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  • guachi's Avatar
    Today, 03:39 AM
    I like riddles and puzzles because they seem to be a part of D&D history in that old modules had them and players enjoy different things in the game, anyway. I've only had one puzzle in 5e that the players themselves had to solve or they'd all die (eventually, of starvation). It was from B10 in the Tombs on the Ridge encounter. One player had it solved before I had even finished describing it,...
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  • guachi's Avatar
    Monday, 17th December, 2018, 05:31 AM
    I added one level of exhaustion for each time a PC dropped to zero HP. As it turned out, no PC every dropped to 0 HP more than once per long rest, and that's with long rests of one week. PCs routinely dropped to 0 HP, don't get me wrong. It's just either by random chance or good play, it never happened more than once. I did have an NPC (a war dog fluffed as a barbarian) who dropped twice to 0 HP,...
    191 replies | 6801 view(s)
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  • guachi's Avatar
    Sunday, 16th December, 2018, 08:19 AM
    Of course they haven't used it yet. With how stingy and rare it is it course your players will hoard it to the point of uselessness. What else did you expect to happen?
    21 replies | 523 view(s)
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  • guachi's Avatar
    Saturday, 15th December, 2018, 05:50 AM
    I'd do something similar to the OP, though I'd make it an adventure where you travel from setting to setting for each Act. Maybe use Planescape or Spelljammer to travel to the older settings of D&D and you could include a little background for each of the locations.
    26 replies | 1054 view(s)
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  • guachi's Avatar
    Thursday, 13th December, 2018, 09:14 PM
    The index. The "we know our weapons tables are weak, so here are 50 more spells".
    191 replies | 6801 view(s)
    3 XP
  • guachi's Avatar
    Thursday, 13th December, 2018, 03:16 AM
    This. Ten thousand times this. I use this example almost verbatim (though in my example it's a statue and not a door. Every statue in D&D is suspicious.). The statue gets used as an example of how stating a Goal and Approach can variously lead to a Perception, Investigation, History, Religion, Arcana, and a Stone Mason's Tools check depending on what the PC is actually doing.
    523 replies | 10801 view(s)
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  • guachi's Avatar
    Thursday, 13th December, 2018, 03:00 AM
    It's available on DMs Guild as a pdf for a more reasonable price.
    23 replies | 672 view(s)
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  • guachi's Avatar
    Thursday, 13th December, 2018, 02:55 AM
    UK2 or UK3. It's a two-part series and I can't remember which had that. Give me a second to look. EDIT: It's UK2 - The Sentinel. I flipped through my copy and it's on page 16. "I assailed the creatures, intent on vengeance, but all my hard-learned arts were in vain and these hands which have smashed stone and splintered oak could do them no injury." That's from the boxed text. I ran...
    3 replies | 242 view(s)
    5 XP
  • guachi's Avatar
    Wednesday, 12th December, 2018, 04:37 AM
    It sounds like fun when everyone is on the same page. Players control their players. But the party controls the party, if that makes sense. And that's why I as a DM am hesitant (unless asked to adjudicate) to intercede in intraparty actions like convincing B.A. to go along with the plan (or your party's equivalent). The player and the rest of the party can resolve the persuading however...
    523 replies | 10801 view(s)
    2 XP
  • guachi's Avatar
    Tuesday, 11th December, 2018, 07:51 AM
    Because no one asked for it, this is what I do. For intraparty actions, all participants must agree on the method of resolution or the action doesn't happen. This can be a simple "no". Player A: I attack Player B. Player B: No. It could be a player who is unsure of how his character might respond. Player A: Is there some way my character could convince your character to help the...
    523 replies | 10801 view(s)
    6 XP
  • guachi's Avatar
    Tuesday, 11th December, 2018, 03:41 AM
    As I recall, weights of items in 1e took their bulkiness into account as well. So something could be "heavy" if it was bulky and difficult to move.
