View Profile: MechaPilot - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
  • MechaPilot's Avatar
    Today, 01:41 AM
    Really? I thought Enterprise had a lot of good episodes. The cogenitor episode, the doctor's pen pals episode, the vulcan monastery episode, the Xindi arc (if you ignore or change the time travelers manipulating the war to start piece of it), etc.
    40 replies | 1727 view(s)
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  • MechaPilot's Avatar
    Today, 01:21 AM
    Well, the point (at least in XGtE) was that falling takes more time than is available in a single round (if done from a great enough height), and that a character who can fly might reasonably have a chance to resume flying or control their descent before they hit the ground from a great height. But, at a fundamental level, those rules are talking about movement with a set direction and...
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  • MechaPilot's Avatar
    Today, 01:16 AM
    Thank you. I usually go with the standard 250 days. Although any increases to HP, HD and Proficiency Modifier are automatic on the first day. I'm also willing to credit days for certain things. For example, if you're proficient in the Arcana skill and MC into Wizard, I'll usually credit the character 50 days to represent their having some existing training in the fundamentals.
    98 replies | 2629 view(s)
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  • MechaPilot's Avatar
    Today, 01:01 AM
    The rules do technically allow you to end your turn in the air. XGtE, the section on falling long distances. Whether one chooses to allow jumps beyond existing movement to do the same is certainly a judgement call. But, it's noteworthy that an in-print official source does allow for ending turns in mid-air.
    108 replies | 2806 view(s)
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  • MechaPilot's Avatar
    Today, 12:53 AM
    And the first two Back to the Future movies. Everything else I've seen with time travel in it usually makes a mess of things. Just look at the Star Trek series Enterprise. They had a good idea there and some solid episodes, if only they didn't do that Temporal Cold War crap.
    40 replies | 1727 view(s)
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  • MechaPilot's Avatar
    Today, 12:41 AM
    Depends how it's handled. I've never used 5e's MC ability requirements, but I do require finding a trainer, paying said trainer, and taking the time to learn from her to MC. If you can't get in all the training before the next adventure or session, you can get some features of the class based on how far you made it through the training. I agree about there being enough traps, but MCing...
    98 replies | 2629 view(s)
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  • MechaPilot's Avatar
    Today, 12:33 AM
    4e's biggest issue with multi-classing right from the book was the power swap feats. If a power is of the same level and on the same refresh cycle (i.e. at-will, encounter, daily) you should've been able to swap them if you pleased because they generally would be balanced for their level and frequency of use. When I DM'd 4e I gave players the power swap feats for free when they took the MC feat...
    98 replies | 2629 view(s)
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  • MechaPilot's Avatar
    Today, 12:30 AM
    I object to the Ability Score requirements for Multi-classing. Makes no sense story wise when there's no ability score requirements for being that class from level one. And, all it does is discourage sub-optimal MC choices. I mean, requiring a 13 or 15 in a class' main stat to MC into it just ensures that what you'll get from MC-ing is better than it would be if you did it with a lower stat.
    98 replies | 2629 view(s)
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  • Yaarel's Avatar
    Wednesday, 11th July, 2018, 08:32 AM
    Huh. ‘Drow’ is a Scottish word. A variant of Scots ‘trow’. According to the Scots language, it is pronounced . As such, the Scots term sounds somewhat in between American English ‘crow’ and ‘cow’.
    165 replies | 22450 view(s)
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  • Yaarel's Avatar
    Wednesday, 11th July, 2018, 07:13 AM
    Yaarel replied to Mass Effect d20
    This looks awesome! Both your campaign and the link to the online Mass Effect setting.
    1 replies | 223 view(s)
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  • Yaarel's Avatar
    Tuesday, 10th July, 2018, 04:08 AM
    Shakespeare mentions fairies dressed in white, green, gray, and black. Namely, colors of lush vegetation during the moonlit night. The fairy of Shakespeare are strictly nocturnal childlike nature spirits. white = high elf (moon elf) green = wood elf (wild elf) gray = gray elf (sun elf) black = black elf / dark elf
    18 replies | 1542 view(s)
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  • MechaPilot's Avatar
    Wednesday, 4th July, 2018, 07:16 AM
    That's the first special edition cover I've liked so far, and even then I prefer the cover of the existing PHB.
    86 replies | 6352 view(s)
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  • MechaPilot's Avatar
    Wednesday, 4th July, 2018, 02:49 AM
    That's a cool idea for an alternate background trait. I might steal that for one of the polygamous cultures in my setting.
    61 replies | 2281 view(s)
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  • MechaPilot's Avatar
    Wednesday, 4th July, 2018, 01:35 AM
    I agree that would be helpful for the viewer/user. Thank you. Also, thank you for the tip about old forts. I do agree the town isn't well fortified. The town was founded just 18 years ago, and it was founded in a jungle region, meaning they had to clear a lot of dense foliage before building. The fortifications were hastily constructed, and they haven't really been challenged by anyone...
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  • MechaPilot's Avatar
    Tuesday, 3rd July, 2018, 01:27 AM
    That's where I first saw it as well.
    13 replies | 631 view(s)
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  • MechaPilot's Avatar
    Tuesday, 3rd July, 2018, 01:01 AM
    My players (after being transported from FR to my homebrew setting) are finally starting to explore the world around them. Consequently, I needed to make a town for them to begin their new adventures from. Since I just finished inking and scanning the map, I figured I'd share it here. If any of you need a town map (non-commercially), feel free to use it. Also, because I'm still trying to get...
    3 replies | 334 view(s)
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  • MechaPilot's Avatar
    Monday, 2nd July, 2018, 09:03 PM
    The momentum mechanic I'm using is something like reverse superiority dice. The NPC in question can use one to raise his AC, one to add to his attack roll, one to three of them to add to his damage, or all three at once to impose a lasting injury. He starts with zero dice, gains them by hitting his foes (one die per hit, two dice if it's a crit), and loses them by spending them or by missing...
