In my experience, two things. First, I would explicitly tell the players that I think it would be interesting to hear them interact with one another during the downtime days. Directly letting them know what you want is helpful for everyone. Second, I would reward them for the behavior I want to elicit. If I want them to interact with one another more during downtime, I might ask each player to write a goal and mention that the next leg of the adventure happens only after they've all completed their one goal, plus everyone gets inspiration and maybe even some XP if that's how you run your game. Encouraging and incentivizing goal-oriented play can sometimes help players be less passive in the roleplaying part of the game.
Hi there, I might have a suggestion, but first you might need to consider that your current list of spells does not fall in line with the spell selection available to an Eldritch Knight. Unless you have special arrangements with your DM, the Eldritch Knight has the following restriction on spell choices (underlines added by me for emphasis):
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots....Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
You current list includes: False Life (a Necromancy spell), Magic Missile (an Evocation spell), and Identify (a Divination spell). According to the restrictions of Eldritch Knight spellcasting, you can keep Magic Missile and either Identify or False Life, but you cannot have both.
I wanted to have some custom art done for the player characters in the campaign I run. I knew right away to reach out to David for the commission because he made a fantastic character art piece for me in the past. David’s character designs are beautifully detailed and bring to life the character you imagine. He involves you throughout the process to make sure the concepts are developing how you want them to. Everyone in my D&D group absolutely loved how the final images came out. I cannot recommend David’s work enough!
I'm just going to piggyback on this thread and ask if anyone has suggestions for strangulation rules. I know the PBH details suffocation, but strangling is not just about not being able to breathe but also having the blood flow cut off to your brain.
I don't see any reason to make it more complicated than just following the rules for suffocating. The only thing to maybe add would be some bludgeoning or slashing damage caused by object being used to strangulate (like a d4 bludgeoning for hands, d6 for a rope or chain, d8 slashing for a garrote).
It seems to me that the player doesn't trust you, and that's a difficult bridge to build. It takes open communication. Based on what you've said, I feel like you understand this, but being bothered by a player's desire to be clear about what their character intends to do shouldn't be a problem. I think it's a fundamental part of the game -- player describes action, DM narrates result. I agree it's rude to interrupt someone while they're speaking, but it's not wrong to clarify what your character meant to do.
So, you don't like being interrupted? Say, "Hey, I don't like being interrupted while I'm running the game. If I misheard something, let me know after the session, but if you interrupt me, I'm probably going to ignore you to keep the game going."
Definitely take Vedexent's advice here and ask more questions -- don't just assume something and take control the character's actions. If it helps, maybe consider that it is not always your job to narrate the player's actions, just the result of the action.
Player "I send Mage Hand over to the sword and try to move it." DM: "Sure. The sword moves, but nothing in the room changes." Player: "I meant to try and push it off the anvil." DM: "OK, so the sword falls off the anvil and clatters to the floor. Nothing in the room changes."
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Congrats to Emmber. The original post has been updated!
Obligatory roll: [roll]6d6[/roll]
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Over two years and still no Super Yahtzee...
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In my experience, two things. First, I would explicitly tell the players that I think it would be interesting to hear them interact with one another during the downtime days. Directly letting them know what you want is helpful for everyone. Second, I would reward them for the behavior I want to elicit. If I want them to interact with one another more during downtime, I might ask each player to write a goal and mention that the next leg of the adventure happens only after they've all completed their one goal, plus everyone gets inspiration and maybe even some XP if that's how you run your game. Encouraging and incentivizing goal-oriented play can sometimes help players be less passive in the roleplaying part of the game.
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Hi there, I might have a suggestion, but first you might need to consider that your current list of spells does not fall in line with the spell selection available to an Eldritch Knight. Unless you have special arrangements with your DM, the Eldritch Knight has the following restriction on spell choices (underlines added by me for emphasis):
You current list includes: False Life (a Necromancy spell), Magic Missile (an Evocation spell), and Identify (a Divination spell). According to the restrictions of Eldritch Knight spellcasting, you can keep Magic Missile and either Identify or False Life, but you cannot have both.
Here are some great options for replacements and ideas for your next spell choice: Shield, Protection from Evil and Good, Thunderwave, Chromatic Orb.
I hope this is helpful.
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I wanted to have some custom art done for the player characters in the campaign I run. I knew right away to reach out to David for the commission because he made a fantastic character art piece for me in the past. David’s character designs are beautifully detailed and bring to life the character you imagine. He involves you throughout the process to make sure the concepts are developing how you want them to. Everyone in my D&D group absolutely loved how the final images came out. I cannot recommend David’s work enough!
Thanks for the amazing art, David!
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I talked about some of these characters in this thread here. You might find some of the information there useful. Cheers!
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I don't see any reason to make it more complicated than just following the rules for suffocating. The only thing to maybe add would be some bludgeoning or slashing damage caused by object being used to strangulate (like a d4 bludgeoning for hands, d6 for a rope or chain, d8 slashing for a garrote).
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It seems to me that the player doesn't trust you, and that's a difficult bridge to build. It takes open communication. Based on what you've said, I feel like you understand this, but being bothered by a player's desire to be clear about what their character intends to do shouldn't be a problem. I think it's a fundamental part of the game -- player describes action, DM narrates result. I agree it's rude to interrupt someone while they're speaking, but it's not wrong to clarify what your character meant to do.
So, you don't like being interrupted? Say, "Hey, I don't like being interrupted while I'm running the game. If I misheard something, let me know after the session, but if you interrupt me, I'm probably going to ignore you to keep the game going."
Definitely take Vedexent's advice here and ask more questions -- don't just assume something and take control the character's actions. If it helps, maybe consider that it is not always your job to narrate the player's actions, just the result of the action.
Player "I send Mage Hand over to the sword and try to move it."
DM: "Sure. The sword moves, but nothing in the room changes."
Player: "I meant to try and push it off the anvil."
DM: "OK, so the sword falls off the anvil and clatters to the floor. Nothing in the room changes."