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A Cantrip That Does Fireball Damage?!?!? Thursday, 10th May, 2018 03:03 PM

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Thursday, 4th June, 2015

  • 02:38 AM - EzekielRaiden mentioned Syntallah in post 5th Edition has broken Bounded Accuracy
    Given that you pay for multiclassing by delaying many of the juicy features most people don't want to live without (e.g. your ASIs), I agree that Syntallah's rule seems a little too punitive as it is. That said, I understand the impetus--certain classes are great as a quick dip (Fighter, Cleric) or mere starting platform (Warlock), from which you then focus on some other class. To help deal with that while not punishing people who want a more "dabble" character, I'd suggest making multiclassing a temporary "lock in" instead. That is, let's say you're a 5th level Sorcerer, and you want to multiclass to Fighter. You meet the ability prerequisites easily. However, once you start the path of the Fighter, you cannot take levels in other classes until you have hit at least 3rd level. You cannot even take Sorcerer levels. This is because you don't really "learn how to be a Fighter" until you hit 3rd level. This encourages most people to go for four levels (to pick up that class's ASI, lest it get delayed even further), and outright prevents the one-level dip. Any character that multiclasses is--essentially--taking the burden of a new train...

Wednesday, 17th September, 2014

  • 04:11 AM - Connorsrpg mentioned Syntallah in post Dwarves & Encumbrance?
    ExploderWizard No, in fact, I AM using the dwarven racial feature. It does NOT mention encumbrance at all - that is my point. It only mentions heavy armor! Are you suggesting not counting the weight of heavy armor? I had thought that too, but that seems even wierder. Clothes, light armor etc still count, but not heavy? Syntallah Those figures seem more appropriate than my double I guess. An increase of 50% over other PCs. :)

Sunday, 31st August, 2014

  • 08:59 PM - Thaumaturge mentioned Syntallah in post Disengage
    Just curious - how are they getting an attack and disengage action in the same round? I'm not Syntallah, but I would guess: Cunning Action, Haste, or Action Surge. Thaumaturge.

