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  • GlassJaw's Avatar
    Today, 05:18 AM
    I'm almost always the DM but a player in my group wanted to try his hand at DMing so we started a side game and we just hit 3rd level. I'm currently playing a bard because I've wanted to try the class for a long time. I'm going College of Lore and focusing on buffs and crowd control. 3rd level is a big deal because it grants 2nd-level spells but I'm really struggling with the spell choice,...
    5 replies | 120 view(s)
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  • GlassJaw's Avatar
    Thursday, 14th February, 2019, 08:11 PM
    There was a very recent thread on this. The consensus is to lower the cost of the spells, grant more of them, and/or only require a bonus action to activate. The other option is to rewrite it entirely. If you can find the NEXT playtest docs, the Four Elements monk was WAY more interesting. I would allow a player to choose which version they wanted to use.
    10 replies | 457 view(s)
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  • GlassJaw's Avatar
    Thursday, 7th February, 2019, 07:33 PM
    Wizard, Bard, Druid... Or play whatever you want. 5E is great that way.
    22 replies | 690 view(s)
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  • TarionzCousin's Avatar
    Thursday, 7th February, 2019, 03:59 AM
    Knock 'em dead! ... Wait. Maybe that isn't the best way to say "Good luck" in this situation.... :erm:
    8 replies | 292 view(s)
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  • TarionzCousin's Avatar
    Wednesday, 6th February, 2019, 01:10 AM

