Tag Archives: homebrew

D&D Homebrew: Jafar the Boss Fight

I want to take the time to write about one of the boss fights I just conducted in hopes that it might inspire some of you in your future endeavors. As always, notes and suggestions are always welcome. I want to become better at what I do.

The boss was Jafar, master of illusions and the leader of the Red Scorpions Gang. The party was tasked with taking out this gang by a rival gang. The task was simple enough, and as far as fights went, they were able to get to Jafar rather quickly. Bodies began to pile around the PC’s and when victory seemed eminent, the field changes and they are transported to another realm where they are once again surrounded by members of the Red Scorpions who are hungry for blood.

To understand how I ran this encounter you need to understand a bit about the composition of my group. It breaks down into two parts, those who metagame and min max and those who don’t and play to chill. There is nothing wrong with either playstyles but it does create a few issues. The first has to do with the balancing of the encounter. Often, if I go by the cr guides in the book, the min maxers kill everything before everyone else gets the chance to play. Makes combat kind of boring when everyone is just supporting the person who watched a video on how to break the game.

The other issue that arises is the meta gaming. Players who min max at my table treat the whole thing like a game they need to win. Again nothing wrong with that but it does create a cycle that is quite repetitive. RP always ends with the min maxer being a jerk because he can back it up and boss fights always end anti climatically because everyone empties their clip on the boss.

 To combat this I created an encounter where every enemy on the field was the boss. For this encounter I had a general HP pool that the players could chip away at by attacking any enemy. The enemies all had 1 hp so that they would go down easily. For AC I used 12 for magic casters, 14 for scouts or ranged fighters, and 16 for melee. Other than that, use real stats from the monster manual for attacks, abilities, and saves.

At my table this created a situation where they were busy either fighting the “scraps” or emptying everything they had on the boss with the minions quickly closing in on them. What ended up happening was that they ended up surrounded by the minions and started taking a lot of damage due to the advantage they gained from flanking. The solution here would be taking out the minions because all the damage done to the minions, even if the hp is 1, goes against the general pool. So if a player does 10 damage to a minion, the whole unit takes 10 damage. For my encounter I used 300 because that was reasonable for my party.

This helps with the meta gaming because no one knows what is  going on. The other more positive effect is that everyone gets a chance to feel important. Everyone at my table had an opportunity to describe a kill and have the satisfaction of contributing instead of it revolving around the one or two characters who built more optimally.

Now the other aspect of this encounter was the changing environment. After a certain amount of turns, I did 1d6 turns, the field would change. This also resulted in more minions to fight and everyone was moved to a different location on the map. I chose random maps that I thought would be fun to use but you can stick to a theme. I picked 6 different maps and had the player who goes after the scene change to roll to see what map we got. I like leaving things to chance, but you can do this however you want. It is important to note that the boss is smart enough to place the players in a way that gives the boss advantage. Close combat pc’s get sent to the back for example. This keeps combat fresh and gives you a fresh pool of minions to work with.

Overall I think it went well. My players really enjoyed the map changing. The only thing I would change is maybe describing what happens with the minions to give them a chance to figure out the mechanic on their own. My players really enjoyed this fight although my min maxers were a bit annoyed by the combat until I explained the mechanic. I have no issue with min maxing, I just have players with different goals and experience. It isn’t fun for one person in the party to do all the work while you are trying to learn the game. The idea wasn’t to nerf anyone, but rather to create an encounter where everyone felt they contributed equally and it would still be a more epic fight than the usual encounter.

As for monster stats, you can use whatever you want. I found these to be sufficient:

25 Statblocks ideas | dnd monsters, d d monsters, dungeons and dragons homebrew (pinterest.com)

This worked well enough. My party is level 6 at the moment and they had no problem facing him. The charm spell was underwhelming though, I think full mind control with a chance of saving at the end of the turn would have been a lot better. As for legendary actions I gave him a fireball that did 4d6 damage and two force attacks that do 1d8 force damage. For his main action I tried to charm but the charm was a waste of a turn it felt like.

This part is optional. At the end, when the pool goes to zero, the illusion drops and the party returns to the original room. I did this battle theater of the mind, but you can run it with a map. Jafar then turns into a massive fire genie who is 20 ft tall and has a large range. He has an explosive fire attack that does fireball damage and 2 melee swipe attacks that can knock a player prone on a failed strength save. You can do Hp for this one but I like to make it hits. After a number of hits, Jafar runs out of magic and turns back human. This is completely optional but I did it because it made sense in my story.

Let me know what you think. I would love any suggestions to make this encounter better.

D&D Homebrew: Merchant Bot

I want to take a moment to write about another homebrew I have added to my game. Because of the time crunch that exists at my table, I have to find way to automate a lot of the processes in the game to optimize the session. This also means there are aspects of the game I need to cut out.

My players hate shopping. They are mean to the shop keeps or don’t talk to them at all and as much as I try to make the shop keep interesting and engaging, my players are only interested in getting to the next leg of combat. There is nothing wrong with that, that is just the truth of my table. As a result, we do shopping outside of our game session. Now the prices are set to what they are unless the player wants to haggle, then they must do the work and haggle and talk with the shop keep. Why? Because I want to play too.

Now for selling items, we’ve come up with a sort of gambling mechanic. Now story wise, this will be an NPC follower of the party. One whose only job in the party will be to carry around the junk the party doesn’t want and sell them when they arrive in town. You can adjust the responsibilities this NPC has to better fit your campaign, but in mine a follower that is a mule is fine enough. I do not do combat with this NPC or make checks with them. In combat, you can ignore him and say he hides or holds his own but I don’t see the point in making roles for him. This should be about the party, not the random bot you made for them. You can however, set him as a target to add complexity to the combat. She can’t sell if they are dead. And if they lose the NPC, make them work to gain another. If they keep killing off their npcs, maybe no one will agree to join them. You can have fun with this.

Now for the mechanic.

The players will give the NPC the items they don’t want. Armor, weapons, and other junk items that are worth gold. You as the DM keep track of the price on all of these items. I use the DND Beyond pricing, but you can use whatever you want as long as it is consistent. You keep the tally until the party makes it to town. Then, the NPC will take a few days to sell the items. I roll a d6 because I want to roll dice. One member of the party will then roll 1d100. The result of that will be how much of the total they will receive.

For example, if they collected 100gp worth of junk and the player rolls a 60, they only get 60g. I suggest rolling on a computer or app so you get more variety but rolling dice is just fine.

If the players want to try to haggle to get the better price, that is always an option. The caveat being that they can either roll the d100 or try to haggle. It wouldn’t be fair if they roll a one and then they haggle for the better price. What they get is what they get.

So far it has worked pretty well. My players always opt out for rolling dice and it is exciting to see the how much of the cut they receive. I charge my character a wage for the NPC. You can choose the rate that goes for. The NPC can quit if they are mistreated or if life gets too dangerous so they should be actively trying to keep him or her happy like some kind of Tamagotchi. You should also think about setting a carrying capacity to try to limit any abuse. My players at least will take advantage of the lack of carrying capacity and try to steal enormous items in the hopes of being imaginary billionaires.

Let me know what you think? Is there any ways that I can improve this system?

Modular Dungeons of the Mind

I ran a dungeon crawler the other day over discord using only theater of the mind and flashcards.

I usually use Foundy VTT to run my games but I wanted to switch things up and focus on the story telling and roleplaying aspect. What I did isn’t a particularly innovative idea, I borrowed a few elements from a few places. The most notable of the sources is little dungeon crawler by the name of One Deck Dungeon. The idea is simple, I grab a bunch of flash cards and design a room on each. A room can be a trap they overcome, a random room with secrets that they players can discover, or encounters. I create other complications such as dead ends or scenarios they have to overcome like a random cavein. Time is important in my campaign so I assign each card a difficulty and time associated for that difficulty. Because mine is a large dungeon, easy is 1 hour, medium is 2 hours, and hard is 3. If the room needs a detailed description, I write it on the back. I then shuffle the deck. The entranced of the dungeon is a good place to set the scene. Then you start drawing cards and playing them out as they go.

I like the randomness of drawing cards but you can have a strict order to follow. The key here is having certain challenges that they have to overcome rather than having them needlessly explore a large dungeon. There isn’t anything wrong with exploration, it’s just that for my table time is limited so exploration is cut out. Not all if the cards have to be encounters, you can add npcs or moments where you can allow for roleplay to switch things up. In one of my rooms, the challenge they had to overcome was to play Pictionary so we played Pictionary for a bit and that was super fun. You know your table so try to design things around that. If you are worried about leveling, that is not a problem. I design the rooms and the difficulty but I don’t include any monsters. That way, I can reuse them down the road and if they happen to level mid dungeon, I can adjust the difficulty.

Be sure to include doors and secret doors so that the players have a choice on what they have to do. At the end of the session, you can piece the dungeon together and see how far they have gotten. If you are doing a multiple level dungeon or if there is a boss at the end, I rolled a 10 sided dice and after that many rooms, I mixed a stairs card and shuffled the deck so when I pull it from the dwindling deck, they move on to the next floor. You can also decide the number when it seems appropriate to the plot. I like a bit of randomness in my games and it makes sense in the context of the game.

Why did I choose to run it this way?

Not everyone at my table has a top of the line gaming rig, I don’t either. Some people have Chromebooks that they use only for streaming and that’s ok. While Foundry is not particularly recourse demanding, we do hit a few issues here and there because of technical difficulties. I have run dungeon crawls online before on Roll20 and Foundry and found that it isn’t worth the trouble for my table. The biggest issue was that the large maps crashed the programs or made them painfully slow. We spent more time resetting and refreshing than on the actual dungeon crawl.

The non-technical issue is that the size of the map made my players to weary. We spent too much time in meaningless rooms and choosing what hallways to go down. Also, some of my players would get antsy and move through walls and ruin the surprise. Or, I would end up moving them to the next plot point and there was no real reason to have all of these hallways and rooms. I could have done a mix of theater of the mind and have maps for the important rooms, but I wanted try something new and I didn’t want to spend the time looking for maps.

Again this is all based on my group, and my group likes to speed run so if you have a group that enjoys the exploration, design as much as you need.

I will go back to using the VTT and actual maps when they clear this dungeon, but I thought it was a good way of giving my players a new experience. Let me know what you think.

Disclaimer: I am not associated with any of the links or products I like to, I just didn’t think I have them for people who want to learn more and the links provide the best explinations. Cheers.

The Gambler: A God for Homebrew

I want to take a moment to discuss a little homebrew idea I have been milling over. I have done some play testing, but the idea is still raw and I am more than open for any feedback.

The gambler is the trickster god. He appears to the players and offers them power, health, strength, and even a wish, but there is a catch depending on the deal they strike. I plan to have the gambler apear once per story arc in my campaign and interact with only one player character at a time. He will offer them four contracts and it is up to them to choose if they want to enter into one or not. If they do not, the gambler will move on to the next character. I will do this out of game to keep it an overarching mystery in my campaign. The gambler and the deal struck with him must always remain a secret. Any buffs and debuffs gained from entering a contract are permanent and can’t be undone, even by magic. Player characters are limited to one contract per session with the gambler.

There are two cardinal rules when dealing with gambler

  1. You must never speak about the gambler or the deal you have made with him. This includes above the table conversations that happen out of character.
  2. Deals that are made can’t be unmade

The gambler will present the players with four different contracts, of which they can only choose one. He will offer them accuracy, power, endurance, and a wish. Each contract has it’s own components and set of consequences.

Contract of Accuracy

This contract grants the user a truer aim against enemies. If the player chooses this contract, she will gain advantage on the first hit on a new enemy. This includes spell attacks and ranged attacks. A new enemy is one that has not been previously attacked by this character. The enemy can already be damaged. In exchange for this buff, the player must forfiet 30% of their total health excluding temporary hitpoints.

Example: The barbarian makes this deal. For simplicity she has 100 total hp. After this deal she will have 70.

Breach of contract will result in in disadavantage on all first attacks against new enemies and the 30% life lost.

Contract of power

Taking this contract grats the player better stats. If a player chooses this contract, they can choose one base stat to increse by one point. In exchange, the player character must give lose a point in another stat. Stat points can not surpass 20.

Example: The barbarian takes this contract because she wants a better constitution. Her current constitution is 16, if she takes this deal it will not be 18. In exchange she will give up a point in intellegence turning her 10 into an 8.

In addition to exchanging points, the player will owe the gambler one favor that he can call on at any time in the campaign. It doesn’t have to be right away and there should be tangible consequences that affect the story. It is important to note that this should be a task that uses a skill they are not proficient in. They will get three opertunities to complete a favor for the gambler, but they only have to succeed once. There is always the option to decline the proposal but doing so results in a fail. Failing to complete a favor for the Gambler will result in a breach of contract.

Example: The party goes to the magic shop to stock up on potions. As the barbarian waits for her turn she hears the Gambler’s voice in her head say “I am here to collect. This merchant has a very rare magical sword crafted with enchanted dwarven steel. Steal it for me and our deal deal is done” The barbarian with low stealth and sleight of hand will attempt to steal the sword if she chooses.

If this contract is breached, the character will take a -2 to the buffed stat. If she had a +3 in the buffed stat, she will now have a +1. The point that was traded previously will remain traded. This deal cannot be repeated unless the favor has been completed.

Contract of Endurance

Taking this contract will make the player sturdier. If the player takes this contract, they will gain 20% of their total health and 1 point added to their armor class. In exchange, the player will always start with 2 failed death saves.

Example: The barbarian who takes the deal starts off with 100 hp and will end up with 120 hp

If this contract is breached, the player will take a 20% loss in their hp and they will lose 1 point to their AC, in addition to the points added to their initial total. The 2 failed death saves will remain.

Wish

A player who enters this contract will get access to the wish spell in exchange for their soul. A player who chooses this contract will fail all their death saves and cannot be revived by any means. The sould of the player’s will be in the Gambler’s service. For the rest of the campain, the sould of the character will hunt down the party.

Example: The barbarian uses the wish spell to get a new axe. The barbarian dies and the gambler comes to take her soul. For the rest of the campain, the party will encounter the soul of the barbarian who comes to kill the party.

If this contract is breached, the gambler apears to the player and takes her soul right then and there. No saves, no fight, just instant death. There are a few caviats to this contract. Contracts made with the Gambler cannot be undone by the wish spell. The gambler cannot be undone by the wish spell. A soul taken by the gambler cannot be persuaded or reasoned with. Nor can it be retrieved or revived. This deal can only be made once.

This is Important

It is important that the players keep their deal a secret. Even if eventually all the players have made a deal with the Gambler, they can not speak about it. The gambler chooses who he wants to apear to and can’t be summoned, even after a deal has been struck.

What do you think? Any ideas on how I can improve this system?