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  • robus's Avatar
    Saturday, 26th May, 2018, 02:00 PM
    Keeping things unpredictable is key which is why the default travel rules are so poor. 0 or 1 encounter is entirely too predictable :)
    152 replies | 3897 view(s)
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  • robus's Avatar
    Saturday, 26th May, 2018, 03:35 AM
    If the result is uncertain I like to have the caster roll an ability check (INT for wizards, naturally) and set the DC appropriately the situation warrants (plenty of time DC 10 - desperate effort DC 20, most of the time DC 15). Mindless spells are very dull. :)
    152 replies | 3897 view(s)
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  • robus's Avatar
    Friday, 25th May, 2018, 10:00 PM
    I've been disappointed by game shops in London, Orc's Nest in particular. Tiny shop and grumpy staff. :) Compared to shops I've visited in Toronto, Melbourne, and Portland, Oregon, for example, things seem lacking in London (and NYC for that matter). Cost of real estate perhaps?
    4 replies | 248 view(s)
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  • robus's Avatar
    Thursday, 24th May, 2018, 09:49 PM
    d12 all the way! It's the DMs best friend. d20 is second for its all around goodness. :)
    31 replies | 1020 view(s)
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  • robus's Avatar
    Wednesday, 23rd May, 2018, 05:11 PM
    Or it could thud like John Carter of Mars :) Personally I like the concept of "gates" better than space sailing ships to get from one planet to another.
    25 replies | 1279 view(s)
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  • robus's Avatar
    Wednesday, 23rd May, 2018, 04:01 AM
    I dunno. I came up with an alternate travel system that broke the travel between adventuring days and regular days, basically every few days of travel the party comes across some situation such that there are a number of encounters to tackle before they can continue on their way. A fast moving river in hostile territory, a treacherous mountain pass guarded by monsters etc etc. something that...
    152 replies | 3897 view(s)
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  • robus's Avatar
    Wednesday, 23rd May, 2018, 01:30 AM
    The clip in question...
    152 replies | 3897 view(s)
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  • robus's Avatar
    Monday, 21st May, 2018, 11:26 PM
    Magic missile obviously has some kind of homing mechanism that directs it to a living creature. So just sending it toward the general area of a creature will do the trick. I agree with Maxperson that there are distinct duplicates that can confuse an attacker relying on sight. This is not a case of a shimmery armor, but actual deception (even though the duplicates occupy the same grid space but as...
    450 replies | 24751 view(s)
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  • robus's Avatar
    Monday, 21st May, 2018, 10:13 PM
    Or write that novel that's obviously begging to be written :D
    94 replies | 2685 view(s)
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  • robus's Avatar
    Monday, 21st May, 2018, 04:07 PM
    I've got an array of campaign ideas I'm keen to kick off when our current campaign ends (sometime this year hopefully, on a bit of a summer hiatus at the mo.) I'll be asking my players which campaign holds the most interest. If one particularly resonates I'll run that, otherwise I'll pick the one I'm most invested in. Campaigns in waiting: Curse of Strahd, reset in Innistrad with all-human...
    94 replies | 2685 view(s)
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  • robus's Avatar
    Friday, 18th May, 2018, 01:02 AM
    Welcome to my world...
    103 replies | 3129 view(s)
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  • robus's Avatar
    Thursday, 17th May, 2018, 10:41 PM
    You're right that having Storm Giants accompany the party makes things a lot easier. 5 PCs with those buffs sounds like a good match. If you feel like Iymrith is going down too quickly then have her regenerate some hit points at the end of each round. I've found that maximizing a monsters hit points is a good way to make the fight challenging.
    453 replies | 88165 view(s)
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  • robus's Avatar
    Thursday, 17th May, 2018, 09:07 PM
    This I totally agree with :) - I'm looking forward to running a game with zero darkvision enabled characters.
    103 replies | 3129 view(s)
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  • robus's Avatar
    Thursday, 17th May, 2018, 09:05 PM
    I think the issue is purely in the description of Darkvision, not in the rule itself. It should simply be written in the description that Darkvision imposes disadvantage to perception checks that rely on sight when the creatures is in dim light.
    103 replies | 3129 view(s)
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  • robus's Avatar
    Monday, 14th May, 2018, 05:24 PM
    So there's not an ability check to determine which path you take? Seems like that would be a fun way to navigate such a book? (I've never seen one in person so I'm just imagining...)
    14 replies | 644 view(s)
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  • robus's Avatar
    Friday, 11th May, 2018, 04:23 PM
