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    Sunday, 4th November, 2018, 09:07 PM
    You can torture a demon. They feel pain and fear death like any other creature. The fear of painful torture and death is how more powerful demons control weaker ones. They don't fear mortals because the nature of outsiders. You kill them anywhere outside of their home plane, they just form a new body on their plane. The only way to permanently kill them is on their home plane. But back...
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    Sunday, 4th November, 2018, 08:56 PM
    Which is one of the things that creates holes in religion.
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    Sunday, 4th November, 2018, 05:23 PM
    Yes, torture is evil. This is a very slippery slope to go down. The people torturing may think they are doing things for the greater good, or the safety of the village/town etc. But what's actually happening is they are staining a d corrupting their own soul which is actually the goal of fiends. You start on this road. And it may feed you just a shred of useful information to make you think...
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Sunday, 4th November, 2018


Friday, 13th July, 2018

  • 06:25 AM - Hawk Diesel mentioned neogod22 in post I hate death saves. Propose your solution.
    ...un for you, just that you hate the idea of death saving throws. So is your goal for character death to happen more often and more likely be the result of the dice rather than player choice or character action? Without some transition period between being alive and dead, it can lead to situations where death is anticlimactic, and there is less tension because there is no opportunity for your teammates to intervene. In my experience, if players are not prepared for this and accepting of it, then it can lead to hurt feelings or a sense that the hero they put so much time and effort into creating was ripped from them. If you want more player death, than remove the death saving throw. More hit points won't negate or balance the removal of death saves I don't think, because even at half HP or even full for the weaker characters, a well rolled fireball can still kill everyone without any opportunity for recourse. You could always adopt the previous death and dying rules as posed by neogod22, or consider any number of methods. But it is hard to provide adequate assistance if all we know is that you want to remove the death save, but cannot define the purpose or end goal outside of that. Because it's easy enough to just say "No more death saves." You don't need us for that, if that's all you want.

Tuesday, 14th November, 2017


Monday, 28th August, 2017

  • 05:49 AM - Ilbranteloth mentioned neogod22 in post Point Buy vs Rolling for Stats
    I really dislike this type of sales pitch. I've heard variations on it several times over the years. It always makes me feel like I'm being proselytized by a cult member. "You just haven't done it the right way. You're really missing out on the "real way" of playing D&D. C'mon, just try it one more time. And have some complimentary Kool-Aid while you roll up your character." Nope, not my intention at all. I think I'm pretty good at pointing out that my approach is just that, my approach. It's not for everybody, and I don't begin to pretend it is. And the sentence you didn't include that immediately preceded that was "And if I sat down at your table I'd happily play your game with your rules." And the response as a whole was in direct response to: "But if I sat at your table and you told me I had to do this bulls*it, I'd get up and leave." That leads me to believe that neogod22 has not tried it. More importantly, their response, as well as those by others, regarding how the system works, or the ramifications of using such a system don't match my experience using the approach for a long time. Which also leads me to believe that the approach as we apply it in our campaign is different than what others think it is. It's not the "real" way, it's a different way. It wasn't even the "default" way until 2e (the "default" or Method I in AD&D was 4d6, drop one, arrange as desired). I really have no idea whether neogod22 has tried it. That was a legitimate question. And after all the time that I've played, I have honestly found that this is the approach I/we like best. That's a simple observation of my own experience and statement of fact regarding our table. The fact that we build the characters together, rather than at home by ourselves is another part of the process we use, and I think is probably pretty different from how most folks that use point buy/optimizat...

Friday, 4th November, 2016

  • 03:09 AM - Helldritch mentioned neogod22 in post Totally underwhelmed by 5e bladesinger, am I missing something?
    neogod22 You sir, found the argument I have been searching for but couldn't get my mind (and eyes) on. Now everything is falling into place and rule bound. Thanks a lot. This is exactly what I have been trying to get across in multiple different posts. I just couldn't find the proper way to say. But you SIR you did it. Kudo on that one.

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Sunday, 4th November, 2018

  • 09:32 PM - Morrus quoted neogod22 in post Tormenting Demons
    You start on this road. I'm pretty sure torturing people is the *end* of the road to evil, not the start. The start is, like, shoplifting or something. I can't think of much worse you can do to an individual than torture them.

Friday, 12th October, 2018

  • 04:17 PM - Blue quoted neogod22 in post Using Wands/Staves and Misty Step
    The action of using a magic item is not the same action as casting a spell. They are 2 distinct and different actions. True but irrelevant in this particular case. Let me give an example elsewhere. Say you had up Hex, which adds +d6 necrotic damage whenever you hit the target with an attack. That extra damage does not care if you hit with an attack with the Attack action, with the Cast a Spell action to attack with Booming Blade or Green Flame Blade, or with a reaction to make an Opportunity Attack. Or even with a bonus action if you were dual wielding or had Polearm mastery. Similarly, the limitations on a bonus action spell do not care what the action is used, you simply can not cast another spell during the same turn with the exception of a cantrip with a casting time of 1 action. The magic item is casting the spell NOT YOU. It's the same as using a potion. The potion is giving the spell effect, NOT YOU. You are not using any verbal, somatic, or material components when you use a...

Thursday, 11th October, 2018

  • 09:51 PM - the Jester quoted neogod22 in post Using Wands/Staves and Misty Step
    This is wrong. Using a magic item is it's own action, so casting a spell and using a magic item will allow you to technically cast 2 spells in the same round. If you use a magic item that allows you to cast a spell, you're still casting a spell. The action of using a magic item is not the same action as casting a spell. They are 2 distinct and different actions. The magic item is casting the spell NOT YOU. It's the same as using a potion. Others have already provided the relevant quotes. Again, a wand typically allows the user to cast a spell. It does not cast the spell itself. Potions, on the other hand, provide you with the benefits of a spell without allowing you to cast it. ...Of course some DMs may think otherwise, but that's just as dumb as the people who think a wizard can counter a counterspell. You can. Nothing dumb about it (and please refrain from insulting those who play differently than you). Counterspell is a spell; you can counterspell any spell you see b...

Sunday, 7th October, 2018

  • 11:56 PM - Greenstone.Walker quoted neogod22 in post Using Wands/Staves and Misty Step
    The action of using a magic item is not the same action as casting a spell. They are 2 distinct and different actions. The magic item is casting the spell NOT YOU. From the magic item rules in the DMG, "Some magic items allow the user to cast a spell from the item." The user is casting the spell. The user has to maintain concentration, if required. On the other hand… You don't spend spell slots when casting a spell from an item. You can't use metamagic. You are casting a spell but you are not using the "Cast a Spell" action. I'm not even sure you can counterspell such a casting since there are no verbal, material or somatic components for the counterspelling mage to witness. Does the mage slayer feat apply? Does it trigger a readied action "when the foe casts a spell"? Ultimately it comes down to what your DM thinks. Agreed. And now I'm not sure what I think. Reading this thread has made me doubt my previous ruling. It's the same as using a potion. That one is not ...
  • 06:20 PM - Dausuul quoted neogod22 in post Using Wands/Staves and Misty Step
    The magic item is casting the spell NOT YOU. Then why do you have to concentrate on concentration spells cast from items?

Friday, 5th October, 2018

  • 04:04 AM - Dausuul quoted neogod22 in post Using Wands/Staves and Misty Step
    This is wrong. Using a magic item is it's own action, so casting a spell and using a magic item will allow you to technically cast 2 spells in the same round. From the spellcasting rules: "A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action." (Emphasis added.) You can't cast another non-cantrip spell, period. Doesn't matter how you're casting it or what kind of action it is. From the wand of lightning bolts: "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it." When you use the wand, you are casting a spell. It can be counterspelled, it is warded off by globe of invulnerability, etc. It isn't a concentration spell, but if it were, you'd have to co...

Saturday, 1st September, 2018

  • 04:47 AM - MNblockhead quoted neogod22 in post Would you allow an extra background instead of Feat?
    I never saw the point in starting characters at lvl 0. Is this supposed to be 10yrs before the characters decide to become adventurers, or do they all of a sudden magically acquire the skills that they should've spent years of training before starting the adventure when they reach lvl 1? Or do you just skip lvl 1 all together since it only takes 300xp to reach lvl 2? Well, first-level characters are already assumed to have some experience under their belt and, in most settings, are already more skilled and powerful than most people in the world. Zero level is pre-class. I love level-0 games. I use the Dungeon Crawl Classics zero-level funnel and apply to 5e. Basically each player get four zero-level characters. In a way, because of backgrounds, it is more fun than DCC. In DCC you just have your stats and some equipment that make sense for your mundane background. The idea is that most of the characters are going to die. Typically, the first adventure will either be a group of bra...

Friday, 31st August, 2018

  • 07:18 PM - plisnithus8 quoted neogod22 in post Would you allow an extra background instead of Feat?
    I never saw the point in starting characters at lvl 0. Is this supposed to be 10yrs before the characters decide to become adventurers, or do they all of a sudden magically acquire the skills that they should've spent years of training before starting the adventure when they reach lvl 1? Or do you just skip lvl 1 all together since it only takes 300xp to reach lvl 2? The point - for us at least - is that playing level zero is fun. We run into a single orc and run away because he has a bow and we are unarmed since we are only using what backgrounds give us. We have to role-play and talk our way through almost every situation, and we don't have much skill at anything. It's a great contrast to a higher level character with multiple attacks or buckets of spell slots. It brings a party together in many ways. Why would going from level zero to level to level take 10 years and then going up from there be almost instantaneous? Ten years seems like an incredibly long time to get to fi...

Saturday, 18th August, 2018

  • 05:23 PM - gyor quoted neogod22 in post AL setting hopping
    I think no, mainly because of the lower creep. But I would be interested in the idea if it does happen. I've been contemplating a warforge ranger or warlock (pact of the blade). What do you mean by lower creep? I just realized you meant power creep. I don't think power creep will be an issue because I think at the very least races and maybe classes/subclasses while be allowed for any setting, like Changeling Artificers in FR and Elven Bladesingers in Eberron.

Friday, 17th August, 2018

  • 11:11 PM - pukunui quoted neogod22 in post Polymorph transformation
    The second part is incorrect incomplete. True Polymorph says you can change into a creature or object, but that's also a 9th level spell.Fixed. :p

Wednesday, 8th August, 2018

  • 06:51 PM - Cap'n Kobold quoted neogod22 in post Warforged- change Integrated Protection
    U was wondering, how are they switching out armor between rests? Wouldn't they need some sort of mechanic to remove the armor for them? I've always thought of the warforge as androids, maybe like the Exos from Destiny. Like for them to actually change armor, they would have to go to some facility in a city that is actually capable of taking them apart. The original intent behind the integrated plating idea by the setting creator is that warforged, as magical constructs, have a level of control over their bodies that allows them to grow plates, spikes etc over time. They're not robots: they can't unbolt parts of their bodies any more than a normal human could. (For the same reason that you couldn't harvest 3.5e warforged with body feats for precious metals: the adamantine or mithril was a magical growth of their bodies, and would degrade on death like the rest of them.) If you're using the "hermit crab" idea; that warforged put on and grow into artificial armour rather than their bodie...
  • 12:43 PM - Ymdar quoted neogod22 in post Spellcasting - why no skill check?
    Wizards choose their spells they want to prepare every long rest. Divine casters get to choose what spells they want to prepare every long rest. There is no need to make a check. Sorry, forgot to put on my sarcasm face.

Tuesday, 7th August, 2018

  • 04:00 PM - Ymdar quoted neogod22 in post Spellcasting - why no skill check?
    Because the spell is actually memorized in the caster's head. They only need a quick gesture while holding the component and saying a word or two to actually release the spell. They aren't reading it from the book. Casters should probably roll a Wis check followed by an Int check to be allowed to pick the most useful spell then remember the spell.
  • 12:18 PM - Dispater quoted neogod22 in post Spellcasting - why no skill check?
    Because the spell is actually memorized in the caster's head. They only need a quick gesture while holding the component and saying a word or two to actually release the spell. They aren't reading it from the book. You still need to fish your component out of your component pouch,hold it right and do the right gestures and say the words. In a stressful situation and in a game where most other stuff is rolled for, I would say it is fair to say roll a skill check. Given time and no enemies, I would relax that requirement.

Thursday, 2nd August, 2018


Wednesday, 1st August, 2018

  • 10:21 PM - Elfcrusher quoted neogod22 in post Houserule: Opportunity Attacks incurred by ranged attacks and spells.
    Why do you hate ranged attackers? /eyeroll My answer: because ranged combat is not as fun/exciting as getting in there and mixing it up, and because there's not enough downside to using it too many people make it their exclusive combat style. I'm all for heroes (and bad guys) using archery when it makes sense. But when the two sides close and it's a free-for-all, it's just too...fantastical...for my taste for the archers to run around like Legolas. Also, way too many rogues use the shoot-hide-shoot-hide strategy. /yawn

Monday, 23rd July, 2018

  • 10:47 PM - ClaytonCross quoted neogod22 in post ASI's at Character Level instead of Class Level
    Most classes don't have features at the same level as the ASI, unless you count gaining spell slots as a feature. I do. I also count higher hit point increases for fighter and barbarians, wild shape improvements for druids, Slowfall and an additional ki point for monks, and sorcerer points for well sorcerers, Destroy Undead (CR 1), Divine Domain feature for clerics, Land’s Stride for Rangers, this on top of gaining known spells means while you can say "most don't" its not rare or even unusual at all.
  • 01:33 PM - ClaytonCross quoted neogod22 in post ASI's at Character Level instead of Class Level
    So a multiclassed fighter could possibly get 2 ASIs on the same level? Why not? Its not like you don't class features at the same levels. Is just another class feature.
  • 05:37 AM - Parmandur quoted neogod22 in post Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]
    I know for a fact that this is the next book. Of course I couldn't say anything until it was announced, but barring pictures and any changes they've made. I've read the book already. If I were going to spend my money on this or Dragon Heist, it would be this. My name will be in both books, so I will probably pick both up. You may know what is in this book, but that does not speak as to whether there is other setting support on the way.
  • 04:47 AM - darjr quoted neogod22 in post Deleted Posts


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