View Profile: Laurefindel - Morrus' Unofficial Tabletop RPG News
  • Laurefindel's Avatar
    Yesterday, 06:31 PM
    "Crampons and the with Dragon" Sounds like a children's book title (with a character named Crampons, of course) To echo some of the posters above, I think it should be stressed how bad it would have been without their gears, and how their preparation allow them to undertake some challenges that would have been impossible otherwise. As a player, I'd hate to learn that my preparation was a...
    13 replies | 364 view(s)
    1 XP
  • Laurefindel's Avatar
    Wednesday, 14th November, 2018, 05:36 PM
    AS suggested above, a nebula organization is less likely to be discovered, or at least identified in its entirety. The criminal organization may have to "prune" some of its branches for time to time. Otherwise, as a 3rd level spell nondetection is a relatively accessible (but expensive) spell to ward an agent against divination. A ring of mind shielding is an uncommon magic item, perhaps...
    38 replies | 784 view(s)
    0 XP
  • Laurefindel's Avatar
    Monday, 12th November, 2018, 05:35 PM
    Adventure paths are great. They provide a framework, an ambiance, a theme, examples of villains, examples of encounters, and provide enough guidance for a new DM to experiment the game without suffering a critical mechanical failure. I donít think that kids have less free time nowadays, but they are a lot more solicited (intellectually speaking) than I was at their age. I had 6 TV channels to...
    10 replies | 402 view(s)
    1 XP
  • Laurefindel's Avatar
    Friday, 9th November, 2018, 06:22 AM
    added the witch class, a semi-western, semi-oriental shugenja type of class tending to the spirits and benefiting from the aid of different types of nature spirits.
    8 replies | 416 view(s)
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  • Laurefindel's Avatar
    Wednesday, 7th November, 2018, 11:24 PM
    Good thing too, cause it gets ugly when they need to poop in their 8-hour pocket dimension barely enough to fit eight people! Otherwise, I too went with high magic. Although the system *can* do low magic, you need to chop a good chunk of the material to get there (but at least the system still holds with magic completely removed, which is something)
    31 replies | 1137 view(s)
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  • Laurefindel's Avatar
    Wednesday, 7th November, 2018, 10:18 PM
    I just uploaded the bard reskin; which is a young-Merlin type enchanter - bit of a charmer, part conjurer and part diviner, fey-trained illusionist type of caster. Like the Academician/Wizard, its not a heavy reskin. I have to polish-up my warlock , but i'm not completely satisfied with my concept for the sorcerer. I may go back to the drawing board for that one.
    8 replies | 416 view(s)
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  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:51 PM
    Eurigean Cultures Euriga is populated by several distinct nations. *Disclaimer* By associating human cultures with classical D&D races, I am aware of walking the fine line between whitewashing and cultural appropriation/stereotyping. Still, I persist and trust that readers will have the social maturity to see past the inevitable social resemblance that some of these fantasy cultures...
    8 replies | 416 view(s)
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  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:47 PM
    The Character Classes Each spellcaster class has been re-fluffed to match the setting, without altering the class features and their mechanical effects The Mage The mage draws it power from a powerful spirit, their liege, with whom they have made a pact. Mages rose quickly in power and ruled Euriga for a long time, mostly because none could oppose them. The Mage is a reskinned Druid ...
    8 replies | 416 view(s)