    Well given that initiative, apparently, hasn't been established, they're not technically under the combat rules :) so I disagree. The PCs are declaring the action that they are paying direct attention to the area (and really just because they've not hit the "Search" button, doesn't mean they're not actually scanning - i.e. searching - the area) where the shots fired, they're no longer performing...
    67 replies | 2108 view(s)
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  • robus's Avatar
    Friday, 11th May, 2018, 02:30 PM
    Along with the very good advice above, I would add that after the balloon goes up, an attempt to stealth away wouldnít be contested by passive perception, as the PCs would be on high alert after one of their party has been taken out. So it would be contested Stealth vs Perception rolls IMHO.
    67 replies | 2108 view(s)
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  • robus's Avatar
    Thursday, 10th May, 2018, 10:16 PM
    If that doesn't scare people aware from 3.5 I don't know what will! :P
    1702 replies | 139748 view(s)
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  • robus's Avatar
    Thursday, 10th May, 2018, 06:33 PM
    A simple rule of thumb is if you're denying player choices because they'll miss your planned encounters then you've got them on a railroad. A linear adventure is not a railroad if players can tackle the adventure in the best way they see fit.
    29 replies | 869 view(s)
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  • robus's Avatar
    Wednesday, 9th May, 2018, 11:06 PM
    Ahh - I missed that! Thanks for pointing it out. And oh dear!! :D
    13 replies | 540 view(s)
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  • robus's Avatar
    Wednesday, 9th May, 2018, 08:22 PM
    Well we'll see how it goes. My player's characters seem to be able to dish out a lot on their turns (they work well as a team), so unless the monster has some staying power it can all go their way quite quickly. The Demon Lord stats in the OotA appendix seem quite low.
    13 replies | 540 view(s)
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  • robus's Avatar
    Wednesday, 9th May, 2018, 08:15 PM
    I should have specified that I'm using dave2008's beefed 5e monsters. His version of Yeenoghu has Disintegrate instead of Teleport. But you're right that some limited teleport would be a good addition for Demon Lords.
    13 replies | 540 view(s)
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  • robus's Avatar
    Wednesday, 9th May, 2018, 08:11 PM
    Thanks everyone - I guess the point of confusion arose because Disintegrate is a 6th level spell and Forcecage is 7th level, so it seemed unlikely that it would be able to take out a higher power spell. I'll also admit to having had a couple of cocktails before reading the fine print :) I should have rechecked this morning but I appreciate the consensus! And my players are going to get a...
    13 replies | 540 view(s)
    1 XP
  • robus's Avatar
    Wednesday, 9th May, 2018, 05:23 PM
    robus started a thread Disintegrate vs Forcecage
    So my Demon Lord (Yeenoghu) is in a bit of a pickle, as he's trapped inside a Forcecage. My feeling is that he should be able to Disintegrate the Forcecage (as disintegrate specifically works on structures of magical force). And yet the books are unclear as to what their interaction would be. I've got a bit of time to figure it out fortunately but I thought I'd appeal to the collective wisdom...
    13 replies | 540 view(s)
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  • robus's Avatar
    Sunday, 6th May, 2018, 12:31 AM
    This also works really well with the prerolled initiative because you can just directly ask the player at the top of the initiative what they do, all nice and smooth like.
    125 replies | 4112 view(s)
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  • robus's Avatar
    Friday, 4th May, 2018, 04:31 PM
    Could you give an example of what you're thinking about here? Perhaps this is an opportunity to sketch out what one of these chargen's might look like? :) Is the end result something that can be put on a standard character sheet?
    101 replies | 3648 view(s)
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  • robus's Avatar
    Friday, 4th May, 2018, 04:13 PM
    I might be confused but this is sounding something like talent trees? And that might be a cool option to go to with non-caster classes. Talents are locked by level and as you level up you get access to higher level talents. (The shield abilities listed earlier would be an example of a "Shield Master talent tree" perhaps? The amount of times these talents can be used would need some...
    101 replies | 3648 view(s)
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  • robus's Avatar
    Thursday, 3rd May, 2018, 07:39 PM
    It would have been quite a coup if they had done that and then had Critical Role season 2 adopt characters from it. They (Critical Role) were a PathFinder-based group originally.
    101 replies | 3648 view(s)
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  • robus's Avatar
    Thursday, 3rd May, 2018, 04:52 PM
    Totally agree with this. How much time have I wasted looking up effectively useless spells that I guess are there for flavor? Just list the key spells that make the monster dangerous and encourage us to randomize the rest to suit our needs (if desired)
    101 replies | 3648 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 10:42 PM
    Tony Vargas - thanks for spelling out what I was fumbling at :)
    130 replies | 5069 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 09:31 PM
    You might be confusing my requests with someone else, I'm simply asking for the mechanical breakdown of the encounters. Is this encounter easy, medium, hard or deadly? And how many of these encounters do you expect the party to make it through in an adventuring day. Those two pieces of information would be quite illuminating and not add tons of bloat. And with that I'll give it a rest. :)
    130 replies | 5069 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 08:06 PM
    Well then what you're not getting is the fact that these adventures are not being written for your group. They are being written (hopefully) to conform to the mechanical guidelines as put forward in the DMG, so that the adventure is as applicable to as many groups as possible! :) Or are you saying that the published adventures have been written specifically for some internal WotC group of...
    130 replies | 5069 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 06:18 PM
    I would say putting in some mechanical that was considered during design is much easier than reverse engineering it from a narrative!
    130 replies | 5069 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 03:37 PM
    Yep - that would definitely be a cool play for Paizo to build onto the enthusiasm for 5e. That and making 5e editions of their existing adventure paths. (I think that would have made a lot more money than StarFinder - but I'm just some guy on the Internet and about to be shouted down! :) ). As to your other points that's a great idea. And both books would sell by the shedload I think!
    101 replies | 3648 view(s)
    2 XP
  • robus's Avatar
    Wednesday, 2nd May, 2018, 04:27 AM
    Iíve had a dream of doing that with LMoP. Then I wake up and realize how much work would be involved! :)
    130 replies | 5069 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 01:38 AM
    Good point. I got a little carried away there! :D
    130 replies | 5069 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 01:10 AM
    Oh and that's the other bit that's not documented in the adventures - the amount of XP to award from the encounter? Why do we have to do the math again?! :) (Perhaps it's because the XP math actually doesn't add up...?!)
    130 replies | 5069 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 01:08 AM
    Well a difficulty icon wouldn't add much to the page count :) and a side bar indicating that encounters A, B, C, D and E are intended to be run within a single adventuring day. I think the adventure writers fall too much in love with their story and forget that DMs need mechanical support if they are to run it well (without a bunch of extra work which is why we bought bought the adventure in the...
    130 replies | 5069 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 01:00 AM
    I've switched to using the average damage values for the monsters just to keep things moving. And you also have to keep thinking about why the fight is continuing. If the players are easily beating the monsters (and there's no backup) you can call it early and ask them how they want to finish it up? Prisoners? Pile of bodies? If the monsters are getting beaten then why are they still fighting?...
    125 replies | 4112 view(s)
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  • robus's Avatar
    Wednesday, 2nd May, 2018, 12:27 AM
    I find myself somewhat in the middle between you and CapnZapp. One the one hand I think the DM absolutely is in charge of bringing the challenge to their players. If the players aren't challenged then the DM is failing at their one job. :) On the other hand I think the modules do a terrible job of educating DMs on how the mechanics of the system were applied while the adventure was created. For...
    130 replies | 5069 view(s)
    3 XP
  • robus's Avatar
    Tuesday, 1st May, 2018, 07:49 PM
    (Reading through this long thread so apologies if this has been addressed already...) It's not enforced but when I did some reverse design work on LMoP I could see that the designers did take it into account. For example the very first sequence of encounters at the Goblin hideout very neatly conformed to the adventuring day guidelines. And really there was no obvious spot to long rest so the...
    130 replies | 5069 view(s)
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  • robus's Avatar
    Tuesday, 1st May, 2018, 04:12 PM
    I've found the best way to "ungamify" the combat round is to narrate in and out of each characters turn. Rather than saying*: "OK Jim (or the PC name), you're up" I'll say: "Jane just deflects the blow from the Orc but she's on her last legs. Jim what do you do?" For TotM combats especially I find it essential to keep refreshing the state of the combat for the players and the...
    125 replies | 4112 view(s)
    2 XP
  • robus's Avatar
    Tuesday, 1st May, 2018, 04:07 PM
    I guess for me, rolling initiative seems to force the combat outcome. Rather than a fight organically developing (or not) from the narrative, the DM decides OK a fight is about to break out (even if the players don't actually want that) and everyone needs to roll initiative. By having the initiative pre-rolled it allows a fight to break out when a PC draws their sword or the wizard blasts a...
    125 replies | 4112 view(s)
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  • robus's Avatar
    Monday, 30th April, 2018, 04:19 AM
    I switched to doing it this way a few months back and the improvement in flow is tremendous. Highly recommended.
    125 replies | 4112 view(s)
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Saturday, 26th May, 2018


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Thursday, 17th May, 2018



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Friday, 11th May, 2018

  • 03:43 PM - DM Dave1 mentioned robus in post Can a Critical Hit miss?
    You are no longer hidden if you attack someone even if the attack misses (unless you have the Skulker feat). {snip} At least, that's the rules. I'd argue they are wise ones. As soon as you start letting creatures attack and auto-hide due to existing cover and make them immune to being perceived, players will start massively abusing that when they can. It's not a particularly good path to go down, in my opinion. It's pretty clean and simple that when you attack you're no longer hidden. These are great points. At the very least, there needs to be a contested skill check for the Move and Hide after the crossbow shots (as robus mentions above). Example 2: "what was the players intent and how would the players character approach that task" {snip} Player said do I see where the arrow came from not do I see who shot it. I think its bad GMing but people have different styles. Agreed. The DM in the situation was too nitpicky with PC#2's Perception check. Succeeding on Perception should have given away the crossbowfolks' position, too. All of that said, if I were this DM and bungled the various rulings up to the point where PC#2 shot, I hope I would have had the sense in the moment to rule as follows on the Crit: "Your arrow flies through the thick foliage. You hear your arrow ricochet off of something hard and then you hear an audible yelp about 10 feet away from the spot. Roll your crit damage." That would be much more satisfying to the table than just saying "Sorry, even though you rolled a 20, you missed" in this situation - especially with the lack of solid RAW/RAI justification for everything ...

Wednesday, 9th May, 2018

  • 10:50 PM - dave2008 mentioned robus in post Disintegrate vs Forcecage
    I should have specified that I'm using @dave2008's beefed 5e monsters. His version of Yeenoghu has Disintegrate instead of Teleport. But you're right that some limited teleport would be a good addition for Demon Lords. @robus, I just wanted to point out that my Demon Lords have some standard spells that they all have access too. If you look at the demon lord traits, all demon lords have the following spells: At will: comprehend languages, darkness, detect magic, detect thoughts, polymorph, see invisibility, telekinesis 3/day each: arcane gate, dispel magic, fear, teleport 1/day each: forbiddance, symbol So my version of Yeenoghu does still have access to teleport. However, as @MonsterEnvy noted, I plan to add limited range at-will teleport abilities in future updates.

Wednesday, 2nd May, 2018


Sunday, 28th January, 2018

  • 09:42 PM - monkeydm mentioned robus in post passive perception vs active perception
    what i meant by not really looking is this: the orcs dont know there are any elves. They are just marching to their base camp for instance. but in the PHB on pg 177 (block on Hiding), it states that PP can be used even when characters arent really looking. Which kind of contradicts what robus said about PP not being a radar for anything. This rings true to me as wel. Because even if you are not looking for elves, you can spot one (by accident).

Tuesday, 23rd January, 2018

  • 08:46 PM - iserith mentioned robus in post Luring new people into D&D
    Yeah, do a graphic like @robus suggested, but replace the game-related clip art with a white windowless van and a clown. That'll lure 'em.

Wednesday, 8th November, 2017

  • 06:04 PM - volanin mentioned robus in post Roshambo-Style Theatre of the Mind Combat
    This is it! Version 1.3 of Roshambo-Style Theatre of the Mind is up! I rewrote most of the PDF to make it much, MUCH clearer, and incorporated a lot of suggestions that were proposed since the last version. - The PDF now is 4 pages long (instead of the original 2 pages) - Mechanics have been cleaned up a lot, with better pictures (as suggested by @Stalker0 and @OB1) - Spells have been very simplified and their rules have been made explicit (as suggested by @Yaarel) - I added an actual-play example to all of the mechanics (as suggested by @robus) - Other small corrections and game rebalances. I am quite satisfied by the result, and I'd really like to thank everybody for demanding explanations, cleanups, and proposing improvements! I guess this is it, time to stop fiddling with the D&D rules and start playing more! For those interested in great Theatre of the Mind combat, check it out here: http://www.dmsguild.com/product/224253 If anybody ever try these rules in their games, even a one-shot, please tell me how it went! Thanks again, :D

Sunday, 29th October, 2017

  • 11:05 PM - pukunui mentioned robus in post [SPOILERS] Enhancing Tomb of Annihilation
    robus: I know just how you feel, and I often give the NPC stats to the players as a result. They have Meepo's stats, for instance. But in this case, I don't think I want to give them the guides' stats, since so many of them have secrets. I don't want them to know that Eku is a couatl, for instance ... and if I give them Qawasha's statblock, they'll wonder why I'm not also give them Eku's.

Wednesday, 25th October, 2017

  • 03:06 AM - volanin mentioned robus in post Roshambo-Style Theatre of the Mind Combat
    Congrats - just picked it up from there. Well done! :) I just picked up a copy as well! Great job! Thanks a lot for all the help and suggestions, I hope these ideas are able improve the combats of more people who play TotM style as much as they're improving mine right now. Also, although this PDF is meant to be distributed for free, there were 4 people that decided to pay a little for it, for a combined total of $6 ($3 after WotC's 50% cut). While this is a symbolic value, it makes me extra happy to know that they decided to show their appreciation like this! Consider yourself with Thanks Advantage! robus - May I suggest adding this thread to the "Best Of" sticky thread? I see that robus added this thread to the "Best Of", thanks a lot! I changed the name of the thread to make it easier to google, and I hope it doesn't break the link there. (Confession time: I've never realized that there is a "Best Of" thread before... I have to read a lot of things there that caught my interest).

Tuesday, 24th October, 2017

  • 09:11 PM - pukunui mentioned robus in post [SPOILERS] Enhancing Tomb of Annihilation
    Excellent work, robus! That certainly will make this thread more user-friendly.
  • 08:58 PM - OB1 mentioned robus in post Roshambo-Style Theatre of the Mind Combat
    I just picked up a copy as well! Great job! robus - May I suggest adding this thread to the "Best Of" sticky thread?
  • 01:51 AM - DeJoker mentioned robus in post Thoughts on this article about Black Culture & the D&D team dropping the ball?
    The hilarious(?) thing is how oblivious you are to the negativity you introduced in this thread from you first post. And now youíre attacking Imaro. Perhaps you should spend a bit more time lurking on these forums to pick up on the vibe around here. Itís actually quite a nice place and people donít generally go looking for a fight. Iím quite pleasant and yet youíve accused me of wanting to start a flame war! You should probably join me in stepping away from this thread. Hmm interesting @robus, you twist the meaning of something I said to make it seem more negative than it was and then state that I am oblivious to introducing negativity -- I would counter that with I did not introduce the negativity -- however I will admit I have a tendency to cause it to become a pink elephant in the room when it chooses to surface its ugly head -- the fact is that Imaro's first post to me was delivered in a very condescending manner (whether intentional or not) and then when called out on this no apology just more condescending comments. Then there is you, the "quite pleasant" person who creates more negative disrespectful crap and seems to think that this is just a-okay *sigh*. So again it seems like the negativity has always been here and just no one was interested in calling it our for what it was. So do not blame me for what was already here. And if you and Imaro were such wholesome individuals as you claim, it most likely would never have gone down the route it did. It takes two t...

Monday, 23rd October, 2017

  • 10:05 PM - lowkey13 mentioned robus in post Thoughts on this article about Black Culture & the D&D team dropping the ball?
    ...l law is not necessarily a human resources issue; I understand your confusion with the initial reference to "hostile work environment," but this would be just as applicable to someone claiming that the machines seemed too pointy (OSHA) or that sensors were miscalibrated (federal and state environmental). Now you seem to have some bizarre notion that this has to be a "product or process issue." Which has nothing to do with the OP, but again is completely wrong. If an employee tells the employer, "Line 20 is 20% slower than the rest," does the employer say, "Dude. You didn't give me a solution. So that doesn't count. Suck it up, whiny buttercup, because I don't care about my profits. I only care about DeJoker's theoretical rules on the internet for what employers care about!" My practical experience tells me ... no. But moving on, you clearly have a need to highjack this thread and throw aspersions around. Seriously- look at the last 20 comments. I fully agree with what cmad1977 and @robus wrote, and they did so succinctly. Put another way, either everyone but you is missing the point, or you are. And given that I know the rest of these people (even though we often disagree on other issues), I am comfortable that I am not the one misreading this situation. The first rule of holes is to stop digging; we all get a little intemperate at times. I would really suggest looking at your posts and deciding if you want to be that guy. This is a forum about having fun with D&D; try and have fun.
  • 09:15 PM - DeJoker mentioned robus in post Thoughts on this article about Black Culture & the D&D team dropping the ball?
    @cmad1977 and @robus LOMFAO yes your hypocrisy is noted and that is what many folks seem to feel about straight forward blunt truth -- oh how insensitive that was -- I was not attempting to write a sensitive piece I was simply pointing out the over looked facts that the "overly sensitive out pourings" of the original author seemed to have not covered in their so heart felt dismissal of all those other folks. If he had not wanted a response he most likely would not have personally and condescendingly pointed me to it as the possible post the original individual had told me to go look at -- a fact that he could not say was even true making the condescending nature of his post that much worse which kind of explains why he so easily dismissed those others. Further no one seems to even care that the overly sensitive post was actually very insensitive as well -- must have simply had better window dressing. *shrug* Now seriously if I made a wrong statement by all means please point it out using true facts rat...

Friday, 20th October, 2017

  • 01:45 PM - Dax Doomslayer mentioned robus in post Ambient music
    robus - FYI - I believe you can make soundsets with Syrinscape but I believe you need to be a "SuperSyrin" subscriber. Here's the URL: https://syrinscape.com/about-syrinscape/syrinscape-soundset-creator/. I haven't tried it myself so I'm not how well it works though.

Thursday, 31st August, 2017

  • 04:46 PM - akr71 mentioned robus in post Enhancing "Rise of Tiamat" (Practical stuff to try at your table!)
    @robus - Thanks! I may have to borrow some of your ideas if/when my players do something unexpected or if my changes feel ham-fisted or forced. Now to read SKT in depth rather than just skim through it. Edit: I may recast the stone giants in HotDQ as cloud giants - perhaps minor courtiers or cousins - someone who has known him a long time, stuck by him and seen his fall. Now that VGtM & SKT are out, fleshing out the different giant races, xenophobic stone giants that shy away from the surface real doesn't really fit well. I have it now that if the encounter goes well, they receive a token of some sort so that Blagothkus is willing to parlay with the PCs.

