Reddit DnD
Dungeons and Dragons
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2025-12-29T14:01:48+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
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Posted: 2026-01-01T15:01:16+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
The purpose of this thread is for artists to share their work with the intent of finding clients, and for other members of the community to find and commission artists for custom artwork.
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Posted: 2026-01-02T01:31:59+00:00
Author: /u/Remote_Exercise7125https://www.reddit.com/user/Remote_Exercise7125
So when I DM for campaigns, I like making helpful NPCs that travel with the party and have the possibility of dying later, as well as having many fun NPCs along the way that help the party out. However, my players never seem to actually give the NPCs a chance and just kill them immediately after meeting them. However can I stop them from doing that? Recently I introduced them to a shopkeeper and they shot him with a crossbow and robbed his store instead of talking to him like I intended.
Edit: More details, I am the oldest player, and the only one experienced with DnD. As a result, I DM every time we play. I live in a small town and the only people who will play dnd with me are my friends, and family. My friends are annoying in dnd so I opt to play with my cousins instead. They can be fun to play with, but, they’re young. Most of the time, they’re pretty tame. It’s just when i need them to lock in because it’s getting serious that they go off the rails. If I try to introduce them to a goblin, they immediately respond with violence. The only way I can think of that would make sense with this group is giving them consequences, or making certain NPCs unkillable until their purpose is served, which isn’t very fun. As far as I know, they just think it’s funny and that’s why they do it.
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Posted: 2026-01-01T18:18:52+00:00
Author: /u/admiralbenbo4782https://www.reddit.com/user/admiralbenbo4782
TL;DR -- trust your players to do the right thing with information. More is generally safer/better than less, unless you're playing very specific types of games (in which case that fact needs to be communicated and agreed on by everyone ahead of time).
A common fear of new DMs (in my experience) is "how much do I tell them/should they know that/what if they metagame?" (in some combination).
I've been a forever DM now for 10+ years with many many groups under my belt ranging from brand new people to seasoned veterans. And I've not seen a single one that was made worse by giving more information, especially about
- the world
- the themes and main drivers of the scenario at hand.
Heck, I publish a full open campaign-setting wiki with tons of information that players are free to use and reference. And they do. And all of my INT-based ability checks for lore/background info are degrees-of-success: your result tells how much useful information you gather, not whether you gather any at all. Only thing I hold back on is directly plot-related info for that specific campaign arc. Not that I run super detailed, highly-prepped plots--they're more character and scenario driven and we play to figure out what actually happens.
I have seen campaigns founder because the DM was acting like the basics of the world and its people were nuclear-weapons-level secrets that only the most brilliant minds could ever know. Even basic things like "ok, what's the religion like here?" or "ok, what's the theme of this adventure so I can build a fitting character?".
And the only metagaming I've found to actually cause problems is when players act differently based on game-level concerns. Things like
- Mistrusting someone because they were asked to roll an Insight check
- Having someone else come search when they rolled low on an Intelligence (Investigation) check.
- Trying to abuse quirks of the game system (such as targeting restrictions) or the interface between the game system and the fictional world (generally in the form of trying to apply badly-understood real-world physics to find holes in abstracted game mechanics to "break" the game). These, thankfully, have been super rare among my players.
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Posted: 2026-01-01T14:56:42+00:00
Author: /u/LakeVermilionDreamshttps://www.reddit.com/user/LakeVermilionDreams
I've never seen anybody argue about wanting to be the DM!
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Posted: 2026-01-02T02:36:33+00:00
Author: /u/Interesting-Lie-7744https://www.reddit.com/user/Interesting-Lie-7744
Posted: 2026-01-02T05:04:43+00:00
Author: /u/AnnualGlad1960https://www.reddit.com/user/AnnualGlad1960
mine is a sentient flower named building, who was originally created through fey magic bullshit, and our druid at the time named him building because he was born in a building.
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Posted: 2025-12-31T23:03:06+00:00
Author: /u/Nwarhhttps://www.reddit.com/user/Nwarh
Continuing with the series of weird things I’ve been coming up with during my winter break. I’ve seen door mimics before where they’re the actual, entire door so I wanted to go a different direction.
I understand that one is more severe than the other. Worth to note that the peephole mimic imitates the sound of someone knocking at the door. Also, the more jewelry you have on your hands and wrists, the more likely you’ll survive an encounter with a knocker mimic. They tend to eat jewelry and watches first before severing hands.
Anyway, feel free to use!
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Posted: 2026-01-02T05:17:22+00:00
Author: /u/puppy_monke_babyhttps://www.reddit.com/user/puppy_monke_baby
I'm running a campaign where the players are sent on quests to hunt creatures and monsters. The players will be given basic information on the threat before heading out and can use some time to prepare for the fight. Sometimes it'll be just a monster roaming around and sometimes it'll be a dungeon built around a certain theme of monsters or a lair. I'm looking for some monsters with unique abilities and traits to keep the party entertained.
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Posted: 2026-01-01T19:59:59+00:00
Author: /u/IrvanHaydarhttps://www.reddit.com/user/IrvanHaydar
I found it interesting that there is many ways to make dnd more fun, For example a simple one would be :
Putting a soundtrack based on the theme (a tavern bar perhaps or a forest rainy vibes)
Setting off the vibes from the lamp (Dark for caves or blue mood light for sea)
And any of reccomendations that you guys have.
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Posted: 2026-01-02T02:44:01+00:00
Author: /u/MKaneshttps://www.reddit.com/user/MKanes
The party is tasked with fixing and addressing three specific floors of the mad scientists tower; except, I’ve already described the tower to be reaching into the clouds.
Knowing my players, I’m sure they’re going to check out every floor besides the ones tasked. Some ideas I’ve come up with so far are:
Floor 404: the elevator seems to keep passing over the floor unable to find it
Floor 201: an endless expanse of empty white space with some kind of horrifying meatball monster rolling towards them when they open the door
Floor 37: water pours in as soon as they open the door
Floor 188: just an empty room with a single chair positioned in front of a mirror
What are your ideas? Thanks!
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Posted: 2026-01-01T09:03:52+00:00
Author: /u/LiveDeliciously8https://www.reddit.com/user/LiveDeliciously8



