View Profile: Arilyn - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
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  • Blue's Avatar
    Today, 05:08 PM
    I've been involved in time traveling as both player and DM several times, but never in a D&D-type game. Well, not entirely true, there was an adventure in the far past, but it was very strictly limited in scope. Superheroes has been the most common time-travel genre, up to the point where one player had a character who was a time agent who worked to keep the timeline "correct". (In a game...
    25 replies | 555 view(s)
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  • Blue's Avatar
    Today, 01:21 PM
    Blue replied to Balancing D&D
    It's amusing, but as an analogy misses the point. All of the pieces of a color are controlled by the same player - they are more like class features, not individual characters. The two players are balanced in features - the primary difference at the state of the game is who has initiative. :)
    80 replies | 2476 view(s)
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  • Blue's Avatar
    Today, 12:59 PM
    Blue replied to Balancing D&D
    Because a DM balancing a min/max build without overwhelming the players with regular builds is actually a real challenge. If I was going to be snarky, I would make a comment along the lines of "if a DM doesn't know that, then maybe someone else should DM" - really it's easy to adjust your challenges to a group that on even keel, be it all min/maxed or all median, or all suboptimal. The game...
    80 replies | 2476 view(s)
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  • Blue's Avatar
    Today, 12:54 PM
    Blue replied to Balancing D&D
    While he doesn't describe my table, I have seen plenty of it, especially at the AL games at my FLGS. We shouldn't try to be gatekeepers, dismissing other's style or games as not part of regular play.
    80 replies | 2476 view(s)
    2 XP
  • Blue's Avatar
    Yesterday, 06:57 PM
    Blue replied to Balancing D&D
    Simplest doesn't always mean best though. The MC removal in particular sounds like using a shotgun to kill flies. Not as overwhelming as nuking ti from orbit, but still massive overkill.
    80 replies | 2476 view(s)
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  • Blue's Avatar
    Yesterday, 12:54 PM
    That's only two encounters per day, about 1/3 of what you can expect. Let's talk about the majority of the time, when rage isn't active. Or let's invest more in barbarian to get more rages. That's why I was asking for numbers - I don't see being very good at the STR checks. I see having a medium STR that struggles to succeed half the time, and two combats a day having advantage which...
    10 replies | 250 view(s)
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  • Arilyn's Avatar
    Yesterday, 02:51 AM
    The title of this thread made me laugh a little. Final word on balance....D&D? Not going to happen.B-)
    42 replies | 1455 view(s)
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  • Blue's Avatar
    Yesterday, 01:11 AM
    Welcome to ENWorld, have some XP! There was a recent change in the order for triggered bonus actions, that they have to happen after the triggering action. So you won't get your Shield Master shove (to prone) until after your Attack action has completed. Makes it less useful. 2 rages a day is about 1/3 of your expected combats per day. Is it really worth delaying Extra Attack for? ...
    10 replies | 250 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 16th June, 2018, 03:53 PM
    Nah, I'm calling myself old. But more seriously I don't have time for that anymore - play on evening every other week after work instead of a 12 hour marathon every weekend plus some other games during the week. I want to get to the "good parts", not spend 90 minutes mapping a maze.
    62 replies | 1550 view(s)
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  • Blue's Avatar
    Saturday, 16th June, 2018, 03:08 AM
    AH, I've been playing that long as well, started back with Red Box Basic. I've just had my tastes in what I look for in a game mature over time. :)
    62 replies | 1550 view(s)
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  • Blue's Avatar
    Saturday, 16th June, 2018, 03:07 AM
    To me, this feels like arguments against climate change. "Well, some scientists say yes, and some scientists say no, so there is no truth." When really, well over 95% of climate scientists have some strong level of agreement that it's happening and the gross symptoms and causes, even if they may vary in what particulars they have studied. Same for balance. It's pretty easy to get a...
    42 replies | 1455 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 16th June, 2018, 02:39 AM
    You had a longer, nuanced post, but I needed to comment on this specific part. Because it implies that you never do anything outside of combat that requires a roll. Because every, every, EVERY one of those ability/skill rolls made outside combat has disadvantage with even a single level of exhaustion. And with how slow exhaustion goes away, it can last for the entire adventure.
    37 replies | 886 view(s)
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  • Blue's Avatar
    Thursday, 14th June, 2018, 01:32 AM
    Avariel 18 Drow 13 Eladrin 22 Grugach 4 + 1 = 5 High Elf 25 Sea Elf 12 Shadar-Kai 11 - 2 = 9 Wood Elf 31 Grugach are so much cooler then those masby pamsy wood elves. They are all isolationist xenophobes - a non-evil race of elves that still isn't happy to see you. I like it.
    185 replies | 3351 view(s)
    2 XP
  • Blue's Avatar
    Wednesday, 13th June, 2018, 10:33 PM
    Let me give an incomplete answer. 5e has cut down on the need and availability of "magic item christmas trees", where magic item pluses are part of character advancement math. Magic items are rarer, and pluses are not needed. It's much lower magic item then 3.x and 4e. 5e has cut down on the number of spells available to high level casters, especially reducing the number of most of the...
    52 replies | 1776 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 13th June, 2018, 09:59 PM
    It really varies. While over the course of the campaign it might be in the same neighborhood as your once per 2-3 sessions, these things usually don't occur evenly distributed. They tend to bunch up against fights where we come in with poor tactics, or have a run of bad dice rolls that allow someone to drop and now everyone else is trying to pick up the slack and protect them and others drop. ...
    37 replies | 886 view(s)
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  • Blue's Avatar
    Wednesday, 13th June, 2018, 09:52 PM
    I'm not comparing against one subclass, I'm comparing against two other subclasses. For instance, Fighter (Samurai + Champion) can give themselves Advantage and take advantage of an increased crit range at the same time. Their power is straightforward increased as they both work at the same time in a multiplicative way. A Paladin (Devotion + Vengeance) will be able to benfit from both...
    12 replies | 279 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 13th June, 2018, 08:50 PM
    Really good point. Channel divinity can join Ki as another example. And it could also be contention for other resources - for example if both subclasses grant special abilities that need a bonus action to activate, then it's either/or vs. other classes that could get all of their advantages at the same time.
    12 replies | 279 view(s)
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  • Blue's Avatar
    Wednesday, 13th June, 2018, 08:48 PM
    Wouldn't this be the opposite? Two of the same class are more likely to have overlap if they are picking two subclasses instead of one. That's not against the idea, just that that partial goal I don't think it addresses.
    12 replies | 279 view(s)
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  • Blue's Avatar
    Wednesday, 13th June, 2018, 08:43 PM
    I do mapping! Oh wait, I'm the DM. In reality, I make sure my players never have to do mapping. If I throw something like a maze at them, it's a skill challenge type-of-thing to work through it, not "you go 20 feet and can turn left or continue straight". I don't see the value in introducing meaningless points of decision. By meaningless, I mean that the players have no information to...
