View Profile: Fenris-77 - Morrus' Unofficial Tabletop RPG News
Tab Content
  • Fenris-77's Avatar
    Today, 07:26 PM
    If they're a spell slot user like the Warlock that could still be cool (so minimal but flexible slots and a whackload of special abilities). Anything else would probably suck. I guess what I'm saying I'd rather see a reskinned warlock than a reskinned sorcerer or wizard. Give them three psionic paths at 3rd (fighty/sneaky/casty or whatever) and call it a day. I would be all for the whole class...
    18 replies | 566 view(s)
    0 XP
  • Fenris-77's Avatar
    Today, 05:15 PM
    You need to be careful with this. I'm happy to give out full XP for encounters where the encounter goal is achieved by means other than combat. However, I don't give out full XP when the encounter is simply avoided. My standard for awarding XP is meeting the goals of the encounter. Whether the PCs use combat or not is up to them, avoidance isn't the same as meeting the goal using no-combat...
    20 replies | 536 view(s)
    1 XP
  • Fenris-77's Avatar
    Today, 05:07 PM
    Fenris-77 replied to Firearms
    Even in a Victorian era steampunk setting you are still going to get players who want a sword cane, or whatever, yeah. And that should be fine with most GMs. So long as most of the players are toeing the line you should get what you want as far as gameplay goes. If you're doing a pirate setting then you should also be embracing the cutlass and dagger as they are as iconic and emblematic of that...
    130 replies | 3683 view(s)
    0 XP
  • Fenris-77's Avatar
    Today, 04:41 PM
    I completely missed this thread when I actually started posting a couple of weeks ago. So, hey, howareya, happy to be here.
    902 replies | 157397 view(s)
    0 XP
  • Fenris-77's Avatar
    Today, 02:01 PM
    If the psion ends up just being a componentless spellcaster using the same spells then it can also go in the trash. What's the point? The game doesn't need another full caster class that only differs in memorization and casting flexibility. I really don't need WotC to do a crappy sorcerer re-skin for me. If it's not different and interesting there's no point in publishing it. Adding a psion...
    18 replies | 566 view(s)
    0 XP
  • Fenris-77's Avatar
    Today, 01:14 PM
    Fenris-77 replied to Firearms
    I think you're under-estimating how motivated players are to min-max combat damage. Given the choice between, say, 1d8 from a longbow and 2d6 from a gun of some sort, a huge percentage of players will take the gun and the better damage just on spec. Even the difference between a d10 and a d8 is enough to get that job done generally. So long as the right firearms weapon proficiencies get added to...
    130 replies | 3683 view(s)
    0 XP
  • Fenris-77's Avatar
    Today, 03:48 AM
    Also, the opinion of players on basic and 1E is often very tied to their age. If you're old enough to have been playing when they came out you probably have a lot more love for them than someone who only knows them as artifacts. Anyone who opened the 1E Unearthed Arcana for the first time and read the barbarian knows exactly what I mean.
    81 replies | 2190 view(s)
    1 XP
  • Fenris-77's Avatar
    Today, 03:44 AM
    I agree, I really like this multiclass, regardless of exactly how it's put together. Having to go a little MAD to make the CHA thing work isn't ideal, but it's not awful either and does add a lot of out of combat utility to the character. To answer the actual thread question, I'd put this option right up there with the Paladin, and maybe above the Paladin depending on what kind of Paladin build...
    63 replies | 2645 view(s)
    0 XP
  • Fenris-77's Avatar
    Yesterday, 08:45 PM
    Fenris-77 replied to Firearms
    I think I'd disagree. A lot of players spend significant time eking out even a minor advantage based weapons and combos. If your firearms are even slightly superior then everyone will use them unless "story reasons". So sure. I think balance is way more important than selling the idea to the players.
    130 replies | 3683 view(s)
    1 XP
  • Fenris-77's Avatar
    Yesterday, 08:38 PM
    If I was picking a list based on your character type and picking with effectiveness as the primary it would probably be as follows Cantrips: Mage Hand, Minor Illusion, Booming Blade (if you're using SCAG) Booming Blade works with your sneak attacks and is just generally awesome, even if it's a little outside your fluff. If you're dead set against melee, even for SA, then I might take a...
    2 replies | 222 view(s)
    0 XP
  • Fenris-77's Avatar
    Yesterday, 07:53 PM
    Or you could run encounters where there are goals and combat is just one of the options to meet that goal. Not fighting to the bitter end could also be an explicit part of your encounter design. You could also run combats where you leave lots of room to narrate morale related stuff and make sure the players know that they have options. If players are stubborn and fight to their own deaths...
    20 replies | 536 view(s)
    1 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 11:51 PM
    Absorb Elements and Alarm. I failed my fear test when faced with a giant WoT and quickly fled.
    11 replies | 429 view(s)
    0 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 11:46 PM
