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    Monday, 16th April, 2018, 07:27 PM
    The "Mario" player is really good at puns (both good and bad puns). He picked up on the dual-whip-wielding monk immediately (D'buld Utch = Double Dutch). He comes up with stuff like, "So if we return Kiki to her owner, does that make us Kiki's Delivery Service?" :) We are only two sessions in, but they like it so far and are starting to make the story and characters their own. We are planning...
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    Monday, 16th April, 2018, 04:41 PM
    There are a lot of things in the sodden hold that take several readings to understand in my opinion. The hardest part for me was the "water elevator." 1. Yes, these are created with major image, but I had forgotten to give Telakin the spell (no one has illusory wall in the original either). It is why he has a 6th-level spell slot (so he can make the illusions permanent). The DC is 15. 2....
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    Monday, 16th April, 2018, 11:55 AM
    The heroes exited the burning pub, dragging the unconscious mercenaries behind them. Above them the bombing attack from the Ragesian wyvern riders continued. The leader of the mercenaries sat astride a warhorse and regarded them with cold, analyzing eyes. He thanked them for saving his men and informed them that his group would be leaving because of the battle that had formed overhead. As other...
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    Tuesday, 10th April, 2018, 07:15 AM
    Oops, the martial artist and bard descriptions got a little merged together. Two of the character's names are puns/have a hidden fun bit to them. I only caught one of them, but that PC's player picked up on the other one immediately.
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    Tuesday, 10th April, 2018, 07:03 AM
    I used immunity to disease to protect against the worms. When I get to rewriting this with the worms doing necrotic damage instead of intelligence damage, that will go away. At least 3 of the PCs were immune to the worms. We had a paladin and monk, and the wizard had an amulet that protected against disease. The Kyuss worms lost a lot of their scariness because over half the party could ignore...
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  • Tormyr's Avatar
    Monday, 9th April, 2018, 07:00 PM
    The process of bringing War of the Burning Sky to 5e took another step toward fruition as my Roll20 group started their campaign last night! The party consists of: Byron Kassonova: This blue tiefling College of Cirquelistes bard has skirted the law and has spent time recently working as a lookout for the thieves guild. D'buld Utch: He is a descendant of a long forgotten warlord from the...
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  • Tormyr's Avatar
    Thursday, 5th April, 2018, 08:48 AM
    It is coming very soon! I am just finishing up some of the character options and layout while going over chapter 1 one more time. The Player's Guide, Campaign Guide, and Chapter 1 are in the review process. In the meantime, you can take a look at my Age of Worms conversion to get a rough idea of how I convert 3.5 encounters....
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  • Tormyr's Avatar
    Thursday, 22nd March, 2018, 08:19 PM
    Inflict wounds is a great 1st-level spell...except in those small situations when it is not. Two weeks ago we wrapped up Murder in Baldur's Gate. The aasimar divine soul sorcerer used a second-level inflict wounds on the BBEG and rolled a 20. Unfortunately the bad guy was immune to necrotic damage. Only the bonus radiant damage sneaked through. The next round, a solid hit from spiritual weapon...
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  • Tormyr's Avatar
    Wednesday, 21st March, 2018, 03:35 PM
    The 5e conversion is great, but it is well behind you in how much it has converted, and you will probably outpace it. PF for you! Although maybe your GM will want to try PF2 when it comes out?
    3 replies | 298 view(s)
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  • Tormyr's Avatar
    Wednesday, 21st March, 2018, 09:18 AM
    Really, really well done and thought out. I had just gone with the defaults in the adventure because we were running Age of Worms, and I figured they would go straight for the ziggurat. No, they proceeded to trigger just about every quadrant over the coarse of two sessions. Cue DM play it by ear!
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  • Tormyr's Avatar
    Tuesday, 20th March, 2018, 08:34 AM
    What, you don't remember every single detail? ;) Seriously though, War of the Burning Sky and Zeitgeist are an amazing achievement. As I am working on the 5e conversion of WotBS, I am constantly pleased by the potential I see for great stories and memories to be built around the table. My selfish wish is that WotC would pick you up to write adventure paths.
    9 replies | 373 view(s)
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Wednesday, 21st March, 2018

  • 07:57 PM - squirmonkey mentioned Tormyr in post Adventure 12 "Forewarned" Question (WotBS spoilers obviously)
    Ah, bells at the entrance to the tent makes sense. I'll have to make sure to mention the bells before the players know to fear bells... Also Tormyr, I've been playing an on-the-fly conversion to 5e. I'd be very curious when you're finished to see how you converted some of the encounters.
  • 03:02 AM - Quickleaf mentioned Tormyr in post An Earthmote Falls? Reimagining Kuluth-Mar for Tomb of Annihilation
    ...d you imagine a floating city (like Sokovia from Avengers) that crashed into a jungle basin? https://i.imgur.com/gaNC0z4.jpg Kuluth-Mar appeared in the Age of Worms adventure path in Dungeon Magazine; it was an ancient city that Kyuss ruled from, where undeath was glorified as the ultimate goal. Though loosely set in the Amedio Jungle in Greyhawk, it was a site unconnected to the rest of the world; like much of the adventure path, it was meant to be adapted to the DM's setting-of-choice. Pretty much the only area detailed was the Ziggurat of Kyuss; the city was just painted in broad strokes with shallow monster factions vying for control. Eric Boyd (a prolific D&D author who co-wrote Serpent Kingdoms among others) wrote in Dungeon #130 supplement that Kuluth-Mar could be placed in Chult, and offered a compelling history for doing so. It's not canon, but the idea struck me enough to include in my Tomb of Annihilation game. Instead of doing a straight conversion – which Tormyr has already done a fine job over here – I decided to advance the timeline, focus on the city holistically, and incorporate a friend's idea of a "crashed sky city." Adventurers raided Kyuss' ziggurat at the center of the ruined city, causing the cactus/key-shaped spire at the top to crumble. When it fell, it destroyed the obsidian wall around the ziggurat keeping spawn of Kyuss within, but also led to destruction of many monsters/traps in the ziggurat. http://1.bp.blogspot.com/_DOGdbcvTBcc/S2KHp28NRzI/AAAAAAAAAzI/tUqSQe0yEck/s400/Spire+of+Long+Shadows.jpg During the Spellplague (which I'm making more like "Acererak's Cataclysm" to tie it to the adventure without involving lots of FR meta-plot), an earthmote lifted up the entire city of Kuluth-Mar...as if it was Ubtao's hand itself lifting the corrupted place toward the sun...or perhaps Acererak's magic lifting the city up to reach something beneath it? The city already rested in a swampy valley, so this uplift turned the valley in...

Wednesday, 7th March, 2018

  • 07:53 AM - Quickleaf mentioned Tormyr in post Age of Worms Adventure Path
    Thanks for these conversions Tormyr! I'm considering adapting the ruined city of Kuluth-Mar (from The Spire of Long Shadows, Dungeon #130) for a Tomb of Annihilation game involving Kyuss, placing it in the jungles of Chult, and assuming that past adventurers mostly cleared it out and killed Ma'kar the spellweaver lich. Any suggestions on further detailing the ruined city as an adventure site?

Thursday, 4th January, 2018

  • 05:27 PM - OB1 mentioned Tormyr in post Need suggestions for epic tasks worthy of a demigod
    ...e a demigod of some kind. Each PC will need to have credit for accomplishing a task that proves them worthy of the title. I'm not looking for specifics on how to accomplish the task, rather just big, flavorful ideas that have the potential to be handled in many ways. Each should also be tied to a specific Outer Plane. Hoping to get at least 20 potential quests to provide. The list so far... 1. Bring and end to Dionysus' 742 year long drunken celebration with the Bacchae in Arborea 2. Return Gan's glade in the Beastlands to it's natural state. Thanks, @Eltab 3. Steal Acereraks' family jewels from his prison in Carceri. Thanks, @ArchfiendBobbie 4. Collect all of the pine cones in the Vindmere Forest of Arborea. Thanks, @Ganymede81 5. Assist Mahlhevik in parting the Silver Sea so that Sytris and Japheth may visit him once more. 6. End the Wearbear curse sweeping through the Serpent Spine in Ysgard. Thanks, @Landon Guss 7. Help Lily and Adoma reach Nirvana. Thanks @Draegn & @Tormyr 8. Get Sys's boulder to balance atop the highest peak of Shurrock and Dothion. Thanks, jrowland Thanks in advance for the help!

Sunday, 31st December, 2017


Sunday, 10th December, 2017

  • 09:59 AM - UngeheuerLich mentioned Tormyr in post Super Monk Jumps
    ...e magical effect of the bonus action Dash is another 40 feet as it does not combine with the haste, and the total movement would be 200 feet. This starts to get a bit weird as to where the combination happens in my opinion. 2.b. It can also be considered that the Step of the Wind and haste are not affected by the magical effect combining rules because the give different effects. The spell haste doubles speed and Step of the Wind gives a bonus action Dash. In that case, the bonus action is 80 feet, and the total movement available on that turn is 240 feet. This is the interpretation I follow. Thank you for answering my questions about haste and dash. I would also rule 240ft here. In my opinion 5e tries to be as simple in many regards as possible. In my book just multiplying several times is easy or not allowing the stacking at all is too. Using the middle ground is also a good but slightly mire complicated way of ruling. Sent from my GT-I9506 using EN World mobile app Edit: Tormyr the section was added by errata.

