View Profile: Snapdragyn - Morrus' Unofficial Tabletop RPG News
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About Snapdragyn

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About Snapdragyn
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Played a good amount of 3.5, currently in a Hero system group, aware of Pathfinder but not up to date on it.
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San Francisco
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Over 40

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[San Francisco] Seeking urban fantasy game (any system, off-line preferred) Thursday, 28th April, 2016 07:00 PM

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Friday, 13th June, 2003
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Tuesday, 13th May, 2014

  • 03:04 AM - Manbearcat mentioned Snapdragyn in post System for a 'Constantine'-inspired game?
    Snapdragyn Check out Dogs in the Vineyard. Decent bit of overlap in thematic material with Hellblazer. Handles wild west gunfighting and system mechanics can easily step up the firepower (and the fallout/lethality with it). Robust system with ceremonies/exorcisms and a catch-all conflict resolution system that is built to capture parlays turning into fisticuffs escalating to knives and guns. A great fallout/character evolution system that is built around modern paladins dealing with the thematic conflict of demons subverting the faithful into sin and the meting out of justice for the transgressions of the evil-brokers.

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Saturday, 16th May, 2015

  • 09:02 AM - FormerlyHemlock quoted Snapdragyn in post Treantmonk's Guide to Wizards 5e
    Heck, now I'm really wondering about dipping into this for a multiclass w/ my illusion-focused warlock. Granted, his WIS sucks - but thematically so delicious. Per PHB 163, you need a Wisdom of at least 13 to multiclass to/from cleric.

Friday, 15th May, 2015

  • 07:23 PM - Celtavian quoted Snapdragyn in post Treantmonk's Guide to Wizards 5e
    Wow, I've certainly reevaluated it - into this being my next character! I can BILOCATE?! And get this - even if an enemy does somehow realize the duplicate is an illusion, there is nothing in the text that says this prevents you from continuing to cast spells through it! Oh, hello Mr. Undamagable Touch Attack Dealer, nice to meet you! Where's the guy concentrating to maintain you? 120' away you say? :) Heck, now I'm really wondering about dipping into this for a multiclass w/ my illusion-focused warlock. Granted, his WIS sucks - but thematically so delicious. It's not a bad dip. You don't lose any spell slots. I believe you can use any spell slots for cleric or wizard spells. So if you get bless or any other first level cleric spells, you can cast them using wizard slots. You could use Invoke Duplicity to nuke the living the hell out of an area without damaging yourself. You could use spells like Thunderwave and other spells that originate from your square through your duplicate. I haven't ...

Monday, 16th March, 2015

  • 07:53 PM - Voort quoted Snapdragyn in post Cruella (or Cruell) De Vil for AL?
    Cleric, Nature domain. The other top contender (plus I already play a warlock in a home campaign). Another way to grab Animal Handling (bonus domain proficiency), & ability to charm animals through channel divinity. Lacks: A familiar (although going human & spending the feat on Magic Initiate could rectify that). The main concern here, though, is the cleric spell list - it's really all about party support, not controlling minions or attacking through them. Keep in mind, taking Magic Initiate can also give you a couple of attack cantrips.

Thursday, 5th March, 2015

  • 05:30 AM - Dragongrief quoted Snapdragyn in post Shadow Monk without Shadow Step?
    Because there is no teleportation in my homebrew world, I need a substitute ability for the Way of Shadow monk at 6th level. For Eldritch Knight's Arcane Charge (also a teleport effect) I just did a bonus 30' straight-line movement instead - but that seems pointless when monks can dash as a bonus action anyway. Any suggestions? Just re-flavor a bit and require line of effect. *Arcane Charge becomes an ultra-hasted run - so fast that it can barely be seen, but there still has to be a path (even if that path goes through hostile creatures). *For Shadow Step, the monk literally "becomes the shadow", moving along surfaces until they reach their destination.

Saturday, 21st February, 2015

  • 09:22 PM - FormerlyHemlock quoted Snapdragyn in post Atheism/Agnosticism in 5e?
    Hopefully without getting into a debate on the distinctions between the two.... [EDIT: The words 'alatrism' - refusing to worship a god, and 'maltheism' - questioning whether a being is worthy of worship regardless of its divine status have been introduced later in the thread. These are clearly better terms for what I'm asking about here, & avoid the definitional debates I'd hoped to avoid. Please consider the remainder of this post accordingly! :) ] Do we yet know if it's possible (RAW - every table will differ, of course) for a character to refuse to worship any deity in 5e? I'm working on a warlock character, & I think he might be of the 'these beings are indeed powerful, but not truly 'gods' in the way that word is commonly used' bent - if permitted. With the looser rules, is this just more likely to fall into an individual DM question? Essentially all my PCs are maltheist with respect to D&D gods, to the point of being unable to comprehend why anyone would worship them, or what "worship...

Wednesday, 19th November, 2014

  • 04:10 AM - Mr0wlington quoted Snapdragyn in post I have the DMG!
    I want to know as a player. My concerns are that a) bounded accuracy at higher levels won't work out quite as 'bounded' in play as it seems on paper (use PHB starting table for wealth & have a heavy armor wearer ready to fight that creature with a +11 mentioned upthread? um... eep!), & b) dealing with monster abilities/resistances while 'undergeared'. I've already seen a near-TPK in 3.5 from a DM that didn't follow wealth-by-level guidelines (oh, we're level 5, have 1 magic weapon for the entire party - TOTAL, not each - & now you're throwing an incorporeal creature at us? ok, my character runs). Would be nice to have something to at least say 'there's a reason _this_ rule exists' the next time it happens. In this instance the correct response actually would be to run. A lot of DMs (myself included) will include challenges that fall into the *run away* category and leave it up to the players to decide what to do. Personally, I do it in order to create a world that is unpredictable for the...

Tuesday, 18th November, 2014

  • 07:56 PM - CapnZapp quoted Snapdragyn in post I have the DMG!
    I want to know as a player. My concerns are that a) bounded accuracy at higher levels won't work out quite as 'bounded' in play as it seems on paper (use PHB starting table for wealth & have a heavy armor wearer ready to fight that creature with a +11 mentioned upthread? um... eep!), & b) dealing with monster abilities/resistances while 'undergeared'. I've already seen a near-TPK in 3.5 from a DM that didn't follow wealth-by-level guidelines (oh, we're level 5, have 1 magic weapon for the entire party - TOTAL, not each - & now you're throwing an incorporeal creature at us? ok, my character runs). Would be nice to have something to at least say 'there's a reason _this_ rule exists' the next time it happens. As I have understood it, you are expected to get by with no items, regardless of level. If this is true, it fully explains why no wealth-by-level guidelines are necessary. Just hand out a starting equipment package or 100 gp worth of gear and you're supposed to be good to go. CapnZ...
  • 07:51 PM - ExploderWizard quoted Snapdragyn in post I have the DMG!
    I want to know as a player. My concerns are that a) bounded accuracy at higher levels won't work out quite as 'bounded' in play as it seems on paper (use PHB starting table for wealth & have a heavy armor wearer ready to fight that creature with a +11 mentioned upthread? um... eep!), & b) dealing with monster abilities/resistances while 'undergeared'. I've already seen a near-TPK in 3.5 from a DM that didn't follow wealth-by-level guidelines (oh, we're level 5, have 1 magic weapon for the entire party - TOTAL, not each - & now you're throwing an incorporeal creature at us? ok, my character runs). Would be nice to have something to at least say 'there's a reason _this_ rule exists' the next time it happens. What does it matter if such rules are in the DMG or not? Assuming these rules exist at all they are kind of optional for DMs. A player trying to rules lawyer from the DMG at my table just gets laughed at.
  • 06:09 PM - Boarstorm quoted Snapdragyn in post I have the DMG!
    This may well be the make-or-break for me. I've been waffling throughout the thread on whether I still want to buy the DMG or not, but if there's not something so basic as 'how to start a character above level 1', then I'm not sure I need the book. What do you need to know? With the assumption of magic items being removed from the math, you can start them off with as much (or as little) gold as you want. Heck, you could even still just make them roll on the initial wealth chart. The only thing I can see to watch out for is monster immunities -- but that's on your end, not the player's end. And even if they don't have magic weapons, higher level characters have ways of bypassing that with proper spell selection and such.

Wednesday, 29th October, 2014

  • 10:45 PM - Scorpio616 quoted Snapdragyn in post D&D Basic DM rules updated
    Unless you're planning to play a warlock. :(It is especially helpful for a warlock player so they don't form unreasonable expectations!
  • 09:14 PM - sidonunspa quoted Snapdragyn in post D&D Basic DM rules updated
    Unless you're planning to play a warlock. :( I don't see the issue... warlocks are suposed to lean on their cantrips.. half of their powers augment them. Heck you can have a Familiar fully capable of melee (far better then a rangers, they are intellegect and thus can act on their own) or use a melee weapon... anyone bitching about this are looking one part of their class and popo'ng, look at the entire package.
  • 09:11 PM - occam quoted Snapdragyn in post D&D Basic DM rules updated
    Unless you're planning to play a warlock. :( Don't start that up again!

Tuesday, 14th October, 2014

  • 11:28 PM - GX.Sigma quoted Snapdragyn in post (Riding) on Dasher, on Dancer, on Prancer, on Vixen?
    Let me restate, since there seems to be some confusion. Real world: Yes, it IS possible for a grown man to ride some reindeer - but only the largest breed (found in Siberia), & only just. I can redo my googling & attach links if wanted. Game: PHB page 157 - which pre-existing mount would you suggest as the basis to be 'reskinned' (i.e. fluffed over) into a reindeer? Horse - too big, too fast, carries people too easily Mule - right sense of 'more often a pack animal than a mount', but carrying capacity very high Pony - carrying capacity about right (maybe a little low?), but wow, why so pricey? Why not elk?

Tuesday, 2nd September, 2014

  • 06:14 PM - Pseudopsyche quoted Snapdragyn in post Beastmaster's animal companion: can it survive for 2 rounds?
    Their names are 'every DM I've met running Adventurer's League games', who MUST (for table-to-table consistency) go by very narrow RAW & not whatever interpretation they might personally favor. Sure, I'll bite. I'm an Adventurer's League DM, and I probably will start with RAW if I get a beastmaster ranger at my table. If the player asks why their animal companion is doing nothing while being attacked, I'd describe the animal as focusing on defending itself per the special bond/training with the ranger. Where do you think the +2 (or greater) AC bonus and the 4 hp per ranger level are coming from? Similarly, it makes a significant attack when the ranger devotes his or her action to waiting for just the right moment for the animal to make its attack, with its +2 (or greater) bonus to the attack and damage rolls. Otherwise, the animal companion is snarling at its foes, making feints, etc., the same way any other PC is swinging his or her sword more than once every six seconds. But per the exhor...

Saturday, 30th August, 2014

  • 01:13 AM - dbm quoted Snapdragyn in post Animal Companions & Mounted Combat confusion
    So a character riding a dragon who says 'Hey, let's go attack THAT guy' has now either a) denied the dragon its attack if the dragon does as he suggests, or b) been granted the ability to deny courses of action to the dragon by suggesting them. Intelligent mounts are explicitly noted as always acting 'uncontrolled'. The way I would interpret the rules is that you would use the 'controlled' option to get your mount to the point you want on the battlefield. Once you are in location, you switch to 'uncontrolled' and at that point the mount's instincts take over: a war trained mount will fight for you, whilst a regular mount will flee. Of course, that doesn't help on the ranger question...
  • 12:24 AM - Saelorn quoted Snapdragyn in post Animal Companions & Mounted Combat confusion
    I haven't played in a D&D campaign with artillery, but YMMV. That point aside, warhorses are clearly trained for attacking in battle - they get a higher attack bonus for more damage vs. a riding horse, & have a special attack (trampling) which the riding horse lacks. Again, very odd to train them to be attack creatures when they cannot attack when being ridden.Artillery = Fireball. Most animals will flee as quickly as possible when there are Fireballs going off. Reading over the rules for mounted combat, it certainly seems like it pays to have a mount that shares your goal and acts independently, rather than one which does your bidding. I guess the problem with the Ranger's friend is that it's tame, and so you can't not control it. It never acts independently. Which is weird, sure, but that's the trade-off for it having Hit Points and scaling with you. As a DM, I would certainly never allow the orc warchief's mount to gain its independent attack while it's carrying her around the battlefield. U...

Friday, 29th August, 2014

  • 11:15 PM - Saelorn quoted Snapdragyn in post Animal Companions & Mounted Combat confusion
    And by that interpretation, a warhorse is useless - it can never attack. Unless you think warhorses are meant to be thrown out into the battlefield riderless? 'Unleash the dogs... er, horses of war!' ;)A warhorse will still bear a rider into combat and not flee when the artillery goes off, which is more than can be said for most horses. Edit: And thinking it over, I do think this means that the Mounted Combat feat could not apply to this build - can't gain the benefits of training to better control a mount if you aren't actually going to control the mount.I don't have the book at hand, but it seems like there might be something in the Mounted Combat feat that would allow your mount to attack while you're controlling it. Certainly, if I was designing the game, that's where I'd put it.
  • 10:28 PM - ccooke quoted Snapdragyn in post Animal Companions & Mounted Combat confusion
    [To avoid confusion w/ the long-standing abbreviation for Armor Class, I've used ACo for Animal Companion, unlike in the Ranger thread where AC is used for that as well.] I'm working up a Beastmaster Ranger - I want to see how they actually play vs. the weak appearance they have compared to the Hunter when theorycrafting, & we already have a Hunter ranger in the group for side-by-side evaluation. Two points (so far!) I've run into where I'm unclear: 1) If a Small race (halfling or gnome) has a Medium ACo, they can use it as a mount. However, the mounted combat rules state that a controlled mount only has 3 options for actions (AFB, but I think it was Dash, Disengage, & um... Dodge?) - none of which is attack. An uncontrolled mount, however, can act as normal, including making attacks. Would a small ranger riding a medium ACo without bit & bridle, but issuing verbal commands (Beastmasters can freely direct their ACo's movement verbally) count as a controlled mount, or uncontrolled moun...
  • 09:33 PM - Saelorn quoted Snapdragyn in post Animal Companions & Mounted Combat confusion
    If nothing else, it seems odd that I could yell 'go there', then have the ACo attack if I'm standing right next to it (or 100' away), but if I'm sitting on its back & yell 'go there' suddenly it's unable to attack.It seems perfectly normal to me that a wolf is unable to bite while a gnome is riding it. The movement required to attack is just not conducive to carrying a rider who is also potentially attacking (or casting a spell). This would set an incredibly clear line for what is controlled or uncontrolled - i.e. a mount bearing a rider is controlled, and anything not bearing a rider is uncontrolled. The only grey space there is when you're off of the mount, but still leading it, which isn't something that comes up terribly often in combat. ACo hp: Higher of <max for its type> or <ranger proficiency bonus x4>. My question: would the latter option then add Con bonus, or does it override Con mod to hp to just be a flat hp? If it's the latter, you get into some really quirky rules territory - do...
  • 12:50 AM - Venthrac quoted Snapdragyn in post Ranger
    Because smaller things are less likely to still be alive when you go to hit them after they've already been damaged. We had a Colossus Slayer in our group last night for first episode of HotDQ. He didn't get to use the ability once. Not one single use as we blasted through the encounters. Everything we fought was either one-shotted, or damaged by one player then finished by another before it reached the ranger's initiative. This might indeed be the better option for specializing in 'boss' fights, but I don't think it's going to be as good as you might expect in other encounters. Good point. Might be that the ability grows more useful as the party levels up. At lower levels, monsters have so few hit points, there is little need for extra damage. Later on, however, I'll bet almost all monsters are going to be taking multiple hits to kill.


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