View Profile: 5ekyu - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
Tab Content
  • 5ekyu's Avatar
    Yesterday, 03:15 AM
    The only reason they can't get the attack on this turn is running out of movement on this turn to get to an enemy. If they had more movement they could. The only reason they cant make a 30' jump across the chasm this turn is running out of movement on this turn. If they had more movement they could. Side note - With feats like mobile or charger they likely could have gotten the jump or...
    108 replies | 2806 view(s)
    0 XP
  • 5ekyu's Avatar
    Sunday, 15th July, 2018, 09:27 PM
    When I have my way, i tell the players session zero in the "death, how it happens and what next" the following... 1 You wont see your character go from active to dead by one die roll. So no massive damage rules. 2 You may see your character go from inactive to dead by several die rolls and events - see death saves for example. These will often be death by neglect as partners decline to...
    29 replies | 847 view(s)
    1 XP
  • 5ekyu's Avatar
    Sunday, 15th July, 2018, 06:07 PM
    If a 1st level fighter or rogue with two weapons wanted to: Strike this guy (resolved and goes down) them move to that other guy and strike him how would you play that out if... A - the other guy was 25 feet away (within normal move) B- the other guy was 45' away (outside notmal move and strike but within normal move plus 10' jump) C - the other guy was 55' away (outside normal move and...
    108 replies | 2806 view(s)
    0 XP
  • 5ekyu's Avatar
    Sunday, 15th July, 2018, 05:47 PM
    Gms are free to house rule any part of the game they want so hovering in mid air until whatever time you get to take a new move is fine... Not one i would embrace as lotsa of trouble cases arise and it just seems to not be needed.
    108 replies | 2806 view(s)
    0 XP
  • 5ekyu's Avatar
    Sunday, 15th July, 2018, 05:42 PM
    A lot of folks seem to want to hide death saves to keep the characters from using that info. My approach is to instead describe it narratively... A made save is "beginning to stir" or "not a lot of blood" or color coming back" or "eyes blinking trying to focud" as long as routine vision etc is in effect. A failed save is "horrible choking sounds" or " blood flowing heavy now" or...
    104 replies | 2801 view(s)
    1 XP
  • 5ekyu's Avatar
    Sunday, 15th July, 2018, 01:33 PM
    Ok so to you there is a line between spontaneous abilities which pop up without previous in game events foreshadowing them that are ok and some that aren't and you want that line to be codified in rules to match your subjective sub-sets. Great. I prefer them having a core rules to that is a little more flexible than that. As for your new rule, doing exactly what you describe in an AL...
    98 replies | 2629 view(s)
    0 XP
  • 5ekyu's Avatar
    Sunday, 15th July, 2018, 01:20 PM
    Absolutely agree. The core rules are silent on the issue because those are very group and style considerations, subjective setting, etc - not core rule mandates. As I have been saying, if a player and gm are seeing one type of "leveling abstraction" as a problem, dont choose that one and choose another. It's what I did with my halfling, sow the seeds of considered multiclass at first level...
    98 replies | 2629 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 06:17 PM
    The pact is key to the warlock and they have an ongoing bargain to keep up. this is rife through the class descriptions. i would never dismiss these elements as fluff text or side issues and when a player plays a warlock in my games i make sure we are on the same page on that. Depending on the specifics of the character and the patron, tasks will be asked or assigned and info will be gathered...
    3 replies | 218 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 06:11 PM
    Winner Winner Chicken Dinner and its kindled too. thanks a lot.
    3 replies | 141 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 04:42 PM
    Likely as not it was in the 1980s. Fantasy magic world. arabian nights feel. Key element i recall was the magic system. During the time of your birth magic flowed into you - everyone. Each year on your birthday you got magic again - hours of your birthing. Mages would learn to harness and trap that magic into talismans during that period each year and could then use those talismans to...
    3 replies | 141 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 08:37 AM
    I dont see the issues here... But thats ok they dont have to. I see "we need to cross or..." as an opportunity for preppie caster to be able to shine with "if we wait til,morning, i can use fly and we get across" if he doesnt have rhe spell prepped but has a large array of spells. That greatly contrasts their strength vs the smalker toolbox guy with "sorry, no fly, lets get really creative...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 07:40 AM
    We both agree players can try to metagame. That was never in dispute. If thats what your point boils down to then hey we agree. I dont see it as inevitable or tied to vancian magic inevitably as others seem to.
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 07:23 AM
    So, to you a spontaneous set of points or new speedier movemt options and maneuvers for action they havent taken is fine as long as its not wrapped up in different class name. Gotcha. My point with training wasnt about retro fitying the entire last month of play. You keep creating conflicts as problems but thebproblems are not required by the rules. Most games i have ever sern do not...
    98 replies | 2629 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 07:04 AM
    But is the metagaming bothersome because in your games you use more undead than the setting makes reasonable to expect? Do you have townsfolk saying "undead, we never see those" yet have undead lurking round every basement in town? If your game actually has that many undead, in fact, is it metagaming fir foljs in that campaign to prrpare for undead as a general rule? If there have bern...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 06:59 AM
    If a gm is so predictable that the choices, goid choices, made in character using campaign in game info are being bypassed by his players and their assumptions of gm bias are being used instead, i think the problem is not anything to do with definition of metagaming. Players who decided to ignore the info in front of their character's faces and take a choices based on what i did in some other...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 06:46 AM
    How is that different from a rogue spending weeks without dashing in seen playtime, not once using disengage and suddenly at 2nd level getting cunning action dash and disengage? In both cases, the player and GM can decide to nust assume off-screen prep *or* choose to show it on-screen as a lead up *or* work the new choice into the narrative in a number of ways for both single class and...
    98 replies | 2629 view(s)
    1 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 05:18 AM
    So if both the player and gm choose to not make the training an aspect of the narrative, you get annoyed the result doesnt match the narrative? What if in all the downtime and rsst periods the thief was sern workong over his magic all along? Or what if the monk wannabe was sern practicing his kung fu mantras etc for a while? Both of those could lead to the same outcome but where the player and...
    98 replies | 2629 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 05:05 AM
    Hero is likely the system i have the most years in, unless i fuse all the various travellers in one maybe and it was actually one of the class-less systems that make me really appreciate classed systems. But, for me, 5e marking MC as optional like feats does not to me mean they did not assume it for expending the reach of concepts. The non-mc classes offer a broad range **within** their more...
    98 replies | 2629 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 04:55 AM
    There are multiple non-goblin counting advancement options for gms who dont like goblin cpunting xp based systems for whatever reason. So, its a choice, not a mandate.
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 04:53 AM
    In a scifi version of the same type of 5e the slots represent implanted power cores that can be used to power devices and that recharge with long rests. So there are easy ways to express the same kind of "slots" into fantasy if one is really really hung up on the "metagaming" fixation. Admittedly, perhaps easier with a point talent system like presented in the DMG optional rules. I personally...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 04:44 AM
    I would tend to assume a GM using invisible monsters in mountains is a setting element... Not sure i have ever seen such a bias across multiple games with different settings. But hey, maybe enough gms are seen by some to be so cross campaign biased as to make it seem inevitable. You and i agree tho it seems - metagaming is not inevitable as others have said it is.
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 14th July, 2018, 04:40 AM
    I have not seen as i recall players in games i played in or gmed every saying anything like "this gm likes abc so...". They sure might say "these show signs of..." Or "we keep encountering" or "the travelkers we passed said they heard..." etc etc etc. As for both that and the wrong spells ready, if its key to you the gm that they move quickly past whatever is blocking their progress, the most...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 13th July, 2018, 07:25 PM
    Are you saying the player is drawing conclusions here from other games in other settings... So that the invisibles in mountains is not established in the setting? Sounds like a very bad bet to make, based on my experience. Your games see this as inevitable?
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 13th July, 2018, 07:22 PM
    Inevitable use of info the character doesnt have to prepare spells? Please provide examples? I certainly have not seen this occur at all often enough to classify itcas inevitable. What info the character doesnt have are they using to pick/guess?
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 13th July, 2018, 07:10 PM
    That depends on two things Is multiclassing assumed as a part of the system or somehow relegated as an outside element. Maybe early classed systems treated it as an outside element but it seems most modern classed sysyems are built and tested with multi-classing as an expectation. Its not a tacit admission of a lack at all. Second, it depends on what you define as "reasonable" as far as...
    98 replies | 2629 view(s)
    1 XP
  • 5ekyu's Avatar
    Friday, 13th July, 2018, 04:38 PM
    Key is waiting risks dead cuz other attacks or aoe can add fails so every turn you let the ally lay there is a significant risk om a cluttered fight. First time and aoe adds a fail, likely stop seeing the let them lie thing.
    33 replies | 721 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 13th July, 2018, 03:07 PM
    Thought one - if you hate long rest and full hp, change that. Dont leave that and try to add other stuff that will apply in a lot more cases than that, especialky ones which honge on bouncey dice more than character. Thought two - why empower dice more as opposed to empowering choices? Crit is dice only with almost no character aspect involved (nod to a few conditions, sub-class etc). Desth...
    33 replies | 721 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 13th July, 2018, 02:54 PM
    Tbh i would not implement a dead at 0 or any dead at die roll event in my games that did not include time to intervene by others. To me "joe is dead" does not generate challenge or drama during an encounter the way "Joe is dying and at death's door unless we save him" does. Both carry the pathos of losing Joe or the cost of raising him after, but the death's doir adds to that the need to...
    104 replies | 2801 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 12th July, 2018, 08:56 PM
    The flaw in the logic is thinking movement has been lost. A character can move 60'. Some of that can be jumping. Some of that can be running. Some can be climbing. Etc. The hang-up some seem to have is that jump is somehow EXTRA distance you can move. Its not.
