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Friday, January 31, 2025

Counterspell change dnd 2024 - DMtimothy vids r caster centric often

 https://www.dndbeyond.com/spells/2051-counterspell

Read comments. Hard to counterspell big boss now eh!? Fair or no?


See DMtimothy on yt, he says huge nerf. And he also has good info on legendary resistance stuff. 

Counterspell nerf : https://www.youtube.com/watch?v=SvKn5i_osvE&list=LL&index=7

Legendary Resists SUCK sometimes, how to fix: 


Several of DMtimothy's comments on 2024-Dnd-5.5e:

Spell casters getting diff treatment (Sorc buff with subclasses eh?, need to read myself):       https://www.youtube.com/watch?v=ecM5LdZ6R30&list=LL&index=3

You can't identify spells during battle easily (vs. make runes appear around bad guy and use ARCANA check to ID a spell and maybe dispell it):


Voltron style DnD boss: https://www.youtube.com/watch?v=JoCDVQQgeJY&list=LL&index=5

Grapple changes are super good in 2024-DnD-5.5e: 

  • https://www.youtube.com/watch?v=gyOs35lKNbQ&list=LL&index=6
  • https://www.youtube.com/watch?v=dJAMFGeLlLk&list=LL&index=1




Thursday, January 30, 2025

DnD Hag Covens - results from last night Strahd (upd. Feb. 2, 2025)

What's a Hag Egg? Ask the kiddo. Shakespear mentioned someone who was a Hagseed, but Hag-egg is a lot funnier to say. 

Hagseed, hence!
Fetch us in fuel; and be quick, thou ’rt best,
To answer other business. Shrugg’st thou, malice?
If thou neglect’st or dost unwillingly
What I command, I’ll rack thee with old cramps,
Fill all thy bones with aches, make thee roar
That beasts shall tremble at thy din.

 Hag Covens

When hags must work together, they form covens, in spite

of their selfish natures. A coven is made up of hags of any

type, all of whom are equals within the group. However,

each of the hags continues to desire more personal power.


A coven consists of three hags so that any arguments

between two hags can be settled by the third. If more than

three hags ever come together, as might happen if two

covens come into conflict, the result is usually chaos.

Shared Spellcasting. While all three members of a hag

coven are within 30 feet of one another, they can each cast

the following spells from the wizard’s spell list but must

share the spell slots among themselves:

1st level (4 slots): identify, ray of sickness

2nd level (3 slots): hold person, locate object

3rd level (3 slots): bestow curse, counterspell, lightning bolt

4th level (3 slots): phantasmal killer, polymorph

5th level (2 slots): contact other plane, scrying

6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level

spellcaster that uses Intelligence as her spellcasting

ability. The spell save DC is 12 + the hag’s Intelligence

modifier, and the spell attack bonus is 4 + the hag’s

Intelligence modifier.


Hag Eye. A hag coven can craft a magic item called a

hag eye, which is made from a real eye coated in varnish

and often fitted to a pendant or other wearable item. The

hag eye is usually entrusted to a minion for safekeeping

and transport. A hag in the coven can take an action to

see what the hag eye sees if the hag eye is on the same

plane of existence. A hag eye has AC 10, 1 hit point, and

darkvision with a radius of 60 feet. If it is destroyed, each

coven member takes 3d10 psychic damage and is blinded

for 24 hours.


A hag coven can have only one hag eye at a time, and

creating a new one requires all three members of the coven

to perform a ritual. The ritual takes 1 hour, and the hags

can’t perform it while blinded. During the ritual, if the

hags take any action other than performing the ritual, they

must start over


Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes. (((so were they just fey creatures a couple of versions back, like 3.5e?)))


UPDATE: RESULTS FROM LAST NIGHT"S SESSION

It was intense but fun. The kid learned from the wereravens that the coven existed... they knew these ladies/demons were up to no good, but weren't powerful enough to oppose them. Found out b/c Strahd appeared at night at the Bluewater Inn and killed the wife/owner. The husband was distraught... pretty sure there was a raise-dead type item at the nighthag's place. Two of the wereraven "guards" volunteered to go with us, knowing our party was strong enough to at least partially fend off Strahd, maybe had a chance against the hags. 

So the kid sneaked in. With one wereraven in bird form spying inside the windows of the Old Bonegrinder windmill (totally works... there was a raven sitting on their door per the RAW module, so no suspicion), they found out the ladies were on the 2nd and 3rd floor. The party sneaked in slowly, go semi close with some nearby trees. 

