View Profile: Paul Smart - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
  • Garthanos's Avatar
    Today, 02:55 AM
    One of the 4e descendant threads has something very akin to that... on 4enclave.org however my experience has been it's way way too easy to yank the game into being all about the specialist mayaps the problem is they become a specialist in so many things as they level instead of staying a narrow solution.
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  • Garthanos's Avatar
    Yesterday, 07:47 PM
    Pretty sure it was clear that he was echoing things he knew were nonsense... but which seem to be "common use/understanding". It seems he also didn't get much out of them either but that seems different. (I kind of found Forge to be fun mental exercise of modelling those who model - LOL)
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  • Garthanos's Avatar
    Sunday, 15th July, 2018, 04:28 PM
    In development Forerunner an OGL derivation of 4e concepts and core functionality without IP or copyright issues.
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  • Garthanos's Avatar
    Sunday, 15th July, 2018, 03:58 PM
    I generally think I can make heroic tier characters in 4e feel pretty legendary or mythic ... how one handles minions and how both players and DMs presents things can be a huge difference. Although things could definitely be adjusted to make some of that easier.
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  • Garthanos's Avatar
    Sunday, 15th July, 2018, 03:37 PM
    Theres always the name "Map makers who run away as much as possible and steal whenever they can til spell casters can kick everythings ass" but that is too long and the theme has already been taken.
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  • Garthanos's Avatar
    Sunday, 15th July, 2018, 03:35 PM
    This post was removed from where I posted it in the first place so meh...
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  • Garthanos's Avatar
    Sunday, 15th July, 2018, 06:34 AM
    Especially since your title is Heros of Myth and Legend. You doubly need to assure the awesome is explicitly enabled and encouraged. If your title was Adventurers Guild not so much or Lost Treasure finders not so much.
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  • Garthanos's Avatar
    Sunday, 15th July, 2018, 02:25 AM
    I think that really is a big takeaway from this discussion taking a standard action is competing with at-wills... so aid other, aid defense, aid attack and the like have to be on a fairly similar scale because of it.
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  • Garthanos's Avatar
    Sunday, 15th July, 2018, 02:18 AM
    The distraction of a Mark is a type of distraction and depriving enemies of opportunity actions is another 4e is very broad in this regards...
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 07:29 PM
    Basically help someone who is focus fired on that way.
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 07:16 PM
    Aid defense should affect defense against all enemies if you still wanted it. I think they forgot from the ground up that the everyman abilities would effectively compete in the action economy with at-wills.
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 06:47 PM
    Give a fighter something to boost it up was my thought. True about the obsolescence of Aid Defense but they already made it automatic no roll with errata.
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 05:17 PM
    If we start enumerating stunts for high end abilities (strength over X lets you do things like these) we might to let those mythic stuff happen.... but are you going to enumerate long distance teleporting that way?
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 05:09 PM
    Heroes Shout, Hurl into Space, Wrestling with Death.... Quasi-Instant Social connections, Sequestering/Hiding an item, Preventing death "after they die" . I think we have a need for permission to achieve mythic extremes. This needs communicated a Mage gets it easily almost by default.
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 04:38 PM
    Remember a fighter can throw an improvised rock and mark an enemy while delivering damage. If we want that to be valuable for them... it will take more. (d4 psychic damage +?) Or perhaps it can cause the enemy to grant combat advantage to adjacent creatures
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 04:31 PM
    I think you misunderstood what I meant maybe or maybe not. it might mean you want to take the long haul if you have high CON... but does that mean you can always choose to do so? It means you do athletics better when you can repeat and retry and take a longer time to finish ... generally where failures are allowed. Something allowing few or no repeats requires the precision. ...
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 02:54 PM
    Just paying attention to the taunter is kind of a basic success I am thinking a bloodied opponent might do the full switch targets and considered marked, ie if primarily a melee combatant rushing away without shifting at the taunter next turn in addition to losing opportunities as described. I am now thinking about AbdulAlhazred and his Homl with different degrees of success.' I think...
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  • Garthanos's Avatar
    Saturday, 14th July, 2018, 01:47 AM
    One problem of leveraging intimidate? it's almost totally open ended... Ignoring that ;) OK so the direction this is going is that Taunting could easily be a function of Intimidate (fighters might like that a lot - a rogue or bard might get some skill swap or not ) so let's examine the root effect. For those who like a visual - Verbalization as a standard action might be something akin to...
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  • Garthanos's Avatar
    Friday, 13th July, 2018, 07:42 PM
    I think this isnt a bad analysis for 4e - but so far the taunts on here miss out on a lot. However the everyman abilities lack something that is implied in Bilbos taunt and it was affecting multiple opponents in a way to help allies escape (marking is certainly power oriented version) NOTE technically if someone can affect multiple enemies with intimidation telling them to attack you...
