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  • Shiroiken's Avatar
    Yesterday, 09:24 PM
    Yes, but that's only against spells with Concentration. I was referring to making the save every time you cast a spell while frightened, as a method to hamper the casters as badly as it hampers martial characters. Personally I think this is a bit harsh, and don't find the need, but I wanted to provide an option.
    6 replies | 309 view(s)
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  • Shiroiken's Avatar
    Yesterday, 11:15 AM
    It also depends on how literate your campaign world is. In medieval Europe (the basis for most campaigns), very few books would even exist, held closely by the rich and powerful. The average person couldn't read, and probably couldn't count much higher than 10 or 20 due to lack of education. In my Greyhawk, most people are illiterate, so burning books would be unnecessary for information control...
    14 replies | 380 view(s)
    3 XP
  • Shiroiken's Avatar
    Yesterday, 11:12 AM
    There are quite a few spells that use attack rolls, especially cantrips. While fear is slightly less effective against wizards and sorcerers than other classes, unless it's an aura (like Dragonfear) they're probably not the target anyway. IME the worst class to get hit with fear is the cleric, because the inability to move around to provide healing can be disastrous. If you have a major...
    6 replies | 309 view(s)
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  • Shiroiken's Avatar
    Thursday, 23rd May, 2019, 10:24 PM
    Depends on the campaign. My first 5E campaign required the PCs to explore the village to get clues, so the party had to be strangers (otherwise the hometown PCs would likely know most/all the clues). My last campaign the players were from wherever they wanted, so long as they had a reason to be in the town. My next campaign (Saltmarsh) might be a mixed bag, but it will depend on how they set up...
    18 replies | 418 view(s)
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  • Shiroiken's Avatar
    Thursday, 23rd May, 2019, 11:32 AM
    I've had similar things happen before; a friend's group refers to it as "volcanoing" the adventure, because the first time it happened they used a wish spell to cause the villain's inactive volcano lair to erupt. You just have to adapt (sometimes taking a 15 minute break in game) and figure out what the consequences would be. Obviously the PCs aren't going to get any XP or treasure. The "secret"...
    46 replies | 1542 view(s)
    1 XP
  • Shiroiken's Avatar
    Tuesday, 21st May, 2019, 11:28 AM
    I think the question is better as "would you rather have a lesser bonus to get a cool, useful ability, or a higher bonus?" I'd rather have a sword of wounding than a +2 sword, even though both are rare. I'd give up +2 to hit/damage for cumulatively add 1d4 necrotic damage per round with each hit. I'd rather have either than sovereign glue, which is legendary but of limited utility.
    31 replies | 797 view(s)
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  • Shiroiken's Avatar
    Tuesday, 21st May, 2019, 11:16 AM
    While I don't disagree, that's off topic from the need for critical failures to balance critical hits. You were saying that critical hits without critical misses were necessary to balance martial vs. magic, but since magic can also critically hit, critical hits aren't useful as a balancing mechanic of martial vs. magic.
    38 replies | 1000 view(s)
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  • Shiroiken's Avatar
    Tuesday, 21st May, 2019, 03:43 AM
    Long rests are important, but there needs to be a reason for a mechanical NO. I instituted a "medium rest" which was the same as a long rest, but it was done in an area the DM determined hazardous. You got back about half your normal benefits, but could make a Con save (based on how hazardous) to recover about 3/4 your normal benefits. It was a very interesting idea, but the mechanics made things...
    53 replies | 1527 view(s)
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  • Shiroiken's Avatar
    Tuesday, 21st May, 2019, 03:28 AM
    Except you still have spells that use attacks that can be a critical hit. Not to mention the cantrips everyone uses, you also have spells like Steel Wind Strike that can critically hit for 12d10 force damage (against 5 targets), plus you can flood the battlefield with 10 small objects with animate object that each can critically hit for 2d8 damage. Because 5E has so many different ways for...
    38 replies | 1000 view(s)
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  • Shiroiken's Avatar
    Monday, 20th May, 2019, 04:40 AM
    On the DM side of things: Most low intelligence monsters are not going to suicidally throw themselves at enemies. Everything has a motivation, and most monsters are simply hungry (or just cruel). Once the hungry ones down a PC, have them start to drag it off to be eaten. Once they take a lot of damage, they'll flee (taking the withdraw action most of the time), especially the cruel ones...
    20 replies | 658 view(s)
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  • Shiroiken's Avatar
    Monday, 20th May, 2019, 04:29 AM
    The balance is not against how many times you roll an attack, but against the same probability of getting a critical hit. Your wizard only had a 1 in 20 chance of getting a critical hit, and should have had a similar chance of a critical miss (or the minimal hit option I proposed). The fighters had a TON of chances for a critical hit, but without a counterbalance, they just did better overall...
    38 replies | 1000 view(s)
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  • Shiroiken's Avatar
    Sunday, 19th May, 2019, 08:22 AM
    While I'd love to see some more Greyhawk, I think Planescape is probably the best choice for the game. A book on Planar Lore would be useful at this stage in the edition, and just like Ghosts will incorporate Greyhawk while providing useful rules for seafaring, I suspect that a Planescape adventure will provide useful rules for planar travel. I would suspect Eberron, but since they just dropped...
    70 replies | 4332 view(s)
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  • Shiroiken's Avatar
    Sunday, 19th May, 2019, 08:18 AM
    Interesting how close everything is from 1E to 4E. I'm a bit surprised that OD&D doesn't have more, since it includes BECMI, which had a solid following through most of AD&D. For me, it's 1E if only one can be chosen. Like many, we played 1.5 edition, which was a mishmash of both editions, taking the best of both. While both 3E and 4E revolutionized the game, I was never quite comfortable with...
    182 replies | 5770 view(s)
    1 XP
  • Shiroiken's Avatar
    Saturday, 18th May, 2019, 06:40 AM
    I think the only thing I really miss would be multi-classing with demi-humans in AD&D. I do not like the 3E style multi-classing personally, but I understand why it was kept for 5E. I think the best way to represent this would be to take the classic "multi-class" options and create sub-classes for them. They've already done this with Eldritch Knight for the classic Fighter/Magic-User, and the War...
    71 replies | 3656 view(s)
    1 XP
  • Shiroiken's Avatar
    Friday, 17th May, 2019, 12:34 AM
    Generally I let the PCs run things, especially during combat. Role-playing is left to me, and I also hold a veto on suicidal actions. For convinience, I have pets and famliairs act on the same turn as their owner, but henchmen/followers have their own turn. Non-henchmen/followers are still controlled by me. If the player tries to abuse this, such as by having the familiar explore an entire...
    25 replies | 811 view(s)
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  • Shiroiken's Avatar
    Friday, 17th May, 2019, 12:16 AM
    Oh that I have but 1 XP to give...
    67 replies | 2482 view(s)
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  • Shiroiken's Avatar
    Thursday, 16th May, 2019, 03:14 AM
    Critical effects should be balanced against each other. If there's a critical hit, there should be a critical miss. Critical Hits are easy, both mechanically and how to describe them. However, designing a universal penalty that applies to every form of attack (from melee to thrown, to ammunition or even spells) is nigh impossible if it's to be realistic. The best one that I've found is that a...
    38 replies | 1000 view(s)
    2 XP
  • Shiroiken's Avatar
    Tuesday, 14th May, 2019, 10:10 AM
    It depends on how you layout your docks, and how you plan on having the groups get to them. I like the idea of a ship sending out longboats full of Group B, while a longboat with Group A sneaks around from the other side to another pier. I'd have the attack happen at night, so that dim light will cause disadvantage to perception checks to notice Group A. If you have 3 piers, Group B, could move...
    15 replies | 461 view(s)
    1 XP
  • Shiroiken's Avatar
    Tuesday, 14th May, 2019, 09:47 AM
    I would make it clear to players before the game begins that you're using TotM, because there are certain abilities that are much more useful when using a grid (such as the Mobile and Sentinel feats). If players don't design their character to optimize using the grid, it makes things a lot easier for everybody. The biggest thing to making TotM work best is to reduce the number of combatants....
    46 replies | 1463 view(s)
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  • Shiroiken's Avatar
    Tuesday, 14th May, 2019, 09:33 AM
    The problem is that having a relief valve encourages nova behavior, because you can nova without fear that you can still contribute meaningfully if you have to continue before resting. The existing system has this issue because of the cantrips, and using the DMG spell points with them will make the issue worse. In reality, this is an issue the DM is going to have to deal with in-game, because...
    35 replies | 1276 view(s)
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  • Shiroiken's Avatar
    Monday, 13th May, 2019, 10:00 AM
    I could have gotten this had he kept it strictly to ethnic deities, but then he added the "Common Pantheon," which throws things for a complete loop. One of the things I've done for my own campaign is to try and figure out which pantheon each Common deity came from, then have them simply be part of that pantheon, but their worship has spread greatly across the various ethnicity/races. This helps...
    67 replies | 2482 view(s)
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  • Shiroiken's Avatar
    Monday, 13th May, 2019, 04:29 AM
    Plant Growth Druids in my setting really wouldn't use this on farmland, but rather on wild nature, allowing it to be more productive for the natural herbivores, which also helps the carnivores when the prey multiply due to food availability. Priests of the Nature Domain, however, would regularly cast this spell in order to bring worship to their patron agricultural deity. These areas would...
    136 replies | 5692 view(s)
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  • Shiroiken's Avatar
    Monday, 13th May, 2019, 04:04 AM
    I believe your interpretation is the Rules as Intended, and is probably the most commonly viewed interpretation. However, technically your DM has the final say, and if he insists on keeping his interpretation, ask if you can switch the invocation for something else, since you interpreted it differently. Assuming he's not a jerk, you can find something else that should be more useful for you.
    9 replies | 510 view(s)
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  • Shiroiken's Avatar
    Monday, 13th May, 2019, 04:00 AM
    A few of your assumptions are a bit incorrect, but to be honest, they're close enough. Others have mentioned a few, and I started writing my own corrections, but it all came out being a bit petty. So, the big advantage to Greyhawk is that it's the easiest drop and play published setting, save for perhaps Mystara. Depending on the amount of information you want, you can pick up a book or two...
    67 replies | 2482 view(s)
    3 XP
  • Shiroiken's Avatar
    Monday, 13th May, 2019, 02:37 AM
    If you want/need a mechanical rule to prevent the 15 minute work day that doesn't require any DM input, you need a meta-game solution. I've heard of another game system (13th Age, maybe?) that only replenishes abilities after a set number of encounters, regardless of how long it takes for that to happen. Many DMs & players are not fond of this, however, since it tends to break immersion and...
    35 replies | 1276 view(s)
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  • Shiroiken's Avatar
    Sunday, 12th May, 2019, 03:59 PM
    You simply don't let the 15 minute adventuring day happen, same as the current 5 minute work day issue. If you don't have solutions for that, novaing will happen with the current system anyway. Spell points simply makes the problem slightly worse, since the nova is bigger and shorter. Nova is a problem regardless of which system is used, so it's really a separate issue. The problem I see with...
    35 replies | 1276 view(s)
    1 XP
  • Shiroiken's Avatar
    Sunday, 12th May, 2019, 08:51 AM
    I think that spell points would be a great concept, but the game would have to be designed around it. Instead of spell slots, I would rather have had spell points, but even cantrips would have a cost. Used correctly, it would prevent nova, since the caster really couldn't just fall back to spamming cantrip attacks for decent damage. If you nova, you're using a quarterstaff or dagger for the rest...
    35 replies | 1276 view(s)
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  • Shiroiken's Avatar
    Friday, 10th May, 2019, 08:02 PM
    This has been going on since the TSR days after Gary was ousted. As they were planning Spelljammer, they liked the idea of having powerful NPCs be able to travel and visit each other. Ed Greenwood did a series of articles in Dragon Magazine where "he" hid while Elminster, Mordenkiden, and the Dark Elf Master of the Black Robes from Dragonlance (forgot his name) would visit at his home, since it...
    53 replies | 3566 view(s)
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  • Shiroiken's Avatar
    Friday, 10th May, 2019, 07:55 PM
    We had our Moon Druid in our 1st 5E game stick with bear forms for a long time without issue (she named the character Ursa with this in mind). Once you have access to flight, the Giant Eagle is also really good, mostly due to mobility (put a PC on your back). Without having dinos, you are *slightly* behind the power curve, but unless this is a game of pure min-max powergaming (where the DM is...
    14 replies | 539 view(s)
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  • Shiroiken's Avatar
    Thursday, 9th May, 2019, 09:43 PM
    If you want to do Dark Sun, I would suggest defiling do something like the following. You then either make it mandatory or grant a benefit. You probably don't want to do both, but all casters should have the choice each time they cast. Defiling Whenever a Bard, Sorcerer, Warlock, or Wizard casts a spell, vegetation in a 10 ft radius per spell level (minimum 5 ft) begins to rot away. Plant...
    12 replies | 415 view(s)
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  • Shiroiken's Avatar
    Tuesday, 7th May, 2019, 01:46 AM
    Power-wise, I'd guess Rare, but if you look at the actual magic weapons, rarity doesn't always equal power level. I assume the +1 Action Surge/ Long Rest is actually use 1 Action Surge/Long Rest, otherwise it's super restrictive to a single class.
    23 replies | 905 view(s)
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  • Shiroiken's Avatar
    Thursday, 2nd May, 2019, 04:26 AM
