I’m DMing a DnD 3.5e game with some combat but mainly focused on narrative and building towards interesting moral themes. I told my players this in session 0. In the game for our last session the party were guests in a manor house. There was one player acting up for laughs and building friction with their slightly haughty in-game hosts. This ended with him failing a save to steal a paperweight and getting locked away until I could think of a way to deal with him. I’m not afraid to imprison badly behaved characters.
I guided the others on with the plot I had written but the player ended up leaving the session early as there wasn’t anything for his character to do and he hadn’t said anything for about 40 mins. I said I would allow him to contribute to the discussions the main party were having but he didn’t seem interested.
This obviously wasn’t ideal but it fit the reality of the situation and environment they were in. Even when the rest of the party attempted to free him they were unpersuasive and rolled badly and I couldn’t justify letting him go.
I think the player and I have different approaches to playstyle. My question is how much am I expected to compromise? I don’t want to upend the rules and lore of my world because someone wants to mess around.
Let’s take a gnome for the example. Here is what the PHB 37 says for its size:
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is small.
The PHB 176 also says the following for the carrying capacity:
Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.
Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag or lift. For a Tiny creature, halve these weights.
If this gnome has a Strength of 10, it means it can carry 10*15=150 pounds ! More than the triple of its own weight !
Am I missing something or can small characters really carry that much ?
PS: I know D&D isn’t meant to be a realistic simulation, but still.
The physical description for potions:
Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12.
…and that of scrolls:
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8-1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8-1/2 inches) but is an extra foot or so long for each additional spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
…mention nothing of the items’ weight. The general information page for Magic Items states:
[…]When a weight figure is not given, the item has no weight worth noting (for purposes of determining how much of a load a character can carry).
Am I interpreting this correctly as potions and scrolls have no weight in a character’s inventory?
I’m considering having my players find a big cache of alchemical items as part of an upcoming adventure. I feel like dozens of bottles of liquid should weigh something, but I don’t see a weight listed anywhere.
Do any potions, alchemical items, or consumables have listed weights anywhere?
If not, have you given these things weight in your games? How much? Any problems?
Our game attempts to be fairly realistic, so information on how much a small glass vial actually weighs might be useful as well. I don’t have any small glass vials sitting around.
I am planning to craft a wand of scorching ray for my imp familiar. Currently, I am a level 3 warlock//rogue. Since by the book this is not an item that exists, I wanted to get the accurate price for my DM.
Crafting wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Scorching ray (Sor/Wiz level 2): You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Following this, how do I calculate the price of wand of scorching ray for each variant (one ray, two rays, three rays)?
My DM is usually very opposed to homebrew, and I can understand why, seeing as a lot of homebrews are ridiculous, but from a flavor and mechanics standpoint, this is exactly what I’m looking for. I’ve thought of combining classes for our game, but everything I’ve asked has either been ignored or shut down. I’m not trying to outshine other players or do everything, I just want to feel like Yojimbo.
I am currently a kensei monk working towards battlemaster, but I won’t be online until 9
Mind spike, a 2nd level spell included in Xanathar’s Guide to Everything, uses different damage dice for the base damage and for additional damage when cast at higher levels. I have the First Printing of XGtE, which has the following text*:
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
I have not been able to find any other spells that use different damage dice sizes (d4, d6, d8, etc.) for the damage at the base level and the “At Higher Levels”. (The only quasi-exception are spells like ice storm that that use different damage dice at the base level for different damage types, but in this case the damage at higher levels uses the same die size as the matching type of damage at the base level.) So my suspicion is that this should do base damage of 3d6 or additional damage of 1d8 for each slot level above 2nd.
Has this been errata-ed, corrected in later printings, or is there any other evidence that this is a misprint?
* Only the text relevant to the question is shown, to avoid copyright concerns.
A human druid Wild Shapes into a spider and now has 1 maximum hit point. As a spider she gets bitten by a hungry lizard that deals 2 damage.
Does the druid die from Instant Death (PHB p. 197), or does she revert to her human form first (PHB pp. 66–7)?
We are starting a campaign with level 5 characters and my DM doesn’t really know how to measure the wealth. He’s usually very strict and pushes player to difficult challenges.
The DMG has a chart of wealth saying that at level 5 the character would have:
Expected Wealth Gain = 4,000 gp
Treasure per Character = 5,332 gp
I didn’t understand the chart structure. Should the amount be the sum of it (9,332gp) or it would be the Treasure earned less the amount the character would have spent (5,332gp – 1,332gp (spent) = 4000gp?
Regardless, we are starting with about 2700gp (we have to buy equipment) and I feel it kinda limits some of the fun.