View Profile: MechaPilot - Morrus' Unofficial Tabletop RPG News
  • MechaPilot's Avatar
    Saturday, 10th November, 2018, 08:23 AM
    I just increase the number of monsters proportionally to the party increase. A typical party is 4 PCs. So, if I had a group of 8 PCs I'd double the number of each monster encountered. Likewise, if I had a group of 6 PCs I'd add 50% more monsters instead of doubling them. This makes sense for most monsters, just not for the unique "boss" monsters like Xanathar, or the Elemental Evil Princes....
    22 replies | 374 view(s)
    3 XP
  • MechaPilot's Avatar
    Monday, 29th October, 2018, 09:27 PM
    I voted "Other" because, like many of the respondents, I use one or the other depending on the scenario in question. The following factors push me toward using a map and minis: 1) The encounter area contains special and/or irregularly shaped terrain, especially if the terrain is complex and reacts to things the PCs do (like my homebrew hazard Necrofungus) 2) If the encounter space is...
    70 replies | 3300 view(s)
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  • Yaarel's Avatar
    Friday, 19th October, 2018, 07:24 PM
    Yaarel replied to Norse World
    The æsir are nature spirits, vættir. The æsir are one of the seven ‘clans’ of nature spirits. The other kinds of nature spirits include jǫtnar, alfar, dvergar, vanir, náir, and menn, living humans. All of these kinds of nature spirits are about equally powerful. Some individual members are more powerful, some individual members are less powerful. But as groups, the clans are roughly equal. ...
    76 replies | 4498 view(s)
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  • Yaarel's Avatar
    Thursday, 18th October, 2018, 08:20 PM
    Yaarel replied to Norse World
    During the Viking Period, a Norse family has its own sacred customs. Norse sacred traditions are individualistic. They are a network of overlapping local traditions. Traditions that are happening in one location can be absent in an other location, even a nearby one. The Old Norse term hof, meaning ‘shrine’, literally means a ‘farm’. The Norse have a custom where an individual will set aside a...
    76 replies | 4498 view(s)
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  • Yaarel's Avatar
    Thursday, 18th October, 2018, 08:10 PM
    Yaarel replied to Norse World
    Every family has its own sacred customs. Norse animism is a network of overlapping local traditions. Many customs are unique to a specific family or group of farms. Sociologically, Norse animism resembles Native American animism. The same kinds of diversities (by individual, by family, by clan, by locale) happen in the same kinds of ways. The Norse lack organized religion. The Norse...
    76 replies | 4498 view(s)
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  • Yaarel's Avatar
    Thursday, 18th October, 2018, 05:09 PM
    Yaarel replied to Norse World
    It is the other way around. I resent how Greco-Roman polytheism distorts and misrepresents the culture of Norse aborigines. At least as far as the Norse of Norway are concerned, they are strictly animistic. The misrepresentation of Norse culture by imperialistic Continental European Christians and polytheists, is unwelcome. When people like the Norse, learn who they are. They are actual...
    76 replies | 4498 view(s)
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  • Yaarel's Avatar
    Wednesday, 17th October, 2018, 03:42 PM
    The Insight skill check can discern a lie.
    16 replies | 473 view(s)
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  • Yaarel's Avatar
    Wednesday, 17th October, 2018, 02:32 PM
    Yaarel replied to Norse World
    The ax is one the three main Viking Period weapons for one-on-one combat. Roughly a third of Norse warriors seem to use each: ax, sword, and spear. For mass combat and its battle formations, most use the spear, at least initially before throwing it. When switching to one-on-one usually the ax or sword finds use. In the Early and Middle Viking Periods, the Norse ax is typically the...
    76 replies | 4498 view(s)
    2 XP
  • Yaarel's Avatar
    Wednesday, 17th October, 2018, 01:20 PM
    Yaarel replied to Norse World
    I am impressed. That is awesome if you can set up glíma club.
    76 replies | 4498 view(s)
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Monday, 29th October, 2018


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Thursday, 19th July, 2018

  • 01:14 PM - Oofta mentioned MechaPilot in post Multi classing Objections: Rules vs. Fluff?
    MechaPilot, Ok, I admit it. I considered 4E's martial powers to be effectively spells and supernatural. Not that they were Spells(TM) or Supernatural(TM) as defined in the book, but spells and supernatural as a layman not into gamer-speak would define them. For better or worse, even though I've played D&D pretty much since it started, I don't do gamer-speak. In addition, I was disappointed from level 1 that my 4E fighter couldn't be just a straight-up mechanically mundane fighter. He just wasn't. Many people I played with expressed the same opinion. That didn't make it a bad game. I had quite a bit of fun playing my supernaturally talented (again, not Supernatural(TM)) fighter for quite a while. But he never felt like my 3E fighter. He lived in a cartoon/anime/superhero universe where all heroes could do things that weren't physically possible, even accounting for the simplified representation of the universe required by a game. It bugs me that people won't accept that in my opi...