    47 replies | 4152 view(s)
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  • Yaarel's Avatar
    Monday, 2nd July, 2018, 05:16 PM
    Also, people who are talented in many different areas often need some moments to switch their modes of cognition, from one category of information to refresh the new category of information. Good design skills require someone who is good at navigating information, as opposed to reciting information.
    273 replies | 13777 view(s)
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  • MechaPilot's Avatar
    Monday, 2nd July, 2018, 05:43 AM
    T'wasn't I who raised this dead thread, though it being necro'd while I'm currently working on that NPC is an odd coincidence. Perfectly fair. Individual preference, and what not. I just meant to address the issue of complexity in tracking it.
    47 replies | 4152 view(s)
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  • MechaPilot's Avatar
    Sunday, 1st July, 2018, 10:58 PM
    I've just started work on some major NPCs for my setting. One of them, uses a momentum system for his special abilities. When he hits he gains one momentum die. If the hit is a critical hit, he gets two. He can have a maximum of three momentum dice. If my PCs run into him, I plan to track his momentum by just placing 1, 2 or 3 dice near where I'm already tracking his HP and other info.
    47 replies | 4152 view(s)
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  • MechaPilot's Avatar
    Sunday, 1st July, 2018, 03:54 AM
    I enjoy Tales for one simple reason: the D&D product I want the most is a book of nothing but dungeon maps (which I can populate as I desire). Creating a dungeon map is one of the most time-consuming aspects of creating an adventure (for me), and I love to have a ton of maps to populate and drop into homemade adventures as I need them. Tales comes closest to that desire.
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  • MechaPilot's Avatar
    Saturday, 30th June, 2018, 10:49 PM
    Ah, the ancient and forever lost land of "should be." Maybe one day we'll get there, and we'll find all the people who can maturely play evil or chaotic characters without being total a-holes to the rest of the party, people who play rogues without the impulse to steal from the rest of the party, and people who admit to and repent of bad behavior when called on it instead of raising the "that's...
    122 replies | 4258 view(s)
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  • MechaPilot's Avatar
    Saturday, 30th June, 2018, 02:23 AM
    A reluctant hero BACKSTORY is fine. But, the PC really needs to be past that when adventure time comes around (or, at least, at the end of the first adventure). This is especially so in a party of other PCs, because the DM (and at my table, that's usually me) shouldn't be forced at the start of each new adventure to lavish a ton of time and attention re-baiting the one reluctant hero PC. I'm...
    122 replies | 4258 view(s)
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  • MechaPilot's Avatar
    Saturday, 30th June, 2018, 12:31 AM
    Especially as part of a party.
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  • MechaPilot's Avatar
    Friday, 29th June, 2018, 11:47 PM
    If that's another way of saying "session zero" or "before the first game session" then I agree. It's not the premise of the game for my group (though it certainly is a prime motivator for several characters), but I also give story awards to keep the PC's leveling up from doing more than just defeating/killing things and taking their stuff.
    122 replies | 4258 view(s)
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  • MechaPilot's Avatar
    Friday, 29th June, 2018, 03:29 PM
    Good God, no. You can be a hero, if you want to be. But, you can also be a villain, a mercenary out for only herself, a roving band of murder hobos, the entourage for a lord or lady who wants to explore the wild world and needs bodyguards, etc. The premise of the game has always been the acquisition of wealth. That's how you got XP and leveled-up early on, and in later editions defeating...
    122 replies | 4258 view(s)
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  • MechaPilot's Avatar
    Thursday, 28th June, 2018, 05:29 AM
    Exhaustion is a great way to boost energy drain and make it scary. A lot of players don't really fear energy drain because it's gone with the next long rest. And, the nature of 5e's energy drain is such that players are encouraged (if possible) to take a long rest after being energy drained. What I do to make energy drain scarier is have the effect last longer. I treat it like a lingering...
    47 replies | 2247 view(s)
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  • MechaPilot's Avatar
    Thursday, 28th June, 2018, 02:55 AM
    Well yeah, but it's a turtle race. A shell feels a lot like wearing a kind of heavy armor, and the heavy armor mechanic of granting a flat AC that ignores Dex modifier makes sense thematically there to me. Whatever you decide to go with, I'm glad we could understand each other about our different perspectives on the issue. True. Cutting down on how wordy the explanation is was a...
    13 replies | 316 view(s)
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  • MechaPilot's Avatar
    Thursday, 28th June, 2018, 02:31 AM
    I share the philosophy of your opening paragraph. Some encounters should be easy, and some should be quite hard. If the encounter is deadly, the DM should telegraph that. As for what to do when the PCs don't run away, that's a pickle. And, it's largely dependent on the creature in question. I don't like to kill PCs. I'm not afraid to. I've done it before and by God I'll do it again. ....
    293 replies | 6640 view(s)
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  • MechaPilot's Avatar
    Thursday, 28th June, 2018, 02:21 AM
    Honestly, if there's a winged tiefling then why not a winged aasimar. Those races are mirrors of each other anyway.
    196 replies | 6467 view(s)
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  • MechaPilot's Avatar
    Thursday, 28th June, 2018, 02:14 AM
    I read it, and I stand by my decision. Saying that bark is about as tough as hard leather, and that the dryad's barkskin should therefore be on par with the leather armors makes thematic sense to me. Sure, the math works out about equally, so I can't really say your way is overpowered. However, it just feels wrong that the dryad is basically walking around wearing heavy armor (by that, I don't...
    13 replies | 316 view(s)
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  • MechaPilot's Avatar
    Thursday, 28th June, 2018, 01:12 AM
    Dryad Magic, including Find Familiar, looks fine. Fey Ancestry is fine. Natural Armor needs to have the AC downgraded to a 12 or 13. It should be roughly equivalent to the mage armor spell. Alternately, you can base it on a stat modifier. 10 + Constitution modifier works, and it's roughly equivalent to having an Unarmored Defense ability. Speech of Beast & Leaf looks fine. However,...