    7 replies | 277 view(s)
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  • GlassJaw's Avatar
    Tuesday, 5th February, 2019, 09:54 PM
    Well it's just that - it gives you another option. It's useful when you are fighting weak opponents and aren't concerned with the extra AC or you are fighting an enemy with a high attack bonus and you'll probably get hit regardless if you use a shield so every extra bit of damage helps. Also useful if you are getting extra attacks, such as the round you use Action Surge.
    31 replies | 773 view(s)
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  • GlassJaw's Avatar
    Monday, 4th February, 2019, 07:25 PM
    GlassJaw replied to Pesky Players
    Take that player and talk to him. There is a disconnect between your goals and the player's. Everyone at the table needs to be on the same page about the style of play.
    11 replies | 483 view(s)
    5 XP
  • GlassJaw's Avatar
    Sunday, 3rd February, 2019, 09:33 PM
    Well luckily for the OP there are numerous other systems to choose from. Just not sure why he felt the need to post about it. *shrugs*
    65 replies | 2229 view(s)
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  • TarionzCousin's Avatar
    Sunday, 3rd February, 2019, 07:03 AM
    How many books is that fretless bass worth? Hmmm...? :cool:
    49 replies | 1499 view(s)
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  • TarionzCousin's Avatar
    Sunday, 3rd February, 2019, 06:11 AM
    I've made good use of material by Kobold Press and Raging Swan.
    14 replies | 802 view(s)
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  • GlassJaw's Avatar
    Saturday, 2nd February, 2019, 08:39 PM
    I consider them to be guidelines. Too many inconsistencies between Sage Advice and his tweets to be taken as gospel. I'm usually a stickler for the "official" rulings but 5E works just fine if you completely ignore them.
    75 replies | 2441 view(s)
    2 XP
  • GlassJaw's Avatar
    Saturday, 2nd February, 2019, 03:53 AM
    I like the idea of a bonus action for the spells but I'm also a little uneasy about it. Do we really need bonus action Fireballs? I would reduce the cost of the spells first and grant some cantrips before making everything a bonus action.
    25 replies | 934 view(s)
    1 XP
  • GlassJaw's Avatar
    Friday, 1st February, 2019, 04:47 PM
    I'm of 2 minds with Four Elements: 1) Simple fix: Reduce the cost of most, if not all, of the abilities. Grant more abilities. Grant some cantrips. 2) Complete rework: Use the Tattooed Monk prestige class from 3ed as a template. Add abilities that don't require ki. Add abilities that aren't just spells. Perhaps allow the monk to specialize in one of 4 elements, or allow them to switch...
    25 replies | 934 view(s)
    0 XP
  • GlassJaw's Avatar
    Friday, 1st February, 2019, 04:36 PM
    There's a reason weapon speeds went the way of the dodo in my opinion. ;)
    72 replies | 2429 view(s)
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  • GlassJaw's Avatar
    Friday, 1st February, 2019, 04:33 PM
    I know the the class-based/universal weapon damage systems have been mentioned multiple times, and I'm not opposed to them. That said, the lengthy weapon chart is intrinsic to D&D, just like Magic Missile and Half-Orcs and Vancian spellcasting. Poring over the weapon chart is D&D, and for my purposes (currently), I'm not interested in deviating from that. It's what Gygax intended. That said, I...
    72 replies | 2429 view(s)
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  • GlassJaw's Avatar
    Thursday, 31st January, 2019, 08:00 PM
    Not really actually! That was my suspicion when I posted my question but I'm pleasantly surprised at the consistency. I count 2 main buckets: 1) scrap the weapon chart and instead use universal damage dice, and 2) fix the inconsistencies in the current weapon chart. Now there might be a fair amount of debate within those buckets but it's easy to determine which of the buckets any given...
    72 replies | 2429 view(s)
    2 XP
  • GlassJaw's Avatar
    Thursday, 31st January, 2019, 01:35 AM
    Wow, awesome stuff so far! Lots of things I've already considered but a lot of new ideas too. I should also add a couple more design goals: Make the system as plug-and-play as possible, so keep the changes to the core rules as minimal as possible. Stay as close as possible to the "spirit" of D&D. I always try to keep in mind possible publication on DMs Guild so while interesting...
    72 replies | 2429 view(s)
    0 XP
  • GlassJaw's Avatar
    Thursday, 31st January, 2019, 01:20 AM
    How do I figure out how many spells can I prepare?
    29 replies | 1241 view(s)
    1 XP
  • GlassJaw's Avatar
    Wednesday, 30th January, 2019, 04:38 PM
    I've wanted to try a character like this for a while now. Dual wield + Vow of Enmity to crit fish. Add Hunter's Mark or Divine Favor for more fun. Heavily reliant on bonus actions though, and not sure when I would take those fighter levels.
    17 replies | 991 view(s)
    0 XP
  • GlassJaw's Avatar
    Wednesday, 30th January, 2019, 04:23 PM
    While 5E is my favorite edition of D&D since I started playing the Red Box, no system is perfect. So aside the feat system, the weapon chart is the other major weakness of 5E in my view. I've started to do some work on a major redesign that is sort of a hybrid of 3E and 5E. Design Goals: Make choice of weapon more interesting Create more differentiation between the weapons Add more...
    72 replies | 2429 view(s)
    2 XP
  • TarionzCousin's Avatar
    Monday, 28th January, 2019, 05:26 AM
    Now everyone will know where the secret entrance is. Hmph. :erm:
    32 replies | 1802 view(s)
    0 XP
  • GlassJaw's Avatar
    Monday, 28th January, 2019, 12:38 AM
    I couldn't disagree more. Also bums me out when I hear people have such prejudice reactions towards multi-classing. #badwrongfun The 5E system actually empowers the powergamers because you need to find the loopholes to make it worthwhile. Then you end up with wonky combos that have nothing to do with character concept instead of rewarding the player that has a cool concept and uses...
    21 replies | 7490 view(s)
    1 XP
  • TarionzCousin's Avatar
    Sunday, 27th January, 2019, 10:45 PM
    To be honest, we don't even roll anymore. Everyone gets a natural 20, every time!
    144 replies | 4265 view(s)
    0 XP
  • GlassJaw's Avatar
    Sunday, 27th January, 2019, 10:39 PM
    I certainly don't condone this level of threadmancy but I do agree. Aside from a few niche builds, mutliclassing in 5E is extremely weak. It actually prevents interesting character concepts. Because ASI/Feats are class-based, it encourages class dipping because players don't want to miss out on ASIs instead of multiclassing because of their character concept.
    21 replies | 7490 view(s)
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  • GlassJaw's Avatar
    Sunday, 27th January, 2019, 06:36 PM
    These are my initial thoughts as well. It will also make the lower and mid-levels more of a slog as casters won't be able to dish out as much damage round-to-round; a single extra spell slot won't compensate. But in boss fights, you will have to deal with multiple fireballs, scorching rays, etc, making those battles much more swingy.
    118 replies | 4762 view(s)
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  • GlassJaw's Avatar
    Sunday, 27th January, 2019, 06:31 PM
    Not really. You can't design in a vacuum with no context, or at least ask people to provide meaningful feedback on your design. Without that, I'd say your idea is completely unnecessary and creates too many far-reaching changes that can't considered without significant playtest.
    118 replies | 4762 view(s)
    4 XP
  • TarionzCousin's Avatar
    Sunday, 27th January, 2019, 05:21 AM
    Yes.
    144 replies | 4265 view(s)
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  • TarionzCousin's Avatar
    Sunday, 27th January, 2019, 04:35 AM
    Everyone goes first; it's fair.
    144 replies | 4265 view(s)
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  • TarionzCousin's Avatar
    Sunday, 27th January, 2019, 04:20 AM
    You have the classic four classes covered: Wizard, Rogue, Fighter, Cleric. But you really need a bard to sing about your party's exploits! :cool:
    8 replies | 358 view(s)
    0 XP
  • GlassJaw's Avatar
    Friday, 25th January, 2019, 12:57 AM
    So after reading through various versions, I will say that I like the Revised Ranger (Revised) and the YARV both better than the PHB or the UA versions. I would probably some minor tweaks to both but I'm 90-95% satisfied with them as-is, which is significantly more than the PHB version. Overall, I like the RRR better because it maps more closely to the PHB version but I would allow either. The...
    59 replies | 2502 view(s)
    0 XP
  • GlassJaw's Avatar
    Tuesday, 22nd January, 2019, 05:18 PM
    Cool! I haven't seen this. First glance: it's pretty freaking good.
    59 replies | 2502 view(s)
    0 XP
  • GlassJaw's Avatar
    Tuesday, 22nd January, 2019, 03:01 AM
    Just taking an informal "poll"... Since the Ranger has been one of the most hotly contested and debated topics since the launch of 5E, I'm curious now that the dust has settled (or hasn't settled!), what version of the Ranger does your group actually use? I'm definitely in the camp of being disappointed with the PHB Ranger. It's convoluted and lackluster. I liked what I saw with the Revised...
    59 replies | 2502 view(s)
    1 XP
  • GlassJaw's Avatar
    Tuesday, 22nd January, 2019, 02:38 AM
    I certainly like the mechanic! For my purposes, I would create an entire new class around it (hmm, gears turning). Aside from a few tweaks, I'm pretty much ok with the monk as-is.
    7 replies | 374 view(s)
    1 XP
  • GlassJaw's Avatar
    Tuesday, 22nd January, 2019, 01:51 AM
    I liked your idea for rage...if it was a video a game. Having to track the rage level definitely sounds like too much tracking at the table. I definitely like more choice too, especially for the fighter. However, I don't think adding more Fighting Styles is the answer. Since the Fighter can only choose 1 style (or 2 if Champion), you will still only see the best options selected so it...
    7 replies | 374 view(s)
    1 XP
  • GlassJaw's Avatar
    Tuesday, 22nd January, 2019, 12:46 AM
    Some pretty good stuff! A good chunk I probably wouldn't use but I'm definitely scavenging it for my own game. I especially like some your Fighter options, although I wouldn't put them all under Fighting Style. It would make the Fighting Style choice very crowded. My own idea has to be create a new category alongside Fighting Style that provides the Fighter a choice in the social and...
    7 replies | 374 view(s)
    1 XP
  • TarionzCousin's Avatar
    Saturday, 19th January, 2019, 02:32 AM
    I've played in a game that had a formally written party charter: original Hackmaster. I think it was required, actually. If I recall correctly, the charter's main purpose was to allow the DM to screw us over. The secondary purpose was to allow party members to screw each other over. A distant third purpose was to impose some semblance of fairness onto everything.
    28 replies | 1141 view(s)
    0 XP
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About GlassJaw

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Page 1 of 3 123 LastLast

Thursday, 10th January, 2019

  • 09:56 PM - Quickleaf mentioned GlassJaw in post yes, this again: Fighters need more non-combat options
    GlassJaw You can find my extensive work on redesigning the fighter in a grounded way to enhance its powers in terms of exploration & interaction, as well as in terms of story over here: http://www.enworld.org/forum/showthread.php?535057-The-Warrior It's quite extensive, so prepare for a "deep dive" if you read it.
  • 08:42 PM - Satyrn mentioned GlassJaw in post yes, this again: Fighters need more non-combat options
    ...lso spend an action and a use of a healerís kit to tend to a creature and restore 1d6 + 4 hit points + hit points equal to the targets HD. They canít regain hit points from this feat again until it finishes a short or long rest. 5) You gain +1 Intelligence, always know which way is north, the number of hours left before the next sunrise or sunset, and can accurately recall anything you have seen or heard within the past month. 6) You gain +1 Intelligence, learn three languages, and can ably create written ciphers which otthers canít decipher unless you teach them it, or they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. 7) You gain +1 Intelligence, and if you can see a creatureís mouth while it is speaking a language you understand, you can interpret what itís saying by reading its lips. You also have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. GlassJaw, giving your player's fighter this feature might be what you ought to do. But instead of replacing the ASIs at 6th and 14th as Mistwell writes, just give it to him at 7th level instead of (or on top of if you'd prefer) his subclass feature. Force your player to take a non-combat feat, without taking away his combat feats (I'm assuming he's been choosing feats to optimise for combat otherwise he probably wouldn't be having this problem in the first place).
  • 08:36 AM - CleverNickName mentioned GlassJaw in post yes, this again: Fighters need more non-combat options
    ...interactions, we already had a Sneak to handle the scouting and locks, we already had a Healer and a Buffer, etc., etc. My fighter basically just sat around watching everyone do everything else except fight. Sure, once initiative had been rolled everyone shoved me to the front of the line and kept me propped up with magic and cover fire, and that could be really fun. But for the other 90% of the session, I was bored. So, If someone has difficulty understanding how to have fun with a class, sometimes the best option is to ask them if they want to play a different class.This. I talked to the DM about my options, and in the end I decided to play a Warlock (Hexblade) instead. It had just enough of the Fighter class in it to let me fill my old role in the group and keep me from becoming useless on the battlefield, but it had lots of other options in the way of spells and invocations that I just couldn't get with a Fighter...even a Fighter with the Eldritch Knight subclass. GlassJaw, I think your suggestions would make for an interesting houserule, and I'd love to hear how well they test. lowkey13's advice was what I ended up going with back in the day, and I'm 100% satisfied with the result.

Monday, 13th August, 2018

  • 07:02 PM - Oofta mentioned GlassJaw in post The perfect all Rogue party?
    I'm with GlassJaw. The biggest hole I see is healing. It could be offset by the thief having the Healer feat so they can use a kit to heal people with a bonus action with their "use an object" feature. Unfortunately that's fairly minimal healing once per short rest and (according to Sage Advice if you care) can't be used to drink or administer a potion. You also won't have much flexibility on the magic department. Arcane tricksters are fun but have limited options on spells. I don't think that's a deal breaker though. A lot of it's going to depend on the campaign though, it could be a lot of fun.

Wednesday, 9th May, 2018

  • 08:49 AM - TheSword mentioned GlassJaw in post Ravenloft inspiration imagery (Google Image Search)
    GlassJaw I use the adventure path subscription which works out at $6.50 a month. That gives you access to everything and you almost certainly will never use a lot of the sound sets. However you only own sets that come out while your subscription is live. If you cancel you lose all the older sets. You can download the app that plays the sound sets for free. It comes with the Witchwood free which is by far the most useful on I used - generally spooky music. My favourites are... Witchwood - spooky music and rain Brindol Town - generic settlement music Friendly Tavern - generic tavern Lycanthrope battle - for most battles Mountain pass - as it has great wind sounds, and a rushing waterfall. Youíre therefore looking at about $16 for a good core. Most of the sound sets have YouTube previews which is worth looking at. If you had some time, I would suggest taking out the subscription, check out all the sound sets in detail and have a play with them, then cancel the subscription and jus...

Tuesday, 3rd April, 2018

  • 08:08 AM - Coroc mentioned GlassJaw in post Greataxe, greatsword, and a little math
    GlassJaw #95 The greatclub is perfect (e.g. for druids). What does not make sense at all is the Quarterstaff. It should do max 1d6 and require 2 handed use and not be usable with polearm master. Saw the tip of your spear thereby not reducing the damage and making the weapon usable with polearm master ? WTF this does not make sense to me. 1 handed use of a stick which is to unwieldy for one handed use because of ist length but do as much damage as a spear / shortsword etc. by what?? Poking at your enemy with the blunt end? The quarterstaff is the most ridicolous fail in the weapon table and gets fixed by houserule in my personal campaign accordingly. The Designers of the game should fix this with errata imho, because from game mechanical Point This is really unbalancing.

Saturday, 9th December, 2017

  • 02:37 AM - Quickleaf mentioned GlassJaw in post making the Sorcerer an "Elementalist" - custom spell lists
    GlassJaw Pretty much any spell list you come up with for sorcerers is going to be better than the list they provide in the PHB. For instance, it's easy to imagine sorcerers as elementalists because they get lots of "fire", "water", "thunder", "lightning", and so on themed spells. But if you look deeper, there are many of nonsensical exceptions. Why can a sorcerer invoke a wall of fire but not a fire shield? Why can a sorcerer cast storm sphere or vitrolic sphere or even a watery sphere, but not a flaming sphere, and certainly not Otiluke's freezing sphere? Why is it that a sorcerer can shape water and create a wall of water, but casting control water is beyond them? Personally, I think the UA Mystic serves as a better "sorcerer concept" than the PHB Sorcerer class; there's little raison d'etre for a sorcerer in 5e (as prepped spells are no longer bound to spell slots like in 3e and earlier). Moreover, the mechanics don't fulfill the promise of the fluff. There's a mismatch there. Fr...

Friday, 13th October, 2017

  • 12:27 AM - CapnZapp mentioned GlassJaw in post Hidden Shrine of Tamoachan in ToA
    Well, the module does have a small section adressing starting play at 1st/5th/9th lv. Have you actually read that section? It really doesn't say anything obvious or help you out in any way other than to say "it's okay to skip the first part of the adventure and jump right in". That hardly merits a mention in this context, imo. This is the entirety of the starting at 5th level "advice": STARTING AT 5TH LEVEL Characters of 5th level will still find parts of chapters 1 and 2 challenging. If an encounter becomes too much of a cakewalk, you can introduce enemy reinforcements. Hold off on XP awards and level advancement until the characters reach Omu in chapter 3. Anyway, I can't imagine any of it to help GlassJaw with his issue - I would assume he was looking for ways to start the adventure for level 1 characters but in a less world-saving way. And there the module is entirely silent. Of course, we at ENWorld should be better than that :) GlassJaw, I myself recommend holding off Syndra's quest and starting the Curse slow. Have the party do fun stuff in and around Port Nyanzaru for a few levels and trickle in rumors of the hideous withering disease. Then, if you're more comfortable with bunch of 5th-level adventurers being asked to stop a curse affecting the entire planet, enter Syndra. This might work better if you follow my other advice, summarized below, in particular the two last points. What I'm doing is: - no long rests in jungle hexes (or badland or swamp hexes for that matter either). Rivers are your friend. (Coastal hexes too, mainly because otherwise the party would just sleep in a ship). This automagically makes the game work like intended - that is, the party ...

Tuesday, 26th September, 2017


Wednesday, 3rd May, 2017

  • 04:34 AM - LordEntrails mentioned GlassJaw in post Reccomendations requested
    As GlassJaw says, sounds like Spelljammer. I haven't seen a 5E conversion/update for it, though I haven't looked. But then again, grab the older version stuff and it's not usually too difficult to update.

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Monday, 18th February, 2019

  • 08:23 AM - Li Shenron quoted GlassJaw in post managing the bard's Concentration spells
    I'm almost always the DM but a player in my group wanted to try his hand at DMing so we started a side game and we just hit 3rd level. I'm currently playing a bard because I've wanted to try the class for a long time. I'm going College of Lore and focusing on buffs and crowd control. 3rd level is a big deal because it grants 2nd-level spells but I'm really struggling with the spell choice, specifically how to manage all the Concentration spells. I currently have Bane (conc), Dissonant Whispers, Faerie Fire (conc), Healing Word, and Sleep. I'm considering Crown of Madness (conc), Silence (conc), Suggestion (conc), and maybe swapping something out for Heroism (conc) or Tasha's Hideous Laughter (conc). It's an insane about Concentration spells. I'm also considering saying screw it and just taking Shatter instead. I'm concerned that I'll have to choose 1 spell each combat and then end up spamming Vicious Mockery after that. On top of that, with so many Concentration spells, will most simpl...

Sunday, 10th February, 2019


Wednesday, 6th February, 2019

  • 02:02 PM - Cap'n Kobold quoted GlassJaw in post Theorycrafting Versatile
    Well it's just that - it gives you another option. It's useful when you are fighting weak opponents and aren't concerned with the extra AC or you are fighting an enemy with a high attack bonus and you'll probably get hit regardless if you use a shield so every extra bit of damage helps. Also useful if you are getting extra attacks, such as the round you use Action Surge. A one-handed longsword wielder with the appropriate fighting style does more damage than the equivalent fighter who uses the longsword in two hands. That's the problem even before you consider that the one-handed fighter has a better AC as well. A "Versatile weapon" fighting style needs to compete with duellist style + Shield advantages. A longsword is a two-handed weapon. It's just about wieldable in one hand. Have you actually ever held one? Both of you are missing the fundamental shift: a versatile weapon in current 5E is a one-handed weapon and can be used as a two-handed weapon for increased damage. This t...

Monday, 4th February, 2019

  • 07:27 PM - Snoring Rock quoted GlassJaw in post Pesky Players
    Take that player and talk to him. There is a disconnect between your goals and the player's. Everyone at the table needs to be on the same page about the style of play. I am giving this some thought. Without any intention here, this player kind of naturally leads the group. They look up to him. So far no one ever questions his take on things.

Sunday, 3rd February, 2019


Saturday, 2nd February, 2019

  • 09:47 PM - FrogReaver quoted GlassJaw in post JC Tweets: How Close to official rulings do you consider them to be?
    I consider them to be guidelines. Too many inconsistencies between Sage Advice and his tweets to be taken as gospel. I'm usually a stickler for the "official" rulings but 5E works just fine if you completely ignore them. Thanks, Guidelines would fall in category #2 "They are between nearly official and meaningless unless they match or contradict sage advice."
  • 02:48 PM - FrogReaver quoted GlassJaw in post Elemental Monk Fix
    I like the idea of a bonus action for the spells but I'm also a little uneasy about it. Do we really need bonus action Fireballs? I would reduce the cost of the spells first and grant some cantrips before making everything a bonus action. Letís be honest. I donít foresee making 2 attacks at d8+5 and using fireball on the same turn at level 11 to be really problematic. In fact I donít think anyone will find that to be the case. The thing is at level 11 as it stands currently Iím much better off using flurry of blows and stunning strike for a total of 2 ki than almost ever spending 4 ki on a standard fireball.
  • 04:57 AM - Xeviat quoted GlassJaw in post Elemental Monk Fix
    I like the idea of a bonus action for the spells but I'm also a little uneasy about it. Do we really need bonus action Fireballs? I would reduce the cost of the spells first and grant some cantrips before making everything a bonus action. So, Fireball is a little high damage, but lets see what this would look like. For 1 action, 1 bonus action, and 4 ki, a 9th level monk would have 2 attacks (generally melee or very short range thrown) for 1d6+5 damage and a fireball for 8d6 to everything in a burst (including self potentially; 28 damage); for a potential single target total of 45. 3 extra rounds of no ki usage would be 3 attacks at 1d6+5, 25.5 each round for 76.5 over 3, plus the 45 for a total of 121.5 to 1 target max and 28 to multiples. Over 4 rounds, for 1 action and 1 bonus action and 1 ki each round, the same monk could do 4 attacks each round, or 34 each round, or 136 max single target. The burst potential is definitely higher, but I think this highlights an issue that t...

Friday, 1st February, 2019

  • 06:07 PM - FrogReaver quoted GlassJaw in post Elemental Monk Fix
    I'm of 2 minds with Four Elements: 1) Simple fix: Reduce the cost of most, if not all, of the abilities. Grant more abilities. Grant some cantrips. 2) Complete rework: Use the Tattooed Monk prestige class from 3ed as a template. Add abilities that don't require ki. Add abilities that aren't just spells. Perhaps allow the monk to specialize in one of 4 elements, or allow them to switch between them like the Storm Herald barbarian from XGtE. The problem is the cost of the abilities in relation to the action economy. You could make burning hands free ki for the monk and it would still rarely see use after level 5 because it takes his full action. So option one is a non starter. The real option 1 is what Iíve stated, making the elemental monk abilities take a bonus action instead of an action. A complete rework is always a possibility but if you try the bonus action version you wonít find it necessary.
  • 12:00 AM - Bacon Bits quoted GlassJaw in post what would you want to see in a revised Weapon Chart?
    Not really actually! That was my suspicion when I posted my question but I'm pleasantly surprised at the consistency. I count 2 main buckets: 1) scrap the weapon chart and instead use universal damage dice, and 2) fix the inconsistencies in the current weapon chart. Eh, I read that like saying the 2 buckets are: 1) Use something simpler, 2) Use something more complicated. That's obviously true the same way as "a number is either odd or even" is true. The issue I see is that there isn't even consensus about which of those it should be. Some people want realism. Some want ease of play. Some want mechanical options. Some want mechanical balance. Some want the option for mechanical imbalance. Some people want throwbacks to edition A, edition B, game C, etc. Some people want old class/proficiency abilities rolled into weapons. A lot of what people have suggested seem fundamentally incompatible.

Thursday, 31st January, 2019

  • 11:54 PM - FrogReaver quoted GlassJaw in post what would you want to see in a revised Weapon Chart?
    While 5E is my favorite edition of D&D since I started playing the Red Box, no system is perfect. So aside the feat system, the weapon chart is the other major weakness of 5E in my view. I've started to do some work on a major redesign that is sort of a hybrid of 3E and 5E. Design Goals: Make choice of weapon more interesting Create more differentiation between the weapons Add more weapons Add more weapon properties Fix the damage discrepancy between weapons (like Greatsword and Greataxe) Address other balance issues (rapier, quarterstaff, etc) Make the system as plug-and-play as possible, so keep the changes to the core rules as minimal as possible. Stay as close as possible to the "spirit" of D&D. If you think the weapon chart is fine, this thread isn't for you. But if you have issues with it as well, what else would you like to see in an expanded/revised weapon chart? Combo attacks could be an interesting approach. Adding critical effects. Each weapon co...
  • 10:59 PM - Greenstone.Walker quoted GlassJaw in post what would you want to see in a revised Weapon Chart?
    I count 2 main buckets: 1) scrap the weapon chart and instead use universal damage dice, and 2) fix the inconsistencies in the current weapon chart. I've run games of Dungeon World a few times, where damage is all class based. I had a D&D player who was very confused by this. "What do you mean my fighter does d10 damage? Do I do more damage if I get a big sword? No? That doesn't make sense!" I'm not sure which option I favour. I like a weapon chart that has bad weapons and good weapons, so that the game can have rabble and conscripts and so on - forces that typically have subpar weapons (for reasons of skill and/or cost). Sure, swords are better and every adventurer will have one, but swords are expensive, so a militia shouldn't have them. I also like the simplicity of saying, "Hey, fighter, you do 1d10 damage per hit. Whether you have a sword or a spear or a honking big axe is just fluff."
  • 10:40 PM - WaterRabbit quoted GlassJaw in post what would you want to see in a revised Weapon Chart?
    Wow, awesome stuff so far! Lots of things I've already considered but a lot of new ideas too. I should also add a couple more design goals: Make the system as plug-and-play as possible, so keep the changes to the core rules as minimal as possible. Stay as close as possible to the "spirit" of D&D. I always try to keep in mind possible publication on DMs Guild so while interesting ideas, these deviate too far from my design goals: I will point out that Weapons speeds that modify initiative are in the rules already. DMG pg. 271

Monday, 28th January, 2019

  • 05:36 AM - LordEntrails quoted GlassJaw in post Ability Score Improvement / Feats: Class-based or Level-based?
    I couldn't disagree more. Also bums me out when I hear people have such prejudice reactions towards multi-classing. #badwrongfun Yea, well, don't care if it bums you out. When a min-maxer shows up at my table and all they are worried about are what loopholes I will allow so that they can get a slightly higher DPR or some bizarre combo and they have no character concept or theme, that takes the fun away from me and often the other players at the table. So yea, it's not bad wrong fun, it's just not going to be done at my table. They can go play at your table.

Sunday, 27th January, 2019

  • 07:14 PM - FrogReaver quoted GlassJaw in post Cantrip House Rule
    These are my initial thoughts as well. It will also make the lower and mid-levels more of a slog as casters won't be able to dish out as much damage round-to-round; a single extra spell slot won't compensate. At level 5 you would have one extra level 1 slot and 1 extra level 2 slot and 1 extra level 3 slot. That's not a single extra spell slot.

Thursday, 24th January, 2019

  • 07:29 PM - Satyrn quoted GlassJaw in post Survival/Resource Management rules?
    What I'd like is a set of rules that abstracts (and ideally replaces) the character sheet accounting. One idea I've been working on is a system that uses physical "props" at the table (like poker chips) to represent the amount or days of food and water. Players then "spend" them to ensure they don't succumb to hunger or thirst. The poker chip thing is cool. I don't do it, but I do make my players track food and water. I have them spend the rations in a different way than normal. In order to gain the benefit of a short rest, they must consume one ration of water and one ration of food. To gain the benefit of a long rest, they must spend two rations of each. If they don't have the rations to spend (or don't want to) they can substitute a level of exhaustion to gain the benefits of their rest. What this results in has proven pretty cool. I as DM am never telling them "a day had passed, spend a ration." Instead, the players control it entirely, and each player eats and drinks at their own...

Tuesday, 22nd January, 2019

  • 02:04 PM - vincegetorix quoted GlassJaw in post Vince's Alternate Class Feature dump
    I certainly like the mechanic! For my purposes, I would create an entire new class around it (hmm, gears turning). Aside from a few tweaks, I'm pretty much ok with the monk as-is. As you can see, I'm really not a fan of martial classes being resource-dependent :P I think I'll keep the idea of Momentum but give it to the Battlemaster to fuel its maneuvers instead (once I find what could give Momentum, that is). I dont really mind the Monk, I think it works well mechanically, but I feel the thematic/narrative is a little too niche. Since I gave up the idea to use the UA Mystic to replace the sorcerer (Spell points + Font of Magic does the trick, in the end), I might use the mystic to replace the monk, once I cleared some of the archetypes and disciplines. Thanks again for your support.
  • 10:56 AM - CapnZapp quoted GlassJaw in post what version of the Ranger do you use?
    I'm definitely in the camp of being disappointed with the PHB Ranger. It's convoluted and lackluster. I liked what I saw with the Revised Ranger and was very disappointed that WotC decided to stop development; I wanted to see it finished. Whether they stop developing it or not is entirely up to us fans. If enough fans make a ruckus, we're showing them that their spiel, that "you're playing Beastmasters anyway, it seems our customers don't really mind shutty mechanics" is just a convenient dream to hold onto the PHB as ever fracking green.
  • 03:38 AM - Azzy quoted GlassJaw in post what version of the Ranger do you use?
    Just taking an informal "poll"... Since the Ranger has been one of the most hotly contested and debated topics since the launch of 5E, I'm curious now that the dust has settled (or hasn't settled!), what version of the Ranger does your group actually use? I'm definitely in the camp of being disappointed with the PHB Ranger. It's convoluted and lackluster. I liked what I saw with the Revised Ranger and was very disappointed that WotC decided to stop development; I wanted to see it finished. Has anyone "finished" the Revised Ranger? Gotta say that, aside from the Beastmaster, I don't see much wrong with the ranger (any more than any other class). I had a very happy ranger player in my last campaign that was surprised when I told him what people on the internet have to say about the class. The revised ranger had some nice ideas, but went too far in some aspects (especially in regards to wholesale reducing aspects of the exploration pillar to meaninglessness). It could have been fix...
  • 01:05 AM - vincegetorix quoted GlassJaw in post Vince's Alternate Class Feature dump
    Some pretty good stuff! A good chunk I probably wouldn't use but I'm definitely scavenging it for my own game. I especially like some your Fighter options, although I wouldn't put them all under Fighting Style. It would make the Fighting Style choice very crowded. My own idea has to be create a new category alongside Fighting Style that provides the Fighter a choice in the social and exploration pillars. Thank you a lot! I dont know of much of it will make it in game, but I had fun going over each class trying to change some things I found personally un-fun. I still have to see with my table if those changes look interesting to them or not. I know the barbarian's alternate Rage will be liked because I spoke to them about it already, and many other little things are simple buff to the class, so nothing to lose there. As for the fighting style, I (personally) like the idea to have a lot of choices, making Champions more appealing with their bonus FS and giving the martial class differen...


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