What happens when my players get promoted and their puns stop working?

In Paranoia 2nd edition, player names are structured as firstnameclearancesector. The first name can be anything, the clearance starts out as R for Red, and the sector can be any three capital letters. The rulebook strongly advises that this is used to make some kind of horrible pun, so my PCs dutifully created characters with names like Traito-R-USS, Cho-R-IZO, Roberts-R-DUM and Bash-R-SEE.

Frustratingly, some of these PCs survived their first mission and I suppose that I should probably promote them for this, meaning that they advance to Orange clearance. Unfortunately, Traito-O-USS doesn’t work as a pun any more.

Is there an established approach to this? Should I allow my players to rename their characters? Should I encourage them to think harder about puns that work throughout the clearance levels?

What can players do while waiting for a troll to regenerate?

Can players do anything while waiting for a troll to regenerate its hp on its next turn? For example: Player A drops trolls hp to 0. Player B and Player C go before troll goes. Do I just skip their turn and say that the troll starts to stand backup or do I ask them what they do and let them know that combat isn’t over effectively spoiling that the troll will come back.

Do players roll their own dice?

D&DBeyond: Advantage and Disadvantage

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll.

  1. If a player is to ‘make a roll’ does that mean they physically roll the die themselves and observe the result?
  2. Does this apply to all rolls that a player is to make, or only the listed ability check, saving throw, and attack roll?
  3. Do players know the result of the roll?

I am asking only about RAW/RAI. I include this statement because when researching this question I came across countless threads without any kind of official sourcing claiming that players do not always roll their own die.

Do they players know when their attacks connect?

Now, this is a pretty odd question to ask, maybe. But depending on the narrative style of the game, “hitting their armor class” doesn’t always mean you physically struck your opponent with your weapon. Personally I like to describe a “hit” as “you actually had to put effort into not getting stabbed by that sword.” In general, at least.

However in this narrative style raises a potentially interesting question, and related DM gimmick*. If an attacker doesn’t really score a meaningful hit until they actually down a monster, do they necessarily know when they are dealing HP damage? It’s pretty common for players in combat to save time by rolling damage dice together with their to-hit die. Could a DM require that of players, taking notes as needed, and only informing the PCs when an attack actually does something (such as downing the target).

*: As a DM I must say that I don’t think this is something I would do in very many cases. Knowing the ballpark of the target’s AC is useful meta-knowledge for the player, which usually doesn’t impact the narrative in any way (beyond “A 14 isn’t good enough to hit this guy, but a 16 is, better use my Bardic Inspiration die”). Whereas being denied it doesn’t necessarily make the experience any better either – in fact, it would probably introduce frustration for some players (“Man, are we even hurting this guy?!”).

How to counter high-level players using scry and teleport / How to maintain intrigue?

So, my Eberron campaign has gotten to the point where the players are level 18, and they are resolving many of their issues by scrying on their enemies, and simply teleporting to them in moments of weakness.

Example; They wanted to defeat a pirate fleet. simply found out who the captain was, waited till they scryed on him sleeping, then teleported in and killed him.


So, first of all – I want to know what actual counters are in place for this? How does a society work where people can just teleport in and kill people at will? Obviously scrying and teleporting have some counter-measures, but what are they and how effective are they?

How can there be intrigue in a world with magical surveillance? Wouldn’t everyone be walking around warded to scrying, etc?

I am looking for some ideas in how to deal with this situation so that the players can keep scrying and teleporting (I don’t want to remove those abilities) but that there will be some counter by the “bad guys” so that it’s not too easy for them.

I don’t like hand-waiving my DM-powers to say that certain critical parts of the plot are hidden from scrying, I want there to be a reason, some actual counter.


How can I maintain some mystery and intrigue when the characters can scry and teleport?

How can I communicate feelings to players without impacting their agency?

As a Game Master I’d occasionally like to communicate premonitions or sensation to my characters, as a benefit of their backstory, or as a means to give them opportunity to be deeper tied into the narrative world. For example, a wood elf character is in Neverwinter wood on a fey night, and I’d like to give his player the information that something is unusual, perhaps:

As the moon rises, your heart begins to beat enthusiastically to the rhythm of drums that always seem to be just beyond the edge of your hearing, and you feel the need to dance, in spite of your fatigue.

However, this communicates something about the character that is not strictly under their players control. How can I communicate this kind of setting information, without reducing player agency?

Is Having my Players Control Two Parties a Good Idea?

I’m new to DMing, and I’m currently working on a 5e homebrew campaign that I’ll be running. At some point in the campaign (most likely towards the middle; this campaign will probably average-length), I’d like to have my players create another party. This one will be working for the main villain of the campaign, doing missions such as collecting artifacts and assassinations. My plan is to have the two parties meet at some point and fight, with the players controlling both sides of the encounter (save for a DM-controlled NPC).

Is this a good idea? If not, is there something else that could work? Should I have my party only control the good guys in the encounter?

How to balance a low level adventure for higher level players?

I am the DM of a group just finishing the 5E starting adventure – Lost Mines of Phandelver.

I intend to tie the story we created directly into Tyranny of Dragons. The problem is that the players are already level 4, while Horde of the Dragon Queen is and adventure set to start at level 1.

What are the best techniques to balance the encounters to the player levels?

How to work around players whose backstory goes against the story?

I’ve been playing Pathfinder with friends for about a year and a half now, and I tell other friends that haven’t played dnd how much I enjoy it. I piqued their interest in the game and offered to DM for them.

I have two new players that are engaging in my NPCs and combat very well! However, I have a player who’s playing a Cleric, and tells me that killing people is against his religion, which I understand but, he has spells do damage to people and he requested a weapon.

I prompted to my players an organization that will help them get around my homebrew world easier and allow them to easily get quests, like bounty hunting, dungeoneering, city protection, etc. It would also allow me to easily generate story, but my players just aren’t interested. The cleric isn’t interested because he fears the organization’s bounty hunting will go against his character’s religion. I’m afraid that my player’s religious background is going to affect future ideas of mine, and I’m not sure how to work around it.