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  • Garthanos's Avatar
    Friday, 13th July, 2018, 05:39 PM
    I do at least have SOME based on athletics
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  • Garthanos's Avatar
    Friday, 13th July, 2018, 02:12 PM
    I am thinking somehow "gaming the system" is a bit like playing the game RAW instead of RAI. So it doesnt happen in games like chess as there is no nebulous difference. In the Runequest weapon caddy trick where you gain as much possible skill by behavior that is highly "unrealistic" and extreme - but the system was designed to encourage a much more subtle thing but never had mechanic limits...
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  • Garthanos's Avatar
    Friday, 13th July, 2018, 04:08 AM
    technically that is the 4e parlance ;)
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  • Garthanos's Avatar
    Thursday, 12th July, 2018, 11:25 PM
    Ironically I actually think they captured ahem the essence of 4e and its core elements better than the threads here.
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  • Garthanos's Avatar
    Thursday, 12th July, 2018, 11:10 PM
    I suppose if we can make sure with Practices and the like that everyone gets as much awesome as the arcanist. Note I actually do not have that many practices based on athletics.
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  • Garthanos's Avatar
    Thursday, 12th July, 2018, 01:30 AM
    I also put insight on the skill list of the class with insightful presence on its potential feature list because you know. However I really do not know how to fix the issue in a broad sort of way. Even if I made a 4e descendant system of my own.
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  • Paul Smart's Avatar
    Thursday, 12th July, 2018, 12:31 AM
    Otto's Irresistible Dance + Wall of Fire = Disco Inferno
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  • Garthanos's Avatar
    Thursday, 12th July, 2018, 12:03 AM
    I admit noticing a couple of "close but not quite" but the overwhelming not "tons of stuff wrong" I indeed found pretty good.
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  • Garthanos's Avatar
    Wednesday, 11th July, 2018, 02:11 PM
    Early on in D&D I was rather annoyed by the Brute Strength was all that mattered for "hitting" things with your sword ;) - my dad was in the martial arts and I knew better. At the point of 4e coming along we have not only rogues who feel like they fight with precision and grace but others emphasizing mental attributes like avengers whose physical attacks are driven by perception, insight and...
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  • Garthanos's Avatar
    Wednesday, 11th July, 2018, 01:59 AM
    In this case they have humor and almost as much snark as us LOL
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  • Garthanos's Avatar
    Tuesday, 10th July, 2018, 11:54 PM
    Perhaps I should put a language warning on that video link
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  • Garthanos's Avatar
    Tuesday, 10th July, 2018, 11:52 PM
    While at minimum the Warlord made something coherent that never was before in D&D (did you watch that review I pointed out) arguably in AD&D 2, at least in flavor and concept the 4e Fighter and Warlord were under one banner even if there wasnt much backing it.
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  • Garthanos's Avatar
    Tuesday, 10th July, 2018, 03:09 PM
    I almost suggested making the swap out an exertion (healing surge/vitality point) but that seems too costly... so maybe the skill check might indeed be good
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  • Garthanos's Avatar
    Tuesday, 10th July, 2018, 03:03 PM
    I think I will be making a compilation of 4e restorations some of which I am sure people will totally not agree with ;)
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  • Garthanos's Avatar
    Tuesday, 10th July, 2018, 02:20 AM
    Martial Techniques may not really be an offshoot of this but the mechanics are inter related http://www.enworld.org/forum/showthread.php?645036-Martial-Techniques&p=7440278#post7440278
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  • Garthanos's Avatar
    Tuesday, 10th July, 2018, 01:25 AM
    One argument I have seen for leaving the fighter inadequately skilled was that Athletics is very versatile... so all the strength based characters get the most versatile skill ... till you look at what arcana does with rituals cough cough so I am not impressed really. I figure the class who is the "guardsman" ought to have perception on his base skill list and have 4 skills like everyone...
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  • Garthanos's Avatar
    Tuesday, 10th July, 2018, 12:29 AM
    That is my thought in general Maybe I suspect that kind of comprmise on simplicity is what AbdulAlhazred was looking for.
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  • Garthanos's Avatar
    Tuesday, 10th July, 2018, 12:01 AM
    System Mastery Podcast https://systemmasterypodcast.com/2018/07/03/dungeons-dragons-4th-edition-system-mastery-125/
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  • Garthanos's Avatar
    Monday, 9th July, 2018, 08:40 PM
    To me the change was a Mearles had to change it because of essentials crappy design and little more. And the way I see it pretty much the primary ones who wants wants to be in the situation where making good basic melee attacks are more important than doing other class feature enhancement are those with solid ability to be in melee already. .. ie their class is already pretty geared for it and...
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  • Garthanos's Avatar
    Monday, 9th July, 2018, 07:58 PM
    Certain very melee designs were gorked by the change... insert Avengers here. Also you are spending a feat to have a decent melee basic it doesnt need to be half assed if you are spending a resource on it there is something else you are not spending it on.
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  • Garthanos's Avatar
    Monday, 9th July, 2018, 02:21 PM