    62 replies | 1550 view(s)
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  • Blue's Avatar
    Wednesday, 13th June, 2018, 08:27 PM
    TwoSix said better than I can about how the best way to make the party look for non-combat solutions is to encourage those solutions, instead of making combat less fun / making players ultra-cautious. Even if exhaustion recovered completely every night, I don't think it's the mechanism for what you want - because the mechanics that support non-combat are ability/skill checks, and the very...
    37 replies | 886 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 13th June, 2018, 08:03 PM
    Let me ask you the same question, but looking at the full impact of this. How could a few rounds of actions in a single combat possibly be as much fun as sucking on all in-combat and out-of-combat action for several days? How can a failed death save, with no long term consequences and easy-to-stand up with ANY healing compare to cumultive and crushing penalties for AT LEAST the rest fo the...
    37 replies | 886 view(s)
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  • Blue's Avatar
    Wednesday, 13th June, 2018, 02:00 PM
    I worry about how long it takes to all come together. At 5th level you have no ASI and are still levels away from getting the level 5 power bump. You're really hurting compared to others characters and aren't able to contribute at their level. At 5th other front liners are attacking twice with +4 to hit and damage, you're attacking once with +3 to hit and damage. With only a single attack,...
    5 replies | 14791 view(s)
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  • Blue's Avatar
    Wednesday, 13th June, 2018, 01:34 PM
    In the current campaign I run, it's one PC per player. In a different style of campaign I wouldn't mind a stable of characters - but I feel the campaign needs to be set up for that. Even then, it would be primarily one at a time, with occasionally RPing additional ones or rare circumstances where the situation demanded multiple characters from the same player to be present. Back in my...
    37 replies | 760 view(s)
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  • Blue's Avatar
    Wednesday, 13th June, 2018, 12:11 AM
    Pardon me if the following reaction seems a bit extreme. NO! Okay, now onto a slightly more nuanced evaluation. Shadowrun had a Death Spiral, where taking damage made you less able to resist damage, which made you take more damage, which made you ineffective and unfun to play, and then it killed you. Exhaustion does the same.
    37 replies | 886 view(s)
    2 XP
  • Blue's Avatar
    Tuesday, 12th June, 2018, 11:02 PM
    The Patrons all come from points where they have power and agenda. Determine why your dead brother had power, and what his agenda is, and some may leap out at you. If the source of your twin's power is his unnatural death (or alternately he gave his life so you could live), then The Undying from SCAG might be a fit. If you are allowed the UA subclasses, then The Raven Queen might also fit...
    1 replies | 124 view(s)
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  • Blue's Avatar
    Tuesday, 12th June, 2018, 10:51 PM
    I'm reading the Dreamblood Duology by NK. Jemisin. Hard to tell, I feel I'm nearing the end of the first book (The Killing Moon). I am enjoying the book, and I am definitely enjoying non-faux-European fantasy. It's quite good, but it isn't hitting the threshold of fantastic that The Fifth Season instilled. I think it may be the more traditional storyteller's voice she's using -- it's good,...
    9 replies | 202 view(s)
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  • Blue's Avatar
    Monday, 11th June, 2018, 02:06 AM
    That just made my house rules list. That's brilliant. It keeps doesn't increase player down time even with more creatures. (Well, it still can increase it if there are less summons then players for those without, but still.)
    31 replies | 2448 view(s)
    1 XP
  • Blue's Avatar
    Sunday, 10th June, 2018, 08:27 PM
    Okay, looking at them both. Will start with a stream of conciousness, and then circle back around when I know more to evaluate. Starting with the House Rules: Hmm, don't know any of these subclasses mentioned. Strongly dislike language barriers in actual play. Something that should take up half a session of the entire campaign and then people should be able to move forward and play. ...
    5 replies | 245 view(s)
    1 XP
  • Blue's Avatar
    Saturday, 9th June, 2018, 06:39 PM
    As a house rule, I allow Bards and Paladins to pick INT instead of CHR at 1st level for their features if it's more thematic.
    18 replies | 503 view(s)
    1 XP
  • Blue's Avatar
    Thursday, 7th June, 2018, 03:35 AM
    I'd like to add another poll option (not that we can): Tension/Pacing. When a DM can keep you riding the edge of your seat, not knowing if you will survive or even knowing you won't - there's a talent there. Not only questioning if you can survive the airship crashing, but also keep it airborn long enough to give you some distance between the entire battalion of orcs you were bombing who are...
    37 replies | 1048 view(s)
    1 XP
  • Blue's Avatar
    Thursday, 7th June, 2018, 03:13 AM
    Great question. The just-one poll choice - as intended - was a tough point. I went back and forth several times, but finally went for adaptability. I see this from two aspects. One is improv - being able to do an entertaining, rewards, and meaningful session when you are completely off your tracks. (But that has Organization as a foundation for that, since if you know the big picture...
    37 replies | 1048 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 6th June, 2018, 02:17 AM
    Back in AD&D 2ed when a vorpal sword was 20=insta-kill I gave one out. However, I told them that it wasn't quite made correctly, and not to roll a 1.
    48 replies | 1704 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 6th June, 2018, 02:15 AM
    Most excellent! I've seen DMs who said they were doing something like this, but still the lion's share of XP was from combat such that it didn't make a difference really. We'd still engage in combat at the drop of a hat because a session with a few encounters would be worth 20x the XP of a session with no encounters but full of good RP and moving the plot. Maybe not that much, but "you get 200...
    33 replies | 875 view(s)
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  • Blue's Avatar
    Tuesday, 5th June, 2018, 03:57 PM
    When I was a teen, a local used book store opened up called Chapter II Books. A friend mentioned that the font made it look like "Chapter 11 Books". Sure enough, it didn't survive. Though one smart thing it did was used textbooks for the several neighboring colleges. Those things were dang expensive.
    32 replies | 949 view(s)
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  • Blue's Avatar
    Monday, 4th June, 2018, 02:33 PM
    Your statement - resisting a save-or-suck spell you would otherwise fail vs. a single round of keeping a foe close - is generally true. But the frequency of them coming up makes a big difference in utility. I'll say that being very hard to hit, most foes will not want to concentrate on you. Getting up to one and marking them (soft forcing them to concentrate on you if they stay adjacent) is...
    23 replies | 1054 view(s)
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  • Blue's Avatar
    Monday, 4th June, 2018, 02:16 PM
    I think I would boil this down to a simpler point: If the game mechanics defines the players "winning" as the group overcoming obstacles, then getting to be more competent/powerful will be a player goal. If the game mechanics defines the players "winning" as telling the best story, then having lots of hooks and ways to mechanically use flaws and rising/falling tension The game mechanics...
    32 replies | 1055 view(s)
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  • Blue's Avatar
    Monday, 4th June, 2018, 02:59 AM