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Thursday, 10th May, 2018

  • 07:16 PM - jasper quoted Syntallah in post A Cantrip That Does Fireball Damage?!?!?
    Wow, just took a look at the Sword Burst cantrip from SCAG, and... Wow... This thing has the potential to do 3rd level Fireball damage* as a cantrip?!?!? How did this pass the Whoa Police?!?!? *the tank EK is wanting to take it. If he is surrounded by 8 goblins (entirely possible and likely), that's 8x 1d6 damage** with Dex save **I am aware that a Fireball would do 64d6 to the 8 goblins... BUT, if the EK drops a Fireball on the 8 goblins surrounding him, then he takes Fireball damage too. Not to mention that he just expended a 3rd level spell slot, a significant resource. Sword Burst is a freakin' cantrip! At-will, no resource, eat ghost blades and suck it goblin scum... You are playing with words and damage. Don't forget if the goblins go first, and all hit you just took 40 damage. Even they all fail their save 7 are still up and will do another 35 damage. So yes goblins hordes are evil. Run away from them.
  • 03:55 PM - jaelis quoted Syntallah in post A Cantrip That Does Fireball Damage?!?!?
    Initially, yes but he added that footnote in acknowledgement that his original post was not taking in those factors after it was pointed out several posts in. I was responding to his subsequent claim I guess I wasn't aware I was being irrational. I was comparing 8d6 damage from a cantrip to 8d6 damage from a 3rd level spell. And since that is the crux of my beef (at-will cantrip doing damage equal to a 3rd level spell slot), I thought is was fitting. I don't see how that is any different than comparing 18d8 for a first level spell to 8d6 from a third level spell.
  • 03:23 PM - Dausuul quoted Syntallah in post A Cantrip That Does Fireball Damage?!?!?
    Wow, you really showed me, thanks for contributing to the conversation. I have had the utmost respect for you Dasuul. I make a habit of looking at posts you have contributed to as you have some very insightful thoughts. Quite disappointed in this one. Well, I was going to point out that fireball deals eight times the damage of sword burst, and then I saw you'd done it for me, so what was there to add? A footnote that says, in effect, "I realize this post is completely wrong, but here are some very small factors that make it a tiny bit less wrong" does not in fact strengthen your point. Sword burst is not a bad spell. For a melee caster, it's a decent anti-swarm option (though I am not a big fan of highly situational cantrips). It is nowhere close to fireball, however.
  • 03:18 PM - jaelis quoted Syntallah in post A Cantrip That Does Fireball Damage?!?!?
    As I mentioned, Thunderwave and Burning Hands using spell slots are much more palatable than an at-will cantrip throwing that kind of damage around... Sure but how can it be reasonable for a first level spell to do so much more damage than a third level spell? Thuderwave could affect 9 creatures, that is 18d8!
  • 03:07 PM - Rossbert quoted Syntallah in post A Cantrip That Does Fireball Damage?!?!?
    I guess I wasn't aware I was being irrational. I was comparing 8d6 damage from a cantrip to 8d6 damage from a 3rd level spell. And since that is the crux of my beef (at-will cantrip doing damage equal to a 3rd level spell slot), I thought is was fitting. I have the same beef against Thunderclap that I do against Sword Burst, for the same reasons. As I mentioned, Thunderwave and Burning Hands using spell slots are much more palatable than an at-will cantrip throwing that kind of damage around... It isn't completely unreasonable but as mentioned I tend to never pick it. I just haven't ever been surrounded in a way to make it better than a utility cantrip (Mage hand, prestidigitation, minor illusion), a source of easy ranged damage (generally chill touch, frostbite or firebolt depending on character feel), or if I need a melee cantrip I pick shocking grasp for non-martial types to get away or one of the blade spells for a weapon user (I like booming blade on a mobile character, and gr...
  • 02:50 PM - Cap'n Kobold quoted Syntallah in post A Cantrip That Does Fireball Damage?!?!?
    I don't know how to do the multi-quote thing, so I'll just address the applicable posters above: I am well aware that a Fireball would do 64d6 to the 8 goblins... BUT, if the EK drops a Fireball on the 8 goblins surrounding him, then he takes Fireball damage too. Not to mention that he just expended a 3rd level spell slot, a significant resource. Sword Burst is a freakin' cantrip! At-will, no resource, eat ghost blades and suck it goblin scum... . . . which they can do for several rounds, during which the caster is surrounded and in the middle of a brutal mob stabbing. Hence why the EK's weapon attacks are a better bet generally because they deal considerably more damage (probably over double), and each goblin killed is one less return attack on their turn.
  • 02:26 PM - jaelis quoted Syntallah in post A Cantrip That Does Fireball Damage?!?!?
    I don't know how to do the multi-quote thing, so I'll just address the applicable posters above: I am well aware that a Fireball would do 64d6 to the 8 goblins... BUT, if the EK drops a Fireball on the 8 goblins surrounding him, then he takes Fireball damage too. Not to mention that he just expended a 3rd level spell slot, a significant resource. Sword Burst is a freakin' cantrip! At-will, no resource, eat ghost blades and suck it goblin scum... IMX, it is actually quite a bit more likely to be able to drop a fireball on 8 targets that are not surrounding you. You are less likely to take damage from the goblin attacks that way too. I get your point that in the right conditions it is a very powerful cantrip. If you think it is too much, we can discuss that. Comparing it in an irrational way to fireball, though, does not seem very useful. FWIW, there is another similar cantrip, thunder clap. So sword burst is not unique in this way. For a better comparision, thunderwave is a first l...
  • 12:15 PM - Caliburn101 quoted Syntallah in post A Cantrip That Does Fireball Damage?!?!?
    Wow, just took a look at the Sword Burst cantrip from SCAG, and... Wow... This thing has the potential to do 3rd level Fireball damage* as a cantrip?!?!? How did this pass the Whoa Police?!?!? *the tank EK is wanting to take it. If he is surrounded by 8 goblins (entirely possible and likely), that's 8x 1d6 damage with Dex save Perhaps you have misunderstood the situation here. By using your method here, a fireball against 8 Goblins would do 64d6. This cantrip may be able to hit 8 targets in absolutely optimal conditions, but it is point blank - which isn't a situation to use a cantrip in - for any class capable of using this, there is likely to be something much better to do with your turn when completely surrounded...