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  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:46 PM
    The World of Euriga Euriga is a campaign setting for the Dungeons & Dragons fantasy roleplaying game. It is set in a world where spellcasters have been reimagined to fill slightly different roles, and where numbers of human cultures replace the traditional fantasy races of D&D. It is a world inhabited by spirits, some wild, some dark, and where their interaction with humans takes a central...
    8 replies | 416 view(s)
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  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:45 PM
    sorry taran. Internet is super-slow atm and seems to duplicate my posts. Feel free to reply in the latest thread
    2 replies | 137 view(s)
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  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:39 PM
    Reserved
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  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:37 PM
    Change Log: Nov. 5th: - Initial post - Added Academician class - Added Mage class - (fixed links) Nov. 7th: - Added Enchanter class
    8 replies | 416 view(s)
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  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:34 PM
    I've always wanted to make or play in a D&D world were divine magic wasn't so so focused on religion, so I'm posting here the progress of a homebrew world that reflect my desire to dial religion back one notch and my love of reskinning and re-fluffing things. The goal is to leave everything mechanically unchanged; this is about reskinning, not houseruling. Please note that this is still a...
    8 replies | 416 view(s)
    3 XP
  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:31 PM
    Laurefindel started a thread please delete
    please delete
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  • Laurefindel's Avatar
    Monday, 5th November, 2018, 06:27 PM
    Laurefindel started a thread please delete
    please delete
    2 replies | 137 view(s)
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  • Laurefindel's Avatar
    Saturday, 3rd November, 2018, 03:36 PM
    It's actually a nice compromised between avoiding that the animal companion gets one-shot all the time at higher level, and and effectively giving the ranger the hp pool of two characters. I like that.
    69 replies | 3398 view(s)
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  • Laurefindel's Avatar
    Monday, 29th October, 2018, 03:59 PM
    Hum, personally, I'm very glad 5e does not encourage the purchase of magic items. However, I wouldn't be against a system that allows you to spend gold to gain X, with a variant rule allowing X to be a magic item. Not unlike ASI are baked into the system, but a variant rule allows feats to be purchased instead, in games that allow it. Then again, we'd be bound by some kind of...
    253 replies | 10402 view(s)
    1 XP
  • Laurefindel's Avatar
    Friday, 26th October, 2018, 07:25 PM
    Same here, but I must admit that I'm not always aiming for low levels of simulation. Even if we make abstraction of magic - which by its very definition means that it doesn't follow the natural laws of physics - there is a fine line between realistic enough to feel engaged in a fantasy world we can relate to, and abstract enough that we don't need to apply ALL of the natural laws of physics in...
    253 replies | 10402 view(s)
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  • Laurefindel's Avatar
    Friday, 26th October, 2018, 03:46 PM
    interesting stuff here. taking notes.
    118 replies | 2862 view(s)
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  • Laurefindel's Avatar
    Thursday, 25th October, 2018, 02:02 PM
