View Profile: FrogReaver - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
  • FrogReaver's Avatar
    Today, 04:17 AM
    If Hit Points are desired to be separated out into actual physical trama damage and abstract plot armor then some kind of vitality system is required. So in that sense vitality is the only solution to 1. (Well provided you don't want all D&D characters to be as tough or tougher than Wolverine). #2 has far simpler solutions. Remove death saves and add vitality points. There is no other...
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  • FrogReaver's Avatar
    Yesterday, 05:22 PM
    At what level does dying in one hit becom very rare?
    118 replies | 3501 view(s)
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  • Warpiglet's Avatar
    Wednesday, 18th July, 2018, 06:56 PM
    In answer to the question, no, I don't hold to old combinations as restrictions. I just like to play some of them in the newer ruleset. I don't want to ban multiclassing at all. It is my preference that unless the desire or need to multiclass happens in emergent play (rare in my group), a character telegraph some skill or interest in the thing they will level into. I think backgrounds are...
    190 replies | 4872 view(s)
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  • Warpiglet's Avatar
    Wednesday, 18th July, 2018, 05:28 PM
    I cannot disagree with some of what you say. Some of the terminology makes me a little ill...but then so does any MMO speak. I do not like multiclassing to simply crank out bonuses in a way that has no real story or reason behind it. I hated and I mean hated seeing people try to take multiple prestige classes in 3e in ways that did not make sense. Sometimes you would laugh at their...
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  • Warpiglet's Avatar
    Tuesday, 17th July, 2018, 08:01 PM
    Hell yeah. And what is down? If I just ran an enemy through and he is gurgling and losing his footing do I stop and say Its all good he is at 0? Or do I keep stabbing? Pretty sure on a real battlefield people tried to make sure the enemy was dead. Now if someone is right in their face, this could create and exception...
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  • FrogReaver's Avatar
    Tuesday, 17th July, 2018, 05:29 AM
    Most characters would at most get to make 2 bonus action attacks at most this way. The fighter is the only outlier and for 99% of the game he would be capped at 3 or lower.
    22 replies | 696 view(s)
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  • FrogReaver's Avatar
    Tuesday, 17th July, 2018, 05:17 AM
    Possible direction for TWF feat is to make it better for fighting groups. TWF feat. The idea would be to let it add mod damage to enemies you attack with your off hand that wasn't your primary target.
    22 replies | 696 view(s)
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  • FrogReaver's Avatar
    Tuesday, 17th July, 2018, 05:13 AM
    I think you need to keep the bonus action to make hunter's mark and such spells not only be good with two-weapon fighting. Otherwise getting an extra attack you can always add hunter's mark to is really strong. I agree with the drawing and sheathing. You should be able to do that without a feat. Personally I would change TWF style to do these things: 1. If you have two free hands,...
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  • Warpiglet's Avatar
    Monday, 16th July, 2018, 05:47 PM
    I guess those things don't bother me any more than why one subclass is different than another. They are just game abstractions to me. I like feats and subclasses but do not see why me playing a fighter sorcerer or whatever is problematic. If I am able to keep track of spells and hit points and feats, it should work fine. And story wise, I cannot see how, particularly if your backstory...
    190 replies | 4872 view(s)
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  • FrogReaver's Avatar
    Monday, 16th July, 2018, 05:02 PM
    I have decided a new action should be added to the game as well. A protect Action. As long as you are adjacent to an ally then you may use the protect action. You take and damage from attacks or non aoe spells the ally would take instead of the ally till your next turn. You likewise can move with the ally on his turn up to your speed.
    118 replies | 3501 view(s)
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  • Warpiglet's Avatar
    Monday, 16th July, 2018, 02:48 PM
    Respectfully, I am not sure where the distaste for multiclassing started! In 1e demihumans were able to do so. It was assumed that they had more than one sort of knowledge/ability baked into their 'concept' and no one I knew ever balked at it. Now, some express concerns about multiclassing being too artificial. Perhaps that is because you can "suddenly" take on a class which seems to...
    190 replies | 4872 view(s)
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  • FrogReaver's Avatar
    Monday, 16th July, 2018, 12:59 PM
    #1. That isn't my root concern #2. I don't think having prolonged penalties to a character is fun.
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Sunday, 15th July, 2018, 09:19 PM
    I dislike ability score damage which essentially is a death spiral mechanic. I dislike characters popping up from nearly dead to suddenly healed mid battle too. If I was going to go with something similar to this system I would probably go with something like: At 0 HP you are dying. Roll a death save immediately upon reaching 0 hp. On a failed save you die. If you pass the save then repeat...
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  • FrogReaver's Avatar
    Sunday, 15th July, 2018, 09:06 PM
    I find this worse than the current death save model.
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  • FrogReaver's Avatar
    Sunday, 15th July, 2018, 09:04 PM
    Perhaps instead of looking for ways to "save" a character after they have reached 0 hp, maybe we should instead look for mechanics that can help a character be prevented from getting to 0 hp. I kind of like adding in a new universal action or reaction available to everyone that allows allies to recklessly position themselves between an attack and a chosen player provided they are adjacent to...
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Sunday, 15th July, 2018, 04:14 AM
    Very few if any said they would veto what the player did. The discussion is one of Pragmaticism vs. Principled.
    199 replies | 6776 view(s)
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  • Warpiglet's Avatar
    Saturday, 14th July, 2018, 10:07 PM
    I printed many of your replies to this thread and marked my book for relevant rules... Great great hints. What I decided to do was wait of course to use chase rules until the distance is closed and paid more attention to decisions made about forced marches, travel pace and watch at night and so forth. Tracking is important. My group is very cautious! Right out of the gate, they let the...
    14 replies | 494 view(s)
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  • FrogReaver's Avatar
    Saturday, 14th July, 2018, 01:10 PM
    We both know my comment was about a spell
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  • Warpiglet's Avatar
    Friday, 13th July, 2018, 07:05 PM
    Indeed...but I am interested to see if fighter 1 sorcerer x will work! It would be more magic heavy...and by extension if I really support gfb and bb how it goes...
    15 replies | 529 view(s)
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  • Warpiglet's Avatar
    Friday, 13th July, 2018, 04:53 PM
    Yes, my own tolerance for creativity meets its limit when someone does something for an in game advantage that does not make any sense given some assumptions about the world and medieval combat. No, dual wielding lances is not OK and polearm master while using a shield? Nope. RAW may say otherwise but I cannot stomach that among a few other things. Some people don't care and I trust they are...
    190 replies | 4872 view(s)
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  • Warpiglet's Avatar
    Friday, 13th July, 2018, 01:08 PM
    I am seeing an argument that multiclassing in not necessary. But my question would so are many choices in he game. You can have a successful game without it but is the objection one of fluff or mechanics. If fluff, why is it such a sacred cow? When 5e first came out, I thought no optional rules was the way to recreate an old school feel. Pretty quickly my focus changed...but why are...
    190 replies | 4872 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 07:44 AM
    Looking forward to seeing your proposal
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 07:41 AM
    I like this solution as well. Actually I thought about it harder and I'm not sure. I'll have to get back to you on it.
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 07:35 AM
    Apparently mechanics that make the pc's worse at a certain point are fairly popular. I tend to lump them together in death spiral mechanics but it's a fairly small hp range such things happen in so as long as that range is pretty small it's not a big concern but maybe not something I would want added without a really good reason for adding it. The extra HP is to make it about as likely...
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 07:23 AM
    That's a concise way of stating it.
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 07:23 AM
    I'm really not trying to sound like a broke record here. I don't find 5e death saves fun. I want death to be more instant and more likely (maybe not more likely at low levels). 5e Death saves prolong a player death and make it very unlikely the die without a complete party wipe. I'm fairly certain I've said all this before so I doubt it helps but I don't know what more I can really define for...
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 07:11 AM
    I think I would even be okay with a variation on death saves where you die the first time you fail one. Maybe if you roll 3 success in a row you manage to stabilize on your own. Might have to adjust death save dc a bit to get to the sweet spot with this.
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 07:00 AM
    Interesting suggestion. Could likely be made as deadly or as non-deadly as desired. I kind of like it.
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:57 AM
    I did engage your solution. I mentioned not liking it. I even asked a couple of questions about the proposed solution and pointed out that I didn't like the death spiral it could cause. Heck when you clarified it was done for realism I even elaborated that realism wasn't a top concern. Now you are saying I didn't engage, I didn't clarify. What the heck? I mean appreciate your proposal...
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:50 AM
    Apparently you want to help by solving some puzzle of me wanting x and y and z and then finding perfect puzzle piece that can include all of them. That's not what this thread is. It's literally a brain storm session. Propose a solution. Be creative. It's not an engineering problem, it's an art problem. If you have a specific question about whether I like something I'll answer as best as...