    At least if you use CBLoader/character builder. <?xml version="1.0" encoding="utf-8"?> <D20Rules game-system="D&amp;D4E"> <RulesElement name="Melee Training" type="Feat" internal-id="ID_FMP_FEAT_1016" source="Player's Handbook 2" revision-date="7/09/2018"> <Flavor> Most warriors rely primarily on raw strength to deliver melee attacks. You have developed or studied a fighting technique...
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  • Garthanos's Avatar
    Monday, 9th July, 2018, 05:47 AM
    Probably not in any finished form but here is something
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  • Garthanos's Avatar
    Monday, 9th July, 2018, 02:18 AM
    This I think will indeed make a great level 1 daily, and particularly vivid. As a daily it might have significant effect even on a miss... Here is possible way to flavor it. 1-2 : a wood/hafted weapon bursts into flames or a metal weapon super heats claws and teeth etc do the same (fire damage); 3-4 : a wood weapon or metal weapon handle grows thorns or poisonous spikes (similarly...
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  • Garthanos's Avatar
    Sunday, 8th July, 2018, 05:21 PM
    What I think @Tony Vargas was saying wasnt worth it was the effort of of going through and recomputing all the individual elements of here it is without tool and ie all the rigor of going through and making sure after you remove those truly dependent on items bits and so on just isn't valuable as the purported benefit in comparison to just laying on a broad brush stroke like using weakened. ...
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  • Garthanos's Avatar
    Sunday, 8th July, 2018, 03:52 PM
    In real life being disarmed is a massive disadvantage defensively not just offensively ... ie game play is absolutely not about realism. There is more than one reason if you can disarm your enemy they should give up. (you demonstrably outclass them and they are now so severely impaired that the movie scenes are irl nonsense)
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  • Garthanos's Avatar
    Sunday, 8th July, 2018, 03:47 PM
    Getting half as much out of every action is somehow the same?? You have funny thinking going on. There is a mmo GW2 where your 4 or 5 primary moves are based on weapon the rest are independent. But do you smash them with a shield or slamb them with a shoulder/forearm? And are the mechanics actually that different except for some reduction in effectiveness. Mechanics are very broad strokes...
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  • Garthanos's Avatar
    Sunday, 8th July, 2018, 02:17 AM
    My son has a Captain America character ;) haven't seen him played but he sounds fun.
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 08:16 PM
    Drawing on aggressive spirits within them you cause your enemies weapons sprout giant thorns, heat dangerously hot or burst into flames or similarly turn on them. A giant warg gnawed his own claw under the influence of this magic. Might work as a single Power.... and make a side remark about the uninitiated thinking it was separate spells.
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 08:14 PM
    I have generally emphasized the momentary status of this even against NPCs ... the loss of opportunity action when forced to kneel or dive resulting in prones and slides might be a better go to for effects expected to be targetting the heros in other words monster/enemy attacks, than the weakened usually. But for hero attacks I think weakened is a fine possibility. Heck bobbling the weapon...
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 08:04 PM
    i think I am recalling some valuable damage resistances...
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 05:40 AM
    So far I have been concentrating on player abilities however for disarming to get its due we need adversaries using the cinematic effects driven "disarm" attacks Enemies Captains of the Guard, Mercenaries and Tentacled monstrosities from beyond Evil Warlocks who make your weapons become serpents and Pyromancers who heat them up and so on and so forth etc. Player chosen details of the...
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 05:34 AM
    Now while I have been focusing on martial powers that do the disarm dance... but we can definitely have some spells which I think would complement the concept very well. Some very classic ones even. (A heat metal weapon one) I am actually considering making some of them somewhat pay for the value of multi-targetting with less tactical control.. Tony Vargas suggested disarms which allowed...
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 05:17 AM
    Your error message kind of like a corrupt file CBLoader is available from Github https://github.com/CBLoader/CBLoader
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 05:14 AM
    Which version of Character Builder are you using? I found these step by step out there ( you do not need the WoC.index file ) Install the Character Builder… Do NOT install to the Program Files directory. Use an alternative directory like My Documents or the drive root. run “CharacterBuilderInstaller.exe” Install the Character Builder Oct 2010 offline patch… run...
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 02:07 AM
    It occurred to me when thinking in terms of would I take knockdown assault or the twisting disarm ... the reason knockdown assault doesnt scale may be the large number of ways to boost a charge.
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  • Garthanos's Avatar
    Saturday, 7th July, 2018, 02:07 AM
    could also say at level 10 psychic damage becomes an option
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  • Garthanos's Avatar
    Friday, 6th July, 2018, 04:15 AM
    Almost sounds like a combat style... or the feats which enhance a cleave. You have one power but it becomes flexible At wills - could almost be level up benefits pick FORT/REF and learn the other at level 6 you can target a different Defense a feat might enable the brash version which slides the target into a different square.
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  • Garthanos's Avatar
    Friday, 6th July, 2018, 01:00 AM
    I am thinking a twisting disarm which would target reflexes instead of Fortitude of the Smashing one its also not batting the weapon into another square but dropping it at their feat... I want it to be distinct from From knockdown assault and less brassy than the Smashing disarm. But Knockdown Assault seems enough more versatile... I do not think I would want this one. It might be a...
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  • Garthanos's Avatar
    Friday, 6th July, 2018, 12:22 AM
    I missed that but a weakened save ends after effect prone is pretty interesting.
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  • Garthanos's Avatar
    Thursday, 5th July, 2018, 11:20 PM
    Are there any feats that are identical to magic items?
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  • Garthanos's Avatar
    Thursday, 5th July, 2018, 03:36 PM
    I of course meant the question for the Attercop Attercop thread but thanks!
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  • Garthanos's Avatar
    Thursday, 5th July, 2018, 02:25 PM
    A taunt which just caused your enemy to not be able to take an opportunity attack against your ally might be very useful. It would be a good distraction effect. To help enable escape... if it worked on multiple opponents ;) similar to how an intimidation can.
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  • Garthanos's Avatar
    Wednesday, 4th July, 2018, 10:20 PM
    4e fighter power that slides
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  • Garthanos's Avatar
    Wednesday, 4th July, 2018, 08:09 PM
    Yeh I know the thought Hoping the Granting of Combat advantage makes this work better in that regards.... but maybe the slide is too much goodness too. I do tend tor prefer making flavor control explicit too ... The advantage of weakened could be that it can be you wounded the wargs jaw till he shakes it off.
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  • Garthanos's Avatar
    Wednesday, 4th July, 2018, 06:56 PM
    I would recommend a reinstall of Character Builder Be sure and not install in the Program directory.
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  • Garthanos's Avatar
    Wednesday, 4th July, 2018, 04:22 PM
    Ahh that gives me an idea for the beast master adjustments That doesnt feel too bad Would be reasonable to allow the beast to move in to be adjacent if they are close enough but as an immediate reaction them being next feels right. Giving some other benefit like sliding the enemy 1 square if one attack missed might be an alternative boost.
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  • Garthanos's Avatar
    Wednesday, 4th July, 2018, 03:02 PM
    From what I am looking at the above would probably be a low level daily even level 1 ... Although a higher level encounter power (with additional benefits also open) The ranger and cleric are examples of level 1 weakens (though the ranger does plenty of signature untyped damage with it)
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  • Garthanos's Avatar
    Wednesday, 4th July, 2018, 02:50 PM
    I certainly agree that the most common and in genre disarm should be like the action movie typical disarm fairly accurately portrayed by momentary effects of 4e powers ranging from prone to dazed, weakened... I think the first one I thought of adjusting into a disarm was the Fighter Knockdown Assault (It doesn't scale which is odd for an at-will)
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  • Garthanos's Avatar
    Tuesday, 3rd July, 2018, 02:00 PM
    The Yakusa power effectively makes the intimidate go from a standard action to a free one AND provides a 2 points worth of "intimidation armor" for the ongoing duration of the fight against everyone and that just plain isnt something to sneeze at. The Yakusa power is triggered if you bloody or kill an enemy. (and the free action intimidation is only against the specific enemy you just bloodied)...
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  • Garthanos's Avatar
    Tuesday, 3rd July, 2018, 05:18 AM
    I do not normally think of powers being used against PCs any more than the Intimidate is likely to be used that way. However I made a Martial Technique called Perfected Disarm that leverages prone and a loss of an opportunity action, to represent forcing them to kneel and snatch their weapon back. (they are after all the one with the best opportunity to do so) . Its a level 9 effect and...
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  • Garthanos's Avatar
    Tuesday, 3rd July, 2018, 05:09 AM
    Yes I was thinking that exactly... though I might want the alternative form where we just pick the attribute better. That latter element is very close to the Yakuza Theme power...
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  • Garthanos's Avatar
    Tuesday, 3rd July, 2018, 04:51 AM
    What methods can we currently disarm in the most literal sense? Let's start a literal method for removing an enemy weapon. And how to make them better. You can use the intimidate skill and induce submission (only against a bloodied opponent in all likelihood - but that isnt actually explicitly a limit for drop your weapon command - most DMs will go with bloodied as a requirement because...
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  • Garthanos's Avatar
    Tuesday, 3rd July, 2018, 02:20 AM
    Disarming in fantasy combat is well a great trope - Watch any highlander movie forinstance (even the meh ones) and I think ignoring it or giving short shrift was a silly mistake. The game has a ton of mechanics which can provide anything from a sort of realism to the high fantasy elements of this. I think the game could have been appropriately littered with the flavor. So I am going to use...
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  • Garthanos's Avatar
    Tuesday, 3rd July, 2018, 02:00 AM
    I am starting a new thread for this dude there is a lot going on.
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  • Garthanos's Avatar
    Monday, 2nd July, 2018, 06:20 PM
    perhaps a distortion of "edderkopp" - norwegian for spider.... oh wait humor.
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  • Garthanos's Avatar
    Monday, 2nd July, 2018, 06:22 AM
    I think within skill challenge contexts 4e very much opened up how individual skills were used but there was some default assumptions that undermined that flexibility, which I do think was hmmmm less than desireable. How about this one there is no difference between acrobatics and athletics (one is just style of the other) I was thinking of the old use an attribute based on the situation ie...
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  • Garthanos's Avatar
    Monday, 2nd July, 2018, 05:58 AM
    Perfected Disarm If your Intimidate Encounter Power Fails to fully defeat your adversary, your astounding technique remains far from pointless. If your enemy is armed with a weapon or implement it is knocked to their feat - they spend an opportunity action to drop prone rearming themselves (but they are now prone) similarly an unarmored enemy is bowled over by your display and unable to respond...
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  • Garthanos's Avatar
    Monday, 2nd July, 2018, 04:31 AM
    Its tough I grant... No matter what the activity Power and Speed are realistically both tied to Strength and Persistence is tied to Endurance (Con) Swimming Climbing Running Jumping
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  • Garthanos's Avatar
    Monday, 2nd July, 2018, 02:44 AM
    You just went with generalizing streetwise as a sosh thing you can streetwise farmers and mercantiles and kings eh. Just as the Athletics is generalized mobility thing (usually insert annoying dex based athletics calle acrobatics) Why not have acrobatics be a practice making athletics checks based on dex.
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  • Garthanos's Avatar
    Monday, 2nd July, 2018, 01:35 AM
    I considered a skill like streetwise but set for the arena of the high classes. Called it Noblesse. Most things one might accomplish in a city mingling with the common and low folk would require a distinctly different tact among the ruling classes. I didnt want to use diplomacy because diplomacy feels more about bridging gaps between. I want more clarity on your new skills like Leadership ...
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  • Garthanos's Avatar
    Monday, 2nd July, 2018, 01:03 AM
    In the category of Ambiguity... Look at this Skill Power (admittedly it's one I made but inspired by another official one) its level 10 but of note since it does not require a bloodied target unlike the technique and is more versatile being able to move the enemy around. But if I included the auxiliary proning effect in the technique it would be very close. (In level too) Are powers...
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  • Garthanos's Avatar
    Monday, 2nd July, 2018, 12:12 AM
    Something like Disarming Flourish in practice form would be like the following. As a practice you would analyse the fighting style of the particular enemy or type of enemy you wanted to disarm and use insight, make a preparation that would allow you to pull it out and get both insight based disarm and get a form of auto success with the adversary being disarmed/proned diving/kneeling to pick it...
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  • Garthanos's Avatar
    Sunday, 1st July, 2018, 11:42 PM
    No more unrestricted than magic items are ... That looked like an attempt to better enable simplistic functionality ie more slayers less cool fighters, instead of interesting things which make for more complicated play.
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  • Garthanos's Avatar
    Sunday, 1st July, 2018, 10:27 PM
    The secondary effect would mean this takes a preparation of 2 worth another and rack the total up to a level 9 acuisition... ie fast approaching paragon. Its easy to leave that aside and consider this a more approachable level 6 with no guarantee of even the temporary disarm effect.
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  • Garthanos's Avatar
    Sunday, 1st July, 2018, 09:47 PM
    They are almost all of them exactly magic item mechanics good sir and have costs and availability just like them. Some with more than one preparation count as more than one item combined. Something I do with magic items. There will likely be an iron armbands of power to had in a different flavor... but the "must haves" are no more here than on the magic item lists. I moved these to their...
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  • Garthanos's Avatar
    Sunday, 1st July, 2018, 10:25 AM
    About Disarming Flourish My reason for perhaps including the on a failed check function is to make this worthwhile even if the hero has initimidate which can very much already be presented as a disarm. AND since this doesnt allow non-combat benefits of intimidation that the nearest analog magic item does. The effect is similar to being able to combine a minor AT-WILL power like knockdown...
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  • Garthanos's Avatar
    Sunday, 1st July, 2018, 09:38 AM
    Changing out Awesome Physique and adding another Awesome Physique You may use your strength instead of charisma for diplomacy. This often involves in minor acts of impressive physical prowess (but can also include showing off your sinuous bulges at the right moment -- this latter may require you to not be wearing body obscuring things like most armor and some clothes even) level 6,...
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  • Garthanos's Avatar
    Sunday, 1st July, 2018, 09:08 AM
    One might go further and tie in Bluff/Diplomacy by requiring that skill check you mentioned and compensating by increasing the benefit by making the effect higher ie increase the benefit to allies defense so it is slightly more than normal too. The above would make it less valuable to characters not trained in those ie it becomes a purview of rogues and warlords, which now that i think of it...
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  • Garthanos's Avatar
    Sunday, 1st July, 2018, 08:49 AM
    OK call that a thread divergence
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  • Garthanos's Avatar
    Sunday, 1st July, 2018, 08:47 AM
    There are big conversations about disarming effects in genre. That power is ummmm a yeh. In game terms I think EoS is poorly formulated leaving too much ambiguity ie exactly what does removing a Goblins sword do to him per raw? does he have a back up blade almost as good? What if the enemy isnt using a weapon? Its basically a til end of encounter single target once per encounter effect ...
    19 replies | 618 view(s)
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Friday, 13th July, 2018


Thursday, 12th July, 2018


Wednesday, 21st June, 2017

  • 06:12 AM - Quickleaf mentioned Paul Smart in post Building a better Fighter
    Sacrosanct Bravo :D Paul Smart I've been tinkering at a substantial change to the fighter, but my quick and dirty changes would boil down to two things: 1) At 2nd level (when most classes get 2 features*), give the fighter the ability to Shove (i.e. push 5-ft or knock prone) either 1/turn for free on a hit or as a bonus action. This would help differentiate fighters early on compared to other "fighting types" (paladins & rangers) who also get Fighting Style and Extra Attack, and it would more consistently differentiate them than Action Surge (which does a great job...but comes into play less often). 2) Create new subclasses with stronger themes (as an option in addition to the ones in the PHB). Like Mike Mearls pointed out, some players like a little more to hang a concept on than "simple fighter" or "complex fighter." This would be where the outside-of-combat features would appear. Do those two things, and I think a fair deal of the disagreement around the 5e fighter would diminish. *EDIT: I'd also ad...

Friday, 10th March, 2017

  • 05:41 AM - Jacob Marley mentioned Paul Smart in post Survivor Languages: DRACONIC WINS!
    Abyssal 19 Celestial 13 Common 8 Draconic 26 Dwarvish 22 Elvish 22 Giant 20 Gnomish 13 Goblin 20 Halfling 9 "I love me some Halfling" Infernal 21 Orc 23 Primordial 13 Sylvan 24 Undercommon 0 "Die already" @Paul Smart is smart!

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Monday, 30th April, 2018

  • 07:47 PM - smbakeresq quoted Paul Smart in post Character Optimization through play.
    One thing every character I play buys is a bottle of good wine. It can cheer your party members up, be drunk to keep you warm at night, is a great bribe, makes a great gift if you are in the upper class part of town. Never leave home without it. You should carry wine, as alcohol it dissolves sticky things like wand of Viscid Globs

Friday, 27th April, 2018

  • 11:12 AM - Gavin O. quoted Paul Smart in post Character Optimization through play.
    One thing every character I play buys is a bottle of good wine. It can cheer your party members up, be drunk to keep you warm at night, is a great bribe, makes a great gift if you are in the upper class part of town. Never leave home without it. Plus, if you're okay wasting good wine, you can always throw the bottle at someone and light the alcohol on fire.

Sunday, 25th March, 2018

  • 07:34 PM - mellored quoted Paul Smart in post Your ideal class orgainization
    I am wondering if we can build a character that way. For example: 1) Choose your role / roles in the party 2) Choose X number of way you accomplish that role 3) Choose race That's more or less had, though in a different order. 1: Race + background + non-combat abilities. Levels separately from the other options, though may have some prerequisites. (i.e. finding food might require a level of ranger. Or charm person require arcane spell slots). 2: How do you do stuff (power source). Gives simple abilities useful abilities and baseline proficiencies for the other options. Can be taken multiple times to make a simple generalist character. (level 1 spells and manuvers) Martial -> You gain +X to fighting. Divine -> You can channel divinity Y times, which you recover during a short rest. Arcane -> You gain X arcane slots which you fill during a long rest. Psion -> You gain X psi points, and recharge some other way. 3: What you do with that power (base class). More focus...

Wednesday, 21st March, 2018

  • 01:24 AM - Tony Vargas quoted Paul Smart in post Lets design a Warlord for 5th edition
    Just as the title says. Lets design a Warlord for 5th edition. What should be the features of the base class? What sub classes should it have? Throw your ideas into the ring and lets see what we can come up with as a community. Here is a template to get everyone started. something...something...something... Subclasses Sub-class ideas came up in another thread, so I happen to have a bunch ... Bravura: Always at the forefront, the Bravura inspires (and incites) by reckless example, seemingly fool-hardy bravery, and daring-do. A Bravura may have a fierce rivalry with one or more of his allies, getting them to try to out-do eachother, and/or may try to protect others of his friends he views as needful of such. Bravuras hail from cultures that value strength, toughness, fierceness, bravery, honor, courage, and daring above common sense, planning, precision, or prudence, and may will have preconceived notions which shape which allies go into which category, at least initially. Th...

Monday, 19th March, 2018

  • 04:05 PM - delericho quoted Paul Smart in post Your ideal class orgainization
    I am interested in what sort of class organization you think is ideal. If you were organizing classes for a new edition of our favorite game, how would you do it? For D&D, I would stick with essentially the same class structure as we currently have. I would add three classes: the Assassin, Mageblade, and Warlord, purely so that every class that has been in the (first) PHB of any edition exists as a full class here (where Mageblade is the BECMI Elf). And add the Artificer and one or more Psionic classes in appropriate setting support supplements. Also, I would remove multiclassing. For a new D&D-like game, I would instead do something similar to Blue's approach - combine the Fighter, Rogue, and Barbarian into a single Hero class; turn all the half-casters into subclasses of Hero (much as Fighter has Eldritch Knight in 5e), and then divide up the casters by party role rather than magic source.

Sunday, 24th September, 2017

  • 10:17 PM - Tony Vargas quoted Paul Smart in post Building a better Wizard
    Last but not least let's talk Wizards. What works for them? Well, gee, more sub-classes in the PH than any other class, more and more diverse spells - with the conspicuous exception of healing - and spontaneous casting & at-will cantrips. It's rarely been a better time to play a wizard. What would you change and why? How can they be improved? Like any Tier-1 class, the wizard can only be improved by taking away from it. What you take away depends on what you're going for. More of classic feel, for instance: cantrips, rituals, spontaneous casting.

Tuesday, 22nd August, 2017

  • 10:56 AM - clearstream quoted Paul Smart in post Building a better Sorcerer
    Hi, everyone. Let's talk Sorcerers. What works for them? What would you change and why? How can they be improved? My general thinking so far is that Sorcerers are instinctive, natural casters so that - 1) Sorcerers should use a different resource from other casters. Currently I'm trying to work out if Hit Dice can be that resource? 2) Sorcerer spells should be spell-for-spell stronger than other casters. Currently I'm trying to work out if that could be by making them hard to counter. 3) In line with the above metamagic is central to sorcery: they should be able to cast most spells with a metamagic applied For example Font of Magic (spend hit dice to gain sorcery points) At 2nd level, you tap into a deep wellspring of magic within yourself. That wellspring is represented by sorcery points that you replenish from your life force. You can take a bonus action to spend one or more sorcerer hit dice. For each hit die spent this way, roll that die and add the number rolled to sorcery points. Once yo...

Wednesday, 16th August, 2017

  • 12:24 AM - Tony Vargas quoted Paul Smart in post Pure Preference Poll: Class Choice
    For the first time ever Druid. I have never liked them in previous editions but for some reason, I find them interesting in this one. Would love to try one if I ever get to play again.How far back to you go with past editions? I consider the 5e the Druid the best (from a player perspective) it's been since 1e AD&D. Fighter. Wow, surprised fighter has such a big lead. And here I was thinking "Lidgar, don't be so dull!" Hooray for hack and slash! In retrospect I should have voted Fighter instead of voting Druid and calling out Warlord, because it sounds like from the full text of the OP, its really class concept or archetype rather than the actual 5e implementation of the class that's the subject. The 5e fighter is bitterly disappointing after the 3.0 fighter, and the 3.5 fighter, and the Bo9S classes, and the 4e martial classes... ...but it's still the class that's meant to represent the archetypal heroic warrior of fantasy fiction/myth/legend. And who doesn't want to play that? (We...

Monday, 14th August, 2017

  • 07:02 PM - Tony Vargas quoted Paul Smart in post Building a better Sorcerer
    Let's talk Sorcerers. What works for them? Metamagic. It always fit with the Sorcerer's inborn/instinctive self-taught flavor of magic, yet they were made essentially bad at (extra casting time, no bonus metamagic feats like the wizard did, new spell levels and thus 'room' to apply metamagic a level later than the wizard, too), while also benefiting from it because it helped stretch the usefulness of their limited spells-known. In 3e, metamagic is sorcerer-exclusive, which is good. What would you change and why? How can they be improved? It's been a long, un-productive discussion over the last couple years, but, my current thought is putting the Sorcerer on Spell Points instead of slots, and converting sorcery points into slots to boost that total, so the cost in sorcery points is just extra spell points. Might go hand-in-hand with reverting the prepped casters to actual Vancian, prepping directly into slots instead of the more complicated two-step process of prepping spells & castin...

Monday, 31st July, 2017

  • 06:29 PM - Tony Vargas quoted Paul Smart in post Building a better Rogue
    Let's talk Rogues. I would love to hear everyone's thoughts. So the Rogue's an interesting, IMHO ironic, success story. The Thief started out in Greyhawk, the first new class in the game after the original 3. It introduced 'special' abilities, skills really, using % resolution, to do things that players up to then had simply been playing through, like searching for traps or sneaking around. It was, in retrospect, a pretty terrible idea. It created this niche that justified an underpowered class that /seemed/ kinda cool, was set up to be a thorn in the side to the party, and played out as pretty crappy. It was the original 'Timmeh Card.' The Thief languished for decades, it's rehabilitation started with a name-change, to 'Rogue,' so at least dishonesty and stealing from your own party was no longer so clearly implied. 3.x took some big steps to make the Rogue viable - Sneak Attack more broadly useful than Backstab, tons of skill points in a system that strongly favored full-investme...

Friday, 28th July, 2017

  • 09:45 PM - Remathilis quoted Paul Smart in post Building a better Rogue
    Hi, everyone. Let's talk Rogues. What works for them? What would you change and why? How can they be improved? I would love to hear everyone's thoughts. Also, let's keep it civil. I'd say improve their ability to stealth, but this post is nearly invisible using any of the Legacy forum colors, so that seems well covered.
  • 09:39 PM - nswanson27 quoted Paul Smart in post Building a better Rogue
    Hi, everyone. Let's talk Rogues. What works for them? What would you change and why? How can they be improved? I would love to hear everyone's thoughts. Also, let's keep it civil. I think rogues is already a pretty solid class. I might tweak some of the seldom-used features of some of the sub-classes (assassin's disguise and poison, for example).

Thursday, 20th July, 2017

  • 11:13 PM - mellored quoted Paul Smart in post Building a better Ranger
    Overall, I like them. They are absolutely part of this discussion.The fact the UA ranger gives you much more space to put an identity into the sub-class makes them much better. Especially since there are so many different versions of "Ranger". There's enough room for a serious pet for instance. Overall I would buff up the utility side of the ranger. They are known for the hunting, tracking, and survival skills. Reduce damage closer to warlock level if needed. Expertise in survival seems like a no brainer. The UA primal awareness is solid A nature version of leomunds tiny hut, but camouflaged. This can replace hide-in-plane sight. Anyone attempting to tack you/the party has disadvantage. Fletching and leather crafting from natural materials. I would also add domain spells. Which improves their versatility and flavor, without boosting their combat power. i.e. Beastmaster: 3: animal friendship, speak with animals. 5: Beast Sense, Warding Bond. 9: conjure animals, protection from energy 13: stone...
  • 04:51 AM - Tony Vargas quoted Paul Smart in post Building a better Ranger
    Let's talk Rangers. What works about them? What would you change and why? How can they be improved? The ranger class has been pretty dismal in 5e. No coherent identity, not particularly well done. A waste of page-count. Depending on what you think the ranger should be, an Outlander Fighter or Fighter/Druid could cover it. Not that it's often been a lot better. The classic Ranger was obviously based on Aragorn, with limited casting at high level to represent his training with elves, use of a healing herb and so forth. With skills available, there's little call for that, but, instead the ranger got more casting in 3e & 5e. Pointless, but if you want it MCing could handle it - or a fighter sub-class like the EK, but with the ranger spell list. The 4e ranger was ok sitting in the corner of Martial & Striker, but in 5e, the Fighter takes that role, dishing high DPR with the ranger's traditional Archery &TWFing combat styles, and can pick up the ranger's woodcraft through the outalande...

Wednesday, 19th July, 2017

  • 07:23 PM - Cap'n Kobold quoted Paul Smart in post Building a better Ranger
    Hi, everyone. Let's talk Rangers. What works about them? What would you change and why? How can they be improved? I would love to hear everyone's thoughts. Also, let's keep it civil. How do you feel about the revised Ranger Class that was brought out as UA? Are they part of the discussion?

Monday, 10th July, 2017

  • 11:27 PM - Ovarwa quoted Paul Smart in post Building a better Paladin
    Hi, everyone. Let's talk Paladins. What works about them? What would you change and why? How can they be improved? I would love to hear everyone's thoughts. They are the best-designed class in the game, and we can't have that!
  • 05:48 PM - Tony Vargas quoted Paul Smart in post Building a better Paladin
    Let's talk Paladins. What works about them? They can at least be LN or LE, now. From a player perspective, they're a very solid and effective class - a very tough/hard-hitting tank with substantial support functionality, as well - with a clear concept (OK, 3 concepts). What would you change and why? Probably just cut it as superfluous - if I were using MCing. How can they be improved? They're 'good' enough already, in too many senses. ;) So, it's not so much that I think the paladin needs to be improved as that the system could be improved. If MCing were just a little better-executed, and assumed rather than optional, and/or the Cleric design was a little different, the Paladin wouldn't be strictly necessary to cover the archetypes it does, a Cleric of an 'Honor' domain might do it, or if the Fighter were much-improved, a 1/2-caster sub-class comparable to the EK. :shrug:

Tuesday, 4th July, 2017

  • 08:31 PM - Blue quoted Paul Smart in post Building a better Monk
    Lets talk Monks. What works about them? What would you change and why? How can they be improved? First, lack of base variety. This is before even subclass. 1. All monks are extremely agile, needing high DEX for offense and defense. But this means that if you want to build like a sumo, focusing on STR instead of DEX, you're out of luck. Part of this is how good DEX is to start with and then adding more onto it. 2. The most efficient use of Ki points in general is stunning because of what it does for the team. But this makes monks end up tactically acting much alike, even when they take different subclasses which should encourage different playstyles. Second, the subclasses don't feel like they were designed with the same calibration in terms of what a ki point can do. For example, Way of the Four Elements monks spend boatloads of Ki for merely moderate effects. Third, the class should also be setting you up for plenty of multiclass possibilities with other martial-arts archetypes, bu...

Thursday, 29th June, 2017

  • 08:18 PM - lowkey13 quoted Paul Smart in post Building a better Monk
    Hi everyone. Howdy, pardner! Lets talk Monks. Excellent. They make good beer. Really, really good beer. What works about them? Oh, wait. THOSE MONKS. Um, pretty much everything. Really. The monk has always been the oddball of D&D. But I think 5e got this class right. Pretty much spot on. Seriously, the open-hand is the platonic ideal of the Monk as far as I am concerned, and the Shadow archetype is a great ninja. In addition, the open-hand monk can also be easily reskinned as almost any kind of brawler, puncher, etc., if you don't want the "kung fu" flavor. What would you change and why? I am not convinced that the various spellcasting monks that use "ki" as a spellcasting resource are particularly good options. But I also don't play them. How can they be improved? Honestly, I don't think anything needs to be done for the open-hand and shadow. I don't much like ki used for spellcasting, and perhaps that should be re-thought. But I'd also prefer to keep monks away fro...
  • 08:03 PM - Tony Vargas quoted Paul Smart in post Building a better Monk
    Lets talk Monks. What works about them? I'm sure a number of mechanics work, and they continue to deliver what their fans want. What would you change and why? I'd eliminate the class, it's too much questionable cultural reference and not enough actual class. It takes away from martial classes by segregating 'martial arts' in one class. How can they be improved?The D&D Monk is essentially a light/un-armored & unarmed martial artist - a fighter - wrapped in a lot of questionable cultural baggage left over from 70s pop culture and tainted with so-called 'orientalism.' The 5e fighter can work with lighter armor & weapons seamlessly enough and could have been designed to work effectively with any armor/weapon mix and/or style of martial art, armed or un-armed, were it not for the Monk's niche-protection.


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