I've started running a D&D zoom group a few months ago. I have two players. I have the game set on an island in the trackless sea. The group is stranded there because of a civil war between two kingdoms, trade has dried up, and there are no ships coming in. The group went there to explore ancient elven ruins.
the truth of the island is that the ancient elves pierced the veil to feywild, and are trying to overthrow the gods and ascend as a new pantheon. These feywild elves are using magic to stop and rewind time, using the conflict to find the greatest warriors to become their new celestials. I have them splicing dna of races to make new hybrids too.
Now the problem is I am not great with rules, and I have a player who is a massive rules lawyer. The conflict will come to a head eventually when they find the portal to feywild. I would normally just say "oh they are using feyshards and wild magic to accomplish these feats," but I think I need a better explanation. Can anyone help?
There is no requirement that the plot "magic" of your world/story align with existing spells or magic items, or even the lore of the Setting you are in. Given the scope/scale of the elves endeavor (rewind time, overthrow the gods, etc), I would recommend playing it as some sort of ancient uncovered ritual magic that goes far beyond 9th level. Or an artifact that allows the specific abilities you want them to have.
D&D was and is never intended to be limited to just the rules. they are a framework for playing the game, and for building the world you play in, but (especially with BBEG goals and plot) it shouldn't be a limiting factor in the story you want to create.
You’re the DM! You can create anything that you want to create and it doesn’t have to follow the rules! That’s part of the thrill for players, experiencing and solving challenges that don’t fit into the rules!
A couple of months before the Icewind Dale book was published I created an artifact that was made of ice that enhanced the range and duration of Control Weather by an increasing amount every day and gave it to a Bheur Hag. And after the PCs tracked her down and defeated her it melted as the ice and snow that it had created melted. She was using it to turn the world into an icy “paradise” where she’d be happy but everyone else would be miserable!
Rules as Written? Nope! Fun? Yes! It was a new experience for them and they all enjoyed it.
Hi All
I've started running a D&D zoom group a few months ago. I have two players. I have the game set on an island in the trackless sea. The group is stranded there because of a civil war between two kingdoms, trade has dried up, and there are no ships coming in. The group went there to explore ancient elven ruins.
the truth of the island is that the ancient elves pierced the veil to feywild, and are trying to overthrow the gods and ascend as a new pantheon. These feywild elves are using magic to stop and rewind time, using the conflict to find the greatest warriors to become their new celestials. I have them splicing dna of races to make new hybrids too.
Now the problem is I am not great with rules, and I have a player who is a massive rules lawyer. The conflict will come to a head eventually when they find the portal to feywild. I would normally just say "oh they are using feyshards and wild magic to accomplish these feats," but I think I need a better explanation. Can anyone help?
What are Feyshards?
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
There is no requirement that the plot "magic" of your world/story align with existing spells or magic items, or even the lore of the Setting you are in. Given the scope/scale of the elves endeavor (rewind time, overthrow the gods, etc), I would recommend playing it as some sort of ancient uncovered ritual magic that goes far beyond 9th level. Or an artifact that allows the specific abilities you want them to have.
D&D was and is never intended to be limited to just the rules. they are a framework for playing the game, and for building the world you play in, but (especially with BBEG goals and plot) it shouldn't be a limiting factor in the story you want to create.
You’re the DM! You can create anything that you want to create and it doesn’t have to follow the rules! That’s part of the thrill for players, experiencing and solving challenges that don’t fit into the rules!
A couple of months before the Icewind Dale book was published I created an artifact that was made of ice that enhanced the range and duration of Control Weather by an increasing amount every day and gave it to a Bheur Hag. And after the PCs tracked her down and defeated her it melted as the ice and snow that it had created melted. She was using it to turn the world into an icy “paradise” where she’d be happy but everyone else would be miserable!
Rules as Written? Nope! Fun? Yes! It was a new experience for them and they all enjoyed it.
Professional computer geek
Feywild shards. Told you I was bad at the rules!