View Profile: werecorpse - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
  • werecorpse's Avatar
    Tuesday, 3rd July, 2018, 11:18 PM
    Asmodeus 11 Baalzebul 8 Demogorgon 9 Tenebrous 20 Just kidding 😎
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  • werecorpse's Avatar
    Tuesday, 3rd July, 2018, 03:38 PM
    Asmodeus 10+1=11 Baalzebul 11-2=9 Demogorgon 11 Orcus 7
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  • werecorpse's Avatar
    Monday, 2nd July, 2018, 06:16 AM
    Asmodeus 17 Baalzebul 16 Demogorgon 14+1=15 Mammon 2-2=dead. Another one for my trophy room. Mephistopheles 14 Orcus 13
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  • werecorpse's Avatar
    Friday, 29th June, 2018, 05:12 AM
    Asmodeus 20 Baalzebul 21 Baphomet 13 Demogorgon 19 Glasya 4 Mammon 10 Mephistopheles 21 Orcus 15+1=16 Zuggtmoy 1-2= dead
    409 replies | 8138 view(s)
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  • werecorpse's Avatar
    Wednesday, 27th June, 2018, 10:53 PM
    Asmodeus 19 Baalzebul 19 Baphomet 14 Demogorgon 21 Glasya 14-2=12 Mammon 17 Mephistopheles 21 Orcus 13+1=14 Zuggtmoy 14
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  • werecorpse's Avatar
    Wednesday, 27th June, 2018, 02:02 AM
    Asmodeus 23 Baalzebul 20 Baphomet 18 Demogorgon 20 Geryon 2-2= dead Glasya 20 Mammon 19 Mephistopheles 19 Orcus 15+1= 16 Zuggtmoy 15
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  • werecorpse's Avatar
    Tuesday, 26th June, 2018, 06:36 AM
    Asmodeus 23+1=24 Baalzebul 21 Baphomet 18 Demogorgon 20 Geryon 10 Glasya 20 Mammon 19 Mephistopheles 20 Orcus 19 Yeenoghu 1-2=dead I killed You know who.
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  • werecorpse's Avatar
    Tuesday, 26th June, 2018, 04:03 AM
    Because it has an unusual death effect (if reduced to 0 you die) it's something the players may not be prepared for. If it's battled at range it is a pushover. If on the other hand it is battled at close range and gets a decent initiative the DC16 death attack can easily kill a 4th level PC outright and swing the battle. If it recharges quickly that can be troublesome. In that sense it can...
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  • werecorpse's Avatar
    Monday, 25th June, 2018, 12:18 PM
    Here's some stuff I tend to use when I expect the party to run. Everyone makes mistakes - players and GM's - and I would rather my players did stuff and got it wrong than were super cautious 1) have the enemy be not just too powerful but way way way too powerful. So 3 fire giants v a 7th level party they might think it's a winnable fight. They may not be clear as to the power of the enemy. I...
    293 replies | 6624 view(s)
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  • werecorpse's Avatar
    Monday, 25th June, 2018, 12:34 AM
    I think you are probably right that a 16 Str paladin using all spells as smites does less damage in melee over a day with 2 short rests between long rests than a 20 Str fighter. In those circumstances, against foes where no fear is imposed, nor spell damage or saving throws needed to be made the fighter can outmatch the paladin (partially because the paladin has maxed out his Cha which is of no...
    154 replies | 22471 view(s)
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  • werecorpse's Avatar
    Sunday, 24th June, 2018, 11:57 PM
    Asmodeus 24 Baalzebul 21 Baphomet 18 Demogorgon 21 Geryon 14 Glasya 21 Graz'zt 1-2=dead, mmmmmm tasty demon lord souls Levistus 6+2=8 I'll see you tomorrow mr Popsicle Mammon 22 Mephistopheles 19
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  • werecorpse's Avatar
    Sunday, 24th June, 2018, 01:07 PM
    So they each do 33 damage as a standard. Then the fighter action surges and does 66(+25) for 91. The paladin recklessly burns 3 3rd level slots for +54 total 87. I agree the fighter using all their abilities in one round does beat the paladin, by 4 Next round the fighter does 33 the paladin burns 3x2nd doing +38.5 : paladin wins by 38 And the paladin doesn't care if the fighters got an...
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  • werecorpse's Avatar
    Sunday, 24th June, 2018, 03:31 AM
    I don't think that Paladins are overpowered at levels 1-4. At those levels they are comparable with fighters, barbarians and Rangers - their class peers. At 5th level they start to pull away. At that level fighters get multi attack and their second wind increases by 1hp, Paladins get multiattack, an extra 5hp lay on hands a first level spell and two second level spells. Just looking at...
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  • werecorpse's Avatar
    Sunday, 24th June, 2018, 12:58 AM
    Asmodeus 24 Baalzebul 22 Baphomet 20 Demogorgon 21 Fierna 2-2=0 Dead, another victim Bwa ha ha ha Geryon 18 Glasya 19 Graz'zt 3+1= 4 hang on for a day, I'll be back for you tomorrow! Levistus 8 Mammon 24
    409 replies | 8138 view(s)
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  • werecorpse's Avatar
    Saturday, 23rd June, 2018, 04:19 PM
    I had a friend who thought that. His 3rd level character had about 140hit points until I explained the error.
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  • werecorpse's Avatar
    Thursday, 21st June, 2018, 03:39 PM
    14 or 16 isn't hard to get and +2 or +3 to all saves makes a big difference. +4 is harder to get but worth it if you can swing it. You don't need massive con because you've got good defences and lay on hands if your hit points falter. A regulation human 27 point buy can get Str 16 Cha 16 con 14 easily enough. When you are 8th level and with the stat increase you have to decide whether to...
    154 replies | 22471 view(s)
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  • werecorpse's Avatar
    Thursday, 21st June, 2018, 01:19 PM
    The last comment about multiclassing could be true, but I'm talking about the Paladin class v the other melee classes that fit in the same broad niche. Barbarian fighter, ranger. I think it's pointless to compare spellcasting and non spellcasting classes so I'm not. My point is that until about 4th level the classes are pretty equal but that after 4th level the benefits gained by the paladin...
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  • werecorpse's Avatar
    Thursday, 21st June, 2018, 01:28 AM
    I wish smite was the only issue, then I'd just change that but in a game so tightly tied to bounded accuracy getting +3 or +4 to all saves is a huge deal. One of my players has suggested that Paladins of 6th level or higher are "the best magic item in the book". How's this for a demented high level adventure. The party is sent to rescue a holy warrior of (nature deity) who also happens to be...
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  • werecorpse's Avatar
    Thursday, 21st June, 2018, 01:12 AM
    Oofta, Always interested in hearing what works for other groups - fine if what works is RAW. If you don't mind, what level is your group and how many characters in the party ? I always talk to my players about this stuff, possibly too much as they usually have the attitude "you just work out what's reasonable and we'll play that." In my very slow advance group (so expected to be a long...
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  • werecorpse's Avatar
    Wednesday, 20th June, 2018, 06:13 AM
    Sure but the fact that you should roleplay your character is something common to all characters. Fighters should be roleplayed as well, with personal goals, secrets, codes of conduct or whatever. To the extent the oaths and additional role play obligation is seen as a justification for more mechanical power I don't buy it. Plus in 5e if you break your oath it's an "off screen" event to say whoops...
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  • werecorpse's Avatar
    Wednesday, 20th June, 2018, 01:36 AM
    Asmodeus 22 +1= 23. You are welcome my lord. Baalzebul 22 Baphomet 20 Demogorgon 19 Dispater 12 Fierna 15 Fraz-Urb'Luu 1-2 = dead. I only came here to kill a demon lord!! Geryon 20 Glasya 23 Graz'zt 20
    409 replies | 8138 view(s)
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  • werecorpse's Avatar
    Wednesday, 20th June, 2018, 01:29 AM
    I disagree Ancalagon that it's purely a "pace if game issue" though that is an important factor. The Paladins combat defence up to 5th matches the fighter and both are weaker than a raging barbarian. Both compensate by getting a bit of healing capacity. Then the auras start over the next few levels and that provide superior defence to the fighter and probably the barbarian. Their offence...
    154 replies | 22471 view(s)
    1 XP
  • werecorpse's Avatar
    Tuesday, 19th June, 2018, 08:51 AM
    Asmodeus 21+1=22 Baalzebul 23 Baphomet 20 Demogorgon 19 Dispater 18 Fierna 16 Fraz-Urb'Luu 9 Geryon 20 Glasya 22 Graz'zt 21
    409 replies | 8138 view(s)
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  • werecorpse's Avatar
    Tuesday, 19th June, 2018, 08:13 AM
    Paladin starts balanced up to about 4th level but then gets a big bump at 5th (second attack, extra 5hp lay on hands and 1x1st, 2x2nd level spells - fighters just get second attack) then seems to just get incrementally more powerful each level. They end up at 10th+ nigh invulnerable to magic and at 14th they get auto dispels. 5th as above - goes to paladin 6th bonus to all saves & +5LoH vs...
    154 replies | 22471 view(s)
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Wednesday, 4th July, 2018


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Friday, 22nd June, 2018


Thursday, 21st June, 2018


Wednesday, 20th June, 2018

  • 11:25 PM - Oofta mentioned werecorpse in post Paladin: Why Are They Often Considered Highly Powerful?
    werecorpse, in my experience paladins have not felt overpowered, and while the aura is awesome it's as much of a buff for allies that do melee as the paladin themselves if they allies are close (which does cause other issues). Of course that's just one person's perspective and it may not apply to your game, but my rogue/fighter never felt "jealous" of the paladin. Yes, every once in a while they went nova but we never knew how many fights we were going to have so they ended up being fairly conservative. In addition, don't underestimate the ability of feats to balance things out. At different levels different PCs will feel more powerful but in my experience it balanced out over time. I'd recommend chatting with your players and see what they think before you start making changes. The thing is that there's never going to be perfect balance in D&D. At some levels, certain PCs are going to be more powerful. If you verify that it is an issue, try throwing more encounters per day and limi...

Wednesday, 23rd May, 2018

  • 09:39 AM - Sadras mentioned werecorpse in post Game Theory. CR and 5E Encounter System.
    There are some nice ideas in there @werecorpse. So it seems that your table's take on Cure Wounds is that general combat-related open wounds knit close and stop the bleeding etc but the deeper trauma to the body remains - hence the lingering injury. Which could also help explaining why some people in a magical world don't fully recover (Sir Isteval walks with a limp) because they don't have access to the Regenerate spell or higher level magic. Your simple healing potions and healings spells are just not enough.

Thursday, 10th May, 2018


Thursday, 14th December, 2017

  • 11:59 AM - Sadras mentioned werecorpse in post Combining LMoP, ToD, PotA & SKT
    @werecorpse I have bled the timelines of the Sundering (MiBG and LotCS) into ToD. This accomplishes a few things 1. Elminster primarily concerned with assisting Mystra's return and the Weave's safety of the weave which explains his absence from ToD. 2. A division in the Lord's Alliance with Sir Isteval and Ulder Ravenguard on the one side versus the rest over what is of primary importance - for Isteval its the Chosen, for Ulder it is trying to save Baldur's Gate, while the rest are concerned with the ToD storyline. 3. The Emerald enclave is concerned over the growing cold and disturbances in the Icewind Dale. Bleeding LMoP into ToD The Spider is essentially a Cultist. The Wave Echo Cave was perhaps one of the hidden locations of the Dragonmasks. Bleeding SKT in ToD At the first Council Meeting it is suggested an alliance with the Giants (this also depends on the party's interaction with Blagothkus and if you intend running Frozen Castle) would be helpful. This gets to the Cult's ears which l...

Saturday, 29th July, 2017


Thursday, 18th May, 2017

  • 11:40 PM - Quickleaf mentioned werecorpse in post D&D 5e Night Below Conversion Question: Alternative ending?
    ...ronghold of the Aboleth where the PCs have to destroy multiple magical towers by overloading them with spells. That means that non-casters really don’t get to do anything at that point in the game other than watch the spellcasters have fun. That’s also not to mention the fact that the PCs have to pump a whole lot of spells into the towers. I am looking for alternative ways for the PC's to destroy the magical spheres in the Aboleth towers in D&D 5e? Here is a link to our Night Below Wiki site (http://wardsshed.wikidot.com/) if you fancy mining it for you own needs. Thanks in advance for any ideas/help. I was running a 5e Night Below / OOtA mashup for my home game, on hiatus now. We didn't get anywhere near that far before we all got too busy with life, but I remember reading that part about the raid on Great Shaboath and thinking "dang, I'd need to change up these magical towers and the spheres inside, they'e too boring, and too dependent on spellcasters!" I agree with werecorpse that the whole towers/spheres section needs a serious re-design.

Monday, 27th March, 2017

  • 04:01 PM - Satyrn mentioned werecorpse in post I hate rapiers. Do you?
    That would go against the general theme of 5e. I don't think many people are wanting to go back to the days of 40 specific weapon types with varying degrees of effectiveness against different armor. Finesse melee weapons should be d6; let the player choose how it looks or if it's s/b/p. Making one such weapon a d8 just means that's the obvious best and only choice. If you make more d8 finesse weapons for the sake of choice, what's the purpose of the d6 versions? All you did increase the typical damage of the category and rendered the existing d6 options even more useless. What werecorpse said is what I would have said, too. Also, my gnome battlemaster uses one of those d6 finesse weapons.

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Monday, 2nd July, 2018

  • 06:32 AM - Ancalagon quoted werecorpse in post Survivor Blood War- DEMOGORGON WINS!
    Mammon 2-2=dead. Another one for my trophy room. The vault has been breached and coins flow like rivers https://killsixbilliondemons.com/comic/seeker-of-thrones-10-143/ I hope you like hyperinflation.... Now apologize! https://killsixbilliondemons.com/comic/seeker-of-thrones-9-109/

Monday, 25th June, 2018

  • 03:10 PM - 5ekyu quoted werecorpse in post "Run away! Run away!" ... what if they don't?
    Here's some stuff I tend to use when I expect the party to run. Everyone makes mistakes - players and GM's - and I would rather my players did stuff and got it wrong than were super cautious 1) have the enemy be not just too powerful but way way way too powerful. So 3 fire giants v a 7th level party they might think it's a winnable fight. They may not be clear as to the power of the enemy. I have used a beholder v a 2nd level party, a lich v a 4th level party. 2) have the bad guys not take the fight seriously or have a goal other than kill the players: the beholder and its Minotaur servant wanted to take an NPC prisoner, the lich wanted an old spellbook. Have one of the fire Giants say loudly in common "I bet you a silver groat you can't hit the fat blue one with your eyes closed" then one of the others throws a rock with disadvantage at the PC wizard while the other two laugh. Have one giant scoop up the most obstreperous PC and toss him into a stream 300 feet away and then shout "nailed it, 3...

Sunday, 24th June, 2018

  • 08:11 PM - auburn2 quoted werecorpse in post Paladin: Why Are They Often Considered Highly Powerful?
    So they each do 33 damage as a standard. Then the fighter action surges and does 66(+25) for 91. The paladin recklessly burns 3 3rd level slots for +54 total 87. I agree the fighter using all their abilities in one round does beat the paladin, by 4 Next round the fighter does 33 the paladin burns 3x2nd doing +38.5 : paladin wins by 38 And the paladin doesn't care if the fighters got an extra 11 hit points. He can cure 55hp vs self cure 16. But also note the paladin has +3 to all saves, maybe takes half damage from spells and can't be frightened. So maybe a fighter can nearly match the paladin in combat. The paladin has a whole bucket of other fruit compared to the fighters reroll 1 save. He far surpasses the fighter in other ways - that is the issue. I made a math error actually, it is 36 DPR for the Paladin vs 39 for the fighter (average) with no other abilities. Round 1 going all out with all hits action surge and a hit on a bonus attack and using all his battlemaster dice the fighter does...
  • 03:49 PM - Oofta quoted werecorpse in post Paladin: Why Are They Often Considered Highly Powerful?
    So they each do 33 damage as a standard. Then the fighter action surges and does 66(+25) for 91. The paladin recklessly burns 3 3rd level slots for +54 total 87. I agree the fighter using all their abilities in one round does beat the paladin, by 4 Next round the fighter does 33 the paladin burns 3x2nd doing +38.5 : paladin wins by 38 And the paladin doesn't care if the fighters got an extra 11 hit points. He can cure 55hp vs self cure 16. But also note the paladin has +3 to all saves, maybe takes half damage from spells and can't be frightened. So maybe a fighter can nearly match the paladin in combat. The paladin has a whole bucket of other fruit compared to the fighters reroll 1 save. He far surpasses the fighter in other ways - that is the issue. Which all depends on a lot of assumptions. Like they have the same number of feats, the same strength, the same constitution. The paladin only gets that +3 to saves because they've made other choices in addition to having fewer feats an...
  • 12:51 PM - Deuce Traveler quoted werecorpse in post In Search Of Mike Carr
    Does anyone know the clerics name? No idea, but it would be funny and keeping with the times if it was something like Kime Rarc.

Thursday, 21st June, 2018

  • 03:15 AM - Oofta quoted werecorpse in post Paladin: Why Are They Often Considered Highly Powerful?
    Oofta, Always interested in hearing what works for other groups - fine if what works is RAW. If you don't mind, what level is your group and how many characters in the party ? I always talk to my players about this stuff, possibly too much as they usually have the attitude "you just work out what's reasonable and we'll play that." In my very slow advance group (so expected to be a long campaign) at 5th the player of the eldritch knight character has dumped him and replaced it with a paladin of the ancients and the barbarian player is the only other player contemplating changing characters. I also am running a normal advance XP group which is at 4th ATM and just had a tpk so all new characters. One of the players is going to try playing a heavily nerfed paladin to see how it goes. I have removed everything gained from the oath replaced it with giving a channel divinity at 3rd which is identical to the cleric one based on their religion, reduced smite to useable only 1/short rest and chang...

Wednesday, 20th June, 2018

  • 10:43 PM - Invisible Stalker quoted werecorpse in post Paladin: Why Are They Often Considered Highly Powerful?
    Sure but the fact that you should roleplay your character is something common to all characters. Fighters should be roleplayed as well, with personal goals, secrets, codes of conduct or whatever. To the extent the oaths and additional role play obligation is seen as a justification for more mechanical power I don't buy it. Plus in 5e if you break your oath it's an "off screen" event to say whoops and you are golden. So my attitude to this is sure they have an expectation they will be roleplayed in a particular way, same with monks, barbarians, bards, etc that can't possibly still be being used as a justification for their power. In 1e the code existed and was required but the balancing thing was the fact it cost more XP to level up. A mechanical difference And it was rare to roll up a paladin in the first place STR 12 INT 9 (yes Paladin had a minimum INT score) WIS 12 DEX no minimum CON 9 CHA 17 (!) Maybe they could bring that back, say... STR 12/ INT/ 10/ WIS 12/ DEX -/ CON 12/ ...

Tuesday, 19th June, 2018

  • 02:53 PM - Ancalagon quoted werecorpse in post Paladin: Why Are They Often Considered Highly Powerful?
    Paladin starts balanced up to about 4th level but then gets a big bump at 5th (second attack, extra 5hp lay on hands and 1x1st, 2x2nd level spells - fighters just get second attack) then seems to just get incrementally more powerful each level. They end up at 10th+ nigh invulnerable to magic and at 14th they get auto dispels. 5th as above - goes to paladin 6th bonus to all saves & +5LoH vs stat improvement and +1 HP for second wind - pal 7th immunity aura, 2nd level spell, +5LoH vs weakish ability and +1hp saw - pal 8th ability score, +5LoH v ability score and +1 to sw - pal 9th 2x3rdvlevel spells, +5LoH v reroll 1 save and +1 to Sw-pal 10th aura of courage , +5LoH v improved subclass effect - hard to rate - equal, maybe slightly in favour of paladin 11th extra d8 damage per attack, 3rd level spell, 5LoH v extra attack, and 1 sw - pal ----this is the level that people point to to say that fighters are equal to,Paladins because of that extra attack but the paladin gets its improved divine smite...

Wednesday, 13th June, 2018

  • 04:41 PM - Cyrinishad quoted werecorpse in post Paladin oath transgression thoughts.
    any other suggestions ? Angels... That "purify" Oathbreakers & their insidious cohorts... OR just have Orcus come to "congratulate" the Paladin (in Roman Mythology, Orcus supposedly punished breakers of Oaths).:devil: Jokes aside... I tend to think that the most effective way to enforce the Oath requirements (or anything else) is through tangible impacts on the story and the world rather than incremental mechanical adjustments. Devils or Demons would want to encourage a Paladin to make more and more egregious transgressions of oath-breaking behavior, because corrupted Paladins are a worthwhile resource to them... Conversely, I think a great way to get the Paladin to walk-the-walk & uphold their Oaths could be to provide them with a Squire NPC that is supposed to learn how to become an appropriate Paladin... or perhaps the Clerics/Paladins have other ways to test their faithful, and ensure that those who have sworn an Oath are able to uphold it... maybe Paladins need to submit themselv...
  • 03:57 PM - lowkey13 quoted werecorpse in post Paladin oath transgression thoughts.
    ... To address this without simply permanently removing some of their features ... any ny other suggestions ? ¯\_(ツ)_/¯ Why remove features when you can remove the class?

Sunday, 3rd June, 2018

  • 11:53 PM - Olaf the Stout quoted werecorpse in post Second Dungeons & Dragons Product for Fall 2018: Waterdeep: Dungeon of the Mad Mage
    I agree. I mean seriously a city adventure chasing a pot of gold in a big independent city linked to a nearby dungeon created by a long missing mad arch mage. Hmmm I reckon I could port that across to a certain large Free city on Oerth and link it to a nearby dungeon created by ..... Wait for it...,,, yes a long missing mad arch mage. Castle Greyhawk?
  • 04:49 PM - Aldarc quoted werecorpse in post The Next Dungeons & Dragons Storyline Will Be...
    Not me. From the overall tone of this thread, not many.But it is for me, and I am only speaking for myself. What would you prefer?Not Waterdeep. Not the Sword Coast. Not Forgotten Realms. If I understand correctly the adventure for levels 1-5 and it is 256 pages. They also mentioned new urban environment rules. It seems to me this is as much, if not more, and urban adventure book with a starter adventure thrown in than a proper adventure path. Now that may not be your thing, but it seem to be to a potentially really useful supplement. I know I struggle to handle urabn environments well, and if this can help, I will pick it up regardless of the adventure.Ptolus may not be 5e, but it is probably one of the better D&D books for providing a "guide" for urban adventures. If previous adventures are any precedent, I just don't see much chance of me being inspired by anything from this book.

Saturday, 2nd June, 2018

  • 04:22 PM - dave2008 quoted werecorpse in post The Next Dungeons & Dragons Storyline Will Be...
    1-5? I thought it was for levels 1-15. WotC product page says 1-5: http://dnd.wizards.com/products/tabletop-games/rpg-products/dragonheist
  • 03:27 PM - GarrettKP quoted werecorpse in post The Next Dungeons & Dragons Storyline Will Be...
    1-5? I thought it was for levels 1-15. Nope. Product page says 1-5.
  • 02:11 AM - kenmarable quoted werecorpse in post The Next Dungeons & Dragons Storyline Will Be...
    Someone in chat said it was for levels 1-20. Did one of the presenters say that? I didn’t catch the last 10-15 minute of th round table, but prior to that I didn’t hear level range mentioned. HOWEVER, it might be flexible especially since it’s much less dungeon based and more directly competing against rivals that likely scale with you. A big hint in this direction is Jeremy Crawford specifically mentioned it starts with an intro quest and then a downtime pause that could last “weeks, months, or even years” and a DM could fit an entire adventure or other campaign in there before the main heist story starts, implying you could possibly play an entirely other one of the 5e adventures before starting this OR start it right away at low level. They (Jeremy again??) also mentioned you could focus very tightly on just the heist and treasure hunt and play it as a rather short adventure, or expand it with various quests throughout Waterdeep to make it much longer. All those seem to point to it bein...

Thursday, 24th May, 2018

  • 06:12 PM - Oofta quoted werecorpse in post Getting to 6 encounters in a day
    Watch how this works: Blood Makes the Razorvine Grow In this Blood War mercenary campaign, you gain +5% bonus XP, cumulatively, for every combat challenge overcome after the fifth combat in a single adventuring day. The crucible of battle in this endless conflict forges warriors into weapons of unimaginable ferocity. Fight makes Might! Shed their blood! There's your story-based reason tied to the mechanic. I can come up with these sorts of things so easily. I assume you're good with it now? If you have a story based reason, then you don't need the house rule. The OP was quite clear: the reason to use this house rule is that the DM wants players to play more encounters between long rests. Matt Colville posted on YouTube that he is working on house rules to help get past the "5 minute adventuring day" and to address what seems to be a fairly common occurrence being that games tend to have only one or two encounters before a long rest. I'd link but I don't know how. His solution is...
  • 06:55 AM - ClaytonCross quoted werecorpse in post Survivor Ultimate Subclass Edition- BATTLE MASTER WINS!
    Classic, well they say you can vote down for any reason and "by mistake" is a reason that exists IRL elections. As a matter of interest ClaytonCross how many down votes did you erroneously throw at the poor Ancient Paladin? I believe I voted on 4 different days so 8, All the down were on "Nature Domain Clearic" er... Oath of the Ancients but... like I said, with the choices that were there I would have down voted Oath of the Ancients anyway because to me Rangers are the Melee warriors of nature and Arch Fey Warlocks are more of the Fiery Knights. I really don't care for the nature worshiping fighter walking around in full plate armor casting divine type spells it just strikes me as a contradiction of believes. I like the separation of Rangers (Nature), Paladins (Divine), Eldritch Knights (Arcane) just as well as much as the serration of Druids (Nature), Clerics (Divine), Wizards (Arcane). Sorcerers are a birth rights and Warlocks are vying for power not belief so a they can believe what they w...

Wednesday, 23rd May, 2018

  • 07:22 PM - Satyrn quoted werecorpse in post Getting to 6 encounters in a day
    Id be interested in how others incentivise pushing on . . . Currently, I'm using an in-game incentive. The megadungeon's entrance level repopulates with demons and devils at an alarming rate. It essentially resets daily. And I roll for random encounters a lot - like, every fight might draw onlookers, every area might have loiterers, and then there are the wandering monsters. If the players don't push on through it quickly they just wind up making no progress.
  • 12:42 PM - Ilbranteloth quoted werecorpse in post Game Theory. CR and 5E Encounter System.
    Here are my house rules on lingering injuries. I admit to the phrasing being a bit clumsy but it's just a house rule. In case you think I only use a stick I also have a system for what I call "Peak condition benefits" which are things that a bit like inspiration or boons that a character can build up by spending time training or getting a blessing etc and are intrinsic to the character rather than linked to an item. Enjoy Lingering injuries Every time you fail a death save roll or take a critical hit you have a chance of suffering a lingering injury. If you suffer the same number as your hit dice ( or biggest hit dice if you are multiclassed ) you automatically receive one lingering injury. Then the chance to suffer another one starts to build. Whenever you take a long rest you roll a dice equal to your hit dice. If you roll equal or less than the chance of suffering a lingering injury you have one. After the long rest the chance of suffering a lingering injury them resets to 0...
  • 10:41 AM - Psikerlord# quoted werecorpse in post Game Theory. CR and 5E Encounter System.
    Here are my house rules on lingering injuries. I admit to the phrasing being a bit clumsy but it's just a house rule. In case you think I only use a stick I also have a system for what I call "Peak condition benefits" which are things that a bit like inspiration or boons that a character can build up by spending time training or getting a blessing etc and are intrinsic to the character rather than linked to an item. Enjoy Lingering injuries Every time you fail a death save roll or take a critical hit you have a chance of suffering a lingering injury. If you suffer the same number as your hit dice ( or biggest hit dice if you are multiclassed ) you automatically receive one lingering injury. Then the chance to suffer another one starts to build. Whenever you take a long rest you roll a dice equal to your hit dice. If you roll equal or less than the chance of suffering a lingering injury you have one. After the long rest the chance of suffering a lingering injury them resets to 0...


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