    'Tenacious' players can get out of my living room. Any RPG relies on some good faith communication back and forth between the GM and players. If, as the GM, I set expectations about how to approach stating and adjudicating actions and a player is willfully and continually ignoring those instructions and expectations then he's going to find another game. GMs need to remember that they set the...
    173 replies | 7460 view(s)
    2 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 11:35 PM
    I don't actually miss the insane weight of books and subsystems that came with 3rd ed, not in retrospect anyway, but I do kind of miss the unbridled sense of possibility that came with them. That's as much because there was no internet as anything else though - now everything is gamed out and posted about ad nauseum within days or weeks of release, whether it's a 5e supplement or the newest 40K...
    63 replies | 2656 view(s)
    0 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 10:27 PM
    QFT Everything from the Basic Set through the first AD&D Unearthed Arcana. Good times.
    63 replies | 2656 view(s)
    2 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 09:10 PM
    Yup, crunch sells books. Plus, GMs are under no duress to use anything from any particular book in their personal campaign, so if you don't like it, don't use it. If a potential player has a huge issue with it, they can find another game. I know that sounds harsh, but the truth of the matter is that players are far more replaceable than GMs. If you want to play in my campaign and I'm not going to...
    64 replies | 2306 view(s)
    0 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 02:33 PM
    Fenris-77 replied to Firearms
    I think he's saying that the realism of the firearms rules should probably match the overall realism level of the game, which is mostly pretty low compared to a lot of the suggestions we've seen in this thread. If people want hyper-realistic firearms rules in their campaign they can obviously do what they like, and they should, but as far as what fits into 5e generally and meshes with the...
    130 replies | 3683 view(s)
    1 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 02:25 PM
    I think that's a better fix to the "but I want high level items" problem than revamping the Artificer. IMO the Artificer does a pretty job job as is, maybe with a minor tweak or two to some of the subclasses, at playing the skill monkey/ half-caster support role that it is pretty obviously designed to fill.
    64 replies | 2306 view(s)
    1 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 01:25 PM
    It's always an exchange. If the Artificer also had access to high level spells he'd need to have less something else. That's not an impossible task, but I think that having more class abilities and infusions and whatnot with the corollary of less high level spells does a good job separating the Artificer from the Wizard. If you were to give access to high level spells what would you be willing to...
    64 replies | 2306 view(s)
    0 XP
  • Fenris-77's Avatar
    Friday, 17th May, 2019, 01:40 AM
    Familiars aren't NPCs. Nor are Beast Companions or anything of that ilk. NPCs are created by the GM to fill certain roles in advancing the game. Familiars and companions are class features. Sentient or not they are a feature of the character class, and should thus be run by the player unless the rules state otherwise. The job of the GM is to adjudicate actions chosen by the players based on the...
    25 replies | 790 view(s)
    0 XP
  • Fenris-77's Avatar
    Thursday, 16th May, 2019, 01:57 AM
    Fenris-77 replied to Firearms
    I like the list and the mechanics there a lot. Not overpowered or overcrowded and the comparisons from weapon to weapon seem right. My only caveat is a historical one, and we while know that D&D isn't driven by historical accuracy, so I will mention that your Blunderbuss' long range is probably twice as far as a historical blunderbuss was effective out to. At least as far as my familiarity with...
    130 replies | 3683 view(s)
    0 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 10:05 PM
    Fenris-77 replied to Firearms
    A Blunderbuss has a spread of 6 to 10' at 30 to 40' of range. That sounds an awful lot like an AOE effect to me. Obviously this isn't true of more modern shotguns, but it's not a silly way to model a Blunderbuss type weapon.
    130 replies | 3683 view(s)
    0 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 09:11 PM
    Fenris-77 replied to Firearms
    In that case my personal preference would be to differentiate damage rather than use DAd at range. It makes the shotgun feel very different from a rifle without having to make changes that don't reflect the actual firing of said weapon (like no range DAd but full damage). So call a SG something like 100/200 (or whatever) and 2d6/1d6 damage. I think that does a pretty good job representing how a...
    130 replies | 3683 view(s)
    1 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 08:57 PM
    Fenris-77 replied to Firearms
    5e already has a great shotgun mechanic. It's called burning hands. OK, so that's maybe more Blunderbuss/Sawed off and I'm halfway kidding, but it still works. AOE isn't an awful way to do that. Unless you're talking about a modern shotgun, all the solutions that feel right are going to be short to very short range, and I'm not even sure I'd bother with S/L for a Blunderbuss, which isn't...
    130 replies | 3683 view(s)
    1 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 05:49 PM
    The Wrath of Khan soundtrack has some great orchestral stuff for fight scenes.
    51 replies | 1303 view(s)
    0 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 05:39 PM
    I'm 70-30 TotM and scratch maps. I lean heavily on good description and regular action and environment recaps to maintain pace of play and immersion. From a feel standpoint I usually aim for swashbuckling action and DM to encourage that kind of play. I try to make most combats as 3D as possible to facilitate creative and heroic combat role playing. I don't have a preference for in or out of...
    51 replies | 1303 view(s)
    1 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 01:00 PM
    I agree, I think the issue here is TWF, not giving commands to beast companions.
    116 replies | 5351 view(s)
    0 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 12:07 PM
    With that age group I would tend to try and leverage things they already know a lot about, in this case video games. Simple scenarios and ideas about interactions and skills should already be familiar to them, you just need to plug into that schema and transfer that knowledge over to the tabletop. Obviously rpgs are different, but when searching for explanatory gusto I'd probably use video game...
    15 replies | 771 view(s)
    0 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 03:09 AM
    All newbs? OK, fair enough, but newbs aren't generally running the kind of combat I'm talking about. When everybody is new there's no yardstick for success or failure either, not with what we're talking about here. Everyone usually has a blast, which is great, and new players shouldn't care that their combats aren't this or that. That said, I suspect that the kind of combat complexity that I'm...
    43 replies | 1172 view(s)
    0 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 12:38 AM
    Don't forget to buckle your swashes gentlemen, this is a dock fight, not your Mamma's sitting room. I do tend to encourage swashbuckling action as a GM, and a lot of my advice and ideas tend to index facilitation of said swashbuckling. I was trying to think of ways to say 'swashbuckle' another couple of times, but it's tough to manufacture appropriate conversational openings.
    15 replies | 443 view(s)
    0 XP
  • Fenris-77's Avatar
    Wednesday, 15th May, 2019, 12:32 AM
    I do own a copy, and it's marvellous. For what looks like satire, it's a surprisingly robust and useful RPG. I still call the relevant section of my 5e Character sheets Equipstuff in memoriam. It's also a solid resource for GMs in the minimalist school, TotM included. Did I mention it's really funny?
    43 replies | 1172 view(s)
    1 XP
  • Fenris-77's Avatar
    Tuesday, 14th May, 2019, 08:49 PM
    Something from the Pirates of Penzance perhaps... a little light opera never hurt anyone. Seriously though, there's lots of stuff you could do. Even something as simple as adding large stacks of cargo could be cool (think the shipping container fight scenes from Daredevil or Dark Knight). You could have several ships moored together as an alternate way of getting from pier to pier. You could...
    15 replies | 443 view(s)
    1 XP
  • Fenris-77's Avatar
    Tuesday, 14th May, 2019, 05:08 PM
    Wow. Reading my posts would be a big help, and that's supposed to sound less sarcastic than it probably comes across. First, at no point did I advocate for grid maps, nor did I advocate for players being 5' out of reach - I don't use grids for precisely that reason. All your reservations about grid-based combat are valid, and personally I agree with you, they just have nothing to do with anything...
    43 replies | 1172 view(s)
    0 XP
  • Fenris-77's Avatar
    Tuesday, 14th May, 2019, 03:42 PM
    I don't disagree with you given your example, but that doesn't really speak to combat in complex environments. That's when the simple action recap stops being sufficient in a lot of cases.
    43 replies | 1172 view(s)
    1 XP
  • Fenris-77's Avatar
    Tuesday, 14th May, 2019, 02:48 PM
    Sure it matters. It's not just about keeping the room description in your head as a player. If you want to make tactical decisions you need to able to answer questions like "can I reach that orc in one move or not" and in TotM a new player is almost never going to able to answer that question without asking, not unless the answer is already obvious. What that does is put a lot of questions and...
    43 replies | 1172 view(s)
    0 XP
  • Fenris-77's Avatar
    Tuesday, 14th May, 2019, 01:25 PM
    Newbs often struggle with TotM - they lose track of where they are, where the monsters are, and pretty much everything about the environment. That said, although new players will mostly struggle there's no real way past that, except to live with the growing pains. So lets not call it a barrier, but rather a challenge - gotta get those players trained. It's a lot of improvisation and...
    43 replies | 1172 view(s)
    0 XP
  • Fenris-77's Avatar
    Tuesday, 14th May, 2019, 12:23 PM
    I think you need experienced players to run TotM without it turning into a dogs breakfast - or at least players with some ability to visualize space well. Personally, I'm not a fan, but there's nothing wrong with it. As mentioned above, you need to be recursive with the description of the environment, and you also need to be pretty thorough in your prep to have dimensions and distances in the...
    43 replies | 1172 view(s)
    0 XP
No More Results
About Fenris-77

