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D&D (2024) Do you plan to adopt D&D5.5One2024Redux?

Plan to adopt the new core rules?

  • Yep

    Votes: 262 53.1%
  • Nope

    Votes: 231 46.9%

mamba

Legend
I have 100% chance of knowing my friend in Barcelona whom I've known since we went to high school together. When I visit Barcelona there will be no chance of me not knowing her.
missing the point by a mile. What are the chances you will know someone in the town when the town you get dropped off in is random?

If it happens to be Barcelona, sure, you know someone. In the other 10000 possible places you know no one however, so what are the chances for a random town?
 

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CreamCloud0

One day, I hope to actually play DnD.
I have 100% chance of knowing my friend in Barcelona whom I've known since we went to high school together. When I visit Barcelona there will be no chance of me not knowing her.
Great! but that's if you're in barcelona, what about all the other 99% of times when the adventure doesn't lead you to barcelona? do you have a childhood friend stationed in every single town, city and village across the lands just so the feature works?
 

Faolyn

(she/her)
I am not arguing the extra work it would take (even though for some DMs it might be a lot more than you imply). I stated clearly, the player should ask, especially if it is the DM's world. I am not talking about arriving at Candlekeep or Neverwinter, which already have established lore.

You also mention "established lore at the table" as though that is the litmus test. No offense, but that is a ridiculous notion. There are hundreds of things at a D&D table that the players do not know - are all of those open for the players suggestion, a suggestion I might add, that you think the DM should just go along with.
DM: You are at the river Styx in hell. It won't be long until you are found and killed for sneaking into this plane.
Player: Well, I am going to suggest that I can get passage anywhere where there is a boat. So... we leave.
DM: Sure.
The merraenoloths, who travel the Styx, actually do ferry people all over the place. So this is another case where knowing the lore helps. From the 2e Planescape boxed set:

1716064907642.png


So there you have it.

As DM, you control the ship's destination and length of the duration. The PCs want to go to another plane? OK, but they have to pass through three other layers of Hell first, each one worse than the rest. Then it goes through several other layers of other Lower Planes. Then, maybe, it'll reach a somewhat less evilly-aligned port. Also, fiends generally don't eat or drink, and if they do, it's probably something really horrible, like baby heads boiled in urine, and you can't fish in the Styx, so hopefully the PCs brought along enough supplies to last them.

And if you really wanted to, remember what the feature says: "In return for your free passage, you and your companions are expected to assist the crew during the voyage." Now what sort of assistance would a yugoloth ask from its passengers? Something very unsavory, I'd imagine.

Don't forget about that "no cargo" rule. This can include general equipment. Anything that might push the PCs into even the "lightly encumbered" category might be refused.

In 2e, I guess you were actually expected to roll a d100 and see if you rolled that 15% chance the marraenoloth would betray the party. If you're feeling generous, you can have the PCs make an Arcana or whatever check to see if they know that little bit of lore.

And finally, it's the Styx. One touch of its water and you're feebleminded. Another Arcana roll should tell the PCs this, if they didn't already know.

You (as the marraenoloth) inform the PCs of the rules. "Yes, I will grant you passage, but you must work for me; I cannot take your for free. When I collect the souls at each stop, you will be tasked with ripping off the arms and legs so they can be transformed into larvae. Disgusting, work; the souls do shriek so. I will be glad for your assistance. Don't worry; I shall show you the fastest, most painful ways to do this. It's like cutting the head off a chicken, which I have heard is something you mortals do all the time."

Then you (as the DM) ask: do you really want to take the boat?

Of course, you would have these outs even if the merraenoloth's lore didn't say that they take passengers, or even if there had never been a merraenoloth monster statted up in the first place. The PCs are in Hell. Any boat they find there is going to be Hellish by definition and almost certainly manned by fiends and damned souls. Any trip is going to be awful. Everything on the boat is going to try to kill or corrupt the PCs.

(Oh, and if they try to kill the merraenoloth and take its boat, well, the 5e stats (IIRC) kind of imply that it and its boat are one--you can decide that killing the fiend causes the boat to be destroyed as well.)
 


Micah Sweet

Level Up & OSR Enthusiast
The merraenoloths, who travel the Styx, actually do ferry people all over the place. So this is another case where knowing the lore helps. From the 2e Planescape boxed set:

View attachment 363912

So there you have it.

As DM, you control the ship's destination and length of the duration. The PCs want to go to another plane? OK, but they have to pass through three other layers of Hell first, each one worse than the rest. Then it goes through several other layers of other Lower Planes. Then, maybe, it'll reach a somewhat less evilly-aligned port. Also, fiends generally don't eat or drink, and if they do, it's probably something really horrible, like baby heads boiled in urine, and you can't fish in the Styx, so hopefully the PCs brought along enough supplies to last them.

And if you really wanted to, remember what the feature says: "In return for your free passage, you and your companions are expected to assist the crew during the voyage." Now what sort of assistance would a yugoloth ask from its passengers? Something very unsavory, I'd imagine.

Don't forget about that "no cargo" rule. This can include general equipment. Anything that might push the PCs into even the "lightly encumbered" category might be refused.

In 2e, I guess you were actually expected to roll a d100 and see if you rolled that 15% chance the marraenoloth would betray the party. If you're feeling generous, you can have the PCs make an Arcana or whatever check to see if they know that little bit of lore.

And finally, it's the Styx. One touch of its water and you're feebleminded. Another Arcana roll should tell the PCs this, if they didn't already know.

You (as the marraenoloth) inform the PCs of the rules. "Yes, I will grant you passage, but you must work for me; I cannot take your for free. When I collect the souls at each stop, you will be tasked with ripping off the arms and legs so they can be transformed into larvae. Disgusting, work; the souls do shriek so. I will be glad for your assistance. Don't worry; I shall show you the fastest, most painful ways to do this. It's like cutting the head off a chicken, which I have heard is something you mortals do all the time."

Then you (as the DM) ask: do you really want to take the boat?

Of course, you would have these outs even if the merraenoloth's lore didn't say that they take passengers, or even if there had never been a merraenoloth monster statted up in the first place. The PCs are in Hell. Any boat they find there is going to be Hellish by definition and almost certainly manned by fiends and damned souls. Any trip is going to be awful. Everything on the boat is going to try to kill or corrupt the PCs.

(Oh, and if they try to kill the merraenoloth and take its boat, well, the 5e stats (IIRC) kind of imply that it and its boat are one--you can decide that killing the fiend causes the boat to be destroyed as well.)
Ok, I can't argue that one. Point @Faolyn !
 

The merraenoloths, who travel the Styx, actually do ferry people all over the place. So this is another case where knowing the lore helps. From the 2e Planescape boxed set:
Of course they ferry people, I never said they didn't. I said it would be ridiculous for the player to establish the lore that they, through their background feature, can get passage. They can get passage, but that passage is through payment. Not a background feature. I even stated in my example that the player declared themselves using their background feature - not payment to the merraenolths.
You (as the marraenoloth) inform the PCs of the rules. "Yes, I will grant you passage, but you must work for me; I cannot take your for free. When I collect the souls at each stop, you will be tasked with ripping off the arms and legs so they can be transformed into larvae. Disgusting, work; the souls do shriek so. I will be glad for your assistance. Don't worry; I shall show you the fastest, most painful ways to do this. It's like cutting the head off a chicken, which I have heard is something you mortals do all the time."
And again, all this is absolutely ok. Sounds like a great adventure. Of course, I doubt very seriously any DM that brought someone to Hell doesn't have three or four roadmaps already built for their group to get out. Unless, of course, they're playing on the fly. (Which personally, something like going to one of the layers of Hell really seems like there should be some prep involved. But some enjoy it more free-forming it.)

In the end, I really don't think we disagree on much, with the exception that the DM sometimes already has the information in place - and that information is what should be used, not a player's suggestion. Again, I have played with many groups, and many people, and I have never really seen this be an issue.
 





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