    13 replies | 316 view(s)
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  • MechaPilot's Avatar
    Thursday, 28th June, 2018, 12:14 AM
    Yeah. I'd allow it. I'd want the player to ask me if it was alright first, but I'd allow it. Why would I allow it? First of all, yes, it's cool and thematic. Secondly, the character has spent many levels of play getting by with getting less out of her choice of character race than the race was built to provide. And finally, getting back the flight only restores the character's racial...
    196 replies | 6467 view(s)
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  • Yaarel's Avatar
    Thursday, 28th June, 2018, 12:11 AM
    Happy Fun Hour 6/26 2018 is up! The Nomad Psion explores space-time. This show focuses on aspects of time travel. The Original Post updates to include all of the Happy Fun Hours relating to psionics − so now you can binge watch them!
    273 replies | 13777 view(s)
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  • MechaPilot's Avatar
    Wednesday, 27th June, 2018, 11:52 PM
    No, there's never been a perfectly balanced version of D&D. When debating which edition came the closest, it really depends on how you're defining balance. Depending on the definition one is using, I'd say AD&D 2e and 4e are the most balanced: 2e using the definition of balance where being weaker (or stronger) than other classes in early levels is countered by being stronger (or weaker) than...
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  • MechaPilot's Avatar
    Wednesday, 27th June, 2018, 11:09 PM
    If only they had some kind of tag on each monster that helped DMs figure out how to use them to their best advantage. You know, stuff like leader, brute, artillery, skirmisher, etc. Nah. That's just crazy.
    47 replies | 2247 view(s)
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  • Yaarel's Avatar
    Wednesday, 27th June, 2018, 07:38 PM
    @mrpopstar Personally, I am leaning toward ‘Standard’, ‘Light’ and ‘Heavy’. For both weapons and armors. The weapons already have the keywords ‘light’ and ‘heavy’, like armor does. These keywords describe every member of the respective group exactly. Also, referring to ‘heavy weapons’ and ‘light weapons’ sounds normal enough for categories. Even light ammo and heavy ammo. Technically,...
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Wednesday, 27th June, 2018, 04:01 PM
    It occurs to me. The super simple armor organizes by ‘light’, ‘medium’, and ‘heavy’ armors. It makes sense to divide super simple weapons similarly. Weapons • Light d6 finesse, light, versatile, simple, throw 30 feet • Medium d8 versatile, martial • Heavy d10 heavy, two-handed, reach, martial Ammunitions • Light d6, light, shoot 30 feet • Medium d8, two-hand, shoot 300 feet
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Wednesday, 27th June, 2018, 04:06 AM
    Simple ammunition d6 light, shoot 30 feet Martial ammunition d8 two-hand, ammunition, shoot 300 feet Great ammunition d10 heavy, two-hand, loading, shoot 300 feet Here are the ranged weapons from the Players Handbook Simple ammunition d6 light, shoot 30 feet • handbow
    70 replies | 1966 view(s)
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  • MechaPilot's Avatar
    Wednesday, 27th June, 2018, 01:40 AM
    As others have pointed out, the surveys have shown WotC that few campaigns go past level 13 or so. Naturally, their materials are targeting the 1st - about 15th level range. Also, high level play is a lot of work for a DM (and a writer of adventures) because of all the magic the PCs are likely to have at their disposal. High level play requires a lot of built-in attrition of magical...
    122 replies | 4258 view(s)
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  • MechaPilot's Avatar
    Wednesday, 27th June, 2018, 12:44 AM
    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 see a few potential decisions people can make here: 1) You can't go farther than your movement. If you have no movement remaining when you're in mid jump, you fall. Example: If you can jump 40...
    108 replies | 2806 view(s)
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  • MechaPilot's Avatar
    Wednesday, 27th June, 2018, 12:12 AM
    Good point. It's basically like a single-target version of Sanctuary, if you look at it that way.
    99 replies | 20502 view(s)
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  • Yaarel's Avatar
    Tuesday, 26th June, 2018, 10:20 PM
    Simple d6 light/versatile, finesse, thrown Martial d8 versatile Great d10 heavy, two-handed, reach Note, the simple weapon is either light (can use off-hand, like shortsword) or versatile (can use two-hand, like staff).
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Tuesday, 26th June, 2018, 02:00 PM
    Weird weapons. Some weapons are weird, rapier is one of them. I would stat rapier as ‘1d4 finesse reach’. Its blade is very thin but very long, about a meter, and has ‘reach’, same length as a reallife longsword, like a claymore. The rapier is nearly useless versus armor, or at least is at a disadvantage, but the low damage helps to represent that. It qualifies as light, since wielding two...
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Tuesday, 26th June, 2018, 01:32 PM
    Yeah, the staff is finesse. This arrangement looks good. It makes sense to call the standard weapon a ‘martial’ weapon. I am less sure about a ‘simple’ weapon. The stats of ‘1d6 finesse versatile’ is how I stat the katana. It is hard to refer to a katana as simple. Maybe call the category ‘finesse’ weapon? Calling daggers ‘hand’ weapons, works.
    70 replies | 1966 view(s)
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  • MechaPilot's Avatar
    Tuesday, 26th June, 2018, 04:22 AM
    Original? No. However, I have lifted mechanics and concepts from 4e to add more tactical depth to 5e's monsters, especially the legendary ones intended to be encountered alone (or, mostly alone).
    47 replies | 2247 view(s)
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  • Yaarel's Avatar
    Monday, 25th June, 2018, 05:23 PM
    The goal is to remove unnecessary complications, so the player can recognize and focus on the significant choices.
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Monday, 25th June, 2018, 04:59 PM
    Possible to go simpler? Remove the distinction between simple and martial. Moreover, part of the goal is to use a simple weapon effectively, such as a dagger. All the more reason to remove the distinction between martial and simple. Tiny 1d4 (light, finesse, throw) Small 1d6 (light, finesse) Medium 1d8 (versatile) Large 1d10 (heavy, two-hand, reach) Huge 1d12 (heavy, two-hand)
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Sunday, 24th June, 2018, 06:50 PM
