View Profile: Arilyn - Morrus' Unofficial Tabletop RPG News
Tab Content
  • Blue's Avatar
    Today, 02:35 AM
    Agreed. That easier to implement in a system that supports longer term repercussions outside the dead/not-dead-and-soon-healed of vanilla 5e.
    40 replies | 899 view(s)
    0 XP
  • Blue's Avatar
    Yesterday, 02:41 PM
    While I don't agree with his findings in places, @Benny89 has a decent grasp. If the hit/crit percentages were the same they could be safely ignored - he missed that step. That's just a mistake, not a cardinal sin. And pure anecdotal, but in SKT our vHuman Vengance Paladin with a 2H weapon and GWM was a real MVP when it came to damage. Of course, he was often blessed and hasted, and with...
    249 replies | 269826 view(s)
    0 XP
  • Blue's Avatar
    Yesterday, 02:23 PM
    Being able to Monte Carlo the numbers of an encounter in a white room we can do now - and does nothing in regards to actual tactics. Knowing that "oh, that Hypnotic pattern got a lot of them so I can go more aggressive here" sort of thing adds in so many decision points though. You'd need to model behavior, and not just "perfect tactical" but also how players like to run their characters...
    4 replies | 172 view(s)
    2 XP
  • Blue's Avatar
    Yesterday, 01:19 PM
    Well put. I definitely see your side of this now. At my table I'm trying to cut down on the mentality that there is a reward just because there's a fight - because it causes characters to seek out fights and provides a disincentive to solve encounters via other methods (stealth, social, spells, distraction). But that's one goal, not all of them and you've done a great part explaining why you...
    40 replies | 899 view(s)
    0 XP
  • Blue's Avatar
    Yesterday, 03:04 AM
    Okay ... so, returning to what I actually asked, do you want some XP for everything? Negotiating a particularly good rate at the inn? Or are some things to "work-a-day" that they shouldn't get XP. This isn't "truly pointless" like an immediate surrender, but is still just things you do in daily life of an adventurer, including combat. Don't focus on combat as something in a different...
    40 replies | 899 view(s)
    1 XP
  • Blue's Avatar
    Yesterday, 02:46 AM
    When done between creature of roughly equal combat strength, the Help action is slightly under powered compared to each attacking. It's only when you get a situation where a creature with vastly lower power does help, and either has equal survivability or it is given plot armor vs. it's vastly lower survivability. When stated like that, it seems to suggest it's own resolution.
    35 replies | 9118 view(s)
    0 XP
  • Blue's Avatar
    Yesterday, 12:44 AM
    This avoids the Wizard from ever having to learn the metamagic - that's too good. Get two Wizards in a party, each with different metamagic and they give each other copies of the jazzed spelled. Make enough money to cover costs by selling copies as well.
    6 replies | 295 view(s)
    0 XP
  • Blue's Avatar
    Yesterday, 12:40 AM
    As people have said, these stack. The rules for when they don't stack are pretty straightforward. The original bit in the PHB was just that spells of the same name do not stack. This was expanded in the most recent DMG errata (Nov 2018): So basically, if it doesn't have the same name, it stacks.
    8 replies | 327 view(s)
    0 XP
  • Blue's Avatar
    Yesterday, 12:30 AM
    Outside of sacred cows, what is the "weirdness" of 0 XP combats? Should you get an XP for negotiating a good deal on a stay at the inn? Or are some things trivial and not really worth an XP? To use a real world example, how much does your ability to drive from improve from an uneventful daily commute? Milestone XP ignore combats completely, except as one method towards an end. Many game...
    40 replies | 899 view(s)
    2 XP
  • Blue's Avatar
    Yesterday, 12:24 AM
    Think about the ripple effects of what you are proposing for the rapier. If long bows do d8, and no finesse weapons do d8, you're going to move even more characters into ranged attacks. The power of ranged attacks compared to melee is a bigger issue then the average 1 a point of damage difference between a hit with a rapier vs. a short sword. In other words, this is a tiny problem and the...
    41 replies | 1162 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 19th January, 2019, 10:49 PM
    I think you're leaving chance out hit out of these calculations. If they were all the same chance to hit it would all wash out but when you need to take into consideration the -5 part of -5/+10 it makes a big difference in the expected DPR.
    249 replies | 269826 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 19th January, 2019, 10:44 PM
    As you correctly point out, at times there's massive damage hits that come through. However, the +2 to +6 of proficiency won't suddenly bring a DC 25-30 into "usually succeed" range. It helps, but there will be times that you will lose your concentration. Also as you point out, a round of enforced no-action usually means death for a front-liner. When you combine that with the fact that...
    249 replies | 269826 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 19th January, 2019, 04:43 PM
    Some of these my players would complain are telling them how to play their character. New-Found Mercy is an example. Inflicting them with nightmares, sure. But mechanically being unable to kill and must protect is another deal. A very similar outcome but pushed a different way would be that sleeping after killing a humanoid is unsettling and they wake with a level of exhaustion unless they...
    14 replies | 477 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 19th January, 2019, 04:29 PM
    Social skills are more then just words. Tone, body language, etc. Is the character saying it in a way to imply that they will tell the duke? Then it's intimidation - trying to get your way through fear. Is it a friendly warning trying to straighten out an allied NPC before he self destructs? That's persuasion. If in doubt, ask the player. I had a DM recently ask me for a deception roll...
    15 replies | 503 view(s)
    3 XP
  • Arilyn's Avatar
    Saturday, 19th January, 2019, 02:04 AM
    I like that Gamma World idea. We like standard arrays, but having only one is dull. We have a selection of arrays to choose from. Okay, that's not speeding things up much, but you could randomly roll for the array, and then randomly place the individual numbers. Somebody might have already tossed this idea out in the thread.
    99 replies | 2495 view(s)
    0 XP
  • Blue's Avatar
    Friday, 18th January, 2019, 10:48 PM
    PAM has a specific list of weapons. Some don't have reach like the quarterstaff and the spear (added in errata). Other weapons like the lance and the whip that have reach aren't on the list.
    249 replies | 269826 view(s)
    0 XP
  • Blue's Avatar
    Friday, 18th January, 2019, 10:36 PM
    Just looking for clarification, are you disagreeing with the specific level-1 I posted, or are you disagreeing with the concept that there needs to be some penalty for creating a new character otherwise there are players who will always sidestep the chance for resurrection penalties, to the detriment of the game in other ways.
    14 replies | 477 view(s)
    0 XP
  • Blue's Avatar
    Friday, 18th January, 2019, 09:12 PM
    The inter-class balance between at-will, short-rest recovery, and long-rest recovery gets out of wack when you dip too far below the 6-8. We're so used to "well, fighters just don't do as much as casters" that we often write it off or not even register it, but it's still there. Putting the mechanical balance point for the resource management part of the game so high is perhaps the biggest...
    40 replies | 899 view(s)
    0 XP
  • Blue's Avatar
    Friday, 18th January, 2019, 09:06 PM
    While I as a player would love it and all the character definition and drama it would bring, I've also gamed with plenty who would be "so I can either have a permanent negative to my character, or just roll up a new character? Pfft, new character". Which means that all the character arcs, bonds with other characters and NPCs, and all the rest go away. Now, for any particular table this may...
    14 replies | 477 view(s)
    1 XP
  • Blue's Avatar
    Friday, 18th January, 2019, 08:48 PM
    I am concerned there is a mismatch between the 4e "10 moderate encounters and achievements per level" that does fit with the 5e "6-8 encounters per day". If you include some non-combat achievements in there occasionally you're getting a level a day. (Or potentially 1st to 3rd in a day for PotA.) How to vary that would depend on the feel you are going for. If you want to keep defeating...
    40 replies | 899 view(s)
    1 XP
  • Blue's Avatar
    Friday, 18th January, 2019, 08:32 PM
    A check is optional takes your action to do - I don't think you intend this to be forced action denial while they make a mandatory check.
    30 replies | 742 view(s)
    1 XP
  • Arilyn's Avatar
    Thursday, 17th January, 2019, 11:33 PM
    I know that there are players who deliberately let their characters die in order to bring in their latest and coolest. Never understood that. I mean, really? Pull that trick at my table, and you get a pregen of my making, and since I'm not happy...And that pregen will be strangely robust!:) Wouldn't the character system have to be really basic to avoid the silliness you mention? And is it so...
    99 replies | 2495 view(s)
    0 XP
  • Arilyn's Avatar
    Thursday, 17th January, 2019, 07:45 PM
    I make characters for fun too. It is my favourite part of PF. Finding the perfect combination of feats and skills and abilities, not for min/maxing, but to have the mechanics of the game match my vision as closely as possible. Other times, to start with no idea, but to just start creating, and see what I end up with. Super fast character creation leaves me feeling disconnected from my...