Tuesday, 21st November, 2017


Monday, 20th November, 2017

  • 09:28 PM - Fanaelialae mentioned Tormyr in post So Was That Z Fellow right?
    ...p more damage per round, you simply can't use the same 20 round metric to see how much more damage you're doing. That's bad math. The fighter with the feats doesn't add an extra 100 points of damage (5 extra points for 20 rounds) like what is the logic FrogReaver has claimed. The fighter with the feat will go through those 200 HP in 14 rounds (rounded up). So that's 5 points for 14 rounds, not for 20 rounds. Or 70 extra points, not 100. It may seem like a minor difference, but if you want your math and scenario to be accurate, you have to factor it in. Bottom line is that the fighter with the feat isn't doing as much extra damage as claimed unless the monster HP is infinite. Which it can't be, because then your rounds of combat per rest value would be infinite as well. There can be an argument made about how extra damage means beating the encounter faster which means good, but that's a different argument, and isn't what is being claimed. An interesting point but, much as Tormyr did, the DM with the higher damaging fighter may simply up the challenge a bit, thereby maintaining encounter length. In that scenario, GWM/SS et al become less of a damage buff and more of an experience bonus for the party. Granted, some DMs won't like it that, but that's yet another factor to take into account when deciding for yourself whether these are too good or just quite good. It's the problem with any white room scenario. You have to make certain assumptions, otherwise the complexity spirals out of control. Party composition could be a factor. The types of monsters your DM likes to use could be a factor. Overkill damage is probably a factor. Even terrain might factor in. Still, I think you're right to point out that these are over-simplifications. I think white rooms can be useful, but only so long as one keeps in mind that they won't accurately model the complexities of what actually goes on during real play. They're more like estimations of what you might be able to...

Thursday, 21st September, 2017

  • 10:54 PM - robus mentioned Tormyr in post Flabbergasted by my players last night! [SKT Spoilers inside...]
    Wow - great story Tormyr!
  • 03:18 PM - LordEntrails mentioned Tormyr in post Printing/Laminating the Map of Faerun
    I couldn't get to the map via your link. I was going to check what the resolution of the image you are wanting to print. My experience is that typically the images made available from WotC are not high enough resolution to have printed very large. When Tormyr says you will want 300dpi, that means if you want the print size of 24x36" means the image needs to be atleast 7200x10800 pixels. I will add that 150dpi will give a nice poster, from a distance. But as mentioned, don't expect to read the text and you will see pixelation and/or blurriness up close.

Wednesday, 26th July, 2017

  • 06:20 PM - robus mentioned Tormyr in post Why does WotC put obviously bad or illogical elements in their adventures?
    And the pièce de resistance has to be the gathering of giant leaders with no explanation for their presence (and while the hill giant is absent - though that actually dovetailed neatly with events for me) but still, the ordning is broken and yet giants are still sitting down to tea together (effectively) - why?! No reason... but of course my players ask that obvious question, leaving me to scramble for some plausible answer! Edit: Tormyr pointed out that this was a misfire on my part - I'd forgotten the brief description given for their presence, though my answer was quite similar (though driven from Serissa's side rather than theirs).

Tuesday, 6th June, 2017

  • 06:49 AM - Quickleaf mentioned Tormyr in post Monster Conversion help? The Singing Tree
    Thanks Tormyr, great analysis! Leaf off the puns :) This is for a roughly 15th-16th level party, so no Flurry of Leaves (similar to Horrifying Visage) defensive benefit. However, I'm thinking I should treat the "advantage to attack creatures charmed by tree" similar to Pack Tactics. Here are my revised CR calculations... Defense CR 11 eff. HP 232.5 = 138 HP * 1.25 (for resistances) + 60 HP (regained from needle-leaf) eff. AC 16 = AC 14 + 2 for Magic Resistance CR 11 Offense CR 9 DPR = 48 Round 1: Flurry of Leaves 12.5 * 2 PCs = 25 Round 2: Multiattack 7.5 * 8 = 60 Round 3: Multiattack 7.5 * 8 = 60 (25+60+60) / 3 = 48.33 eff. Attack +10 = 9 + 1 (conditional advantage from Somnambulant Song, similar to Pack Tactics) CR 7, bumped up to 9 due to attack bonus Total CR 10 = (11+9) / 2 ... I'm thinking of combining the Singing Tree with some terrain hazards, or minor monsters, or something to make it a little more interesting for a high-level party.

