I didn't know where else to put this besides Homebrew but I figure since this place would have a concentration of DMs so I might as well ask.
I'm looking for a DM who's really open minded with a lot of crazy out there concepts. I'm talking like the most out there ideas like a DOOM 5e campaign like I saw recently on Roll20, or just anybody who's willing to throw around some interesting feed back on some character builds I have cause I really don't have anybody who I can regularly swap information on this stuff with.
Especially since I'm new to D&D with very little experience & knowledge of certain mechanics.
As you're new to 5e, I'd suggest taking some time to run the game as intended and have some fun with that, before going really out there with some odd ideas.
There's a LOT of fun can be had without needing to put in much work on alternate settings/classes/rules.
That said, if you have ideas and would like feedback, please feel free to post here and ask for comments/ideas. :)
You can potentially run a D20 Modern game using 5e rules. I mean technically you could run a third edition game running 5e rules. The only real changes that have to be made to both games is adapting the skills for proficiency rather than gaining of skill points, choosing whether or not to streamline the attack bonuses and a few other minor details. There might be a few oddities that have to be worked out, but they should work decently fine.
Always up for some off the wall ideas or brainstorming interesting new hooks or features. PM me anytime and I'll be happy to talk it over!
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Been playing since 1977 and done this quite a few times. But I will tell you, most collapsed fairly early.
I do agree with Stormknight, but I will spin it a bit. It is not "years of experience", but a good understanding of how the rules work. The key is there is a basic underlying framework of how things work, what can and cannot be done, etc. Simple example: Understanding the difference between an action and a free action lets you rule if the action involves drawing a dagger, a firearm, a lightsaber, etc.
The hardest part to DM, IMHO, is designing a consistent story with appropriate challenging encounters. 5e has so many spells and abilities that can "break the dungeon." And players are annoying because they find lots of new ways to use them. The greatest thing in D&D that a computer can never accomplish (like WoW) is the endless options and choices a character can do. So, you have to understand what options are possible, and design the campaign, encounter, etc. to not be breakable. This means allowing unanticipated "easy buttons" to bypass some situations and reward the character for great thinking, without allowing something that breaks a major part of the entire structure.
Also, D&D is based on gradual, unrealistic damage. Items that don't have huge limits, do massive damage, and/or permanently change characters break the system. There was a 1e D&D modue (Barrier Peaks) that had a beam energy weapon with instant death disintegration. It broke a campaign. I once put a Jedi in Thieves world city, lightsabers that cut off arms broke the campaign. Everyone wants a blaster that one-shots stormtroopers, but when they are widely available, it breaks the game. In traditional D&D, daggers are common. But 1d4 does not take a 10th level character out of the battle. But player's perceptions of a bowcaster will not be consistent with the fact that for game reasons, it does 1d8.
Besides "unrealistic damage" to characters, it is also unrealistic in its wider effect. There are limited things that do damage to creatures, objects, and buildings. A fireball burns characters but does not set fire to what they are carrying, the tent they are next to, etc. So a thermal detonator is technically a lot more powerful than a 3rd level spell.
This makes it extremely difficult to keep balance in a way that there is value to experience. Everything really powerful in D&D has limits. It takes LOTS of XP to cast a 6th level spell once a day. But a first level character that acquired a case of thermal detonators could take out a dragon.
That is why most that I have been involved in collapsed. There were things introduced that broke the underlying format. I, or the DM, did not understand the real underlying structure of the system, and did not figure out how to balance what was added consistent with both the system and player expectations. Everytime, something broke. Now, it is not impossible, and I think you can learn from other attempts (Shadowfall, Star Wars RPG, Vampire RPG, etc) and make a good campaign using the D&D rules.
I think your asking for an "open-minded" DM to bounce ideas off is GREAT! I would not undertake this without having people for input.
Rollback Post to RevisionRollBack
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
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I didn't know where else to put this besides Homebrew but I figure since this place would have a concentration of DMs so I might as well ask.
I'm looking for a DM who's really open minded with a lot of crazy out there concepts. I'm talking like the most out there ideas like a DOOM 5e campaign like I saw recently on Roll20, or just anybody who's willing to throw around some interesting feed back on some character builds I have cause I really don't have anybody who I can regularly swap information on this stuff with.
Especially since I'm new to D&D with very little experience & knowledge of certain mechanics.
Hektor the Human Fighter
As you're new to 5e, I'd suggest taking some time to run the game as intended and have some fun with that, before going really out there with some odd ideas.
There's a LOT of fun can be had without needing to put in much work on alternate settings/classes/rules.
That said, if you have ideas and would like feedback, please feel free to post here and ask for comments/ideas. :)
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
You can potentially run a D20 Modern game using 5e rules. I mean technically you could run a third edition game running 5e rules. The only real changes that have to be made to both games is adapting the skills for proficiency rather than gaining of skill points, choosing whether or not to streamline the attack bonuses and a few other minor details. There might be a few oddities that have to be worked out, but they should work decently fine.
Besides that, feel free to post your ideas.
I've played in and run some pretty crazy games, so I'm willing to spitball ideas.
Futuaris nisi irrisius ridebus.
Always up for some off the wall ideas or brainstorming interesting new hooks or features. PM me anytime and I'll be happy to talk it over!
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Send me a PM. I love the weird stuff.
https://dreadweasel.blogspot.com/
Post it up, love to take a look. What's the worst that could happen?
You're doing a bang up job
Raise hand!!
Been playing since 1977 and done this quite a few times. But I will tell you, most collapsed fairly early.
I do agree with Stormknight, but I will spin it a bit. It is not "years of experience", but a good understanding of how the rules work. The key is there is a basic underlying framework of how things work, what can and cannot be done, etc. Simple example: Understanding the difference between an action and a free action lets you rule if the action involves drawing a dagger, a firearm, a lightsaber, etc.
The hardest part to DM, IMHO, is designing a consistent story with appropriate challenging encounters. 5e has so many spells and abilities that can "break the dungeon." And players are annoying because they find lots of new ways to use them. The greatest thing in D&D that a computer can never accomplish (like WoW) is the endless options and choices a character can do. So, you have to understand what options are possible, and design the campaign, encounter, etc. to not be breakable. This means allowing unanticipated "easy buttons" to bypass some situations and reward the character for great thinking, without allowing something that breaks a major part of the entire structure.
Also, D&D is based on gradual, unrealistic damage. Items that don't have huge limits, do massive damage, and/or permanently change characters break the system. There was a 1e D&D modue (Barrier Peaks) that had a beam energy weapon with instant death disintegration. It broke a campaign. I once put a Jedi in Thieves world city, lightsabers that cut off arms broke the campaign. Everyone wants a blaster that one-shots stormtroopers, but when they are widely available, it breaks the game. In traditional D&D, daggers are common. But 1d4 does not take a 10th level character out of the battle. But player's perceptions of a bowcaster will not be consistent with the fact that for game reasons, it does 1d8.
Besides "unrealistic damage" to characters, it is also unrealistic in its wider effect. There are limited things that do damage to creatures, objects, and buildings. A fireball burns characters but does not set fire to what they are carrying, the tent they are next to, etc. So a thermal detonator is technically a lot more powerful than a 3rd level spell.
This makes it extremely difficult to keep balance in a way that there is value to experience. Everything really powerful in D&D has limits. It takes LOTS of XP to cast a 6th level spell once a day. But a first level character that acquired a case of thermal detonators could take out a dragon.
That is why most that I have been involved in collapsed. There were things introduced that broke the underlying format. I, or the DM, did not understand the real underlying structure of the system, and did not figure out how to balance what was added consistent with both the system and player expectations. Everytime, something broke. Now, it is not impossible, and I think you can learn from other attempts (Shadowfall, Star Wars RPG, Vampire RPG, etc) and make a good campaign using the D&D rules.
I think your asking for an "open-minded" DM to bounce ideas off is GREAT! I would not undertake this without having people for input.
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!