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  • Myzzrym's Avatar
    Tuesday, 30th April, 2019, 11:38 AM
    Gloves of Thievery 8 - 2 = 6 Helm of Brilliance 3 + 1 = 4 Helm of Comprehending Languages 3 Go away rogues! Shoo! Shoo!
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  • Myzzrym's Avatar
    Friday, 26th April, 2019, 09:25 AM
    Gloves of Thievery 18 - 2 = 16 Hat of Disguise 12 Helm of Brilliance 15 + 1 = 16 Helm of Comprehending Languages 13 Helm of Teleportation 10 Winged Boots 7 Thieves be gone!
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  • Myzzrym's Avatar
    Thursday, 25th April, 2019, 01:22 PM
    Allow me the killing blow Gloves of Thievery 16 Goggles of Night 11 Hat of Disguise 14 +1 = 15 Helm of Brilliance 15 Helm of Comprehending Languages 11 Helm of Teleportation 12 Slippers of Spider Climbing 2 - 2 = 0 Winged Boots 8
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  • Myzzrym's Avatar
    Wednesday, 24th April, 2019, 09:53 AM
    I see a lot of good points here! One thing that strike out to me that I didn't really consider is the repeated rolls. Considering how adventuring goes, whenever something happens it's "roll once and we'll see the result" - but that's mostly because it's an immediate action type of thing. For crafting or other long term endeavour, it makes sense to make multiple rolls which would overall ensure...
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  • Myzzrym's Avatar
    Tuesday, 23rd April, 2019, 03:55 PM
    Actually now that you're talking about it, that does feel a little strange. I know features & feats / ASI are supposed to make the difference, but the bonus differences are so small that it sometimes feel pretty frustrating to miss at higher level. Note: I saw the other post after that, I have to say that I'm not completely against the notion of bounded accuracy - however, coming straight out...
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  • Myzzrym's Avatar
    Tuesday, 23rd April, 2019, 03:03 PM
    Ooops, my apologies. In that case it's fairly straightforward, I think it's pretty clear and the page displays what the book is about, so no complaints here!
    19 replies | 705 view(s)
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  • Myzzrym's Avatar
    Tuesday, 23rd April, 2019, 02:32 PM
    Hey there folks, I have a little issue with how the Skill System works in 5e in regards to Master Craftsman. See, in 3.5 you could pump up a godly amount of skill points into a particular skill, which made sense when you were creating Bob, the capital's most famous smith. However in 5e, all your skills proficiency increase at the same speed - and very slowly on top of that (in fact the...
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  • Myzzrym's Avatar
    Tuesday, 23rd April, 2019, 02:08 PM
    I understand about straight up copying, and that's not what I mean. I prefer when the style remains relatively close to the other books I already own (or marries well together), so there is a certain continuity. Here I really feel like it's completely different and it clashes with the existing official material.
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  • Myzzrym's Avatar
    Tuesday, 23rd April, 2019, 01:57 PM
    Hmmmm... I feel like the style isn't really fitting with the regular 5e books. I don't mean the content, but the presentation (background image, font and the like).
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  • Myzzrym's Avatar
    Tuesday, 23rd April, 2019, 01:54 PM
    Gloves of Thievery 16 - 2 = 14 Goggles of Night 15 Hat of Disguise 19 + 1 = 20 Helm of Brilliance 18 Helm of Comprehending Languages 17 Helm of Teleportation 11 Slippers of Spider Climbing 12 Winged Boots 10
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  • Myzzrym's Avatar
    Tuesday, 23rd April, 2019, 01:42 PM
    I mean... I feel like sub-classes kind of fill the role of the old Prestige Classes. Often you wonder what your character will look like at higher levels, and I remember in 3.5 scouring the multiple books for cool Prestige Classes, but then you'd have to look at all the requirements and plan accordingly, which could be a huge pain in the butt. In 5e, sub-classes fill that roll in a much...
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Tuesday, 7th May, 2019

  • 08:45 AM - Li Shenron quoted Myzzrym in post Crafting Items - Expert Craftsman vs Adventurers
    So. How do you deal with this? Do you just go "eh screw the rules" and decide that good craftsman get godly bonuses in their own craft? (They have EXPERT Expertise) Do you just shrug and say that adventurers, by virtue of their pure awesomeness, are able to compete with poor peons that spent their lives honing their craft? (well they didn't get to get their ass blasted by mindflayers so boohoo screw your hard work) I don't think it's about "screwing" the rules, but simply using the rules, and proficiency rules (meaning: proficiency bonus by level) are for PCs. NPCs do not follow the same rules (they don't even have a "level") and can be anything. The DMG might have guidelines for creating NPCs and monsters, and those guidelines may also include proficiency bonus assignment, but they aren't rules. So it's fully within the rules of the game to create an NPC with whatever final bonus on a specific ability/skill check.

Wednesday, 1st May, 2019

  • 10:13 PM - MechaPilot quoted Myzzrym in post Crafting Items - Expert Craftsman vs Adventurers
    So. How do you deal with this? Do you just go "eh screw the rules" and decide that good craftsman get godly bonuses in their own craft? (They have EXPERT Expertise) Do you just shrug and say that adventurers, by virtue of their pure awesomeness, are able to compete with poor peons that spent their lives honing their craft? (well they didn't get to get their ass blasted by mindflayers so boohoo screw your hard work) If a roll is needed, I typically give master craftsmen expertise and advantage on the roll (or, just an additional +5 instead of advantage). In most cases though, a master craftsman doesn't need to roll. Rolling is only for uncertainty. If a master craftsman is rolling, it's because thy're working with a very scarce material they're not used to working with, or to figure out how much waste there is before the work is finished. Regarding the archery contest, taking more shots helps skew the odds in favor of the archer with the better bonuses. So does firing with disadvantag...

Wednesday, 24th April, 2019

  • 04:49 PM - Cap'n Kobold quoted Myzzrym in post Crafting Items - Expert Craftsman vs Adventurers
    On a completely different topic: Speaking of Tools, is there any official information as to what Stat Modifier to use for each tool? (or do you not use any stat mod. at all?) Like for instance with Cooking Ustensils, I have arguments where you could either use Int (following recipes, careful dosage, western-style of cooking mentality) or Wis (getting the right feeling, using ingredients that marries well together, eastern-style of cooking mentality). Hell I even wonder if you could pass it as Cha sometimes (for some people cooking is an art, a way of expressing themselves). Any or all of the above. In the same way that Thieves Tools are sometimes paired with abilities other than Int, what you are trying to achieve with the tool will determine what ability check you roll.

Tuesday, 23rd April, 2019

  • 11:09 PM - dnd4vr quoted Myzzrym in post Crafting Items - Expert Craftsman vs Adventurers
    Actually now that you're talking about it, that does feel a little strange. I know features & feats / ASI are supposed to make the difference, but the bonus differences are so small that it sometimes feel pretty frustrating to miss at higher level. Note: I saw the other post after that, I have to say that I'm not completely against the notion of bounded accuracy - however, coming straight out of 3.5 I feel like it's tuned a little too high (+1 to +20 => +2 to +6 is quite a jump). Yeah, we've adjusted proficiency bonus to range from +1 to +8 because it seems pretty wrong over 19 levels to gain only a +4. I never had an issue with things in 2E or even 3E for the little while we played it so I don't understand why bounded accuracy even was thought up... Any way, we also changed proficiency bonus because ability score modifiers going up to +5 and prof bonus to +6 as written meant a first level character with 18 ability would have +6 total, same as a 20th level character with average (no mod)...
  • 09:29 PM - iserith quoted Myzzrym in post Crafting Items - Expert Craftsman vs Adventurers
    So. How do you deal with this? Do you just go "eh screw the rules" and decide that good craftsman get godly bonuses in their own craft? (They have EXPERT Expertise) Do you just shrug and say that adventurers, by virtue of their pure awesomeness, are able to compete with poor peons that spent their lives honing their craft? (well they didn't get to get their ass blasted by mindflayers so boohoo screw your hard work) I don't say "screw the rules." Rather, I do what they say, which is to call for ability checks only when there's uncertainty as to outcome and a meaningful consequence for failure. And when it comes to whether some blacksmith can do the mundane tasks he or she does every day, there's no uncertainty and thus no roll. The blacksmith simply succeeds.
  • 08:53 PM - Tony Vargas quoted Myzzrym in post Crafting Items - Expert Craftsman vs Adventurers
    That's... a mere 3 points difference. If they were to throw dices... Overall I oriented this discussion with Crafting in mind, but I could extend that to many other topics. So. How do you deal with this? You can just play favorites. The Expert Craftsman who's been doing it longer than the adventurer's been alive churns out masterworks without needing a roll. The Adventurer needs to make a DC 20 check the one time it's important for him to create a masterwork and there's a meaningful consequence to screwing it up. If the Craftsman were in some odd situation - didn't have his tools, was working with a demon glowering over his shoulder, or whatever - he might need to make a DC 20 check, too, but in his shop, making things he's been making every day for years? No. Because, ultimately, they're declaring very different things, even though they're making the same thing. The Adventurer is making something using skills he has a talent for, but has rarely utilized, because, for some reason...
  • 07:39 PM - Satyrn quoted Myzzrym in post Crafting Items - Expert Craftsman vs Adventurers
    . So. How do you deal with this? Do you just go "eh screw the rules" and decide that good craftsman get godly bonuses in their own craft? (They have EXPERT Expertise) Do you just shrug and say that adventurers, by virtue of their pure awesomeness, are able to compete with poor peons that spent their lives honing their craft? (well they didn't get to get their ass blasted by mindflayers so boohoo screw your hard work) I don't say "screw the rules" but perhaps I actually go a step further: I only apply the rules to player characters. You might say that I use the game rules as an adventure simulator, not a world simulator, and so none of the rules apply to anything that isn't about adventuring. The master smith doesn't have bonuses of any sort. He simply is a master smith. Or in other words: Master Smithman, Master Smithman, does whatever a Master Smith can.
  • 05:40 PM - dave2008 quoted Myzzrym in post What do you think of this Kickstarter page?
    Hmmmm... I feel like the style isn't really fitting with the regular 5e books. I don't mean the content, but the presentation (background image, font and the like). Technically I think you would have to publish through the DM's guild to use the WotC trade dress. They could make it look more similar; however, this is the trade dress the EnWorld publishing has already established for their products.
  • 02:55 PM - Morrus quoted Myzzrym in post What do you think of this Kickstarter page?
    I understand about straight up copying, and that's not what I mean. I prefer when the style remains relatively close to the other books I already own (or marries well together), so there is a certain continuity. Here I really feel like it's completely different and it clashes with the existing official material. Well, the books are already made, using the established EN5ider trade dress (and one of them was released in 2017!) It's the Kickstarter page itself I'm really after thoughts on, rather than the actual books.
  • 02:03 PM - Morrus quoted Myzzrym in post What do you think of this Kickstarter page?
    Hmmmm... I feel like the style isn't really fitting with the regular 5e books. I don't mean the content, but the presentation (background image, font and the like). No, we don't copy WotC's trade dress.

Friday, 5th April, 2019

  • 02:08 PM - dnd4vr quoted Myzzrym in post Counter spell and calling out spell levels
    After reading a few of the comments here I feel like rolling an Arcane Check to see if the PC recognises the spell sounds pretty fair. I can always add disadvantage or increase the DC if he's in a particularly rough situation, or if he never saw the spell before. Disadvantage might be a good application to making the Arcana Check as a reaction AND casting Counterspell (since it is also a reaction). If they character does one OR the other, no problem, but if they want to try to do both using only one reaction, impose disadvantage on either the Arcana Check or the Counterspell roll or even both if you want (but that might be too harsh...).

Wednesday, 20th March, 2019

  • 10:17 PM - Sword of Spirit quoted Myzzrym in post I Do Declare! Do you? (POLL)
    ... but it avoids people constantly readjusting their action depending on what the previous player / monster just did. Others have also expressed this sentiment, but I don't get it. How can you adjust something that hasn't come up yet? When you don't have initiative declarations, you don't have to make any decision until your turn, and then you don't change it because it immediately happens. Are people using cyclical initiative but having the players decide what they do first and then just keep it to themselves instead of declaring it? Even if players start thinking about what they plan to do next round as soon as they finish their turn (a generally good practice), that would just mean they are paying close attention to what is going on, and might even be faster on the draw when their turn comes up again. I kind of (not too seriously) wonder if some pro-declaration players misread the way cyclical initiative works from the very start.
  • 12:50 AM - MechaPilot quoted Myzzrym in post Barbarian Archetype: Wild Soul [PEACH]
    It's interesting. So you're meant to gain Momentum dice all the time then which means you'll get a lot of use out of them. Sounds strictly superior to Battlemaster for this reason. At 5th level you could theoretically use 2 per turn all combat long. 3 per turn at level 11. I guess if you use the same exact formula as Battlemaster it would be too similar. Maybe you gain 1 every time you crit or 3 every time you kill an enemy? That way you're not using them ALL the time? In addition to just being different from the Battlemaster, I specifically wanted something that starts each fight with no resources and has to earn them as they go. I went with a lower die value specifically because I knew the dice would accumulate quickly. However, I feel like Satyrn had a great idea for limiting the pace of gaining Momentum (as well as fixing a wording issue I missed on my first draft, and on my review before posting it here). Agreed with CTurbo, it seems interesting but over-tuned. Most powers ...

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