Wednesday, 18th July, 2018

  • 11:38 PM - Oofta mentioned MechaPilot in post Hang Time - What if you jump farther than your speed?
    Here's MechaPilot's stated action declaration: "I leap across the chasm to the extent of my remaining movement", By the way, unless I missed something MechaPilot never said "I leap across the chasm to the extent of my remaining movement". The statement was While working on some homebrew material I was confronted with the question of what to do when a character or monster jumps and the distance they can jump is longer than their remaining movement. I interpret those as two completely different statements of intent.
  • 10:45 PM - Hriston mentioned MechaPilot in post Hang Time - What if you jump farther than your speed?
    This is where we just agree to disagree. The stated intent is to leap with enough forward and upward momentum to clear the chasm. Here's MechaPilot's stated action declaration: "I leap across the chasm to the extent of my remaining movement", so if she has 10 feet of movement left, her intent is to leap 10 feet out into the chasm. The result of such action is to fall, and sure there's some forward momentum, but this is a long jump which starts and ends at floor-level, so any forward movement beyond the 10 feet is taking place down in the chasm, below floor-level. And this: Your DM ruling is that you don't want to deal with that. So all forward momentum stops at the end of the turn, basic Newtonian physics is ignored, and the PC plummets to their possible death. You're misrepresenting my position. You've done this several times in this thread. I think I've explained my actual position well enough.

Tuesday, 29th May, 2018


Thursday, 3rd May, 2018

  • 06:47 AM - Coroc mentioned MechaPilot in post Alternate Initiative Method
    MechaPilot #12 Well then let me apologize twice more, (once i did already in the second sentence of my original posting for using potential offensive language which you said you did not read), but i did obviously misinterpret your motivation for the your initiative System and that deserves another apology. So please, just replace the first sentence of my posting with "If adding more realism to the game then..." or so. With that out of the way, my original posting contained some hints about how to do it, if realism would have been the Motive. But i also went into specifics on your system and on which parts of it i had concerns. You can still read that up if it interests you. Another take on this, if your Motivation to alter initiative is to balance out different weapons, you might consider normalised damage e.g. all one handed weapons do 1d8 all two handed 1d12. In a way that is not so wrong, since a dagger can kill you (sometimes with one hit) as easily as a sword.

Monday, 30th April, 2018

  • 02:43 AM - Erechel mentioned MechaPilot in post Dealing with spellcasters as a martial
    ...o attack me? If it does, of course. I still can kick it for puny unarmed damage. Or try to escape at disadvantage. Or cast a spell without somatic/material components, such as Vicious mockery Also, keep in mind that I never said restrained. There are already rules for restraining someone: Grappler feat. And the restrained condition only gives Disadvantage, not incapacitates. "A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws." That's the same that knocking someone prone and then grapple, except for the Disadvantage on Dex saves. Something that a big creature already does. My choke, also, won't incapacitate, only silence or at least make really difficult to cast something with verbal components. This is a strawman. I already said it: the caster isn't restrained. Is grappled, and silenced @MechaPilot. It hasn't disadvantage. The caster can still use its hands to attack. Or its feet. Or its head. Or cast spells without verbal components (there is one?). I think I'm making myself clear with my words.

