View Profile: Burnside - Morrus' Unofficial Tabletop RPG News
Tab Content
  • Burnside's Avatar
    Yesterday, 11:01 PM
    I used a riddle door in an adventure I wrote for DMsGuild. However, I made sure to do two things with it: 1. It gated an interesting/rewarding, but not plot critical area. So if the adventurers failed to solve it they lost out on a reward but the adventure could continue. 2. The riddles were posed by a talking owl sculpture. With perception, characters could spot a keyhole inside the owl's...
    26 replies | 289 view(s)
    0 XP
  • Burnside's Avatar
    Tuesday, 11th December, 2018, 04:47 PM
    Another vote for Sunless Citadel. Very easy to run and definitely fills the requirement of not demanding too much deep thought from players. Also, the following Season 5 Tier One AL adventures string together to make a very solid level 1-4 campaign: The Black Road DDAL5-02 Uninvited Guests DDAL5-03 Beneath the Fetid Chelimber DDAL5-06 Chelimber's Descent DDAL5-07 Giant Diplomacy...
    14 replies | 423 view(s)
    0 XP
  • Burnside's Avatar
    Thursday, 6th December, 2018, 04:44 PM
    This is quite true. I guess I'm viewing it through the prism of my low-AC Tomb of Annihilation party where my bard (AC 15) is working with a tiefling tomelock (AC 13), Circle of Shepherd lizardfolk druid (AC 16), and a tabaxi scout rogue (AC 15). All level 5, and we tend to get hit by everything. More often than not, if I can save people a beating it's not by imposing disadvantage with VM, it's...
    63 replies | 29457 view(s)
    0 XP
  • Burnside's Avatar
    Tuesday, 4th December, 2018, 11:16 PM
    The problem that I've found in practice when using Vicious Mockery against big, dumb heavy hitters - which is where you'd think it would be the most effective - (such as the zombie t-rex in ToA) is that while they're likely to fail the Wis save, they're also likely to land attacks even with disadvantage due to really heavy melee attack bonuses (like +10). Disadvantage isn't that great against...
    63 replies | 29457 view(s)
    0 XP
  • Burnside's Avatar
    Tuesday, 4th December, 2018, 04:26 PM
    As a player with a bard as my main PC, I am kinda annoyed by the cantrip Frostbite. It was introduced in Princes of Apocalypse and later included in Xanathar's. It's available to Druids, Wizards, Warlocks, and Sorcerers and is mechanically identical to Vicious Mockery except one major advantage: - does d6 damage instead of d4 and three minor disadvantages: - does Cold damage instead of...
    63 replies | 29457 view(s)
    0 XP
  • Burnside's Avatar
    Tuesday, 4th December, 2018, 04:13 PM
    Not sure I understand the distinction between 3 and 4.
    114 replies | 3376 view(s)
    3 XP
No More Results
About Burnside

Basic Information

About Burnside
Introduction:
D&D 5e DM/Player
Location:
New York
Disable sharing sidebar?:
No
Sex:
Male
Age Group:
Over 40
My Game Details

Details of games currently playing and games being sought.

Town:
Hastings-on-Hudson
State:
NY
Country:
USA

Statistics


Total Posts
Total Posts
83
Posts Per Day
0.19
Last Post
Riddle me this: How often do you use riddles? Yesterday 11:01 PM

Currency

Gold Pieces
2
General Information
Last Activity
Yesterday 11:01 PM
Join Date
Wednesday, 27th September, 2017
Product Reviews & Ratings
Reviews Written
1
My Game Details
Town:
Hastings-on-Hudson
State:
NY
Country:
USA

Tuesday, 18th December, 2018


Monday, 10th December, 2018


Thursday, 6th December, 2018


Wednesday, 5th December, 2018


Tuesday, 4th December, 2018


Thursday, 8th November, 2018

  • 06:38 PM - Oofta mentioned Burnside in post Alternatives to Fury of the Small for Goblins?
    In a lot of games, goblins are evil versions of tinker gnomes, so I agree with Burnside. I do this a lot in my own world and make sure that goblins have special thematic weapons. For example, one goblin would throw a pot of honey (I was going for a bit of humor. With PCs going honey, WTF?) followed up by a second pot full of stinging insects attracted to the honey. The goblins of course were flying overhead on camouflaged gliders. In any case, the mechanical bits don't always matter as much as what you envision their culture to be like. Don't get too tied to following prescribed abilities. Think of what kind of scenes you want to use your goblins to enact and then figure out a reasonable way to implement. For example, want a tougher "goblin" based encounter? Have a goblin invent a mech based on some construct, with the lead goblin chortling about how he's turned the tables and is tired of always being picked on. Have fun with it and make him the goblin version of Tony Stark.

Wednesday, 26th September, 2018

  • 06:28 PM - MNblockhead mentioned Burnside in post Sell me on D&D Beyond
    Burnside - wish I could multi-click XP for your post. You've summed up my experiences better than I did above. What they should do: - Keep improving the character sheet. Yes. For the PDF export, I wish they would get away from the official format and come up with something more readable and usable. Hero Labs does a great job presenting info with checkboxes for consumables and daily / per-rest powers. They also need AL support. The fact that I create my characters in BOTH DDB and HeroLab so I can print in HL's format does not make for a good endorsement of DDB. BUT I *MUCH* prefer the new *digital* character sheet on DDB, so much so that I prefer using it during play over pen and paper, which is a huge departure from long-held preferences and prejudices regarding using electronic devices at the table. I would also be nice if there was some panel view for the DM of all of the characters in the campaign AND if that would sync effects and hitpoints. Basically a networked combat tracker....

No results to display...
Page 1 of 2 12 LastLast

Thursday, 6th December, 2018

  • 05:10 PM - OverlordOcelot quoted Burnside in post What's up with Vicious Mockery?
    This is quite true. I guess I'm viewing it through the prism of my low-AC Tomb of Annihilation party where my bard (AC 15) is working with a tiefling tomelock (AC 13), Circle of Shepherd lizardfolk druid (AC 16), and a tabaxi scout rogue (AC 15). All level 5, and we tend to get hit by everything. More often than not, if I can save people a beating it's not by imposing disadvantage with VM, it's with Cutting Words. Funny how that works, I'm in the opposite situation in my TOA game. My Cleric 1/Warlock 5 character is the low AC one at 16. The other regulars include two clerics who sport splint and shield for 19 (they love to cast guardian spirit and wade into the middle of enemies) and a wizard (with 1 level of cleric) who wears splint and shield AND has the shield spell on speed dial, so effectively has 24 most of the time.

Wednesday, 5th December, 2018

  • 05:53 AM - OverlordOcelot quoted Burnside in post What's up with Vicious Mockery?
    The problem that I've found in practice when using Vicious Mockery against big, dumb heavy hitters - which is where you'd think it would be the most effective - (such as the zombie t-rex in ToA) is that while they're likely to fail the Wis save, they're also likely to land attacks even with disadvantage due to really heavy melee attack bonuses (like +10). Disadvantage isn't that great against something that is going to connect with an attack roll of like 5 or higher. Basically, I do think it's a pretty great cantrip in tier one, but it hits the wall HARD at tier two. The two CR7 giants both have a +9, so to hit on a 5 your melee combatants need to only have 14 AC in Tier two. Heavy armor types like STR fighters, Paladins, and melee clerics should have at least splint by then, giving them 17/19. Dex types should be around 15-16 (Studded leather plus 3-4 from Dex). Medium armor types should be 16-17 if they do a +2 dex and shield. Moon druids and barbarians will probably be in that 14-15 range...

Tuesday, 4th December, 2018

  • 04:21 PM - lowkey13 quoted Burnside in post Campaign Settings and DM Strictures, the POLL
    Not sure I understand the distinction between 3 and 4. Three means that there is a concrete reason springing from the campaign world for the restriction; for example, as Azzy stated below, Kender don't exist in Eberron. Or, to use a slightly different example, my old-school homebrew Greyhawk doesn't have Dragonborn. Four is a restriction that is not campaign or setting dependent. The easiest one that most people understand is "no evil characters." But it could also be, "No drow as PCs" in a world that has drow. Or "no paladins" because paladins are a terrible plague on humanity that must be eradicated.

Sunday, 4th November, 2018

  • 02:31 AM - collin quoted Burnside in post Rating 5e adventures - best for my group?
    Lost Mines of Phandelver (I have DMed it twice) is still the best official WoTC 5E adventure. Even experienced groups will enjoy it. Although it covers only levels 1-5, if you do all the side-quests it can easily run a few months. Great for casual play - straightforward and episodic, but freedom to explore is there if you want it. Horde of the Dragon Queen (I have read but never played) is actually kind of underrated. Episodic and fairly easy to run, though it requires more work from the DM than LMoP does. Its flaw is that it has the drawbacks of a railroad (little freedom of a choice) but often fails to include the virtues of a railroad (depth, specificity, and detail). Still, I think there's some very good stuff in there and it's often unfairly maligned. Rise of Tiamat and Princes of Apocalypse I've neither read nor played. Tales of the Yawning Portal...I mean, it's certainly episodic. I would not enjoy running all the dungeons in this book. I did run Sunless Citadel for my players ...

Wednesday, 24th October, 2018

  • 10:52 PM - BlivetWidget quoted Burnside in post Transmutation Wizard's Major Transformation Feature
    Sacred opal spider idol of Lolth with a thousand ruby eyes? Now it's a sacred hot pink imitation marble idol of Lolth with a thousand gumball eyes. While I never would have thought of that (not really my style), I have to applaud the ingenuity and will have to keep that in my back pocket! You might be able to ignite a powderkeg if you have two rival groups and some kind of trophy or symbolic thing they fight over. If you silly-fy the object, the group who had possession of it will naturally assume the rivals stole it and left a ridiculous imitation in its place. I have to say, I'm interested in the implications of cost being a magically useful physical property of an object. Agreed, it's a bizarre side-effect of the way they've written the material components to require items of value. If I buy a diamond for 5 gp and sell it to you for 500 gp, will it work if you use it for a spell requiring a 500 gp diamond? If you give it to a friend at no cost, does it become a 0 gp diamond? W...

Friday, 28th September, 2018

  • 03:05 AM - Mistwell quoted Burnside in post Which First Level Adventure for Beginners/Returning Lapsed Adults
    Get Tales From the Yawning Portal and run Sunless Citadel. The Starter Set adventure (Lost Mines of Phandelver) fortunately happens to be a great level 1-5 mini-campaign, regardless of your experience level. Even as an experienced DM, you'll enjoy running it. And for new players it's the best 5E option by a lot. Both of these are good choices.

Thursday, 27th September, 2018

  • 05:28 PM - Reynard quoted Burnside in post Which First Level Adventure for Beginners/Returning Lapsed Adults
    The Starter Set adventure (Lost Mines of Phandelver) fortunately happens to be a great level 1-5 mini-campaign, regardless of your experience level. Even as an experienced DM, you'll enjoy running it. And for new players it's the best 5E option by a lot. I used it to teach a gaggle of 13 year olds to play D&D for a friend of my wife's. As far as I know they are still at it a year or so later.

Wednesday, 26th September, 2018

  • 06:28 PM - MNblockhead quoted Burnside in post Sell me on D&D Beyond
    Burnside - wish I could multi-click XP for your post. You've summed up my experiences better than I did above. What they should do: - Keep improving the character sheet. Yes. For the PDF export, I wish they would get away from the official format and come up with something more readable and usable. Hero Labs does a great job presenting info with checkboxes for consumables and daily / per-rest powers. They also need AL support. The fact that I create my characters in BOTH DDB and HeroLab so I can print in HL's format does not make for a good endorsement of DDB. BUT I *MUCH* prefer the new *digital* character sheet on DDB, so much so that I prefer using it during play over pen and paper, which is a huge departure from long-held preferences and prejudices regarding using electronic devices at the table. I would also be nice if there was some panel view for the DM of all of the characters in the campaign AND if that would sync effects and hitpoints. Basically a networked combat tracker....

Tuesday, 18th September, 2018

  • 03:56 PM - Ymdar quoted Burnside in post Pulling Off a Dragon Heist in Waterdeep: The Review
    The party ends up getting to keep 8-10% of it, depending on NPC involvement and what your DM chooses to do. Sounds like a Shadowrun adventure: You do the dirty work for the high and powerful and then they take your loot.
  • 01:59 PM - delericho quoted Burnside in post Pulling Off a Dragon Heist in Waterdeep: The Review
    I'd argue that Curse of Strahd is great. IMO, CoS really suffers in comparison with the original, which (also IMO) is enough to disqualify it from greatness. For the rest - I stopped after "Storm King's Thunder", so can't comment on ToA or, now, W:DH. "Tales..." is slightly different, as I have several of the source adventures, but it was always going to be a mixed bag. The earlier ones, from HotDQ through SKT are frustrating - a lot of them have some good material (with OotA in particular containing some of the best adventure material I've seen, ever), but they've not yet managed one that didn't also have some very significant weaknesses. All IMO, of course.
  • 11:29 AM - CapnZapp quoted Burnside in post Pulling Off a Dragon Heist in Waterdeep: The Review
    review Thank you for your open-minded review. Two things never cease to amaze me: 1) the lengths some posters go to sell WotC's stuff for them, no matter the deficiencies or weaknesses 2) the fact WotC never seems able to create a truly great adventure. They most assuredly are the McDonald's of RPG scenarios...

Thursday, 13th September, 2018

  • 12:22 PM - CapnZapp quoted Burnside in post Waterdeep: Dragon Heist First Impressions
    A surprising amount of dice-rolling going on in places where you might expect more story. For an adventure containing intrigue, mystery, and investigating, it's disappointing to see that a lot of the actual investigation and information gathering is resolved by "spend a tenday making three DC 13 Investigation checks per day" rather than actually describing how those investigations might be played, what clues can be found, or who can be spoken to. DMs and players are often left on their own if they want to bring that stuff to life. D&D have almost never understood investigative RPG:ing. (The market they're catering to wants to get the cluedo phase over and done with quickly to get back to the exciting monster killin')
  • 12:19 PM - CapnZapp quoted Burnside in post Waterdeep: Dragon Heist First Impressions
    I think one of the main complaints is going to be the maps. They are...utilitarian and basic. I'm actually okay with them. But players and DMs used to the detailed, colorful Schley maps in recent books I think may feel these seem cheap in comparison. Schley or GTFO

Monday, 10th September, 2018

  • 08:26 PM - darjr quoted Burnside in post Tell me about AL Adventures
    I ran a few of the Season 5 AL adventures for my home group, without actually worrying about AL rules. I reviewed our sessions here: http://www.enworld.org/forum/showthread.php?587283-AL-Season-5-without-AL Overall I'd say the majority of the AL adventures I've run or read were really fun, but there are absolutely a few duds and a few that almost feel unfinished/incomplete. On the whole I think that as a body of work the AL adventures are strong and if anything kind of underrated. I have NOT played or read any of the Season 4 ones (which are set in Raveloft) but FWIW that season of adventures has a reputation as being a real mess. I have my issues with season 4, and it isn't what you might think. However there are some of the VERY best AL adventures in season 4. Also, imho, some of the very worst.
  • 06:20 PM - GlassJaw quoted Burnside in post Tell me about AL Adventures
    On the whole I think that as a body of work the AL adventures are strong and if anything kind of underrated. I have NOT played or read any of the Season 4 ones (which are set in Raveloft) but FWIW that season of adventures has a reputation as being a real mess. Interesting about the Season 4 Raveloft adventures. I haven't played or run anything from AL. However, I did take a look at the CoS AL adventures while I was doing some prep for an upcoming CoS campaign that I will be running. Basically I was looking for things that could supplement what's in the hardcover. I liked that the CoS AL adventures provided another town to the north and the hag NPC, Jenny Greenteeth, is very cool. She would provide the characters some extra resources and healing but not without a cost. Also a great springboard for some scavenger hunt sidequests. From what I could tell, the plot linking all the adventures together was fairly interesting; I liked that they were connected. I also liked that there was a co...

