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  • Bacon Bits's Avatar
    Today, 03:36 AM
    Strictly speaking, you can't do that. You're only allowed to select a feat multiple times if that feat explicitly says you can select it multiple times (PHB p165, second paragraph under Feats). Only one feat says that: Elemental Adept.
    3 replies | 147 view(s)
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  • Bacon Bits's Avatar
    Tuesday, 6th November, 2018, 10:27 PM
    Melee has much larger and much higher quality magic item draw. Ranged has: Bracers of Archery. That's really it.
    96 replies | 3104 view(s)
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  • Bacon Bits's Avatar
    Thursday, 25th October, 2018, 09:01 PM
    OP's link just takes me to twitter. Here's a direct link to the thread: https://twitter.com/mikemearls/status/1054975769586421761 Way too complicated and I don't quite see what he's aiming for. +1 attack is still worth about +2 damage, so -4 to all attacks basically makes TWF simply unusable. He's later got this tweet, with what looks completely different: ...
    85 replies | 3351 view(s)
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Thursday, 8th November, 2018


Friday, 26th October, 2018


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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Thursday, 25th October, 2018

  • 09:10 PM - SubDude quoted Bacon Bits in post Mearls House Rule: Two-Weapon Fighting
    It's easier to see what he's aiming at, but it just feels like added complexity for complexity's sake. My house rules for two weapon fighting just remove the bonus action cost from the off hand weapon. Frankly, the cost of having to use two weapons is already pretty high. The loss of damage bonus on the off hand and restriction on weapon sizes is already a pretty significant penalty. Yes, there are ways to get over those drawbacks, but that represents additional investment from the player. He basically said exactly that. "Add complexity 'til it breaks. Cut back 'til it works." Seems like a dumb reason to fiddle with something that works pretty well. I do like your house rule, however. The BA cost really hurts my rogue.

Tuesday, 9th October, 2018

  • 02:18 AM - Saelorn quoted Bacon Bits in post What if Expertise were a simple +2?
    Any contested skill can potentially cause problems if bonuses go off the die. So Athletics, Acrobatics, Stealth, Insight, Perception, Deception, Intimidation, and Persuasion. Slight of Hand isn't contested, but I can certainly see how a PC might annoy a DM with it by interrupting all the time or harassing important NPCs.There's a limit to how much Acrobatics and Intimidation can help you, though. If you're unbeatable at Acrobatics, then you can escape from a grapple, but that's only useful the few times when someone tries to grapple you. If you never fail to Intimidate someone, or if you see through every lie that someone tells, then that's not really going to change anything. Perception is in a unique place, because it comes up so frequently. For many characters, their Perception will be checked more frequently than every other skill put together. A lot of interaction is gated behind a Perception check to notice something in the first place. Athletics is also in a unique place, because i...

Sunday, 26th August, 2018

  • 05:16 PM - Treantmonklvl20 quoted Bacon Bits in post 5e rogue importance?
    Locks aren't intended to be hard. It's D&D, not a video game. It never was, but locks were not always easy, nor do I suspect, were they intended to be. Not that Gary Gygax or Dave Arneson are around to ask, but I played 1e, 2e and Basic, and locks were a significant challenge (Rogues had a very low chance to pick locks at all but high level, and nobody else could at all) and I see no evidence that they weren't intended to be so. Breaking locks usually had severe consequences, like poison gas that would kill any party member that didn't make a poison save, etc.

Tuesday, 14th August, 2018

  • 09:54 PM - gyor quoted Bacon Bits in post Unearthed Arcana August: Races of Ravnica
    I don't think Loxodons seem too powerful. Free Mage Armor is nice, but most characters will outclass it. Remember, it doesn't stack with anything except a shield. Advantage on fear saves is pretty meh. Advantage on scent based skill checks is going to be really hit and miss to the extent that it's as powerful as the DM decides it will be. Truly, the only thing the race really does well is Druid. Simic Hybrid is interesting, although I agree with others that it'd be nice to have a few more selections. Grappling Appendages is weird, though. How many attacks do you get? Viashino's Lashing Tail, on the other hand, seem amazing to me. Sure, it only deals non-magical dagger damage, but so what? A raging Barbarian certainly isn't going to care, and you'll get to deal bonus Rage damage with it and still have resistance. If you're a Rogue, it's a way to deal Sneak Attack damage an extra time each round! Vedalken seem good. They're at least as good at being a Wizard as a Gnome. The ...
  • 02:04 AM - gyor quoted Bacon Bits in post Unearthed Arcana August: Races of Ravnica
    I don't think Loxodons seem too powerful. Free Mage Armor is nice, but most characters will outclass it. Remember, it doesn't stack with anything except a shield. Advantage on fear saves is pretty meh. Advantage on scent based skill checks is going to be really hit and miss to the extent that it's as powerful as the DM decides it will be. Truly, the only thing the race really does well is Druid. Simic Hybrid is interesting, although I agree with others that it'd be nice to have a few more selections. Grappling Appendages is weird, though. How many attacks do you get? Viashino's Lashing Tail, on the other hand, seem amazing to me. Sure, it only deals non-magical dagger damage, but so what? A raging Barbarian certainly isn't going to care, and you'll get to deal bonus Rage damage with it and still have resistance. If you're a Rogue, it's a way to deal Sneak Attack damage an extra time each round! Vedalken seem good. They're at least as good at being a Wizard as a Gnome. I wa...
  • 01:17 AM - gyor quoted Bacon Bits in post Unearthed Arcana August: Races of Ravnica
    I don't think Loxodons seem too powerful. Free Mage Armor is nice, but most characters will outclass it. Remember, it doesn't stack with anything except a shield. Advantage on fear saves is pretty meh. Advantage on scent based skill checks is going to be really hit and miss to the extent that it's as powerful as the DM decides it will be. Truly, the only thing the race really does well is Druid. Simic Hybrid is interesting, although I agree with others that it'd be nice to have a few more selections. Grappling Appendages is weird, though. How many attacks do you get? Viashino's Lashing Tail, on the other hand, seem amazing to me. Sure, it only deals non-magical dagger damage, but so what? A raging Barbarian certainly isn't going to care, and you'll get to deal bonus Rage damage with it and still have resistance. If you're a Rogue, it's a way to deal Sneak Attack damage an extra time each round! Vedalken seem good. They're at least as good at being a Wizard as a Gnome. Race...
  • 01:14 AM - gyor quoted Bacon Bits in post Unearthed Arcana August: Races of Ravnica
    I don't think Loxodons seem too powerful. Free Mage Armor is nice, but most characters will outclass it. Remember, it doesn't stack with anything except a shield. Advantage on fear saves is pretty meh. Advantage on scent based skill checks is going to be really hit and miss to the extent that it's as powerful as the DM decides it will be. Truly, the only thing the race really does well is Druid. Simic Hybrid is interesting, although I agree with others that it'd be nice to have a few more selections. Grappling Appendages is weird, though. How many attacks do you get? Viashino's Lashing Tail, on the other hand, seem amazing to me. Sure, it only deals non-magical dagger damage, but so what? A raging Barbarian certainly isn't going to care, and you'll get to deal bonus Rage damage with it and still have resistance. If you're a Rogue, it's a way to deal Sneak Attack damage an extra time each round! Vedalken seem good. They're at least as good at being a Wizard as a Gnome. Some...
  • 12:42 AM - gyor quoted Bacon Bits in post Unearthed Arcana August: Races of Ravnica
    I don't think Loxodons seem too powerful. Free Mage Armor is nice, but most characters will outclass it. Remember, it doesn't stack with anything except a shield. Advantage on fear saves is pretty meh. Advantage on scent based skill checks is going to be really hit and miss to the extent that it's as powerful as the DM decides it will be. Truly, the only thing the race really does well is Druid. Simic Hybrid is interesting, although I agree with others that it'd be nice to have a few more selections. Grappling Appendages is weird, though. How many attacks do you get? Viashino's Lashing Tail, on the other hand, seem amazing to me. Sure, it only deals non-magical dagger damage, but so what? A raging Barbarian certainly isn't going to care, and you'll get to deal bonus Rage damage with it and still have resistance. If you're a Rogue, it's a way to deal Sneak Attack damage an extra time each round! Vedalken seem good. They're at least as good at being a Wizard as a Gnome. I'd ...

Monday, 13th August, 2018

  • 12:28 AM - Harzel quoted Bacon Bits in post HExblade's specter: only temp HP or normal *and* temp HP?
    Seems pretty clear to me that it should have normal HP of a Specter and then gain temp hp, so 5d8 (22) normal hp plus 1/2 your Warlock level in temp hp. I agree with the others: there's nothing to indicate the specter does not have normal hit points. Also, with only the temp HP, it seems pretty useless considering it is a major subclass feature.

Sunday, 12th August, 2018

  • 07:38 AM - Charlaquin quoted Bacon Bits in post “Who started it?” Initiative order
    It sounds to me like you're rolling for initiative too early. The way we've always done it is that you can do whatever you want whenever you want, but once players start stepping on each others' toes trying to do stuff, call for initiative to be rolled. In the case where one player just starts doing combat actions, that player's actions go through (because they said it first) and then initiative is rolled. PCs that weren't paying attention will sometimes be considered surprised the first round. This is how I handle it. The way most people run it, rolling initiative is like the D&D equivalent of the screen wipe before combat in a turn-based video game. I prefer to avoid such jarring changes in gameplay as much as possible, so I prefer to treat Initiative just like any other ability check. That is to say, I only call for it to be rolled when it’s necessary to resolve an action with an uncertain outcome. When the rogue sneaks up on the unsuspecting goblin (assuming he’s passed whatever checks he ...

Friday, 10th August, 2018

  • 01:45 PM - TwoSix quoted Bacon Bits in post Anyone else finding character advancement pretty dull?
    I said that 5e is "fine". And it really is. It's good even. I do have issues with it, however. 1e and 2e, honestly, felt very blah. Gaining levels through level 8 felt very powerful, especially for multiclass characters, but realistically it felt like diminishing returns set in pretty quickly since all you really got were nonweapon proficiencies, better attack and save bonuses, more HP, and, if you were lucky, better skills or spells. It didn't feel bad to gain levels, but you didn't really know any better, either, and since it was so easy to lose levels, you didn't (or we didn't) so much measure yourself against them. In 3.x and Pathfinder (even PF2 from what it looks like) it doesn't feel to me like you've got a complete character until about level 8. And that's way too late because the campaign is half over by then. You're still picking up basic features until then, and if you're interested in a prestige class, you often never felt like your character had started until you reached...
  • 01:49 AM - ad_hoc quoted Bacon Bits in post Anyone else finding character advancement pretty dull?
    Beginning with level 12, it feels to me like nobody gets anything interesting (beyond new spell levels) until you hit level 18. Most classes just have "Hey, you know that thing you do sometimes? It's trivially better now or you can do it once more per rest!" and they stick that on the class table and say it's not a dead level. Yeah, that's still a dead level. Every time I see an ability like that I think, "The Rogue doesn't have +1d6 as their class ability every other level, and that's a better new ability than I'm getting right now. The Rogue gets a new ability *and* his existing ability improves." Maybe it's because I played a Rogue first. It just doesn't feel good to advance your character beginning about level 12 and lasting until you get to the capstone levels (18+). They didn't put much effort into 12+. They designed the game around levels 5-10 (which is why they last the longest). Those are the levels that most people want to play in. Levels 12+ also go by very quickly. There...

Friday, 20th July, 2018

  • 11:26 PM - Ancalagon quoted Bacon Bits in post New Campaign Setting Hint Is Eberron?
    When you design an adventure, however, you don't need to care about how many miles away something is. You care about how many days it will take to get there and how many encounters you will have along the way. It doesn't matter if you're going to walk, or ride a horse, or take a ship or any of that. To the design of an adventure, the next location is always exactly as far away as it needs to be. Let's say you want the players to have approximately one week of travel between two destinations. If the players move at 20 miles a day, the destination needs to be 140 miles away. If they players move 60 miles a day, then the destination needs to be 420 miles away. . I... don't like this. It removes player agency. What if they decide that the quest is urgent and buy fast horse?

Thursday, 19th July, 2018

  • 02:56 AM - neogod22 quoted Bacon Bits in post Wish spell ending Feeblemind effect
    Yeah, that seems perfectly fine. Personally, I would rule that even an effect which says, "This effect can only be ended by a Wish spell," is automatically not stressful. My group all thought they nerfed Wish pretty severely, though, so the few times I've seen it cast the DM judged whether or not the effect was stressful based on the scope of the Wish rather than whether or not it duplicated a spell. Duplicating a spell was still never stressful. Still, RAW, you can remove Feeblemind by duplicating Greater Restoration with Wish, so it isn't stressful.I was going to say the same thing about wish except for, if the effect can only be ended with a Wish, such as the very few soul destroying things in the game (like going into the negative plane or being consumed by an artifact). Those automatically causes the weakness effect

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!


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