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    Sunday, 14th October, 2018, 07:29 PM
    I'd suggest a "dragonborn" barbarian. Rather than the standard subclasses create a subclass that gives him more draconic abilities. Unarmoured defence is basically the strength of his scales. He probably wants to be able to fly, you could say that his wings are still developing and that they give him jump bonuses until level 5 when he gains a flight speed. Maybe also check out the...
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    Friday, 12th October, 2018, 01:16 AM
    My preference would be to have all archetypes start at level 1 in a class. Sadly, that ship has sailed.
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  • cbwjm's Avatar
    Monday, 8th October, 2018, 09:51 PM
    Sage Advice definitely existed before 5e and people likely were disagreeing over Sage Advice rulings they read in Dragon magazine, they just didn't have the internet as a handy platform to voice that disagreement.
    73 replies | 2126 view(s)
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  • cbwjm's Avatar
    Monday, 8th October, 2018, 09:49 PM
    I decided to see if I could find anything more on Crawford's ruling and found a 2016 tweet that I hadn't seen before. I guess even Crawford isn't too fussed on which method to use so really, much like any houserules, find out which method is used when you join a table. "Magic missile. RAW: You roll 1 damage die (see "Damage Rolls," PH, 196). RAI: It doesn't matter; you choose." ...
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    Friday, 5th October, 2018, 11:04 PM
    I thought those abilities state or have been clarified as only applying once per spell, not once per missile. With the current sage advice, evokers are able to apply their intelligence bonus to the single die roll meaning each missile deals 1d4+6 force damage.
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  • cbwjm's Avatar
    Friday, 5th October, 2018, 09:53 PM
    Up until 5e and the sage ruling saying that you roll the damage dice once, it never would have occurred to me to roll once and apply the result to each missile. Every edition beforehand where magic missile created multiple missiles I rolled for each missile. This seems to be how it works in various CRPGs as well, Baldur's Gate 1 and 2 had variable numbers, NVN uses variables and now, though not a...
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  • cbwjm's Avatar
    Thursday, 4th October, 2018, 12:22 AM
    I like the games that stick fairly close to the rules since it lets me play DnD when I otherwise can't play. I loved the old Baldur's gate and icewind dale games. Torment, neverwinter nights 1 & 2 and now pathfinder kingmaker really help me scratch that DnD itch.
    146 replies | 8571 view(s)
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  • cbwjm's Avatar
    Tuesday, 2nd October, 2018, 08:30 PM
    Full release, they are constantly patching it up so it is definitely getting better. It is playable now, however, if want it to be less buggy then give it a few weeks.
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    Tuesday, 2nd October, 2018, 12:07 AM
    I never really got far into pillars of eternity, there were some systems I didn't like in the game. Kingmaker is just pathfinder but with the benefit of not having to remember to add every single little modifier because the game does it for you. I'm finding playing is interesting because I have to relearn how the pathfinder system works. There are a few issues with the game that are getting...
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    Monday, 1st October, 2018, 01:42 AM
    I do something similar to 4e, I choose a single spell of each level and just note down the description of that in a simplified form. For instance, that goblin pyromancer might be a 1st level sorcerer with Charisma bonus +2 so they end up like this: Fire Bolt, at will, +4 ranged spell attack, 1d10 fire. Burning Hands, OO*, Dex 12 (half damage), 15-foot-cone, 3d6 fire. If they were a 3rd...
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    Friday, 28th September, 2018, 10:52 PM
    Something I like about kingmaker is that companions aren't locked into their class like in the storyline for NWN2. It lets me explore some other class combos: a half elf rogue/wizard, I'm turning into an arcane trickster. A cleric of sarenrae is going to become a mystic theurge. I get to try out a magus and inquisitor through a couple of companions and eventually I will be an eldritch knight with...
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    Friday, 28th September, 2018, 12:48 AM
    I think the original Baldur's Gate Enhanced Edition still holds up well. The only real complaint I have about it is the complaint I had right when it came out, too many seemingly superfluous locations whose only purpose was to provide an area for you to move through to get to a different area that you actually needed to go. Baldur's Gate 2 had far less of these. I'm finding an issue with...
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    Thursday, 27th September, 2018, 08:12 AM
    Looking at the link it appears they are still working on it though. Last update was in August.
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    Thursday, 27th September, 2018, 04:10 AM
    What?
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    Thursday, 27th September, 2018, 03:25 AM
