View Profile: Quickleaf - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
Tab Content
  • Quickleaf's Avatar
    Thursday, 12th July, 2018, 08:45 AM
    I found the DMG chase rules boring and just barely useable. Instead, I adapted the rules at https://geek-related.com/2009/12/13/life-in-the-big-city-chase-rules/ along with my own, which I put into Beast of Graenseskov. The key principle is: the players should get to decide how much risk they take on & their choices should be meaningful.
    14 replies | 458 view(s)
    2 XP
  • Quickleaf's Avatar
    Thursday, 12th July, 2018, 08:42 AM
    "Knowledge checks" are a nebulous area of the game that DMs handle in a variety of ways. IME players often lean on them as a crutch to passively gain as much info as possible with minimal investment. It's up to the DM to help guide players away from that habit. In this case, I would have the dwarven merchant mention glimpsing a fearsome creature that reminded him a bit of the guttar (cave...
    29 replies | 675 view(s)
    1 XP
  • Imaculata's Avatar
    Thursday, 12th July, 2018, 08:09 AM
    That is entirely up to you. How well is the NPC able to describe the creature, and is that enough for the players to know what creature he is talking about? Depending on how long the players study the area, I would start by telling them the school of magic, and the level of the spell used. I don't think zombies look any different from corpses. They are walking corpses after all.
    29 replies | 675 view(s)
    0 XP
  • Quickleaf's Avatar
    Wednesday, 11th July, 2018, 06:34 PM
    There is a tabaxi PC & two tabaxi NPC guides, who the death knight Ras T'fima might see as belonging to the marginalized group. I'm contemplating him having a quest to give the PCs in exchange for letting them keep some treasure: rid the ruined city of loot-seeking mercenaries (Flaming Fist). Very interesting twist! Even though he has endured over 100 years of undead vigilance cut off...
    10 replies | 498 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 11th July, 2018, 02:58 PM
    I think the highest I've ever used was a CR 16 Frostwind Virago, or a homebrew CR 16 Chaukeedaar (6-armed animated stone statue).
    29 replies | 901 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 11th July, 2018, 12:49 PM
    Gender only plays a role in my setting in regards to flavor and world building. How one culture views the role of the sexes may differ from another. For example, I have a culture of pirates in my homebrew setting that worships women as gods (-or being in close connection to the gods). This means female characters are treated very differently by this culture, and it also means that male...
    16 replies | 487 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 9th July, 2018, 10:54 AM
    Hey, no love for the Frostwind Virago?
    191 replies | 3075 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 9th July, 2018, 09:59 AM
    I always pronounce it as 'elves'
    165 replies | 22433 view(s)
    0 XP
  • Quickleaf's Avatar
    Saturday, 7th July, 2018, 10:21 PM
    Model railroad trees (I’ve mounted these on card stock and reinforced / textured with modeling paste, simulated vines with old electronics wiring, painted & flocked) Woodland Scenics Aquarium supply stores (look for deals & multi-purpose pieces as they can be pricey and take up space) Dollar toy stores (usually Asian made and Asian-run, but sometimes you’ll find them in weird places,...
    17 replies | 584 view(s)
    1 XP
  • Imaculata's Avatar
    Saturday, 7th July, 2018, 09:30 PM
    I think you're looking at this the wrong way. Maybe she never loses a fight because of her alcoholism, but in JJ it's not really about that. It's about a superhero who is a failure in every day life. And her alcoholism sure as heck ruins everything around her in her every day life. It is both a symptom and a cause of her self destructive behavior. The reason her 'attitude' and drinking is...
    33 replies | 874 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 5th July, 2018, 09:51 AM
    I think we accept Jessica, because her contempt for everything around her is entertaining. I don't think it has anything to do with alcoholism being normalized.
    33 replies | 874 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 5th July, 2018, 08:12 AM
    Anthem wasn't really on my radar to be honest. Nothing I've seen of it appeals to me. Had I been interested in it though, the fact that EA is behind it would not factor into my purchase decision. The inclusion of loot boxes and similar slimy business practices, would immediately deter me from buying it though. But since none have been announced for Anthem so far, the OP seems to be jumping the...
    54 replies | 1608 view(s)
    0 XP
  • Quickleaf's Avatar
    Thursday, 5th July, 2018, 07:51 AM
    I put together a session log for our first 7 sessions of ToA. Maybe it will help other DMs trying to make the adventure their own or contemplating running a ToA game.
    367 replies | 90972 view(s)
    1 XP
  • Imaculata's Avatar
    Wednesday, 4th July, 2018, 04:29 PM
    Season 1 had the same problem, as did the 2nd season of Jessica Jones.
    33 replies | 874 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 4th July, 2018, 11:55 AM
    My players very recently encountered an enchanted kitchen where all the food was animated, and shouted alarm. One of the players took a talking Cauliflower with him, which he'll now throw randomly at enemies to distract and confuse them.
    14 replies | 3240 view(s)
    0 XP
  • Quickleaf's Avatar
    Wednesday, 4th July, 2018, 06:58 AM
    In my home game (Tomb of Annihilation), the 4th level PCs are about to face a death knight named Ras T'fima. We ended on a cliffhanger with the death knight coming out of mists along with 2 ghouls after the PCs took treasures & books from a library "thou shalt not steal from" which the death knight watches over. In a bit of narrative flourish, I had him appear in mists intermittently, then peel...
    10 replies | 498 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 3rd July, 2018, 04:17 PM
    That depends entirely on what's at stake. If the lives of the PC's are on the line, then not being able to die indeed undermines those stakes. But if something else entirely is at stake (which the players are fighting for), it is a whole different matter.
    157 replies | 4725 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 3rd July, 2018, 04:09 PM
    Death may not even be the point of the battle, depending on what the reason for the battle is. Not all battles have death as their only goal. Some battles are about repelling an invasion, conquering something of value, or protecting something of value.
    157 replies | 4725 view(s)
    1 XP
  • Imaculata's Avatar
    Tuesday, 3rd July, 2018, 12:13 PM
    My current 3.5 pirate campaign has a certain amount of grit to it. I describe wounds in detail, the players track all their resources, and weather plays a very important role. When the players find themselves at sea during a storm, things get scary. I describe the effects of the weather on their ship and their characters in detail. And then once they venture into icy regions, they have all the...
    51 replies | 1746 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 3rd July, 2018, 11:49 AM
    Eh.... no.... I don't think I've ever complained that a class was overpowered.
    21 replies | 1089 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 3rd July, 2018, 09:27 AM
    I've never been a fan of material components. They are such a hassle to keep track of.
    21 replies | 1089 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 3rd July, 2018, 09:12 AM
    The party was going into the catacombs underneath a local church. As a player, he knew that this just spells out "UNDEAD!!!!", but his character had no reason to presume the catacombs would have undead in them. Which is why I said to him: "Bring what ever spells 'you' want to bring. Maybe you're right, or maybe you're wrong. It doesn't matter. But there is no need to handicap yourself because...
    407 replies | 8420 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 3rd July, 2018, 08:55 AM
    Completely agree. I once gave my players full exp for overcoming an encounter with a bunch of giant crabs in a non-violent way. I even gave them bonus exp, because their solution was really clever (the Druid shape-shifted into a crab to bypass the monsters :D ). ^ This is perhaps even more important. When players take extra effort to play out their character flaws, it should be rewarded. ...
    407 replies | 8420 view(s)
    2 XP
  • Imaculata's Avatar
    Monday, 2nd July, 2018, 02:19 PM
    I ran a session with a big battle not so long ago, where death certainly wasn't the main focus of the combat. -The players had to stop an enemy invasion -The players had to keep two large gates closed, to prevent reinforcements -The players had to stop the enemies from opening the previously mentioned gates. The threat of death was minor, in comparison to the threat of losing an important...
    157 replies | 4725 view(s)
    1 XP
  • Imaculata's Avatar
    Monday, 2nd July, 2018, 02:09 PM
    In my campaign, everyone goes to the god of death, unless they die at sea. You don't have to believe in him, and you don't have to share his alignment. He will be waiting patiently, to judge your sins.
    48 replies | 3437 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 2nd July, 2018, 02:06 PM
    I was very disappointed with the first season. It started off pretty good, but then halfway through the first season one of the more interesting characters dies, and then it still has half a season to fill. Also, it kind of undermines the suspense that the main character is pretty much invulnerable. Even when the hero does get hit by the one thing he is supposed to be vulnerable to, we see him...
    33 replies | 874 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 2nd July, 2018, 08:35 AM
    I've never been bothered with meta-game concepts in the game design of any game, or with meta gaming in general. I guess it is a sliding scale, but most of the time I don't mind my players thinking as gamers. There's nothing wrong with approaching the game like a game. Whether that means using game rules that have no real in-game explanation, or thinking about the game strategically (instead of...