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:41 AM
    Then it appears you don't really have anything productive you can add here?
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:38 AM
    I'd say they give an overly generous chance of stabilizing and that the action hero beat to a pulp trope is done damage when it happens to often in the game. But good discussion and thoughts.
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:36 AM
    So your point is that my original question was inconsistent with where I'm at now? My point is, so what?
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:34 AM
    I've defined it. It's not that hard. What would you do if you were going to remove death saves?
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:33 AM
    Gambles are fun :)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:31 AM
    Don't worry about me. What would you find fun. I'm more than capable of dismissing it as not fun to me if it doesn't sound fun to me. If I knew every implementation of an unconscious state I could answer you. I don't so I can't tell you if all are unfun. I just know the one in the 5e PHB with death saves is unfun.
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:29 AM
    How about … stop being so worried about what I want and tell me what you would do about it. I'm more than capable of telling you if I like a proposed solution or not. If I could give as much detail as you want about what I find fun then I likely wouldn't need to bring this topic up in a forum in the first place would I?
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:25 AM
    Depending on how often players actually entered the -1 to -10 range vs just dying outright due to taking more than -10 of their hp in damage I might could go with this system. It's close but sometimes yields a not instant death state which I'm not against
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 06:08 AM
    Pretty much just looking for the most fun way to make that happen.
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 05:39 AM
    Well if you want that I think you can't look at all the time death saves because making that happen everytime you drop to 0 isn't really creating that kind of story either. You know what would be freaking awesome. Giving a player a very small chance to not die after reaching 0 hp. Like a flat d20 roll of 19-20 or maybe just 20 and you instead drop unconscious and will regain consciousness in...
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 05:27 AM
    Is it going to be more fun to have such a state?
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 05:25 AM
    I think you are after "realism" and I am not. I find it a feature not a bug that you can fight as well at max hp as at 1 hp. It's more fun to me that I can choose to make my last stand or retreat instead of the only reasonable choice to be retreat. But I am also against death saves because they are not fun. They are anti-climatic. They serve their function well, helping PC's stay alive and...
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 05:12 AM
    I'm not aware of this 'left for dead" trop Attacker's choice sounds good.
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 05:05 AM
    He gives a semi significant amount of extra hp called vitality points it seems. To try and compensate for that he adds in a negative status that triggers when in vitality points. Wouldn't it be better to add less extra hitpoints (regardless of what we call them) and not have the need to compensate with a negative status at all?
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 04:51 AM
    Doesn't work for me. I want insta death again... not some slow death spiral that's going to have a player willfully retire a character instead of just having that character die a glorious death.
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 04:49 AM
    Curious how many vitality points are given at level 1 and per level?
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 03:53 AM
    So I hate death saves and want death to occur at 0 hp. Propose your solutions. Critique mine. Have fun. My current favorite is level 1 hp = 2*MaxClassHP + Con Mod. Every level after that works as normal. No death saves. Die at 0 hp.
    118 replies | 3501 view(s)
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 03:50 AM
    The only reason to hate full hp recovery overnight is if you are disposed to viewing hp as mostly meat. If that's the case then what you want is to slow how many hp can be gained overnight and at rests. Of course that's going to make 5e play pretty bad because certain hp expectations are there. But as long as you are running a game where players can take multiple rests or be required to have a...
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  • FrogReaver's Avatar
    Friday, 13th July, 2018, 03:43 AM
    I dislike your suggestion
    39 replies | 879 view(s)
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  • Warpiglet's Avatar
    Friday, 13th July, 2018, 02:41 AM
    I see. Yes that covers some of what I want for sure. However, I think metamagic would be fun and instead of smites, I could quicken greenflame blade in melee and throw a spell the next. Mostly flavor but also I like the spells and metamagic. But interested to learn the oathbrwaker can do blight...
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  • Warpiglet's Avatar
    Friday, 13th July, 2018, 02:08 AM
    We might ask why play paladin over fighter or wizard over warlock and get the same answer. Flavor. Everyone says the paladin is a gish of sorts. However I am more interested in fighter magic user of old today. Might want to play a righteous holy warrior another day. The sorcerer can throw fire bolts, have a flaming sword, fly and cast blight. A paladin does more paladin stuff. If you mean...
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  • Warpiglet's Avatar
    Friday, 13th July, 2018, 12:02 AM
    In many fantasy movies or fiction, many of the characters powers are not mapped to a game class. Why couldn't an evil sorcerer both consult with evil beings while also using force of will and study? In short the whole point I am making is this: why so warlocks represent someone consorting with devils in a pact vs. them being a sorcerer of some stripe who gets the powers from discipline and...
    190 replies | 4872 view(s)
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  • Warpiglet's Avatar
    Thursday, 12th July, 2018, 08:32 PM
    http://www.enworld.org/forum/showthread.php?650123-Multi-classing-as-good-as-it-seems Recently there was a discussion here about the relative power of multiclassing vs. Single classes. The argument seemed to go in two directions. First, some observed that multiclassing is/is not overpowered. But a second vocal group suggested multiclassing is all wrong much of the time for RP reasons. I...
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  • Warpiglet's Avatar
    Thursday, 12th July, 2018, 06:16 PM
    my plan is to take tough feat and a con bonus. A 1d6+1 with a dragon sorcerer is only one HP a level than fighter. And if you start as fighter with a full 10 its only 9 HPs different by 10th level! This could easily be overcome with one false life spell... With a single level of fighter, I don't think they have to be a glass cannon! Even consider heavy armor master... I think my point...
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  • FrogReaver's Avatar
    Thursday, 12th July, 2018, 12:08 AM
    Subtle Spell and Suggestion is one of my favorites.
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  • FrogReaver's Avatar
    Wednesday, 11th July, 2018, 11:52 PM
    Or option number 23. It was abuse but no one cared because they wanted the game to go on and this allowed it to.
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  • Warpiglet's Avatar
    Wednesday, 11th July, 2018, 08:24 PM
    what I planned on was an overland chase until the quarry is in sight and then have the characters, if they chance upon the baddies, be able to try and pursue. If they are slow in getting to them, and this does not develop, they will be led to a place of decay and badness they would not otherwise know about. The big bad lives here and this might be one way they can chance upon her lair. If...
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  • Warpiglet's Avatar
    Wednesday, 11th July, 2018, 06:41 PM
    very cool! thanks! I have been doing one big set piece encounter per meeting and want a race to civilization or to get the bad guys as the biggest choices. I want to be prepared for the group to get home or get the bad guys and have their minions desert. The other option will be that they simply track the bad guys to the hidden location of the the big villain who is generally not...
    14 replies | 494 view(s)
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  • Warpiglet's Avatar
    Wednesday, 11th July, 2018, 05:56 PM
    Has anyone used the chase rules in DMG? I have yet to do so but think it would be fun as the party moves to either apprehend the bad guys who have an hour lead OR to be chased by their minions (overwhelming numbers). If you have used the rules, do they work well? Any ideas on what would be a fun use of the chase? I have to have it friday so if you are bored and want to reply today, it...
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  • Warpiglet's Avatar
    Wednesday, 11th July, 2018, 05:54 PM
    I have played for decades...if it matters. And never once did we say "which role is covered?" We generally asked: "evil, good or neutral?" We were interested in expectations for the party in terms of harmony and tone. The best group we had ended up being evil with one barbarian and two halfling thieves joined shortly later by a half-orc fighter assassin. No cleric? No problem. The DM...
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  • FrogReaver's Avatar
    Wednesday, 11th July, 2018, 06:54 AM
    Multiclassing is generally bad (in the mechanical sense) before level 5 because it delays your level 5 features which are typically quite powerful. After level 5 it's probably a good idea mechanical to think about it with some classes though it still delays your powerful level 11 feature. After level 11 most classes except full casters have a number of solid multiclass options. You probably...
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  • FrogReaver's Avatar
    Wednesday, 11th July, 2018, 06:48 AM
    Probably a good call. Some groups can handle a hypocrite DM. Other's cannot. Whatever makes for the most fun.
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  • FrogReaver's Avatar
    Wednesday, 11th July, 2018, 06:45 AM
    Are you saying my logic and sensibilities are actually illogical and unsensible. Who made you the arbiter of all things logical and sensible?
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  • FrogReaver's Avatar
    Wednesday, 11th July, 2018, 06:45 AM
    LOL. I suppose it's pretty equivalent in some games.
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  • FrogReaver's Avatar
    Wednesday, 11th July, 2018, 04:11 AM
    So if a Fighter casts invisibility because the player wants him to then that should be okay? Of course not. Did the Character in the game have their character do something that their character literally could not do? Yes. How is that any different? What is the line between 'make believe whatever I say goes' and actual roleplaying?
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  • FrogReaver's Avatar
    Wednesday, 11th July, 2018, 04:06 AM
    As written would the said feature stack with dex Mod?
    34 replies | 917 view(s)
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  • Warpiglet's Avatar
    Wednesday, 11th July, 2018, 02:23 AM
    I am toying with one level fighter and then all dragon (fire) sorcerer. I am thinking about a lot of quickened GFBs...with a greatsword. I am thinking it could be a bread and butter attack if resources (armor/martial weapons) are allocated. If fire damage after sorcerer 6, it would allow a spell caster to primarily be in melee range
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  • Warpiglet's Avatar
    Tuesday, 10th July, 2018, 06:57 PM
    Not only do they exist, but they can be fun because they are less common! If one stat powers everything, everything seems samey samey to me. The fact that a melee sorcerer might have to pump strength AND charisma causes me no heartburn at all. Essentially the character concept is totally legal within the rules. Bending the rules is merely to get a higher bonus. I dunno...sort of...
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  • Warpiglet's Avatar
    Tuesday, 10th July, 2018, 06:32 PM
    Nothing wrong with that. However, I am wanting full arcane caster...
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  • Warpiglet's Avatar
    Tuesday, 10th July, 2018, 04:43 PM
    So for some time I have played blade pact warlocks. They are a favorite even before hexblade. Frankly, I don't like their flavor as much as fiend, but I digress. I wondered about another way to get the playstyle I want with a different route. I had considered taking a dragon sorcerer with greenflame blade. However, given a fighting background, I think a level of fighter or some other...
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  • FrogReaver's Avatar
    Monday, 9th July, 2018, 05:04 PM
    the one carrying the jar of intellect devourers?
    38 replies | 1709 view(s)
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  • FrogReaver's Avatar
    Monday, 9th July, 2018, 01:11 AM
    If you want to go this route I will repeat too, you said: "I've come into games in the middle of a session and been introduced before rolling up the character or creating a backstory. I roleplayed just fine. " Hmmmm….. Seems my question still stands
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  • FrogReaver's Avatar
    Sunday, 8th July, 2018, 11:51 PM
    How did you roleplay before rolling up a character?
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  • Warpiglet's Avatar
    Sunday, 8th July, 2018, 07:22 PM
    I don't disagree with any of the things you prefer. As to a misread of your intent it may have to do with dismissive if not rude presentation. One line labeling someone in a pejorative fashion is hard to misread, dude. I am willing to believe you are not so rude in person and do not go out of your way to insult someone on first meeting. I am a nice guy that way. Hopefully you add a lot of...
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  • Warpiglet's Avatar
    Sunday, 8th July, 2018, 06:21 PM
    Looks fun...I think u could get some traction with warlock and dragon sorcerer themed as infernal. The minion summoning can be tricky but you can get a warlock invocation to call ementals and in xanathars guide there are both undead as well as fiend summoning spells.
    2 replies | 289 view(s)
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  • Warpiglet's Avatar
    Sunday, 8th July, 2018, 05:08 PM
    The subtext here is that the creative process must follow one path or else it is invalid. Recently I wanted to play a gish of sorts. I rolled "interesting" stats with a 6 and 7 and it led to an idea to explain them to include having a limp and a trauma history. I had not thought of these things during a pitch to the DM, but rather these ideas unfolded. The rigidity in saying this must be...
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  • FrogReaver's Avatar
    Saturday, 7th July, 2018, 05:03 PM
    1) The fact that they give it a quick glance is evidence they are exterting control over backgrounds 2) There's a bunch of separate but semi-related points here. I'm going to try address the most important one. Can one roleplay a character that's simply a race and a class with no other information. Let's try this with an example: Let's take Gnarl the Human Fighter. Gnarl is asked...
    199 replies | 6776 view(s)
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  • FrogReaver's Avatar
    Saturday, 7th July, 2018, 09:39 AM
    There has always been a bit of preparation required before one can actually roleplay a character. In our Hobby such preparation involves inventing the character we are going to roleplay. Inventing a character requires some backstory. Both the backstory and the character must meet DM approval to even be in the campaign to begin with. All of this is a requirement before we can even begin to...
    199 replies | 6776 view(s)
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  • Warpiglet's Avatar
    Saturday, 7th July, 2018, 01:24 AM
    I am a purist and have played for 36 years. I hate cheese but know that with the right attitude, you can realize any concept without wrecking the game. Wet blankets not withstanding. With approximately two exceptions, I think single classes characters are more powerful. But so what? Have fun.
    86 replies | 3399 view(s)
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  • Warpiglet's Avatar
    Friday, 6th July, 2018, 11:02 PM
    i was describing a fun character. There is a nice trail of collaboration on the boards here documenting it. as to defense, what is being defended? I hope your group enjoys rigidity :)
    86 replies | 3399 view(s)
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  • Warpiglet's Avatar
    Friday, 6th July, 2018, 10:50 PM
    It seems to me your entire answer is snark with some failed attempt at wit. What did you add? Haha oh well, internet.
    86 replies | 3399 view(s)
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  • Warpiglet's Avatar
    Friday, 6th July, 2018, 07:02 PM
    For me the whole equation comes down to whether or not a rule makes it more fun. Period. If the text does not make it more fun, to hell with it. For example, I do not want to play a character that sold his soul for warlock powers. It does not interest me. I like to make stories about finding forbidden lore and being influenced and guided by fallen angels or alien entities. I don't like...
    86 replies | 3399 view(s)
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  • Warpiglet's Avatar
    Friday, 6th July, 2018, 04:07 PM
    It is funny you say this...totally agree on the issue with pacts. I like warlocking for flavor. I have had several, all lower level frankly. Would like to really advance one! I have never subscribed to the idea of pact as written just because I don't like the idea of someone being granted the spells. Rather, I like the idea of s being sharing knowledge (perhaps some that should be...
    86 replies | 3399 view(s)
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  • FrogReaver's Avatar
    Friday, 6th July, 2018, 06:09 AM
    Roleplaying is about playing a role. Anything that isn't about playing a role is decidedly not roleplaying. Can we at least agree that it isn't roleplaying when a player says their character magically regrows their wings when the character in question has no ability that would allow this? So then no matter how much Roleplaying the said character has done before, during or after this...
    199 replies | 6776 view(s)
    1 XP
  • Warpiglet's Avatar
    Thursday, 5th July, 2018, 06:08 PM
    thanks for the clarification. go ahead and be salty. cannot have your cake and eat it too (and complain on top of it!). I think the system is actually pretty balanced. I never feel totally outclassed as a player unless someone rolls stats (not witnessed of course) and takes every possible feat while I am trying to get to 18 in a primary stat or whatever. Even then, its not too bad. My...
    86 replies | 3399 view(s)
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  • Warpiglet's Avatar
    Thursday, 5th July, 2018, 04:06 PM
    I agree with you wholeheartedly but just wondered why the difficulty class of saves would be different? I was under the impression those are rooted in prof bonus and ability score. (as an aside, not being critical just trying to make sure I did not misunderstand a rule!) that said, I think you are right. You can get some interesting combos or whatever and there are a few that seem a...
    86 replies | 3399 view(s)
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  • Warpiglet's Avatar
    Thursday, 5th July, 2018, 04:00 PM
    Fortunately, there are a few ways to skin a cat. This is why even after our discussion I am trying to decide between taking a level of fighter or to start as a hexblade. If I go fighter, I want to make sure I can take arcana or perhaps magic initiate to show he was already on the path the spell-slinging. I almost always try to do some foreshadowing for any multiclass character to show that...
    86 replies | 3399 view(s)
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  • FrogReaver's Avatar
    Thursday, 5th July, 2018, 05:04 AM
    I can't think of any multiclass composition that is going to be hands down better at level 11 than a single classed character. That said I can think of a number that are comparable enough and some of those may actually be better in the levels between 5 and 11.
    86 replies | 3399 view(s)
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  • FrogReaver's Avatar
    Thursday, 5th July, 2018, 04:36 AM
    Yep. You can always add rogue levels for more damage at a specific non 1, 5, or 11th level character, or warlock for hex acces. You can always add barbarian for rage and possibly reckless attack. These are big boosts at the mid levels, however, they are only typically boosts until the next 5 or 11th level breakpoint at which time a solo classed characters is better again. I think there are...
    86 replies | 3399 view(s)
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  • FrogReaver's Avatar
    Thursday, 5th July, 2018, 04:17 AM
    This advice hurts. Faerie fire improves more than hex does at level 5+ even if you gain multiple attacks. Why? Because all your allies are gaining multiple attacks too and more damage on such attacks, the spell itself is harder to save against, enemies are more likely to live a few turns longer, etc. The only situation that is not true is if said allies already have a relatively easy way of...
    17 replies | 644 view(s)
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Tuesday, 17th July, 2018


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Tuesday, 17th July, 2018

  • 02:56 PM - OB1 mentioned FrogReaver in post I hate death saves. Propose your solution.
    FrogReaver My house rule for this is that you no longer drop unconscious at 0 HP. Instead, players roll a death save when they reach 0 HP or take damage while at 0 HP, gaining a level of exhaustion on a failure (I also added a few exhaustion levels and fiddled with the order, and allow spending half your level in hit dice after a short or long rest to remove a level of exhaustion, but won't get into those details here). I don't think the you like how this creates a "death spiral", but for me, it's encouragement to stay away from 0 HP in the first place and allows for cinematic moments when they do. Looking at some of the suggestions and feedback in the thread, another solution came to mind. Curious as to your thoughts on this frogreaver. When you reach 0HP or take damage while at 0 HP, make a death saving throw. On a success, you are unconscious and stable at 0 HP, awaking with 1 HP in 1d4 hours if not otherwise healed. On a failure, you die. However, PCs are not like regular folk. Wh...

Saturday, 14th July, 2018

  • 06:29 AM - pemerton mentioned FrogReaver in post Would you allow this?
    Oh my. This is amusing. You're talking about invisible as "unseen," while the person you're talking to (and everybody else, I think) was talking about invisible as the sort of effect you get from the invisibility spell or a Klingon cloaking device. No wonder you and Max are talking past each other.Someone (maybe FrogReaver?) upthread posited that the suggestion in the OP was as absurd as a fighter declaring that s/he turns invisible. My response to that was that a fighter turning invisible equals making a DEX/Stealth check. In 4e that is literally true - a successful Stealth check makes you invisible. (As per the rules that I have already quoted twice upthread.) In 5e it is not literally true, but the effect of being hidden is that you go unnoticed, which in a wide range of scenarios achieves the same outcome as turning invisible. (Not all - bags of flour are better for spotting people who are using an illusion effect to be unseen; peeking around a corner is better for spotting a person using the furniture to be unseen; using a Helm of Telepathy is better for spotting a person using a charm spell, like the 4e Eyebite, to be unseen.) I also made the point that, in 4e, there are utility powers that a rogue can use which have their effect described as "you are invisible", and presumably in 5e the same...