BAM FIREBALL through the window... surprise round/hidden in trees. Well the ladies are so anti-magic, rolling with advantage and resistant to fire and all, didn't do much damage. But it did set things on fire and freak them out. 

Roll for init. Main hag 1st, then most of the good guys. 

She (main hag, Muranda... Morgantha, whatever) runs and gets to the front door, trying to figure out what is going on. Warlock casts Sickening thingie, the 30 radius sphere of radiant damage (the kid picked that spell almost randomly, super duper useful in these Barovian places with so many resistant mobs)... she FAILS her at advantage roll. Hah, now she's Exhausted and has to roll normal (no advantage) on future stuff. Taken like 25-30ish damage so far. 

The two hags upstairs are running around. Eventually they are putting out fires and trying to avoid the creeping green light coming in from the 2nd Warlock spell, the Sickening thingie. Basically half of the tower is getting hit by the spell, so they are forced to the two windows south (I made the tower have 3 windows on each floor basically... thank god I set that up at the start so we could have some tactics, it mattered A LOT). 

Sidenote: the kid really didn't want the wereravens to die. First i had given them guard stats, but quickly realized default wereraven stats are really good... ~level 3 characters. They have immunity to non-silvered attacks (cool, that would protect them from the dretches I bet), I think 31 HP, ranged and melee attacks... i assumed they had silvered weapons in their world, b/c obviously they know about that stuff before going to this coven. Well at the end, one wereraven was down and sort of forgotten... but when the kid won, he realized he might not be dead. Rolled d20, got a 1 (OH NO), then got save save save so he lived from being unconscious! 

Sidenote 2, TO DO: the wereravens will give a TON of silvered arrows to our team since they helped save their main lady. 



So the party sneaked around the "south" side of the tower during the fireball leftover confusion. Fighter was spotted though, I think he rolled a 1. Fighter and Barb were right next to the tower. The rest of the crew were about 50 feet south in the trees hiding pretty well. 

Party tried to wait them out, but the hags basically ran back inside and 
  • red hag mini started casting stuff from 2nd floor (she spotted everybody eventually). 
    • tried to level 3 CURSE the fighter immediately, no curse (phew).
  • main hag (grey hag mini) summoned 9 dretches over the course of 2 rounds, half of the dreteches died in the green light. A couple made it out, jumped through the window but did zero damage. 
    • The kid felt relief once he killed some dretches... he was getting decision freeze sieging this tower, not knowing what they were up to, and not doing any real damage. 
  • ghost hag mini used the coven heartstone to go ethereal and pass through the wall to line up for a nice lightning bolt
    • fighter, barb, one wereraven were in the path of the lightning bolt. 
      • I assume she could become ethereal and cast all in the same round (is this right?)
      • bam, the wereraven went down, I did the exact HP needed (31 eh?)
Now what?
  • Main hag Morgantha went through window eventually to avoid more green stuff and got herself in trouble, in too close to our main ppl. They started wailing on her.
    • I was half thinking the hags could all go ethereal and go in and out easily, but reading the details, only the Heartstone really lets them do those tricks. 
      • Basic hag abilty is planeshift twice a day, so they are saving that for emergencies only
    • Near the end, when she was down to not many HP, she turned the Barb into a frog. The fighter had been Eye-bitten by the red hag at that point and was going to run away. So the main grey hag was safe-ish... but she quickly got down to 6 HP and looking at the final wereraven staring at her (who had just done 6 dmg earlier) she plane-shifted out by bye. 
  • Reg hag EYE-BITE - stayed up top and was doing eye-bite on anybody she could. 
    • Magic Missile - Way before eye-bite, a Magic Missle I think, which partly is what drew some of the party out of hiding. 
      • Near end a magic missle hit the druid ending his Call Lightning (altho had another slot could use). Hags dont resistance vs. lightning. 
    • First fighter had to run south, reached 60 ft and recovered, had to run 60 back (so 2 rounds wasted for him). 
    • I think next she put the warlock to sleep.
    • I think put barb to sleep later. I think after the wereraven (through druid instructions, being expert on polymorph, told wereraven to do so) poked the Frog-Barbarian to make him human again... after that she made him fail again I think. Barbarian wasted (all?) his rages/frenzies as I recall. 
      • Sidenote: we do homebrew barb-frenzy so he can use 2 rages to make one frenzy, no worries with exhaustion (slightly OP?). 
  • Ghost hag - was over on my right side/call it east of tower. Had to say 30 feet close to other hags to maintain coven so, she was vulnerable too, except had Ethereal heartstone option so she wasn't that scared. 
    • when gray had left, all she could do was magic missile, basically. I think she or the grey hag had tried another spell and it failed also, before coven broken. 
    • Once gray hag gone, she shrugged her shoulders up to her red sister, and plane shifted out of there. Was below half HP and didn't see how they'd survive without coven powers. 
  • Conclusion: The kid wants to find them later and FINISH THEM. Rarrrrhh!