    41 replies | 1536 view(s)
    3 XP
  • guachi's Avatar
    Tuesday, 11th December, 2018, 03:08 AM
    I was running X2 Castle Amber. One of the creatures is a Brain Collector that, well, collects brains. It's also a spell caster. The encounter is a solo encounter, so it's much easier in 5e. When I converted the monster to 5e I gave it the ability to concentrate on one spell for each brain it had with no chance of failure. (at least, I think it had no chance. Definitely could concentrate on more...
    27 replies | 681 view(s)
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  • guachi's Avatar
    Tuesday, 11th December, 2018, 02:45 AM
    Don't change things until you've actually played the game first. However, I'll give you my opinion on the things you've proposed. 1. In my 2-year campaign which recently ended I added the optional rules of Slow Natural Healing (no HP, only HD on long rest) and Gritty Realism (1 week long rest). I started out the campaign with Slow Natural Healing based on prior 5e experience and I had...
    110 replies | 2996 view(s)
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  • guachi's Avatar
    Tuesday, 4th December, 2018, 10:31 PM
    I voted #4. I actually do ban evil PCs from my game. I don't like evil PCs but more importantly, and it's what I tell my players, I'd be a bad DM for evil players and they likely wouldn't enjoy it. Might as well tell them upfront so they can save their time and not be disappointed.
    114 replies | 3376 view(s)
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  • guachi's Avatar
    Wednesday, 28th November, 2018, 10:48 PM
    Very small font.
    50 replies | 1406 view(s)
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  • guachi's Avatar
    Wednesday, 28th November, 2018, 10:08 PM
    Maybe they just should have made a beast companion a core part of the Ranger. I think it would have solved many of the problems we are having with it.
    120 replies | 4727 view(s)
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  • guachi's Avatar
    Wednesday, 28th November, 2018, 10:05 PM
    Wizards obviously has all the sales numbers but we have to remember that any new adventure is sharing shelf space and sales with other books. A better look at the health of D&D overall is total adventure sales in any given month. That being said, I think that too many of the adventures are basically the same. I hadn't bought any of the hard backs until DotMM as I liked the fact it was separate...
    92 replies | 4517 view(s)
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  • guachi's Avatar
    Sunday, 25th November, 2018, 05:39 AM
    ^^^^^^^ This. It might make more sense to give elves low light vision, but 5e dumbed it down. EDIT: or simplified it. 5e, to its credit, simplified a lot of things.
    179 replies | 4939 view(s)
    2 XP
  • guachi's Avatar
    Sunday, 25th November, 2018, 04:30 AM
    5e modules seem incredibly space inefficient. Maybe it's my imagination, but it seems like 5e books have a lower word count per page than some earlier editions had.
    46 replies | 2200 view(s)
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  • guachi's Avatar
    Sunday, 25th November, 2018, 01:05 AM
    The gnome reincarnation was a random die roll from the reincarnation spell table. I swear! The awesome thing was the four PC party already had one gnome.
    84 replies | 2154 view(s)
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  • guachi's Avatar
    Saturday, 24th November, 2018, 06:12 AM
    I've long gone with the rule of gaining a level of exhaustion on reaching 0 HP. I think I only ever had one PC reach two levels of exhaustion. And this despite long rests being one week so it took seven days to eliminate one level of exhaustion. A lot of PCs hit one level of exhaustion. Two PCs died in one encounter from very bad death saves, both getting reincarnated as gnomes. I find the...
    84 replies | 2154 view(s)
    1 XP
  • guachi's Avatar
    Monday, 19th November, 2018, 02:20 AM
    Evocative and/or practical. Too much of the art for 5e, for example, is neither. I love the simplicity of black and white line drawings because they are clean and clear. We got a lot of that in 1e AD&D and the D&D books. Too much of the 5e art is too busy to be really good or useful.
    18 replies | 653 view(s)
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About guachi

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Monday, 4th June, 2018

  • 02:02 PM - Coroc mentioned guachi in post Second Dungeons & Dragons Product for Fall 2018: Waterdeep: Dungeon of the Mad Mage
    Aldarc Ye you got a Point there but i fear that todays Wotc products cannot / would not give Feelings of nostalgia, at least with their FR products i do not get any. Besides big names like Xanathar etc. it is totally different than e.g. 2nd ed. Not that it is bad, it is just different. Being a Player in an OotA campaign atm, with a DM who sticks quite Close to the book, it is underdark yes, but back then the underdark was darker, more cruel i dunno how to say it, i ran the Menzoberranzan boxed set back then it was just different. I did not formulate my question 1 to suggest some one should first use any official product DQDesign and guachi , that was purely rethoric exageration, it is just that i am curious what People need more: updated mechanics or a new story.

Tuesday, 22nd May, 2018

  • 02:46 PM - Aldarc mentioned guachi in post As a player: prefer Homebrew or Published settings?
    The reticence I have for homebrew is that the DM will be too in love with his setting. Players should absolutely engage with the fictional world presented to them but DMs need to be able to take a step back from their setting.I share this reservation myself about homebrew settings. I cannot answer the OP's question. Settings are nice in that they provided "knowns" for players. The play expectations are often somewhat clear. There are some settings that I enjoy and gladly play (e.g., Eberron), and there are others that I would not touch with a 5 meter pole (e.g., Forgotten Realms, Dragonlance). However, there are too many unknowns with homebrews. I have experienced way too many bad homebrew settings with GMs for the reasons that guachi mentions. I generally have found greater enjoyment in homebrews where the GM is not selling the "homebrew" as a homebrew setting, but, rather, simply expressing a desire to play the game. But these latter homebrews, IME, typically follow the Greyhawk and 4E Points of Light model for settings.

Thursday, 17th May, 2018

  • 11:57 PM - Harzel mentioned guachi in post Inspiration & Hero Points Math
    As hinted at by guachi, one needs to add quite a few assumptions to the OP to get to something quantifiable, particularly around opportunity cost (that is, "Do I use the Inspiration Die now or save it for later?"). I guess it's not all that useful to just say "It's hard."; if I get inspired, I'll work on it.

Thursday, 3rd May, 2018

  • 07:44 PM - Satyrn mentioned guachi in post High AC and encounters
    guachi, UngeheuerLich: Thanks for doing the maths that I clearly cannot do. Another scenario for consideration. High-AC character. Heavy hitting monster with weaker monsters. Good for weaker monsters to do Help action? Please feel free to put forth whatever hard numbers you want there. My gut says that's a good move, but I trust maths more than my guts. guachi answered that earlier, in an edit. He said it starts being beneficial when the stronger monster does 10% more damage than the weaker monster.
  • 06:56 PM - iserith mentioned guachi in post High AC and encounters
    So guachi, assuming I'm not adding in CR0 zombie squirrels willy nilly to help my regular zombies, can you tell us if it's worthwhile for a zombie or two out of a pack of six to do a shove/knock prone? Or are there too many variables? Not that my zombies need to be tactical geniuses, but occasionally the necromancer controlling them is. I guess it would have to be based on percentage chance to knock prone, same as your percent chance to hit. Don't forget zombies are clumsy: "Oops, it stumbles and runs into you, possibly knocking you prone! So this is a Shove attack." I don't need no necromancer to justify why my zombies are tactical geniuses! (Or is that putting strategy over story? LOL) guachi, UngeheuerLich: Thanks for doing the maths that I clearly cannot do. Another scenario for consideration. High-AC character. Heavy hitting monster with weaker monsters. Good for weaker monsters to do Help action? Please feel free to put forth whatever hard numbers you want there. My gut says tha...
  • 06:25 PM - Oofta mentioned guachi in post High AC and encounters
    So guachi, assuming I'm not adding in CR0 zombie squirrels willy nilly to help my regular zombies, can you tell us if it's worthwhile for a zombie or two out of a pack of six to do a shove/knock prone? Or are there too many variables? Not that my zombies need to be tactical geniuses, but occasionally the necromancer controlling them is. I guess it would have to be based on percentage chance to knock prone, same as your percent chance to hit.

Wednesday, 15th November, 2017

  • 06:48 AM - Prakriti mentioned guachi in post How to turn D&D into a Video Game
    @guachi has a point, and Jeremy Crawford has responded to concerns saying that the spell might be changed as a result. For comparison, Prayer of Healing, another 2nd-level healing spell, heals 2d8 + ability modifier over 10 minutes, while Healing Spirit heals 10d6 over 1 minute. That's a huge difference, and obviously not how the developers expected the spell to perform.

Monday, 2nd October, 2017

  • 08:53 AM - clearstream mentioned guachi in post Best Non-GWM, Non-SS, Non-PM, Non-CE Damagers
    guachi thanks. I'm starting to grasp the math. mellored so the to hit percentage is only based off ASI or would archery style increase it by 10% Yes, although people often fail to grasp the significance of that. Think of it this way If I hit on 13 numbers on the die (65%), hitting on 2 more numbers will mean I hit 15/13 times more. About a 15% gain. Now consider the case where you're using power-attack? I'm hitting on 8 on the die (40%), so hitting on 2 more numbers will mean I hit 10/8 times more. About a 25% gain. That's what makes Archery so valuable in conjunction with Sharpshooter. That all said - by modelling in Excel these gains will be emergent from the calculations. The way I like to do it is slightly different from guachi. I set up twenty rows representing each number on the die, and populate them with the average damage. With a column for each damage source. I then sum the table and divide over 20. The advantage of this is that it makes it clearer what is going on, and...
  • 02:48 AM - Thateous mentioned guachi in post Best Non-GWM, Non-SS, Non-PM, Non-CE Damagers
    guachi thanks. I'm starting to grasp the math. mellored so the to hit percentage is only based off ASI or would archery style increase it by 10% Sent from my SM-G955U using EN World mobile app

