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  • Retreater's Avatar
    Friday, 17th May, 2019, 07:09 PM
    I guess the big difference is "in print" where I can thumb through it at my FLGS or conventions. The DM's Guild material is also heavily skewed to the Forgotten Realms, so if you're wanting something other than vanilla, high fantasy, you're out of luck. The creativity and diversity we saw in the d20 era with products like fantasy products like Ptolus, and also different genres like Mutants and...
    63 replies | 2556 view(s)
    2 XP
  • Retreater's Avatar
    Friday, 17th May, 2019, 06:20 PM
    Robust tactical combat (3.x-4e), balance (4e), wide amounts of 3pp material (3.x).
    63 replies | 2556 view(s)
    1 XP
  • Retreater's Avatar
    Friday, 17th May, 2019, 04:56 PM
    My group is looking at continuing after Tomb of Annihilation (12-13th level). Are there any high level adventures you'd recommend for a follow up? (I am considering just breaking up Dungeon of the Mad Mage.)
    9 replies | 372 view(s)
    0 XP
  • Retreater's Avatar
    Monday, 6th May, 2019, 05:40 PM
    Prediction: Deluxe editions of Xanathar's Guide, Mordenkainen's Tome, and Volo's Guide in a slipcase?
    33 replies | 1837 view(s)
    0 XP
  • Retreater's Avatar
    Monday, 6th May, 2019, 04:59 PM
    "I would not take the road through Moria unless I had no other choice."
    14 replies | 513 view(s)
    0 XP
  • Retreater's Avatar
    Wednesday, 1st May, 2019, 02:53 AM
    I haven't watched the videos or read a lot of the new information, but I got an Ultimate last year and haven't used it a lot. (Was kind of difficult and steep learning curve; then ended up finding more than enough F2F games.) Then my computer that had everything installed on it went kaput. I have no idea if I can even still access my account, or if FGU will let me host campaigns on the cloud....
    54 replies | 2553 view(s)
    0 XP
  • Retreater's Avatar
    Tuesday, 30th April, 2019, 10:32 PM
    When I met a cute girl at a karaoke bar and I tried to make her laugh by telling her I play D&D, and then she started telling me about her character. We're engaged now. :) But my favorite encounter was an Evards black tentacles trap in a subterranean river cave and shadows in the water, draining strength from the characters as they were grappled and drowning.
    19 replies | 648 view(s)
    1 XP
  • Retreater's Avatar
    Monday, 29th April, 2019, 04:40 AM
    I've gone through a recent period of spending way too much money (and time) collecting and painting miniatures for wargames that I'll probably never play. (Can't find anyone to play.) Buying some new systems too. Forbidden Lands was great. The Fantasy Trip - haven't gotten into it yet - feeling pretty meh. I'm pretty much done buying D&D at this point. I have more than enough content. Don't...
    33 replies | 1514 view(s)
    0 XP
  • Retreater's Avatar
    Saturday, 27th April, 2019, 12:54 AM
    As a rule of thumb - no. I used to allow it in the 3.x era, but found so much of it to be poorly balanced (more often than not, underpowered instead of overpowered). Then it created a massive rules bloat, and we were using literal luggage and rolling carts to transport our manuals. If you can't make your character concept from the hundreds of options in the core rules, or just tweak the flavor...
    31 replies | 1619 view(s)
    1 XP
  • Retreater's Avatar
    Friday, 26th April, 2019, 10:47 PM
    I just realized that I don't think I included my answers the questions I posted when I started the thread. I was a big champion of Pathfinder from the Beta playtest in 2008. The last game I tried to run with PF1 was the Mummy's Mask campaign in early 2014. So it's been over five years since I've been involved with them. I used to GM and play a lot of PF before that. I guess what I hope we...
    158 replies | 9176 view(s)
    0 XP
  • Retreater's Avatar
    Thursday, 25th April, 2019, 10:35 PM
    Retreater started a thread Best Rules Add-Ons
    I'm DMing a group of "newish" players to 5E. I started our game with the bare minimum detail, but gradually added a battle grid. Over the months, they've been talking about flanking, re-positioning attacks, etc., but we haven't added them yet. What rules modules have you had success adding? Maybe I can introduce them to my players to see how much tactics they'd like to add?
    19 replies | 891 view(s)
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  • Retreater's Avatar
    Wednesday, 24th April, 2019, 01:12 AM
    Yeah. That killed the playtest for my group. My players just couldn't get past the "we're just number crunching and bean-counting" mindset. I hope Paizo puts out some free content around release time so I can "re-sell" my group on giving it another chance.
    8 replies | 576 view(s)
    0 XP
  • Retreater's Avatar
    Wednesday, 24th April, 2019, 12:18 AM
    On their official website forums, it is indicated there are some licensing issues. I wouldn't be shocked if it's the end of the product line, as apparently there were quality issues and not a lot of product to support it.
    21 replies | 1134 view(s)
    0 XP
  • Retreater's Avatar
    Wednesday, 24th April, 2019, 12:02 AM
    That's true. I think the only thing to do is to realize there isn't "one perfect game" for all audiences, and that systems need to offer different experiences to cater to their audiences. I'm finding that the more I play, there isn't even "one perfect game" for me - I like switching it up to experience different styles of games. I think there is currently a void in the tactical RPG market....
    158 replies | 9176 view(s)
    4 XP
  • Retreater's Avatar
    Tuesday, 23rd April, 2019, 09:14 PM
    This has been a hallmark of 4E since it was released in 2008. Fighters are defenders with high AC and the ability to punish those enemies who ignore them to attack their allies. And rogues are strikers, with low AC and high damage output. 4E was really a situation of throwing the baby out with the bathwater. I think the core of it had a lot of great ideas, but the reactionary mood of gamers...
    158 replies | 9176 view(s)
    4 XP
  • Retreater's Avatar
    Monday, 22nd April, 2019, 09:57 PM
    To be fair, I think the only edition of D&D to get close to balancing fighters and wizards is 4th edition. And we all know how that went. So I think everyone is more than okay with there being vast differences in power level among fighters and casters. (5E doesn't do a significant better job at balance than 3.x/PF did.)
    158 replies | 9176 view(s)
    0 XP
  • Retreater's Avatar
    Monday, 22nd April, 2019, 05:47 PM
    I have my preferences. I don't like heavy dice that tear chunks out of my table. I don't like dice that are hard to read (I use only opaque dice with clear numbering). I don't like dice trays or dice towers - they take up valuable table real estate - but I don't ban them. I do use dice apps when rolling large numbers of dice.
    67 replies | 1733 view(s)
    1 XP
  • Retreater's Avatar
    Saturday, 20th April, 2019, 11:16 PM
    Retreater started a thread Gloomhaven
    What's your XP with Gloomhaven? We played it yesterday afternoon with the assistance of a friend who has played several games of it. 45 minute set up, requiring a huge play area, numerous unnecessary fiddly bits, no character customization, and less tactically interesting than many RPGs I've played.
    2 replies | 230 view(s)
    0 XP
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About Retreater

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Looking for players to join Pathfinder Society or Living Forgotten Realms in the Western KY area.
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Friday, 15th March, 2019

  • 09:54 AM - pemerton mentioned Retreater in post I keep bottle-necking the heroes (advice)
    Retreater - the DMG2 has a good discussion of "circular paths". I've sblocked a post of mine from 2010 where I described some changes I made to H2 maps to increase their circularity: For the Chamber of Eyes I did two things. First, I joined the introductory encounter (with the hobgoblins torturing the prisoner) onto the Chamber of Eyes: (i) run the corridor in the introductory encounter onto the entryway into the foyer of the Chamber of Eyes; (ii) add a secret passage exiting the NE corner of the hobgoblin chamber via a secret door and running diagonally, with staircases, up to the balcony in the Chamber of Eyes foyer; (iii) add a spyhole/arrowslit on the E wall of the hobgoblin chamber (near the barrels) looking onto the Chamber of Eyes foyer; (iv) add a portcullis that the hobgoblins can drop in the entryway to their chamber, making the secret passage the only easy path between their chamber and the Chamber of Eyes. Second, I was prepared to run the introductory encounter, C1, C2 and C4...

Sunday, 17th February, 2019

  • 01:39 AM - AbdulAlhazred mentioned Retreater in post How Did I Become a Grognard?
    I also still have my basic D&D dice from the early 80's, the ones you had to 'colour in' with a white crayon, used them in a game on Saturday in fact! Heck, I still have my Holmes Basic 'wax dice' that came with the very very first boxed set back in 1976. Nobody will let me roll them anymore, they're completely worn out. lol. (the d6 can roll for 30 seconds easily and the most common result is 'DM decides if it is a 4 or a 6') Retreater I don't think you're a grognard man. You have fairly enlightened attitudes towards play from what I've read ;) I'd call someone a 'grognard' who steadfastly sticks to some very early modes of play and denigrates anything not crafted by the hand of Gary Gygax or at least hailing from the mid 70's when he was last a creative force in RPGs. No doubt that also dates me, lol.

Wednesday, 6th February, 2019

  • 09:57 PM - dave2008 mentioned Retreater in post 5e - Just Missing the Mark
    @Retreater Just wanted to let you know there is a conversion of 500 4e martial exploits to 5e on the DMsGuild that you might be interested in - and it is free! https://www.dmsguild.com/product_info.php?products_id=265088&it=1&SRC=Newsletter_FPW_text
  • 04:09 AM - AbdulAlhazred mentioned Retreater in post Skill Challenges in Essentials
    I'm not one of those who holds with Retreater's despair over SCs. They work WELL, and between the DMG, DMG2, and RC the sum total of the updated advice is not bad. Basically you have, as of RC, your success threshold, which skills are considered primary, and then how many free advantages and how many difficult checks the DM is allowed to require, plus the list of secondary skills. It is up to the DM and the players to work these things into the narrative. You need a dynamic narrative, with genuine conflict which engages with the PCs goals and plans. That can be fairly simple and basic for a Complexity 1 SC, but generally it will mean some real plot engagement for most SCs. Frankly I would take the idea that you are authoring the SC in detail up front with a grain of salt. I would prefer to think in terms of Story Now style 'scene framing' type play, where the players choose the general direction and approach, and the GM brings the conflict into a scene somehow, which in this case results in an SC. TBH I don't have a radi...

Tuesday, 5th February, 2019

  • 02:47 PM - Hussar mentioned Retreater in post 5e - Just Missing the Mark
    1 .Did you buy your book? If yes write in. 2. Are you going to become so world famous that people will bid $$$$$ for a post-it of your shopping list? WRITE IN YOUR BOOKS! 3. Do think writing in your books will kill the resell value? Unless you are 2, there are too many copies out in the world so, WRITE IN YOUR BOOKS! 4. Do need the notes in one place? WRITE IN YOUR BOOKS! Homework WRITE IN YOUR BOOKS! 100 times before Friday. NOOOOO!!! Don't go to the dark side. Books should remain as pristine as possible throughout the time you use them. :D Ok, my mom was a librarian. The notion of writing in books was beaten out of me at a young age. :p Out of the criticisms by Retreater, the one I will NEVER understand is the complaint about official adventures. This is 2019. We've had 3pp adventures in the game for twenty years now. Why in the name of little fishes do you need "official" adventures. DM's Guild lists almost 3 THOUSAND 5e adventures. What more do you need?

Sunday, 27th January, 2019

  • 04:02 PM - Jacob Lewis mentioned Retreater in post In Defense of 4E - a New Campaign Perspective
    Anyway! Getting back to the original point of this thread, I wanted to share my personal experiences for @Retreater since we seem to share similar (but unique) paths. My DM origins began further back with the Basic (Red) and Expert (Blue) sets, and then progressing through AD&D (1st/2nd) until it became D&D again (3rd/4th) and ended abruptly with the NEXT (5th) re-iteration. Finding a consistent gaming group was never easy for me until 4th edition came around, but I wasn't an immediate fan when it came out. To me, the game felt incomplete as it lacked many of the traditional player classes and races. But once the PHB2 came out, I took a more serious look. That's more like it! 4e wasn't without its flaws and shortcomings, but what edition of D&D isn't? But what I saw that really shined outweighed all of it. Classes designed to be equally balanced and useful no matter what you played. Cooperative play and design became more important (i.e. players were more often building characters as a group rather than a single entity hoping for a group to support whatever they wanted to do). Encounters were easie...

Tuesday, 22nd January, 2019

  • 08:49 PM - dragoner mentioned Retreater in post Would you invite this player?
    ...t better because some DM took a chance on us and we learned from the experience. Since there is some flexibility with the group size due to absences, he's a generally known quantity, and he's enthusiastic - I'd recommend taking him on but laying down some ground rules about your group's style (particularly on the teamwork/stealing from the party thing). Sooner or later he's going to have to learn that his own personal style preference will have to be compromised with the style preferences of other people at the table, and an experienced DM coming from a generally friendly direction can help with that. Yes, I stunk as a player and GM, still do, and I have been doing it since '79. I'm always keeping an eye towards being better at both. Though with this being the seventh player, I'd be leery of adding someone that could take up over their one seventh of allotted table space. It is a hard call, and you are totally right in that we all had to start somewhere, and the final arbitrator is Retreater and if they think the cost-benefit analysis means that taking them on is a positive thing. I also agree that setting forth the parameters of the game beforehand is really crucial.

Monday, 26th November, 2018

  • 06:06 PM - hawkeyefan mentioned Retreater in post Underpowered Group Found BBEG
    Even after the dragon....however that’s handled....ifthe PCs defeat it or of they run from it, won’t the rest of the dungeon likely be aware? Based on te more recent comments by Retreater, it seems like it’s more a flaw in how the dungeon’s presented. I think that based on that, it’s a bad idea to punish the PCs for poor design. Have a group of villains come along and the PCs can get dragged into combat which then alerts the rest of the denizens. Or have them hide and overhear about the magic gear that was taken from the last group of adventurers that came through. There are several ways you can take things. I’m not familiar enough with Forge of Fury to know the whole scenario, but there are plenty of general solutions.
  • 12:57 AM - hawkeyefan mentioned Retreater in post Underpowered Group Found BBEG
    Retreater I think that if you allow a total party kill or similarly harsh outcome, what you’re essentially doing is punishing them for being efficient. Only in a game would it be “smarter” to fight every opponent in a dungeon rather than sneak past most of them and then face only the boss. Probably not a great message to send to them, especially if they’ve already expressed frustration with character death. I think you have a few options. First would be to let them face the dragon, and see what happens. You can have the dragon be overconfident and have this show by playing him in a tactically careless manner. Maybe that will help swing things in the party’s favor. You can also have the dragon be surprised that the mere humanoids were able to hurt it, and have him flee to fight another day. No dragon wants to die, and a recurring foe is a great thing to have in a D&D game. If things go the dragon’s way, you can again have him be overconfident and not finish the party off. Have him let t...

Saturday, 20th October, 2018

  • 09:52 PM - Ovinomancer mentioned Retreater in post 5E's "Missed Opportunities?"
    ...ightly less than a +1. If you need a 2 you have a 95% to succeed normally, and 95% + 5% * 95% = 99.75%, agains slightly less than +1. This is the minimum. If you need an 11, you have a 50% normally, and a 50% + 50% * 50% = 75% with advantage. That's the equivalent of +5. This is the maximum. Your +/-6 to +/-7 is outside the range of what is possible. That mean it is likely not the average. You may want to double check you math. One common mistake I've seen is working out to roll 2d20 and subtract the higher fromt he lower. That's really comparing advantage (best for 2d20) with disadvantage (worst of 2d20). It's clear if you work it out as percentages what it can be for every target. Man, these arguments hurt me because there's this weird thing where everyone tries to map a normal distribution onto a flat distribution via +/-. It's wrong in a technical way. But, I'm an engineer, so that's probably just my bag. That said, the above is the right wrong way to do it Retreater, billd91. The "bonus" that advantage applies differs depending on what the target number on the d20 is for success. It's greatest in the middle, where it increases the chance of success by 25%, and weaker on the ends where it's bit less than a 5% bump. If you need to roll a 20, advantage helps by almost doubling your chances from 1/20 to 19/400, but if you need an 11, advantage increases your chances from 10/20 to 15/20. If you need a 2, advantage bumps you from a 19/20 to 399/400.

Friday, 12th October, 2018

  • 09:52 PM - TallIan mentioned Retreater in post Doh! Killed my party with a skill challenge
    So...just something to keep in mind: At level 6, the max skill bonus a non-rogue or bard will likely have is +7. If the DC is consistently 15, then the chance of failing is 35%. Which means that MORE THAN HALF THE TIME, with maximum skills, your party will get the 3 fails before they succeed 10 times. In practice, several PCs are likely to make attempts even WITHOUT optimal skills...meaning that the chance of success falls even more. If the price of failure is TPK, I might suggest you improve the odds a bit in the PCs' favor...or provide them with options (e.g. aiding each other for advantage or something) for improving their luck. Pretty much this. I've watched many of Matt Colleville's videos and I did like the skill challenge one. Retreater has essentially set the party up for failure here and since failure was a TPK that's pretty harsh. I don't say this to be a dick, but you need to consider the chance of success and allow for other options. Did they HAVE to go that way though the dungeon? If they had another option was it clear that there was another option and that one choice was deadly (and maybe quicker) and the other choice was safer (but maybe slower). As long as the player have a choice that has good odds of success all is fine, when they have no choice but to gamble on good dice rolls you're not creating a good playing environment. If you are using a skill challenge, it's more important that it seems exciting because of how you describe the action, rather than the players feeling stressed because of mounting failed rolls. You can also pressure the players by demanding quick responses, and keep the narrative going from your end if they dither, or forcing checks that they might not like because they too...

Tuesday, 21st August, 2018

  • 12:23 AM - Chaosmancer mentioned Retreater in post Revised Ranger update
    I am curious why you think it's haughty? I can't speak for Retreater , but for me there were a few lines in his tweet that jumped out to me. "There is one ranger: the one in the Player's Handbook" "Frankly, the revised ranger helped feed an internet-fueled view of the class... I wasn't sorry to end it." Both of those... the tone I picture them said in is almost derogatory. And, while I missed whatever it was he said in 2017 about never doing an alternative class, as someone posted earlier in this thread, two years ago near the end of 2016 (09/12/2016) they were saying very different things about the state of the Ranger. Just in the first paragraph of that PDF we have "the class’s high levels of player dissatisfaction and its ranking as D&D’s weakest class by a significant margin" quoted as the reason for the revisions. And they talk about doing research and finding the class lacking back then, it's abilities rated as some of the worst in the game and people generally being unhappy with it. And you know... that is weird to me. I ge...

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Friday, 17th May, 2019

  • 07:24 PM - DM Dave1 quoted Retreater in post What is missing in 5E that you had in other editions?
    I guess the big difference is "in print" where I can thumb through it at my FLGS or conventions. The DM's Guild material is also heavily skewed to the Forgotten Realms, so if you're wanting something other than vanilla, high fantasy, you're out of luck. The creativity and diversity we saw in the d20 era with products like fantasy products like Ptolus, and also different genres like Mutants and Masterminds, Delta Green - we just don't see that these b days. There is www.drivethrurpg.com for your non-FR needs. A search for 5e with Dungeons & Dragons selected as the Rule System comes up with 4,004 products.
  • 07:03 PM - Sacrosanct quoted Retreater in post What is missing in 5E that you had in other editions?
    Robust tactical combat (3.x-4e), balance (4e), wide amounts of 3pp material (3.x). Question. With the DM's Guild (as well as already existing OGL), why don't you feel there are wide amounts of 3PP material? What exactly are you looking for?

Monday, 6th May, 2019

  • 09:09 AM - aramis erak quoted Retreater in post Check Out This 43-Page Preview of the Unity RPG
    I didn't like the presentation of the rulebook. I know that seems like a silly reason to not like the system, but it just read badly. Like the first 100+ pages were setting fluff that I didn't find compelling. Whoever thought about putting fluff before rules content and character creation? That's actually been pretty well standard throughout the industry; excepting generic or genre-only games, and D&D, most everything else from major publishers starts with some intro-fluff these days. Some of the genre-only games, such as FFG's End of the World line, include a bit of genre fluff in the front, too... only a handful of pages, but setting fluff in front, even there.

Sunday, 5th May, 2019

  • 01:11 PM - David Anderson Jr quoted Retreater in post Check Out This 43-Page Preview of the Unity RPG
    I didn't like the presentation of the rulebook. I know that seems like a silly reason to not like the system, but it just read badly. Like the first 100+ pages were setting fluff that I didn't find compelling. Whoever thought about putting fluff before rules content and character creation? As my memory serves, and I'm probably wrong, but the 'fluff' before game really started with the White Wolf folks. There was fluff galore before even the first rule was intonation in 1st Edition Vampire. It was one of the things that made it 'unique' at the time, because it was story over everything else. Of course with Vampire it's fluff first, during and after the rules, but again, that's the game, so to speak. I also agree that I don't need another techno-magical post-apocalyptic fantasy setting. There seems to be a lot of them floating about in the RPG space now. I'm glad that they did the 'sampler' because I can look to see if there's anything that sets it apart and makes it better. The one thi...
  • 03:32 AM - Timtumm quoted Retreater in post Shadowrun Sixth Edition Announced!
    I wonder if one could houserule static defense and resist traits based on the average roll of a dice pool? It would cut down a few steps. How about this: the static defense = then number of dice you were going to roll / 3 rounded down. This will come really close to the success you were going to have. It will cut the combat time in half. On a side benefit, I think we can agree that rolling for offense is more fun than rolling for soak.

Saturday, 4th May, 2019

  • 11:12 PM - Morrus quoted Retreater in post Check Out This 43-Page Preview of the Unity RPG
    I didn't like the presentation of the rulebook. I know that seems like a silly reason to not like the system, but it just read badly. Like the first 100+ pages were setting fluff that I didn't find compelling. Whoever thought about putting fluff before rules content and character creation? Man, it’s tough to please folks. I’ve had bad reviews of my game because I put the setting fluff *after* the rules content.

Friday, 3rd May, 2019

  • 06:26 PM - Ralif Redhammer quoted Retreater in post Shadowrun Sixth Edition Announced!
    I imagine it could be done. One thing I'd consider adding is that a successful hit always does at least one point of damage, to prevent people from being statistically unable to do damage to an opponent, no matter how well they roll. I wonder if one could houserule static defense and resist traits based on the average roll of a dice pool? It would cut down a few steps.

Thursday, 2nd May, 2019

  • 02:57 AM - Abstruse quoted Retreater in post Shadowrun Sixth Edition Announced!
    I was mistakenly under the impression that Shadowrun 6e would take over Anarchy's spot... Nope, Anarchy is still going to be developed parallel to SR6. It's based on a separate rules system called the Cue System that CGL also uses for its Valiant Universe RPG (based on the comics) and Cosmic Patrol (retro-sci-fi space age).

Wednesday, 1st May, 2019

  • 11:48 PM - Abstruse quoted Retreater in post Shadowrun Sixth Edition Announced!
    Also a quick turnaround with regards of announcement to product release (a month and a half). CGL's got nothing on Games Workshop. They announced Warhammer 40K 8th Edition on the day it was available for sale​.
  • 10:58 PM - ParanoydStyle quoted Retreater in post Shadowrun Sixth Edition Announced!
    1) This is a huge amount of information to process. 2) Based on a cursory skim, they are doing a GREAT job in terms of this launch. This is a brilliantly coordinated media blitz. Hats off to Jason, Randall, and Loren, and the rest of the CGL team for that. 3) As soon as I saw (on Twitter) that Shadowrun 6E was a thing, my immediate thought was: "Well, they'd have to try pretty hard to frag it up worse than Fifth Edition. I should know, I was one of the people that wrote Fifth Edition." 4) As someone who fought HARD against Limits in 5E when I was on the design team, I feel vindicated to see them being given the boot in the new edition. They were and are a terrible idea. 5) I have no idea how to feel about what they announced on the Matrix rules. It's going to depend entirely on how it's executed. The closest thing I have to insight on that is that I don't think "cyberjack" is a very cool sounding name. I think I'd think that even if it weren't just a lazy portmanteau of datajack and cyberdeck. I...
  • 05:03 AM - Skywalker quoted Retreater in post Tomas Härenstam, Lead Designer for Mutant: Year Zero, Talks Free League RPGs
    I recently picked up Forbidden Lands, and I've been reading through it for several weeks now. If I were going to introduce new players to the hobby, I wouldn't start with this one. Forbidden Lands is FL's most complex RPG. In order of complexity after that, they go Mutant Year Zero, Coriolis and Tales from the Loop. The last is simple and an almost perfect introduction to new players in the hobby and you can use it and the other FL's to step up the complexity over time. Symbaroum uses a separate system which I would say is on par with Coriolis for complexity.

Sunday, 28th April, 2019

  • 11:49 AM - CapnZapp quoted Retreater in post What Would You Want from PF2?
    This has been a hallmark of 4E since it was released in 2008. Fighters are defenders with high AC and the ability to punish those enemies who ignore them to attack their allies. And rogues are strikers, with low AC and high damage output. 4E was really a situation of throwing the baby out with the bathwater. I think the core of it had a lot of great ideas, but the reactionary mood of gamers kept us from having a 5th edition that was revolutionary and just kept bringing up the same issues we've always had. While I can understand the lamenting I really don't see any use of continuously bringing up 4E. It's a dead branch off the D&D tree. It simply doesn't do any good to talk about what 4E did or didn't do well. That chapter is closed, and we're looking forward. We need to discuss solutions that work in the context of AD&D like games (d20, PF and 5E). And no, 5th edition is not characterized by "the same issues we've always had". For the first time in an AD&D successor game LFQW is wel...

Friday, 26th April, 2019

  • 12:16 AM - Blue quoted Retreater in post Best Rules Add-Ons
    I'm DMing a group of "newish" players to 5E. I started our game with the bare minimum detail, but gradually added a battle grid. Over the months, they've been talking about flanking, re-positioning attacks, etc., but we haven't added them yet. What rules modules have you had success adding? Maybe I can introduce them to my players to see how much tactics they'd like to add? Feats and multiclassing were easy adds, and with feats you can add the variant human. I personally like the variant which allows using different ability scores with skills for specific uses. Two we tried and did not like. Flanking trivialized Advantage, for both sides. It really was no good. Also we tried the Spell Points instead of Spell Slots option, and at higher levels it led to casting a lot more high level spells (better nova & better action economy) and then running out and pushing for 15 minute adventuring days. Oh, and if as a DM you find that fitting in a good number of encounters every day so that the caste...

Thursday, 25th April, 2019

  • 10:45 PM - Mort quoted Retreater in post Best Rules Add-Ons
    I'm DMing a group of "newish" players to 5E. I started our game with the bare minimum detail, but gradually added a battle grid. Over the months, they've been talking about flanking, re-positioning attacks, etc., but we haven't added them yet. What rules modules have you had success adding? Maybe I can introduce them to my players to see how much tactics they'd like to add?My group added flanking, but quickly dropped it. Advantage (already not hard to come by) just became trivial.

Wednesday, 24th April, 2019

  • 11:09 AM - imagineGod quoted Retreater in post Wrath and Glory Warhammer 40K missing from Ulisses US
    On their official website forums, it is indicated there are some licensing issues. I wouldn't be shocked if it's the end of the product line, as apparently there were quality issues and not a lot of product to support it. I am concerned about the licensing from Games Workshop, since any technical glitch would not just target all "Wrath and Glory" pages but leave all others intact on the Ulisses North America website.
  • 03:19 AM - billd91 quoted Retreater in post What Would You Want from PF2?
    4E was really a situation of throwing the baby out with the bathwater. I think the core of it had a lot of great ideas, but the reactionary mood of gamers kept us from having a 5th edition that was revolutionary and just kept bringing up the same issues we've always had. If that issue is an incredibly popular D&D and a growing hobby, sign me up for more of those issues.

Tuesday, 23rd April, 2019

  • 11:35 PM - Tony Vargas quoted Retreater in post What Would You Want from PF2?
    I remember reading a WoW preview back in 2003, where they described Rogues are the ultimate melee damage dealer, and thinking to myself "That's actually really brilliant, and would be great in D&D. Fighters are defensive, and Rogues are offensive." Doing a little digging, it looks Everquest rogues are also dedicated damage dealers, and that would date back to 1999.If PF2 finally brought that to DnDish games, that'd be excellent yes. To be fair, 3.5/PF already did that, to a fair extent - the Rogue's contribution in combat, when he can make one at all, is high, spikey, situational DPR; the Fighter's best contribution, when he can manage it, is blocking a choke-point until the right spell can be cast to end the encounter. 4e continued in that vein and did it better, and balanced the classes into the bargain... This has been a hallmark of 4E since it was released in 2008. Fighters are defenders with high AC and the ability to punish those enemies who ignore them to attack their allies. And r...
  • 07:01 PM - Tony Vargas quoted Retreater in post I keep bottle-necking the heroes (advice)
    When I'm running 4E, I kept having the issue of bottle-necking the heroes. They'll be in the hallway going into a large, open, dynamic encounter area; my soldiers beat them on initiative. Obviously they will want to move forward to protect their squishy allied monsters. So it ends up being a long, dragged out fight between the party's defenders (who don't deal big damage and don't get hit often), and the brute/soldiers. Compound this with a party that doesn't have a lot of ranged or forced movement control options, and you can see the problem. How do I address these issues? Do I wait and call for Initiative until after the party is in the room? Do I encourage the party to do maneuvers like Bull Rush to push the opponents out of the hallway? It's a valid enough tactic for the monsters to use, and one parties often use, too (a lot of parties would /love/ to have a convenient choke point in every encounter, and go out of their way to engineer them), so I don't see a problem, per se, if one s...
  • 11:18 AM - CapnZapp quoted Retreater in post What Would You Want from PF2?
    To be fair, I think the only edition of D&D to get close to balancing fighters and wizards is 4th edition. And we all know how that went. So I think everyone is more than okay with there being vast differences in power level among fighters and casters. (5E doesn't do a significant better job at balance than 3.x/PF did.) No, this is only you attempting to relativizing the issue. Nobody is interested in 4E here. I'm not looking for perfect equality, and the choice isn't between boring sameness and unbridled inequality. It makes me think you maybe don't know of the myriad of changes to spells and spellcasters performed by 5E, that comprehensively ground them compared to 3.x? Anyway, certainly plenty of d20/Pathfinder fans find it inconceivable that you can rein in spellcasters without losing their soul (like 4E). To return on topic, my fear is that the Paizo PF2 team belongs to that category. Despite 5E clearly proving it can be done.
  • 12:41 AM - TwoSix quoted Retreater in post What Would You Want from PF2?
    To be fair, I think the only edition of D&D to get close to balancing fighters and wizards is 4th edition. And we all know how that went. So I think everyone is more than okay with there being vast differences in power level among fighters and casters. (5E doesn't do a significant better job at balance than 3.x/PF did.) As someone who's pretty crunch oriented and has played a good amount of 3.5/PF, 4e, and 5e, I'd only partly agree. 4e is certainly the most balanced, but 5e has much better balance for casters than 3.5/PF, even if you only do 1 or 2 combats per long rest. Concentration and the relative nerfing of a lot of utility spells sets to that.


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