    Even if switching to class hitdice for weapon damage, I would still want to see things like downsize the hitdice for finesse, reach, and similar. Upsize for two-handed. So the simplification/systemization in the original post is still useful. I want some kind of verisimilitude − even if I want an elegant minimalism.
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Sunday, 24th June, 2018, 05:03 PM
    I googled across this website describing different kinds of fighting knives. The analysis is too granular for the goal of elegant simplicity here, but interesting. It distinguishes between ‘thrust’ (piercing), ‘slash’, and ‘hack’. It suggests the thrust of a knife with a dagger blade deals more damage but with a disadvantage on attack. Thus the dagger is better for an unsuspecting target. ...
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Sunday, 24th June, 2018, 04:40 PM
    It can make sense to refer to crossbows and guns as ‘one-hand’, ‘hand-and-half’, and ‘two-hand’.
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Sunday, 24th June, 2018, 04:22 PM
    Weapon size • agile (finesse) • one-hand (medium) • hand-and-half (versatile) • two-hand (heavy, reach) Technically, modern archeological nomenclature for the type of grip. But works better for the size of blade (or other cold weapon), since the same hand-and-half sword blade can be made with either or a one-hand grip or a two-hand grip, depending on the preferred fighting style of the...
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Saturday, 23rd June, 2018, 09:18 PM
    Personally, I would simplify all ranges to 30 feet (throw) or 300 feet (shoot). This roughly equates 10 meters and 100 meters, respectively.
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Saturday, 23rd June, 2018, 09:13 PM
    The Original Posts makes each category appealing. The reason to pick a martial melee medium weapon − longsword − is because it deals the most damage if using a shield. The reason to pick a martial melee light small weapon − shortsword − is because it benefits from dexterity. The reason to pick a martial melee heavy large weapon − greatsword − is because it gains reach at the cost of two...
    70 replies | 1966 view(s)
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  • Yaarel's Avatar
    Saturday, 23rd June, 2018, 08:08 PM
    Characters who use a shield need to toggle AC anyway, depending on whether they need both hands for something or not. So, a shield incurring max Dex 2 helps verisimilitude and is simple enough. BUCKLER By the way, there is such a thing as a ‘light shield’, meaning a ‘buckler’, which one holds in ones hand fist-like, to punch weapons out of the way. This kind of shield relies on...
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  • Yaarel's Avatar
    Saturday, 23rd June, 2018, 08:04 PM
    When looking into the traditions referring to ‘elven chain’, I ended up deciding. Elven chain isnt a magic item. Rather. Elven chain is the high elf race trait to cast the Mage Armor spell as a choice of cantrip. This elven-chain-equals-spell, solved so many problems. It synergizes well with high Dexterity and wizard/fighter flavor.
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Friday, 22nd June, 2018, 10:32 AM
    While players choose what they want their armor style and materials to look like, the following rule of thumb seems to be in play. LIGHT ARMOR • full fabric armor (arms and legs too: boiled leather, padding, layers, fur) • light helmet (face uncovered) MEDIUM ARMOR • metal armor
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Friday, 22nd June, 2018, 10:02 AM
    I get that. Considering that. I guess when thinking about reallife, a shield is highly effective, it is just that it seems highly cumbersome too. At least here, the +2 shield makes sense, but with a max Dex punishment. My gut instinct is that a shield feels like ‘medium armor’. So one would pretty much never see a rogue or monk with a shield. Normal people benefit alot from a shield. But...
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Friday, 22nd June, 2018, 09:10 AM
    I am still experimenting to find an ideal mechanic. But one thing is certain, that hitting zero hit points hurts. Those are the lethal wounds, and if survived, leave a scar of some kind. Where zero hit points is a threat to ‘life and limb’, it may result in physical damage rather than death, such as the impairment or even loss of a limb − at least a fatigue-like condition. I also want to...
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  • AnimeSniper's Avatar
    Friday, 22nd June, 2018, 06:47 AM
    Well I am still working on this with insight gained from my purchased WOIN bundle off of Bundle of Holding and Starfinder.... Starfinder has massively broke from the old creature size versus mecha/starship size from D20 Future and FutureTech books. Since both sources are slightly heavy on the colorized pages and artwork I may consult my local Office Depot on what their print shop will charge me...
    16 replies | 2476 view(s)
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  • MechaPilot's Avatar
    Friday, 22nd June, 2018, 02:25 AM
    The following is a hazard (and an associated creature) found in my homebrew campaign setting of Tenesia. Any thoughts, concerns, or constructive criticisms are welcome. Also, I'm not sure I got the CR right on the associated monster. Necrofungus A patch of necrofungus consists of slick black mushrooms that smell of rotting flesh. This fungus devours light and life energy, growing rapidly...
    0 replies | 178 view(s)
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  • MechaPilot's Avatar
    Friday, 22nd June, 2018, 02:14 AM
    If you're designing this adventure as a sequel, then assume the party started at first level and has gone through the first adventure. Assume they earned 90-100% of the experience available in the first adventure. That should help you figure out a starting level for the current adventure.
    23 replies | 751 view(s)
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  • MechaPilot's Avatar
    Friday, 22nd June, 2018, 02:09 AM
    I have to agree with the others here: find something in the right range with similar flavor, then reskin it as a dragon. Have you seen what I do to dragons?
    23 replies | 751 view(s)
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  • Yaarel's Avatar
    Thursday, 21st June, 2018, 10:44 PM
    In reallife, most full plate suit warriors stopped using a shield, because it was mostly redundant, and preferred using two-handed swords. But you are right. Looking at historical suits of armor, enough of them have shields that there must have been some benefit, even if it was worth trading it for a more damaging sword.
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Thursday, 21st June, 2018, 10:32 PM
    Probably a shield deserves max Dex 4 as well, similar to light armor. Otherwise, it feels weird for rogues to be slipping about with a shield in their hand. This also makes the awkwardness of Mage Armor + real shield, less optimal. Simply one shield is slightly less optimal than medium metal armor. Maximum AC Possible • AC 15 = unarmored 10 + (full Dex 5) • AC 16 = unarmored 10 + shield 2 +...
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Thursday, 21st June, 2018, 10:04 PM
    So far, the progression for AC totals is 16/17/18 + shield 2. To make plate armor ‘special’ (technologically advanced, renaissance era), make it AC 20, but unable to stack with a shield. Essentially plate armor (encasing the entire body in solid metal) is getting shield for free, while leaving both hands free.
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Thursday, 21st June, 2018, 09:27 AM
    Simple and effective!
    25 replies | 1209 view(s)
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  • Yaarel's Avatar
    Thursday, 21st June, 2018, 09:19 AM
    @mrpopstar, I like your system here. Some other thoughts when I think about it. • Make naked human Base AC 8 • Helmet +2 AC ( → AC 10) So a helmet works mechanically similar to a shield. This is a simple method to account for the importance of a helmet in combat. So that, in reallife, even someone in ‘light armor’ like a cloth gambeson should be wearing a metal helmet.
    113 replies | 3606 view(s)
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  • Yaarel's Avatar
    Wednesday, 20th June, 2018, 03:48 PM
    For theater of the mind style, the game is better without OAs.
    25 replies | 1209 view(s)
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  • Yaarel's Avatar
    Wednesday, 20th June, 2018, 08:30 AM
    The latest episode of Happy Fun Hour is up! Mearls focuses specifically on the nomad psion teleporter. The nomad enjoys powerful teleportation abilities (at the apprentice tier) at levels 1 thru 3. A ‘teleportation attack’ teleports chunks of an enemy away from the enemy.
    273 replies | 13777 view(s)
    2 XP
  • Yaarel's Avatar
    Wednesday, 20th June, 2018, 04:29 AM
    There are high level celestials, and low level celestials. There are high level fiends, and low level fiends. There are high level feys, and low level feys. There are high level shadows, and low level shadows. There are high level elementals, and low level elementals.
    54 replies | 1383 view(s)
    1 XP
  • Yaarel's Avatar
    Wednesday, 20th June, 2018, 04:14 AM
    Arch-celestials are the powerful good spirits. Arch-fiends are the powerful evil spirits. I am unsure how to refer to the LN, NN, CN, with regard to the celestial-v-fiend division. But I always saw the elemental forces as the main ethically Neutral forces anyway. (Maybe Slaads and Modrons can be understood as aspects of elementals?)
    54 replies | 1383 view(s)
    0 XP
  • Yaarel's Avatar
    Tuesday, 19th June, 2018, 01:52 PM
    I think of the constructor as the Star Trek ‘holodeck’. Objects made out of force. The main difference is, a kind of ‘phantasmal’ resonance. The constructor can also ‘pull’ objects out of an other persons mind, so that that person is especially impacted by the object, even while other people can see the object as well. If adding to this telekinetic mastery, there is awesome...
    273 replies | 13777 view(s)
    0 XP
  • Yaarel's Avatar
    Tuesday, 19th June, 2018, 01:46 PM
    ‘gods’ → archcelestials
    54 replies | 1383 view(s)
    0 XP
  • MechaPilot's Avatar
    Tuesday, 19th June, 2018, 03:29 AM
    I assumed 3 dimensions, but I also assume some breath weapons would need a solid surface to interact with. Fire, for instance. However, poison can easily be a lingering cloud that continues to fill the whole three dimensional cone. As could cold. I could also see lightning creating a weird 3d tesla space in three dimensions as the electrical potential of the area is changed by the breath...
    14 replies | 686 view(s)
    0 XP
  • Yaarel's Avatar
    Monday, 18th June, 2018, 02:11 PM
    Telekinesis (moving objects) feels different thematically from elemental-kinesis. I like the wizard getting elemental-kinesis. I still want the psion to have telekinesis. Possibly the constructor psion can also be the master of telekinesis (mental force), so much so, one can even create force constructs (made out of mental force).
    273 replies | 13777 view(s)
    0 XP
  • Yaarel's Avatar
    Monday, 18th June, 2018, 02:05 PM
    As far as where Mearls is currently at, it seems something like the following. I want to update the Original Post, but am hesitant about the unclear relationship between the psychic warrior fighter and the immortal barbarian Psion • Awakened (telepath) • Nomad (teleporter) • Metamorph (shapeshifter, psychometabolism) • Constructor (force constructs, shaper, metacreativity)
    273 replies | 13777 view(s)
    0 XP
  • Yaarel's Avatar
    Monday, 18th June, 2018, 01:33 PM
    Rather that convoluted definitions of ‘deity’. I would rather the rules organize around levels. Any creature that is level 21 and higher is ‘epic’ and is an ‘immortal’. There might be finer distinctions. Something like:
    54 replies | 1383 view(s)
    0 XP
  • MechaPilot's Avatar
    Sunday, 17th June, 2018, 06:43 PM
    I'm sure it raises the CR; the only question is by how much. I haven't done the math of it, but I did look at the DMG section on calculating monster CRs, and I haven given it some thought. Here's my breakdown of it: There are a few abilities that are mostly thematic, and that I don't see substantially adding to the dragon's CR. Destructive and Dragon Senses fall squarely into this...
    14 replies | 686 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 17th June, 2018, 01:41 PM
    Wait. Monk will be the soul knife.
    273 replies | 13777 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 17th June, 2018, 12:40 PM
    How different could the immortal and psywar be from each other?
    273 replies | 13777 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 17th June, 2018, 12:31 PM
    I know, but if I recall correctly, the immortal mystic is merging with psychic warrior. But now it is merging with barbarian. Hence, is barbarian the new psychic warrior?
    273 replies | 13777 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 17th June, 2018, 12:29 PM
    The unreliable narrator makes no sense, if gods are objectively real, and characters can just go ask them. For example, in the setting Corellon knows exactly where the all the elves come from. There is zero uncertainty.
    45 replies | 1444 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 17th June, 2018, 12:22 PM
    Mearls mentions the immortal mystic will go to the barbarian class. ... But does that mean the barbarian will be the psychic warrior?
    273 replies | 13777 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 17th June, 2018, 02:15 AM
    Mearls, Happy Fun Hour 2018 6-12 is up! Show focuses on the psion (formerly mystic) class. Element-kinesis (pyrokinesis, cryokinesis, etcetera) merges with wu-jen and mentalist, and goes to wizard class. Telepath returns from wizard to psion, currently as ‘awakened’, possibly renamed telepath. The awakened telepath gains full-on telepathy. All psions get some telepathy. Barbarian...
    273 replies | 13777 view(s)
    0 XP
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Wednesday, 30th May, 2018

  • 09:37 PM - Sunseeker mentioned MechaPilot in post Comfort withcross gender characters based on your gender
    I'm going to foolishly wade into this thread once more and see if perhaps, I can be more clear. I come to the table with a character (we have, at this point, reached Hussar's "cypher" point). Through simple introduction, I explain the character is an elf, and female. NOW! I have established that my character is not myself (a male human), from this point forward, the presentation of this elf female is largely in my hands. If I am playing a fairly culturally-normative elf female, then per @MechaPilot this character should uphold certain established cultural norms and values. I may need some assistance from the GM from time to time since me, the IRL male human, wouldn't know the ins and outs of the elf society I come from, or how women are treated and behave in that society. BUT! It is highly common for adventurers to be exceptions rather than norms. Perhaps I have a particularly stronk elf, who is a bit of a pyro that likes getting drunk and generally being loud. Most people, regardless of the particulars of any homebrew elf-culture, would compare that to traditional elf cultures (such as portrayed in Tolkein) and agree that's not normative. In fact, that's probably not even normative for IRL human female culture (though it's certainly more possible now than it was before). But more to the point, being strong, enjoying lighting things on fire, getting drunk and being loud are not elements that most people would immediately identify as female. So this is where I come bac...

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.

Friday, 29th April, 2016

  • 01:36 AM - LordEntrails mentioned MechaPilot in post Harassment in gaming
    MechaPilot, Don't respond to such statement. If it wasn't meant as sarcasm, then it was obvious trolling. DOTTIE is a brand new account, 1 post, just created to rile you up.

Saturday, 23rd April, 2016

  • 07:33 AM - Sunseeker mentioned MechaPilot in post CoS: Full of child peril and death, but lacking...
    MechaPilot found the words that I could not when I attempted to write a post. This is very much an American thing though, violence is very acceptable, but sexuality is not and you really never know what is going to set someone off when sexual subjects come up. You need a very closer group in order to make sensuality work, especially if you want to push it into that uncomfortable zone that both makes people want to stop and keep going at the same time. The fact that WotC has attempted to make the "most generally acceptable" edition of D&D means that sexuality is going to get cut across the board. Especially if their games are expected to be played in public settings with potentially very young people. So yeah, it's missing, I'm right down with you on that but for the given set of outcomes WotC wants to achieve, it's the most obvious hindrance. Also as has been pointed out, a lot of Dracula and by extension Strahd (and Vampire mythology in general) sexuality is code for rape, not romance. Th...


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Tuesday, 17th July, 2018

  • 03:12 AM - Ovinomancer quoted MechaPilot in post Hang Time - What if you jump farther than your speed?
    Well, the point (at least in XGtE) was that falling takes more time than is available in a single round (if done from a great enough height), and that a character who can fly might reasonably have a chance to resume flying or control their descent before they hit the ground from a great height. Yes... But, at a fundamental level, those rules are talking about movement with a set direction and momentum that will leave the character in the air because the distance is too great to travel in a single round. That's totally not how falling works. You can't get here from there. Again, it's certainly a matter of DM's judgement and discretion of how to apply those concepts, if at all, to jumping. Absolutely. I'm on record already that I'd allow cross-round leaping, and also grant advantage to any attacks on the mid-air leaper. Having a fixed trajectory and lack of mid-air control tends to make for an easier target. Probably an athletics check mechanic similar to concentration to not land prone at ...
  • 03:11 AM - Sunseeker quoted MechaPilot in post CHRONOMANCER: WotC's new meta-setting?
    Really? I thought Enterprise had a lot of good episodes. The cogenitor episode, the doctor's pen pals episode, the vulcan monastery episode, the Xindi arc (if you ignore or change the time travelers manipulating the war to start piece of it), etc. No no, I just mean the time-travel part. I enjoyed the rest of Enterprise.
  • 01:33 AM - Sunseeker quoted MechaPilot in post CHRONOMANCER: WotC's new meta-setting?
    And the first two Back to the Future movies. Everything else I've seen with time travel in it usually makes a mess of things. Just look at the Star Trek series Enterprise. They had a good idea there and some solid episodes, if only they didn't do that Temporal Cold War crap. Oh man, that was just...terrible. I mean maybe as a foundation for why the "Mirror Universe" is evil I can accept but otherwise it was just...bad. Doctor Who succeeds at time travel because of "wibbly wobbly wimey wimey". Time trends towards either what was first established or what is most likely to be the outcome. Minor alterations are largely meaningless. "Fixed moments" are unchangable. That and The Doctor often travels to seemingly random moments throughout time and thanks to the "fixed moments" rule, even if he travels to an important moment, there is little he, or anyone, can do about it. Without these rules, if we applied logic to Doctor Who's travels, he'd be seriously mucking up the universe. Back ...
  • 01:07 AM - Ovinomancer quoted MechaPilot in post Hang Time - What if you jump farther than your speed?
    The rules do technically allow you to end your turn in the air. XGtE, the section on falling long distances. Whether one chooses to allow jumps beyond existing movement to do the same is certainly a judgement call. But, it's noteworthy that an in-print official source does allow for ending turns in mid-air.I think the point was that you can't end your turn in the air without falling, so...
  • 01:04 AM - Tony Vargas quoted MechaPilot in post Multi classing Objections: Rules vs. Fluff?
    Depends how it's handled. I've never used 5e's MC ability requirements, but I do require finding a trainer, paying said trainer, and taking the time to learn from her to MC. If you can't get in all the training before the next adventure or session, you can get some features of the class based on how far you made it through the training. Add some formal downtime-day requirement and that sounds like a perfectly reasonable alternative to the stat preq.
  • 12:34 AM - Tony Vargas quoted MechaPilot in post Multi classing Objections: Rules vs. Fluff?
    I object to the Ability Score requirements for Multi-classing. Makes no sense story wise when there's no ability score requirements for being that class from level one. I suppose the idea is that you're not getting trained up in the class for a long period, like you presumably would be for your first 'Apprentice' level, but are cramming to master the new class more quickly, which requires greater raw talent? And, all it does is discourage sub-optimal MC choices. I mean, requiring a 13 or 15 in a class' main stat to MC into it just ensures that what you'll get from MC-ing is better than it would be if you did it with a lower stat. Not a terrible thing. There's enough 'traps' as it is before adding MCing to the mix...

Wednesday, 11th July, 2018

  • 10:56 AM - Li Shenron quoted MechaPilot in post Hang Time - What if you jump farther than your speed?
    1) You can't go farther than your movement. If you have no movement remaining when you're in mid jump, you fall. Example: If you can jump 40 feet and you can move 30 feet, then you can really only jump 30 feet. 2) You have to make a Strength (Athletics) check to cover the remaining distance, failure means falling when you've expended all your movement for the round. 3) The jump continues from one round to the next, with the character effectively hanging in the air until her next turn, whereupon the remainder of the jump uses up some or all of your movement. Compared with the ridiculously complicated jumping rules of 3rd edition, 5th edition went for maximum simplicity (thank God!) and we get more or less realistic values: a human can have maximum Str20 and this means being able to jump 8ft/2.4m high (a bit optimistic, that is basically the same as the world record for high jump, which requires to land prone on a soft surface, and in 5e you even have a chance to extend that maximum), an...

Tuesday, 3rd July, 2018

  • 01:30 PM - pogre quoted MechaPilot in post Roseport - A Town Map
    Also, because I'm still trying to get better at mapmaking, any comments or constructive criticisms are welcome. An indication of scale would be helpful to me. Once the expansion is complete - it will be better, but in the present campaign time the town is incredibly vulnerable to attack. Particularly from the north. I see this as easily explained away by a pirate being in charge and having no real idea how to build a fortification. However, if you wanted a stouter design for a waterside port check out some of the old Spanish forts in Latin America and Florida for inspiration.

Monday, 2nd July, 2018

  • 02:20 AM - Mouseferatu quoted MechaPilot in post Recharge powers
    I've just started work on some major NPCs for my setting. Christ, I have trouble remembering last week! Being quoted from two and a half years ago is brain-warping. :eek: (But--after reading back to remind myself what the context of this was--I still prefer random recharge to momentum. ;) )
  • 12:21 AM - TheCosmicKid quoted MechaPilot in post Recharge powers
    I've just started work on some major NPCs for my setting. One of them, uses a momentum system for his special abilities. When he hits he gains one momentum die. If the hit is a critical hit, he gets two. He can have a maximum of three momentum dice. If my PCs run into him, I plan to track his momentum by just placing 1, 2 or 3 dice near where I'm already tracking his HP and other info. Yeah, 5E is really encouraging bookkeeping through the physical manipulation of dice, and I'm loving it. I'm working on a simplified "blaster-mage" class that does the same thing: accumulate up to three "hex dice" through attacking stuff.