    Hopefully then I can give you better math that whomever calculated it out. The problem is that the XP budget is calculated with a modifier based on the number of foes, but that modifier doesn't affect the XP actually awarded. For a party of 3-6 people, if you have a foe per PC then it's a x2 modifier. So each PC ends up getting about half the XP per enounter listed. Sure, sometimes it's a...
    33 replies | 875 view(s)
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  • Blue's Avatar
    Monday, 4th June, 2018, 01:19 AM
    Are your rates the same for different activities as long as they are meaningful? For example, is an hour long meaningful combat with good player focus and a hour long meaningful interrogation session with good player focus both worth the same?
    33 replies | 875 view(s)
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  • Blue's Avatar
    Monday, 4th June, 2018, 01:12 AM
    So we're looking at about 3 weeks to 20th level if they happen to adventure every day? 19 advances. 18 of them at 8 challenges, 1 at 4 challenges is 148 challenging encounters. If we go for the recommendation of 6-8 combat encounters (avg 7) per day, it's slightly more than 21 days. I don't know how many challenging non-combat encounters you have, but all it will do is lower the number of...
    33 replies | 875 view(s)
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  • Blue's Avatar
    Sunday, 3rd June, 2018, 05:05 PM
    Except that hurts more than it helps. Because the goal isn't just to be well defending, it's also to defend the others in the party. This is done two ways - sentinel and cavalier marking. Cavalier's Unwavering Mark has two aspects. The STR times per had doing extra damage isn't for this low-STR build, so the foes marked having disadvantage is the big part. And that only works within 5 feet...
    23 replies | 1054 view(s)
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  • Blue's Avatar
    Sunday, 3rd June, 2018, 04:11 PM
    I don't think you can have a legal character doing these at level 5. Please post.
    35 replies | 8060 view(s)
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  • Blue's Avatar
    Friday, 1st June, 2018, 09:39 PM
    I'm going to spin this around a little - what's a good rate that you and your players like to level? I bring this up because adding task-based XP on top of encounter XP will mean more total XP per session and more rapid levelling. Since I don't like rapid levelling, I find the question expands from non-combat XP, to rebalancing all XP. I tend to ignore the combat vs. non-combat portion. ...
    33 replies | 875 view(s)
    5 XP
  • Blue's Avatar
    Friday, 1st June, 2018, 08:04 PM
    Varies if I'm a player or DM. OAs are serious, but not the end of the world - there are times they should be accepted in order to do something else. If I'm the DM, I run creatures based on intelligence, aggressiveness, pain tolerance, etc. Some will, some won't. As a player, I'm wary of triggering and OA but not afraid of it, but I'm in a minority. It's a good rule - it really makes...
    42 replies | 1677 view(s)
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  • Blue's Avatar
    Thursday, 31st May, 2018, 08:20 PM
    I really like Nolzur's Marvelous Pigments. And will echo iserith on the Immovable Rod. My favorite combo of items is no long in the DMG. We still have the Decanter of Endless Water, but that was the most fun when paired with Boots of Water Walking. Go a geyser at an angle, run up it. Just lots of inventive uses for interacting with the environment with that pair. Oh, and as for the Ring...
    48 replies | 1704 view(s)
    2 XP
  • Blue's Avatar
    Thursday, 31st May, 2018, 07:25 PM
    I wasn't. I gave a clearer example of why just because you can not use something for a build doesn't mean banning it is not balanced across all builds. Please don't mix up "possible to build" with "remains balanced". You focused too much on a specific example and totally missed the point I was making. Let's try try to explain it again - I can build a viable wizard without using any spells...
    44 replies | 1636 view(s)
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  • Blue's Avatar
    Thursday, 31st May, 2018, 03:46 PM
    I was reading a thread about homebrew feat costs, and Lucky was in the same highest tier as SS and GWM. There's been a lot of discussion back and forth about the later two, but Lucky seems to be more of a solid choice then an overpowered choice. Among the friendly gang of optimizers that is a good chunk of my FLGS's AL league, I can't point out that I have any memories of it in play. And...
    50 replies | 1443 view(s)
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  • Blue's Avatar
    Thursday, 31st May, 2018, 03:34 PM
    Blue replied to Feat Points
    Thanks for stating your goal, that makes it easy to evaluate in that context. I think this works well. A few questions or comments but overall I'm positive to this. What is the purpose of being able to spend every other level? The only times I can see it coming up are a variant human picking up a 2 point feat at 1st and 2nd, and a fighter or rogue getting a 2 point feat on an even level...
    21 replies | 609 view(s)
    1 XP
  • Blue's Avatar
    Thursday, 31st May, 2018, 03:17 PM
    Okay, that's just awesome. Extremely flavorful, effective in an unusual way, effective in a way that helps everyone in the party shine so everyone gets spotlight. Bravo! I tend to think that when players intentionally invest resources like a feat into a specific type of action, they intend to use that action. The player decided upfront they wanted that to be part of their character's...
    348 replies | 10354 view(s)
    1 XP
  • Blue's Avatar
    Thursday, 31st May, 2018, 03:03 PM
    There's a lot of ways to increase hit chance, both for yourself and by others in your party. It becomes a self-fulfilling prophesy - one character picks up SS/GWM, suddenly the Cleric makes sure they are one of the Bless targets, others see how much damage they do on a hit so they start helping - more buffs like haste or greater invisibility, debuffs on foes so they grant advantage when...
    348 replies | 10354 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 31st May, 2018, 02:42 PM
    On further thought, I think the reaction use is a show stopper. Cavalier's Unwavering Mark only provides disadvantage if the creature marked is within 5ft of you. Having Sentinel to stop movement of anyone who tries to move away is really important to the integrity of that, which means your reaction really needs to be available for OAs. Plus Warmage doesn't grant +2 to AC, it grants +2 to AC...
    23 replies | 1054 view(s)
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  • Blue's Avatar
    Thursday, 31st May, 2018, 02:07 PM
    If you were dropping Monk, would you stay DEX? In a vacuum, DEX is better than STR with a one handed weapon because of all the rest it adds in (major save vs. minor, initiative, more skills, etc.). But a higher STR would allow you to change races from Dwarf without getting a penalty to speed in heavy armor. Is there a better race that would be worth the switch? Nothing leaps out at me.
    23 replies | 1054 view(s)
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  • Blue's Avatar
    Thursday, 31st May, 2018, 01:36 PM
    I agree, most of the balance problems I've seen is multiclassing - it's so much easier to shoot yourself in the foot and create an accidentally bad character with multiclassing then it is with single classes. Quite the opposite of 3.x and 4e where multiclassing was the path to power. Even with the AL optimizers at my FLGS it's rare to see multiclassing except for a few occasional picks like...
    44 replies | 1636 view(s)
    1 XP
  • Blue's Avatar
    Thursday, 31st May, 2018, 01:32 PM
    I don't think that stands up to further examination. If I said "You can use point buy, but not increase DEX", it's not balanced across all characters just because someone could chose not to increase DEX for some builds. Same here - just because feat-only is one way to build a character, that doesn't address if eliminating the ASI option has the same impact on the various classes and builds of...
    44 replies | 1636 view(s)
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  • Blue's Avatar
    Thursday, 31st May, 2018, 01:00 PM
    If the trap has a listed +X to hit, it's the attacker. Is it visible? Depends on the circumstances. A big blade that comes down and slices is visible when attacking, so that seems obvious. Contact poison coating a door handle probably isn't - though that's a poor example since that's probably a save. Except for extenuating circumstances (invisible blades, certain spell attacks, etc.) I'd...
    10 replies | 356 view(s)
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  • Blue's Avatar
    Thursday, 31st May, 2018, 12:46 PM
    No, the spell also specifically describes that it creates a weapon. the weapon is created by the spell, not part of the caster. It just needs the caster to direct each attack.
    10 replies | 356 view(s)
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  • Blue's Avatar
    Wednesday, 30th May, 2018, 10:14 PM
    You're right, I confused myself moving back and forth between different builds. Good catch.
    13 replies | 484 view(s)
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  • Blue's Avatar
    Wednesday, 30th May, 2018, 10:12 PM
    For me, this is the poster child for when to use passive investigate. It's for something the character could notice, but when asking the player to make a check would tip them off.
    58 replies | 1356 view(s)
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  • Blue's Avatar
    Wednesday, 30th May, 2018, 09:37 PM
    My mistake, I missed the utility of Cavalier in marking. Thanks for taking the time to lay it out. Three more levels of fighter will give two ASIs and another use of Indomitable. While not huge, that could be Resilient (Wis) and something. At first I was thinking Shield Master, but that Dex boost only adds if it's single target, and the other features compete for your bonus action and...
    23 replies | 1054 view(s)
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  • Blue's Avatar
    Wednesday, 30th May, 2018, 05:48 PM
    morris, want to share your experiences DMing AiME? Also, what do you think about Lancelot's two long descriptions? It may explain some of the differences your players were feeling.
    38 replies | 2119 view(s)
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  • Blue's Avatar
    Wednesday, 30th May, 2018, 04:38 PM
    I like how it all comes together. That's pretty impressive survivability. With a DM who does 6-8 encounters a day, it will be a while before you get enough slots to cast Shield of Faith regularly enough to include it in you "all day" AC - but you'll still have it for whenever things get tough. You do not get a monk bonus action attack when wearing armor or a shield (in the PHB, second...
    23 replies | 1054 view(s)
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  • Blue's Avatar
    Wednesday, 30th May, 2018, 04:14 PM
    That last point you make is pretty important. I've also found that characters that help make others shine are rarely considered overpowered because they are good at sharing the spotlight. Monk's Stunning Strike definitely fits into that category, allowing the others to (also) get Advantage to hit and deliver their big attacks on a critical foe.
    13 replies | 484 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 30th May, 2018, 04:11 PM
    I agree with this. Both when you cast, and when you use a bonus action to attack with it, the spell clearly says that "you" make an attack. This is further pushed that it a melee spell attack. It's using your spellcasting ability, not some score for a conjured weapon, and it's attacking as a spell not as a weapon. All of that said, at my table I'd let my players respond if they can see...
    10 replies | 356 view(s)
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  • Blue's Avatar
    Wednesday, 30th May, 2018, 02:05 PM
    8th? Okay, that gives us some room to play. Here's a few ideas to flesh out. (BTW, both human and half-elf have two floating +1 to ability scores. if you go half elf, just add in +2 to CHR as well. And get a lot of elven goodies instead of a feat. Both are solid choices, do whatever feels better except for the few I specifically point out variant human.) Lightening Stick Monk (Kensei)...
    13 replies | 484 view(s)
    2 XP
  • Blue's Avatar
    Wednesday, 30th May, 2018, 03:20 AM
    Woo! Yesterday night I wasn't sure what to read from my pile. I picked up a book and read 7 pages before falling asleep... ...right now, I'm 344 pages into Jacqueline Carey's _Dark Currents_. Been reading all evening. No netflix, no computer games, no ENworld or bookFace or other site. And dang if it doesn't feel good.
    32 replies | 949 view(s)
    2 XP
  • Blue's Avatar
    Tuesday, 29th May, 2018, 11:02 PM
    Welcome James, have some XP. Great backstory, and with your DM's flexibility reskinning I think we can fit in the cool stick-fighting ideas you have. Well, D&D combat is a little abstract, so close-in vs. "sword length" away we don't model that closely, but we can get enough that you can describe it as you like. You mentioned a feat, I was wondering what level your character would be. ...
    13 replies | 484 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 29th May, 2018, 03:26 PM
    This was errata'd off the table several years ago.
    20 replies | 716 view(s)
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  • Blue's Avatar
    Tuesday, 29th May, 2018, 12:36 PM
    I agree it's too fiddly, but also think it's too irrelevant. Only a fraction of humanoids will be wearing heavy armor or wearing shields. In a urban campaign that would be a reasonable ability. But humanoid are only a small percentage of foe types. Most foes have natural armor and weapons, making the ability useless against well over 95% of foes. Unless you want to extend it out. Say,...
    51 replies | 1668 view(s)
    1 XP
  • Blue's Avatar
    Tuesday, 29th May, 2018, 03:18 AM
    Just finished The Truth by Terry Pratchett. Took me a bit to get into it, but then the second half flew. Have a deep To Be Read pile right now, will post when I decide what's next. :)
    32 replies | 949 view(s)
    1 XP
  • Blue's Avatar
    Tuesday, 29th May, 2018, 03:16 AM
    My take is that Star Wars is Space Opera, and focuses on specific heroes changing the universe. Star Trek, while having heroes, often seems like those heroes only have local influence and it's the groups that have the power. Yes, you have the Rebel Alliance, but it's rag-tag - if it didn't have individual heroes it wouldn't be so effective, while the Federation would be hit for losing any...
    48 replies | 1281 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 29th May, 2018, 03:03 AM
    One concern I have is strictly table based - what's your range of play. For example, most of the games I'm in use point buy, in seem to last until the 8-10 range. So for about half of play there are no feats (except variant human), half has a single ASI/feat, and a little bit with two ASI/feats. With feats only, that means that except for the very end, a 17 that can be increased to an 18...
    44 replies | 1636 view(s)
    0 XP
  • Blue's Avatar
    Monday, 28th May, 2018, 03:24 PM
    I was addressing this - that the concept covered currently by half casters can be done better by multiclassing a full caster and a non-caster if you have this rule. As a full-caster they get access to this which a half-caster wouldn't, and they are even better at recovering slots then a straight caster because they have some bigger HD. That wasn't quite what I was suggesting. I was...
    41 replies | 1537 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 27th May, 2018, 11:13 PM
    How did the cleric do for the other 5-7 encounters in the day? If the answer is "the party didn't have 5-7 more encounters that day", then you really have no comparison to evaluate. The #1 point I hear about encounters being easier than expected has to do with characters with daily resources who get to use them in just a few encounters. It is an often repeated myth that harder encounters...
    136 replies | 59937 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 27th May, 2018, 11:05 PM