Tuesday, 2nd May, 2017

  • 05:26 PM - Dax Doomslayer mentioned Tormyr in post Campaign for Beginners - Age of Worms? Shattered Gates of Slughtergarde?
    Thanks for the information hastur_nz! I actually have all the Dungeon (and Dragons) for this so that helps. I did read the "Overview" I think you are referring too and have finished reading Diamond Lake. I'm just starting the Whispering Cairns now. I think if I go adventure path, it's going to be Age of Worms (since Tormyr did such a bang up job on the conversion which saves me time!!). Savage Tide could be one I do over Fantasy Grounds if there is a conversion - lol. I do have a couple of non-local friends who'd like the Demogorgan aspect. If I don't go adventure path, I'll have to think but I may do something that weaves in Orcus (using Necromancer Games "Tomb of Abysthor"). I appreciate the link Tormyr. I'll probably take you up on that offer. The healing potion is a good touch and I think I will do that. My sister who is also playing is one person that has played (though not much in 5E but a lot in previous versions and some OSRIC versions) so hopefully she can 'guide' my niece and nephew. The fun thing is the kids are revved up for this! If you have any pointers that pop into mind for the first couple of installments let me know!
  • 05:10 PM - Dax Doomslayer mentioned Tormyr in post Campaign for Beginners - Age of Worms? Shattered Gates of Slughtergarde?
    Thanks for the information hastur_nz! I actually have all the Dungeon (and Dragons) for this so that helps. I did read the "Overview" I think you are referring too and have finished reading Diamond Lake. I'm just starting the Whispering Cairns now. I think if I go adventure path, it's going to be Age of Worms (since Tormyr did such a bang up job on the conversion which saves me time!!). Savage Tide could be one I do over Fantasy Grounds if there is a conversion - lol. I do have a couple of non-local friends who'd like the Demogorgan aspect. If I don't go adventure path, I'll have to think but I may do something that weaves in Orcus (using Necromancer Games "Tomb of Abysthor"). I appreciate the link Tormyr. I'll probably take you up on that offer. The healing potion is a good touch and I think I will do that. My sister who is also playing is one person that has played (though not much in 5E but a lot in previous versions and some OSRIC versions) so hopefully she can 'guide' my niece and nephew. The fun thing is the kids are revved up for this! If you have any pointers that pop into mind for the first couple of installments let me know!

Monday, 1st May, 2017

  • 01:20 AM - Dax Doomslayer mentioned Tormyr in post Campaign for Beginners - Age of Worms? Shattered Gates of Slughtergarde?
    So I guess my one question Tormyr and Bupp, do you recommend this? It'll be a party of 5 (Elf Barb/Halfling Thief/Human Cleric of Pelor/Dragonborn Ranger/Gnome Wizard). There's one experienced player and 2 new players. I'm seeing a lot of mixed reviews (though overwhelmingly the Whispering Cairns adventure by Eric Mona does seem to be well liked)...

Sunday, 30th April, 2017


Tuesday, 25th April, 2017


Wednesday, 2nd November, 2016

  • 09:35 PM - pdzoch mentioned Tormyr in post Snow Goon
    Tormyr, the animated armor was my start point. But much about the snow goon was different that I have to deviate much from the start point. The little stick arms did not seem to equate to the strength that the animated suit of armor had. I haven't quite figured out how to make the monster a perishable monster -- one that can only exist is certain environments. A snow goon simply could not exist long in temperatures above freezing. Snow has to exist first. The damage vulnerability or weaknesses doesn't quite seem to capture that trait.

Thursday, 13th October, 2016

  • 01:45 AM - ghabrel mentioned Tormyr in post 4e to 5e Balhannoth Conversion
    Tormyr In 5e some monsters kind of top out at a certain CR because they physically cannot do more damage with the "normal" damage mechanics (i.e. large creatures do 2 dice of damage, gargantuan do 4). There isn't anything stopping you from using more dice of damage, and there are examples of that, but that is how many of the 5e creatures work. Size determines the number of damage dice used? Really? I'm looking at the section of the DMG concerning creating your own stat blocks (~pg275) and it doesn't really seem to imply that anywhere I'm looking. If you still go for the higher level campaign, is there a story reason why you only have 1 creature versus a small pack of CR 10 creatures? The simpler creatures will be faster and easier to run while causing chaos on the player side. The adventurers are delving into the secret maze of tunnels beneath the city to rescue the sister of one of their party members, unaware that they are walking directly into a trap. Unbeknownst to ...

Friday, 30th October, 2015

  • 09:13 PM - El Mahdi mentioned Tormyr in post Warlord Name Poll
    ...; @Pandamonium87 ; @Paraxis ; @PaulO. ; @Pauln6 ; @Pauper ; @payn; @pemerton ; @peterka99 ;@ Pickles III ; @Pickles JG ; @pkt77242 ; @pming ; @pogre; @PopeYodaI ; @Prickly ; @procproc ; @Psikerlord ; @Psikerlord# ; @(Psi)SeveredHead; @Quickleaf ; @Raith5 ; @raleel ; @Ralif Redhammer ; @Raloc ; @Ranes ; @RangerWickett; @Ratskinner ; @redrick ; @Rejuvenator ; @Remathilis ; @Ristamar ; @RolenArcher; @Roland55 ; @RPG_Tweaker ; @Rune ; @Rygar ; @Sacrosanct ; @Saelorn ; @Saeviomagy; @sailor-Moon ; @SailorNash ; @Saplatt ; @Satyrn ; @Shades of Eternity ; @shadowmane; @sheadunne ; @Shasarak ; @shidaku ; @shintashi ; @Shiroiken ; @SigmaOne ; @sleypy; @sleypy01 ; @SpiderMonkey ; @Staccat0 ; @Staffan ; @steeldragons ; @steenan @STeveC ; @strider13x ; @Strider1973 ; @Sword of Spirit ; @Talmek ; @TerraDave; @TheCosmicKid ; @The_Gneech ; @TheHobgoblin ; @The Human Target ; @the Jester; @The Mirrorball Man ; @The Myopic Sniper ; @ThirdWizard ; @Tia Nadiezja ; @Tinker-TDC; @Tonguez ; @Tony Vargas ; @Tormyr ; @TrippyHippy ; @tsadkiel ; @tuxgeo ; @twigglythe Gnome ; @TwoSix ; @Uchawi ; @Ulorian ; @UnadvisedGoose445 ; @UngeheuerLich; @Us ; @Valmarius ; @Warbringer ; @was ; @wedgeski ; @Wednesday Boy ; @Wik ; @WillDoyle ; @Winterthorn ; @Wuzzard ; @Xeviat ; @Yaarel ; @Yunru ; @Zalabim ; @Zansy; @Zardnaar ; @Zeuel ; @ZickZak ; @ZombieRoboNinja ; @ZzarkLinux


