Why do European Americans get defensive about: 1. Black Lives Matter 2. Taking a knee to the anthem or flag 3. White privilege 4. Affirmative Action 5. Tearing down of historical statues that represent European history 6. Seeing POC succeeding (Don’t try to say don’t get mad because you do) 7. Talk about police brutality 8. Interracial relationships 9. Slavery 10. Jim Crow 11. Liberals 12. Democrats 13. Anything the advances anyone other than those with European ancestry Why do you European Americans have so much negativity? I really want to understand the need to feel superior or unconsciously be racist. Note: If you are European American that has done good for humanity, this is not for you. POC means people of color Most of these answers prove my point. White European Americans are unreasonable. Can’t even answer simple questions without acting like 2 yr olds. I find it funny how you speak about what being an American is but when people don;t act like American under your terms, somehow they un-American The answers I am getting proves the existing point about getting defensive Stop posting Anonymously. Show yourself. You’ll spend all of your time looking through people’s profiles
I’m going to DM a short adventure for two players who have little experience with pen and paper role-playing games. One will be a druid, one will be a dual wielding melee rogue, and we will start at level 1. I’m a bit worried that the rogue will feel weak in combat since without a tank next to her, she will certainly have a hard time getting sneak attacks. Sure, I could add a tank as an NPC, but the players should be in the focus and I don’t want them to feel like someone else is doing the actual work.
Are there good options for me as a DM to help her get sneak attack?
I was also thinking of allowing the Cunning Action: Aim from the Unearthed Arcana class feature variants, but this would only come in at level 2. Also, she would no longer have her bonus action for a possible off-hand attack.
So im in this dnd campaign and there’s two main problems I have: one my character’s personality is very bard-like but I didn’t know what bards were so now another PC is filling that role and I feel useless as a rogue, two is that there are two PCs who have been very open from the get go and have imediatly formed close connections with NPCs and such. Because of that, they’ve become the center of attention- one time the dm even said that we could do whatever and another PC even said “I don’t know, I don’t have connections like everyone else,”. I know that I need to talk to my friends about this, but I’m scared about this blowing up into something (these are my only friends, we’ve had conflicts like this in the past but we were WAY younger). And I know that we’re more mature and we can probably work things out, but I’m still terrified of doing this and don’t even know how to go about this.
At the end of the homebrew campaign I’m running, I plan to have the characters face off against a big, scary monster. It’s designed to be (almost) impervious to regular weapon attacks, but there will be various ways to either avoid or negate its attacks and ‘defeat’ it without killing it.
Through various choices made in the adventure so far, the party is actually well on their way to having it in fact be friendly towards them when they encounter it, though it will be dominated and/or controlled by the real enemies into trying to attack the party.
My party has proven to be relatively cautious so far. I would like to describe the creature as large and imposing, with very powerful attacks that would normally reduce anyone caught in them to very small pieces.
I’m afraid that when I describe the creature as super-powerful, my players will decide it is obviously way out of their league and (sensibly) refuse to engage. On the other hand, if I describe the creature as too wounded and weakened, it will not feel like the impressive, nail-biting end-of-adventure encounter I hope to give my players.
The players have discovered so far that the creature is a red dragon, though they don’t know its age. They also know that it’s being held against its will, though I don’t think they realize yet how much it hates its captors.
In past encounters, they have reacted to various descriptions of enemies with realistic responses:
- Their first combat encounter, described as a small handful of goblins and gnolls eating dinner and unaware of the party, had the party sneak into position, then attack with overwhelming force.
- Their third combat encounter, where they thought that a horde of vicious beasts was about to descend on their position, had them retreat and take up defensive positions. (There was only a small horde of confused, weak, hungry creatures, but they didn’t have that information.)
How do I make it clear that, while dangerous, the encounter is well within their means to deal with?
Note: we’re using D&D 5E, though I imagine this question could be applied across various systems.
My game consists of ‘waves’ of objects called ‘spawners’, which once every certain amount of time (their firetime), move to a new place on the screen and spawn an enemy. Each wave has 4 important properties:
1: the amount of spawners the wave has
2: the interval of time between creating new spawners
3: the total length of the wave
4: the types of spawners that can appear in a wave (represented as a
std::vector<std::pair<std::string, int>> where the string is the spawner name, and the integer is its spawn weight.
The game works by picking a random spawner from the possible spawner types (with a weighted rng) every new spawner interval. Currently waves are set and are loaded from a file at runtime.
My problem is that I cannot find a good way to randomly generate waves that feel balanced and natural. Currently, I am trying to generate waves based on a difficulty value, mostly using weighted random number generation. However, this does not produce balanced waves that correspond well to the target difficulty. Even after trying several different techniques, I am unable to get a system that generates waves that fell balanced and natural (like the ones hand made).
Is there any way to generate waves that feel natural, based off of the difficulty value? How should I approach this problem?
Also if its of any help, each spawner also defines its own difficulty value.
I’m an Ex Giants fan (bad management) and currently have no favorite teams, but I feel bad for Aaron Rodgers because he’s a nice guy and waited so long to return to the Superbowl. Packers played so well this year, how could 49ers beat them so badly?
I am trying to grasp the narrative feeling of leveling up as a character in D&D.
Supposedly at the end of a session my character has enough experience points to level up. Let’s use the Sorcerer class as an example due to the innate nature of their powers.
How does that feel to them and how is learning new spells and abilities from one moment to another explained in a narrative fashion?
It makes me feel great!
One of my players off-handedly mentioned the possibility of acquiring a Philter of Love, which has the following description:
Philter of Love
This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker’s attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker’s love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.
Another player is a cleric of Shelyn, the goddess of art, beauty, love, and music. In the unlikely event that the PCs follow up on the idea of getting a Philter of Love, would Shelyn be displeased if her cleric went along with it?
Some sources describe her as the goddess of love “in all its forms”, which sort of suggests that she might be okay with it. On the other hand, the fact that a Philter of Love can be undone by magic (and Remove Curse at that) makes me think that it doesn’t count as “real love” as far as Shelyn is concerned.
Are there any sources that show Shelyn having feelings one way or another about relationships built on magical influence, such as Philters of Love, charm person, etc.? How she feels about relationships built on dishonesty (e.g., a poor street rat claiming to be a noble to woo a princess) might also be relevant.
I want answers related to any published Dungeons and Dragons materials from any edition, as well as any licensed novelizations.
For the one-off tarrasque fight I’m running, my players are looking for corny options, and have been discussing casting tongues on it. The 5e Monster Manual entry for it leaves it as a mystery, but if they decide to talk to it, I want to have an idea of how it’s personality has been portrayed before, since I only know about the tarrasque through memes.
One of the players asked if the tarrasque can feel love, so bonus points if you can find that.
TAG NOTE: I have tagged this is as dungeons-and-dragons because I want answers from any edition (even if they conflict), even though this is for a dnd-5e game.