Thursday, 19th April, 2018

  • 04:51 PM - Warpiglet quoted Syntallah in post How Involved Should The DM Be As A Warlock's Patron?
    As the title says, how involved should I be as the DM portraying a warlock's patron? I have a player starting a Celestial warlock in a new campaign. He is a younger player, with decent role-playing instincts, but none of my players have ever put a lot of thought or effort into a backstory. It's always like pulling teeth... I have asked him a series of questions, probing for his expectations, and I have a starting point. Now, do I fill in the gaps (e.g. Patron's attitude, special terms of the contract, etc)? Or do I just go hands off? It just seems like a wasted opportunity to ignore. To me, a Patron is much more hands on than an aloof deity of a cleric... Thoughts? I like a mutual relationship. I developed a fallen angel patron for my warlock (fiend pact). The character thinks it is simply an angel, but he is deceived. I play him as I wish and then the DM sort of adds things about visions or messages that enhance the roleplay experience. What I would avoid is the need to con...
  • 01:15 PM - Li Shenron quoted Syntallah in post How Involved Should The DM Be As A Warlock's Patron?
    As the title says, how involved should I be as the DM portraying a warlock's patron? I have a player starting a Celestial warlock in a new campaign. He is a younger player, with decent role-playing instincts, but none of my players have ever put a lot of thought or effort into a backstory. It's always like pulling teeth... I have asked him a series of questions, probing for his expectations, and I have a starting point. Now, do I fill in the gaps (e.g. Patron's attitude, special terms of the contract, etc)? Or do I just go hands off? It just seems like a wasted opportunity to ignore. To me, a Patron is much more hands on than an aloof deity of a cleric... Thoughts? Why don't you ask your player upfront about how much (s)he wants you to be involved? Some players may certainly respond well and be grateful to have RP opportunities and quests given, but other players may just hate it that you might end up pulling strings on their PC, if it starts to feel too much that the patron is for...

Wednesday, 18th April, 2018

  • 09:19 PM - Satyrn quoted Syntallah in post How Involved Should The DM Be As A Warlock's Patron?
    As the title says, how involved should I be as the DM portraying a warlock's patron? I have a player starting a Celestial warlock in a new campaign. He is a younger player, with decent role-playing instincts, but none of my players have ever put a lot of thought or effort into a backstory. It's always like pulling teeth... I have asked him a series of questions, probing for his expectations, and I have a starting point. Now, do I fill in the gaps (e.g. Patron's attitude, special terms of the contract, etc)? Or do I just go hands off? It just seems like a wasted opportunity to ignore. To me, a Patron is much more hands on than an aloof deity of a cleric... Thoughts? I set up specific, individual patrons that are an inherent part of the megadungeon - to the point where each area of the dungeon shares a theme with the patron, and the patron is resident in the area. To the point where, upon first entering the megadungeon, the players see the Fiend on the far side of the hellish cavern that is t...

Sunday, 8th April, 2018

  • 04:31 AM - mrpopstar quoted Syntallah in post Lifestyle Expenses in Actual Play
    [PHB, page 157] Have any of you actually used the Lifestyle Expenses system in actual play? I think the system definitely has some merit, but I find that way too often I end up just like Inspiration, that is, I forget about it... I know part of the reason is that my players strongly gravitate to the Combat pillar, and we don't have a lot of courtly intrigue or the like where a penalty to Charisma-based checks due to the stink nasty, Wretched living, fighter come into play. Assuming I can get my players to branch out a bit, how would you break down any bonuses / penalties for living conditions? Disadvantage for the first three (i.e. Wretched through Poor), break even at Modest, and Advantage for the top three (i.e. Comfortable through Aristocratic)? That seems too simple (e.g. no difference between Wretched and Squalid), but 5E doesn't really like linear bonuses either, so a +5 for Aristocratic and a -5 for Wretched (with an appropriate spread in between) seems too complicated. Any thou...

Tuesday, 27th March, 2018

  • 06:10 PM - dragon rot quoted Syntallah in post What is your current way to roll stats
    I use the above, Standard Array or Point Buy, but I did something different this time. I had each player (I have five) roll 4d6, drop the lowest. Then I had each player roll 1d6, and dropped the lowest two. This gave me six scores which I converted into a Point Buy total. Came up with 29 vs the 27 in the book. This way, the players 'rolled' for their stats... but I keep everybody on the same level playing field with the array / points. I've just seen too much disparity over the years with one player rolling great, and another rolling horrible... I agree, I had someone for the life of him keep rolling 8 for all of their stats

Friday, 16th March, 2018


Wednesday, 14th March, 2018

  • 01:17 AM - Sunseeker quoted Syntallah in post Red Flags For Classes In Sources Beyond The Player's Handbook
    Uh, I, the OP, haven't banned anything. I merely heard some rumblings and grumblings about power creep in the new books, and since I have a penchant for white-room theory knee jerkery, I came to this august body for some insight, and opinion... Your original post... In putting together a Session Zero Payer's Guide, I have been hesitant on what to put in the Allowed Sources list. I know of a couple Red Flags (e.g. the Hexblade, and the Zealot). What classes / subclasses would you put on your 'Not Gonna Happen List'? Seemed less like you were soliciting advice on what to include, and more that you already knew what not to include. My personal opinion on the subject is simple: PHB only, everything else is accepted only on DM review. Alternatively, use the AL "PHB+1" rule. Nothing in 5E is more broken or more difficult to handle than any other edition I have ever played. The amount of work that goes into adapting to a particularly powerful character is so minimal IMO that it isn't ev...

