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Resistance and odd - damage: how many hit points of damage does a character take? Thursday, 4th October, 2018 05:36 AM

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Friday, 1st June, 2018

  • 02:08 AM - Yaarel mentioned i_dont_meta in post Half-Elf (Eladrin) Variant as per SCAG?
    @i_dont_meta half eladrin • +2 Charisma scores • +1 to any two ability scores • Misty Step • Charm save advantage • proficiency two skills • trance, sleep immunity Essentially, this half eladrin swaps darkvision for misty step. Alternatively, one of the +1s to a score could be swapped for it. This misty step lacks a seasonal effect, if wanted maybe swap the Charm save advantage for it.

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Sunday, 30th September, 2018


Thursday, 23rd August, 2018

  • 04:50 PM - CleverNickName quoted i_dont_meta in post Favorite Flanking Fixes in Five-E?
    My group toyed around with the DMG guidelines but quickly reverted back to +2.Yeah, we are leaning in that direction as well just because it makes the math simpler. (We will probably make it +1, since stacking bonuses are a thing in 5E.)

Saturday, 2nd June, 2018

  • 07:58 PM - Hriston quoted i_dont_meta in post Half-Elf (Eladrin) Variant as per SCAG?
    Given the untraditional Racial Ability of the Eladrin, how would you create a Half-Elf (Eladrin)?? All I can come up with is nicking Keen Senses entirely and limiting the Seasonal choices to a set 2/4, like an Equinox/Solstice split. Any advice would be handy! I'm not sure what you mean by "nicking" Keen Senses. The SCAG half-elf variant's option to get Keen Senses in exchange for Skill Versatility is a very poor option for obvious reasons. I think Fey Step is too powerful as a replacement for Skill Versatility, even the DMG Eladrin version of Fey Step. In keeping with the DMG Eladrin, I'd make Elf Weapon Training available for half-eladrins in exchange for Skill Versatility.

Friday, 1st June, 2018

  • 09:06 AM - cbwjm quoted i_dont_meta in post Half-Elf (Eladrin) Variant as per SCAG?
    Is this all a reaction to MToF, or all of the pre-conceived notions based on established lore?? I mean, doesn't the Eladrin deserve the same Half-Elf capabilities of all the OTHER Half-Elf Variants?? Why blow up THIS bridge?? Some people take the game a little too seriously to the point that they will shoot down any idea that they don't agree with. I've probably been one of those people, but in general, I try to be one of the "This sounds cool, do it!" kind of people.

Thursday, 31st May, 2018

  • 11:35 AM - neogod22 quoted i_dont_meta in post Half-Elf (Eladrin) Variant as per SCAG?
    Given the untraditional Racial Ability of the Eladrin, how would you create a Half-Elf (Eladrin)?? All I can come up with is nicking Keen Senses entirely and limiting the Seasonal choices to a set 2/4, like an Equinox/Solstice split. Any advice would be handy!I probably wouldn't do it, but if you choose to, I would limit it to only having 1 season. Whichever they were born into is what they have, no changing.

Thursday, 8th March, 2018

  • 08:38 AM - Zardnaar quoted i_dont_meta in post Mike Mearls Happy Fun Hour: The Warlord
    If you read the intro to the Bard in the PHB, you'll find they already planted the seeds for the Warlord many moons ago, like so many other Easter Eggs you can find in the Core 3... Mearls out right stated they split it between the BM Fighter and Valor Bard. I don't think nayone cares to much about the Warlord concept existing a few 4E players want fully functional 4E warlords and then get upset when WoTC won't give it to them. 5E Paladins and Wizards do not work the way it used to, Speciality priests died with 2E. Is it reasonable to expect a Warlord in 5E yes, is it reaosnable to expect a fully functioning/empowered 4E style warlord in the game well not really.

Monday, 26th February, 2018

  • 07:53 PM - Saelorn quoted i_dont_meta in post How do you rule switching weapons?
    I appreciate what a lot of you are "hand-waving", and understand (to an extent) why, but don't forget what you are undermining by allowing this, i.e. the Dual Wield Feat...That's one of the major reasons why I don't allow feats in my game. If a feat exists which specifically allows an action, then nobody should be able to do that action unless they have the feat, and this specific action is so incredibly trivial - drawing two daggers or short-swords should absolutely not take more time or effort than drawing one longsword - that I refuse to engage with that pile of optional rules.
  • 07:18 PM - Satyrn quoted i_dont_meta in post How do you rule switching weapons?
    I appreciate what a lot of you are "hand-waving", and understand (to an extent) why, but don't forget what you are undermining by allowing this, i.e. the Dual Wield Feat... It's such a small irrelevant, and finicky benefit of that feat that I really don't care. And on top of that, it's a boring feat that's only about getting slightly better numbers in combat, so I'm happy if no one ever takes it.
  • 05:30 PM - ehren37 quoted i_dont_meta in post How do you rule switching weapons?
    I appreciate what a lot of you are "hand-waving", and understand (to an extent) why, but don't forget what you are undermining by allowing this, i.e. the Dual Wield Feat... I already let it grant stat bonus to offhand attacks and move the extra attack to the attack action. Life is too short to worry about gear juggling.
  • 09:05 AM - Li Shenron quoted i_dont_meta in post How do you rule switching weapons?
    I appreciate what a lot of you are "hand-waving", and understand (to an extent) why, but don't forget what you are undermining by allowing this, i.e. the Dual Wield Feat... Undermining? That feat has two very nice benefits, a small but precious AC bonus (5e is stingy with AC) and the ability to use two better-than-light weapons (i.e. a little bit more damage to each attack), which apply every turn. Drawing two weapons at once applies probably once per encounter, or less, it's the least important benefit of the feat. I really don't think that giving the latter for free to all 2WFers undermines the feat! But even if it does, deciding to either follow the RAW for switching weapons or handwave it has quite a significant impact to the feel of combat as a whole. I say it is a much more important thing than preserving a feat as written.
  • 08:15 AM - Nevvur quoted i_dont_meta in post How do you rule switching weapons?
    I appreciate what a lot of you are "hand-waving", and understand (to an extent) why, but don't forget what you are undermining by allowing this, i.e. the Dual Wield Feat... Indeed. It's something I thought about when I first started treating weapon swaps like that, but no one was using that feat at the time, so it wasn't stepping on any toes. Now I'm running a game without feats, so it's irrelevant. You're right, though, it's definitely something to consider for tables where Dual Wielder sees use.

Friday, 9th February, 2018

  • 12:55 PM - Fanaelialae quoted i_dont_meta in post Adamantine Skeleton?
    What's the point of having an Adamantium skull if getting whacked with a stick up side your grill is going to continue to be bothersome? Sent from my moto x4 using Tapatalk Rather than having your skull potentially crushed and your brains splattered about, you're 'just' dealing with a concussion. That said, concussions can result in death. As for what benefits it provides, how about damage rolled against this NPC is rolled twice and the lower roll is taken. This reflects that his skeleton should protect him from some injury, but there's no guarantee that a blade won't slip between the ribs and find the heart. That probably isn't something you'd want to use if the NPC is intended to adventure with the party (because rolling damage twice takes extra time at the table) but it wouldn't be a big deal for a boss that you fight once or twice.

Thursday, 1st February, 2018

  • 07:34 PM - Charlaquin quoted i_dont_meta in post Warlock's Pact of the Chain
    The third and last paragraph states that when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with it's reaction. My question: if you're capable of using your bonus action to engage in Two-Weapon Fighting can you forgo THAT Attack to allow your familiar to attack? Sent from my moto x4 using Tapatalk No. The Bonus Action attack you make with two weapon fighting is not the Attack Action. To use this feature, you must replace one of the attacks (lower-case a) granted to you by the Attack (upper-case A) Action. And nless your warlock is multiclassed, the Attack Action should only grant one attack. You also can’t replace the attack granted by the Attack Action and still make a Bonus Action attack with your off-hand weapon. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the ...
  • 07:06 PM - toucanbuzz quoted i_dont_meta in post Warlock's Pact of the Chain
    ...when you take the Attack action... That answers your question there. A bonus action is not part of the Attack action and instead is something separate. RAW, no. An off-hand attack using a bonus action, by default, is inferior to an Attack action, so there is some design intent here, especially since the Chain Pact familiars can have superior attacks relative to traditional familiars.

