Happened at our table a couple of months back.

  • sammytheman666@ttrpg.network
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    1 year ago

    Fun fact. I wanted to trap my level 12 party in a dungeon, one of them had disintegrate. So I engraved a reflecting effect in the door. Any direct one target spell casted on the door would bounce back. It would take 3 spells used that way to empty the magic of the door.

    Sadly, he never casted disintegrate on it. Sad DM noise.

    But DAM its hard to trap a high level party anywhere.

    • BalanceInAllThings@ttrpg.network
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      1 year ago

      I was gonna give you advice on trapping them, but then I realized you were talking about their characters and not the actual players.
      Then again, playing the odd session in an actual escape room might be fun.

        • BalanceInAllThings@ttrpg.network
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          1 year ago

          Well I mean, next time your party needs to escape from somewhere, book an escape room that has a theme that’s close enough.
          There’d be no tabletop element, obviously no weapon or spells, although your players can still kinda roleplay in there.

          Most escape rooms around here already have their own little backstory and an actor introduces you to their shtick and sometimes interacts with you through the thing.
          If you call them ahead of time, they might agree to slightly alter their existing stuff to accommodate your story.

  • jjjalljs@ttrpg.network
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    1 year ago

    The wizard in my D&D group tends to be somewhat frivolous with his spell slots. As someone who looks at D&D as a resource management game (BECAUSE IT IS), this often gives me pain.

    If you want to play a game where you do cool wizard shit on the regular, probably don’t play the game built entirely around “you should save your spells for the big fight.” And if wotc don’t want to induce “but what if I need it later?” anxiety they should fucking fix that, and make powers per-encounter or something.

    • Cethin@lemmy.zip
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      1 year ago

      This is what BG3 fucks up in my opinion. Occasionally places will be created where you can’t go to camp for a long rest, but usually you can leave and come back trivially. There’s almost no need to save spell slots. You can easily long rest after every encounter and just blow all your slots as soon as possible. I enjoyed playing it how tabletop is played. You actually need to manage your slots. If you decide to just long rest somewhere dangerous you’re probably going to have some kind of encounter in your sleep, and your armor won’t be equipped and it takes time to put on.

      Sadly, BG3 doesn’t have a dungeon master to see you cheesing something and counter it. I agree the best part of D&D comes from managing resources and making do when you’re running low. The fear after you’ve blown all your spells after a big fight and need to get to safety with low HP is when there’s the most tension. It makes for good storytelling.

      • Vendificate@lemmy.world
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        1 year ago

        I too tried to play it ‘right’ and only rested sparingly. I made a point to never leave a dungeon or major quest sequence to rest, and generally burned through every last slot and ability I had before I chose to go back to camp. Highly recommend. Actually used my damn potions. Only issue is trying to figure out how to catch up on the rest cutscenes. I tried to squeeze them in all at once but I’m sure I missed some here and there.

        To be fair though, my first Tav was a warlock. Even after my party was drained of everything, Eldritch blast goes pew pew and tosses enemies off cliffs (if Karlach didn’t get to them first)