This is also an issue for Honey Heist where it'll be hard to skills if someone gets the Hacker role and the closest thing to technology in their world is some oil lanterns and a bunch of healing potions. I have many ways to implement these games into 5e like Making onl...
Alert Level and scaling encounters: A simple change to make is to the Alert Level, which is a mechanic in Dead in Thay which makes the random encounters more dangerous the longer the players spend in the Doomvault. I have found that having the Aler...
The dying before death mechanic means that the game will jump in and save your life. It removes you from the battle before the battle kills you and gives your friends the opportunity to save you. And then, after that, magical healing, hit dice, short rests, long rests, potions, songs ...
The problem is, I don't know how to teach this person the game. Usually, my advice is, just read the PHB, but the person in question isn't much of a reader, and I'm afraid that this will turn them off from TTRPGs. I also don't have the time to sit down with them to guid...
Both have stat blocks describing their abilities, and nothing there indicates that they would have any power to make magic items behave differently. So, based on precedent of existing 5e avatars, these beans could work just normally, unless you have defined a special trait for that avat...
I try hard to make sure character death is unlikely but possible, and that a TPK can only happen if the PCs do really dumb things on top of dumb things, or purposely decide to go down fighting. I tell the players this ahead of time. We discuss it in session 0, and along the way...
I have nothing to add here. Charges The starter kit seems to have a strange rule about magical items! Except for potions and scrolls, in most cases magical items are really hard to destroy. There are also wands that have a limited number of charges. For example, if you gi...
Single use items like scrolls or potions would be considered as the party may be able to afford them. They do have several thousand gold of their own, and would be willing to hire someone in case a certain class/ability would work. How can a party move 10,000 pounds of gold? dnd-5e...
The reality is that 5e, RAW, has essentially nothing for players to do with gold once they get their full non-magical kit set up other than buy healing potions, and possibly components for high-level spells. IOW, unless you have some other important gold sink you’ve created in you...
In the case of fireball, there are no RAW lingering effects to taking damage from one (except for unattended flammable objects, which don't seem to be in danger here). So enough healing spells or healing potions will fully reverse the damage. In the event something does go exceedingly ...