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  • Al2O3's Avatar
    Saturday, 18th May, 2019, 10:58 AM
    A class where I can cause a lot of damage each round on my turn without having to be the one picking classes, feats and weapons for it. When I feel like "everyone else can do more powerful attacks than I", the solution should be "let the others do more attacks on my turn, but do it better". Throw in some healing and similar utility. In short, I want the 4e Warlord back.
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  • Al2O3's Avatar
    Thursday, 16th May, 2019, 12:43 PM
    I was going to argue that improved cantrips might remove some of the value of using the crossbow. However, the improvements to the alchemist don't really make it worth it for offensive cantrips compared to a magic crossbow. So I now share your concern. In terms of power I would consider alchemist the one I like the least. I'm terms of theme, I think artillerist is the one in most need of...
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  • Al2O3's Avatar
    Wednesday, 15th May, 2019, 06:52 PM
    It takes too long to get the crossbow expert feat after first getting sharpshooter, and with the playstyle my DM prefers the limitless supply of arrows or bolts is a very relevant benefit.
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  • Al2O3's Avatar
    Tuesday, 14th May, 2019, 10:44 PM
    That is what convinced me that most of the artificer works as a halfcaster. The battle smith might also be the ranger artificer (beast master, with the new spell acting like Hunter's mark). The archivist is the one with smite-like extra damage from spells. What I'm really happy to see is repeating shot. Suddenly crossbows are viable with the extra attack feature and my main reason for not...
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  • Al2O3's Avatar
    Sunday, 21st April, 2019, 07:50 AM
    The "wastefully expensive" part was just about the wood and other material needed for building the ships and assuming they are only for that one invasion. If the army is going back home afterwards or the ships are used before for various tasks the waste becomes less.
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  • Al2O3's Avatar
    Sunday, 21st April, 2019, 02:50 AM
    "Large rowboat" as in "galley"? It needs to be really large in order to be ocean going, but that just means more stores and possibly cultists can be brought along. Building the ships specifically for a one-way trip to invade seems wastefully expensive in terms of time and resources, but could result in a navy that can travel even against the wind and carry a large amount of troops for boarding...
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  • Al2O3's Avatar
    Saturday, 20th April, 2019, 11:47 PM
    I would go with the suggestions of ships or teleport, basically the same as any other army led by a powerful Spellcaster. One more thematic way would be to walk through the shadowfell, but that might have other risks to the army. For the sake of story I would instead consider moving only a small force, such as cultists and elite/more powerful/hard-to-create undead by magic. Land in an...
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Thursday, 16th May, 2019

  • 12:45 PM - Ancalagon quoted Al2O3 in post New Unearthed Arcana: Revised Artificer
    I was going to argue that improved cantrips might remove some of the value of using the crossbow. However, the improvements to the alchemist don't really make it worth it for offensive cantrips compared to a magic crossbow. So I now share your concern. In terms of power I would consider alchemist the one I like the least. I'm terms of theme, I think artillerist is the one in most need of improvement.I would agree. The alchemist is full of flavor.

Wednesday, 15th May, 2019

  • 08:17 AM - CapnZapp quoted Al2O3 in post New Unearthed Arcana: Revised Artificer
    Suddenly crossbows are viable with the extra attack feature and my main reason for not using archers is handled. With the Crossbow Expert feat entrenched in the Player's Handbook, the hand crossbow is already far superior to other bows.

Sunday, 21st April, 2019

  • 03:15 AM - Ratskinner quoted Al2O3 in post How to get an undead army across an ocean?
    "Large rowboat" as in "galley"? It needs to be really large in order to be ocean going, but that just means more stores and possibly cultists can be brought along. Building the ships specifically for a one-way trip to invade seems wastefully expensive in terms of time and resources, but could result in a navy that can travel even against the wind and carry a large amount of troops for boarding actions and the like. Who needs wind when you have a zombie "motor"? :cool: As far as wastefully expensive...its not like you need to feed most of the army. Also, most of your army doesn't need barracks or quarters. You can literally stack them like cordwood. So you can get away with a lot fewer actual vessels than a living army of the same size.

Friday, 22nd February, 2019

  • 03:57 PM - Mercule quoted Al2O3 in post Artificer UA to be released in February
    When I try to imagine an artificer in D&D I think of tinker gnomes and guns. I really hope the final version does contain some kind of gun-toting subclass. However, it would probably be easy to add once the rest is right, so after reading this thread I hope that the UA contains a good overall framework and a couple of subclasses that are suitable for Eberron. I snipped the rest of your post, just to save space, but I think what you outlined seems totally reasonable. This is coming from someone who really hates tinker (rock) gnomes, automatic crossbows, and guns in my D&D. I get that some people like them and don't want to scream BADWRONGFUN at anyone. Just have some segregation between the traditional tropes and the newer or "bonus" ones. Eventually, some things will get incorporated into the core, organically. Already, I prefer my D&D with dragonborn, for example. I also wonder if there's a matter of scale or cultural fit to this whole conversation, as well. Take guns. I've warmed to...

Monday, 4th February, 2019

  • 06:38 PM - Travis Henry quoted Al2O3 in post [New DM Question] What about Simultaneous Movement?
    For your second example I would add one thing: surprise. I get the impression that the goblin didn't know the characters were there before the mad dash. Therefore it shouldn't have shot at whatever character was visible first. Rather, it would've been surprised and spent the first turn to stop being surprised. It then gets a shot off at the last target as they run around the corner, which probably is the character with the lowest initiative. In this case the narrative and the initiative could've made sense together. That's a valid point, yet I had I purposely ruled that the Goblin wasn't surprised, since two of the three PCs had Light spells cast on their gear. (Plus the same Goblins had repulsed an assault the previous day.) Still, glad for your feedback and example in regard to possibly not rolling Initiative for a mad dash, and also in regard to constant moving cover (the ox cart).

Wednesday, 2nd January, 2019

  • 10:54 AM - CapnZapp quoted Al2O3 in post Unearthed Arcana: Sidekicks - the simpler approach
    Risk of it becoming overpowered compared to the role of sidekick. Too much work for the benefit it provides.Are you commenting on the general concept of sidekicks (=NPCs that improve when you improve)? Or are you talking about my suggestion specifically?

Saturday, 22nd December, 2018

  • 12:14 PM - CapnZapp quoted Al2O3 in post Unearthed Arcana: Sidekicks - the simpler approach
    The reason I want PCs to "catch up" to a sidekick is to prevent the sidekick from constantly outshining the PCs. That can easily be done by not using sidekick rules until the relative power level seems right. With that consideration I would for sure like your approach. Yes, the simplest (and probably best) rules suggestion for NPCs that start out more powerful than the PCs is... to not advance that NPC at all. The Mage the party befriends at level 1 becomes at level 9... a Mage. Thank you for liking my approach!

Wednesday, 19th December, 2018

  • 06:37 PM - CapnZapp quoted Al2O3 in post Unearthed Arcana: Sidekicks - the simpler approach
    Having a tier equivalents by CR chart and level up damage, proficiency bonus etc when PCs reach a new tier would make sense to me. Hit points might be worth handling on a level by level basis. Having the chart means that an NPC who is "higher level" than the PCs when they first meet can let them catch up and then keep pace in relevant ways. Damage scaling might be like you suggested, similar to cantrips. For creatures starting at higher tier you can simply calculate backwards. If an attack from a tier 2 creature deals 2d10 damage, then keep it at 1d10 per tier. Add some extra traits like in 4e if something more than the base stat block with extra hit points, proficiency bonus and damage is needed. Maybe a commoner with a useful skill proficiency or way to enable the party. Instead of fussing over the NPCs level - either absolute or relative to the party - how about... not doing that? :) With my suggestions in the 1st post above, simply improve the NPC whenever the party hits a n...
  • 07:31 AM - doctorbadwolf quoted Al2O3 in post Kensai Weapons, and Monk Weapons In General
    I didn't realise that the whip could be used like that. Still, it feels wrong to me. That is not the same as it being overpowered or that anyone else ought to share those feelings. If the character seems like Indiana Jones I would even be fine with a rogue using the whip as a primary weapon. Fair enough. I am curious as to why, though? Speaking of rogue weapons, why the butt aren’t clubs and handaxes available for sneak attacking?
  • 04:36 AM - doctorbadwolf quoted Al2O3 in post Kensai Weapons, and Monk Weapons In General
    In my opinion, "horning in on strength characters' territory" is what the Kensei is about. And making reach available for non-monk dex characters just feels wrong to me. Using a reach weapon from 10 feet and then moving in to 5 feet to attack the same enemy gives no benefit compared to moving in to 5 feet right away and make all the attacks from there. That is why I consider reach to be a very situational benefit for monks and less useful than for other classes. Rogues can already pick up a whip, tbf. I’m just proposing letting them have a 2hand option that is 1 die step higher. And yeah, the polearm isn’t a big deal for Monks, one on one. It does let them have more targets with their many attacks, though, which is fun.

Tuesday, 18th December, 2018

  • 06:47 AM - doctorbadwolf quoted Al2O3 in post Kensai Weapons, and Monk Weapons In General
    A non-heavy glaive dealing 1d8 instead of 1d10 might be a reasonable martial weapon. Maybe not a good idea for the game as a whole, but for a single table it should absolutely be fine. I assume that for a single table it would be possible to discuss potential pros and cons beforehand and stop it if there are problems. Maybe even go all the way and call it a Kensei glaive. Proficiency can only be gained by selecting it as a Kensei weapon. It has 10 ft reach and all the properties granted by being a Kensei weapon. Maybe 1d6 damage die as minimum. Edit/adding: I had a look at Glaive, Greataxe and Battleaxe. Compared to Greataxe, removing "Heavy" gives a Battleaxe held in two hands and is worth reducing the die one size. Greataxe Vs Glaive suggests adding reach reduces the damage die one size. Taking a Glaive and removing the heavy tag would then make it a 1d8 two-handed martial melee weapon with reach. Reducing one damage die size further would make it reasonable as a simple weapon. It woul...

Friday, 30th November, 2018

  • 05:20 AM - THEMNGMNT quoted Al2O3 in post 4.33 Years in: What Now for 5E? (and have we reached "Peak Edition?")
    If D&D Beyond kill the sale of print books and WotC buys the company behind D&D Beyond, then I can imagine print books being removed. D&D Beyond is produced by Curse. Curse is owned by Twitch. Twitch is owned by Amazon. Hasbro is not buying Amazon. Interestingly, Amazon sells a lot of D&D books. Basically, D&D is on a path to one company have monopoly power over the distribution of their product. It's probably not alone in this. Books are not going away in our lifetimes. A lot of books are still sold, just through fewer retailers. And the tactile pleasure of a book is something that can't be replicated in any other medium. (Unlike, say, a film--which gives you more or less the same experience on VHS, DVD, or streaming on Netflix.) However, none of that is a guarantee that D&D will continue to print and publish books. As to the original question...I think there will be a 6E for the 50th anniversary, backward compatible with 5E. It'll be a 1E to 2E or 3E to 3.5E evolution. B...

Thursday, 29th November, 2018

  • 11:01 PM - OB1 quoted Al2O3 in post 4.33 Years in: What Now for 5E? (and have we reached "Peak Edition?")
    Another case for print books is that if they want to make a new edition without print, then they'll need to first make the rules, then get them implemented in the online tool. The extra time combined with either losing control, buying a company or setting up competition to a partner is probably hard to justify. If D&D Beyond kill the sale of print books and WotC buys the company behind D&D Beyond, then I can imagine print books being removed. I’m arguing that instead of a new edition, they will just stop print sales and make changes to an “evergreen” 5e via updates to the digital. Again, as paper costs skyrocket over the next few years, it may no longer be economically viable to print 200+ page hardcovers, thus forcing WotC’s hand. Part of the reason D&D books rank so high in Amazon sales is because most books are bought digitally now.

Monday, 26th November, 2018

  • 07:05 PM - FrogReaver quoted Al2O3 in post House rule for Going below 0 hp and get up again with a good berry or a healing
    Not quite like that. More like 5+ fights where a single PC may or may not go to 0 hp once, but will certainly get healed. At the end there may or may not be enough healing left to heal a PC that goes down. So whack-a-mole is still present it just doesn't occur to the same extent. Your method still has PC's popping right back up when they go down but they go down much less frequently so it doesn't "feel" the same. I'll even go so far as to call it "effectively eliminated" because of the infrequency. This as contrast to two or three fights where multiple PCs drop multiple times per encounter because enemies would deal damage faster than PCs can heal. We basically figured that having "everybody survives" and "TPK" be about equally likely was not "challenging". I don't think anyone is advocating for most fights to be so hard that they always are potential TPK's. At least I'm not. So your "simple" solution would in our context be a TPK per day. That is also unappealing. I doub...
  • 12:33 AM - FrogReaver quoted Al2O3 in post House rule for Going below 0 hp and get up again with a good berry or a healing
    The less challenging individual fights allow us to spend healing during fights before hitting 0 hp, or spend it between fights. There are also other, more fun, spells we have time to use instead of healing (but still reducing potential healing). I think we have different problems with whack-a-mole. Our problem was that it happened frequently. Often going to 0 hp was not a feature for us. Reducing the threat intensity of each encounter let us do relevant healing before dropping to 0 hp, which was what we wanted all along: healing before going to 0 hp. I'm increasingly getting the feeling that you see going to 0 hp as a feature. In that case you clearly have a different problem and the solution to our problem would not help. I see four options where you seem to list three: 1. Frequently going to 0 hp, little or no healing. High lethality option. 2. Frequently go to 0, lots of healing; aka whack-a-mole. 3. Seldom go to 0 hp due to low threat, little or no healing or other spells used. Seems ...

Sunday, 25th November, 2018

  • 01:33 AM - 5ekyu quoted Al2O3 in post House rule for Going below 0 hp and get up again with a good berry or a healing
    The less challenging individual fights allow us to spend healing during fights before hitting 0 hp, or spend it between fights. There are also other, more fun, spells we have time to use instead of healing (but still reducing potential healing). I think we have different problems with whack-a-mole. Our problem was that it happened frequently. Often going to 0 hp was not a feature for us. Reducing the threat intensity of each encounter let us do relevant healing before dropping to 0 hp, which was what we wanted all along: healing before going to 0 hp. I'm increasingly getting the feeling that you see going to 0 hp as a feature. In that case you clearly have a different problem and the solution to our problem would not help. I see four options where you seem to list three: 1. Frequently going to 0 hp, little or no healing. High lethality option. 2. Frequently go to 0, lots of healing; aka whack-a-mole. 3. Seldom go to 0 hp due to low threat, little or no healing or other spells used. Seems ...

Saturday, 24th November, 2018

  • 11:46 PM - FrogReaver quoted Al2O3 in post House rule for Going below 0 hp and get up again with a good berry or a healing
    We no longer see any whack-a-mole in our sessions, going to 0 hp is scary and as an added benefit we have more balance between long rest and short rest classes. The problem we had is gone. I'll probably keep clarifying how it solved our problem. Frequently risk of death was not a feature we were looking for. If frequent risk of PC death without whack-a-mole is what you're looking for, then you have different problem and need a different solution. I should also maybe mention that there were times before the change where character death was a risk. Those belong in two categories: Ambushes with one character dead before anyone with healing gets to act, and encounters where it's mostly the luck of death saves making the difference between TPK and everyone still alive. A couple of times we did end up with one PC as last creature standing, and then with too few hit points to take a hit and still fight. So in summary: whack-a-mole happend and got annoyingly silly. We solved it by using the DMG g...
  • 10:54 PM - FrogReaver quoted Al2O3 in post House rule for Going below 0 hp and get up again with a good berry or a healing
    The thing with whack-a-mole is that the moles keep coming back. So sure, there were a few times per combat when characters went down. However, that was not really a threat since they would typically end up taking their turn again anyway. Also, the last combat of the adventuring is not always a near TPK or otherwise problematic, but at least it does contain a real challenge. Whack-a-mole did not have the same level tension. The only tension in whack-a-mole was for players who were bored of their characters and wanted a replacement. In those cases there were some tension of "please just die already". It did not happen until we changed. But you have only potentially eliminated whack-a-mole in the last combat of the day. It's still there in every other encounter. You've maybe managed to make 1 battle a day potentially scary due to resource deprivation in exchange for all the fights leading up to it easier.
  • 05:38 PM - FrogReaver quoted Al2O3 in post House rule for Going below 0 hp and get up again with a good berry or a healing
    After we changed the type of encounter we ended up with characters going to 0 hp mostly when we had already used basically all our healing in previous encounters and when we were simply overmatched. The same encounter with all spell slots and the like available might not have been very hard. Maybe it wouldn't even result in a character going down. An ambush at the end of the day with no resources left would seem more like a risk of a TPK once one character goes down. So going through 4 or 5 encounters with nearly no risk of PC death only to be extremely challenged with a possible TPK in the final encounter of the day (the challenge stemming from lack of resources) is scarier than risking that same possible TPK in most every fight you encounter (even with full resources)? Seems like an odd sentiment.
  • 05:31 AM - FrogReaver quoted Al2O3 in post House rule for Going below 0 hp and get up again with a good berry or a healing
    We started using the DMG guidelines and suddenly the phenomenon we did not want was gone. What wasn't gone was going to 0 hp or PC death. So going to 0 hp went from normal and not much of a threat because whack-a-PC to more uncommon but scarier. So it did fix the issue with the tone of the game. More uncommon I expected. What made it scarier?


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