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  • werecorpse's Avatar
    Friday, 15th June, 2018, 09:38 AM
    Thanks for the suggestions. I'm steering away from paladin penalties and looking at just universally upgrading the other non spellcaster classes to catch up mechanically.
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  • werecorpse's Avatar
    Wednesday, 13th June, 2018, 03:36 PM
    I know some won't agree with me on a number of fronts but I believe that the Paladin class is the most powerful of the 4 or 5 melee classes (barb, fighter, ranger, paladin & monk). To address this without simply permanently removing some of their features I am contemplating playing a stricter enforcement of the oath requirements with some minor transgression type effects. The PHB suggests that...
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  • werecorpse's Avatar
    Saturday, 2nd June, 2018, 03:48 PM
    I suspect that Earthbind is created due to the Magic the gathering card of the same name. The description of the spell effect is the same. Oh and yeah it just effects the targets fly speed
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  • werecorpse's Avatar
    Saturday, 2nd June, 2018, 03:25 PM
    1-5? I thought it was for levels 1-15.
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  • werecorpse's Avatar
    Saturday, 2nd June, 2018, 08:24 AM
    What would you prefer?
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  • werecorpse's Avatar
    Saturday, 2nd June, 2018, 04:02 AM
    who took Thanos' infinity gauntlet?
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  • werecorpse's Avatar
    Saturday, 2nd June, 2018, 04:00 AM
    I'm thinking I should be able to slot it in nicely into my LMoP, ToD, PoA, SKT amalgam campaign.
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  • werecorpse's Avatar
    Saturday, 2nd June, 2018, 02:01 AM
    Someone in chat said it was for levels 1-20. Did one of the presenters say that?
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  • werecorpse's Avatar
    Thursday, 24th May, 2018, 12:48 AM
    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?
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  • werecorpse's Avatar
    Wednesday, 23rd May, 2018, 10:56 AM
    For those interested below is the flip side of my lingering injuries rules. Again I wish to encourage characters to spend time in town, with their master etc. for roleplaying narrative purposes, but also granting a mechanical benefit. The injuries are the stick and peak condition benefits are the carrot. I would point out n my campaigns I'm pretty stingy with permanent magic items but generous...
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  • werecorpse's Avatar
    Wednesday, 23rd May, 2018, 09:33 AM
    I use this system because I run a campaign where I want the characters to sometimes need to rest longer than a day to be fully recovered after having the snot beaten out of them. After running this system for a while the party had been through a fairly gruelling adventure and all melee types had at least one lingering injury, one had 3. I think the guy who had 3 was vulnerable to piercing damage,...
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  • werecorpse's Avatar
    Wednesday, 23rd May, 2018, 09:15 AM
    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...
    67 replies | 2122 view(s)
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  • werecorpse's Avatar
    Wednesday, 23rd May, 2018, 01:38 AM
    Thanks Robus, my lack of skill in this area shames me but I knew someone would pick up the slack 🙂 Iserith I agree that is one solution. Do you use it & do you tell your players it exists? Silver Defender - the forgetting thing may happen but I understand it worked in 4e & I reckon some players will remember that it's the third encounter so they get to do X cool thing or get Y benefit. As...
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  • werecorpse's Avatar
    Wednesday, 23rd May, 2018, 01:13 AM
    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 to build in to his house rules benefits that accumulate only at the 3rd + encounter, a bit like how...
    152 replies | 4452 view(s)
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  • werecorpse's Avatar
    Wednesday, 23rd May, 2018, 12:47 AM
    Here is a summary of my tweaks - removal of GWM & SS feats - long rest recover no hit points just half maximum hit dice which can be spent immediately - every failed death save or critical hit taken results in a chance (or increased chance) of suffering a lingering injury IMO lingering injuries are crucial. The lingering injuries take time or high level magic to recover. They have a...
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  • werecorpse's Avatar
    Tuesday, 22nd May, 2018, 11:58 PM
    Battle Master 10+1=11 Edit 12 Eldritch Knight 11-2=9 Way of Shadow 9 Edit 7 Arcane Trickster 3 While I don't care one way or the other about the Oath of the Ancients being eliminated IMO it is no more munchkiny than any other paladin and has the Green Knight as a nice fictional theme upon which to draw inspiration. It is nothing like a metal armoured Druid in mechanics and only marginally...
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  • werecorpse's Avatar
    Tuesday, 22nd May, 2018, 12:06 AM
    Battle Master 14+1=15 Eldritch Knight 15-2=13 Way of Shadow 8 Oath of the Ancients 10 Arcane Trickster 13
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  • werecorpse's Avatar
    Sunday, 20th May, 2018, 01:39 AM
    Totem Warrior 2 Battle Master 22+1=23 Eldritch Knight 22-2=20 Way of Shadow 13 Oath of the Ancients 16 Hunter 8 Arcane Trickster 18
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  • werecorpse's Avatar
    Saturday, 19th May, 2018, 01:52 AM
    Totem Warrior 8 Battle Master 23+1=24 Eldritch Knight 23-2=21 Way of Shadow 17 Oath of the Ancients 20 Hunter 10 Arcane Trickster 20
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Saturday, 2nd June, 2018


Wednesday, 23rd May, 2018


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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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...
  • 10:25 AM - 5ekyu quoted werecorpse in post Getting to 6 encounters in a day
    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 to build in to his house rules benefits that accumulate only at the 3rd + encounter, a bit like how in 4e at every 2nd encounter characters would get an action point to spend which encouraged them to push on. I am attracted to some of the reasoning - in that I like the idea of characters being incentivised to push on during the adventuring day - but I also like the idea of the adventuring day being about resource management and fights getting tougher as you go on because you have used up resources (not easier because your saved resources became empowered). I worry that if the players can hoard resources to get past the first few battles the next few will become easy such that the final boss fight of the...
  • 08:57 AM - Psikerlord# quoted werecorpse in post Game Theory. CR and 5E Encounter System.
    Here is a summary of my tweaks - removal of GWM & SS feats - long rest recover no hit points just half maximum hit dice which can be spent immediately - every failed death save or critical hit taken results in a chance (or increased chance) of suffering a lingering injury IMO lingering injuries are crucial. The lingering injuries take time or high level magic to recover. They have a mechanical impact such as "lose 10' speed", "vulnerable to a type of damage", "disadvantage to all wisdom ability checks" or "only recover half HP when healed" etc. The purpose is to have a negative impact that isn't permanent. The players actually love it and take great joy when a companion gets what they call "a touch of the lung" ( meaning a chance to get a lingering injury) and even more so if required to roll on what they refer to as "the table of fun" (my lingering injures table). These are all good changes imo, we use something similar. In particular, I really like the idea of an escalating c...
  • 06:07 AM - Ilbranteloth quoted werecorpse in post Game Theory. CR and 5E Encounter System.
    Here is a summary of my tweaks - removal of GWM & SS feats - long rest recover no hit points just half maximum hit dice which can be spent immediately - every failed death save or critical hit taken results in a chance (or increased chance) of suffering a lingering injury IMO lingering injuries are crucial. The lingering injuries take time or high level magic to recover. They have a mechanical impact such as "lose 10' speed", "vulnerable to a type of damage", "disadvantage to all wisdom ability checks" or "only recover half HP when healed" etc. The purpose is to have a negative impact that isn't permanent. The players actually love it and take great joy when a companion gets what they call "a touch of the lung" ( meaning a chance to get a lingering injury) and even more so if required to roll on what they refer to as "the table of fun" (my lingering injures table). That’s pretty similar to what we do for lingering injuries. We use a modified exhaustion track and the death save mec...
  • 01:44 AM - iserith quoted werecorpse in post Getting to 6 encounters in a day
    Iserith I agree that is one solution. Do you use it & do you tell your players it exists? I do it sometimes, when I think it's important that the PCs should do as many combat challenges in an adventuring day as possible. That varies from game to game.

Wednesday, 16th May, 2018


Thursday, 3rd May, 2018

  • 01:23 PM - dave2008 quoted werecorpse in post [+] Here's my ideal future 5E supplement
    All spellcasting monsters the ability to swap out spells for other spells, ... I could be wrong but I believe this is already in the Monster Manual. EDIT: per the Monster Manual page 10 under spellcasting "You can change the spells that a monster knows or has prepared, replacing any spell on a monster's spell list with a different spell of the same level and from the same class list." EDIT 2: Maybe your talking about innate casting which is not allowed to swap?

Thursday, 12th April, 2018


Tuesday, 27th March, 2018

  • 10:50 AM - dave2008 quoted werecorpse in post From Dogs to Dragons: Kobold Evolution
    Tucker's Kobolds tricks (often)= DM Fiat. "I can't believe your 10th level characters got whooped by a couple of simple 1 hit point kobolds.....who set 5 traps that were really hard to detect and did 5-50 damage each! 2 Kobolds huh? Beaten by 2 kobolds. Suckers!" DM beats players, go figure. That is miss-stating the scenario isn't? They were not beaten by 2 kobolds. It was dozens if not more, that had the advantages of terrain, strategy, and tactics. Whether it was DM fiat or not I can't be sure, but it seems odd the DM (aka Tucker) would decided to fiat the battles with the kobolds, but not the demons.


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