Welcome to Couple A' Nerds, the ultimate podcast where Creator/Player Dndwife and her Dungeon Master/Husband Eguile, explore the enchanting world of Extrayus. Join us for unique insights into tabletop gaming as a couple, from world-building challenges to the joys of immersive storytelling. Our dynamic duo shares crafting tips, cooking adventures, and the rich lore of Extrayus. Subscribe for a nerdy journey filled with laughter, shared experiences, and a celebration of the gaming community. Roll the dice with us, and let your campaigns be legendary! 🎲✨
I can kind of understand how the satanic panic came about… because after the ending scene I stood up, hit the double devil horns, and screamed “WE ARE HIS BLOOOOOD!!” Why do I want to be on the bad guys team 😂
Wasnt even level 2 yet ON MY FIRST EVER CAMPAIGN this mf makes us fight a homebrewed red diamond dragon...for plot reasons we still won but fuck sakes what was that
Well that’s not an issue since it’s so early in the campaign you can still make up a new plot inside the plot. So the players think they got it and prepare to counter it and then it makes a huge turn taking everybody by surprise.
Can't find out my secret plot early because aside from the loosest cliffnores in my head, I mostly don't know what it is either. And if you guess something that I was kind of thinking, I'll either let you be right or decide it's something else, depending on whether I think you being right would feel good or bad for the group as a whole. You guessed it and it's awesome and you're all awesome for figuring it out. Or, you took a guess but finding out would kind of suck or ruin things for some of the group, so you guessed wrong.
True almost killed my party with my healing parfaits with side effects u took a 6 n roll your failure either you were drunk, healed, poisoned, or blind😅
Wizards in d&d tend to have very low HP, with 1st level wizards being especially squishy. What doesn't help is that, if you take enough damage over your max HP, you can instantly die. A critical hit against them, even just from a random wolf, has a very good chance of knocking them unconscious, and a not-insignificant chance of killing them outright. Hence the DM's reaction when they realize that they may have just killed a player character by accident.
I mean is it really that bad to fudge the rolls to keep your boys alive for the spirit of adventure. Maybe once they get off their feet they can start getting some real shit but I feel like that’s just kind of messed up.
I remember the days of AD&D when wizards got 1d4 hit points and didn't even get to add their Con modifier. No death saves, and no negative HP. If you hit zero, you die. Longswords still did 1d8 damage too, so if you got hit with one, there was a greater than 50% chance of dying in one blow. But those were also the days of THAC0, so a nat 20 on an attack roll would be an automatic miss. Not necessarily a better way of doing it, but it was certainly more hardcore.
Eh? Something has to have a -5 AC minimum in order for a nat 20 to miss. Pretty much the same as a 5e monster having an AC of 25, something you would almost never see until high level play.
@@NarlepoaxIII I dont know what game used that kinda THAC0 system but wasnt 2e. In DnD it was just an overcomplicated version of what we use now. Armor lowered AC instead so lets say a character has an AC of 5. That means a character with no attack bonus (ie a level 1 character) would have to roll a 16 or better to hit that as 20 - 5 = 15 as meeting did not beat back then. Until AC take out all the unnecessary math. Is just 20 - AC = number you have to beat to hit it
@@TheFoxYoukai Nah, you're right. I was misremembering. You still want to roll high with THAC0, but you want your AC to be low. My brain got the two things crossed. I have played _so_ many different systems, so it can be difficult to remember all the details perfectly.