Monday, 2nd April, 2018

  • 07:54 PM - Satyrn mentioned MechaPilot in post Alternate Method of Calculating Hit Points
    I'd also keep the hit die at 1st level so that the fighter with constitution 14 has 24 hit points at level 1. That makes the PCs less fragile at level 1 and should hopefully negate a lucky hit by an orc with his great axe. Something you will likely see is a decrease in constitution since it now has less impact on a character's total hit points. Oh. This. The only thing I find jinky about MechaPilot's proposed method is that the character's hitdice doesn't match their level. But: what I find jinky about the way the PH handles it is that 1st level maxed hitdie, which annoys me when I'm recalculating hit points, or setting hitpoints for a new higher level character. So I'd give a first level fighter their Con score plus the hitdie - but not maximize the hit die. Use the half value for every level.
  • 01:41 PM - Blue mentioned MechaPilot in post Alternate Method of Calculating Hit Points
    ...vely more fragile than they were at 5th level. For example, it would be much more likely for a 20th level character to be one shot by Power Word: Kill, since it's far less likely that they will have crossed the 100 hp threshold. Now, there's nothing wrong with that per se, if that's the style of play you're looking to evoke, but it is something to consider. Personally, characters typically start at 3rd level in my games. (I did recently make an exception for a group that is new to 5e; they started at level 1, and after I nearly tpk'd them with animated brooms in their first encounter, I scaled back the difficulty a bit for them.) IME, experienced players tend to find the first two levels a bit boring due to a lack of options, and by 3rd level characters are robust enough that I don't have to hold back. I was addressing the OP's question about high level characters having too many HPs at his table in a positive way. If you don't like the basic premise, I'd suggest taking it up with MechaPilot. It's not a pain point at my table, I don't need this rule personally. Just trying to add constructively to the thread.

Sunday, 11th March, 2018


Wednesday, 6th December, 2017

  • 12:38 AM - pemerton mentioned MechaPilot in post Reliable Talent. What the what?
    Resource expenditure is resource expenditure. I'm not asking them to equal out. It just seems like any given ability ought to either have a cost that limits its use, or a chance (even a very small one) to fail. The cost of getting Reliable Talent is being a 12th level rogue. (I think MechaPilot made a similar point upthread.) They're not fighting dragons every day. There is down time. It's not that he needs to break into houses, it's that he WILL. And that's totally ok. There just needs to be some small element of danger. Otherwise it's just me handing him a list of loot. Many abilities in D&D have no chance of failure - a lot of spellcasting being the main example. The idea that a 12th level rogue who can auto-pick pockets or open locks is going to break a game that survived a mage with access to Knock, TK, Dimension Door, Fly, Invisibility, etc doesn't seem very plausible to me, but maybe there is something distinctive about your game that I'm not aware of. A fighter's attacks always have a chance to fail. A combat is resolved through multiple checks. Any one of those checks may fail, but the odds of a fighter missing (say) 9 attacks in a row, assuming (not unreasonably) a 70% chance to hit, is 0.3^9 = approx 0.00002, or about one-five hundreth of 1%. In practica...

Friday, 25th August, 2017

  • 09:20 AM - Lanefan mentioned MechaPilot in post D&D Promises to Make the Game More Queer
    What's the problem with just going to the blacksmith and buying a sword and the blacksmith happens to be gay? How is that "propaganda"?More to the point: how is it relevant, or ever likely to become so? MechaPilot points out - quite correctly - that in (most) movies a character's sexuality is more likely to be relevant than its religion. I'd suggest D&D is the opposite: an NPC's religion is far more likely to be or become relevant than its sexuality. As for PCs... Why not encourage homosexual PCs, then, since they're the heroes of the story?...the sexuality of any played character is left entirely up to the player. Which means that in the party I currently DM there are as PCs: A lesbian Dwarf (Fighter) A straight female Human (Illusionist) A female Human whose sexuality remains unknown (Wizard, brand new to the group) A female Elf who is, if anything, trending asexual (Nature Cleric) A straight male Elf (War Cleric) but note he's married to (and has had a child with) a Human female A male Elf whose sexuality is...well, I'm not sure, but given his religion* (he's a Nature Cleric to a god of sheer chaos) would most likely fall into the "tri-sexual" category - as in, try anything ...

Wednesday, 16th August, 2017

  • 04:28 PM - clearstream mentioned MechaPilot in post Slaves - what they cost and why it matters
    ...o double or treble their costs with their eventual sale price. The estimates I've given are robust from that angle, too. For example, an unskilled slave won't be too much trouble for half a dozen drow lead by an elite to capture. A month's work to scout out, capture, and return with a few of them could cost 200gp. Skilled slaves could be riskier to seek out, but worth taking the chance. If the prices drop much below what I've suggested, it becomes difficult to explain the prevalence of slavery from the perspective of motivations such as greed. Mostly, the wages tables should be assumed not to deal with actual gold and silver. But goods and services that, if sold, would cost those amounts. Which is to say, the actual monetary sum somebody would play for 10 years slave service is considerably lower than the listed figure times ten. Hmm... maybe there is a misunderstanding there. Slave prices are based on only 2 years of their earnings. The other 8 years cover costs, risks and returns. MechaPilot did a good piece of analysis on this above. Bottom line it sounds like this isn't for you because your players are what I would call in my campaign world "evil". They are motivated strongly by greed and comfortable capturing sentient creatures for the purpose of selling them. They could argue that some sentient creatures - ones that are themselves evil such as orcs - are okay to enslave. I couldn't agree with such an argument but I could understand the appearance it could create of grey areas.

Monday, 14th August, 2017

  • 09:36 AM - clearstream mentioned MechaPilot in post Slaves - what they cost and why it matters
    ...l sorts of wonky errors. I didn't translate via the dollar: I converted gp directly into sestertii. In doing so I valued accuracy and usability, over precision. Across the whole population, Rome appears to have had 200-300 sestertii annual GDP. That was distributed very unevenly, of course. A skilled worker appears to have earned about 1000 sestertii per annum. Soldiers appear to have earned three times that amount. Prices for goods from Pompeii supported those figures. A skilled worker in D&D earns 730gp per year. Thus I postulated 730gp is about equal to 1000 sestertii. At 60 gp (or 600 sp) for an ordinary laborer, given that you have to feed the guy and other care (at say 1 sp/day), you are only saving 1 sp a day (at best). So it would take close to 2 years to recoup the "savings" from purchasing the slave. Yes, exactly. I take it that of the ten years expected life in service, the first two are spent repaying the cost of purchase. That seems reasonably well supported, and as MechaPilot showed, falls in line with a 20% discount rate (i.e. the future earnings of a slave are discounted to produce their present value). Working on the basis of earnings over 2 years looks robust. Lastly, when you say that my figures are a bit low... do you mean my conclusion (gp value) or the starting value (price in sestertii) Hmm... you described the price for a particularly skilled or attractive slave as several hundred gp, but that seems to low-ball it, based on historical prices from Rome, Colonial Britain, and Antebellum America. I believe that a skilled or attractive slave is correctly valued at 1500-2000gp in D&D terms. However, I think with hard-bargaining or in unusual circumstance a seller might accept the price you suggest. Hence to me it looks a bit low but not outright incorrect, if that makes sense.

Thursday, 10th August, 2017

  • 05:52 AM - Soul Stigma mentioned MechaPilot in post Horrid DM's
    ...r sympathies, I'm sure others wish I hadn't either. That whole story is creepy as hell, but I'm glad you still found your place with D&D. I don't recall anything as bad as that, but I do recall times when female players felt uncomfortable because the rest of the table (males and apparently severely unsocialized) seemed to think the game was suddenly a singles bar. Mind you, I'm an old fart and female players were extremely rare back then. To the main topic, though, I've spent most of my D&D history as a DM, and I know I made mistakes plenty of times. I often read bad DM stories here at EN World that tell me I was pretty good even when new. Because I started as a school kid in the 80s with equally-new players, I suppose any mistakes didn't really get noticed as much. I do remember one campaign that was Monty Haul, though, and I learned from it. At any rate, while the original post may not register highly on the bad DM Richter scale, and none are likely to register as highly as MechaPilot, I hope folks will still post some. They're usually a laugh for those that weren't there!

Wednesday, 9th August, 2017


Friday, 28th July, 2017

  • 09:19 PM - Helldritch mentioned MechaPilot in post Do you miss attribute minimums/maximums?
    ...haracter's creation nudged you in a particuliar direction. And aside from the very entertaining stories, your blade locks basicaly look like anyother blade lock I have seen and heard about. We're not discussing background stories. We're discussing on how min/max racial/class stats can and will influence your choice. You might have the most comprehensive background tables ever made, it will be a counscious, willfuly choice that you or your DM will have made. Nothing in "tables" or "background stories" will beat what a player will make up to circumvent a situation. The example of Kalian, working his way into paladinhood is one of many example I have seen. What you described is again, something that new players will rarely do. Yes there are some players out there that will do this spontaneously, but they're not the majority. On the other hand, I have seen dozens upon dozens of players forced into role play mode after rolling some strange sets of attributes just to get into a class. @MechaPilot I will disagree. If you have had any min/maxer in your games. You'll see that they, invariably, follow the same path. Starting stats: 15, 8, 14, 10 or 13, 12, 13 or 10. If variant humans are allowed 1 point in strenght, and one in the 13 where ever it is. (int for the eldritch knight variant, cha for the blade lock variant). Already two different choice? Wow... Again a counscious choice. If you keep the fighter a champion or a battle master it won't matter. Progression will stay the same from one character to another. Yes with the right background, the right player differences will abound, the logic behind the progression won't. The feat taken will be obviously GWM. Then level 4. ASI into Strength. Level 6, ASI into Strength again. Level 8. ASI into Constitution. Level 12 ASI into Constitution, Level 14 ASI into Constitution again if the campaign goes that far. May be the Tough feat could be sneaked in somewhere. But take the example of a player who rolled. 14, 15, 14, 10, 6, 14. H...

Thursday, 13th July, 2017

  • 02:21 AM - Yaarel mentioned MechaPilot in post Mearls on other settings
    I feel MechaPilot spells out the solution. A 5e update of a classic setting keeps out new races. But the update explains why these conflict with the themes and tropes of the setting. Even so, it suggests modifications that can help them integrate if the gamers (DM and players) want to include one or more of these new races. At the same time, sometimes current options that did not yet exist when the classic setting was available, might cohere well or even improve it. Then the update can explain why it recommends that the updated setting adopt these innovations.
  • 01:20 AM - Obryn mentioned MechaPilot in post Mearls on other settings
    Or using the 4E Darksun for example (most people don't bother defending 4E FR any more). They set the timeline just after Kalaks death which is fairly close to the original boxed set. Thats fine (I would prefer Kalak to be aloive) but then they contradicted the setting and themes by adding in teleporting elves (on a low magic world), Dragonborn as Dray they were hidden in the original material and were a secret, also Dragonmen on a world with 1 Dragon as far as the world was aware. Dray also did not turn up to 9 years after the 4E timeline. Oh they removed clerics as well because Darksun had no gods because the 4E cleric was not suited to Darksun and it would have been to much work o design 4 new cleric options I suppose as each one would have needed 11-15 pages (2E managed with around 2 or 3 pages). Oh and 4E had rapid healing as well. Hey, MechaPilot this is exactly the kind of 2e purism I was referring to. I found the 4e Dark Sun conversion to be both thoughtful and well-executed. If that's your take on how the Eladrin and Dray were implemented ... uh ... I think you're bringing in baggage well outside what was contained within the 4e DSCS. They were included thoughtfully, and with an eye to lore. No, they were not in the original box set. No, that does not mean they don't fit perfectly well. Had they been around in 1990, they would have slid in fine alongside the other core options like half-giants and thri-kreen. (If you're unfamiliar with the Dark Sun eladrin, here's their write-up. It's exactly the kind of thing I'd use for an adventure hook, and which could be found in any of the 2e adventures.) Yep, the 4e cleric would be a terrible fit for Dark Sun. Agreed. No, it was not worth making a whole new class just to have a thing called "elemental cleric." Fortunately, there was an existing Primal class that fit in just grea...

Friday, 18th November, 2016

  • 04:04 AM - pdzoch mentioned MechaPilot in post Cursed items : yes or no ?
    I like MechaPilot's solution for the armor. Personally, I do not roll random treasure on the fly because I like my treasure to make sense to the story. For me treasures are part of the story, and like Mechapilot's recommendation for the cursed item that the story could reveal clue to the curse, there would be clues that would warn the player of poisoned items in play, such as poison weapon use earlier. I treat traps in the same way -- I'm not much for random traps. They have to be logical and serve the story, otherwise you might have player playing the game in a state of paranoia, checking for traps and poison every step. And I agree that I would not have two cursed items in one hoard. But that is all hindsight and doesn't help you now. Regarding the potion, I'd say let the rolls fall where they may. Story clues might provide them some caution, even if it was just a rumor of poison use by the defeated villains. Nevertheless, there are plenty of means to neutralize poison (different class an...

Wednesday, 4th May, 2016

  • 10:48 AM - Sadras mentioned MechaPilot in post Harassment in gaming
    How much of an issue is harassment within our gaming community? Do we believe that harassment is more prevalent within our gaming community than in general? If the answer to the second question is a yes, I would seriously be surprised, because generally I think guys are guys everywhere. I get the 'boys club mentality, I imagine there was a similar reaction when women started joining golf clubs. The harassment issue is foreign to me, but I'm thinking it might be more prevalent (besides the points raised by @MechaPilot previously) due to the 'safety' of the boys club, I'm guessing, which is pretty pathetic. I understand the occasional gawking, a few turn-back looks...etc are the norm, but the groping, overly sexual passes and rape threats and the like are way past point of comfortable. I'm hoping the harassment issue goes the way of the dodo as the demographic of our community changes as I expect it would. Many of us are bringing wives, girlfriends, daughters and their friends into the hobby so it can only but change.


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Monday, 5th November, 2018

  • 06:35 AM - Parmandur quoted MechaPilot in post WotC President Chris Cocks Talks Magic and D&D
    The IP and the brand is 40+ years old. Certainly. That the brand is still yielding appreciable profits is impressive, and does seem to be in no small part tied to the renaissance of nerd culture that's seen more "ordinary" people developing or admitting to "nerdy" interests. Hopefully, the movie (assuming that's still coming) won't suck. While some may look at D&D and mistakenly see as a single product that's existed 40 years, public misperception doesn't make all of D&D a single product. Products have a generally defined life-cycle, with stages differentiated by the features, pricing and distribution of the product. The argument that each edition is it's own product is easily made, with each edition having fit with the profits curve generally observable during a product lifecycle. And it's certainly not the only product that works this way. Coming up with add-ons that expand the usefulness or increase the customization of a product (in D&D's case, the various splat and setting books)...
  • 06:16 AM - bedir than quoted MechaPilot in post WotC President Chris Cocks Talks Magic and D&D
    The IP and the brand is 40+ years old. Certainly. That the brand is still yielding appreciable profits is impressive, and does seem to be in no small part tied to the renaissance of nerd culture that's seen more "ordinary" people developing or admitting to "nerdy" interests. Hopefully, the movie (assuming that's still coming) won't suck. While some may look at D&D and mistakenly see as a single product that's existed 40 years, public misperception doesn't make all of D&D a single product. Products have a generally defined life-cycle, with stages differentiated by the features, pricing and distribution of the product. The argument that each edition is it's own product is easily made, with each edition having fit with the profits curve generally observable during a product lifecycle. And it's certainly not the only product that works this way. Coming up with add-ons that expand the usefulness or increase the customization of a product (in D&D's case, the various splat and setting books)...
  • 04:47 AM - bedir than quoted MechaPilot in post WotC President Chris Cocks Talks Magic and D&D
    If so, then that's not a product selling for over 40 years. D&D hasn't been a single cohesive product. Even ignoring edition changes, video games, films, comics, novels, and toys, D&D has been a line of individual but interrelated products, not a single product. if you want to delve into the depths of product line differentiation we could definitely do that. You would be stuck trying to prove that to someone unfamiliar with the product that there is a great set of differences between all versions of D&D, again, to the outsider. This is like when Starbucks claims that every ground coffee is a different product. A vast majority of consumers don't actually think that. They see it as minor variations on a theme, rather than a separate line of products. D&D, the RPG, is like Starbucks whole bean coffee. It's 40+ years old, and the vast majority of consumers don't see any variation between then and now.

Sunday, 4th November, 2018


Tuesday, 4th September, 2018

  • 12:31 PM - Zardnaar quoted MechaPilot in post Water Domain, Work in Progress
    It has some similarities, but it doesn't quite fit the feel I'm going for. In my homebrew setting the goddess of the seas is also called "The Mother of All Monsters," because she created the monstrous races and the beasts of the sea (which can get pretty darn freaky looking even in a non-fantasy environment). Therefore I'm trying to balance a more generic water domain with aspects of monstrosity. Hence, Evard's Black Tentacles being on the domain spell list. But thanks for the link anyways. I appreciate the attempt. Yeah I need a water domain for Darksun, ENworld had Flame, stone and air I can use but looking for a water domain or might write my own.

Monday, 3rd September, 2018

  • 06:32 PM - Satyrn quoted MechaPilot in post Water Domain, Work in Progress
    I really want to keep it as extra damage of both types, but I certainly see how a 1d8 choice could be preferable to 1d4 of each. I'm tempted to just go with 1d8 and say half of the additional damage (rounded down) is cold damage and the remaining additional damage is bludgeoning. What would you think of that method? I'd prefer it over the d4s. It'll still wind up being what I'd consider slightly fiddly, but only when those specific resistances/vulnerabilities/etc come into play, while most of the time it's never noticed. But this really is a personal preference thing, and if your players like rolling lots of dice, then sticking with the d4s would be the better choice.
  • 06:54 AM - leogobsin quoted MechaPilot in post Water Domain, Work in Progress
    I am working on one. This is what I have so far. 1st: Create or Destroy Water, Purify Food & Drink 3rd: ?, ? 5th: Water Breathing, Water Walk 7th: Control Water, Evard's Black Tentacles 9th: ?, ? I am considering replacing Water Walk with Tidal Wave Maelstrom is a pretty obvious pick for 9th level, maybe also Cone of Cold? For 3rd what about Misty Step?

Saturday, 1st September, 2018

  • 07:58 PM - Lanefan quoted MechaPilot in post What makes D&D, D&D?
    Here's the alignments. https://imgur.com/gallery/DmKvb/comment/565655937 Thanks for that! I've been on the lookout for code-of-ethics ideas for non-LG types for ages so as to design non-LG Paladins, and this looks like it might provide a good jumping-off point.
  • 02:00 PM - Oofta quoted MechaPilot in post What makes D&D, D&D?
    Here's the alignments. https://imgur.com/gallery/DmKvb/comment/565655937 Thanks for the full list. It also makes me dislike that system even more. It's telling me what my character will and will not do. Instead, D&D alignment give me a broad brush-stroke how does the character approach life. But I'm old, I originally based my ideas of alignment on a book that had the chart below. There's a lot of room to move around in any of the alignments. Someone could be LG and a saint that follows that Palladium alignment or they could be LG with neutral leanings. Strictly adhere to the law, but bend the rules a bit but only when they absolutely had to do so. 100964
  • 01:20 PM - Oofta quoted MechaPilot in post What makes D&D, D&D?
    Hence the importance of the included link, for reference. I'm aware of what alignment does in D&D. That's part of why I think Palladium does alignment better. Codes for classes and backgrounds are, unsurprisingly, tailored to fit a specific class or background, and you might want to play something other than that class or background while also having a code. And there's nothing wrong with a character of any class or background having a code. Frankly, what D&D says alignment is "[a person's] moral and personal attitudes" when taken together forms an unwritten code of personal conduct the character (usually) should adhere to if it's being true to who it is. The primary difference between D&D and palladium alignments comes down to the following difference: D&D: I"m Lawful-Good. Which means I'm lawful. . . and good. Palladium: I'm Principled. Which means I always keep my word, I avoid lies, I never kill or attack an unarmed foe, I never torture for any reason, I neve...
  • 09:31 AM - Grainger quoted MechaPilot in post What makes D&D, D&D?
    For me, a lot of the stuff that is "D&D" isn't hard-coded into the mechanics of the game. Rather, it's things that give the game a certain tone and feel. Mimics, Mind-flayers, certain specific magic items (Apparatus of Kawalish, Portable Hole and Bag of Holding, I'm looking at you here), etc. And all of these are things that can be represented in virtually any system in which one plays. I haven't used any of that stuff (except Mimics, once), but my games are D&D. However, this raises an interesting point - I could use this stuff, and my players are aware it could come up (or at least they think it could - some of it I will certainly never use - others I may never get round to). So, any particular instance of D&D is perhaps more D&D-ish than is granted by the stuff actually in it! This is because all at the table are aware it's within the framework called D&D and so the trademark D&D stuff could always show up. There could always be a Beholder in the next cave. That is, unless the DM explic...
  • 08:13 AM - Lanefan quoted MechaPilot in post What makes D&D, D&D?
    Hence the importance of the included link, for reference. Which is useful, but from that page there's no obvious way to get to their codes for the other alignments, which I'd be interested in seeing. The primary difference between D&D and palladium alignments comes down to the following difference: D&D: I"m Lawful-Good. Which means I'm lawful. . . and good. Palladium: I'm Principled. Which means I always keep my word, I avoid lies, I never kill or attack an unarmed foe, I never torture for any reason, I never kill for pleasure, I always help others, I work within the law whenever possible, I never take dirty-money or ill-gotten goods,and I never betray a friend.The advantage of the D&D version is that it's not so restrictive. If all the Palladium alignments are this restrictive (which is one reason why I'd like to see the rest) a lot of very good and playable character concepts would go straight out the window. Lanefan
  • 03:24 AM - Oofta quoted MechaPilot in post What makes D&D, D&D?
    I think Palladium's games handle alignment better, by providing an actual code for the character to adhere to. For those not familiar with Palladium's alignments, here's one as an example. A) I've never played Palladium B) Alignment is not a code, or a strict guideline. From the book, alignment "broadly describes its moral and personal attitudes." If you want a code, there are classes and backgrounds to fill it out.

Monday, 27th August, 2018

  • 05:47 PM - UngeheuerLich quoted MechaPilot in post Willful Disadvantage
    Please don't try to tell me what's appropriate at my table. I am sorry. Didn't want to hurt feelings. Just wanted to point out that inspiration is granted by the book when you play according to your background traits including flaws. Your table does not concern me at all.
  • 01:17 PM - UngeheuerLich quoted MechaPilot in post Willful Disadvantage
    "Poor liar" sounds like a perfectly acceptable character flaw to me. I'd allow it. I would offer the player a compensating advantage, but if they really didn't want to take one I wouldn't force one on them. Inspiration for such roleplaying IS the appropriate advantage.

Monday, 23rd July, 2018

  • 02:50 AM - Parmandur quoted MechaPilot in post Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]
    That's definitely better than not having that kind of replayability. But, it remains less useful to me than separate adventures. Separate adventures would have separate maps, which is a big part of the benefit I get out of adventures. The book outlines 9 wards/bouroughs/districts in detail, creating a large sandbox. The multi-valiant adventure proper seems to be less important than creating a setting a DM can use, City State of the Invincible Overlord style: the adventure just provides a MacGuffin and four antagonist organizations within the sandbox.
  • 02:43 AM - neogod22 quoted MechaPilot in post Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]
    That's definitely better than not having that kind of replayability. But, it remains less useful to me than separate adventures. Separate adventures would have separate maps, which is a big part of the benefit I get out of adventures.The problem is, it's the same adventure. There is a reason to play it once, but if you're planning on replaying it, have everyone make different characters and use a different DM. The rewards are great, the adventure is, blah.
  • 02:19 AM - SkidAce quoted MechaPilot in post Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]
    Ah. That would be why I'd never heard of it. I don't view the streams and I don't subscribe to Dragon+. If it's not in the product info, put forth here on EnWorld, or mentioned in a YouTube video I won't be aware of it. Although that does raise the question of why it's not in the product info. The product is listed as an adventure for levels 1-5, and the details fails to mention multiple adventures, which is odd because Tales from the Yawning Portal clearly mentions seven adventures. What I read led me to believe you could run the adventure four times, with different adversaries and end boss each time. So...replayable.
  • 01:02 AM - Parmandur quoted MechaPilot in post Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]
    Ah. That would be why I'd never heard of it. I don't view the streams and I don't subscribe to Dragon+. If it's not in the product info, put forth here on EnWorld, or mentioned in a YouTube video I won't be aware of it. Although that does raise the question of why it's not in the product info. The product is listed as an adventure for levels 1-5, and the details fails to mention multiple adventures, which is odd because Tales from the Yawning Portal clearly mentions seven adventures. It's not multiple adventures the way that TftYP is, it is more like the random elements in Ravenloft: the main adventure can take place in one of four seasons, which switches the antagonist and a number of minor encounters. So, less multiple adventures, as multiple events that can be recombined or reused as needed.
  • 12:49 AM - Parmandur quoted MechaPilot in post Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]
    I neither run nor like FR. For me, and probably for other homebrew setting DMs, the book IS just an adventure book. If it's done well, there might be a handful of elements apart from the adventure that can give me inspiration for my own creations, but I can't expect that to be present before buying it (these things often come up only on a thorough reading of the product). If it's tied too heavily to the FR setting, the amount of work I'll have to put in to make it fit my setting will make the book not worth the full $50 price tag (especially for a book that covers the fastest moving character levels). Well, in addition to being multiple adventures in one, much of the book apprentlly details how to run a game in a major city, including many charts. The book seems to have a good deal of utility for homebrewed, as is the norm for WotC FR APs.


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