    While I don't know anything about Dragon Empires, Kara-Tur and Rokugan each have some advantages and disadvantages. Kara-Tur was originally supposed to be in Greyhawk (on the other side of the world), but was later merged into Realms because that was the most supported setting. This helps Kara-Tur, because you can have characters from Faerun explore it, giving you an outsiders (gaijin)...
    62 replies | 2918 view(s)
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  • Shiroiken's Avatar
    Thursday, 2nd May, 2019, 04:12 AM
    1. Fighting from the doorway. Why do the monsters fight? Intelligent ones should run and get reinforcements until the entire complex is aware of the PCs presence, where they can attack with overwhelming numbers. My players regularly attack fleeing enemies to keep them from warning others. 2. Scouting. This can actually be done quite well, keeping the whole group engaged, if handled...
    60 replies | 2061 view(s)
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  • Shiroiken's Avatar
    Wednesday, 1st May, 2019, 01:40 AM
    Passwall was always useful in the Tomb, but you have to KNOW there is something on the other side, otherwise you waste the spell. Additionally teleportation was risky since you had to know you weren't going to appear in solid rock. The layout of the Tomb is such that random exploration in such a fashion is going to burn up spell slots and likely lead to death. They're useful for when stuck,...
    7 replies | 434 view(s)
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  • Shiroiken's Avatar
    Wednesday, 1st May, 2019, 01:29 AM
    Big problem with this is how many casters in the world might divine this particular topic? This would quite literally neuter divination spells, since they would immediately be considered unreliable (no one could know the percent chance of failure). In addition, smart players will find ways around this by simply working around the topic with different topics. Also, I assume you mean 5 clerics,...
    30 replies | 1145 view(s)
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  • Shiroiken's Avatar
    Tuesday, 30th April, 2019, 10:35 PM
    The problem with running a long meta-plot campaign is how easy it is to get lost in it. Players often have short term memories, and unless there is a heavy note taker in your group, by the time the big reveal happens... most of the players have totally forgotten the early setup and foreshadowing you've done. The best meta-plot I've experienced was a FR campaign with 2 major foes: the daemonfey...
    19 replies | 777 view(s)
    4 XP
  • Shiroiken's Avatar
    Tuesday, 30th April, 2019, 10:18 PM
    Because pack tactics represents the ability of intelligent beings to take advantage of each other. A swarm is just a mass of critters that may or may not be working together, depending on the swarm. A swarm of bats is just a bunch of bats flying together and biting anything that moves, while a swarm of kobolds would be working together (gaining advantage).
    48 replies | 1266 view(s)
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  • Shiroiken's Avatar
    Tuesday, 30th April, 2019, 10:13 PM
    Our group likes to have them on hand, primarily to get someone back up (especially the healer) in combat. Outside of combat they're used if we have to push on without a rest and don't have any healing left other than potions. DMs in our games also heavily restrict how many we can buy in any given locations to keep us from just stocking up.
    42 replies | 1422 view(s)
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  • Shiroiken's Avatar
    Tuesday, 30th April, 2019, 03:12 AM
    Yea, I found out badly that confusion on narrow areas is a bad combination. Had a high level PC fail against the spell while on the Demonweb (Q1 - Queen of the Demonweb Pits), and he wandered off the edge into the Abyss. They needed a wish to restore him, but they had the resource by that level. Favorite one that I ran in 5E was a medusa as a solo monster against a 6th level party. By CR, this...
    19 replies | 661 view(s)
    2 XP
  • Shiroiken's Avatar
    Monday, 29th April, 2019, 11:55 PM
    I think that going straight to Druid is a better idea that fits with the description of your original concept. I wouldn't go Moon Druid, since you don't want to use wideshape for combat, but Shepherd or Land would be solid for your. You would lose out on the +1 AC from the fighting style, but gain better healing and more utility due to being a full spellcaster. By using Shillelagh and either...
    10 replies | 463 view(s)
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  • Shiroiken's Avatar
    Monday, 29th April, 2019, 08:14 PM
    In general I stick to automatic responses that a person could not control. This can include instinctive reactions such as shying away from something repulsive or wrinkling their nose at a foul smell. It can also include narration for saving throw results, such as jumping back from a opening pit, or ducking away from a fireball. I will also use stray thoughts occasionally, but mostly to keep...
    59 replies | 1545 view(s)
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  • Shiroiken's Avatar
    Friday, 26th April, 2019, 11:44 AM
    I found it here on the forum in an older post near when 5E began. Someone came up with it because they preferred 4E's defenses instead of saving throws. I haven't used it myself, but there was quite a lot of interest in it at the time. I tried to search for it, but was unsuccessful. I think I put the full gist of it in my previous post though. Edit: upon reflection, it might have been on the...
    19 replies | 901 view(s)
    1 XP
  • Shiroiken's Avatar
    Friday, 26th April, 2019, 01:56 AM
    There is an option called "players always roll," where they roll their proficiency modifier against the DC with a modifier. I think it was with +2 to balance the dice reversal, but I'm not 100% on that. This method also works with PCs making AC "saves" against attacks so that the only thing you roll as the DM is against passive checks and damage.
    19 replies | 901 view(s)
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  • Shiroiken's Avatar
    Thursday, 25th April, 2019, 09:57 PM
    The cube is easy enough. Find one, then lay out a line of treats for it to eat that leads into the pit.
    47 replies | 1696 view(s)
    1 XP
  • Shiroiken's Avatar
    Thursday, 25th April, 2019, 11:54 AM
    Challenging the character has a couple of meanings. It's a philosophy that came about in contrast to 1E's adventure design that was largely player decision driven (except combat), since official ability checks didn't come about until later in the edition. To challenge the character then was to focus on character abilities to overcome challenges, rather than player skill/knowledge. In 3E it...
    580 replies | 20926 view(s)
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  • Shiroiken's Avatar
    Thursday, 25th April, 2019, 04:13 AM
    I have not played or seen the system, but have heard much about it. Do you actually get to make choices during this, or is it just random die rolls? I could see an option where you could choose to make a risky roll with a high benefit that might lead to death, but randomly rolling before the first session only to have to start over again seems fairly pointless.
    11 replies | 492 view(s)
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  • Shiroiken's Avatar
    Thursday, 25th April, 2019, 04:07 AM
    Well B3 is a good adventure, but not a great campaign launching point. You travel to an unknown realm where you try to free the palace, but once you succeed (and are rewarded), you go back to whence you came. It runs better as a 2nd or 3rd adventure since it takes the players out of their known area. If you want to use it as a starting point, you could do so by having the immortal summing the...
    15 replies | 649 view(s)
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About Shiroiken

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About Shiroiken
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Greyhawk Grognard
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I started playing when I was 14 or so, with AD&D 1E. I've played and DMed every edition of D&D except OD&D, and have played several RPGs over the years. My favorites are: (A)D&D, L5R, and Deadlands (original RPG). I am currently only playing and running D&D 5E.
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I am running a Gyagxian Greyhawk campaign, tying several of Gygax's best adventures together into an semi-AP. The group stated with the Temple of Elemental Evil, then moved on to the Lost Caverns of Tsojcanth (with a stopover at the Forgotten Temple of Tharizdun), before beginning Against the Giants.

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I am running a Gyagxian Greyhawk campaign, tying several of Gygax's best adventures together into an semi-AP. The group stated with the Temple of Elemental Evil, then moved on to the Lost Caverns of Tsojcanth (with a stopover at the Forgotten Temple of Tharizdun), before beginning Against the Giants.
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Friday, 24th May, 2019

  • 06:35 PM - Celebrim mentioned Shiroiken in post Sinister Secret of Saltmarsh, off to a good start
    It matters because the interesting consequences could be very different. Both interesting, but different. It doesn't work that way in practice. Different implies the possibility of uninteresting. You cannot guarantee that if different outcomes are possible, that they are all equally interesting. And if you can't guarantee that they are all equally interesting, you can't guarantee that they are interesting at all. But more to the point, if the different choices are all interesting, then the choice is not as meaningful in the sense that either the player cannot own the choice, or the choice was always going to lead somewhere anyway so it didn't really matter. Also, it's not impossible. In Apocalypse World, for example, boring outcomes are explicitly against the rules; Well, that settles it then. All I have to do is forbid something by rule and it can never happen. it's actually easier to obtain interesting outcomes for any group that has more creativity than a lump of lead. ...
  • 03:55 PM - 77IM mentioned Shiroiken in post Sinister Secret of Saltmarsh, off to a good start
    That's impossible. In fact, it's self-contradictory. By definition, if the player decision - whether smart or stupid - always leads to ever more interesting decisions, then those decisions are not interesting. If regardless of what I choose, I'm going to get an interesting result, then the decision itself is not meaningful. I could roll the dice or flip a coin for every choice. What does it matter? It matters because the interesting consequences could be very different. Both interesting, but different. Also, it's not impossible. In Apocalypse World, for example, boring outcomes are explicitly against the rules; it's actually easier to obtain interesting outcomes for any group that has more creativity than a lump of lead. The difficulty for me is that D&D is much more preparation-based, which makes this a bit harder to pull off. (I am starting to think that Shiroiken's advice of "take a 15 minute break" is probably the best thing on this thread.) Fundamentally, an RPG is a cooperative endeavor that requires a certain sort of active participation by all parties. If the players make interesting choices, you can always have interesting consequences. But there are some sorts of choices you can't give interesting consequences and still have choice be meaningful. ... There is only so much the GM can do to put in what the players are leaving out. This part, I definitely agree with. The players bear equal responsibility for making the game FUN. "Let's just burn down the adventure" is probably the most recognizable example of a decision that, in a D&D adventure, puts a lot of burden on the DM to very suddenly come up with a bunch of interesting stuff to replace all the stuff that just got burned down...

Tuesday, 22nd January, 2019

  • 12:03 AM - TaranTheWanderer mentioned Shiroiken in post Detect Thoughts spell doubt: can I concentrate on the target without going deeper into its mind?
    That's the only way the caster can remain "on" one person round after round. You can't stay on a person's surface thoughts continuously... after the first round of surface thoughts, the next round you have to probe deeper. Or if you don't want to probe deeper, you either move to another person or you end the spell. I don't really agree with this interpretation. My interpretation is closer Shiroiken s' interpretation. The exact quote is, "As an action, you CAN either shift your attention to another creature's thoughts or attempt to probe further." Nothing in the text says you "MUST USE YOUR ACTION" to shift your attention... So, I interpret it this way: You can read surface thoughts...and choose not to use any action at all and just stay on one person... If you so choose, you may use an action to do something different. The spell stipulates what That action can do: change target or probe deeper. I'm not saying DEFCON is wrong. I just read it differently. Your table has to decide how to play it. Edit: And wording aside, my reasoning for not forcing someone to have to move it is this: If you are forced to move it, a player is just going to keep moving it to and fro between the target subject and another random person, perhaps even an ally. So, for an interrogation which is measured in minutes (or hours)and not 'rounds', it's kind of a moot point whether you...

Thursday, 20th December, 2018

  • 01:15 PM - TaranTheWanderer mentioned Shiroiken in post Character Death Variant
    That kind of situation....I have a Base HP of 16 and I'm at 20 HP therefore I'm in big trouble.....is kind of what we're going for, but it's also an area of concern. The idea is to do away with the "I'm fine till at 0 HP" thinking, but we didn't want to incorporate "death spiral" type mechanics, where their ability or potency weakens with damage. But adding the option to drop unconscious after any hit helps mitigate a bit of the swingy risk at play, but still gives the players some level of control. It's a good idea. So, what both you and Shiroiken are talking about is the Concession rule in FATE. It works well, and this is how it works: You can concede at any time, even after the DM says you are going to be attacked but BEFORE the dice gets rolled. The player who concedes gets to narrate their concession. Examples: -You get hit by an Ogre and have 20 hit points left. On your turn you attack the ogre and say, "I'm only barely able to stand, in a final ditch effort, I attack the ogre but the exertion causes me to fall unconscious." - You get hit by an Ogre, the fight continues and, on the Ogres next turn, the DM says, "The Ogre attacks you!" "Don't bother rolling! I concede the fight. 'The ogres club comes down and I barely have time to shield myself as the club grazes my head, knocking me unconscious as I go sprawling under a bush.'." Obviously, you can concede before the fight starts...that just called surrendering. Or surrender any time...there's probably no need to formalize the rules around surrendering...

Friday, 30th November, 2018

  • 10:12 AM - MNblockhead mentioned Shiroiken in post How do you do secret doors?
    I roll a d20 against the party's passive perception, using a modifier equal to the DC of the door -9. If it beats everyone's Passive Perception, then it's not seen. If someone is actively searching, I allow either a Perception or Investigation (player's choice) instead. Once found, an Investigation check is required to figure out how to open it. Shiroiken, curious why you use "-9" ? -10 seems more in keeping with 5e (unless I'm missing something). How do you handle advantage on Perception? RAW is to apply +5 to passive score but I could also see handling it as 2 rolls and taking the lower (since trying to roll under instead of over).

Monday, 26th November, 2018

  • 12:50 AM - Laurefindel mentioned Shiroiken in post How do you do secret doors?
    I get the concern about passive perception...it’s one of the things where you are damned either way. If you go with passive...a party either auto succeeds or auto fails. With rolling, due to the math of multiple characters rolling, the chance to spot goes way up...so you often have to raise the DC to compensate. And it takes more time. A poster above proposed a third possibility, and the more I think about it, the better I like the idea: the door rolls its own ability check! [edit] that was @Shiroiken in this post So instead of having a set DC, the door has some sort of "hiding bonus" (presumably set by the makers of the secret door) and when the PC walk in front of it, the DM makes a check for the door (DC = passive perception). If the check is successful, the door remains hidden. Otherwise, it is discovered. The DM even has the possibility of giving the door "advantage" if he/she wants to (covered in snow/dust, overgrown with vines and moss, etc). This way, players don’t get a hint for rolling perception out of the blue (and get four attempts for a 4-player party), and passive perception is not always a auto-win/auto-lose.

Thursday, 18th October, 2018

  • 02:09 PM - jasper mentioned Shiroiken in post My (Personal) Early Evaluation of the D&D 5thEd System – Wall of Text
    AlterEgo....Not just one store. I've been to AL in 4 different stores in 3 different states. All charged $5 and said they were 'supposed' to because of AL rules. None of them charge for a PFS or SW game at the same store. The only place that didn't charge was AL at a bar. But even they said they were told they were supposed to charge but didn't because we all came in and bought plenty of drinks and food. ....... Ok I have review all the AL docs I have on hand and I don't find this rule. Are they "WPN" ( I think those are the initials ) stores? If you have facebook join the Adventure League Facebook book page, and ask if this an official. Never mind. I just ask there if a $5 cover was required. Will update if the post gets approved and answered. *** Shiroiken 13. I can't comment on AL, because I don't participate in any organized play anymore. When they started charging the DM to run events, I quit and never looked back. When did this happen? I started AL back in July 2016 and never been charged. Ok I do generally buy my own modules. *** elterEgo I own Seasons 1-8 AL adventures. Some con create and Adept modules. How about you list the adventures you have game with and some the problems in the modules. That way we can see if was bad editing on the module or bad dming.

Tuesday, 18th September, 2018

  • 07:11 PM - Sadras mentioned Shiroiken in post Mitigating players spamming Help, Guidance, Bardic Inspiration, and oh I’ll roll too?
    Interesting. In every 5e table I’ve sat at where Bardic Inspiration or Guidance was used, I saw it used at the time of the check. But you’re saying the correct way is to use them before any check is called for? So the players approach the Duke’s estate, descend to the entrance to the Tomb, or are about to study a book of arcane lore...and Bardic Inspiration or Guidance would be used in advance? I'm not @Shiroiken, but that is exactly what I meant by Immediate vs Prepared. The correct way is to cast the Guidance or provide Bardic Inspiration before the check is required - it rightly should to happen before the active skill use. With group lore checks, do you have the whole party (or whomever is involved/interested) roll, irrespective of proficiency in the pertinent skill? If there is more than one person proficient in the lore, just provide Advantage. If only one person is proficient only they should be allowed to roll - others would not be able to assist. Do you mean you individually don’t allow re-checks, so the Rogue couldn’t attempt to pick the lock but the Warlock with thieves tools proficiency could try? Or do you mean you don’t allow re-checks systemically, so once the Rogue fails to pick a lock that lock is unpickable to the entire party until something major changes? In that instance, if the rogue or the warlock attempted, I would add a complication whether it was a success or...

Sunday, 26th August, 2018

  • 07:39 PM - Oofta mentioned Shiroiken in post How come BBEG coming out never have magic weapons or items?
    I give the bad guys magical weapons depending on the campaign and whether I think I need to up the threat level a little bit. Like Shiroiken mentioned, traditionally most people don't because the PCs will consider it as loot. In addition, the default assumption is that magic items are fairly rare. I have a fairly high magic world so I give the bad guys weapons as appropriate. However, they are frequently cursed and only usable by evil creatures (for various reasons depending on campaign). Since I don't allow evil characters and a blade that needs to be fueled by the blood of an innocent isn't going to be have any value on the open market, I don't have the loot problem. Unless, of course I want to.

Wednesday, 27th June, 2018


Friday, 27th April, 2018

  • 02:28 PM - Oofta mentioned Shiroiken in post Find Steed's Hit Points
    As Shiroiken said, the text is just a holdover from previous editions where the steed was an enhanced version. In my home campaign I give them a little extra oomph, but that's a house rule.

Monday, 12th February, 2018

  • 05:07 AM - Nevvur mentioned Shiroiken in post How long til you modified 5e?
    Thanks to everyone who has responded and/or voted so far. Some remarks: I didn't think "immediately" would be such a common response. I would've included it as an option on the poll if I suspected it would be. @Shiroiken : You wrote that 5e is great for customization. Out of curiosity, how would you compare the customizability of 5e to earlier editions, assuming you have experience with any of them? (open question if anyone else wants to respond) @Satyrn: You mentioned inventing new monsters doesn't count as modifying. I respectfully disagree, but it wouldn't surprise me to learn I'm in the minority in defining homebrew content as such. The distinction for me is whether the thing implies consideration of mechanical impact on game play. Something to do with the mystical developer's "stamp of approval" some GMs prefer or require before giving a thing serious consideration for inclusion in their own games. Not that anyone needs WotC's approval to modify the game and have fun doing it, and anyway, custom monsters are some of the lowest-impact form of house rules (again, as I define it). Even so, I'd like to avoid derailing the thread with a debate about semantics. However you and others approach the ques...

Wednesday, 27th December, 2017

  • 05:15 AM - Hawk Diesel mentioned Shiroiken in post Advice wanted on Player Vs Player Situation
    ...willing to accept help from the necromancer and has been assisted by the necromancer's minions and powers. So even if the rogue believes this power is potentially bad or corrupting, what responsibility does he take for complacency? Also, if they have been traveling together and battling on the same side, there is an assumption that they have saved each other's lives from time to time. Outside of complete sociopaths, it should not be a decision made lightly or easily to kill a brother-in-arms. Also, how does Harry believe the others are going to respond? These are people that have a bond forged in the fires of battle. Even if Derek has the potential to fall as the first necromancer character did, how is the party going to look at Harry? Are they going to see someone that stopped a future Hitler before he had a chance to do real damage? Or as someone that just killed a friend in his sleep, and may decide to do the same to the others when Harry feels justified? While I agree with Shiroiken that a DM should remain neutral and move the story along for everyone's enjoyment, it is also the DM's job to help flesh out the player characters. I would be having this conversation with the player and asking these questions, and pointing out the inconsistencies such as how he justified traveling and fighting with the necromancer for so long and now all of a sudden feels this person should die. I would ask the player to develop a sense of how these feelings and decisions came to be, while pointing out the potential consequences of his actions. Because not only might the group turn on Harry for killing Derek, but if Derek's character has done nothing to break the law then Harry is going to be a murderer, plain and simple. No matter how badly he may have been trying to reform in the past, he has just elevated and escalated his threat level to society and become a vigilante to be hunted by the law. And while I am not familiar with the module, but if the group has any fame or notoriety f...

Monday, 4th December, 2017

  • 04:14 PM - jasper mentioned Shiroiken in post Players Self-Assigning Rolls
    I have agree with Shiroiken “The primary reason is to prevent the "dice determine everything" mentality that some players adopt” over @5eku “how does "the player rolled ahead" have any effect on the GM”. Rolling ahead interrupts the dm while he is giving out information. The player nor the pc knows if a roll is needed. I even a player roll a knowledge check to determine the correct hallway to take. This is after I told the group to listen, take notes, and repeated the data dump three times. So he wanted a die roll to supersede what was a player choice. Or being Snaky… 5ekyu “ The tall dark handsome strange tells of the tell tale heart in which …. Jasper rolls, die hits the table. “That is 12 so 16 on insight so I know he is lying, 14 I going to use deception to shake him down for more money, 15 on sleight of hand to pick his pocket for the needed map, 12 on initiative and I ready my ray of frost if he has a higher initiative!”. Or Jasper, “ the party enters the room, is 40 by 40 has statue of a drago...

Monday, 16th October, 2017

  • 12:28 AM - Nevvur mentioned Shiroiken in post Forced Movement in 5e ?
    ...ong before (relatively speaking) you reached the maximum distance, providing an opportunity to catch the ledge. A Dexterity saving throw is appropriate in virtually every case, and as others have suggested, the DC can be modified by factors like creature size (and appendages), terrain, and distance beyond the ledge. You wrote you're looking for consistency, so maybe something like this: Dexterity saving throw DC 10 Creature size: S = +5, M = 0, L = -5, H = -10. Assumes the creature has limbs that can grab the ledge. A gorgon could reasonably be expected to simply plummet. Terrain: Rough/obstacles = -5, Flat = 0, Smooth = +5, Slippery = +10 Push distance beyond ledge: 5 feet = 0, 10 = feet = +5, 15 feet = +10 Again, just to be clear, I don't actually use a formal system to handle forced movement over ledges, mostly because it doesn't come up enough in my games. However, I would probably arrive at a DC similar to what the above prescribes when making a spot call for the DC. Shiroiken hints at the subject, but one thing I haven't seen mentioned yet is to base the ruling on the style of game. In a game of gritty realism, I'm going to take the immediacy of gravity into greater consideration. In a wuxia game, gravity might not come into play until the end of the forced movement, effectively preventing a catch check if the distance beyond the ledge is greater than the reach of the creature. Regardless of the game style, I'm permissive about letting mooks fly off the edge without a save. I've also designed combats that would be deadly+ if the PCs didn't try to push enemies off ledges.

Saturday, 14th October, 2017

  • 11:39 PM - Ristamar mentioned Shiroiken in post I don't use Passive Perception
    Shouldn't it be +4, though? EDIT: Wow, rough evening, my math/logic was a total failure on the first pass. Using the example Shiroiken provided, a human with an 11 PP (inferring no proficiency, +1 Wis modifier) has a 40% chance to detect a DC 15 trap when converted to a d20 + 3 DC. The trap is found on a natural die roll of 1, 2, 3, 4, 5, 6, 7, or 8. If the same human was actively making a check against a static DC 15 trap, he'd also have a 35% chance with d20 + modifier. The trap is found on a natural die roll of 14, 15, 16, 17, 18, 19, or 20. So, yes, +4 is correct for a randomly generated DC since ties still indicate successful detection assuming the standard ability check versus target DC mechanic. However, if you are treating the trap as an opposed roll where a tie does not indicate success (the situation remains unchanged, thus the trap is not detected), you would use +3 instead.

Thursday, 21st September, 2017


Sunday, 4th June, 2017

  • 01:26 PM - clearstream mentioned Shiroiken in post Making Combat More Mobile
    Trust me on this : you don't want fights to become more mobile. In the group I DM for, there's a Barbarian/Rogue with the Mobile feat and it's utterly ridiculous. He strikes, then retreats 50 feet (or 100 feet if he needs to). Try to picture that seriously, it makes no sense at all. Good advice. I feel like it can make sense, but as your example goes on to show, it can be very annoying. the other players were bored to death because both the Deva and the player were moving too fast for them to catch up with, and the Barbarian was bent on retreating AWAY from the group because he didn't want to give the angel a chance to hit him. Ugh. Possibly fun for the Barbarian, but dull for the other players. What I think I want to see is more shifting and changing of targets while retaining coherence. Perhaps then the advice from Shiroiken above makes most sense: make more use of moving around enemies without leaving their reach.

Friday, 26th May, 2017

  • 04:31 PM - clearstream mentioned Shiroiken in post Moving while blind
    ... For me, suspension of disbelief is harmed by doing nothing. For example, some of my players have asked with a tone of incredulity if they can move unhindered when blind? Isn't treating clear terrain as difficult a simple rule? I kind of share your concern about adding complexity so I might leave it at only that. This is not RAW, but when a character is in darkness or blinded, I require a Perception roll to see if they head in the correct direction. (It's incredibly easy to get turned around in complete darkness.) I give advantage if they have a wall or some such near at hand. Whether they succeed on the Per roll or not, treat the terrain as difficult and no dashing. If they fail the Per roll, they tell me how far they are moving and I randomly roll their direction. Seems to work fine, as I impose the same problems on enemies. That perception check could be worth a try. The question is whether it adds enough value to be worth remembering to call for the check? What did you think of @Shiroiken 's suggestion of a Dex check to avoid falling?

Sunday, 21st May, 2017



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Friday, 24th May, 2019

  • 04:16 PM - Len quoted Shiroiken in post Burning books question
    In medieval Europe (the basis for most campaigns), very few books would even exist, held closely by the rich and powerful. That's true, so mass book-burnings to suppress political dissent might not happen. On the other hand, there are wizards whose power is embodied in their spellbooks. So maybe a book-burning raid could be a way to deal with a powerful wizard, if the opposing faction don't want to resort to outright murder.
  • 12:02 PM - Radaceus quoted Shiroiken in post Frightened spellcasters
    It should be mentioned, anytime a spellcaster takes damage, they make a Constitutions Save to maintain Concentration, and therefore if they are under the frightened condition, they save at disadvantage.(Edit: this incorrect, Frightened does not incur Disadvantage to a saving throw) If you have a major problem with it, you can always houserule that the fear effect requires a Constitution Save (as per to Concentration rules) in order to cast a spell. If the save is failed, the action is wasted, but not the spell slot. This might be a bit too brutal, but ymmv. Technically, the PHB advises this in the last paragraph describing Concentration, albeit with regards to environmental effects, so not much of a stretch to apply the same to certain conditions: The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Tuesday, 21st May, 2019

  • 12:14 PM - TallIan quoted Shiroiken in post 10 Tips to Being a Better Dungeon Master – A Dungeons and Dragons Guide
    While I don't disagree, that's off topic from the need for critical failures to balance critical hits. You were saying that critical hits without critical misses were necessary to balance martial vs. magic, but since magic can also critically hit, critical hits aren't useful as a balancing mechanic of martial vs. magic. I’ve been arguing this as magic vs martial but that’s not a very good way to look at it. Damage is damage, whether from an axe or a ball of fire. A better way to look at it would be damage vs effects (it’s just that effects are often magical). Many effects are more powerful than simply doing damage. All critical hits do is raise your average damage. There is no need to have critical failures to lower the damage back down. You just have to ensure that the higher average damage is fair when looking at other options for your actions.
  • 04:43 AM - TallIan quoted Shiroiken in post 10 Tips to Being a Better Dungeon Master – A Dungeons and Dragons Guide
    Except you still have spells that use attacks that can be a critical hit. Not to mention the cantrips everyone uses, you also have spells like Steel Wind Strike that can critically hit for 12d10 force damage (against 5 targets), plus you can flood the battlefield with 10 small objects with animate object that each can critically hit for 2d8 damage. Because 5E has so many different ways for casters to make attacks, critical hits are not a good balancing mechanism between martial and magical attacks. You’re looking at one tiny aspect of magic - damage - when magic can do so much more that has a much greater effect on play. Compare that to martial characters who only ever do damage. Something like hypnotic pattern has no critical effect yet it can lock down half an encounter - no matter how many hp those creatures have - a far more powerful effect than the best possible dpr character could ever hope to achieve with a single action.

Monday, 20th May, 2019

  • 12:05 PM - TallIan quoted Shiroiken in post 10 Tips to Being a Better Dungeon Master – A Dungeons and Dragons Guide
    The balance is not against how many times you roll an attack, but against the same probability of getting a critical hit. Your wizard only had a 1 in 20 chance of getting a critical hit, and should have had a similar chance of a critical miss (or the minimal hit option I proposed). The fighters had a TON of chances for a critical hit, but without a counterbalance, they just did better overall because of the chance for extra damage with no drawback (depending on the argument of the value of saves vs. AC) Something you (and others) seem to have in mind is for critical misses to be catastrophic in nature, and the rest of my post argued against this. The negative for a critical miss should not in any way be significantly worse than the benefit of a critical hit (thus my minimal hit suggestion instead). If you want to have catastrophic critical misses, the chance of those must be MUCH lower than 5%; I would suggest only having them happen when the roll has either advantage or disadvantage and BOTH d...

Sunday, 19th May, 2019

  • 08:48 PM - TallIan quoted Shiroiken in post 10 Tips to Being a Better Dungeon Master – A Dungeons and Dragons Guide
    1. While I sort of agree with this, there neads to be a plot, I have to say that suggesting you use stories like LotR or Beowulf is a terrible idea. This leads to railroading as your players have no agency to alter the story. By all means have a lead where the McGuffin needs to be destroyed at the PlaceOfTerror, but have a backup for when the players refuse that lead, or don't pick up on clues that the PlaceOfTerror is that way. 2. Critical failures can be funny. Most of what I have to say about this is to other commentors in this thread namely: Critical effects should be balanced against each other. If there's a critical hit, there should be a critical miss... Sorry Shiroiken, I just found your post first. I disagree with the premise. Critical effects should be balanced across the sub-systems of the game. As an example I am playing a wizard through Out of the Abyss - 25 sessions in and my wizard has make exactly one attack roll. So across all the sessions so far he's had 5% chance to critically fail. Compare that to the martial characters who make dozens of attacks each round. If you have critical fails that have a mechanical effect then it needs to affect combat, magic, skill, etc Critical fails can be funny but they need to be in line with the rest of the game. I don't think that belongs in 5e because 5e gives with both hands (compared to 3.x where you got +2 in this and -2 in that). Critical hits in 5e have a very limited effect after level 3 6. This is true as a player as well. For reasons I am keep the diary for our group, and I post them on a larger gaming forum. My DM has mentioned several times how useful that is in keeping his timeline ...

Wednesday, 15th May, 2019

  • 09:27 AM - CapnZapp quoted Shiroiken in post Using Spell Point Variant Rule?
    The problem I see with the spell point system now is that you can nova all your high level stuff, then fall back to cantrips for everything else. If cantrips also cost spell points, and you have suficient encounters, this makes full nova a less viable, since basic attacks are likely much less useful. This. The spell point system kind of worked (not really, but work with me here) in the context of 3rd edition. In 5E, where you always have your four-dice firebolts or whatever, it simply doesn't work precisely for the reason S lays out above.
  • 12:29 AM - Tony Vargas quoted Shiroiken in post Using Spell Point Variant Rule?
    If you want/need a mechanical rule to prevent the 15 minute work day that doesn't require any DM input, you need a meta-game solution. Vancian, spell points, spontaneous casting - they're all metagame constructs that poorly model magic as seen in fantasy fiction(& myth, etc). There is an undeniable mechanical balance factor between classes that are primary at-will, primary short-rest recharge, and primary long-rest recharge. heh. The value of this factor is IM, as in imbalanced. ;P ::sigh:: not as funny as it sounded in my head. Shiroiken was suggesting another variant that also charged points for cantrips. Which is the primary method characters use to extend their spells. That's the safety value being removed I was talking about. He wants casters to go back to quarterstaves and such if they don't want to spend points. It would have a different feel than either core PHB or the DMG spell point variant. So to help that work you could use some sort of casting-stress system. The more spell points you spend in a short period, the greater the stress. That could be stress on the mage - exhaustion, hp damage, inability to cast for a time - or stress on reality (magical side-effects, spells going out of control). Actually, you could use a system where you can't spend more than one spell point unless you spent a spell point in the previous round - so you have to 'warm up' to cast big spells - but also have to make concentration checks every round with a cumulative penalty based on how many spell points you've used so far...

Tuesday, 14th May, 2019

  • 11:56 PM - Blue quoted Shiroiken in post Using Spell Point Variant Rule?
    The problem is that having a relief valve encourages nova behavior, because you can nova without fear that you can still contribute meaningfully if you have to continue before resting. Yes, and so what? Nova-ing isn't inherently bad. As a matter of fact, it's a feature of daily resource usage vs. a more spread at-will (or somewhat spread short rest). So it looks like it is something intentional from them designers. Let's not move the goalpost. The question is about replacing removed mechanical ways to help avoid 15 minute adventuring days.

Monday, 13th May, 2019

  • 04:05 PM - lowkey13 quoted Shiroiken in post Greyhawk is the official setting for Ghosts of Saltmarsh
    This has been going on since the TSR days after Gary was ousted. As they were planning Spelljammer, they liked the idea of having powerful NPCs be able to travel and visit each other. Ed Greenwood did a series of articles in Dragon Magazine where "he" hid while Elminster, Mordenkiden, and the Dark Elf Master of the Black Robes from Dragonlance (forgot his name) would visit at his home, since it was neutral ground. You may think this is impossible, but the articles are even worse than the one sentence description.
  • 03:14 PM - Blue quoted Shiroiken in post Using Spell Point Variant Rule?
    If you want/need a mechanical rule to prevent the 15 minute work day that doesn't require any DM input, you need a meta-game solution. This is mischaracterizing my question. We're not looking for a 100% solution -- that's a different thing. There are mechanics that help reduce 15 minute adventuring days. Having cantrips that allow a caster to contribute *meaningfully* without using a slot is one of them. Havign a large number of slots (vs. effectively reducing the number of slots by consolidating to fewer high level slots). Both of these increase the pressure for 15 minute adventuring day. Having removed these mechanical relief valves, what mechanical relief to help reduce pressure for 15 minute adventuring days will replace them?
  • 11:24 AM - gyor quoted Shiroiken in post Greyhawk Elevator Pitch?
    I could have gotten this had he kept it strictly to ethnic deities, but then he added the "Common Pantheon," which throws things for a complete loop. One of the things I've done for my own campaign is to try and figure out which pantheon each Common deity came from, then have them simply be part of that pantheon, but their worship has spread greatly across the various ethnicity/races. This helps to deal with potential in-pantheon overlap (mostly Ehlonna and Obad-Hai). Given the simple to use nature of Greyhawk, I found this to be a bit annoying, even though I'd guess that most people wouldn't even give it a second thought. That isn't that different from the Faerun Pantheon. The Telfric, Netherese, Jhamdaath, and a few other Pantheons came together, merging as Faeun became more Globalized. Some Gods died, some Gods merged, some Gods like Gargos got demoted to demigod. Then in 4e, all the Pantheons merged, the surviving racial deities joined the FR Pantheon or died and all Mulhoran...
  • 04:59 AM - Parmandur quoted Shiroiken in post Greyhawk Elevator Pitch?
    A few of your assumptions are a bit incorrect, but to be honest, they're close enough. Others have mentioned a few, and I started writing my own corrections, but it all came out being a bit petty. So, the big advantage to Greyhawk is that it's the easiest drop and play published setting, save for perhaps Mystara. Depending on the amount of information you want, you can pick up a book or two and get started. The two best sources would be the 1983 Boxed Set (1E) and the Living Greyhawk Gazetteer (3E), but the From the Ashes boxed set (2E) could be used depending on the kind of game you want to run. All of them pretty much provide an amount of information for the setting, with varying degrees of details (later editions are more detailed). The information is enough to give the DM ideas, but limited enough for the DM to fill in with their own ideas. It is the perfect balance between the work of making your own setting and the constrictions many other published settings place on the DM with existin...

Sunday, 12th May, 2019

  • 06:29 PM - Blue quoted Shiroiken in post Using Spell Point Variant Rule?
    You simply don't let the 15 minute adventuring day happen, same as the current 5 minute work day issue. If you don't have solutions for that, novaing will happen with the current system anyway. Spell points simply makes the problem slightly worse, since the nova is bigger and shorter. Nova is a problem regardless of which system is used, so it's really a separate issue. The problem I see with the spell point system now is that you can nova all your high level stuff, then fall back to cantrips for everything else. If cantrips also cost spell points, and you have suficient encounters, this makes full nova a less viable, since basic attacks are likely much less useful. From our playtests, the case wasn't "slightly" worse, it was much more pronounced. But either way, cantrips were a mechanical safety value designed to deal with this exact problem (as well as others). So it looks like the proposal is both (a) worsening problem (regardless if it's "slightly" or "much" ...
  • 02:14 PM - Blue quoted Shiroiken in post Using Spell Point Variant Rule?
    I think that spell points would be a great concept, but the game would have to be designed around it. Instead of spell slots, I would rather have had spell points, but even cantrips would have a cost. Used correctly, it would prevent nova, since the caster really couldn't just fall back to spamming cantrip attacks for decent damage. If you nova, you're using a quarterstaff or dagger for the rest of the fights. Still might be a viable strategy, but not all the time. Actual experience of several people on this thread (myself included) is that many players don't have the mindset to conserve points, and in reality will instead push for a 15 minute adventuring day. So, assuming Novaing will happen if allowed, how would you adjust the proposal to provide a hard stop instead of a soft stop to that?

Tuesday, 7th May, 2019

  • 03:31 AM - Draegn quoted Shiroiken in post Ghosts of Saltmarsh Adventure Summaries
    I've considered working my own Desert of Desolation AP. Given the average size of most AD&D adventures, there's a LOT more in each one than the average AP chapter. I figured DoD would probably be 3-10 or so (I figure gain 2-3 levels per adventure). Can't start at 1, or the PCs probably just die in the desert before anything happens. I too have thought of adding DoD to the "Egyptian" themed area of my world. As it is I have a copy of mud code from my brother for Thalos. The once great city of Thalos lies ruined near the Great Eastern Desert. It is said powerful magics are at work keeping the cities' protectors at work in the towers, albeit ineffectively, even to this day, and even as the city is infested with lamia.

Monday, 6th May, 2019


Thursday, 2nd May, 2019

  • 06:25 PM - Li Shenron quoted Shiroiken in post Kara-Tur vs Rokugan
    While I don't know anything about Dragon Empires, Kara-Tur and Rokugan each have some advantages and disadvantages. Kara-Tur was originally supposed to be in Greyhawk (on the other side of the world), but was later merged into Realms because that was the most supported setting. This helps Kara-Tur, because you can have characters from Faerun explore it, giving you an outsiders (gaijin) perspective, allowing it to open up for the players as they travel. It has a lot more asian cultures represented, giving quite a variety. The biggest downside is that there really isn't much story here, except what the DM devises. Rokugan was an IP long before it was a D&D product. It has a rich history and detailed culture that is focused on primarily medieval japan (i.e. samurai). Depending on the timeline used, there are many interesting and detailed characters to use for NPCs, as well as a fully detailed story that spans several decades. There are a ton of resources available due to the AEG rpg having 4...
  • 12:48 PM - gyor quoted Shiroiken in post Kara-Tur vs Rokugan
    While I don't know anything about Dragon Empires, Kara-Tur and Rokugan each have some advantages and disadvantages. Kara-Tur was originally supposed to be in Greyhawk (on the other side of the world), but was later merged into Realms because that was the most supported setting. This helps Kara-Tur, because you can have characters from Faerun explore it, giving you an outsiders (gaijin) perspective, allowing it to open up for the players as they travel. It has a lot more asian cultures represented, giving quite a variety. The biggest downside is that there really isn't much story here, except what the DM devises. Rokugan was an IP long before it was a D&D product. It has a rich history and detailed culture that is focused on primarily medieval japan (i.e. samurai). Depending on the timeline used, there are many interesting and detailed characters to use for NPCs, as well as a fully detailed story that spans several decades. There are a ton of resources available due to the AEG rpg having 4...

Wednesday, 1st May, 2019



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