    407 replies | 8420 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 29th June, 2018, 04:08 PM
    This reminds me of two sessions ago, when my players used the lenses on top of a tower to create a powerful laser, and then used it to banish the ghost pirate captain at the start of the big battle. It was awesome. Sometimes the players will surprise you, and it is perfectly fine to give them their victory. Just be ready to have your villain die on the spot when this happens. Don't build your...
    43 replies | 1243 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 29th June, 2018, 12:21 PM
    But wouldn't it make more sense to do the exact opposite? To have a learning curve, by starting easy (with a safety net between levels 1-3), and slowly increasing the change of death? After all, the higher level the players are, the more HP they have, and the more abilities they have to prevent death. Isn't that why monsters with insta-kill deathrays are of a high challenge rating?
    293 replies | 6624 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 29th June, 2018, 09:13 AM
    Indeed. Much like with the villains and npc's, I try not to hang the entire campaign on any one particular player-character.
    79 replies | 1938 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 29th June, 2018, 08:43 AM
    So, it seems like you saying that the chance of permanent death should decrease as the players rise in level, rather than increase? Or am I misunderstanding?
    293 replies | 6624 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 29th June, 2018, 08:09 AM
    I think the meanest thing I ever did as a DM was this: I had an npc ghost-pirate hold a cutlass against the throat of some poor damsel, and threaten to slit her throat if the players came any closer. One of the players wanted to use a wand with a disarm spell, to disarm the pirate before he could kill her. So I said: "You and the ghost-pirate both roll for initiative. If the ghost-pirate goes...
    293 replies | 6624 view(s)
    2 XP
  • Imaculata's Avatar
    Friday, 29th June, 2018, 07:54 AM
    This is an excellent point. The trick is to have varied content so that your game connects with all players, and these mini-plots can possibly all connect to the same over arching plot. But as you say, some may also be completely separate adventures. My players once decided to just explore an island, and see what they could find. This lead them to a dungeon (which was a random encounter). It...
    79 replies | 1938 view(s)
    2 XP
  • Imaculata's Avatar
    Thursday, 28th June, 2018, 09:43 PM
    A player in a campaign I'm in had her character's fear of heights spoiled by both another player and the DM. A bit of a shame. Could have gotten a lot of cool role playing out of it if they'd kept their mouth shut. :/
    7 replies | 313 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 28th June, 2018, 03:01 PM
    Interesting, I'm not familiar with this game. But they have a pretty unique dice system.
    2 replies | 248 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 28th June, 2018, 02:20 PM
    No, CR's exist for a reason. You should always consider whether a monster is a fair fight for your players. You wouldn't throw a monster at the players that they have no way of beating, for example. So I applaud the OP's approach to use a monster that is 1CR above the level of the party. That seems completely reasonable, considering they will probably gang up on the beast. Yes,...
    22 replies | 818 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 28th June, 2018, 08:13 AM
    I think now that my players are high level (and approaching epic level), that the likelihood of a death of a character is going to increase. The training wheels have been off for quite a while now, and the opposition is only going to get tougher. Not just in raw numbers, but also in strategy. The players will eventually need to make a couple of difficult strategic decisions, that may be a matter...
    293 replies | 6624 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 27th June, 2018, 02:03 PM
    Doesn't 3e have the withdraw action?
    293 replies | 6624 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 27th June, 2018, 01:27 PM
    Indeed. There was a chapter in the DMG that covered story-based xp awards, which I guess also covers non-combat encounters. But unlike with combat encounters, 3.5 didn't provide an xp table for the non-combat ones. The text in that chapter is lengthy, very open to interpretation, and mostly amounts to a few suggestions. Although our group always uses this rule, I can't remember if it was...
    79 replies | 1938 view(s)
    1 XP
  • Imaculata's Avatar
    Wednesday, 27th June, 2018, 10:20 AM
    But surely you have a reason in mind why the goblins and kobolds are warring over territory? This is what I mean with story. There usually is some sort of a plot, be it very simple, or very clever. To me storytelling involves not only coming up with the conflict (goblins and kobolds warring over territory), but also the reason for that conflict, and various possible scenarios that could...
    293 replies | 6624 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 27th June, 2018, 10:09 AM
    One of my main focuses is exploration. I tend to over-prepare, so that if the players run off in a random direction, I know what is there. I have dozens of random encounter tables specifically for this purpose, and I'll usually find a way to tie some of these encounters into the overall narrative. To the players this makes it seem like their discoveries are all pieces of one gigantic puzzle, even...
    293 replies | 6624 view(s)
    1 XP
  • Imaculata's Avatar
    Tuesday, 26th June, 2018, 01:43 PM
    Frankly I think DM's ARE storytellers. But I don't consider my players 'puppets'. I think a DM can (and probably should) have a story in mind, without it immediately being a railroad campaign. For example, I'm currently preparing a session for my 3.5 pirate campaign that DOES involve a story, a dungeon, various side quests, and a main quest. I plan to spread out various plot hooks over the...
    293 replies | 6624 view(s)
    2 XP
  • Imaculata's Avatar
    Tuesday, 26th June, 2018, 11:53 AM
    I've often pondered about a visual solution to this problem. I think Excel might not be the best tool for this. A much better tool, would be one that can visually show you the narrative connections between various characters, factions, events and locations. But I'm not sure if such a tool exists (yet). I'm reminded of the first Fatal Frame video game (for PS2), which had a pretty cool feature...
    16 replies | 571 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 26th June, 2018, 11:32 AM
    Non-evil, but anything else goes. I just don't want violent psychopath characters that derail the entire game. Absolutely not. They are allowed to break the law. Absolutely not, but they are expected to work as a team. This doesn't mean that they can't pursue their own goals, or split the party. But it's not every man for himself either.
    293 replies | 6624 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 26th June, 2018, 09:49 AM
    In 3.5, at first level almost any monster can easily kill the party. But once you are of any higher level, it stops being an issue.
    79 replies | 1938 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 26th June, 2018, 09:37 AM
    I think both are bad choices. I would use a session 0 to establish my expectations as a DM of the group: -What kind of behavior I expect of them (don't be a chaos agent) -What theme and style the campaign will be in, and thus what sort of characters would fit that -That I expect them to work together as a group -That they are expected to play as 'the heroes', and not go on a random killing...
    293 replies | 6624 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 26th June, 2018, 09:27 AM
    On occasion I have increased the hit points of a boss monster at the start of combat, because I had misjudged the damage output of the players. But I prefer to add reinforcements instead.
    40 replies | 1495 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 26th June, 2018, 08:04 AM
    I don't think I agree with that. The game is all about choice. This includes smart choices and dumb choices. I don't believe in such harsh punishment for a mistake, even if it was based on meta-gaming. Should a dumb choice result in instant death, when the players are high level? Maybe, but preferably not. Should a dumb choice result in instant death, when the players are low level?...
    293 replies | 6624 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 25th June, 2018, 04:15 PM
    I think it would be (more) fair to say that one of the risks of saving your players too often with fudging, is that it 'could' undermine the suspense in the game. If you always save your players, then they may not feel like their characters can die. But this all depends on how you fudge, how often you do it, and your players. I think we can learn a lesson or two from Game of Thrones in this...
    157 replies | 4725 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 25th June, 2018, 08:28 AM
    Usually when I set up an encounter that is deliberately 'too tough', I will foreshadow the difficulty clearly, or set up the encounter in such a way that retreat is easy. I might have the opponent first kill off an npc, to foreshadow its attacks. For example, I had a crocodile first eat an npc prisoner, before it turned on my level 1 players. This informed the players that the crocodile could...
    293 replies | 6624 view(s)
    1 XP
  • Imaculata's Avatar
    Monday, 25th June, 2018, 07:49 AM
    I managed to scare my players very recently just by saying they could hear ghostly whispers from behind a door. They never actually opened the door to see what was in that room, but I guess my description was effective.
    157 replies | 4725 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 22nd June, 2018, 10:37 AM
    He got better! :D 3.5 That is not my experience. If a combat encounter's CR is equal to the average party of the player, they'll be alright. A character only dies if their health drops below -10 HP, which takes a while.
    79 replies | 1938 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 22nd June, 2018, 09:12 AM
    And don't forget to tell your players to sit right back.
    14 replies | 368 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 22nd June, 2018, 08:29 AM
    True, but its also not a very flexible system. With a skill point system, you can create challenges where specialization in a skill matters. I think this is silly. I've never heard of a DM having any trouble deciding what kind of skill check a player should make. I play 3.5 a lot, and I just ask my players for a jump check whenever they need to make a jump. If it's a normal jump, then...
    61 replies | 1873 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 22nd June, 2018, 08:13 AM
    In my campaigns I have only once had a player death occur, but it is never unexpected, or unfair. Most of my campaigns start with all of the PC's at level 1. During the early levels, all encounters are fairly balanced, so that deaths are just not going to happen. But with each milestone, I increase the difficulty. Once the players surpass level 10, they can expect to face encounters that have...
    79 replies | 1938 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 22nd June, 2018, 07:55 AM
    I see a lot of people suggesting that you should wreck the ship. Don't! A ship is a fantastic story vehicle that can last many campaigns. And even if none of the PC's have sailing experience, that doesn't mean that they can't get that experience through various adventures. Maybe an npc captain mentors one of the PC's, or maybe you award the players with more sailing skill as a result of...
    14 replies | 368 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 22nd June, 2018, 07:52 AM
    Also, watch the movie Dragon Slayer for inspiration. ;)
    23 replies | 745 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 21st June, 2018, 02:19 PM
    I'm not sure if you're aiming for a very short adventure, or for something that could possibly span multiple sessions. But what I usually do is give my players various rumors of interesting locations that they can sail to. I then leave it up to them where to go next. They usually inform me at the end of the session where they want to go next, so that I know what to prepare. Once they reach...
    14 replies | 368 view(s)
    1 XP
  • Imaculata's Avatar
    Thursday, 21st June, 2018, 01:18 PM
    Paladins can wear heavy armor, wield pretty good weapons, deal pretty good damage (especially with smites), and are self sufficient thanks to having pretty potent healing. Add a couple of minor spells into the mix, and their immunity to disease at higher levels, and you have a pretty strong class that can solo a lot of opponents. Oh, and then there are the auras that boost your party.
    154 replies | 22471 view(s)
    1 XP
  • Imaculata's Avatar
    Thursday, 21st June, 2018, 11:39 AM
    Dragon Age Origins is basically Baldurs Gate in disguise, and in a different setting. It plays very similarly too, with the option to pause the action as you hand commands to your party. They even throw in references to Baldursgate 2!
    7 replies | 344 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 21st June, 2018, 09:21 AM
    On very rare occasions have I had very vivid dreams that made for excellent campaign material. I still use some of those ideas for campaigns and game designs that I'm working on to this day.
    29 replies | 871 view(s)
    1 XP
  • Imaculata's Avatar
    Thursday, 21st June, 2018, 09:19 AM
    I would have the campaign revolve around something other than fighting this massive beast directly. Have the players go on a quest to secure a powerful siege weapon to defend a city that is under near constant siege by the beast. Have a wizard ask them to gather dragon scales from the creature's lair when it is away, so that he can start creating armors for the city's soldiers. Then spring a...
    23 replies | 745 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 21st June, 2018, 08:14 AM
    When I ran my Call of Cthulhu campaign, a lot of the plot revolved around the players figuring out how time travel worked in the campaign. First it manifested itself as a series of bizarre and spooky events. But eventually they came to understand the phenomenon, and started testing the rules, which uncovered even more spooky things in the process.
    48 replies | 1232 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 21st June, 2018, 08:02 AM
    I think it is harder, but I think that is mostly due to character sheets usually having an entry for the damage. For example, the character sheet will have a space for your equipped weapon that reads: 1d8+1 damage. So you know you need to roll a D8. I suppose you could also list the dice needed for the check above the skill check, but that raises the question, why make it different in the...
    61 replies | 1873 view(s)
    1 XP
  • Quickleaf's Avatar
    Thursday, 21st June, 2018, 06:34 AM
    Quickleaf replied to Elvish City
    Maps: http://www.drivethrurpg.com/product/221126/Tree-Town-Elf-City http://www.drivethrurpg.com/product/165952/Elf-Village http://www.drivethrurpg.com/product/146895/Heroic-Maps--Giant-Maps-Agaricath-Drow-City
    11 replies | 535 view(s)
    1 XP
  • Quickleaf's Avatar
    Thursday, 21st June, 2018, 06:22 AM
    Karsten Crump Based on your red dragon hatchling stat block, I'm assuming your party is comprised of low-level PCs. What I've done in a similar scenario is treated the dragon as not so much a monster, and more as an event steering the adventure. For example, a red dragon attacks a fortified old town/freehold with labyrinthine streets built atop one another and several marginalized classes of...
    23 replies | 745 view(s)
    1 XP
  • Imaculata's Avatar
    Wednesday, 20th June, 2018, 04:25 PM
    I think that still leads to the same problem of players not knowing what dice (and how many dice) to roll. Consistent results are already covered by what ever bonus the players have on their check, are they not? Although I do not play 5th edition, they sure had the right idea by also merging some of the bonuses into either advantage or disadvantage. The more you can unify the rules into one...
    61 replies | 1873 view(s)
    1 XP
  • Imaculata's Avatar
    Wednesday, 20th June, 2018, 01:23 PM
    I think the general gameplay idea in CoC is also similar (and not just the Sanity system). Call of Cthulhu will often have choices where character death is highly likely, and the players have to make a difficult choice whether the reward is worth the risks. In Call of Cthulhu, much like Dread, defeat is ultimately pretty much guaranteed. Your character will probably die horribly, or go insane. ...
    157 replies | 4725 view(s)
    1 XP
  • Imaculata's Avatar
    Wednesday, 20th June, 2018, 07:54 AM
    I find it strange that it IS so common. One of the biggest problems for new players, is knowing what die to roll. It is probably the most common question at the table from new players: "What do I roll?". So in that context, mixed mechanics are really bad game design. This might not be apparent to anyone that already knows the rules. But play any game that has A LOT of mixed mechanics, and you...
    61 replies | 1873 view(s)
    3 XP
  • Imaculata's Avatar
    Tuesday, 19th June, 2018, 04:00 PM
    I think there are better ways to deal with cheating players. Like, any other way would be better.
    61 replies | 1873 view(s)
    3 XP
  • Imaculata's Avatar
    Tuesday, 19th June, 2018, 02:25 PM
    There's two magic items that have featured prominently in my current campaign: The ring of the ram: The perfect item to hilariously punch the big bad into the lava, again and again... and again... and yet again! Classic! The jar of magical fortune cookies: This custom magic item contains a limited supply of fortune cookies, that provide the players with a cryptic clue or advise for their...
    27 replies | 1189 view(s)
    1 XP
  • Imaculata's Avatar
    Tuesday, 19th June, 2018, 02:06 PM
    Great work. My only critique would be to replace that photograph of a tiger with artwork of a tiger instead, so that all the tokens are drawn. But fantastic job. These tokens are excellent replacement of miniatures, and cheaper to make too.
    11 replies | 7287 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 19th June, 2018, 12:11 PM
    Call of Cthulhu is fantastic, but if you intend to run your own story, it will take a lot of preparation.
    4 replies | 212 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 19th June, 2018, 10:15 AM
    Have the mimics replace some of the buildings during the night with mimic-buildings. :D
    14 replies | 301 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 19th June, 2018, 08:03 AM
    Sources of inspiration I have three main sources of inspiration: I have a muse who came up with the world in which the current campaign takes place, and I incorporate her ideas into the main narrative. We often have very lengthy discussions about this fictional world, and what future political developments are likely, while also expanding the lore together. Another source of inspiration is...
    29 replies | 871 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 19th June, 2018, 07:50 AM
    In my opinion unified mechanics are superior by far to varied mechanics in both D&D and any other game for that matter. Nothing gets under my skin more than inconsistent rules. I posted a review a while ago of a boardgame called Lobotomy, which had different rules for everything! Every ability-check had a different rule! It was a mess. It was impossible to play the game without constantly looking...
    61 replies | 1873 view(s)
    3 XP
  • Imaculata's Avatar
    Monday, 18th June, 2018, 03:09 PM
    Asmodeus 20 Baalzebul 20 Baphomet 20 Demogorgon 20 Dispater 20 Fierna 20 Fraz-Urb'Luu 16 Geyron 20 Glasya 20 Graz'zt 21
    409 replies | 8138 view(s)
    0 XP
No More Results
About Quickleaf