Saturday, 8th September, 2018

  • 10:41 AM - gyor quoted Burnside in post Waterdeep: Dragon Heist First Impressions
    I'd say in terms of ease-of-use, best since LMoP. Best overall? It's going to be a matter of taste. People who really like FR will like it more than those who don't. It is NOT going to be easy to put this one in Eberron or a generic setting. It's very much Waterdeep, the FR factions are used more heavily than in recent years, terrible Ed Greenwood names ("Janytar Mistgem" and what have you) are all over it, and so far I have encountered references (not plot-central) to characters and events from Horde of the Dragon Queen and Princes of Apocalypse. A surprising amount of dice-rolling going on in places where you might expect more story. For an adventure containing intrigue, mystery, and investigating, it's disappointing to see that a lot of the actual investigation and information gathering is resolved by "spend a tenday making three DC 13 Investigation checks per day" rather than actually describing how those investigations might be played, what clues can be found, or who can be spoken to...

Friday, 7th September, 2018

  • 11:49 PM - Charlaquin quoted Burnside in post Waterdeep: Dragon Heist First Impressions
    I haven't read the whole thing, but I'd say double crosses and plot twists yes, galore no. The simplicity has to do with the relatively limited scope due to the level range 1-5. The actual adventure is really not as much of a sandbox as the previous publications, though you're certainly given enough setting info to base your own stuff in Waterdeep. In something like CoS or OotA, the chapters described locations that could more or less be visited in any order. In this book, chapters 1-4 are not locations. They are a series of events that happen chronologically. The stuff in chapter 1 is followed by the stuff in chapter 2, then 3, etc. What exactly happens in Chapter 4 will vary quite a bit based on which villain you've chosen, but regardless it's the last chapter of the adventure. Chapters 5-8 are each dedicated to one of the four possible main villains and their lairs. These chapters are entirely optional and it's quite likely the players would never visit any of the lairs during thi...
  • 07:52 PM - Reynard quoted Burnside in post Waterdeep: Dragon Heist First Impressions
    Having said that, the story is also simpler than any of them except Lost Mines of Phandelver. That's a bit surprising. I thought it was supposed to be big complex heist story involving lots of competing factions, with double crosses and plot twists galore.
  • 07:29 PM - Reynard quoted Burnside in post Waterdeep: Dragon Heist First Impressions
    No new rules or systems that I can see from skimming it. There are some unique traps and situations that require specific actions or conditions to be met, but they seem to be resolved using standard means (skill checks, spells, etc.). Thanks. The other thing I am interested in is what the relationship webs and plot outlines look like. Do they make it seem like you can understand the machinations of the factions at a glance, more or less?

Tuesday, 9th January, 2018

  • 04:06 PM - Pauper quoted Burnside in post AL Season 5 without AL
    My feeling in posting the thread here was that it's AL-related even though I don't use AL rules. Yep, and it seemed that way at the start. There was even a blueprint of AL adventures that would comprise the bulk of the (early?) campaign. It's an example of how a DM can incorporate AL adventures into a homebrew campaign, and therein demonstrates an added value in AL material (or at least explores the possibilities; Here's the thing, though -- the last two adventures, the two part "Into the Belly of the Beast", are not AL-legal as far as I'm able to determine. So what you're really doing is talking about a game in which you use whatever material you like, with whatever rules you like, and shape it into your own story. That's absolutely cool -- it's called a 'homebrew game' -- but it's not AL. Obviously if the mods feel it belongs in the General area I'm happy to continue it there though. It just seems like it's going to be confusing for people who come to the forum looking for AL...


Page 1 of 2 12 LastLast

Burnside's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites