Mike Shea
๐ค SpeakerAppearances Over Time
Podcast Appearances
And that one works for all of the debilitating effects. You can always use it. If you want to get break free from this, the one thing you probably don't want to do is say that if they have resistance to it, that they're resistant, you probably want it to break through resistance. So they would take it even if they're resisting. But very few people have resistance to psychic damage.
And if they have resistance to psychic damage, maybe you say it works fine. Another one is to kind of redo the ability itself. So instead of stun, you could treat it like slow, like, oh, you're stunned. That means you can take or you just replace stun. You don't call it a stun.
And if they have resistance to psychic damage, maybe you say it works fine. Another one is to kind of redo the ability itself. So instead of stun, you could treat it like slow, like, oh, you're stunned. That means you can take or you just replace stun. You don't call it a stun.
And if they have resistance to psychic damage, maybe you say it works fine. Another one is to kind of redo the ability itself. So instead of stun, you could treat it like slow, like, oh, you're stunned. That means you can take or you just replace stun. You don't call it a stun.
And instead you say, because you fail your saving throw, you could take either an action, a move or a bonus action, but only one of those. And you lose reactions. And now they can at least do something. There's some choice. Do I want to move? Do I want to take my action? Treat it like they got hit with slow, right? And that way they can still do something. They can just do less.
And instead you say, because you fail your saving throw, you could take either an action, a move or a bonus action, but only one of those. And you lose reactions. And now they can at least do something. There's some choice. Do I want to move? Do I want to take my action? Treat it like they got hit with slow, right? And that way they can still do something. They can just do less.
And instead you say, because you fail your saving throw, you could take either an action, a move or a bonus action, but only one of those. And you lose reactions. And now they can at least do something. There's some choice. Do I want to move? Do I want to take my action? Treat it like they got hit with slow, right? And that way they can still do something. They can just do less.
So if you look at the abilities for slow, for the spell slow, that's a good one to use for things like being stunned or unconscious or paralyzed.
So if you look at the abilities for slow, for the spell slow, that's a good one to use for things like being stunned or unconscious or paralyzed.
So if you look at the abilities for slow, for the spell slow, that's a good one to use for things like being stunned or unconscious or paralyzed.
let them do like one thing and they lose reactions and that and they can only if they can multi attack they only get one attack so it's still pretty bad but they still get to do something charm is an interesting one and one of the things that i've been replacing charm with for vampires and you can see this in the mcdm flee mortals vampires and also i have some other vampire stat blocks i've done elsewhere i really love to have a beguile option for vampires that's usually a bonus action for the vampire to do
let them do like one thing and they lose reactions and that and they can only if they can multi attack they only get one attack so it's still pretty bad but they still get to do something charm is an interesting one and one of the things that i've been replacing charm with for vampires and you can see this in the mcdm flee mortals vampires and also i have some other vampire stat blocks i've done elsewhere i really love to have a beguile option for vampires that's usually a bonus action for the vampire to do
let them do like one thing and they lose reactions and that and they can only if they can multi attack they only get one attack so it's still pretty bad but they still get to do something charm is an interesting one and one of the things that i've been replacing charm with for vampires and you can see this in the mcdm flee mortals vampires and also i have some other vampire stat blocks i've done elsewhere i really love to have a beguile option for vampires that's usually a bonus action for the vampire to do
that says they do a charm-style saving throw on a creature. And if the creature fails the save, the creature immediately takes their reaction to move and attack an ally of the vampire's choice. And then it's over. So they don't lose their turn. They're not permanently charmed. Instead, it's a bonus action.
that says they do a charm-style saving throw on a creature. And if the creature fails the save, the creature immediately takes their reaction to move and attack an ally of the vampire's choice. And then it's over. So they don't lose their turn. They're not permanently charmed. Instead, it's a bonus action.
that says they do a charm-style saving throw on a creature. And if the creature fails the save, the creature immediately takes their reaction to move and attack an ally of the vampire's choice. And then it's over. So they don't lose their turn. They're not permanently charmed. Instead, it's a bonus action.
It's a small miniature charm that's just enough to give that thematic flavor of a character turning against their allies without really taking a lot of agency away from the player because the player is back to being a normal character on their turn. It's only on that reaction where they fail that save that they move and attack. Now you're packing a lot of stuff into that reaction, right?
It's a small miniature charm that's just enough to give that thematic flavor of a character turning against their allies without really taking a lot of agency away from the player because the player is back to being a normal character on their turn. It's only on that reaction where they fail that save that they move and attack. Now you're packing a lot of stuff into that reaction, right?
It's a small miniature charm that's just enough to give that thematic flavor of a character turning against their allies without really taking a lot of agency away from the player because the player is back to being a normal character on their turn. It's only on that reaction where they fail that save that they move and attack. Now you're packing a lot of stuff into that reaction, right?
But it works really well. I like that. I like that one a bunch. And that's one that I've definitely used. Thomas C says, in a recent episode, you suggested two resources for kids or students who want to play D&D. These were the 2014 basic free rules and the 5.1 SRD. You said we could give either to students, but which would be better? How would you decide which version to give to which kids?