    In my games when I DM, I grant advantage to players and enemies when the opponent is surrounded and can no longer move to cover its back. This means that most of the times, the "flanked opponent" can manoeuvre its way out of this predicament, or two PCs can fight back-to-back to cover each other's flank. But there are times when the players (or enemies) have their speed reduced to 0, or facing...
    253 replies | 10402 view(s)
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  • Laurefindel's Avatar
    Wednesday, 24th October, 2018, 07:38 PM
    As for missed opportunities, a few more things come to my mind. Slashing/Piercing/Bludgeoning damage. It looks like 5e devs wanted to go somewhere with that, or wanted to keep a door opened for a further "module" of the ruleset, but never got very far with the concept of B/P/S damage. There was an opportunity to remove this concept from the game entirely - or to have B/P/S interact more with...
    253 replies | 10402 view(s)
    7 XP
  • Laurefindel's Avatar
    Tuesday, 23rd October, 2018, 03:38 AM
    Refreshing 1/2 sorcery point is the way I intend to do. When you convert sorcery point to spell slots, regaining half of them on a short rest is roughly equivalent to the wizardís arcane recovery ability (actually, arcNe recovery is a tad more generous). So half sorcerer level rounded up sounds about right for me. this makes the 20th level capstone ability less enticing, but if youíre willing...
    11 replies | 396 view(s)
    0 XP
  • Laurefindel's Avatar
    Sunday, 21st October, 2018, 07:49 PM
    My guess is culture. It's not yet engraved in D&D's culture to have an active mechanics base on role play (beyond the few things that interact with alignment) like a lot of newer generation games do. Personally, I think inspiration (along with personality traits) is the single most "revolutionary" element of 5e. I think that if class abilities where based off inspiration, either in a " spend...
    118 replies | 2862 view(s)
    4 XP
  • Laurefindel's Avatar
    Sunday, 21st October, 2018, 07:27 PM
    My favourite way to play with inspiration is when players claim their own inspiration for themselves. Otherwise as a DM I don't always think of it, or don't always realise that this situation applies for this player's trait etc. Same when other players give inspiration to each other, not all players are equally good at it. my preferred approach is to have each player write their traits on four...
    118 replies | 2862 view(s)
    1 XP
  • Laurefindel's Avatar
    Friday, 19th October, 2018, 07:46 PM
    Advantage/disadvantage is only equivalent to +5/-5 if the target number you need on the d20 is around 10-11. The further you get toward the 1 or toward the 20, the less of a bonus it gives. If you need a 19-20 to succeed, advantage only gives you the equivalent of +1. And if you need more than 20 to succeed, advantage won't help you whatsoever, whereas a flat +5 would allow you to roll the...
    253 replies | 10402 view(s)
    5 XP
  • Laurefindel's Avatar
    Thursday, 18th October, 2018, 09:29 PM
    Except barkskin is not an AC *modifying* effect; that has been the crux of the issue since the beginning of this thread. It's an AC *replacement* effect. I otherwise agree with you; I would prefer if it was the "heavy armor" equivalent to mage armor, with similar duration (8 hours, no concentration), but that's not how the spell is worded.
    138 replies | 5027 view(s)
    1 XP
  • Laurefindel's Avatar
    Thursday, 18th October, 2018, 04:19 PM
    Laurefindel replied to Spine-Back
    At 33hp and 6 hit dice, it is more than twice as durable as most CR 1/4 critters. At first glance, that's 14 hp above the most durable CR 1/4 beast (the axebeak with 19 hp) - just that is more than the total hp of a panther - and three times as much as the wolf and boar (11 hp), for comparable damage output. I'd consider its range attack and flurry of spikes comparable with the trip/pounce/charge...
    9 replies | 281 view(s)
    0 XP
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About Laurefindel

