View Profile: NaturalZero - Morrus' Unofficial Tabletop RPG News
  • NaturalZero's Avatar
    Saturday, 16th March, 2019, 12:54 AM
    I always, always, always give a powerlifting/crossfit description for how I lift, bend, or break anything because my DM seems to forget that "athletics" is a skill and will ask for a straight up strength check for anything athletic.
    7 replies | 313 view(s)
    2 XP
  • NaturalZero's Avatar
    Thursday, 7th March, 2019, 01:28 AM
    Do your players realize that there is a good number of races in 5e outside of the boring old regular human, short human, bearded human, and pointy eared human from the original game? There are official genasi, warforged, goliaths, kenku, et al, that are already statted up and ready to use, and you can easily build an authentic DnD setting without the original lineup. My personal preference is to...
    13 replies | 432 view(s)
    2 XP
  • NaturalZero's Avatar
    Thursday, 28th February, 2019, 01:19 PM
    I've never seen anyone play a hexblade and actually use the Shadowfell flavor.
    10 replies | 441 view(s)
    6 XP
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About NaturalZero

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February 5, 1980 (39)
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Details of games currently playing and games being sought.

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Henderson
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Nevada
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USA
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Looking to join an existing 5e (or other) game in the Henderson or Las Vegas area.

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Questions to DMs about how they use the Roper monster ... Saturday, 16th March, 2019 12:54 AM

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Town:
Henderson
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Nevada
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USA
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Looking to join an existing 5e (or other) game in the Henderson or Las Vegas area.

Friday, 22nd March, 2019


Saturday, 16th March, 2019


Friday, 15th March, 2019


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Thursday, 28th February, 2019


Tuesday, 26th February, 2019


Tuesday, 27th March, 2018

  • 02:12 PM - Ancalagon mentioned NaturalZero in post Paizo's Stephen Radney-MacFarland Previews The Rogue Class For Pathfinder 2nd Edition!
    Who said anything about chains? I know I didn't. My post was specificialy in response to NaturalZero It has specifically pointed out by the devs that there are no feat chains of the Dodge> Mobility> Spring Attack type. There are the improving ones, like Vital Strike> Improved Vital Strike> Greater Vital Strike, which just make a feat's mechanical effects better. Well that is good... as long as this doesn't translate to "do a tiny bit more damage, do a tiny bit more damage in an annoying way, do a tiny bit more damage with your eyes closed, shatter the earth's crust with your massive damage". Wow. I guess they're probably going to rename it from "Rogue" to what it is: "Action-Hero" or maybe "Ninja-Jedi-Batman-Genius". All we see is combat, combat, combat, combat, combat, combat, combat, combat and combat; oh and a totally transparent attempt to hide "and extra COMBAT stuff you can add yourself" under the guise of "and extra skills and feats". I wasn't a big fan of PF1. Definitely avoiding PF2. No point if this is the direction they are taking things. I mean, they HAVE ...

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Saturday, 16th March, 2019

  • 04:11 AM - iserith quoted NaturalZero in post Questions to DMs about how they use the Roper monster ...
    I always, always, always give a powerlifting/crossfit description for how I lift, bend, or break anything because my DM seems to forget that "athletics" is a skill and will ask for a straight up strength check for anything athletic. Sorry, man - that's frustrating. Have some XP. :)

Sunday, 10th March, 2019

  • 06:33 PM - Kobold Avenger quoted NaturalZero in post Artificer UA has been released!
    Yeah, I'm definitely of the mind that the "pistol" and "musket" in the DMG aren't directly analogous to the Renaissance firearms of Earth history as much as they are a fantasy (or, really, just mechanical) construct loosely based on the concept. Aiming, firing, AND reloading every 6 seconds means they have to work differently from their real-world namesakes. The issue for me is that modern ones given are overpowered once you let them in your game world and I can't imagine DMs i know letting me show up with any of those at the table. I remember the mention that a well trained musketeer could fire and reload a muzzle-loaded musket about 3 times a minute. That would roughly translate into taking 2 rounds to reload. But I feel most groups would not want to track reload times over 1 round. In fact I felt with even going all the way up to 19th century firearms where there's the possibility of breech loading and powder cartridges, that there should be only 3 types of reload times: 1 bonus action, 1 ...
  • 09:33 AM - Paul Farquhar quoted NaturalZero in post Artificer UA has been released!
    The artificer gets Extra Attack but can't actually use it with firearms, unless you're using the OP modern weapons. Crossbow only gets a pass because there's a feat. Quite right too! The reload feat is a stretch with a heavy crossbow, but you could go with the "lie on your back and use your feat" method. With renascence firearms it's stupid. Even firing once per round (6 seconds) is dumb with such weapons. You don't want reload? Then skip renascence and go straight to modern.
  • 01:58 AM - cbwjm quoted NaturalZero in post Artificer UA has been released!
    Well, sure. You can homebrew anything but you can't always convince every DM to use your homebrew over an official product. It would be cool if they put a nice little mod with some firearm options, feats, and related magic items.For all we know they will. Still early days yet and if they out in options for firearms specialists in the artificer then they will likely include them.
  • 01:37 AM - cbwjm quoted NaturalZero in post Artificer UA has been released!
    The artificer gets Extra Attack but can't actually use it with firearms, unless you're using the OP modern weapons. Crossbow only gets a pass because there's a feat.Then make a firearm mastery feat for firearms?

Saturday, 9th March, 2019

  • 06:10 PM - Cap'n Kobold quoted NaturalZero in post Artificer UA has been released!
    I was watching the video and thinking about how JC was saying that the artificer will be able to use firearms but that they won't necessarily be baked into the class. I think i could be as cool with this as anything as long as we get a stand-alone module with gun rules that work a little better than the DMG ones. At the least, there needs to be an official feat to address reload issues. Reload issues? How do the gun rules in the DMG not work?

Thursday, 28th February, 2019

  • 02:20 PM - Dausuul quoted NaturalZero in post Tiefling Hexblade
    I've never seen anyone play a hexblade and actually use the Shadowfell flavor. Yeah, I don't think I even noticed that bit. To me, the Hexblade patron was obviously intended as a fix for the blade pact warlock, and I treated it as such. My Hexblade's weapon was a meteor hammer (I used glaive stats with bludgeoning damage) with a powerful erinyes devil bound into it.

Sunday, 24th February, 2019

  • 10:20 AM - Paul Farquhar quoted NaturalZero in post Artificer UA to be released in February
    Even in a saturated low-magic setting like Eberron, most people can't cast damaging cantrips at-will. In fact, the presence of special arcaneers on the battlefield throwing magic around at non-magical soldiers makes a great argument for inventing firearms to level the playing field. Whilst most soldiers may not know any damage cantrips, they can all, to a man, use a Wand of Magic Missiles, which can be made with existing technology and readily available materials. And your troops will be 100% accurate without needing any special training.
  • 03:44 AM - Cap'n Kobold quoted NaturalZero in post Artificer UA to be released in February
    For me, using guns in Eberron doesn't change the setting pretty much at all, except that the common guard and soldier gets more lethals. The problem for me with wandslingers is that you still have to be able to cast spells to use a wand. However, I do think that Eberron is a setting where using the "Level 1 Bonus Feat (can't be traded for an ASI)" houserule makes a lot of sense, so having characters with Magic Initiate, and a fancy wand, can work. Still, the wandslinger can't fill the same role of the firearm, IMO at all, unless it's something that can be picked up off the floor by an untrained peasant and kill you dead, so Wandslingers are always gonna fall short on that. NPC Wandslingers can't generally cast spells without a wand. Remember in Eberron PCs are unusual. Its like why there are a lot more magewrights than artificers in the world: PC caster classes are much rarer than NPC Wandslingers, and much less limited. Even in a saturated low-magic setting like Eberron, most people can't ca...

Saturday, 23rd February, 2019

  • 07:36 AM - doctorbadwolf quoted NaturalZero in post Artificer UA to be released in February
    Sure. So the magical thunder cannon that only the artificer can manage to create and use passes muster then, correct? I certainly think so. Especially when you consider that it could be based on a miniaturization of lightning rail tech, or a reliably imbued variant of something like Magic Stone or Catapult. And honestly, fireball absolutely cannot replace hurling physical objects against walls and other objects, so...why wouldn't there be Catapult [the spell] railguns hurling specially made balls of very heavy metal? You just need someone who can cast Catapult to make it, not to use it. I have not seen any Changelings, Kalashtar, Shifters, or PCs with a dragonmark in any games. Have you guys seen them outside of 5e Eberron games you've played? I've seen all but Kalashtar, plus Warforged. In fact, the only Warforged I've seen in 5e have been in FR games, so far. The Changling I played was in a Tal Dorei game. Having guns a setting doesn't necessarily mean it's a Western, there's a ...

Thursday, 21st February, 2019

  • 08:19 PM - Mercule quoted NaturalZero in post Artificer UA to be released in February
    What exactly is it that people don't think fits with Eberron? I've been following Eberron since the first book came out, and I get that guns aren't an assumed thing, but there's nothing saying that the thunder cannon (or whatever it's called) of the artificer isn't a special, rare thing that was invented only a few years ago and hasn't caught on. It's not common enough to be a ubiquitous part of the setting, but it still exists. Speaking only for myself (which seems appropriate), I think there are two major, but related, objections I have. 1) I don't like guns in D&D (in its role as default fantasy RPG), as a rule. There was a thread on this, not too long ago, where I conceded that I could imagine where someone could conceive of settings that would mix guns into fantasy in a way that worked (urban fantasy, obviously, and things like Deadlands or Shadowrun). So far, no one has done it in D&D, but that doesn't mean it couldn't be done. From this perspective, I'm unlikely to ever be a fan of any ...

Wednesday, 20th February, 2019

  • 03:13 PM - Vael quoted NaturalZero in post Artificer UA to be released in February
    What exactly is it that people don't think fits with Eberron? I've been following Eberron since the first book came out, and I get that guns aren't an assumed thing, but there's nothing saying that the thunder cannon (or whatever it's called) of the artificer isn't a special, rare thing that was invented only a few years ago and hasn't caught on. It's not common enough to be a ubiquitous part of the setting, but it still exists. The main reason I don't, and I think this is also one that Keith Baker has opined is that Eberron is a world where magic has taken the place of science. That's why instead of steam engines, we have bound elementals. Guns are a little on the scientific part of the spectrum. There are gun analogues, like Eternal wands of Magic Missile, but they are magic first. I won't gainsay someone that wants to use firearms in Eberron, but that's why I don't.
  • 02:18 AM - Gradine quoted NaturalZero in post Artificer UA to be released in February
    What exactly is it that people don't think fits with Eberron? I've been following Eberron since the first book came out, and I get that guns aren't an assumed thing, but there's nothing saying that the thunder cannon (or whatever it's called) of the artificer isn't a special, rare thing that was invented only a few years ago and hasn't caught on. It's not common enough to be a ubiquitous part of the setting, but it still exists. Every setting has its purists. It doesn't help that Word of God Keith Baker is fairly vocally "no guns" in his own version Eberron (never mind that he is also pretty adamant that his own Eberron should not ever be taken as canon)

Thursday, 14th February, 2019

  • 05:39 PM - Aldarc quoted NaturalZero in post What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
    Right, but dipping into your Might pool to do special stuff still comes at the cost of your basic "hp" while the other 2 archetypes don't have to worry about it. The fact that Edge reduces the effect and that it's not as bad at higher level is cool, but it still is a basic issue and seems like a fundamental flaw in a system which is theoretically pretty basic. I really don't mind extraordinary things drawing on a limited resource or being tied into one system but i think the way it was handled felt sort of half-tweaked. If everything really did draw from single pool, that would be little more fair across the 3 archetypes, but what you wind up with is a Might character not really being able to tap into Intellect and Speed in many cases, while the Intellect and Speed immediately benefits from their chosen pool AND the Might pool. You could have resource management and have a single system without making it as lopsided.IME running the game, what you describe is more of a White Room problem rather ...
  • 05:34 PM - Von Ether quoted NaturalZero in post What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
    Right, but dipping into your Might pool to do special stuff still comes at the cost of your basic "hp" while the other 2 archetypes don't have to worry about it. The fact that Edge reduces the effect and that it's not as bad at higher level is cool, but it still is a basic issue and seems like a fundamental flaw in a system which is theoretically pretty basic. Just to ensure that we are working off the same knowledge base: * A Cypher PC's hit points are the sum of all attribute pools together, Might+Speed+Intellect. Taken in that order for physical combat as you gather some exhaustion penalties as each pool goes to zero. (You get bruised, then you lose your reflexes and then you can't think straight) * In psychic combat, it comes off Intellect first, then Speed, then Might. (You can't concentrate, then you lose your reflexes and then you get nose bleeds and then aneurysms.) So there's some :):):) for tat on mental combat as well. But the common "Warriors are nerfed" misconception hasn't b...
  • 02:16 AM - TwoSix quoted NaturalZero in post Artificer UA to be released in February
    Why is the desire for a single, solitary new class being met with constant strawman attacks against the apocalyptic deluge of classes in the past two editions? Forget the Emperor's New Clothes, the issue is a Three Bears scenario. Some want dangerous hot porridge, with 50 new classes, some want ice-cold porridge, with no new classes ever, but I imagine that most people want something in between. The folks looking for an official artificer are asking the the ice-cold porridge to be heated up a measly 3 degrees. What makes this issue get contentious isn't the fact that some people (myself included) would like more crunch, and some would like less. It's the assertion that WotC has somehow committed a moral failure in not delivering more crunch.

Wednesday, 13th February, 2019

  • 05:16 PM - Von Ether quoted NaturalZero in post What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
    Same. The flavor and setting is awesome, but I really couldn't get into the mechanics which were too bare-bones yet still oddly broken. Every character gets hit and takes physical damage to the same stat, even the character who specifically relies on using points out of that stat for their features to function, which leads to finesse and brainy characters getting beat up without effecting their abilities while the tough guy characters get their core abilities gimped when they're hit physically. It's super simple, and only uses 3 stats, but STILL manages to be intrinsically imbalanced. I would love a Numenera setting with 5e mechanics. That's a bit strange (pun unintended) since Edge makes your current Tier abilities free and your Trained weapons makes it even easier without spending points from your Might Pool. So your hit points are still your hit points unless you want to do something extraordinary at Tier 1 (Essentially Level 4 for D&D.) And as you go into higher Tiers, those extraordinar...
  • 01:55 PM - Wraith Form quoted NaturalZero in post What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
    Same. The flavor and setting is awesome, but I really couldn't get into the mechanics which were too bare-bones yet still oddly broken. Thirded! (Fourthed?)

Sunday, 3rd February, 2019

  • 08:10 AM - doctorbadwolf quoted NaturalZero in post A 5e Swordmage?
    FWIW: lightning lure is one of the SCAG cantrips. Also, aren't all four of those cantrips (the others being green-flame blade, booming blade, and sword burst) based on 4e swordmage powers? Great catch! And yes, they are! How is the name: hexblade, duskblade or swordmage? I’d go Swordmage or Spellblade, I don’t like most other names for the concept. So why not use Wizard/Bladesinger as your class? because even with the SCAG cantrips, it’s still 90% wizard. The Bladesinger is fun, but it doesn’t have access to some of the things needed to make a solid gish that is singularly focused on magical melee combat with a weapon. Hexblade is pretty much the closest thing, right out of the box. It does damage and has access to utility, but doesn't really fully fill the swordmage's "I have 15 magical weapon powers that all do different things while teleporting every round" role as much as simply dealing some decent damage with eldritch smite while replicating some of the utility of wizard spells. I m...

Saturday, 2nd February, 2019

  • 04:58 PM - FrogReaver quoted NaturalZero in post A 5e Swordmage?
    Hexblade is pretty much the closest thing, right out of the box. It does damage and has access to utility, but doesn't really fully fill the swordmage's "I have 15 magical weapon powers that all do different things while teleporting every round" role as much as simply dealing some decent damage with eldritch smite while replicating some of the utility of wizard spells. I miss the swordmage and, more so, the battlemind. There were some pretty fun tactical builds and tricks that don't really exist in 5e, per se. I like how you can get easy access to more utility stuff now, but I miss playing a super hardy badass that can create a telekinetic vortex or toss anything I hit 20' on every single melee attack with a right build. I would say paladin with a level dip into hexblade actually gets closer. Maybe add some sorcerer or fighter on there as well. Smite Spells the "15 different magical powers". Hexblade gives you booming blade and allows you to get straight for charisma as a main stat (much ...


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