Happened at our table a couple of months back.

  • sammytheman666@ttrpg.network
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    1 year ago

    Fun fact. I wanted to trap my level 12 party in a dungeon, one of them had disintegrate. So I engraved a reflecting effect in the door. Any direct one target spell casted on the door would bounce back. It would take 3 spells used that way to empty the magic of the door.

    Sadly, he never casted disintegrate on it. Sad DM noise.

    But DAM its hard to trap a high level party anywhere.

    • BalanceInAllThings@ttrpg.network
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      1 year ago

      I was gonna give you advice on trapping them, but then I realized you were talking about their characters and not the actual players.
      Then again, playing the odd session in an actual escape room might be fun.

        • BalanceInAllThings@ttrpg.network
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          1 year ago

          Well I mean, next time your party needs to escape from somewhere, book an escape room that has a theme that’s close enough.
          There’d be no tabletop element, obviously no weapon or spells, although your players can still kinda roleplay in there.

          Most escape rooms around here already have their own little backstory and an actor introduces you to their shtick and sometimes interacts with you through the thing.
          If you call them ahead of time, they might agree to slightly alter their existing stuff to accommodate your story.

  • macniel@feddit.de
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    1 year ago

    “Doesn’t the Building has windows?”

    “Okay, I jump inside and pull from the other side.”

    • shastaxc@lemm.ee
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      1 year ago

      In my campaign recently I just unlocked a flying ability so I fly to the second floor and look for windows and the DM says “no there are none”. I’m like bullshit. What building doesn’t have windows?

      • macniel@feddit.de
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        1 year ago

        Sounds railroady and yeah BS, but I know some that don´t have buildings. Like a Dungeon, a Turret with just arrow slits same with the Burgfried. Or a Barn, maybe a church that abhorres the Light and or Sun? Just spitballing :)

        • CileTheSane@lemmy.ca
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          1 year ago

          A building built with protection in mind in a world that has Wizards with the ability to fly in it, and Druids that can turn into birds.

          • macniel@feddit.de
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            1 year ago

            Exactly, when there are Wizards with flying, and Druids that can turn into birds or bats, how would architecture look like to prevent especially that usecase?

  • jjjalljs@ttrpg.network
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    1 year ago

    The wizard in my D&D group tends to be somewhat frivolous with his spell slots. As someone who looks at D&D as a resource management game (BECAUSE IT IS), this often gives me pain.

    If you want to play a game where you do cool wizard shit on the regular, probably don’t play the game built entirely around “you should save your spells for the big fight.” And if wotc don’t want to induce “but what if I need it later?” anxiety they should fucking fix that, and make powers per-encounter or something.

    • Honytawk@lemmy.zip
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      1 year ago

      Just because it has resources to manage doesn’t mean it is a resource managing game.

      D&D is a narrative game first, a strategic boardgame second. (That is why it is an Role-Playing first, Game second)

      The point is to create awesome stories and memories with friends at the table. If this involves spending resources on frivolous shit, then so be it.

      I’d bet you will remember stupid shit that Wizard got you in longer than when you tactically defeated a boss.

      • Cethin@lemmy.zip
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        1 year ago

        Lol. This just is not true in the slightest for earlier D&D. Sure, 5E is mostly focused on narrative, and everyone ignores food, water, etc. This was not always the case though. It was a role playing game, but the role was that of a person who had real needs and desires. It was mostly about dungeon crawling, and often even competitive-ish. Players would frequently try to get one up on each other, like sneaking off to steal all the loot from a dungeon before anyone else got there. There was also almost nothing done in cities and stuff. You’d purchase your equipment and move on to the next encounter.

        I agree this isn’t what the game has become, and it also isn’t the way it “should” be. To pretend like resource management and survival aspect were never part of the game though is ignoring a lot of history.

      • jjjalljs@ttrpg.network
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        1 year ago

        DND is not a narrative game first. It has very few rules for narrative stuff. The bulk of its attention is spent on resource management and combat. Because the bulk of the game is centered around managing resources (spell slots, HP, sometimes gold), I say it is a resource management game.

        It’s not very good at facilitating good stories. It’s just missing a bunch of tooling like you’d find in Fate or other games. You can still play make believe but you can do that with anything. The rules aren’t really helping very much. They often don’t care at all about the narrative.

        I’ll remember stuff like him blowing hold person on a retreating mook when the expertise-in-grapple rogue could have just grabbed him, sure, but not happily.

    • Cethin@lemmy.zip
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      1 year ago

      This is what BG3 fucks up in my opinion. Occasionally places will be created where you can’t go to camp for a long rest, but usually you can leave and come back trivially. There’s almost no need to save spell slots. You can easily long rest after every encounter and just blow all your slots as soon as possible. I enjoyed playing it how tabletop is played. You actually need to manage your slots. If you decide to just long rest somewhere dangerous you’re probably going to have some kind of encounter in your sleep, and your armor won’t be equipped and it takes time to put on.

      Sadly, BG3 doesn’t have a dungeon master to see you cheesing something and counter it. I agree the best part of D&D comes from managing resources and making do when you’re running low. The fear after you’ve blown all your spells after a big fight and need to get to safety with low HP is when there’s the most tension. It makes for good storytelling.

      • Vendificate@lemmy.world
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        11 months ago

        I too tried to play it ‘right’ and only rested sparingly. I made a point to never leave a dungeon or major quest sequence to rest, and generally burned through every last slot and ability I had before I chose to go back to camp. Highly recommend. Actually used my damn potions. Only issue is trying to figure out how to catch up on the rest cutscenes. I tried to squeeze them in all at once but I’m sure I missed some here and there.

        To be fair though, my first Tav was a warlock. Even after my party was drained of everything, Eldritch blast goes pew pew and tosses enemies off cliffs (if Karlach didn’t get to them first)

        • shastaxc@lemm.ee
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          1 year ago

          The big boss had just walked upstairs and we were spying on him. I didn’t want to be lured into a trap because we had no idea what was upstairs so I just wanted to look in through the window and see if they had guards posted or something.

          • jjjalljs@ttrpg.network
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            1 year ago

            That doesn’t seem to describe the spell slot restoring potion so now I’m confused what you’re talking about.

              • jjjalljs@ttrpg.network
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                1 year ago

                Right, I read your original post but that has a number of downstream consequences. Which ones do you see and how do you plan to address them?