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Friday, 19th October, 2018

  • 10:46 PM - DM Dave1 mentioned Laurefindel in post 5E's "Missed Opportunities?"
    ...g to your race or background, in addition to spending it to gain advantage on a roll. Advantage/disadvantage and bounded accuracy are my favourite addition to this edition. That being said, monsters do feel like bags of hp sometimes, and although i don't think it has anything to do with bounded accuracy, I think they could have gone further with small but distinctive monstrous abilities, like what the orcs and goblins have. I think there could have been more low-magic setting possibilities if some of the core features were set as variants. For what its worth, that's where i think the missed opportunity was. Indeed, but each of those situations has a calculatable probability of occurring within the set of all possible outcomes and the most likely results, even expected value, can also be calculated. It's actually kind of a fun exercise. That said, my calculations say the expected value of the bonus is more like +6/-6 than +5/-5 (in fact, it would round up to 7). This site supports Laurefindel's post: http://zerohitpoints.com/Articles/Advantage-in-DnD-5

Tuesday, 16th October, 2018

  • 02:46 AM - Grognerd mentioned Laurefindel in post High-Level Features for Mid-Level Campaigns?
    I think you're missing an obvious question: why do the campaigns stop there? There are plenty of adventures in Dungeon and elsewhere that can be used. Dude... he answered that in his OP, directly behind what you mentioned... Long story made short, my campaigns usually run until level 11th-13th. The sweet spot for me is between 5th and 9th level; after the PC have enough hp to withstand challenging encounters, but before their low-level abilities become irrelevant (and before the PC have enough hp to face all but the most outlandish opponents). And he also very politely requested... (please don't reply just to say how high levels aren't that difficult to play; that is a good discussion, but one we can have in another thread) I mean... c'mon. Just help the brother out! Laurefindel, I obviously haven't checked this out for balance and whatnot, but you could always parallel 1e. Normal progression up until level 10, then from levels 11+ instead of the normal HP progression, characters gain either +1 (1d6 Hit Die), +2 (1d8 HD), or +3 (1d10 or 1d12 HD) Hit Points with no Constitution modifier. That changes the paradigm for Fighters (for example) from gaining 60+CON Modifier/Level Hit Points - which could easily total 100 HP or more - to 30 HP flat rate. Then you get to keep the characters a bit more mortal, yet not have to rework the entire set-up. Similarly, you might (as you have already intimated) take a page from Basic D&D when they had Demihumans who could only rise to 12th Level or whatever, but every X additional XP gained an A, B, C, et al. feature. This would be done similarly to the Epic Boons but limited to the class features of the characters.

Sunday, 26th August, 2018

  • 08:15 PM - Satyrn mentioned Laurefindel in post Revised Ranger update
    I'm curious as to your reasoning. How could the Animal Handling rules have been made more clear and that helped the Beastmaster? Keeping in mind that Bard's and Rogues Expertise could mean they are far Superior with the Animal Handling skill if they desired to be. I made a comment similar to Laurefindel's I think it would improve the beastmaster because it would show the baseline power of the pet if it belonged to the party's rogue, and then we could all actually see how the beastmaster's pet-related features are improvements to the pet, and by just how much. Plus, it'd be clear that you don't have to be a beastmaster to have a pet.

Wednesday, 13th June, 2018

  • 04:05 PM - OB1 mentioned Laurefindel in post Dropping to 0 HP - Alternate Rule
    ...le. That said, for the next campaign Iím running, Iím looking for a slightly grittier style, with the heroes constantly pushed to their limits and having to constantly compromise their goals just to stay alive. To this end, Iím looking for rules that encourage finding other solutions to encounters than combat. Retreat from combat that isnít going overwhelmingly well except when the stakes are worth the risk. And when they do engage? Go hard and fast to minimize the chance of anyone dropping to zero. And make getting into the next combat all the more risky. I want to make combat feel risky and dangerous. At the same time, I hate the mechanic of unconsciousness, as the only lever I have to make that dangerous is to hit PCs when they are down. Which means not a death spiral, but pretty much instant death. I want this rule to allow players to take risks to be heroic when they want to or retreat when they need to. I want to give them increased agency over the zero HP condition. Laurefindel same rate of exhaustion recovery, though I was considering allowing a player to spend half their level in hit dice after a long rest to recover an additional level of exhaustion. Also, strongly thinking about making level 6 exhaustion unconsciousness, and if at 0HP requiring a death save every round and if above 0 a death save every hour to mimic the action trope of clinging to life with grievous injury. I probably wonít turn this into a Con save, to keep those proficient at a max of 75% success rate. I do like the idea that a barbarian or fighter can risk continuing to fight while at 0 HP. Saelorn - what do you see as the complicated part of this? Seems straightforward to me but perhaps Iím missing something or not articulating the rule correctly. Again, appreciate the feedback everyone! I know this isnít to everyoneís taste, but I think/hope it encourages a style of play and change in tactics that can be interesting for certain types of campaigns.

Friday, 18th May, 2018

  • 07:07 PM - Satyrn mentioned Laurefindel in post Inspiration & Hero Points Math
    Sorry, Lan, this isn't aimed at you at all, your post was just convenient rant fodder. I've mistaken Laurefindel for Lanefan before. Does this mean I'm not alone in doing so?

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Monday, 29th October, 2018

  • 05:37 PM - Ovinomancer quoted Laurefindel in post 5E's "Missed Opportunities?"
    Hum, personally, I'm very glad 5e does not encourage the purchase of magic items. However, I wouldn't be against a system that allows you to spend gold to gain X, with a variant rule allowing X to be a magic item. Not unlike ASI are baked into the system, but a variant rule allows feats to be purchased instead, in games that allow it. Then again, we'd be bound by some kind of wealth-by-level scale to keep things balanced for all, and I'm not sure I wanna go back there. In fact, I *know* i don't want to go back there. I don't really have anything to suggest however...I recently had cause to deal with this for a Sigil based campaign. At the center of everything, it makes sense everything is for sale. To deal with the dirty hobos with bags of cash only buying top shelf items, I've added an "access" stat. Access is simple, it runs in tiers just like items do. To get it, you have to make friends -- no one selling 50k gp items lets just anyone into thier stores, after all. You also have to look...

Friday, 26th October, 2018

  • 05:02 PM - Blue quoted Laurefindel in post Ideas for Improving Inspiration
    interesting stuff here. taking notes. Here's a link to the blog entry, I mean to put it with the original post: http://walkingmind.evilhat.com/2015/09/07/from-bonds-to-flags/ Rob's implementation is for Dungeon World, I tweaked slightly for 5e Inspiration but all credit to him.

Sunday, 21st October, 2018

  • 08:01 PM - iserith quoted Laurefindel in post Ideas for Improving Inspiration
    My guess is culture. It's not yet engraved in D&D's culture to have an active mechanics base on role play (beyond the few things that interact with alignment) like a lot of newer generation games do. Personally, I think inspiration (along with personality traits) is the single most "revolutionary" element of 5e. I think that if class abilities where based off inspiration, either in a " spend inspiration to use X feature" or in a "as long as you have inspiration, you can X", inspiration would take a much more forward role. When I ran Sunless Citadel recently (TftYP), I set it up where you had a character and a backup character. You earned Inspiration as I described in my "Case for Inspiration" thread, but when you spend it, it had to be on someone else's failed roll and this added +1d6 to it. At the same time, your backup character earned a set amount of XP. The idea here was that the backup characters were in the Yawning Portal telling the story of the "active" characters' adventure and spen...

Friday, 19th October, 2018

  • 10:46 PM - DM Dave1 quoted Laurefindel in post 5E's "Missed Opportunities?"
    ...g to your race or background, in addition to spending it to gain advantage on a roll. Advantage/disadvantage and bounded accuracy are my favourite addition to this edition. That being said, monsters do feel like bags of hp sometimes, and although i don't think it has anything to do with bounded accuracy, I think they could have gone further with small but distinctive monstrous abilities, like what the orcs and goblins have. I think there could have been more low-magic setting possibilities if some of the core features were set as variants. For what its worth, that's where i think the missed opportunity was. Indeed, but each of those situations has a calculatable probability of occurring within the set of all possible outcomes and the most likely results, even expected value, can also be calculated. It's actually kind of a fun exercise. That said, my calculations say the expected value of the bonus is more like +6/-6 than +5/-5 (in fact, it would round up to 7). This site supports Laurefindel's post: http://zerohitpoints.com/Articles/Advantage-in-DnD-5
  • 10:27 PM - billd91 quoted Laurefindel in post 5E's "Missed Opportunities?"
    Advantage/disadvantage is only equivalent to +5/-5 if the target number you need on the d20 is around 10-11. The further you get toward the 1 or toward the 20, the less of a bonus it gives. If you need a 19-20 to succeed, advantage only gives you the equivalent of +1. And if you need more than 20 to succeed, advantage won't help you whatsoever, whereas a flat +5 would allow you to roll the equivalent of a 25 on a d20. Indeed, but each of those situations has a calculatable probability of occurring within the set of all possible outcomes and the most likely results, even expected value, can also be calculated. It's actually kind of a fun exercise. That said, my calculations say the expected value of the bonus is more like +6/-6 than +5/-5 (in fact, it would round up to 7).

Thursday, 18th October, 2018


Wednesday, 17th October, 2018

  • 01:21 PM - GreyLord quoted Laurefindel in post High-Level Features for Mid-Level Campaigns?
    Needing some DMing advice, although more as a thought experiment than anything else. Long story made short, my campaigns usually run until level 11th-13th. The sweet spot for me is between 5th and 9th level; after the PC have enough hp to withstand challenging encounters, but before their low-level abilities become irrelevant (and before the PC have enough hp to face all but the most outlandish opponents). This however, means that I ignore 30% to 50% of the game material, that is, high-level spells and class features. That in itself doesn't impact the mechanics of the game as I use 100% of the material for that range of levels, but there are days where I'd like the PCs (and NPCs) to cast the occasional high-level spell, of use a high level feature. I'm wondering if anyone has experience with an Epic-11 type of game with added features instead of gaining levels thereafter, or some kind of houserule allowing PCs to tap into higher-level features/spells for a once-in-a-lifetime wish spell, o...
  • 03:36 AM - Grognerd quoted Laurefindel in post High-Level Features for Mid-Level Campaigns?
    I also thought of simply reducing hp progression while keeping the feature tree whole (not unlike AD&D with slower hp progression after 10th level) but took a lot of flak from that suggestion on message boards. I learned the hard way that it is a lot more (socially) acceptable to offer a campaign going to 11th level plus a few bonus, than suggesting going all the way to 20 with reduced benefits, even if it comes to the same end results. I'm going to go out on a limb and guess that most of the people giving you flak were kids who have never played 1e or Basic?

Tuesday, 16th October, 2018

  • 08:00 AM - Li Shenron quoted Laurefindel in post High-Level Features for Mid-Level Campaigns?
    Needing some DMing advice, although more as a thought experiment than anything else. Long story made short, my campaigns usually run until level 11th-13th. The sweet spot for me is between 5th and 9th level; after the PC have enough hp to withstand challenging encounters, but before their low-level abilities become irrelevant (and before the PC have enough hp to face all but the most outlandish opponents). This however, means that I ignore 30% to 50% of the game material, that is, high-level spells and class features. That in itself doesn't impact the mechanics of the game as I use 100% of the material for that range of levels, but there are days where I'd like the PCs (and NPCs) to cast the occasional high-level spell, of use a high level feature. I'm wondering if anyone has experience with an Epic-11 type of game with added features instead of gaining levels thereafter, or some kind of houserule allowing PCs to tap into higher-level features/spells for a once-in-a-lifetime wish spell, o...
  • 02:46 AM - Grognerd quoted Laurefindel in post High-Level Features for Mid-Level Campaigns?
    I think you're missing an obvious question: why do the campaigns stop there? There are plenty of adventures in Dungeon and elsewhere that can be used. Dude... he answered that in his OP, directly behind what you mentioned... Long story made short, my campaigns usually run until level 11th-13th. The sweet spot for me is between 5th and 9th level; after the PC have enough hp to withstand challenging encounters, but before their low-level abilities become irrelevant (and before the PC have enough hp to face all but the most outlandish opponents). And he also very politely requested... (please don't reply just to say how high levels aren't that difficult to play; that is a good discussion, but one we can have in another thread) I mean... c'mon. Just help the brother out! Laurefindel, I obviously haven't checked this out for balance and whatnot, but you could always parallel 1e. Normal progression up until level 10, then from levels 11+ instead of the normal HP progression, characters gain either +1 (1d6 Hit Die), +2 (1d8 HD), or +3 (1d10 or 1d12 HD) Hit Points with no Constitution modifier. That changes the paradigm for Fighters (for example) from gaining 60+CON Modifier/Level Hit Points - which could easily total 100 HP or more - to 30 HP flat rate. Then you get to keep the characters a bit more mortal, yet not have to rework the entire set-up. Similarly, you might (as you have already intimated) take a page from Basic D&D when they had Demihumans who could only rise to 12th Level or whatever, but every X additional XP gained an A, B, C, et al. feature. This would be done similarly to the Epic Boons but limited to the class features of the characters.

Monday, 15th October, 2018

  • 11:32 PM - Quartz quoted Laurefindel in post High-Level Features for Mid-Level Campaigns?
    Long story made short, my campaigns usually run until level 11th-13th. I think you're missing an obvious question: why do the campaigns stop there? There are plenty of adventures in Dungeon and elsewhere that can be used.

Tuesday, 25th September, 2018

  • 05:09 PM - Reynard quoted Laurefindel in post Would you play a D&D campaign without leveling?
    A published campaign like Storm King's Thunder maxed at 3rd level would be pretty brutal however. It would force players to tackle the adventure quite differently, which can be a good thing, but I'd hope that the DM makes some adjustments too. Just to be clear, I wasn't necessarily suggesting running SKT or PoA without leveling, just using them as examples of a long term, multi-tiered campaign format. Here's a thing I think is important to the idea: enemies do not have to level up either. You don't need to fight goblins, then orcs, then ogres if they are all filling the same niche in the story. It can always be orcs. Or, it can be orcs here and bandits over there and gnolls over thataway, if varying the type of enemies is important. Likewise with villains and "boss monsters." They don't have to keep getting more and more powerful, they can just be different and interesting for those differences. As to folks that keep pointing to super hero games or Traveller or whatever as examples of ga...

Thursday, 20th September, 2018

  • 01:19 AM - GlassJaw quoted Laurefindel in post Table Rules
    A good example of applied "don't be a jerk" rule. Heh, he's not a jerk but lacks awareness and gets carried away at times.

Friday, 14th September, 2018

  • 02:24 PM - staticdrifter quoted Laurefindel in post How do you play a character who is much smarter than you are?
    Thatís cool if you donít want to play at my table, but I donít think you understood my statement. D&D intelligence is all about the characterís knowledge of their world, but I will not handicap the way I play my character, or withhold ideas I might have, or prevent myself from doing certain things, because my character has a high or low intellligence score. I will withold knowledge that I have as a player but that my character shouldnít have, but that is done in an attempt to minimize metagaming. when I was playing AD&D, my philosophy was that ę you must role play your stats Ľ. Now, itís more like ę your stats suggest a few ways how you can play your character Ľ. nowadays, i allow myself to decide whether i play the genius but disorganized wizard, or the knowledgeable but absent-minded professor, or the witty creative guy with a poor memory, or the savvy rogue with ADHD, but I will play all these as character traits regardless of my characterís INT score. If I feel my character shouldnít be kno...
  • 10:52 AM - staticdrifter quoted Laurefindel in post How do you play a character who is much smarter than you are?
    Since 3rd edition, my take is that my character is not smarter (or less smart) than me. He might have a better memory, spot details better than me, make his spells harder to resist than mine, but the character is as smart as I am. Similarly, i can decide that one of my characterís traits is having a short attention span, or having a hard time grasping complex problems, or have a preference for simpler plans, but the character wonít be less smart than I am. i encourage my players to do the same when I DM.I would hate to play at your table. Many of my characters have different levels of intelligence than I have, but, whether they are smarter than me or not, to limit them to my "type" of intelligence cheats both me as a player and the character as a being in another world. Personally, I have no knowledge of magics, psionics, fantastic creatures, or anything else found in a medieval fantasy world. How could I? My IQ is 159 but that would be worthless in such a world, as it is only in reference to t...

Thursday, 13th September, 2018

  • 06:04 PM - Thomas Bowman quoted Laurefindel in post What if the Roman Empire conquered the Forgotten Realms?
    The link to real-earth Roman empire defies suspension of disbelief for me, as willing as I am, but the basic premise of a Roman (or Roman-like) army invading an alternate Faerun is promising. There would need to be a ****load of them, and they would need tactics/engineering/magical aid to defeat dragons, summoned elementals, and the numerous spellcasters and/or adventurers that can single-handedly vanquish an army. Alternatively (or in addition), they could be backed-up by the roman pantheon. If that roman army is not reliant on magic, a magic-negating cataclysmic event such as the Time of Troubles or Spellplague, which you can retro-fit to your liking, would give them a significant advantage as you noted. Constant reinforcements from another plane would also help. Like other posters, I think that 10-15 years is too short of a timeframe for the Romans to conquer and consolidate their holds on faerun. Even after generations of emperors/dictators/caesars, the invasion would still be ongoing. If y...
  • 03:24 PM - Blue quoted Laurefindel in post Too Angry to Die: Building a Tanky Barbarian
    If a game allows feats, Tough effectively gives a barbarian 4hp / level. It may not be the optimal feat, but if survivability is the ultimate goal, this goes a long way in increasing your hp. Your CON save is likely to be reasonably high, and you can still wear half-plate for AC. if not going bear totem, the pseudo-evasion ability granted by Shield Master can be handy. Besides, the shove option is always nice if you are going to pass on GWM in order to equip a shield. Good choices. At higher levels Resiliant (Wisdom) can help with the various control spells as well.

Saturday, 8th September, 2018

  • 09:12 PM - MNblockhead quoted Laurefindel in post [Homebrew] In a godless campaign what do you with clerics?
    beliefs and convictions. Faith is a form of conviction, but not the sole source of beliefs. This. It also fits in with the common trope of believing in something hard enough to make it happen. Sorcerors create magic effects as a natural talent. Their struggle is to control the magic welling up from within them. Arcane magic users create magic after laborious study and practice, their struggle is mastering what they have learned. Clerics create magic effects through the power of belief. Their struggle is...what? In many D&D campaigns the god are too approachable and dependable. I like the idea wher there are reasons for doubt. That makes belief a struggle. That struggle is rewarded by miracles. In the real-world we have a rich well of examples from the world's cultures to model this understanding of clerical magic on. If I could make the time, I've always wanted to make alterations for clerics so that their spells could be the most powerful in the game but that it isn't guaranteed that they...

Thursday, 6th September, 2018

  • 06:15 PM - Celebrim quoted Laurefindel in post [Homebrew] In a godless campaign what do you with clerics?
    Well, I think I might be more liberal than you when it comes to re-skinning or re-fluffing, but I agree with most of your post. I'm very liberal about re-skinning or re-fluffing, but there is one peeve that I have that I'm very strict about. I believe for each different source of magical power, a different class (or subclass) is required to capture in mechanics that the flavor implies. It may be true that there are a huge variety of ways to re-skin the source of a particular classes powers without changing the mechanics of the class, but the implication of what I just stated is that everyone using the same source of power has the same basic mechanics. Thus, what I would totally not be on board is saying that both clerics and wizards utilize the same basic source of magic. That in my mind is utter nonsense, because regardless of where you think the power comes from quite clearly the two classes work in different ways and each can do certain things that the other cannot. If in the setting y...
  • 04:40 PM - Celebrim quoted Laurefindel in post [Homebrew] In a godless campaign what do you with clerics?
    ....things can be changed for a campaign or homebrew setting, by the DM no less, without hurting internal consistency. These alterations may not be coherent with default D&D but as long as they are applied consistently throughout the whole creation process, you have internal consistency. Then we have almost perfect agreement. Talking about internal consistency and using concepts in ways that make sense for the setting is really what this is about. A very basic question might be: a) When you say that it is a "godless campaign" do you mean that you are simply redefining what is traditionally considered a "god" in a D&D campaign world, or do you really mean that there is no external source of power which people connect to in order to perform magic? The former, which is what Darksun, Lankhmar, and Eberron do in one form or another requires almost now changes in the game at all. Whether a deity is a personal being, a collection of spirits, or an impersonal source of power doesn't really...


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