    108 replies | 2806 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 12th July, 2018, 06:08 AM
    Yup different flavors for different tastes. I really like divisions having major differences betwern spell-craftsmen/trappers (wizards). Spell-callers (divines and warlocks) and spell-born (sorcerer). Agree that bard is odd man out but my intent for them would be to define their source better and likely roll them into spell callers or spell born based on what road that definition took.
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 12th July, 2018, 05:57 AM
    No argument here, just giving an answer why rewriting ruleset to allow it could be desired. Have all the dex advantages plus the rest too. But it seems often there is a desire to cash out class features deemed "not for those character" for better total options. Heavy armor is one easily tossed aside if they can get something for it.
    34 replies | 898 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 12th July, 2018, 04:47 AM
    If by this you mean primary casters without significant non-casting power (sorc 5e vs bard 5e or wizard 5e) I agree. Especially at tiers 1-2 but really at all levels the sorc suffers in the phb by comparison. Imo
    57 replies | 1038 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 12th July, 2018, 04:38 AM
    My only problem with that last paragraph is it could mislead some into thinking you were comparing passages of time. Certainly years is a measure of time but a standard adventuring day is a measure of significant encounters and rests, maybe weeks or months each with potential for downtime between, not the same in any way as a day (in the context of day week years) Like a chapter in a book...
    93 replies | 2264 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 12th July, 2018, 04:13 AM
    The, I liked their approach and they may roll a number of different concepts into one class depending on the bloodline powers.
    57 replies | 1038 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 12th July, 2018, 02:21 AM
    No gwm pam dex based finesse options. This idea could allow those plus moderate stealth.
    34 replies | 898 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 08:53 PM
    Sort of "Our pcs are all centered on faith and religion and others with heavy social skills" "Its a dungeon crawl with lots of traps,mindless brutes and golems... again?" Tho, to be fair, if there were plenty of other options and the characters chose this... it's on them.
    26 replies | 927 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 07:16 PM
    I agree it doesn't solve your problem, but to me having one caster option as limited spells known but choose on the fly and another with lots spells known but have to prepare/plan/guess ahead is a valuable differentiation, not a problem. To me the problem is more that if everybody has choose on demand casting and spell variety maintains such a large role, it's hard to create comparable...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 06:18 PM
    The lack of cleric hit varies a lot by setting. In a 3.5 game where wands of clw are cheap and craftable by even a hslf-druid half-fighter, a party can be substantially supported healing wise ooc healing easy enough. In combat not do much but they play to other strengths. If support items like that are not ubiquitously available, the hit is bigger.
    26 replies | 927 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 06:14 PM
    I tend to agree - I find it's better as two-way street. Characters adapt their tactics and choices as well as the GM keeping those choices in mind. That helps emphasize the importance of those choices and show them in play - both good and bad. It could be as simple as the GM making sure the "big gangs" are given the "easy to spot" signs appropriate for large groups so that the PCs without AOE...
    26 replies | 927 view(s)
    1 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 04:00 PM
    As an alternative, the preparation scheme could be made more exemplar if you took it a step further back. Preparing the spell *is* casting it into some form of battery. You could have it be holy symbols or talismans or fetishes or any other prop or gimmick. So like editions of old, your actual casting options are pre-set when you prepare. Goes back to spontaneous having few options but...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 03:50 PM
    Just touching on the last bit... I would tend to use triads of stats - power, finesse, toughness - for each area being started- physical, mental, social as baseline. Could add more triads for specialties such as magic, psionics, faith, cybernetics etc depending on genre. Gives each clear divisions and trade-offs to then apply as part of a test mechanic.
    416 replies | 8721 view(s)
    1 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 03:39 PM
    Ok, thanks
    26 replies | 927 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 03:35 PM
    But you don't have a problem adding his 18th level proof bonus - to either it's to hit or other cantrip saves?
    14 replies | 609 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 11th July, 2018, 02:56 PM
    A couple things. I would make it fears, not class specific. Still allows better access for fighters due to more ASi feat options. Also, I generally detest things that shift basic mechanics entirely, like somehow a feature for light fighting somehow removing DeX as an AC issue. Just does not pass the smell test. Finally, to me comparisons to double star AC like monk and barbie and...
    34 replies | 898 view(s)
    0 XP
  • 5ekyu's Avatar
    Tuesday, 10th July, 2018, 02:35 PM
    Probably no to the stat fusion. The hexblade got that benefit to help its class gain decent melee capability without strength. Throwing in the barbarian stuff swaperoo seems over the line to me. Whats next, Warlock cleric using cha for his cleric spells and thief-cleric using wisdom to pick locks so that every mc combo gets to need only one primary stat? I can be liberal about mc but not about...
    43 replies | 1002 view(s)
    1 XP
  • 5ekyu's Avatar
    Friday, 6th July, 2018, 09:23 PM
    i will give you and example for my case. maybe it applies to your example, maybe not. Gm limited me to PHb only. Character is a sorc and worked her way into being an entertainer as the concept of the person evolved in chargen and fiddling. So a young halfling who focused on perform, deception, persuasion and acrobatics and who sings her spells and "dreams with dragons" etc kind of carved...
    86 replies | 3357 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 6th July, 2018, 09:05 PM
    Ok so in your game you simply had setting installed to stop warlock and paladin or cleric multiclassing but leave the rest fine - OK. Not an approach i would take but hey, a Gm can always pick and choiose which classes and combos are allowed in their game. You do not want rogues and gnomes to be the same character - just add the necessary setting and poof - that combo like any other is gone...
    86 replies | 3357 view(s)
    1 XP
  • 5ekyu's Avatar
    Friday, 6th July, 2018, 04:05 PM
    "On an unrelated matter, I never understood the complaints about overpowered PCs. The DM has literally infinite power. PCs can steal spotlight from each other if you allow one PC to have an artifact weapon and everyone else has to make do with potions and a +1 dagger, but PCs can never be overpowered relative to the DM. "Just add monsters."" The context of these complaints tend to follow two...
    93 replies | 2264 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 6th July, 2018, 03:00 PM
    But paladins and oaths have divorced the paladin from the LG shackles, in 5e which we must be talking as hexblade right? Don't there exist dieties that have some passing interest or affiliation with say fey like woodys stuff - that could fit the feylord? Don't their exist deities with affiliations with shadow and that stuff too? etc etc etc? even some of the knowledge or explorer could...
    86 replies | 3357 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 6th July, 2018, 02:47 PM
    Major problem? A standard pc has 30' move, 25' for smaller. with a 10' run up he can jump up to 40' distance as part of a dash turn - more if he is also a rogue or other dash as bonus. your run jump is str... so at 16 strength you have 48' jump. add in 10' run up and you have 58 or your 60 movement done. So starting with strengths of 17-20 is where we start to have problem for the 30'...
    108 replies | 2806 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 6th July, 2018, 12:57 PM
    "A Paladin that dips into Warlock will have a lot of explaining to do with their goddess and clerics." Or the warlock patron could be a celestial that was pre-approved or even assigned to the Paladin by the gods for a specific purpose and cause, right? Is it that uncommon in other folk's world for deities and such to use intermediaries for their most deveoted as guides or patrons or whatever...
    86 replies | 3357 view(s)
    1 XP
  • 5ekyu's Avatar
    Friday, 6th July, 2018, 12:50 PM
    So, basically, the milestone leveling option where they level at GM assigned times and an additional 2 level per leveing kicker and enforced downtime, ok sounds fine. (yes morw whistles and bells but thats the gist.) I have used variations of milestone leveling for years, works fine. Have since just moved to session-based leveling - 4 sessions x tier = level up.That leaves a bit more...
    93 replies | 2264 view(s)
    1 XP
  • 5ekyu's Avatar
    Thursday, 5th July, 2018, 04:22 PM
    Played a lot during that era. It was what it was. Moving on to other systems and different methods the idea of having balance be more enduring and consistent has seemed to play better but... As always balance in play comes more from GM than from system. System needs to be better than utter crap for balance, no just egregious total fails. After that its the **needs** that drive the...
    86 replies | 3357 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 5th July, 2018, 06:05 AM
    There are very few things (if any) that are always possible from a story perspective if one considers the set of story perspective to be "anything anyone on the internet can conceive of", right? But the point is clear enough that the story and development sequence do need to track as much as the group involved requires for such things. I saw no difference in play (so far) in the gameplay or...
    86 replies | 3357 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 5th July, 2018, 04:09 AM
    In the game i am currently in there is a fighter starting as a rogue for i woulg guess three levels but maybe less. My bet it he will feel it at 5th. On the other hand my sorc will definitely run thru 5th and i am only about half sure that i might mc at 6 and 7 warlock (bard perhaps with her entertainer focus) and then drop back to sorc for the rest. I wouldnt even think about delaying the...
    86 replies | 3357 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 4th July, 2018, 09:14 PM
    I fall into the hex is goid for solo and solo foes while fire is better when its mobs.
    17 replies | 639 view(s)
    0 XP
  • 5ekyu's Avatar
    Monday, 2nd July, 2018, 07:05 PM
    "And on the latter: I've had situations in my campaign where a player wanted to prepare spells, but as a player he expected undead, while his character did not have any in-game reason to expect those" Just curious, can you give any sprcifics on the undead prep case? I am curious as to why a player would want to prep for or expect undead but the character have no in-game sense of it. Was it...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Monday, 2nd July, 2018, 01:53 AM
    my preference for martial maneuvers is not random and not l.imited counters but are limited by circumstance or by off-sets. Examples would include a trip attack you can try but which has penalties to hit or to your defense or allow counter strikes if you miss, etc. others could include a gradual accumulation of "advantage points" during a combat which can be spent to add additional effects...
    416 replies | 8721 view(s)
    2 XP
  • 5ekyu's Avatar
    Sunday, 1st July, 2018, 02:50 AM
    Actually the crawford thing focuses on moving yourself, your action, so i would presume the "not using ypur own move" would apply if levitating others and no OA.
    10 replies | 418 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 30th June, 2018, 07:02 PM