Friday, 26th January, 2018

  • 06:31 PM - jaelis quoted i_dont_meta in post Passive vs Active Perception...
    I'm currently DM'ing the 1st Chapter of TftYP. Made a conscious decision to do away with Passive Perception and just have the PC's roll a Perception Check every time they might be Surprised. Hated to see Bardic Inspiration, Halflings Lucky Trait, the Lucky Feat, and/or any other dice-altering abilities Nerfed...Am I too reactionary?? A big issue here is that every time you ask for a perception check, the players will know something is up even if they roll badly. To fix that, you have to request perception checks all the time, even when there is nothing to see. If that sounds fine, then go for it. But DEFCON's point is correct, passive perception is not supposed to work against active perception in any way. If the characters come to a suspicious location but don't see anything, they are free to make an active check, and it can't hurt them.
  • 05:36 PM - DEFCON 1 quoted i_dont_meta in post Passive vs Active Perception...
    I'm currently DM'ing the 1st Chapter of TftYP. Made a conscious decision to do away with Passive Perception and just have the PC's roll a Perception Check every time they might be Surprised. Hated to see Bardic Inspiration, Halflings Lucky Trait, the Lucky Feat, and/or any other dice-altering abilities Nerfed...Am I too reactionary?? Is your concern that it is too easy for a Stealthing creature to beat another creature's Passive Perception? And thus people who might get a chance to see the stealthers because they have "roll helping" dice abilities don't get to use them to help spot them? If that's the case, then I can understand your issue... but I would actually say you don't need to remove Passive Perception, you can just add onto it. The way I've always read how it's supposed to work (and indeed, Jeremy Crawford's Sage Advice says this is how it's supposed to be done)... is that all creatures have Passive Perception up all the time. But all this does is essentially give a floor to the ...
  • 08:31 AM - Li Shenron quoted i_dont_meta in post Passive vs Active Perception...
    just have the PC's roll a Perception Check every time they might be Surprised I personally think that's the way it is intended to be. The Passive Perception rule was not added to the game for determining surprise.

Friday, 19th January, 2018

  • 11:20 PM - 5ekyu quoted i_dont_meta in post Slow Natural Healing in actual play
    I'm currently running a group of 4-5 PC's thru the Sunless Citadel right now from TftYP. Let them roll for Stats so they're all a bit OP. In light of that, we decided to slightly alter healing, mixing ideas from the DMG and our own twisted heads. So now you have to have a Healer's Kit to use HD. Standard Short Rest rules apply but after a Long Rest youre no longer completely healed. You still have to use HD but you now get Max HP out of your HD. No rolling necessary. Standard HD recovery stays the same. I don't think we'll ever go back. It's finally made HD management a strategic venture and since the group lacks a dedicated Healerbot I've noticed a significant uptick in strategic/tactical thinking at the table. We're heading into the "Final Act" as it were and all but one in the group has had to make at least one Death Saving Throw so far. I don't particularly get any thrill out of killing my PC's but the tension at the table now i wouldn't trade for anything! Hope somewhere in my rambling you fi...
  • 11:12 PM - iserith quoted i_dont_meta in post Slow Natural Healing in actual play
    I forgot to mention that I also roll all dice rolls openly which has also upped the threat level (in the past, behind the screen, I'd usually fudge a hit or two into misses, esp. where my high AC PC's are concerned). Basically, in the past, this group would just charge headlong into most every battle with 4/5 of them carrying a 20 in their primary attribute. They're a bunch of great role-players but often times very one-dimensional when it comes to problem solving. These small tweaks to Healing have really opened their eyes and the "Let's just stab it" approach has sort of given way to "Wait, let's think about this for a tick"... Sent from my moto x4 using Tapatalk Okay, I take you at your word that they changed their behavior, but I'm not seeing the causal link to your rules changes with regard to healing - unless there is a very limited supply of healer's kits or a time constraint that prevents them from taking more long rests. Knowing you won't fudge in their favor might be having more of...
  • 10:24 PM - iserith quoted i_dont_meta in post Slow Natural Healing in actual play
    I'm currently running a group of 4-5 PC's thru the Sunless Citadel right now from TftYP. Let them roll for Stats so they're all a bit OP. In light of that, we decided to slightly alter healing, mixing ideas from the DMG and our own twisted heads. So now you have to have a Healer's Kit to use HD. Standard Short Rest rules apply but after a Long Rest youre no longer completely healed. You still have to use HD but you now get Max HP out of your HD. No rolling necessary. Standard HD recovery stays the same. I don't think we'll ever go back. It's finally made HD management a strategic venture and since the group lacks a dedicated Healerbot I've noticed a significant uptick in strategic/tactical thinking at the table. We're heading into the "Final Act" as it were and all but one in the group has had to make at least one Death Saving Throw so far. I don't particularly get any thrill out of killing my PC's but the tension at the table now i wouldn't trade for anything! Hope somewhere in my rambling you fi...


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