    99 replies | 2495 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 17th January, 2019, 07:05 PM
    Benny89, if someone is interested in a DPR-only focused two hander this is useful. But Soulblighter said two levels of Hexblade - that doesn't let you use two handed weapons with Hex Warrior. You'd need a third warlock level to pick up Pact of the Blade to do that. Charisma also helps other aspects of a character including saves, more skills than STR, spell DCs, etc. If someone is looking...
    249 replies | 269826 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 17th January, 2019, 06:43 PM
    I enjoyed the 2016 Ghostbusters, but the only character with the same zany pull as the original three ghostbusters was Holtzmann. (Sorry, I like Zeddemore, but he didn't have the same oomph as the others.) I didn't come away with feeling it was unrelated, just that it was only loosely related. There was comments from the federal (?) official that this sort of thing had happened before and...
    30 replies | 675 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 17th January, 2019, 06:31 PM
    Several game systems have archetypes for quick character creation, as well as more in-depth character creation rules to cater to different player interests. 5e has something similar. Just use the defaults listed for every class in the PHB. All you have to do then is pick race, class and generate some ability scores.
    99 replies | 2495 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 17th January, 2019, 06:29 PM
    I think this may not be a universally held opinion. To present as evidence, I and many others have fun just building characters. Be it to see how the come out mechanically, to see if they can realize a concept within the game system, just to explore some facet. Heck, I still create the occasional Champions superhero even though I haven't played in half a dozen years and my Champions GM has...
    99 replies | 2495 view(s)
    2 XP
  • Arilyn's Avatar
    Thursday, 17th January, 2019, 05:56 PM
    Character creation is pretty quick in 5e. I find traits, bonds and flaws can really slow players down. In this case, they can be left blank and filled in during play as players get a better feel for their characters. If it's decision paralysis with choosing spells, equipment, etc. you could give players the opportunity to switch things around ONLY after playing ONE session with their new...
    99 replies | 2495 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 16th January, 2019, 05:11 PM
    I've actually had a lot of luck with one of the the free wiki sites instead of a dedicated one. Gave my players access to it as well and tasked them (with reward) to writing up recaps and adding their own notes about NPCs and places. Between categories and the ease of linking ti was very easy to find and update information, I didn't miss RPG-specific breakdowns. And it would definitely be...
    1 replies | 176 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 16th January, 2019, 04:25 PM
    Lots of fun! Some comments below. If I don't say anything, it's because it's great as it is now. I'm make it an unattended, non-magical object. Just to prevent abuses. "I destroy the straps holding his armor" or "I destroy the cursed dagger". While I'm sure there are times this is best, in general Fire has a lot more resistances and immunities. So I'd be tempted to give a bit...
    14 replies | 472 view(s)
    2 XP
  • Blue's Avatar
    Wednesday, 16th January, 2019, 03:54 AM
    No one except a psychopath is evil in their own story. They are doing what they think best. Perhaps it's releasing (natural) rats with a (natural) plague to wipe out a logging settlement that deforesting at a ruinous rate, or the miners. Perhaps they see domestication of animals as unnatural and liberate flocks of cattle and sheep. Perhaps they see arcane magic and it's owlbears and other...
    42 replies | 1343 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 16th January, 2019, 03:50 AM
    I had a thread last month about what can a Wizard do that the other casters can't. The end result was flexibility. They have a wider spell list than any other class. Even though the Cleric and the Druid can prepare every day like the Wizard, the Wizard's spells cover well more types of things you want to do. Their weakest is buffing up hit points - they have few healing spells directly, but...
    97 replies | 3869 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 16th January, 2019, 03:31 AM
    Thanks. Hussar mentioned Netflix queue and I got interested. *shakes fist in mildly amusing way*
    12 replies | 331 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 16th January, 2019, 03:06 AM
    Based on this post I just looked for this on Netflix and it's not available. Wonder if it's country specific - I'm in the US.
    12 replies | 331 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 15th January, 2019, 05:58 PM
    Clean laundry - I have a washer/dryer for that. Now Fold Laundry - that's serious magic. :P
    95 replies | 2628 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 15th January, 2019, 02:38 PM
    I am not in a position where Spare the Dying is regularly useful - and I'm pretty up on first aid that I could attempt the low DC check. Assuming that real life mirrors the HPs and dying methods of 5e. :) Prestidigitation was my first choice but I stopped myself. While it would deal with a lot of things to free up time - cleaning, folding laundry, etc - I had to admit that Guidance would...
    95 replies | 2628 view(s)
    0 XP
  • Blue's Avatar
    Monday, 14th January, 2019, 06:44 PM
    I've used that concept in a RPG system I was designing many years ago. But I wouldn't apply it to levels above individual skills - success or failure of a large group effort does not imply anything about the individual successes and failures. To use a modern example, a User Interface designer could design a poor to use interface, a developer could implement it brilliantly, a QA person could...
    45 replies | 1441 view(s)
    2 XP
  • Blue's Avatar
    Sunday, 13th January, 2019, 04:39 PM
    Unlike in some earlier editions, multiclassing is not only not the only path to a powerful build, but it's somethign where you need to work to make sure you don't accidentally shoot yourself in the foot. You can definitely make good multiclassed characters, and Paladin / Sorcerer is a classic, with Paladin / Warlock also workable. But a straight Paladin is also in the front part of the power...
    12 replies | 590 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 12th January, 2019, 11:50 PM
    So I can be a high level fighter, and get worse at my fighter abilities if I ever stray and take a level of something else? A fighter 14 has better fighter abilities than a fighter 14/rogue 1. Oh heck no. I don't mind abilities based off class level, but not ones that get worst/lost if I multiclass later. And the flip side - a fighter 6 that suddenly gains more fighter abilities than...
    44 replies | 1212 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 12th January, 2019, 09:41 PM
    Blue replied to Throw an Object
    If you would like to introduce feats to throw further, things that would separate an Olympian from any other poor shlub, please feel free. Otherwise I think it should be quite obvious that just because someone is strong doesn't mean they are pushing up against the Olympic records.
    18 replies | 616 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 12th January, 2019, 12:30 AM
    Blue replied to Throw an Object
    I'd take a different route. A light, aerodynamic weapon is at worst 20/60, regardless of STR. Heaviest of those is 4 lbs. So I'd say that's the top end for throwing. Looking at the Variant: Encumbrance, 5 * Strength is the max before you are encumbered, so anything over that I would make a 5 foot throw tops. Then just prorate between those two, and maybe halve it for things that aren't...
    18 replies | 616 view(s)
    1 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 11:44 PM
    I owe you an apology. Someone I responded to recently was talking about most games don't allow feats, but in reviewing your comments I see it wasn't you. It was not an intentional strawman, but it was a problem of my understanding that is all on me. So again, my apologies for that.
    302 replies | 10677 view(s)
    3 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 09:30 PM
    Could the "bigger on the inside" paradigm also cover where the things on the inside are actually smaller so more fit? trekno-babble.] Decreased space between atoms, or tighter electron orbits?
    17 replies | 455 view(s)
    0 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 09:26 PM
    Yes. And doctorbadwolf has been attempting to say that "a majority of D&D characters don't use feats" is the same as "most D&D games do not allow feats". I don't think those statements are the same, what Jeremy Crawford said does not support the second. The majority of my characters don't have feats - but a good chunk of my characters haven't gotten their second ASI yet (I rarely go for it...
    302 replies | 10677 view(s)
    1 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 09:11 PM
    And I'm calling that out as a unsupported statement. You're the one presenting it, please provide some proof.
    302 replies | 10677 view(s)
    0 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 09:10 PM
    And this is a nonsensical response, since we've already established that in featless games having extra ASI gives +1 to 3-5 skills each and therefore boost fighter even when feats are't used. Please note that I did list ASI/feats, not just feats. In other words, my original was a perfectly sensible response that you failed to understand. So, let's try this again. If a player has the...
