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Class Tiers and Character Builds in a Featless & Multiclassless game Friday, 8th March, 2019 06:59 PM

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Friday, 1st February, 2019


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Friday, 8th March, 2019

  • 09:52 PM - TheCosmicKid quoted squibbles in post Mythological Figures: Conan the Barbarian (5E)
    Also, the quoted subclass is pretty cool, though I don't like that it gets two features at 6th level.I don't either, to be honest. But the problem is that "just a bunch of skill buffs" are kind of boring. So at six the Survivor gets a skill buff as the meat and an exciting but very situational ability as the spice. And, in any case, Conan would be better represented by a jack of all trades feature than the "barbaric prowess" feature.Thought about it, decided that there were sufficient gaps in Conan's skillset (Arcana, Religion, etc.) to merit differentiating the subclass from a bard. I see Prowess as sort of a middle ground between JoAT and Expertise -- since he's certainly not a specialist either. EDIT: I have since that post changed the bonus actions in Primal Hunt to a simple 10-foot move speed bonus, and the bonuses in Cornered Beast to a flat +2 and +5.
  • 03:39 AM - Zardnaar quoted squibbles in post The New Tiers Ranked
    Good on ya! Let me also ask, though, if you have the time (or if other posters do), would you consider indicating the degree of difference between your tiers? How much damage, social, or exploration ability does a class need to transition from one tier to another? Maybe a low-med-high indicator for each pillar would help. And, since it's the most quantifiable, what would constitute low-med-high damage for each tier? Thanks! Its mostly a gut thing, the more things you are good at and the more resources you have the higher you will get. Exceptions would be if some things are just so good at something they might go up a tier. Generally I rated them as follows. Mostly its how good anything is in a real game and not a white room scenario. 40% combat 30% social (charisma+ class abilities) 30% exploration (dex especially+ other attributes) and class abilities. I'll add a damage tier for you in the 1st post.

Tuesday, 5th February, 2019

  • 11:19 PM - toucanbuzz quoted squibbles in post Dark Sun 5E conversion - draft
    1.) the black and white pictures don't gel as well with the new background, you might try different ones. Fixed to color. I've always loved that black and white half-giant... Athas thri-kreen art (as previously discussed the thri-kreen keeps getting a body and size makeover) is hard to find, but cropped and edited the thri-kreen Athas supplement for a pic. Voila. Also I've started using Chrome as I read GM binder works better on it (true), so working on cleaning it up. 2.) I think you could put the fighter and monk sections together on one page, since both only take up a half-page each. You might also try putting the ranger, rogue, and warlock on the same page, though I realize all three might not fit that well. The fighter and monk fit on the same page pretty well. I considered a bunch of class graphics for flavor, but might make this too graphic intensive. 3.) There are lots of historical stone slashing and piercing weapons, i.e. stone spearheads, axes, arrowheads, knives. It's kind...
  • 10:32 PM - Leatherhead quoted squibbles in post How to Make the Fey Less Twee
    I suggest watching Pan's Labyrinth for inspiration Do this, but make your group watch it too. Then talk them into a Wild Hunt.

Thursday, 31st January, 2019

  • 12:18 AM - doctorbadwolf quoted squibbles in post what would you want to see in a revised Weapon Chart?
    Sorry, I was unclear there. I meant in IRL terms. I should not have used those examples, as it confuses the argument I wanted to make. An IRL combatant would never want to be stuck with a club, maul, or whip when fighting someone with a sword or spear; they are inferior weapons. You are correct that mauls and whips are mechanically solid choices in 5e. The designers didn't put much stock in weapon simulationism. IMO, they were right to make that call. I don't care that one point is better than three for stabbing and tridents are unwieldy, they're a fantasy classic that is a solid weapon in fiction. that beats out any concern of realism, by an insurmountable margin, for me.

Wednesday, 30th January, 2019

  • 09:44 PM - Leatherhead quoted squibbles in post what would you want to see in a revised Weapon Chart?
    Finally, I would advise against making all weapons viable. Some weapons are crappy and should be mechanically represented as being crappy. Anybody fighting with a club, maul, or whip against a rapier-wielding opponent of equal skill, is at a disadvantage. That doesn't mean crap weapons shouldn't remain in the game; bandits and goblins gotta use something after all. This statement is weird. The Maul is arguably the best heavy weapon in the game. Whips have a unique combination of damage type and abilities. Clubs are worse, but they are the only weapon I will let pass on that, because clubs also represent improvised weapons that bash. As for the thread topic: Redundant or strictly inferior weapons bother me. You should know the list of those by now. However, there are a few weapons that absolutely infuriate me: Slings. Have the Ammunition Property, which means you can't use a shield with them thanks to the ruling on Hand Crossbows! Trident. It's a Martial Weapon with the same ...

Saturday, 5th January, 2019

  • 12:38 AM - FrogReaver quoted squibbles in post Classes and damage
    The sky is the baseline. Anytime a game has an option that is stronger than the others on a significant metric, players will judge the other options in relation to it. That's why everybody on this board knows what GWM and SS are abbreviations of. I don't say that as a value judgment, that's just what people tend to do in games. Good damage is done by classes and options that can compete with a GWM/PAM fighter hitting with all its attacks. The damage of everything else is bad, terrible, or I wouldn't go that far. I think "the sky" is the important data point that can be used to determine what is acceptable damage, what is good damage and what is terrible damage etc.

Thursday, 8th November, 2018

  • 11:38 PM - WaterRabbit quoted squibbles in post Is Ranged really better than Melee?
    I would also point out that melee weapons never went out of use. Napoleonic soldiers had their bayonets, as did WW2 soldiers, as do US marines--that doesn't meaningfully change the gist of the argument, though. No disagreement on this from me. Calvary charges with sabers were still present at the start of WWII. However, the primary weapon of engagement has been firearms since their widespread introduction, with melee weapons relegated to backup or specialized missions. Melee weapons fell out of use as primary weapons from at least the mid-18th century forward with few exceptions (7 Years War, American Revolution, Napoleonic wars, etc.). And also cannons started dominating the battlefield as well. ----- To me, what I find most fascinating about D&D is that there isn't a technological progression in most settings -- especially with regards to magic. The traditional trope is that in the past magic was much more powerful. But then there really isn't a Dark Ages equivalent for magic. ...

Monday, 5th November, 2018

  • 10:56 PM - TaranTheWanderer quoted squibbles in post 5E's "Missed Opportunities?"
    This sounds like an excellent idea. I need to consider further what types of PCs it would help or hurt. It'd definitely be bad for monks and two-weapon fighting, for example. ----------------------- . My group just recently started using this but havenít had a chance to put it to practice so Iíll let you know how it goes. We did have lots of discussion around it, though. Iím not sure it would hurt any specific class but, instead give more options: do I want to use my off-hand attack or do I want to attack once with advantage? Same with a Paladin: do I want to flank or do I cast sanctuary. For a character who doesnít have a bonus action, itís a boon. It might hurt the mastermind rogue because they get the ability to do the help action as a bonus. But they never need to be in a flanking position to do that so their ability is superior to flanking.

Wednesday, 31st October, 2018


Tuesday, 30th October, 2018

  • 07:14 PM - BookBarbarian quoted squibbles in post Mythological Figures: Conan the Barbarian (5E)
    IIRC Iron Heroes didn't use hit points, but a bunch of injury levels (5ish) on a sliding scale between healthy and dead, with PCs rolling each time they got hit to see if they descended down the scale. Its a pretty radical departure from normal combat resolution, but I've never played with it. How does that work in practice? Oh interesting. I've never got the chance to play it, but from this part of the wiki on it I assumed they had hit points: hit points are generated with a very small die (a four-sided die) with a class-based bonus
  • 12:59 AM - dave2008 quoted squibbles in post Mythological Figures: Conan the Barbarian (5E)
    Yeah, that's an interesting thought. Throw mobs of low CR stuff at the party (since they likely lack magical crowd control), season with an occasional deadly monster. Yes, I kinda realized this during this thread. 5e actually does a good job of modeling Conan, if everything else is low level / CR. Sword and Sorcery is low magic, gritty, etc., but the heroes are in fact high level characters wading through a bunch of low level foes. Since 5e allows low level creatures to still be a threat (especially without magic items and buffing magic) it does a good job of allowing a PC(s) to take on a mob of creatures. You can do it, but it can get dicey. You just have to assume the PCs are really the exception (beyond the standard D&D adventurer assumption) and everything else pretty much falls into place.

Monday, 29th October, 2018

  • 06:34 PM - Mike Myler quoted squibbles in post Mythological Figures: Conan the Barbarian (5E)
    I realize this is derailing the thread a bit but, as I intend to run a game in a Hyborian-esque sword and sorcery world, I'd like to inquire further about the mechanics of the 5e ruleset that are a problem for sword and sorcery (apart from the high magic stuff, obviously). How would 5e's mechanics hinder the flavor of such a setting? What tweaks would be necessary to capture the right feel? I've read AiME, Mophidiums Conan, Primeval Thule, etc. Boop --> https://mikemyler.com/2018/02/11/dd-5e-in-ancient-greece-the-new-argonauts-5e-conversion/
  • 06:25 PM - Jay Verkuilen quoted squibbles in post Mythological Figures: Conan the Barbarian (5E)
    I realize this is derailing the thread a bit but, as I intend to run a game in a Hyborian-esque sword and sorcery world, I'd like to inquire further about the mechanics of the 5e ruleset that are a problem for sword and sorcery (apart from the high magic stuff, obviously). How would 5e's mechanics hinder the flavor of such a setting? What tweaks would be necessary to capture the right feel? I've read AiME, Mophidiums Conan, Primeval Thule, etc. Here are some thoughts: Most casting classes would need to go. This is particularly true for attack cantrips. Furthermore, I'd likely make most casters Warlocks. A cantrip like Vicious Mockery fits fairly well and could likely be generalized to other effects, though. Warlocks do a good job of simulating many different kinds of magic but in a situation where it's fairly rare and limited. Most, though not all, spells would need to be rituals and in general magic is a corrupting thing so there should be some notable cost to using magic. Reskinning g...
  • 05:04 PM - dave2008 quoted squibbles in post Mythological Figures: Conan the Barbarian (5E)
    I realize this is derailing the thread a bit but, as I intend to run a game in a Hyborian-esque sword and sorcery world, I'd like to inquire further about the mechanics of the 5e ruleset that are a problem for sword and sorcery (apart from the high magic stuff, obviously). How would 5e's mechanics hinder the flavor of such a setting? What tweaks would be necessary to capture the right feel? I've read AiME, Mophidiums Conan, Primeval Thule, etc. I haven't put a lot of thought into it, but I would start with: 1) level cap: at least 10, maybe lower. Keeps hit points and magic low. I would also couple this with slower advancement. 2) minions: almost all opponents are CR 1 or below 3) magic: I would probably do away with cantrips, or at least attack cantrips. I would also look at increasing casting time and/or moving higher level spells to rituals. Possibly spell failure from damage (if you take damage before you cast a spell in a round you make a concentration check or you ca...
  • 04:38 PM - CleverNickName quoted squibbles in post Survivor Monster Types- DRAGON WINS!
    The pre-socratic elements and the creatures associated with them by paracelsian alchemy always seemed super lame to meWhat about the five elements of Wu Xing? Would you say it's more, less, or equally lame? (asking for a friend)

Sunday, 28th October, 2018

  • 10:16 AM - S'mon quoted squibbles in post Mythological Figures: Conan the Barbarian (5E)
    Tldr: Conan is playing in an E6 variant of 5e. He has 18s or 20s for all of his ability scores. He has one barbarian level and 5 fighter levels (and took mariner fighting style). His background is outlander. He has no consistent set of gear. And, since he spent so much time adventuring, he took a buttload of post-6th feats. Nailed it. :D Yeah, Conan's universe isn't one with level 11-20 characters running around in it.

Saturday, 27th October, 2018

  • 10:17 PM - Jay Verkuilen quoted squibbles in post Mythological Figures: Conan the Barbarian (5E)
    I disagree. In The Servants of Bit-Yakin, we are told "In his roaming about the world the giant adventurer had picked up a wide smattering of knowledge, particularly including the speaking and reading of many alien tongues. Many a sheltered scholar would have been astonished at the Cimmerian's linguistic abilities". In Beyond the Black River, Conan unexpectedly jumps into an extended explanation of the god Jhebbal Sag and his powers. Conan is very knowledgeable, and Howard, at least once, explicitly compares him to a scholar. Good point, although in 5E he might well have used his downtime to pick up things like languages. He is often portrayed as becoming the leader of others through force of personality, for example in A Witch Shall be Born or Queen of the Black Coast... though maybe its supposed to be that others intuit his manly competence just by looking at him :erm: Heh. No, that "manly competence" is a high Cha. These are good commentaries on the heists he attempts ...
  • 05:06 PM - Tallifer quoted squibbles in post Survivor Monster Types- DRAGON WINS!
    Construct 1-2=destructed Deconstructed. <winks> deconstruction comic

Tuesday, 23rd October, 2018

  • 10:57 AM - Zardnaar quoted squibbles in post A Knife in the Dark, A Rogues Handbook
    I was not able to find the link for "Ways to attack with your Reaction", would you kindly point me in its direction? Much obliged. Old post failing memory. Basically sentinel feat or help form class features/spells such as a Battlemaster or Dissonant Whispers IIRC. To the OP disagree about the Ranger/Rogue MC build. Rogue 8 MC into hunter ranger for the next 5 levels is a great idea IMHO. losing 3d6 sneak attack it well worth it for all the stuff you get such as hunters quarry, 2nd attack, weapon style (dual wielders) and collossus slayer/hordebreaker. Hunter Ranger is frontloaded a bit level 9-13 are not to exciting for Rogues. Would kick that one up to dark blue and the fighter MC is possibly gold although the light blue rating is fine:pFighter is good for 1-8 levels generally or you can go strength based and tank around in heavy armor with shield master and expertise in athletics- you can still sneak attack with a rapier and key it off strength.


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