    Even with my early printing of the PHB, I read the multiclassing rules as stating that a wizard 1/bard 4 could only add 1st level wizard spells to their spellbook. However, it isn't really broken if they do, just consider it a as the wizard having a bonus ritual casting feat and add the rituals based on their total character level.
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  • cbwjm's Avatar
    Thursday, 27th September, 2018, 01:47 AM
    I started a game last night, all the classes we know are their including the pathfinder classes of alchemist, inquisitor, and magus there are also a half dozen or so prestige classes. I rolled up a wizard and had 4 different ways to create him: standard wizard, arcane bomber, scroll master, and thassalonian mage. I went with the thassalonian mage and chose to specialise in wrath (evocation) which...
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  • cbwjm's Avatar
    Wednesday, 26th September, 2018, 07:19 AM
    I just bought the pathfinder game, looking forward to playing. I've recently been replaying some of the older baldur's gate and icewind dale games so I should enjoy giving this one a go.
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  • cbwjm's Avatar
    Wednesday, 26th September, 2018, 06:38 AM
    So what other options would you like? I can think of some things you might like such as: Smaller feats received more often. Skill points. Prestige classes/paragon classes/epic classes. A lot of people say they want more mechanical choice but never really go on to expand on it to state what they would like to see. Mind you, some of the posts in this thread are really, really long or...
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  • cbwjm's Avatar
    Tuesday, 25th September, 2018, 02:21 AM
    Torm, Mountain Dwarf Ranger (hunter) Fighting Style: two-weapon fighting. Hunter: Hordebreaker. An old friend of the goliath who joined him in battle when he was close to be overwhelmed by a band of goblins. He was a scout for his clan in their mountain home. Fights with twin axes and spent his time as a scout cleaving through hordes of goblins and orcs. Andarl Stormborn, Goliath Outlander...
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  • cbwjm's Avatar
    Monday, 24th September, 2018, 03:43 AM
    Until now, I don't think I'd heard of Esper Genesis and looking at the artwork, none of it rings a bell however, I'm going to check out the basic rules to see what it's like.
    18 replies | 616 view(s)
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  • cbwjm's Avatar
    Friday, 21st September, 2018, 10:44 PM
    Some of the older settings don't even really need an update, which isn't to say that I wouldn't want them updated but I just but I just think that they aren't really needed. Greyhawk and Dragonlance would be easily run with the current options, the only really unique mechanic for Dragonlance is moon magic which could easily be ignored and the game would run fine. Planescape I'd love and...
    113 replies | 2165 view(s)
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  • cbwjm's Avatar
    Friday, 21st September, 2018, 10:36 PM
    Has anyone created an oath of the Jedi of oath of the Sith? That could be pretty cool. I might have to brainstorm some ideas.
    921 replies | 25068 view(s)
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  • cbwjm's Avatar
    Thursday, 20th September, 2018, 10:20 PM
    With the whole Odin vs. the fiend thing, I've always thought of Odin as someone that takes the long view, he could quite possibly be fine with what the fiend is doing because he has plots and plans that will unravel the fiends plans in the end restoring Odin's champion to his rightful place.
    921 replies | 25068 view(s)
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  • cbwjm's Avatar
    Thursday, 20th September, 2018, 09:48 AM
    Honestly, it's surprising this didn't happen sooner.
    276 replies | 4235 view(s)
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  • cbwjm's Avatar
    Wednesday, 19th September, 2018, 10:22 PM
    I've been waiting for the last two wizard spell compendiums for quite a while now :(
    116 replies | 12167 view(s)
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  • cbwjm's Avatar
    Wednesday, 19th September, 2018, 10:07 PM
    You have just made me realise that the restriction on casting in armour that you aren't proficient with also applies to clerics. I never considered it before because it was more prevalent with wizards and sorcerers who have no armour proficiencies.
    921 replies | 25068 view(s)
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  • cbwjm's Avatar
    Wednesday, 19th September, 2018, 09:54 PM
    I actually think what they are doing at the moment is a great way of doing it by releasing a new setting around the same time as an old one. I'm not sure if they will continue this way but it is a nice way of doing it.
    113 replies | 2165 view(s)
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  • cbwjm's Avatar
    Tuesday, 18th September, 2018, 02:59 AM
    Part of me would want to multiclass a cleric into warlock just because the "God" will take away my powers. Guess I'm just a 1st level warlock with some extra proficiencies and hit dice now. It would be even better if I was the only one with any real healing or raise dead abilities.
    921 replies | 25068 view(s)
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Friday, 13th July, 2018

  • 02:12 AM - Unwise mentioned cbwjm in post Multi classing Objections: Rules vs. Fluff?
    cbwjm The reason I came up with that example is that I actually played a Dwarf from a clan that prided itself on never having been in sunlight. They felt that sunlight would weaken both them and their culture, like it must have done to humans. He of course saw the sun for the first time and fell in love with it and the outside world. I chose deep-dwarf over Drow because it would not have the issues I mentioned above. To me that is the trick, something can be a great story yet shift the view of the world. In my Warhammer campaign example, my players all had great back stories (which they never do normally) but the end result was that it was a group that did not fit in the world at all. ad_hoc I can see where you are coming and agree, but don't have that experience myself. Frankly if they engage in RP or backstory at all I am thrilled, we don't have people competing for the spotlight.

Tuesday, 12th June, 2018

  • 11:48 AM - Coroc mentioned cbwjm in post UA: Giant Soul Sorcerer
    cbwjm Thank you, might be fun, i'd wish though their creative energy would concentrate on other things, but that is just me.

Wednesday, 4th April, 2018

  • 12:18 PM - Coroc mentioned cbwjm in post Mike Mearls tweet: Is the Known World of Mystara coming to 5e? (What's Cool About Mystara?)
    cbwjm #84 Your ideas to "shoehorn" different races into a classic Setting are great, also for DMs who want to do something like that with their official or homebrewed setting, but let me ask you and the rest of the Forum (although it had been asked before): Is this the biggest Problem we got in converting new Settings to 5e? Maybe i do not see things like that because i get old and stubborn but for me the biggest Goal to achieve when converting classics like DS, ebberon, DL or Mystara to 5e is: Do i get the same feel from the Setting like when i played it Long ago with a different Version of the rules and would even someone not familar with the Setting back then but starting to Play it with a 5e conversion get the same vibe? That is the hardest Thing to achieve and imho this requires something which seems to be outlawed by at least some of the Forum These days: Cut it out, leave it, do not allow it, restrict reduce: classes, spells, equipment allowed/ available, Combos, alignment...

Thursday, 15th February, 2018

  • 07:00 AM - Hawk Diesel mentioned cbwjm in post Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
    ...have ONE utility spell running in most situations and then burn spell slots with damaging spells, 1 per turn, that do typically less damage than the damage being doled out by the martial characters. In practice I just don't see the spell casting uber-race outshining their mundane counterparts. Do they sometimes? Sure, some spells are just the thing to save the day, as they should be. But just as often the monk gets in a Quivering Palm or a paladin triggers a massive Smite or a frenzied barbarian is able to resist the mind-bending spell that has beguiled the rest of the party. All fair and valid points. I have played high level D&D, though admittedly not much. But thank you for bringing up these examples. It is helping me consider whether I am still thinking that magic users are as powerful as I proposed. At my table we long rest once every 2 or 3 sessions. Are you saying that your table long rests more than once per session? Yea, sometimes. Either similarly to what cbwjm, or being in games where long rests were just plain used more often than short rests (though that game had the house rule that short rests were 4 hours, so anytime you could short rest there was no reason not to just go for a full long rest). That's the sort of thing that we hand wave. There is no real tension there. So either we just declare that time passes and we're wherever we need to be or perhaps have a bit of description of what happened but not actually play it out. If exploration is the thing then we do that but it would be a series of encounters and obstacles. It's sort of the same with the skill system. If there is no consequence and/or it isn't interesting then there is no roll. Do you mean you hand wave that single encounter between long rests in the travel periods? I'm not understanding. But I have experienced a number of sessions in my games where there is max one or two encounters between long rests. Obviously when I DM I can have control over the pacing...

Tuesday, 23rd January, 2018

  • 05:42 PM - Hawk Diesel mentioned cbwjm in post Attempt at a Kalashtar race
    So if I were to give anything extra, I would want it to reflect how Kalashtar are refugees fleeing execution and assimilation into the Dreaming Dark, il-Lashtavar. Not all Kalashtar are warriors, but all have an instinct for survival. Combined with their psychic talents, I might suggest this: Inertial Armor. Your latent psychic talent provides you a measure of protection against physical harm. When not wearing any armor, your AC is calculated as 11 + Dexterity. You can use a shield and still benefit from this ability. Alternatively, I might grant advantage on saving throws against exhaustion from forced marches and lack of sleep, due to their history of far travel to escape enemy Inspired soldiers looking to exterminate them. As for the psych damage and the cantrip, normally I would agree with you cbwjm. Damage tyoes are fairly interchangeable. However, if you look, Totem Barbarians remain vulnerable to psychic damage, Psychic damage is the only kind that can normally affect a creature under the Feign Death spell... many resistance/immunity exceptions are around psychic damage. Additionally few spells or abilities inflict psychic damage, and arguably it is the only damage type not in some way grounded in a physical or material way. Unless you build a character with a focus on psychic damage and alter many spells to allow for such, few players will ever deal psychic damage in any significant amount. Thus their would be little reason to adjust encounters or otherwise account for someone that deals psychic damage. So while most damage types are interchangeable, I would say psychic and force are the lone exceptions. I'd even put necrotic and radiant in the same category as the others.

Friday, 12th January, 2018

  • 04:21 AM - Olive mentioned cbwjm in post Wizard Spells
    If they're allowed to do this then you're really encouraging them to start colluding. Personally I don't like telling players, "Yeah, I know the mechanics encourage you to do X, but I'd really rather have you roleplay so can you just cooperate?" I would much rather point to a mechanic and say, "Sure, you can copy...but there's an X% chance it will get erased from your own spellbook." I was going to post something but then cbwjm said what I thought. I just don't see this as a huge issue, especially as they're going to want to prepare different spells regardless so they can maximise the things they can do.

Thursday, 16th November, 2017

  • 12:27 PM - Coroc mentioned cbwjm in post Weapon Help
    Do it like cbwjm suggests, give it a fixed boon (1d4 is ok) and some charge ability modelled after a spell. The charged ability should be usable as a free action on a hit, or instead of one of your normal ranged attacks. Rather than introduce a mechanic depending on the attribute, give the weapon a reason and personality why it does not be wielded by weak characters. If your intend is as a GM that the sword should go to the party brute and no one else, then the sword will simply zap everyone else for 1d4 force damage who even touches it. Rule 0 applies, if someone questions why and does not accept your explanation that the sword wants to be wielded by the strongest char because of blah.---

Thursday, 9th November, 2017

  • 05:04 AM - Hawk Diesel mentioned cbwjm in post D&D's Monk Way of the Sun Soul in 'Xanathar's Guide To Everything'
    I don't get it. Why would they re-release the sun soul monk? If the version presented in the SCAG is problematic, I would prefer they address that reasoning and proposed changes in a UA. Doing this makes me wonder if they are just trying to pad their page count. Also, I second cbwjm. What flaws are there in the Sun Soul Monk? Seems like a mechanically sound archetype to me.

Wednesday, 1st November, 2017

  • 03:06 PM - Hawk Diesel mentioned cbwjm in post Monk Weapon
    That should satisfy a player whose character concept is based around "Longsword". It probably won't satisfy a player whose character concept is based around "d10 damage" But here you are making a value judgment. You are inherently saying that a player must value the role playing aspect over the game aspect of something is a role playing game. It is not up to us to decide how a person plays or what gives them enjoyment when playing. I suppose a table could decide this together in a session zero, but then such a person would be better prepared to understand how others would respond to playing an elf monk and wanting to actually use all the abilities their choice of character grants. I really like how cbwjm put it. The rules are really guidelines or suggestions. They shouldn't be taken as immutable dogma. But then I don't believe in sacred cows.

Tuesday, 24th October, 2017

  • 09:04 AM - Yaarel mentioned cbwjm in post Mystic playtest...ugg this class is all over the place
    @GMforPowergamers, @cbwjm The way I wish the Magic Weapon spell worked is like this: Class Level: Attack Bonus Student L1: +1 Master L9: +2 Legend L17: +3 Epic L25: +4 Each plus is 8 levels higher. The advancement covers the entire 20-level career. They way it actually works is like this: L1: +1 L7: +2 L11: +3

Tuesday, 3rd October, 2017

  • 04:56 AM - Chaosmancer mentioned cbwjm in post Sorcerer vs Warlock
    Xeviat and cbwjm Sure, there are a lot of things we "could" do. I mean, in one respect, the only difference between a wizard and a bard is divide between Art and Science. And Music aficionados are usually quite eager to point out the science behind the art, and vice versa. But, if anything, the Wizard and the Warlock are more similiar. It doesn't matter if you studied for the test or someone handed you the answer sheet, you're still taking a test. That is a fundamental difference between "I was born for this" Birds don't need to study to know how to migrate and fly, they just do it, and no amount of tinkering to grow wings or building things that fly makes us birds. The metaphors can get really mixed, and, like I said, we can make all of these crushed together, but there are fundamental differences at play in the lore of the sorcerer that really should not be ignored. Even if the mechanics of the class and the game don't reflect that story accurately

Saturday, 1st July, 2017

  • 08:38 AM - Hawk Diesel mentioned cbwjm in post Converted Pathfinder spells for Cryomancers
    I haven't read them all yet, but I agree with cbwjm regarding Snowball. Either increase the damage, or make it a cantrip. If you go the cantrip route, on a hit the target automatically has disadvantage on their next attack before the start of your next turn. As for Ice Armor, if you compare it to Mage Armor (also a first level spell), then it is clear that no one would take mage armor if this is an option. Thus I would bump Ice Armor up to 2nd level or make it a concentration spell to balance against mage armor.

Tuesday, 13th June, 2017

  • 06:07 AM - Sword of Spirit mentioned cbwjm in post I gave up--Here's a Warrior-Mage base class
    Hi all! I took some time to think through the class more. I'd like to provide a simplified comparison for ease of analysis. I'd be particularly interested in commentary from those who have looked at the original proposal, including FrogReaver, Hemlock, Zardnaar, cbwjm, Blue, as well as anyone else who likes to look at these sorts of things. I'm going to take as a baseline for balance the wizard's Bladesong Tradition, since the designers felt it was more or less balanced. My class needs to be comparable in overall balance to Bladesinger. My table will present a simple comparison of essential features level by level, for a skeletal baseline, that should be no more powerful than Bladesinger. Then I'll provide a list of features that can be added, and it would help me greatly if I could get people to basically "say when" when the class hits the point where it is overpowered compared to Bladesinger. Except for what is spelled out on this table and intro, assume that this class's features and stats are identical to a Bladesinger. Ie, you are taking away the stuff in the Bladesinger columns, and adding in the stuff in the Warrior Mage columns. I made an exception by noting where they both gained Extra Attack. You can more or less forget the first...

Monday, 29th May, 2017

  • 05:20 AM - TheCosmicKid mentioned cbwjm in post Oriental Adventures 5e - What race options are there?
    ...we have a very hard time seeing anything other than humans really 'being' any of those classes and caring about how the world sees them. I mean, if you are a spirit folk samurai (not sure if that was even a choice, but for sake of argument...), why would this spirit folk even be a samurai of some ruler in some land that has virtually nothing to do with his "race"? Sure, the spirit folk probably has his/her river/forest/mountain/whatever in the daimyo's province...but that would be it. Why would the daimyo accept such a creature into his confidence? Why should the daimyo even trust such a creature, who obviously would have significantly different ideas on what is "right", "just", or even "legal"...compared to humans?The spiritual beings in East Asian legend mirror the human social order much more closely than fairy folk do in European legend. Chinese mythology even has a celestial bureaucracy with ranks, offices, and duties just like the imperial bureaucracy. And -- Alex Williams and cbwjm mentioned Journey to the West. In that story, not only is the "adventuring party" composed of a variety of nonhuman characters, but the underlying reason for their journey is that they've all converted to Buddhism. You never hear about elves or trolls converting to Christianity; the implication is that they're fundamentally incapable of it. But Buddhist lore has spirits, demons, and monsters all happily joining the team and working together. So I'm thinking that, all things being equal, it takes far less effort to explain why a river/forest/mountain/whatever spirit might be a samurai than why an elf might be a paladin.

Wednesday, 17th May, 2017

  • 04:00 PM - Redthistle mentioned cbwjm in post Druid subclass: Circle of the Warden
    ... are definitely something which can be expanded with additional forms being added for the warden to learn. There could be a level requirement (prefer not to have one though) or they could start with 2 or 3 forms and then be able to choose more as they level up. For the tankiness, I did think of doing something similar to the dragon sorcerer which grants +1 hit point/level. This would bring them up to a d10 hit die equivalent. It would certainly help them survive in melee by giving them just a little more of a hit point buffer. This works, does what it needs to, but it kind of isn't too interesting. Although I guess the more interesting parts of the warden are the forms. I probably wouldn't increase the size of their hit dice, but the idea of them gaining temp. hit points could be interesting. Perhaps Wisdom modifier (min. 1) temp hit points at the start of their turn. Although I've been concentrating on getting Primal Forms into a reasonable draft form, the ideas from @rgoodbb and @cbwjm quoted above have been moving around in the background of my mind. I do think that cbwjm's original ideas for the 6th, 10th, and 14th level features are good as they are, but adding the Wisdom modifier as temporary hp while in primal form is appealing and makes a certain sense. What if the Circle of the Warden was designed like the Circle of the Land subclass, with multiple types of warden? The 4e Player's Handbook 2 described the Earth Warden and the Wild Warden, and the 4e Primal Power book gave us the Life Warden and Storm Warden. They wouldn't necessarily have to be named after those specifically, but the notion of those tree-related powers in 4e ... it would be like playing a were-treant or something. Sweet! I haven't looked at any of the Paragon Paths yet, so they haven't been included in my thinking here. I'm probably missing some good ideas because of that. Anyway, back to some ideas for primal forms. Here's the current adaptations I've considered: Form of the Avalanche Unl...

Sunday, 14th May, 2017

  • 03:51 PM - Redthistle mentioned cbwjm in post Druid subclass: Circle of the Warden
    I'm working on getting this Circle feature more in line with the descriptions in Wild Shape, and find myself in need of other some feedback on what I'm working up. Primal Form At 2nd level you do not gain wild shape. In place of wild shape, you gain the ability to use your bonus action to assume a form of primal power to enhance your combat abilities for 1 minute. The number of times you can assume a primal form is shown in the wild shape column of the Druid table in the Player’s Handbook. There is no Wild Shape column in the Druid Table. Instead, the feature states that you can transform 2 times, but once both transformations have been used, you need to take a short or long rest to regain the ability to transform. I'm thinking we should just use that language. In Wild Shape, the Beast Shapes table (re-labeled Primal Forms below) shows a real disconnect with changing into primal forms (I guess that's why cbwjm called it a "1st draft," eh?) of the Circle of the Warden. Primal Forms Level Max. CR Limitations Example 2nd 1/4 No fly or swim speed Wolf 4th 1/2 No fly speed Crocodile 8th 1 - Eagle Now, a hint of a direction to go shows up immediately in Form of Storm's Thunder (with a bit of added fluff inspired by the 4e class descriptions) below: Form of Storm’s Thunder Tendrils of mist drift around you, flickering with light, as faint rumbles of distant thunder emanate from your body. On your turn, when you hit with a melee attack, you deal an extra 1d6 thunder damage. This increases to a d8 at 5th level, d10 at 11th level, and a d12 at 17th level. Here, cbwjm added class-level specific increases to the damage in the spirit of cantrip-type increases, while keeping the increases lower than cantrip increases in keeping with other kinds of class/archety...

Sunday, 7th May, 2017

  • 06:07 PM - MoonSong mentioned cbwjm in post This is a directory of posters who think the sorcerer needs fixing
    ...that Neo-Vancian would mean balance problems for sorcerers, but over time I've noticed there is more and more posters who think the class could use a little help and recently that number has exploded. Just a beg, please, please pretty please with sugar on top, if you think the sorcerer class is not underpowered, or doesn't lack options, or overall doesn't need adjustment. (Or worse you don't want a sorcerer class at all), please refrain from posting here or being confrontational if you can't help it. This thread doesn't seek to prove a point or disprove yours. It just wants to be a hub for like-minded players and DMs to make acquaintance of each other. Double so for newcomers to the forum. The Directory so far. If you want to be included (or removed), edit this post to add or remove your name (and only your name, no vandalism plz). @Tony Vargas, @Hawk Diesel, @RangerWickett, @dco @Gwarok, @LapBandit @Sword of Spirit, @Gradine, @gyor, @Xeviat, @Yunru, @Jago, @flametitan, @Ketser, @cbwjm, @Immoralkickass @ScuroNotte , @Irda Ranger @dropbear8mybaby, Ilbranteloth Gradine's treatise on the sorcerer A brief(?) treatise on the plight of Sorcerer The fundamental problem with the Sorcerer in 5e is that the reason the class was created in the first place was to create a mechanical distinction that no longer exists in 5e. 4e solved the problem by creating a new mechanical distinction, but that no longer exists in 5e either. See, the 3rd edition Sorcerer was basically worse than the Wizard in all but a handful of ways (more spells per day being the big one, also they had slightly better weapon proficiencies and were more fun at parties). In exchange they had slower spell progression and no bonus feats, because WotC overestimated the power of spontaneous casting Monte Cooke hated sorcerers reasons. Pretty much everyone agreed that simply on the basis of the slower spell progression (something which was then saddled onto all future spontaneous full-casters), spontaneous caste...

Sunday, 30th April, 2017

  • 12:06 AM - Oofta mentioned cbwjm in post Unearthed Arcana: Get Better At Skills With These Feats
    Do you allow anyone to make the check as a bonus action? Or does it take their full action to ignore difficult terrain? Or is it a check that's made as part of their movement? If the answer is the first or third choice, then yes, I can see how the feat wouldn't seem that great for your table. Otherwise, all the feat does is allow a character to do what they already could, but faster. I do it the same as cbwjm if I think it makes sense, it's just part of the movement. A lot of times I'll also allow athletics. So either dive dextrously through the thick brush or muscle your way through. There are times when it doesn't make sense. If the difficult terrain is a supernatural effect of a monster warping space for example. So just another feat I don't need.

Wednesday, 26th April, 2017

  • 05:00 AM - Lanliss mentioned cbwjm in post homebrew Cleric Changes discussion
    I started thinking on some Cleric changes to apply to my world, ways to make them more interesting as a class. I am leaning heavily towards more Warlock-like changes, since I think Warlock and Cleric are two sides of the same coin. To that end, here are some of my changes Going to happen: Changes that I am decided on, mostly pretty obvious things that come with the Warlock Chassis Short-rest spell slots, same progression as Warlock, including Mystic Arcanum Divine Gifts: Invocations for the Cleric. One of the topics to be discussed. cbwjm has been helping out on this, and even put it in a handy link. http://homebrewery.naturalcrit.com/share/B1WZWvYTAx

Sunday, 16th April, 2017

  • 07:13 AM - WilliamCQ mentioned cbwjm in post RaW sorcerer highest level Spells Known
    ... 2 10 0 0 3 4 4 11 0 0 2 4 4 2 12 0 0 1 4 4 3 13 0 0 0 4 4 3 2 14 0 0 0 3 4 3 3 15 0 0 0 2 4 3 3 2 16 0 0 0 1 4 3 3 3 17 0 0 0 0 4 3 3 3 2 18 0 0 0 0 3 3 3 3 3 19 0 0 0 0 2 3 3 3 4 20 0 0 0 0 1 3 3 3 5 If you would kindly confirm (or infirm, hopefully with a correction) it's indeed the highest level Spells Known. Update 1: When I started this post Ancalagon was the last poster, so the 1st paragraph was addressing him. cbwjm I'm glad we're coming to the same conclusion; perhaps someone else might come to the same, or I'd be glad to see a different opinion.


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Monday, 8th October, 2018

  • 12:02 AM - Greenstone.Walker quoted cbwjm in post Magic Missile. How have you and how do you roll the damage.
    Have you ever rolled one die and applied the result to each missile before 5e? For me, I'm always going to roll damage for each missile instead of once for the whole spell. It makes more sense if you treat magic missile as an AoE spell, just one with interesting targeting. When you cast fireball, you roll damage once and apply the same number to every target. Apply the same reasoning to magic missile, with the only difference that a creature in a fireball only gets hit once but a creature in a magic missile can be hit more than once. On the other hand, I always roll seperately. I do, however, demand from my players that they allocate all targets before rolling any dice (the opposite to the various blast and ray spells).

Tuesday, 2nd October, 2018

  • 08:13 PM - Valetudo quoted cbwjm in post Why D&D Can't Have a Good Video Game
    I never really got far into pillars of eternity, there were some systems I didn't like in the game. Kingmaker is just pathfinder but with the benefit of not having to remember to add every single little modifier because the game does it for you. I'm finding playing is interesting because I have to relearn how the pathfinder system works. There are a few issues with the game that are getting worked on by the development team. I had one the other day where I levelled up my wizard main and then when I levelled up the bard companion I was also able to choose spells for her from the wizard spell list.Are you talking about beta or the full release? Kingmaker looks interesting, but Im worried its gonna be a bugfest.

Friday, 28th September, 2018

  • 01:36 PM - gyor quoted cbwjm in post Why D&D Can't Have a Good Video Game
    I think the original Baldur's Gate Enhanced Edition still holds up well. The only real complaint I have about it is the complaint I had right when it came out, too many seemingly superfluous locations whose only purpose was to provide an area for you to move through to get to a different area that you actually needed to go. Baldur's Gate 2 had far less of these. I'm finding an issue with pathfinder kingmaker is analysis paralysis, too many options! I have a similar problem every time I restart Neverwinter Nights 2. I restarted as a druid and was planning on picking up sorcerer and going into mystic theurge (with the archetypes I can make it dependant on a single caster ability) but then decided I wanted to be more martial so now I'm running as an eldritch knight. Of course I also want to try out the magus and the inquisitor. I wouldn't mind going sorcerer and eventually becoming a dragon... I'm going to have to do a number of replays of this game. Kingmaker has the best character opti...

Thursday, 27th September, 2018


Wednesday, 26th September, 2018

  • 09:22 AM - Charlaquin quoted cbwjm in post Mearls On D&D's Design Premises/Goals
    So what other options would you like? I can think of some things you might like such as: Smaller feats received more often. Skill points. Prestige classes/paragon classes/epic classes. A lot of people say they want more mechanical choice but never really go on to expand on it to state what they would like to see. Mind you, some of the posts in this thread are really, really long or written multiple pages, so I may have very well missed them or simply don't recall them anymore. Smaller Feats received more often would be a good option. Skill points... I wouldn’t mind them, but they’re not the kind of thing I’m looking for. They only give a small numerical bonus, which is the least interesting kind of mechanical differentiation. Prestige classes or 4e style paragon/epic classes would be fine, but such things tend, like 5e subclasses, to be a single choice made only once. Not exactly the expansion of character variety I’m looking for, though neither would it be an unwelcome bit of player choic...

Monday, 24th September, 2018

  • 09:43 AM - clearstream quoted cbwjm in post Mearls On D&D's Design Premises/Goals
    The additional player's handbooks, dungeon masters guides, and monster manuals were all part of the core rules of 4e, it says so right on the cover. Supplements were things like the books focusing on arcane or martial power. Reflecting on the question of which books to count in determining the relative weight of the editions. I think even in 4th edition, three books formed the baseline assumption of what a group would use. There was a boxed set of them at launch, and it reflected a norm for D&D that was, and is ongoing. Players Handbook, Dungeon Masters Guide, and Monster Manual are the essentials of play. It seems misleading to argue otherwise. I doubt WotC would have said of 4th edition that a group can't play D&D successfully with just those three. In any case, that debate doesn't need settling: I am going with an assumption that the core constitutive rules of D&D 3rd edition and 5th edition are found in three books. Looking at those books, I think it is true that 5th edition has a lig...
  • 03:34 AM - Maxperson quoted cbwjm in post Mearls On D&D's Design Premises/Goals
    The additional player's handbooks, dungeon masters guides, and monster manuals were all part of the core rules of 4e, it says so right on the cover. Supplements were things like the books focusing on arcane or martial power. Which just proves that their claim that everything is core wasn't true. In any case, there was no extra obligation for the DM to include material from any of the additional "core" books than he had for one of the supplements. He had the right to refuse the use of both equally.

Friday, 21st September, 2018

  • 05:03 PM - flametitan quoted cbwjm in post New D&D Monsters and More in Guildmasters’ Guide to Ravnica
    Half the reason I think they have had adventure paths over settings is so that they can tie it into the Neverwinter MMO. I'm not sure if they all ended up as expansions for the game but I know many of them did. You're right, partially. Most likely, it's a carry-over of the storyline/cross-media tie-in plans from the launch of 5e, of which Neverwinter MMO was one aspect of. That, and wotc likely finds adventure books to be more useful to a larger swath of audience, who could run them as is, steal maps or encounters for their own campaigns, rework it to fit in other worlds, rework it so that certain elements are either expanded upon or dropped. Settings, to me, seem to be a little less flexible in what they offer to players.

Wednesday, 19th September, 2018

  • 10:10 PM - TwoSix quoted cbwjm in post Arguments and assumptions against multi classing
    You have just made me realise that the restriction on casting in armour that you aren't proficient with also applies to clerics. I never considered it before because it was more prevalent with wizards and sorcerers who have no armour proficiencies. Yep. One of the things I like about 5e is that it plays to familiar tropes but doesn't hardcode them.

Sunday, 16th September, 2018

  • 02:54 PM - Zardnaar quoted cbwjm in post Fantasy Africa
    There were a few good articles in old dragon magazines that had deities and class kits for African campaigns which might be worth looking at for ideas. I remember some of them one of them was called the dark continent. I have failed about a dozen Crusader Kings II games as Jewish Axum into Abyssinia, even if you rule Ethiopia you get stuk between the islamic capiphates. CKI and the Southlands in the midgard setting are getting my brain ticking over.

Saturday, 15th September, 2018

  • 11:22 AM - Cap'n Kobold quoted cbwjm in post Arguments and assumptions against multi classing
    Strength attacks also means that using a finesse weapon or a bow for instance doesn't benefit from rage, the class needs strength to really benefit from rage otherwise the class defining ability is pretty useless. I'm pretty sure than you can use weapons with the Finesse property just fine as a barbarian while raging, and get the benefits of rage. Just because you have the option of using Dex for them, doesn't mean that you have to.
  • 03:55 AM - Hussar quoted cbwjm in post Arguments and assumptions against multi classing
    Strength attacks also means that using a finesse weapon or a bow for instance doesn't benefit from rage, the class needs strength to really benefit from rage otherwise the class defining ability is pretty useless. Saying that barbarian is a Str based class is kinda like saying rain is wet. Of course it is. My issue is with the idea that barbarians are somehow the "peak of human strength". There are other Str based classes in the game. And you can certainly play a 16 Str barbarian every effectively. Heck, even a 14 Str Barbarian works.
  • 03:45 AM - Hussar quoted cbwjm in post Arguments and assumptions against multi classing
    Well, to be fair, rage only works with strength attacks and if they make it to level 20 they can reach a strength score of 24, something no other class can do without magical items. Well, that's true. I forgot that capstone. But, to be fair, it doesn't really counter my point. A single capstone power that is almost never seen in play isn't really a big thing is it? And, 5e uses the term "strength attacks" because if they say melee, then a barbarian can't use thrown weapons while raging without losing his rage. Now, to be fair, most barbarian PC's are going to be pretty high strength. 16 at 1st level (if human) is pretty likely. Although 15 isn't unheard of. Strong, but, no stronger than any other human character. The notion that barbarians MUST be one thing or another is what I'm arguing against.
  • 03:30 AM - Greg K quoted cbwjm in post Arguments and assumptions against multi classing
    On a side note, I also kind of feel that the criminal background should give you thieves' cant. I had the same thought a while back.
  • 12:03 AM - Maxperson quoted cbwjm in post Arguments and assumptions against multi classing
    Picked up by some thugs and forced to fight in an underground arena, you had to become tough to survive. Your rage kept you alive when others feel to the side until one day, you were strong enough to break free. Sure, and that explains rage. It doesn't explain barbarian, though. I'd work with the player to come up with a cool rage mechanic for his PC.

Thursday, 13th September, 2018

  • 06:41 AM - Maxperson quoted cbwjm in post Arguments and assumptions against multi classing
    Except they aren't really barbarians, their an elite fighting group (or at least a fighting group) within dwarf society. I wouldn't classify them as barbarians at all, however, when it comes to game mechanics, the barbarian class fits perfectly. Except that they are barbarians. They are a wild and crazy fighting group that lives the wild life inside of dwarven areas. They are revered, and powerful, but are not elite in the same way that a highly trained and organized fighting group is. They fit the barbarian class, though in an unusual way.........unlike a street urchin.
  • 04:07 AM - Maxperson quoted cbwjm in post Arguments and assumptions against multi classing
    We already have "non-barbarian" barbarians in the game though. The dwarven battlerager doesn't come from a barbarian tribe, at least the only examples I've read about is that they are a specialist warrior class amongst the dwarves of Bruenor and the zealot could be from any background that follows a war god that divinely inspires their rage. They're just dwarven barbarians is all. They would fall into the unconventional barbarian category, not the barbarian class re-fluffed as non-barbarian.

Sunday, 9th September, 2018

  • 01:59 AM - GreyLord quoted cbwjm in post [Homebrew] In a godless campaign what do you with clerics?
    I might run it as tapping into a plane for power. In this case each domain is a specific source of power which people can tap into. Even without gods, there might still be religious organisation. They could be philosopher priests who gain their power from somewhere. Some of these religions might even have gods but those in the higher orders know that these gods don't truly exist. I also like just having them as a different kind of spellcaster. The source isn't divine but it is differentiated from the workings of wizardry. It is NOT odd that such an individual would want to play in someplace similar (such as Medieval Europe or Renaissance Europe). Even beyond the wrappings of history perhaps someone wants to play in a world like Dark Sun but where Divine Power still exists, or where there is no such thing as Divinity, but the idea of such powers can exist, powered by the strength of belief and faith. Tapping a plane for power is a good idea. Each plane is in equivalent with some...

Friday, 7th September, 2018

  • 12:48 PM - DEFCON 1 quoted cbwjm in post New Class Brainstorming. Magekinght.
    So many people ask about a character or story for the class when really, all you need is that they are an arcane gish class. You don't need to have some amazing narrative to explain the class other than a half-caster warrior class focusing on arcane magic.Then why do you need a new class rather than just a fighter/wizard multiclass? That's the point. If mechanics are all that matters, then just use the paladin or ranger as-is and just say "all this stuff is arcane magic!". Because if the story doesn't matter, then why even bother refluffing anything?
  • 07:52 AM - MichaelSomething quoted cbwjm in post Ravnica Novels discussion (to familiarize ourselves with the Setting).
    Although not the novels, there is a wealth of information about Ravnica on the MtG website about Ravnica. Normally, when looking up the worlds of MtG, I type "site:https://magic.wizards.com planeswalker's guide to" into Google to see what comes up, below is one of the of the articles about Ravnica, it has a guild selection that takes you to the different guilds providing information about their structure and beliefes. There are likely to be a number of other articles about the plane around as well. These provide a lot of information about the 10 guilds of Ravnica at the time of the Return to Ravnica block. https://magic.wizards.com/en/articles/archive/planeswalkers-guide-gatecrash-part-1-2012-12-05 Very good idea! This inspired/reminded me of the articles Mark Rosewater wrote describing the philosophy of the Ravnica guilds. I think they would be a great read if you want to know how they work. Let me post some links to them. https://magic.wizards.com/en/articles/archive/making-m...


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