The party won, woohoo!, although it was hard, despite getting the jump. 
Things learned:
  1. Eyebite is dangerous when other hags can do damage. Takes 2 rounds away from party (the wereraven being able to un-polymorph and maybe even wake someone later was a big deal). 
    1. Wereraven NPC helpers were key b/c they distracted hags, scouted (druid could have but hey), and most importantly(?) were there to help wake up or unpolymorph guys. 
  2. Magic missile, infinite hag style, from a tower is pretty great.
    1. The kid had considered using the Energy Bow to make a ladder and climb up. Or maybe even turning off the green light sickening spell, since his guys were sort of stuck waiting for so long. 
  3. Ethereal thru walls is awesome, but maybe not totally broken b/c it probably
    1. takes an action to activate (right?) to leave material plane ? 
    2. I still assume they can come out of ethereal and cast a spell... but that logically might not make sense, need to read up. 
      1. Homebrew LAIR ACTION MAYBE? 
    3. It's not totally broken b/c u gotta stay 30 ft near other witches, so you can't go nuts. Somebody is getting attacked at all times probably. 
  4. If not for the green spell being so huge and going around corners (through door/windows broken or left open by fireball situation)... the witches woulda just sat on 3rd or 2nd floor and tossed a billion magic missiles at our guys.
    1. Oh, we found old char sheets and Warlock had a magic missile wand. We made it 10 charges and recharge ~6 per night). So he started using that b/c kept missing with Eldritch blast.
      1. Warlock Used the "auto roll 10" magic charm item, but 16 was not enough to hit their 17 AC. So magic missle wand was good. 
    2. *** https://rpg.stackexchange.com/questions/140158/does-cover-help-against-spells-effects-that-spread-around-corners-like-fireball
      1. Need to keep reading up on Spreads Around Corners. I think I did it 99% right for the green Sickening Radiance spell at least... but maybe not fast enough, it shoulda covered that first floor immediately. 
        1. Since it is a sphere shape, I assume when he cast it on the ground, it didn't totally cover the 2nd and 3rd floors since they were on the far far end. And spreading... it had to go into the door (I guess she left door open)... then up the stairs, the spread out. 
  5. The kid wants to find them later and FINISH THEM. =] 


SOME THINGS COULD DONE DIFFERENTLY, based on Dragna's https://docs.google.com/document/d/1riz5-dBzJpwVrqC7wIeIUr-WEK_W2fo972UdaCoiJ1Y/edit?pli=1&tab=t.0

[note: our game, I basically broke the coven when they used their normal plane-shift-self feature. But really they'd have gone to ethereal... and probably super near by via a magic teleportation circle maybe... see details:

... transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.].

  • Going into Ethereal plane doesn't break the coven. B/c physical and ethereal are close enough proximity-wise (yeah I think so, yeah). 
  •  He says (probably homebrew rule) if 2 hags dip below 30 HP, then coven broken. 
    • I dunno about this 30 HP thing... I mean they don't want to die or their coven to die so maybe~~~ it's a signal back to coven to GTFO. 


The word Genre - pronunciation - what is youtube doing to our youth's pronunciation?

I find that everybody born after 1995 is pronouncing it 

ˈjän-rə

instead of the well-established, better sounding (my opinion) and probably Frenchy way: 

ˈzhäⁿ-


Looking at it on m-w.com, I struggled for a moment b/c zh didn't seem like it would be the French J sound, but it is. See here: https://www.dictionary.com/e/key-to-phonetic-respelling/

But now my question is, what does the superset (tiny) "n" mean? 

And that website doesn't have other things like the dot over the letter versions: 

ä , ȯ, etc. 

OK, this one has more, maybe this: https://www.yourdictionary.com/wnw/pronunciation.html


Speaking of the Frenchies... this has some hilariously weird phrases translated over from French:

https://www.talkinfrench.com/french-idioms/#t-1630394758924


Funny French cars cuz... can't find funny French much else images

Examples -

22."Arriver comme un cheveu sur la soupe"

A strand of hair in your soup is probably the last thing you need. So this idiom which literally means "to arrive like a hair in the soup" is all about completely irrelevant remark in a conversation. Yeah, sucks to be a hair in a  soup. 

25."Peigner la girafe"

There are lots of useful things to do with your time, and it certainly does not involve combing a giraffe. So when you hear this, it means “to do something useless”. No offense to giraffes!

27."Se faire chier comme un rat mort"

Have you ever been so bored you make yourself sh*t like a dead rat? (SAY WHAATT?) That doesn’t sound quite right but this one particular absurd expression is off the charts in levels of ludicrousness. Literally says "to make oneself sh*t like a dead rat" and means to be extremely bored.  BTW, https://blablafrancais.com/french-slang-expression-chier-dos-donts/

30."Un peu mon neveu!"

The literal translation: "a little bit, my nephew!" While it may be weird to hear someone address you as their nephew, do not fret. It’s only a fancy way of saying, “of course!” 

D&D style but more tactical, eh?

 https://thegaminggang.com/game-news/knights-and-magick-now-available-as-sofcover-hardcover-or-coil-bound-books/

https://thegaminggang.com/wp-content/uploads/2017/03/KnightsMagicSneakPeek.pdf

These are the big army vs. army minature type battles, so not sure how they'd play but very interesting. Requires minis. I like their description of be the heroes in armor on one side or be the evil mage summoning monsters on the other.



ow you are there, beneath the waving banners – a leader of knights and bowmen eager for battle and glory in the glittering Age of Chivalry. The Priest raises his great cross and steel whispers as your knights draw swords. Bowmen let fly their shafts as the great warhorses’ hooves paw the earth and thunder into a charge.

Or you can lead the forces of darkness – a powerful sorcerer conjuring monsters and demons, wrecking the very earth,
commanding armies of foul creatures in a campaign of conquest.

So don your armor and ready your book of spells, for- through the hobby of Adventure Gaming with miniature figures – you are about to enter the enchanted realm of Knights and Magick.

Knights and Magick begins where role-playing games end. It is a complete game system for medieval and fantasy combat.

---

Even if you don’t play miniatures the rules are still an interesting read as a throw back to wargames of the early 1980’s.

Stay smart and stay safe gang!

About Knights & Magick:

Now you are there, beneath the waving banners – a leader of knights and bowmen eager for battle and glory in the glittering Age of Chivalry. The Priest raises his great cross and steel whispers as your knights draw swords. Bowmen let fly their shafts as the great warhorses’ hooves paw the earth and thunder into a charge.

Or you can lead the forces of darkness – a powerful sorcerer conjuring monsters and demons, wrecking the very earth,
commanding armies of foul creatures in a campaign of conquest.

So don your armor and ready your book of spells, for- through the hobby of Adventure Gaming with miniature figures – you are about to enter the enchanted realm of Knights and Magick.

Tuesday, January 28, 2025

DnD, Make Legendary Resistances fun - Also MCDM Monster Book sounds nice, and Kobold Beast Book

 https://www.reddit.com/r/dndnext/comments/1ibv1mn/are_legendary_resistances_fun/


Robot eye comedy guy: has some good ones, many from vid games  https://www.youtube.com/watch?v=rUQiwasHVzE
PDF here:
https://trekiros.com/wp-content/uploads/2023/04/legendary-resistance-alternatives-_-trekiros-1.pdf

Might buy this: https://www.dmsguild.com/product/432499/Save-or-Suck?src=youtube&affiliate_id=2038543
  • COSTLY RESISTANCES
    • many armed badguy has 6 arms, 6 attacks. Can lose an arm to use a LR 
      • I guess he "swings up an arm and it is blown off, but avoids the death save roll/disintegration ray."
    • Evil Mage - he uses up a level 6 or higher spell slot to Auto save on a roll. 
      • "The mage is caught off guard for a second, but blasts your fireball with his cone of cold to cancel it out". 
    • Or the party spell just does damage
      • for high level super thing, does 20% damage, OUCH
        • AKA Blood sacrifice
    • Or party's spell locks them for one round instead of infinite rounds (or even half a round?)
    • Maybe take away one LR plus "all" their Legendary Actions for that round/next round.
  • DESTRUCTABLE RESOURCES
    • The 3 pillars behind the dragon that must be destroyed to get past LR
    • The boss has immune to 3 types of dmg, but weak to 1 or 2 types of dmg. 
      • Fuzzy here but maybe, You kick those weaknesses asses, and now it's not resistant to anything. Something where the players get a nice progression that they can figure out, not blind luck on rolling da dice.
  • MULTI PHASE ENCOUNTERS
    • Make the boss "3 encounters" so each mega spell gets rid of one of those encounters. 
      • Perhaps 3 phases of the boss
      • Maybe for Strahd, it is Phase 1, bat-human-form, phase 2 = wolf-man form, phase 3 = real vamp. 
    • (((he reminds, don't let SNOWBALL effect happen in boss fights. Bring back the tension halfway through battle, so the players don't feel like it's a done deal and boring.)))
      • I'll say, this is like the Souls Games annoying boss mode... they get super duper annoying smart when they are almost dead and will easily one shot you. It's just annoying in Souls games b/c it is ALLLLLL about being patient and only patient. 
  • PASSIVE THREATS
    • Boss powers that are doing damage even if boss is paralyzed (just less damage)
      • Like giant spears thrust into ground, doing lightning to area, but not super crazy damage total since boss cant do his normal attacks if paralyzed. 
      • Strahd - how about ... swarm of 50 bats... super high attack roll they do 50 dmg, medium roll they do 25 dmg. AOE might take them all out (thinking 3-5 minis to represent 50 bats).

  • REWORK ALL SAVE or SUCK spells
    • They put out something on the DMguild you can buy that does this. 
      • I think he said it was him plus the same ppl that made the MCDM Flee Mortals monster manual... maybe. 
    • Pathfinder also does this, eh? 
      • critical save is 5 or 10 over the DC, etc. 
    • OK, that's a lot of work, but makes sense.
    • You always get what you signed up for. 

Pathfinder has cool options:

Edited

Yeah it makes me wish D&D 5e took the PF2e approach to spells where there is varying degrees of success instead of just pass/fail.

Like look at Confusion for example:

D&D 5e:

Pass: nothing happens.
Fail: Confused for 1 minute, save every round to end early:

PF2e:

Critical Success: nothing happens.
Success: stunned for 1 round.
Fail: Confused for 1 minute, save every round to end early.
Critical Fail: Confused for 1 minute, no save to end early.

This means even if you pass the save, the spell still does something. However... Fighters get the best saves, AND their saves are treated as one tier higher, so not only are their chances of getting a success high, it's actually a critical success, making them VERY difficult opponent to lock out of a fight.

Disclaimer: Crits in PF2e work differently than 5e, a crit in PF2e is 10 over the DC, so if your save DC is 18, and they roll a 28, then that's a crit. Creatures with high saves will still give you a hard time against some spells, but for saves they're not good in, it may be physically impossible for them to get a critical success.   

DM, optimizer, and martial class main

Do also note that “stunned” and honestly most non-crit fail CC effects don’t completely disable a creature, rather taking away 1/3 actions or reducing numbers. 


Another idea person:

 

    I don’t think so, no. The way I run individual bosses is that I give them a turn after every player turn. Powerful abilities (like a dragons breath) are once per round, and I generally don’t give them a multi attack. They also don’t get to take a turn after a player who is incapacitated or downed. This has a few neat outcomes:

  1. No need for legendary actions, which I’ve always found a bit awkward and don’t properly fix the action economy of a single monster.

  2. No need for legendary resistance as if they do get CC’d they will have many more opportunities to pass a saving throw and end it. (This doesn’t innately fix certain spells that just end the encounter or have no safe after the initial failure, but those are rare in the level ranges I typically DM.) Using disabling tactics becomes much more viable and satisfying because you might deny the enemy a few turns, rather than feeling like you’re brute forcing through a wall of legendary resistances.

  3. When the encounter starts going bad and players begin dropping rather than spiraling out of control the monster also gets fewer actions which really helps limit the circumstances where due to a few bad rolls the party gets into a situation where the only way to avoid a TPK is for the villain to act progressively stupider.

It works for me and my players tend to like it. I only run this for specific solo boss monsters and always tell the party it’s one of those upfront.   


I really like:

Other games, or even other designers operating within 5e, handle this better. For instance, Pathfinder uses a degree of success system, where all spells have partial effect on successful saves, and rather than negating the effect completely allows the boss to still be partially effected. Meanwhile, MCDM in Flee Mortals (by far the best 5e monster book), made it so that a monster suffers a meaningful and specific penalty whenever they use a legendary resistance: for instabce, their beholder equivalent has to permanently sacrifice an eye whenever they do so, diminishing their combat power and versatility. 

https://shop.mcdmproductions.com/collections/flee-mortals-the-mcdm-monster-book

https://www.tribality.com/2024/02/13/flee-mortals-review/

I like the: 

"The dragon pulls power from 3 giant pillars in the back of the cave to resist your spell, one crumbles, two remain.". And let the players go whack them down so there are no more LR left. 


IvyHemlock said it:

     What I do, is make LR's visible and interactable. Compare:

"The adult red dragon uses a legendary resistance. Your spell does nothing"

Versus:

"In response to your spell, The adult red dragon draws power from the three ruby pillars in the back of the room. As a result of this power surge, he succesfully resists your spell, but one of the ruby pillars collapses, seemingly devoid of further power"   

Note:

Sir-xer21 says: I don't have a solution, but enforcing a cold war on high level spells is a garbage mechanic. it isn't just "not fun", it erases high level spells because no one's using their one or two high level slots they get just to be told "no".  

MarkZist

That's why the powerful high level single-target spells are at least partially effective without being gated by a save, e.g. Maze, Irresistable Dance and Forcecage. (Talking about 5e.2014)

Sir-xer21

not every spell is like that though. a lot of high level single target spells have save gates. Time Ravage, True Polymorph, Reality Break, Feeblemind, Dominate Monster, etc. LR just wipes those out of use entirely.  


ANOTHER IDEA: Daniel02carroll says    Flavor it to the type of enemy. Lich burns health or highest level spell slots to use legendary resistance Big tanky enemy lowers its AC each time it uses a LR Enemies with minions sacrifice minions. Enemies with traps or lair actions sacrifice those. Enemies with legendary actions lower the amount they can take each round.

The answer is to change them based on the enemy imo Alternatively just lower heath is fine, as then your casters and martials are targeting the same resource 


And another IDEA: 

Maybe cc spells only work for 1 round and then are automatically broken? For big bosses maybe they only make the boss skip half their attack or half their movement for a round or something.  At least then it would feel like you're not completely wasting your spell slot.   


Also:


This reminds me. There was someone on here a few months back that had suggested a system where boss monsters (they used a red dragon specifically) get special resources that are required to use their bigger nastier abilities. So as an example say a dragon has a resource that they build 1 of every round passively. Using their breath weapon costs them 5 of said resource. One of their legendary actions is to basically generate additional resource now (so not just dishing out attacks but giving the DM a tactical choice for legendary actions). Then you have them forced to spend that 2 or 3 of the same resource to break through like a legendary resistance. It builds in that when a player triggers a "legendary resistance" it costs the monster in a way that directly helps the party by delaying a big attack etc. If the monster doesn't have enough resource to legendary resist their way out they are stun locked until they either passively generate enough to use one to end the effect on them or they get to use legendary actions to generate enough to break out of it. Was a really cool mechanically driven way to still have them and also make it so even triggering a "legendary resist" had a really tangible effect on the flow of battle from the player side.   


Another:

derangerd

I think the biggest issue with LRs is it can feel like a separate isolated health bar to take down. I see why they're necessaryish but I think there are better alternatives.

One alternative I enjoyed was encounter LRs that deal an increasing amount of damage to use. So any enemy in a legendary encounter can use one but to do so they first take 20 damage, the next to use one takes 40, then 60, etc. it makes HP and LR usage interact a bit more to have casters and martials fighting more of the same battle.

 

Spyger9

That's a nice default, and MCDM really experiments with that idea in their Flee Mortals! monster manual. "Solo" monsters incur varying costs when using their Resistance. They might grant advantage on attacks against them for the next round, have their movement or actions restricted in some way, or pay some more unique penalty. For example, there's a goblin boss that uses her goblin lackeys as meat shields; so even though you didn't affect her, you're still clearing the chaff.


I did that last thing when I ran LMoP the first time! The end boss felt too easy to zerg down, but had spiders assisting him. I had one spider die and magically revive the BBEG if he got downed at like 1/3 hp or so. Made the players consider taking down the spiders with AoE first instead.   


AND

No. They feel like a separate health bar. They're too weak when you have multiple casters and they're too strong when you don't have enough casters. The problem is that you interact with them or you don't, at all. If you're the only caster in your group, you're gonna need 4 turns to stick a failed save on the boss, and if you have multiple casters you could it on the first turn. Why spend all these resources picking at the LRs when by the time you're done the martials have already killed the boss ?

Solution: Interactive LRs that reward depleting them. This isn't my idea but I've been using it for a while with great success. For example, maybe the boss has X number of flying weapons around him that attack the party every turn. But when the boss uses a LR, one of them disappears. That's one less attack the party has to take care of.

It's also pretty versatile. I've used the same philosophy (a player's action should advance the combat scenario somehow) for different uses of LRs. Sometimes they change a boss' resistances or immunities. Sometimes they affect their movement. Sometimes they affect their senses (vision range, etc.) I've had positive feedback from my players so far 


And Remember descriptions of failure can be cool:

They are needed to keep some types of encounters engaging.

BUT if you just describe it as "Nope, your spell fails" it feels extra bad.

But "You see the spell take hold, their limbs stiffen. Then his eyes flash red and energy courses through his veins and infernal power shatters the bonds of your Hold Person"

I understand you won't always have mental bandwidth to do that for every spell, just like some attacks are just "you hit for 10 damage". But when you do it, it makes the effect feel impressive. 


Another good point:

They're a pretty terrible solution to a problem that shouldn't have existed in the first place.

do you have alternatives you use in your games?

The idea behind Legendary Resistance is that a fight with a Legendary enemy in D&D would be pretty unfun if the PCs waltzed in and instantly won the fight by using any of the game's many more-or-less insta-kill save-or-suck effects. But the key word in all that is "instantly" - nobody cares if you Disintegrate the BBEG if you do it on turn, idk, five. The ultimate goal of LR is to keep a Legendary enemy alive long enough that it can die only when dramatically appropriate.

To that end, the weird cat-and-mouse guessing meta-game that LR creates is entirely unnecessary. All you need is a simple "The [Legendary enemy] succeeds on all saving throws unless [some specific condition has been met]". And this condition could be anything! A generic "It auto-succeeds while above half health" or "It auto-succeeds before turn 4", or you can tailor it to the specific boss, like "The dragon succeeds on all saves unless it is prone (giving you a clean shot at its exposed underbelly)" or "Vecna succeeds on all saves unless you cut off his hand and gouge out his eye". 

 

Monday, January 27, 2025

Next Strahd / Ravenloft stuff - see Paintraina's post before DragnaCarta

Paintraina's post is 9 yrs ago, what DragnaCarta used to get his stuff going, so I think it's more vanilla, which I probably need: 

https://www.reddit.com/r/DnDBehindTheScreen/comments/4jixic/modules_what_ive_learned_from_running_curse_of/


 Arrive in Vallaki.

1. Will the guards let the party in? 

  • climb over 15 foot wooden stakewall, AKA palisade?
  • CHA check argue with guards, or not possible?
  • Deal with Burgomaster...? Meh. 
2. Burgo vs. evil lady? Meh. 
3. Evil lady mage son or no?

4. YES: Coffin maker, cuz... there are vampire spawn there. 
  • The church->bones quest or just skip to coffin maker? 
5. REGULAR PPL should be begging for help from powerful PC Party, b/c children taken by NightHags. I guess the story says the adults are all drugged from the stupid pastries and gave their children up willingly(?!?). 

6. Move on to east areas? 




OLD BONEGRINDER 

BEST TECH INFO NIGHT HAGS n COVENS: http://dndroll.wikidot.com/creatures:coven-night-hag

NOTE: Coven Night Hag is CR7, reg. Night Hag is CR 5. Special Bonegrinder, they can summon Dretches (9 max, probably 5 per round)https://a5e.tools/node/1678

Ask yourself: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/115677-which-level-should-players-be-to-fight-a-hag-coven

    • Can my players take down a Hag in one turn? If so they break the Coven, and the Hags are pretty easy targets.
    • Will the Hags be on separate Inititiatives?
    • What happens if all 3 Hags win Initiative (more likely if you roll once for all of them) and all cast lightning bolt on that turn. Average damage 28, a character who makes 3 saves will still average 42 lightning damage. But the Hags can only do this whilst all 3 are still alive.
LOOT: I like their rules: Heartstone. Players can use it to cure disease OR saving throw +2, but only 10 times, then it poofs.  Via their rules: https://www.d20srd.org/srd/monsters/nightHag.htm

GREATER RESTORATION NEEDED: Greater Restoration vs. Hag-Nightmare-Haunting. Also, some parties might not have a magic caster with them anyway, so when you think about it the scenario is quite inevitable if they don't have a caster. So no, Hags aren't broken, and if they are, they only are when the party isn't diverse (((read you need Greater Restoration vs. their Haunting thing))).

Later they will find they have helped kidnap children from the orphanage, and make half a town dependent on evil hag magic cannibalism. Then they can go fight the coven (level 6 or 7 I’d say…)

Edit - DragnaCarta’s “Reloaded” chapter on Bonegrinder has the best strategy guide for running the coven in combat. 5th level Bestow Curse? Absolutely.




They wanna use all level 3 for counterspell, sounds like.  

Make sure to remember that the hags share their coven spell slots. If Morgantha casts Counterspell at 3rd-level, Bella and Offalia only have two 3rd-level spell slots remaining.


Level

Slots

Spells

1st Level

4

Identify; Ray of Sickness

2nd Level

3

Hold Person; Locate Object

3rd Level

3

Bestow Curse; Counterspell; Lightning Bolt

4th Level

3

Phantasmal Killer; Polymorph; Hold Person

5th Level

2

Lightning Bolt; Bestow Curse; Contact Other Plane; Scrying

6th Level

1

Eyebite


When facing a larger group of enemies, two hags will open with Bestow Curse at 5th-level, if feasible, to curse one PC’s Wisdom score. The third will follow up with an Eyebite attack at 6th-level, aiming to infect the most threatening PC with the Sickened condition. They will then use Polymorph together at 4th-level, attempting to turn all hostile PCs into toads. If that fails, two Hags will cast Hold Person at 2nd-level, while the third casts Ray of Sickness at 1st-level or uses her action to Change Shape, dealing critical-hit claw attacks on paralyzed PCs. A 3rd-level Lightning Bolt is a panic button - if a dying hag sees an opportunity to kill multiple PCs at once with it, she’ll cast it from pure spite.


Once the hags begin to run low on resources, they turn to their innate spellcasting abilities. Two hags will focus-fire a PC with their at-will Magic Missile, after which the third will cast one of her two daily Sleep spells in an effort to render that PC unconscious.


If any hag dips below 30 HP, she uses her action to slip into the Ethereal Plane. Note that this doesn’t break the coven - due to the Material and Ethereal Planes’ proximity, ethereal hags still count as present for the purposes of maintaining the coven. If two hags go below 30 HP, any member of the coven dies, or the coven runs out of spell slots and daily innate spells, however, the remaining members use their action to flee into the Ethereal Plane.


The PCs can learn more about the hags in Vallaki. Rictavio, Ezmerelda, Urwin Martikov, or a book in Baron Vallakovich’s library (DC 15 Investigation check) can give the party information on the history and interests of night hags (should the coven reveal their true forms, or hint at their true nature); their damage resistances; their haunting ability; and the heartstone and soul bag.


An Intelligence (Arcana) check can allow any PC to attempt to recall information about night hags. This information is gained at the following DCs:


DC 15: Night hags are demonic creatures of nightmares. Like other hags, they can form covens with exactly two other hags, which vastly increases their power.

DC 20: Night hags thrive on corruption and fear. They are tempters and dealmakers, and consume the souls of evildoers for pleasure and nourishment. Their skin is hardened against elemental forces, and they fear no mortal metal save silver. So long as the members of a hag coven remain nearby to one another, their arcane power is greatly increased.

DC 25: A night hag is said to have passage through the Ethereal Plane, slipping away into the realm of spirits to better haunt her prey. It is said that the touch of a night hag from the Border Ethereal can torment her victim with terrible nightmares and exhaustion. Night hags are fond of devouring children, and must do so to produce their foul offspring.

DC 30: A night hag keeps two artifacts that are precious to her. One is a heartstone - a lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. The second is a soul bag. When an evil humanoid dies as a result of a night hag's haunting, the hag catches the soul in a black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. 


The PCs can also learn more about the hags in Vallaki. Rudolph van Richten knows all the information in the above table, while Ezmerelda knows all of the information up to DC 25. A book in Baron Vallakovich’s library (Intelligence (Investigation) DC 15) can be found that contains all information up to DC 20 of the table, while Urwin Martikov knows the information at DC 15.



Make sure you read about Night Hags in the MM prior to the adventure as well. The Haunting ability the Hag has is really fun. My PCs attacked Morgantha and then retreated. She chose the rogue to haunt. Don't have her choose a spell caster to haunt because losing the benefits of a long rest for a spellcaster is brutal. Rogues or Fighters won't be disabled entirely by it.