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Wednesday, 21st March, 2018

  • 05:50 PM - Ancalagon quoted Tormyr in post [Zeitgeist]A question about 5e publishing (no spoilers!)
    The 5e conversion is great, but it is well behind you in how much it has converted, and you will probably outpace it. PF for you! Although maybe your GM will want to try PF2 when it comes out?Thank you for the reply. The campaign is currently on hold (the GMs alternate 6 months on, 6 off), but from what you are saying that won't matter.

Tuesday, 20th March, 2018

  • 04:56 PM - RangerWickett quoted Tormyr in post Adventure 12 "Forewarned" Question (WotBS spoilers obviously)
    What, you don't remember every single detail? ;) Seriously though, War of the Burning Sky and Zeitgeist are an amazing achievement. As I am working on the 5e conversion of WotBS, I am constantly pleased by the potential I see for great stories and memories to be built around the table. My selfish wish is that WotC would pick you up to write adventure paths. That's not *that* selfish.

Thursday, 15th March, 2018

  • 05:19 PM - smbakeresq quoted Tormyr in post Age of Worms Adventure Path
    We had a great time with the prison break. The party had no equipment, and it was especially fun to watch the wizard scrounging for spell components. A cobweb for web. A dropped copper piece for detect thoughts. The lack of spell components, weapons, and armor made the group much more creative than usual. And doing it all with a timer of a Volcano going off. That also convinced me of the value of grapple, since if you have no weapons its just better.

Sunday, 21st January, 2018

  • 04:51 PM - gyor quoted Tormyr in post Is it just me or does Tiamat kind of blow in Tyranny of Dragons?
    I only got to look at it at our store last night. So I am going off of memory, but she is very similar to the Tarrasque, if not more deadly. She also has regeneration which will essentially negate 1 hit per round. She gets two breath weapons per round versus 1 every few rounds from recharging, a bucket of hp, high AC, crazy stats, her bites do elemental damage, unlimited reactions, 5 legendary resistance, 5 legendary actions per turn, high AC, resistance, +19 to hit, automatic save vs stunning, multiattack. She is going to mow through a 4 person party. If you playtested 4 level 20 characters against her similarly to how people have tested the Tarrasque, I doubt the characters would live long. That is only the stuff I remember. All of which says powerful high CR monster not God, she should have more profound out of combat abilities as well.

Friday, 12th January, 2018

  • 10:00 PM - 5ekyu quoted Tormyr in post Please help me with the “one spell cast per round” rule
    Well, when I asked what the value of this particular RAW was, I was hoping for an answer other than, "because it follows RAW." Nonetheless, thank you for taking the time to talk with me about your thoughts on it. Well, the key is as i indicated there is NO OBJECTIVE VALUE in any RAW. Not one. there is no objective value is getting to move 30' in a round as a human or dash using an action as opposed to a reaction or fighters getting an action surge at 5th instead of 7th... There are RESULTS of rules, not VALUE in rules because the value for one campaign may be widely different. That was where we got into the comparisons. the RESULT of the RAW is it limits the power gains by casting BA spells by imposing a restriction set on you for the turn you cast them, (As i described earlier.) If a Gm finds that result weakens casters so much that they are under-performing, it would make sense to loosen those restrictions - maybe excluding reactions, maybe excluding reactions and also only ...
  • 07:41 PM - 5ekyu quoted Tormyr in post Please help me with the “one spell cast per round” rule
    But back to my question: "What is the benefit of Bonus Action spells restricting reaction spells and Action Surge spells, and does it make sense?" Everything else in a turn being the same, what is gained by restricting reaction spells and Action Surge spells when the only other spell cast has a casting time of a Bonus Action instead of an Action? You asked ans so let me try and answer as best i can as to what my response would be, but i *MUST* put it in context.2 What is the benefit of thew rule in the rulebook that has Bonus Action spells restricting other spells at all?" ANSWER: To the first part, it follows RAW. Does the rule in the rulebook make sense? That is subjective. it was just a design decision that said "BA spells have this restriction that reaction spells dont and that 1A spells dont. "What is the benefit of Bonus Action spells restricting reaction spells and Action Surge spells, and does it make sense." ANSWER: To the first part, it follows RAW. Does the...
  • 02:39 AM - 5ekyu quoted Tormyr in post Please help me with the “one spell cast per round” rule
    1. This is just saying that it is that way because it is, but it isn't 6 pounds of action in a five pound sack unless bonus actions spells do more or are slower than regular action spells. I compared dimension door to misty step for a reason. The more powerful teleportation spell that takes longer to cast still allows a creature to use their reaction. Everything else being equal, the "faster" spell lets you do less. There are a myriad of examples of how this does not make sense: flame strike vs healing word, meteor swarm vs any bonus action spell, using wish to change a bonus action spell to a regular action so that reaction spells suddenly work again, etc., but I have not yet seen how the bonus action spell rule as it currently is helps the game by restricting what a creature can do with a reaction or action surge. 2. This is a comparison of two very different concepts. Sneak Attack says you can only use it once per turn and is contained within itself: it does not affect another rule. The b...
  • 02:30 AM - ClaytonCross quoted Tormyr in post Please help me with the “one spell cast per round” rule
    1. This is just saying that it is that way because it is, but it isn't 6 pounds of action in a five pound sack unless bonus actions spells do more or are slower than regular action spells. I compared dimension door to misty step for a reason. The more powerful teleportation spell that takes longer to cast still allows a creature to use their reaction. Everything else being equal, the "faster" spell lets you do less. There are a myriad of examples of how this does not make sense: flame strike vs healing word, meteor swarm vs any bonus action spell, using wish to change a bonus action spell to a regular action so that reaction spells suddenly work again, etc., but I have not yet seen how the bonus action spell rule as it currently is helps the game by restricting what a creature can do with a reaction or action surge. 2. This is a comparison of two very different concepts. Sneak Attack says you can only use it once per turn and is contained within itself: it does not affect another rule. The b...
  • 12:23 AM - Uller quoted Tormyr in post Can a character become hidden without using the hide action?
    1. Sorry, I had misunderstood the situation to be that the PC was somewhat on their own (and I did not know they were all in noisy armor). What I would suggest depends on what the witches do. If they are trying to hide, then they use the Hide action when the PC comes in the door and you compare stealth to perception. If the witches are going to attack immediately, then they are heavily obscured but not undetectable. The PCs notice there is something in the room and are not surprised. Roll initiative as normal. All you need to do for the witches to have a surprise round is to first take the Hide action and have all of the PCs do worse on the roll. You can roll both sides with the witches having advantage; you can roll just the witches with advantage against the PCs passive perception; you can roll the PC's perception against 10 + Stealth + 5 for advantage; or your can take PC's passive perception vs 10 + Stealth + 5. As long as the witches take their first action when the PCs burst in the room...

Thursday, 11th January, 2018

  • 11:59 PM - 5ekyu quoted Tormyr in post Please help me with the “one spell cast per round” rule
    Unfortunately, the only reference to time that we get is that a bonus action spell takes the same amount of time as any other bonus action, but, ignoring the fact that there is no reference to ticks and no reference as to whether these are good or correct values, and that there is no reference to how long an action is, this is okay: Bonus action: Dash 6 ticks Action: Meteor Swarm 10 ticks Reaction: Shield Total: 16 ticks + Reaction but not this: Bonus action: Healing Word 8 ticks Action: Dash 8 ticks Reaction: Shield Total: 16 ticks + Reaction So with two turns that take the same amount of an imaginary unit of time, restricting reactions still does not fit. The thing is, these ticks are made up, and they might be able to be adjusted in some way that makes the combination of bonus action spell with other stuff take longer. However, it is a made-up explanation which does not answer why this works: Bonus action: Dash Action: Meteor Swarm Reaction: Shield but not this: ...
  • 10:25 PM - Ovinomancer quoted Tormyr in post Please help me with the “one spell cast per round” rule
    For reference, the reaction spells in the SRD are: *counterspell - cast a spell, opponent uses counterspell, original uses counterspell to stop it; or, someone casts a readied action or reaction spell using their reaction, which the original creature stops with counterspell *feather fall - escaping off a cliff or being knocked off by another creature's reaction *shield - avoiding an attack from another creature's reaction *hellish rebuke - retaliating to another creature's reaction attack. Three of those have especially good chances of being life-saving in the correct time. While it may not have come up in testing, they have really doubled down on the Sage Advice interpretation. To be fair to Sage Advice, that forum is to respond to what the rules say, not make changes or recognize bad rules. Crawford usually is careful to respond with exactly what the rules say or were intended to say, good and bad. That channel isn't used to change rules or offer mea culpas on rules that migh...
  • 09:51 PM - Rossbert quoted Tormyr in post Please help me with the “one spell cast per round” rule
    Do you have an example of a crazy spell chain that would be allowed if the bonus action restriction was changed to only limiting your first action to being a cantrip? Separately, if reactions on your turn are so rare (and can be life saving), why restrict them? To me both of those fall into avoid it being more awkward and clunky than necessary. Since casting 3 spells in one turn require either a specific subclass (Eldritch Knight? Don't have a book on hand) or a fairly unusual situation (wanting to cast shield or feather fall on your turn, are there other reaction spells you can cast on your turn? I haven't done a deep dive on spells, skimmed then read closely ones I wanted). Given that you pretty much have to work to get the situation they may have decided not to deal with it to not confuse readers who maybe thrown by the more complicated exception based phrasing. It looks like a situation where a rare case in the fantasy world logic was sacrificed for an easier more concise rule. Altern...
  • 09:14 PM - Sorcerers Apprentice quoted Tormyr in post Please help me with the “one spell cast per round” rule
    You are right, I can always change it and have done so in my game, but that does not mean that my interpretation is more correct. I have gotten into several long, very valuable (to me), conversations over the years on this message board, and in the threads I hold most valuable, my opinion was changed. Other times my opinion was not changed, but I still got to hear the various alternate points of view. The point for me is not "to win." Rather, I want to learn and refine my knowledge and understanding of the mechanics of the game. In this case I have specifically asked for an explanation as to why changing the casting time on a spell when everything else in the turn is the same should exclude reactions or nerf action surge spells. In the last paragraph I mentioned that just saying, "you can always house rule it," does not really help. I don't think anyone here can provide a satisfactory explanation for that, because it doesn't make much sense. It is an arbitrary rule, that exists for game b...
  • 08:43 PM - Uller quoted Tormyr in post Can a character become hidden without using the hide action?
    1. The witches are not hidden. It is reasonable for the PCs to hear the witches casting invisibility and they should not be Surprised. It is just as reasonable that they don't hear anything. You have 5 heavily armed and armored folks waiting on one side of an oak iron bound door while the rogue clinks around with his lock picking tools. Hence the check. Those that do hear it certainly would not automatically know the number and location of 5 witches... The way I narrated it was I told them the PCs that passed could have sworn they heard several female voices chanting in unison just as the door opened but when they looked into the room know one was there....roll initiative. Those of you that didn't hear are surprised. On their turn the unsurprised characters could choose to search to try to locate the witches or guess. The wizard was not surprised. He "guessed" with a fireball spell which ended the encounter... 2. Why should the medusa get to go first? I didn't intend to say the...
  • 07:18 PM - 5ekyu quoted Tormyr in post Please help me with the “one spell cast per round” rule
    I do not mind that bonus action spells are bonus actions and the limitation of only being able to cast a cantrip with your action. The limited resources are an ancillary part of the argument, and one might not feel that casting vs maintaining something like spiritual weapon is a good comparison even though the end result is the same (and the creature moves it 20 feet as part of maintaining the spell). The part that annoys me, and which everyone seems to dance around is that "an especially swift" spell cast with a bonus action makes it harder to cast other spells than one cast with an action. You can do this: Bonus action: Dash Action: Meteor Swarm Reaction: shield but not this: Bonus action: Healing Word Action: Dash Reaction: shield or, you can do this Bonus action: Dash Action: Dimension Door Reaction: shield but not this: Bonus action: Misty Step Action: Dash Reaction: shield These examples strip the argument down to its basics: a faster spell makes it impos...
  • 06:28 PM - 5ekyu quoted Tormyr in post Can a character become hidden without using the hide action?
    Personal observations: 1. The witches are not hidden. It is reasonable for the PCs to hear the witches casting invisibility and they should not be Surprised. 2. Why should the medusa get to go first? That is what initiative is for. If you want to impose a disadvantage for averting eyes, I would argue that disadvantage on the initiative roll fits better that just letting the medusa go first. The paladin was not surprised, and unless the medusa was surprised, it should have had a chance to act. Invisibility is not automatic stealth. It is advantage on a Dexterity (Stealth) check when a creature takes the Hide action. If the creature does not have time to take the Hide action, they are not hidden. They can be completely obscured without being hidden. In scenario 1, the witches still can take the Hide action on their next turn and get advantage on their first attack rolls (whenever those happen). The PC should know that someone is in the room and roughly where they are but not exactly w...
  • 05:08 PM - 5ekyu quoted Tormyr in post Please help me with the “one spell cast per round” rule
    And this is how it should be. The BA spellcasting rule is broken not because it stops what you posted, but that it allows this: Action: flame strike Action surge: flame strike Reaction: shield and allows this: Bonus action: attack with a previously cast spiritual weapon Action: sacred flame Action surge: flame strike Reaction: shield while stopping this: Bonus action: spiritual weapon Action: sacred flame Action surge: flame strike Reaction: shield and stopping this: Bonus action: healing word Reaction: shield and stopping this: Bonus action: healing word Action surge: flame strike If someone wants to burn 4 spell slots, their action surge, and their reaction, let them. They are all limited resources. The BA spellcasting rule limitation to a cantrip should have been limited to a spell you cast with your action (not including a second action from Action Surge). i personally would disagree with your inclusion of the "contiue spiritual weapon and castin...
  • 12:12 AM - 5ekyu quoted Tormyr in post Please help me with the “one spell cast per round” rule
    I think the rule on bonus action spells was written poorly. Using an "especially swift spell" vs a spell with a casting time of an action should not make it more difficult to cast another spell. Action Surge should allow fireball to be cast twice in a turn, but as soon as you cast healing word you cannot cast fireball with Action Surge? You can cast fireball and then use counterspell to stop someone from using counterspell on you, but you cannot do the same with healing word? It does not make sense. A bonus action spell should not be harder to use with other spells than a spell with a casting time of 1 action. The bonus action rule should have been written to only restrict the spell you cast with your action to a cantrip to allow room for Action Surge and spells with a casting time of a reaction.I agree that the whole bonus action thing was badly designed and i think the interaction between it an reactions was not thought out well either or made clear. I think the poor wording was reinfo...

Monday, 8th January, 2018

  • 06:32 PM - BookBarbarian quoted Tormyr in post Marbari warhound 5e?
    Someone just posted homebrewed monstrous races for everything in the monster manual. I have to imagine the mastiff is in there and can be modified to be more like the war hound. http://www.dmsguild.com/product/230312/Monstrous-Races As a funny aside, when I first played Dragon Age, I took the noble background and named my war hound "Puddles" because I thought it was a funny name for a highly trained dog. This was before I realized it got a bonus for marking its territory. :) Nice. I was suprisingly dissapointed in the lack of Mabari in DAI. Anyway Mastiff works great for a wardog, or if you want something tougher you could use the stats for other Canines, like Wolves etc.
  • 04:39 PM - iserith quoted Tormyr in post Symbol of Adventuring Life
    So is that a coat of arms, a banner, or is that the party composition? Yes! Maybe I can get one of the artists in the group to draw it.


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Tormyr's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
Zeitgeist: The Added Files
These are other files that can help you when running Zeitgeist. They are created using EN Publishing art assets and have been posted here with permission from Ryan Nock (@rangerwickett) for personal use only.

Bonds of Forced Faith.
- Mountain Ascent...
164 +1 2 Sunday, 9th July, 2017, 07:24 PM Sunday, 9th July, 2017, 07:24 PM
Alternate Falling Damage
I wanted to make a falling damage and speed system that was (very) loosely based on falling speed and terminal velocity. This is something that mechanically stops monks and barbarians from being able to fall arbitrarily long distances with little to ...
209 +1 1 Thursday, 25th May, 2017, 11:19 PM Thursday, 25th May, 2017, 11:19 PM
Age of Worms Adventure Path
This is a conversion of the Age of Worms adventure path from 3.5 to 5e. You will need a copy of the adventure (http://paizo.com/dungeon/products/issues/ageOfWorms), adventure supplement (http://paizo.com/dungeon/resources/downloads), Player's Handbo...
13915 +6 13 Sunday, 24th May, 2015, 07:45 AM Friday, 2nd June, 2017, 05:40 AM
Monster CR Calculator
This excel spreadsheet implements the monster creation and CR calculation guidelines from pages 274-281 of the Dungeon Master's Guide. It includes the steps listed from those pages that effect CR. Fill out the yellow spaces in the spreadsheet as app...
3401 +2 1 Monday, 5th January, 2015, 01:00 AM Friday, 23rd September, 2016, 05:16 AM
Legacy of the Crystal Shard
This document converts Legacy of the Crystal Shard from D&D Next to 5e. You will need a copy of the adventure (http://smile.amazon.com/Legacy-Crystal-Shard-Sundering-Adventure/dp/0786964642/ref=sr_1_1?ie=UTF8&qid=1420257337&sr=8-1&keywords=legacy+o...
1451 +1 1 Saturday, 3rd January, 2015, 05:20 AM Saturday, 3rd January, 2015, 05:20 AM
Encounter Builder with Smooth Scaling
This encounter builder provides a smooth scaling of the encounter building multiplier when increasing numbers of monsters or player characters. Just type the level and number of player characters at each level and the CR of monsters and the number a...
701 +4 1 Wednesday, 31st December, 2014, 10:51 PM Wednesday, 31st December, 2014, 10:51 PM
Spell Card Generator
If you are like me, you like to have all of the information for a creature when you are running a game. One of the difficulties in 5e is that spells are included in creature stat blocks by reference. All you get is a spell name. For a while, I used o...
3123 +4 1 Monday, 15th September, 2014, 07:19 PM Monday, 15th September, 2014, 07:19 PM

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