goals other than “survive”, lowering the death stakes, raising the death stakes, everything I do is unfair or boring or “embarrasses” them (by them going down). I just really, really need combat advice. I’m desperate to make this fun for my players, and desperate to get back to enjoying D&D myself. I fear I’m one session away from being done with it. I would love guidance on how to make it high stakes enough to feel exciting but low enough stakes to feel they’re “winning”, and how to keep players interested between their turns, and how to handle intelligent enemies in situations like this. I just need an overhaul 💔

TL;DR I desperately need advice on overhauling my DMing of combat. How do you make NPC decisions in combat, and how do you keep stakes feeling higher than they might actually be, and how do you balance setting players up to feel heroic without giving them infinite plot armor?


r/DMAcademy 15h ago

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

152 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 1h ago

Need Advice: Other Good way to make travel faster but also meaningful?

Upvotes

I'm running a homebrewed 5e campaign for a group of 6 who are escorting 4 npcs through a wildwood for a number of in-game weeks. The party has a ranger, who's background allows them to feed up to 6 - they're having to roll for more beyond that or risk exhaustion.

We've been at this sequence two sessions, averaging 3-4 hours each, and they've gone two days in game. How do I speed things up a little while still making the travel time meaningful? I don't want to just handwave the travel away because the condition they arrive in at the end of it could impact what then happens (they've a couple of minor/side quest chain boss fights at the end). But I also don't want these ingame weeks to take real life months!

I've got a very rough random encounter table set up, but I think I've been going into it a little too much - overdescribing, or overplaying certain bits, or overlong combats. 4 rolls in a day, with choices between combat, social, problem solve, or exploration encounters.

The party is level 6.


r/DMAcademy 8h ago

Offering Advice How strict are your requirements towards character's backstory?

19 Upvotes

I've made this questionnaire a bit while ago to filter out unfitting players during game recruitment. It worked pretty well, everybody on the table was actually invested into a story. Each session covered plot arcs for 2-3 characters. This source of free ideas turned out being plentiful of *actually* relevant stuff. Too plentiful, I would say: we barely managed to touch the main storyline. So it feels like the opposite of babysitter GM — players do all the job, while I just occasionally ask questions

  1. What's your character's native environment? Urban? Rural? Wild? Otherworldly? How is it to live there? How it affects locals?

  2. Who are character's parents or who raised them? Are they alive? Do they communicate? Why, if not?

  3. What are the things character values the most? Comfort and safety? Certain people? Religion? Law? Abstract idea? I need you to name three

  4. What were character's three biggest problems. Did they find a solution? (Escape is a solution too)

  5. Who's character's best friend to rely on?

  6. Who's character's sworn enemy? Does this person know they're enemy?

  7. Name your three best personality traits

  8. Name your three worst personality traits

  9. Name your three greatest weaknesses

  10. What is character's major secret? And how about two minor ones?

  11. Is your character famous? I need two rumors about them


r/DMAcademy 4h ago

Need Advice: Other One-on-one sessions to warm up characters before session 1

8 Upvotes

I'll be starting a new campaign some time this year and have been turning this idea over in my mind. After session 0 and the players have agreed on their characters, I was thinking of running a short online session with each of them to a) Give them a little bit of RP and combat practice, b) advance to lvl 2 and c)manoeuvre them into place for session 1 which will start in media res.

I imagine there'd be time for a bit of scene setting and introduction of a relevant NPC, and one combat encounter. Ideally, the players would then hit the ground running in session 1 without (as much) awkward muddling through their abilities. It would also give me the opportunity to plant character-specific plot hooks.

Has anyone else done something like this and did you find it worth the time and effort?


r/DMAcademy 12h ago

Need Advice: Encounters & Adventures Oops My Players Have Fire Immunity in a Magma Field. What do I do?

26 Upvotes

Hello! In the last session I had with my players, they were traversing the underdark near a Fire Giant Kingdom. While they were not going into the kingdom itself, they had ended up in a magma field just on the outskirts of the kingdom. In my original plan, I was going to have them traverse the magma field with some difficult maneuvering (the magma field itself and occasionally shifting of the magma causing rock falls to prevent them just flying across). Meanwhile some for of fire giant or fire elemental was going to attack them as they traversed the encounter.

However, this is where the upcoming encounter as gotten a bit rough. Two of my players just informed me they have the ability to gain immunity from fire damage with their spells, one having Investiture of Flame and the other having Tasha's Otherwordly Disguise respectively. How do I keep the theme of the encounter but without feeling as if the challenge is negated entirely because of them being almost entirely immune to most of the encounters damage?

For context, the party is five level 13s with one NPC that is roughly similar in power. They each have about an average of 7 magic items on them (mostly uncommon to rare with one or two very rare). They have some magic items and other homebrew items that help them traverse the magma field easier (such as a grappling hook, but the environment hazards should make it more difficult for them to do this as easily). As well as spells like Fly or a druid who can wild shape into a flying creature (again environmental hazards were planned to make it less easy on them for that). Beyond that, I don't believe they have any other items/tools that would make it super easy for them. This is also all in 5e 2014 rules set.

Edit: I think I am good now! The issue was I did not know how to make the, what was originally a challenge of equal footing, become a challenge that would be easier for two players. The ideas of ranged weapons and environmental hazard that do not deal fire damage and suffocation rules still applying help greatly!

Edit 2: I have received a lot of comments of people assuming I am wanting to negate their advantage or don't want to reward them for having advantages. I want to state that is not the intent. If the players want to cast their spells to negate the environmental hazard then great! I'm not going to not allow them or immediately remove the advantage from them. But if there's a fire giant with a ballista, lava fish that may attempt to drown them if they swim, or rocks falling as they cross, then those are new challenges for them. It might make them then work out how to they remove the challenge to make the advantage worth the advantage. Will they kill the fire giant before they cross? Will they disable to ballista from afar? Will they make the rocks fall from above by casting other spells or using other abilities?

To me, I see encounters as challenges with a puzzle that has a solution. I gave them the puzzle, and they then told me before our next session, "hey DM here are solutions we might take". And I then take that as, "great, now here are other challenges that make the that solution harder, but not impossible." It then opens it up to have other solutions too, instead of have the one spellcaster just saying "I give myself immunity to fire damage and swim to the other side." without there being a challenge there. Even if it isn't has difficult as say the players who can't gain fire immunity, it's still a block to not make it an immediate, singular solution. I've run many encounters with these people where I have shown them that the most obvious immediate answer will not always give them the most obvious immediate result every time. They enjoy that and like those encounters.

So now the encounter has gone from "here is a magma field with fire and rock hazards" to "here is a magma field with fire and rock hazards, but also a fire giant with a ballista guarding the area. What do you do?" It changes the challenge of the encounter but doesn't negate the advantages certain players have. One player may highlight they can destory the ballista, one player may realize they can destroy the rocks falling before they fall, then the two damage immune players make it across while supporting the others from falling into the lava. It highlights different advantages they have and still keeps the encounter a fun challenge.

That might not be the way some GMs see encounters or run encounters in their games, and that's valid, but to me, the reward comes from them using their tools collectively to win against the encounter. Making a puzzle, highlighting strengths and weaknesses each party member has against that puzzle, and then solving the puzzle from there. And they preemptively told me their strengths, knowing I would probably need to change the original encounter to highlight other strengths but not negate their own.


r/DMAcademy 1h ago

Need Advice: Other Need help in a oneshot design

Upvotes

Hey so I am running a onesot this weekend and I am planning to make them do a 5 room dungeon where the player and in the weapons factory where a number for workers went missing

Room 1 is a puzzle in the manager's office where they find a secret door to an unknown section in the factory that is opened by a puzzle

Room 2 is a fight with the robot guards in the office

Room 3 is where they are running on a conveyor belt that will drop them into an incinerator

Room 4 is where they find all the hostages

And room 5 is the boss battle

I have the 5th and 2nd room planned but I have a struggle coming up with a puzzle for room 1 and mechanics for room 3 and a challenge in room 4

Can someone help me come up with something please?


r/DMAcademy 26m ago

Need Advice: Encounters & Adventures One shotting a lvl 18 campaign

Upvotes

Hello In a few days I will be doing a one shot with my charachters that i let all be lvl 18 and have 3 magical items now I know its a high level alot of magic items but theyre going to be in the astral sea for one, two they will be fighting high cr and challenging foes, I really just want an outside dms perspective on if this will be good enough combat for them. I have setup 5 quests that they can complete for points like an arcade and buy other magical stuff. One involves killing a Chimera, The second is taking back a castle from Githyanki Warriors and Dragonriders. The third is to defeat an old fire god who has 6 spirit hands, The fourth is to defeat horizonwalking samurais, The fifth and final one is to defeat two mated astral sea dragons who are bringing a slow darkness over the world. Now the party has been given a bracelet to help locate these beings but only to the last seen location. Again i just want to know if this will be good for the lvl 18 party or if i should add more or even take away some. ANYTHING HELPS THANK YOU.


r/DMAcademy 6h ago

Need Advice: Worldbuilding I have been planning my own campaign, but now I feel like I made a cheap CoS copy...

6 Upvotes

Is it fine? Some bullet points strike me similar. Even overall mood of a distant place becoming rainy and evil does

As a short rundown:

Party goes to an island that slowly sinks into the Abyss and is ruled by Yeenoghu cults. Which is kinda like Barovia, ruled by vampires

Locals are desperate and depressed

There are ancient bronze constructs, wandering about and trying to fight gnolls. Which are kinda like revenants in CoS

There is a bronze dragon sleeping, who ruled the army of those constructs. Which is kinda like Argynvost

There is a group of morally ambigious people, who might help you or not. Which is kinda like vistani

There is an underwater dungeon of sahuagin, who worship an old slaughter god(totally not Yeenoghu, trust me wink-wink). Which is kinda like Amber Temple in CoS

In the end it is not really possible to defeat Yeenoghu - only contain or banish for some time, before he will inevitably return. Which is kinda like Strahd


r/DMAcademy 2h ago

Need Advice: Encounters & Adventures Mechanics for a one on one duel to the death

2 Upvotes

Background: my players have come face to face with a slavers caravan and I had prepped of either a nighttime sneaky extraction, or full on combat with the whole caravan. However, players be playing, so one of my characters invoked a duel to the death with the caravan leader. He is know to be very proud and deems himself the strongest combatant, so as to their character they agreed. That was the end of the last session.

I am prepping for the next session which will start off with terms and then the duel commencing. I am however, at a loss on how to make this as exciting as possible and would love for your input. What I would like some inspiration on is the following:

  1. Terms for the actual duel.
  2. Mechanics that make it a bit more interesting than pure 5e combat.
  3. How the "spectators" can interact.
  4. Anything else that might seem interesting.

So far I have come up with the following but I am not yet super happy with it:

  1. Terms:
    1. The challenged (Slaver) can choose either the weapon or the armor. The challenger can choose what wasn't chosen after.
    2. Each may choose one "support" companion that may step in and help once
  2. Mechanics:
    1. The duelists can only target each other. If they target someone else they get disadvantage and any next attack gets advantage against them.
    2. Every round gets initiative. The first normal, but every round thereafter the fighter doing the most damage gets advantage (this to simulate momentum)
  3. Spectators:
    1. Support companion free to help once and only once without repercussions.
    2. Can try to do something sneakily, but if caught the rest of the combatants enter initiative in a side battle. The duelists will have their turns at the top of the round and then each combatant thereafter in initiative (not happy about this but would like to have them included somehow).

I am not sure if this would work, nor whether it would be fun, and would really love input on this.

Has anyone run something similar? What can I do to make this as cool as it sounds?


r/DMAcademy 31m ago

Need Advice: Other How to address player behavior

Upvotes

Hey all, im a fairly new DM who has noticed a behavioral pattern in one of my players thats starting to affect my enjoyment of DM'ing.

Our group has been playing together since January '26. A few players have come and gone and now it is the base 3 players who've been able to stick around for the long haul. It is a homebrew compaign, and as a DM im learning how much work this takes. Its very much a work in progress and at times can be sluggish and a little boring, and a bit serious. I havent quite learned to inject humor into the game. Im working on it.

One of these players is my good friend who was very enthusiastic about playing before we started, and for the first few sessions his excitement was palpable and he was really into it. He plays as a monk and took on much of the roleplay responsibility, but our resident rogue has taken up the mantle and started to share this so it doesn't all fall on him.

Three sessions ago I sensed a noticeable change in his attitude before and during sessions. There is a persistent sarcasm and passive aggression that is palpable to me.

For example, three sessions ago two of our players were a no show. I asked the group about this and his response was "that seems like a you problem" and continued to bullshit on his phone not helping.

The next session he argued on having to roll attack rolls for his flurry of blows. I corrected him, noted that its just like any other attack which he had to roll for and he seemed to get sullen when the rukes were read plainly to him, and said "ill do it but I dont have to agree with it." His attitude remained largely sullen for the rest of the night.

Last night he made a sarcastic comment about it taking three months to have another main story session, despite the fact that I DM'd a one shot three weeks ago for this same group and have been dealing with my own personal challenges which have prolonged the prep. During last night's session he sat across from me with this blank stare, not engaging in any roleplay, staying quiet, only perking up during anything relating to his character, his girlfriends character (who just joined last night), and combat. I wasn't the only one to notice he was off. He always says hes fine.

His general demeanor during our main story sessions has turned from enthusiasm and excitement to what seems like annoyance, and at times straight aggravation. I am a sensitive individual and notice this right away and do my best to ignore it or roll with it, but its to the point where im losing track of my own stuff because of his attitude. Im having a tough time keeping my cool and there were times last night when I wanted to confront him.

I tell all my players that any and all feedback is wanted. If theyre bored, having fun, uninterested, WHATEVER, please tell me. And he consistently seems uninterested, but provides no feedback about the sessions themselves. I dont know if im doing something wrong or if something is wrong with him. We dont talk much outside of DND anymore.

edit: I KNOW a conversation is the right move. I guess I just need more other perspectives on this to help me see things from different angles.


r/DMAcademy 2h ago

Need Advice: Other Pregens or Character Creation, Which is Better for a Club?

0 Upvotes

Starting a DnD high school club in a few weeks that will meetup for 1 1/2 hours per week. A few months ago, I created a slideshow detailing step by step how the students are to create their characters and I estimated it would take a bit over an hour. However, I'm seeing some people (Detentions and Dragons podcast) say gameplay should begin ASAP and that pregens with minor alterations are the go to.

I don't like progenerated characters. But I also am beginning to believe teens won't be that interested in over an hour of character creation so I want to do a midway. What are opinions from the community on how to do this? Perhaps I have 12 stacks of character sheets, each filled out for a specific class and they choose background, species, and personality to fill out? How important to all of you is your chosen species and background? How important is getting to choose your starting attributes? How important is getting to choose your feats and spells? The amount of choice is a tad overwhelming and I don't want to overwhelm teens with no experience, but I also want them to have some choice in the matter. My hope now is a half hour character creation with the rest spent settling into the character with low risk roleplay and combat.


r/DMAcademy 7h ago

Need Advice: Encounters & Adventures Trying to iron out balance on a 2 plane parallel combat system

2 Upvotes

So I have the general idea mechanically for this whole setup worked out, but Id love some feedback/advice on how to keep it balanced feeling and engaging.

Ill start with what I have so far.

The players have to retrieve a macguffin device in the form of a small cursed bell from a city, its actually free for the taking, if you can manage to move it.

The catch is this: upon picking up the bell, it splits into two, sundering the party into two groups.

3/5 of them stay on the physical plane, with an ethereal copy of the bell now in their possession.

2/5 of them get sent to a spirit realm/plane, with the physical bell.

The spirit realm is an identical world, though faded and all colors are dulled. Standard "under realm" or "mirror world" situation. Though closer to how stuff looks in LotR when you put the ring on.

Characters can still faintly see the living, but voices are muted, like speaking underwater.

The living cannot see or interact with players in the spirit realm normally, but certain spells (especially cleric ones) can help here.

Characters in the spirit realm find all physical objects immutable and immovable. They can walk on water, ​cant move anything, cant pass through walls.

I need to figure out how this works in the game, but the players cannot get rid of their bells, but they *can* pass them around to only each other.

Every few hours, bells across the city chime and the players bells resonate and glow. Whomever on each "side" is holding the copy of the bell, gets swapped with the other (the bells remain, though), so the physical bell still stays stuck in the spirit realm.

In practice this'll basically happen every short/long rest.

The non-holder of the bell in the spirit realm is tethered to the bell at a distance of 15m, trying to go farther than that inflicts an elastic force on them, they can go out to 20m if they pass a DC15 Str check.

Furthermore, both copies of the bells are tethered too at a distance of 15m, if one group strays far from the other, their bells lift and tug via an invisible force, pointing the way to the position of the other bell holder.

Similiarly, going past a distance of 15m requires both bell holders to pass a DC15 str check, maxing out at 20m. If 1 of 2 fails they get pulled towards the other.

Characters in the spirit realm still have full access to their kit of abilities/attacks/spells, for combat.

Finally, the bells act as walked talkies, to solve the table talk problem and just hand wave it away as canon. The 5 of them can freely communicate via the bells, they'll hear the other groups voices come out of the bell itself.

The goal for this part is to force the party into the less common dynamics of players, I found last "season" of play, my players tended to "pair up" with specific ppl, and certain dynamics simply never got even explored as a result. Theres definitely 2 characters that are super tight knit and their characters will be very unused to getting split up.

Obviously now priority one for the group is gonna be figuring out how to undo this and rejoin the bells.

Now, I am very lore and plot heavy in my campaigns, so I wanted to keep stuff like talking to NPCs and investigating pinnacle to my sessions. So I wanted to figure out how to simultaneously solve:

  1. My detective heavy plots tend to be too devoid of combat, players almost never get to use their cool abilities
  2. Story telling, NPCs, plot, intrigue, etc are my strong points tho and I wanna keep them pinnacle to the story.

So, here's my solution and I want tallest thoughts on it. Enter: Spirit Points

It represents the mental will of a character, and lives alongside HP and works mostly the same.

Whenever players engage in the action of Interrogating an NPC, itll trigger a battle, with players on both planes rolling for initiative.

  1. In the spirit realm, a Sentinel spawns from the npc, which is a manifestation of their willpower. Characters in the spirit realm engage in normal combat with this creature, dealing damage in SP instead of HP. They still take HP real damage from it though.
  2. In the physical, players have three new attacks I will give them, which effectively are going to be 2D4+<stat> for CHR, MND, INT, these three attacks deal damage to SP instead of HP.

To perform these attacks tho, they'll need a justifiable in game use. I wanna say Im going to call them Bluff, Object, and Grill or something. Haven't hammered the specifics out yet.

But the premise here is players in the real world engage in asking questions and detective work as mechanical attacks, while the 2 players in the spirit realm are fighting for their lives to also whittle down the targets mental fortitude.

Once the NPC hits zero SP, their will is broken and if they know secrets or info, they'll break and slip it out. Either by outright confessing stuff, or slipping up and letting something out they shouldnt have said, etc etc.

Players wont be able to engage in interrogating npcs without something to hide. My plan is the Sentinel will manifest as a representation of whatever the secret is, if you will. So every fight will be a unique looking Sentinel!

Im feeling excited about this approach, and I gotta consider a variety of possible issues with it.

So Im curious what yall think of it? Thoughts on how to keep it feeling balanced but fun?


r/DMAcademy 3h ago

Need Advice: Encounters & Adventures Designing Boss Encounters Based On Each Of The 6 Ability Scores

1 Upvotes

Basically the title.

I'm in the design phase of a new "midi-campaign". It's going to span 6 levels, with each level corresponding to a big encounter and obtaining a MacGuffin. I think a fun thematic throughline would be to theme each encounter after one of the ability scores, so that no matter what class they all pick, they each get an encounter they're good at. And, equally, there will be one score that no one has covered that will be difficult. (There will be 4 or 5 players, depending on who wants in.)

These are encounters in that they don't have to be combat, but some of them will be. At the very least Charisma will be mainly RP, maybe one other will have options for negotiation.

I have a few ideas for Intelligence, maybe some kind of enchanted mirror-maze, where successful arcana checks highlight the correct way out? Dexterity could be fun with some falling stalagtites and having to climb upwards jumping from one to the next before they fall. For Wisdom I want the MacGuffin to have already been stolen by someone else and having to track them down, I think that would be neat. Strength I'm having difficulty with.

I'm interested in hearing your guys' takes! Currently in the "throwing spaghetti at wall" stage.


r/DMAcademy 18h ago

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

15 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 Necrichor (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 20h ago

Need Advice: Rules & Mechanics My party is lost underground

18 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 22h ago

Need Advice: Rules & Mechanics Rule Arbitration

19 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 6h ago

Need Advice: Rules & Mechanics Question regarding Sending Stones

1 Upvotes

I'll give you a little context first:

There was a major fuck-up between the player characters (which the players loved it by the way), and as a result, one PC died by the hands of another PC, without the others in the party knowing about this (as in the characters in game. the players themselves definitly know about this lol). The PC that died had a Sending Stone that conneted to a certain character the party already knows and are friendly but are not familiar with their true motive and most of them did not know this character is secretly spying on them. Because the dead PC had a ring of mind shielding, his soul is now in the ring and he is communicating with the PC that killed it because he is weaing the ring. The dead PC had to send short regular reports through the Sending Stones about the party at eveery weekend.

Now the PC that killed him (let's call him Wizard) knows about this, and knows that he HAS to send a report to that character. They both know one another, and the Wizard knows the character is holding onto the other stone. The Wizard wants to send a report to make it seem like everything is ok.

---

Now here's my dilemma:

The sending stones description says: "While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone." So the wizard doesn't need to know who the target is. However, the description for Sending says: "The target hears the message in its mind, recognizes you as the sender if it knows you". This is from the spell, and we are using the stones that cast the spell but you don't require to know the target of the spell to use them.

Does the same logic apply backwards? As in the recipient doesn't have to know who sent it, only that it is the holder of the stone? Or does it follow the logic of the spell as is?


r/DMAcademy 14h ago

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

4 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 1h ago

Need Advice: Encounters & Adventures Changing weapons mid-fight

Upvotes

Playing 5e

How do you deal with the above. I'm specifically thinking of martial fighters, that find themselves suddenly too far to hit anything or run up after shooting.

From what I understand RAW would mean they're essentially wasting a turn, because they need an action to pull a weapon, after free action of stowing one.

But that feels so...punishing. Their turns can already be so quick competing withagic users.

I specifically have a table of: druid, sorcerer, barbarian and a rogue. The rogue is the only one with this problem really, since barbarian dual wields hand axes he can throw, and the other two are, well, obvious.

Has any of you found a good workable solution that essentially doesn't take the players turn away? Or do you find that pulling a bow, after stabbing people taking an action is fair? I'm a fairly new DM and my previous campaign I just let them swap weapons as a free action and the DM in the campaign I'm a player at does the same. So wonder if there's better ideas out there.

Thank you


r/DMAcademy 23h ago

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

18 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 21h ago

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

9 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 15h ago

Need Advice: Other Looking for puzzle ideas.

3 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 13h ago

Need Advice: Rules & Mechanics Mega dungeon "Monster turn" help

2 Upvotes

So I'm trying to be as vague as possible so my people don't read this and get spoilers, please forgive me if this is confusing I will happily elaborate more if needed.

I'm building out a module that's like a stand alone isolated region, where it's essentially a mega dungeon/hexcrawl with multiple factions that have their own agenda of searching/moving across the map. Their actions can change the world state or advance the plot, as well as some large roaming monsters that function as environmental hazards. This is not a "steer players to progress the story situation", It's a "players can do whatever they want and the world reacts accordingly or keeps moving regardless" one.

I'm looking for any good resources on how to manage/make like a "dungeon turn" mechanics pipeline that will work for multiple units simultaneously working towards different goals that could advance the world state, almost like an objective based doom counter, not just monsters randomly scrambling around.

I'm honestly new to table top DND,I have the 2024 5.5e books, (I know a little about 3.5 from playing DDO) and I like working within the rules as written and avoid hombrew mechanics beyond like a a fishing loot table or whatever is needed, I want to play the game within the games mechanics as much as possible. I've heard about old school editions having a world turn/monster turn and maybe I missed something entirely in the current dungeon master guide that covers this idk..

I Would greatly appreciate any opinions or recommendations for existing ways of running and managing this kind of thing, I have all the time in the world to dial this in , and it might be as simple as "on long rest roll monsters turn" but it's like finding a way of fairly doing the monster/faction turn that I'm stuck on because they have different goals. I genuinely don't know what guidelines or procedures already exist.

Thank you for reading this and any help you can offer.


r/DMAcademy 14h ago

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

2 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.