Wednesday, 9th August, 2017

  • 07:02 PM - LordEntrails mentioned robus in post Why does WotC put obviously bad or illogical elements in their adventures?
    @robus, Well, as I just said, I probably didn't phrase that post well and I apologize for that. @Ovinomancer, As mentioned, I apologize if you felt that post was denigrating to people. Given that you are so ready to take me to task for rudeness, it is interesting to note that only now do you address Lost Soul's behavior. Maybe you don't think implying someone is a liar is a big deal and is only "coming on strong".
  • 01:49 PM - akr71 mentioned robus in post D&D Beyond - What's it for?
    robus I know some people will complain about having to "buy the books again" but I look at it as investing in tools to make running the game more efficiently. 3 books x $20 (or $19.99 :erm: ) If I buy right out of the gate. I don't see myself bothering with a subscription - if I need a tabaxi or Oath of the Crown, etc I can probably 'homebrew' it

Monday, 31st July, 2017

  • 02:26 AM - LordEntrails mentioned robus in post Why does WotC put obviously bad or illogical elements in their adventures?
    That's exactly what you're doing, ... There is a mirror somewhere around you I'm sure. You should try looking into it sometime. And yet when I tried to withdraw from the discussion two things happened; 1) You made an insulting wise-ass comment that attempted to goad me into continuing the discussion. So yes, to you and robus I have been condescending. You have earned such an attitude because of your comments. Ones that you have clearly stated and can not be misinterpreted. 2) Ovinomancer made a nice and polite request for me to continue to try and explain my position. So, because of Ovinomancer, I have attempted to continue to try and explain myself. At this point I would politely ask you dropbear8mybaby to no longer respond to my posts in this thread. They are not directed at you and are not for your benefit.

Sunday, 30th July, 2017

  • 06:25 AM - LordEntrails mentioned robus in post Why does WotC put obviously bad or illogical elements in their adventures?
    So I suggest you (@ovinomancer) start by re-reading post #10. Here robus disagrees with my statements made earlier by stating to the effect; 'Moronic hill giants are an illogical decision for the author(s) to have put in the adventure.' Yet myself and many others gave numerous examples of why such a design decision is logical (see post #68 as another example). I never said such was a good decision, and it is certainly a debatable decision. But that does not make it illogical. Yet Robus & Ovinomancer continue to insist in future posts that such a decision is illogical (example posts #69 & 71). Continuing to state that such design decisions are illogical belittles those that have shown logical reasons for said decisions. One can continue to believe such decisions are bad, but that is not the same as illogical. These "logical" assessments (which are never actually supported with a deduction of the logic used) appear to be based on personal preference for gaming styles, interpretation of how a fantasy world works, and the motivations for those characters (N...

Thursday, 8th June, 2017

  • 01:14 PM - CapnZapp mentioned robus in post Spending time [Encounter pacing and Resting restrictions]
    robus Well, as I said, I'm not too keen on discussing particular details of his suggestion. To me, it's obvious you want to decouple the die rolling from the rest, precisely because that's key to allowing players to rest as generously as the rulebook allows, without their spells trivially removing or defeating the consequences (or forcing me to come up with an ever-ending line of story reasons why "hurry hurry")


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Saturday, 26th May, 2018

  • 07:58 PM - ad_hoc quoted robus in post Getting to 6 encounters in a day
    Keeping things unpredictable is key which is why the default travel rules are so poor. 0 or 1 encounter is entirely too predictable :) Yes, I think 5e dropped the ball on overland travel. We just do it off screen unless there is some sort of chase or similar where the party can only take short rests and force march. That is rare. All of the adventures I have played have done a great job of designing each chapter to fit in with the 6-8 encounter model. But their overland travel sections are tedious because they are 0-1.
  • 02:42 PM - Oofta quoted robus in post Getting to 6 encounters in a day
    Keeping things unpredictable is key which is why the default travel rules are so poor. 0 or 1 encounter is entirely too predictable :) Which is why I ignore random encounters on the road (maybe just narrate that there were some minor skirmishes), set up something challenging, or don't allow long rests during road trips because of the danger. The point is that I never roll the dice, look at a chart and say "The random encounter is...". Maybe it is a random encounter. Or maybe it's a scouting party for the orcish army invading that they've heard about and they'll soon be fighting a war band, scrambling to save as many people as they can from the oncoming tide of orcs.

Thursday, 24th May, 2018

  • 04:23 AM - shidaku quoted robus in post Getting to 6 encounters in a day
    I dunno. I came up with an alternate travel system that broke the travel between adventuring days and regular days, basically every few days of travel the party comes across some situation such that there are a number of encounters to tackle before they can continue on their way. A fast moving river in hostile territory, a treacherous mountain pass guarded by monsters etc etc. something that makes the travel memorable and provides a good adventuring day of fun rather than the drip drip of the standard system. Itís not hard to cobble together an sdventuring day of that sort from the random encounter tables. I mean, I don't run random encounters. I generally think its a waste of time and I like to theme my game and how my players experience it. So the players aren't going to run into a random pack of wolves randomly prowling the woods, unless it's a lead-in to something else (like something bigger chasing the wolves out/making them extra angry, etc...). Once they run into this "event" the...

Wednesday, 23rd May, 2018

  • 06:11 PM - Grumpy RPG Reviews quoted robus in post Mearls and Spelljammer challenge
    Personally I like the concept of "gates" better than space sailing ships to get from one planet to another. In the astral plane the ships will still act like ships, enough so for naval combat and age of sail type adventures.

Friday, 18th May, 2018


Monday, 14th May, 2018

  • 07:06 PM - Eltab quoted robus in post The Endless Quest books are back
    Seems like that would be a fun way to navigate such a book? That does sound neat, if you have a character prepared. I read through (that may belong in quotes) a Choose Your Own Adventure set on the Titanic. I managed to find a decision path that led the slowly-sinking liner to run ashore off Newfoundland. I also found an option to hit the iceberg head-on. There was also a page (with a LOT of ways to get there) that said something like "...the freezing-cold water rises up past your shoulders..." :(

Friday, 11th May, 2018

  • 04:31 PM - iserith quoted robus in post Can a Critical Hit miss?
    Well given that initiative, apparently, hasn't been established, they're not technically under the combat rules :) so I disagree. The PCs are declaring the action that they are paying direct attention to the area (and really just because they've not hit the "Search" button, doesn't mean they're not actually scanning - i.e. searching - the area) where the shots fired, they're no longer performing a "repetitive task" but are specifically directing their attention to a particular situation. IMHO. They are necessarily in combat and thus initiative in that scenario by the time PC2 is looking for where the shot came from - by the rules anyway. It's not clear whether the DM was following the rules, however. I don't disagree, but is there a reference that an active perception check takes an action? I went to find it and failed my investigation check. :( Basic Rules, page 72. There's no such thing as an "active perception check" though.
  • 04:02 PM - iserith quoted robus in post Can a Critical Hit miss?
    Along with the very good advice above, I would add that after the balloon goes up, an attempt to stealth away wouldnít be contested by passive perception, as the PCs would be on high alert after one of their party has been taken out. So it would be contested Stealth vs Perception rolls IMHO. These are great points. At the very least, there needs to be a contested skill check for the Move and Hide after the crossbow shots (as @robus mentions above). Technically, in combat, it would be the NPC or monster's Dexterity (Stealth) against the PCs' passive Perception. If the NPC or monster was determined to be hidden, the PC could opt to take the Search action in which case it would be a Wisdom (Perception) check versus the monster's Dexterity (Stealth) check result as an action. The PCs' passive Perception check would be the floor. It sounds like these PCs were undertaking the Search action for free. But it's also not clear whether the NPCs or monsters were actually hidden.

Wednesday, 9th May, 2018

  • 10:50 PM - dave2008 quoted robus in post Disintegrate vs Forcecage
    I should have specified that I'm using @dave2008's beefed 5e monsters. His version of Yeenoghu has Disintegrate instead of Teleport. But you're right that some limited teleport would be a good addition for Demon Lords. @robus, I just wanted to point out that my Demon Lords have some standard spells that they all have access too. If you look at the demon lord traits, all demon lords have the following spells: At will: comprehend languages, darkness, detect magic, detect thoughts, polymorph, see invisibility, telekinesis 3/day each: arcane gate, dispel magic, fear, teleport 1/day each: forbiddance, symbol So my version of Yeenoghu does still have access to teleport. However, as @MonsterEnvy noted, I plan to add limited range at-will teleport abilities in future updates.
  • 08:27 PM - MonsterEnvy quoted robus in post Disintegrate vs Forcecage
    Well we'll see how it goes. My player's characters seem to be able to dish out a lot on their turns (they work well as a team), so unless the monster has some staying power it can all go their way quite quickly. The Demon Lord stats in the OotA appendix seem quite low. I prefer the abilities of the OoTA version. But you could always just give Yeenoghu max hp for his Hit die. That will increase his staying power by a lot if you are worried about that. For example that is 480 hp.

Sunday, 6th May, 2018

  • 01:00 AM - Hriston quoted robus in post Avoiding Initiative
    This also works really well with the prerolled initiative because you can just directly ask the player at the top of the initiative what they do, all nice and smooth like. I can see how it would, but personally, I would rather have the roll take place at the relevant moment. I wouldn't ask a player to roll any other ability check before the game begins. I know some DMs have the players roll a series of Perception checks before play begins, for example, but I don't think it's for me.

Friday, 4th May, 2018

  • 04:29 PM - Oofta quoted robus in post [+] Here's my ideal future 5E supplement
    I might be confused but this is sounding something like talent trees? And that might be a cool option to go to with non-caster classes. Talents are locked by level and as you level up you get access to higher level talents. (The shield abilities listed earlier would be an example of a "Shield Master talent tree" perhaps? The amount of times these talents can be used would need some consideration (once per encounter, short rest, long rest etc) to avoid overpowering. Anyway - casters get a lot of choices as they level up. Non-casters should get something equivalent in an Advanced PHB. I was thinking the same thing. Steal talent trees from video games. Not only the shield master example (just on of many) but also trees for multiple attacks, two weapon fighting, etc. You could even have spell casting trees, so if you want your PC to have spells you can decide how much you want to invest in that specialty. Spells, and spell slots available do become a little problematic though if you...
  • 04:20 PM - Sacrosanct quoted robus in post [+] Here's my ideal future 5E supplement
    I might be confused but this is sounding something like talent trees? . That's pretty much the vision as I see it. But less of a tree and more of a bush ;)

Thursday, 3rd May, 2018

  • 01:38 AM - Jester David quoted robus in post [+] Here's my ideal future 5E supplement
    Yep - that would definitely be a cool play for Paizo to build onto the enthusiasm for 5e. That and making 5e editions of their existing adventure paths. (I think that would have made a lot more money than StarFinder - but I'm just some guy on the Internet and about to be shouted down! :) ). I'm always stunned they don't. It'd be a low cost project (as they could reprint art and reuse art assets) that would likely sell better than their Core Rulebook.

Wednesday, 2nd May, 2018

  • 09:37 PM - Oofta quoted robus in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    Well then what you're not getting is the fact that these adventures are not being written for your group. They are being written (hopefully) to conform to the mechanical guidelines as put forward in the DMG, so that the adventure is as applicable to as many groups as possible! :) Or are you saying that the published adventures have been written specifically for some internal WotC group of unknown composition and player skill and thus there's no point in them trying to describe how it conforms to the systems mechanics because it doesn't?! It really doesn't seem too much to assume that WotC adventure writers rely upon the mechanical systems described in the PHB and DMG when developing their adventures. If they don't then what was the point of even developing such a system? I'm saying they're being written to meet the needs of the largest potential consumer of modules as is possible. [EDIT: As far as the "mechanical systems", I honestly don't know what you're talking about. Ah, I see what ...
  • 09:36 PM - Sacrosanct quoted robus in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    You might be confusing my requests with someone else, I was speaking more in general terms, not to you directly. Sorry if that wan't clear.
  • 08:38 PM - Tony Vargas quoted robus in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    If they don't then what was the point of even developing such a system? The placebo effect? ;)
  • 07:53 PM - Tony Vargas quoted robus in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    Maybe I just have sympathy because I've hear the words "how hard can it be to add that button to my web form? All it does is ... followed by vague instructions that basically boil down to "read my mind and do things the system was never designed for".I hear you. But do you really come back to users with "just write the code yourself so I know what you need?" ;) I would say putting in some mechanical that was considered during design is much easier than reverse engineering it from a narrative! Nod. On the 'just show your work' end of it - give the intended difficulty and XP value of an encounter, for instance, it's not really asking much of anything, because, hopefully, in creating the encounter that's already been done. On the 'advice' end of it, well, that could be a an impractical amount of "OTOOOOOOOH, if the party has a bard /and/ a druid, and come in from the east on a Tuesday...." I mean, it couldn't, really, but you get the idea.


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Player Quick Reference
Here's a short summary of the key rules relating to combat, resting, conditions and exhaustion that players frequently need reminding of during play.

I find it much handier than leafing through the PHB!
2483 +4 1 Tuesday, 23rd May, 2017, 04:05 PM Tuesday, 23rd May, 2017, 04:05 PM
SKT Runes for Chapter 4
A handout for the runes would be nice for the players to reference so I made one.

Hopefully others find it useful too
265 0 1 Sunday, 23rd April, 2017, 11:40 PM Sunday, 23rd April, 2017, 11:40 PM
Out of the Abyss: Gracklstugh Encounter Map
Reading through the Gracklstugh chapter gave me a headache with all the cross-referencing buried in the text, so I decided to make a map of the encounters and the transitions between them.

Hopefully it's useful.

Updates

v1.0.1
* Fixed the DarkLak...
2001 +5 1 Sunday, 27th September, 2015, 04:07 PM Monday, 28th September, 2015, 10:42 PM

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