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  • Bacon Bits's Avatar
    Yesterday, 11:47 PM
    Some people are really into collecting the FLGS covers. They go for a significant premium online, and because there's so few books from Wizards this is an easy way to bait a segment of the market to buy the same content twice. I don't really get it, but then the guy that owns my FLGS is kind of a jerk and it's not worth putting up with his BS to get a different picture. Especially when I...
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  • Bacon Bits's Avatar
    Thursday, 12th July, 2018, 06:24 AM
    Many characters spend class features on defense. They make tradeoffs like getting a higher Strength to wear heavy armor. They take spells like Shield or take Defensive Fighting or feats like Heavy Armor Mastery or cast spells that grant disadvantage or take actions to help them deflect attacks. If the party pools resources to buy full plate, they kind of expect it to work like it says it does. ...
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  • Bacon Bits's Avatar
    Wednesday, 11th July, 2018, 04:09 AM
    Yes. Now imagine you took Wizard at 2nd level, and then returned to Fighter for the next 15 levels. Does that make more sense that it would deal 4d10? The game doesn't distinguish between the two. The rules are as simple as they can reasonably be to keep the game playable, and some rules like the multiclass rules end up a bit wonky as a result. Don't sweat the small stuff.
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    Tuesday, 10th July, 2018, 04:58 AM
    CR 26 Demogorgon from OotA.
    29 replies | 908 view(s)
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  • Bacon Bits's Avatar
    Monday, 9th July, 2018, 04:22 PM
    Yeah, I would lookup the para-elemental planes and quasi-elemental planes. In many senses, Feywild is prime + positive, and Shadowfell is prime + negative.
    10 replies | 323 view(s)
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  • Bacon Bits's Avatar
    Monday, 9th July, 2018, 04:03 PM
    If I recall the lore correctly, Orcus with his wand has always been more than a match for Demogorgon. The problems come from: Orcus often doesn't have his wand. It's been lost/stolen/hidden/etc. many times. Demons hate undead, so Orcus has far fewer demons that follow him. Orcus has to rely on the undead because he can't attract fiends. Note that Orcus hates undead, as well. Demons...
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  • Bacon Bits's Avatar
    Sunday, 8th July, 2018, 06:07 PM
    Bacon Bits replied to 6e? Why?
    Monopoly is also significantly less complex than D&D. The entirety of the rules for monopoly would comfortably fit inside the page length of a single class description of 5e. Monopoly also has a fixed objective, strict set of actions, and so on. The only imbalance in the game at all is the turn order. Short of introducing a handicap of some kind for going first (i.e., +$15 starting money for...
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  • Bacon Bits's Avatar
    Friday, 6th July, 2018, 12:12 AM
    Of course it's all on the DM. That's what the DM is for. The rules are there as a guide to the DM, and the rules generally don't bother with things that are or should be self-evident. Just like the rules don't tell you that an axe can chop down a tree, or that you need to eat, drink, and sleep every day, or that being dead means you don't get to act anymore (the rules say how you can die, but...
    61 replies | 2281 view(s)
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  • Bacon Bits's Avatar
    Thursday, 5th July, 2018, 03:40 AM
    Meh. Ceremony is, well, a ceremony. It involves oaths sworn before whichever god is being asked to bless the union. Lying in your oaths or violating the sanctity of the ceremony is unlikely to go over well.
    61 replies | 2281 view(s)
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  • Bacon Bits's Avatar
    Wednesday, 4th July, 2018, 05:53 AM
    I took Faerie Fire because I felt like Hex was a cheesy spell and I was very impressed with how well it performed. Advantage is a very powerful effect. I would most likely take the same spell again. My character was not involved in melee, however.
    17 replies | 639 view(s)
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  • Bacon Bits's Avatar
    Wednesday, 4th July, 2018, 05:48 AM
    For a long time, we only had the PHB, the MM, and a few modules, so we had no idea how common or rare magic should be. I distinctly remember having a +10 dagger at one point. It seemed fair because 1d4 or 1d3 was such low damage. I think we changed it to +10 to damage pretty quickly.
    70 replies | 6082 view(s)
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  • Bacon Bits's Avatar
    Wednesday, 4th July, 2018, 04:57 AM
    I think the issue is that "magical" is actually a real and significant bonus in 5e, even "+0 magical." Many of the higher level creatures resist or are immune to weapon damage... unless the weapon is magical. That means that for most campaigns, high level creatures have no special resistance to the attacks of martial characters. AC doesn't scale with level anymore; that's why a CR 3 Knight and...
    20 replies | 1199 view(s)
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  • Bacon Bits's Avatar
    Tuesday, 3rd July, 2018, 03:04 AM
    The Killers -- Mr. Brightside, Vanessa Carlton -- A Thousand Miles, Toto -- Africa, The Beatles -- Hey Jude, A ha -- Take on Me, Flock of Seagulls -- Space Age Love Song.
    40 replies | 11668 view(s)
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  • Bacon Bits's Avatar
    Tuesday, 3rd July, 2018, 02:58 AM
    Valor gets shield proficiency, which is pretty significant since medium armor alone may not improve your survivability at all. A valor bard can get to AC 19 pretty easily with only moderate Dex, so a Str Valor bard is viable. Battle magic lets you cast Green Flame Blade or any other smiting attack you've stolen from Paladins and still get a bonus attack for potentially 3d8 + Str/Dex + 2d8 + Cha...
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  • Bacon Bits's Avatar
    Friday, 29th June, 2018, 07:07 PM
    33 cubes each 10' x 10' x 10'.
    70 replies | 6082 view(s)
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  • Bacon Bits's Avatar
    Thursday, 28th June, 2018, 08:00 PM
    If you're not happy with alt human due to feat power levels, I would just add level requirements for certain feats. Require level 4 for Great Weapon Master, Sharpshooter, Polearm Master, and Crossbow Expert. Heavy Armor Master is good, but it really falls off in usefulness as the game progresses. It's amazing if you're fighting Kobolds. It's not so great when you're fighting Giants.
    14 replies | 539 view(s)
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Tuesday, 20th February, 2018

