View Profile: MechaPilot - Morrus' Unofficial Tabletop RPG News
  • Yaarel's Avatar
    Today, 03:01 AM
    In my case, a Wizard psionic subclass as long as it is competitively potent, can probably fulfill my need for a 3e Psion.
    26 replies | 817 view(s)
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  • Yaarel's Avatar
    Today, 02:55 AM
    My problem with the Mystic is, it is a halfcaster who fails to access high level spells. Actually, slightly worse than a halfcaster, since its highest level spells are roughly slot level 4. I need options for full-psionics. For example, the Wish spell can exemplify the power of mind over matter − the psychic wills desire into reality − suitable for any high level full-psionic.
    26 replies | 817 view(s)
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  • Yaarel's Avatar
    Today, 12:58 AM
    I think I get what you are saying. What do you do if a Long Rest is impossible. This scenario extremely harms the players who play daily-resource classes, mainly fullcasters. To some degree, always-on classes, like Fighter and Rogue, still suffer from depleting hit points. Ultimately, it is a game of fear and scarcity. Where Rogues are probably the most capable of surviving. While other...
    39 replies | 514 view(s)
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  • Yaarel's Avatar
    Today, 12:23 AM
    I get the appeal of 3e having a rule for everything. Wanting to quantify every possibility to simulate reality. Now I probably prefer adjudication on the fly for less common events, so 5e probably strikes the right balance for me, leaning on the DM. But I have to admit the appeal of rules. I care about what is ‘official’, because it helps gamers be on the same page. It also makes future...
    105 replies | 2774 view(s)
    2 XP
  • Yaarel's Avatar
    Yesterday, 11:48 PM
    I am a 4e fan. I never slandered 5e. I felt ‘betrayed’ by the loss of 4e, especially because 4e failed to provide an OGL. But I pretty much immediately understood that 4e was over, and spent my energy constructively during the 5e playtests. And even now, spend my time constructively with 5e. I have to agree with Tony. Where 3e fans launched a tidal way of negativity against 4e (and now...
    105 replies | 2774 view(s)
    1 XP
  • Yaarel's Avatar
    Yesterday, 11:42 PM
    Describing the upside of 1e/2e as ‘enthusiasm’ and ‘charming amateurism’, resonate with me too. Also, the fluidity of the system is a plus, where each DM can reappropriate whatever rules were useful for whatever setting was of interest. The 1e/2e really was the edition where it was true, "The only limitation is your imagination". All the other editions require system mastery, often with a...
    105 replies | 2774 view(s)
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  • Yaarel's Avatar
    Yesterday, 11:15 PM
    3. I am unconvinced that 3e describes physical damage. There are no consequences for being ‘severely wounded’. A person with 1 hp can still run a marathon, no difference from an athlete in top shape. Personally, I subscribe to the serious injury happening at 0 hp. I impose a level of exhaustion each time a person reaches 0 hp. To represent the injury that occurred, and describe the nature...
    105 replies | 2774 view(s)
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  • Yaarel's Avatar
    Yesterday, 10:36 PM
    I wonder if it is possible to have keep ones cake and eat it too. Maybe the mechanical consequence of a fumble is disadvantage on the action of ones next turn. Then the player (or DM) can narrate why. This might be enough to avoid slapstick in a moment where players are in more a serious mood.
    34 replies | 815 view(s)
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  • Yaarel's Avatar
    Yesterday, 10:28 PM
    On occasion, players have used Stealth skill checks to hide while resting or sleeping, such as covered in soil, camouflage, or so on. Depending on circumstance, it has worked.
    39 replies | 514 view(s)
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  • Yaarel's Avatar
    Yesterday, 10:22 PM
    Movement isnt so much a problem. A character with heightened speed can ‘engage’ a target that is ‘far’. (The DM adjudicates plausibility for special circumstances.) The feature, Distant Spell, is easy. If a spell requires ‘engage’, the Sorcerer can instead extend it to ‘near’. If a spell requires ‘near’, the Sorcerer can extend it to ‘far’. I wrote that ‘far’ is upto 100, but I meant...
    44 replies | 1207 view(s)
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  • Yaarel's Avatar
    Yesterday, 09:58 PM
    Tiny Hut is a ritual, so can be cast before a long rest without expending resources. Rope Trick requires a slot, but still is a potent low level spell for a safe rest.
    39 replies | 514 view(s)
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  • MechaPilot's Avatar
    Yesterday, 04:42 PM
    Especially when you get into making high-level villains with character classes. That was such a pain in 3e. I'd almost rather shoot myself than have to make a 20th level rogue or wizard villain (or NPC) for 3e.
    105 replies | 2774 view(s)
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  • MechaPilot's Avatar
    Yesterday, 04:23 PM
    I can't say I'd agree with that. Based on our past discussions and disagreements I don't think I'm making a wild assumption in thinking that you'd consider me to be a "hardcore fan of 4e," and I've also played and enjoyed BECMI, AD&D 2e, 3e and 5e. Each one has their own quirks and foibles that gives them a different feel and experience in play. Where some may see a flaw in one edition,...
    105 replies | 2774 view(s)
    4 XP
  • Yaarel's Avatar
    Yesterday, 06:00 AM
    Maybe the player who rolled the fumble gets to decide what has gone horribly wrong, and leave it as narrative rather than mechanical?
    34 replies | 815 view(s)
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  • Yaarel's Avatar
    Yesterday, 05:12 AM
    Also, I love theater of mind style for most encounters. That is something that 1e/2e and 5e are best at. And this matters to me alot.
    105 replies | 2774 view(s)
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  • Yaarel's Avatar
    Yesterday, 05:08 AM
    I would rank ... 1. 4e 2. 5e 3. 3e 4. 1e/2e My frustration with 5e is the unavailability of many things that I love. Psionics. Charisma elf. Magical warrior (swordmage). Nonmagical healer (warlord). Nontheistic cleric. The list goes on and on.
    105 replies | 2774 view(s)
    2 XP
  • Yaarel's Avatar
    Yesterday, 04:23 AM
    I’m curious, what does 3e have for you that 5e lacks?
    105 replies | 2774 view(s)
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  • Yaarel's Avatar
    Saturday, 18th May, 2019, 06:51 PM
    Kinda relating to the Artificer, I would find it helpful if D&D added a new skill: Alchemy. Alchemy covers the elements − earth (bludgeon, pierce, slash), air (thunder, lightning), fire, and water (cold) − acid, metallurgy, material strength, pouring concrete, geology, (seismic activity, volcanoes), and so on. Basically, proto-chemistry. So far I use the Nature skill for Alchemy. But I feel...
    64 replies | 2316 view(s)
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  • MechaPilot's Avatar
    Friday, 17th May, 2019, 04:53 PM
    MechaPilot replied to Firearms
    I think there was a general shift in that thinking when 3e came around, and the round was shortened from 1 minute to 6 seconds. The multiple attacks from a higher BAB in 3e seemed to make a lot of people see each attack roll as a single attack. However, I think that removes some narrative flexibility. Sometimes when I resolve attack rolls, which I do before rolling damage, I'll narrate two...
    143 replies | 3916 view(s)
    1 XP
  • Yaarel's Avatar
    Friday, 17th May, 2019, 01:40 PM
    As others have moreorless said, distances need to simplify to: • engaged - in melee • near - ≈30ft - namely within a Move • far - beyond a Move I wish every D&D spell had a range of either engaged (touch), near (upto 30ft), or far (upto 100ft). When thinking about ranges and area-of-effects, just ballpark it as one of these three.
    44 replies | 1207 view(s)
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  • Yaarel's Avatar
    Friday, 17th May, 2019, 09:23 AM
    Yaarel replied to Norse World
    Norse Warrior Magic − Galdr Chanting Yaarel 2019 This essay assesses the Norse warrior magic, called galdr ‘chanting’, that the Ljóšatal poem describes, and translates the concepts into D&D. The result has a Psionic Paladin vibe. For a full spellcaster, the spells here are appropriate for a Psionic Bard. These Norse archetypes for the D&D classes gain the ‘psionics’ tag. The Norse poem...
    87 replies | 7145 view(s)
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  • MechaPilot's Avatar
    Friday, 17th May, 2019, 05:03 AM
    MechaPilot replied to Firearms
    Being familiar with one and not the other doesn't really let someone off the hook for feeling guns need a massive injection of realism when so much else about the game is just fine with a light sprinkling of realism. It's also worth noting that this injection of realism almost always results in guns being nerfed so hard they become inviable, or just downright inferior, as a primary weapon...
    143 replies | 3916 view(s)
    1 XP
  • Yaarel's Avatar
    Friday, 17th May, 2019, 04:04 AM
    Yeah. I get that half-casters can be powerful, and it shores up the mundane aspects. At the same time, someone who makes magic items needs to excel at magic, including high-level spellcasting for high-level magic items. At the very least, I want to see a high level feature that can access high level spells, even if like the way a Warlock does.
    64 replies | 2316 view(s)
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  • MechaPilot's Avatar
    Friday, 17th May, 2019, 01:06 AM
    It really is a question of circumstance. Is the mount mindless, of animal intelligence, or dominated? Let the player control it. Is the mount of humanoid or greater intelligence? If the creature trusts and is allied with the PC, let the player control it. If the creature is serving under duress, has motivations contrary to those of the PC, or doesn't trust the PC implicitly, I'll control...
    25 replies | 793 view(s)
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  • Yaarel's Avatar
    Thursday, 16th May, 2019, 11:52 PM
    Yaarel replied to Norse World
    A drengr is an example of an ideal Norse warrior. Goodhearted, high-quality, idealistic − and extremely courageous. The recklessness exhibits the courage. Courage is a highest good in the Norse male gender identity. In the case of the drengr, the daring and thrill-seeking also demonstrates competence and effectiveness, because somehow the drengr manages to pull the stunt off, despite great odds....
    87 replies | 7145 view(s)
    1 XP
  • MechaPilot's Avatar
    Thursday, 16th May, 2019, 04:19 PM
    MechaPilot replied to Firearms
    As someone who's fired a .357 magnum without hearing protection, I can definitely say that it hurt, and my ears rang for about 30 minutes afterward. Unless I need to defend myself without warning, or I choose to commit suicide (which I find myself thinking about more and more, and it does eventually seem inevitable . . . at some point), I'll never fire a gun without hearing protection again. ...
    143 replies | 3916 view(s)
    2 XP
  • Yaarel's Avatar
    Wednesday, 15th May, 2019, 07:40 PM
    Yaarel replied to Norse World
    Christian families are in Norse lands during all of the Viking Period. In the 800s, they are a few families. In the 900s, they are some of the regional leaders. In the 1000s, the emergence of monarchy comes from foreign Christian influence, from the Holy Roman Empire of Continental Europe. The monarchs who unify the lands of Scandinavia during the 1000s are mainly Christian. For the sake of...
    87 replies | 7145 view(s)
    0 XP
  • Yaarel's Avatar
    Wednesday, 15th May, 2019, 02:45 AM
    Russia seems a bit like this to me. Vast wilderness, dotted here and there with towns. The roads look like a spiderweb linking these farflung towns. Maybe parts of Canada too. Albeit Toronto is practically an ecumenopolis.
    67 replies | 2413 view(s)
    1 XP
  • Yaarel's Avatar
    Wednesday, 15th May, 2019, 02:27 AM
    I agree. At the same time, I am ok with the pets being golem-like, artificial, and even mechanical, to convey the flavor that the Artificer is using artifice to construct things. To me this has a Renaissance vibe, when building ‘automatons’ was popular.
    116 replies | 5413 view(s)
    0 XP
  • Yaarel's Avatar
    Tuesday, 14th May, 2019, 09:02 PM
    Yaarel replied to Norse World
    The D&D spell, Magnificent Mansion, is a useful tool for a DM to represent a Norse or Norse-esque setting. There are many examples of ‘extradimensional spaces’ in Norse beliefs (and in Scandinavian folkbelief too). A dvergar might leave the door open on the side of a hill, where inside the hill is a luxurious home. Entering a burial mound might enter a spooky large multi-level crypt,...
    87 replies | 7145 view(s)
    0 XP
  • Yaarel's Avatar
    Tuesday, 14th May, 2019, 07:56 PM
    I basically agree. But I would qualify. Rather. Gygax could teach a course on secondary sources about weapons and armors, but the reliability of these secondary sources is problematic.
    67 replies | 2413 view(s)
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  • Yaarel's Avatar
    Tuesday, 14th May, 2019, 07:41 PM
    I dont Gygax is ‘ignorant’ about history. I think he intentionally mixes history up, to reinvent a fictional fantastical version of history. For example, the Monster Manual. The ‘Cloud Giant’ is actually the same giant in the ‘Jack and the Bean Stalk’ tale. But rather than present it via mythological accuracy, Gygax intentionally mashes it up, even with a picture portraying East Asia...
    67 replies | 2413 view(s)
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  • Yaarel's Avatar
    Monday, 13th May, 2019, 08:23 PM
    Greyhawk Elevator Pitch: What if everything that TSR ever published was all put in one setting?
    67 replies | 2413 view(s)
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  • Yaarel's Avatar
    Monday, 13th May, 2019, 07:55 PM
    I will probably leave the Setup section separate because it is more like a ritual, and not really cast on the fly. I when I have time, I will integrate the Eldritch Knight section in with the rest of the list. Probably I will put a short ‘− melee’ tag, meaning any spell that range 15 feet or less. If you have a chance to go thru the Eldritch Knight sections, feel free to recommend which...
    252 replies | 44110 view(s)
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  • MechaPilot's Avatar
    Sunday, 12th May, 2019, 08:31 PM
    MechaPilot replied to Firearms
    How is it sub-optimal and undesirable? There are dex-based melee weapons that do decent damage. Even using a str-based weapon is only sub-optimal if you didn't roll well for both dex and str. It's definitely MAD, which is not a thing I personally care for. But, MAD is easier to deal with in 5e (especially if your DM isn't gauging the encounters on the optimized PC at the table). I think...
    143 replies | 3916 view(s)
    1 XP
  • MechaPilot's Avatar
    Sunday, 12th May, 2019, 06:34 PM
    I will go on to add that one way to discourage nova-ing might be to segregate one's spell points into a few pools. Make one pool for levels 1-5, and one pool for levels 6-9. Or, one pool for 1-3, one for 4-6, and one for 7-9. You could then name them something like minor, major and high arcana and have a general RP frame of reference for spells within a given level range.
    35 replies | 1216 view(s)
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  • MechaPilot's Avatar
    Sunday, 12th May, 2019, 06:24 PM
    I use spell points for all the casters at my table (except the warlock because it's kind of baked in), because I kind of hate spell slots. I don't use the version as it's presented in the DMG, because I don't impose the one-per-day limit on spells higher than 5th level. If you want to pour all your spell points into 9th level spells, do it. You'll burn through the points really quickly. I...
    35 replies | 1216 view(s)
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  • MechaPilot's Avatar
    Sunday, 12th May, 2019, 03:26 PM
    MechaPilot replied to Firearms
    Agreed. And I think @jmartkdr really hit it on the head when we pointed out that, As for making firearms realistic, that can be fine, and it can be fun if you're into that. Big warning though, not everyone wants to have that much realism in their game. And, if you do make them more realistic, don't expect a character to actually reload a gun in combat (especially if it's a pistol). ...
    143 replies | 3916 view(s)
    1 XP
  • Yaarel's Avatar
    Friday, 10th May, 2019, 05:05 PM
    Zardnaar, Stalker0 Based on popular demand, Guidance 0 ranks as the best cantrip. So, people would rather have the Guidance cantrip than have the Eldritch Blast cantrip. (Really?)
    252 replies | 44110 view(s)
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  • Yaarel's Avatar
    Friday, 10th May, 2019, 04:58 PM
    I understand what you are saying. Counterspell is as powerful as any spell of any hostile spellcaster. It is somewhat situational in that the opponent must be a spellcaster. And it is reactive, rather than proactive. In other words, Counterspell doesnt actually do anything. It stops someone else from doing something. That said, it is powerful. If you have a location where you would like...
    252 replies | 44110 view(s)
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  • Yaarel's Avatar
    Friday, 10th May, 2019, 04:50 PM
    Really the ‘Eldritch Knight’ subsection includes Bards, Paladins, Clerics, Druids − any spellcaster that fight melee. Would calling it ‘Gish’ make it clearer?
    252 replies | 44110 view(s)
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  • Yaarel's Avatar
    Friday, 10th May, 2019, 03:39 PM
    Yaarel replied to Norse World
    The most difficult part of translating Norse beliefs into D&D is the world setting. The Norse worldview is entirely this-worldly. Everything happens *here* in the material world. In D&D terms, the Norse cosmos only has one plane, the Material Plane, and everyone is part of it − the humans, the alfar, ęsir and vanir, the dvergar, risar and žursar, and the náir. They all happen here. For...
    87 replies | 7145 view(s)
    1 XP
  • Yaarel's Avatar
    Friday, 10th May, 2019, 12:19 PM
    Heh, I distrust the justice system. Unfair outcomes happen all the time. But trial by public opinion is so many times worse.
    73 replies | 6194 view(s)
    4 XP
  • Yaarel's Avatar
    Friday, 10th May, 2019, 11:05 AM
    Stalker0, your comments, and your format are helpful. In the second post of this thread, I tentatively made the following updates. Message 0. Its rank moves down (improves) to the Not Bad section. It is particular good for situations where the party splits up. One doesnt want to split up too often, but it can be lifesaving when the party does. The truth is, metagaming where the players...
    252 replies | 44110 view(s)
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  • Yaarel's Avatar
    Friday, 10th May, 2019, 05:00 AM
    Its true, when players play moreorless straightforwardly, the 5e system seems to handle alot of abuse. Mainly by relying on the DM to monitor and rule-zero situations. Yeah, this is the kind of thing I worry about. The combos. And these combos are even normal, working as intended − Rage feature, Haste spell, Great Weapon Master feat. Plus the extra attack feature. It is damage...
    21 replies | 893 view(s)
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  • Yaarel's Avatar
    Thursday, 9th May, 2019, 06:19 PM
    It has been over year since the creation of this thread. It is probably a good time to carefully reassess the ranking of spells in light of recent experiences. Prismatic Wall/Sphere is an objectively good spell. It seems to even be one of the spells that the 5e design intentionally made extra powerful for plot protection, similar to Fireball at spellslot 3. Still, it has one purpose: wall. ...
    252 replies | 44110 view(s)
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  • Yaarel's Avatar
    Thursday, 9th May, 2019, 02:16 AM
    I agree with you sentiments. At the same time, the Bard feels like a full spellcaster to me, and of course is one. I love the fact that there is such thing as a "clean-cut, shining, Charismatic mage hero".
    63 replies | 2676 view(s)
    1 XP
  • Yaarel's Avatar
    Tuesday, 7th May, 2019, 07:39 AM
    Building a Large player character isnt simple. It isnt even possible. As a normal option in 5e, it remains absent. And even in previous editions, the option was available in complicated ways, either with unbalanced mechanics, or inconsistent exceptions.
    21 replies | 893 view(s)
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  • Yaarel's Avatar
    Tuesday, 7th May, 2019, 07:31 AM
    @Immortal Sun The space that a creature takes up represents the bodyspace around the creature, in order to feel comfortable and uninhibited. A human takes up a 5-foot square. A human isnt actually 5 feet wide. It represents the bodyspace. It is possible to squeeze several humans into a 5-foot square. (Heh, flashbacks of highschool car rides.) A Large player character might occasionally have to...
    21 replies | 893 view(s)
    0 XP
  • Yaarel's Avatar
    Monday, 6th May, 2019, 09:12 PM
    This is sort of RAW, in the sense, DM always adjudicates outcome by means of narrative. Only if the narrative outcome is itself uncertain (and relevant), do dice even happen.
    13 replies | 634 view(s)
    0 XP
  • Yaarel's Avatar
    Monday, 6th May, 2019, 08:25 PM
    I can imagine a Dwarf being Large in the unusual sense of crazy stout − more cube shaped. It reminds me of folklore drawings of Scandinavian trolls, that are not really much taller than humans, but are so bulky horizontally, they come across as massive. I dont want to see 3-foot halflings with 18 Constitution anyway. But if some player really wants a mutant halfling, fine whatever. If for some...
    21 replies | 893 view(s)
    0 XP
  • Yaarel's Avatar
    Monday, 6th May, 2019, 08:10 PM
    I know Large size characters are a taboo in D&D. But now in 5e, I just dont see any problem. Moreover, Large characters are important in fantasy, playing the Big Guy (one-man army) archetype. This needs to be possible. (I find the excessive abundance of Small player characters at the opposite side of the bell curve, to be somewhat annoying.) Linking size to Constitution hopefully creates an...
    21 replies | 893 view(s)
    0 XP
  • Yaarel's Avatar
    Monday, 6th May, 2019, 07:49 PM
    It seems the main benefit of Large size is weapon damage. This doesnt bother me too much, because this kind of bonus to damage requires an opportunity cost, to invest in an unusually high Constitution score of 17+. Also, to invest in extra high Constitution relates to the opportunity cost of investing a feat. Also, the requirement to invest in Constitution is neutral to both Dexterity fighters...
    21 replies | 893 view(s)
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  • Yaarel's Avatar
    Monday, 6th May, 2019, 07:19 PM
    Nagol, thanks for your confirmation and the explanation. The piece I didnt take into account is, the "read" posts would be missing.
    2 replies | 83 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 5th May, 2019, 02:57 AM
    I have the rep issue too.
    21 replies | 2060 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 5th May, 2019, 02:47 AM
    My activity doesnt appear in the ‘New Posts’ search list. It appears to be an error.
    2 replies | 83 view(s)
    0 XP
  • Yaarel's Avatar
    Sunday, 5th May, 2019, 02:27 AM
    Yaarel started a thread Large size characters
    Large size characters. I was planning to do the following mechanic for a particular race. But now I think I will make it normal for everyone. The idea is, characters must invest in high Constitution to balance out benefits of size. Constitution score: size 1 to 4: Tiny 5 to 8: Small 9 to 12: Medium 13 to 16: Medium (Powerful Build) 17 to 20: Large
    21 replies | 893 view(s)
    0 XP
  • Yaarel's Avatar
    Friday, 3rd May, 2019, 08:38 PM
    Yaarel replied to Norse World
    Norse gender roles assigned "spirituality" to the feminine gender group. In the world that I live in today, traditions tend to assign spirituality to the masculine gender group. For examples, rabbis and priests were often required to be male. Today there are female Jewish rabbis as well female Evangelical Christian pastors, female Anglican priests, and so on. It is even fair to describe our...
    87 replies | 7145 view(s)
    0 XP
  • Yaarel's Avatar
    Thursday, 2nd May, 2019, 08:34 PM
    Because of the nature of technological advances, many normal D&D spells can be reproduced scientifically. Telepathy is already approximated via cel phones as earpieces, and exactly possible via a brain implant, "wetware", for examples. In addition to new technological classes, examples of how to reflavor standard magical classes would also appeal to me.
    12 replies | 620 view(s)
    0 XP
  • MechaPilot's Avatar
    Wednesday, 1st May, 2019, 10:33 PM
    Almost as if crafting an item were a skill challenge. X successes before Y failures, or else you ruin the product and have to start over again.
    118 replies | 3950 view(s)
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  • MechaPilot's Avatar
    Wednesday, 1st May, 2019, 10:26 PM

    118 replies | 3950 view(s)
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  • MechaPilot's Avatar
    Wednesday, 1st May, 2019, 10:13 PM
    If a roll is needed, I typically give master craftsmen expertise and advantage on the roll (or, just an additional +5 instead of advantage). In most cases though, a master craftsman doesn't need to roll. Rolling is only for uncertainty. If a master craftsman is rolling, it's because thy're working with a very scarce material they're not used to working with, or to figure out how much waste...
    118 replies | 3950 view(s)
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  • MechaPilot's Avatar
    Wednesday, 1st May, 2019, 09:16 PM
    While running my usual weekly game last week, one of my players asked about holding an action to cast a spell. I told him the rules, and he inquired if he could recover the cast spell if it wasn't used. I told him about the way the rules handle it (the spell is spent regardless of using it) and I gave it a moment of thought. I decided on the following temporary house rule: A caster who...
    25 replies | 789 view(s)
    1 XP
  • MechaPilot's Avatar
    Wednesday, 1st May, 2019, 01:22 PM
    It's heavily dependent on the composition of the party. The group I DM for (which only has two players) has an NPC Life Cleric travelling with them. She's the dedicated group healer, and she's built to be good at her job. Generally, if the group is using a potion, it's because she's fallen and they need to bring her back into the fray. Admittedly, that doesn't happen terribly often. The...
    42 replies | 1389 view(s)
    0 XP
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Thursday, 27th December, 2018

  • 10:52 PM - Parmandur mentioned MechaPilot in post False truisms in 5th edition
    Where did they state that goal? I could buy that they wanted Fighters to fight better than Rangers, since Rangers have the whole exploration schtick, but Barbarians don't have much going on for them aside from fighting. I really wouldn't call "spending one use of rage, of which you have several per day" any sort of nova ability, any more than I would say a Wizard is going nova when they cast a spell in a fight. In this edition, going nova is the purview of the Paladin and Sorcerer, who manage their resources over a long rest and nevertheless have the ability to spend multiple resources per round. As MechaPilot points out, this was discussed by Mearls in an article during the playtest (which I also recall), and he has detailed what they did several times since. Once the Ragenisnused up, and exhaustion kicks in, the difference in performance is marked. The Barbarian has limited use, long rest abilities and consequences for using those abilities up, and yes, same as the Wizard.
  • 02:14 PM - Ovinomancer mentioned MechaPilot in post False truisms in 5th edition
    ...goals he's working toward with the resilience feats. And maybe that would make him a worse fighter than the barbarian. Maybe a fighter who aims for survivability is just a bad fighter, and the player should feel bad about the character he wanted to make and play. Sure. Has the champion achieved their goals, though? Their goal was to be a turtle, so are they? If so, then it's working. You should not compare the "focused on damage" barbarian to the "focused on defense" fighter on the basis of damage output alone. Flip the question: how often does the barbarian get hit and fail saves compared to the fighter? Why aren't you complaining about how much easier it is to hit the barbarian than the fighter? But don't you get it? If you don't play a character that's only an effective combatant or with only DPR in mind then you're clearly playing it wrong! [emoji14] /sarcasmI know posters have been making recommendations to improve the fighter's dpr, but that's because it's the metric MechaPilot introduced.

Thursday, 20th December, 2018

  • 10:09 PM - Schmoe mentioned MechaPilot in post Largest Party Size you have ever Participated in/DM'd?
    I think the most players I've had at a table was 8 or 9. My current regular game has 7 players. That's one more than I'm comfortable with, but it's also somewhat of a father-son game, and the 7th was a late addition of someone's son, so I want to make it work. I spend a lot of my time trying to make sure no one goes too long without having some amount of spotlight on them. MechaPilot - That sucks. I hope you can get another game going.

Thursday, 13th December, 2018


Saturday, 8th December, 2018

  • 02:01 PM - Oofta mentioned MechaPilot in post Skills used by players on other players.
    As MechaPilot stated, social skills are not magic. Someone trying to persuade someone else does nothing to compel that person to do something, they just make a very persuasive argument. Whether the PC or NPC agrees to follow along with the suggestion is up to the person running the character. In the OP's scenario, the charismatic character would likely have been able to order the barbarian around for the entire campaign, with the barbarian never making a decision for themselves. That would have sucked for the person playing the barbarian unless that's the character they wanted to play from the beginning. Let's take a real world scenario. Assume I'm a young heterosexual unattached male (which admittedly hasn't been true for a while) and the most beautiful woman I've ever met approaches me and tells me we can have a night of passion. All I have to do is murder her boyfriend. I'll probably get away with it because there's no connection between the two of us. Would I do it? Of course not, ...

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



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Monday, 20th May, 2019

  • 03:28 PM - Satyrn quoted MechaPilot in post The Final Announcement from The Descent Live Stream: Eberron Hardcover
    I don't need my Mearls-in-a-box to have a gun. I have enough of my own. Besides, I spend far too much time contemplating using them on myself anyway. *Hugs*
  • 02:58 PM - Satyrn quoted MechaPilot in post The Final Announcement from The Descent Live Stream: Eberron Hardcover
    I can't really say I'm excited for it (then again, I'm also just not a happy person), but I may buy it just on general principal since it's not more FR stuff. Yeah, this is what my Mearls-in-the-box (with a gun!) joke was for. I was commiserating with my fellow hobbyists since so many of us find reasons to buy a book that aren't just really wanting what's in the book itself. I have several 5e books that I've done nothing with. And I have dozens of 3e books despite playing "core only" for nearly its entire lifespan.
  • 12:00 AM - R_Chance quoted MechaPilot in post The Most Popular D&D Character Name Is "Bob"
    Hey, my real name is #7 on the list. Your name is a good for that list. I'm just glad my name is not on that list. The primary human feudal cultural names in my game are pretty "real life" (medieval real life anyway), including "Robert"... which means I have number of "Bob" NPCs in my game :)

Thursday, 16th May, 2019

  • 09:52 PM - Tony Vargas quoted MechaPilot in post The Most Popular D&D Character Name Is "Bob"
    I blame the proliferation of Bobs on the Knights of the Dinner Table. I recall one comic where Bob the player was playing his character, also named Bob, who died and was replaced by Bob II. I blame the Sword of Sharpness... … also explains why so many NPC guards are called Matt.
  • 08:06 PM - Satyrn quoted MechaPilot in post The Most Popular D&D Character Name Is "Bob"
    *takes a moment to Google You're jealous? She's way more attractive than I am, and could ever hope to be. Well, if it makes you feel better, if they ever named a character after me, he'd be way more attractive than I am, too . . . y'know I just realized they did name a character after my cat. The cat was way better looking. Catch-a-Purrrr!
  • 07:55 PM - Satyrn quoted MechaPilot in post The Most Popular D&D Character Name Is "Bob"
    Hey, my real name is #7 on the list. They named a Borderlands character after you! I'm so jealous.
  • 05:42 PM - Traveller quoted MechaPilot in post The Most Popular D&D Character Name Is "Bob"
    Lilith is also a dark name. IIRC, it means night in Hebrew. The name is also probably related to Lilitu, the Sumerian goddess of night. And, it has a place in the Midrash as Adam's 1st wife who refused to submit to him and ended up becoming a consort of demons. LaYLa - is night in Hebrew (Capitals are consonants, lower case are vowels ) , but Semitic languages are root based so the connection is there. As you said in the Midrash (Post 2nd temple period - 3rd century) she is basicly a Demon. The rest of her stories might not be safe for Noah Gran, so will be skipped.... In Modern Jewish Mythology, the lack of a Jewish Vampire was much bemoaned, so Lilit takes that place.

Tuesday, 14th May, 2019

  • 08:51 PM - Kobold Avenger quoted MechaPilot in post Firearms
    But, to be frank, much of this discussion assumes early firearms. Throw in paper cartridges and breech-loading and you have a whole different ballgame. And, why not go the extra step to make firearms specialization viable? Maybe the gunner loses one attack or bonus action for each reload. Maybe the guns are revolver-style where you can spend a whole action to reload the whole shebang for a few uninterrupted shots. It is about early firearms, maybe not really early firearms like Medieval Hand Cannons or Early Renaissance Matchlocks and Arquebuses, but when it's on muskets or things pirates might use then it's on the later Renaissance pushing into the Enlightenment, flintlocks and other such firearms. The Industrial Age or 1800's might be pushing farther than many peoples ideas on firearms in a campaign, but if it is then there's certainly breechloading, repeating rifles, cowboys shooting vampires, gentlemen or gentlewoman vs werewolves and the like. But flintlocks are more in the era of s...

Sunday, 12th May, 2019

  • 07:13 PM - Kobold Avenger quoted MechaPilot in post Firearms
    As for making firearms realistic, that can be fine, and it can be fun if you're into that. Big warning though, not everyone wants to have that much realism in their game. And, if you do make them more realistic, don't expect a character to actually reload a gun in combat (especially if it's a pistol). But, if you go realistic you might want to give the gun advantage on attack rolls against armored foes to play up their armor-piercing quality (and to really make it actually worth something to use one, and to consider reloading it). There's limitation on how 5e is and there's no equivalent of D20 Modern to compare against like there was in 3e. But generally I think reloading a gun could be seen as wasting an action. I realize that beyond 1 action to reload (and that's being generous), the only longer length of time that's worth bothering with is "out of combat", based on all the problems with tracking which round someone is on reloading. I know the strong need for specialization and optimiz...

Wednesday, 1st May, 2019


Wednesday, 27th March, 2019

  • 01:42 PM - Blue quoted MechaPilot in post Barbarian Archetype: Wild Soul [PEACH]
    Those were good suggestions. I've made a few small changes to accommodate them. I've added more ribbons to the Bestial Nature trait. I've also added the War Paint feature to make members of the subclass more likely to forego traditional armor. I've also added the Pack Leader and Comprehend Beasts traits to increase the flavor-enhancing ribbons as you progress through the levels. I liek the changes to Bestial Nature, including a ribbon disadvantage that makes sense and offsets some of the advantages (skill gains). I'm not a fan of War Paint. It gives a big increase in power, as opposed to a trade-off of no armor for gaining power elsewhere. The change of this vs. Unarmored Defense is +2+Proficiency vs. +Con. So it starts as if you have an 18 CON (an increase) and by high levels it's the equivalent of 26 CON. It's a definite power boost. And it relies on costly material components from a non-civilized character who conceptually does not have coin and no mechanical way to gather i...

Tuesday, 26th March, 2019

  • 10:31 AM - Li Shenron quoted MechaPilot in post Pre-Rolling Certain Opposed Checks
    Lately, I've been toying with the idea of having my players roll a D20 several times before the session, recording each of these rolls and handing them over to be beforehand. The idea is that I'd use those results as their D20 rolls when they make certain opposed checks where knowing the result beforehand might potentially alter how they behave (particularly checks like Stealth, Insight, and rolls to detect or disarm traps). I have a couple ideas for how to execute this plan: 1) Rolling for self, in-order. Under this method, each player would make a certain number of rolls, I'm thinking 10 or 20 of them. I would then use them in order, crossing them off as I go. 2) Rolling for self, random. This method would be the same as the first, except that I would number the rolls on the page and have the player roll a die (d10 or d20, depending on the number of rolls before the session) to randomly choose the predetermined roll. I wouldn't cross off results under this method. This me...

Sunday, 24th March, 2019

  • 10:06 PM - Satyrn quoted MechaPilot in post Pre-Rolling Certain Opposed Checks
    I've already implemented that for Stealth; I just included it as an apt example for those who don't do it that way. Can't really do that with Insight though. There are times when it won't work for stealth, too. Like, if the DM decides that a guard who spots a hiding character is going to pretend like he doesn't, that stealth check in the moment will give away more information than you want to. So those are the times when I'd go to the guard rolling against the character's passive Stealth, and just accept that the player doesn't get to roll the die this time. It's a corner case that shouldn't come up too often - but if it does hopefully I figure out way to make it work with the player rolling instead. Of course, for those rare times, instead of using a passive score your options 1 or 2 will work fine, too. It's just not my preference as a DM. As a player, now that I know that the pre-rolls would be a backup instead of your go-to, that you'll be looking to create ways for me to roll t...
  • 09:40 PM - iserith quoted MechaPilot in post Pre-Rolling Certain Opposed Checks
    I've already implemented that for Stealth; I just included it as an apt example for those who don't do it that way. Can't really do that with Insight though. I suppose that depends on how we think about it. In case you're not following all the posts in the concurrent thread on Insight checks to determine truthfulness, one of the things I mentioned might be useful here: Getting back to telling truth from lies, here's how I view this as a DM: A lie in a social interaction challenge is similar to a trap in an exploration challenge. If you're telegraphing traps in an exploration challenge, you should be telegraphing lies in a social interaction challenge. Players engaging with NPCs and always trying to discern their truthfulness is the same as players searching for traps everywhere - they are trying to avoid gotchas. Consistent telegraphing takes that away since a truthful NPC will not be telegraphing lies. So, if an NPC is lying, telegraph it by having the NPC give information that contra...
  • 08:51 PM - Satyrn quoted MechaPilot in post Pre-Rolling Certain Opposed Checks
    Players frequently like rolling. I was trying to preserve the players still getting to roll but without them making decisions based on their die rolls. For example, a stealthed character isn't going to know how well she's hiding before she risks being seen, and a character tying to tell if someone's lying (or has bad intentions) shouldn't act like they succeeded because the player can see he rolled a 2. Yes, we do like to roll dice. That's actually why I don't like your OP's options 1 and 2 very much either, but would be totally fine with giving them a go because it could prove to be good enough. But as a DM, my solution to the stealth example in your quote is to have the player wait to roll the dice until there's a moment when they are about to get spotted, not when they start hiding. This way, the player learns, his character learns, and I learn how well he's hidden at the moment it truly matters.
  • 08:36 PM - Mort quoted MechaPilot in post Pre-Rolling Certain Opposed Checks
    I suspected numbers 3 & 4 would be an issue. I just put them on the list because they did occur to me as ways to prevent a player from recalling what they rolled. Players frequently like rolling. I was trying to preserve the players still getting to roll but without them making decisions based on their die rolls. For example, a stealthed character isn't going to know how well she's hiding before she risks being seen, and a character tying to tell if someone's lying (or has bad intentions) shouldn't act like they succeeded because the player can see he rolled a 2.I see what you're going for, but I still prefer passive checks - unless the player asks to roll (if they don't know to ask- well all the more reason for the passive check). Ever since I've started using them, players really like the smoothness it adds to the game. Plus feats like observant, really mean something.
  • 07:56 PM - Quartz quoted MechaPilot in post Pre-Rolling Certain Opposed Checks
    Lately, I've been toying with the idea of having my players roll a D20 several times before the session, recording each of these rolls and handing them over to be beforehand. Create a sheet of printed d20 results and tick them off as you go. But I wouldn't use this in a situation where the player knows they have to roll. Passive perception DCs, saves for enemy mooks, monster checks, invisible effects, etc. But if the player is actively trying to have their PC sneak past a guard they get to roll. There's a certain amount of trust involved, of course, but it can allow better story-telling. For instance if one of the PCs gets Dominated or Possessed, you can do this without the others knowing - just pass the player a note - but if the players see one player rolling, they'll know that something is up.
  • 07:54 PM - Blue quoted MechaPilot in post Barbarian Archetype: Wild Soul [PEACH]
    It originally wasn't gated by raging (it also was originally a fighter subclass). The OP has been edited a few times in response to feedback in this thread. Thanks for the heads up. I did see some responses that seemed odd for what was currently there, hadn't realized the changes were that big.
  • 03:42 PM - Blue quoted MechaPilot in post Barbarian Archetype: Wild Soul [PEACH]
    I am going to comment as I read thru, and then pull it together at the end. I specifically did not read anyone else's comments so that I come at it without preconceived notions. If I don't mention something someone else said don't take that as disagreement with them, but rather that they might be more observant than I was. First point - your subject says Fighter archetype, may want to change that. ;) Bestial Nature While raging, you have disadvantage on Intelligence and Charisma checks, except for those made to intimidate others. Additionally, your rages overwhelm you to the point you can barely speak, preferring one- or two-syllable words and animalistic grunting and yelling. Good ribbon, though since you need to either attack or take damage to keep raging, you rarely will have you action available to make checks. Still, sets the scene well. Momentum When you choose this archetype at 3rd level, you learn to harness the relentlessness & brutality of anger and adrenaline. While raging,...

Thursday, 21st March, 2019

  • 05:25 AM - 77IM quoted MechaPilot in post Barbarian Archetype: Wild Soul [PEACH]
    I like this quite a lot. I like how it gives "superiority dice" to the barbarian in an interesting way. Assuming you attack roughly every round, and crit about as often as you spend a round not attacking, you basically can spent 1 momentum die per round. That's +1d4/1d6/1d8 damage per round, which seems about right, when compared to what Frenzied Berserkers can do with bonus attacks. Some quick feedback: For starters, you need at least 1 sentence of flavor-text at the beginning, to tell us what the archetype is about. Otherwise it's hard to know whether the game mechanics are doing justice to the story. I gather from the mechanics that this archetype is about bouncing around the battlefield smashing people super hard (which, mechanically, is one of my favorite archetypes) but it's unclear what kind of person would do this. Also, if this class is meant to involve a certain amount of movement, I think it needs some way to avoid taking opportunity attacks, or reduce their damage. Consider a...


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