Friday, 29th September, 2017

  • 03:02 PM - clearstream mentioned guachi in post Best Non-GWM, Non-SS, Non-PM, Non-CE Damagers
    If you are intending to action surge twice, you damn sure better use at least one rest. Or hit level I think 17? fighter. One rest will end hex. One rest, after 5 combats, allowing fighter to dump full superiority dice on the last combat. It's orthogonal to my goals to work out the optimum. Also I assume since the description is "Adventuring day" that it is a list of encounters that occur throughout the day. And that the likelihood of forcing all the fights to happen in an hour is low. AND that the character will be a member of an adventuring party, which will likely want to rest at some point. Exactly. Our wonderful numbers on paper fail the rule that For damage to be effective, it must be applied. (Consider the contrary, for damage to be effective, it must not be applied!?) As you point out, GFB and Sentinel require a party, and require foes to be arranged in just the right way. guachi's GFB builds has the same problem. My belief is that all our estimation is empty until we come up with a construct that factors in applicability. accuracy = lesser of 0.95 and (20−(AC−attack))*0.05 average = ((dice minimum)+(dice maximum)/2)+(flat modifiers) damage = average*accuracy cleave = 1−((1−(damage/HP))^(number of attacks)) critical = 1−((1−critical chance)^(number of attacks)) depletion = expenditure/turn*5 short resource fraction = charges/2 long resource fraction = charges/6 We're familiar with most of those and apply them with varying consistency, but what about space = distance−range ? lag = space/speed ? awareness = binary assumption? ratio? Without those, along with foe count and positioning assumptions, and ally count and positioning assumptions, our estimates frequently yield intuitions that play proves false.

Wednesday, 27th September, 2017

  • 11:33 AM - Harzel mentioned guachi in post Calculating Overkill Damage
    guachi Before having an opinion, I'd like to be sure (as much as possible) what it is I'm having an opinion on. :) So even after reading the thread so far, I still have two basic questions. What is the calculation you are doing? I will take on faith that you have accurately calculated the probabilities for each possible damage value since I understand what those values mean, and, in principle, how to calculate them. So, starting from there, I'd like to understand the rest of the calculation to get to the quantities you call "Average Damage" and "(Average) Overkill Damage". Given those, I understand how to get "Modified Damage" and "Damage Reduction". Note: I would have thought "Average Damage" would be straightforward, but I cannot reproduce your value for the example [Sword & Board; DEX/STR 20; duelist style; d8 weapon; 65% hit chance]; possibly I am making a simple mistake, though (I get 7.48 instead of 7.70). ​What exactly is your claim about how the values that you are cal...

Tuesday, 26th September, 2017

  • 06:10 PM - Oofta mentioned guachi in post [ToA] Heat & Heavy (armor)
    ... I don't understand you. Perhaps what you're saying is you don't believe the jungle environment *should* challenge level 5 heroes, in which case I kindly ask you to talk about that somewhere else, since that's exactly what I'm talking about! Sent from my C6603 using EN World mobile app So basically you don't like the obvious, simple solution so you ban it or just say it doesn't work. There are plenty of ways to implement the feel and character of the jungle. The group may come up with ways to overcome obstacles posed by the environment that you do not anticipate. People come up with solutions to overcome obstacles all the time, it's part of the game. You can either let them overcome obstacles in ways you didn't anticipate or dictate that the only way to overcome an obstacle is the option you've given them. That's your prerogative, but I wouldn't play in a game run that way. You asked for how to deal with armor in the jungle. You've been given the DMG answer, guachi came up with a solution, etc.

Monday, 25th September, 2017

  • 06:04 PM - Oofta mentioned guachi in post [ToA] Heat & Heavy (armor)
    Metal absorbs the heat of the sun way more than leather does. Which is why you should wear a white or light colored tabard over your armor. Like the crusaders did. The crusaders of course wore chain mail because it was the style of armor they wore, but chain is still heavy armor. Also, the book states Chult is in the mid 90s (so hotter than the Amazon). With humidity, the heat index is way over 100. ' The heat index is going to affect everyone. High in the mid 90s and 99% humidity is going to be brutal for everyone that gets dehydrated or overexerts themselves. Good thing most combats are over in a minute or two. But I like the idea @guachi had ... just refrigerate the armor every 10-15 minutes and you should be fine. Wearing metal armor could actually be beneficial if you have someone who can chill it. :) But to address your overall point, again, just because certain aspects of D&D is not realistic, does not mean you should throw out all other aspects of realism. Any time realism is overridden in D&D, there is a specific rule for it as to how and why it does override realism. Without a specific rule to override realism, the expectation is that gaming tables will use realism to mitigate everything else. It's why no matter what gaming table you go to, people will handle gravity the same way, and basic laws of physics, and everything else that isn't specifically covered by a rule. As far as certain players being punished, so what? Welcome to adventuring in dangerous environments. Who says that all players have to be exempt from environmental influences based on their own choices, just because said choice may give...

Wednesday, 9th August, 2017

  • 02:02 PM - akr71 mentioned guachi in post D&D Beyond - What's it for?
    guachi, I can't argue with you there... however the increased page count and therefore the cost might prevent me from buying many as well - and I already don't own many. I write a lot of the adventures/encounters for my players already - what I would really love is the ability to 'drag and drop' WotC stat blocks or otherwise import them into my session prep documents.

Tuesday, 11th July, 2017

  • 07:10 PM - ArwensDaughter mentioned guachi in post What do you want in a published adventure? / Adventure design best practices?
    A bit late to the party, but here's my input as a fairly new DM, with little to no prep time. I prefer pdfs, so some of my input is geared that way -boxed text, written to take into account different entry points and potential changes depending on what has happened so far. (I like the examples above where a couple of options are given) -I love the idea of monster/npc cards: easy to do with a pdf; perhaps provide a link to a pdf of the cards in print versions? I prefer full stat blocks, but don't see the point of repeating them throughout the adventure description. -Clearly designated sections in the descriptions for things like tactics, treasure, potential changes, etc. (akin to what guachi mentions--seems like I saw another list in this thread, but I can't find it) -Printer friendly maps that include a grid -Printer friendly pdf (either the "main" pdf or as a supplement for those who want to print it out) -motivations/tactics/personality notes on main NPCs -Notes that address a fairly wide variety of approaches players may take to a situation. Often during play, my players choose to do something/try something that reveals a rather glaring lack in the adventure as written. Sometimes it's because they want to do something truly innovative, and I understand why the author didn't foresee it; but a lot of times it is a pretty logical choice/approach that was over looked in the written adventure. One example of the latter: Quite a while ago I ran adventure that "concluded" with the PCs in possession of a red dragon egg. The adventure included suggestions for handling two different PC choices for what to do with the egg: selling it or destroying it. My players--for r...

Tuesday, 25th April, 2017

  • 12:04 AM - Quartz mentioned guachi in post On Past Tenses and Paladins
    Just to back up guachi, according to the Shorter OED p2885, smote is the past tense, smitten is the past participle, and a smiter is someone who smites. The OED lists the origin as the Old English smitan, with similar words in Old Frisian, Old Saxon, Middle Low German, and more.

Saturday, 14th January, 2017

  • 10:00 PM - Lanefan mentioned guachi in post B10 Nights Dark Terror in 5e
    pemerton as the site's greatest B10 proponent this looks like your cue. :) The only thing I can suggest, having now run B10 twice with varying levels of success, is to find a way to break it down into several smaller almost stand-alone adventures if you can; with the Lost Valley remaining as one larger mission at the end. Otherwise, as happened with guachi and happened twice with me, your players may well be sick of it all by the time it's finally done. Lan-"you might also want to slow down the levelling a bit or else the latter parts of the module might turn out to be pushovers"-efan

Monday, 2nd January, 2017

  • 10:58 PM - LordEntrails mentioned guachi in post One Year of DM's Guild
    Hemlock, Remathils, guachi, I don't disagree with what any of you said. The UI and search capabilities are sorely lacking. Coming from a PDM database world, to me, any metadata that is there should be configurable for a search. I don't know if it will help, or just get lost in the noise of another blog, but I have been toying with this idea for some months now, and decided to go ahead and start a blog and do my own product reviews. I've decided to just focus on products released in a Fantasy Grounds VTT format, as I felt trying to review any and everything was too broad. For anyone interested, http://www.fantasygrounds.com/forums/entry.php?232-Virtual-Scribe-Reviews

Wednesday, 7th December, 2016


Thursday, 1st December, 2016

  • 05:41 AM - Ashabel mentioned guachi in post Advantage vs Disadvantage : What's the Math?
    Morrus: I'm glad I'm getting results similar to others. guachi: 39/400 is still approx 10% chance to land a 20 on the d20. 5% normally and 1/400 with disadvantage. Yes sometimes the advantage/disadvantage is of small consequence or better said of little impact... But to almost double your chances of getting max on a random number? Larger impact. Sent from my LG-H812 using Tapatalk


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Monday, 17th December, 2018

  • 08:18 PM - Blue quoted guachi in post Most frustrating quirk of 5E?
    It didn't show a mechanical impact because players fear it, so they don't drop as often That contradicts the post I was responding to: PCs routinely dropped to 0 HP, don't get me wrong. Were you at that table, did guiachi misspeak? Even if they didn't drop "as often", every single drop means the character has disadvantage at everything mechanical outside of combat for at least a week - really sucks for that player, especially if it's multiple sessions before they can get a week worth of downtime.
  • 05:08 PM - Blue quoted guachi in post Most frustrating quirk of 5E?
    I added one level of exhaustion for each time a PC dropped to zero HP. As it turned out, no PC every dropped to 0 HP more than once per long rest, and that's with long rests of one week. PCs routinely dropped to 0 HP, don't get me wrong. ... I'd use it again, even if the actual effect in play was slight. I think the psychological effect is worth it even if it was never greater than level 1 exhaustion. With a single level of exhaustion, and a full week of rest to remove it so it's sticking around, I'm absolutely boggled how the "actual effect in play was slight." That gives disadvantage on every ability check. 99% of non-combat mechanical interaction is ability (/skill) checks. This would have been devastating at any table I have played at or run, ruining the character for every pillar of play except combat for the entire adventure.
  • 07:09 AM - Mouseferatu quoted guachi in post Most frustrating quirk of 5E?
    I added one level of exhaustion for each time a PC dropped to zero HP. As it turned out, no PC every dropped to 0 HP more than once per long rest, and that's with long rests of one week. Heh. We actually stopped using that rule a few sessions after we started, in part because we had one PC drop to 0 something like four times in one encounter. :D (The other reason, I confess, is that we just tended to forget to apply it. But I still like it in theory...)

Sunday, 16th December, 2018

  • 12:22 PM - James Grover quoted guachi in post Using ideals, bonds, flaws and traits for advantage
    Of course they haven't used it yet. With how stingy and rare it is it course your players will hoard it to the point of uselessness. What else did you expect to happen? I expect them to use it when it really matters, so it has some value, instead of being just another, "Oh, here, why don't you have another ability that you can use all the time to make something happen the way you want." I expect that when they do finally need to use it, it will save a life or make a memorable moment. THAT is what Inspiration is to me. Nothing in the book says it should be handed out like Halloween candy. :)

Thursday, 13th December, 2018

  • 04:50 AM - 5ekyu quoted guachi in post Skills used by players on other players.
    This. Ten thousand times this. I use this example almost verbatim (though in my example it's a statue and not a door. Every statue in D&D is suspicious.). The statue gets used as an example of how stating a Goal and Approach can variously lead to a Perception, Investigation, History, Religion, Arcana, and a Stone Mason's Tools check depending on what the PC is actually doing.Counterpoint, if the player tells you the skill/tool/proficiency being used, **that also** brings with it the linkage to actions taken. If the player says rolling perception that says looking, if they say check with tools, thats touching fiddling etc. Quite possibly DCs are different, definitely risks and outcomes different. Thats where i get amused at the rigid "GM chooses checks, players shall not" when the go with how approach reveals type of check - it works both ways. Both can work well, both can botch usually on the same ground - do the players and gm have the same understanding of what skills and tools and such...
  • 03:14 AM - vincegetorix quoted guachi in post Which Faerun setting guide?
    It's available on DMs Guild as a pdf for a more reasonable price. I think I'll wait and hope for an eventual Print on Demand option. For now I own SKT and the SCAG, which are good source of info for the Sword Coast and the North. I'll try to get my hands on a print version of Murder in Baldur Gate and Legacy of the Crystal Shard to have some stuff of those specific regions.

Wednesday, 12th December, 2018

  • 04:04 PM - Sadras quoted guachi in post Skills used by players on other players.
    Players control their characters. But the party controls the party, if that makes sense. And that's why I as a DM am hesitant (unless asked to adjudicate) to intercede in intraparty actions like convincing B.A. to go along with the plan (or your party's equivalent). Pretty much this. I bolded and changed the word from players to characters. I only intervene when necessary or when called upon whether for insight, persuade, grapple check, see who is fastest, push, pull...etc. Persuade may only work if there is a chance of success. The players will inform me if that possibility exists.
  • 12:15 PM - Eric V quoted guachi in post Review Dragon Heist, Mad Mage, and Ravnica!
    This is my basic opinion, as well. It's not good enough to be a hard cover. I got it for under $20, so there is that. It doesn't need to be epic for that price. But it's not interesting enough of a read to keep me interested for very long when I open it up. It's basically the kind of random dungeon that was presented in the 1e DMG and the maps remind me of some really early modules from 1980-1982 or so. It certainly gives me all the nostalgic feels looking at the maps (though if they were blue...) but it never seems to elevate itself above that in its 300+ pages. I basically feel the same. Problem is, if it doesn't sell as well as a result, it's going to be interpreted to be because it's high-level...

Tuesday, 11th December, 2018

  • 03:06 PM - iserith quoted guachi in post Skills used by players on other players.
    Because no one asked for it, this is what I do. For intraparty actions, all participants must agree on the method of resolution or the action doesn't happen. This can be a simple "no". Player A: I attack Player B. Player B: No. It could be a player who is unsure of how his character might respond. Player A: Is there some way my character could convince your character to help the villagers? Player B: It's possible but it would be difficult. How about a DC 18 Persuasion check? Player A: Ok. The players could thumb wrestle to determine the outcome for all I care. It turns out this has only come up once. One player wanted to play a prank on another PC. At first,v they looked to me to resolve it but I reminded them they could resolve it however they chose, as long as they both agreed. After a moment, both started acting like little kids playing pretend. It's liberating not having to play "DM, May I?" One thing I've noticed is that when you implement these sorts of approach...

Friday, 30th November, 2018

  • 09:42 PM - lkj quoted guachi in post WotC's Nathan Stewart Teases New D&D Setting Book in 2019
    Absolutely. The market for 5e seems to be large enough to handle such a product. I'd think you could move 10,000 units of a $150 product easily enough and you wouldn't need to support it further. Fans would know they were getting a well-supported, high-quality product all in one box. I'd buy such a product and I'm only marginally a Greyhawk fan. I love the idea of this. However, from a business perspective, I think the problem is opportunity costs. Creating such a high end product would presumably entail quite a bit of effort on their part and be relatively pricey to produce. Maybe they could move enough units to make a profit, but for the same effort they could probably make a lot more money doing something else. Combine that with trying to keep a relatively constrained set of releases to avoid market splitting and confusion, and I think the incentives for a deluxe printed Greyhawk product aren't strong enough. (And I don't think 'sastisfying the Greyhawk lover market so they'll stop com...

Wednesday, 28th November, 2018

  • 10:38 PM - doctorbadwolf quoted guachi in post Mike Mearls Happy Fun Hour, Nov 27 2018
    Maybe they just should have made a beast companion a core part of the Ranger. I think it would have solved many of the problems we are having with it. I would have loved that, but a ton of people don't like playing rangers with pets.

Sunday, 25th November, 2018

  • 02:01 PM - Morrus quoted guachi in post Maybe my expectation was off - Dungeon of the mad mage doesnt use the full maps for undermountain....
    5e modules seem incredibly space inefficient. Maybe it's my imagination, but it seems like 5e books have a lower word count per page than some earlier editions had. This one is very much the opposite of that - it's very text dense, with very little artwork. Each chapter has an intro header art piece, and a full page map, and there is a handful of spot illustrations in the book, but if it's word count you're after, this one has it in spades.
  • 11:58 AM - Ath-kethin quoted guachi in post Maybe my expectation was off - Dungeon of the mad mage doesnt use the full maps for undermountain....
    5e modules seem incredibly space inefficient. Maybe it's my imagination, but it seems like 5e books have a lower word count per page than some earlier editions had. What you describe is something that to my recollection began in the 3.5 era. If you compare the font size in the core books with the font size in the later books, the difference is astounding; later books were printed using a much larger font. That combined with lower page counts led to substantially less content per book. Of course, as people point out every time I bring this up, more text + smaller font = harder to read, and times, they have a-changed mightily since the 1e DMG and what felt like pages and pages of unbroken 6 point text. 5e books feel substantially more content-rich than later-era 3.x books did, so I'm fine with them so far. We'll see how it goes.
  • 07:46 AM - Lord Twig quoted guachi in post Ridding Elves and Half-Elves of Darkvision
    ^^^^^^^ This. It might make more sense to give elves low light vision, but 5e dumbed it down. EDIT: or simplified it. 5e, to its credit, simplified a lot of things. Okay. Simplified. And generally I am okay with simplifying. In this case I think it was unneeded. Low-light vision was simple enough to understand and made the races a little more diverse. And yes, infravision was a thing back in the day. It was limited to 60' for elves, just like darkvision now. So I guess you could say that it is just going back to the basics of 1st and 2nd edition. Still like low-light vision better. :)

Saturday, 24th November, 2018


Sunday, 18th November, 2018

  • 09:15 PM - 5ekyu quoted guachi in post The math of Advantage and Disadvantage
    What's "maximum impact"? If I need a 20 then advantage almost doubles my chance to hit. If I need a 1 to hit then advantage reduces my chance to miss by 95%. Almost guaranteed success seems maximally impactful. If the enemy needs a 20 to hit then disadvantage reduces damage by a factor of 20. Seems impactful to me. But here you are saying reducing incoming damage by 95% isn't impactful.Two offers to a pair of PCs of yours - one has 1gp the other 10. Show me 1 gp of yours and I will give you 1 gp a 100% reward. Show me 10gp and I will give you 5gp a 50% reward. Only one can take the deal. Which would you take for "maximum impact?" Impact is not measured by change multiplier but by change total. If we assume an expected damage on a hit of 20... Taking a needs 20 roll to advantage takes expected damage of an attack from 1 to just shy of 2. Gain +1 hp. Taking a needs 11 roll to advantage takes expected dmg kon attack from 10 to 15. Gain +5. The "% increase" is often (used to be) mis...
  • 06:22 PM - Sorcerers Apprentice quoted guachi in post The math of Advantage and Disadvantage
    What's "maximum impact"? If I need a 20 then advantage almost doubles my chance to hit. If I need a 1 to hit then advantage reduces my chance to miss by 95%. Almost guaranteed success seems maximally impactful. If the enemy needs a 20 to hit then disadvantage reduces damage by a factor of 20. Seems impactful to me. But here you are saying reducing incoming damage by 95% isn't impactful. If you're in a fight where you need to roll 20's to win you'll almost certainly lose, advantage or not. Advantage or disadvantage would have very little impact on the overall outcome. It's the same way if enemies need a 20 to hit you, you'll only take a small amount of damage in combat so a 95% reduction of that if you can impose disadvantage, isn't impactful when the damage was never a problem in the first place.

Wednesday, 14th November, 2018

  • 06:23 AM - Azzy quoted guachi in post Anyone else find this really irritating?
    I made a Word doc of all the classes and subclasses from the available books (PHB, SCAG, Xanathar's) plus content I liked from UA in a format as close to the 5e format as possible (minus pictures) and then printed that out. It's exceptionally useful, especially with each class given its own section and comb bound. Agreed. I've done something similar but for each of the classes I've played (I'll get around to all of them eventually). It is quite handy.

Monday, 12th November, 2018

  • 07:32 AM - James Grover quoted guachi in post Brand new DM to 5E and many concerns...
    No, I don't see your point. It's a stupid point. That is pretty rude. I asked for feedback and many people have been very good about expressing themselves without being snarky. If you don't like my discussion, comments, etc. then please don't post to the thread. Thank you. A first level Fighter in 1e has the same chance to hit as a 1st level Wizard (or it's only off by one). Even though it might have only been a point (or more with Specialization later on) in 1E, it still wasn't the same. One of my possible changes would be reducing the Prof Bonus from d6 HD classes by two. At 1st-level a Fighter shouldn't be a god in hitting compared to non-warriors, but he should be better IMO. A 1st level Fighter hasn't spent years in training. Then how did he learn how to use the weapons, armor, Fighting Style, etc.? I am not saying he had decades, but given the starting ages for many 1st-level characters, he likely had 4-6 years or more of training somewhere (parent, army, city watch, e...
  • 04:40 AM - James Grover quoted guachi in post Brand new DM to 5E and many concerns...
    Levels 1-4 in my last game I DMed took exactly 2x as long as your list for levels 1-3. Each session was about four hours. Level 4 took six sessions. Personally, I thought it was a good pace to the game. That wouldn't be too bad and is close to what I plan to do anyway. Needing 2 sessions (avg 1 per wk) for 2nd, 3 for 3rd, and 4 for 4th is basically about two months of real time for 4th level. It is a bit faster than I would do in 1E or 2E, but not far off which is why I chose it.


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Iserith's Adjudicating Actions
This file is a formatted version of Iserith's Adjudicating Actions article. The article explains how to adjudicate actions in D&D Fifth Edition using the rules of the game to extrapolate when and how to adjudicate actions for your D&D gaming table.

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