View Profile: fanboy2000 - Morrus' Unofficial Tabletop RPG News
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About fanboy2000

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Date of Birth
October 25, 1976 (42)
About fanboy2000
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4e DM in San Jose
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San Jose, CA
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Male
Age Group:
31-40
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UghTheBarbarian
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Details of games currently playing and games being sought.

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San Jose
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California
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USA
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I run a 4e game on Saturdays. I also run an Encounters group.

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The Flash vs Arrow - in a league of their own Monday, 8th December, 2014 01:22 AM

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Wednesday, 28th October, 2015 05:35 AM
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Wednesday, 2nd June, 2004
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Town:
San Jose
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California
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USA
Game Details:
I run a 4e game on Saturdays. I also run an Encounters group.
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Monday, 8th December, 2014

  • 01:39 AM - Remathilis mentioned fanboy2000 in post Treasure Tables (or, how much gold DOES that goblin have?)
    Do you prefer a D&D game in which everything works smoothly like an MMO, and if a monster was X hard to kill, there is also more or less X amount of loot conveniently nearby when it dies? Or would you rather have a game in which that relationship was more like... well, the way it works in the Lord of the Rings books, or the Belgariad, or Curse of Chalion, or (insert favorite fantasy story)? That is to say, what you gain from a difficult monster encounter is XP, and whether you also find useful stuff depends on what the monster actually was. Neither. I want to know what the DMG said about it so I know how to tailor it to fit MY campaign vision. fanboy2000 gave me some good info as to what using the the tables as is looks like.

Wednesday, 6th August, 2014

  • 12:09 PM - Connorsrpg mentioned fanboy2000 in post Second Wind
    fanboy2000 Now worries. I did not mean to sound snarky at all. I thought you had made a relevant point about the name. It is just I don't see the same thing when I hear Second Wind. Yep, you get your breath back and dive back in. As pemerton stated, it can be ignoring those cuts etc. I am just uncomfortable with how it is written to be honest. As this thread has proven it can be interpreted differently by different people. A 1st level power that has the potential to be abused and is already on shaky ground (being the whole 'natural healing' slope) should really have been made very clear. To be honest, I still don't know how to read it or explain it to the newbies I will be running it with. Perhaps I should just play as beneficially as possible to give it a go (meaning totally against our usual gritty style where full heal ups have to be paid for and don't just happen). So, maybe, I will go with those that argue it can be used as often as the fighter likes (following each 1 hour rest of c...
  • 08:16 AM - Connorsrpg mentioned fanboy2000 in post Second Wind
    fanboy2000 Fair point, but now you are going with gimping a PC when you were on the 'look at its name before'? Nonetheless, I understand. My first timers won't know any better though ;). However, I have been thinking of a combo of ideas here. I might stick to my idea, BUT I I am thinking of letting a fighter use it during a fight as a reaction (as someone esle mentioned). Meaning you use it at the time of the hit and therefore kind of nullify some of the hit. ie "It wasn't as bad as it looked". So the wounds don't actually occur. Like Soaking Wounds in Savage Worlds. Then after combat, can only be used above 1/2 hp. :D
  • 07:07 AM - Connorsrpg mentioned fanboy2000 in post Second Wind
    Thanks fanboy2000 I am with you on mist things. My group DO NOT play to exploit rules generally, I just feel (and given the varying views here) that this power could be worded better/clearer. People are mentioning the 'intention' and even the feature's name, but that doesn't clear up the actual wording of it. I am playing this with a bunch of beginners very soon and I am not sure how I will answer any Q's on it. Perhaps there won't be any? But, if you go by its name, you 'could' go further and say, well, this is not representative of wounds closing. As written, it can do that too. I agree totally on the temp hps. Good observation and another reason I favour natural healing/shaking it off/etc to apply for those above 1/2 hps. I will not be using the temp hp option. :) I do have to disagree on the House Rule part though. I bet there will be heaps. In fact, I bet there will be several options already in the DMG. And clearly, (see the completely conflicting reading of the rule above) it does ...

Thursday, 31st July, 2014

  • 06:36 AM - Connorsrpg mentioned fanboy2000 in post Other PCs for the Starter Set?
    Thanks fanboy2000, but I am not that fussed about stats. I have plenty of those. I am really looking for PC WITH TIES TO THE BACKGROUND OF THE STARTER SET ADVENTURE. Anyway, I have used for of those that came with the SS and developed 5 of my own. Hopefully 9 total provides enough choice.

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Friday, 10th October, 2014

  • 11:35 PM - KarinsDad quoted fanboy2000 in post How We Beat the HD, HotDQ, Spoilers
    While they eventually won, when Cyanwrath got his turn, he dropped two PCs to 0 HP on his first turn. (Multiattack + action surge breath weapon is a awesome and terrible combination.) Doing that wasn't enough to overcome the advantage of surprise though and he went down. The best part of this is that they hadn't finished the capture a prisoner mission yet, so they captured Cyanwrath and I got to role-play him getting in questioned. It was lots of fun. Awesome. This is a lot more memorable than the encounter as designed.

Sunday, 5th October, 2014

  • 08:32 AM - Li Shenron quoted fanboy2000 in post When Monsters and NPCs take a Short Rest
    Up to all their HD as listed in their statblock, but can't go higher than the HP listed in the statblcok. Definitely this i.e. use the same rules as characters.
  • 02:42 AM - Grazzt quoted fanboy2000 in post When Monsters and NPCs take a Short Rest
    How many HD can they spend to heal? I see several likely answers: Zero, because monsters can't spend HD the way PCs can. Up to all their HD as listed in their statblock, but can't go higher than the HP listed in the statblcok. Up to all their HD as listed in their statblock, but can go higher than the HP listed in the statblock. Up to their CR in HD. What do you think? As DM, the monsters/NPCs heal as much as I decide they heal. They don't play by the same rules the PCs do (like they did in 3.x).

Saturday, 4th October, 2014

  • 11:58 PM - Uder quoted fanboy2000 in post When Monsters and NPCs take a Short Rest
    Up to all their HD as listed in their statblock, but can't go higher than the HP listed in the statblcok. I think I prefer this way, with the caveat that they can go up to their max hit points. The number listed in the MM is the average. IMO not all monsters should have average hit points unless all PCs do.
  • 10:06 PM - Paraxis quoted fanboy2000 in post When Monsters and NPCs take a Short Rest
    How many HD can they spend to heal? I see several likely answers: Zero, because monsters can't spend HD the way PCs can. This is the way I would handle it, npc's heal at whatever rate I want them to as a DM, I can't see wounded animals and townsfolk getting back full hp after a short or extended rest. Up to all their HD as listed in their statblock, but can't go higher than the HP listed in the statblcok. Sure this is a good by the book way to handle it, if you want consistency between npc's and pc's I can see this. Up to all their HD as listed in their statblock, but can go higher than the HP listed in the statblock. This makes no sense to me, the hp in the stat block is an average so you have a good starting point for the creatures max h.p, the npc's if allowed to heal should never go past what their max hp is. Up to their CR in HD. Again makes no sense to me, CR does not = level. What do you think? See above.

Saturday, 27th September, 2014

  • 10:09 PM - fjw70 quoted fanboy2000 in post Do magic missiles automatically hit
    I don't think it's poorly worded at all. First, the point of abilities like Assassinate is to give the PC a critical hit when they typically wouldn't. That includes Magic Missile. Second, given the ruckus over Magic Missile in 4e's Essentials, I think the designers of the game, and the writers of the PHB, knew how special the term 'hit' was and wrote the entry appropriately. I think they knew what they were doing when they used the word 'hit' in the spell description. Third, 2d4+1 per missile on those occasions when it's applicable isn't exactly game braking. To be poorly worded the outcome would not have to be unintentional, but game breaking. Poor wording doesn't have to have game breaking implications.

Friday, 26th September, 2014

  • 02:26 AM - doctorhook quoted fanboy2000 in post Do magic missiles automatically hit
    Disagree. The DM's job is to set the tone, setting, narrate the story, describe the world, whatever, and challenge the characters. It's the player's job to keep their character alive. (Though granted in the above situation there wasn't really a chance in Hell of that happening it doesn't sound like.)DM'ing is definitely an art, with a lot of room for judgement and subjectivity on the part of the DM in the context of his game group. That said, I definitely subscribe to a similar philosophy to your own. TL;DR: Me too. I was in the middle of making the following post, when I started thinking about it and looking for examples, when I realized in this edition it is wrong. It is better to say they automatically damage. Since there is no attack roll, they don't trigger things that say "on a hit". In 5e Magic Missiles do automatically "hit", this doesn't do much as there is very little other effects that could trigger on a spell hit that is not built into the spell. Two of the interesting ones ...
  • 01:28 AM - Tormyr quoted fanboy2000 in post Do magic missiles automatically hit
    I really like this idea of how wizard students learn. I don't know what reasoning was given for giving Wizard students a 1st level slot before they have access to cantrips. But I can see how, before you internalize a simple spell (or three) you have to learn how to cast slightly more powerful spell once. Learn magic missile first, then you can internalize Ray of Frost. It's like teaching C before you learn Python. I meant they had only 1 first level slot before all they had left were 2 cantrips (just so they were not completely useless for the rest of the encounter).
  • 01:16 AM - Tormyr quoted fanboy2000 in post Do magic missiles automatically hit
    Nope. I did leave a word out though. Should have read: I sincerely hope that was the third time those wizard's had done that. Wizards get two first level slots at first level, but can recover one slot after a short rest. If they'd cast three magic missile three times, they'd be reduced to cantrips for the rest day. That would make them easier to deal with. These were wizard students. They had 1 first level slot before cantrips. Our DM had warned us that someone was going to die that night. He then proceeded to kill all but 1 of the rest of the characters through repeated use of Fireball in a confined space. That character I rolled up with the Shield spell? I also gave him the Lucky feat.

Thursday, 25th September, 2014


Tuesday, 23rd September, 2014

  • 08:29 PM - Chest Rockwell quoted fanboy2000 in post 5th edition Monster Manual: I think the really nice art detracts from the mediocre functionality of the book.
    I'd argue that NPC creation is in the MM! Yep, now, Monsters/NPCs, there's a fine line.
  • 08:57 AM - Blackwarder quoted fanboy2000 in post 5th edition Monster Manual: I think the really nice art detracts from the mediocre functionality of the book.
    It's interesting to me that innate spellcasting is a variant for dragons. I think it's brilliant, it's an easy thing to use if you want to. Personaly I can't wait for the DMG for rules of adding character levels for monsters, I got an old criteria in one of my old campaign that is a black dragones sorcerer, can't wait to reintroduce it in my game. Warder
  • 08:56 AM - Sailor Moon quoted fanboy2000 in post 5th edition Monster Manual: I think the really nice art detracts from the mediocre functionality of the book.
    There's like two books out and you're complaining that you have to flip through them? Like how? The PHB is pretty much a complete game. Heck, it has it's own monster section for mounts, familiars, and shape changing druids. Also, monster creation most definitely belongs in the DMG.What are you talking about separate game? That makes no sense because there isn't another set of rules built in. The monster section in the PHB is mainly for PC's to use and while you can use it to supply the PC's with monsters to fight, the MM was designed more for that purpose. Flipping back and forth in a single book is irritating when some simple organization skills could have come into play. For a group that had years to get this stuff together, they sure as hell didn't ise that time as wisely as they could have.
  • 08:38 AM - Sailor Moon quoted fanboy2000 in post 5th edition Monster Manual: I think the really nice art detracts from the mediocre functionality of the book.
    Monsters by CR can be found on Wizard's Website. Making monsters will be in the DMG. The MM is mostly a catalog. I actually find this the most useful Monster Manual since the 3.5 MM, and in some ways, it's a great deal better. 64168 So now I have to go to thr website and download something they should have put in the book to start with. I think by the end of it the DMG is going to be about 5000 pages from every module and optional rule that everyone wants or speculates will be there. Putting monster creation in the DMG is just a waste of space. What is with Wizard's ADD approach to this whole thing? I mean they want you flipping through so many different books and sections, it's getting irritating. If the MM is just a catalog then it should have been named that instead of 'manual'.

Thursday, 18th September, 2014

  • 09:55 AM - BoldItalic quoted fanboy2000 in post If you're planning to run 5e, have you started a homebrew campaign?
    ... One thing I didn't expect was the number of people running campaigns based on the playtest. Since I skipped it, I was a little surprised by how many people have been playing a version of 5e for over a year now. That's really cool. Follow-up question for people who have been running playtest based campaigns: how has the release of the PHB affected your ongoing campaign? Have you house-ruled some of the changes from the playtest into your 5e game? In our case, we switched over completely to vanilla 5e playing rules when the Basic PDF dropped. The Rogue and Cleric adjusted their characters to 5e (it wasn't too difficult). Our Barbarian, Bard and Paladin kept with the final playtest version of their class features until we got the PHB but now they have converted theirs too. That was a bit more traumatic (for them) but we've played one session with the all new versions and it all made sense, although I could see that they were having to adjust their tactics a bit. Converting monster stats was ...

Wednesday, 17th September, 2014

  • 01:27 PM - Desdichado quoted fanboy2000 in post If you're planning to run 5e, have you started a homebrew campaign?
    We don't have a lot for homebrew DMs yet, but that didn't stop me from doing a homebrew one-shot a few weeks ago. Anyone start a homebrew campaign? While this is likely intentional, (and predictable, given that there's no MM or DMG out yet) I find the number of pre-fab adventures being ran very high right now. Homebrew is the only kind of game I run. Whether or not I actually ever end up running 5e or not is still an open question. Certainly I have no immediate plans to do so.

Tuesday, 16th September, 2014

  • 11:33 PM - lkj quoted fanboy2000 in post Kobold Preview
    I wouldn't. Adding class levels is, I think, unnecessary in monster & NPC design. It's much better, I think, to simply add those components to an NPC or monster the DM feels it should have. Let's say you want an Orc similar who's can fight with military melee weapons and cast spells. You could make him an Eldritch Knight from the PHB, but that's a lot of work and detail that's never going to matter. Rather, you could just given him a proficiency modifier with all weapons and an appropriate spell list. The nice thing about this approach is that the DM can choose whatever spells they feel is appropriate and are not bound by the Eldritch Knight's spell list. Also, I don't think the 5e designers want a repeat of the 3.x era Monster Manuals. You know, where the monster building rules were so complex that each time a MM came out there was, almost immediately a review that listed all it's nitpicky mistakes. (See this review by John Cooper for an example of what I'm talking about.) No one want...
  • 11:12 PM - Sacrosanct quoted fanboy2000 in post Kobold Preview
    I wouldn't. Adding class levels is, I think, unnecessary in monster & NPC design. . IMO, I don't think it's necessary either. Especially with how feats work. So much simpler to add a couple feats rather than walk through the structure of a defined class. Or alternatively, just add some features of a class rather than the whole thing. For example, if I wanted to an orc battlemaster, I might just give him fighter battlemaster maneuvers and be good.
  • 10:48 PM - lkj quoted fanboy2000 in post Kobold Preview
    No class levels, but the MM (and DMBR) have a section for NPCs like Berserker, Cultist, Guard, Knight, etc... You can add racial trait to make them more like whatever. So, for a Kobold Shaman, I'd use Acolyte and give it Pack Tactics. Which is pretty nice when you consider that the Acolyte is casting spells. Yep, yep. No class levels so far. But I'd be very surprised not to see rules for adding class levels to monsters in the DMG. AD


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