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  • Jer's Avatar
    Thursday, 12th July, 2018, 01:40 AM
    Jer replied to 6e? Why?
    It surprises me that they haven't done a new Starter Set as well, but in a different way. Today I was at Target picking up some stuff and of course my son wanted to look at the video games. Across from the video games are the toys and sitting there on an endcap were dozens of D&D Starter Sets - something that hasn't been on the shelves at Target for a few years. The Starter Set came out in...
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  • Jer's Avatar
    Monday, 9th July, 2018, 02:25 PM
    This is why you give XP for gold, though - because this is the kind of game you want to play/run. And all of that is exactly why the game has been moving away from giving out XP for gold for decades. XP for gold is great if you want to run a "dungeon heist" game. A ragtag group of shady characters - each with their own area of expertise - are brought together through their...
    55 replies | 1178 view(s)
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  • Jer's Avatar
    Wednesday, 4th July, 2018, 02:32 AM
    I will admit to not reading the whole thread, but if you're looking to hack 5e to get rid of the elements you list on the front page that are more narrative than simulationist, I have a few suggestions: 1. Hit Dice - eliminate HD healing entirely and just give all characters 2HD per level instead of 1. That's functionally what short rest healing does - it splits your hp into two separate...
    384 replies | 7786 view(s)
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  • Jer's Avatar
    Tuesday, 3rd July, 2018, 08:15 PM
    I mean, that book basically already exists: http://www.dmsguild.com/product/17569/Faiths--Avatars-2e?it=1 Actually there are 3 of them total (because FR is chock-fulla-gods): http://www.dmsguild.com/product/17535/Powers--Pantheons-2e?it=1 http://www.dmsguild.com/product/17534/Demihuman-Deities-2e?it=1&filters=0_0_0_0_45356_0_0_0
    119 replies | 3537 view(s)
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  • Jer's Avatar
    Friday, 29th June, 2018, 09:22 PM
    It was probably me over the in "essence of 4e" thread. And I stand by it. Compared to previous editions of D&D it was very easy to throw together an encounter using the monster books and/or even to create a monster on the fly using the tables in the books (which I would have copies of at the table for the relevant levels of my table's PCs so I didn't have to fumble with the actual books). ...
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  • Jer's Avatar
    Friday, 29th June, 2018, 08:42 PM
    Jer replied to Dark Sun
    I know in 2e the defiler/preserver choice was mostly an "off-screen" thing, but I personally like the idea that a spellcaster can choose to either preserve or defile when they cast a spell rather than when they prepare the spell. And that any caster can be tempted to the dark side if they need the power. And that defiling gives a real trade off. So I'd probably consider allowing any spell cast...
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  • Jer's Avatar
    Thursday, 28th June, 2018, 07:54 PM
    So even though this discussion has gone off track, I think the original question is an interesting one and I want to answer it :) It's a really good question. My primary group liked 4e quite a bit and they don't care for 5e much at all, so to find that essence I'd think about why they like 4e but never want to play 3e again and are at best mildly negative to 5e: 1) Big Damn Heroes. This...
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  • Jer's Avatar
    Thursday, 28th June, 2018, 05:47 PM
    If they come up with a good story for it then sure. Especially if it relates to how they lost their wings in the first place or their own ongoing storyline. Or, conversely, if they are going to give me license as the DM to mess with them. My players know that there are enough archfey, demon lords, archdevils and outsiders in my games that they can get a massive "pull your fat out of the...
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  • Jer's Avatar
    Monday, 25th June, 2018, 07:02 PM
    I tend to also add more creatures rather than more hp. More creatures give the bad guys more attacks/round which I find to be more balancing than just upping hp. I will sometimes add more hp AND more attacks to a creature, though. Mathematically its equivalent to adding more creatures into the mix but it's sometimes easier to manage a single creature with multiple attacks instead of multiple...
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  • Jer's Avatar
    Wednesday, 20th June, 2018, 04:03 PM
    You don't actually need AoO to play a sword-and-board protector type and keep the squishies safe. All you really need is a rule that says that if you want to stop someone from moving past you to get to someone behind you, you can force them to engage with you instead of whoever you're protecting. No free attacks, just a "if you want the little guy you're going to have to go through me" sort of...
    25 replies | 1199 view(s)
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Pathfinder 2 Character Sheet #2: Kyra, Human Cleric Friday, 13th July, 2018 08:47 PM

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Monday, 12th February, 2018

  • 05:07 AM - Nevvur mentioned Jer in post How long til you modified 5e?
    ...mizability of 5e to earlier editions, assuming you have experience with any of them? (open question if anyone else wants to respond) @Satyrn: You mentioned inventing new monsters doesn't count as modifying. I respectfully disagree, but it wouldn't surprise me to learn I'm in the minority in defining homebrew content as such. The distinction for me is whether the thing implies consideration of mechanical impact on game play. Something to do with the mystical developer's "stamp of approval" some GMs prefer or require before giving a thing serious consideration for inclusion in their own games. Not that anyone needs WotC's approval to modify the game and have fun doing it, and anyway, custom monsters are some of the lowest-impact form of house rules (again, as I define it). Even so, I'd like to avoid derailing the thread with a debate about semantics. However you and others approach the question and select an answer is fine by me. Clarifications in written responses are appreciated. @Jer: I hope my explanation to Satyrn explains the difference between the thread title and poll question - that is, there's no difference as far as I'm concerned. I did state that rulings on nebulous systems ("situations... that aren't explicit in the rules" in your words) should be excluded. If you feel otherwise, that's fine. I'm not going to try to police the thread, so again, people can answer the question/poll as they see fit. Also again, clarifications like yours are appreciated. @ad_hoc: You wrote that it's impossible not to house rule. Adventurer's League players, in theory, should all be operating under the exact same set of rules. A person who has only ever DMd AL would have a "Never" response if they're abiding by AL guidelines. That's not always the case, of course. However, as defined in the OP, rulings are not house rules (see response to Jer). @redrick: You identified an interesting grey area - codification of a ruling. I feel there's a difference between codification of ...

Wednesday, 25th January, 2017

  • 04:19 PM - SkidAce mentioned Jer in post Cosmological Layout
    ...er planes in the middle band connected - are Shadow and The Bright and the Inner Planes "just" other material planes or are they special? (And is The Bright your own take on the Feywild or something else?) Are the Astral Dominions where the gods live? Does your cosmology have Devils? If so, where are they - astral or in the Abyss. And what's Limbo in your cosmology? And are the Spirelands the entirety of the Great Wheel cosmology from 1e/2e or is it just the outlands? Or is it something different and you chose that image to be more evocative of an idea than a way to incorporate Planescape material into your cosmology? So many interesting questions raised by an image - thanks for posting it! Thanks everyone for all the input. This cosmos had a lot of rough edges that have slowly morphed into the final state you see here over the years. I wanted it to be similar to the layout we started with in 1e, but incorporate the ideas and thoughts from other literature and sources. To Jer 's questions. Material Planes: Think Spelljammer Spheres without a solid boundary floating in the Void (custom plane) like our universe or solar system would be. So there could be one or several planets to a sphere. Shadow/Bright: Reflections of a material sphere created by the ringing of the Carillon of Stars, not every sphere has both or either of them, although many do. Influenced by Positive Energy and Negative Energy. Bright is Feywild based. Side note: the gods rang the carillon once trying to create more worlds and said "oops" and since it cracked when it was rung, have never fixed it. Connections: The Ethereal Plane flows and ebbs in varying densities across the cosmos. Low Ethereal = low magic. Ethereal only leads to other material spheres along special established paths. Shadow and The Bright are reached from their connected world via the Ethereal. Each Bright is a mostly self contained reflection (or is it?), while Shadow seems to lead eventually to all manner o...

Monday, 9th January, 2017

  • 08:45 AM - pemerton mentioned Jer in post Tales From The Yawning Portal - 7 Classic Dungeons Updated To 5E!
    If mad house dungeon was what they were going for, X2 is the way to go. Someone linked to an RPG.net play through with 3.0 rules from 2004 and it's hysterical.That was me. I plan on running X2 in about two months when my party is the right level. After four serious adventures I think a loony one is a good break. But White Plume Mountain, for whatever reason, doesn't quite meet my threshold for acceptably crazy.I think that S2 is just crazy. But it has nothing else going on. Whereas (as Jer and lowkey13 pointed out) X2, while (in my view at least) also crazy, has a sometimes sinister creepiness also going on. That is, the two modules aren't just different in degree but I think in kind also.

Friday, 2nd December, 2016

  • 07:01 AM - doctorbadwolf mentioned Jer in post Do you care about setting "canon"?
    ...omain, so I've blurred the distinction between the two in my 4e campaign, leaving it a matter of moot philosphical debate whether it's just an extension of the Feywild into the Astral Sea and rather the immortals/exalted there are actually/also fey or not - whatever, the case, neither fey nor immortals consider themselves 'mortal' in the sense that natural creatures are.... Oh, and the one time a played an Eladrin, he insisted on calling himself a 'High Elf,' and, on a point of religious/philosophical/family dogma, refused to acknowledge the elf/eladrin/drow trichotomy. Great explanation. My half elf bard was half eladrin, and the eladrin Feylock I played later viewed "High Elf" as a lady human term used by people who can't be bothered to learn the proper Elven term for an Elf whose blood still carries the old Fey magic. But yeah, other than some reorganizing of how the planes are understood, and statistical representation....I'm still not sure what actually changed. also what @Jer said. Especially about Arborea and the Feywild. Of course, I also have the feywild and the Shadowfell as kinda the same plane, with different regions and domains, and honestly I prefer my planes to be a lot less distinct and rigidly demarcated. Basically I have an Otherworld, which includes bits of both, and some other stuff. And the elf gods live there, as does the Raven Queen, and Mask (who isn't quite FR mask. More chaotic neutral god of trickery, and not giving a damn about your cosmic balance malarkey) and even some of the more wild demon lords, like that one Minotaur demon. about gnolls. That is a huge change. It is a change that takes them from being "savage" antagonists that can be fought or bargained with, or PLAYED, and making them only capable of being one thing, because they literally can't NOT rampage. It's a complete contradiction of past lore, and wildly changes the niche they fill in the world. If gnolls were just hyena-orcs before, they aren't anymore. They can'...

Monday, 25th January, 2016

  • 10:49 PM - Xethreau mentioned Jer in post DM's Guild Five-Star Freebies
    Jer and kyalan - I am in the midst of reviewing a set of additional products--mostly adventures! Hopefully I will be done with them sometime tonight. In the mean time if you guys or anybody else wants to contribute reviews, please do so!

Wednesday, 19th August, 2015

  • 08:48 PM - Talmek mentioned Jer in post Help! Any 5e adventures I can hand to kids?
    Jer It's funny that you mention Glitterdoom as that is what the kids will be playing next. I really ran FSF as an experiment (that I'm totally stoked about with the kids actually wanting to play) but now that they are hooked I think that we will be doing that one soon. Based on a review of the material Glitterdoom is a bit shorter (17-20 pages cover to cover) whereas Fey Sisters' Fate was somewhere closer to 30. Additionally, it appears that based on content and adventure setup Glitterdoom will play similarly to FSF. Hope this helps!
  • 08:29 PM - Talmek mentioned Jer in post Help! Any 5e adventures I can hand to kids?
    Hi Jer, I would recommend "The Fey Sisters' Fate" by Goodman Games. I ran it for my kids (11, 9 & 7) in a couple of sessions (8 hours total) and they had a blast with it. It's a pretty linear quest path (good for kids) and the plot is also straightforward with minimal NPC involvement. I would recommend it to any new GM regardless of age as long as their audience isn't looking for an open-world/sandbox experience. Good luck!

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Friday, 13th July, 2018

  • 08:14 PM - TwoSix quoted Jer in post Pathfinder 2 Character Sheet #2: Kyra, Human Cleric
    I can see what you mean, I think. I don't get much of a 4e vibe at all from the mechanics themselves, but I am kind of getting a "game designers writing for other game designers" vibe from the way things are written up that 4e also gives me. I feel more like its too much of a "graphic design for other graphic designers". The constant rectangles and the blocky font are giving it too much of the "antiseptic" vibe that caused such consternation in 4e. You want the info the be usable, but you want a little messiness in the printed book to make reading the book feel more like exploration and less like research.
  • 07:57 PM - Adso quoted Jer in post Pathfinder 2 Character Sheet #2: Kyra, Human Cleric
    I actually like that vibe - mechanically PF2 is probably not going to be any of my tables' thing because it seems to lean heavily into the resource management game which the players at my main table are just not interested in at all, and it's "not D&D" which is the only thing that the kids I run games for want to play. But it's definitely looking like a system that I want to grok for the mechanical ideas that I might be able to steal. I could point out that all games are different forms of resource management, but that's an academic or philosophical point. We are trying to limit the abundance of different types of long-term resource management that was often all over the play in P1. Resonance has a lot to do with that, wrapping up a bunch of similar mechanics in spell points is another way. Like nearly all playtests, what you see is a draft toward those design goals. Even those of us working on it are unsure how the final mechanics will be manifested. Names might change, the struct...

Thursday, 12th July, 2018

  • 02:19 AM - Kobold Boots quoted Jer in post 6e? Why?
    It surprises me that they haven't done a new Starter Set as well, but in a different way. Today I was at Target picking up some stuff and of course my son wanted to look at the video games. Across from the video games are the toys and sitting there on an endcap were dozens of D&D Starter Sets - something that hasn't been on the shelves at Target for a few years. The Starter Set came out in summer of 2014, so it's a 4 year old product. They're still selling Starter Sets four years later at non-specialty stores to the general public. It's surprising, but in a good way. I do wonder if someday we'll get the "specialty" versions of the D&D Starter Set the way that Hasbro puts out special versions of Monopoly or Risk. I know they've tried it in the past - I've still got the Diablo II boxed set based around 2e AD&D rules. It's tougher for D&D, I think, because you need the theme of the licensed property to mesh with the D&D theme (Diablo II was kind of a no-brainer there). There ar...

Wednesday, 11th July, 2018

  • 04:25 PM - Pauper quoted Jer in post New Campaign Setting Hint Is Eberron?
    1) Fix the maps in the scan of the original boxed set available at DM's Guild so that they can be printed properly Not sure if you're aware of the Flanaess Map project produced by Anna B Meyer; she's already done a first round of maps of the Flanaess which are very good -- we're using them to play a new Age of Worms campaign in Greyhawk proper (rather than the generic 'Greyhawk with serial numbers filed off' setting of the original adventures), and she's in the process of doing a second pass of the same maps, but more detailed, with GIS data and a bunch of other enhancements. And it's all licensed under Creative Commons, so using the maps for your campaign is A-OK! I figure this might solve your problem. 2) open up Greyhawk for publishers on DM's Guild. Doing those two things would probably do more to spread interest in Greyhawk in the long term than any actual product that Wizards might put out. I'd be fine with this -- not only would it spur a lot of conversions of older AD...

Tuesday, 10th July, 2018

  • 07:50 PM - MechaTarrasque quoted Jer in post New Campaign Setting Hint Is Eberron?
    Honestly I think if you own the original boxed set you could run Greyhawk without any new material from Wizards at all. Greyhawk isn't different enough from the core 5e rules to require rules changes - it just requires that you think a bit less Drizzt Do'urden and a bit more Fafhrd and the Grey Mouser when you're thinking of adventure material. (I think this is what people mean when they say "similar to the realms" - Greyhawk and the Realms are very similar in the kinds of monsters, treasure and character classes you're going to encounter there. They can be very different in tone though.) I think when it comes to Greyhawk I'd really like to see Wizards do two things - 1) Fix the maps in the scan of the original boxed set available at DM's Guild so that they can be printed properly and 2) open up Greyhawk for publishers on DM's Guild. Doing those two things would probably do more to spread interest in Greyhawk in the long term than any actual product that Wizards might put out. Th...
  • 04:26 PM - Osgood quoted Jer in post New Campaign Setting Hint Is Eberron?
    Also - keep in mind that if Eberron is the new setting they're likely to do with it what they've been doing with the Realms. Which means that it's won't be a full campaign setting but instead a campaign adventure set somewhere in Eberron and the setting material would be just for that one area of the world. One of the hallmarks of Eberron is that thanks to airships and lightning rails a single adventure might take you to several far flung locations. I think it would be a disservice to limit the setting to a single region. I would rather have a book that has sparse details on a variety of locations than one that focuses exclusively on the Eldeen Reaches or Breland for example. I guess we'll know more in a couple weeks.

Monday, 9th July, 2018

  • 08:13 PM - Eirikrautha quoted Jer in post An Army in the Dungeon
    I strongly suspect it's because the expectations of the players in 2018 are different from the expectations of the players in 1975. In 1975 the game you were playing was a game of resource management. All of the players had a wargaming background and brought that to the table - the way you "beat" a dungeon was to take it on via wargaming tactics. And wargaming tactics say that you bring overwhelming force to bear where you can and tactically retreat when you are losing. Fast forward just a little bit and you find a game where that has all fallen by the wayside. Roleplaying even by the 1980s was a lot more about characters and stories than it was about tactics and "beating" the game. You started to see narratives and plotlines and a focus on thinking of your character as a character and not as a commander of hirelings. As the playerbase expanded you brought in people who had never wargamed in their lives - and early on you started seeing people ditch the miniatures altogether and go ...

Saturday, 7th July, 2018

  • 03:57 AM - Kurviak quoted Jer in post THIS Is The Pathfinder Playtest Rulebook!
    Right. The playtest books are going to be limited run - they'll sell those out quickly even though the books are going to be available as free pdfs. The books are in fact preorders, and the preorder closed on May 1... so you can't buy them anymore

Thursday, 5th July, 2018

  • 12:56 AM - Saelorn quoted Jer in post Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
    Are there any other examples other than healing where this problem appears? Because this still sounds like a problem with the rules for healing to me rather than a problem with magic items in general. It seems like they're trying to kill a fly with a bazooka.As far as I can tell, cheap healing wands were the one big issue. A lesser issue was that high-level characters could festoon themselves with dozens of low-level magic items, at virtually no cost to themselves (because of exponential wealth growth). Resonance is attempting to kill two birds with one stone, in a semi-organic way. An absolute limit on how many magic items you can use at once (or in a day) is relatively less silly than placing a level cap on items that would prevent high-level characters from using them. It's honestly not the worst idea in the world, especially if they could use it to also make tracking wand charges unnecessary. Wand charges added a lot of bookkeeping in 3E/PF1, and still do in 5E. I'm sure I'm miss...

Wednesday, 4th July, 2018

  • 02:51 AM - Emerikol quoted Jer in post A discussion of metagame concepts in game design
    Before I respond, let me say thanks for this effort. I will admit to not reading the whole thread, but if you're looking to hack 5e to get rid of the elements you list on the front page that are more narrative than simulationist, I have a few suggestions: 1. Hit Dice - eliminate HD healing entirely and just give all characters 2HD per level instead of 1. That's functionally what short rest healing does - it splits your hp into two separate pools that you can't access all at once and gives you a narrative where when you rest you restore some energy. Editions prior to 4e didn't need it, so if you don't like it get rid of it. You could also just get rid of HD entirely and not double their hp - the only impact would be to reduce the length of the adventuring day as your front line can't keep fighting as long and will need to take a long rest sooner. A complaint I've heard about 5e is that it is too easy. My characters are brutally efficient so I might just leave as is in this cas...

Tuesday, 3rd July, 2018

  • 08:20 PM - Satyrn quoted Jer in post 5e needs a Faiths and Avatars style book
    What isn't there are kinds of stats for the gods that gyor was talking about, nor how the mechanics of divinity work in 5th edition, nor updates on who is a greater god vs. lesser god vs. demigod vs. whathaveyou. Oh, true. The threads gone on for long enough that I've kinda lost the, uh, thread of the conversation and forgot that gyor would like that stuff, too.

Monday, 2nd July, 2018

  • 10:10 PM - Saelorn quoted Jer in post Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
    I'm still not quite sure on what problem Resonance is trying to solve though.In Pathfinder 1E, and supposedly in D&D 3E before it, healing wands trivialized any amount of HP damage (as long as you survived the fight). D&D had long been a game of resource management and attrition, which was inadvertently obviated through the combination of linear HP-growth with exponential wealth rewards. Resonance is specifically trying to fix that problem. If you use a cheap wand of Cure Light Wounds to try and heal a mid-level character, then they'll run out of Resonance before they're half-way back. In order to keep a mid-level character up and going, you'll need to use a (vastly more expensive) wand of Cure Serious Wounds.
  • 09:53 PM - mellored quoted Jer in post Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
    I'm still not quite sure on what problem Resonance is trying to solve though.It allows a DM to throw out hundreds of magical items or dump tons of gold, and not have to worry about overpowered characters. Have they previewed any encumbrance rules yet?I don't think so, but that's basicly just resonance with Str instead, and a lot easier to get around (horses, wagons, etc...)
  • 09:22 PM - Kurviak quoted Jer in post Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
    ... Have they previewed any encumbrance rules yet?) It's based on strength via encumbrance points. Just like Starfinder's encumbrance
  • 01:46 AM - aramis erak quoted Jer in post How big's the RPG market?
    Not really? That's how games work in general outside of the video game, miniature or collectable gaming spheres. If we sit down to play Settlers of Catan it's rare that everyone at the table owns a copy of Settler's of Catan. Generally only one or two of us own a copy, and we're only going to be playing with one of them anyway so it doesn't matter. The other 3 players at the table aren't "freeloaders" if they don't own their own copy of the game - they're necessary ingredients for me to get my enjoyment out of the one copy of the game that I've purchased. Likewise if I'm playing D&D with 4 other people at the table and I as the DM own a ton of books but only one of the others owns a Player's Handbook and the other 3 are using characters made with the Basic Rules, that doesn't make the other 3 "freeloaders" - it makes them necessary ingredients for me to get my enjoyment out of the one copy of the books that I've purchased. You can't play the game without other people after all. ...

Saturday, 30th June, 2018

  • 04:19 AM - Ancalagon quoted Jer in post What was the big difference between 4e and "essentials"?
    It was probably me over the in "essence of 4e" thread. Thank you for the reply! The encounter building math worked better than 3e (and I would argue than 5e) mostly by virtue of the fact that player resources were mostly per encounter instead of per day - modulo a daily power they would likely be hitting every encounter at basically full strength, so it was pretty easy to judge what the stats needed to be. Huh. That is a very interesting point. And really important I think. Of course this design would make encounter building easier (and also would require a rethink of the "short rest vs long rest classes" balance of 5e (which is a pet peeve of mine). So it looks like a huge plus. On the other hand, it makes smaller fights, random encounters etc less meaningful because if you easily defeat the 7 goblins but had to use 3 spells and lost 20 hp... well there was a cost to that little fight, it had meaning, it impact the rest of your day. Do these little fights have va...

Monday, 25th June, 2018

  • 07:35 PM - ehren37 quoted Jer in post Do you increase monster hit points?
    I tend to also add more creatures rather than more hp. More creatures give the bad guys more attacks/round which I find to be more balancing than just upping hp. I will sometimes add more hp AND more attacks to a creature, though. Mathematically its equivalent to adding more creatures into the mix but it's sometimes easier to manage a single creature with multiple attacks instead of multiple creatures with one or two attacks each, and sometimes it's more thematically appropriate. It also takes up less space, allowing for more mobile fights. Cramming 5 PC's, a henchman, and 12 enemy combatants in a dungeon and you have a very static encounter.

Friday, 22nd June, 2018

  • 11:02 PM - Tony Vargas quoted Jer in post What if there were no attacks of opportunity?
    For theater of the mind style, the game is better without OAs. With TotM, your life gets a little easier if the combat is 'static' - that is if melee types tend to engage and fight and not try to switch targets or run past eachother too much. You get a sort of de-facto 'front line' 'melee range' and everyone else can stand as far back from that as works for them. AoOs encintivize the static front line, FWIW, but you can also just put convenient choke points in most battles, or... You don't actually need AoO to play a sword-and-board protector type and keep the squishies safe. All you really need is a rule that says that if you want to stop someone from moving past you to get to someone behind you, you can force them to engage with you instead of whoever you're protecting. No free attacks, just a "if you want the little guy you're going to have to go through me" sort of rule. I suppose I shouldn't be surprised by this anymore, but: Hey, 13th Age already did that. It's called Inte...
  • 11:23 AM - Zander quoted Jer in post Origins Award Winners
    No. I used to think that too, but that's not the case. The members of the Academy of Adventure Gaming Arts and Design are the ones who have the vote on the actual Origins Awards. The Academy an honorary organization that is made up of some subset of GAMA members who can apply to get in and gain membership through some process that isn't publicly known (so very much like the Academy of Motion Picture Arts and Sciences and the way they handle the Oscars). You might imagine that being an Origins Award winner automatically qualifies you to be an Academy member or at least to have some say on future winners, but that doesn't seem to be the case. I won an Origins Award a few years ago and, as far as I know, no particular privileges flow from that. :.-(

Thursday, 21st June, 2018



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