Basic Information

About Fenris-77
Disable sharing sidebar?:
No

Statistics


Total Posts
Total Posts
38
Posts Per Day
1.40
Last Post
State of the mystic Today 07:26 PM

Currency

Gold Pieces
0
General Information
Last Activity
Today 07:34 PM
Join Date
Tuesday, 23rd April, 2019
Product Reviews & Ratings
Reviews Written
0
Page 1 of 2 12 LastLast

Monday, 20th May, 2019


Sunday, 19th May, 2019


Saturday, 18th May, 2019


Friday, 17th May, 2019


Thursday, 16th May, 2019



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

Monday, 20th May, 2019

  • 05:37 PM - bedir than quoted Fenris-77 in post Combating fights to the death
    You need to be careful with this. I'm happy to give out full XP for encounters where the encounter goal is achieved by means other than combat. However, I don't give out full XP when the encounter is simply avoided. My standard for awarding XP is meeting the goals of the encounter. Whether the PCs use combat or not is up to them, avoidance isn't the same as meeting the goal using no-combat methods. Exactly how this is applied is obviously on a GM by GM basis because it's based on encounter design, which can be very different from GM to GM. Oh, for sure. The exploration paths to "succeeding" should meet the goals of the encounter. Maybe you are trying to steal a key and sneak into camp, open a lock, etc.
  • 11:47 AM - Imaculata quoted Fenris-77 in post Firearms
    I think I'd disagree. A lot of players spend significant time eking out even a minor advantage based weapons and combos. If your firearms are even slightly superior then everyone will use them unless "story reasons". So sure. I think balance is way more important than selling the idea to the players. The reason I disagree with you, is because I feel firearms should be the first and obvious choice for the players, and melee should be their backup weapons. As I said, I run a pirate campaign, and if all my players still ended up using bows and swords, then I'd feel like I had failed at establishing a pirate campaign. Historically guns were more deadly, so they should be a lot more powerful than any other weapon in the campaign. If guns only did slightly more damage, that would not be enough to pursuade all players away from their default D&D weaponry. The best situation for me is one where there's plenty of gun-use, and the players are occasionally forced to fall back on melee (due to a misfire, ...

Friday, 17th May, 2019

  • 02:21 PM - vincegetorix quoted Fenris-77 in post Are you satisfied enough with the Artificer to publish it?
    It's always an exchange. If the Artificer also had access to high level spells he'd need to have less something else. That's not an impossible task, but I think that having more class abilities and infusions and whatnot with the corollary of less high level spells does a good job separating the Artificer from the Wizard. If you were to give access to high level spells what would you be willing to remove from the class as its written now? 10 will get you 20 that the answer from a lot of folks will be "the pet", which is fine, but at that point why not just write a wizard subclass that specializes in magic item creation? Just my two cents... Depending on the final proposition by WotC, I may just do that instead: Wizard: Magewright 2: Infuse Item (1 known/active less than the UA) 2: Arcane Artisan: Choose 2 Tools or 1 tool and crossbows, can be used as focus, expertise with those and 25% less cost and time when crafting with those. 6: Alchemical Caster: Resistance to Acid and Poison. Su...

Wednesday, 15th May, 2019

  • 09:05 PM - Satyrn quoted Fenris-77 in post Firearms
    5e already has a great shotgun mechanic. It's called burning hands. OK, so that's maybe more Blunderbuss/Sawed off and I'm halfway kidding, but it still works. AOE isn't an awful way to do that. Unless you're talking about a modern shotgun, all the solutions that feel right are going to be short to very short range, and I'm not even sure I'd bother with S/L for a Blunderbuss, which isn't effective at more than 30 or 40'. If you are talking about a modern shotgun firing the equivalent of buckshot, then that kind of gun certainly does have clear S/L range brackets (roughly 100/200') although you could represent that with differential damage rather than disadvantage on the TH roll. Yeah, I'm talking a modern shotgun (although I responded to someone who definitely meant blunderbuss), although I was aiming for more a video game stereotype of a shotgun than a real world version. And I considered burning hands-like effects, too, but I still wanted the weapon to function as much like other weapons a...
  • 02:13 AM - Azzy quoted Fenris-77 in post Brainstorming TotM
    Newbs often struggle with TotM - they lose track of where they are, where the monsters are, and pretty much everything about the environment. That said, although new players will mostly struggle there's no real way past that, except to live with the growing pains. So lets not call it a barrier, but rather a challenge - gotta get those players trained. It's a lot of improvisation and micro-decision making for the DM too. Like I said though, good planning can take some of the sting out of that second part. And, yet, my point that was that when I and all my friends were "newbs", we played TotM without any issue. I don't think that we were ultra special.

Tuesday, 14th May, 2019

  • 09:26 PM - robus quoted Fenris-77 in post Brainstorming TotM
    Personally I like complex battlefields sometimes (maybe a lot), and I don't see a lot of value of being dogmatic about narrative style, so I go with the sketches when I think it's necessary. If you like complex battlefields and players making precise tactical choices then, yes, TotM is not going to give you the granularity you need. It's for more casual tables that want the story of exciting combat rather than the precision of tactical challenges.
  • 04:56 PM - BluejayJunior quoted Fenris-77 in post Brainstorming TotM
    If you want to make tactical decisions you need to able to answer questions like "can I reach that orc in one move or not" and in TotM a new player is almost never going to able to answer that question without asking, not unless the answer is already obvious. I disagree with this. A new player will more likely say, "I want to run up and stab that orc." And then as the DM, I will point out if they are in fact too far away or tell them to attack. For most combats in TotM, it should be very obvious if a character can get there in 1 move or 2. You should never have a case where the enemy is 5 feet out of reach of the characters. Part of the point of TotM is to not have to worry about all the little fiddly stuff. If you approach it with the same highly tactical viewpoint as you can get on a grid, then you might find it a struggle. And you can still have interesting combats in interesting locations. The new players won't have a problem if the DM is describing things well and they are letting t...
  • 03:29 PM - robus quoted Fenris-77 in post Brainstorming TotM
    Sure it matters. It's not just about keeping the room description in your head as a player. If you want to make tactical decisions you need to able to answer questions like "can I reach that orc in one move or not" The Roshambo approach to TotM addresses a lot of these tactical issue with a very neat system. Check it out if you haven't already. (I linked to it earlier in the thread).
  • 03:27 PM - robus quoted Fenris-77 in post Brainstorming TotM
    Newbs often struggle with TotM - they lose track of where they are, where the monsters are, and pretty much everything about the environment. It's the DMs job to keep track of the state of the combat and clearly narrate the situation for the current player. The players job is to simply pay attention to the ongoing narration and be ready with their action(s) when their turn comes up. Yes it is a burden on the DM, but the last thing they should do (but too many actually do) is say: "Joe, you're up..." That's when things drag and 20 questions begins. It should be: "....Jill, your fighter takes down that ugly goblin with that massive blow from your greataxe. Joe, you're engaged with the last orc who's looking ready to bring some pain. What do you do?"
  • 01:03 PM - Azzy quoted Fenris-77 in post Brainstorming TotM
    I think you need experienced players to run TotM without it turning into a dogs breakfast Ha! I spent my first 13 years of playing D&D without a battlemat, so I don't think that experience comes into it. It's definitely a big gear switch from gridded play, but it may actually be more natural to some. I think the big thing is to be desriptive, be fair, and encourage the players to ask questions whenever they're uncertain.

Fenris-77's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites