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  • Arilyn's Avatar
    Today, 01:28 AM
    It's easy to make stuff for 5e. I whipped up a new player race of little rock trolls in a rather short space of time. Adding feats and magic items is pretty painless too. I think that's a strength.
    5 replies | 149 view(s)
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  • Arilyn's Avatar
    Today, 01:20 AM
    Where are all these paranoid players? Where are these groups that are dissolving, because the GM made something up on the spot that made the players cool? I have seen no evidence of this. Has anyone?
    143 replies | 4262 view(s)
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  • jmucchiello's Avatar
    Today, 12:30 AM
    The area near the river slopes quickly downward (the brown splotches alone the banks). The area where Perin ended up at the end of the fight would probably be easiest to dig. Those with perceptions above 15 notice a buzzing sound coming from under the bridge. It is higher pitched than the buzzing noise of the dead creatures. Zadolix easily finds a way into the tower and climbs to the top....
    190 replies | 4555 view(s)
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  • Tony Vargas's Avatar
    Today, 12:20 AM
    "In Gygax We Trust?"
    6 replies | 143 view(s)
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  • jmucchiello's Avatar
    Today, 12:18 AM
    Tina pulls out a javelin and chucks it at kobold 3. attack (+3 Dex, -2 range modifier) damage
    160 replies | 2795 view(s)
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  • jmucchiello's Avatar
    Today, 12:13 AM
    Darian sneaks up to the door. Stealth w/adv
    254 replies | 3813 view(s)
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  • Tony Vargas's Avatar
    Today, 12:03 AM
    Your experiences, which you tried to couch as being extensive, just happened to point to one option being ideal and the other unduly limiting, without exception. Asserting something can't be done or 'is discouraged' by one method, is inviting examples of how it can be done.
    57 replies | 1402 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 11:23 PM
    So you've played 1e, glanced at 3e, and are now playing 5e? Any other games? 2e at all? Well, you can do a lot more with 3.x/PF or 4e than with any TSR edition, there was just a lot more to 'em. There's other systems out there that make any version of D&D seem starkly limited by contrast, though, FWIW. So I take it you skipped 2e, which had 'kits' that were rather like backgrounds,...
    5 replies | 149 view(s)
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  • jmucchiello's Avatar
    Yesterday, 11:21 PM
    Yes, one HD spent. Darian is up to date.
    223 replies | 4226 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 11:19 PM
    While, in theory, days beyond 8 encounters will start favoring 'unlimited' use abilities, those abilities are limited by the need for you to have at least 1 hp to use 'em... Spot-on. To be fair, the 13A encounter recharge is per encounter, the short rest is assumed with no particular time minimum or interruptions. You could all just take a deep breath before the next batch of enemies, and...
    26 replies | 581 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 10:56 PM
    That deserves laugh, and XP and a cookie. :)
    2162 replies | 49713 view(s)
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  • jmucchiello's Avatar
    Yesterday, 10:22 PM
    "I fear your time being overlooked may be at an end," Terry says solemnly.
    285 replies | 5105 view(s)
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  • jmucchiello's Avatar
    Yesterday, 10:18 PM
    On the new map, I assume our intention was to go "straight" avoiding the tunnels taken by the hooked horrors and the laughing noises. (Gibbering mouths?)
    218 replies | 4225 view(s)
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  • Blue's Avatar
    Yesterday, 08:01 PM
    Thanks for the kind words, and no worries. We're all enjoying (and kitbashing) our hobby together, and what works at one of our tables may not be right for another. Yes, but several years of the game being out and played really brought home those numbers as really strong. Again, fewer encounters is workable -- it just favors features that are of limited use and more powerful. And...
    26 replies | 581 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 07:42 PM
    Like 3 1/3, it's intuitive when you've been using 10' squares on dungeon maps for decades,( but, no fraction, FWIW). Not as well as they fit in a Hero 2m hex(agonal prism) or a 3x3x6 GURPS people tube hex(agonal prism), but a lot better than they'd fit in a 3.33x3.33x3.33 cube, while it'd fit a Halfling nicely, so it seemed a fair question. Not a problem, just another one of those fiddly rules...
    143 replies | 4262 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 07:18 PM
    Until you get into weapon space requirements, anyway. ;) Abstract measure, not fantasy. Squares, hexes, moves, range-bands, areas, &c. With or without a scale to translate it to a familiar unit.
    143 replies | 4262 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 07:14 PM
    Descendants, Dr Who predating LotL by good decade or so (interesting, though, I never made that connection). Though, y'know, time travel.... ;)
    31 replies | 1589 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 06:46 PM
    Yep, the DM in the one semi-regular campaign I still get to play in says "wait, what is it you're really trying to do?" a lot. She gets really exasperated by the probing, old-school-adversarial-style questions. "How high is the ceiling?" is a running gag, now.
    143 replies | 4262 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 06:39 PM
    I have to agree with this, too. Gaming Theory rightly wants to create classifications of techniques & agendas &c used in RPGs, whether by designers, GMs, or players. Where it goes pear-shaped is when we start putting whole systems, or individual players or DMs or their campaigns in exactly one of those classifications like each is a box and mutually exclusive. Then, to get it to go really,...
    2162 replies | 49713 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 06:34 PM
    Yeah, I've heard that plenty of times, too. But, one thing that was 'promised' in the playtest was "Crystal Clear Guidance" where that semi-mythical encounters/day balance-point that'd make the classes play nice together was going to be. It's a promise that section can be taken as delivering on, so that's how I choose to take it. You do run for some serious optimizers, I think that...
    26 replies | 581 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 06:27 PM
    One thing the forum ate was a martial style that I was trying to make do that. One of the feats had a benefit along the line of: When you use a martial attack power that you have not already used in this encounter, you gain a 1/Tier bonus to damage or to the distance you shift or move an enemy (your choice). There was a bigger benefit for switching out weapons...
    14 replies | 287 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 06:25 PM
    Exactly the point of my attempt at humor.
    1530 replies | 51557 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 06:11 PM
    Yet when someone else does that from the other persepective, you accuse them of attacking the method you prefer. Yet that's literally all you've been doing. Presenting overblown, unverifiable anecdotes of the pitfalls of one, and glowing testimonials of the other. Look, clearly you've picked a side and that's all there is to it. Enjoy your OneTrueWay.
    57 replies | 1402 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 05:40 PM
    Perfectly workable. You loose some of the granularity of feet, but everything's given in increments of 5 or 10 ft anyway, so it's hardly a meaningful loss. Playing D&D, especially 0D&D/1e/5e, requires a considerable amount of trust in the DM, already. The gp should have "In DM We Trust" on one side. Nod. That shades into the 'story now' theories that spawn huge threads, but yeah, a good...
    143 replies | 4262 view(s)
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  • jmucchiello's Avatar
    Yesterday, 09:03 AM
    "Well, let's head back to the inn and get some food and rest. Head out in the morning," Terry says. "Although, how will we know anyone we find out there has anything to do with these bandits we found on the road here?"
    285 replies | 5105 view(s)
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  • jmucchiello's Avatar
    Yesterday, 08:41 AM
    "Break the lock and maybe prepare to fight. Maybe not," Shavara says as she enters the house. "There's some metal statuettes in the room and some arcane symbols on the floor." Noticing Kaleth, she adds, "Do you agree, Kaleth?"
    962 replies | 27883 view(s)
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  • jmucchiello's Avatar
    Yesterday, 08:35 AM
    "Let's search. Maybe something helpful is these rooms." Ana says. investigation Curious, how recently used do these rooms look? Were they occupied by a man or a woman or multiple people? etc.
    1489 replies | 31713 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 07:54 AM
    Exactly like that: its what you were doing, asserting that using a grid cuts off a variety of scenarios and that averythings so wonderful now that youre using totm. Of course, each technique works more comfortably with some scenarios or details than others, and if you get into a rut, you can just shy away from switching techniques and even from those less comfortable scenarios. So you might...
    57 replies | 1402 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 06:28 AM
    Y'know those clear little plastic boxes dice sets come in. Put one over the ground level character, the flier or balcony guy atop it. Choosing a tool that does many things well, simply, and with reliable precision and persistence might discourage you from doing something it handles no better than not using any tool at all, so it's better to never use any tool? No. Just use the right...
    57 replies | 1402 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 05:41 AM
    3d on a grid is pretty easy - note elevation, and you have a functional Cartesian coordinate system. Floating moats in the elemental chaos moving randomly at the bottom of every round? No sweat! Of course it helps to keep use of the grid simple - it'd've been tricky to plot a 3.5 fireball template into the above combat, for instance. Long range combat can be problematic for some...
    57 replies | 1402 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 05:04 AM
    I've had mixed reactions to cinema film schools tell us is great, I understand Citizen Kane brought together some techniques and was innovative for it's day, and that it was thinly veiled biography with a message. It was also reasonably boring. I get the impression a lot of indie games are aspiring to be Citizen Kane while D&D's Fast&FuriousFive kills em at the box office... Nope, doesn't...
    1530 replies | 51557 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 02:11 AM
    I've sat through Citizen Kane. It wouldn't hurt. ;P Seriously, though, it means they shouldn't be held up as typical or standard fare. Sure, they're wrong about a lot of things, that way. But it won't help them to understand things by making allusions to more obscure games, rather than spelling things out in terms that might risk making sense to them. See, "Alternative Narrativist...
    1530 replies | 51557 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 02:04 AM
    I like that. Probing Advance: When you use your move action to shift or move less than your normal speed on your turn, your melee attacks that turn inflict +1d4 extra damage the first time you hit an enemy you were not adjacent to before you moved, but were adjacent to after the move.
    14 replies | 287 view(s)
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  • jmucchiello's Avatar
    Yesterday, 01:56 AM
    Why would there be a secret door next to a functioning gate? The problem is the gate lock is rusted out. So breaking it should be a problem. It needs replacing. But breaking it means the functionally locked door becomes a functionally wide open door. So I think we just muscle the lock and break it.
    235 replies | 4340 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 01:54 AM
    Dammit, I had a bunch more and the forum ate 'em...
    14 replies | 287 view(s)
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  • Tony Vargas's Avatar
    Yesterday, 12:09 AM
    Astral Fire and the like are also regarded as 'weak' - they shouldn't be, IMHO, but subsequent feat development rendered a lot of otherwise reasonable feats sub-optimal. OK, I see the idea, I do like the idea of encouraging variation, but you might do it in an entirely bonus-oriented way. Like, IDK: Fire & Ice: When you hit an enemy with an attack that has the fire keyword, it gains...
    14 replies | 287 view(s)
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  • jmucchiello's Avatar
    Tuesday, 24th April, 2018, 11:20 PM
    "I suppose we can break the lock. We can then wedge it back in place somehow to keep the door closed." Tina says.
    160 replies | 2795 view(s)
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  • jmucchiello's Avatar
    Tuesday, 24th April, 2018, 11:17 PM
    Darian watches the worg fall to Halruhk's axe. He looks up at the bell tower and sees other converging there. He moves (and bonus action dashes) into the church(?) and looks for a way up to the tower (standard action -dash if necessary).
    254 replies | 3813 view(s)
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  • Tony Vargas's Avatar
    57 replies | 1402 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 10:35 PM
    Depends on the RPG. Boot Hill? The Railroad could be the villain trying to steal the townsfolk's land, for instance... I suppose they could both be right.
    2162 replies | 49713 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 10:31 PM
    Sorta a Halfling scale? Normal characters like gnomes and halflings take up one square, freakishly huge ones like humans & orcs, 4? Or would a 'square' be 3x3x6, like a GURPS 'people tube' hex? But, seriously, if you're stating everything in real units of measure - m, in, ft, yds, plank lengths, parsecs, furlongs, whatever - you're not making life easy on yourself on either a grid or TotM. ...
    143 replies | 4262 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 10:13 PM
    Not in a very long time. Back in the day I'd give each cleric a custom spell list based on the deity served. I had a lot of time on my hands, back in the day. ;| There are some spells that matter more to the feel/concept of a caster than others. Spells that are particularly potent or flashy, for instance, give you a different character from spells that are subtle or balanced. Healing...
    9 replies | 297 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 10:05 PM
    ...equally sharp. What'd be surprising, then? Rapier? Bohemian Ear-Spoon? Manriki-gusari? Feather duster? Herring? ... I mean, at some point, your choice of weapons must render your character interesting, right?
    61 replies | 1632 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 09:56 PM
    While I'm fine using a grid (or hex) or not, one thing I was rather surprised to find is that squares (or rather cubes) snapping to a grid, are a lot easier to visualize relative positioning with ("who's caught in the blast?" type questions) than are distances in feet & a wider variety of geometric shapes, or hexes once you get into three dimensions (since cubes tessellate space, and...
    143 replies | 4262 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 08:32 PM
    "Hey, that barbarian isn't using an ax! ....interesting."
    61 replies | 1632 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 08:25 PM
    Druids were reputed to have a number of supernatural powers, chief among them shape-shifting (though that including transforming others by just tapping them with a wand), and precognition. Any sort of divination would be very appropriate. 'Necromancy' must've seemed inappropriate for a nature priest when they were passing out spheres in 2e, but the Celts reputedly collected severed heads. ...
    21 replies | 463 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 08:15 PM
    So 5e should be like a video game? ::ducks:: You could choose a point a foot (or inches?) from an edge or corner and it'd be on a face. But, it doesn't matter, you could still quite easily orient it 'diagonally' to the 'grid' (if you're using one), even if the origin is nearer the center of the face of the cube (but, obviously, at ground level!).
    69 replies | 2036 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 08:04 PM
    That sounds like how 13th Age handles it (but 'close' instead of 'near'), along with AEs affecting a random number of enemies at either close or far, instead of having to plot out AEs. What it has to do with rock-paper-scissors, though, I've no idea... ;)
    57 replies | 1402 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 07:39 PM
    That's the best work-around I've seen: Don't just turn on one alternate rest variant, that only shifts the problem. Change the needed conditions/durations of rests to suit the current story dynamics, so the pacing always approximates the 6-8 encounter/2-3 short rest balance point at which classes are theoretically competitive with eachother, and encounters perform as close as possible to their...
    26 replies | 581 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 06:46 PM
    Seems OK, for a 4e feat, which isn't saying much. Fiddly, doesn't actually have too much impact, but flavorful. What's the point of these two, exactly?
    14 replies | 287 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 06:24 PM
    Possibly. It depends on the interest, demographics of participation, and self-reporting on those playtest surveys. 4e did take on what had long been held to be serious problems with D&D. Doing so in a playtest might have gotten a great deal of praise from the kinds of folks who love playtests and surveys, and still run aground on the preconceived notions and abhorrence of change out there...
    143 replies | 4262 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 05:52 PM
    Limiting it to D&D - the first RPG, the 500lb australopithecus robustus, the biggest coelacanth in the small pond - sure, change, even (or especially) change arguably for the better, is anathema, it has to be very measured, very carefully vetted. But in the broader hobby, for those aware of it, innovation has been going on from the earliest days. Sometimes, maybe, it's the same innovation...
    1530 replies | 51557 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 05:33 PM
    D&D may have been originally conceived as a wargame, but it seems like 'puzzle-solving game' was the overt primary thrust as early as the Greyhawk supplement, and stayed that way, 2e protestations of storytelling and setting-first notwithstanding, throughout TSRs reign. That's become fixed in a lotta mind-sets.
    2162 replies | 49713 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 03:49 PM
    The math on damage, in Hero is linear, +1/5, what that represents, though is geometric 2^(n/5), so +5 STR, +1d6 when you punch someone, but you can lift twice as much... Its not really much of issue, Raise Dead kicks in fairly early, and characters get more durable at higher levels, anyway. In 3e, replacement characters became an issue in one group I was in, because a player would get...
    10 replies | 276 view(s)
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  • Ralif Redhammer's Avatar
    Tuesday, 24th April, 2018, 03:44 PM
    When I use ruins in my adventures, there are two things I look at to organize my thoughts. One – who built the ruins, and what was their purpose. Two – what’s of interest to the PCs there. Set dressing is fine now and then, but I find most players get curious about these sorts of things. At the very least, I come up with a list of things that perception/investigation/history checks will reveal. ...
    5 replies | 185 view(s)
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  • Blue's Avatar
    Tuesday, 24th April, 2018, 01:30 PM
    Fantastic information, thanks a lot Dausuul! And the breakdown by CR is exactly how that's information is useful to me - well broken out and clearly presented. You mentioned you did have the data to pull it in other ways - would it be possible to pull just the vulnerabilities? What you have is fantastic in picking damage types that will be effective, but if you have the luxury of picking...
    20 replies | 528 view(s)
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  • Fanaelialae's Avatar
    Tuesday, 24th April, 2018, 11:28 AM
    Keep in mind that while the rule is 6-8, you don't actually need 6-8 encounters every adventuring day as long as the players think you might. I don't always have full length days, but I seed them in with enough frequency that my players know not to nova (unless perhaps a TPK seems imminent). As long as the players approach the game as if they could have 6 to 8 encounters, they'll be challenged...
    26 replies | 581 view(s)
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  • jmucchiello's Avatar
    Tuesday, 24th April, 2018, 08:29 AM
    Everett With a wiggle of some fingers, Everett send a glob of acid at the remaining creature. It is caught off guard, the acid striking true and destroying the final critter. Combat over - But perception checks are in order From the middle of the bridge, the eastern shore of the river is quiet. Several independent farms stand between you and the actual village of Leed's Crossing maybe a...
    190 replies | 4555 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 03:50 AM
    The argument that adding classes adds to bloat, with many attendant problems (balance, optimization, identity, etc) is a cogent one... ..but, considered dispassionately, it's hard to justify drawing that line very far down DEFCON1's pyramid, at all. A Hero ( no supernatural power, but preternatural courage, determination, and resoucefulness), a Mage (supernatural powers), maybe, if you're...
    63 replies | 1917 view(s)
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  • Blue's Avatar
    Tuesday, 24th April, 2018, 03:39 AM
    Unfortunately, that's a commonly spread misconception. The DMG suggest 6-8 encounters with 2 short rests, about 1/3 and 2/3 of the way through the day. (DMG pg 84.) Just having harder encounters doesn't balance because of durations. An easy example is the barbarian - starting at 2 rages a day, they are supposed to be able to rage 1/4 to 1/3 of the encounters. With 1-2 encounters per day...
    26 replies | 581 view(s)
    2 XP
  • jmucchiello's Avatar
    Tuesday, 24th April, 2018, 03:22 AM
    Perception Lee doesn't mind scouting ahead as she has good stealth and good perception. (law of averages, of course)
    111 replies | 1581 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 03:21 AM
    You can put a S on the map, but if he can't miss it, it's just a door as long as he's in the campaign. ;)
    2162 replies | 49713 view(s)
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  • jmucchiello's Avatar
    Tuesday, 24th April, 2018, 02:59 AM
    So we're just going to hang out here in the sewer or what? I guess we have to break the lock. Perhaps a broken lock will still look like a functioning locked door. :)
    235 replies | 4340 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 02:44 AM
    A lot of gamers don't know that DitV exists, or, if they do, know little more about it - that it'd represent a 'standard' is pretty unintuitive. Maybe obscure, rarefied, or alternative?
    1530 replies | 51557 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 02:25 AM
    Would it kill Game Theorist to pick labels remotely intuitively suggestive of the content of their theories...? ...and, even if it would, it'd be a noble sacrifice.
    1530 replies | 51557 view(s)
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  • Tony Vargas's Avatar
    Tuesday, 24th April, 2018, 02:16 AM
    Exactly, that's why it seems off in some way if you've been thinking like that for 30 years. But, you're still not being told, or telling, even cooperatively, a Story. A story worth hearing may or may not result, and finally be told, when you recount what 'happened.'
    2162 replies | 49713 view(s)
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  • jmucchiello's Avatar
    Tuesday, 24th April, 2018, 01:09 AM
    Zadolix Zadolix turns back to the original bug and fails to hit it. Surina Surina takes out the critter that followed her onto the bridge. Keth
    190 replies | 4555 view(s)
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  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 11:39 PM
    Because Fighters didn't cut it for representing Conan and EGG eventually wrote up a bizarre magic-hating barbarian class in The Dragon (along with a vicious review of the Conan movie) that made it into 1e Unearthed Arcana (the Barbarian, not the hatchet job on poor Arnie's inarticulate Conan). It was in 1e, so it /must/ be in 5e. ;) In 2e it was just a kit, and in 3e it became a full...
    61 replies | 1632 view(s)
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  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 10:53 PM
    Or a setting could be much smaller. You could lay your scene in fair Verona, for instance, and that's the setting. ;) Unless they strike the set and put up a different one for the next performance...
    1530 replies | 51557 view(s)
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  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 10:50 PM
    IDK about 'force,' contribute might be a better way of putting it. But, no, it is not a 5e thang, 5e is non-committal about stylistic choices like that, a DM could run that way if he felt like it, with or without informing players. If you are empowering the players to knowingly do things like that, for instance by giving them resources to accomplish such things, it's more indie.
    2162 replies | 49713 view(s)
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  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 10:46 PM
    Defenses are not fixed, one target might have a 30 defense (though that's a bit high in a typical 8-12 DC campaign), another might have 8. You get what you pay for.
    10 replies | 276 view(s)
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  • jmucchiello's Avatar
    Monday, 23rd April, 2018, 09:59 PM
    "Let's check the other door and then we can search these rooms for info that might be helpful." Ana suggests.
    1489 replies | 31713 view(s)
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  • jmucchiello's Avatar
    Monday, 23rd April, 2018, 09:56 PM
    "That one there told us the rest of them were meeting a necromancer out at the Rock," Terry says. "Near we can tell it's a five hours west here. Heard of it? Or this necromancer?"
    285 replies | 5105 view(s)
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  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 09:52 PM
    Systems can and have gone there with reasonable results. Back in '78 RQI calculated your chance to hit with modifiers from high STR, SIZe, DEX, INT, & POWer. Everything but CON, IIRC. FWIW, 5e BA has already tried to decrease the impact of high stats, both with the cap of 20, and putting everyone on the same proficiency schedule.
    100 replies | 1964 view(s)
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  • Arilyn's Avatar
    Monday, 23rd April, 2018, 09:50 PM
    The OP is talking about world building not being needed in a game where reality is shaped during play. GM frames a scene, players make moves, ie, searching for a secret door, and then dice are used to determine what happens. These games are driven by character motivations. In this kind of game there is no reason to prebuild a world, as it forms around the narrative at the table. This doesn't mean...
    2162 replies | 49713 view(s)
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  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 08:34 PM
    Do the Taldoreian druid tribes get powers associated with the element they protect, or with protection from that element? D&D seems to like fire, and druids still have a fair number of fire spells, for instance. Anyway, random ideas: A moon druid could be under a curse that causes the transformations, and has studied with the druids in an attempt to learn to control it. A moon...
    21 replies | 463 view(s)
    1 XP
  • Blue's Avatar
    Monday, 23rd April, 2018, 07:59 PM
    Wyrd of Radiance - You have a bright destiny Down - counter feather fall Gush - makes a rapid spout of water Sold Earth - completes real estate transactions. Beast band - They play grunge and heavy metal
    44 replies | 1147 view(s)
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  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 07:52 PM
    I'm not ignoring it, I just don't find it very convincing. You think it's the story/concept of the Paladin & Ranger that make it rate a class, while the Fighter/MU lacks any such. I think it's another artifact of the early game's sketchy mechanics. There were prominently elven fighter/magic-users in the early game, there were not fighter/druids let alone human fighter/clerics, and that didn't...
    63 replies | 1917 view(s)
    0 XP
  • Blue's Avatar
    Monday, 23rd April, 2018, 07:46 PM
    That spell has been passed down through generations of Armstrongs!
    44 replies | 1147 view(s)
    1 XP
  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 07:44 PM
    It is a little tricky. It's not too easy an escape clause unless the roll is too easy, so it depends on balancing the resolution mechanic. In contrast, if a DM is faced with a PC who's 'too good' at finding secret doors, he just stops placing secret doors - they're just doors at that point, anyway. There's no likelihood of finding lots of secret doors in every wall, because there's no...
    2162 replies | 49713 view(s)
    0 XP
  • Blue's Avatar
    Monday, 23rd April, 2018, 07:38 PM
    There's also more then a dash of hopeful rationalization in my post - Lies blew me away when I read it and I recommended it left and right, but Red Seas and Republic didn't do it like that for me. They weren't bad, but they also weren't magical. So I keep hoping for the next book to return me to the place of the first, and hearing how this was what he wanted to write in the first place renews...
    23 replies | 525 view(s)
    0 XP
  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 07:34 PM
    Can't battleminds & wardens come up with a whole lotta surges, too?
    253 replies | 24157 view(s)
    0 XP
  • Ralif Redhammer's Avatar
    Monday, 23rd April, 2018, 07:24 PM
    Yeah, it was probably more snark than strictly necessary on my part. I do recall that for a time there was even a release date listed for the Thorn of Emberlain, before it…went away. I guess I’m a little burnt by certain other unfinished book series.
    23 replies | 525 view(s)
    0 XP
  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 07:19 PM
    One consideration is that the 'problem' with short days is only going to manifest if your party composition is sufficiently varied. If you have all daily casters and the odd barbarian, or all warlocks, monks & BMs, for instance, you'll hardly notice a class-balance problem for a shorter day, and, in the latter case, an encounter (or two with no short rest) shouldn't be excessively easier than...
    26 replies | 581 view(s)
    0 XP
  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 06:49 PM
    You could have that in any ed, I think. For instance, I was in a long and successful 3.5 campaign in which my half-orc Barbarian1/RogueX had the highest INT in the party - at 12. Are they still those classes, though? OK, I admit 'wise wizard' is a legit archetype, but, yeah, the D&D classes are a little straightjacketed that way. I mean, in 3e, you could have had a smart (INT 13) fighter...
    100 replies | 1964 view(s)
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  • jmucchiello's Avatar
    Monday, 23rd April, 2018, 06:33 PM
    "Oh, shoot." Knowing where the locked door is situated, Shavara walks around the building looking for a window that might look into the locked room. And while she's there she also look for anything unusual on the grounds around the building. Investigation?
    962 replies | 27883 view(s)
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  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 06:22 PM
    I've been thinking about this and I finally realized what seems off about it: "every." A given party shouldn't have multiple STR fighters or wizards or warlocks. It should maybe have a fighter, a rogue, a cleric, a wizard, & warlock (or sorcerer or paladin or bard). And, yeah, the, one will be really strong, the other really quick, the other really smart, and the last incongruously...
    100 replies | 1964 view(s)
    1 XP
  • Tony Vargas's Avatar
    Monday, 23rd April, 2018, 06:16 PM
    Some groups have never seen the 5MWD, others have rarely seen anything else. The prescribed encounters/day for optimal 'balance' is present in 5e (and was there, if not very functional, in 3e, to be fair), as is the short/long rest model, and at-will, short-rest, and daily recharge abilities for most classes in one form or another. So, as in 4e, a group can tend towards few if any...
    143 replies | 4262 view(s)
    0 XP
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About Blue

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About Blue
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I like heavy RP, shades of gray campaigns, both to run and play in.
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I was an orphan that was raised by wolves in the sentient forest primeval. Later I found out that my father was a god. I only roll 20s. Fnord. I write award winning arias to be sung in languages I have designed. I DO NOT sparkle in the sunlight. I have climbed K2. Uphills, both ways, in the snow. I don't always drink beer, but when I do, it's --- URK.

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Currently running 13th Age. The younger dragons move with inscrutable purpose, and savage ritual breed a hybrid for unknown reasons. Chains capable of holding the soul of a dragon now find themselves around an urchin, while a sliver of the soul of a dragon incapable of being chained lies in hidden in a young man. The Koru - mountains animated by their Kami - walk the lands, while the Kami twisted by the poisons of the underdark swim to the surface as Living Dungeons. The once dead find new life without regaining it, and the never living find life but not their own. The Orc Lord breeds new orcs with the gifts of elves; the dwarves with their mastery of clockwork and the Victorian/Roman Republic Dragon Empire resist. The High Druid seeks heartwood from the trees holding up the sky - last time a High Druid did a ritual of this magnitude, vampires became slay-able with but a stake of wood. Dark secrets of Ages past surface, but whom will they favor? Who will control them?

Zeppel
My Character:
Currently playing in a homebrew 4e game called Ascendancy of Darkness. Civilization is falling, has mostly fallen - will a misfit band thrown together by magic they don't understand be able to help. I run Smoke, the aging longtooth shifter Runepriest. Run by Dragon magazine author KS.

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Game Details:
Currently running 13th Age. The younger dragons move with inscrutable purpose, and savage ritual breed a hybrid for unknown reasons. Chains capable of holding the soul of a dragon now find themselves around an urchin, while a sliver of the soul of a dragon incapable of being chained lies in hidden in a young man. The Koru - mountains animated by their Kami - walk the lands, while the Kami twisted by the poisons of the underdark swim to the surface as Living Dungeons. The once dead find new life without regaining it, and the never living find life but not their own. The Orc Lord breeds new orcs with the gifts of elves; the dwarves with their mastery of clockwork and the Victorian/Roman Republic Dragon Empire resist. The High Druid seeks heartwood from the trees holding up the sky - last time a High Druid did a ritual of this magnitude, vampires became slay-able with but a stake of wood. Dark secrets of Ages past surface, but whom will they favor? Who will control them?

Zeppel
My Character:
Currently playing in a homebrew 4e game called Ascendancy of Darkness. Civilization is falling, has mostly fallen - will a misfit band thrown together by magic they don't understand be able to help. I run Smoke, the aging longtooth shifter Runepriest. Run by Dragon magazine author KS.
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Wednesday, 25th April, 2018

  • 09:27 AM - Harzel mentioned Blue in post Advice: A less hectic workday for my D&D characters
    Blue I generally find your posts insightful and interesting; I hope you will not be offended by the directness of my comments below. Unfortunately, that's a commonly spread misconception. The DMG suggest 6-8 encounters with 2 short rests, about 1/3 and 2/3 of the way through the day. (DMG pg 84.) Actually, that is the commonly spread misconception. Here is the actual quote from the DMG. Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer. So, first, the 6-8 number is associated with encounters of a particular difficulty, and the text explicitly mentions more and fewer encounters as equally viable alternatives. Per this section in the DMG, there is nothing special about 6-8 encounters. Second, this section in the DMG is not, per se, making a recom...

Sunday, 15th April, 2018

  • 04:14 AM - Harzel mentioned Blue in post Need help balance checking a homebrew race
    Based on what you have written about their lore and physicality, the proficiencies with pole arms seem quite odd; seems like it would be more natural (and easier to remember) to go with "simple weapons, longbow and longsword". I agree with Blue that you should remove halving magic damage. If you want them to be good at swimming and climbing, then just say "advantage on ability checks for swimming or climbing". Saying that all STR checks are to be done with DEX is kind of hard to wrap my head around. STR is just not a universal substitute for DEX. If you wanted to constrain it to climbing, that would be absolutely fine, and swimming would be ok, I guess, but still makes me raise a skeptical eyebrow. I suggest rewording "climb, crawl, and swim with no penalties" to something more like "climb, crawl, and swim at their current walking speed". Otherwise, someone will interpret it as meaning that, for instance, a slow spell would have no effect on their swimming speed.

Friday, 23rd March, 2018

  • 09:26 AM - pemerton mentioned Blue in post Game Mechanics And Player Agency
    ...result on a Diplomacy roll is X, we can't work out its effect on any given PC, any more than we can work out what effect a DC 20, 30 hp explosion will have. In both cases we need to look at the PC's abilities. (Which is how all RPGs that actually have player-side social mechanics handle it.) In the game I GMed on the weekend (Cortex+ Heroic), one PC tried to explain to some frightened villagers how they could escape a difficult situation (stuck in the cold and snow being pursued by giants) but found himself reaching the conclusion that there was no solution to the problem of how to escape! (Mechanically, the PC was stressed out by mental stress.) Later on, another PC took mental stress as a result of an argument with another PC about how (if at all) they should go about trying to save the villagers from the giants. LIke Campbell said upthread, if the player doesn't want to be hindered by the penalty then actions can be declared that don't rely upon being clear-headed. And like Blue said, being stressed out from mental stress has no greater effect on player participation in the game than does being stressed out from physical stress.

Monday, 19th March, 2018

  • 04:05 PM - delericho mentioned Blue in post Your ideal class orgainization
    I am interested in what sort of class organization you think is ideal. If you were organizing classes for a new edition of our favorite game, how would you do it? For D&D, I would stick with essentially the same class structure as we currently have. I would add three classes: the Assassin, Mageblade, and Warlord, purely so that every class that has been in the (first) PHB of any edition exists as a full class here (where Mageblade is the BECMI Elf). And add the Artificer and one or more Psionic classes in appropriate setting support supplements. Also, I would remove multiclassing. For a new D&D-like game, I would instead do something similar to Blue's approach - combine the Fighter, Rogue, and Barbarian into a single Hero class; turn all the half-casters into subclasses of Hero (much as Fighter has Eldritch Knight in 5e), and then divide up the casters by party role rather than magic source.

Saturday, 17th March, 2018

  • 06:35 PM - Kinematics mentioned Blue 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 from-scratch build of the sorcerer class.

Wednesday, 14th March, 2018

  • 10:20 PM - The Yellow Sign mentioned Blue in post Crit-fishing Paladin build post-Xanathar's
    Blue Elven accuracy gives +1 Cha so with a starting 17 from half-elf it would get 20 by level 9 as hexblade 1/Paladin 8.
  • 01:13 AM - aramis erak mentioned Blue in post Rules Light/Rules Heavy Graph
    ...ow long one serves, with certain (sometimes unmeetable) prerequisite skill purchases from Career. In play, each skill has it's special rule for determining what percentage to roll. (But, hey, to protect PC's, it's 10% harder to hit a PC.) Again, however, I must raise issue with describing games that front-load all the complexity into Char Gen as "Heavy" systems. Most notable amongst these is Hero. All its complexity is in Character generation; the mechanics of play are under 50 pages, but the powers list is 200+. Most of them work in very straightforward ways, and the expansions and limitations clearly modify the purchase of in-game effects, not of story mode.... so my 3d6 RKA Volcano Gun and your 3d6 RKA Radiation Gun work the same in the mechanics, unless you or I have added some side effects. My volcano gun adds a cumulative transform (as the power), while yours adds a radiation burst (line area effect 1 pip drain body)... It's daunting until one actually starts to use it. As Blue notes, at-table, DM Prep, and Character Gen are three different areas, and GURPS and Hero are high only on Character Gen, moderate on DM Prep, and low in at-table. Phoenix Command is high in All three areas, and in Character Gen, worse than GURPS by far.

Tuesday, 20th February, 2018

  • 10:54 PM - 77IM mentioned Blue in post Adept class
    OK, I made a bunch of subtle revisions based on Blue's feedback and my own dissatisfaction with the class. First, I finally found a flavor angle that I like, although I'm not sure I've articulated it well in the class write-up. I took one of the headers, "Master Your Own Destiny," and interpreted it literally. Role-wise, if a paladin is a "holy warrior with divine power," then we mostly think of an anti-paladin as "unholy warrior with demonic power." But the adept is sort of an a-paladin: "atheist warrior with scientific power." (In 5e, magic is often treated like a science, especially the wizard's approach with textbooks and formulae. This explains why the adept is an Int-caster like the wizard, and not a Cha-caster like the sorcerer.) So unlike the paladin, who follows an external power (even if it's not a god, it's a cosmic force like Justice), or the ranger, who has all this stuff about nature and balance and harmony, the adept is internally driven and wants to impose their own will on the world around them. At a metafictional ...

Tuesday, 13th February, 2018

  • 01:48 AM - steeldragons mentioned Blue in post Sorcerer spell chains
    This may help your guys' efforts: List of Spells by Damage Type (not including Xanathar's Guide spells). Sweet! Thank you. Bouncing from the 5e SRD -scrolling from Cleric (all the way at the beginning) to Wizard (all the way at the end), with period stops at Druid and Warlock, and to the Elemental Evil pdf was getting old REAL fast! I'm not making any promises and it is entirely likely that what I'm envisioning will be too much to fully flesh out, but maybe I can get something thrown together before 8e releases. :D PS: Thanks so much Blue for the thread, placing this bee in my class-creation bonnet...I really needed to be obsessing over/spending tons of time on this. ;P

Monday, 12th February, 2018

  • 06:52 PM - steeldragons mentioned Blue 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, Metamagi...
  • 07:22 AM - Quickleaf mentioned Blue in post Sorcerer spell chains
    Blue I think the further you go down this path the more you realize that what you're really aiming for is (a) more tightly themed sorcerers, and (b) a more adaptive magic system for sorcerers. For me personally, that would looks like something quite unlike the current spell system; for example, I'd imagine sorcerers having unique "cantrips" they could perform at-will or expend a resource to "power up" in various ways (kind of reflecting your spell chain ideas, where the more you power up, say, "Illusory Guise", the more it becomes similar to a disguise self, or alter self, or seeming. The challenge of fitting existing spells to that sort of template is that you invariably end up with square pegs in round holes... Transmogrify: Disguise Self, Alter Self, Polymorph Adapt: Enlarge/Reduce, Protection from Energy, Stoneskin Enhance: Jump, Enhance Ability, Water Breathing Does water breathing belong in Adapt or Enhance? I don't know. In fact, were I a player making a choice between "A...

Saturday, 27th January, 2018

  • 02:54 AM - TheCosmicKid mentioned Blue in post Proficiency die as a class feature
    ...'t roll anything, nobody else is rolling anything against you, there is no discrete point to say "You should roll a proficiency die here". I don't think there's any real choice but to use a constant value here. I suppose it's possible to say you roll for it once per day, or whenever you finish a short rest, or whatever, but that feels forced. For that constant value, the obvious option is to go with the standard proficiency bonus for a character of your level. But, like I said, that feels kind of disappointing to me: you still have a proficiency bonus, it's just hiding. So I'm currently playing with the idea of instead using the minimum value of your proficiency die (i.e., normally, 1). This doesn't seem too punishing to me because, unless I'm forgetting about something big, these effects are really rare. And it much better sells the flavor that, as a fool, you really are just bad at things whenever chance isn't involved. As for defining when to use the proficiency die, I like @Blue's thinking a lot. I hadn't quite considered the problem in terms of actions vs. passive effects. The problem is passive ability scores. Technically they're, well, passive, in that you don't use an action to activate them, and so would use the static bonus. But conceptually, a lot of the time passive scores do seem to represent repeated or abstracted activity, as has been discussed on the numerous other threads about them. And if I go with my static-bonus-is-1 idea, then applying that to all your passive scores would be rather punishing. So my current draft looks more like a generalized version of what @Charlaquin suggested: the defining quality is whether or not somebody is rolling a die. Roll of the Dice As a fool, you live by the maxim "Better lucky than good" -- even if you don't realize it yourself. You do not have a normal proficiency bonus. Whenever you would add your proficiency bonus to a roll, instead you roll your proficiency die, a d4, and add the result. If you woul...

Friday, 26th January, 2018

  • 07:19 AM - pemerton mentioned Blue in post Should time spent on system mechanics be based in interest or importance/risk?
    I've seen games that offer two or more resolution systems for similar tasks, one for a heavy detailed resolution and others for lightweight situations. The biggest problem with them is usually making the result of the lightweight system appropriate and plausible in the more detailed system ie. given the same starting parameters, both systems should present similar expected results at similar cost.I think this is hard to do in mathematical terms! (I'm thinking your probably agree with that.) To make it work, I think there need to be other paramaters in place that "buffer" or modulate the differences in outcome. "Fail forward" would be one, but not the only one. Blue's idea is another way of handling it - granularity tracks stakes, for some pre-set ranking of stakes. Blue, you seem to be giving up on this - but how does DitV handle it?

Thursday, 25th January, 2018

  • 03:27 AM - pemerton mentioned Blue in post Should time spent on system mechanics be based in interest or importance/risk?
    Blue - are you familiar with systems like HeroWars/Quest, Burning Wheel and others (4e can be run like this for non combat resolution, but not for combat using the published rules) which distinguish between "simple" (one roll - think a D&D skill check) and "complex" (multi-roll - think a D&D combat or a 4e skill challenge) resolution, with the GM and players deciding (by consensus) which to use based on the stakes of the situation? This sort of approach is normally also used with "say 'yes' or roll the dice" - ie if there is nothing at stake, and no reason to suppose that failure would yield anything interesting, then no resolution mechanics are invoked at all. If you're not familiar with these games, you might find they have some interesting ideas for you. (If you are familiar with them, then disregard this post.)

Monday, 18th December, 2017

  • 02:52 PM - Maxperson mentioned Blue in post An additional component for Resurrection
    In other words, you seem perfectly prepared to penalize players if they are not all in agreement. Just like I've said since the beginning and now supported by your own words. And please, you can't defended this from the "impartial DM" stance when it's you wearing the hat of the "game designer" that caused this. Please stop trying to hide. You are the one creating the situation where player vs. player can come up.There are no "in other words" for his game Blue. He said that his players enjoy it, so it's simply not a problem in his game. You keep telling him to stop trying to hide, but in this case it's you who should stop trying to create a problem where one doesn't exist. If his method won't work for you and your group, don't use it. It's really that simple. I tried that method once with my group years ago and they didn't like it, so it went away.

Tuesday, 5th December, 2017

  • 01:00 PM - Coroc mentioned Blue in post Rating magic items on a 1-10 scale
    Blue You are right, if you overdo it with + on weaponry and armor, then you have to shift the bounded accuracy to make it work again, e.g. give the Mobs more hitpoints use more of them or increase their armorclass or attack bonus. Also that kind of equipment does inherently lower the caster classes damage output in relation. But to counter such a thing is still far more easy than to rewrite your complete campaign, because some gimmick teleported the party to another plane, which you have not had in mind at all to ever play some role in your campaign or even if you slightly considered it, you might not have prepared material for this scenario.

Tuesday, 14th November, 2017

  • 11:07 PM - Nevvur mentioned Blue in post Where did the 6-8 encounter standard come from?
    @Blue Citing 6-8 encounters as a class balancing act, how great do you think the actual disparity in effectiveness is between a short rester and long rester given a difference of 1 short rest? 2? I know there are many variables to consider, and whatever answer you or I can give ultimately amounts to wild conjecture, but I suspect it's not very great. Certainly not greater than class imbalance resulting from issues unrelated to recovery rates. Speaking from experience, I've never had a player complain about class imbalance caused by the frequency of rests, and this despite these facts: all my players embrace charop, every group has included a mixture of short and long resters, and I routinely run 2-4 hard/deadly encounters per adventuring day. After 3 years of DMing this way, if any of my players felt disserviced, it should have come up by now. They're vocal about other issues so it's not a matter of avoiding confrontation or whatever. This is the evidence upon which I base my aforemen...

Monday, 13th November, 2017

  • 09:21 AM - hbarsquared mentioned Blue in post Feedback on Time Travel Spell
    Thanks everyone for the comments and suggestions! I know the concept for the spell is overly complicated and convoluted, but that's part of its charm. Its effects might simply be "double actions in two locations," but I'm hoping to encapsulate the time travel aspect into the spell itself. I think there are two directions. Either the Future Self is one of many alternate possibilities, in which case paradoxes are not an issue, or the Future Self is beholden to causality, in which case the spell needs to prevent those paradoxes. The problem with the first, where the Future Self is from only a possible future, is that there is no restriction on ability or equipment usage. The ring of three wishes could be used and doubled up between both versions of the caster. I like the idea of "sharing" usage to prevent overpowered effects as well as causality. I think Blue suggestion is simple, and works. Pulling your Future Self into the present ends all conditions and spell effects. So, in effect, this spell at the very least functions as a range-sight dimension door combination multi-restoration. Perhaps pulling your Future Self also acts as being stabilized, or rolling a 20 on a death save. Like adding in an auto-revivify. So even if your Original hits 0 hp, it does not create a paradox to be pulled through. I like Quartz bringing up the epic spell Time Duplicate, that helps clarify the wording. Perhaps if we add Concentration in, so anytime the wizard fails concentration from taking damage, the Original gets pulled back, helping to preserve causality. If concentration is lost due to being unconscious or incapacitated, causality is still preserved. If the Original actually dies... that's when the temporal explosion takes place!

Monday, 6th November, 2017

  • 06:16 PM - Coroc mentioned Blue in post legal staff and shield for hexblade?
    Blue sorry that the irony in my post was not obvious enough, at no means i intended criticize the OP for the absurdities that wizards sometimes puts into their rules. I did know about the versatility of the quarterstaff and i did know that PM could be used with it. What did not occur to me until this thread, is that somehow according to RAW, you could use PM and quarterstaff in a 1 handed and shield Combo. Which means quarterstaff doing 1d6 + 1d4 would be the ultimate 1h weapon with this feat. Besides being absurd in a make believe way of things , ist an OP Combo. But it is obviously a legal loophole in the rules. I wonder, is no one at wizards noting such things? That rule shouts for a revision via sage advice or ua whatever. @ Cap'n Kobold Personally i got no prob. since as a DMi houserule quarterstaff is 1d6 2handed use only, like it should be. Use your polearm master with it if you like to but it is not the uber combo anymore. We got thousands of threads when Peopl...

Thursday, 19th October, 2017

  • 08:09 PM - iserith mentioned Blue in post House rule idea for healing to avoid "whack-a-mole"
    I imagine it will work fine, but keep Blue's caveats in mind. I don't see whackamole very much in my games. Maybe not ever since I can't recall a single instance of it. (I'm getting old though.) To make sure you're not just applying a kludge to fix some other underlying issue, I would recommend taking a look at the kinds of time pressure you are putting into your games and make sure that is working as intended. I'm a big fan of time pressure myself, but it's possible it's not calibrated quite how it should be. As well, I also feel like this is not a game system problem that demands a house rule and probably more of a player tactics thing. Maybe they should brainstorm on different ways of dealing with challenges and working together. Perhaps the party composition or builds could use a tweak. I say this having no idea how your players play though, so maybe there's no issue here. I'd take a hard look at it first before applying house rules though.


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Wednesday, 25th April, 2018

  • 11:19 PM - Tony Vargas quoted Blue in post Advice: A less hectic workday for my D&D characters
    That said, no one is saying 4-5 encounters is unworkable; the farther you change from the baseline the more pronounced the difference in the recovery model comes. I would say that if some table regularly did 12 encounters we'd see a swing the other way. While, in theory, days beyond 8 encounters will start favoring 'unlimited' use abilities, those abilities are limited by the need for you to have at least 1 hp to use 'em... But I would be worried about 1-2 encounters per day. On threads that talk about "my party has an easy time with my deadly+ encounters, my invariable first question is about the number of encounters per day the players generally expect. It's always low, and I almost always get pushback that "but I'm increasing the difficulty so it should balance".Spot-on. 13th Age does their long-rest-recovery based on 4 encounters, not linking it to actual sleep. So a 3 week trek across the savanna with four encounters has a single "long-rest". A dungeon might have one at ...
  • 09:27 AM - Harzel quoted Blue in post Advice: A less hectic workday for my D&D characters
    Blue I generally find your posts insightful and interesting; I hope you will not be offended by the directness of my comments below. Unfortunately, that's a commonly spread misconception. The DMG suggest 6-8 encounters with 2 short rests, about 1/3 and 2/3 of the way through the day. (DMG pg 84.) Actually, that is the commonly spread misconception. Here is the actual quote from the DMG. Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer. So, first, the 6-8 number is associated with encounters of a particular difficulty, and the text explicitly mentions more and fewer encounters as equally viable alternatives. Per this section in the DMG, there is nothing special about 6-8 encounters. Second, this section in the DMG is not, per se, making a recom...

Tuesday, 24th April, 2018

  • 02:46 PM - Dausuul quoted Blue in post Damage types: How much is a point of [x] damage worth?
    And the breakdown by CR is exactly how that's information is useful to me - well broken out and clearly presented. You mentioned you did have the data to pull it in other ways - would it be possible to pull just the vulnerabilities? What you have is fantastic in picking damage types that will be effective, but if you have the luxury of picking multiple different damage types you may want to also pick up something that will be very effective in the right situation. The second and third tables have breakdowns by vulnerability, resistance, and immunity, in percentage form (2nd table) and in raw counts (3rd table). The raw count will be more useful for vulnerabilities; vulnerability is so rare that much of the data is lost to rounding when converting to a whole-number percentage. The most common vulnerability is fire (almost three times as common as anything else), but even that shows up on only 11 out of 537 monsters. If you're fighting mummies or walking trees, fire is a good bet.

Monday, 23rd April, 2018


Sunday, 22nd April, 2018

  • 04:34 PM - Arial Black quoted Blue in post How do you make a Barbarian interesting?
    Re-fluff the rage. Razor Fighting Focus, zen-state martial arts, what have you. Even if you want to keep it as hyper aggression, it could be by possession, by sharing your soul with an ancestor or spirit of an animal. Just like any character, come up with an interesting story and work out from there. The mechanics of rage can fit a lot of different narratives. And while the class is called "barbarian", there's no need to keep it as an uncivilized savage. Pit fighter, drunken sailor, whatever - even more with re-flavoring rage. Exactly! The game mechanics of the class are not a role-playing straitjacket forcing you to be a loincloth-wearing savage Conan clone! Be a super-civilised, highly trained warrior with anger management issues. Take the Acolyte background and fluff the barbarian mechanics as a secret fighting style involving faith and focus. In the Deathstalker books by Robert R Green, the Deathstalker clan is a noble house in a star-spanning futuristic empire. Each noble hou...
  • 02:05 AM - Riley37 quoted Blue in post Booting a Player (and setting a good example?)
    That's not kicking them out of the group, nor of the house however. If the group as a whole says "that's fine, we'll have someone else run", that's also part of the group dynamic - the DM only has power within the game, and only at the pleasure of the group. Indeed. That's why I drew the distinction between DMs who are hosts, and DMs who are not. When I am the DM and not the host, I *can* tell a player, right when that player walks through the door, that I won't run a game which includes that player. I prefer to let the host know, in advance, as a courtesy. Maybe the host finds that useful, maybe the host sleeps on the decision before designating another DM, maybe not; but in the working relationship between host and DM, I'm gonna keep my side of the street clean, as best I can.

Saturday, 21st April, 2018

  • 01:20 AM - Tony Vargas quoted Blue in post Characters of different power levels in Zero to Hero type games
    I'm going to ramble a bit. I started with D&D. It came in a red box. And you stated at first level and you earned every bit of power you ever had, be it levels or loot or things less mechanical. If you died, you likely started back at 1st level even though others around you were unimaginably powerful, say third or maybe even fifth! But you'd catch up quickly because of the way the exp tables were written... But once I started playing regularly (a feat that took a few years) I also starting playing Champions, a superhero game. And my new character was based on 250 points, and their existing character was based on 322 points, but the power caps kept things from being TOO different so they were only a smidge more directly powerful, though definitely more well rounded and will less glaring weaknesses. And then we'd do crossovers with 400 point behemoths that were the first characters players made in the world and no longer actively run. And they were awesome, but as a newb hero I s...

Friday, 20th April, 2018

  • 11:50 PM - Gardens & Goblins quoted Blue in post Booting a Player (and setting a good example?)
    I strongly agree with what you say. I'm often the DM, and I say that I only have any special role within the game, and that at the sufferance of the player. (If anyone has special rights, it's the host.) That said, the DM can handle it with a simple "I don't want to run for you". A decision made within the context of the game. I'm actually slightly conflicted, so I turn to how I've handled this in the past so I can examine my actions. My management training says praise publicly, criticize privately, and "first talking" to someone doesn't need to be shaming/accusing them in front of the entire group. I've had quiet words and asked them to mend their ways. If things continue, then it goes up to the group. More and more I find folks are afraid (yes, afraid, though specifically, afraid due to a lack of effective tools with which to use) of being perceived as being intolerant, not nice, the 'bad guy' in social situations, especially in small social groups. I've dealt with a fair nu...
  • 10:12 PM - vincegetorix quoted Blue in post New class concepts
    I agree with this sentiment. There was a ranger UA that had them changing into giant trees and fighting and I loved it - because it was something big and different. When you have subclasses that give different mechanical expression to mostly the same broad concept, I'd rather subtract out the subclass. I don't need a brute and a champion. I don't need two archers who shoot a lot and are durable (fighter and ranger), but I can do with an archer who shoots slowly with the best possible shot and is hard to pin down but more fragile than either of them (rogue). I've been disappointed in a lot of the UA subclasses, what we've seen in SCAG & XGtE, and even some in the PHB -- not because they aren't well executed mechanically, but because they describe the same broad concept and so are redundant. We're on the same page. I love 5e, but sometime I find their obsession with balance paralyzes the creative part of their brain. Mike Mearls seems to have a lot of new cool ideas coming with MMHF...
  • 09:58 PM - Tony Vargas quoted Blue in post New class concepts
    My own experience is 180 degrees away from this. In 5e, multiclassing isn't the "road to greatness" it was with some earlier editions. Agreed. I have a big problem with 5e multiclassing - it's that people (not veteran players) can come up with cool concepts (or copy them from movies and novels) that scream multiclassing, and then the system makes them seriously sub-optimal and I have to encourage them to deviate from their concept and optimize some more just to get back to the power level of the other characters. Basically, in 5e it is much easier to unintentionally make poor characters through multiclassing than straight classing. There is a simple solution to that problem as a DM, though. Don't opt into MCing, at all. Players with an 'MC concept' just have to pick one class and fill in the trappings of the rest with background - 'Soldier' or 'Criminal' for instance. In some cases, there's a sub-class ready made for faux-MCing. However, for all of the problems with multic...
  • 09:36 PM - Parmandur quoted Blue in post New class concepts
    My own experience is 180 degrees away from this. In 5e, multiclassing isn't the "road to greatness" it was with some earlier editions. Just that all us old grognards think it is. And I tell you, every single one of my powergaming friends immediately went to multiclassing in 5e because of that ... and most of them ended up shooting themselves in the foot. So then they learned some lessons, and tried again, and found that earlier multiclassing misses the level 5 bump, so do it later, and lots of multiclassing usually wasn't worth it later since except for the few classes that didn't give out anything meaningful at high levels. I have a big problem with 5e multiclassing - it's that people (not veteran players) can come up with cool concepts (or copy them from movies and novels) that scream multiclassing, and then the system makes them seriously sub-optimal and I have to encourage them to deviate from their concept and optimize some more just to get back to the power level of the other cha...
  • 07:39 PM - Ovinomancer quoted Blue in post What are the most interesting non-D&D systems you've yet to play?
    Wow, Blades has quite the "I wanna play but haven't yet" vibe going on. Stop wanting to and PLAY IT! I spent 2 years dancing around Blades (though the kickstarter) and finally made the pitch and the effort. Haven't been disappointed, and my players are always asking when we're going to play again (it's alternate to my main 5e game, which they also demand to play -- there's only one of me, dammit!).
  • 07:05 PM - Tony Vargas quoted Blue in post New class concepts
    Instead they ought to spend much more time on the fact only PHB classes are historically supported by the vast majority of supplements. Regardless of edition, if you play a build choice from another source, you will always be a special snowflake that never meets any like-minded NPCs (of your own class/subclass). To me, that's the problem they ought to fret over. Unfortunately that problem is, itself, their chosen solution to the problem of making the game inaccessible to new players due to bloat* or shelf-shock. To put it another way, if 'optional' additions to the game are to remain truly optional, then they shouldn't be assumed in any future products. I for one, really hate that in previous editions, any cool Warrior idea got splintered off into it's own thing, instead of being used to make Fighters cool. That's just how it had to be, based on the fighter's designs in those editions. The 5e fighter design is similar, it's locked into specific functions within a party, a specifi...
  • 02:27 PM - Dausuul quoted Blue in post New Action: Flee
    My example had them starting adjacent, no moving the goalpost to have them further away. If you start adjacent, you eat one (1) opportunity attack. Then you move 70 feet away, and they never touch you again. It's true that you do take some damage; but if you can eat that one hit (or if you don't get dropped onto the battlefield right next to the enemy), you can kite forever.
  • 12:33 AM - AmerginLiath quoted Blue in post Elves, Humans, and The Little Rascals
    This is addressed under the races in the PHB - all of the races explicitly mature at the same rate. Read the Age section for each race. So none of them are children for longer. Elves stay in grad school for eighty years while dwarves crash on their parents’ couches for fifty. Humans meanwhile go out and get a job at eighteen.

Thursday, 19th April, 2018

  • 11:02 PM - Dausuul quoted Blue in post New Action: Flee
    In other words, the foe gets to Opportunity Attack you every other round when they've caught up before you run. That's not "unbeatable" kite, just "favored rate of exchange" kite. If you have unlimited room to run, and you don't care how long it takes, you can in fact use superior speed to kite indefinitely. The enemy will get one OA if you start in melee range, but they'll never get a second one. Say you're a wood elf fighting a human. On your turn, you Dash away from the enemy, moving 70 feet. The enemy Dashes toward you, moving 60 feet. End result: You're 10 feet farther apart than when you started. Repeat until the gap is at least 35 feet. Then, instead of Dashing, shoot your longbow and move 35 feet. You are now 70 feet away. The enemy Dashes toward you, moving 60 feet; the gap drops back down to 10 feet, but they're still not close enough for a melee attack. Wash, rinse, repeat. As long as you have time and space to run, the human will never get close enough for an OA. In practice...
  • 10:55 PM - mellored quoted Blue in post New Action: Flee
    Suck an attack of opportunity and dash. Moves further then the foe can catch up. Next round, fires and moves, so again more than one move away for a foe. Foe dashes to close. repeat. In other words, the foe gets to Opportunity Attack you every other round when they've caught up before you run. That's not "unbeatable" kite, just "favored rate of exchange" kite. 1: Start 70' away, and attack. 2: They are move 60' to 10'. 3: Then spend 6 turns dashing away, gaining 10' each time. 4: Your now 70' away, and can attack. 5: Repeat as until you win. Though, I like your "until out of sight" idea. Flee: You cannot attack, cast a spell, or concentrate, and are afraid of the enemy. Your speed is increased by 10', and you can disengage as a bonus action. This effect lasts until you are out of sight of hostile creatures for 1 minute.
  • 10:15 PM - Dausuul quoted Blue in post New Action: Flee
    FLEE You impose the Frightened condition on yourself for 30 minutes, or 5 minutes after your last sight of the foes. If you ignore or are immune to the frightened condition, you may not take this action. During this time, you may Disengage as a bonus action. You may only take the Dash action. I like this idea. Tweaking it a bit: Rout Choose an enemy you can see. You must move your speed directly away from that enemy; this does not provoke opportunity attacks from the chosen enemy. Until the start of your next turn, you are frightened and you can't take actions. At the start of your next turn, make a Wisdom saving throw. The DC is 20 if there are enemies in sight, or 15 otherwise. If you fail, you immediately Rout again.
  • 08:52 PM - mellored quoted Blue in post New Action: Flee
    FLEE You impose the Frightened condition on yourself for 30 minutes, or 5 minutes after your last sight of the foes. If you ignore or are immune to the frightened condition, you may not take this action. During this time, you may Disengage as a bonus action. You may only take the Dash action. I thought about adding in a "Cornered Rat" option, but left it out.I'm a bit iffy about the "immune to frightened" thing... (thinking about casting heroism on a target so they can't run). But otherwise, it works. Edit: Seem like you should be able to take the hide action as well.


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