Tuesday, 12th June, 2018

  • 03:54 PM - Sadras mentioned FrogReaver in post What makes Great Weapon Master and Sharpshooter so good?
    @FrogReaver, from my experience GWM used by a BM-Wizard under the effects of Enlarge, Shield and Haste - is a powerful combo. How well that compares to other combinations of damage dealing characters/classes I cannot say - for a number of factors. If I had to vote on it, I would say slightly overpowered but not a big deal. These days I find the spell Haste to be more troublesome.

Thursday, 7th June, 2018

  • 11:55 AM - Coroc mentioned FrogReaver in post What makes Great Weapon Master and Sharpshooter so good?
    Saelorn CapnZapp I think you both exagerate a bit, Saelorn, when you state that in your campaign the GWM got a good Magic greatsword, making him theoretically even better at what he should do best, but otoh stating that now the more a shield wearer would be more use of the Party, why is that so? Do you Count Magic weaponry as a + on secret intimmidation rolls? And Capn no one denounces the context! - related value of These feats. Still a +2 to your main Attribute is valuable also and it is of use in many more situations. Unless the Party always survives or has infinite methods of resurrection the GWM out dpr the rest of the gang but dying every Encounter is no gain for the Group. Otoh FrogReaver s table a few Posts up clearly Show the trend: GWM (and SS) the active -5/+10 part, it is best versus low AC. And that is relatively independant of mob Level because of BA (ok it will get shifted a bit with higher Levels) At Level 1 doing +10 vs a goblin who instantly perishes is impressive. At higher Levels whether you take out 17 or 27 of the 400 HP Dragon is no big gain, more important is to take it out somehow before he hits the Party with his breath weapon for a devastating 3rd time. And in that Scenario a defensive fighter rules. I did not Analyse exactly what fighter / barbarian build is the base for Frogs table but it does not matter since it is a General rule solely based on statistics. Again, you can neither reliable count in Advantage or even bless every fight. If any of those two is a constant resource then your DM is doing it wrong. And even if it is a constant resource, it only shifts the numbers, either it would also be effective for the defensive fighter makin...

Monday, 9th April, 2018

  • 05:17 AM - Ancalagon mentioned FrogReaver in post Might&Magic: the linear fighter and the exponential wizard
    FrogReaver ... did you read the article? Ok, let's try this another way. A high level fighter is really good at fighting. But he could be replaced by 2-3 lower level fighters. They too can fight, but not as well. But if you have a lot of them, they make up the difference. A high level caster can do things a bunch of apprentices cannot do, period.

Sunday, 1st April, 2018

  • 03:27 AM - mellored mentioned FrogReaver in post Lets design a Warlord for 5th edition
    FrogReaver Is this is good enough to count as "healing" to you? Fight On!: (1 point) When an ally takes damage, you can spend a tactical point to let them spend a hit die and add your Charisma modifier, reducing the damage by the result. If the damage is reduced to 0, they gain the remainder as temporary hit points.

Monday, 12th March, 2018

  • 04:40 AM - Zardnaar mentioned FrogReaver in post The Problem With At Will Attack Granting
    [QUOTE=MoonSong;7365740]The biggest proof against at-will attack granting causing problems is that I've gotten plenty of feedback about the Path of Hearth Noble, and none of it even says it is a problem, some have even told me it was a little on the weak side. FrogReaver, Zaar/QUOTE] Noble doesn't really fit the 5E design paradigm and you have sacrificed everything to enable it and added restrictions.
  • 04:24 AM - MoonSong mentioned FrogReaver in post The Problem With At Will Attack Granting
    The biggest proof against at-will attack granting causing problems is that I've gotten plenty of feedback about the Path of Hearth Noble, and none of it even says it is a problem, some have even told me it was a little on the weak side. FrogReaver, Zaardnar

Monday, 12th February, 2018

  • 06:52 PM - steeldragons mentioned FrogReaver in post Sorcerer spell chains
    So, here, Blue , FrogReaver , Quickleaf , et al ...this is how I'm envisioning/thinking/dreaming this up as I run through it -in play- in my head... The Sorcerer HD, Proficiencies, Equipment all that crap is all the same (for now, though I'd seriously consider adding light armors and simple weapons, but warlocks already get that, don't they? So maybe not. ANYwho, for this/now, let's say it's all the same). Proficiency Bonus is the same (as every other class). Level . . Spell Points . . . . . . Features . . . . . . . . Spells Known . MM Known . Cantrips . 1st - 2nd - 3rd - 4th - 5th - 6th -7th .8th .9th 1st . . . . . . 2 . . . . Spellcasting, Sorcerous Chain . . . 2 . . . . . . . - . . . . . . . . 3 . . . . 2 2nd . . . . . .3 . . . . . . . . . Metamagic . . . . . . . . . . . .2 . . . . . . . 1 . . . . . . . . 3 . . . . 2 3rd . . . . . . 4 . . . . . . . . Arcane Sense . . . . . . . . . . 4 . . . . . . . .1. . . . . . . . . 3 . . . . 2 -- 2 4th . . . . . . 5 . . . . . . . ASI, Metamagic . . . . . ....

Saturday, 10th February, 2018

  • 09:12 PM - Lanefan mentioned FrogReaver in post Double Monster Damage - Half Monster HP
    Which is why I like Double Monster Damage, without the Half Hit Points, because it means: 1) Fighting "monsters" becomes significantly different than fighting people Would it? Perhaps a clarification from FrogReaver might help: by "monsters" do you mean any opponent the PCs are fighting (even including other PCs if it comes to that) or are you thinking only of monsters as in non-human-ish creatures? EDIT: And there it is a few posts above, posted while I typed this. :) 2) Players are forced to choose: use tactics or flee 3) The DM has to work a little harder to make the combat interesting, so it doesn't boil down to "ha, my numbers are bigger than your numbers."Anything that encourages these developments is always good. :)

Wednesday, 24th January, 2018

  • 10:46 AM - Morrus mentioned FrogReaver in post Mearls' "Firing" tweet
    How about you go somewhere else? Completely inappropriate. You're not 5. Don't post in this thread again, please. (Both FrogReaver and Elfcrusher, who are discussing general US politics rather than a tweet about D&D, please leave the thread.)
  • 07:21 AM - Enevhar Aldarion mentioned FrogReaver in post Mearls' "Firing" tweet
    So I guess Elfcrusher and FrogReaver really want to get this thread closed with arguments about racism.....can you guys get back on topic or take it to another website?

Sunday, 21st January, 2018

  • 10:21 PM - Nevvur mentioned FrogReaver in post Are powergamers a problem and do you allow them to play in your games?
    @FrogReaver You can also engage in those tactics with feats and multiclassing enabled, and I believe the disruption caused by combining them is greater than dealing solely with the tactical choices you describe. Yes, a standard rogue can kite, but one with CE and SS is going to be more effective (or disruptive) when doing so, for example. A determined powergamer will find a way to play the game the way powergamers be playin', and if that means engaging in the tactics you describe, I'm fine with that. We differ in our opinions about what's harder to manage as a DM. As I see it, most combats are about HP attrition, so I view very high DPR feat/multiclass builds as more problematic. Kiting doesn't come up enough in actual play for me to stress over, and I've been DMing long enough to expect spellcasters to make the battlefield weird with magic. Not much to do about paladins saving their smites unless the DM feels like house ruling class features, which I largely avoid. Still, I'd rather have a no f...

Wednesday, 13th December, 2017

  • 06:22 PM - doctorbadwolf mentioned FrogReaver in post Xanathar's Healing Spirit is 10d6 healing to the whole party out of combat?
    ...ise can sometimes make it so that only a roll of 1 can fail on some checks, it might as well just say “you automatically succeed on all checks with this skill. Clearly, therefor, expertise is broken.” * (note that I said “fewer/no”, recognizing that the dice make it uncertain how much healing the party will get, and the vagaries of combat make it uncertain if that amount of healing will be enough) Because there is a significant difference between “has a chance to” and “does, automatically and without chance for failure to do so”. However, a spell that did guarantee full health, with a casting time that precluded its use in combat, wouldn’t be a huge deal, as long as it’s at least 2nd level. If it has a combat useful function, it would depend on that to determine what level it should be. Healing Spirit, at worst, could be said to be too powerful for 2nd level. I’d consider moving it to 3rd level, at the highest. It saves the group some HD. That isn’t a big deal. edit: also, as FrogReaver points out, it would have to scale with up-casting, in order to be even kind of vaguely analogous.

Saturday, 25th November, 2017

  • 04:30 PM - clearstream mentioned FrogReaver in post [Homebrew] Defensive Duelist
    @FrogReaver @Cap'n Kobold After a bit of playtesting, I've found giving back the reaction to be too strong when used by a character with a high base AC. I believe the Defensive Duelist feat per RAW serves sub-classes that aren't using their reaction for other things best. For example Champions. The Savage Attacker merge works okay for those classes, although I find in play it is easy to forget! Allowing a wider range of weapons works nicely. There probably needs to be a better feat for Versatile weapons, but adding them seems an overall positive for this feat. Final text is - Defensive Duelist When you are wielding a one-handed or Versatile melee weapon with which you are proficient and a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially causing the attack to miss you. Once per turn, when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

Friday, 24th November, 2017

  • 11:04 AM - clearstream mentioned FrogReaver in post [Homebrew] Defensive Duelist
    ... feel like we have a strong tip that Defensive Duelist is in design space that players want to explore. It's clear that it's not exciting as much as other feats. Case in point. Its a fine attitude to have for designing a homebrew feat for your specific table, who will probably share similar values. It just runs into issues when you try to evaluate existing feats by that metric. I'm always designing for the community, not just my table. My intent is to pull together work I have done on campaign pillars and pacing and publish it as a free download on DMG. These feat revisions once tested will be part of that. More than that however, I would say that a jobs to be done approach is more relevant when designing for the broader community. The DM designing for their local meta can ignore swathes of mechanics that aren't appearing. The designer attempting work for the community has to ask wider questions. Do you see what I mean? Coming back to using Defensive Duelist with a shield. FrogReaver raised a reasonable point about the feat being potentially conflicted by trying to serve opposed purposes. Fighters want to use their Extra Attack, so a feat that takes their Attack action is competing with that. Rogues want to use their Bonus action, similarly. Riposte Battlemasters, Polearm Masters, Sentinels, and 5th level Rogues want to use their Reaction. For sword-and-board Fighters, a defensive feat's job probably works more around efficiency as they take fewer hits anyway. For a Rogue it could work around fairly constant use, but that is a bit of a puzzle because of Uncanny Dodge and also the desire for second-bites of the Sneak Attack apple with Opportunity Attacks. My version is designed to address both sides of that equation by using and then giving back a reaction (once). Perhaps a cleaner version is this Defensive Duelist When you are wielding a one-handed or Versatile melee weapon with which you are proficient and a creature hits you with a melee attack, once per r...

Thursday, 23rd November, 2017

  • 10:49 AM - clearstream mentioned FrogReaver in post [Homebrew] Defensive Duelist
    ...vage Attacker - into it. This works reasonably for Versatile weapons as it adds a point of damage to them even when rolling one die, and obviously pays off for a key client which is Sneak Attack damage. The feat then does as well on damage as +2 Dex, and much better on AC. Losing in trade initiative, attack modifier, and some skill improvements. It starts to look better than the ASI unless you're already using your reaction for something. With the reaction fixed it's starts moving toward the power of SS and SM. On your turn you may use the defensive duelist action to fight defensively. You gain the benefits of the dodge action until the start of your next turn and can make a single weapon attack as a bonus action during this time. Due to your defensive stance you cannot make opportunity attacks during this time and any enemy that can see you would be aware of this. If an enemy attacks and misses you then you may use your reaction to gain advantage on your next attack against him. FrogReaver's version upgrades Dodge to give you one attack. That will be reasonable for Rogues, discouraging for Fighters. It gets rid of OAs making it conflict with Sentinel and Polearm Master. On the other hand, it would reward Battlemasters with Riposte who are using their reaction that way. It then counteracts that by demanding your reaction to get future advantage. It was helpful to see this direction explored. I feel it moves quite far away from what the original does (my design intent is generally conservative - limiting additional concepts and language). For me, crucially, it doesn't seem to resolve my posited reasons for being unable to take DD.

Wednesday, 22nd November, 2017

  • 08:13 PM - Nevvur mentioned FrogReaver in post So Was That Z Fellow right?
    FrogReaver Caliban I understand that, and I don't endorse the kind of attitude he expressed, but I'm also a pragmatist. There's no meaningful difference to me whether a DM kills off a PC because the DM is spiteful toward the player or because the DM is running his monsters in a tactically optimal manner.

Monday, 20th November, 2017

  • 10:16 PM - clearstream mentioned FrogReaver in post [Homebrew] Defensive Duelist
    ...hter stays standing in either case unless also critical hit, in which case Fighter could stay standing instead of falling It doesn't get much better from levels 5-8. Level 9+ it's a lot better. Rogue 9th = AC 17, or AC 21 Attacked 10x by an Orog (e.g. 5 turns of Multiattack) is likely to be hit 1-6 times, improves to 1-3 times Fighter 9th = AC 18, or AC 22 Same attacks, is likely to be hit 1-4 times, improves to 1-2 times The benefit at higher levels will be stronger with higher CR foes, possibly saving the character a few more hits. I'm using Orogs in both cases for the sake of comparison. "Likely" means nearly certain of the lowest value, and better than 50/50 of the highest. Critical hits (odds against) would be on top of this. @jaelis The step and attack is kind of neat, and could fit well with the style of the feat. I like that this could let Duelists step inside the reach of polearms. As an aside, I wanted to give Versatile weapons more value. How would you fit that in? @FrogReaver Is your thought that claiming resistance against the critical uses a reaction? (If so, isn't that covered by Uncanny Dodge? So potentially not so interesting to Rogues, while also giving away part of one of their shiny things?) Could it be action free, but something more narrow like "resistance to critical hit damage from weapons that aren't heavy"?
  • 12:44 PM - Fanaelialae mentioned FrogReaver in post Considering a new concentration mechanic
    If you're using feats and you don't mind letting feats do the heavy lifting, you could edit the first bullet point of the War Caster feat to also include that you never have to make a concentration check for a spell that only targets yourself. Alternately, just toss that into the general concentration rules. Although FrogReaver does make a good point about certain classes not really needing it. One might consider making this a feature for full casters only (although even there you may have issues with Bladesingers and the like).


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Thursday, 19th July, 2018

  • 06:45 PM - Tony Vargas quoted FrogReaver in post I hate death saves. Propose your solution.
    At what level does dying in one hit becom very rare? It's only remotely 'common' at 1st (two hits are a lot more likely, one drops you very low, the next insta-ganks you), and the occurrence drops off rapidly, IMX. Might still happen at 2nd, should be pretty rare thereafter, though, there can be some big boat-loads of damage at high level, PCs with reasonable CON watch their hps balloon rapidly as they level.

Tuesday, 17th July, 2018

  • 06:31 PM - MoonSong quoted FrogReaver in post I hate death saves. Propose your solution.
    So I hate death saves and want death to occur at 0 hp. Propose your solutions. Critique mine. Have fun. My current favorite is level 1 hp = 2*MaxClassHP + Con Mod. Every level after that works as normal. No death saves. Die at 0 hp. Sorry, Haven't caught with the full thread yet, so feel free to ignore me if something similar has come up. I'll take one page out of my heartbreaker: Hit points.- At first level you gain your class hit dice + you Constitution score in hit points. If your hit points drop below your constitution score, you fall unconscious. If your hit points reach 0, you die. You can avoid falling unconscious by making a charisma save (DC 11) at the beginning of each round, the DC raises by 1 each time you make the save and each time you take damage. If you receive any healing while in this state, you fall unconscious. If the number of times you make this save exceeds you Constitution Bonus, you cannot receive any healing anymore and you die when the combat ends.
  • 09:01 AM - Li Shenron quoted FrogReaver in post A TWF revision?
    That is certainly defensible. It lacks the feel of actual TWFing because you can't split your attacks, but maybe I should just give up on that. Yeah, that's the trade-off for reduced complexity. If there's one major downside, it's that it is a little too similar to just swinging a greatsword. I think that being able to split attack is the primary defining feature of 2WF. Without it, it becomes almost a cosmetic difference, except in corner cases (e.g. two magic weapons with different effects). But that unique feature is lost as soon as you would get Extra Attacks, at which point you can have at least 2 different targets per round no matter the choice of weapon. - Rogues don't benefit disproportionately. They actually miss out on getting two chances to sneak attack, but they benefit from keeping their bonus action to Dash or Disengage. Uhm... isn't sneak attack limited to once per turn? I think you need to keep the bonus action to make hunter's mark and such spells not only be go...

Sunday, 15th July, 2018

  • 09:45 PM - Satyrn quoted FrogReaver in post I hate death saves. Propose your solution.
    I dislike characters popping up from nearly dead to suddenly healed mid battle too. Is this your root concern? Like, what if you leave everything as is (death saves included) but added in a condition called Nearly Dead (or whatever) that gets applied when a character drops to 0, but sticks around even after the character regains hit points. Big magic (restoration, say) or significant rest would be required before the condition is removed. Then, you make Nearly Dead cause whatever penalties you think would be fun. While the character is hampered, there can be no real death spiral because dropping to 0 again woukd just apply the condition again - and you just make it so the effects don't stack.
  • 06:35 PM - DMMike quoted FrogReaver in post I hate death saves. Propose your solution.
    Don't make death saving throws during the combat. Have the character mark how many turns they are unconscious before they are attended to. THEN, when someone attends to them, roll all of the saves. Marking the turns so that the player knows how many saves to make? This is design elegance, but I'd add one more touch: damage caused during this twilight zone must be used as a penalty to each death save. So I hate death saves and want death to occur at 0 hp. Propose your solutions. Critique mine. Have fun. I can't really critique yours unless I know why you hate death saves. Do you hate death spirals? Hate your PCs? Hate rules? Tell me about your parents. /therapy I use a system that tries to keep all parties happy: Mostly Dead. At 0 HP, a character is disabled and can no longer take significant actions. The character can't be healed until the GM and player establish what exactly happened (heart wound, hurt feelings, frozen solid) and what should come of it.
  • 03:28 AM - pemerton quoted FrogReaver in post Would you allow this?
    We both know my comment was about a spellIf someone suggested that it was outrageous for a wizard to shoot a bow, and there was a response of "cast Magic Missile", I don't think that would create much controversy. Similarly, using DEX/Stealth is how a non-caster achieves the functionality of an Invisibility spell. My initial reply to you was mostly intended as humour; what's surprised me is that has generated all this contoversy. Or by normal vision by simply walking around the box you are hiding behind. "Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy." Or by normal vision with with a simple perception check on the part of the person you hid from. "An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy."All you're pointing out is that, if you cease to be hidden, then you cease ...
  • 02:38 AM - Ratskinner quoted FrogReaver in post I hate death saves. Propose your solution.
    So I hate death saves and want death to occur at 0 hp. Propose your solutions. Critique mine. Have fun. My current favorite is level 1 hp = 2*MaxClassHP + Con Mod. Every level after that works as normal. No death saves. Die at 0 hp. Okay, so having read the rest of the thread Ï'll tell you what I do, and how to modify it (If that isn't obvious to you) to make it more or less "deadly" When you hit 0 HP, you are incapacitated. Toss 4 coins and count the heads (or roll for evens on four dice). Each head or even roll counts as a "good for you" answer that you may assign to one of the questions below: 1) Are you dying? (Roll a d6, you have that many rounds to live.) 2) Are you conscious? 3) Did you lose anything important? (Weapon, Eye, Arm, Supplies?) 4) Who narrates what & how, You or the DM? Its really fun to watch the players squirm with bad rolls. To crank up the tension, you could: a) have them roll them in order, rather than assign them. b) change question 1 to a d4 or just "dead" ...