    I'm not 100% I have your concept, let me restate and see if I have it right. During a rest, HD spent can regain spell slots as well as HPs for full casters, at the rate of 5 HPs per spell slot level. This will result in more total spell slots per day, not replacing normal recovery. I think this would be very powerful. And common. But not common as in regaining a bunch of 1st level spells....
    41 replies | 1537 view(s)
    0 XP
  • Blue's Avatar
    Sunday, 27th May, 2018, 10:57 PM
    Ignore this - was trying to respond to an alternate in a comment and responded to the main thread instead.
    41 replies | 1537 view(s)
    0 XP
  • Blue's Avatar
    Friday, 25th May, 2018, 08:57 PM
    To riff off Gavin's idea: triggers are usually related to stress. Having to do meaningful things with repercussions if they fail (the only time you roll d20s), really does make it sound like you should trigger on some d20 roll. But a 1 means that it always triggers on failure. With 12 personalities, I'd trigger the change on a 12. Sometimes it's a success, sometimes a failure. But it's a...
    2 replies | 271 view(s)
    0 XP
  • Blue's Avatar
    Friday, 25th May, 2018, 07:40 PM
    If you've seen all those without rules changes to support the individual settings, then you're missing out. Some will play base 5e just fine, but others like Dark Sun played base 5e rules with cleric, no psionics, no muls or half-giants, no despoiling - that's not Dark Sun. Same for Dragonlance, Eberron, Ravenloft, etc. If you have played with alternate rules for them, then you see how...
    17 replies | 700 view(s)
    0 XP
  • Blue's Avatar
    Friday, 25th May, 2018, 03:31 PM
    Okay, assuming that you want to be good at this while also being good at other things. If that's the case, CHR-caster seems part of what you need. But you need to be able to do this sans-magic. From XGtE, the Rogue (Mastermind) at 3rd will all you to unerringly mimic speech patterns and accent as well as giving proficiency with both disguise kit and forgery kit (to help mimic handwriting). ...
    1 replies | 328 view(s)
    0 XP
  • Blue's Avatar
    Friday, 25th May, 2018, 02:58 PM
    Your last sentence catches why they can't do this. The mechanics need to support the setting. And to a lesser degree, the setting needs to support the mechanics. For example, straight D&D 5e doesn't strongly support a Middle Earth type setting, because of the high levels of magic and such. You'd want to either adjust the rules (like has been done in 3rd party suppliments for ME) or adjust...
    17 replies | 700 view(s)
    0 XP
  • Blue's Avatar
    Friday, 25th May, 2018, 02:23 PM
    Very much agreed. Maybe as a conditional bonus so it's noticeable when it comes up. Elixir of Final Effort When consumed, this gives you superhuman effort but burns you out. Your proficiency bonus increases by four, you gain proficiency on all saves and resistance to all damage types for 10 minutes. For the duration, you must make a DC 25 Constitution save every minute starting immediately...
    15 replies | 543 view(s)
    2 XP
  • Blue's Avatar
    Friday, 25th May, 2018, 02:00 PM
    That was actually a fairly large plot point in a pair of 3.0/3.5 campaigns I ran. Immortal beings (my elves and dragons didn't die of age) had spirits, but that also meant that their base nature was immutable. One of the reasons why chromatic dragons were always evil. (And that my orcs were NOT irredeemable and just murderhobo fodder). Elven spirits returned to a great vessel of spirits,...
    377 replies | 13072 view(s)
    1 XP
  • Blue's Avatar
    Friday, 25th May, 2018, 03:38 AM
    Firm rule. We play down one, we cancel down two. We used to try to reschedule a missed sessions, but only with everyone (since otherwise it's a popularity contest), but that ended up not working out often anyhow. When we had one player who was holding down several jobs and another who was a bit erratic with their work, we went up to six and played down two, cancelled down three. (So it...
    19 replies | 593 view(s)
    0 XP
  • Blue's Avatar
    Thursday, 24th May, 2018, 02:04 PM
    Okay, just thinking about this in the abstract: If casters still have a large number of slots, they have both nova and staying power. I would need to greatly reduce the number of available slots. Like the caster vs. warlock, it's nova vs. recharge. Say one per spell level and eventually getting a second. That will weaken some low level utility spells like Shield that expect to be able to...
    41 replies | 1537 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 23rd May, 2018, 09:41 PM
    Blue replied to Core+1
    This is actually one of the main points I have. I don't think this is reasonable in all circumstances. I do find it reasonable in any home game environment, where the DM and players default to a long term relationship. Which is not where PHB+1 exists so it doesn't matter. (Regardless of Mearls & Crawford's personal opinions about how they design, it's not a rule anywhere in the core books.)...
    159 replies | 5665 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 23rd May, 2018, 06:00 PM
    Blue replied to Core+1
    I don't remember seeing any "slam dunk" against it. Would you mind reposting? The primary point I want to see addressed is keeping the barrier to entry for new players into AL as low as possible. Because AL, with the ability to show up and sit down to play is the easiest way for new players to try out the game. Specifically in the "real world" environment - rules books aren't released for...
    159 replies | 5665 view(s)
    1 XP
  • Blue's Avatar
    Wednesday, 23rd May, 2018, 04:10 AM
    Blue replied to Hi, I'm Andrea
    Welcome to ENworld, have some XP. Feel free to post questions - we're a rowdy bunch with a lot of different opinions and viewpoints, some of which will hopefully line up with your thoughts and be useful. But generally friendly. :) One bit of DMing advice is the same as writing advice - the best way to get better is to do it. So leap in there and have fun. Don't be afraid that you need...
    21 replies | 935 view(s)
    0 XP
  • Blue's Avatar
    Wednesday, 23rd May, 2018, 12:12 AM
    More spells, especially non-combat. I'd be okay with "filling in the blanks" some as well, such as some spell schools or some elemental damage types just don't have reasonable choices at every level. Give me more spells that help other pillars (without being just being "I win" buttons), and are worthy enough that actual real players are willing to give up combat might to cast them.'
    53 replies | 1870 view(s)
    2 XP
  • Blue's Avatar
    Wednesday, 23rd May, 2018, 12:08 AM
    Blue replied to Core+1
    While I don't mind it, I see enough people who do that I'd be fine with getting rid of PHB+1 - as long as their solution keeps the same low barrier to entry to new players in AL. 3.x and 4e had a huge collection of splatbooks that introduced a large amount of power creep. New players getting in with just the core books (or just the SRD back in 3.x days) were at a severe disadvantage. It...
    159 replies | 5665 view(s)
    1 XP
  • Blue's Avatar
    Tuesday, 22nd May, 2018, 09:22 PM
    You mean, we have no information except first hand observation from someone who grew up in poverty on that world, i.e Gamora. It was discussed in the same scene he mentions how it is now. She doesn't disagree with any of his assessments on how it was with the poor living conditions from too many people. She was already telling him off about hating the chair and hating her life, she wouldbn't...
    128 replies | 3995 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 22nd May, 2018, 09:11 PM
    Not quite. It originally was "Part 1". But that was scrapped; officially it's just Avengers: Infinity War.
    128 replies | 3995 view(s)
    0 XP
  • Blue's Avatar
    Tuesday, 22nd May, 2018, 09:08 PM
    Loki swore undying loyalty. My money is on that he had a plan and that word choice was his private laugh at the world, a little something so he could celebrate his own cleverness. I'd guess that "the sun has not set on Asgard" line is also related to something he was trying to signal to his brother regarding it.
    128 replies | 3995 view(s)
    0 XP
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Sunday, 17th June, 2018


Friday, 15th June, 2018


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Wednesday, 6th June, 2018


Monday, 4th June, 2018


Sunday, 3rd June, 2018


Friday, 1st June, 2018


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

  • 07:29 PM - Sunseeker mentioned Arilyn in post Arcane multiclassing... does it make sense?
    A power hungry wizard would rather try to become a lich instead, and for otherworldly entities - he does not pray to them or revere them as a master, but he summons them to do his bidding. I am equally perturbed by this statement as Satyrn and Arilyn are. It may simply be your word choice, but I think there is plenty of fantasy material showing smart (read: hit int score) wizards making packs with dark powers in order to gain unique, unrivaled or secret magic. I think the classic "high int, low wis" parable is appropriate here. A smart wizard may not worship any god but knowledge, but that same smart wizard is smart enough to know that other creatures know things he doesn't and his lust for knowledge (and therefore power) cause him to make deals to gain that knowledge. I mean we've got the classic parable right there: Faust. Beyond that, while a power-hungry wizard might desire to become a lich, I don't see how that's universal. There are plenty of ways a wizard could transcend mortality, and plenty more ways a wizard could bypass the human lifespan. And this is of course, discounting more naturally long-lived races like elves.
  • 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.

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Monday, 4th June, 2018

  • 05:57 PM - Tony Vargas quoted Arilyn in post Flipping the Table: Did Removing Miniatures Save D&D?
    What's the difference between having no role playing rules because you'll assume everyone will just freeform it versus having no roleplaying rules because you think it isn't important?I'm not sure what you even think a "role-playing rule" /is/, so that's hard to answer. 13A, 4e, & 5e all have rules that define the character concept & tie it back to the setting (backrounds & icon relationships; backgrounds & Themes/Paths/Destinies; and backgrounds & personality traits, respectively) and rules to resolve challenges out of combat (backgrounds, skill challenges, and attribute checks, respectively). All three use alignment in some form. Ultimately, though, they are Role-Playing Games - everything you do in one of them /is/ roleplaying, and all their rules support that. It shares some similarities with 13th Age, after all. And people who have similar play styles to mine are seeing things in the game that I didn't. I still have my books, so I would like to give it another shot. 13A is ...
  • 02:40 PM - Kobold Boots quoted Arilyn in post Flipping the Table: Did Removing Miniatures Save D&D?
    Usually, when I finish reading a new rpg, I get excited about making a character. This didn't happen with 4e, which was odd for me. Made a character anyway, and we ran a few adventures, but the usual roleplaying didn't happen. Couldn't get into it. I would like to try again, because we may have sold the game short. It shares some similarities with 13th Age, after all. And people who have similar play styles to mine are seeing things in the game that I didn't. I still have my books, so I would like to give it another shot. TBH, the first time I made a character for 4e (session 0 for my group) we had all just jumped in without pre-reading anything. Left the experience with some serious apprehension because we all realized at different times how table oriented or video gam-ey it felt. Half of the table mentioned at one point in time or another that if we didn't know each other well, we'd just go play a group based video game together every week for a few hours and get rid of the prep. N...

Sunday, 3rd June, 2018

  • 09:46 PM - Jay Verkuilen quoted Arilyn in post Flipping the Table: Did Removing Miniatures Save D&D?
    I would like to try again, because we may have sold the game short. It shares some similarities with 13th Age, after all. And people who have similar play styles to mine are seeing things in the game that I didn't. I still have my books, so I would like to give it another shot. I think you'd get most of the benefit of 4E from 13th Age.
  • 06:09 PM - Kobold Boots quoted Arilyn in post Flipping the Table: Did Removing Miniatures Save D&D?
    I could never get into 4e, because it felt like a purely "combat" game with little personality. I love 13th Age, however, and have been hearing lots of differing opinions on 4e. Maybe should take another look.:) I'll agree that the rules of any game, focus the players. However, the biggest determiner of the personality of the game is the personality of the group playing it. If I ran a combat only session then yes, it's a pure combat game. If I ran a session where all characters were at court, then it took on the personalities of the players and their characters. Generally, role-playing doesn't change when you staple combat rules on top of it. But if you have a DM and players that obsess over the grid all the time, then sure, the game isn't an RPG in the best sense of the term. Edit because I hit submit too quickly. The best campaign I ever ran was done with 4e. The reason it was the best was because the players were hardcore larpers at one point in time with at least two of them thea...
  • 09:50 AM - MichaelSomething quoted Arilyn in post Flipping the Table: Did Removing Miniatures Save D&D?
    I could never get into 4e, because it felt like a purely "combat" game with little personality. I love 13th Age, however, and have been hearing lots of differing opinions on 4e. Maybe should take another look.:) What's the difference between having no role playing rules because you'll assume everyone will just freeform it versus having no roleplaying rules because you think it isn't important?
  • 03:01 AM - pemerton quoted Arilyn in post Flipping the Table: Did Removing Miniatures Save D&D?
    I could never get into 4e, because it felt like a purely "combat" game with little personality. I love 13th Age, however, and have been hearing lots of differing opinions on 4e. Maybe should take another look.:)There's no disputing that combat is a major focus of the 4e rules. If you think that combat is an alternative to narrative development, rather than a possible site of narrative development, 4e may not work for you. From my point of view, 4e is the only version of D&D that comes at all close to supporting free descriptor-style resolution (of the sort found in systems like HeroWars/Quest, Maelstrom Storytelling, and other indie or indie-type RPGs). This might seem an odd thing to say about a mini-&-grid combat system, but here are two links to actual play reports that illustrate what I've got in mind. Part of what lets 4e support this is the same thing that underpins its status as the only version of D&D with systematic non-combat conflict resolution (of the sort found in all sorts...

Saturday, 2nd June, 2018

  • 06:06 AM - MichaelSomething quoted Arilyn in post Pathfinder 2 Preview: Downtime
    Eh, I have no problem with combat, exploration etc that stuff has been in the game since forever. It is the copying of magic item levels from 4e that concerns me. Yes, and? Paizo is no stranger to copying D&D nor is the ENTIRE INDUSTRY for that matter. Its almost like people try to work with ideas that work. And hey they maybe might do a few things better with it considering 5e has support for one pillar and dam near little for the other two Designers happily borrow from each other. The industry is usually friendly that way, (these days, anyway). The ideas with downtime, however, came up in Paizo' s Ultimate Campaign book years ago, so even if you are concerned about this... Let's hope on one enters the thread and say that the Pathfinder developers never looked at 5th Edition then :P
  • 03:55 AM - EthanSental quoted Arilyn in post Pathfinder 2 Preview: Downtime
    Designers happily borrow from each other. The industry is usually friendly that way, (these days, anyway). The ideas with downtime, however, came up in Paizo' s Ultimate Campaign book years ago, so even if you are concerned about this... Thats an an excellent book, mined plenty of it myself.

Wednesday, 9th May, 2018

  • 02:33 PM - pemerton quoted Arilyn in post What is *worldbuilding* for?
    The mistake I made earlier was assuming that I had been mixing Classical play with Story Now elements. My players had lots of agency, and made decisions which could take the story in any direction. They could even add elements to the fiction. Other times, I set up more traditional play. What could be more narrativist than that? If players weren't feeling creative, no problem, they would have my story to fall back on. This is a sound style of GMing, and will probably continue to be my preferred style, but it is not Story Now. It is in fact, as Ron Edwards describes it, simulationist. My table is simulating story. If I set up, even a loose framework of renegade outlaws rebelling against an evil king, my players are going to dive in and further those tropes. There is an assumption ahead of time of where this particular story is going, even if details are fuzzy, and the players will have buy-in. Even if the players do something unexpected, like joining the king's forces, the story is still about ...
  • 11:28 AM - Ovinomancer quoted Arilyn in post What is *worldbuilding* for?
    But in terms of Story Now his explanation holds water. He didn't actually come up with the term, just expounded on it at great length.:) And since the explanation holds up with what others are saying, than I assume it's a correct definition of that technique. I am not abandoning my GM style, and when I said I was in error, it was strictly in relation to Story Now, not that my technique is wrong. As far as Ron Edwards explanation of Story simulation, isn't that what we do in rpging, and do you find something wrong with this definition? There is no implication in the explanation that states our stories are weak or not original. In fact, Mr. Edwards himself, states that Classical play is less likely to get screwed up. I know there is a lot of resistance to GNS, but it's not that bad. The model assumes most groups are mingling the play styles. If you go far enough into narrative, you get Story Now, which doesn't play well with others, for sure. No matter which style you lean toward, all rpging...
  • 01:55 AM - Tony Vargas quoted Arilyn in post What is *worldbuilding* for?
    two reasonably broad but also recognisable play priorities: players exercising agency over the content of the shared fiction by way of action resolution and players learning what setting ideas and elements the GM has come up with, and enjoying the experience of learning them by way of second-person narration I think it's pretty hard for the same episode of RPGing to serve both those priorities.Seems like it would be hard to avoid at least elements of each. Clearly the DM has to come up with /something/ to get the ball rolling, and players have to do /something/ to keep it rolling. The mistake I made earlier was assuming that I had been mixing Classical play with Story Now elements. My players had lots of agency, and made decisions which could take the story in any direction. They could even add elements to the fiction. Other times, I set up more traditional play. What could be more narrativist than that? If players weren't feeling creative, no problem, they would have my story to fall...

Tuesday, 8th May, 2018

  • 05:49 PM - Bedrockgames quoted Arilyn in post What is *worldbuilding* for?
    Yes, there's been repetitive arguments and loops, but I believe that overall, the discussion has been interesting and thought provoking. I've learned some things, thought more deeply about how rpging happens, and have been engaged enough to do some more digging into Story Now. The mistake I made earlier was assuming that I had been mixing Classical play with Story Now elements. My players had lots of agency, and made decisions which could take the story in any direction. They could even add elements to the fiction. Other times, I set up more traditional play. What could be more narrativist than that? If players weren't feeling creative, no problem, they would have my story to fall back on. This is a sound style of GMing, and will probably continue to be my preferred style, but it is not Story Now. It is in fact, as Ron Edwards describes it, simulationist. My table is simulating story. If I set up, even a loose framework of renegade outlaws rebelling against an evil king, my players are going...
  • 04:29 AM - Manbearcat quoted Arilyn in post What is *worldbuilding* for?
    The argument over agency is getting odd. The detractors of Story Now gaming have claimed that their players wouldn't want to have input into the fiction. The players want to inhabit their characters as if they are there. It's the GM's job to create and describe the world. Fair enough. Why then, are there arguments that Classical players have just as much, if not more agency than Story Now gamers? It seems pretty obvious that not having input over the actual fiction, other than character decisions, is less agency. And since it is not desirable for the players to be declaring actions which shape the world, what's the problem? Aren't Classical games aiming for high character agency and low player agency? If you are letting players have some control over the fiction than you are at least dabbling in Story Now, and so, I would assume, not be too opposed to Story Now advocates. The argument that Story Now gamers actually have less agency is even stranger. It seems to come from the idea that playe...

Saturday, 5th May, 2018

  • 07:21 PM - Tony Vargas quoted Arilyn in post What is *worldbuilding* for?
    And looked what happened to Socrates;)@Hemlock's not even posting on this thread.
  • 05:46 PM - Tony Vargas quoted Arilyn in post What is *worldbuilding* for?
    Pemerton, you ask so many questions, ...It's called the Socratic Method, I believe... pemerton's questions did let me think more deeply about these topics. ...and that's how it works...
  • 01:03 PM - pemerton quoted Arilyn in post What is *worldbuilding* for?
    You aren't in the DM's world. He may have created the part of it that the game is set in, but the world belongs to both the DM and players once play starts, and the resulting story that comes from the DM/Player interactions is a collaboration. Players aren't there to be an audience of any kind.This may be true of your game. It's clearly not true of everyone though, given some of the posts early in this thread. The purpose is to establish a setting for the players to play in. It's that simple. What does to play in mean? It's not like a sandpit or a playground. The actual activity at the table is primarily the speaking of words. Until we drop metaphor for literal descriptions, very little useful analysis is going to follow. Having a setting to play in is very worthwhile in my opinion.Again, what does this mean? What actual utterances at the table are you referring to? I think the proposition is that someone, a 'GM', provides a box full of toys, the 'sandbox' if you will. The play...
  • 05:17 AM - Ovinomancer quoted 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. The argument over agency is getting odd. The detractors of Story Now gaming have claimed that their players wouldn't want to have input into the fiction. The players want to inhabit their characters as if the...

Friday, 4th May, 2018

  • 11:52 PM - Maxperson quoted Arilyn in post What is *worldbuilding* for?
    Hey, thanks for the numbering.:) 1. Yes, I agree mostly, but having players with agency over the fiction is still more agency. Whether that's desirable is subjective. I look forward to you proving this statement of fact with hard numbers.
  • 10:20 PM - Maxperson quoted Arilyn in post What is *worldbuilding* for?
    The argument over agency is getting odd. The detractors of Story Now gaming have claimed that their players wouldn't want to have input into the fiction. The players want to inhabit their characters as if they are there. It's the GM's job to create and describe the world. Fair enough. Why then, are there arguments that Classical players have just as much, if not more agency than Story Now gamers? It seems pretty obvious that not having input over the actual fiction, other than character decisions, is less agency. And since it is not desirable for the players to be declaring actions which shape the world, what's the problem? Aren't Classical games aiming for high character agency and low player agency? If you are letting players have some control over the fiction than you are at least dabbling in Story Now, and so, I would assume, not be too opposed to Story Now advocates. The argument that Story Now gamers actually have less agency is even stranger. It seems to come from the idea that pla...
  • 08:54 PM - Lanefan quoted Arilyn in post What is *worldbuilding* for?
    This is well put, and sums it all up quite reasonably. But, a few notes: (I've taken the liberty of inserting some numbers into the quote to connect to my responses below, as I wanted to leave your message otherwise intact) This just means they are happy with the current level;ithas no bearing on their agency in comparison to Story Now games. There seems to be an underlying theme that more agency equals better. (1) This isn't true for all games or players. Total agency is not necessarily a good thing. If I start a new job, and am told to do as I think best with no constraints or guidelines, I'm going to feel at a loss. I would prefer some direction. I think the weakness of Story Now can be high player agency. The players might not know what they want to do. Story Now also runs the risk of the group ending up with not much story at all. There are strengths and weaknesses in both styles. In Story Now, the players have agency over what has traditionally been in the GM's hands. This gives the...


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