Sunday, 1st July, 2018

  • 05:02 PM - UngeheuerLich quoted MechaPilot in post Fiddling around with Fifth Ed
    Ah, the ancient and forever lost land of "should be." Maybe one day we'll get there, and we'll find all the people who can maturely play evil or chaotic characters without being total a-holes to the rest of the party, people who play rogues without the impulse to steal from the rest of the party, and people who admit to and repent of bad behavior when called on it instead of raising the "that's what my character would do" defense. Look, a lot of people have a rule about no evil characters, because they've been burned in that regard. This is no different. I've dealt with reluctant hero PCs who basically forced me to jump through hoops to re-engage them from one story to the next. No more. If you've had a good experience with players of reluctant hero PCs, then good for you. Also, it's not a matter of being hard, or requiring effort. I don't mind a challenge, and I'm not afraid to put the work in. But, in my experience dealing with a reluctant hero PC is like having to move 1,000 empty...
  • 12:57 PM - Ath-kethin quoted MechaPilot in post Likelihood of another Tales style book?
    I enjoy Tales for one simple reason: the D&D product I want the most is a book of nothing but dungeon maps (which I can populate as I desire). Creating a dungeon map is one of the most time-consuming aspects of creating an adventure (for me), and I love to have a ton of maps to populate and drop into homemade adventures as I need them. Tales comes closest to that desire. You also could check Elven Tower; this company/group/person makes awesome maps, often of established locations, and you can get many of them free on the website: https://www.elventower.com They also have compilations available for excellent prices on Dmsguild.com.
  • 08:29 AM - Ancalagon quoted MechaPilot in post Likelihood of another Tales style book?
    I enjoy Tales for one simple reason: the D&D product I want the most is a book of nothing but dungeon maps (which I can populate as I desire). Creating a dungeon map is one of the most time-consuming aspects of creating an adventure (for me), and I love to have a ton of maps to populate and drop into homemade adventures as I need them. Tales comes closest to that desire. Oh my friend, I have the thing just for you! https://rpgcharacters.wordpress.com/ His maps compendiums are *really* good purchases https://rpgcharacters.wordpress.com/zerobarrier/ I've used them ... 6-7 times in a 1.5 year campaign?

Saturday, 30th June, 2018

  • 07:36 AM - Salthorae quoted MechaPilot in post Fiddling around with Fifth Ed
    May I humbly suggest that you're coming at the question from different campaign styles? In a sandbox or a series of adventures, yeah, an adventurer who's still "reluctant" after the first adventure or two is going to be a pain. But a lot of campaigns--such as many of the adventure paths--are essentially single-story. You can be Frodo, because the question to toss the Ring into Mt. Doom is the campaign. Just saying, I think this may be a mismatch of expectations as opposed to an actual disagreement. There is definitely some of that going on, but I still maintain that it's both fun and possibly to do in a campaign with a sandbox/series feel. A reluctant hero BACKSTORY is fine. But, the PC really needs to be past that when adventure time comes around (or, at least, at the end of the first adventure). This is especially so in a party of other PCs, because the DM (and at my table, that's usually me) shouldn't be forced at the start of each new adventure to lavish a ton of time and a...
  • 12:49 AM - Salthorae quoted MechaPilot in post Fiddling around with Fifth Ed
    Doing a 'reluctant hero' is problematic in 5e - heck, in D&D in general, and in most RPGs, really. Especially as part of a party. Really? I feel like Reluctant hero is almost all in the RP and backstory you have going. A young sorcerer who is born with powers but just wants to be normal like the other kids and that colors his life ever after? A sage Wizard who is forced by circumstances to actually go out and get his own *special ingredients* but first has to find them and needs companions to survive in the wild? An older priest in a clergy who on his 50th birthday is finally blessed by the god and given spells (priest --> cleric) and the heirarchy forces him out to go on the same world journey/walk-about thing that the other 18 yr old clerics have to go on, a young urchin forced to choose between bad options ends up working for the thieves guild, learning their trade, but then something goes wrong and they have to flee, now they are on the road, a strapping young man whose noble father forc...

Friday, 29th June, 2018

  • 08:45 PM - Mercule quoted MechaPilot in post Two New Settings For D&D This Year
    I think that's because of the pattern the name follows: consonant, "a," consonant, "a," consonant digraph, "a," consonant. It's like the name Banana, the repetition makes it feel fake. You got me thinking. There also aren't a lot of common, real words that begin with the "z" sound, especially written as an "X". I'm sure that' a factor. So... Xanathar is a banana with eye stalks.
  • 04:56 PM - Oofta quoted MechaPilot in post Fiddling around with Fifth Ed
    Good God, no. You can be a hero, if you want to be. But, you can also be a villain, a mercenary out for only herself, a roving band of murder hobos, the entourage for a lord or lady who wants to explore the wild world and needs bodyguards, etc. The premise of the game has always been the acquisition of wealth. That's how you got XP and leveled-up early on, and in later editions defeating foes (and then taking their stuff) took the place of just getting cold hard cash. Whether or not you want your characters to be heroes or brigands should be part of the slot 0. As far as "the premise of the game..." I disagree. It may be for your group, it may have been part of the rules way back when but it is no longer. I've played characters who were obsessed with wealth, others that gave away practically every copper. The premise of the game is what you make it.
  • 10:41 AM - FarBeyondC quoted MechaPilot in post Hang Time - What if you jump farther than your speed?
    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 see a few potential decisions people can make here: 1) You can't go farther than your movement. If you have no movement remaining when you're in mid jump, you fall. Example: If you can jump 40 feet and you can move 30 feet, then you can really only jump 30 feet. 2) You have to make a Strength (Athletics) check to cover the remaining distance, failure means falling when you've expended all your movement for the round. 3) The jump continues from one round to the next, with the character effectively hanging in the air until her next turn, whereupon the remainder of the jump uses up some or all of your movement. I realize it's pretty rare for this to come up in most games (unless perhaps a PC has boots of striding and springing) but I was curious how you handle it. As someone who's act...

Thursday, 28th June, 2018

  • 04:08 PM - Gradine quoted MechaPilot in post Two New Settings For D&D This Year
    I think that's because of the pattern the name follows: consonant, "a," consonant, "a," consonant digraph, "a," consonant. It's like the name Banana, the repetition makes it feel fake. Of course, this is also building upon a game where grown men came up with names such as "Zygag" and "Melf".
  • 04:16 AM - Ancalagon quoted MechaPilot in post Two New Settings For D&D This Year
    I think that's because of the pattern the name follows: consonant, "a," consonant, "a," consonant digraph, "a," consonant. It's like the name Banana, the repetition makes it feel fake. I think it *all* depends on where you put the emphasis. If you say xaNAthar (like banana) it sounds dumb. But if you say XAnathar (like Canada), it's fine :D


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