Friday, 13th July, 2018

  • 05:57 PM - Charlaquin quoted FrogReaver in post I hate death saves. Propose your solution.
    Looking forward to seeing your proposal Ok, sorry it took so long to post this, it was late and I needed to sleep. How about this: When a PC drops to 0 hit points, they become Unstable. An Unstable character has disadvantage on all attack rolls and ability checks, and must maintain concentration (as if concentrating on a spell) or fall Unconscious, and must make a Con save to maintain concentration at the end of each turn at the highest DC of Concentration saves you’ve had to make while Unstable (so starting with the higher of 10 or half the damage that reduced you to 0.) Taking damage while Unstable does not cause automatic failure on the save, but does force a new concentration save just like when concentrating on a spell, and may increase the DC of your end of turn saves. An Unconscious and Unstable character must continue making saves as if maintaining concentration each turn, and dies on a failed save. Regaining any hit points removes the Unstable Condition, but not the Unconscious Condition...
  • 02:58 PM - Hawk Diesel quoted FrogReaver in post I hate death saves. Propose your solution.
    I did engage your solution. I mentioned not liking it. I even asked a couple of questions about the proposed solution and pointed out that I didn't like the death spiral it could cause. Heck when you clarified it was done for realism I even elaborated that realism wasn't a top concern. Now you are saying I didn't engage, I didn't clarify. What the heck? I mean appreciate your proposal but it wasn't for me. Heck, apparently you got the Spirit of the thread on first read given your suggestion. Are you just sore that I didn't like the suggestion or dismissed it too quickly for your liking? You're right, I misspoke. You did engage with the idea I proposed. But when I asked for clarification on what you were looking for and the reason you didn't like Death Saves, that is where you refused to engage and told me don't worry about it. It seemed a bit defensive to me and I didn't really understand why that seemed like an off-limits aspect of the discussion. But, that's neither here nor t...
  • 09:40 AM - Saelorn quoted FrogReaver in post Crit and death saves mean automatic ability score damage - Too gritty?
    Personally in your game I would go hire a NPC Cleric to follow the party around asap and his only job would be to heal. As long as he's level 3ish then all is well. 2x prayer of healings per day and 4ish cure wounds on a life cleric chassy should work great.Assuming such a thing is available, of course. In the last game I ran, there were no clerics in the world above level 9, and those ones were currently too busy with running the major world governments. Even if you could convince a level 3 cleric to follow your level 15 party around, it probably wouldn't work out well.
  • 07:36 AM - Charlaquin quoted FrogReaver in post I hate death saves. Propose your solution.
    That's a concise way of stating it. Gotcha. I can work with that.
  • 07:35 AM - Charlaquin quoted FrogReaver in post I hate death saves. Propose your solution.
    I'm really not trying to sound like a broke record here. I don't find 5e death saves fun. I want death to be more instant and more likely (maybe not more likely at low levels). 5e Death saves prolong a player death and make it very unlikely the die without a complete party wipe. I'm fairly certain I've said all this before so I doubt it helps but I don't know what more I can really define for you on this. No, that helps. Quote a lot, in fact. You may have said all this “before,” but you did not say it in the opening post of this thread, and I am not aware of the entirety of your posting history. Specific questions are better. That was the exact same question! I don't know of any implementation I particularly care for but I'm not willing to rule such a thing out entirely. I don't know all implementations etc. See, that’s a helpful answer. That tells me that I shouldn’t bother suggesting solutions that involve such states unless they satisfy your other design goals extremely well. That wil...
  • 07:22 AM - Tony Vargas quoted FrogReaver in post I hate death saves. Propose your solution.
    Interesting suggestion. Could likely be made as deadly or as non-deadly as desired. I kind of like it. Cool, I'm actually getting an idea I kinda like: Keep instant death at negative max hps. Track & heal from negative hps, so reduced whack-a-mole incintives. When dropped to 0, you're unconscious 1d4 hrs, wake up with 1hp. When dropped below 0 you die, unless you have HD left, then you can roll 1 or more HD, if the result is greater than your current negative hps, you wake up in 1d4 hrs (or sooner if healed) with hps equal to the number you exceeded the negatives by. If not, you die. Advantages: removes the perverse incentive to whack-a-mole, enables the left-for-dead trope, gives tough classes and higher level characters better chances to survive, makes managing HD a more important consideration.
  • 07:15 AM - Charlaquin quoted FrogReaver in post I hate death saves. Propose your solution.
    I think I would even be okay with a variation on death saves where you die the first time you fail one. Maybe if you roll 3 success in a row you manage to stabilize on your own. Might have to adjust death save dc a bit to get to the sweet spot with this. So I take it your issue with the current system is that it doesn’t create enough tension when a character goes down?
  • 07:07 AM - Charlaquin quoted FrogReaver in post I hate death saves. Propose your solution.
    Apparently you want to help by solving some puzzle of me wanting x and y and z and then finding perfect puzzle piece that can include all of them. Not so. Rather, I am uninterested in designing with no design goals. Throwing ideas at the wall with no driving goals leads to unfocused mechanics, which I am not a fan of. That's not what this thread is. It's literally a brain storm session. Propose a solution. Be creative. It's not an engineering problem, it's an art problem. It’s a design problem. Design involves elements of both art and science, and it should be done with purpose. I’ll happily contribute ideas to your brainstorm if you give me some indication of what your purpose is. WHY do you want to change the death and dying rules? WHAT don’t you like about them? If you can tell me that, I’ll have something to work with. Otherwise I’m just saying random crap with no idea if it will be of any use to you. If you have a specific question about whether I like something I'll answer as ...
  • 06:56 AM - Tony Vargas quoted FrogReaver in post I hate death saves. Propose your solution.
    Depending on how often players actually entered the -1 to -10 range vs just dying outright due to taking more than -10 of their hp in damage I might could go with this system. It's close but sometimes yields a not instant death state which I'm not against Another occasional variation on that is negative CON score or negative 1st level HD... ...hm... actually, maybe you could use HD when dropped? Maybe, at 0, roll one HD, you have that many rounds to live?
  • 06:43 AM - Charlaquin quoted FrogReaver in post I hate death saves. Propose your solution.
    Then it appears you don't really have anything productive you can add here? I guess. I could, if you’d tell me what you want out of this design. But if you don’t want to do that for some reason, then no, I don’t have anything to add.
  • 06:42 AM - Charlaquin quoted FrogReaver in post I hate death saves. Propose your solution.
    So your point is that my original question was inconsistent with where I'm at now? My point is, so what? My point is, designing without clear design goals leads to shoddy, unfocused mechanics. Give me something to work with, and I can design mechanics that satisfy your goals effectively, but if you just tell me to make whatever I feel like, I’m not going to waste my time.
  • 06:40 AM - Hawk Diesel quoted FrogReaver in post I hate death saves. Propose your solution.
    I've defined it. It's not that hard. What would you do if you were going to remove death saves? I'm with Charlaquin. I presented an idea that removed death saves. But if you aren't even willing to engage in trying to clarify what you are looking to achieve outside of the concrete "Let's get rid of Death Saves!" I don't know that it is worth continuing. You don't need help removing death saves. That's a mechanic. Mechanics are made for specific intentions or goals for how the games run. They do not exist in a vacuum. Mechanics are easy to create, but mechanics that satisfy specific design or game goals require much more thought and nuance.
  • 06:37 AM - Charlaquin quoted FrogReaver in post I hate death saves. Propose your solution.
    I've defined it. It's not that hard. What would you do if you were going to remove death saves? I wouldn’t, because I like death saves.


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