D&d 5e Dmg Starting Point

sitesclever
5 min readJul 23, 2021

Download here

EDIT: Just realized after posting that I posted it to the wrong forum. I meant to post it in Homebrew. Would someone please move it to the appropriate section?

$begingroup$ +1 but I’d add that since you’re already familiar with how pen&paper RPGs work in general, you don’t really need the starter set. Just get the Players Handbook and start playing/DMing — that’s how we got started on D&D 5e. We did eventually buy the other books, first the Monster Manual to get more interesting monsters, then the DMG for magic items, variant rules, etc and later. https://sitesclever.medium.com/mac-app-store-download-dmg-location-3c85f4e72c57.

Bootable usb from dmg mac. Method 1: How to Burn DMG to USB on macOS or Mac OS X. If you have a Mac, then Disk Utility will help you create your bootable USB drive. Since this is a native application, no downloads are required. The built-in tool will be able to directly burn the DMG file to a disk or drive. You simply have to follow the process as described below. Jul 10, 2018 In this tutorial we will show you step by step how to create ans make a bootable USB Flash Drive from a Mac OSX.DMG image file from Windows 10 (Sometimes called pen drive / thumb dive) so you.

The following results are what I feel are correct for a generic region that legitimately has four separate seasons. I didn’t reference any scientific data because that’d take way too long and I don’t care that much. Please critique at will. It’s entirely possible that I could have overlooked something or made a mistake.
Weather

Warmer Than Usual

Colder Than Usual

Precipitation*

Rare

1–5

46–49

57–81

98–100

1–20

66–70

77–89

98–100

1–20

48–67

77–89

98–100

1–5

46–59

70–89

98–100

*Wind and Precipitation have overlapping results on purpose

Warmer Than Usual

Colder Than Usual

Precipitation

Rare

5%

5%

35%

3%

20%

5%

13%

3%

20%

20%

13%

3%

5%

15%

20%

3%

Notes:

  • You could use the DMG p109 Wind & Precipitation tables for more complexity.
  • DMG p110 has rules for strong wind and heavy precipitation
  • Strong wind could also modify Fly speed, instead of preventing it, depending on the direction of the wind and flying (e.g. half speed for headwind and plus half speed for tailwind)
  • A d4 could be rolled for determining the direction

The ‘Rare’ weather events are probably more of a combination of uncommon and rare events. They could include but aren’t limited natural disasters. It could be something completely innocent and awe-inducing or severely deadly. You could even say the ‘Rare’ events aren’t mutually exclusive from the regular weather, if you want. You could even mix the ‘Rare’events. An example would be to mix firefly swarm with new moon and blooming flowers and it’d be similar to Bulbasaur’s Mysterious Garden. I’d link to that, but still can’t link so use this (bulbapedia.bulbagarden DOT net/wiki/EP051). That would absolutely constitute as a rare event. Below is an example list of events I could think of as being categorized as ‘Rare’.

  1. Hurricane
  2. Tornado
  3. Hail/Sleet
  4. Blizzard
  5. Aurora Borealis/Australis
  6. Meteor shower
  7. Nearby landing of meteorite
  8. Dust storm
  9. Water spouts
  10. Massive lightning storm with no other effects (basically heat lightning)
  11. Moonbow
  12. Fire rainbow
  13. Swarm of fireflies at night
  14. Eclipse
  15. Absurd amount of fog
  16. Volcanic ash clouds from hundreds of miles away (I think it’s called ‘Pyroclastic flow’)
  17. New moon
  18. Dust devil
  19. Wildfire
  20. Earthquake
  21. Sinkhole
  22. Swarm of stirge
  23. Drought
  24. Certain flowers that only bloom once per year, will bloom on this day
  25. Landslide/Avalanche
  26. Flash flood
  27. Tsunami
  28. Typhoon
  29. Super moon
  30. Stampede

Tenday Forecasting

  1. Roll once on the Weather table
  2. The first result equals the first day
  3. For each following day, roll a 1d4
  4. Results: 1=Column before, 2/4=Same weather as previous day, 3=Column after
  5. If the previous day was Warmer Than Usual and a 1 is rolled for the next day, choose Typical for that day.
  6. There can only be one Rare weather event per four tendays
  7. A Rare weather event must be followed by a Typical weather day
  8. If a Rare weather event has already occurred within the past 40 days, then choose Precipitation
  9. Reroll on the Weather table for the beginning of each tenday
  10. You can use this algorithm for a 5 day forecast if you want to add more randomness. Hell, you can roll from the table each time, if you want. This algorithm is just to help create a smoother transition of weather so it’s not ‘hot > severe storm > cold > severe storm > etc.’

D&d 5e Pdf

I’ve always really dug the whole idea of spell points. It makes more sense to me that magic would run on a generalized pool of energy instead of discrete, denominated charges. But I don’t think I’ve ever actually tried a spell point system, not in any edition.
So, I’m wondering about the spell point variant in the 5e DMG. And, right off the bat, there are a few things that bug me about it.
Spell point costs. That’s just a really weird, inelegant points-to-level conversion schedule, there. After mathing on it a bit, I guess the idea is that each level costs 1⅓ points more than the previous one, but it looks entirely nuts when simplified to integers. I really prefer the cost schedule in the D&D 3e variant: it starts at 1 point for a first level spell, and each subsequent level costs 2 more points. (Which is the same formula used for psionic power costs in 3e.)
Anyway, I couldn’t begin to guess how many magic missiles one wish spell is worth, so I don’t know how I’d actually evaluate these costs. But I get the feeling that 5e went with a slower cost increase in some attempt to mitigate the extent to which low-level spells become trivially cheap for casters using spell points. So there might be good reason for this seeming inelegance.
Skyrocketing spell point pools. The spell-points-by-caster-level progression looks insane, but it’s clear that it was determined by looking at what a regular slot-caster could put out at a given level, and what it would take for a point-caster to do the same thing.
But you know what? I’m not buying that rationale. I have a feeling that a lot of high-level wizards go to bed at night with a lot of low-level slots left unused. So that might be way more than your average point-caster actually needs to keep up. And of course if you’re not using all those ‘extra’ points on low-level spells, you can use them to cast more high-level spells than your equal-level slot-caster rivals can.
The 6th-level-and-higher rule. So this one weirdness — limiting point-casters to a maximum of one 6th, 7th, 8th, and 9th-level slot per day — seems like a kluge to address my previous complaint. And I kinda really don’t like it. In the middle of this system to avoid the gamey of quantification spell slots, we’re got this rule where all of a sudden you can’t do 6th-level slots anymore today, because you already did one. But hey, you can still do 7th-level slots. And you can just cast your 6th-level spell with a 7th-level slot. It is just very awkward, is all I’m saying.
So what do you folks think about all this? Has anybody ever actually used this variant? Or, for that matter, the old 3e one? How did the balance shake out? And, of course, the dreaded bookkeeping?

Download here

--

--