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Playing D&D: Homebrew or Published Setting? Why? Tuesday, 20th February, 2018 11:30 AM

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Monday, 4th January, 2016

  • 05:21 PM - iserith quoted fba827 in post Killing a Teammate
    The OP asked about the CHARACTER, and my gut reaction based on how my group would react is ...... Do the characters know about restoration magics? If so they wouldn't just up and kill a friend. Though they'd also try and find a way to 'stash' ( aka he'd be safe and fed) til they could. Doing otherwise would mean killing a friend that they believe they can cure What a character "would" do is whatever the player controlling the character says he or she will do. The character may kill the fellow PC or the character might not. Assigning personal judgment to what characters not under our control would or should do is part of the issue here, especially as it relates to the DM telling the players of the cleric and paladin that serious character-changing repercussions will result from the actions they are considering. I see no benefit to taking this position. It's punitive and for no reason other than what appears to be a belief that a player should only have one character at a time, regardless to...
  • 04:11 PM - dmnqwk quoted fba827 in post Killing a Teammate
    There are two conversations going on here ... What to do with the CHARACTER and what yo to do with the PLAYER You cannot address one without the other. But the problem here is more the fact Abiliy Scores reduced to 0 are handled very poorly, with Constitution deemed "important to live" but "remembering to breathe because it's not a reflex like some believe, but learned behaviour" is not. One thing I don't think DnD explains very well is "What happens when your Intelligence is 0." Breathing, for example, is not automatic but is a learned behaviour. A character with an Intelligence of 0 would technically suffocate, in the same manner as a Constitution of 0 kills off a player. It's a common mistake of the game design that believes a Con 0 is death but an Int 0 you can still live. The character cannot breathe, should be dead. But the rules don't cover this they, instead, suggest the character is simply catatonic... which is simply not what would happen with an Intelligence of 0. Perhaps ...

Thursday, 29th October, 2015

  • 01:06 AM - pukunui quoted fba827 in post Neverlight Grove - What Level(s)?
    So doable but probably difficult. Just needing to tread cautiously. So if looking for a little more fast and loose gaming for a one shot I'd either lower difficulty by maybe just reducing hp of enemies slightly or tossing in a npc that they find there to help who in turn can help themYeah, I'm thinking about lower the difficulty. So I think I'll replace the grick alpha with an otyugh - which, of course, they can skip over entirely if they feel so inclined - and maybe only have one chuul spore servant guarding the entrance to the garden - which, again, they can bypass quite easily. The fight with Yestabrod in the garden will be quite tough, but that's really the only fight that the PCs absolutely have to have. Everything else is optional. They can even walk right into Zuggtmoy's palace and attempt to talk to her without having to fight anyone (unless, of course, they make the mistake of insulting Zuggtmoy's wedding dress). Since it is a one shot, why not make pre-made characters for the...

Saturday, 24th October, 2015

  • 07:56 AM - Li Shenron quoted fba827 in post New SCAG Info: Someone Got The Book
    I know I'm in the minority, but I'm actually GLAD they don't have a new subclass for each class. It potentially shows that wotc isn't looking to force an idea for the sake of symmetry but rather stuck with what was flavorful and inspired for the concept of the book. In my opinion , designing subclasses purely for the purpose of 'filling out symmetry of all classes getting included" is just begging for half assed things that aren't really inspired by concept but are shoe horned in. I mean one doesn't mean th other will happen but it's definitely knocking on the door in that direction if it did. It's not a matter of symmetry at all in this case, it's a matter of range of options. I have been advocating the need for at least 3 subclasses per class, and at the same time I've said I'd like at least a dozen clerical domains, and half a dozen rogue subclasses. IMHO there is a huge psychological difference between having 2 options and having 3. Two options feel a bit like a ultimatum: be th...
  • 07:47 AM - Inoeex quoted fba827 in post Questions regarding a Noble Bard
    My group loves performance, I think they'd cry if they heard anyone call it a waste. It's about play style. If you're more interested in the combat aspects of what you can do then sure it's considerably less useful. But if you like the social interaction parts if the game then perform can come up a lot. May I ask what your group do with that skill ? The book has mentioned that you can make money and entertain people, it does not make sense for a Prince to entertain people or even attempt to make money that way. But I would like to hear what your group is doing with this skill if you dont mind : )
  • 02:00 AM - The Myopic Sniper quoted fba827 in post New SCAG Info: Someone Got The Book
    I know I'm in the minority, but I'm actually GLAD they don't have a new subclass for each class. It potentially shows that wotc isn't looking to force an idea for the sake of symmetry but rather stuck with what was flavorful and inspired for the concept of the book. In my opinion , designing subclasses purely for the purpose of 'filling out symmetry of all classes getting included" is just begging for half assed things that aren't really inspired by concept but are shoe horned in. I mean one doesn't mean th other will happen but it's definitely knocking on the door in that direction if it did. I get that... in theory. This early in the edition though there are still a lot of concepts within the base classes that don't have full support. Obviously, you don't want to release anything "half assed," but I think partisans of the classes that are overlooked on each go around will feel that what they do get "three new musical instruments for your bard!" will feel that the space devoted to that is...

Monday, 19th October, 2015

  • 05:07 PM - Ralif Redhammer quoted fba827 in post [SPOILERS] Out of the Abyss Escape Scenario: To Fudge or not to Fudge?
    Same here. I'm getting ready to run Out of the Abyss and am starting to work through Chapter 1. I really don't want to go the "Jorlan lets you out" route unless I have no other choice. At the same time, I don't want them to have an easy time escaping. I'm torn between wanting them to fail at least once and at the same time not wanting to take away the agency of a good plan. Knowing that some of my players aren't really good at working as a team, though, I think I'll probably get that failed escape attempt without me having to do anything. I debated this for a while as I too think ( on paper) it's a no win for the pcs, and takes away the agency from the pcs having a reasonable chance of escape of their own and almost requires the 'key slip' plot line.

Saturday, 26th September, 2015

  • 03:39 AM - Jester David quoted fba827 in post Out of the Abyss + Basic Rules?
    I have to find the source again , and I could be remembering wrong, so take this with a grain of salt, but I feel like I saw a quote from mearls (maybe in that compiled Twitter thread?) where someone asked him about oota supplement and he said one is planned but somehow got bumped from the schedule and would look in to it... Or something. Again I could be remembering wrong You're right: https://twitter.com/mikemearls/status/644910249187545089 But that was a week go and it was late then. Likely well off their radar now. (I.e. don't hold your breath.)

Monday, 21st September, 2015

  • 03:36 PM - billd91 quoted fba827 in post Ideas for a corrupt but liked ruler
    I'm brainstorming a plot idea but I'm running in to a small but crucial snag so thought I'd tap the hivemind here. the pcs are going to be at their hometown and are basically starting the underground revolution to bring down the ruler. The ruler however, has a great public face and is liked by everyone. I need to figure out what the ruler does that is so bad that the pcs want to overthrow him, BUT is something he can get away with and cover his tracks that the public does not see the problem and loves him. It's pretty easy to come up with a corrupt leader who is loved or at least reasonably well-liked by the people. Congress is full of them. You just need to spend reasonably lavishly on public works while skimming to fatten your own coffers, be buddy-buddy with certain guilds who do most of your work for a bit above the going rate (thus enriching them too). The harder part will be coming up with a reasonable reason the PCs will want to depose him. Graft usually isn't enough unless ...
  • 01:04 PM - delericho quoted fba827 in post Ideas for a corrupt but liked ruler
    So anyway I'm just fishing for ideas on what a ruler could be doing that's bad enough for the pcs to want to dethrone him, but subtle enough/easy to cover up such that the general population still likes the ruler. He imposes a 90% tax on the proceeds of adventuring. Half of the money raised goes into his pocket, the rest into public works.
  • 12:10 AM - haakon1 quoted fba827 in post Ideas for a corrupt but liked ruler
    I need to figure out what the ruler does that is so bad that the pcs want to overthrow him, BUT is something he can get away with and cover his tracks that the public does not see the problem and loves him. I would avoid "corruption" (personal gain as a motivation for the evil ruler). Look to actual politics and history for rulers who are loved by some, but hated by others. This gives the possibility of a "grey" villain, where the enemy are not necessarily evil at all, and any case has more complex motives than the "evil because they're evil" trope we see too much of. Some ideas: - The Revolutionary. Loved by those who believe in the cause/have been freed, hated by those who back the ancien regime/have lost their wealth and power. - The Lincoln. Morale crusader to some, blood enemy to those whose evil was overthrown. - The Milosevic. Crusader for the power of his ethnicity, by any means necessary, to keep those other neighbors down. - The Lee Kwan Yew. He knows better, a...

Sunday, 20th September, 2015

  • 11:40 PM - was quoted fba827 in post Ideas for a corrupt but liked ruler
    In the psuodo-medieval setting of D&D, what's wrong with openly supporting slavery? ...because it's not what the OP asked for ? :confused: I need to figure out what the ruler does that is so bad that the pcs want to overthrow him, BUT is something he can get away with and cover his tracks that the public does not see the problem and loves him.

Saturday, 25th April, 2015

  • 05:57 PM - delericho quoted fba827 in post I believe a slow and light product release can cause more harm in the long run.
    Regardless of release speed, if you're not interested in group of products (as was your example) then the speed won't change your lack of interest, you'll simply not be interested in 10 products over the year rather than not interested in one or two products in a year and that is even more wasteful and fruitless for wotc and will kill the edition way faster than anything else. So I would counter argue to you that it isn't the SPEED of releases that you're concerned about but the TYPE of releases not appealing to you While that's true, bear in mind that a fuller release schedule allows for more variety of content. If they produce two books a year, that means they can do any two of splatbook, campaign guide, or adventure. If they do twelve books a year, they can do multiples of each. You're much more likely to find something you are interested in when using the latter model. I doubt the OP is suggesting that he wants 12 adventures per year instead of the current (suspected) 2! :)

Thursday, 9th April, 2015

  • 09:22 PM - iserith quoted fba827 in post We're Gonna Need a Montage!
    A non skill based mechanic would probably mean a chart/percentage type thing... Let players describe the events as you plan and then roll 1d10 (or percentage or whatever) and consult the chart. The chart could be something like 1: your pcs plan / action failed entirely ( some loss of some resource or money resulted) 2-3: your pcs plan / action didn't work entirely as hoped but the party made it through non the less ( maybe if it was combat the enemy leader got away and will remember this....) 4-9: your plan went off as planned 10: you made a new ally or contact in an unexpected way in the process I've been noodling something along the lines of this: 1. DM frames the scene and lays out the stakes (success/fail forward). 2. Each player can makes a single offer that moves the montage forward. If they do, they get a "point." 3. Players can then spend a point to make additional offers. Each additional offer made adds +1 to the resolving die roll. Players can opt to hold points for...

Wednesday, 4th March, 2015


Sunday, 18th January, 2015

  • 02:41 AM - pemerton quoted fba827 in post ideas for infiltrating or getting info on a crime syndicate?
    Thanks!No worries. It sounds like an interesting set-up. I've run quite a few social skill challenges, with varying degrees of success and quality. Here's a link to a write-up of the one that I think went best.
  • 01:32 AM - pemerton quoted fba827 in post ideas for infiltrating or getting info on a crime syndicate?
    I want a little more build up before getting to that skills challenge. Any ideas?I'm not sure about detailed ideas for build up, but the general approach I would suggest is using the build-up events to introduce the NPCs and the stakes that are then the focus of the big skill challenge. A skill challenge tends to work best when the players are engaged (via their PCs) and have a reason/motivation to declare actions that aren't necessarily mechanically optimal, but that push the story forward. The build-up events create the opportunity to develop these sorts of connections/player investment.

Thursday, 1st January, 2015


Thursday, 11th December, 2014

  • 06:03 PM - weldon quoted fba827 in post Just a thought about prestige classes.
    If ( well, 'when') prestige classes get a 5e equivalent..... I like prestige classes to be more story oriented rather than game mechanics. 100% agreed. I like the way the fluff of prestige classes adds richness to the world a lot, and dislike the proliferation of various mechanics and min/max options even more.

Wednesday, 26th November, 2014

  • 11:08 PM - Joe Liker quoted fba827 in post What to do when Pc's die? What then for that player?
    The first level players made comments about feeling sidelined and lacking the ability to contribute much because after one hit they were either unconscious or dangerously close to it and scared to get hit so had to hang back while the fourth levels just didn't give it a second thought. Everyone feels that way at 1st level, whether they are with higher level friends or not. But it's only going to last one session. Don't get me wrong -- the other options you gave were also quite reasonable. It all depends on the campaign, and perhaps even the circumstances of the character's death. A particularly heroic or entertaining death might warrant a bit of a karmic level-bump, certainly.


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