Would the following curse be too detrimental, too beneficial, or just right for a combat-focused campaign?

The Curse:

Clockwork Curse
All Attack Rolls the cursed target makes replace their d20 roll with a 10 instead of rolling, as per the effect of Clockwork Amulet.

Extra Details:

  • This curse is expected to apply for at least a full in-game day.
  • Encounters for the day will come from the Forest or Coastal Encounters (5-10) tables in Xanathar’s Guide to Everything.
  • The character will be part of a 5-player group.
  • The character’s attacks are their ideal method of dealing damage.

The Goal:

  • This curse is meant to be a setback or gameplay-shift to the player, not a crippling of the player.
    • I want the player to spend time affected by the curse to work with it or work around it.
  • Since the players can decide not to remove it, the beneficial aspect of it should not be too strong.

The Question:

Is this curse too detrimental that it imposes more of a penalty than I expect? Is this curse too beneficial in the long-run? Or is it reasonably fair?

Running a campaign with only one other player


Running A Single-Player Campaign

So I’m running a new campaign on Roll20, going through the Baldur’s Gate module WotC released a few months back. It’s my first time running a campaign in several years, so I’m a little rusty. It’s also my first time seriously using Roll20 for anything—all my previous campaigns have been in-person tabletop experiences. Any other time that I’ve used the website, it’s been limited to a player role.

My major issue is that it’s just me and one other person (at the moment). He’s playing two characters since he wanted to experiment, and I started them off at 3rd level for gameplay reasons, but I’m running into problems with combat. I’ve looked into different solutions, but I’m hoping creating a post will get more specific results.

These are the problems:

  • Combat is becoming a slog and slowing down the campaign.
  • His characters become easily overwhelmed, even if I:
    • Reduce NPC hitpoints,
    • Reduce number of mobs,
    • Reduce special attacks,
  • We’re forced to take short/long rests every couple of rooms.
  • Just getting through simple encounters becomes tactical nightmares and resource management minigames as he tries to min/max the battle and still maintain momentum.

I’m probably making it sound worse than it is, since we’re just starting out, but I can see how this will progress the further into the campaign we go. At the moment, his characters out-level the enemies, but that advantage will be gone within the next few sessions, and then it becomes a steep uphill grind. This is made worse when we get to locations like Avernus and the environment itself starts actively working against player-recovery.

I’m hoping people have some suggestions for me, maybe even ones that are tied to the module itself. I’ve tinkered with things like ‘scaring the enemies away’ when their BBEG is killed, or the boss is defeated. Allowed skill checks for intimidation to reduce NPC numbers, etc. I don’t really know other easy, scalable ways to balance CR and not remove the difficulty and fun of combat entirely, but prevent combat from grinding the story to a standstill.

I’m considering creating my own DMPC to help flesh out the roster, but since this is my first time controlling the game in a while, I don’t want to overstep or lose focus—things that are all too easy to do when you both run the world, and have a stake in it.

How can I better reward progression in a Mouse Guard campaign?

Mouse Guard uses a modified version of the Burning Wheel system. Within the modified rules set the players can immediately choose from a Rank and Age that both carry with them certain in game benefits (additional options for dice rolls and checks) at the expense of points in Nature. This trade off has a tendency to immediately create interesting and balanced parties as no matter what choices you make to start with you are not at a disadvantage opposite someone that chose a different build. The consequence, I have found, is that as the players progress the rewards for “leveling up” also carry with them the same inherent trade offs. You lose Nature while gaining the additional points in another skill. This, coupled with a flattened equipment list, makes it a difficult system to help the players feel like they are growing as they progress.

How can I provide a sense of growth and allow a group to feel they can start tackling more challenging goals within the framework of the modified Mouse Guard setting? I am open to role playing flavor but would prefer mechanical options if possible.

Help for my D&D campaign

Okay, so I’m DMing a homebrew campaign in a world I created. The chapter ended with the capital in flames and screams being heard, but it’s an illusion. I, however, don’t know what spell would be able to do this.

I also need another spell. The city is currently under an illusion that feels real to the PCs. What do I do that?

In the current aventures for the campaign settings, is there a mission about an Assassination? [closed]

In the current adventures for the campaign settings, is there a mission about an Assassination?

Hi there, I am looking for an Assassination storyline for the party and wonder if there is one in the current published adventures for 5e.

This post was helpful to create a Homebrew version: How do I design an assassination mission, that is a challenge for the rogue, but not impossible for the other party members and requires teamwork?

To clarify, I’m looking for an Assassination storyline where the party’s mission or part of the story line is to find and assassinate a creature.

Are the Tiefling subraces from Mordenkainen’s Tome of Foes specific to a particular campaign set?

Are the Tiefling subraces from Mordenkainen’s Tome of Foes specific to a particular campaign set?

In Mordenkainen’s Tome of Foes (MTF) there is a section on Tiefling Subraces (p.21), which elaborates on how the information about a Tiefling’s ability score increase and the Infernal Legacy contained in the Player’s Handbook relates to Asmodeus. Let’s say the “default Tiefling” prior to MTF.

Under Tieflings Subraces there is a variety of Subrace Traits for e.g. Tieflings associated with Baalzebul or Fierna.

It says this is a DM’s option to include other Tiefling subraces, but I was wondering: Is this intended specific to a particular Campaign Set, or it’s meant to be a global change?

RPG format for one-shot large group campaign [closed]

Can anyone recomend an RPG format that would allow me to run:

  • a one-shot (~6h) campaign
  • with about 15 inexperienced players
  • that would allow me to add some “morality” to the journey

They’d only be playing this one time, so I’m trying to find something that requires little to no character building, so we can straight up play, and where the characters have few rules and actions, so they don’t get as lost and it’s easy to understand.

I thought about running a murder-mystery campaign (and just give them some sort of powers/actions to solve through the mystery) but the only RPG I’ve experimented with is D&D, and it’s a bit hard to skim throuhgh all the different formats and trying to understand what would work.

Is it a bad idea to only start enforcing rules late in a campaign?

I’m a pretty new DM. My players are almost at session 20 in my first campaign and it’s going great.

One of my players has been using a monk. I wasn’t familiar with the class, so I’d usually just ask them to explain what their features did. Problem is, I recently made a monk character myself, and realized my player has been doing some things wrong.

They aren’t that bad, just things like using loading-property weapons for Extra Attack, doing Martial Arts as a bonus action whenever they want (not just after an Attack action), and counting all their monk weapon attacks as magical (not just unarmed strikes).

For the past couple of sessions, I’ve started correcting my player, but they’ve asked: “Why can’t I do that now? I’ve done it before.”

It was honestly my mistake that I allowed it before. Is it too late to change my ruling? I don’t like countering my player so often, so I’m considering adding house rules for stuff I allowed before I knew any better.

(I haven’t actually asked my player if this is even a problem for them yet, but I’d rather catch it early)

Unruly player not playing to campaign alignment

I recently joined a mostly neutral, mid-level campaign. The trouble is that one of the characters decided that his character was going insane, and made himself an insanity die roller (randomly by the way, nothing happened in game to justify this happening). Upon returning to the capital city, he killed two civilians and a few guards after being caught. Between another character’s assistance and low rolls, I didn’t catch on to what he did to intervene. Those I could live with, some people are just murder-hobos, and that was a very RP heavy session. Then, as we were leaving the city to progress the campaign, he sneaked away from the party, and did some really bad things that I won’t go into detail about.

Several other players voiced their complaints. Since he’s related to the DM, the DM said he will not do anything about it as long as his rolls are successful (he has the Lucky feat, and gets inspiration for complimenting DM) so they almost always are. I openly told him that if my character ever sees him do anything, EVER, that I’ll kill his character.

As it stands, I see myself with several options, none of which are great.

  1. Cast “Ceremony -Atonement” and hope I get lucky with the DC 20 insight check to attempt to fix his alignment, without any proficiency or wisdom bonuses to help.

  2. Kill his character, and potentially endure his and DM’s hatred

  3. Ask DM if I can make a new character, but then lose all my gear, money, weapons, ETC.

  4. Leave the game and try to find a new game to join (which I won’t be able to, as no one else in my area hosts DnD/pathfinder/TTRPG games)

My question:

Is there anything I can do in this situation to not lose out on this group without alienating both offending player and DM? Would it be better to just give up on the group and hope I find an alternative? Any advice would be greatly appreciated, as none of my current options are great…

Background information

  • I just joined this campaign 6 sessions ago
  • I only knew one of the players from before the game, but the others are all friends with each other and have been since high school
  • It was billed as an Adventurers League campaign, but wasn’t
  • The GM told me beforehand that the campaign was neutral good but, upon joining, I found out there were 3 evil characters
  • There are 7 players, including myself, of which at least 2 others are tired of his murders and “insanity”