Tuesday, 13th March, 2018

  • 07:04 PM - cooperjer quoted Syntallah in post Red Flags For Classes In Sources Beyond The Player's Handbook
    In putting together a Session Zero Payer's Guide, I have been hesitant on what to put in the Allowed Sources list. I know of a couple Red Flags (e.g. the Hexblade, and the Zealot). What classes / subclasses would you put on your 'Not Gonna Happen List'? I read about half the posts and seen that several people have a lot of good ideas on classes, multi-classing, and feats. I feel that you should talk with your players about what classes they want to play and what they feel they want their characters to do in several levels. I say this because, I've spent a lot of time reworking the sorcerer wild mage and analyzing the two weapon fighting style because my players were not satisfied with how the sub class or system worked with what they had in mind for their character. Save your self a lot of work by helping your players understand the limits in the subclass and guide them to a set of subclasses they will be happy playing. With respect to the power of any subclass there may be a disparity ...
  • 02:00 AM - Ovarwa quoted Syntallah in post Red Flags For Classes In Sources Beyond The Player's Handbook
    Hi, In putting together a Session Zero Payer's Guide, I have been hesitant on what to put in the Allowed Sources list. I know of a couple Red Flags (e.g. the Hexblade, and the Zealot). What classes / subclasses would you put on your 'Not Gonna Happen List'? I recommend taking a deep breath and then allowing everything that isn't UA. Start off empowering your players by leaving them choices. Start off focused on developing your game world rather than on second-guessing playtested and released material. Over time, you might find that some things don't work out for you. For you! These things might differ from conventional wisdom, which might not be wise for you. Read our posts, sure, and be entertained. The real source of broken are your players. The better they are, the more ways they will find to break things, no matter how you rule. Like toddlers! Players break things. It's their job. Very little in D&D5 itself is outright broken. Though, come the day, you might want to rein in S...

Monday, 12th March, 2018

  • 07:15 PM - BookBarbarian quoted Syntallah in post Red Flags For Classes In Sources Beyond The Player's Handbook
    In putting together a Session Zero Payer's Guide, I have been hesitant on what to put in the Allowed Sources list. I know of a couple Red Flags (e.g. the Hexblade, and the Zealot). What classes / subclasses would you put on your 'Not Gonna Happen List'? The Zealot is not better than an Ancestral Guardian or Totem Warrior Barbarian. In fact it's power peaks much later at a level that most games will never reach.
  • 12:20 PM - Li Shenron quoted Syntallah in post Red Flags For Classes In Sources Beyond The Player's Handbook
    In putting together a Session Zero Payer's Guide, I have been hesitant on what to put in the Allowed Sources list. I know of a couple Red Flags (e.g. the Hexblade, and the Zealot). What classes / subclasses would you put on your 'Not Gonna Happen List'? Honestly, I think it's all BS... If you are gaming with beginners (in 5e terms), allow the PHB only (for analysis-paralysis prevention), or even just Basic if you want to stay super-safe. If you are gaming with experts, allow everything official except specific stuff that you've already seen fail you before (and even in that case, remember that it could have been your own fault after all).
  • 03:02 AM - neogod22 quoted Syntallah in post Red Flags For Classes In Sources Beyond The Player's Handbook
    Yes, sorry, I misspoke. I was referring to the argument that the hexblade is such a superior patron to all of the others. Now, I personally understand the role-playing aspect, and why the others can be a good choice (I have a very cool warlock with the tome pact rolled up, but alas, I DM all the time and don't get to play...), but I am going to have some new players in my Game. Oft times when new players come from the nuts & bolts crunch of video games (where there is one true build), or the high numbers of a 3E/PF game, then they tend to gravitate towards something that obviously looks more powerful. I would like to remove that as much as I can...I beg to differ. I think fiend pact makes a better pact of the blade warlock. The only advantage Hexblade has, is you don't have to divide your stats, but if you build your warlock right, it you won't need to try and max out CHA.


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