Basic Information

Age
37
About Quickleaf
Introduction:
Hawaii, Honolulu, D&D
About Me:
I'm pursuing a doctoral in architecture at the University of Hawaii, and I have a fascination with bamboo. Work in the design field specing green materials, but one day would like to start my own firm. Originally from San Diego. Began playing D&D in Boston when I was 8. Did my undergraduate at University of Colorado, Boulder, in international affairs & hydrology. Lived in north and east bay San Francisco. 4th generation Italian, plan on learning the language and visiting Italy some day, may even get dual-citizenship! If you visit the islands, feel free to PM me :) Aloha
Location:
Honolulu, HI
Disable sharing sidebar?:
No
Sex:
Male
Age Group:
31-40
My Game Details

Details of games currently playing and games being sought.

Town:
Manoa
State:
Hawaii
Country:
USA
Game Details:
I was part of a great gaming group, but several folks have moved off the island and scheduling has been really difficult recently. While I've mainly played D&D, I wouldn't mind trying other games, and would *love* to run a Star Wars Saga Edition game for a good group. I have feelers out on Honolulu RPG meetup and HawaiiGamers.net about setting up a SWSE game.

Signature


Statistics


Total Posts
Total Posts
8,279
Posts Per Day
1.61
Last Post
Chase Rules and Suggestions Thursday, 12th July, 2018 08:45 AM

Currency

Gold Pieces
163
General Information
Last Activity
Today 03:06 AM
Join Date
Saturday, 12th June, 2004
Product Reviews & Ratings
Reviews Written
5

14 Friends

  1. Arctic Wolf Arctic Wolf is offline

    Member

    Arctic Wolf
  2. Baldguy33 Baldguy33 is offline

    Member

    Baldguy33
  3. CanadienneBacon CanadienneBacon is offline

    Member

    CanadienneBacon
  4. DestinyInTime0208
  5. Evil_DM Evil_DM is offline

    Member

    Evil_DM
  6. ignuspyre ignuspyre is offline

    Member

    ignuspyre
  7. Imaculata Imaculata is offline

    Member

    Imaculata
  8. Mark CMG Mark CMG is offline

    Member

    Mark CMG
  9. MessiahMushroom MessiahMushroom is offline

    Member

    MessiahMushroom
  10. Nemesis Destiny Nemesis Destiny is offline

    Member

    Nemesis Destiny
  11. Pentius Pentius is offline

    Member

    Pentius
  12. Queenie Queenie is offline

    Queen of Everything

    • Send a message via MSN to Queenie
    • Send a message via AIM to Queenie
    • Send a message via Yahoo to Queenie
    Queenie
  13. The Shadow The Shadow is offline

    Member

    • Send a message via AIM to The Shadow
    The Shadow
  14. UHF UHF is offline

    Member

    UHF
Showing Friends 1 to 14 of 14
My Game Details
Town:
Manoa
State:
Hawaii
Country:
USA
Game Details:
I was part of a great gaming group, but several folks have moved off the island and scheduling has been really difficult recently. While I've mainly played D&D, I wouldn't mind trying other games, and would *love* to run a Star Wars Saga Edition game for a good group. I have feelers out on Honolulu RPG meetup and HawaiiGamers.net about setting up a SWSE game.

Saturday, 14th July, 2018


Thursday, 12th July, 2018


Wednesday, 11th July, 2018


Monday, 9th July, 2018


Sunday, 8th July, 2018


Saturday, 7th July, 2018


Friday, 6th July, 2018


Thursday, 5th July, 2018


Monday, 2nd July, 2018


Thursday, 21st June, 2018


Page 1 of 21 1234567891011 ... LastLast

Thursday, 12th July, 2018

  • 02:55 PM - DEFCON 1 mentioned Quickleaf in post [5e] Newbie DM Questions about Information Given
    On the Detect Magic front... Quickleaf is right that the standard results of the spell are to give the player the school of magic. Which is a perfectly resonable way to play it. For me personally... I don't give that result when someone casts Detect Magic for a number of reasons. First, because I find it to be a waste of game time for me to have to pull out the Player's Handbook to look up the school in the spell section every time it occurs. Second, because many situations (like your hag/pixie thing) have no obvious spell equivalency, so there's nothing to "look up" anyway, so what kind of school of magic are you going to just make up for it? And most importantly, third... I find the schools of magic to be one of the least useful bits of information to give a player. It means almost nothing. Most players have never concerned themselves to learn what the eight schools are, even more probably couldn't name what spells go into what schools anyway, and the effects you can find in each school are so varied (between ...

Sunday, 3rd June, 2018


Saturday, 12th May, 2018


Friday, 11th May, 2018

  • 10:06 PM - Nebulous mentioned Quickleaf in post Ring of Winter in Play
    Quickleaf, I'd be very interested in seeing your DM Guild stuff if it goes up. I like your ideas. I had not thought much about tying the Ring of Winter into the storyline. I kind of liked it as a completely unrelated subplot, but having it possess a deeper meaning is interesting too. I must have read through the Ring's statblock far too quickly, I did not even know it was Chaotic Evil. Bad DM :(

Thursday, 19th April, 2018

  • 12:03 AM - Oofta mentioned Quickleaf in post Advice on Buildilng Drow Prison Break
    I like the idea of trying to get someone else to lead the attack, at least as a distraction. The whole session could revolve around finding someone that might assist, doing a favor in return for a favor, etc. I don't know what the politics are in your city, but there's always one house trying to get the upper hand over another house in most drow campaigns. There's probably an "underground" as well. Did the barbarian's backstory give any info on how he escaped? Perhaps someone who aided him in the past could be of assistance again. As Quickleaf mentioned, the actual prison would probably not be in the center of the city. But that may mean that the prisoners need to be shuttled back and forth if the patron wanted to have a "special session" with her property. So the next session could pick up with the group ambushing the prisoner transport, the barbarian and wizard in chains being marched to their doom.

Sunday, 1st April, 2018

  • 02:15 PM - CapnZapp mentioned Quickleaf in post [ToA] The many and fabulous bazaars of Port Nyanzaru
    Special sneak peek on two of the Hall of Gold items from upcoming page 19, only for Quickleaf ! Actually, given today's date, they're especially appropriate :) Oil of Wealth 7500 sp 5000 sp Can be applied to any slashing weapon, giving it a golden sheen. During 10 minutes, any blood shed by your foes while Waukeen smiles upon you is converted to gold (each point of damage inflicted by the weapon yields 1 gp) that can be collected. Golden Pantaloons 10000 sp Woven from threads of shining gold and sewn with skill surpassing all known craft, these Golden Pantaloons transcend mere clothing. They are like the raiment worn by gods, and only dreamed of by mortals. The wearer gains advantage on Charisma (Persuasion) checks against wealthy creatures. PS. I didn't know any of your lore tidbits. DS.

Thursday, 22nd March, 2018

  • 11:46 PM - hawkeyefan mentioned Quickleaf in post "Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?"
    Quickleaf I agree that ToA has a ton of material. There are dozens of NPCs with motivations and agendas. It’s too much for most DMs, I think, even experienced ones. New DMs would have a hard time with all of it. I’ve ditched a fair amount of what’s in the book and focused on the NPCs and stories that I think my players will most enjoy. I’ve also added some elements from our ongoing campaign. I would expect most DMs will do something similar...just not worry about a lot of the ancillary material in the book.

Saturday, 17th March, 2018

  • 06:35 PM - Kinematics mentioned Quickleaf in post How do we fix the Sorcerer?
    +1 to all of that stuff that Quickleaf said. When I chose to play a Sorcerer, it was because of the flavor text. That's the character I wanted to play. I then went digging into the mechanics as I built the character, and found that I was constantly struggling to wrestle what was provided into something even remotely like what I wanted. The typical solutions were considered — bonus spells (which I got the DM to allow), changes to how metamagic was gained, some extra ribbon flavor (again, allowed by DM), etc — but I'll admit that I've gotten trapped in the web of trying to 'fix' the current sorcerer, rather than rethinking the class as a whole, to build something that actually matches the intent as described (partly because building a class from scratch is hard to do). I got interested in the Mystic implementation because it moves in the direction I was considering, in how spells are grouped and handled, similar to the spell chains idea Blue had. I'd join (or maybe make) a thread for brainstorming a completely f...

Monday, 12th March, 2018

  • 10:21 PM - Mercurius mentioned Quickleaf in post Do We Still Need "Oriental Adventures"?
    I am waiting for a campaign setting for D&D 5e that reflects the mood of the 1001 nights much better than Al-Qadim did. For example I would like to see the Tales of the Caliphate Nights for D&D 5e. http://www.drivethrurpg.com/product/20418/Tales-of-the-Caliphate-Nights--True-20 Ask Quickleaf, the author of that book. Maybe he has a 5E conversion in the works.

Saturday, 10th March, 2018


Sunday, 18th February, 2018

  • 11:30 PM - TheCosmicKid mentioned Quickleaf in post Monk Attack sequences
    it is a power balance issue, I am just worried the fifth level thing would shoot past the mark...In effect, through 4th level, 95% of my attacks look just like a normal monk weapon attack plus unarmed strike. Periodically I expend one of my 4 ki points to do flurry of blows in addition to the usual attack sequence. The thing that seemed unbalanced to my DM, I am speculating, is that the fighter character, when expending superiority die (forgive me, just learing the 5e system so some of this be off) they can end up with rounds where they are delivering easily 20 or more points of damage while the monk character, spending a ki point maxes out around 16 if the normal unarmed strike is removed in order to spend that ki point. As Quickleaf pointed out, you get bonus damage on each monk unarmed strike, so your maximum from a three-attack flurry is actually well into the 20s, and from a four-attack flurry could pretty easily pass 30.

Monday, 12th February, 2018

  • 06:52 PM - steeldragons mentioned Quickleaf in post Sorcerer spell chains
    So, here, Blue , FrogReaver , Quickleaf , et al ...this is how I'm envisioning/thinking/dreaming this up as I run through it -in play- in my head... The Sorcerer HD, Proficiencies, Equipment all that crap is all the same (for now, though I'd seriously consider adding light armors and simple weapons, but warlocks already get that, don't they? So maybe not. ANYwho, for this/now, let's say it's all the same). Proficiency Bonus is the same (as every other class). Level . . Spell Points . . . . . . Features . . . . . . . . Spells Known . MM Known . Cantrips . 1st - 2nd - 3rd - 4th - 5th - 6th -7th .8th .9th 1st . . . . . . 2 . . . . Spellcasting, Sorcerous Chain . . . 2 . . . . . . . - . . . . . . . . 3 . . . . 2 2nd . . . . . .3 . . . . . . . . . Metamagic . . . . . . . . . . . .2 . . . . . . . 1 . . . . . . . . 3 . . . . 2 3rd . . . . . . 4 . . . . . . . . Arcane Sense . . . . . . . . . . 4 . . . . . . . .1. . . . . . . . . 3 . . . . 2 -- 2 4th . . . . . . 5 . . . . . . . ASI, Metamagic . . . . . . . . . .4 . ...

Wednesday, 7th February, 2018

  • 04:48 PM - lowkey13 mentioned Quickleaf in post Homebrewing a PC race: Gorgons
    So .... I recommend reviewing Quickleaf and what he wrote again. But I'll put it in more blunt terms- it's too much, especially with the gaze attack. Even though you have the added feats to further break it out, you make a mistake regarding race design in 5e; specifically, you want all the awesomeness of a race, but that's not how playable races in 5e work. You can't have it all. Let me give you an example- when WoTC tried to create a playable Gith race, it wasn't that awesome, because it had to be balanced. Here, have a look- https://media.wizards.com/2017/dnd/downloads/UA-Eladrin-Gith.pdf Seriously, that's a playable gith (or, at least, an attempt at it). Is it as awesome as a gith? No. But it's a balanced race. Now, compare the Dragonborn breath weapon to yours- First, the Dragonborn is based on Con, which the DB doesn't get a modifier on (and isn't likely to be the max'd score). Your gaze is based on CHA, which is your +2 modifier, and is therefore likely to be your max score. Which screams out for ...

Wednesday, 24th January, 2018

  • 08:48 AM - Mercurius mentioned Quickleaf in post We saw a Star War! Last Jedi spoiler thread
    Quickleaf (Hi Aaron!), very well put. The more I look back on TLJ, the more off-putting and frankly unmemorable I find it to be. I saw it less than a month ago and can't remember the plot thread, start to finish. In fact, as problematic as the first two prequels were due to the usual and well-earned complaints--bad acting, Jar-Jar Binks, no romantic chemistry, etc--I think as a technical movie, TLJ is the worst of the franchise. It took the pleasantly nostalgic fan-fic of TFA and tried to grow up, but failed both at pleasantly nostalgic fan-fic and as a uniquely dramatic entry into the franchise. #notmystarwars :p

Tuesday, 9th January, 2018

  • 11:47 PM - Balfore mentioned Quickleaf in post Best way to play an Ancient White Dracolich (with Ancient Red Stats)?
    [QUOTE=Quickleaf;7316750]Good information in this post. Sounds like lots of good gaming history :) Let me break it down and ask some targeted questions & offer my own ideas... Basically, the gist as I understand it is that you played an evil necromancer-turned-lich PC named Cyphus who didn't have much rhyme or reason beyond "being evil for evil's sake", and that same retired PC from years ago is now returning as an NPC villain and you're including bits from your old party's past adventures into the current game you're running (e.g. killed a white dragon, now it's a dracolich!). I'm still curious why an inverted pyramid (as opposed to a citadel)? My assumption would be there's a mystical reason, for example drawing "energy" up from below (instead of from above), perhaps draining the land itself in a manner akin to the defilers of Dark Sun? Is the idea that inside the pyramid is Cyphus the lich (or at least the portal to his Far Realms demesnes is accessed from within the pyramid)? And that outside ...

Wednesday, 3rd January, 2018

  • 01:35 PM - CapnZapp mentioned Quickleaf in post suggestions for a level 8:ish adventure that starts in Port Nyanzaru?
    Quickleaf: I do too, but I'm afraid I have some bad news in this case: I think he oversold the module quite a bit. But let me post my comment to his site: MerricB: First off thanks for your review (and all your other reviews)! However, I think you shower too much praise on this adventure (Watchers of Meng). Essentially, your review reads as if the hooks (and your own imagination!) sell you on the entire adventure, despite there being next to no actual connection between the hooks and the adventure. As I read it, sure there are a few adventure hooks, but they’re completely separate from each other and the actual dungeon. One of them – Oola – is great, sure, but that’s also all that’s great about Watchers of Meng; there is no actual follow-up to that greatness. The initial hook idea is all there is to Oola. The dungeon itself is small and haphazardous and not especially noteworthy. It features Schwalb’s fascination for the morbid and the grim, but that’s nothing new. On it’s own I’d...

Tuesday, 19th December, 2017

  • 03:25 AM - Dan Chernozub mentioned Quickleaf in post Can Someone Assess this Encounter Difficulty
    Quickleaf wintericedrop Do we know the party level? I am kind of totally missing from the OP. Also, party numbers, composition and builds (even a brief description) will help greatly. A lot depends on the party. This looks like a boss fight, so environment definitely deserves some work. If I had 4 5-level Clerics to fortify my throne room, I would definitely use that asset. Glyphs, Clairvoyance are the most obvious roads to go, but you can get more creative. Also, giving Clerics level 6 will let them heal themselves while healing others, which can be a small but nice boost.

Wednesday, 13th December, 2017

  • 05:17 AM - Blue mentioned Quickleaf in post Fun & Engaging House Rules
    Quickleaf, that's a comprehensive list of house rules. I'd play with you, it looks like you've got a definitive feel you are going for that would be fun. When you add them together it's a pretty big change from vanilla D&D. Have you tried any other "D&D-like" RPGs like 13th Age to see if they may better fit your style and your table? I'm not saying this is any way derogatory - I love 5e as well as other systems. Just wondering if you've "shopped around" and found 5e to be the closest fit to what you want, or if it's just been the default because of how popular (for good reason) it is?

Monday, 11th December, 2017

  • 10:39 PM - Oofta mentioned Quickleaf in post Setting Party level vs an Ancient Red Dragon
    All I can say is that a 9th level party wouldn't stand a chance against an ancient red dragon in my campaign, at least not with the groups I've played with. Quickleaf mentioned some spells like fire shield, greater invis., otiluke's resilient sphere, phantasmal killer, watery sphere Fire Shield - yes this will give 1 person DR, but it's self only. It's still 45 points fire damage unless they make the DC 24 dex save. Invisibility - you are not automatically undetected, you still need to make stealth checks. Good luck against a creature with +16 perception. Otilukes/Bigby's Hand/Force Cage/etc - will have no effect against a gargantuan creature. Phantasmal Killer - they have a +9 wisdom save, but even if they fail it they could just ignore it until it goes away or use legendary resistance. Melee types won't ever get close unless they can fly, and even then the dragon would just use his wing buffet and fly away. This is also assuming of course they have a way to negate fear with a wisdom save DC 21. Maybe I'm just missing something, but most parties I would expect a TPK in 2-4 rounds. Then again I have been known to use rules for ...


Page 1 of 21 1234567891011 ... LastLast
No results to display...

Saturday, 14th July, 2018

  • 04:14 AM - Uller quoted Quickleaf in post [5e] Newbie DM Questions about Information Given
    "Knowledge checks" are a nebulous area of the game that DMs handle in a variety of ways. IME players often lean on them as a crutch to passively gain as much info as possible with minimal investment. It's up to the DM to help guide players away from that habit. In this case, I would have the dwarven merchant mention glimpsing a fearsome creature that reminded him a bit of the guttar (cave oxen) his brother used for an Underdark prospecting venture. Then, when a player says "I want to make a Nature check to learn more about this mystery monster", I'd respond with "ok, where/how/from whom did your PC pick up his/her knowledge of beasts?" or possibly "are you examining a particular part of the scene or trying to recall something specific?" I completely disagree. Knowledge checks are a way of separating player knowledge from character knowledge. I'm an experienced DM. I'm playing a 2nd level wizard with pirate background in a game with newb players. In today's game, the DM described mons...

Thursday, 12th July, 2018

  • 05:38 PM - Umbran quoted Quickleaf in post [5e] Newbie DM Questions about Information Given
    "Knowledge checks" are a nebulous area of the game that DMs handle in a variety of ways. IME players often lean on them as a crutch to passively gain as much info as possible with minimal investment. It's up to the DM to help guide players away from that habit. That's one way to look at it. Another is to consider that the characters live in the world 24/7, and the players do not, and those checks are the mechanical bridge between the two. Before we consider that they are "leaning on a crutch" we should consider the following: 1) We, as GMs, are probably not as great at writing mysteries as we think, 2) We, as GMs, may not be providing proper avenues for active investigation, as we typically give them far less information describing the world than we think. 3) The players are (usually) not trained investigators any more than they are trained sword-fighters, and we should not assume they know how to approach active investigation. The mechanic gives us a clean way around all thre...
  • 04:44 PM - DMMike quoted Quickleaf in post Chase Rules and Suggestions
    The key principle is: the players should get to decide how much risk they take on & their choices should be meaningful. I'd like to tack on a rule from Chase Club: - Chases go on as long as they have to. - Don't bore your players with tedious chase rules. If they're into it, keep going. If they groan at another die roll, wrap it up from there.
  • 11:59 AM - Tormyr quoted Quickleaf in post Chase Rules and Suggestions
    I found the DMG chase rules boring and just barely useable. Instead, I adapted the rules at https://geek-related.com/2009/12/13/life-in-the-big-city-chase-rules/ along with my own, which I put into Beast of Graenseskov. The key principle is: the players should get to decide how much risk they take on & their choices should be meaningful. I like that link. Will need to look at it more closely when I get the time.

Monday, 11th June, 2018

  • 04:03 PM - Ralif Redhammer quoted Quickleaf in post Player Bad Luck (Nearly) Ruins Boss Fight, News at Eleven
    Sound advice. I do try to make Nat 1’s more interesting than just embarrassing failures. In hindsight, I probably should’ve had the arrow of dragon slaying stick into the ice, rather than shatter. That way, it would’ve created drama and tension, with the potential for an up-beat moment if they can free it in time. Yes. I've been in a similar situation as a DM several times. What worked for me is to narrate failed rolls in increasingly interesting/tense ways & to describe the cause of missed attack as something external to the PC. I've noticed this minimizes player frustration/exhaustion. It also gives the players something to build off of and potentially exploit.

Saturday, 9th June, 2018

  • 09:35 AM - Imaculata quoted Quickleaf in post Player Bad Luck (Nearly) Ruins Boss Fight, News at Eleven
    Ranger rolls a 1 to hit with Arrow of Dragon Slaying. You describe the dragon uttering the name of another dragon (its ancient rival), and the arrow veers off course, hurtling into the clouds and the horizon to seek out that rival dragon. Now the players have a bit of a mystery they can explore if they wish, and might even seek out that rival dragon later (e.g. if they have to retreat & seek out allies to take down the dragon). I've had a foe snatch an arrow out of mid air once as a consequence of a critical failure by the players. It made the opponent pretty intimidating. But what I also do is set up various stages of the fight, that change the player's priorities. Rather than having only one opponent to beat up on, maybe they also have to stop reinforcements from coming in. Having multiple goals appear during the fight, creates interesting choices for the players.

Wednesday, 23rd May, 2018

  • 02:23 PM - Eltab quoted Quickleaf in post Teleporting to ruined Mezro?
    How do you narrate an "off target" teleport? Creativity moment: how do you imagine that a Teleport spell works? Make up (or copy) some details from elsewhere - such as a Star Trek transporter beam, or see Axler's Deathlands series. Do the PCs have to walk into the circle after it is enabled? Do they start inside the circle and the effect surrounds them? Is there any 'force' they would feel (like falling or a push or a squeeze)? Is it instantaneous or does it take a moment / longer time? If the spell malfunctions do the PCs even know from "inside" the effect? Can they see the world go by (like a bullet train) -or- just 'bamf' from point to point -or- incoherent sensory data they can't interpret? I would have the PCs feel like they were pushed out of the lich's lair then yanked sideways. They see/feel/hear things they cannot make sense out of, more painful and unpleasant as the journey goes. Their sense of time is messed up, but it seemed brief. They appear in a small clearing some...
  • 08:51 AM - CapnZapp quoted Quickleaf in post Teleporting to ruined Mezro?
    OK, assuming I treat ancient elven lich's conception of Mezro as functionally equivalent to "ruins of Mezro created by barae in place where the city once stood." I'm not sure it's not even simpler: AFAIK the ruins could very well just be the original city, minus its inhabitants, who were whisked off to a magical copy somewhere. In short, anyone's conception of Mezro would lead... to Mezro. Just that there's nobody there (except monsters and Flaming Fist mercenaries) and that the buildings have deteriorated as you'd expect from a century of tropical jungle levels of decay. How do you narrate an "off target" teleport? Up to you as the DM. If you want the target to be a mystery ("has Mezro always been a gorge with monkeys?") say nothing. If you want the players to understand they're off target, feel free to describe the teleportation as "you're free-falling incredibly fast, and at the last minute, you're veered off a large circular structure (it went by too fast for you to see any...

Tuesday, 22nd May, 2018

  • 02:15 PM - CapnZapp quoted Quickleaf in post Teleporting to ruined Mezro?
    The PCs in my Tomb of Annihilation game gained the alliance of an ancient elven lich (who originated pre-Mezro days & has only heard of Mezro's description or possibly visited once) – an NPC I added to the story. In exchange for releasing the elven lich from an demiplane prison, the PCs entreat the lich to teleport them to Mezro, a ruined city that doesn't actually exist on the Material Plane and is sequestered on its own demiplane. The ruins left behind are part of an elaborate decoy created by the barae (governing "super-paladins" of Ubtao). How would you adjudicate this? Is "Mezro" a "False Description" as in a place that doesn't exist? Or is "Mezro" a "Described"/"Viewed Once" location?Ruined Mezro exists very much. It has been looted clean by the Flaming Fist over the past year. You can definitely teleport there. The ruins are detailed in "Ruins of Mezro". Un-ruined Mezro, on the other hand, is hidden somewhere in the multiverse and cannot be accessed without a lengthy quest. The detail...

Sunday, 20th May, 2018

  • 10:20 AM - pukunui quoted Quickleaf in post Oinoloths in MToF?
    If any book was going to contain such creatures, this was totally the book to do it in.You could say that about pretty much every book they've put out so far, to be honest. But yes, perhaps we will see some (or all) of them in future adventures or supplements. Yeah, but some of the changes (I'd even say most) are adding flavorful lore to creatures that were pretty lacking in the past, like your example of merrow. Yugoloths already had a lot of interesting stuff going on, and by messing with that they are contradicting cool stuff that was already there. Innovation works best when it is filling open space rather than clashing with established game tradition. Yeah, I guess. I'm not as invested in the history of D&D lore as some folks are, which is undoubtedly why I don't mind so much.
  • 08:06 AM - MonsterEnvy quoted Quickleaf in post Oinoloths in MToF?
    Reading through MToF now, and I'm surprised several powerful planar beings are conspicuously absent – archdevils, hierarch modrons, powerful yugoloths, archfey. If any book was going to contain such creatures, this was totally the book to do it in. Makes me wonder if they have plans to introduce these critters in upcoming adventure releases. We have some Archdevils 6 to be exact.

Friday, 11th May, 2018

  • 11:45 PM - Nebulous quoted Quickleaf in post Is my DM being fair?
    It's totally the DM's call about which feats, if any, are allowed. However, nerfing things mid-game is usually considered bad etiquette to be avoided in all but the most extreme situations. On a personal note, if a DM is worried about a feat making you un-surpriseable...well...that sort of implies a DM who is wedded to a certain type of "antagonistic DM vs. players" style. That style can be fun, but it's not for everyone. I'm not a fan of changing stuff mid game unless we mutually agree it is "broken". I DO allow feats in my game, and I realize that by mid to high level the PCs are more powerful than most the stuff they fight, so then I have to start adding Monster Feats just so the baddies can keep up. Really, I wish there was a 5e supplement of monster feats by CR and Monster Type that you can just slap on to any creature. Anyway, I'm not a fan of Alert's "never surprised". Never? EVER? So, is it like a Spidey Sense supernatural thing? A sniper couldn't hit you from hidden cover bec...
  • 11:18 PM - Nebulous quoted Quickleaf in post Ring of Winter in Play
    Yeah, I'm not a FR fan. I just liked ToA enough to do some research to improve it (for my group) & shore up the adventure's shortcomings. With Ras Nsi... he committed genocide against a tribe called the Eshowe (who'd summoned Eshowdow, a "shadow giant" who nearly destroyed Mezro only to turn upon the Eshowe) in the Valley of Lost Honor. This is why he was exiled. So, I think that why real Mezro won't return until Ras Nsi's death has less to do with Ras Nsi posing a real threat to Mezro & more to do with the barae living with the guilt/shame of Ras Nsi's unforgivable crime. In my game, I'm building on this with Kyuss having promised revenge to spirits of the Eshowe tribe which returned as shadows bound to Kuluth-Mar. I also have a small band of mixed race Eshowe survivors (human & half-elves) in eastern Chult who seek to banish the "shadow giant" their ancestors summoned. I like the FR just fine. Neither me or my players care much about the fiddly bits of lore, it's just a place to kill monst...
  • 11:06 PM - Nebulous quoted Quickleaf in post Ring of Winter in Play
    Nebulous Nice! What scale did you print the Mezro map to? 11" x 17"? I think that is about right. Last session we actually had combat on it, but it was abstract enough that it worked just fine.
  • 10:50 PM - Nebulous quoted Quickleaf in post Ring of Winter in Play
    So I picked up Ruins of Mezro from Will Doyle (EDIT: I call this "Will's notes below) – it's a good starting place for running the false ruined Mezro in Chult. There's a disgraced bara called Ras T'fima who guards the ruins from those seeking the truth of Mezro's location in a Feywild demiplane; Will wrote him as a death knight which was an interesting choice because in the novel Ras T'fima was a "gem mage" who once had control over weather but had his powers stripped by Ubtao for lack of faith. Ras T'fima used the ring's powers to cover up his own lost powers. He was depicted wielding a sword once IIRC, but mainly he fired lightning bolts and healed people. He was much more of a N or LN figure than a CE one (which is death knight's default alignment). Building off of Will's notes, if my PCs decide to pursue the "real Mezro" storyline, I'm going to flesh out the College of Wizards in Mezro (which is a "shifting rooms / teleporter dungeon") using an adaptation of the Shifting Tower from DCC 73...
  • 10:41 PM - Nebulous quoted Quickleaf in post Ring of Winter in Play
    There are some elements from the original Ring of Winter novel that I wished they'd elaborated on. Artus has a sort of communion with the ring, and believes that it's ultimate purpose is for good. This unremitting belief, the novel suggests, is why Artus has so far resisted the ring's malign influence and why others (Ras T'fima) lacking such belief are more vulnerable to its power. I never read the novel. In fact, until I picked up ToA, i didn't even know about the Ring of Winter, and only recently discovered it was novelized a long, long time ago. I'm a rather casual Forgotten Realms fan :)
  • 10:18 PM - Nebulous quoted Quickleaf in post Ring of Winter in Play
    The glaring flaw I see with the presentation of the Ring of Winter in ToA is that it's actual goals aren't described. Its motivation to inflict "indiscriminate harm" is boring & doesn't give the DM anything to build upon nor any way to tie the ring more closely to the ToA adventure. Now, I suspect why they handled the ring this way is because the designers have future plans for it in a future product, and they don't want to spoil the ring's true purpose yet. Which is all well in good for their multi-media marketing & building hype for the brand, but ToA as an adventure suffers for it. In my opinion. I chose the Maiden of the Moon for her connection to lycanthropes. You'll recall that weretigers have a significant presence as one of Chult's "hidden races." Drawing on old lore about Katashka & Maztica (where humans & tabaxi emigrated from), I've alluded to a being/monster/demon known as The Sleeper. It was just mentioned in FR lore briefly in the story about the emigration of first human...
  • 07:27 PM - Nebulous quoted Quickleaf in post Ring of Winter in Play
    The main dungeons account for this: Fane of the Night Serpent with a stealth mission & overwhelming opposition, the Tomb with sheer size & lots of traps (which the Ring's powers rarely do much to bypass/resolve). However, everywhere else (jungles, Omu, Nangalore, etc.) you'll need to come up with more complex/challenging/multi-layered battles if you wish to maintain a higher degree of challenge. Yes, the ring provides a little utility with ice creature "advance scouts" & temperature lowering & wall of ice, but it's other powers are really combat-focused (Bigby's hand, cone of cold, flesh to ice, ice storm, Otiluke's freezing sphere, sleet storm, spike growth). Honestly, I see ice creatures as being the most disruptive & would use those sparingly. Also, Artus has to make a Charisma save vs. being controlled by the ring as per sentient magic item rules in the DMG. So he's a tentative ally at best. I play Dragonbait as his "moral compass", warning when Artus is close to losing control & remindin...

Tuesday, 8th May, 2018

  • 09:29 AM - Li Shenron quoted Quickleaf in post How to determine XP for custom built characters?
    Long form (more accurate): DMG p. 273, calculate offensive CR and defensive CR and take the average. Short form (less accurate): Non-casters CR = 1/3 level; Casters CR = 1/2 level (spell selection can change this dramatically) Well, Tomb of Annihilation has a 20th-level lich potentially go up against roughly 10th-level PCs. And it's not the possibility of being boosted by trickster spirits or magic items that makes it a good challenge. It has to do with the "sporting" & holistic spell selection made by the game designers. Yes, you *can* have a 20th level wizard cast wish and snuff out a PC's existence...and maybe that's your style of game...but there's no edition where that was ever any fun. Well I don't know how is the 20th-level lich in ToA! You could test it against the DMG rules for determining CR, and see if you get something close to 10.
  • 08:21 AM - Li Shenron quoted Quickleaf in post How to determine XP for custom built characters?
    I think Toledo 's idea of creating NPCs using the rules for PCs is totally legitimate, in fact it even say so on DMG page 282. It's quite a known fact that the more complex the NPC, the more difficult for the DM to run it, and a larger number of NPC's abilities will simply go unused and wasted (out-of-combat abilities especially). But to tell him just not to do it, is quite rude... if he has more fun creating NPCs this was, why not? My question is how do I determine challenge ratings for individually constructed NPC's? In the first two sessions, I was able to base NPC's on the stock characters in the Monster Manual, but I still don't understand how to assign XP or challenge level for NPC's built from scratch. For example, let's say I'm trying to build a Cleric or Fighter, 6th level, as my party's opponent. That character would use the same stat limitation as my party (we're using a +8 for total stats) and would have feat just like a character would. What would I do if I'm giving n...


0 Badges

Quickleaf's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
Homebrew Humans (Heroic Tier)
For anyone interested, here are the first four of my homebrew "redcoats", mean and tough human soldiers serving a wicked Prince.

I'm giving them higher than normal damage for a couple reasons. First, they're brutes and that's their shtick - I wan...
80 0 1 Thursday, 21st November, 2013, 04:03 PM Thursday, 21st November, 2013, 04:03 PM
QL's Homebrew Creations
This thread is for me to share the 4th edition homebrew projects I've been working on. Most of these ideas are, or will be, part of my Witching Grounds home campaign. I'm one of those unrepentant homebrewers with a bit of OCPD; there might be a decen...
867 0 10 Thursday, 21st November, 2013, 03:50 PM Thursday, 21st November, 2013, 03:50 PM
To Heir is Human [4E Adventure]
I just wrote my first full-fledged 4th edition D&D adventure! *whew* Here are my rough notes transferred into a prettier format for our campaign's first adventure. I spent lots of time putting this together - I think the first session sets the tone f...
141 0 1 Thursday, 21st November, 2013, 03:47 PM Thursday, 21st November, 2013, 03:47 PM
Quickleaf's 4E DM Cheat Sheet
Quickleaf's 4E DM Cheat Sheet.
612 0 1 Monday, 11th November, 2013, 12:41 AM Monday, 11th November, 2013, 12:41 AM
Alt. 5E Ranger
I just finished a rough draft of a ranger class for D&D Next, and I'd like to get your feedback on it. This is for levels 1 to 10, so obviously there's some speculation about attack, save DC, hit die progression, etc. I did compare to the numbers of ...
728 0 2 Sunday, 10th November, 2013, 05:10 AM Sunday, 10th November, 2013, 05:10 AM
Peasants...in a World of Monsters
As the name suggests, players take on the role of peasants facing a supernatural monster against which they have no hope of defeating. If they’re clever, however, they might survive the monster or escape to warn real adventurers. "Peasants…in a World...
72 0 1 Friday, 8th November, 2013, 03:29 AM Friday, 8th November, 2013, 03:29 AM

Most Recent Favorite Generators/Tables

View All Favorites