View Profile: Hawk Diesel - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 09:21 PM
    LOL! Satyrn gald I could help? Actually, it doesn't sound too disimilar to how I create the mechanics for this race. I was playing it in a freeform/rules-less game that is transitioning into 5e. I was driving to work when my buddy asked how I would make this guy. Something on the drive clicked into the Four Arms ability, and the rest just flowed from there. Rough draft only took 20 min to create....
    17 replies | 402 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 02:58 PM
    You're right, I misspoke. You did engage with the idea I proposed. But when I asked for clarification on what you were looking for and the reason you didn't like Death Saves, that is where you refused to engage and told me don't worry about it. It seemed a bit defensive to me and I didn't really understand why that seemed like an off-limits aspect of the discussion. But, that's neither here...
    96 replies | 2291 view(s)
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  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 06:40 AM
    I'm with Charlaquin. I presented an idea that removed death saves. But if you aren't even willing to engage in trying to clarify what you are looking to achieve outside of the concrete "Let's get rid of Death Saves!" I don't know that it is worth continuing. You don't need help removing death saves. That's a mechanic. Mechanics are made for specific intentions or goals for how the games run....
    96 replies | 2291 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 06:31 AM
    I'm not telling you what to post or how to go about it. Just that without defining what you are looking for outside of "I hate death saves" it makes it hard to provide guidance, support, or even know what kind of response you are seeking. You are more likely to avoid frustration and to get better responses if you are better able to communicate and define what you are looking for.
    96 replies | 2291 view(s)
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  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 06:25 AM
    Well fun is subjective, and you haven't really outlined what is fun for you, just that you hate the idea of death saving throws. So is your goal for character death to happen more often and more likely be the result of the dice rather than player choice or character action? Without some transition period between being alive and dead, it can lead to situations where death is anticlimactic, and...
    96 replies | 2291 view(s)
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  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 05:12 AM
    The idea is that entering into Vitality Points signals to players that it is time to switch from offense to defense and survival mode. Currently, there is no difference between having full HP or 1 HP, a player functions exactly the same. But then, for some reason, the difference between 1 and 0 and you suddenly cannot act at all. This creates a weakened state to represent injury and being...
    96 replies | 2291 view(s)
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  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 04:58 AM
    Same as hit points. You just get them at level one and then again on levels with AS Is.
    96 replies | 2291 view(s)
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  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 04:09 AM
    I really like the system proposed by the Angry DM. Basically in addition to Hit Points you have Vitality Points that you only get at first level and then increases only when you would get an ASI or Feat (making multiclassing that much more of a risk). Basically once you hit 0 HP you are in Vitality Points. While at 0 HP you have a new condition called Dispirited. Essentially, you get a level...
    96 replies | 2291 view(s)
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  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 03:34 AM
    Perhaps RAW would not allow it, but I suspect RAI would allow it. If we think about what that 500lb limit represents, it is basically short-hand for :you could lift something about twice as heavy as you." Most medium sized characters are in the 90lb - 300lb weight range. So that would put it on average around twice the weight of your average medium sized creature. So if we follow that line of...
    8 replies | 326 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Friday, 13th July, 2018, 03:22 AM
    So I am very much one that separates mechanics and fluff. When I look at the pure numbers and abilities of the different classes, I don't see anything that would inherently make one a Fighter versus Monk versus Sorcerer versus Wizard. Yes, some of the abilities we have come to understand represent things like Sneak Attack, but that is still more of a colloquialism or short-hand, and doesn't mean...
    83 replies | 2122 view(s)
    3 XP
  • Hawk Diesel's Avatar
    Thursday, 12th July, 2018, 05:16 AM
    Personally, the only setting that really ever grabbed me was Eberron, distantly followed by Planescape and Ravenloft. I don't know that they need to release anything for the settings, as some people have already mentioned that the actual lore and stories are system agnostic. I mean sure, there are mechanical blindspots in the current edition for things like the Artificer and psionics, but I don't...
    45 replies | 2168 view(s)
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  • Hawk Diesel's Avatar
    Thursday, 12th July, 2018, 03:03 AM
    Whoa! That is AWESOME! Thanks for that!
    17 replies | 402 view(s)
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  • Hawk Diesel's Avatar
    Thursday, 12th July, 2018, 01:06 AM
    That's a great idea! Tony Vargas Thanks for the reference. I haven't read the series but I've heard good things. I've updated the original post with more flavor text and history. I also changed the name Bullier to Bulliox. Other than that, I think at least for now I will keep the name until someone suggests something better. I'd like it to be something that would be two interesting names...
    17 replies | 402 view(s)
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  • Hawk Diesel's Avatar
    Thursday, 12th July, 2018, 12:01 AM
    maceo Welcome to the forum! I really appreciate your feedback. It's helping me to resolve some "plot holes" and rethink where I can find inspiration. Those are exactly the kinds of characters that I'm trying to capture! I can see the direction you're thinking. But when I created this race, it was because I've been involved in a more freeform/rules-less game. In that game, the...
    17 replies | 402 view(s)
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  • Hawk Diesel's Avatar
    Wednesday, 11th July, 2018, 11:27 PM
    I disagree that using improvised weapon rules is the way to go. We are talking about a racial ability to throw rocks, similar to how giants throw rocks. Also, while I could see a boulder as in the above rock throw ability requiring two hands, a good sized rock the size of a fist wouldn't need more than one hand. People throw shot puts (metal balls weighing 16 lbs) with one hand and get them well...
    17 replies | 402 view(s)
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  • Hawk Diesel's Avatar
    Wednesday, 11th July, 2018, 10:28 PM
    That's actually not a bad point. So the question that I would have is, if the Bullymong has proficiency with throwing rocks, what would the weapon stats be? Would it be similar to a sling bullet? Perhaps higher damage dice? I think I would put the damage at either a d6 or d8, though not sure. As for the rock throw ability above, I don't picture the Bullymong actually producing the boulder. It...
    17 replies | 402 view(s)
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  • Hawk Diesel's Avatar
    Wednesday, 11th July, 2018, 07:54 PM
    I actually 100% considered that! I do the same thing with Dragonborn at my table. And yea, I modeled the ability on the dragon breath, increasing the damage slightly due to it being a more mundane damage type, and adjusting the progression to equal that of a cantrip (not sure why the dragonborn breathe weapon is close to that progression but breaks from it). The only reason I decided against...
    17 replies | 402 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Wednesday, 11th July, 2018, 05:35 PM
    So first of all, the name needs work. I went with Bullymong since the visual I have in my mind for the larger of the two creatures is a Bullymong from the Borderlands series (not to mention there is that one mission where you need to kill the Bullymong with the symbiotic relationship with a midget psycho), and the smaller of the two in my mind is like Kif from Futurama. But in essence, this...
    17 replies | 402 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Tuesday, 10th July, 2018, 06:45 PM
    That is an awesome idea! Lol!
    16 replies | 548 view(s)
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  • Hawk Diesel's Avatar
    Tuesday, 10th July, 2018, 03:44 PM
    I would have no problem with this. As DEFCON 1 said, every ability is like any other. There are already tons of ways for other classes to substitute in their prefered modifier for attack and damage. Additionally, this multiclass slows down the spellcasting and invocation progression, as well as prevent him from getting the barbarian capstone while also slowing his access to brutal critical. ...
    43 replies | 994 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Monday, 9th July, 2018, 09:11 PM
    I have updated the spell to incorporate language from the Find Familiar spell and from the Animate Dead spell.
    16 replies | 548 view(s)
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  • Hawk Diesel's Avatar
    Monday, 9th July, 2018, 05:20 AM
    That is actually a really good point! I will need to reread the Find Familiar spell and see if this can be adjusted or improved based around that spell.
    16 replies | 548 view(s)
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  • Hawk Diesel's Avatar
    Saturday, 7th July, 2018, 09:56 PM
    I looked at Magic Jar. While there are similarities, there are also significant differences. For one, you are basically taking over the body of a living person. This is more of an empty shell. I also looked at Soul Cage, but that didn't seem really appropriate. I think while the themes of Magic Jar and Soul Cage are good points of comparison for Skin Suit, mechanically the spell seems somewhere...
    16 replies | 548 view(s)
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  • Hawk Diesel's Avatar
    Friday, 6th July, 2018, 03:50 PM
    Because magic? But here's my reasoning. Zombies have fairly low HP and AC. As a 5th level spell I feel the zombie should have a bit more survivability. But I don't want the zombie to get actual hit points have have its hit point maximum increase each time the spellcaster transfers into the zombie. Making it temp HP means that it won't stack each time you swap in and out, it just resets and the...
    16 replies | 548 view(s)
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  • Hawk Diesel's Avatar
    Friday, 6th July, 2018, 04:56 AM
    Yea. I mean it would be a bit different if the body has been dead only minutes, but after a week it would be pretty clear.
    16 replies | 548 view(s)
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  • Hawk Diesel's Avatar
    Friday, 6th July, 2018, 04:22 AM
    Annis Hag 20 Bheur Hag 20 Blink Dog 21 Boggle 20 Darkling 14-2=12 Dryad 24 Eladrin (Autumn) 18 Eladrin (Spring) 18 Eladrin (Summer) 18 Eladrin (Winter) 18
    180 replies | 2865 view(s)
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  • Hawk Diesel's Avatar
    Friday, 6th July, 2018, 03:51 AM
    Nah, I was thinking that it would only happen from a failed spellcasting attempt. Otherwise if the zombie dies you just lose your toy.
    16 replies | 548 view(s)
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  • Hawk Diesel's Avatar
    Friday, 6th July, 2018, 01:28 AM
    So at the request of one of my players that has a particular request for their necromancer character, I have worked with him to create a new spell. I think it's a cool concept, and I think I got the mechanics worked out well enough. I've based it partially around arcane eye and dominate person to gauge the relative power level. I'd appreciate any feedback to improve on the spell or further refine...
    16 replies | 548 view(s)
    2 XP
  • Hawk Diesel's Avatar
    Sunday, 1st July, 2018, 04:25 PM
    Do we really need to do this? Lord knows I've gotten sucked into such devates as threads devolve into nitpicking and arguments about what is or isn't the "right" way to game. But this gets so far off the rails that we lose sight of the OP's question of whether he should have allowed his player to use his character's flight ability after not wanting it originally and not having used it. To...
    189 replies | 6133 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Friday, 29th June, 2018, 05:31 PM
    Ah, that makes sense. Yea, I can't offer any help there. Haven't even heard of the product before today.
    6 replies | 404 view(s)
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  • Hawk Diesel's Avatar
    Friday, 29th June, 2018, 02:30 PM
    I think you would benefit from reading the rules on grappling again. The grappled condition only causes the grappled creature's speed to becime zero, and allows the grappler to move with their opponent at half the grappler's speed. It has no other impact on the grappled creature's ability or effectiveness at casting spells or making attacks. They just can't use their move action to get away...
    6 replies | 404 view(s)
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  • Hawk Diesel's Avatar
    Friday, 29th June, 2018, 12:03 AM
    Kinda. Without something to offset the self-imposed penalty, I would really question what the player is trying to do. From my perspective, either they think D&D is too easy or doesn't otherwise take the game seriously, or they are seeking to monopolize attention through their self-imposed disability. Either way, without a very strong reason and a long conversation, I am unlikely to see any reason...
    189 replies | 6133 view(s)
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  • Hawk Diesel's Avatar
    Thursday, 28th June, 2018, 06:14 PM
    In that case, I would seriously question why the player would want to play a crippled character and whether they would be a good fit for the table. Playing a suboptimal character is one thing, but playing one that is crippled in such a way that it is mechanically inferior is different than suboptimal. This would not just affect the player's enjoyment of the game, but the enjoyment for the entire...
    189 replies | 6133 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Thursday, 28th June, 2018, 05:58 PM
    Sure, I can see your point. But I also think that your comparison of a wingless Aakroca goes down the same slippery slope as my comparison for a legless dwarf. As I mentioned in a previous post, the lack of an Aarkroca's wings is not necessarily enough to prevent them from using their ability to fly. Flight is a mechanic, the presence or absence of wings is just how you skin the power or describe...
    189 replies | 6133 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Thursday, 28th June, 2018, 05:34 PM
    Yea, probably. For the following reasons: 1) Because magic 2) Because fun. Pretty much all Aarakroca get is their wings. Taking away the main reason a player would want to use such a race is incredibly mean and I can imagine that hampering the player's fun very much. If I as a DM took the player's wings, I would not force them to suffer long without giving them the means to get them back. ...
    189 replies | 6133 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Thursday, 28th June, 2018, 04:44 PM
    True. The OP references the SCAG, so it would seem the player may have been using the Aasimar originally published in the DMG. But in this case, they wouldn't have had flight to start, and would have had options that could have been utilized in place of flight. Especially since the flight ability is an optional exchange for another ability in the first place. So yea... It is a bit confusing....
    189 replies | 6133 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Thursday, 28th June, 2018, 04:38 PM
    Note to self: Next time you make a character that obtains the ability of flight, describe it as a giant claw like in the vending machines plucking them by the collar and lifting them wherever they decide to move.
    189 replies | 6133 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Thursday, 28th June, 2018, 04:27 PM
    Something that is becoming painfully obvious to me is that many are commenting without knowing what the Aasimar is or what the relevant ability being discussed does. So I will post the relevant part of the Protector Aasimar ability. Emphasis is mine. The wings described by the ability are not physical, but rather manifestations created from angelic power. There is nothing that needs to be...
    189 replies | 6133 view(s)
    2 XP
  • Hawk Diesel's Avatar
    Wednesday, 27th June, 2018, 11:46 PM
    That's my understanding. Aasimar is in VGtM, and Divine Soul is XGtE. So that would be 2 sources outside PHB.
    189 replies | 6133 view(s)
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  • Hawk Diesel's Avatar
    Wednesday, 27th June, 2018, 06:45 PM
    There is no winged Aasimar. Aasimar as presented in VGtM have a once per long rest ability that may grant them flight for 1 min, based on the specific subrace of Aasimar you choose.
    189 replies | 6133 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Wednesday, 27th June, 2018, 06:32 PM
    Personally, I think the difference is mechanics versus story, or crunch versus fluff. If a player wants a character that is missing a hand, that doesn't necessarily have an impact on mechanics. Such a character still has the ability to use shields, two handed weapons, cast spells with somatic components, etc. They may find different ways to hold things, ways to use their stump, or use some...
    189 replies | 6133 view(s)
    2 XP
  • Hawk Diesel's Avatar
    Wednesday, 27th June, 2018, 04:26 PM
    Here's the thing from my perspective. If the player did not want the wings/flight (because regardless of the mode, whether through wings, magic, or jet engines, that is all fluff for the ability to fly) and requested nothing in place of them, then what you have is essentially a player that simply chooses not to use their ability. If you had a rogue that didn't want to sneak attack but...
    189 replies | 6133 view(s)
    6 XP
  • Hawk Diesel's Avatar
    Tuesday, 26th June, 2018, 01:50 AM
    In the end, a single +1 isn't going to make a difference. I would say either pick bard or wizard, create a subrace for each, or just choose Int or Cha. Bards could always use higher Int, and Cha can be good for a wizard, especially and enchanter or illusionist. Of course, on the other end it's not game breaking to grant both bonuses. But that needs to be placed in the context of the other...
    8 replies | 361 view(s)
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  • Hawk Diesel's Avatar
    Monday, 18th June, 2018, 09:58 PM
    Please don't misunderstand me. I'm not judging how different people use or find enjoyment in the game. I'm simply providing my perspective on what I find fun and my table experience. And from that, passive or purely mechanical abilities have provided less fun or enjoyment than abilities that are more active and flashy. That's not to say passive abilities can't be or aren't fun, but in general...
    33 replies | 955 view(s)
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  • Hawk Diesel's Avatar
    Monday, 18th June, 2018, 06:16 PM
    Yes, but I guess this is where game focus and preference lie. Are you focused on getting the best possible AC, or do you play more to support fun concepts over mechanical benefits. Additionally, it also depends on what that player wants. Most wizards or sorcerers are not wading into combat. They are staying at a distance because they are by design more squishy. Thus, they may be targeted less...
    33 replies | 955 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Monday, 18th June, 2018, 05:34 PM
    I mean that's one way to handle it. But once again I think it would be better or more interesting for players to gain active abilities rather than passive ones. jgsugden provides a rather nice example of that.
    33 replies | 955 view(s)
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  • Hawk Diesel's Avatar
    Monday, 18th June, 2018, 05:20 PM
    No, just saying that the focus of the feats should not be the armor proficiency. I think the feats would function better if that was a secondary perk, enticing all players to consider the feats even if they already have proficiency. Because honestly, I think it is much more cost effective to dip a level in fighter if you want those proficiencies.
    33 replies | 955 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Monday, 18th June, 2018, 04:40 PM
    I think the main issue I have with the armor proficiency feats is that they are IMO just boring. If you already have the proficiency, you wouldn't take it. If you don't have proficiency, then you probably aren't the type that would be in melee anyways and wouldn't necessarily benefit from armor or weapon proficiencies. I feel like feats should be more about adding interesting benefits that...
    33 replies | 955 view(s)
    2 XP
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About Hawk Diesel

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About Hawk Diesel
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I enjoy playing football, rugby, and I play D&D. I know... weird
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The Bullymong: A Symbiotic Player Race Friday, 13th July, 2018 09:21 PM

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Friday, 13th July, 2018

  • 09:02 PM - Satyrn mentioned Hawk Diesel in post The Bullymong: A Symbiotic Player Race
    As an aside: Something about this thread made me realize how I can better model the goliaths in my Borderlands-influenced D&D. I'm already using the goblinoids in place of the bandits, since the hobgoblins can be the "standard" and the goblins the midgets (and it feels more reasonable that some monstrous race could be full of suicidal pyschos), which obvious means bugbears fit as the goliaths. But I hadn't landed on a way to model how the goliaths level up and enter a terrifying berserk rage on a headshot. I don't know what it was about this thread that had me land on it, but I'm gonna make bugbears vulnerable to crits (like, hitting a bugbear with a natural 16+ instead of just 20) and the crit is what triggers the rage. Thanks, @Hawk Diesel, for I don't really know what. :heh:

Wednesday, 23rd May, 2018

  • 04:30 PM - Gadget mentioned Hawk Diesel in post Flesh to Stone spell - why the poor rating
    Hawk Diesel I like your version of the spell, this definitely more potent. Some critiques: This pretty much guarantees ~3 round restraint, no matter the targets resistances or Saves. It could be a little too much to automatically inflict on an Ancient Wyrm/Orcus. This is also a good way to force a foe to burn through their Legendary Resistances, though they may not need to use them to through off the effects, as it is a Con Save. Might it not be better to follow Otto's Irresistible Dance and have the spell Immediately inflict the restrained condition, no save, then force the target to spend an action on their turn to make the initial save? If the target makes the save, then the spell is over, but at least they suffered the restrained condition for a partial round and wasted an action to overcome it. If they fail the save, then perhaps they need to make two saves before they fail two suffer petrification condition for the duration.

Saturday, 24th February, 2018

  • 05:20 AM - CubicsRube mentioned Hawk Diesel in post Expanding reactions in 5e
    Hawk Diesel - thanks! Thatd be really cool. I think wizards and a few other spellcasters dont necessarily meed them as they often have a few reaction spells, but as common in d&d, the martial classes miss out :(

Friday, 19th January, 2018

  • 08:19 AM - Lanefan mentioned Hawk Diesel in post Suggest different wild surge results
    Hawk Diesel - that table looks somewhat like mine, only about 1/5 as long. :) I'll be stealing a few of your ideas, however. One minor note regarding your 57-58 reverse gravity option: reversing gravity for 1 minute such that the target moves away from the ground as if falling would, if outdoors, put the target well into the stratosphere by the time it wore off. Running a 60-second fall through an online calculator (which in fairness I think ignores air resistance) gives a fall distance of slightly under 11 miles, assuming earth gravity. http://www.gravitycalc.com So if you want that result on the table to be flat-out deadly, you have it; but if you don't you might want to chop that duration down. A lot. :) Lan-"the first time I hit this was when I looked at the duration of the 1e-2e Reverse Gravity spell"-efan

Friday, 22nd December, 2017

  • 06:37 PM - CTurbo mentioned Hawk Diesel in post Using NPC Spellcasters
    I completely agree with Hawk Diesel in that not every encounter is winnable, and fighting is not always the answer. Especially at low levels. Choose your fights wisely. Now about NPC spellcasters, I like using them, and to help keep the prep time down, I usually don't prepare a spell list for them. I just cast whatever I think will fit best in that situation. You don't HAVE to follow any spell set when you're DMing. Do whatever you want. This also helps keep options available for you to control the battle if needed. If your party is wiping the floor with the encounter so far, you can attack their weaknesses. If the party is struggling a lot more than you thought, you can attack their strengths. Example, want to go easy on the 21AC fully armored Fighter/Pally? Ranged spell attack or something with a Str save like Lightning Lure. Want to be hard on the 21AC fully armored Fighter/Pally? Upcasted Magic Missile or something with a Dex save like Sacred Flame.
  • 12:32 PM - Gardens & Goblins mentioned Hawk Diesel in post Theme for my bard
    Ah ha! A classic case presenting as 'Character Performance Anxiety'. Friend, as @Hawk Diesel suggests, go with whatever sounds the most fun. Forget the numbers, comparing your character to others and trying to be the best. Simply make something as stylistically awesome as possible and try your best to play it to the hilt. For me, currently, it's a Triton - re-flavoured as a Fishman/Creature from the Black Lagoon - paladin, following the Oath of Conquest and played as a fishman-moustache twirling Spanish Conquistador, hell bent on ransacking the lands of the dry-feet in the name of the Queen, for the glory of his people's faith which is known as The Only Way. Style first. Numbers later. You can always remake/rework what you have with a new character - besides, you'll need a fair few characters made & played to really appreciate what you enjoy and the numbers that might contribute to such enjoyment. Good hunting!

Wednesday, 20th December, 2017

  • 02:07 AM - Gadget mentioned Hawk Diesel in post At my table: Hexblade removed, Pact of the Blade enhanced
    @Stalker0, @Hawk Diesel, I really like the eldritch blast modification for pact of the blade. I have often thought that the blade'locks lacked a decent incentive to actually be in melee combat with all the sweet benefits of EB blast just hanging there, and thought there aught to be an equivalent melee cantrip for pact of the blade. Some more flavor text that explains how the cantrip takes the form of a melee weapon of the caster's choice (but does not change the damage), and you're good to go. This accomplishes a few things: 1) the melee spell attack does not require MAD to be competent in melee (though decent DEX, and to a lesser degree STR, are still desireable). 2) with the EB scaling number of bolts nicely gives the blade'lock scaling number of attacks, there by eliminating the need to take the 'additional attack' invocation. Perhaps and armor proficiency invocation could replace it? 3) Agonizing Blast and...

Saturday, 2nd December, 2017

  • 05:32 AM - Failed-saving-throw mentioned Hawk Diesel in post High Level Zealot Barbarians Immortal?
    Hawk Diesel You don't need to multiclass to use a ring of spell storing or many other items. Then the inability for a barbarian to cast spells is also only while the barbarian is raging. It's possible to start a fight, action spell then bonus action rage. Don't know why you would think its not possible for that to happen and not be 1v1? Also on the relentless rage and endurance the way the wording is read I can see an argument being made that it can occur whenever you suffer damage while at 0 HP and still have rage not being broken by dropping unconscious. Also even just the combo of rope trick and the 15th level ability is enough to keep a barbarian unkillable for 40 rounds. Personally have never been in or even really heard of a 1v1 combat lasting that long, travel time in a fight notwithstanding. Then there's the fact that a 3 man party of zealot, wizard and cleric at level 15+ becomes essentially unbeatable with the wizard being able to prep safe spaces, the cleric heal and the zealot ju...

Sunday, 26th November, 2017

  • 09:35 PM - Failed-saving-throw mentioned Hawk Diesel in post High Level Zealot Barbarians Immortal?
    Hawk Diesel Yeahp still only lasts one minute but fighting most bosses 1v1 you essentially have a round leeway at the end that you can use things like the half orcs return to 1 hp, relentless rage, potions etc. That doesn't even consider using safe space tactics like mordenkainen's mansion, rope trick, leomund's hut etc. With this barb you are unkillable for those 10 rounds of combat. That means there's only 1 round every 10 that you need to worry about dying and with proper prep you can have that round completely secured. Just with being a half orc you would have 20 rounds of combat guaranteed. Pretty much all fights will have ended long before that.
  • 09:22 PM - Failed-saving-throw mentioned Hawk Diesel in post High Level Zealot Barbarians Immortal?
    @Hawk Diesel @OzDragon Yes, but let's consider for a moment. 9 times out of 10, a barbarian is going to rage before entering combat. They wade into the fray already carrying the largest pool of HP to soak damage. They got toe to toe with one or more combatants. Let's say 3 rounds in they take a blow that would leave them at or below 0 HP. Barbarians already have an ability to make a special constitution save and instead go to 1 HP. Let's say the barbarian makes that save twice, maybe 3 times (as more attacks hit) before finally failing. We can say 4-5 rounds pass total since the start of combat. Now instead of going unconscious, they can stay up. Yes they can continue to fight and soak up damage, but they have 5 rounds max before they finally succumb. And by the end of it you have to A) hope you have a healer with spells left, B) have a cure wounds potion, goodberry, or healer kit ready, or C) hope you have a cleric with Raise Dead (since the Zealot doesn't need the material cost for the spell). ...

Thursday, 23rd November, 2017

  • 01:27 AM - Eddie Blanton mentioned Hawk Diesel in post Level 20 Capstone Abilities
    Eddie Blanton There are definitely things I like about it, but it also doesn't feel like a capstone. It's definitely useful and within the approximate power level, but it is also a number of distinct abilities that aren't really unified. Most capstones provide a single new ability or enhancement. Those that don't are more thematically linked, such as the Paladin capstones. Sorry I don't have more concrete feedback. I think it's an interesting attempt, but could use some refinement. Hey Hawk Diesel, Here is an updated version of the Ranger capstone I previously presented. I removed the first three features, as they were wildly different, and went with a few more flavorful features instead: Unstoppable Predator At 20th level, you become an unparalleled hunter. You gain the following benefits: ~ You have advantage on Wisdom checks. ~ Once per turn, when you make an attack roll with advantage and hit a creature, you can treat each damage die as having rolled the maximum value. ~ Magical effects can neither reduce your speed nor cause the you to be paralyzed or restrained. You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Being underwater imposes no penalties on your movement or attacks. The thought here is to create a fun and flavorful capstone that's fitting of the Ranger. You can pursue your prey without restraint from even magical means, and you have a supernatural ability ...

Thursday, 16th November, 2017

  • 01:33 PM - pemerton mentioned Hawk Diesel in post The "L" Word (Lazy) and Armchair Quarterbacking
    Hawk Diesel - I don't think I've read the particular threads that prompted this one, so I don't know the exact context - but if you think something is lazy writing, or lazy design, then I don't see what's wrong with saying as much. I mean, you should expect counter-arguments from people who like the stuff, but that's the nature of criticism.
  • 11:27 AM - Lanefan mentioned Hawk Diesel in post The "L" Word (Lazy) and Armchair Quarterbacking
    Bob the wealthy, well-to-do, kindly noble, with a loving wife and doing children. vs. Bob the noble.Yeah, there's certainly a difference between those two - particularly when one takes the wonderful typo in the first line at face value. :) --edit: I have no idea why mention tags aren't working for me. Bah.You have to spell the name right. Hawk Diesel tries to mention you first thing in post 3 but it fails because your name is misspelled... Lanefan

Wednesday, 25th October, 2017

  • 11:06 PM - OB1 mentioned Hawk Diesel in post Barbarian Archetype: Path of the Hulk
    Hawk Diesel - I think this is great as is, but do have two more small things you may want to consider Consider making the additional 1d4 damage from growing apply only to Slam attack. Clean way to encourage use of the Slam attack by not having it add to weapon damage or a multi-class monk unarmed strike. Consider allowing a grapple as a bonus action at 3rd level and require the opponent to be grappled first for the 14th level ability. Smash could then be renamed SMASH and GRAB! Either way, I'd say this is a great candidate to be published in the DMs Guild!

Sunday, 30th July, 2017

  • 05:05 AM - Quickleaf mentioned Hawk Diesel in post Building a better Fighter
    ...easier to qualify). Many classes nowadays in comparison to the fighter can take a beating (slightly less so) and dish one out (maybe moreso-especially 4e Strikers). Things are more "balanced", designers feel every pc needs to contribute roughly equal in combat (and I agree and understand why) and the fighter has become "the newbie class" or the "easy class". I think that is fine, but the fighter can be simple, not resource driven, and still exciting.. I think they should still be the baddest mofo on the battlefield and stand out in their own way. That has been missing for a long time. One of the things I was impressed by in Matt Colville's video was how he pointed out the fighter as the "gear head." Between carrying lots of weight, starting with better wealth, being able to use magic swords...it's an interesting form of "resource management." I've been listening to his articles and taking notes, going back over some of my old homebrew fighter attempts, and especially some of Hawk Diesel's concepts...seeing if I can make something sleek (i.e. not 30+ pages!) that incorporates "baddest mofo on the battlefield" while staying true to the modern precepts of balance. Action Surge is pretty cool – I saw an 11th level PC dish out 88 damage on the first round with an Action Surge (and would have been more if monster wasn't resistant to fire from his flame tongue)! That's a lot of damage! It's great if you enjoy the alpha-striking play style...and your group can get enough short rests in. One of the points of my homebrew design I was proud of was "cracking" Action Surge by establishing assumptions and determining how many attacks it granted the fighter per day. I realized I could design features a player could swap-out for Action Surge that enabled other play styles such as Against the Horde (modeling older editions multiple attacks vs. weak foes) & Stalwart Defender (modeling the 4e fighter & 3e fighter with Combat Reflexes). I do think that Hawk Diesel is onto somet...

Thursday, 25th May, 2017

  • 07:37 PM - Gadget mentioned Hawk Diesel in post Spells: the Good, the Bad, and the Downright Orcish Grandmother
    Hawk Diesel you're right, I completely misread Bestow Curse. That makes Bestow Curse fairly weak for a 3rd level spell, IMHO. I'm not sure I agree that my changes would make RoE better than Heat Metal. While Heat Metal has the limitation of someone wearing metal armor (or holding a metal weapon), at the cost of a bonus action, the caster can do 2d8 fire damage every round and cause disadvantage on attacks and all ability checks. That's a bit better, imho. Like I said, I just don't rate a bonus/penalty to ability checks that high compared to other types of rolls made in combat.

Tuesday, 23rd May, 2017

  • 11:25 PM - Gadget mentioned Hawk Diesel in post Spells: the Good, the Bad, and the Downright Orcish Grandmother
    ...ng to the Pact of the Blade such that: "You know the Eldritch Blade cantrip, if you already know it, you gain on Warlock cantrip of your choice. You do not need to maintain concentration on this spell and it does not use your concentration slot." This would keep other classes from poaching the blade'lock shtick by just picking up the cantrip (via Arcane Initiate, Magical Secrets or a one level dip). I'm not seeing that much of an improvement in Mordenkainen's Sword, other than you don't have to spend your bonus action every round to have the Sword keep attacking the same target. I'm not sure that is enough. I really like your Witch Bolt solution, both the 2d6 and especially the part about grappling the target. I would limit the grapple effect to creatures of large size or smaller and require the target the to make a Strength (Athletics) or Dexterity(Acrobatics) check against the caster's spell DC to escape. This might make it too powerful against Legendary opponents though. Hawk Diesel Your Witch Bolt update may be more balanced, but I kind of like the aesthetics of grappling the target. It's hard to say. True Strike certainly seems like it is powered up. I would probably limit it to: "Choose a target, including yourself, their next attack roll before the end of your next turn is made with advantage. Still useful, but not quite as devastating. I like your Ray of Enfeeblement, but I would almost take adding concentration back in if it also gave disadvantage on STR, DEX (& perhaps CON) ability checks as well.

Monday, 15th May, 2017

  • 04:30 PM - Gadget mentioned Hawk Diesel in post Spells: the Good, the Bad, and the Downright Orcish Grandmother
    Hawk Diesel Interesting proposition, I've heard a lot of proposed fixes for Witchbolt, it can be a tricky thing to fix. I think your fix could work, as it is pure hit point damage and is probably the easiest to balance. Personally, I've felt the spell was put there mainly for the Warlock, even though other casters have the spell on their list. It kind of has that flavor, plus warlocks get free auto scaling (up to 5th level) with their spells; the only problem is that the spell really is not worth it in all but the most contrived situations. I've always been partial to the idea that the target is grappled when hit with the spell, in addition to the damage. Require the target to to make a strength (Athletics) check or Dexterity (Acrobatics) check against the caster's Spell DC to escape and end the spell. This might run into the same problem as Hold Person, too easy to make the check at low level, too hard at high level. It might be to effective against Legendary Monsters, as it circumvents...

Friday, 12th May, 2017

  • 11:25 PM - Eddie Blanton mentioned Hawk Diesel in post Level 20 Capstone Abilities
    @Hawk Diesel thanks for the feedback. I made some changes to the Superior Fighting Styles to bring them in-line, balance them among themselves, and add a few more options for players looking for a different experience: This is in addition to the fourth attack the Fighter gains at 20th level. Superior Fighting Style (New) Beginning at 20th level, you gain mastery over a particular style of fighting. Choose one of the following options. Master Marksman Your mastery of bows becomes unparalleled. You gain the following benefits: ~ You gain a +2 bonus to damage rolls made with ranged weapons. ~ When an enemy within your range that you can see attacks one of your allies, you can use your reaction to make one ranged attack against that enemy. ~ Any ranged attack that hits a creature behind three-quarters cover is treated as a critical hit. ~ You can use your bonus action to move up to half your movement speed. This movement doesn’t provoke opportunity attacks. Stalwart Defender Your stout armor ...
  • 12:21 AM - Satyrn mentioned Hawk Diesel in post New Action Type for more cooperative battles
    Hey Hawk Diesel, I'm wondering if at this point you appreciate that I opened up my first post with an encouraging word of support for you plan before offering up an alternative. (Though I notice I forgot to say that, because my group initiative is a single ready to use change, I was offering up my alternative as a sort of stopgap experiment to try while you polished up your rules module, )


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Friday, 13th July, 2018

  • 06:57 AM - FrogReaver quoted Hawk Diesel in post I hate death saves. Propose your solution.
    I'm with Charlaquin. I presented an idea that removed death saves. But if you aren't even willing to engage in trying to clarify what you are looking to achieve outside of the concrete "Let's get rid of Death Saves!" I don't know that it is worth continuing. You don't need help removing death saves. That's a mechanic. Mechanics are made for specific intentions or goals for how the games run. They do not exist in a vacuum. Mechanics are easy to create, but mechanics that satisfy specific design or game goals require much more thought and nuance. I did engage your solution. I mentioned not liking it. I even asked a couple of questions about the proposed solution and pointed out that I didn't like the death spiral it could cause. Heck when you clarified it was done for realism I even elaborated that realism wasn't a top concern. Now you are saying I didn't engage, I didn't clarify. What the heck? I mean appreciate your proposal but it wasn't for me. Heck, apparently you got the Spirit ...
  • 06:34 AM - FrogReaver quoted Hawk Diesel in post I hate death saves. Propose your solution.
    I'm not telling you what to post or how to go about it. Just that without defining what you are looking for outside of "I hate death saves" it makes it hard to provide guidance, support, or even know what kind of response you are seeking. You are more likely to avoid frustration and to get better responses if you are better able to communicate and define what you are looking for. I've defined it. It's not that hard. What would you do if you were going to remove death saves?
  • 06:29 AM - FrogReaver quoted Hawk Diesel in post I hate death saves. Propose your solution.
    Well fun is subjective, and you haven't really outlined what is fun for you, just that you hate the idea of death saving throws. So is your goal for character death to happen more often and more likely be the result of the dice rather than player choice or character action? Without some transition period between being alive and dead, it can lead to situations where death is anticlimactic, and there is less tension because there is no opportunity for your teammates to intervene. In my experience, if players are not prepared for this and accepting of it, then it can lead to hurt feelings or a sense that the hero they put so much time and effort into creating was ripped from them. If you want more player death, than remove the death saving throw. More hit points won't negate or balance the removal of death saves I don't think, because even at half HP or even full for the weaker characters, a well rolled fireball can still kill everyone without any opportunity for recourse. You could always a...
  • 05:25 AM - FrogReaver quoted Hawk Diesel in post I hate death saves. Propose your solution.
    The idea is that entering into Vitality Points signals to players that it is time to switch from offense to defense and survival mode. Currently, there is no difference between having full HP or 1 HP, a player functions exactly the same. But then, for some reason, the difference between 1 and 0 and you suddenly cannot act at all. This creates a weakened state to represent injury and being physically overwhelmed. I think you are after "realism" and I am not. I find it a feature not a bug that you can fight as well at max hp as at 1 hp. It's more fun to me that I can choose to make my last stand or retreat instead of the only reasonable choice to be retreat. But I am also against death saves because they are not fun. They are anti-climatic. They serve their function well, helping PC's stay alive and having players not worry as much about death (often making braver characters which is good for story) but they are one of the most fun sucking mechanics out of all of 5e.
  • 05:05 AM - FrogReaver quoted Hawk Diesel in post I hate death saves. Propose your solution.
    Same as hit points. You just get them at level one and then again on levels with AS Is. He gives a semi significant amount of extra hp called vitality points it seems. To try and compensate for that he adds in a negative status that triggers when in vitality points. Wouldn't it be better to add less extra hitpoints (regardless of what we call them) and not have the need to compensate with a negative status at all?
  • 04:49 AM - FrogReaver quoted Hawk Diesel in post I hate death saves. Propose your solution.
    I really like the system proposed by the Angry DM. Basically in addition to Hit Points you have Vitality Points that you only get at first level and then increases only when you would get an ASI or Feat (making multiclassing that much more of a risk). Basically once you hit 0 HP you are in Vitality Points. While at 0 HP you have a new condition called Dispirited. Essentially, you get a level of exhaustion, you have disadvantage on attack rolls, and enemies have advantage on saving throws made against your abilities. It creates a neat little in-between space. Rather than being full up or down, you have this middle ground where offense becomes very weak, but you can still act defensively and retreat if necessary. Once you hit 0 Vitality Points, you die. No save or death save. Curious how many vitality points are given at level 1 and per level?

Thursday, 12th July, 2018

  • 12:06 PM - UngeheuerLich quoted Hawk Diesel in post WotC: Stop sitting on Rich Burlew's setting (you own the rights!) - publish it for 5E too!
    Personally, the only setting that really ever grabbed me was Eberron, distantly followed by Planescape and Ravenloft. I don't know that they need to release anything for the settings, as some people have already mentioned that the actual lore and stories are system agnostic. I mean sure, there are mechanical blindspots in the current edition for things like the Artificer and psionics, but I don't know that a whole book would need to be devoted to any settings. Where I think things could be good is if WotC opened the settings up for development in the DMSGuild. Keith Baker has been saying for years on his website that he has more to add to the setting and explore, and I think that would be the ideal place to release such content. You keep it niche and allow community support, while collecting a percentage, without diluting the primary market of the hardcover sales. I would npt be surprised of keith baker is already in the boat. He did some 5e stuff a while ago and then suddenly stopped and II...
  • 01:00 AM - Tony Vargas quoted Hawk Diesel in post The Bullymong: A Symbiotic Player Race
    So first of all, the name needs work. I went with Bullymong since the visual I have in my mind for the larger of the two creatures is a Bullymong from the Borderlands series (not to mention there is that one mission where you need to kill the Bullymong with the symbiotic relationship with a midget psycho), and the smaller of the two in my mind is like Kif from Futurama. In ERB's Mars series, there were a pair of races on Mars, the Kaldanes and Rykors, the Kaldanes were intelligent and had a less dependent symbyotic relationship than you're envisioning with the Rykors, who looked like headless human bodies, while the Kaldanes looked like wierd, pallid heads with arthropod-like legs and 'tails' that they essentially plugged into the Rykors to ride them. (Bit like Avatar, just not nearly as pretty.) But in essence, this is a unique kind of player race that is actually two individual creatures with their own minds and personalities, but continues to function as a single entity. ...in Chessmen...

Wednesday, 11th July, 2018

  • 11:05 PM - Quartz quoted Hawk Diesel in post The Bullymong: A Symbiotic Player Race
    That's actually not a bad point. So the question that I would have is, if the Bullymong has proficiency with throwing rocks, what would the weapon stats be? Would it be similar to a sling bullet? Perhaps higher damage dice? I think I would put the damage at either a d6 or d8, though not sure. A thrown rock would be a two-handed improvised weapon, so d6 + Str bonus seems about right. Range would be very short. Remember that weapons designed to be thrown like sling bullets, javelins, and so on are crafted.
  • 07:40 PM - Satyrn quoted Hawk Diesel in post The Bullymong: A Symbiotic Player Race
    So first of all, the name needs work. I was gonna say that's a terrible name. You should go with BonerFart. (Edit: lowhanging fruit!)

Tuesday, 10th July, 2018

  • 05:13 PM - Sadras quoted Hawk Diesel in post Player asked for a favour: MC Barbarian-Warlock
    Was the character a Barb first or a Warlock first? By your title, it looks like barb first. At what level did the MC start? So we have just started a new campaign at 3rd. They have had one session so far and he asked me if he could not change one of the levels to Warlock. Generally I am easy within the first two sessions on changing up a few things. 1) Will this player also want to cast spells or cantrips while raging? Nope. 2) How, if at all, would this affect the advantage the player gains on Strength checks and saves while raging? Not affected. @DEFCON 1 - I pretty much agree with you on this. I have had a look at the both the barbarian and the hexblade class. There is no real mechanical benefit I foresee that would be an issue at my table. I personally think the player is building his character incorrectly, said as much to him. There are better ways to make the concept through Background, Feats, Skills, Bonds, Flaws and Ideals - including a makeshift Patron Feat of sorts if need b...

Sunday, 1st July, 2018

  • 04:43 PM - Satyrn quoted Hawk Diesel in post Would you allow this?
    Do we really need to do this? I don't even want to do this. I did need to snag the Gretzky post to celebrate Canada Day, though.

Thursday, 28th June, 2018

  • 06:04 PM - jaelis quoted Hawk Diesel in post Would you allow this?
    Sure, I can see your point. But I also think that your comparison of a wingless Aakroca goes down the same slippery slope as my comparison for a legless dwarf. As I mentioned in a previous post, the lack of an Aarkroca's wings is not necessarily enough to prevent them from using their ability to fly. Flight is a mechanic, the presence or absence of wings is just how you skin the power or describe it. A player that wishes to play a dwarf without legs can do so without it impeding their movement. They can describe them as having ghostly spirit legs, tank treads, spider leg grafts, peg legs, or even just floating their at the height of a normal dwarf. So long as the skin or description does not provide any additional mechanical benefit all things are equal and viable. An Aarakroca always has the power of flight, a Protector Aasimar can always use their radiant soul to gain the ability to fly, and a wizard with fly in their spellbook can always use that spell. Whether or not they choose to use these a...
  • 05:49 PM - jaelis quoted Hawk Diesel in post Would you allow this?
    3) Would you cut off a dwarf character's legs? How long would you force a player to play such a character? This is not much different. Well be careful, there's a difference between me (as DM) cutting off a dwarf characters legs, and a player deciding it would be interesting to play a legless dwarf. And of course, no one would force a player to keep using a character they were tired of. If the question was, "Would you let the player abandon their wingless aarokocra and make a new character," I'm sure everyone would say yes. I don't thing same logic applies to "I would let this wingless aarakocra regrow their wings" or "I would let this legless dwarf regrow their legs." Which is not to say you shouldn't allow those things, I just think those are the more interesting questions.
  • 04:37 PM - jaelis quoted Hawk Diesel in post Would you allow this?
    Something that is becoming painfully obvious to me is that many are commenting without knowing what the Aasimar is or what the relevant ability being discussed does. So I will post the relevant part of the Protector Aasimar ability. The OP's question hardly makes any sense though in terms of this actual ability. I think most people are assuming a situation like a winged tiefling or aarakocra, since that better matches the situation posed. But for the record yes, if you are playing a protector aasimar and have simply declined to ever use your radiant soul ability, I would certainly say it remains available to you.

Wednesday, 27th June, 2018

  • 11:22 PM - Elfcrusher quoted Hawk Diesel in post Would you allow this?
    There is no winged Aasimar. Aasimar as presented in VGtM have a once per long rest ability that may grant them flight for 1 min, based on the specific subrace of Aasimar you choose. Doh. Somehow I was thinking they actually had wings, and could sometimes use them as their special ability. Speaking of which...an Aasimar Divine Soul Sorcerer would not be legal for AL play, because it would be PHB +2, right?
  • 06:50 PM - iserith quoted Hawk Diesel in post Would you allow this?
    There is no winged Aasimar. Aasimar as presented in VGtM have a once per long rest ability that may grant them flight for 1 min, based on the specific subrace of Aasimar you choose. Okay, that's what I thought and mentioned. So my take on this example is that if you took a protector aasimar and want to describe your character as having burned off wings or whatever, that's fine. You still have the Radiant Soul trait and it's up to you when you use it.

Monday, 18th June, 2018

  • 10:33 PM - Saelorn quoted Hawk Diesel in post Improving the armor proficiency feats
    But I also think as they are currently designed, a 2-3 feat tax for a wizard to get heavy armor proficiency is way too high. But also, I think armor feats would fair better among other options if they granted proficiency in addition to adding something new, as most feats do (especially the more popular feats).It's a difficult design goal, because there are conflicting priorities. It's hard to make a feat that grants proficiency, and also make it appeal to someone who already has proficiency, without conceding mathematically that proficiency is inherently without value. Neither Great-Weapon Master nor Sharp-Shooter grant automatic proficiency, do they? They require you to gain proficiency somewhere else, before you can benefit from them, if I recall. And the feats which do grant proficiency, tend to offer little to anyone who already has proficiency. So that sets a precedent that feats should exist in two stages, where one stage grants proficiency and another stage makes them complicated. I k...
  • 09:17 PM - Saelorn quoted Hawk Diesel in post Improving the armor proficiency feats
    I feel like feats should be more about adding interesting benefits that would both add flair to your character as well as have some active component to them. Abilities that are purely passive or mechanical may be solid choices, but they aren't necessarily the fun choices.Different people have fun in different ways. If I can take a feat that lets my wizard wear heavy armor in a meaningful way, then that changes everything about how looks and acts and perceives himself, even if the only mechanical benefit is having a high AC. I thought the fun of feats was that they let you customize your character in interesting ways, not necessarily that they add great complexity or make the character more difficult to play. I'm already juggling enough actions on a round-by-round basis.
  • 05:31 PM - jaelis quoted Hawk Diesel in post Improving the armor proficiency feats
    No, just saying that the focus of the feats should not be the armor proficiency. I think the feats would function better if that was a secondary perk, enticing all players to consider the feats even if they already have proficiency. Because honestly, I think it is much more cost effective to dip a level in fighter if you want those proficiencies. Ah, so something like add proficiency to heavy armor master, that kind of thing?


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