View Profile: vincegetorix - Morrus' Unofficial Tabletop RPG News
  • vincegetorix's Avatar
    Today, 12:23 AM
    Edit: This makes me think: I'll also need to give an attack roll to ''save'' traps and some diseases/poisons.
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  • vincegetorix's Avatar
    Today, 12:21 AM
    Ok, next time a run a regular 5e game (I run AiME for the moment) I'll try this: Spell attack roll: 1d20+spellcasting stat (no prof.) against the target's specified statscore. Ongoing effects are tested at the end of the creature's turn with a flat d20 against a DC 11. Save proficiency from classes is not a thing. Paladin aura bonus are bonus to the flat d20 roll for ongoing effects. Advantage...
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  • vincegetorix's Avatar
    Yesterday, 06:52 PM
    What if you do not add your proficiency to your spell attack bonus, making it maximum of 1d20+5 (+/- magic items)? In 4e non-weapon attack (implement attacks) did add a weapon proficiency bonus to the attack roll.
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  • vincegetorix's Avatar
    Yesterday, 12:25 PM
    I think this is why I love the idea: learn to fight the creature, use the right spell, and you are mostly sure to land it (at least for 1 turn). I hate when my players miss their whole turn because I made a save, this break their fun a little each time.
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  • vincegetorix's Avatar
    Friday, 24th May, 2019, 06:13 PM
    I think I'll try that, with my other ideas and suggestions from other posters in my next game. Anyway my players always forget what their DC is and dont always understand why in case X they are rolling the dice and other case I'm rolling the dice. This new idea might make it easier for them as they will always be the one attacking.
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  • vincegetorix's Avatar
    Friday, 24th May, 2019, 01:27 PM
    And maybe go with 4e saving throw (roll 10 or more on a flat d20) for ongoing effects? Yes, that could work. Would ST proficiency still apply? Like, if a class gave you prof in Dex saves, would you add your proficiency to your score? Maybe 1/2 prof, or only +2? Just to be sure to avoid having caster needing to hit a total Dex score of 26 to land a fireball, for example.
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  • vincegetorix's Avatar
    Friday, 24th May, 2019, 02:34 AM
    Just to be sure to keep the thread on topic: this is not about switching one mechanic from one stat mod to another. I think we all know that Dex is a power stat and Int is under-represented in general, but I'm looking for idea to use the scores, no matter from which stat. Anymore ideas?
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  • vincegetorix's Avatar
    Thursday, 23rd May, 2019, 05:13 PM
    OK, for now this what I have: Score Use Strength; Number of Inventory slots (some items with the heavy tag or that have a str requirement use 2 slots), long jumps, push,lift, drag. Intelligence; Astral travel time, Appraise Hoard (when you roll on a d100 hoard table, add the score too the roll) Dexterity; Score+level (or CR for creatures)=...
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  • vincegetorix's Avatar
    Thursday, 23rd May, 2019, 04:49 PM
    This make me think that I should use more temporary stat damage with poison and disease (and some monster attacks). I use a lot of exhaustion in my games, but that would give me another player ressource to damage while adventuring.
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  • vincegetorix's Avatar
    Thursday, 23rd May, 2019, 02:37 PM
    I think I might use Dex score as fixed Initiative. Maybe add +level/ +CR. I love the Charisma score for Loyalty rules, never knew it existed. I might extend it to other important NPC. Maybe Wis score as Morale? When an enemy damage a PC for more than its Wis score with a SINGLE hit, the PC is frightened of that enemy until the end of its next turn. Intelligence score could be Appraisal:...
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  • vincegetorix's Avatar
    Wednesday, 22nd May, 2019, 07:25 PM
    Hey, so one thing I dont like with 5e is the lack of use for ability scores beyond character generation; most of the game relies on modifiers. I really love OSR games that still use ''roll under'' because it makes a character with 13 str and 12 str different, if ever so slightly. Do you use ability scores in your game? What game mechanics have you houseruled/added to make scores more...
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  • vincegetorix's Avatar
    Monday, 20th May, 2019, 02:30 PM
    One good trick would be to allow monks and barbs to do athletic or acrobatics check as Bonus Action instead of Action while in combat (if you require Actions for those things at first. Might not be your case)
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  • vincegetorix's Avatar
    Monday, 20th May, 2019, 03:37 AM
    Sooooo, do we take bets for next year releases already? :P
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  • vincegetorix's Avatar
    Sunday, 19th May, 2019, 10:13 PM
    I usually reverse the ''non-lethal damage'' rule: if I want a game with more grey areas, I ask my players to declare when their character actually aims to kill with its attack. If not, creatures at 0 hp are merely defeated, unconscious or broken: they wont fight anymore. A player that keep declaring attacks to kill will eventually have to justify its actions to the rest of the party, and may even...
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  • vincegetorix's Avatar
    Sunday, 19th May, 2019, 02:18 PM
    For me its 4th. I took me from my usual Tolkienesque fantasy and showed me how to enjoy high-powered, high fantasy D&D, and Dm for is still super fun, because every foe is like playing a PC! That's why I'm a 13th Age fan. I also just bought all Essentials material to play an eventual 4th game using only Essentials and some house rules: Heroes of the Forgotten Kingdom Heroes of the Fallen...
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  • vincegetorix's Avatar
    Friday, 17th May, 2019, 02:21 PM
    Depending on the final proposition by WotC, I may just do that instead: Wizard: Magewright 2: Infuse Item (1 known/active less than the UA) 2: Arcane Artisan: Choose 2 Tools or 1 tool and crossbows, can be used as focus, expertise with those and 25% less cost and time when crafting with those. 6: Alchemical Caster: Resistance to Acid and Poison. Summoned creatures can have the construct...
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  • vincegetorix's Avatar
    Thursday, 16th May, 2019, 02:17 PM
    Its not bad, mechanically speaking. The main chassis is well done and the modularity is interesting. But...I dont think the archetypes are a good fit for the fiction people are envisioning when building an artificer. On some of them, the ''pet'' seems forced and on some others, its like they wanted to put too many things in a single archetype. I think some the ''pet'' features should be...
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  • vincegetorix's Avatar
    Wednesday, 15th May, 2019, 12:23 AM
    This. As for the ''movement zones'', I know many games that use the same idea in one way or another, such as Beyond the Wall, TinyDungeon, the One Ring, Dungeon World etc. Some details may vary, but its similar enough to say that what the 13th does is in no way unique. Not to say that its not a good system; it work splendidly.
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  • vincegetorix's Avatar
    Tuesday, 14th May, 2019, 02:29 AM
    Yup, I know since I live in Wendake (Québec). Its just a simple name for a fictional pantheon in a game. Having a specific name for every pantheon that could be loosely representative of a real world first nation belief would be exhaustive, to say the least.
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  • vincegetorix's Avatar
    Monday, 13th May, 2019, 11:30 PM
    Ok, I'll try to find some: Indian American: Great Plain Pantheon or Turtle-World Pantheon Aztec: First Builder Pantheon Babylonian/Sumerian: Age of Myth Pantheon Celtic: Feyborn Pantheon Finnish: The Swan and Aurora Pantheon Indian: the Myriad Family Japanese: Imperial Court of the Loyal Ones
    26 replies | 666 view(s)
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  • vincegetorix's Avatar
    Monday, 13th May, 2019, 02:14 PM
    You could have distance markers and zone aspects. It does require that you ignore or simplify all the ranges indications for abilities and spell. It can be hard and you must ask your players for help. Ask them to ignore the specific ranges and dont sweat the minutia of positioning, focusing instead on describing the cool actions they are doing. Tell them that you wont ''gotcha'' them with AoO all...
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  • vincegetorix's Avatar
    Monday, 13th May, 2019, 01:54 PM
    I usually prefer to modify the Bonus Spell List to have more sense with the deity the player selected. So in this case, if we are talking about the Stormlord from Taldorei, aka Oerth/Nentir Vale Kord, we could go with a theme of Storm/Strength/Hero/Athleticism for the spells list: 1: Heroism, Thundering Smite (could be Thunderwave, depending if the player wants more of a frontline character or...
    12 replies | 444 view(s)
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  • vincegetorix's Avatar
    Friday, 3rd May, 2019, 06:54 PM
    In Adventure in Middle-Earth some items from the hoard of evil creatures have a set chance on being tainted(1 in 6 for less creatures, up to 3 in 6 for the hoard of dragons or Nazguls). Upon gaining the item, you gain a set number shadow points nd some more shadow points if the character fails a flat DC 15 roll. If your number of shadow points is higher than your Wis score, you become Miserable...
    51 replies | 1265 view(s)
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Monday, 1st April, 2019


Tuesday, 5th March, 2019

  • 09:55 PM - CleverNickName mentioned vincegetorix in post Critical Role Kickstarter Predition Game: Guess the Funding Outcome (GTFO)
    ...,000.00 jgsugden: $14,520,000 OB1: $14,000,042 The Big BZ: $14,000,000 dregntael: $13,935,109 chrisrtld: $13,635,019 pogre: $13,500,000 Aebir-Toril: $13,224,376.89 Satyrn: $13,000,000 Yardiff: $12,456,145 -----------Highest-Funded Game Project on Kickstarter (Kingdom Death: Monster 1.5) $12,393,139-------- Radaceus: $12,345,678.91 FarBeyondC: $12,345,678.90 Morrus: $12,000,000 Mistwell: $11,800,000 Mort: $11,620,000 Zardnaar: $11,354,883 <--- The Winner! Sadras: $11,120,000 SkidAce: $11,000,000 Tazawa: $10,700,000 togashi_joe: $10,250,000 DM Dave1: $10,101,010 MichaelSomething: $10,000,000 Lazybones: $9,750,000 PabloM: $9,500,000 akr71: $9,250,000 rczarnec: $9,250,000 Azzy: $9,000,000 Henry: $8,900,000 mortwatcher: $8,666,000 Lidgar: $8,423,976.73 vincegetorix: $8,360,000 SmokeyCriminal: $8,008,135 AriochQ: $7,777,777 robus: $7,750,000 MarkB: $7,500,000 phantomK9: $6,969,696 TarionzCousin: $6,160,000 ClaytonCross: $6,000,000 ---------Highest-Funded Film Project on Kickstarter (MST3K Kickstarter) $5,764,229----------- MaximusArael020: $5,685,000 Prakriti: $1

Sunday, 30th December, 2018

  • 09:20 PM - Satyrn mentioned vincegetorix in post Racial ASI removal: ASI to Class and Background
    I'd just tie it to class (+2, +1). Otherwise you're going to do to background what is currently being done to race, that is, turning background choice into pure mechanical optimization. Right now I see people choosing background at least partly because of concept; I hate to abolish that completely. I wouldn't tie it to background simply because the backgrounds are written to be completely fungible - suggestions to be customized as the player sees fit - and I like it that way. So, vincegetorix, I'd go with what you have for the classes (+1 in two different attributes) and a floating +1 the player can place anywhere they want.

Thursday, 24th May, 2018

  • 03:02 PM - Coroc mentioned vincegetorix in post Opening Mordenkainen's Tome of Foes
    Jester David and others Oh my oh my, what did i start here. please do not imply that there are some IRL race Religion, sex, sexual orientation, or political agenda which i would like to downvalue in this forum. E.g. I, for my part love bisexual women, for several reasons, i will not go into detail further. And yes Jester David might have a point in #64 that when the game reflects several aspects of modern human society it might really help kids in puberty who are unsure about who they are. But let us rather discuss the game related aspects and possibilities of this, since i fear my old fashioned language might get me in trouble with the mods else. In other words they printed it in this book, now lets find out what to do with it. I think i like vincegetorix idea in #61 on this.

Monday, 14th May, 2018

  • 03:26 PM - MonkeezOnFire mentioned vincegetorix in post Dawn War + Cthulhu Mythos
    If you'd like to read up more about the Dawn War setting I found a fan compiled timeline that has a ton of info. Unfortunately, the author didn't include their name in the document for me to give them proper credit, but whoever compiled it many thanks! https://www.dropbox.com/s/gdpvh222zn8g54l/History%20of%20the%20Nentir%20Vale.docx?dl=0 As vincegetorix said, the setting's Far Realm and entities from it are basically homage to the Cthulhu universe. It would not be out of place at all to just fill in and change aspects as you see fit. I'd also be curious to see the video you talked about in the OP if you don't mind sharing it. As a fan of the setting I'm always looking for interesting tid bits about it.

Friday, 4th May, 2018


Thursday, 3rd May, 2018


Sunday, 15th April, 2018

  • 04:28 PM - Blue mentioned vincegetorix in post Terrible, horrible, no-good, very bad encounters, by type
    ...ience (but good spelunking skills), where the local Underdark taints all within with madness and psychopathic tendencies. Horror and psychological elements are welcome. Challenging for level 14-17 characters, but that's tweakable. Does not need to feature combat, and if it does feature combat it can be anything from the focus to just an additional hazard or even a red herring/distraction to the real challenge. Should provide a challenge where lose of resources (spells used, traveling equipment, etc.) or time (days) can definitely be lost. Bonus points if there's some connection to a sneaky cabal of black dragons who wish to block drow traffic, but that's optional. Please stay away from: drow/derro/(really, most humanoids), molds/fungi, anything that would introduce major plot arcs to resolve nicely (like an aboleth), devils, and cosmology-specific extraplanars (like modrons, githyanki, named demon lords, etc.). Oh, and just to summon our prolific encounter writer - hey vincegetorix.

Friday, 13th April, 2018

  • 01:35 AM - dave2008 mentioned vincegetorix in post Check out the Astral Deadnought from Mordenkainen's Tome
    ... The monsters work for my group, but my personal taste are different and I like make more difficult versions of monsters. The advice you quote from thr DMG is a start. But they could have done more to clearly define the intent of the standard designs and how to modify the standard monsters. They could provide more guidelines for what constitutes a step up or down in difficult. For ex.: "If your group chooses to use the magic item guidelines in the this book, decrease the difficulty by one step." I'm not saying this is correct, just a suggestion of how more guidance could be give. or they could give guidelines for how to make a creature more difficult, such as: "If a creature is not performing up to its CR for your group, you can increase its difficulty by one step by adding damage to its attacks equal to half its CR." I don't need this, but there are lots of suggestions like these that could help newer DMs. I'm not really interested in templates to increase difficulty like @vincegetorix suggests. But a list of traits could be useful as well.

Thursday, 5th April, 2018

  • 07:01 PM - lowkey13 mentioned vincegetorix in post RFC: Iconic D&D Cities
    I've heard of both Lankhmar and Birthright (though I can't say I've heard of Anuire); the only one still on the list I had to google was Hammerfall (and even then, I can't seem to find much beyond someone's homebrew OD&D setting/city and typos regarding the Elder Scrolls nation Hammerfell). I know Birthright, I just have no idea re: major cities in it. I added Hammerfall (Hammerfell) due to the comment from vincegetorix "I suggested Hammerfall, the city last citadel of dwarfs, because it was one of the only lore supplement made for the Vale." Didn't want to be accused of anti-NV bias.* But if no one else pipes up, it seems reasonable to take it out and put in Stormreach. *I'll cop to hating dwarves.

Monday, 26th March, 2018

  • 10:41 PM - Hawk Diesel mentioned vincegetorix in post Ideas for options that use both Strength and Dexterity
    I worked to polish the concept originally posted by vincegetorix into a formalized archetype. Enforcer Some rogues are good at stealing, others for infiltration or killing. But you are the guy a boss calls in to do the dirty work. Breaking knees, scaring marks into paying on their “protection” fees, and kidnapping folks are all in a day’s work. You don’t rely on finesse or subtlety. Your tools of the trade are blunt, obvious, and effective. Thug You have learned to use the tools of your trade with even greater effect. Starting at 3rd level, you can apply your sneak attack damage while using a melee weapon that deals bludgeoning damage, even if it isn’t a finesse weapon. Brute When you fight, you fight dirty. Beginning at 3rd level, you can make the Shove action as a bonus action. Nasty Backswing Although sometimes you may miss, you usually still graze your opponent to make sure they know how lucky they are to have avoided the blow. Whenever you miss with an attack, if a hit would have allowed you to add sneak attack damage, the targe...

Friday, 16th March, 2018

  • 06:57 PM - 77IM mentioned vincegetorix in post Warden (Ranger Archetype)
    ...warlock's third eldritch blast attack, but I could be badly wrong. @Everybody is right, translating something like this from 4E to 5E is never going to work quite right. You have to pick and choose what to retain and what gets lost. I like to start with the "story" of a character archetype and then see where it fits in. To me, the warden's story is smack dab in between ranger and druid, and too similar to either to stand alone as its own class. I also can't see a warden base class supporting many good subclass ideas -- you could base subclasses on the paragon paths, but they all feel pretty samey to me, and don't have a strong basis in fantasy fiction. I thought about making it a paladin subclass, but re-reading the paladin's flavor text, it just didn't feel right; paladin is very oath-oriented, with a strong dose of self-righteousness, which is the opposite of the "surrender to nature" vibe I get from the warden. I definitely think you could start from a druid base the way vincegetorix suggests, and might explore that option next. I am also intrigued by MechaTarrasque's idea of making the warden a subclass of a generic shapeshifter base class. There's actually a class like this in EN5ider's "Touch of Class," the shifter, but it doesn't really float my boat for some reason.

Wednesday, 10th January, 2018

  • 05:48 PM - CapnZapp mentioned vincegetorix in post Dire Animal Template
    Cap'n Kobold and vincegetorix: thanks, but most suggestions make a minor difference. It is my opinion that relatively small things that doesn't significantly alter CR doesn't need to be codified. A DM can give a monster "inspiration" on a particular attack for instance, or give it maximum hp. All on the fly - no formal rules necessary. What I'm looking for is a bigger change. While five steps on the "CR ladder" only means CR 1/8 becomes CR 3, it also means CR 2 becomes CR 7. I don't know the details of Challenge Rating determination, and honestly, I'm not really using CRs myself. The main reason I'm using them here in these posts is to quickly get my meaning across. Not that I particularly care whether a monster with 40 hp is CR 2 or CR 3. But basically, the template can't just double hit points, say. It also needs to provide a static boost. Let's say "CR 2" means 40 hit points (perhaps not for creatures with good defenses, but animals have poor defenses). Then our template can say "double hit points p...

Wednesday, 27th December, 2017

  • 01:48 AM - Hawk Diesel mentioned vincegetorix in post Yet Another Attempt at Revising the Ranger
    ...er's Mark, both you and your animal companion gain the benefits of those abilities. Superior Strikes At 7th level your animal companion’s attacks can break through defenses that normal attacks could not. Your animal companion’s attacks count as magical for the purposes of resistance. Storm of Claws and Fangs At 11th level, when you use your bonus action to command your animal companion to attack, it can make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Animal Protector At 15th level, your animal companion is willing to risk its life for yours. Whenever your animal companion is within 5ft of you and a creature makes a successful attack roll against you, your animal companion can use its reaction to take the full amount of damage instead of you. EDIT: Made the following changes: -Changed the 4th level Hunter bonus spell to Death Ward and the 3rd level Beast Master bonus spell to Revivify based on vincegetorix's suggestion. I thought those particular spells fit better for the ranger archetypes than the ones I chose. -Added the note regarding the Animal Companion's attack modality. -Corrected some grammatical errors and cleaned up the section regarding the animal companion's bonus to AC and damage. -Moved Storm of Claws and Fangs to level 11 Beast Master feature. Removed Beast Defense. -Added Animal Protector to level 15 Beast Master features. EDIT #2: Made/Considering the following changes: So the animal companion starts off with a bonus to damage equal to the character's proficiency bonus. But I feel that may be too much at level 3. Especially since the animal companion will also deal extra damage with Hunter's Mark, and this put this over the Berserker Barbarian's Frenzy ability and the Battlerager Barbarian's Battlerager Armor ability. So I am definitely taking that out. But is there a place it can be put back in? I think level 7 would not work. Although it would mak...

Monday, 25th December, 2017

  • 05:54 PM - Winterthorn mentioned vincegetorix in post Preview of the Witch Class I am working on
    I too have been working on a Witch class (and a Shaman class as well). In my case I am also updating my old homebrew setting from the 2E days to 5E, and that exercise has fueled my interest in a few new classes to fill some niches. In the case of Witches, they are to fit a triad vs Warlocks and Wizards. The challenge to me too is fitting them in without too much redundancy. I am trying not to overthink this, but my first thought was witches should be nature mages - arcanists who tap into the mana inherent in all living things, as well as the energies of the cycles of life and death and the seasons. Yes they compete against Druids somewhat, but they are arcane casters who use INT to support their knowledge of the mysteries of nature. A modest connection to the fey seems appropriate, and I figure witches should stick to the Prime too - no planar stuff. vincegetorix: I really like the ritual slant you suggest, and I will consider it as I flesh things out.

Thursday, 7th December, 2017

  • 05:31 PM - Wulffolk mentioned vincegetorix in post Public Gaming: Home brew setting vs Forgotten Realms
    I've been hosting a monthly (or almost monthly) D&D game at a comic store in my neighborhood. The game is meant to be both an introduction to D&D for beginners, but also, hopefully, an enjoyable experience for seasoned players and a way to meet others who enjoy playing D&D and other RPGs in general. I am planning to start a group exactly like this after the holidays. I agree with vincegetorix . Using the Forgotten Realms brings along interpretation issues if you have players that are familiar with the setting. For an intro-group like this I think that a generic "points of light" setting similar to 4e works best. That is one of the few 4e quirks that I cared for.

Tuesday, 6th June, 2017

  • 08:46 PM - Lanefan mentioned vincegetorix in post Why FR Is "Hated"
    Based on everything that I have heard about the 4e Realms and how well it went over, I would think this would be a gigantic mistake. This thread title aside, the Realms is the most popular campaign setting. Fans are cool with it evolving, but a major reset that totally changes what the Realms are is probably going to turn off way more people than it turns on. Even if it was an improvement, how many of the haters are really going to give it a chance?I didn't read what vincegetorix posted as looking for a reset. It seemed more like a complete reboot from scratch, and if approached from that perspective (i.e. wipe out ALL the history and lore and baggage and start right over from square one) he-she might be on to something. Lan-"except the reboot idea is missing Norse, and by holy law you can't have a D&D setting without Norse in it somewhere"-efan

Wednesday, 1st March, 2017

  • 02:22 AM - doctorbadwolf mentioned vincegetorix in post Racial Variant For Half-Orc Shamans/Druids
    ...y of the land, people passing by etc.). That said, you might have to adjust the agricultural traits of the orcish people; it seems like their hunter-gatherer stereotype would be inhibited by that ability. Even if it doesn't stem from a moralistic standpoint, it doesn't make much sense to eat your informants, or encourage them to be wary of you. Another suggestion might be something along the lines of invoking the spirits when healing, to give a buff to HD expenditure, possibly for the group. This also pairs nicely with the tales of orc hardiness, and is useful regardless of class/archetype. The third one seems out of line? TO me, it seems similar to the first one in power. Perhaps instead of being especially hard to find while camped, the party could roll twice and take the better of any HD spent for healing? Maybe something involving exhaustion? My group hasn't really messed with exhaustion much yet, because we don't really like it, so I don't really know what would work there. vincegetorix I like those variant options. They don't do the thing I'm looking for right now, but I definitely want Half-Orcs to have more options in general, like Half-elves and Tieflings. (Also, Dragonborn have the same need, IMO. GIve me some Draconian variants, at least!) Cap'n Kobold Fair enough, I guess I just have a hard time looking at the half-orc and not seeing an obvious, glaring, problem, so I'm surprised by someone not thinking there even is one. The option you suggest could work, but it does feel like a pure addition, rather than a variant, and a variant is more in line with how 5e deals with this sort of thing, outside of subrace. Here is the problem I see, since I didn't do a sufficient job describing it in the OP. For one thing, I personally think that every race should have a choice of secondary stat increase, even if they don't have a subrace. That part is partly "optimization" based (not really, but I don't feel like describing the distinction between optimization and me...

Tuesday, 28th February, 2017

  • 07:34 PM - Flareanthia mentioned vincegetorix in post Looking for Lore - Tritons race
    Oh I see @Demetrios1453 perfect, thank you. I will check and see! Hopefully 2e will prove a little bit insightful :3 @vincegetorix yeah, Tritons are actually good aligned from what I understand, most usually lawful good according to Volo though my Triton is a neutral good, because he was banished from his home/protectorate (Thus I named him Exoristos, which is a Greek word meaning outcast or banished. The reason I did this is because I figured "Hey, Greek is old, maybe Primordial could sound kinda like Greek would!" XD ) And Tritons ARE originally from the plane of water, but... That was apparently a long time ago, meaning that most if not all Tritons in the realm now would have never been there. Tritons would know of the plane of water, probably, but have lived in the sea their whole lives. Heck, there is a whole part of volo's guide talking about how they don't know anything of the surface, I imagine this would also mean they don't know much of creatures from the surface or sea creatures that never go too deep? 'XD I mean I can fluff some stuff as pertaining to their culture, I've looked up a WHOLE load of an...

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Saturday, 25th May, 2019

  • 08:02 PM - dnd4vr quoted vincegetorix in post More uses for ability scores?
    What if you do not add your proficiency to your spell attack bonus, making it maximum of 1d20+5 (+/- magic items)? In 4e non-weapon attack (implement attacks) did add a weapon proficiency bonus to the attack roll. The real issue is that the current system only moves 5% per two points (because a 14 and 15 DEX offer the same modifier), as where going with straight ability scores is a 1 point per 5% change. If you remove proficiency bonus (or keep it a static +2) that might work, but then very high ability scores would be impossible without something to assist the spellcaster. Keep in mind this also raises the point of normal attacks against AC. Why is the base AC 10? Because the base "normal" DEX is 10. If you implement such a system for casting, why not use it for combat? Armor could work as damage reduction (which is more realistic). I guess it all comes down to nailing exactly what you want to accomplish. That might work. It would still leave spells generally more likely to successfully ...
  • 07:04 PM - Charlaquin quoted vincegetorix in post More uses for ability scores?
    What if you do not add your proficiency to your spell attack bonus, making it maximum of 1d20+5 (+/- magic items)? In 4e non-weapon attack (implement attacks) did add a weapon proficiency bonus to the attack roll. That might work. It would still leave spells generally more likely to successfully affect the target than they are by default, but not by as much. At 13th-16th level your prof bonus would finally catch up with the discrepancy, and at 17th-20th you’d Actually have a harder time landing spells. But most games aren’t likely to go that high. I mean, the ideal version of attacker-always-rolls, if you want that, would be to keep spell attacks as 1d20 + mod + prof and make ability defenses 14 + mod (+ save prof if you have it). That would perfectly replicate the probabilities of success in 5e and just change who does the rolling, which sounds like was an appealing idea to you. But then we’re back to square 1 on making odd-numbered ability scores matter.
  • 03:33 PM - dnd4vr quoted vincegetorix in post More uses for ability scores?
    I think this is why I love the idea: learn to fight the creature, use the right spell, and you are mostly sure to land it (at least for 1 turn). I hate when my players miss their whole turn because I made a save, this break their fun a little each time. Sure, I get that as a player and DM as well, but fair warning is this idea makes spells more effective against the PCs as well! Non-DEX-based classes already have a hard enough time saving against an enemy's fireball for instance. Since most PCS will otherwise have a 10-14 DEX and the enemy spellcaster a +6 or better spellcasting modifier is not uncommon, it can be hard on the players, too. For example, a MAGE (CR 6) has +6 spellcasting modifier so DC 14 for saves against. A character with DEX 12 would need 13 to make the save (40% chance) assuming no proficiency, but the Mage would only need to roll a 6 or better (75%) to "hit" them with the full effect of the fireball. From the player's perspective, the chance for half damage drops from 40% ...
  • 04:31 AM - dnd4vr quoted vincegetorix in post More uses for ability scores?
    I wouldn’t add proficiency bonus to target numbers. The math works out so that the target number is within about 1.5 of the average roll the character would get on a proficient save. 16-17: 10.5 avg + 3 mod +2 prof = 15.5 14-15: 10.5 avg + 2 mod +2 prof = 14.5 12-13: 10.5 avg + 1 mod +2 prof = 13.5 10-11: 10.5 avg + 0 mod +2 prof = 12.5 8-9: 10.5 avg -1 mod +2 prof = 11.5 With point-buy, scores of 18-19 and 20 are only possible at levels 4 and 8 at the earliest, with +3 prof bonus coming at level 5 and +4 at level 9. 18-19: 10.5 avg + 3 mod + 2 prof = 16.5 18-19: 10.5 avg + 4 mod + 2 prof = 17.5 20: 10.5 avg + 5 mod + 3 prof = 18.5 20: 10.5 avg + 5 mod + 4 prof = 19.5 So this system would make it a little harder to hit untrained and high-ability targets, and a little easier to hit trained and low-ability targets on average, but it comes pretty close in the middle ranges. If you want save proficiencies to still matter under this system, I’d suggest adding them to rolls to en...

Friday, 24th May, 2019

  • 09:36 PM - Charlaquin quoted vincegetorix in post More uses for ability scores?
    I think I'll try that, with my other ideas and suggestions from other posters in my next game. Anyway my players always forget what their DC is and dont always understand why in case X they are rolling the dice and other case I'm rolling the dice. This new idea might make it easier for them as they will always be the one attacking. Nice! I’d love to hear how it works out for you. Has the virtue of simplicity. What about 'good' saves? Those could get pretty high if you added proficiency - and, if you don't, there's no progression, at all (rather than just none with bad saves). As I pointed out in my other post, the math works out such that ability score as target number is within about 1.5 of the average roll for a proficient check with the same ability, so adding proficiency to the target number would, I think, make it too difficult to hit with spells and abilities that target a score. The math does start to favor the attacker a bit at high levels, so maybe having a slower profic...
  • 04:19 PM - Charlaquin quoted vincegetorix in post More uses for ability scores?
    And maybe go with 4e saving throw (roll 10 or more on a flat d20) for ongoing effects? Yes, that could work. Would ST proficiency still apply? Like, if a class gave you prof in Dex saves, would you add your proficiency to your score? Maybe 1/2 prof, or only +2? Just to be sure to avoid having caster needing to hit a total Dex score of 26 to land a fireball, for example. This isn't a bad idea, as basically the DC for the save would work like AC does in combat with the attacker always rolling. But I think there might be some problems with this in the mechanics. First, most characters are only proficient in two saves. So for a character without proficiency in DEX saves, but with a DEX 16, would have a big advantage doing it as you suggest. Also, how would proficiency help? If the same character had a proficiency bonus of +4, would their DEX save DC be 20 instead of 16? I wouldn’t add proficiency bonus to target numbers. The math works out so that the target number is within about 1.5 of the average...
  • 08:47 AM - Charlaquin quoted vincegetorix in post More uses for ability scores?
    Just to be sure to keep the thread on topic: this is not about switching one mechanic from one stat mod to another. I think we all know that Dex is a power stat and Int is under-represented in general, but I'm looking for idea to use the scores, no matter from which stat. Anymore ideas? Here’s one: First, get rid of saving throws. Use an “attacker always rolls” system where the ability score is the target number for any attacks that target that ability. So sacred flame, for example, would be a ranged spellcasting attack against the target’s Dexterity instead of forcing a Dexterity save.

Thursday, 23rd May, 2019

  • 05:47 PM - Tony Vargas quoted vincegetorix in post More uses for ability scores?
    Hey, so one thing I dont like with 5e is the lack of use for ability scores beyond character generation; most of the game relies on modifiers. I really love OSR games that still use ''roll under'' because it makes a character with 13 str and 12 str different, if ever so slightly. Roll under runs into some numerical issues, like a stat of 20 being problematic, and modeling varying difficulties being a bit fraught. Open-ended bonuses and DCs leave a lot more room to work with, mechanically. A simpler, more honest solution to the 'odd stat out problem,' is just to toss them. Replaces stats with their bonuses: PC stats range from -1 to +5, end of story. Do you use ability scores in your game? What game mechanics have you houseruled/added to make scores more relevant? I certainly have in the past. I've pegged odd number stats to preqs for Feats, PrCs, PPs, riders on powers, etc in 3e & 4e. I've used them as tie-breakers in contested checks (hardly worth it). And, in older pre-d20 g...

Wednesday, 15th May, 2019

  • 06:34 AM - EpicureanDM quoted vincegetorix in post Brainstorming TotM
    This. As for the ''movement zones'', I know many games that use the same idea in one way or another, such as Beyond the Wall, TinyDungeon, the One Ring, Dungeon World etc. Some details may vary, but its similar enough to say that what the 13th does is in no way unique. Not to say that its not a good system; it work splendidly. I don't mean to say that every part of 13A's TotM system is unique or was never done before. 13A might have taken some ideas about TotM - some of them new and others borrowed - and arranged/designed them in a particular way to suit a D&D-style FRPG. I can't speak to how much 13A's designs explicitly relied on prior ideas. I'm not aware of a published TotM system preceding 13A that contains sufficient similarities to 13A's TotM that a case could be made that 13A is borrowing pretty heavily from it. What I can suggest, however, is that a direct comparison of Roshambo TotM and 13A TotM might indicate that a Roshambo owes a heavy debt to 13A, a debt that the presumption of indep...

Tuesday, 14th May, 2019

  • 02:34 AM - gyor quoted vincegetorix in post Help me name the fantasy-historical pantheons
    Yup, I know since I live in Wendake (Québec). Its just a simple name for a fictional pantheon in a game. Having a specific name for every pantheon that could be loosely representative of a real world first nation belief would be exhaustive, to say the least. A lot of First Nations are related to each other so there is a fair amount of over lap between groups of related tribes. Most of the FNs tribes of Southern Ontario are related to each other for example. They often share a lot of myths with variations within these groupings.
  • 01:00 AM - ccs quoted vincegetorix in post Help me name the fantasy-historical pantheons
    Ok, I'll try to find some: Indian American: Great Plain Pantheon You do realize that: A) America (and Canada) comprise of a lot more terrain types/regions than the plains. B) Assorted tribes lived in all of them. And still do.

Monday, 13th May, 2019

  • 06:06 PM - Parmandur quoted vincegetorix in post New D&D Adventure Reveal On 17th May at 'The Descent'
    Sorry, megaplot would be the term I was looking for. You, one big chain of events. Oh, yeah, for sure: I think that's the real reason for the continued Sword Coast usage: creating a giant sandbox for DMs to remix to taste.
  • 05:27 PM - Parmandur quoted vincegetorix in post New D&D Adventure Reveal On 17th May at 'The Descent'
    My bet is that we will see an AP featuring Dragonspear Castle which houses a portal to Hell and has long been a thorn in Baldur's Gate foot. SPOILER for Siege of Dragonspear Castle The last Baldur's Gate game was a story about a how a crusader wished to invade hell to free a loved one while her close advisor conspired to free his devil master. There's also a possible link between Hoard of the Dragon Queen and Zariel. The wiki states that Zariel was the one who suggested to the Thayians and the Dragonc Cult to summon Tiamat to Toril because whe wanted to get rid her layer of Hell of her. So maybe we will see the next step in the large metaplot of HotDQ -> Rot -> SKT -> ? . I believe those events with be linked in the next AP, but I dont know how :P WotC doesn't do metaplot anymore: but possible connections, definitely. Perkins went into how Baldur's Gate ties into Chult, for example.

Thursday, 9th May, 2019

  • 03:57 PM - Abstruse quoted vincegetorix in post Bethesda Pulls Promotional Elder Scrolls D&D Module Following Plagiarism Accusations
    It would seem, if you read the comments here: https://www.reddit.com/r/dndnext/comments/bmbet8/bethesdas_latest_elder_scrolls_adventure_taken/ , that the module itself was only a translation/conversion to ESO of the Black Road made by a DM for his own game. Said DM happens to work for Bethesda Netherland. The fanwork section of the company learned of said conversion and ask if they could post the link to the DM's dropbox on their ESO fanwork facebook. The DM said yes then people started pointing out that this was a DDAL module and that they could not post it, so the company removed it. It still a big fail, but I dont think their was ill intent (that is, if you believe the comments. Might be false informations, who knows?) Unless it's from someone who actually works at Bethesda, it's pure speculation. Bethesda (via its official Elder Scrolls Online social media accounts) posted the links to the adventure and pre-gen PCs, all of which are written as if they're to be run by someone who did not write ...

Sunday, 7th April, 2019

  • 04:02 PM - Springheel quoted vincegetorix in post Bardic Inspiration houserules
    My houserule for bards is: Bards have a passive aura of 20' (30' at level 15). By itself, the aura does nothing. Bard can spend Bardic Inspiration to begin a specific song (Skill, Debuff, Attack, Damage, Armor etc depending on your subclass). This song last for 1 minute and requires concentration. While a bard sings a specific song, he can use its reaction to add its Bardic Inspiration Die value to the roll specified by the song. Interesting. Thanks for responding with an actual houserule idea. Most of the people here don't appear to have an issue with the ability, but in case someone else finds this thread in the future and is also looking for houserule ideas, I'm going to try the following: Bardic Inspiration: You play a rousing note or utter a phrase that lifts the heart and fills your allies with inspiration. Each listener affected can choose to either immediately gain 1d6 temporary HP, or roll an extra 1d6 on the next attack, ability check, or saving throw roll they make. You can aff...
  • 03:41 PM - Blue quoted vincegetorix in post Bardic Inspiration houserules
    My houserule for bards is: Bards have a passive aura of 20' (30' at level 15). By itself, the aura does nothing. Bard can spend Bardic Inspiration to begin a specific song (Skill, Debuff, Attack, Damage, Armor etc depending on your subclass). This song last for 1 minute and requires concentration. While a bard sings a specific song, he can use its reaction to add its Bardic Inspiration Die value to the roll specified by the song. So it sounds like you have given them nothing new, but taken away flexibility (do various abilities), range (normally can apply within 60' and they don't need to stay near you), time (used to be able to be done beforehand, if for example you want to buff someone going scouting), the bard's Reaction, and the majority of the core bardic spells because they require concentration. That's a ridiculously huge nerf for a class defining ability. As in don't even offer a bard anymore. Heck, even if the bard had unlimited uses it's still too much a hit because of how concentrat...

Wednesday, 20th March, 2019

  • 04:03 AM - dnd4vr quoted vincegetorix in post Need help with Health recovery math
    I'm the OP :P I was saying that I think you found the solution. Keep it simple, 25% per rest, 4 rest to go full HP. Long rest based class regain their resources on the 8h recovery. So you are.... so you are. ;)

Tuesday, 19th March, 2019

  • 02:49 PM - dnd4vr quoted vincegetorix in post Need help with Health recovery math
    With this idea in mind, the PC would have to take what is roughly 10 hours to recover all HP, not all that far from the basic 8 hours long rest. Yep, but it allows up to 25% from each of the three shorter period rests the OP wants.
  • 02:34 PM - dnd4vr quoted vincegetorix in post Need help with Health recovery math
    When you put it that way....well yes. I guess that makes the answer more evident :P what if each recovery gave you 25% of your max HP, like in 4e? If it works, it is a simple way to do it. Like I wrote, it depends on what is needed to fully recover HP.
  • 09:03 AM - Harzel quoted vincegetorix in post Need help with Health recovery math
    Hey guys, while reading the thread about Arcana of the Ancients, it gave me the urge to go back and read the Numenera corebook to find and steal some mechanics to implement in my 5e games. Numenera use ''short rest'' called recoveries that give back some fighting power to the PC, but take longer and longer the more time you use them in a day. So in my game, ''short rest recoveries'' would take 1st: 10 minutes 2nd: 30 minutes 3rd: 1 hour 4th: 8 hours Now, in my games I dont want to use the HD pool to spend on short rest, I'd prefer to have the PCs recover a set amount of health at each ''short rest recovery'' (no full healing at 8 hours rest though). I was thinking something like (1dX, where X is the class HD, + Con) * Level, but I cant do math, so it may be to much. Could somebody help me figure out a good way to calculate an adequate amount of recovered HP per ''recoveries''? Somehow, I hate to be the one to do this, but... Adequate for what? You have proposed changing the rest mechanic, b...


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