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Nich

stuck in baby prison
(he/him)
The confrontation between Asmodeus and my paladin didn't go like I'd hoped. It's left kind of a sour taste for me at the very end of this campaign, and I want to convey the whole story here to see if others feel like I got as raw a deal as it feels like for me.

Our Hell excursion was an attempt to deal with an old enemy, a hag named Mother Midnight, who got away during our last encounter with her attempt to start an expanded coven. It turned out that she was actually Malagard, the hag countess who previously ruled over Malebolge, the sixth layer of Hell, and after our "main" campaign was over, she issued a sort of challenge/taunt to our party sorcerer and we figured we'd better deal with it before something terrible happened. In addition, at one point during our "main" campaign, our party sorcerer's wild magic summoned a tiny imp calling himself Moloch--and Moloch also had a grievance with Malagard, since it was her foul advice to rebel against Asmodeus that led to his demotion from archduke of Malebolge to a tiny, powerless imp.

Moloch plotted the route to Malagard's lair for us: an arrival in Avernus, the standard first layer, then a trip down the river Styx would shortcut us to Stygia, the fifth layer, from which point we could travel overland through a tunnel to Malebolge, the sixth layer and Malagard's lair. Naturally, the route wasn't as simple as that and we got mixed up in all sorts of things in each of those three layers, including a disastrous fight against Zariel and her forces in Avernus. My paladin went down first during this encounter, which was a huge problem since the rest of the party has no healing. "Luckily," as soon as my turn came around again, the current ruler of Malebolge, Glasya, made me an offer. In exchange for bringing me (and my steed, which also went down) back to full HP, she wanted me to kill Moloch after we'd finished our business with Malagard. I agreed, to the horror of the party sorcerer, who's pretty good friends with Moloch by this time. My paladin tells her about it in character (he's just that kind of asshole) and it's a big point of tension between the two of our characters, with us trying to figure out if there's any loophole in my paladin's deal with Glasya--and if not, whether the sorceress will side with her familiar or me, because if I don't make good on my part of the deal, Glasya gets my paladin's soul.

Fast forward past a bunch of other stuff happening, and we're about to make camp in Malebolge with a clear shot at Malagard the next day. Asmodeus suddenly appears, grabs Moloch, and the two of them vanish together. My paladin is now totally fucked. There's no chance of us going past Malebolge to Nessos in a bid to win him back, and all Asmodeus has to do to get my paladin's soul is to keep Moloch locked down there for the next 50 or 60 years. But at the end of the same session, Asmodeus also teleported my paladin to his audience chamber to see what I'd be willing to offer him in exchange for Moloch back. Cue the cliffhanger while I had a week to think about what I'd be willing to do here: this is where we were when I mentioned upthread that the next session might begin with an attempt to intimidate the Lord of Hell.

What I came up with, and what I offered, was peace. The alternative, I suggested, was that my paladin would gather up an even bigger party and start doing raids on Hell every year. I'd never get close to Asmodeus, but during this weeklong (in game time) trip the four of us redeemed Zariel, slew Levistus, defeated Demogorgon twice, and were about to take our Malagard too. I told Asmodeus that if I had a finite number of years left before my soul was his, I'd feel duty-bound to make sure that his losses would far outweigh whatever value he got from one mortal's soul. Or he could give me back Moloch and I'd pledge never to voluntarily enter his domain again. I was prepared to make a Persuasion or Intimidation check after this pitch, but the DM never gave me that chance. Instead, he had Asmodeus make a counteroffer that I couldn't see my paladin ever accepting--basically, my firstborn child would be some kind of tiefling beholden to Asmodeus. I rejected it, and that was that.

The whole thing kind of feels like a reverse deus ex machina to me. I had just gotten an exciting idea for how to resolve the deal with Glasya, when in swoops the Lord of Hell and upsets the whole playing field. It all makes sense within the fiction (Asmodeus has it out for my paladin pretty bad, due to the whole aforementioned "redeeming Zariel" thing) but it's going to make any kind of ending for my character when we wrap up this campaign in a few sessions feel pretty hollow, because he knows that in the end, he's damned. You could say, rightfully, that I invited this possibility upon myself when I made that first deal with Glasya...but I thought that was going to be a story about my relationship with the sorcerer, not with Asmodeus. And not giving me the opportunity to roll for it during the negotiations still feels kinda cheap to me.

I dunno, what do y'all think?
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
I'm hoping that our campaign lasts to level 10 so I can steal Tiny Servants from the Wizard list. I'll have a bunch of flasks of acid sprout arms & legs then have them go dump themselves on enemies.
So magnificently dumb and crazy - I love it.
 

Patrick

Magic-User
(He/Him)
I dunno, what do y'all think?

Collective storytelling is tricky. I can’t say if your DM was wrong or right, but maybe they didn’t have a good read on what you wanted out of the scene. I’ve had a few sessions where I did what I thought players wanted, only to find that they had something else in mind. Maybe talk to your DM & see if there’s another way you could get a better ending for your character?
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
Hmm... Not being given a roll for that does sound a little frustrating. Here you are, RPing really deep in the story, engaging with the conflict, and it gets kind of brushed off for a "What? No." moment that flops anticlimactically.

There might be room to go with it - your character's threat to Asmodeus stands, after all. Even if "he dedicated his many remaining decades to making Hell regret fucking with him" in itself isn't a satisfying end to your character, it could still give you and the DM some levers to pull to move things toward a better resolution in the last few sessions before things do wrap up.
 

Patrick

Magic-User
(He/Him)
We played our second session yesterday. I spent a lot of time preparing a big dungeon and a bunch of threads that the party could follow up on. Instead, they immediately attacked a group of Dwarf guards, without resting up from the previous session.

It was a huge drawn out fight, with the guards calling in a Stone Defender as reinforcements. The guards had been pushing a big covered cart toward a cave, so I had the defender take over pulling the cart, while shielding the remaining Dwarves and occasionally taking swipes at the party. Theywere able to kill all three guards, but the defender got the cart into the cave and they could hear more Dwarves inside. They very wisely decided to grab whatever they could find from the battlefield and got out of there. For the last 10 minutes of the session they got back to town & found a bunch of the hooks.

All in all, they did well for a 3rd level party. They are very tanky. They have a Barbarian, a Hexblade, and a Moon Druid, plus the Ranger’s Wolf is basically an extra bag of HP that can make opportunity attacks. When I’m playing as intelligent creatures I’ll have to focus fire the Sorcerer, then the Hexblade and Ranger. Or, get the Druid when she’s playing a caster. Not that I want to kill them, but I want the fights to be somewhat challenging.

Anyway, I had a lot of fun and now I don’t have to do any prep work for the next session or two.
 

SabreCat

Sabe, Inattentive Type
(he "Sabe" / she "Kali")
I dunno, what do y'all think?
Oof, that's rough. Probably the ideal time to speak up would have been when the Asmodeus curveball first happened--call time out, ask "Hey, where are we going with this? I was hoping to do X, but this feels like it completely derails that", and work it out with the DM there. But if you're taken off guard and your table doesn't have a culture of open conversation like that, it's real easy to get flustered past the moment, and the further down an unhappy path you get the harder it is to rewind or correct.

A later opportunity might've been the deal you'd never take? "Time out. You know that's not something I'd even be tempted by, right? Can we come up with something I might actually consider?"

(Can you tell I really like the "time out" technique to interrupt bad vibes and talk it out? heh)
 

Adrenaline

Post Reader
(He/Him)
A DM isn't obligated to give you a roll for something an NPC wouldn't consider either, but it seems like a tough situation. I would try talking to them outside the game.
 

Nich

stuck in baby prison
(he/him)
I'm not sure I agree in this situation. If I was a level 1 bard and I walked up to a king and said, "You know, I think I should be king instead," that's a situation where it would be ludicrous to expect a Persuasion check. Within the fiction, the king is just going to say "What?" and then "No" and then "Guards!" But we're talking about a situation where the context was a negotiation, and the NPC in question is a canny, savvy bargainer. I'd already made a case for why the NPC should be considering my offer: the alternative, losing a few of your highest-placed underlings every year, is pretty bad for him. He knew that wasn't an empty threat, because we'd just spent the last 20 sessions proving we were capable of it. So in this situation, I honestly think I was due the roll.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
At the very least, it's worth a quick conversation with the DM to make sure you're on the same page. If the DM has something planned, it might be OK, but it could very well be the case that the DM didn't understand your expectations.
 

Dracula

Plastic Vampire
(He/His)
I've been DMing two 5E games throughout 2020. The first is in my own setting, a megadungeon I designed for 1E AD&D and transferred over to 5E early this year. The other is a Curse of Strahd with several TT members which has consistently been my favorite module-based game I've ever run.

Anyway last week we took a break from my homebrew game so I could be a PC for a while. The DM ran a one-shot session based on a dream she'd extended into a full-blown world. The basis of this world is a recurring "dark time" where everything that's metal floats into the sky. (Like, all the way up.) There are dwarf-led "anchor cities" which are underground and immune from the dark times. We're two weeks out from the next dark time and we have to get to the nearest anchor city before it starts. I'm playing a warforged, so I have extra incentive to get there.

The first session had us board one of the big "ark" ships which ride on wooden railways between the anchor cities and other towns. It immediately was attacked by pterodactyls, and the cook (apparently secretly a pterodactyl herself) set fire to the kitchen. We jumped into the hold, befriended a sentient floating sword, and made it up to the roof where we met an even larger, but friendly, bird, which carried us off the burning ship.

We had a bit of off-the-rails where one of the characters, a merfolk, decided the safest place for herself was in the water. Which, true, so we had to persuade her in-character to jump back on the ship.

I decided to role-play the quirk that my warforged announces the threat level of every creature he encounters out loud. I'm very much enjoying it.
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
The basis of this world is a recurring "dark time" where everything that's metal floats into the sky. (Like, all the way up.) There are dwarf-led "anchor cities" which are underground and immune from the dark times. We're two weeks out from the next dark time and we have to get to the nearest anchor city before it starts. I'm playing a warforged, so I have extra incentive to get there.
That.....is an extremely cool setting.
 

Dracula

Plastic Vampire
(He/His)
Right? And it's all from some dream she had! I mean, lots of thought and development went into it after she woke up, but still.
 

Patrick

Magic-User
(He/Him)
I was all set to make my new character a Swords Bard, but I’ve been reading Tasha’s Cauldron of Everything and now I’m thinking that an Artificer Artillerist might be a better fit. They would only be a half caster instead of a full one, but they have a lot of good class and subclass features.

So, instead of a Kobold magic swordfighter he would be a Kobold magic item craftsman. He would use a wand and a shield in combat, and would have an eldritch cannon (looks like a tiny version of himself), and a homunculus servant (looks like a tiny winged version of himself) alongside. At level 9 he would get the Tiny Servant Spell, and at 15 he’ll be able to have two cannons active at once. So, by 20th level he would have up to 20 little mechanical Kobolds running around if he uses all of his spell slots.

He’ll be able to infuse a certain number of magic items each day and can create a bunch of simple magic trinkets too. Plus, he’ll eventually get a boost to making magic items during downtime, and will be able to store 10 uses of a spell in an item that anyone can use (party members, the Homunculus, whoever). And he’ll have a bunch of spells that let him set arcane locks, wards, etc.

So I’m thinking that whenever I’m DMing he’ll be like James Bond’s Q for the party. He can infuse items for them, increase defenses at their hideout, craft more low level magic items, etc. and when I’m playing I’ll flavor his spells as magic items. The more I think about it the more I like it.
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
My Tasha's book should get here today and I am excite!

My zealot barbarian has proven pretty boring, mechanically. Rage, reckless attack, rinse, repeat. So since Tasha's came out and everyone is rerolling anyway, I'm mixing it up.

I'm going to do the Drakewarden UA ranger, the fixed beastmaster. And since Tasha's is out, I'll be using their alternate-feature fixes to try that out. I'm going sword-and-board melee ranger too, as a Tortle. Gives me a lot more moving pieces to play with than the barb has, which I should find much more satisfying.
 

Patrick

Magic-User
(He/Him)
Nice! One of the new Ranger options that I really like is the Druidic Warrior fighting style. You can pick Shillelagh and Thornwhip for solid melee & ranged battlefield control spells. Wisdom will count toward all of your attacks & spells, so you can go all in. Favored Foe gives them a pseudo hunter’s mark that doesn’t use spell slots, and Primal Awareness gives you a bunch of flavorful spells that you can cast for free. Overall Rangers feel much more magical, instead of just being fighters with an occasional spell.
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
Ooh, interesting... I do think I'm going to stick with a strength build and dueling, since I'm the tankiest of the party still, but that's definitely a cool feature.

One of these days I'll fulfill my dream of jumping off a cliff, making a thorn whip attack midair and pulling the enemy off the cliff with me, then misty stepping back to the cliff as they fall. But today is not that day.


Speakinf of fighting styles, Unarmed Fighting being an official style now is very cool. Although they took away 1d4 upon grappling and 1d4 per hit while grappling... but also, a free 1d4 per turn while grappling adds options, I guess. And now I think you don't drop from 1d8 to 1d6 while grappling. (Although you would technically be going up from 1d8 to 1d6+1d4 if you attack the target you're grappling in the UA version. So, slightly better... eh, whatever.)


As someone who started playing a shadow-blade-heavy shadow sorcerer/swashbuckler rogue dual-class within the last month, the new nerfs to Booming Blade (no twin spell, have to use a physical weapon so no Shadow Blade) make me a sad Tabaxi. The twin spell I can see, although sorcerer points are a pretty precious resource to spend on an extra attack, but at least it gives me a reason to ever use GFB. The "no cantrips with shadow blade" one just makes me a sad panda (and I don't think I'd enforce it as a DM.) Buncha jerks.
 

Patrick

Magic-User
(He/Him)
Our campaign has been going pretty well. The party has gone through some dungeons and gotten into some fights. I've been trying to give them some hidden info about what's going on in the world as a reward each session. So they find a dropped piece of paper or a map that tells them something about the area. They have been doing a good job of taking notes and piecing things together, so I think they're pretty engaged. I've been switching up my DMing style somewhat though, and it's led to mixed results. I'm generally a fairly linear DM. Characters can choose what they want do, but once they pick a quest or whatever, I usually send them off to the location and play out that adventure. They can do whatever they want in the bounds of the adventure, but generally I can still plan out a dramatic reveal or a setpiece fight.

But, with this campaign I've been trying to DM differently. I'm still including hooks and adventure sites, but I'm letting the characters drive things more. the locations are all near the town, so they can jump from one thing to another. They started by exploring a cave, killed some guards they found in the wilderness, looked for a missing person, found someone else who pointed them toward a dungeon, beat up a bunch of minions there but couldn't find the boss, met up with another guy and snuck into a "forbidden" area with him. So on one hand, I've really enjoyed letting them loose on the world and seeing what happens (and there are consequences and other effects from all of this), but on the other hand I feel like it's missing some of the natural drama that I'm used to. I DMed 5 sessions, and they really don't have a big accomplishment yet. They are making progress in a lot of different directions, so maybe it'll pick up soon?

For those of you who have run or played in more sandbox-y games, what has your experience been like? Do you feel like the DM needs to push the players toward dramatic conclusions more, or are you happy just seeing where things go?


On another note, I'm actually co-DMing this campaign, and the other DM took over on Monday. So I'm playing as my Kobold Artificer, Nicknack. My first session did not go very well. Two of the players couldn't make it, so we were down to a party of 3. We were sent to ambush a supply caravan, but the soldiers who were guarding it turned out to be extremely tough, and we barely made it out alive. Three of the soldiers focused on my character immediately. I was able to make it through a few rounds thanks to Shield, and I used my Flamethrower to great effect, but they clobbered me. I disengaged to put some distance between us, but one of them had Spiritual Weapon and knocked me out. The next round I had my homunculus give me a healing potion, but the spiritual weapon knocked me out again. The Ranger tried to get over to me to give me a Goodberry, but we realized that I was going to be knocked out again so he kept his distance and sniped at enemies. I had to make three death saves and fortunately succeeded on all of them. The Soldiers also killed my Homunculus (who failed all 3 death saves) and crushed my flamethrower. then, after I had stabilized I just watched the other players play out the rest of the battle, which they pretty much only got through because of the Moon Druid's crazy HP.

So, I'm kind of annoyed at the DM. I've been running the game for weeks and finally got a chance to play as a character, and I was mostly unconscious and would have died if I hadn't rolled well on my saves. It soured me on the character a bit too. It just feels like he joined the party and then immediately showed how bad he is in combat. I think he just got carried away, but I'm going to talk to him about how unfun it was for me.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
For those of you who have run or played in more sandbox-y games, what has your experience been like? Do you feel like the DM needs to push the players toward dramatic conclusions more, or are you happy just seeing where things go?
The approach I've been taking in my current campaign:
  • Set up plot dominoes all over the place and see what the players want to push over, similar to what you suggested.
  • Figure out a way to tie PCs' backstories into my plot dominoes.
  • As the ball gets rolling and my initial plot dominoes are mostly knocked down, transition to character-driven plots rather than setting up a bunch of new dominoes.

I say "dominoes" because many of the subplots end up being interconnected at some level, so knocking down one will knock down others. In my campaign, I started with the following:
  • A drug cartel
  • A mysterious vigilante
  • A curious artifact the PCs had to deliver
  • A city smack dab in the middle of the map that had been magically wiped out hundreds of years ago
  • A magical blight originating in the ruined city that grew very slowly year over year that was starting to encroach on farmlands

I started them in the middle of a mission to deliver the artifact, because even if you're in a sandbox campaign, you don't want to spend the first session having everyone go, "What should we do? I dunno, what do you want to do?" and then you scramble to make something up when they make up their minds.

The vigilante was fighting the cartel, and the artifact was the key to reviving the lost city and curing the blight. They tugged on the blight string first and ended up resolving the following character-specific plots:
  • The cleric worshipped a god who no longer existed on this plane; he discovered where the gods had gone.
  • The ranger had lost her home at a young age; it turns out, she was from the world where the gods had gone. (At the end of this plot arc, she retired her character, as it made the most sense for her to return to her family rather than keep adventuring in another world.)

I was left with the following characters to resolve:
  • The rogue had ties to a mercenary company that he broke from poorly.
  • The druid had ties to a druidic enclave and vague motivations to protect nature but no real loose threads to speak of.
  • The wizard didn't have much of a backstory, but he was an odd race based around reincarnation, and I could work with that.
  • The ranger was now a monk whose family had been enslaved.

So when they came back from their adventure in another world, they found that the drug cartel was working with the mercenary company, and they were in the slave trade. The strange drug they discovered in the very first session was now being peddled as a miracle cure for a fever that smacked of being fabricated.

And the patron who sent them on the initial delivery mission had a new mission for them. I used this for some sly information gathering: they had to pass three gates to get to a doohickey, and one of the gates required them to speak aloud a secret they'd never told anyone. The wizard's secret was that he was interested in the identities of his past lives, which gave me an idea. The doohickey ended up being a mysterious seed that the druid couldn't even identify with a really good roll, so she took it back to her enclave, who identified it as a seed of the world tree destroyed several hundred years ago in a battle the druids had waged against an evil wizard that went poorly.

So the party manages to travel to the location of the dead world tree and plant the seed -- though it was very nearly a TPK! The rogue actually died, but since I had planned to use the tree to revive the druid's parents who had (unbeknownst to her) died on a recon mission, I had to have it drop an extra leaf for the rogue. They arrive back at the druid enclave with the good news, only to be confronted by one of the elders. He had a bad feeling about our wizard, so he'd done some looking into the wizard's past lives, and wouldn't you know it? His very first life was the evil wizard who'd destroyed the world tree to begin with, and in each succeeding life, the evil wizard's consciousness managed to take over.

That's more or less where we're at, except that the rogue managed to resolve his conflict with the mercenary company. To sum up:
  • I had some plot threads set up at the start
  • Most of those are resolved
  • The rest have dovetailed into the characters' arcs
  • But the party has abandoned those in favor of chasing down other characters' arcs
  • And this is great, because the players don't care nearly as much about my story as they do about their characters'
 

Patrick

Magic-User
(He/Him)
  • Set up plot dominoes all over the place and see what the players want to push over, similar to what you suggested.
  • Figure out a way to tie PCs' backstories into my plot dominoes.
  • As the ball gets rolling and my initial plot dominoes are mostly knocked down, transition to character-driven plots rather than setting up a bunch of new dominoes.
That sounds like a good plan. Our campaign is not too different, with some early discrete challenges. I think my players are just taking a long time with the initial dominoes.

Oh, and I talked to the other DM and I think he didn't get how CR works. He thought that each monster's CR should be equal to the party's level, and he wanted it to be a tough fight, so he made their CR a level or two higher than us. Also, we were outnumbered because some players couldn't make it, and he didn't adjust the fight very much. So, per the 5e encounter rules, the fight was deadly for a party 8 levels above us. I'm glad that we made it out alive! It sounds like he's going to tone things down going forward.
 

Nich

stuck in baby prison
(he/him)
Your friend is right to be confused, since "Challenge Ratings" are totally meaningless--even the section in the DMG about how to build level-appropriate encounters talks entirely in terms of the monsters' XP reward. 4th edition was much better about making this sort of thing understandable up front for DMs.
 

Patrick

Magic-User
(He/Him)
Yeah, it's an understandable mistake. and I'm really glad that he wasn't trying to be a jerk to my character.

And while the DMG encounter building rules are confusing, these charts from Xanathar's Guide are extremely simple and use the same math. I just shared these with him and let him know how they work.

Screen-Shot-2020-12-02-at-3-16-48-PM.png


Screen-Shot-2020-12-02-at-2-31-18-PM.png
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
Yeah, CR is super unclear. A single monster of CR XX is about a normal challenge for a level XX party (of 4 players, iirc). It's not totally additive - 2 monsters at CR 5 don't make a CR 10 encounter, I don't think, which is where it starts to get really muddy - and then it's adjusted based on number of players...and also it's just an incredibly loosy-goosy inaccurate system to begin with. But yeah, sounds like that fight was way too hard for your party in a way that makes sense for what happened, and is easily addressable.

EDIT: Whoops, you replied before I could. Those charts look useful, I should check those out...

That said, I keep making things harder for my party and it isn't working, they're too strong. Which is fine! D&D is about having fun. The only issue is if combat is so easy as to become rote and boring, which I've so far not had to worry about, but it still feels like the only time they've ever been in real danger is when they split the party and only 2 of them were fighting the boss (since it was at the end of a wagon chase through the forest; one player couldn't move fast enough to keep up, another had to peel off to put out forest fires that the enemy (and our rogue) had started). Well, I guess the time I made them fight 2 boss monsters instead of the book's 1, and also made them stronger than the book, was also a relatively tough fight.
 

Nich

stuck in baby prison
(he/him)
Once we hit level 15 or so, our group's DM has made a habit of pumping every "boss" monster's HP up to its maximum possible amount by its statblock so that we don't kill it too quickly. So for instance a death knight, whose hit points are listed as "180 (19d8 + 95)" would have 247 instead. Even at that inflated HP level, with a party that includes a vengeance paladin, a battlemaster fighter with Sharpshooter, and a rogue, we'd have an even shot at killing it before it can act if the initiative falls in our favor.
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
Hah, yeah, I started doing that around level 2 for every monster my party fought. At this point I've started adding HP on top of that if they're still killing it too quickly.

But I'm also kind of a pushover of a DM when it comes to other stuff, and Humblewood itself has a lot of spells and items that are probably way too powerful for their levels/prices/availabilities on top of that. And heck, the monsters in the book might also just not be strong enough, to boot. I should look into what other parties and DMs that have run it think, and see if they've had any successful tips (not just for difficulty, but overall too).
 

Patrick

Magic-User
(He/Him)
Combat with other goals can help. Players have to rescue captured NPCs before they are sacrificed, enemies are trying to burn down buildings, an enemy's goal is to get away with the mystic ruby or set off an alarm which will bring all the guards, etc. Or, maybe the characters just need to escape and the enemy goal is to slow them down. Make them use their abilities creatively instead of just wailing on HP.
 

Patrick

Magic-User
(He/Him)
I have a lot of respect for people who build monsters for their players, but I just don’t have the patience for it. I’d much rather take an existing monster block at the CR I want and flavor it differently. Like 1/3 of my monsters are unique creatures to the players, but they use an existing stat block with a weapon / spell / ability swapped out.
 

Droewyn

Smol Monster
(She/her, they/them)
Staff member
Moderator
How does one find a Dungeons and/or Dragons game? I was looking at the listings at roll20 and got extremely overwhelmed. Also... pay to play? That's just. Wow. I guess good(?) DMs are hard enough to find that they're marketable...
 

Patrick

Magic-User
(He/Him)
The absolute best way to find a D&D game is to run it yourself and be selective about who you invite to play. The second best way is to have a friend who runs the game and invites you. Otherwise, looking for a group online is the way to go.

DMing is a lot of work and is definitely worth paying for. I would consider it if I knew a DM who was a good fit for our group and available at the times we wanted. I don’t think I’d pay someone I didn’t know to play in a group of people who I also didn’t know.
 
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