its called handbooker helper its made by criticol role and can be watched by newer dms or older ones to help them understand or review things that they might not understand/need a refresher on
I was in a campaign years ago where the DM was introducing a psionic element to the game. I was playing a human barbarian, around level 5 at the time. We also have a Dwarven Fighter, a half elf wizard, and a halfling rogue. The game had been going well, and at an intersection on the road, the halfling "bumps" into an unusually dressed character. He is caught with his hands in their pockets of course, and instead of being punished, is pulled into a different realm of sorts. For the halfling, several weeks/months/years go by in his mind, but to everyone else, it is but a few seconds. During this lapse, the halfling is not berated or punished, but instead shown other means of picking pockets, with ones mind. The description he was given as he continued to try to learn this skill was that it was a matter of will and a sort of strength.
When he finally snapped out of it, he had the gift of psionics, and was insistent on trying to teach it to some of the party. Well, the Barbarian overheard the discussion, and that it was a skill of will and strength (the rest didn't matter to him) and he started listening more and more, and trying to see if he could pull it off as well. He kept it to himself because if he couldn't do it, it meant he was weak and he didn't want the rest of the party to think he was weak. He was a mighty warrior after all and weakness was not allowed. He was given a 3% chance by the DM to pick up on the art of psionics. To the dice we trusted his fate. With a toss, a roll, and a tumble of the percentiles, the results were there for all to see. Fiurgar had rolled a 2 on a D100. He picked up the basics of psionics, and was able to enter a persons mind briefly to raise his AC by 2 points for 1 round, or to give himself a +2 to hit for a round. With practice and experience, he gained the ability to psionically wield weapons, or throw objects which came in handy in another mission. We had been traversing a cave when stumbled upon an entrance which held 3 wires as a trap (found by the halfling) 2 of the wires were within reach of the halfling, but the 3rd was too high to reach. On a roll to remove traps, he failed the check, and we could not proceed. We attempted other passages only to be met by dead ends. This route was the only way. Fiurgar was a collector of weapons from those he defeated, and had over time amassed a large collection of dagger which were kept in a bag of holding. He emptied them onto the ground, and through psionics in combination with the rest of the party, lifted the many daggers, and threw them all down the tunnel to trip the traps. This effectively destroyed the many daggers, but led the party to the next leg of their journey.
It was not until much later than Fiurgar came to realize that the strength of psionics would get him labled as cursed by his people, and he would be forced into permanent exile, never to return.
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You can lead a dwarf to water, but you can't make him get in the boat.
I was in a campaign years ago where the DM was introducing a psionic element to the game. I was playing a human barbarian, around level 5 at the time. We also have a Dwarven Fighter, a half elf wizard, and a halfling rogue. The game had been going well, and at an intersection on the road, the halfling "bumps" into an unusually dressed character. He is caught with his hands in their pockets of course, and instead of being punished, is pulled into a different realm of sorts. For the halfling, several weeks/months/years go by in his mind, but to everyone else, it is but a few seconds. During this lapse, the halfling is not berated or punished, but instead shown other means of picking pockets, with ones mind. The description he was given as he continued to try to learn this skill was that it was a matter of will and a sort of strength.
When he finally snapped out of it, he had the gift of psionics, and was insistent on trying to teach it to some of the party. Well, the Barbarian overheard the discussion, and that it was a skill of will and strength (the rest didn't matter to him) and he started listening more and more, and trying to see if he could pull it off as well. He kept it to himself because if he couldn't do it, it meant he was weak and he didn't want the rest of the party to think he was weak. He was a mighty warrior after all and weakness was not allowed. He was given a 3% chance by the DM to pick up on the art of psionics. To the dice we trusted his fate. With a toss, a roll, and a tumble of the percentiles, the results were there for all to see. Fiurgar had rolled a 2 on a D100. He picked up the basics of psionics, and was able to enter a persons mind briefly to raise his AC by 2 points for 1 round, or to give himself a +2 to hit for a round. With practice and experience, he gained the ability to psionically wield weapons, or throw objects which came in handy in another mission. We had been traversing a cave when stumbled upon an entrance which held 3 wires as a trap (found by the halfling) 2 of the wires were within reach of the halfling, but the 3rd was too high to reach. On a roll to remove traps, he failed the check, and we could not proceed. We attempted other passages only to be met by dead ends. This route was the only way. Fiurgar was a collector of weapons from those he defeated, and had over time amassed a large collection of dagger which were kept in a bag of holding. He emptied them onto the ground, and through psionics in combination with the rest of the party, lifted the many daggers, and threw them all down the tunnel to trip the traps. This effectively destroyed the many daggers, but led the party to the next leg of their journey.
It was not until much later than Fiurgar came to realize that the strength of psionics would get him labled as cursed by his people, and he would be forced into permanent exile, never to return.
damn i mean that is awesome i once had my kender witch was around since 3.5e i think they got turned into the halfling but anyway they are kleptomaniacs so he found a cow and was confused when he was told to pay for the cow that he found keep in mind he is being dragged by the cow as my kender was 2'3 tall so he could barley reach the tail
My player wanted to play as a new warlock character instead of monk. I said I would allow it, but only if his character died. To avoid having a suicide, I promised him I would provide an opportunity for his character to die next session.
Me, the DM: "Your village has been burned to the ground. Among the ruins stands the evil empress (who is also the campaign's final boss) barking orders at her minions."
Suicidal player: (sees opportunity) "I take a crossbow off of a dead guard and fire it at her. (rolls a 19 to hit)"
Me: "The bolt flies and scratches the Empress across her cheek dealing a tiny bit of damage. She slowly turns to face you, her eyes burning with fury, and hurls a fireball at you, dealing... (rolls) 54 damage, killing you instantly."
And that's how I managed to make the "showing off final boss early for intimidation" writing trope actually viable in D&D.
i want to hear stories also if you have questions about dming i would recommend you watch these https://www.youtube.com/playlist?list=PL1tiwbzkOjQyr6-gqJ8r29j_rJkR49uDN
its called handbooker helper its made by criticol role and can be watched by newer dms or older ones to help them understand or review things that they might not understand/need a refresher on
I was in a campaign years ago where the DM was introducing a psionic element to the game. I was playing a human barbarian, around level 5 at the time. We also have a Dwarven Fighter, a half elf wizard, and a halfling rogue. The game had been going well, and at an intersection on the road, the halfling "bumps" into an unusually dressed character. He is caught with his hands in their pockets of course, and instead of being punished, is pulled into a different realm of sorts. For the halfling, several weeks/months/years go by in his mind, but to everyone else, it is but a few seconds. During this lapse, the halfling is not berated or punished, but instead shown other means of picking pockets, with ones mind. The description he was given as he continued to try to learn this skill was that it was a matter of will and a sort of strength.
When he finally snapped out of it, he had the gift of psionics, and was insistent on trying to teach it to some of the party. Well, the Barbarian overheard the discussion, and that it was a skill of will and strength (the rest didn't matter to him) and he started listening more and more, and trying to see if he could pull it off as well. He kept it to himself because if he couldn't do it, it meant he was weak and he didn't want the rest of the party to think he was weak. He was a mighty warrior after all and weakness was not allowed. He was given a 3% chance by the DM to pick up on the art of psionics. To the dice we trusted his fate. With a toss, a roll, and a tumble of the percentiles, the results were there for all to see. Fiurgar had rolled a 2 on a D100. He picked up the basics of psionics, and was able to enter a persons mind briefly to raise his AC by 2 points for 1 round, or to give himself a +2 to hit for a round. With practice and experience, he gained the ability to psionically wield weapons, or throw objects which came in handy in another mission. We had been traversing a cave when stumbled upon an entrance which held 3 wires as a trap (found by the halfling) 2 of the wires were within reach of the halfling, but the 3rd was too high to reach. On a roll to remove traps, he failed the check, and we could not proceed. We attempted other passages only to be met by dead ends. This route was the only way. Fiurgar was a collector of weapons from those he defeated, and had over time amassed a large collection of dagger which were kept in a bag of holding. He emptied them onto the ground, and through psionics in combination with the rest of the party, lifted the many daggers, and threw them all down the tunnel to trip the traps. This effectively destroyed the many daggers, but led the party to the next leg of their journey.
It was not until much later than Fiurgar came to realize that the strength of psionics would get him labled as cursed by his people, and he would be forced into permanent exile, never to return.
You can lead a dwarf to water, but you can't make him get in the boat.
damn i mean that is awesome i once had my kender witch was around since 3.5e i think they got turned into the halfling but anyway they are kleptomaniacs so he found a cow and was confused when he was told to pay for the cow that he found keep in mind he is being dragged by the cow as my kender was 2'3 tall so he could barley reach the tail
My player wanted to play as a new warlock character instead of monk. I said I would allow it, but only if his character died. To avoid having a suicide, I promised him I would provide an opportunity for his character to die next session.
Me, the DM: "Your village has been burned to the ground. Among the ruins stands the evil empress (who is also the campaign's final boss) barking orders at her minions."
Suicidal player: (sees opportunity) "I take a crossbow off of a dead guard and fire it at her. (rolls a 19 to hit)"
Me: "The bolt flies and scratches the Empress across her cheek dealing a tiny bit of damage. She slowly turns to face you, her eyes burning with fury, and hurls a fireball at you, dealing... (rolls) 54 damage, killing you instantly."
And that's how I managed to make the "showing off final boss early for intimidation" writing trope actually viable in D&D.
wow