  • 02:06 AM - hbarsquared mentioned Bacon Bits in post House ruling exhaustion
    Bacon Bits makes some good points. It's always good to take a second look at one's reasoning when trying to house rule a house rule... I really like the idea of playing around more with exhaustion - it's a neat, customizable mechanic - but it complicates the resource management of players. It directly leads to it becoming an expendable daily "resource" and can easily contribute to the 5-minute-workday. Associating exhaustion with "reduced to zero hit points" is a good idea, but its recovery should be completely disassociated from "remove one level after a long rest." I think this would be the only approach to prevent the overuse of long rests. Perhaps it takes one full day of recovery to remove exhaustion, instead of simply a long rest? Maybe two long rests, or one week? Perhaps it requires a Medicine check to reduce the time by one day? Something like that.

Thursday, 7th December, 2017

  • 02:23 PM - Ilbranteloth mentioned Bacon Bits in post Drop bow and unsheathe sword: still get to attack?
    What megagaming do you see as a result? I'd agree with Bacon Bits. The metagaming he's talking about is a question as to whether you're focusing on the action in the game, or the rules of the game. We prefer to focus almost entirely on the action, rather than the rules. So if somebody wants to drop their bow and draw a sword in the same movement, it's really a question of whether it makes sense within the present action as to whether we say yes or no. The opposite is a "let's check the rules" approach, which draws you out of the game and into interacting/engaging the rules. If you adjudicate the action based on the action, then you don't have to think about the rules much. For example, in our game, does the current action/situation warrant advantage/disadvantage, or an opportunity attack? If not, you just continue with your normal attack and damage rolls, which require very little interaction with the rules. On the other hand, 3.5e and 4e had all sorts of combinations, actions, and circumstances that would allow bonuses or penalties to hit, etc. ...

Monday, 4th December, 2017

  • 06:05 PM - Tormyr mentioned Bacon Bits in post Xanathar's and Counterspell
    I am one of the people who likes where they were trying to go with identifying a spell but do not like the implementation from a game mechanics or play perspective. When it comes down to it, counterspell is a limited resource that must be used judiciously. You burn your 9th-level spell slot when the BBEG tries to teleport away. You do not use counterspell at all when your opponent is casting prestidigitation. Previously, I imagine "most" groups would have said something like "I cast fireball at 5th-level." "I cast counterspell. My check is enough to stop it.", or they had a house-rule about hiding spells. This rule introduces a disconnect between player/DM knowledge and character knowledge that can be dealt with in a few ways, and I do not like any of the ones I have seen so far. 1. Hide the spell being cast so the player/DM is as in the dark as the creature: As has been noted, there can be distrust added about what someone was really going to cast and whether that changes based on the enemy de...

Sunday, 3rd December, 2017

  • 09:43 PM - Tormyr mentioned Bacon Bits in post Xanathar's Guide: How does identifying a spell + Counterspell work?
    I finally just went with allowing anybody to recognize a spell they have seen before. So new spells can catch creatures by surprise once. Anyone can use a reaction to identify a new spell, and those who have counterspell can use it as part of the reaction. I have a similar issue to what @Bacon Bits brought up in one of the feats I am putting together for War of the Burning Sky: Spellduelist Prerequisite: The ability to cast at least one spell. Thanks to extensive practice with dueling other spellcasters, you gain the following benefits: * You can pretend to cast a spell as a bonus action. The spell must be on your spell list, and any onlooker who would use a reaction to you casting a spell - such as by attempting to counterspell, taking an attack of opportunity, or performing a readied action - must make a Wisdom (Insight) check contested by your Charisma (Deception) check to realize the deception, or their reaction is used upon a failure as if you had actually cast the spell. Opportunity attacks and readied actions are taken, and the reaction for counterspell is used but the spell slot is not as there is not a valid target. You have advantage on the Charisma (Deception) check. You cannot cast any other spell on this turn other than the spell you were pretending to cast or a ...

Wednesday, 15th November, 2017

  • 04:29 AM - Nevvur mentioned Bacon Bits in post Where did the 6-8 encounter standard come from?
    Bacon Bits You wrote about feeling dismissed and patronized because some people state they don't share the problem. It certainly wasn't my intent to disparage anyone, sorry if I came off that way. I agree with the bulk of your post, particularly arguing about rests. It's come up only once in the game where I'm a player, and yeah it was a little frustrating, but our DM generally paces things out pretty nicely. Anyway, like yourself, I want 2-4 encounters per adventuring day, but I think we perceive the problem from different angles. You want to modify the rest mechanics to make the game right for you. If I were inclined to modify a system, it would be the class features themselves. That's why I called them out on page 4. Which is easier? Well, if you adjust the rest mechanics you're affecting all the classes in one way or another. Maybe it makes the short resters stronger and the long resters compartively less so. If you adjust the classes, you only have to adjust the classes in your cur...

Thursday, 19th October, 2017

  • 04:54 PM - ro mentioned Bacon Bits in post Feats - Improved!
    Another thread (@Xeviat, @jaelis, @Satyrn, @Bacon Bits, @FrogReaver) has sprung up talking about Healer and some others feats. There is some mention that Healer is too strong at low levels, but also not frequently used in game, and certainly not in combat. How can we balance it to make it more interesting, but not overpowered? Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: - When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. - As an action, you can spend one use of a healer’s kit to tend to a creature and restore hit points equal to the creature’s maximum number of Hit Dice. (Removed 1d6 + 4.) The creature may also immediately spend one Hit Die to restore hit points as during a short rest. The creature can’t regain hit points from this ability again until it finishes a short or long rest. - When you restore a creature's hit points or remove a condition or disease, make a DC 15 Wisdom (Medici...

Thursday, 7th September, 2017

  • 06:49 AM - Saeviomagy mentioned Bacon Bits in post House Rule for Subdual, is it fair?
    ...f the time, subduing an enemy is a serious inconvenience. Granted, if you happen to fight someone that you need to interrogate that's one thing, but how often does that happen? Killing the enemy is typically much more convenient because you don't have to worry about what to do with them afterwards. It's one thing to kill someone in the heat of battle while they're trying to kill you, but most people would say that it is a very different thing altogether to kill that same guy once you have him helpless and at your mercy. Right - so with the rules as-is, killing foes is done out of convenience. At that point, are your protagonists heroes in any meaning of the word? Subduing the enemy leads to something I very much like to encourage. Namely, role playing! Conversely, if you penalize subdual attacks then IMO you are prompting your players to be murderhobos. No, that's caused by prisoners being nothing but an inconvenience, and leaving living foes a ticket to revenge plots, like Bacon Bits suggests. Oh, and using the rules from the DMG for any downtime activities. If you don't want murderhobos, make murder a bad thing, make building and maintaining a home a good thing and make your goons real people instead of cardboard cutouts.

Wednesday, 23rd August, 2017

  • 05:35 PM - lowkey13 mentioned Bacon Bits in post Crazy idea: 2nd ed multiclassing in 5e
    ...ed to humans, which began to reach absurd levels with UA (esp. drow, deep gnomes, and the like). In order to "make up" for that, they were also given arbitrary caps, such as level limits or (in the case of elves) restrictions on resurrection. Which were either enforced, making them difficult to choose for long campaigns that would go into high-level play, or were ignored which meant that demi-humans were an obvious choice. 3. Gatekeeping. This is probably the strangest one in retrospect. More often than not, there were arbitrary restrictions on classes and abilities, which meant that in order to be super awesome .... you already had to be really awesome. Yeah, I know. Everything from optional psionics to ability minimums for the "better" subclasses meant that if you wanted the best abilities, you already had to have, um, the best abilities. Anyway, moving to the OP, I wouldn't run that system. I think that MCing is just too fundamentally different in 5e, although something like what Bacon Bits proposed might work (note that this is substantially less than the "one less level" than you proposed). My usual rule of thumb for proposal is the "crazy rule," as in, "Would a player have to be crazy to turn this down?" And my answer to your initial proposal is yes- it is insanely overpowered.

Thursday, 27th July, 2017

  • 09:33 PM - GuyLomBard-O mentioned Bacon Bits in post Blade Ward cantrip
    @Bacon Bits: I know this cantrip isn't fantastic, but it seems like a combination of Blade Ward, Fire Shield, and Spiritual Weapon can keep my 14th-level Valor Bard upright and alive, without sacrificing his sole concentration-spell, when cornered or trapped by one of the melee-murder classes (Fighter/Paladin/Barbarian). Maybe possibly even make the melee attacker regret his decision? Con Resilience Feat and damage resistance means the Bard might even be able to keep his battlefield-control concentration spells functional during the assault. Admittedly, that's a whole lot of spell slots to use up on self-defense. Running is obviously far superior, if possible. But some of those barbarians are just so darn FAST! By the way, I really like your idea of the bonus Dodge that round. A nice, measured improvement, without being crazy OP.

Monday, 24th July, 2017

  • 09:59 AM - Quickleaf mentioned Bacon Bits in post Buffing the Champion Fighter
    Xeviat thanks for starting this discussion - lots of interesting points of view! Bacon Bits I appreciated your actual play report of a champion fighter you ran though 16th level. Very insightful. Sacrosanct I think I'm close to "target audience" for the champion fighter – I like simple design & the feel of a classic fighter – but even with my old school aesthetics, I find it... uninspiring. I'm going to come at this from a different direction. Some of my fondest memories of D&D were of friend J. playing a fighter in AD&D2e and just coming up with all sorts of wild ideas based on knowledge of a whole range of topics (he was a SCA guy and very crafty and well-educated). Very little of the awesome stuff had to do with the game system...maybe the "multiple attacks against hordes" played into a few sessions...as did the Planewalker Fighter kit IIRC... but most of the cool stuff happened in spite of his fighter being kind of mediocre compared to the wizard. What stood out to me was how we embraced creativity. It's true I also embraced creativity for the wizard player...but...

Wednesday, 26th April, 2017

  • 05:22 PM - OB1 mentioned Bacon Bits in post Nerfing Great Weapon Master
    Bacon Bits Why aren't suggestions for altering playstyle just as valid as suggestions for altering the feat? No one is saying you have to do either, but by making those types of suggestions someone may be exposed to a new idea to make their game better. Nerfing can happen by changing the feat or changing the the game the feat is in. I'd say there are plenty of examples of both of these in this thread, with dozens of good choices for how to change the feat directly and a few for how to change your game.

Tuesday, 18th April, 2017

  • 10:10 PM - CapnZapp mentioned Bacon Bits in post Nerfing Great Weapon Master
    Wow, really? My post was the first claim on the subject and others are simply showing me where I'm wrong? No, I don't think you have the right of it. I'd just like to point out that this is yet another occurrence where a poster tries to steer away the discussion from the matter at hand, and onto personal issues where it becomes impossible to tell right from wrong. I wouldn't bite if I were you Bacon Bits. My advice is that whenever the discussion suddenly focuses on "me" and "you", it's time to get back on track.

Monday, 28th March, 2016

  • 08:15 PM - pemerton mentioned Bacon Bits in post Thoughts of a 3E/4E powergamer on starting to play 5E
    Bacon Bits, in my view notes for a skill challenge in a published module have to be treated in the same way as the tactical notes for a combat encounter: they are guidelines to help a GM who is otherwise unsure about how to adjudicate the fiction. The basic instructions in the DMG (p 74) are that "You describe the environment, listen to the players’ responses, let them make their skill checks, and narrate the results." The idea of narrating results is elaborate upon in the DMG2 (p 83): "Each skill check in a challenge should . . . ntroduce a new option . . . change the situation . . . [or] grant the players a tangible consequence". (Some people take the view that the DMG2 was a correction or alteration. To me, it was clear what "narrating the results" meant before the DMG2 was published, perhaps because I was familiar with the skill challenge idea from other, earlier RPGs with similar mechanical systems.) I don't doubt that a table where skill challenges are run just as a series of rolls,...

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Friday, 13th July, 2018

  • 08:32 PM - Staffan quoted Bacon Bits in post New Campaign Setting Hint Is Eberron?
    Is any travel in any campaign uneventful? The point is that the mode of conveyance does not imply anything special about the type of adventure you're going to have or the sort of encounters it might lead to. The thing about Eberron travel is that it's generally faster than in most other settings. A Forgotten Realms adventure that takes the party from Waterdeep to the Dalelands and then to Amn would take months (I estimate 2500-3000 miles travel distance total, so 3-4 months). Sure, you can fast-forward past that, but it's still a major undertaking. If I were playing a game where we were traveling for 3-4 months on foot and the whole journey was just handwaved, I'd be a little annoyed. In Eberron, a journey of similar length (say, from Sharn, to somewhere in Aundair and then to Thrane) would take 3-4 days, at least as long as you travel via the Lightning Rail. That makes a globe-trotting (or at least continent-trotting) campaign a fair bit more "realistic".

Thursday, 12th July, 2018

  • 10:04 AM - Aldarc quoted Bacon Bits in post New Campaign Setting Hint Is Eberron?
    Is any travel in any campaign uneventful? The point is that the mode of conveyance does not imply anything special about the type of adventure you're going to have or the sort of encounters it might lead to.Except that it does. It's not as if your airship will be raided by sea pirates, sahuagin, and kraken. The mode of transporation is an inherent limiter. But the mode of transportation does frequently say something about encounters when coupled with genre conventions, such as pulp action train heists or murder mysteries. Good Lord these are some tiny nits to pick. Are your points really: "Steampunk and magepunk/magitek are totally unrelated and not remotely similar setting genres and have a vastly different look and feel in spite of the fact that they're both set during periods of industrial revolution driven by their respective instrument of change." and "There's fluff explaining that the stuff that would take high magic in other settings isn't actually high magic in Eberron, so it reall...

Wednesday, 11th July, 2018

  • 03:27 PM - Gwarok quoted Bacon Bits in post Do cantrips level with Magic Initiate?
    Yes. Now imagine you took Wizard at 2nd level, and then returned to Fighter for the next 15 levels. Does that make more sense that it would deal 4d10? The game doesn't distinguish between the two. The rules are as simple as they can reasonably be to keep the game playable, and some rules like the multiclass rules end up a bit wonky as a result. Don't sweat the small stuff. No, it doesn't. I college I majored in Astronomy. After college I did not become an astronomer or work in any related field, but I have done other things. As I became accomplished at those other things over the last 20 years not only have I not become a better astronomer what skills I had as such have degraded to the point that now I am good for nothing astronomy wise past casual conversation.
  • 07:40 AM - Aldarc quoted Bacon Bits in post New Campaign Setting Hint Is Eberron?
    I guess I don't really see the difference between, "You board the lightning rail/airship, and arrive 1,000 miles away at your destination uneventfully," and "You board the sailing ship/join the caravan, and arrive 1,000 miles away at your destination uneventfully."Does any campaign party board the lightning rail/airship and expect uneventful travel? Personally, while I appreciate steampunk and find Warforged to be the most interesting race by far since Tiefling and Aasimar were introduced with Planescape, I'm not really interested in a return to Eberron. Higher magic and higher technology don't interest me as much, and if we're going to do a pulpy adventure with guns and magic I'd rather use Savage Worlds.1) It's not steampunk; it's magepunk. Magic fills a similar role as technology while also being capable of accomplishing things that mere technology cannot, even the fantastical technology of steampunk. 2) It's not higher magic; it's wider magic. Most of the world is fairly low-powered...
  • 05:06 AM - machineelf quoted Bacon Bits in post New Campaign Setting Hint Is Eberron?
    I guess I don't really see the difference between, "You board the lightning rail/airship, and arrive 1,000 miles away at your destination uneventfully," and "You board the sailing ship/join the caravan, and arrive 1,000 miles away at your destination uneventfully." Because one is an airship that flies, and one is a regular ship that doesn't. What do you mean you don't see the difference? Oh, you mean because neither is real and it's just words out of the DM's mouth and at the end of the day the same result is achieved? Well do you see the difference between your character shooting a bow and arrow vs. shooting a gun? Or see a difference between a warrior using a shield to deflect an attack vs a wizard using a shield spell? They are just words and aren't really real after all. Hopefully you get my point. The airships and such of Eberron help tell a story and paint a picture of a different world. All those details added together give a different "feel" to the players playing in those world...
  • 04:42 AM - Palladion quoted Bacon Bits in post New Campaign Setting Hint Is Eberron?
    I guess I don't really see the difference between, "You board the lightning rail/airship, and arrive 1,000 miles away at your destination uneventfully," and "You board the sailing ship/join the caravan, and arrive 1,000 miles away at your destination uneventfully." Personally, while I appreciate steampunk and find Warforged to be the most interesting race by far since Tiefling and Aasimar were introduced with Planescape, I'm not really interested in a return to Eberron. Higher magic and higher technology don't interest me as much, and if we're going to do a pulpy adventure with guns and magic I'd rather use Savage Worlds. Savage Eberron by Kristian Serrano: https://docs.google.com/document/d/1sE2Xa9aWOlHXfB3ZX14gdJLvxm3Lzs2qJfaJozlx1vQ/edit... and now you have both!

Tuesday, 10th July, 2018


Thursday, 5th July, 2018

  • 05:11 PM - Gadget quoted Bacon Bits in post Some random house rules for things that bothered me
    I think the issue is that "magical" is actually a real and significant bonus in 5e, even "+0 magical." Many of the higher level creatures resist or are immune to weapon damage... unless the weapon is magical. That means that for most campaigns, high level creatures have no special resistance to the attacks of martial characters. AC doesn't scale with level anymore; that's why a CR 3 Knight and a CR 16 Marilith both have AC 18. Yet some of the same creatures just have magical resistance that there's no way past. The difference between fighting a Balor as a Fighter and fighting a Balor as a Wizard is tremendous. Dragons can be largely the same. There are a lot of special magical defenses in the game that you just have to change tactics for, but the only special martial defense can be overcome by the weapon from the treasure hoard you found 12 levels ago. Fiends, elementals, golems, and dragons are kind of all like this. A Fighter with a basic magic weapon is one of the most terrifying th...
  • 03:57 AM - Sunseeker quoted Bacon Bits in post Would you marry a party member for +2 AC?
    Meh. Ceremony is, well, a ceremony. It involves oaths sworn before whichever god is being asked to bless the union. Lying in your oaths or violating the sanctity of the ceremony is unlikely to go over well. A lot of DMs say this about a lot of spells. "Oh that wouldn't work because *story reasons* or *setting reasons*." Those reason though? They aren't in the spell. There's no element of this spell that says "If you're faking it it doesn't count." or "Santa will know you've been naughty." That's all on the DM. One DM might say "No no, only Disney-level true love counts." Other DMs might treat the spell like a Las Vegas Elvis. Other Dms might have takes somewhere in the middle. But the spell itself doesn't address any of that. It says "here's the spell, go forth and be married."
  • 03:33 AM - cbwjm quoted Bacon Bits in post What's This Mysterious D&D Book? [UPDATED!]
    The only problem with the PHB's index is the :):):):):):) cross indexing. Cross indexing should not look like this: special (weapon property). See weapon properties speed. See under movement It should look like this: special (weapon property). 146-147 See also weapons speed. 14, 17, 181 See also movement This is compared to the 4e books' indexing, which just took the table of contents and alphabetized it. Now that was a :):):):):):) index. I really hate looking something up in the index, only to be told to look at something else in the index when they could have just put the page number with the first thing I looked at.

Tuesday, 3rd July, 2018

  • 05:44 AM - Ancalagon quoted Bacon Bits in post Bladesinger vs. Valor Bard vs. Bladelock
    Valor gets shield proficiency, which is pretty significant since medium armor alone may not improve your survivability at all. A valor bard can get to AC 19 pretty easily with only moderate Dex, so a Str Valor bard is viable. Battle magic lets you cast Green Flame Blade or any other smiting attack you've stolen from Paladins and still get a bonus attack for potentially 3d8 + Str/Dex + 2d8 + Cha + 1d8 + Str/Dex, but that's basically an endgame ability and I don't believe it should carry much weight in consideration. Valor also lets you use bows; it's not limited to melee weapons. Sword's Blade Flourish is very good, mainly because it grants +10 walking movement and doesn't cost an action to burn a die, but it doesn't combine with any SCAG cantrips. Fighting Style is very good, too. Sword's bonus proficiencies allow the use of weapons as a spellcasting focus, if your play group actually cares about that sort of thing. Flourish Master is truly absurd, but, again, it comes at level 14 which ...

Sunday, 10th June, 2018


Monday, 4th June, 2018

  • 05:12 AM - Mouseferatu quoted Bacon Bits in post Sending Spell: How many words to send teleportation circle sigil sequence?
    Same. I'm reminded of the teleportation rooms used by the magicians on Raymond E. Feist's Kelewan. Milamber's teleportation symbol was described a series of dolphins in a circle. You know, now that you bring that up, I'm shocked I never made that connection myself. The Riftwar series were some of the first fantasy novels I ever read. Or at least I never made it consciously. On a subconscious level, that may be part of why the idea of teleportation circle sigils-as-letters never even crossed my mind.

Wednesday, 4th April, 2018

  • 03:48 PM - akr71 quoted Bacon Bits in post Alternatives to heavy armor for clerics?
    Look, you've got to either have Dex to benefit from light/medium armor or Str to benefit from heavy armor. That's just the design of the game, and there aren't any classes that get around that limitation because AC isn't free. I don't know anybody who would seriously consider the -10 movement for low Str a reasonable trade off for heavy armor's +1 AC, and that's kind of the point. The Stealth disadvantage is part of the cost of higher AC, too. An alternate like mage armor, Sorcerer Draconic Resilience, or Barbarian/Monk Unarmored Defense is fine, but if you're just looking for Clerics to get the benefits of heavy armor essentially without any of the cost, that's dumb. I agree with that. That's why I tried to suggest something that would be useful & have a cost. I mean, hopefully the character has at least 2 decent ability scores, so for a cleric, Wisdom and one other. If the player takes Str, take the heavy armor. If the player takes Dex, a +2 isn't unrealistic, so my armor of faith sug...
  • 03:40 PM - Fanaelialae quoted Bacon Bits in post Alternatives to heavy armor for clerics?
    Look, you've got to either have Dex to benefit from light/medium armor or Str to benefit from heavy armor. That's just the design of the game, and there aren't any classes that get around that limitation because AC isn't free. I don't know anybody who would seriously consider the -10 movement for low Str a reasonable trade off for heavy armor's +1 AC, and that's kind of the point. The Stealth disadvantage is part of the cost of higher AC, too. An alternate like mage armor, Sorcerer Draconic Resilience, or Barbarian/Monk Unarmored Defense is fine, but if you're just looking for Clerics to get the benefits of heavy armor essentially without any of the cost, that's dumb. I think you're overstating your case a bit. Characters that benefit from heavy armor are likely to have the requisite strength. In the case of a wizard, the movement penalty is negligible. Without spells like expeditious retreat or dimension door, you can't outrun most monsters. The slower attainment of high level spells is th...

Thursday, 29th March, 2018

  • 09:07 AM - 5ekyu quoted Bacon Bits in post Bashing bags of hitpoints
    I thought they were bad at lore revisions. Well, and having a bad model where you publish zero adventures and all your books are campaign settings and lore expansions. ... Turns out White Wolf really only had that amazing lore and setting going for them, huh? I guess that explains all the LARPers.Tbh... Full disclosure... Loved VtM 1st, WWTWTF 1st.. Tons of time running and playing... Loads of good stuff... but they could not math their way out of an open door... and gotta admit it really did not matter until they later tried to.

Monday, 19th March, 2018



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