Midnight #dnd thoughts:

-dragons should all probably have cults and followers. A dragon would totally sponsor an adventuring party. "Go do stuff and bring me some of the money while I sleep on this mound of platinum"

-Diseases should really matter more. "Boop! Cured" is boring.
-Bards should have mortal enemies from alternate colleges. "Whisper, little LIAR while I sing songs of TRIUMPH AND VALOR!" "He wet the bed when he was 22, with a friend beside him."

-Barbarians need to roll Strength (Intimidation) more. Crush a brick in your hand? You win.
-Clerics are the most powerful class in my opinion. But so many are played as heal bots or 'god wizards' they lose a lot of mechanical flavor.

-Druids are, oddly, the coolest class to play as evil, dark, and macabre. Be it a yellow songbird or a red-backed shrike, nature DGAF.
-Liches need to have a goal beyond "live forever." I'm 32 and tapping the clock like "any day now..." What spell could they not complete in life? What thing could their mortal years not see to completion?
Just some undead fucker in a dungeon, aimlessly reading, makes me sad.
-Like 9/10 players make jokes every chance they get during games: nervous energy, discomfort, social necessity. Good DMs need to let them have that, but signal STRONGLY when it's time to be serious, and keep those moments short and digestible.
-Let enemies use the magic treasure. Give a fucking zombie boots of spider climb - anything's better than letting them stay in a chest.

-If NPCs weren't cagey and unhelpful, PCs would absolutely hire them to do stuff: Set up camp, watch horses, guard loot, tend wounds. It's GOOD
-When level 10 PCs only face level 10 problems, they'll never feel the power they possess. Let them run up against a pair of overconfident ogre brigands and watch them get MOPPED.

-Nod PC/Player likes feeling weak/useless. Describe damage/failure with respect to their skill.
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