    302 replies | 10677 view(s)
    0 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 08:34 PM
    I didn't see anything about limiting the checks to being only critical. Nor would I know how to judge that mechanically. Is it critical you don't fail a climbing check and fall 40 feet at 6th level? If you want to add something to a base class, it should really fit that class thematically since every memeber of that class which reaches that level will have it. If you have a strong...
    21 replies | 665 view(s)
    0 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 06:57 PM
    From a mechanical balance, I wouldn't mind allowing Indomitable to allow a reroll of an ability check (which includes skill checks). It's arguable a weaker use of a limited resource, though technically a increase in flexibility without any diminution of the existing is a power boost. From a theme balance, I don't see how being Indomitable can help you, for instance, recall the third husband...
    21 replies | 665 view(s)
    0 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 06:48 PM
    Very cool CapnZapp! Please let us know how it goes. Does Acecerak know where the PCs are? If so he can teleport in more than 60 ft away and be out of range of Counterspell the first round.
    60 replies | 1890 view(s)
    0 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 05:38 PM
    But as far as I know, they haven't called out that the games are featless, which is what you are suggesting. As a matter of fact, the point about humans having more feats suggest that they are monitoring if characters have feats, which is a COMPLETELY different question and one that does not support that fighters can't take feats. I'd say that the vast majority of my characters before their...
    302 replies | 10677 view(s)
    0 XP
  • Blue's Avatar
    Friday, 11th January, 2019, 05:33 PM
    How is this a problem with the class? If players have the option to be good in other pillars of play and they opt to be better in combat instead, is it valid to say the class has nothing to do in other pillars? If the bonus ASI/feats were restricted to force feats that affected other pillars of play, that would seem to meet your criteria of what you want, by limiting player options.
    302 replies | 10677 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 10th January, 2019, 06:38 PM
    I enjoyed All Those Explosions Were Someone Else's Fault, but was not enamored with it. Some of the parts of the deconstruction of where super powers came from was quite novel and some of the strongest bit. On the other hand, I didn't like the "Dark" side as the general antagonists and felt that social changes would be even stronger then presented. But the writing was decent, so maybe I'll...
    14 replies | 446 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 10th January, 2019, 05:52 PM
    I'm hesitant to accept that most people don't use feats - I know someone from Wizards said it without showing their sources but I've never seen a game run without using them. I'll address it, but I don't think it's "most people", or even a majority. Fighters get extra ASI/feats - that's exactly my point. They can "keep up with the Jones" in terms of ASI/feat usage as still have a whole set...
    302 replies | 10677 view(s)
    1 XP
  • Blue's Avatar
    Thursday, 10th January, 2019, 05:30 PM
    My apologies, you are correct. I am so conditioned only to think of ability score modifiers having impact in 5e that I glossed right over both when you said it and the numbers when you gave the example.
    203 replies | 6517 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 9th January, 2019, 11:11 PM
    Blue replied to The Gishiest Gish
    A: Gith have no noses. B: No noses? How do they smell? A: Awful! (I'll let myself out.)
    14 replies | 852 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 9th January, 2019, 11:08 PM
    As I've matured as a gamer, I've grown to dislike really big effects from critical hits. Cut off your leg sort of thing. On the other had, I don't mind when they introduce a bit more variation like 5e, where it's less than the effect of another hit. But I do have two great critical hit/fumble stories. First one was in AD&D or AD&D 2nd - whichever had the monk. I was playing a Wizard who...
    26 replies | 906 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 9th January, 2019, 10:30 PM
    You have damage. Hopefully your wizard focuses on crowd control and debuffing instead of a 3rd damage. You have traps. You have rural exploration. You have INT based skills. You need a frontliner. You need healing and buffing. You need a face. I can give you any two of those, but not three. Front liner + healing: Druid. Either Moon for direct front lining or Sheppard for summons...
    34 replies | 1077 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 9th January, 2019, 10:10 PM
    Yardiff, I too have sometimes trouble following what you are responding to. It seems you always Reply to Thread button so it shows up at the top level. If you would be willing to try, it would be beneficial to me if at times you used the Reply / Reply with Quote buttons instead so it was associated with the comment that inspired your post. Respectfully, Blue
    203 replies | 6517 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 9th January, 2019, 10:05 PM
    As from the original post, at 1st level you need the most help. You have 2 slots for an estimated 26 castings. Considering 2 short rests a day, that's about 6 guaranteed cantrip uses, and then chances that your action is just completely wasted, which is even worse then firing a crossbow with lousy chance to hit. So that doesn't fulfill the "being magical and not needing mundane solutions for...
    203 replies | 6517 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 9th January, 2019, 09:55 PM
    Okay, Bards get Jack of all trades and more skills, I'll give you that. Warlock base class gets nothing to make them better then fighter at social and exploration activities. But both warlock and fighter get class features to spend which can grant them additional abilities, like the Beguiling Influence invocation or the Skilled feat. If the warlock or fighter decide that they want to spend...
    302 replies | 10677 view(s)
    1 XP
  • Blue's Avatar
    Monday, 7th January, 2019, 10:30 PM
    This sticky has links to a lot fo different guides for each class: http://www.enworld.org/forum/showthread.php?653398-A-Collection-of-D-amp-D-Class-Build-Guides-Wiki-Thread-the-Second This particular one was saved when the Wizards of the Coast forums closed, and the owner never claimed it to update. So you might find more recent and more updated advice in other guides. Since raging...
    13 replies | 582157 view(s)
    1 XP
  • Blue's Avatar
    Monday, 7th January, 2019, 10:01 PM
    Outside teleporting type things to get you out of there: Glibness / Modify Memory - Make a social situation go the way you want Power Word Stun - non-damaging, and just what you need sometimes. Animal Shapes - to escape (flight, burrow, etc), attack, what ever for you and all of your bathhouse friends even if they have no weapons. Dominate * - Ways to deal with different interlopers Crown...
    10 replies | 572 view(s)
    2 XP
  • Blue's Avatar
    Monday, 7th January, 2019, 09:46 PM
    Blue replied to Shield cantrip
    Shield already scales the exact same way. +5 to AC means 25% of the attacks will miss because of it. It doesn't matter if that 25% is 10-14 on the d20 or 13-17. Yes, there's a little bit of oddness around a 20 always hitting, but that's the least part. My focus had been that Shield already scales, and that was really the only point I was was up to speed to address. You mention tHP and...
    60 replies | 1725 view(s)
    0 XP
  • Blue's Avatar
    Monday, 7th January, 2019, 04:18 PM
    Blue replied to Shield cantrip
    This is trivially proven wrong. Please show us one non-damage cantrip that scales with level. Even other defensive cantrips like Blade Ward do not. It scales because the attacks are bigger and therefore you will resist more damage - just like Shield will with a static bonus to AC.
    60 replies | 1725 view(s)
    0 XP
  • Blue's Avatar
    Monday, 7th January, 2019, 04:04 AM
    Oh, I want this spell and it's 4 but I only have three left. Didn't that one have a not-quite-as-useful but a point cheaper spell that'll fit my same need? *sigh* Let me browse the lists again. Doing the math isn't the only fiddly bit. That said, I don't mind fiddly as long as players are prepping off-table. I can easily come up with several variant spell lists and say "I'm preparing my...
    38 replies | 921 view(s)
    1 XP
  • Blue's Avatar
    Monday, 7th January, 2019, 04:02 AM
    There are plenty of utility spells that are great for their little niche. That does not equate to being overpowered. Feather fall isn't overpowered. It's not even useful - until it is. Water breathing - same thing. Speak to Animals & Animal Friendship, add in Speak with Plants and Speak with Dead. Locate Object, See Invisibility. Magic Mouth, Sending, Tongues, Comprehend Languages. ...
    38 replies | 921 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 6th January, 2019, 05:08 PM
    I don't see the feat as mandatory. First, if you are in melee there's a chance that your first round will be closing, not attacking. Second, if you are in known dangerous circumstances you might have one or both weapons drawn anyway. But third of all, if you are fighting with two weapons it's often to maximize Hunter's Mark, and that's going to take a bonus action to cast, so you wouldn't have...
    27 replies | 2004 view(s)
    1 XP
  • Blue's Avatar
    Sunday, 6th January, 2019, 04:32 PM
    Blue replied to Shield cantrip
    Offensive cantrips scale vs. HP scaling. So the stay about the same effectiveness (X% of foe HPs). With bounded accuracy AC doesn't scale much, so spells that increase it shouldn't scale either in order to keep the same level of effectiveness.
    60 replies | 1725 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 6th January, 2019, 04:30 PM
    Blue replied to Shield cantrip
    I would suggest against a scaling bonus to AC. 5e scales toughness with HPs, not AC. Part of the bounded accuracy paradigm. A +X to AC will stop about the same ratio of attacks, but stop a lot more damage at high levels. Scaling the AC makes it exponential - it turns more hits into misses times the increase damage for each miss. 5e doesn't scale spells by caster level (cantrips are a...
    60 replies | 1725 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 6th January, 2019, 04:23 PM
    I was wondering the same. My experience at my FLGS is that half the table takes Variant Human to get a feat at 1st level. Though he does match my experience that those characters often boost their attack/casting ability next before getting a second feat. For those who don't start with feats, I'd say about 1/3 seem to pick them up with the first ASI. The last character ASI I got was my...
    67 replies | 2994 view(s)
    2 XP
  • Blue's Avatar
    Sunday, 6th January, 2019, 04:09 PM
    An interesting take on this would be for a specific setting where the metaphysics of magic resists being used in the same way. It would need to be some type of spell point system, but with more granularity then the DMG one (maybe multiply everything by five). The idea would be that each time a spell is cast in a locale it's costs go up by one. If a spell is cast A LOT it has a permanent...
    38 replies | 921 view(s)
    1 XP
  • Blue's Avatar
    Sunday, 6th January, 2019, 04:05 PM
    Outright bad spells still won't get picked, but I think a lot of situational stuff may be. If these spells are really good in situations X, Y, and Z, and you can have them for the cost of this generically useful but not top tier spell, I can easily see going for them. I think this would increase the flexibility of casters. For some of them, like the sorcerer, that eats away at one of their...
    38 replies | 921 view(s)
    1 XP
  • Blue's Avatar
    Sunday, 6th January, 2019, 03:37 AM
    First, I agree with you and would rule the same way. Second, it was probably intentional since it does have a range, and one in feet. Probably someone saying "we balanced around you needing to either get out or get attacked, it's too powerful at a distance". This would be welcome. What bonus should it grant? They put a bunch of them in Warcaster already, hard not to step on that. ...
    15 replies | 764 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 5th January, 2019, 10:23 PM
    One additional point is that Booming Blade has a range of 5 feet, so you can't take advantage of reach at the same time you are using it.
    15 replies | 764 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 5th January, 2019, 03:29 PM
    Blue replied to The Gishiest Gish
    If going Wizard (Bladesinger), level 6 will get an extra attack, which can save you from needing to take Pact of the Blade and spend an Invocation. Plus this way it's with any attack, not just your pact weapon. I'm still on board with Warlock to get the short rest slots for Haste, this just frees up your Pact. If you go Pact of the Chain and spend that invocation slot on Gifts of the...
    14 replies | 852 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 5th January, 2019, 02:52 PM
    I'm not familiar with the term "thirdcaster". The only thing that pops to mind is the Eldritch Knight / Arcane Trickster with 1/3 casting advancement, but that doesn't seem to fit your context. Just looking to understand where you are going.
    115 replies | 3678 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 5th January, 2019, 05:42 AM
    As a quick addendum, when 5e came out, every powergamer I know multiclassed. Most of them grew out of that, learning that while it was the path to power in earlier editions the classes have a lot to justify staying in them now. One or two haven't and will always multiclass their 'leet builds. Which usually do about as well as anybody else. This is not putting down multiclassing as power...
    99 replies | 3106 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 5th January, 2019, 05:36 AM
    At character level 2-5 it's pretty rare, say one character out of a party of 5-7. At character levels 6-11, it's uncommon, say 2-3 characters out of a party of 5-7. At character levels 12+, my sample size is smaller. For games that started at high level it seemed a lot more common then games growing to that level. Actually, that may have been true even at the lower levels, that a...
    99 replies | 3106 view(s)
    0 XP
  • Blue's Avatar
    Friday, 4th January, 2019, 03:37 PM
    I remember one AD&D module (or was it in Dragon?) that had a long description of a room, and sandwiched in the middle of a bunch of details was the fact that there was a Balor in it. LEAD WITH THAT. That said, when describing any scene I try and invoke at least one sense outside sight and have gotten a lot of positive feedback from players about it over the years. The sharp smell of copper...
    98 replies | 3053 view(s)
    2 XP
  • Blue's Avatar
    Friday, 4th January, 2019, 02:42 AM
    +3 to hit ranged, +3 damage ranged, +3 AC, +2 HP/level. What I'm getting from this is that casters are supposed to do most of their combat actions that would be "on par" with weapons/damage/HP if only they somehow had +6 DEX and +4 CON, but all of that is made up for by throwing a lighting bolt once per encounter. To flip that around, would your average martial give up +6 attack stat (& to...
    203 replies | 6517 view(s)
    0 XP
  • Blue's Avatar
    Friday, 4th January, 2019, 01:52 AM
    First you ignored the huge modifier in to hit modifier, and now you're trivializing the rest. "Slightly reduced defenses" - so are you giving them medium armor proficiency or making mage armor much better? Because Mager Armor +1 Dex = 14, which is not slightly reduced. Especially when you're looking d6 vs. d10 for HPs and HDs. To get up to a +2 DEX, assuming you aren't forcing all...
    203 replies | 6517 view(s)
    0 XP
  • Blue's Avatar
    Friday, 4th January, 2019, 12:10 AM
    These numbers ignore chances to hit - a +1-2 for a wizard and a +5 for a fighter (due to archery style) make big differences. If you want to go with the closer +3 to hit and two handed weapon damage, that's fine to compare as well. But it didn't answer my question, now updated to one lightning bolt per combat as per your comment. When fighters are getting two attacks at +5 to hit for d8+3...
    203 replies | 6517 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 3rd January, 2019, 09:28 PM
    When fighters are getting two attacks at +5 to hit for d8+3 (bow with archery) or two attacks +3 to hit for d12+3 (two handed), do you feel the majority of players will be happy with their action every 10-15 minutes being a single attack at +1 to hit for d8+1 damage, with lowest HPs, lowest AC, just because one time today you'll be able to throw a lightning bolt? In other words, do you think...
    203 replies | 6517 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 3rd January, 2019, 08:39 PM
    There's lots of fun writing quirks around the author getting paid. If I recall correctly, Dumas (of Three Musketeers fame) got paid by the line, not the word, and that's why he has so many bits of back-and-forth dialog.
    98 replies | 3053 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 3rd January, 2019, 06:47 PM
    Got it, thanks. Skills, proficiencies and (partial? all?) magic are wrapped un into a single system, and no one is barred. Classes provide discounts on these around a theme. So you can build the armored wizard, or the duelist with a bit of magic - it just costs more to go out of your specialty. (Also seems that this would address a 5e complaint I've seen about Dex fighters having "wasted"...
    299 replies | 14707 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 3rd January, 2019, 06:40 PM
    That seems to get in the way of the flavor cantrips - float my pipe over with mage hand, light it with prestigitation. I don't think anyone has said that those are too plentiful that they decrease from the magic feel. If we just applied it to attack cantrips, it basically reduces variation - you only use a single attack cantrip over and over. So it makes it more like firing a bow since...
    203 replies | 6517 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 3rd January, 2019, 04:29 PM
    My google-fu isn't finding it, but I seem to remember years ago finding out that JRR Tolkien intentionally wrote his travelogue parts long because these were journeys of months and he wanted his reader to feel that they were weighty and a wide separation between the other scenes. Anyone ever come across that?
    98 replies | 3053 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 3rd January, 2019, 04:25 PM
    I once read that well crafted prose is finding the perfect word, and well crafted poetry is finding the perfect word and putting it in the perfect place. I don't see Ursula K. LeGuin's advice as one that one should write as briefly as possible - it's that one should trim any extra after one has given everything needed. Concise and sparse are two different concepts. To give an example, look...
    98 replies | 3053 view(s)
    3 XP
  • Blue's Avatar
    Thursday, 3rd January, 2019, 04:07 PM
    This is several year old news, but there's a free Firefly story from Steven Brust released under Creative Commons. http://dreamcafe.com/wp-content/uploads/2012/10/My-Own-Kind-of-Freedom-Steven-Brust.pdf I enjoy Brust's published works, which is what separates this from other fan fiction for me.
    14 replies | 446 view(s)
    0 XP
More Activity
About Arilyn

Basic Information

Date of Birth
August 10, 1963 (55)
About Arilyn
Introduction:
My preferences are Fate, 13th Age, Firefly and Ars Magica
Location:
Northern BC, Canada
Disable sharing sidebar?:
No
Sex:
Female
Age Group:
Over 40
My Game Details

Details of games currently playing and games being sought.

Country:
Canada

Statistics


Total Posts
Total Posts
600
Posts Per Day
0.56
Last Post
I want faster character creation. Also, I知 a monster. Saturday, 19th January, 2019 02:04 AM

Currency

Gold Pieces
5
General Information
Last Activity
Today 03:50 AM
Join Date
Wednesday, 17th February, 2016
Product Reviews & Ratings
Reviews Written
0

1 Friend

  1. Blue Blue is offline

    Member

    Blue
Showing Friends 1 to 1 of 1
My Game Details
Country:
Canada
Page 1 of 3 123 LastLast

Saturday, 19th January, 2019


Thursday, 17th January, 2019


Tuesday, 15th January, 2019


Monday, 14th January, 2019


Sunday, 13th January, 2019


Saturday, 12th January, 2019


Friday, 11th January, 2019



Page 1 of 3 123 LastLast

Saturday, 5th May, 2018

  • 05:45 AM - Ovinomancer mentioned Arilyn in post What is *worldbuilding* for?
    I feel like 'crisis' may be doing too much work here. I mean, yes, you have a mandate to create drama by engaging the character traits/story put forward by the players. This WILL be some form of conflict, and 'crisis' is certainly one of the things that will come up. That doesn't mean that there's nothing else. I mean, when the Titanic sinks, there's a crisis, but other stuff happens too. That's an ongoing disaster situation, but even so there are likely to be scenes that are more 'build up' etc. than 'crisis'. Remember, dramas still have establishment, and build up, etc. Its not all climax. I'm thinking of pemerton's character that has cooking skill. I mean, you wouldn't consider someone hungry showing up in camp a crisis, but its still a reasonable framing for Story Now play. I will try again, trying to build on what Arilyn posted. If the thing that a person enjoys in RPGing is a sense of being in the GM's world, then why would you explain that in terms of agency? The notion of audience membership seems like a more fruitful starting point. I enjoy going to movies, and I enjoy listening to music, but I don't explain that pleasure in terms of my agency. If the purposes of worldbuilding include establishing material for the GM to present to the players, is anyone interested in explaining why that is worthwhile? If the purpose of worldbuilding is - in metaphorical terms - to give the players stuff to interact with via their PCs, which means - in literal terms - to establish frameworks for declaring actions which then affect the way the GM narrates his/her setting - is anyone interested in explaining why that is worthwhile? I think you're still stuck on worldbuilding being outcome determining -- ie, not just setting information but planned story outcomes. And, yes, that is a style of traditiona...

Friday, 4th May, 2018

  • 11:54 PM - pemerton mentioned Arilyn in post What is *worldbuilding* for?
    I will try again, trying to build on what Arilyn posted. If the thing that a person enjoys in RPGing is a sense of being in the GM's world, then why would you explain that in terms of agency? The notion of audience membership seems like a more fruitful starting point. I enjoy going to movies, and I enjoy listening to music, but I don't explain that pleasure in terms of my agency. If the purposes of worldbuilding include establishing material for the GM to present to the players, is anyone interested in explaining why that is worthwhile? If the purpose of worldbuilding is - in metaphorical terms - to give the players stuff to interact with via their PCs, which means - in literal terms - to establish frameworks for declaring actions which then affect the way the GM narrates his/her setting - is anyone interested in explaining why that is worthwhile?

Thursday, 19th April, 2018

  • 05:31 PM - iserith mentioned Arilyn in post DM advice: How do you NOT kill your party?
    I wonder if anyone's ideas about character death are different when it comes to one-shots. I run a lot of those and, in many cases, they are even more difficult than my regular campaign. My thinking is that even though I have no expectation of a character surviving in my regular campaign, that's truer still in a one-shot where the character won't be played in a subsequent session. I ran a one-shot last night, for example, in which 3 of the 4 PCs died. Of course, it was Death House, so it should be no surprise that was a possible if not likely outcome and I pulled no punches. Every PC was knocked out at least once, some several times, during the course of the adventure, culminating in the deaths of three PCs in the end. The players had an absolute blast. Arilyn: As to the "string of ridiculously bad dice rolls" or a character dying "5 minutes into the game," I would wonder why you're rolling at all if those kinds of outcomes can come up. Why not just change the stakes to something where failure is more palatable? Then there's no need to fudge.

Wednesday, 4th April, 2018

  • 08:18 AM - pemerton mentioned Arilyn in post Do We Still Need "Race" in D&D?
    Perhaps the concern is that this is another step in moving the game "to the left", another step down the slippery slope towards a socially-liberal rewriting of the game. Rygar didn't articulate exactly what some of the specific effects of his claimed "left-wing push" were, but I'll assume he is referring to attempts to make games more inclusive and to avoid content that may be offensive to certain demographics. The problems with that is 5e has already made a push to be far more inclusive and it seems to have had positive, not negative effects on the brand and the bottom line. The reason I XPed Arilyn's reply to Rygar is this: I don't see how including women, or people of colour, in RPGing is a "left-wing push". It's not a socialist conspiracy to have created a world with people in it who aren't white men.

Monday, 22nd January, 2018

  • 04:07 AM - pemerton mentioned Arilyn in post What Is an Experience Point Worth?
    Good gawd Pemerton, given this and other threads, you argue against pre-written secret backstoryNo. I personally don't like GM pre-authored backstory which is used as a basis to stipulate that player action declarations for their PCs fail without consulting the action resolution mechanics. A consequence of this dislike is (i) that GM pre-authored backstory needs to be fairly sparse, as otherwise it won't be possible to reconcile it with the outcomes of action declaration (for further on this, see Arilyn's very interesting post about the ghost and the map, and my reply just a bit upthread of this post); and (ii) that richer initial backstory is best established in conjunction with the players, so that everyone is on the same page and hence understands what the parameters are for action declarations. you argue against making stuff up on the spot since they are both railroads according to youNo. The particular approach to GMing I've been focusing on over the last few pages of this thread is the following: (1) The GM is allowed to use his/her pre-written, secret-from-the-players notes to declare that a player's declared action for his/her PC fails; and, (2) The GM is also allowed to change or depart from his/her pre-written notes if s/he thinks that will improve the game. The combination of (1) and (2) prevents the game being like classic Gygax/Moldvay/Pulsipher D&D, because (2) means that the game is not a puzzle/maze for the players to unravel. It also prevents it being pl...

Sunday, 21st January, 2018

  • 04:11 AM - pemerton mentioned Arilyn in post What Is an Experience Point Worth?
    One problem. Different player rolled a successful skill check that gave him or her information about the original storyline that conflicts with the new, better storyline. Player knows it was successful. Now the GM needs to have it not conflict.If I've understood this properly, this is not what I'm talking about. Upthread, Lanefan, Sadras (I thinks) and Arilyn all endorsed the follow two propositions: (1) If some bit of fiction (let's call it X) is written down in the GM's notes, but has not yet been established, the GM is permitted to change it to something else (Q) during the course of play, if s/he thinks that Q will make the game better. (2) If X is written down in the GM's notes, and during play a player declares an action for his/her PC that cannot succeed if X is true (eg the player looks for the map in the study, but the GM has already written down in his/her notes that the map is hidden in a bread bin in the kitchen), then the GM is entitled to rely on X to declare that the declared action fails (and so can, for instance, tell the player that the search for the map in the study fails without having regard to the outcome of any action resolution mechanics). I assert: in a game that is GMed in accordance with propositions (1) and (2), the outcomes depend primiarliy upon the GM's opinion as to what makes for a good game. If s...
  • 12:54 AM - pemerton mentioned Arilyn in post What Is an Experience Point Worth?
    ...'s The Scarlet Citadel, or The Hour of the Dragon, or Xuthal of the Dusk. All involve "dungeons". None provides a map. Similarly for Moria in Fellowship of the Ring - no map. Nuances of paths, holes in the wall, heights of ceilings, are not always the most important things - in life or in fiction. As for your "But isn't that how you do it?" - no. To repeat: the PCs (voiced by their players) ask the angels to take the to the reliquary. The angels take them there. We then find out what happens at the reliquary, by deploying the action resolution mechanics. No unrevealed backstory has been used to thwart any action declaration. But you say: relying on unrevealed backstory to determine success or failure means that backstory has now influenced play, and is thus locked in. Obviously it's locked in. My point is - the GM could have changed that backstory to something that allowed the action declaration a chance of success, but didn't. How is that not a railroad? I'm interested in Arilyn's answer to the same question, if she'd like to (Arilyn, I apologise if I've got your gender wrong).

Saturday, 20th January, 2018

  • 12:29 PM - Lanefan mentioned Arilyn in post What Is an Experience Point Worth?
    ...backstory when s/he likes it; but then changes it when s/he thinks of something s/he likes better - so that the players' decision to search for the map in such-and-such a place will automatically fail, with no check, if the GM decides to stick to his/her original idea that the map is actually on the other side of the world; but may succeed, if the GM decides that this new suggestion is better - then how is that not railroading?But isn't that what you do, only instead of the map going from "the other side of the world" to "here it is" it goes from nowhere in particular to "here it is"? And I don't know how long I have to keep banging this drum but here's another beat: a DM pre-designing her game world, or pre-designing a dungeon (and placing its contents) does not a railroad make. How do you envisage this working, in practical terms? Do you announce to the players "Hey, in today's session your action declarations won't really matter - just focus on the story I'm telling you"?Not Arilyn but I'll try answering this one: if things are getting a little unfocused a DM might out-of-character say something like "Hey, things seem to be drifting a bit - if it helps I've got some adventure and story ideas ready to rock if you all haven't anything - how's that?" Lanefan

Friday, 19th January, 2018

  • 09:38 PM - Sadras mentioned Arilyn in post What Is an Experience Point Worth?
    @Arilyn pretty sums up my thoughts on this with his post above. As I mentioned our table plays with a combination of the two styles. What is important to note that the 5e DMG seemingly dismissed by the 4e proponents does possess a great deal of indie concepts/variants. With concepts along with their mechanics for things such as - success at a cost, degrees of failure, the inspiration mechanic, backgrounds, ideals and flaws, skill variant rules, plot points and I'm sure quite a few others D&D has certainly evolved with the RPG community around it, recognising and incorporating various ideas from other games.

Friday, 1st December, 2017

  • 09:57 PM - Wulffolk mentioned Arilyn in post Why penalize returning from death?
    Arilyn You are right about D&D being the flagship product of our hobby and being the gateway into role-playing for many new players. D&D casts a wide net over the hobby and provides a common ground for many of us to relate to. However, the fact that it does not do anything particularly well is why we see so much division amongst it's fans. Many people like D&D and know it, but few people are satisfied with it as is. Hence the reason for so much house-ruling and home-brewing. I suppose that is part of the magic that is D&D, every difference of opinion generates more discussion and publicity, keeping it from dying. An extremely well-written and self-contained system has no need for more rule books or newer editions, and generates less discussion.

Wednesday, 15th November, 2017

  • 02:34 AM - Oofta mentioned Arilyn in post A Proper Ability Score Generation Preference Poll
    Yes, I prefer the "other" rolling methods. Shall I repost the quotes from the 1e PHB and DMG? Sorry ... I don't remember everything ever written. :) But then I kind of agree with Arilyn, if you just keep rolling I don't see the point.
  • 12:51 AM - Oofta mentioned Arilyn in post A Proper Ability Score Generation Preference Poll
    They don't miss or ignore it (I think), its an outlier not a norm. Unless your saying that this is a norm for entire community? Arilyn said she didn't want a PC more powerful than the rest of the group, which is something I personally witnessed the last time I played in a game where we rolled for ability scores. I know I wouldn't want to play someone with significantly better ability scores, nor would my wife. That's not a huge sample size, but I know other people on various threads have posted a similar sentiment.

Friday, 27th October, 2017

  • 05:50 PM - Oofta mentioned Arilyn in post Toward a Theory of 6th Edition
    Guys maybe I missed something (it's possible as I read the thread quickly). But the title of the thread is "Toward a Theory of 6th Edition" which seems to imply to me it's not a "how would you tweak the game" but rather "what will the game be tweaked to". The later question begins with, "what do people want from the game" doesn't it? As Arilyn said, it's just a discussion on hypothetical changes. I like 5E, I hope it doesn't get replaced any time in the near future. But over the history of D&D it does seem like there's been more and more of a move towards the supernatural/magic classes and builds. That's not necessarily a bad thing it just may not work for every campaign. Take barbarians for example. At higher levels there's a totem animal that gives them options to do things like sprout wings and give them limited fly. That's not a bad thing it just may not fit in a Cimmerian-themed campaign. Then again the tweaks I would make are pretty cosmetic and could be tacked on to the existing game compared to some of the suggestions which would really change the nature of the game.

Monday, 21st August, 2017

  • 07:10 PM - Coroc mentioned Arilyn in post Arcane multiclassing... does it make sense?
    As Arilyn said, but I'm also curious: You state that sentence like it's absolute fact. Do you think that all power hungry wizards should be played as seeking lichdom? also Arilyn and shidaku No, of course not since this is also obviously a truly evil choice, if you care about alignments in your games at all. But it is one way to rise above status, others might be finding the fountain of youth or the Philosopher's stone or learning every known spell to be the greatest wizard of them all. But that is longing for more knowledge, for a broader variety of spells not limiting oneself to the small selection of spells a warlock has got, and turning into a glass cannon depending on the mercy of some patron, and in the same time eventually cutting oneself of to learn the higher wizard spell levels. There may be roleplaying solutions to this but I stand by my point, it is not the obvious thing to multiclass into anything for a wizard.

Sunday, 20th August, 2017

  • 06:59 PM - Satyrn mentioned Arilyn in post Arcane multiclassing... does it make sense?
    A power hungry wizard would rather try to become a lich instead . . . As Arilyn said, but I'm also curious: You state that sentence like it's absolute fact. Do you think that all power hungry wizards should be played as seeking lichdom?

Monday, 31st July, 2017

  • 05:51 PM - Coroc mentioned Arilyn in post Do you miss attribute minimums/maximums?
    5 feet in medieval times? Skeletons form the early middle ages indicate that the average height of a man in Northern Europe was 5'8" https://www.sciencedaily.com/releases/2004/09/040902090552.htm Yes I was to generalizing in my post. It is true that in the early middle ages people were almost the same height like people today. But that diminished with the so called little ice age and only since 20th century people are taller again. It was also dependant on your living circumstances. The rich and noble had better nutrition and were likely to be taller. Arilyn The thing with the small armor was not only children sized suits but also model suits made by the armorers as an exhibition of their craftsmanship. There wer also giants. In castle Ambras was a guy who was 2m40 (close to 8 ft.) And he had a giant armor https://imageapi.khm.at/images/556747/HJRK_A_634%20und%20andere-400.jpg Here it is beside some childrens suits of armor

Friday, 21st July, 2017

  • 05:19 PM - Tequila Sunrise mentioned Arilyn in post Do You DM or Play with Flair?
    Saeviomagy Arilyn Clerics are the ministers of communities, and each cleric is a messenger and vessel of all gods. Some clerics favor one god over others, but no cleric is foolish enough to exclude any god of recognized importance from his prayers and invocations, no matter how much he may find a particular god distasteful. The D&D priest (aka cleric) is actually odd compared to most real world priests of polytheistic faiths. My cleric hews more closely to real world priests, in that each one is a servant of all his culture's gods and is not supposed to play favorites.

Thursday, 8th December, 2016


Wednesday, 2nd March, 2016

  • 07:31 PM - Wednesday Boy mentioned Arilyn in post Question About New GM Mistakes
    As Arilyn noted, aspects can be tricky to write and implement well. Be flexible about letting players revamp or replace aspects until they get ones that do what they want and play well in practice.

No results to display...
Page 1 of 19 1234567891011 ... LastLast

Thursday, 17th January, 2019

  • 11:47 PM - Saelorn quoted Arilyn in post I want faster character creation. Also, I知 a monster.
    Wouldn't the character system have to be really basic to avoid the silliness you mention? Eh... maybe? If you have a lot of decision points, such that optimization becomes a fun exercise, then that's a strong incentive for some people to go back and play that mini-game. You can still have complexity without turning character creation into a fun puzzle, but I can't think of any way to do that without invoking random factors (like Palladium, or Maid). And is it so common that we need to take that behaviour into account when designing a character creation system in a game?It's probably not common enough that it would be the sole factor when designing the creation mechanics, but it can be one factor. Other factors might be to discourage pigeon-holing (few people would choose to make a high-strength wizard, if given the choice, but someone might chance into it if you're rolling randomly for stats), or just to speed the process along in case a character does happen to die during play.
  • 08:35 PM - Lanefan quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    I agree with Umbran. We can't discuss NS D&D as if it is the same as other NS games. This has caused confusion and arguments on this thread, for sure. Thinking just about D&D, we need to send the game to middle school. 1e and 2e are not old school. They are too rules dense, and both editions strongly discourage house rules, lest the unwary GM brings the whole game tumbling down. It makes sense. Gygax wanted a ruleset which would be consistent no matter where you played. That might have been what he wanted, but it wasn't what he got. Is there anyone out there - anyone - who played non-RPGA 1e by RAW? Gygax, despite his stated desire to have everyone playing the same game, gave us a wonderfully modular system just perfect for tweaking and kitbashing to suit a particular table or playstyle by any DM willing to spend the time - and many were. And oddly enough, I suspect this malleability helped make the game overall more popular rather than less. It was also there to support tou...
  • 08:05 PM - Satyrn quoted Arilyn in post I want faster character creation. Also, I知 a monster.
    I make characters for fun too. It is my favourite part of PF. I used to say the same thing about City of Heroes/Villains.

Wednesday, 16th January, 2019

  • 07:53 PM - Jay Verkuilen quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    2 e continued the 1e philosophy, as written, not what most players were actually doing. Later 2e loosened up character rules with kit books and became more story oriented, which was what fans were wanting. One reason 2E was such a minimal rewrite of 1E has to do with business issues. It's really important to remember that these kinds of design decisions are not made in a vacuum. Recall that 2E came out in 1989, which was just a few years after Gygax was kicked to the curb and new management came in. TSR had a warehouse of 1E material still, and didn't want it to all of a sudden become totally obsolete. Also, the relatively new management of TSR was very gun-shy about destroying their market by making what would be perceived as really drastic changes to the game. New editions, just like a band getting a new lead singer or a change in direction for an author, movie series, or video game series, need to be handled very delicately and they were feeling pretty insecure at that point. The designe...
  • 06:23 PM - Bedrockgames quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    Ahhh, but if old schoolers are not embracing all the rules in advanced because they are arbitrary, fiddly and overly complicated, or because they just enjoy tinkering, and they are rejecting Gygax's philosophy, then are they technically embracing the game? They are using the game, but have heavily modified it to fit personal tastes. Usually those tastes fall under what is now considered Old School, but that is not Gygax's Advanced ruleset. 2 e continued the 1e philosophy, as written, not what most players were actually doing. Later 2e loosened up character rules with kit books and became more story oriented, which was what fans were wanting. 3e grew from there. So, whether players were actually using advanced rules, as written or using them in an old school kind of way doesn't change the fact that Advanced is a middle school game. Players were using it in an old school kind of way, but it is rules dense, has lots of fiddly bits, and arbitrary rules like losing exp. from alignment change. And...
  • 05:55 PM - Umbran quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    So, OD&D, and basic/expert are old school. 1st and 2nd are middle school, and 3rd - 5th are NS. I feel adding that middle bridge helps define the editions better. That is sort of assuming the conclusion that "rules density" is actually a determiner of school. I submit that *play experience* is probably the better determiner - as is suggested by the fact that the term "old school" became popularized largely as a marketing ploy - "new rules, old school feel" - for adventures that used the new ruleset. Suggesting that the rule set isn't the major issue, that you can generate the same feeling within a wide range of game designs.
  • 05:39 PM - Umbran quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    Oh yes, they were heavily house ruled, but if you read the rules in Advanced, house ruling is discouraged. I find that... largely irrelevant in its classification. Especially when one of the major forces in the community at that time was Dragon Magazine, which contained a lot of house rule choices. The message becomes mixed - "DOn't use house rules, but here are some house rules for you to use!" And the effect... was heavy house ruling.
  • 05:25 PM - AriochQ quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    If we are going to examine games, we need to look at the intent of the rules, even if players are straying from that intent because it is the RAW that future game developers are going to use as the springboard for newer editions. An equally compelling, and possibly stronger, argument could be made for the opposite viewpoint. That we should use how the games were actually played, rather than intended. AD&D was rarely run 'as intended'. In 40 years, I have never run into a group that ran by the book initiative. Yet, most of the AD&D groups I have played with over the years had most of the OS characteristics I outlined in my earlier post.
  • 02:39 PM - Bedrockgames quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    I agree with Umbran. We can't discuss NS D&D as if it is the same as other NS games. This has caused confusion and arguments on this thread, for sure. Thinking just about D&D, we need to send the game to middle school. 1e and 2e are not old school. They are too rules dense, and both editions strongly discourage house rules, lest the unwary GM brings the whole game tumbling down. It makes sense. Gygax wanted a ruleset which would be consistent no matter where you played. It was also there to support tournament play. Having said this, D&D hadn't shed all of its old school roots. It still relied on player skill over character skill, and was usually played as a series of obstacles that clever players could overcome. You were expected to bring your A game, not play out your own character's flaws and foibles. This was the period of heavy simulation, which spanned about two decades. 2e started focussing more on story. The kit books gave players more control over character choice. The end of 2 e f...
  • 02:02 PM - AriochQ quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    1e and 2e are not old school. They are too rules dense, and both editions strongly discourage house rules, Not sure I agree with this. While I didn't have the broadest experience during the 1e/early 2e era, every table I played at was heavily house ruled. It was almost required given the complexity of the rules and relative lack of interaction with other gamers outside of conventions, college clubs, or Dragon Magazine.

Sunday, 13th January, 2019

  • 10:29 PM - GreyLord quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    There are three loud groups in the hobby, which contribute almost nothing to rpg conversations. There is the pretentious "serious" roleplayer group which dismisses D&D as a board game for murder hoboes, the "hardcore" tactical group which dismisses "serious" roleplayers as fluffy wannabe drama students, and the "old schoolers" who lament the hobby being taken over by the "young folk" who don't like challenges and want everything handed over for free. It's fine to have strong opinions, to be passionate, but not to be an obnoxious and/or pretentious know-it-all, who can't even be bothered to understand their whole hobby, beyond their favoured niche. What!? I consider myself an old schooler and I do not feel the young folk are like that at all. I think some of them may have had serious problems with elementary school math (with some of the complaints they level about older styles way of involving math within them), or that they like to focus on other things than the older types o...
  • 09:46 PM - Bedrockgames quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    If you are looking for specific, objective critiques of the article, there have been many made on this thread. Hawkeyefan did an excellent job breaking down the article, piece by piece. I believe it's back on page three, if you missed it. It really isn't about differing viewpoints, but how a paid article needs to present itself in order to be taken seriously. Thanks. Hawkeye gives a good response in my opinion. But he also doesn't seem to question putting the article up. Instead he takes up the article point by point. He also notes it where he agrees (even if, on the whole, it seems he disagrees). I'd be curious how Hawkeye and others view the difference between old and new school play.

Saturday, 12th January, 2019

  • 06:33 AM - Jay Verkuilen quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 2 and 3 Rules, Pacing, Non-RPGs, and Gameplay
    There are, of course, differences in play between approaching adventures as, usually, massive dungeons which need to be solved or survived, and games that are closer to emulating an adventure story. This could be used as a difference between old and new school, but since the divide is as old as the game, perhaps the labels are inaccurate? Yes, and I think you can have what I consider my favorite campaign style, which is a hybrid of the two: The game takes place in a framework created by the DM in which the PCs can make meaningful choices. It's got the character-based story aspects of "New School" but lots of meaningful player choice and potential stakes of "Old School." For example, I revived an old campaign of mine from many years ago in 2013 and started running it regularly in 2016. The players had remembered an old villain from the first time the campaign ran and were sweating bullets about him making a reappearance at some point. Evidently he'd left quite a mark! He'd been killed way ...
  • 06:01 AM - Jay Verkuilen quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 1 Failure and Story
    Yes, in superhero and some action movies, protagonists shake off tremendous amounts of damage, but not completely, until they drop. There is often some teetering and blood first. <...> I am not against DnD hp. They fit the game fine, but they are absurd, from any reality's point of view, a metagame conceit. They seem to work fairly well in many circumstances, although they can get kind of ludicrous, such as when dealing with falling. As annoying as they are, in many cases the cure is worse than the disease---the bookkeeping that comes with keeping track of bleeding or various persistent conditions creates pretty marked slowdown, for example---and hit points enable D&D's really massive scale, where ordinary mortals can fight dragons and the like. However, games like Champions have Body and Stun, and this works well to simulate the superhero genre. Various Wounds/Vitality or Wounds/Fatigue systems have been around for a while and they can work, even in D&D type games.
  • 04:34 AM - Lanefan quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 1 Failure and Story
    Yes, I agree a vitality system would work, but would it be generally welcome? Is it worth the little extra bother? Or would we give it a whirl before just going back to the old way of doing things? Out of curiousity, have you added vitality to your game? About 35 years ago, yes; though we call it a body point/fatigue point system the principle is the same. Still use it. Write-up's here ( http://www.friendsofgravity.com/games/commons_room/blue_books/decast-blue-book-in-html/decbluebook4.html#hit ) if you want to look deeper. The biggest in-play thing we have to deal with is that b.p. and f.p. cure differently, meaning almost every cure spell has different dice to roll depending on whether the target is in bodies or fatigues. We tossed the idea around at my table, but nothing has come of it. In all the years DnD has been around, hp, like the names of the stats hasn't changed. Interesting question, would it be a welcome change?Well, we thought it was; and through several system rebuil...
  • 12:05 AM - Jay Verkuilen quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 1 Failure and Story
    Yes, I agree a vitality system would work, but would it be generally welcome? Is it worth the little extra bother? Or would we give it a whirl before just going back to the old way of doing things? Out of curiousity, have you added vitality to your game? We tossed the idea around at my table, but nothing has come of it. In all the years DnD has been around, hp, like the names of the stats hasn't changed. Interesting question, would it be a welcome change? I've played the old Star Wars D20 Revised with it and ran my own 3.5 with tons of Unearthed Arcana D&D game with it, as well as Armor as damage reduction and level based AC. I ran this game from 2004 to 2007 so we had plenty of time to get a feel for the issues. One difficulty is to figure out how to handle the variety and scale of threats that show up in D&D. Ultimately while there are appealing aspects to using a Wounds/Vitality type system and I think for a really gritty type game that didn't feature a really broad variety of weird m...

Friday, 11th January, 2019

  • 10:28 PM - Lanefan quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 1 Failure and Story
    Once again, it's totally ridiculous, but it's no big deal in DnD. Since there is so much combat, we really don't want a realistic wound system I wouldn't so much say we don't want it but more that we just don't have it, which is odd in that it's pretty easy* to bolt a simple wound-vitality (or body-fatigue) system along with abstract lingering-injury mechanics on to the hit point system - though the HD mechanic in 4e-5e would push back. but it's still so divorced from reality (in any plausible world), that it become a metagame cheat. But hey, that's just fine.😄Under the heading of 'minimize what can't be eliminated', adding on a wound-vitality system doesn't fix anything but it helps.
  • 10:17 PM - Saelorn quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 1 Failure and Story
    But isn't it just really weird that wounds don't cause any trouble, other than noticing that the hp meter is running low? When Cap and Iron Man slugged it out in "Civil War", they were both definitely suffering from damage.Speaking of Cap, my own go-to example of painless wounding is from his showdown with the Winter Soldier, at the end of that film. You might think that having a knife buried into your shoulder would prevent you from doing a pull-up, or that being shot in the leg would affect your ability to jump, but Steve shows that it's not necessarily the case. It's entirely acceptable to have a game where non-trivial wounds aren't manifested mechanically. In DnD, there are no consequences until you hit zero, and then you are in serious trouble. You stated, in an earlier post, that you feel that in the alternate world of DnD, people just don't suffer crippling pain from sword slashes, because physics is different from our world. You used this argument to counter the claim that hp are a ...
  • 08:48 PM - Saelorn quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 1 Failure and Story
    Yes, in superhero and some action movies, protagonists shake off tremendous amounts of damage, but not completely, until they drop. There is often some teetering and blood first.Sure, why not? The only thing that the rules say is that the minor wounds, which may eventually be enough to drop someone, don't cause enough of a physical hindrance for it to be worth modeling with the dice. The other problem with the movie analogy is that everything in DnD can take wounds without being affected until 0.Actually, the vast majority of people in a D&D game can't take wounds without being affected. Most of them get hit with one arrow, and they fall down and start bleeding out. Only very powerful individuals are capable of taking multiple arrows without dropping. (And I'm not saying whether they're expending effort to minimize real damage, or if they're just tough enough that they can take it; the only relevant factor is that it's observable by everyone involved.)
  • 05:46 AM - Saelorn quoted Arilyn in post Worlds of Design: 徹ld School in RPGs and other Games Part 1 Failure and Story
    If your game characters can exist in a world where arrows and sword slashes don't cause crippling pain, than can't my Fate characters exist in a world where they know suffering a setback now will give them a karmic boost later? Of course they can, if that works for you. It's not really what they describe in the rule book, but there's no reason you couldn't do it. It would kind of turn the game into Discworld, though, where narrative causality is a natural law, and everyone knows that a million-to-one shot works nine times out of ten. I can't imagine how anyone would be able to take that seriously (assuming you care about taking it seriously). If the DnD abstractions aren't metagaming, but just a different dimension's laws of physics, than how come my unrealistic game mechanics can't be explained away in a similar fashion?If my hero can acknowledge that he's tough enough to withstand ten arrows, then it's possible to play that off in a way that's cool and dramatic, as seen so often in popula...


Page 1 of 19 1234567891011 ... LastLast

Arilyn's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites