View Profile: Arilyn - Morrus' Unofficial Tabletop RPG News
Tab Content
  • Blue's Avatar
    Monday, 18th March, 2019, 07:36 PM
    Like your concept, going to talk through how I'd do it. (1dHD + Con)*lvl is as if you spent your full HD every single time. It's too much. Hmm, the schedule you have laid out seems to support 3 short rests per day - at least that number can be taking in less time then the 2 hours worth of short rests as suggested in a "standard" D&D day. This actually seems a bit of a boost for the...
    15 replies | 307 view(s)
    1 XP
  • Blue's Avatar
    Monday, 18th March, 2019, 05:44 PM
    It's been so long since i've played Classic Traveller. Is character advancement mostly through money spent and time, or is it done with soem meta-currency like XP? If it's the latter, it seems like this is a way to permanently improve your character outside the normal methods of advancement, and as such some level of uncertainty can be an interesting balance point.
    5 replies | 221 view(s)
    0 XP
  • Arilyn's Avatar
    Monday, 18th March, 2019, 05:40 PM
    I have seen bits and pieces, but never a whole episode. I like Matthew Mercer and the players have great characters doing neat stuff, but just can't stay engaged watching people play D&D. The GM in the 5e group I'm playing in is really good at mimicking voices and mannerisms. Last weekend he slipped into a Matt Mercer impression at the opening of our session. He had him nailed. It was so...
    85 replies | 2892 view(s)
    0 XP
  • Blue's Avatar
    Monday, 18th March, 2019, 05:28 PM
    At my table, Acrobatics is used defensively (grapples, etc) more than Athletics. Just because only a minority of characters have a STR higher than DEX. Many tasks can be described and are valid with their athletics or acrobatics. Tumbling down a slope (acrobatics) vs. climbing down it (athletics). Handsprings across a number of small gaps instead of jump checks. Yes, there are some that...
    36 replies | 861 view(s)
    0 XP
  • Blue's Avatar
    Monday, 18th March, 2019, 03:01 AM
    Eldritch Knight gets more from melee in my personal opinion. I'd go battlemaster, and stay fighter until 6th or 8th - the extra ASI/feats will make sure to get you to a 20 DEX and have both Crossbow Expert and Sharpshooter. Plus you have Extra attack. 11th gets you yet another attack. Alternately, Ranger for other bonuses. Especially if you use UA and can get Favored Enemy bonus...
    6 replies | 237 view(s)
    0 XP
  • Blue's Avatar
    Monday, 18th March, 2019, 12:09 AM
    With the exception of one system, I haven't used declaration this millennium. Back with AD&D 2nd I seem to remember declaring for casting because any damage for the round caused the spell to be lost. The one exception was a system that had a phased system where your action decided your initiative (which phase you go in). My experience is that declarations slowed down play - combats took...
    41 replies | 1092 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 17th March, 2019, 05:24 AM
    I'm pretty much in agreement here. There definitely are wrong ways to do it, just like there are wrong ways to do almost anything on the DM side of the screen. There needs to be balance with times it's not a detriment and times when it's a positive. As I've mentioned several times, I often use default racial tensions before the characters have started to make a name for themselves, something...
    75 replies | 2304 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 17th March, 2019, 05:06 AM
    And I honestly support that. Make the game you want to run, adjust your setting to support your vision. I'm 100% with that. The only place I could have problems with that is if a DM waited until after character creation to share their vision of the races, so a player's concept of their character is out of sync with how the DM wants them in the setting. But reading about your games there...
    75 replies | 2304 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 05:32 PM
    The game is a rolE playing game before it's a rolL playing game. Trying to say "these tensions that are designed into the races don't really exist because these mechanics are roughly balanced against each other" is a false argument. A DM is free to change their setting so there isn't racial tensions, or limit choices to races that don't have them. Run a cosmopolitan world, I'm all for it. ...
    75 replies | 2304 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 05:16 PM
    Stealing from 13th Age, I'd do a player montage. Tell the players that they are going to get captured, and spend 10 minutes going around the table where each player gives a short narrative about how they were kicking ass but were ultimately overwhelmed/bad luck/bad choice, or whatever gets them captured. Gives them a chance to showcase how they envision their character, give an introduction...
    17 replies | 448 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 05:04 PM
    I started using average damage for monsters all the time to speed things up last campaign and I'm a convert. Players only have to deal with a single foe and, let's be honest, like rolling dice so I leave them to do so. EDIT: With some feats and fighting styles that allow re-rolls I would definitely not reduce those to just "math adjustments". The success stories of turning lousy rolls into...
    28 replies | 668 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 04:56 PM
    The wizard has low HPs, but I am wary about bring it up too often by actually attacking him. If a player picks something, it has benefits and detriments. If they pick a goblin, it has advantage in certain situations, and disadvantage in others. Unless they picked a goblin solely because of the game mechanics associated with it and don't actually want to play being a goblin. Now, it could...
    75 replies | 2304 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 04:44 PM
    "With all that means" means "with everything". As opposed to picking and choosing the parts of a race they want and and ignoring any part they don't. If a DM is using standard races but doing rather different social spins on them, that should be explained prior to the players picking races. At which point "with all that means" is picking among the DM's options - perfectly good. A DM doesn't...
    75 replies | 2304 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 04:21 AM
    5e with bounded accuracy took out a lot of the other parts of survivability, replacing it all with HP growth. Both for PCs and monsters. Regardless of the validity of the point, changing this goes against one of the intentional design decisions. It can change, but will have ripple effects. That's not a discouragement - just realize that that change will requiring layers of tweaking, and...
    62 replies | 1952 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 04:20 AM
    I did tell the DM I wanted it. I picked a race - with all that means - as opposed to just a collection of game mechanics. I choose not to assume that my players are just min-maxing by default. I instead credit them that their choice was intentional.
    75 replies | 2304 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 04:09 AM
    Of course I hit characters with appropriate reactions. Be it fear, wonder, adulation, surprise, etc. And, when the characters are unknowns, then yes it can be mistrust if their race is disliked by the populous of wherever they are, just like it could be distrust of an open adherent of a different religious mythos or fear of an obvious arcane caster to some. If a player choose Drow or...
    75 replies | 2304 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 16th March, 2019, 03:43 AM
    Just found out that Suicide Squad is being directed by James Gunn. That increased my interest in it a great deal. It's moved from "meh/nah to probably".
    11 replies | 359 view(s)
    0 XP
  • Blue's Avatar
    Friday, 15th March, 2019, 10:42 PM
    I've got the other way - I have a player with a chromatic Dragonborn who explicitly feared - sort of an anti-folk-hero - in his back story. And a drow that the player wants to experience "what that means". In this case if I gloss over it I'm stealing player agency and nullifying part of what they want about their characters.
    75 replies | 2304 view(s)
    0 XP
  • Blue's Avatar
    Friday, 15th March, 2019, 10:39 PM
    Do you disallow players from picking Drow unless everyone is feared/monstrous? Or just make all NPCs accepting of them?
    75 replies | 2304 view(s)
    0 XP
  • Blue's Avatar
    Friday, 15th March, 2019, 02:17 PM
    A new player made a mistake, and you're sure it's not intentional? And taking it away now would impact an already existing character the new player has been having fun with for a while? Let them keep it instead of messing around with an already established character. Point it out to them so they know for the future. If they offer to remove it, kudos on them, but don't take it away.
    26 replies | 647 view(s)
    1 XP
  • Blue's Avatar
    Friday, 15th March, 2019, 12:00 AM
    The players are clearly signaling where their current interest is. Forcing them to do something else would be contra-fun. I'm sure part of this is that we're wired to protect children. So regardless of "he's not in immediate danger", this is the most important thing to them. Just the idea of a child forcibly kept from his family is causing the child harm - no wonder they see this as urgent....
    20 replies | 497 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 14th March, 2019, 10:34 PM
    Aquaman got my money because the wife wanted to see it. She has no issues telling me Jason Momoa is hunky. Don't think Shazam has got the same thing going for it. :)
    11 replies | 359 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 14th March, 2019, 10:30 PM
    The DM may trust your judgement, but I think your judgement may be more focused on NPCs than creating a PC. I don't say that maliciously, but the math of the game for PCs really assumes you have range of ability scores that don't max out at a +1 modifier because you'll be outside bounded accuracy. Assuming the rest of the group used standard array, point buy, or rolled I don't think you'll be...
    5 replies | 303 view(s)
    1 XP
  • Blue's Avatar
    Thursday, 14th March, 2019, 10:20 PM
    I'm a big fan of the voice actors, but this is not for me. I've given it a try several times, did not latch on. Correlated, I can't stand podcasts. They don't go at the right speed to keep my attention. And I have lousy ears and speeding them up often makes me miss words here and there. My mind wanders off to think about other things. Spoken word / conversation speed is ridiculously slow...
    85 replies | 2892 view(s)
    2 XP
  • Blue's Avatar
    Thursday, 14th March, 2019, 03:38 PM
    This is actually a point I always try to do and my players have been very enthusiastic about - always include other senses besides sight. Great verisimilitude.
    16 replies | 442 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 14th March, 2019, 01:11 PM
    I haven't watched any of them except WW and Aquaman. I don't know if I'm not the target audience for this, or if I am very much the target audience - moviegoer who was turned off by grimdark Supes but like their new direction. Shazam I have mild hopes for, but was never one of my faves so probably won't see. My *guess* is that the teaser is playing up the comedy but there are serious parts...
    11 replies | 359 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 14th March, 2019, 12:19 PM
    Agreed, the DM is the interface between the world the characters live in and the players. The players should get at the very least anything obvious. The goal would be for the characters to get everything their Passive Perception would let them know, though with a complex area they may need a bit to take it all in so defaulting back to just the obvious works.
    16 replies | 442 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 13th March, 2019, 10:38 PM
    At what levels? Tier 1 & 2 we don't see anyone reaching those ACs. Breaking 20 is uncommon (1-2 from a party of 5). Or are you including temporary bonuses like Shield or giving up an action for Total Defense? Because yeah, it can climb that high for an attack or a round with a corresponding opportunity cost (spell slot, action, reaction, etc.) "Pretty easy" I would expect to be like 4...
    84 replies | 3688 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 13th March, 2019, 01:01 PM
    Well, there is no clearly defined middle 3 of 4 dice. Bottom 3 (what you expected) and top 3 (what it gave you) are both equally valid. Looking around, Anydice seems to figure out "middle" in descending order. So when it's unclear (where the number of dice on the top and bottom don't match) it will pick the higher option.
    4 replies | 212 view(s)
    0 XP
  • Arilyn's Avatar
    Wednesday, 13th March, 2019, 01:19 AM
    Yes, at what point do you as a player decide that maybe fire will work on a regenerating troll? Fire could easily be a solution the characters might come up with. It won't die, burn it!! Also, the characters live in the world. They hear stories, and unlike our world, many superstitions are correct, like stakes and sunlight on vampires. As players, we can't know how much worldly knowledge our...
    1668 replies | 44665 view(s)
    2 XP
  • Blue's Avatar
    Tuesday, 12th March, 2019, 07:38 PM
    You seem to be using two spell slots an encounter. I wouldn't assume a short rest after every encounter at all. On the other hand, Hex starts lasting an hour and increases to 8 hours with a 3rd level slot and 24 hours with a 5th level slot. So if you can maintain concentration Hex can already be up for you without the need for a slot. GWM isn't going to be usable until 3rd level earliest -...
    161 replies | 321440 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 12th March, 2019, 06:18 PM
    Swashbuckler to be able to move out of their attack range an position yourself to trigger Sentinel on their action?
    16 replies | 626 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 12th March, 2019, 06:06 PM
    I build my worlds as "Internally Consistent". They often differ strongly from the "real world", in that I want them to give a specific feel much like an author will design their setting with the plot in mind. I find settings like FR are often just "put fantasy tropes into a faux-Earth setting" as opposed to creating a setting that fundamentally differs from the real world. My last setting...
    43 replies | 1378 view(s)
    1 XP
  • Blue's Avatar
    Tuesday, 12th March, 2019, 05:06 PM
    Finished up the 13th Age campaign I ran for four and a half years, so right now I'm just playing. I'm in a serious homebrew custom designed for us, highly narrative post-apocalyptic non-time-linear fantasy using tarot cards as randomizers and not focusing on combat-as-the-main-challenge. (For instance, one character wanted to slaughter everyone at a party. The GM just said yes and then had...
    47 replies | 1276 view(s)
    1 XP
  • Blue's Avatar
    Monday, 11th March, 2019, 07:27 PM
    That would have been masterwork quality drop in there, but alas it was at best a typo (think-o) and at worst a Freudian slip. Because I did want to submit.
    13 replies | 399 view(s)
    0 XP
  • Blue's Avatar
    Monday, 11th March, 2019, 07:24 PM
    Good trailers mislead instead of reveal. One guess is that yes, they are starting with the focus on Billy Batson beign 15 - but just so they can show the arc of his hero journey with a huge change from where he starts to where he ends up. Not saying it's the case - the trailer could be all the best parts of the movie. I've seen those. But I wouldn't write it off as just gags.
    14 replies | 431 view(s)
    0 XP
  • Blue's Avatar
    Monday, 11th March, 2019, 02:58 AM
    rgoodbb, I have similar issues in being much better at running long campaigns then episodic one-shots. I asked the question before, maybe you can get something from that thread as well: http://www.enworld.org/forum/showthread.php?608978-Advice-for-one-shots Another I saw along the same lines: ...
    13 replies | 501 view(s)
    2 XP
  • Arilyn's Avatar
    Sunday, 10th March, 2019, 08:11 PM
    Death House is a great adventure but it does have very quick levelling. Some groups might not like that, so Dragon Heist could be a great alternative. I agree that having characters native to Barovia, however, is more thematically pleasing.
    25 replies | 623 view(s)
    0 XP
  • Arilyn's Avatar
    Sunday, 10th March, 2019, 04:45 PM
    I've ran and played in games where the players have no home base, and wander from danger to danger. In these cases, they make temporary safe harbours, so that might not be what you are talking about. As a player or a GM, I rea!ly like there to be an inn or keep that the players can call home. I know what you mean about players thrust into dangerous territory, where establishing a safe zone...
    21 replies | 465 view(s)
    1 XP
  • Blue's Avatar
    Sunday, 10th March, 2019, 03:26 PM
    Just got back from a business trip for a workshop in beautiful Lisbon, Portugal. I'm in northern US and appreciated the difference from shoveling snow. Now, not as much reading as I thought - it was long days in the workshop and then nights with colleagues I work with but rarely am on the same continent with. But still got some reading in. Read "All Systems Red: The Murderbot Diaries" by...
    13 replies | 399 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 10th March, 2019, 03:12 PM
    Oh gods, Thieves World. Part of me remembers inconsistant writing, soem Mary Sue like characters, and a multitude of shared-world sins. But part of me remembers how I would be so excited when a new book came out and all the fun I had writing them. Trying to remember the name of my favorite character, but I will freely admit that I liked Hanse Shadowspawn. Sadly, in more of my clean-outs...
    13 replies | 399 view(s)
    1 XP
  • Blue's Avatar
    Monday, 4th March, 2019, 07:51 PM
    Finished up "This is Not A Game" and onto the next in the series, "Deep State". More satisfying then I remember from the first time around.
    13 replies | 399 view(s)
    0 XP
  • Blue's Avatar
    Monday, 4th March, 2019, 07:48 PM
    We really enjoyed it as a action-drama-comedy about a disfunctional family with delightfully quirky characters. Trying to judge it as a "superhero" show seems like trying to say that "set in space" is a genre, or all anime are cartoons and therefore are for young kids. Yes, the setting was powers, and that was an important part fo the show, but it wasn't "about" power except for the McGuffin,...
    38 replies | 981 view(s)
    0 XP
  • Blue's Avatar
    Monday, 4th March, 2019, 05:23 PM
    This is to get an idea of what they can do without weapons. To give a bench-line for comparing to Arcane Weapon, Arcane Armament, and Infusion, perhaps even investing in Crossbow Expert, martial weapons, Booming Blade/Green Flame Blade cantrips, etc. Alchemist Native at-will potential damage per round (assuming ASIs to INT) Will be reduced by: saves (cantrip), misses (homunculus), switching...
    15 replies | 1539 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 3rd March, 2019, 03:00 PM
    There is absolutely no such rule. The actual general rule is the exact opposite - everything stacks. There is a exception where you are applying two bonuses of the same name you take the more powerful instead of stacking. This was originally only for spells, listed in the PHB, but it was made into a general rule and is now in the DMG Errata. Here's the rule:
    29 replies | 1039 view(s)
    2 XP
  • Blue's Avatar
    Sunday, 3rd March, 2019, 02:42 PM
    Since I explicitly was talking about calling for a Concentration check, I am unsure how you can both say that there are methods that require a concentration check and then admit that there aren't. After this I wasn't really getting your gist - you talked about the caster trying to bluff or distract, when I was talking solely about damage not interrupting a casting, so I don't know how that...
    197 replies | 5427 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 3rd March, 2019, 04:42 AM
    I'd like to point out that there should probably be a Tier 3 - the very few trap options. Basically Monk (Four Elements) and Ranger (Beastmaster). Though to be pendantic, I think anyone coming from 3.x will have a conception about how far apart tiers are that is untrue in 5e, with 5e being a lot closer. If we were trying to calibrate so that a 3.5 player could directly compare, we should...
    131 replies | 5213 view(s)
    1 XP
  • Blue's Avatar
    Sunday, 3rd March, 2019, 04:30 AM
    During casting, there is ONLY a concentration check for multi round casting. There is absolutely no other "damage interrupts CASTING" mechanic in 5e. Only spells longer than an action require concentration to cast. So this whole thing is pretty moot. EDIT: There's the "Ready a spell", but even there you cast and hold it - it's not a concentration check for the casting, it's for holding ...
    197 replies | 5427 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 3rd March, 2019, 04:23 AM
    Just an a honorable mention, if your DM allows UA material, the Tunnel Fighter Fighting style from Unearthed  Arcana: Light,  Dark, Underdark! (Oct 2016) has amazing synergy. You take a bonus action during your turn to enter a defensive stance, and it allows you to make Opportunity Attacks without using your reaction. It also allows you to use your reaction to make a melee attack against a...
    16 replies | 626 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 3rd March, 2019, 04:16 AM
    It seems you'd either want a very high AC to discourage people from attacking you and the Sentinel feat, or a low AC and/or Reckless plus the Battlemaster Riposte maneuver.
    16 replies | 626 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 2nd March, 2019, 10:09 PM
    Near the end of "This Is Not A Game" by Walter Jon Williams. I've read it before and it was acceptable WJW (which is still a pretty high bar), I'm enjoying it more this time around. It seems there are more Dagmar Shaw books - I don't remember the end from the first time if it was set up as a series or he just added other books on.
    13 replies | 399 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 2nd March, 2019, 09:59 PM
    As a quick point of order - you need to have a 13 WIS to multiclass, and many DMs require that from your natural scores. Do you either already ahve the 13, or is your DM okay letting you multiclass with the item?
    2 replies | 237 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 2nd March, 2019, 09:57 PM
    Agreed, as long as that attack is of the allowed types (acid or poison), it should add. Good catch.
    15 replies | 1539 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 2nd March, 2019, 09:54 PM
    Reckless Attack can only be done on your turn. "When you make your first attack on your turn..." So it isn't granting advantage on any Sentinel attacks.
    16 replies | 626 view(s)
    0 XP
  • Blue's Avatar
    Friday, 1st March, 2019, 10:50 PM
    I'm torn how to rate the turret. The damage never scales, so while it seems like it's potent it soon gets reduced to a spiritual weapon-type category - nice extra damage but nothing amazing. Except for the gobs of temporary HPs it can give out (assuming foes are attacking multiple members of the party so they aren't wasted). Heck, just spending a 1st level spell to bring out the Defender...
    15 replies | 1539 view(s)
    0 XP
  • Blue's Avatar
    Friday, 1st March, 2019, 10:43 PM
    You know, with a dip for the Archery fighting style, the Artificer makes a pretty good Hand Crossbow expert as a way to stretch it's limited spell slots and feature uses. Their Arcane Weapon spell grants Hex/Hunter's Mark like bonus damage but without the need to spend a bonus action to move it. They effectively get Extra Attack, with the option of Infusing their own weapon if they don't find a...
    15 replies | 1539 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 28th February, 2019, 03:41 PM
    So I'm traveling for work soon, which gives me lots of time to read. While traveling I usually only bring one paperback (already from my TBD pile) and load up on ebooks on my kindle. My ebook library isn't all that large and I've read the three major series on it recently, so I'm looking to stock up. So, can you suggest to me cheap kindle books? Well, legal free from elsewhere is also...
    35 replies | 880 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 28th February, 2019, 12:02 AM
    I have to give it some thought to come up with good suggestions, but I had to say: Man this sounds like a great campaign to be in!
    11 replies | 454 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 27th February, 2019, 09:18 PM
    Respectfully, I'm not sure I would. Riddle of Steel (a Conan-expy RPG) was lauded about the realism of the combat - and was upfront that three okay combatants vs. a mighty hero would end on the side of numbers. Getting ganged up was very realistic - and therefore deadly. I like slaying dragons and wading through hordes of goblins. My hobby is an escape, it needs only be to realistic enough...
    141 replies | 5630 view(s)
    3 XP
  • Blue's Avatar
    Wednesday, 27th February, 2019, 02:07 PM
    There are a few different parts to "complexity". You bring up AD&D 2nd Ed. It had a profusion of different ways to resolve issues, separate subsystems for so many different things, all that had to be looked up (or ignored, like weapon against armor types). Moving to a unified mechanic removes a load of complexity and speeds the game without watering down the system or removing choice at all....
    141 replies | 5630 view(s)
    5 XP
  • Blue's Avatar
    Wednesday, 27th February, 2019, 01:04 PM
    I picked "No". I would have been happy to see Greyhawk as the default setting. Happier then then overused FR. But Greyhawk doesn't need a mechanical update to 5e while other settings would, so there is a real opportunity cost in whatever setting Greyhawk would displace.
    142 replies | 4663 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 27th February, 2019, 12:46 PM
    Already put together my comments on the monk in an earlier post, will reiterate here. Stunning Strike is single target at no range. Yes, with an attack action you may be able to trigger it more than once a round if you have sufficient melee targets and you roll a lot of hits and spending more resources doesn't make it multi-target. It requires both a successful to hit roll and has a save. ...
    23 replies | 584 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 27th February, 2019, 03:57 AM
    Sorry, but considering that the only lower level spells that grant stun without concentration are but a single level less with huge limitations on them, I don't find that to be a true statement. With guaranteed one round of stun so it can't be blocked by a legendary save, giving all of your allies an action, it's a very useful spell against a single more powerful opponent the like BBEG of an...
    23 replies | 584 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 27th February, 2019, 02:28 AM
    That's a decent example of only 2 level difference. You know, I can see 2 as the lower end. Bestow Curse also is 3rd level with concentration, but upcast to 5th level doesn't need it anymore. So let's go 2-3 levels above. So the debuff power of a 1st level debuff with concentration would be around a 3rd-4th level spell. So a 3rd level non-concentration spells might be like Tasha's...
    23 replies | 584 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 27th February, 2019, 12:30 AM
    5e is very, VERY sparse on non-concentration debuffs. It's an intentional part of the design philosophy. To make one, assume that's worth about 3-4 spell levels of change right there. So If you want something like hypnotic pattern (3rd) without concentration, it's probably 6th to 7th level. You can not have stun (serious debuff), area of effect, and 3rd level any more then you could have...
    23 replies | 584 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 27th February, 2019, 12:03 AM
    Interesting - I didn't take this as D&D / Wizards vs. 3rd party in the slightest. I just assumed he posted in the 5e forum because he leads talking about his other posts, which were here. If this thread is supposed to be just about 5e, then much of what I was talking about is out of scope. Though it does fit with the "knobs and dials" that 5e was teased with prior to the D&D Next playtest....
    28 replies | 853 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 26th February, 2019, 11:36 PM
    After so many books with Miles' frantically silver-tonguing it, Ivan is an interesting change of pace. Especially if you've picked up from the earlier books that Ivan's public persona is a bit of a facade, or at least not all there is to him.
    35 replies | 880 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 26th February, 2019, 11:25 PM
    Hi Oofta - I agree (and even mention) that the market may not be large enough to support a niche. For a small market, having one that has the wide appeal is good. That's a different thing than saying any particular player will prefer a balanced compromise over a niche. When you're just looking at rules, not at publishing rules, different players enjoy different things. Almost a truism. So...
    28 replies | 853 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 26th February, 2019, 06:31 PM
    As a DM, i would never tell a player what character they could or could not play. Depending on table I've seen everythign from "same point buy, class, race, and a 'Jr' after the name here to avenge his dad" to completely different characters. As a player, I usually try to build a character that will synergize well with the group - fill holes, multiply strengths. That said, 5e has a lot of...
    29 replies | 915 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 26th February, 2019, 06:05 PM
    Before I say anything more - I agree with you. I think 5e is in a sweet spot. It definitely appeals to me. There's a TED talk by Malcolm Gladwell that talks about opinion testers for companies on how to improve their product. It's been a few years, let me try to paraphrase it. This one guy was consulting for Pepsi quite some time back, and they wanted to know about changes to their formula...
    28 replies | 853 view(s)
    0 XP
  • Blue's Avatar
    Monday, 25th February, 2019, 09:47 PM
    I run slightly differently so I need to answer this two ways. Basically, Traits, Bonds, etc. can be inspired by backgrounds, but need not have anything to do with them. So the collection of "backgrounds plus TIBF" is almost always - but that's because the TIBF really focus on what makes the characters tick. (I also let them revise them over play as makes sense.) If I was to look at just...
    51 replies | 1945 view(s)
    0 XP
  • Blue's Avatar
    Monday, 25th February, 2019, 09:39 PM
    In general, killing a Medusa does not return the characters to life. It is a permanent transformation, requiring something like a Stone to Flesh spell to return. Another way to think about it is that if it did turn them back, it would remove all fo the fear from combat with a Medusa. In most cases, it will be defeated. If that undid everything if had done there would be no tension. Now,...
    35 replies | 1161 view(s)
    1 XP
  • Blue's Avatar
    Monday, 25th February, 2019, 09:28 PM
    I have two separate RPG design projects going on. One is a crunchy that codifies everything (not just combat and damage, but what a "charm 5" is vs. a "charm 4" so I can have a unified resistance mechanic and such. It uses in-depth initiative for when timing is important, based arund initiative phases with differing chances of coming up (like a Great Dalmuti or Dilbert card game deck) based...
    28 replies | 853 view(s)
    2 XP
  • Arilyn's Avatar
    Monday, 25th February, 2019, 04:55 PM
    Like 77IM says, you need to compromise with your players. Ask them for a solid reason killing the medusa will bring them back. If they are going to make demands on the game, they have to take some responsibility for ensuring their ideas are appropriate and interesting. In the long run, working for what they want, or challenging consequences will be more rewarding for them.
    35 replies | 1161 view(s)
    0 XP
  • Arilyn's Avatar
    Monday, 25th February, 2019, 04:50 AM
    Normally, I'd say no. Killing a medusa will not being the victims back to life. Your players, however, really want their old characters back, so why not? New characters could use stone to flesh, which might require a quest. That skips the problem of the medusa's magic fading away. If you are willing to have them come back to life from the death of the medusa, make sure there's a price. All...
    35 replies | 1161 view(s)
    8 XP
  • Arilyn's Avatar
    Sunday, 24th February, 2019, 07:15 PM
    I like the idea of backgrounds, but they could be more interesting. I encourage my players to create their own if nothing jumps out at them from the phb. I don't like the traits, bonds, etc. being placed on tables, as it encourages players to pick off the list or roll. Examples are great, but don't need them on tables. It's probably a pain for designers when new features are added that require...
    51 replies | 1945 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 24th February, 2019, 02:18 PM
    Blue replied to Flanking Rules
    My experiments with flanking showed it was too powerful, and also trivialized getting advantage so that class features and such that granted it became less valuable. Also it even further worsened solo battles beyond the weak point they are already at because of action economy. We ditched it. Changing to a +2 instead of advantage messes a bit with bounded accuracy, especially since you can...
    25 replies | 958 view(s)
    4 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 09:54 PM
    Finally broke my no-reading streak. I was slowly (sloooowly) reading Seveneves since December. Finished it a week or so ago. Have books on my TBR pile, not inspired. Last night I picked up an old favorite, The Dragon Never Sleeps by Glen Cook. Next thing I knew it was midnight and I was over half done. Woo!
    35 replies | 880 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 09:25 PM
    Richards, The Lies of Locke Lamora catapulted Scott Lynch to my "must read everything by him list". As a point of interest, he was originally going to write what would be the fourth story first, but realized he couldn't jump right in there. He's got seven books planned - or at least titles for them on his saddly-out-of-date blog. Books 2 and 3 have been out for a while, Book 4 (the one he...
    35 replies | 880 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 07:01 PM
    I think on facet is there's a balance-of-power issue, were jerk people end up being GMs more then the average. Jerk players can controlled, can be asked to leave, or once their tendencies are known, not invited in the first place. On the other hand, most games start from someone willing to GM gathering players. And even when it's a group of players looking for a GM, they usually aren't...
    106 replies | 3527 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 06:05 PM
    Okay, I'm going to be looking at this from three criteria. 1. Balance with other classes. 2. "5e-ness" of the rules. 3. That it handles characters concepts that the system can't do. Just "neat mechanics" that does the same as other classes isn't enough. With the other classes that get Unarmored Defense it's usually Dex + secondary ability score (Wis or Con), not attack ability...
    7 replies | 928 view(s)
    3 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 05:25 PM
    True, it's not that bards can't do any damage. And they can spend their class feature to get a smattering of the better direct damage spells that other classes get natively. Such as the wizard, and to some degree the tempest cleric in the party. Let me restate to make my intent clearer - if the OP is primarily interested in doing direct damage I would switch because that's not the lore...
    18 replies | 643 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 05:08 PM
    In my last campaign the only permanent character death was a martyr move to save another. As a side note, I can ratchet up the tension and get players regularly to afraid for their character's lives and having some go unconcious, but I find the system really prevents it turning into a death in 90% of the cases unless it's getting pushed close to a TPK. Without additional damage for death...
    25 replies | 905 view(s)
    0 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 05:00 PM
    For me, the "willing target" is a clear sign of intent, so I wouldn't allow it at my table. If I was did allow it, I'd "convert" the hostile use to match other spells on unwilling targets. Primary is it would require concentration. I'd would still keep it at a single save instead of a save every round, just looking at the effects of which spells require every round it doesn't fit that...
    3 replies | 343 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 04:44 PM
    I really think that would be a large downtick for the party. DPR has but one goal - killing the others before they kill you. Damage is utterly meaningless except for the killing blow, so the only goal of DPR characters is killing sooner - action denial for your opponent. Bard is already good at both direct action denial, soft action denial, and acting as a force multiplier for your existing...
    18 replies | 643 view(s)
    4 XP
  • Blue's Avatar
    Saturday, 23rd February, 2019, 04:43 PM
    Ignore this, meant to hit reply to the OP. Mis-click.
    18 replies | 643 view(s)
    0 XP
  • Blue's Avatar
    Friday, 22nd February, 2019, 06:42 PM
    Been DMing since the late 80s. Never had to kick a player from a campaign. Occasionally needed to talk to a player about disruptive behavior, min-maxing and such - always to successful results. While running at conventions I've never kicked a player, but I have avoided running for certain players that I had run for earlier in the convention.
    21 replies | 1140 view(s)
    0 XP
  • Blue's Avatar
    Friday, 22nd February, 2019, 05:35 PM
    Cool, I hadn't seen that. I see it was update to v1.1 recently https://www.reddit.com/r/UnearthedArcana/comments/apdzq0/5e_warlord_class_v11_go_forth_and_change_the_tide/
    24 replies | 623 view(s)
    0 XP
  • Blue's Avatar
    Friday, 22nd February, 2019, 01:15 AM
    You're not wrong. The catalyst for this question was reading Brandes Stoddard's part 6 of the history of the Warlord, which covers the Commander recently on the DM's Guild. https://www.tribality.com/2019/02/20/the-warlord-class-part-six/ One of the points it makes is that it grants temp HP but has no healing, and I was thinking about that choice from a design perspective. It's one that...
    24 replies | 623 view(s)
    1 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
617
Posts Per Day
0.55
Last Post
Bree-Land Region Guide: A Review Monday, 18th March, 2019 06:47 PM

Currency

Gold Pieces
5
General Information
Last Activity
Today 04:11 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

Thursday, 21st March, 2019


Monday, 18th March, 2019


Thursday, 14th March, 2019


Wednesday, 13th March, 2019


Sunday, 10th March, 2019


Monday, 25th February, 2019


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

Sunday, 10th March, 2019

  • 06:18 PM - S'mon quoted Arilyn in post Need for a Home Base
    I know what you mean about players thrust into dangerous territory, where establishing a safe zone becomes top priority. I haven't given it much thought, but those games do dissipate faster. The major goal been reached, so story over? Perhaps these types of campaigns feel more like a movie than a tv series. Maybe not having periodic home breaks, like in real life, is just too tiring after a while. I noticed that my son loved "Shadow of Mordor" computer game, with constant fighting in the hellscape of Mordor; whereas I couldn't stand it. Conversely I love the cadence of "Skyrim", with its nearly-always-safe cities & inns, its dangerous wilderness, and deadly delves. I nearly always 'save' my PC back at home base, so when I reload I am in the tavern or Breezehome, not neck deep in Draugr. :)

Sunday, 3rd February, 2019

  • 10:23 PM - Reynard quoted Arilyn in post Feature or Bug: D&D's Power and Complexity Curve
    You would have to really dig in and rebuild the character classes. Abilities across all characters would be less flashy, more skill oriented. I would probably limit the levels to 10, so coming up with new class abilities that don't go over the top would be easier to design. You would definitely want to severely limit spell casting classes to one or two. And the magic system would need a serious overhaul. It could definitely work, but it's not something you could enter into lightly. I wasn't actually proposing to do this. It was more an illustration of how if you significantly flatten the power and complexity curve, the game benefits from it.

Monday, 21st January, 2019

  • 09:54 AM - Jhaelen quoted Arilyn in post Worlds of Design: How "Precise" Should RPG Rules Be?
    I think the dice pool rpg lewpuls is talking about might be a FFG game, either Star Wars or Genesys, where the symbols on the dice act as a springboard for the narrative.That's what I was reminded of, too. A more precise(!) portrayal of the Star Wars/Genesys dice pool should probably mention that the result of a roll has both precise and narrative results. Different dice are used to represent a character's skill, an opponent's skill, environmental effects, and in the case of Star Wars 'The Force'. The basic outcome (failure/success) is determined by counting one set of symbols and is indeed precise. Only the other set of symbols isn't clearly defined and can interpreted in different ways to represent complications or a lucky coincidence. I don't think this is true. I think boardgames could work really well with inprecise rules. Its just that there are few boardgames that seem to have tried this so far.Ah, no. In fact, imprecise rules would quickly kill any interest in me to continue pl...

Thursday, 17th January, 2019

  • 11:47 PM - Saelorn quoted Arilyn in post I want faster character creation. Also, I’m 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: “Old 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’m 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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: “Old 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.


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