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Long Rests in Dangerous Places -- What if NOPE? Monday, 20th May, 2019 09:51 PM

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Monday, 20th May, 2019


Monday, 13th May, 2019


Sunday, 12th May, 2019


Tuesday, 30th April, 2019


Saturday, 27th April, 2019


Tuesday, 26th March, 2019

  • 03:00 AM - Immortal Sun mentioned GlassJaw in post "House" Rules
    I'm kinda indifferent to the save issue. For me, it's about the math. Working from 10 is IMO, simpler than working from 8. Everyone knows what 10+X is, it's X with a 1 in front of it. But I just find working from 8 requires more thought, even for only a second, and that adds up over a 4+hour session. I'm not a fan of fumble rules. They're usually over-punishing on melee types while they leave casters completely alone. Rules that punish melee while ignoring casters really need to go the way of the dodo. I run spell resistance as dealing half damage. Just like all the other resistances or vulnerabilities. It's odd to me to use the word "resistance" to develop two different things. Attack rolls are the same, save rolls are the same. Effects are halved. To echo GlassJaw my issue with Identify in older editions was that it was tedious. If you had time, a character could basically say "I cast Identify until I identify it!" but they still had to go through the motions, which I mostly ignored. It was also one of those "class taxes" or if we had an arcane caster, a spell tax. I'd rather not tell my players "Hey, you need to have XYZ spell because I'm going to have you sitting around for hours casting it on end to figure out what every magic item does." I like that characters have at least chance to identify an item without Identify, but I do agree it sometimes feels too easy.

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 healer’s kit to tend to a creature and restore 1d6 + 4 hit points + hit points equal to the targets HD. They can’t 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 can’t 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 creature’s mouth while it is speaking a language you understand, you can interpret what it’s 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. You’re 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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Sunday, 12th May, 2019


Thursday, 4th April, 2019

  • 11:39 PM - Morrus quoted GlassJaw in post [All] Let Us Use Tags!
    I'd rather just complain until the forums are reverted back to the way they were. Ah, well in that case I'll move this to Meta and merge it with the other thread.

Wednesday, 3rd April, 2019

  • 06:19 PM - lowkey13 quoted GlassJaw in post [Merged] D&D forum renaming thread
    Yeah it's terrible. Solution looking for a problem. Yeah, I had already posted something in meta-forum. I try not to instinctively dislike something (because change is hard) but this ... not good.

Saturday, 30th March, 2019

  • 04:32 AM - Charlaquin quoted GlassJaw in post Awkward Characters
    There's a big difference between awkward and corny. What you described had nothing to do with creating a character with an interesting quirk or flaw. I really dislike joke names and bringing modern memes and jokes in game as it breaks immersion and is just distracting. You can joke and have fun at the table but there is a line that gets crossed. I absolutely understand where you’re coming from here, but personally I’m a big fan of bringing modern jokes, memes, and references into the game. I always assume player dialogue is only an approximation of what the characters would actually be saying - we speak in English rather than common, and the player of a high-Charisma character may not speak as eloquently as their character truly would - so for me it is a simple matter to extend that principle to the players’ humor. And I think it is appropriate that he characters have shared cultural touchstones that they might reference for their humor that we as modern people might not be familiar wi...
  • 03:42 AM - Elfcrusher quoted GlassJaw in post Awkward Characters
    There's a big difference between awkward and corny. What you described had nothing to do with creating a character with an interesting quirk or flaw. I really dislike joke names and bringing modern memes and jokes in game as it breaks immersion and is just distracting. You can joke and have fun at the table but there is a line that gets crossed. Dang. I was right there with you until you had to go and use the magic phrase "breaks immersion". That just translates, from gamer-speak to English, as "is something I don't like".
  • 02:40 AM - Kristmaus quoted GlassJaw in post Awkward Characters
    What you described had nothing to do with creating a character with an interesting quirk or flaw. I really dislike joke names and bringing modern memes and jokes in game as it breaks immersion and is just distracting. Well, that's the point of my character. Trying to not to break inmersion and distract other players.

Tuesday, 26th March, 2019

  • 08:01 AM - ccs quoted GlassJaw in post "House" Rules
    100% agree on Critical Failures/Fumbles. They are absolutely awful. I hate to admit it but I think less of a DM that uses them. It indicates a lack of understanding of some of the core math of the system. And what bit of core math is handing out bonus damage 5% of the time? 1 always misses, but a 20 always hits AND does extra damage. I'm sorry, that's just rewarding you for no reason as you've the exact same odds of rolling any # on that d20 (and if you don't you're likely cheating). Nope, sorry, in games I run you get a choice: No crits of any variety, good or bad. OR 1s always miss & grant your foes advantage until your next turn (or some other effect if that's not appropriate due to exact circumstance) 20s always hit & do double damage. BTW, as a DM or player, I'm not a fan of crits of any variety. But I recognize that others love crit success. Thus the choice when I DM. As a player I'll play it however the DM wants.
  • 02:58 AM - iserith quoted GlassJaw in post "House" Rules
    I do agree that Identify isn't as important in 5E but I like that identifying items is easier. It became so tedious in previous editions and felt like a grind. It's not fun for players and as a DM, I started to get annoyed. It didn't feel like it added anything to the game and now the players were forced to wait to use something cool I gave them. I expand the usage of Identify somewhat, and often on a case-by-case basis. Specific items may require an Identify of spell or more involved methods. I might also allow Identify to detect a cursed item, or least that something is amiss. Agreed. I mean, it's important to examine the actual play experience that arises given more strict rules for identifying magic items: The loot goes in a bag with the PCs' spare socks and underwear and sits there until the "clean-up phase" of the session when loot and XP are divvied up. It tends to become a dull transaction that simply delays the use of the cool stuff the PCs earned, as you say. I think it's a g...

Sunday, 24th March, 2019

  • 01:45 PM - DM Dave1 quoted GlassJaw in post If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
    If a PC asks to roll Insight against an NPC telling the truth... Slight point of order here... I've found the game works best as intended: the players don't call for rolls - the DM calls for a roll only if there is a chance of success or failure and there is a meaningful consequence to failure to the PCs' actions. So like this: I ask the player what the character is doing to determine whether or not the NPC is telling the truth and then determine the DC based on the approach. Of course, with no meaningful consequence of failure, I'd go with this: I likely don't set a DC. The character succeeds, no roll, perhaps because the truthful NPC exhibits no body language, speech habit, or change in mannerisms that suggest a deception. And keep in mind: A player is always the final arbiter as to whether their character is persuaded or intimidated. Indeed, the player has every right to roleplay their character as naive or paranoid. No specific die roll needed to do so. And more good ...
  • 01:50 AM - MarkB quoted GlassJaw in post If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
    If a PC asks to roll Insight against an NPC telling the truth, I say "you don't suspect he's lying" or "he seems to be telling the truth" - something along those lines - regardless of what the PC rolled. Which is going to totally mess with the mind of the player who rolls a 5. :)
  • 01:21 AM - ad_hoc quoted GlassJaw in post If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
    If a PC asks to roll Insight I remind the player that they are to describe what they are doing and then the DM adjudicates. There is no 'roll insight' in 5e. If the player wants their character to study someone then adjudication is the same for everything else. success, failure, or random outcome.
  • 12:11 AM - Inchoroi quoted GlassJaw in post If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
    If a PC asks to roll Insight against an NPC telling the truth, I say "you don't suspect he's lying" or "he seems to be telling the truth" - something along those lines - regardless of what the PC rolled. Yep, this is how I do it. I also pre-roll all the NPCs deception rolls (unless I absolutely have to roll them during a session, when they surprise me with a question), so the players aren't tipped off by my rolling. Because of this, unless the roll assigned to that specific information for that PC is beaten by a PCs passive Insight or they make an active Insight check against it, they'll never know whether or not one of my NPCs has been lying to them. Well, until its too late, anyway.

Friday, 22nd March, 2019

  • 07:50 PM - DEFCON 1 quoted GlassJaw in post 2d10 for Skill Checks
    Hmm, I was ready to discount this when I read the subject but it's actually quite interesting. Do you do it for attack rolls and saves as well? Interesting. Why are you using that method and not rolling your 2d10 twice? And have you tried applying it to other d20 rolls? I decided not to do with with attack rolls for the simple reason that every single character at both tables have their primary ability score modifier for attacks either starting at a +2 or a +3, and all of them apply their proficiency bonus (because PCs just don't make attacks with things they aren't proficient in, unless its a particular story point I've put them under.) So with everyone making their attacks at like a +4 or +5 (and only a little different in some extreme cases), there is much less need for modifiers to have more of an impact. With skills, people can be rolling checks with modifiers ranging from like -1 to +7... that's an 8 point swing. With a "pyramid" die roll range, those 8 points have a much wider ...
  • 01:55 AM - MoonSong quoted GlassJaw in post Will 5e be the last edition to emphasize print products?
    While Hasbro owns WotC, they will never abandon physical products, or even transition so that the "lead" products are digital. Physical products are still the backbone of Hasbro and they have been extremely wary of digital products since the late-90s when they almost went bankrupt after investing heavily into digital gaming. Even now, they don't understand the digital space well enough. D&D Beyond is the biggest digital success they've had in years, D&D or otherwise. mmm, no, that would be MTG Arena. D&D Beyond isn't an in-house project, and MTG being MTG is way a bigger phenomenon worldwide.

Monday, 18th March, 2019

  • 04:57 AM - jayoungr quoted GlassJaw in post Running DDAL04 Adventures as a Campaign
    While it's interesting to think about, it's largely a waste of time. That Ravenloft doesn't make sense is a feature, not a flaw. It further adds to the alien and unsettling nature of what's going on. It's also what led me to my "simulation" concept. Barovia is a prison for Strahd and the Dark Powers are the wardens. They keep the gears turning so to speak. It's better left unexplained. For some tables, maybe, but I know my players and I know that won't fly with them. They're the types who will ask these questions, and they won't be satisfied with "A wizard did it" for an answer. Also, like I said above, Barovia is a physical location in their homebrew world, so that cuts down further on the amount of handwavium I can use. They have decades' worth of expectations for these things to make at least a modicum of sense. That's an option but what I'm noticing is the second half of the CoS AL adventures are really convoluted. I've only gotten up to part 7 in my prep, but the basic structu...

Thursday, 14th March, 2019

  • 03:03 PM - jayoungr quoted GlassJaw in post Running DDAL04 Adventures as a Campaign
    So as I read (and reread) these adventures, I'm struggling with whether I should embrace the newly-acquired Quivering Forest or ignore it. Since I will be running CoS as written, my concern is that the creatures foreign to Barovia that come up in the later adventures (orcs, trolls, yuan-ti, etc) will be jarring and break immersion. Heck, even the appearance of the elves early on might raise some eyebrows. I'm probably going to change the orcs and yuan-ti to something else. As mentioned above, I already came up with an explanation for the elves.

Monday, 11th March, 2019

  • 08:07 PM - jayoungr quoted GlassJaw in post Dragon Heist as a prologue for Ravenloft?
    Probably but it could work with a little work. Then if you know how to make it work for your table, I don't see any reason not to do it. If the players know they can simply walk away at any time, there is no buy-in. Ravenloft exists as a physical location in the world I DM in. (This wasn't my decision; the players decided this decades ago, before I joined the group.) It creates no problems. In fact, there are entire families of vampire-hunters in the setting.
  • 10:32 AM - ccs quoted GlassJaw in post Dragon Heist as a prologue for Ravenloft?
    Having prior knowledge of Ravenloft when starting the campaign really waters down the experience. The players are meant to feel trapped and hopeless and a place where survival is hard. I have never seen this actually occur. Frustration, anger, & annoyance - yes. Trapped & hopeless? No. * I've seen plenty of players 2e+ who weren't happy because they thought they were going to get screwed over rules-wise. (even when directly told those rules weren't being used) * And I've seen plenty of Ravenloft games where players didn't know anything about the setting get screwed with ruleswise & were mad about it. * I've seen plenty of players quit Loft games to avoid rules screws or just refuse to play anything with that masthead. * I've also seen plenty of 2e/3x vets assume that the old rules dickery applies today.
  • 03:57 AM - robus quoted GlassJaw in post Dragon Heist as a prologue for Ravenloft?
    No way. The best part about Ravenloft is that the players get pulled into a dark and harsh world without their knowledge or consent. And when they arrive, they have to figure out where they are and how to escape. Having prior knowledge of Ravenloft when starting the campaign really waters down the experience. The players are meant to feel trapped and hopeless and a place where survival is hard. We’ll have to agree to disagree :)

Sunday, 10th March, 2019

  • 10:40 PM - jayoungr quoted GlassJaw in post Running DDAL04 Adventures as a Campaign
    Best of luck! I've run through the entire series twice, and it needs some work to make it all hang together. Any tips that aren't covered in your blog? Also, just so you know, your review of DDAL04-04, "The Marionette," doesn't have the "Curse of Strahd" tag, so it doesn't show up on the link above. (I left a comment there too.) That said, I'm really unsure how to make the leap to The Executioner, especially the elapsed time that's assumed to have passed. Orasnou is right next to Vallaki; maybe have them do stuff in Vallaki after "The Beast" and then come back for "The Executioner" a bit later? To ensure that my players will come back to Orasnou, I had Gregori promise them that the burgomaster would pay them for finding Alina and Laszlo, but the burgomaster was out of town. They'll go back to get their payment. Might work for your group too. ETA: Oh, also, if your party is level 1, I'd suggest making one of the encounters before the werewolf's den a non-combat one. I used two combat...


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