    I think it is a key spectrum of gaming preference and may vary much between players by generatiob or at least games they start with. Lets put it for me this way. I have little problem with what i see as character-based neta-gaming elements - as in the player invokes them even outside of the character perspective. However, i find most any degree on non-character-based meta-points (plot...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 30th June, 2018, 02:57 AM
    Edition to edition things change but the changes looked at in isolation can sometimes get skewed. A lot of things change and interact. If i wanted to build in more of the puzzle solving aspects, i would adopt a sort of three-way system where almost any "abnormal" creature had a vulnerability, a resistance and an immunity built in. these may be "packages" for each type and individuals might...
    47 replies | 2247 view(s)
    1 XP
  • 5ekyu's Avatar
    Saturday, 30th June, 2018, 12:52 AM
    Agree HD are muckier.
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Saturday, 30th June, 2018, 12:50 AM
    As a dissenting voice to your perspective, let me stick you your guidelines. If i wanted to replace the thinks you mentioned, i would put in place of short rest long rest delays a roll for exhaustion. This would mean that the in character analog was over-doing it, pushing too hard at risk of hindrance to follow. How big the chance was, if it got more difficult as they go along etc can...
    416 replies | 8721 view(s)
    0 XP
  • 5ekyu's Avatar
    Friday, 29th June, 2018, 06:11 PM
    There is a difference between thinking "outside the box" and thinking "outside the rules" and by that i mean trying ti construe a way to bypass core mechanics. Way too often thats what passes for "creative" and in 5e iirc there are guidelines in the dmg for hazards represented as damage.
    43 replies | 1244 view(s)
    1 XP
  • 5ekyu's Avatar
    Friday, 29th June, 2018, 03:00 PM
    Or a less extreme set of expectations can be set at the beginning. "In this game, your pc will not die due to dumb luck. A die roll will not kill you. You might die due to neglect - if companions dont move to save you in the time during death saves. You certainly can die due to blatently suicidal informed choices, where you chose it even with full knowledge. But no die roll or basically single...
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 28th June, 2018, 07:54 PM
    You arecorrect and dash was mentioned by sage for jumps as well.
    108 replies | 2806 view(s)
    1 XP
  • 5ekyu's Avatar
    Thursday, 28th June, 2018, 07:39 PM
    Jump simply changes your speed type, not increase it. Dash can help.
    108 replies | 2806 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 28th June, 2018, 06:28 PM
    look, since i never said a thing about RAW only rulesets which was what you hinged your "go home" segment on, its just not clear what your beef is. If you like adding in story-links and then having mechanics in play that will force clashes with those or even likely produce them over the long haul - knock yourself out. But my advice to a Gm is choose to make all those elements work...
    79 replies | 1950 view(s)
    0 XP
  • 5ekyu's Avatar
    Thursday, 28th June, 2018, 04:00 PM
    I thought i might have done so already but... Last fantasy game i ran with 5e some years ago... I created a pair of cults - both worshipping the same goddess of death and the transition. One cult viewed the "reborn" as having been "cradled in the arms of the goddess" and therefor blessed, holy, possibly seers etc. They were revered. Their hostile sister cult viewed the returned as having...
    79 replies | 1950 view(s)
    2 XP
  • 5ekyu's Avatar
    Wednesday, 27th June, 2018, 07:02 PM
    Adding in my 2p... As a gm i know that i am responsible for what is added to my game. I am not neutral. I am not absolved by throwing in a die roll after making dozens of choices. That would be like choosing a dozen face cards out of decks and then drawing from them... I chose face cards so duh. I also find very robust and resilient setting, characters and setups so that.at any time a wide...
    293 replies | 6640 view(s)
    1 XP
  • 5ekyu's Avatar
    Wednesday, 27th June, 2018, 06:51 PM
    1 i have gm thru tpks and played thru tpks. Not in a long, long while tho. 2 reactions varied but none good. Some were very unhappy, some angry some just did not care. Do not recall anyone being more interested in their next character than the dead one. Generally it deflated interest, not added, on thecwhole. 3 see 2 as it links. Generally most players in,my games get interested in their...
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 27th June, 2018, 06:36 PM
    Yes i would allow it, even likely telling the player from the get go they could chg their mind at anyvtime. It doesnt upset balance and serves drama.
    196 replies | 6467 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 27th June, 2018, 10:57 AM
    Telling other people they are or may be done here... Wow, how did you get that job? Was there an application process. But since it serms that for some it has to be spelled out clearly... Choosing the ruleset your campaign runs on can if you wish include house rules... Not just RAW. Gosh.
    79 replies | 1950 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 27th June, 2018, 05:04 AM
    I gotta say, in an edition where a direct failure on a check to climb a wall, sneak by someone, pick a lock, persuade a guard, translate a scroll, scribe a spell etc etc etc is explicitly allowed in the PHB to be a progress with setback... Its just odd to see how limited some folks seem to ferl there options are for resolving "failure" at a combat encounter without tpk or other such problems. ...
    293 replies | 6640 view(s)
    1 XP
  • 5ekyu's Avatar
    Wednesday, 27th June, 2018, 04:50 AM
    I have no idea where that concoction you just went on about came from. But back to the question, when you gave that long explanation of what an average player does, then clarified its not the average player at your table... Where did you see that player stuff you ascribed to average players enough to convince you its what an average player does?
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Wednesday, 27th June, 2018, 04:35 AM
    Regarding this... "But protagonists suffer setbacks all the time. Usually at the end of the second act The GM always has a choice, whether you know it or not: put the rules first, or put the story/fun first. If you put the rules first, you might be lucky enough to see the player's eyes well up with tears, realizing that his character was not, in the end, THE protagonist. " Depending on...
    79 replies | 1950 view(s)
    1 XP
  • 5ekyu's Avatar
    Wednesday, 27th June, 2018, 04:30 AM
    Maybe its odd, maybe its not but since most myths and legends of heroic adventures in magical settings (which arguably these were based on) that involve death make life-death-after a major thing in their cosmology and not an after thought... And since most every religion deals with the subject as well... And since those beliefs have shaped many if not most of our real worlds development... It...
    79 replies | 1950 view(s)
    1 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 12:30 PM
    That can be a problem or can be fine, depends on who is looking for what and the extreme to which it is taken. Vast majority of games are played in the grounds between the extremes some folks seem to want to paint other folks into.
    293 replies | 6640 view(s)
    2 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 12:28 PM
    This is really not anything different than many GMs do, with varying degrees of this being a GM solo choice or a group decision. I see this not as telling them what to play as explaining the menu. I am not telling you to eat mexican food if i invite you over to taco Tuesday. I am giving you the choice.
    293 replies | 6640 view(s)
    1 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 11:22 AM
    Re this bit... "It is quite possible to envision most improvements in player skill as improved understanding of how the PCs' world works - things that virtually every PC would know.*" So did the first character thst died come in established as "knows less than virtually every other oc would" and that failure was "in character roleplaying"? If so then the point about it being educational is...
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 11:00 AM
    Reading from context that the behavior was inappropriate for the game, why did the Gm approve the character with traits establishing that would be "what he does" or "how he acts"? If its not something presented as a part of the character ahead of time **and** is disruptive, its someone being a jerk. But you seem to be conflating being a bad player (disruptive) into the discussion about a...
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 10:50 AM
    That is true if and only if the only loss or failure condition is death, if the only thing of value to lose is the character life and nothing else matters. I myself prefer games with more than that.
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 10:47 AM
    So when you referenced the average player and that long list of things they do when they should be assessing situation, checking with other pcs and hauling ass - if not referring to your games - you were referting to the average players in other people's games? But, for mine... Lets see... When they see an adversary and should be assessing, gut checking, coordinating with team... Figuring...
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 08:20 AM
    I would say if that is the average player in your games, yes, we do have vastly different playstyles. In my experience, all that next level planning does not hapoen at the table, they play the scene and their in character plots and schemes and all that "non-optimal" stuff.
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 08:15 AM
    What a player knows and what his next character must know are **for some people** not the same thing.
    293 replies | 6640 view(s)
    0 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 03:58 AM
    First, it is again choice. If you are a person who does not enjoy chinese food, dont go to chinese place. If you are a gamer who does not like coming back from dead or feels it robs the fun whatever then dont play campaigns where that is possible. That likely means also not playing campaigns that tie major story themes to pcs in ways that will end un-fun if the pc dies. Obviously you can...
    79 replies | 1950 view(s)
    0 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 01:48 AM
    Sorry but again, its not logical to assume the next character will be played more cautiously as a matter of course after another character dies. Its only even remotely logical on the case where the first death was due to PLAYER INEXPERIENCE (pi) on behalf of that character's player **and** where roleplaying is not strongly valued. If the death was in a case where pcs were cautious and...
    293 replies | 6640 view(s)
    1 XP
  • 5ekyu's Avatar
    Tuesday, 26th June, 2018, 01:15 AM
    And that kind of edges into areas where say a game may not have "ressurection" per se but may have various forms of scene efiting or hero points or plot points so that "death" can be avoided as far as death by mechanics os concerned, to various degrees.
    79 replies | 1950 view(s)
    0 XP
  • 5ekyu's Avatar
    Monday, 25th June, 2018, 09:11 PM
    *You see three hill giants. Two are feadting on a carcass while the other, smaller giant seems to be hauling wood into a cave.* ... "These must be the giants that group said they escaped from." "Get em" Thud thud whomp whomp... "This is not going well and the third is coming back. Only one giant is down and..."
    293 replies | 6640 view(s)
    1 XP
  • 5ekyu's Avatar
    Monday, 25th June, 2018, 09:00 PM
    Sorty but to me life and death and how that works in a setting and how the inhabitants perceive it and how it affected them is neither concenient, inconvenient or a "different" or "separate" thing from the genre. Its a core feature. Its literally and figuratively part of the dna of a setting. That you see them as somehow apart from each other is to me baffling, but if it works for you...
    79 replies | 1950 view(s)
    0 XP
More Activity
About 5ekyu

Basic Information

Date of Birth
December 5
About 5ekyu
Disable sharing sidebar?:
No

Statistics


Total Posts
Total Posts
1,536
Posts Per Day
6.27
Last Post
Hang Time - What if you jump farther than your speed? Yesterday 03:15 AM

Currency

Gold Pieces
10
General Information
Last Activity
Today 05:02 PM
Join Date
Tuesday, 14th November, 2017
Product Reviews & Ratings
Reviews Written
0
Page 1 of 3 123 LastLast

Monday, 16th July, 2018


Sunday, 15th July, 2018


Saturday, 14th July, 2018


Friday, 13th July, 2018


Thursday, 12th July, 2018


Wednesday, 11th July, 2018


Tuesday, 10th July, 2018


Friday, 6th July, 2018


Monday, 2nd July, 2018



Page 1 of 3 123 LastLast
Page 1 of 2 12 LastLast

Thursday, 28th June, 2018

  • 03:33 PM - Skyscraper mentioned 5ekyu in post Death and Storytelling
    If the point you are going to make is, "if the game isn't written for it, don't do it," then I think your point is made, and you are done here. Thanks for your input. If, instead, you want to recognize that this hobby has a 40+ year history of home-brewing and adjusting games to meet our needs, then please take part as if modifications, adjustments, and accommodations are reasonable approaches. Because, you see, with a little thought, I expect Rules, setting, story, and PCs can be made to work together, even if that wasn't a specific things written into the rules by a designer years ago. With respect, Umbran, I believe that 5ekyu 's input is constructive, even though he appears surprised of something that appears to be rather the common default approach. In fact, if you're willing 5ekyu, you could provide some practical example of how you implement post-life story into your setting?

Tuesday, 26th June, 2018

  • 05:27 PM - Skyscraper mentioned 5ekyu in post Death and Storytelling
    Cool discussion. 5ekyu: you seem to have a rare proactive story approach to PC death. This is great. (Really!) However, I believe you are the exception. At least, from what I have read here and other forums, and in games I have played, PC death is either avoided in some fashion; or if it occurs, then the PC is just dead and swiped under the rug, and the game goes on. It is rare (again, only as it appears from personal play experience and reading on forums) that there are strong story elements linked to PC (or NPC) death. It's not never heard of, just rare. D&D in particular does not suggest that as a default assumption. In many adventures, the authors specifically suggest to have back-up characters in case of PC death. A bit like Umbran, I'm not arguing that this is good or bad; just that the default, and IMO most common, experience in many RPG's regarding death, is to have the PC stop being part of the story, and a new PC being incorportated instead. PC-story #1 stops, and PC-story #2 starts. To those th...

Thursday, 14th June, 2018

  • 11:45 PM - Wyvern mentioned 5ekyu in post Why doesn't the help action have more limits and down sides?
    5ekyu, I can see why players would be sensitive if they felt they were being ridiculed; I'm just not entirely convinced that jokes at the expense of the tough guy are more mean-spirited than jokes at the expense of the weakling. (To me, one of the funniest moments in Willow is when Madmartigan slips and falls while showing off.) But hey, if that's been your experience, then by all means go on doing what you think is best.

Tuesday, 5th June, 2018


Wednesday, 30th May, 2018

  • 06:03 PM - pming mentioned 5ekyu in post Optional Facing Rule: do you use it?
    Hiya! Yeah, 5ekyu, I think you're probably more correct with the "board game" analogy. At any rate, I think you (and others) get my point. That when a game starts to have hard-n-fast rules that can't really be changed without drastically changing the playing of it (re: denying a creature with multiple attacks the ability to use them to do what the OP stated), at times like those the players have to sacrifice "realism/believability" in order to maintain the tactical/strategic aspect of it. Lucky for us, 5e D&D is a roleplaying game so we can change, modify, add or subtract what we want to any of it. If it doesn't work out, we just change it again and nobody cares because nobody really "looses" in an RPG (technically, at least; if you aren't having fun or your PC's keep dying left right and center...then that's probably "loosing a RPG"). ^_^ Paul L. Ming

Tuesday, 29th May, 2018

  • 08:05 PM - Skyscraper mentioned 5ekyu in post Optional Facing Rule: do you use it?
    5ekyu: all relevant questions, you have. This is pretty much why I am asking all these questions. I wonder however: what would push a creature to have its back to a wall, instead of moving to attack another creature? I.e. you need to leave that space if forced to; but if you can, you'll stay in a defensive position. Does it become possible to shoot at opponents to force them to move out of their defensive position? I'm surprised that so few people seem to have tested this rule; and those that did, appear to have glazed over it, more than throrough testing. It seems like a fun tactical rule from the exterior, but as you mention 5ekyu, perhaps it does the opposite of the intent. Playtesting will be required! :)
  • 03:20 PM - Skyscraper mentioned 5ekyu in post Optional Facing Rule: do you use it?
    Thanks for the comments everyone. @5ekyu: the intended payoff is increased movement over the battlemap; and increased tactics. Indeed, it seems like it would be advantageous to move around an opponent to: 1) try to force a reaction by facing change 2) get to the rear arc or side arc of the opponent that has no shield for an attack, including for ranged attackers

Monday, 7th May, 2018

  • 07:23 AM - ClaytonCross mentioned 5ekyu in post Make Tome Warlocks more versital casters?
    ... "throw the baby out with the bath water". As a result, my initial plan was to multi-class into a full caster class from and role play the change but maintain the character and hold on to the warlock aspect of the class that does work. After realizing my issues are limited to the Pact of the Tome I also mentioned that a if story would allow me to "rebuild" as a pact of the blade melee character with tricks or pact of the tomb using my familiar as a tool and diversifying my spells and abilities away from being a functional caster to being niche "ability" more infiltration expert style I could make that work too. Nether of those option really have a need for functional spell casting and actually function fine as half casters like paladins and Beast Master Rangers.... but with a different flare. I do believe the pact of the tome is both misleading as is and it has less than half the Eldritch invocation pact of the blade does for example. I have updated the invocations with advice from 5ekyu and Satyrn that made a lot more since. I do believe it re-aligns the pact of the tome to its concept and fills some of its holes however, I don't doubt that their is still room for improvement. It also makes since that a Warlock (or witch) class would have a functional "full spell caster" path option but considering the other options it should not be a whole class or re-write because it just unbalances them. They did improve the Pact of the Blade with the Zanthar's invocations likely room for improvement there but they could do the same thing with tome. Due to the modular design of the warlocks patron pact invocations setup its pretty easy to make an invocation patron, pact, and/or level prerequisites and tweak anything after the fact. (Unlike say the Beast Master Ranger who which is doomed to be disappointing to many).

Monday, 23rd April, 2018

  • 12:15 PM - Yaarel mentioned 5ekyu in post Making ability scores more about the character concept.
    @5ekyu Heh, when I think of your system as ‘nine’, it seems alien. But when I think of your system as ‘three’ it is actually similar to mine. You have the three: Brawn, Brains and Social. This is quite similar to mine. Social ≈ Empathy Brains ≈ Perceptiveness Brawn ≈ Athletics + Toughness Interestingly, I have looked at the Cypher system (by Monte Cook and Bruce Cordell), but havent played it. It has: Might ≈ D&D Strength + Constitution + Size Speed ≈ D&D Dexterity Intellect ≈ D&D Intelligence + Wisdom + Charisma These three Cypher stats probably balance well enough. My main objection is D&D Dexterity is narratively awkward, and needs rethinking. But in any case, the physical stats split between something like agility versus endurance. All of the mental stats lump into a single stat, and feels too simplified for my taste. By contrast, your system (and apparently the Vampire system) lumps all of the physical stats into a single ‘Brawn’. But the...
  • 11:49 AM - Yaarel mentioned 5ekyu in post Making ability scores more about the character concept.
    @5ekyu I have to say, my foursome in particular, works especially well. And because they correlate with narrative tropes, each of the four happens alot, and dumping any of the four is painful for any character. If find, four is a solid compromise between the benefits of splitting and the benefits of lumping. That said, I am curious about your 3-per-3 approach. You say there are three main stats and three subsets within each. How does your system work? Do you in some way get one bonus for the stat, and then an additional bonus for the substat? That pretty much happens my system. Each of the four stats, called aptitudes, has its own bonus, and represents global aptitude for kinds of things that the hero tends to be good at. But then skills flesh out the details of specializations within each aptitude with an additional proficiency bonus.

Thursday, 19th April, 2018

  • 07:23 AM - Hussar mentioned 5ekyu in post Game Mechanics And Player Agency
    5ekyu - you are presuming, of course, that the pitch man is always successful. After all, I'm advocating a mechanical resolution here, which means that success is never guaranteed. Flip it over. How likely is it that the 8 Wis barbarian is going to disbelieve that bluff? You are saying that it's good roleplaying when the 8 wis barbarian (or whatever) chooses to ignore the rolls at the table because you, the player, feel like it. To me, and, hey, you can get all snarky about it all you like, I think that's poor play. Play the character that you brought to the table. If that means that sometimes your character is influenced by stuff that you the player aren't then so be it. I'm a very big fan of games like Burning Wheel and FATE and Blades in the Dark which actually have mechanics in place to achieve this. I do wish that D&D would bring them in too. If we're honestly going to promote the idea that the three pillars of the game are supposed to be equal, then how does it make...

Thursday, 12th April, 2018

  • 06:43 AM - Tony Vargas mentioned 5ekyu in post Game Mechanics And Player Agency
    Same. I never use puzzles. But it's for a reason related to the principle I've been espousing: puzzle and riddle solving belongs in the domain of what the character "thinks" so you can't use dice rolls, but to not use dice rolls is also problematic. So out they go. If that's where you set the bar, you'd be excluding a lot of challenges and character-modeling mechanics.
  • 02:40 AM - Elfcrusher mentioned 5ekyu in post Game Mechanics And Player Agency
    Personally, I'd be perfectly happy ejecting puzzles out of the game. Hate them. Mystery is great. But puzzles and riddles? Yeah, not something I ever, ever use in a game. Same. I never use puzzles. But it's for a reason related to the principle I've been espousing: puzzle and riddle solving belongs in the domain of what the character "thinks" so you can't use dice rolls, but to not use dice rolls is also problematic. So out they go. But for players/DMs who don't believe in the sanctity of the character's thoughts it shouldn't be a problem at all. Not really though. Because the Duke's persuasion check gives the same input because it's not like the DM is going to give you two different speeches depending on the die roll. As with 5ekyu, I would definitely vary the speech depending on the die roll. I use, or strive to use, roll-then-narrate, not narrate-then-roll. But, in any case, the failed spot check also tells you what your character is thinking - ie. there is nothing to investigate over there. There really is no distinction. Hmm, I don't believe so. Let's say my character is on watch, and you decide a goblin is sneaking up and hiding behind the well, and you ask me to make a Perception check. Or, better yet for the purposes of this What If, let's say you make my Perception check for me secretly, and I fail. Your conclusion is that my character doesn't think there's any reason to investigate by the well. Then, for reasons of my own but entirely coincidentally, I say, "I guess I'll go investigate by the well." Do you allow me to do this? You just decided that my character was thinking there was no reason to do this, so now your version of what my character is thinking is in conflict with my own version of...

Thursday, 8th March, 2018

  • 12:44 AM - ClaytonCross mentioned 5ekyu in post Homebrew: Simple Armor durability and degradation rules
    5ekyu First ...wow the condensation just drips off of that last post. Its so full of it that it becomes hard to read but I will try to get to the points. #1-4 your trying to pull cart before the horse. Your asking for answers to questions before the testing to give the answers. I have said and YOU have said it will need to be balanced that is journey not a starting point that is your ending point. You can ask those questions but you need to test to find them. That's why Wizards of the coast uses Unearthed Arcana and play test before printing anything official. You know that. ...so why?... #5 is your real argument and drives everything else you say. The answer you want and are expecting is the dragon should do more damage to the armor. "Requirement: Bigger badder more iconicalky tough foes (ancient dragons) should be as dangerous or more (maybe much more) to gear survivability than say a lot of low lufes (say a dozen kobolds)." I actually don't think that's true. I just posted t...
  • 12:43 AM - Oofta mentioned 5ekyu in post Homebrew: Simple Armor durability and degradation rules
    @ClaytonCross, what I've been trying to point out is that you don't seem to accept the input to your basic concept. As @5ekyu pointed out you seem to be coming at this from a solution standpoint, not a "what do you want to achieve" standpoint. I think the fundamental theory is wrong. Getting bitten by a Tarrasque should do more damage than being stung by a swarm of insects. If someone hits you, they are by extension probably hitting your armor. But fundamentally you have said how this will make your campaign more "gritty" because you haven't stated any goals. Maybe it's because I write software for a living, but this seems appropriate. 94853

Sunday, 4th March, 2018

  • 06:22 PM - MarkB mentioned 5ekyu in post Can you earn experience points for your comrades?
    Depends on the encounter.  This can put GM planning into play, tailoring encounters for a certain expected response, but it could fall flat if the game is structured so that one PC can always trump the others.  So it seems there's a GM incentive in this XP plan as well - design games so that each player has a chance to shine.  I suppose the sandboxers won't like this plan too much. But then, if you're putting in checks and balances in an attempt to ensure even progress across the group, why not just divide XPs evenly across the group? At this point you're upping the complexity yet again, and reducing player choice by designing encounters around a specific preferred approach. If you want to encourage players to help the party play to their strengths, but don't want that to result in uneven progression, then maybe XP isn't the carrot you should be using. As suggested by 5ekyu, Inspiration would be a good reward for such behaviour, or maybe an RP award such as progression towards some in-game goal, such as membership and rank within an organisation, or owning and upgrading a base or vehicle. Why wouldn't classes define goals?  Does the fighter not fight?  The thief not thieve?  The wizard not... Classes are the tools your character has at their disposal. They're the means to accomplish a goal. They are not the goal itself.

Monday, 26th February, 2018

  • 04:33 PM - lowkey13 mentioned 5ekyu in post Magic Item Rarity
    ...acts- It is necessary, but not sufficient, for an artifact to be unique. I enjoy having almost all magic items be somewhat "unique" in my campaigns (not just a +1 sword, but a +1 sword that sings when unsheathed etc.) for flavor, but artifacts, by definition, are unique. That doesn't mean they can't be part of a "set" (Orbs of Dragonkind, for example), but uniqueness is a defining quality. Power is the next defining characteristic. Artifacts must be able to do something beyond the scope of other items. That's why they have the "lore" associated with them; there is something about the artifact that makes it special. Next is something I tend to bring from my 1e days- artifacts should have a drawback. Buy the ticket, take the ride kind of thing. Again, I think the idea, loosely, was the rings of power (or the One Ring) from JRR. Even if the drawback is "just" having to keep it under wraps most of the time or everyone will be after you for it. Which is why, as pointed out by 5ekyu the artifacts tend to be limited in time for PCs. They are often more useful as plot points are campaign hooks for a brief period of time than they are as long-term rewards. IMO.

Friday, 2nd February, 2018

  • 12:59 PM - Coroc mentioned 5ekyu in post No Magic Shops!
    On fair Prices Hussar and Inflation 5ekyu : Fair Price is not a matter of Fairness but balancing "wealth per Level" more correct what the Party can afford with power Level (NOT DEFINED BY RARITY a la DMG) which can also vary - depending on the campaign style, -world, Party composition (healing pots in a Party where everyone has some cure wounds or the like spell available are worth much less than in a purely melee types Party e.g.) etc. More examples: -Some waterbreathing item is worth more than a +3 blunt weapon in a maritime / underwater campaign. -A decanter of endless water would be considered gamebreaking by some in a dark sun campaign by the book -Same goes a for a holy sword in a ravenloft game for purists So rarity is only a very rough indicator for the Price of an item as i have clearly shown, you could make 100s of other example confirming this. On Inflation: For purists: there is None! and you are playing it most acurately based on RL history with that. Prices for goods in RL middle Ages wer...

Tuesday, 9th January, 2018

  • 04:25 PM - Elfcrusher mentioned 5ekyu in post Feather Fall hanger on
    ... feet/round within 5' you would pull about 82 Gs. That's if you use the entire 5' to slow down, reaching the 60 feet/round speed just as your feet touch. Blackout usually occurs at just 1/10th of that. Speaking of feet touching, Feather Fall states that you always land on your feet. That means that if, for whatever reason, you were upside down when you cast the spell, you would have to spin around very, very quickly. How quickly? Well, your average speed over those last 5' is about 65 feet/second, which means you have 1/13 second to spin around. For a 6' person, pivoting around the midway point (it should be center of gravity but I'm keeping this simple) your head and feet would pull...drumroll...135 Gs. /headexplode (both figuratively and literally, in this case) Now, I'm not saying ANY of this invalidates the HALO jump method. If you want to interpret the rules to allow halo jumps then I think you should ignore the physics and just say "because magic". But since 5ekyu loves latching onto potential paradoxes in other people's rulings and getting all hyperbolic about it, I thought it would be worth analyzing his method.

Friday, 29th December, 2017

  • 08:32 AM - iserith mentioned 5ekyu in post "My Character Is Always..." and related topics.
    I could be wrong, but it sounded like they were referring to the Character Advancement section in Appendix A (Shared Campaigns). In short, for each session a player completes, they earn 1 “checkpoint” per hour that session was designed to take (regardless of the actual time it took to complete) and an additional checkpoint if they were under-leveled for that session’s content. 4 checkpoints to level up until you hit 5th level, then it goes up to 8 checkpoints to level up. Its worth noting that the Appendix in question is specifically about how to run AL-style open table games. Which makes sense, because the system uses checkpoints as a carrot to incentivize coming to as many sessions as possible. So far as I can tell, this method incentivizes simply showing up to the game. It's a more fiddly version of Session-Based Advancement from the DMG. Is that what you use 5ekyu?


Page 1 of 2 12 LastLast
No results to display...
Page 1 of 40 1234567891011 ... LastLast

Sunday, 15th July, 2018

  • 09:54 PM - Oofta quoted 5ekyu in post Hang Time - What if you jump farther than your speed?
    If a 1st level fighter or rogue with two weapons wanted to: Strike this guy (resolved and goes down) them move to that other guy and strike him how would you play that out if... A - the other guy was 25 feet away (within normal move) B- the other guy was 45' away (outside notmal move and strike but within normal move plus 10' jump) C - the other guy was 55' away (outside normal move and extra jump) For me, since i simply rule jumps are a part of your normal move and no carryover mid-jump or advanced for narrative stuff... A would play out as strike done this turn and both B and C would be "you cant get close enough to get your second swing off this turn, do you still want to move there?" I am pretty sure you would be on the same page for A and C but if you choose to not want to stop the player from getting all his possibles just because he runs short of movement, how you would resolve B i am unsure of. Would you let him get that delayed bonus attack from this turn added to...

Saturday, 14th July, 2018

  • 11:08 AM - pming quoted 5ekyu in post Multi classing Objections: Rules vs. Fluff?
    Hiya! Phew! Lots to get to before I head of to bed... How is that different from a rogue spending weeks without dashing in seen playtime, not once using disengage and suddenly at 2nd level getting cunning action dash and disengage? In both cases, the player and GM can decide to nust assume off-screen prep *or* choose to show it on-screen as a lead up *or* work the new choice into the narrative in a number of ways for both single class and multi-class features. This is nothing different from many point buy systems where a lung fu master can spend say 3 new pts to *buy* some new skill (say pilot jet) by the standard rules to very significant level barring GM imposing/inventing training times. Spontaneous new abilities sans house rules is not a feature soecific to multiclass, classed or point buy. A Rogue learning "Cunning Action" is a Rogue thing. A Rogue NOT learning "Cunning Action", but in stead knowing how magic works and being able to cast Cantrips and 1st level Wizard...
  • 09:21 AM - pemerton quoted 5ekyu in post A discussion of metagame concepts in game design
    If a gm is so predictable that the choices, goid choices, made in character using campaign in game info are being bypassed by his players and their assumptions of gm bias are being used instead, i think the problem is not anything to do with definition of metagaming.Who said there is a problem? I find it tends to help things that I and my players are on the same page. What does Vancian prep add for a game where sometimes specific abilities are needed? Well, it provides meaningful choices and trade offs and to a large extent rewards advance research and scouting. It allows, for example, one archtype of large toolbox but prep time vs another with smaller toolbox on the fly.If the GM is either going to move quickly through the blocking obstacle, or else there is an overnight rest and encounter opportunity, I'm not really seeing the meaningful choice or trade off. Why does the passage of ingame time, and the passage of time at the table dealing with that extra encounter, matter? The b...
  • 08:22 AM - Lanefan quoted 5ekyu in post A discussion of metagame concepts in game design
    I have not seen as i recall players in games i played in or gmed every saying anything like "this gm likes abc so...". They sure might say "these show signs of..." Or "we keep encountering" or "the travelkers we passed said they heard..." etc etc etc. As for both that and the wrong spells ready, if its key to you the gm that they move quickly past whatever is blocking their progress No, it's more key to me the player. Me the DM doesn't care as much, other than I know my players are as frustrated as I would be were I in that situation. the most obvious ways to deal with that are them getting info along the way that lets them know (we came thru there yesterday and the bridge was out) or finding another resource (this troll we kilked, looks like he has been killing and we found this scroll of flying as well as a partial map of our destination.) True. I just took a bigger hammer to the problem: bye-bye pre-mem. :) And so far it's worked out not too badly - the main thing I need to twe...
  • 07:27 AM - Maxperson quoted 5ekyu in post A discussion of metagame concepts in game design
    But is the metagaming bothersome because in your games you use more undead than the setting makes reasonable to expect? My players don't metagame, so it's not bothersome to me at all. I'm just pointing out how it COULD be used to metagame, not how it is used in my game. Do you have townsfolk saying "undead, we never see those" yet have undead lurking round every basement in town? If your game actually has that many undead, in fact, is it metagaming fir foljs in that campaign to prrpare for undead as a general rule? In my games, monsters are exceedingly rare. If they were not, the PC races would have been wiped off the map thousands of years ago. Monsters just seem more plentiful to PCs, because their job takes them to places where such things can be found, and their fate is to become powerful by overcoming these creatures. The players know that I use a lot of undead, but new PCs don't. Fortunately, my players don't use knowledge that their PCs don't have.
  • 07:03 AM - pming quoted 5ekyu in post Multi classing Objections: Rules vs. Fluff?
    Hiya! So if both the player and gm choose to not make the training an aspect of the narrative, you get annoyed the result doesnt match the narrative? I don't think the rules require the DM and Player to make the training an aspect of the narrative. That's the problem. Well, one of them. What is more annoying is that MC is listed as OPTIONAL, yet AL uses it. Same goes for Feats. But that's another thread. What if in all the downtime and rsst periods the thief was sern workong over his magic all along? Or what if the monk wannabe was sern practicing his kung fu mantras etc for a while? Both of those could lead to the same outcome but where the player and GM see it as fitying the events sufficiently to not bother them. This is "fluff" and "DM/Player style"...not the rules for MC. Oh, sure, ANYTHING can be "retroactively applied/assumed". I don't like that. I don't want to see a player suddenly say "I added a level of Wizard. I guess my Fighter was hitting the libraries, and taking...
  • 06:43 AM - Maxperson quoted 5ekyu in post A discussion of metagame concepts in game design
    I would tend to assume a GM using invisible monsters in mountains is a setting element... Not sure i have ever seen such a bias across multiple games with different settings. You're reading too much into this. I pulled that example out of my ass to show that some DMs do have predictable behaviors. It could have been dragons in the mountains, kraken on sea voyages, or any other such behavior. Myself, I tend to use more undead than is probably healthy. There are just so many good ones out there and tombs and such would have them roaming about. I'm trying to use them less and add in more variety.
  • 06:18 AM - Tony Vargas quoted 5ekyu in post Multi classing Objections: Rules vs. Fluff?
    . But, for me, 5e marking MC as optional like feats does not to me mean they did not assume it for expending the reach of concepts. They didn't assume feats, MCing, items, or other opt-in sub-systems when balancing, pacing, or otherwise calibrating the game. It works better without them. It seems obvious some of the class choices of what level the core features hit in their desogn were to make/reward some need three level dips instead of one. It is clear that they were trying to avoid some of the issues 3e had with 1-level dips and dead levels. In typical 5e fashion, the implementation was mixed. Avoiding dips erred on the side of hurting single-class builds, while avoiding dead levels erred on the side of hurting MC builds. It doesnt serm unrelated to me that they tend to introduce more subclasses with more specific setting additions. The proliferation of sub-classes that poach other classes toys I see as evidence of assuming no MCing.
  • 06:15 AM - pemerton quoted 5ekyu in post A discussion of metagame concepts in game design
    This is one of those necessary evils. Combat just doesn't work without some metagame happening. Realistic combat is impossible to achieve without bogging the game down in hours or days(real life days) of combat. As are experience points and levels. A few things you kinda just have to accept. I don't agree about vancian casting itself, though. It's entirely in character.There is no need for combat reslutoin to involve metagame, just as there is no need for (say) climbing resolution, or swimming resolution, or resolving a friendly game of darts, to involve metagame. For instance, in combat each combatant makes a roll, adjusted appropriately by armour, weapon, etc, and the higher roll wins. Much as one might resolve a game of darts. The fact that D&D resolves combats in rounds, thereby imposing some metagame from the start, is a legacy of wargaming. It's not inherent to RPGing. No, this really isn't something that the character can know. It's nonsensical that you can only ever h...

Friday, 13th July, 2018

  • 09:29 PM - Maxperson quoted 5ekyu in post A discussion of metagame concepts in game design
    Are you saying the player is drawing conclusions here from other games in other settings... So that the invisibles in mountains is not established in the setting? Sounds like a very bad bet to make, based on my experience. If you know that the DM very often does use invisible creatures in the mountains, it's a very good bet to make. Your only loss if you are wrong is a see/detect invisible spell memorized that might have been something else. If on the other hand the high odds of encountering an invisible creature occurs, you are FAR better off with the spell than without. Your games see this as inevitable? No. Metagaming is never inevitable. It's simply a preference some people(not me) have. It's not allowed in my game.
  • 08:15 PM - Lanefan quoted 5ekyu in post A discussion of metagame concepts in game design
    Inevitable use of info the character doesnt have to prepare spells? Please provide examples? I certainly have not seen this occur at all often enough to classify itcas inevitable. When I played/ran games using pre-mem I saw it just about every time casters did their prep while in the field. Players would use info they had as players (e.g. knowing the DM's preferred monsters, seeing the module cover, etc.). But, this is to me a minor issue compared to this: with pre-mem a caster is often stuck with spells she can't use and a party is often stuck because the spell they need to continue wasn't memorized. It's these things that eventually led me to drop pre-mem entirely.
  • 07:20 PM - Tony Vargas quoted 5ekyu in post Multi classing Objections: Rules vs. Fluff?
    I don't think that creating a tool to expand the flexibility of a system demonstrates that the system is "innately inadequate". On the contrary, if the tool works and the system becomes more flexible, obviously it's not innately inadequate. MCing increases the complexity of the system and the system mastery required to use it, in exchange for that somewhat increased flexibility. Classless systems just cover more concepts without needing kludges and increased complexity. Class-based systems do have their advantages: they can be evocative of a property or genre, can make character generation more of a broad-strokes process, and so forth. But they are innately poor at covering a broad range of concepts. You wouldn't say that gearshifts are a sort of tacit admission that bicycles are innately inadequate for travel at a reasonable range of speeds. More slopes than speeds, but sure. ;) Gasoline engines, with speeds, too - just compare to electric motors. That depends on two thi...

Thursday, 12th July, 2018

  • 11:43 PM - Quartz quoted 5ekyu in post Tweaking the fighter: bonus to AC when unarmoured or lightly armoured
    Heavy armor is one easily tossed aside if they can get something for it. Yes, which is one reason why my suggestion is strictly worse than heavy armour until very late levels, and even then only equals it.
  • 09:02 PM - Oofta quoted 5ekyu in post Hang Time - What if you jump farther than your speed?
    Of course ending your move over a chasm might not be wise. It's a question of whether or not you can end your turn in mid-air and then continue the jump on your next turn. I rule that you can. You can jump as far as your strength or magic allow, whether or not the movement for that jump is broken up over 2 turns. I also rule that when you are in mid-air people have a chance to shoot arrows at you, etc which may mean you won't stick the landing, but combat can be dangerous.
  • 08:35 PM - BookBarbarian quoted 5ekyu in post Tweaking the fighter: bonus to AC when unarmoured or lightly armoured
    No gwm pam dex based finesse options. This idea could allow those plus moderate stealth. The UA Scout Fighter had this one covered too. With high strength for GWM, PAM, Grappling, or Shield Master (all the good strength options really) and 14 Dex and Breastplate the Fighter will still have respectable AC and be able to sneak around fine by adding a half-superiority die roll to the Dex (stealth) check.
  • 07:57 PM - BookBarbarian quoted 5ekyu in post Level Advancement and In-Campaign Time
    My only problem with that last paragraph is it could mislead some into thinking you were comparing passages of time. Certainly years is a measure of time but a standard adventuring day is a measure of significant encounters and rests, maybe weeks or months each with potential for downtime between, not the same in any way as a day (in the context of day week years) Like a chapter in a book or episode in a season of TV, an adventuring day is not meant as a standard time measurement to be compared to years or months. I wish they had used any non-time term like chapter, episode, event as the wrapper term for their simple baseline that way too many see as a requirement, not an example. Good points. I have found that my standard adventuring day in 5e is pretty typically a day, and my standard adventuring day in AiME is much harder to qualify since the Journey and Fellowship phases are abstracted. In the Adventuring Phase it's probably 2 days to a week for a "Adventuring Day" but ...
  • 05:23 AM - Ancalagon quoted 5ekyu in post Tweaking the fighter: bonus to AC when unarmoured or lightly armoured
    No gwm pam dex based finesse options. This idea could allow those plus moderate stealth. Dex based characters have so many advantages they don't need GWM/PAM...
  • 05:19 AM - Lanefan quoted 5ekyu in post A discussion of metagame concepts in game design
    I agree it doesn't solve your problem, but to me having one caster option as limited spells known but choose on the fly and another with lots spells known but have to prepare/plan/guess ahead is a valuable differentiation, not a problem. To me the problem is more that if everybody has choose on demand casting and spell variety maintains such a large role, it's hard to create comparable classes with a significant difference in spells known. I feel the current offset between say sorc and wiz 5e phb is not that good at least at tiers 1-2. Can see arguments it gets better at 3-4 *if* campaign is stingy with scrolls and extra spells.Well, yeah, were I to do this in 5e I'd fold the Wizard and Sorcerer classes into one, treating the whole bloodline thing as just another background option. The one I'd redesign completely in order to make it different is Bard - ability-based rather than spell-based, sonic effects rather than arcane/divine, etc....either that, or just drop the class as redundant.

Wednesday, 11th July, 2018

  • 06:48 PM - Lanefan quoted 5ekyu in post A discussion of metagame concepts in game design
    As an alternative, the preparation scheme could be made more exemplar if you took it a step further back. Preparing the spell *is* casting it into some form of battery. You could have it be holy symbols or talismans or fetishes or any other prop or gimmick. So like editions of old, your actual casting options are pre-set when you prepare. Goes back to spontaneous having few options but flexible uses in play while prepares have tons of options but pick in advance. (Option for changing in short rest for some all to mitigate.) To my mind if the original model wasn't "prep and store in head" but "ritual cast into fetish(es)/gimmick(s)" it would have been more thematic and palatable - not to mention setting material comps in different light.Fine idea, but it doesn't solve the root problem - you're still preparing ahead of time, meaning you still have to guess what's coming. I'd like to do away with ahead-of-time preparation altogether if possible, and have done so (with, I admit, mixed r...

Friday, 6th July, 2018

  • 05:07 PM - Oofta quoted 5ekyu in post Multi-classing: as good as it seems?
    But paladins and oaths have divorced the paladin from the LG shackles, in 5e which we must be talking as hexblade right? Don't there exist dieties that have some passing interest or affiliation with say fey like woodys stuff - that could fit the feylord? Don't their exist deities with affiliations with shadow and that stuff too? etc etc etc? even some of the knowledge or explorer could be linked in theory to "old ones", right? Which patrons in your view are absolutely complete incompatable with any deities so that religiously focused character could not be associating with them in some form of conjunction with or go between divine to devoted? I did not take the "patrons" as singular unique entities - as in there is a single old one or a single fiend etc - but as representations of a type of entity. Did you take it differently? Are all warlocks of the fiend following a single fiend? Two thoughts (well, at least according to the book your campaign may differ). First, pal...


Page 1 of 40 1234567891011 ... LastLast

0 Badges

5ekyu's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites