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About roadtoad
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"I believe that anyone who claims to know what's going on will lie about the little things too.".Scott? He's just this guy, you know?
Tucson, Arizona, United States
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BSI: Bosum Strand Irregulars Saturday, 30th September, 2017 04:46 PM


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Thursday, 18th September, 2014

  • 01:53 AM - pemerton mentioned roadtoad in post Does WotC suck at selling games?
    While I don't love the game, properly, Apocalypse World (and its various hacks) does it right, in my opinion. I believe the green box would greatly benefit from starting with some principles and DM moves, even if they avoided any relation with the actual rules of the game explained latter.I think there are lots of examples of non-D&D games which have better ways of presenting and explaining how to GM the game. I'm going to disagree with roadtoad's post upthread - for me, Chapter 8 of Moldvay Basic is far-and-away the best version of GMing instructions ever written for D&D. Because B/X is mostly an exploration-oriented game, those instructions tell the GM, step-by-step, how to construct an area to be explored. With a properly-worked example. More modern editions of D&D make action resolution a much bigger part of the game. So the key to GMing becomes adjudication of action resolution. But the advice on that - incuding in 4e - is just terrible. For instance, both the 4e DMG and the Essentials RC/DM kit included examples of skill challenge resolution in which the GM uses techniques that are no where called out or explained in the instructional text. Only someone who was already familiar with those techniques (most likely from reading better-written rulebooks for other systems) would be able to work out how the GM did what s/he did in the example. Perhaps the RPG market really is saturated. But that's really not an excuse...

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Saturday, 23rd September, 2017

  • 09:27 AM - RangerWickett quoted roadtoad in post BSI: Bosum Strand Irregulars
    I feel there's something I have to share with y'all: When our Skyseer saw a vision of Sijhen, she really locked onto the tentacles around his face. While everyone else screamed "Mind Flayers!" she just said, "like a weird alien cat with tentacles for whiskers?" When I told her that he was a warrior and conqueror who might be looking for new territory, she just nodded and called him a cat again. When she had a vision of Gidim, she immediately called it Cat Planet. Alien, thoughtbeast, tentacle cats, but still --to her -- cats. When I told her she felt like the entire planet was alive, she got very excited about CAT PLANET, the planet that is also a cat. Inside jokes, they do go on, as I'm sure you're aware. So, now the whole group refers to Gidim as Cat Planet, and they are expecting to be invaded by more brain-occupying bipedal tentacats any day now. Our skyseer player is also an artist. Today, she made a t-shirt: I just wanted you to ...

Sunday, 10th September, 2017

  • 08:04 AM - gideonpepys quoted roadtoad in post BSI: Bosum Strand Irregulars
    VOne of our players is planning a move to the UK before the end of the year, so we've powered through the final couple of adventures and started doing occasional extra sessions. Funnily enough, we're losing a player to the States in a few weeks. If you weren't so far ahead of us, we could have swapped! Great to hear about high-level lunacy in preparation for epic tier.

Sunday, 15th January, 2017

  • 01:49 AM - hirou quoted roadtoad in post ZEITGEIST 5E
    sidenote: future Zeitgeist publications should clearly name the two major landmasses. It's really annoying to keep referring to them as "the one with Risur and Ber" and "the one with Danor, Drakr, Crisillyir, and Elfaivar.") In my headcanon, "Lanjyr" was the original name of the continent before you-know-what happened, giving birth to Yerasol archipelago. This places Risur and Ber on Southern Lanjyr and Crisillyir with Drakr at Northern Lanjyr. Elfaivar is located on separate continent, perhaps joined with the land of Ragesia from WotBS off-map.

Saturday, 14th January, 2017

  • 06:30 PM - mdusty quoted roadtoad in post ZEITGEIST 5E
    Yep. We ran a side adventure through Curse of Strahd for everyone to get used to 5e (including me). Now, we are two weeks into adventures 10 & 11 (which I smushed together) and it's going pretty well. I just ask the players what they want to investigate next at the end of each session and then convert over the course of the week. Just curious, why did you smash together adventures 10 & 11? Is it easier to run or does it make sense to do so?

Wednesday, 14th December, 2016

  • 03:29 AM - Samuel Cole quoted roadtoad in post ZEITGEIST 5E
    We did exactly that, for pretty much the same reasons. Are you just winging the 5E conversion?

Tuesday, 11th October, 2016

  • 02:29 AM - ad_hoc quoted roadtoad in post Unearthed Arcana Presents Alternative Encounter Building Guidelines
    Curse of Strahd griping below: I'd love to see the math on unleashing six CR5 Vampire Spawn on a level-5 party The party knows they are there and can ambush them. If they want to, they can just burn the house down. They really aren't much of a challenge. Most of that CR 5 is defensive in nature. Their offensive CR isn't very high. CoS is not an adventure based around slug fests.
  • 01:01 AM - unknowable quoted roadtoad in post Unearthed Arcana Presents Alternative Encounter Building Guidelines
    "For example, for a party of five 9th-level characters, a CR 12 legendary creature makes an appropriate encounter." Ah, how... intuitive. I love how the numbers don't actually interact with one another. Makes me miss 4e in a big way. Curse of Strahd griping below: I'd love to see the math on unleashing six CR5 Vampire Spawn on a level-5 party What math? it is a horror adventure that is meant to be crushing and overwhelming. That is the whole point of it... I mean the party can come across 3 level 5 night hags at level 3. And that isn't counting the three Dretch that can join the fight. The entire adventure is like that, intentionally. Also numbers interact with each other hugely, CR doesn't. But that makes sense because of optimisation curves and how it just throws CR off or CR means something completely different depending on what equipment a party has, what classes, what races, what saves or even what spells they have access to. It h...

Friday, 4th March, 2016

Tuesday, 14th July, 2015

Tuesday, 12th May, 2015

  • 04:18 AM - Obryn quoted roadtoad in post Cantabarilla Challenge (adventure 6)
    Bridges take as much material and work as 5 miles, but they also pay out as much as 5 miles, so what I did was just record them as 1/5th of a mile per 1 material spent, and then pay them 1 money per material as well. Makes sense. Probably how I'll run it, too. :)

Thursday, 22nd January, 2015

  • 03:00 PM - dream66_ quoted roadtoad in post [UPDATED] Has ADVENTURER'S HANDBOOK Been Cancelled?
    Sure, if you hate Barbarians and Bards and Druids and Monks and Gnomes and Half-Orcs, that's a great way to get into 4e. I keep being told 5e core is a complete game that I don't need more books yet I don't have Warlords or Psionics, so yeah sounds fair.

Tuesday, 20th January, 2015

  • 08:40 PM - Saelorn quoted roadtoad in post Magic Ammunition
    "At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield." Surely you'll get back half your magic arrows after every fight.Oh? I must have missed that. So, on average, you get two shots out of each magical arrow. I'm still not seeing how they're ever worth using, unless you're fighting something which specifically requires a magical weapon in order to damage.
  • 07:00 PM - I'm A Banana quoted roadtoad in post [UPDATED] Has ADVENTURER'S HANDBOOK Been Cancelled?
    "Princes of the Apocalypse is available on April 7, 2015 and includes an epic adventure for characters levels 115 as well as new elemental spells and the element-touched genasi as a new playable race. In addition, a free download will be available in mid-March that includes more new races plus the player content available in Princes of the Apocalypse," The new spells and race in the adventure sounds to me like they combined it into one book, with an online component. So it's like we're getting the meaty part of the "adventurer's handbook" for free? I'm pretty cool with this. I'm slightly less enthusiastic about the adventure. I honestly don't know what would appeal to me in an adventure. Most of the time, I get so much joy out of the DIY aspects of making an adventure, that I don't care to pay money to have WotC do it for me. The big epic arc seems cool, Mike added "we've played things close to the vest is that it's a huge, open question on what support for the RPG...

Thursday, 15th January, 2015

Saturday, 25th October, 2014

  • 03:59 AM - Puxido quoted roadtoad in post How should I treat a zippo style lighter?
    Zippos don't go out until you close the lid and suffocate the flame. Unlike the Bic style, you don't have to hold down a safety to keep the flame burning. Once you light the wick, it keeps feeding fuel until the flame goes out. (which is technically slightly after the lid closes, so there will be the smell of unburnt fuel if you reopen it). However, unlike a Bic, the fuel is actually absorbed into cotton balls inside the lighter, so it's less of an explosion hazard. The technology isn't that far-fetched for the average fantasy-medieval setting, where wick-based oil lanterns and flint-and-steel are both considered common items. The Zippo is just a thumbwheel of metal that strikes a piece of flint, creating a spark that ignites the fuel-soaked wick. The machining for the thumbwheel might be the toughest part, though if you allow gunslingers, you're probably fine. You'll get a week to ten days out of the fuel, whether you use it or not, thanks to the fact that they're not airtight and the f...

Tuesday, 21st October, 2014

  • 04:43 PM - Tormyr quoted roadtoad in post Initiative and Delay
    I really like how X-Wing Miniatures Game handles this: everybody moves in initiative order, worst-to-best, so the best-initiative pilots have the best view of where everyone is going and can make their decisions accordingly. Once everyone moves, attacks go in the opposite order, from best pilot to worst. It's a great system for ship-to-ship dogfighting. Since everyone moves before anyone fires, you don't have as much weird time-warping. I'm not sure it's great for adventure gaming, but I'd love to give it a try sometime. Where it does not work well for D&D is that a creature can use its movement before, between, and after attacks.

Sunday, 19th October, 2014

  • 10:52 PM - Grazzt quoted roadtoad in post Can you see when you're Blinded?
    My brain hurts and I feel sorry for you. Both parts of the sentence are true and a lack of a comma does not nullify the statement before it. What a confusing language that would be. Next time, ask them if they want to come over and play D&D. Then when they show up, ask them how they knew where to go. According to their logic, you only asked if they wanted to play D&D. Or when they arrive, ask them to close their eyes. Explain to them that's what the blinded condition is. Then throw the DMG (1e, because it's nice and heavy) at them. Ask them why if they can see when blinded they didn't see the DMG flying at their heads.

Saturday, 18th October, 2014

  • 07:23 PM - KarinsDad quoted roadtoad in post Initiative and Delay
    I don't think allowing Delay as an action in the first round is going to hurt anything; all the mechanical considerations seem to come up only after combat begins. HOWEVER! There is something to be said for an approach that is more like, "The party is not automatically a well-oiled machine that never errs in combat, and you guys cannot always silently coordinate exactly what you want, so no, no delays." But I come from a pretty old-skool "No kibitzing!" kind of approach. Sooo make of that what you will. Yeah, that's were I come from too. If there are more than 6 combatants in a fight (which is likely, given a 4-5 pc party), then we are talking about split-second accuracy on your coordination, which I've always found ludicrous. Yup.

Friday, 17th October, 2014

  • 09:58 AM - eamon quoted roadtoad in post Zeitgeist in 5e: high elves vs. eladrin
    An option could be to let High Elves choose to either take a once-per-short-rest Misty Step or to take their cantrip. Maybe in the past, the Elfaivaran culture taught everyone how to teleport, but now it is a secret kept by the Vekeshi. Many modern high elves channel their innate magic in other ways, getting a cantrip instead. Hmm, not a bad idea! Let's see, if misty step was a special trick, you'd assume (A) it's clearly more powerful (since it was such a pervasive, defining, ability and pretty much every eladrin learnt it), and that (B) now that it's less common, the gold-ring habits of modern police would have watered down - if there are few eladrin about, and most can't teleport, why take such expensive precautions? I really don't see (A) - teleport is powerful, but hardly head-and-shoulders above a cantrip. (B) I can imagine, especially if you play up the fear of vekeshi retributions - it's not as if it's unheard of for people to take costly measures to try and protect against what t...

Friday, 10th October, 2014

  • 03:17 AM - Falkus quoted roadtoad in post Zeitgeist Adventure 9
    I hope so, since at 1" per square, that map is over eight feet across. And since no game I know uses 10' scale, it's more like 16 feet... Guess it's time to build Torfeld Palace in my back yard. Heh, the benefits of running on maptools

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