View Profile: CapnZapp - Morrus' Unofficial Tabletop RPG News
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  • CapnZapp's Avatar
    Yesterday, 11:02 PM
    Hush - you'll anger the mockery guy. Seriously, as I've just explained, a D&D wild west is not what most people expect of their wild west. That doesn't mean you can't do it, just that it's not what you need if your guns are sensitive to "mockery" :)
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  • CapnZapp's Avatar
    Yesterday, 10:58 PM
    Absolutely. You quoted the wrong poster though.
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  • CapnZapp's Avatar
    Yesterday, 06:13 PM
    One day we will have to have a discussion about Strength and Dexterity. I'll show you the eleven ways 5E tilts the balance in favor of Dex at the expense of Str, and you can tell me which ones you feel constitutes improvements, which ones you feel are essential.
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  • CapnZapp's Avatar
    Yesterday, 06:11 PM
    The icing on the GWF cake is having the BA available for magic items or spells. You are correct in assuming "an attack" is high on the list, but so is bonus dashes, teleports or whatnot.
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  • CapnZapp's Avatar
    Yesterday, 06:08 PM
    What wouldn't I have paid to have this quote back during those lonely fights against the unwashed masses claiming GWF wasn't unbalanced...
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  • CapnZapp's Avatar
    Yesterday, 05:58 PM
    The goal isn't to enable players to ignore light. The way you had to create a less interesting party was the main thing that kept parties to using light. Like I said, the change might seem innocent enough, but it ends up messing with the game's expectations. The game is clearly meant to be run for a party using light. The feeling of dread fundamental to human nature when you're in an...
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  • CapnZapp's Avatar
    Yesterday, 05:53 PM
    No, that makes it sound like low-light vision is only a specialist need, and too complicated to include in the base game. In reality, they removed lots of things in their panic to avoid 5E ending up like 4E. Removing low-light vision was one of the less good things: sounds like a trivial change, but with irritatingly large ramifications on how you adventure. The minor savings in rules...
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  • CapnZapp's Avatar
    Yesterday, 05:48 PM
    With the emphasis on "weird".
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  • CapnZapp's Avatar
    Yesterday, 05:48 PM
    Absolutely. Star Wars, for instance, is imo rather well-suited to D&D's approach, and has guns. What D&D doesn't do is anything even smelling of "gritty" (except at first level maybe).
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  • CapnZapp's Avatar
    Yesterday, 05:45 PM
    Don't tell me that. Tell it to the poster who called D&D firearms a "mockery".
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  • CapnZapp's Avatar
    Yesterday, 01:53 PM
    I wouldn't hold my breath. I'm sure WotC relish the chance of having to explain to gamers moving from video game to tabletop why their Ranger suddenly sucks. And why Larian made changes to a class that WotC have gone on record of saying doesn't need any help... Yes, that was sarcasm...
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  • CapnZapp's Avatar
    Yesterday, 01:50 PM
    Because that severely shortchanges you, at least if you run light and darkness anywhere close to resembling reality. For instance, on a moonless night, you can spot a cigarette from quite a distance. And in a lightless cavern system, you can pick up the light from an approaching party of heroes from far away, even when that light isn't direct, but bounces off of several cliff walls. That...
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  • CapnZapp's Avatar
    Yesterday, 01:39 PM
    Nothing I've said suggests real lethality. We're talking about guns that "mock" you. The difference is between a system where you're hit (but shrugs it off) and a system where you're not hit. D&D is an example of the first one. No matter how you spin it, a bullet is never going to cause serious harm to a level 8 character. In other games that bullet WOULD have killed you, were it not...
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  • CapnZapp's Avatar
    Yesterday, 11:31 AM
    Another aspect is distance, or range. The closer the range, that is the more emphasis on melee, the more historic the game, and the greater the acceptance for "taking a dozen hits without flinching". The longer the range, that is the more emphasis on tactical movement and cover, the more modern the game, and the lesser acceptance for "taking a dozen hits without flinching". There are...
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  • CapnZapp's Avatar
    Yesterday, 11:22 AM
    Another post that doesn't seem to realize the genre shift. In D&D, when a level 8 Fighter is attacked by a few goblins with shortswords, their effects are akin to being shot by nerf guns, that is to say, they're an inconvenience but hardly fatal. Does anyone consider this a "mockery of shortswords"? Of course not. The reason D&D "mocks" firearms but not axes or bows is because the...
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  • CapnZapp's Avatar
    Yesterday, 11:13 AM
    Why are you discussing real life here? The entire point of D&D (=hit points and levels) is to ensure that longswords don't hack off limbs (off of heroes). If you play a game where a rifle can kill you from 250 yards, yes, feel free to also allow a sword to cut your head off. But comparing the D&D Longsword to the Old West Colt Peacemaker is a mistake, since now you're comparing apples...
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  • CapnZapp's Avatar
    Yesterday, 11:05 AM
    Even more importantly, WFRP had Fate Points, which is something you need to separate the heroes from the mooks when you don't have Conan's 145 hit points. So, yes, WFRP is a better framework to base a Old West game with gunplay on, than D&D. Not because D&D is bad, or because it's worse than WFRP. It's not. But because they support different genres. D&D is built from the ground up...
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  • CapnZapp's Avatar
    Yesterday, 09:12 AM
    Most RPG products still feel like they have barely been playtested at all. Scratch the surface and the framework falls apart, such as when you deliberately create a character with a large amount of XP. Why? Because far too few customers are discerning customers, who even find flaws, let alone care sufficiently to speak of them loudly enough that the company's bottom line is affected. ...
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  • CapnZapp's Avatar
    Yesterday, 09:02 AM
    The entire *point* of having hit points in fantasy RPGs is to enable mighty melee heroes. In real life, entering a sword skirmish is incredibly risky, and the notion that "as long as you're skilled you'll do alright" is nonsense. The reason "name" characters survive medieval fights is because they're kept out of the worst fighting. So level 1 D&D heroes are actually quite realistic, at...
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  • CapnZapp's Avatar
    Yesterday, 08:46 AM
    You are way too aggressive about this. I am pointing out the high-level implications you need to be aware of if you are working on a solution. Does that mean you must obey me like a slave? Certainly not. It means that if you, in your best opinion, conclude you must compromise from these points, then you are free to do so. But then you need to compensate for the lost power, flexibility...
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  • CapnZapp's Avatar
    Yesterday, 08:21 AM
    I agree something that's just poor doesn't break the game since you just ignore it. But having limited options can still be a problem, even though you seem to dismiss it. Twfing is simply not good enough. At higher levels it is an outright trap for the optimal-minded player in an options-full game.
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  • CapnZapp's Avatar
    Yesterday, 08:16 AM
    Low light is real easy to keep track of. As soon as you're outdoors, say on a moon-lit night, you just see as normal. And in dark dungeons, you see twice as far as the humans. Definitely low light vision is useful to force the heroes to have a light source. But really the devs dont seem to care. I am sad the only two meaningful options are either darkvision or a bright light source. Any...
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  • CapnZapp's Avatar
    Saturday, 15th June, 2019, 04:34 PM
    Yes the devs failed to see how the abundance of Darkvision makes it too easy to create an all-Darkvision party. Forest races (Elves, Half-Elves and Gnomes) should have low-light vision, not Darkvision.
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  • CapnZapp's Avatar
    Saturday, 15th June, 2019, 04:28 PM
    It is saying something when you look at the Ranger and see how it requires the bonus action for no less than TWO archetypal abilities (dual wielding and Hunter's Mark). Never mind keeping it for use by a nice feat... or a magic item... 🤪
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  • CapnZapp's Avatar
    Saturday, 15th June, 2019, 04:23 PM
    I'm not overlooking anything. I am just defining where the design work of this thread must end up at to be truly satisfactory. I'm basically trying to save y'all some time and effort, so you don't end up with a solution that still sells TWFers short when it comes to high-end powers by committing the bonus action earlier than for the GWFer.
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  • CapnZapp's Avatar
    Saturday, 15th June, 2019, 04:18 PM
    Then I gotta ask you why you are even in this discussion? You can't seriously be here only to tell us a little imbalance is nothing to worry about? This entire thread is based on the premise dual wielding is just not good enough and needs an upgrade.
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  • CapnZapp's Avatar
    Saturday, 15th June, 2019, 10:50 AM
    Simplifying vision into only Darkvision was something WotC did anxious to avoid 5E being a failure. It was not necessary. It is a mistake. I can understand why they did it, but low-light vision needs to be readded to the game.
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  • CapnZapp's Avatar
    Saturday, 15th June, 2019, 10:46 AM
    Not sure where you're going with this. I mean, the absolute priority is to avoid Boring, right? If the only way to make a fight sufficiently challenging to avoid Boring is to make it take a long time, then your core game is too involved. I believe that is the fundamental flaw of 4E. I think that shows why there is a limit to the lengths a game should and can go to avoid anti-climactic...
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  • CapnZapp's Avatar
    Saturday, 15th June, 2019, 10:29 AM
    First off, if you seriously intend to dismiss balanced rules design with "players just choose anyway" then we are done and I have nothing to tell you. Still here? Good. Then my answer is: the ONLY strength characters I see, are the ones using two-handed weapons. This is not so much a balance concern as an aesthetic one. I don't think the benefits of Dex in 5E should be taken for...
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  • CapnZapp's Avatar
    Saturday, 15th June, 2019, 10:24 AM
    Two-Six: High levels offer increasingly better options for your Bonus Action. Any fighting style that hogs it just to keep up is inherently worse off. That is, relying on a fighting style whose enabling feat claims your BA is bad, but relying on a fighting style that claims it already from the start is worse. Especially if you're a class whose core features require it. The only real...
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  • CapnZapp's Avatar
    Friday, 14th June, 2019, 06:49 PM
    MMearls does make great waffles!
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  • CapnZapp's Avatar
    Friday, 14th June, 2019, 06:44 PM
    It's a game set in Baldur's Gate. A case can be made it is the third such game. The rest can be explained by the devs desire to capitalize on the goodwill of the series.
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  • CapnZapp's Avatar
    Friday, 14th June, 2019, 06:40 PM
    You use one of my arguments to shoot down the other, and vice versa... One of the reasons GWF is so good is that it leaves your BA open for other options. Choosing PM or CE locks down your BA, for good but also for bad. TWF is unique in how the BA is locked down already from the beginning. This is not an advantage, even though newbs think it is. Since you can readily find a use for your...
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  • CapnZapp's Avatar
    Friday, 14th June, 2019, 09:19 AM
    (My bracketed sentence ending inserted) Yep, that's for sure. Then again, encounter guidelines are easily ignored so this is a small price to pay :) (In my mind this is similar to complaints about leveling is too fast, or too slow. My response? Give out less, or more, XP, and problem solved - no real rule changes necessary!)
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  • CapnZapp's Avatar
    Thursday, 13th June, 2019, 11:31 PM
    Okay. So let's come up with another abbreviation if you don't feel 5E manages to avoid LFQW. Let's say 5E only manages to avoid WTFBBQ. Now reread my every post and every time I write "I hope Paizo avoids LFQW" or similar, in your mind replace it with "I hope Paizo avoids WTFBBQ" In other words, I don't care what you call it. 5E takes great strides toward caster-martial equality that...
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  • CapnZapp's Avatar
    Thursday, 13th June, 2019, 11:20 PM
    The first comment on that page: "Personally, I absolutely hate the way AL does treasure and magic items."
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  • CapnZapp's Avatar
    Thursday, 13th June, 2019, 11:18 PM
    Isn't the straight-forward answer "no". That is, the player characters are children. Nothing about that suggest the players are intended to be children. If anything, the intended audience is grown-ups that were children in the eighties. You can use this game with children the same way you can use any ttrpg with children, that is to say "probably not a good idea".
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  • CapnZapp's Avatar
    Thursday, 13th June, 2019, 09:30 PM
    Again, please consider using these two features as the base: 1. The TWF fix is offered thru a feat. (Feat-less games unaffected; no cascade effects) 2. The TWF fix allows you to use your Bonus Action on other things. (No minmaxer choose TWF since it makes you unable to later utilize any of may magic effects and items) Ideally from the get go but at level 11+ at the very least.
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  • CapnZapp's Avatar
    Thursday, 13th June, 2019, 02:04 PM
    No. Being able to combine excitement and reasonably fast play is not an unreasonably impossible goal, no matter how you try to twist it. For us, 4E failed. That doesn't mean WotC can't do it right. In this aspect, both 3E and 5E works much better.
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 08:13 PM
    No, just ignore "every Wizard is based in Altdorf" other silly details and you should be fine.
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 08:10 PM
    What does? Sorry, what are you saying?
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 06:13 PM
    Given how even official adventures eschew the xp guidelines, and basically level up after specific chapters, I am having trouble seeing what the problem is. Or hand out twice the default monster xp, or whatever. What I'm really interested in is, didn't those old AD&D games, including Baldur's Gate, follow the official xp amounts? I can't recall ever hearing this complaint against 5E...
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 03:18 PM
    Exactly. If somebody looked at 1/2E WFRP and went "it seems promising... but it needs to add Pathfinder levels of extra cruft" then 4E is for you. Everyone else should definitely try before they buy.
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 03:16 PM
    And yet, none of that change any of the facts I stated :)
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 11:21 AM
    I'm not saying they can't pull it off, but when your audience isn't asking for it, and given Paizo's record, I remain dubious. After all, adding these restrictions mean nothing unless they then have the courage to actually add them to nearly every spell. Take 5E as an example. Imagine removing the Concentration requirement from as few as a dozen spells, carefully selected. Boom! You've...
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 11:10 AM
    Please gate whatever TWF fix you're gunning for behind a feat. You can thank me later.
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 11:07 AM
    Unfortunately it's a complete mess. Every condition has its own special rules, and nothing works the same. They all have various modifiers to keep in mind that might or not be conditional. You might get -10% to all tests, but your opponent might also get +1 SL on their tests against you. They all require further die rolls at the end of turn, except when it's at the end of every other turn. ...
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  • CapnZapp's Avatar
    Wednesday, 12th June, 2019, 10:35 AM
    Having the PHB content is the obvious goal here. They wouldn't want to exclude any PHB character option unless they have to for technical reasons. But expecting more than the PHB (in the basic start offering) comes across as wildly unrealistic. I can't come up with a single reason why they would want to give away for free when it's an easy sell if the game does well. And the game...
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  • CapnZapp's Avatar
    Tuesday, 11th June, 2019, 11:18 AM
    Thank you. Yes, this is the root of all those "it isn't D&D" complaints. Because if you find that you must choose between easy combats and long combats, then the game does fail at the core. Choose easy, and you do have time for story. On the other hand, the game gets this "plastic" feeling, somewhat like a superhero movie, since there is little challenge and few consequences. Choose...
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  • CapnZapp's Avatar
    Tuesday, 11th June, 2019, 10:57 AM
    Then we have LFQW. I got a PM saying essentially that nobody is asking Paizo about it. This scares me the most. I can totally see the Pathfinder die-hards actually liking the d20 level of magic power, easily sacrificing fighters and what not, simply because it's never them that is playing those, always their friends. But believe me, it would be a colossal mistake to not heed 5E here. That...
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  • CapnZapp's Avatar
    Tuesday, 11th June, 2019, 10:46 AM
    Lighter DM workload as regards monsters? Yes please. But what Paizo means by "simplified" might still amount to nothing, if they don't make a truly fundamental change, like 5E did: monsters using different and much streamlined creation rules and not requiring gear to function. Valuable gear with bonuses, that is. This latter part took me a year to appreciate, but now I see that it is not worth...
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  • CapnZapp's Avatar
    Tuesday, 11th June, 2019, 10:37 AM
    Our group is very experienced, but unfortunately it was far too much. Everything has niggling special rules. There are modifiers and extra dice rolls everywhere. As I see it, the developers lost oversight and just added stuff everywhere.
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  • CapnZapp's Avatar
    Tuesday, 11th June, 2019, 10:34 AM
    Yes, it is significantly more detailed and laden with special rules than 2E.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 06:39 PM
    ? I didn't realize I was on the pitch, tending the goal.. I was only responding to a poster taking an approach suitable for feat-enabled games and predicting doom and gloom for the feat-less game.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:55 PM
    My point regarding races is that any 2019 Baldur's Gate would be a 5E Baldur's Gate, complete with Dragonborn and Tieflings always having lived there. I can't make sense of the idea they would repeat the AD&D Baldur's Gate. (I can understand why you could *hope* or *want* that, but not that you'd actually *believe* it would happen.)
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:46 PM
    I really hope they abandon the presentation where each class just little more than a soup of feats. You can have flexibility and options and still paint a strong clear picture of what each class is supposed to be.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:43 PM
    I can only speak for myself but to me it is obvious that fixes intended for feat-enabled games are best implemented using feats. That is, I see no reason to change the basic game at all. Any fix that begins with removing the BA from two-weapon fighting would do so through a feat. Yes, that would likely make that feat a must have for TWFers, but that battle was lost a long time ago.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:36 PM
    Let me stop you right there Now you're assuming a clumsy fix that basically just removes the bonus action usage. And besides, nobody will argue Rangers become overpowered just because they, you know, get to actually use their trademark class abilities! A thing like Hex is balanced in isolation. Not being able to use your chosen fighting style is NOT a required balancer. At higher levels...
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:31 PM
    There are too many desirable things you might want to do with your bonus action. It would still mean TWFers would be barred from, say, a magic item that lets you take the Dash action as a bonus action. I would never take TWF except in the most magic-light of campaigns, and probably only in a feat-less game as well. (My own games are the polar opposite of that) Making a choice at level 1...
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:25 PM
    This.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:24 PM
    The -5/+10 mechanism is definitely two too many already. Meaning the game is better off removing it entirely, both from GWF and CE.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:22 PM
    I'm okay with that. Remember that in 2E and 3E you always added Strength to damage. In fact 5E removed or lessened maybe nine different limitations on Dex, which is definitely way too many. I really go find the old post where I enumerated the long long list of things WotC did to appease the demand for svelte lithe action heroes with no need for brawn, despite D&D not being a kung-fu...
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 01:13 PM
    What is "D&D’s new ‘Devil Deals’"? (Unless that was just the reporter's personal wish list...)
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:59 PM
    I don't live in America but I believe that's easier said than done...
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:58 PM
    I don't see that either. Hoping for non-core character build options in the basic offering is... unwise in my opinion.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:57 PM
    That is likely because you're not a content owner. The notion of being able to rent out content again without having to sell it or otherwise transfer any rights, so you can charge a fee each and every time said content is accessed, and withdraw it at any time for any reason, is a corporate wet dream!
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:54 PM
    Counting down to three! 1, 2... *please check your connection*
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:53 PM
    That potential market is seldom deemed big enough to be worth the hassle of a Mac implementation.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:52 PM
    Except offering cloud gaming is very different than show streaming. But if you by "basically" mean you subscribe to a service over the Internet, then yes. Then Stadia is basically the EN World of video games, assuming you're a community supporter.
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:49 PM
    Yes. Everyone is all doom and gloom when it comes to Stadia, but that is not our concern
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:47 PM
    Yes. I see no reason for them to encroach upon other content like that. There are plenty opportunities closer to the Baldur's Gate city that allows them to carve out their own playground. If they ever revisit other content, it feels much much more likely they will sail to Chult than add Waterdeep or Neverwinter, each of which is an established property in itself that would threaten to...
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  • CapnZapp's Avatar
    Monday, 10th June, 2019, 12:42 PM
    You have a point. Still, expecting full PHB support isn't mindless fangushing or idealistic naivete. Assuming we are really talking 5E rules (and not "5E rules") I don't see how they could have negotiated themselves out of supporting the full PHB. The only real alternative would be to support the Basic SRD only and that's so limited I would expect them to already at launch commit to a...
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  • CapnZapp's Avatar
    Sunday, 9th June, 2019, 08:19 AM
    Let's focus on the core reason for con 'ventures being poor: their incredibly short length. That does not mean it is impossible to tell a good story quickly, only that it is very hard to do so. Con scenarios are usually repetitive and not novel because the writer needs to have a moment of brilliance to come up with something that works in such a limited format. If you play at home, you...
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  • CapnZapp's Avatar
    Sunday, 9th June, 2019, 08:06 AM
    Believe it or not, drbadwolf, a DM ruling out a certain build option is not alien or disagreeable in any way. In fact, it is perfectly reasonable. Given the players are informed well in advance of signing up for play, of course.
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  • CapnZapp's Avatar
    Sunday, 9th June, 2019, 07:59 AM
    PS. I for one do not dispute the supremacy of Dex. (Just about the only reason to use Strength is to use a heavy weapon) Last time I checked (years ago) I believe I counted to nine ways restrictions on Dex combat and range and mobility had been lifted or voided (from 3E to 5E). To this day, I maintain it was (at least) one bridge too many.
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  • CapnZapp's Avatar
    Sunday, 9th June, 2019, 07:56 AM
    No, now you went ahead and forgot that I only used haste as an example of bonus action usage. Okay, so I have to be brutally clear: The fact TWF hogs the bonus action is a significant disadvantage. You want that "slot" to be open for use by the myriad cool effects that become available at mid to high levels, where Haste is far from the only effect, assuming of course the DM isn't running...
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  • CapnZapp's Avatar
    Saturday, 8th June, 2019, 10:48 PM
    Not sure what you mean. Yes of course TWF is good. That does not mean it should be "unupgradeable". That is, once you get your hands on a magical effect that utilizes the bonus action, the current implementation of TWF loses its steam. I hope we agree this is less than ideal. Not a huge deal breaker, but enough to validate having this conversation, no?
    197 replies | 4977 view(s)
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  • CapnZapp's Avatar
    Saturday, 8th June, 2019, 10:44 PM
    Sure. Absolutely. The design challenge is to achieve mechanical distinction while maintaining this lofty goal a) without feats b) with a feat c) with, say, Haste
    197 replies | 4977 view(s)
    1 XP
  • CapnZapp's Avatar
    Saturday, 8th June, 2019, 10:39 PM
    I see various speculation. What I don't understand is why it isn't obvious to more than me that of course every PHB option will be included. There is no reason this game will follow the world of AD&D Baldur's Gate... It will be an updated 5E Baldur's Gate world. Expect Warlocks and Dragonborn and what not as the new canon.
    252 replies | 10698 view(s)
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  • CapnZapp's Avatar
    Saturday, 8th June, 2019, 10:36 PM
    Since I believe you could double the sneak attack damage (d6 every level instead of every other) and the Rogue would still only be reasonably balanced I feel you can do pretty much what you want with your suggestion.
    36 replies | 1235 view(s)
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  • CapnZapp's Avatar
    Friday, 7th June, 2019, 11:11 AM
    2nd thread on this
    7 replies | 394 view(s)
    0 XP
  • CapnZapp's Avatar
    Friday, 7th June, 2019, 11:09 AM
    Not sure which suggested rule you're thinking of here. The biggest problem with TWF from a game optimization standpoint is how it monopolizes the bonus action. A fair chunk of minmaxing as you level out of the low levels is putting the bonus action to good use. For everybody except level 11+ fighters that takes you from 2 to 3 attacks; a whopping 50% potential you can't afford not to...
    197 replies | 4977 view(s)
    0 XP
  • CapnZapp's Avatar
    Friday, 7th June, 2019, 10:52 AM
    How about you reassuring me then, instead of merely trying to dismiss my concerns by clumsily trying to paint them as FUD?
    74 replies | 4215 view(s)
    0 XP
  • CapnZapp's Avatar
    Friday, 7th June, 2019, 10:49 AM
    Unless we're seeing actual game footage I don't see the relevance.
    252 replies | 10698 view(s)
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  • CapnZapp's Avatar
    Friday, 7th June, 2019, 10:45 AM
    Seconded. App works fine, though.
    76 replies | 3345 view(s)
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  • CapnZapp's Avatar
    Thursday, 6th June, 2019, 09:21 AM
    Yep, today's thread necromancy
    27 replies | 23924 view(s)
    0 XP
  • CapnZapp's Avatar
    Thursday, 6th June, 2019, 09:17 AM
    The rule from Dominia targets the biggest rules hole still in D&D - that the players can always game the difficulty level by choosing more or less rests, essentially trivializing any challenge if they want to. They're given plenty tricks that negate every obstacle to resting except for one "you're running out of time". Any DM dead tired of that trope (not to mention how time crunches in 99% of...
    143 replies | 5542 view(s)
    1 XP
  • CapnZapp's Avatar
    Thursday, 6th June, 2019, 09:06 AM
    Warlord
    29 replies | 1114 view(s)
    2 XP
  • CapnZapp's Avatar
    Wednesday, 5th June, 2019, 09:28 AM
    Ever heard of this little thing called nostalgia? 80's role-players are middle-aged and well-off now. They can easily afford to indulge, so nope, no scam.
    60 replies | 990 view(s)
    0 XP
  • CapnZapp's Avatar
    Wednesday, 5th June, 2019, 09:20 AM
    Lol
    124 replies | 7417 view(s)
    0 XP
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Wednesday, 12th June, 2019

  • 05:41 PM - TwoSix mentioned CapnZapp in post Improving Two-Weapon Fighting
    ...hit effects remains the same. A 5th level fighter with the Dual Wielder, Crossbow Expert, or Polearm Master all have the same number of possible hits. I'm not sure that this should be in the DW Feat - it doesn't fit. I do like the idea of extra damage and I think you might channel the Two Weapon Rend feat from 3E - something like "When you hit a target with two non-ranged weapons with which you are proficient in the same round and are using Strength as the modifier you do +5 damage." Only +5 damage and not +10 because there's no negative modifier (and you're getting double stat bonus damage anyway). And round, not turn as the Bonus Action from TWF can be separate from the Action, plus it allows the PC to get the bonus damage from using a Reaction. Again, nah. Assuming a world in which martials have access to GWM and SS, the -X/+X mechanic is necessary. It lets attacks scale better with both accuracy and on-hit effects. (You could of course do a complete redux of feats, like CapnZapp did a few years ago, but one of my criteria was to keep the design as parsimonious as possible. So no GWM/SS fixes here.) And +5 on a disadvantaged attack (since it requires two different attacks to hit) is absurdly weak. Assuming roughly standard hit rates, that's maybe a +2 damage bump per turn that doesn't scale with Extra Attack. Totally defeats the point of the design. One of my main criteria is that the feat redesign should sit on the safe shelf as GWM or PAM or SS. It needs to be competitive without blowing them away (<10% delta in either direction, ideally). Now, running some numbers, I have some concerns about Tier 1 deltas for strong Tier 1 builds like VHuman Fighter 1/Barb2. The delta is about 1.6 DPR between someone taking Dual Wielder and GWM at level 3 (23.3 to 21.7, assuming point buy, Reckless/Rage, and a 1 in 3 proc rate on GWM). GWM/PAM pull ahead at level 6, though, even with the Dual Wielder bumping Str to 18. (42.2 to 40.7). I might need to make a li...

Thursday, 30th May, 2019

  • 12:09 PM - robus mentioned CapnZapp in post Would campaign skeletons address the lack of adventures for minor settings?
    CapnZapp raised an interesting point in the Expanse thread on the lack of adventures for settings once the rulebook is published. Now we all know writing a comprehensive adventure path/campaign is hard (and frequently fails to please everyone all of the time). But is there an opportunity for something simpler (a campaign skeleton say?) which GMs could flesh out as they go? I frequently find that I like the general idea of a campaign and then get frustrated with the details provided. (Often the details seem confusing or at odds with the campaign, or just included to for funsies and not really contributing anything). A campaign skeleton would basically act as an adventure outline identifying the villain and major antagonists and the general structure (hooks to get into the adventure and the major plot points). I'm thinking something like a 5 or 10 page outline? Adventures are generally easy to conjure on short notice: you know the party and their level, so throwing obstacles at them isn't too...

Wednesday, 22nd May, 2019

  • 07:34 PM - Mercurius mentioned CapnZapp in post Game of Thrones Spin-offs: News & Speculation
    CapnZapp, good thoughts but I'd go further and say in an ideal world we'd get a Malazan series, or a proper attempt at Earthsea, or something else entirely. But you know how the biz works: you leverage a brand that works, and HBO is going to try to make as much money as possible off "Game of Thrones" as they can...and GRRM will laugh all the way to the bank, even if it veers further and further from his original vision.

Tuesday, 21st May, 2019

  • 05:00 AM - pemerton mentioned CapnZapp in post If there's one game where stat differences are justified, what game would that be?
    I'm far more interested in the value he feels this adds to the game.By this you're meaning not just gendered roles/classes/playbooks, but sex-based stat penalties? My guess - from the discussion of Conan in the OP - is that CapnZapp wants the play experience that would result from gendered classes/playbooks, but (1) isn't too familar with a wide range of RPGs beyond a certain sort of D&D, and (2) has a certain sort of "simulationist" sensibility that leads to a preference for process-driven mechanics (men are stronger, so give them a stat mod) rather than just cutting to the chase and having gendered classes/playbooks.
  • 04:28 AM - pemerton mentioned CapnZapp in post If there's one game where stat differences are justified, what game would that be?
    you've framed it in the context of wanting to make a game where "men are from mars" because you think that's how "things are IRL" CapnZapp didn't say that's how things are iRL. To the contrary, The point isn't to moralize or repress someone's real-life gender identity. The point is that in this world, and in particular my take on it, "men come from Mars, women come from Venus".The phrase this world referst to the imagined world of the RPG, not real life. I doubt I would play the game that CapnZapp posits. I do play RPGs which, as part of their presentation of mediaeval life, note the significance of certain gender distinctions (Burning Wheel has some lifepaths that are women only; Prince Valiant has a discussion of assumed gender roles, and how this might bear on the incorporation of women PCs into the game). I agree with the suggestion by you and steenan that what CapnZapp is looking for would probably be better achieved by having gendered lifepaths or gendered "playbooks" (to use the PbtA terminology). In a D&D-type game, this would be gendered classes. Mazes and Minotaurs is a semi-spoofy OSR-ish RPG that do...

Monday, 20th May, 2019

  • 12:00 PM - Aldarc mentioned CapnZapp in post State of the mystic
    Having a Psion class is a good call. I agree with CapnZapp that a lot of past psionic archetypes could easily be ported to subclasses of preexisting classes: * Psychic Warrior: Fighter Subclass * Soul Knife: Monk or Rogue Subclass * Wilder: Sorcerer Subclass * Ardent: Bard or Cleric Subclass

Sunday, 5th May, 2019

  • 08:30 PM - Aldarc mentioned CapnZapp in post Paizo To Make Kingmaker Bestiary... For D&D 5E!
    CapnZapp, you seem to be sending mixed messages. On the one hand, you seem to think that Paizo missed their opportunity to make products adapted directly for 5E as is. On the other, you bemoan that Paizo is not making "5E Advanced." But I suspect that if Paizo made either then their profits would fizzle out even faster. Why would the market bother with Paizo if they did either especially when many tables do not allow 3pp materials? By producing materials for 5e, Paizo would be making themselves niche among niche rather than carving out a more unique niche for themselves.
  • 03:50 PM - Hussar mentioned CapnZapp in post Paizo To Make Kingmaker Bestiary... For D&D 5E!
    I think the point that CapnZapp was trying to make is that Pathfinder is a pretty small slice of the RPG market. Considering that the RPG market without WotC producing any new books is about 15 million dollars (and that included 3e and 4e at the time), it's not really too much of a stretch to think that Pathfinder's market share isn't really large. I realize that the common wisdom is that WotC is the 600 pound gorilla, but, really, we don't know how the market slices up.

Friday, 3rd May, 2019

  • 05:09 PM - Oofta mentioned CapnZapp in post "straight" rolls in D&D
    If you have a sub-plot of removing the alignment change aspect, consider an alternative. Make it an incredibly difficult task. Make it a quadruple deadly encounter if you have to. If the party fails, it's not a TPK, the only long term result is that they missed their one shot to "fix" the item. They can't even destroy it if they wanted to. At that point they have a dilemma. Continue to use the item risking becoming evil NPCs or never use it again, but that risks the item calling out to a more amenable party. Let them know ahead of time what's going to happen. There's a McGuffin that can be used to destroy the item once they know what's happening but it might, maybe, just possibly be able to change it as well. As far as LE being allowed in the party, I agree with CapnZapp. Just because a person is lawful doesn't mean they won't (or shouldn't) sooner or later kill off other PCs. It's just that when they do it they'll let you know that "it's nothing personal".

Tuesday, 16th April, 2019

  • 01:54 PM - Sadras mentioned CapnZapp in post Deconstructing 5e: Typical Wealth by Level
    Look, @CapnZapp, I get what you are looking for, but, frankly, it's just not feasible in the 5e ruleset. It really isn't. The fact that no game system or designer has pulled it off or done any better than Gygax kind of indicates it can't be done. How good any magic item is depends on to many intangibles. Despite me not 100% agreeing with @CapnZapp regarding rarity, I don't believe the above statements are quite true. I mean what you need is a base for the cost of magic, it should not be so difficult to tabulate. Then what you need are (1) multipliers for high and low magic campaigns, (2) Consumable or Permanent enchantments, (3) Utility and (4) Rarity (Tiered - perhaps as per @S'mon's post). It just requires some work which I think WotC would rather not invest but I think it would be worthwhile in the long run, but that is just me. @CapnZapp, funny enough despite all the negative feedback you endure on this board for the issues regarding Rests, Feats and Magical Items I certainly appreciate...
  • 09:31 AM - Hussar mentioned CapnZapp in post Deconstructing 5e: Typical Wealth by Level
    Look, CapnZapp, I get what you are looking for, but, frankly, it's just not feasible in the 5e ruleset. It really isn't. 3e and 4e both took their mechanics from how earlier editions of the game were being played. If you played AD&D, you were absolutely dripping in magic items. Either from playing AD&D modules, or using the random treasure charts, AD&D presumed a huge number of magic items in the group. They might not have been powerful items, but, you did have a bunch of them. I mean, all you have to do is look at the 1e paladin who was limited to only ten magic items. 4 weapons, a suit of armor, a shield and 4 more magic items. That was the hard limit for paladins. Yikes! That's about what you'd expect on a 10th or 12th level 3e character in a very high magic campaign. So, 3e and 4e welded the magic items into the character building rules. You were presumed to use magic items to build your character. The problem is, players being the pragmatists that they were, spent their cash o...

Sunday, 14th April, 2019

  • 04:02 PM - Maxperson mentioned CapnZapp in post Deconstructing 5e: Typical Wealth by Level
    That's a good thing. Giving PCs easy access to magic items was a bad idea in 3E and 4E. Note WoTC barely follows their own rules for items, money and encounters. Whether it's good or bad is entirely opinion based. For you and I it's bad, and for CapnZapp it's good. He has rules in Xanthar's for buying magic items now, and if he doesn't like that brand of strawberry ice cream, he has the ingredients for the strawberry ice cream he wants, so he can make his own.

Friday, 29th March, 2019

  • 12:54 AM - Ovinomancer mentioned CapnZapp in post What is a "Reputation Comment"
    Before I say something negative, I try to put myself in someone else's shoes. In this case, I would try to remember that Morrus has to respond to a lot of stuff, moderate comments, deal with extraneous stuff on the board, and have a life too. Especially when other people (like Nagol, for example) can also fill in details. :) OTOH, I also remember that I don't always practice what I preach, so there's that. And that's more important than responding to CapnZapp?! Pull the other one, it's got bells on!

Saturday, 16th February, 2019

  • 04:55 PM - doctorbadwolf mentioned CapnZapp in post Variants/Subclass for a DPR Rogue
    CapnZapp thanks for the comments. The issue I have is, I’m not convinced of the severity of damage output gap that you’re referencing. I do see a gap in combat optimized feat heavy games, but not one that merits doubling SA damage per round. I also don’t have much trouble in such games keeping my rogue alive in melee. My level 12 thief isn’t DPR king, because I chose to make him an untouchably slippery eel of a skirmisher. The rogue is better at using skillful movement than anyone else. I’ve got expertise in acrobatics, athletics, stealth, and deception, and use them all in nearly every fight. Frequency descends from “every fight” to “many fights”, in roughly the listed order. As a Lightfoot halfling, I can hide in plain sight, though, which helps. Anyway, I think that increasing crit frequency, or adding a flat damage bonus to all attacks that qualify for SA (so, you’re nearly always getting 2-5 extra damage, even when you’ve already used your SA as a dual wielded) A thrown weapons...

Friday, 15th February, 2019

  • 09:56 PM - doctorbadwolf mentioned CapnZapp in post Variants/Subclass for a DPR Rogue
    So, some folks are disappointed that the 5e rogue is not focused on DPR, while others are happy that the Rogue basically auto-wins at skill stuff, and are satisfied with moderate damage output. I am in a third camp. I love the 5e Rogue as it is, but would also love to see a DPR focused subclass and perhaps some options for variant class features that support a more 4e style "kill stuff like a rad killing machine" rogue. I'm not interested in adding class features, unless it's going to be a ribbon or something like that. In general, let's keep a similar total power level to the PHB. CapnZapp I know you're more in the "the rogue just isn't good, overall" camp, but I'd love to hear any thoughts you have that are within the scope of the brief above. My preliminary thoughts, in very rough draft, are: Subclass: There is room, here, for a strength rogue. Expanded weapon list that works with Sneak Attack, including glaive, longsword, any one handed weapon or versatile weapon. Your attacks that qualify for Sneak Attack deal extra damage equal to your Strength mod. Once per short rest, you can deal Sneak Attack damage a second time per turn. Level 9, gain Extra Attack 13th, add Str mod as a bonus on all Dex checks and saves? too much for 13? 13 tends to be more utility, rather than power. 17th, gotta be big. SA on every attack for 1 minute, 1/rest? Auto-crit 1/rest? Max SA damage when you crit? Expanded Crit Range? Alternatively, what about a swordsman subclass that is about ruthless efficacy rather than flair and panache? Maneuver dice, or expanded crit range an...

Wednesday, 13th February, 2019

  • 05:49 PM - OB1 mentioned CapnZapp in post Artificer UA to be released in February
    Again, you can see that as either a feature or a bug; there are valid arguments for both, even if I don't necessarily agree personally with all of them. But these "the emperor has no clothes" allusions really need to stop. And it can be both a feature for me and a bug for CapnZapp at the same time. There is no right or wrong about this, just a preference. Being called a corporate tool who can’t see through the lies and laziness of WoTC for expressing my preference is just lame.
  • 05:27 PM - DEFCON 1 mentioned CapnZapp in post Artificer UA to be released in February
    There's nothing wrong with CapnZapp or DQDesign believing a snail's pace release schedule sucks for getting new "official" game mechanics (if that matters to you). But I also think we can't deny that their pace has not made their business suffer. And I'd be reticent to put forth the idea that D&D would be "stronger" than they are right now had they been putting out books of game mechanics at the rate they did for 3E and 4E. Expectation for what's coming up has kept interest going for D&D even to us cynics on ENWorld. The fact that we have 100 post threads about trying to divine what two pages of a book might mean and represent is indicative of that. So while some folks want more faster (and there's nothing wrong with that), all of us can understand and accept why we don't get it.

Friday, 25th January, 2019

  • 02:19 PM - TaranTheWanderer mentioned CapnZapp in post Unearthed Arcana: Sidekicks - the simpler approach
    CapnZapp If you want to use this thread as a resource, could you summarize the rules (as discussed and refined) on the OP? It would make it easier to reference. Thanks! (unless you've already done so, in which case, disregard!)
  • 03:30 AM - CleverNickName mentioned CapnZapp in post The help action is not broken, but Working together is
    ...gain it will keep going in?Another attack roll, now with movement. I have no problem with how combat works. Sorry... Thats not how doing stuff works.You're forgiven. Also, this is how combat works, and combat is a different animal. To presume the same result will occur on retry after retry is to presume the same performance level which is not how it works for most things.Except when it does. Doing the same thing over and over again while expecting different results is a popular definition for insanity. Even non-physical things. Especially non-physical things. (Just ask my wife.) Anyhoo. I tried my best to explain how I do things at my table, and I must have failed because I keep getting asked for clarification. I've tried explaining from different angles, using examples, cracking jokes, but I can't seem to roll higher than a 2. Now I'm out of ideas, and I've wasted enough of everyone's time with my multiple failures. I'm going to embrace my fate and move on. :-) CapnZapp: sorry I let this get so far off-topic. This post was about the Working Together rules, not about repeating failed skill checks ad infinitum. That was my bad.

Wednesday, 23rd January, 2019

  • 04:34 PM - doctorbadwolf mentioned CapnZapp in post The help action is not broken, but Working together is
    @CapnZapp I think this is a case where most folks here just aren’t experiencing the thing you are experiencing. IME, most people aren’t running the modules nearly as much as just making adventures on their own, most of their gameplay doesn’t feature rogues with reliable talent, their exploration challenges are more complex than “don’t get lost or starve to death”, and they don’t actually always have someone with +7 in more than a couple skills at low level, and their players aren’t optimizing enough to assume that +7 is in “the right” skills. edit: heck, I’ve seen groups with no bars or rogue, and no low level maxed out stats, meaning no one has a +7 on anything.


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Sunday, 16th June, 2019

  • 11:12 PM - Ancalagon quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    Absolutely. You quoted the wrong poster though.I wasn't implying that you were wrong, I was trying to support your post, sorry it wasn't clear.
  • 10:02 PM - Azzy quoted CapnZapp in post Ridding Elves and Half-Elves of Darkvision
    The goal isn't to enable players to ignore light. The way you had to create a less interesting party was the main thing that kept parties to using light. Like I said, the change might seem innocent enough, but it ends up messing with the game's expectations. The game is clearly meant to be run for a party using light. The feeling of dread fundamental to human nature when you're in an "island" of light, surrounded by darkness, is one of the simplest and most effective tools in any DMs toolbox. In this case WotC comes across as clumsily tinkering. I'm sorry, but I believe that you are projecting your expectations onto the game. If you want to emphasize that, that's perfectly valid (and I can understand why 5e fails you in this regard), but I don't think that a lot of people care about creating a sense of "dread" through lighting and whatnot.
  • 09:32 PM - gyor quoted CapnZapp in post Baldur's Gate III Announced; Powered by D&D 5E
    I wouldn't hold my breath. I'm sure WotC relish the chance of having to explain to gamers moving from video game to tabletop why their Ranger suddenly sucks. And why Larian made changes to a class that WotC have gone on record of saying doesn't need any help... Yes, that was sarcasm... I think they'd say in need of tweeking, not sucked.
  • 09:26 PM - doctorbadwolf quoted CapnZapp in post Improving Two-Weapon Fighting
    One day we will have to have a discussion about Strength and Dexterity. I'll show you the eleven ways 5E tilts the balance in favor of Dex at the expense of Str, and you can tell me which ones you feel constitutes improvements, which ones you feel are essential. I vaguely feel like we *have* had that conversation. Possibly in a thread about...armor? Idk. Maybe a thread about rogues? But hey, I remember the bad old days. While I’d love to see Strength get a little more attention in the 5e Rules, I wouldn’t support going back to literally any of the restrictions on Dex from old editions. Last time we talked about this, I had some ideas for boosting Strength, but I don’t recall what they were. Anyway, I just don’t think that the total package in 5e, which is all I beleive is relevant (old edition stuff is interesting at most), is especially imbalanced. If you want to make a big tough guy, you can easily do so and be very effective. Viable right alongside the Dex guys. Im fine with discuss...
  • 09:07 PM - Ancalagon quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    Another post that doesn't seem to realize the genre shift. In D&D, when a level 8 Fighter is attacked by a few goblins with shortswords, their effects are akin to being shot by nerf guns, that is to say, they're an inconvenience but hardly fatal. Does anyone consider this a "mockery of shortswords"? Of course not. The reason D&D "mocks" firearms but not axes or bows is because the genre has shifted. You expect a Wild West revolver to be (way) more lethal than a (D&D) shortsword. This would suggest you would expect a Wild West longsword to be (way) more lethal than a (D&D) plasma rifle. And that's exactly what you're getting. So before you respond to posts discussing "illogical mockery" it pays to think about genres! :)I think people need to be clear if they mean a genre or a setting. "Middle age" is a setting, not a genre. Yoon suin is a setting, not a genre.
  • 07:07 PM - doctorbadwolf quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    With the emphasis on "weird". Nah. All you need for a non weird western game using 5e’s basic engine is new classes with plot tokens of various kinds instead of stuff like spells and guns that do massive damage. Just use the optional lingering injury and gritty healing rules from the DMG, and run with it. It’s about as much extra material as running Eberron.
  • 04:27 PM - Tony Vargas quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    In other games that bullet WOULD have killed you, were it not for the small fact that you spent a Hero point and it really didn't.. In D&D we call them hit points.
  • 03:09 PM - doctorbadwolf quoted CapnZapp in post Improving Two-Weapon Fighting
    I agree something that's just poor doesn't break the game since you just ignore it. But having limited options can still be a problem, even though you seem to dismiss it. Twfing is simply not good enough. At higher levels it is an outright trap for the optimal-minded player in an options-full game. You may have missed it, in the course of debating multiple people, but I already agreed with you about TWF. My disagreement was about Dex and strength. You also seem seem to have misunderstood the particulars of what I was saying, so I’ll try one more time. Strength isn’t so far behind Dex that a significant # of players just don’t make Strength characters. OTOH, TWF does get left behind by non-optimizers, because it both is and feels less powerful for most characters. The only invested TWFER in my games is actually a Strength Paladin with a 10 Dex! She wanted the Fighting Style so I let her take it, but she’d be more powerful if she’d taken Defensive.
  • 02:38 PM - Azzy quoted CapnZapp in post Ridding Elves and Half-Elves of Darkvision
    Because that severely shortchanges you, at least if you run light and darkness anywhere close to resembling reality. For instance, on a moonless night, you can spot a cigarette from quite a distance. And in a lightless cavern system, you can pick up the light from an approaching party of heroes from far away, even when that light isn't direct, but bounces off of several cliff walls. That is, carrying a torch gives you away, period. You have always been able to create an all-Darkvision party (four Dwarves, say). The annoying difference now is that you can go Half-Elf, Gnome, Dwarf, Elf and practically replicate the "standard" adventuring party (Human, Halfling, Dwarf, Elf) and STILL gain the not inconsiderable benefit of not having to carry any light. And just because I've been in this discussion - no, the disadvantage on Perception isn't really a problem: most monsters have very poor Stealth. If anything, getting -5 to your score fixes the big that almost everything is trivially eas...
  • 01:47 PM - TwoSix quoted CapnZapp in post Improving Two-Weapon Fighting
    Two-Six: High levels offer increasingly better options for your Bonus Action. Any fighting style that hogs it just to keep up is inherently worse off. That is, relying on a fighting style whose enabling feat claims your BA is bad, but relying on a fighting style that claims it already from the start is worse. Especially if you're a class whose core features require it. That makes sense in a theoretical context. But what BA currently exists in 5e that is better than a weapon attack with a -X/+X rider attached? (Specifically, for any class not a full caster?) The only optimized high level build in 5e that doesn't use it is a sorlock using Quicken. My takeaway is a little different. The primary factor that keeps heavy weapons and archery above any other fighting style is that they have access to the key -5/+10 mechanic. This roughly doubles base damage per attack, and is easily mitigated by commonly available accuracy bonuses (advantage, especially.) Give every common fighting style a...
  • 01:41 PM - MarkB quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    Different approaches for different genres. One is not better than the other, just better suited to a particular genre. And there are plenty of genres which D&D's approach is suited to, and which have guns in them.
  • 12:55 PM - MarkB quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    Another post that doesn't seem to realize the genre shift. In D&D, when a level 8 Fighter is attacked by a few goblins with shortswords, their effects are akin to being shot by nerf guns, that is to say, they're an inconvenience but hardly fatal. Does anyone consider this a "mockery of shortswords"? Of course not. The reason D&D "mocks" firearms but not axes or bows is because the genre has shifted. You expect a Wild West revolver to be (way) more lethal than a (D&D) shortsword. This would suggest you would expect a Wild West longsword to be (way) more lethal than a (D&D) plasma rifle. And that's exactly what you're getting. So before you respond to posts discussing "illogical mockery" it pays to think about genres! :) The "D&D doesn't do guns well" comment that I originally responded to was in reference to using D&D in a Space Opera setting, not a Wild West one. Space Opera isn't too far removed from high fantasy when it comes to the durability of its heroes. An...
  • 12:55 PM - Azzy quoted CapnZapp in post Ridding Elves and Half-Elves of Darkvision
    Yes the devs failed to see how the abundance of Darkvision makes it too easy to create an all-Darkvision party. Or maybe they weren't concerned that players could create an all-Darkvision party. Because why would they be—it the players want to do so, why not let them?
  • 09:20 AM - Ancalagon quoted CapnZapp in post If you could put D&D into any other non middle ages genre, what would it be?
    The entire *point* of having hit points in fantasy RPGs is to enable mighty melee heroes. In real life, entering a sword skirmish is incredibly risky, and the notion that "as long as you're skilled you'll do alright" is nonsense. The reason "name" characters survive medieval fights is because they're kept out of the worst fighting. So level 1 D&D heroes are actually quite realistic, at least compared to higher levels: that d8 can come up a 1 and you shrug it off, and it can come up a 8 and end you, right there. The reason firearms feel off is because you're changing the *genre*. Change the genre and you need to change the damage model. In the Western genre it's important that each shot has a chance of killing you, however small (for the heroes). A game without levels or massive hit points, but with something like fate or drama points to separate the heroes from the mooks works better because you have changed the genre. *That's* why firearms has never felt right in D&D. Warhamm...

Saturday, 15th June, 2019

  • 07:06 PM - Tony Vargas quoted CapnZapp in post Should I play 4e?
    In short, yes 4E has been much discussed. But seldom has its fundamentally overwrought design complexity been questioned. The edition war rarely reached the intellectual level of a discussion or debate, it was characterized by fallacies, especially personal attacks, intellectual dishonesty, questionable agendas, and many persistent factual errors & misrepresentations. Actual discussion of 4e, itself, rather than the straw man effigies of it being attacked, was rare by comparison. The game has been dead & burried for 7 years now, and it's still not possible to have an honest discussion of its actual qualities. 4e being overly complex and hard to learn/play has been an edition-war accusation very nearly as long as the accusation that it was dumbed-down and simplistic. Both were equally valid. Of course, RPGing is a complex activity, and there are many ways to manage, conceal, or otherwise render that complexity acceptable. Rules Lite games - including no version of D&D ever - cope wit...
  • 05:56 PM - FrogReaver quoted CapnZapp in post Improving Two-Weapon Fighting
    I'm not overlooking anything.. Then you are flat out ignoring it. I am just defining where the design work of this thread must end up at to be truly satisfactory. No you are attmpting to declare a specific implementation as the only true way despite others pointing out that such an implementation is nearly impossible to balance around without changing way to many things already in the game. If I were building 5e from the ground up I like your suggestion. I’m not. The implementation of a TWF fix should never require changing specific abilities to work or not work with it. I'm basically trying to save y'all some time and effort, so you don't end up with a solution that still sells TWFers short when it comes to high-end powers by committing the bonus action earlier than for the GWFer. Why is it a problem to commit to the bonus action earlier? Why can’t the TWF have the choice of doing less damage now for more damage later so long as it’s sufficiently more damage later to make up the g...
  • 04:44 PM - doctorbadwolf quoted CapnZapp in post Improving Two-Weapon Fighting
    It is saying something when you look at the Ranger and see how it requires the bonus action for no less than TWO archetypal abilities (dual wielding and Hunter's Mark). Never mind keeping it for use by a nice feat... or a magic item... 浪 Hunter’s Mark isn’t being used every round. Choosing which ability to use in a round is a good part of the game. Some rounds, you sacrifice a bonus attack in order to move Hunter’s Mark to a new target. What feats even even interfere with TWF that aren’t focused on a different fighting style? You’re not PAM Dual Wielding, generally, and you’re never combining it wth Shield Master or Crossbow Expert. If you do PAM dual wield with spears, great! But like, you’re not losing anything. Theres nothing wrong with not not being able to do a thing every single round. This is not why TWF is lacking. It’s lacking because the fighting style feels like it “fixes” a rule created in order to give it something to do, and the feat provides significantly less benefi...
  • 04:32 PM - doctorbadwolf quoted CapnZapp in post Improving Two-Weapon Fighting
    I'll tell you what, your next game, allow a 2d6 dex based great weapon and a cool 1d8 dex based one handed weapon (call it a katana or something) and see how many fighters choose strength ever again. I mean one of those is the Rapier. I still get longsword, Battleaxe, and even shortsword wielders who could be using a rapier. As for a 2d6 option, IME no great weapon fighters are gonna switch to a dex based build, because I’ve tested that with a d8 reach finesse weapon, as well as a versatile d6 version of the whip (spiked chain), and no one went from wanting to play a tough beefcake to a lithe acrobat to grab them. I would see more people who would already make dex builds doing so with more damage. But those guys only ever play dex characters regardless of edition. Then I gotta ask you why you are even in this discussion? You can't seriously be here only to tell us a little imbalance is nothing to worry about? This entire thread is based on the premise dual wielding is just not good enough...
  • 03:07 PM - FrogReaver quoted CapnZapp in post Improving Two-Weapon Fighting
    Two-Six: High levels offer increasingly better options for your Bonus Action. Any fighting style that hogs it just to keep up is inherently worse off. That is, relying on a fighting style whose enabling feat claims your BA is bad, but relying on a fighting style that claims it already from the start is worse. Especially if you're a class whose core features require it. The only real solution is to remove the BA from twfing, from Hunter's Mark, the lot. Otherwise the inescapable conclusion is that only fighters with greatweapons can unlock the full potential of the game: getting the best base damage, the best feat AND still have their BA for the eventual magic weapon or spell. I guess I'm repeating myself, but that's only because I couldn't see where you adress this. The issue you seem to be overlooking is that most of the bonus action abilities that scale damage scale by number of attacks. Both Hunter's mark and GWM/SS do. So if you keep the extra attack but remove the bonus action cost:...
  • 02:56 PM - doctorbadwolf quoted CapnZapp in post Improving Two-Weapon Fighting
    First off, if you seriously intend to dismiss balanced rules design with "players just choose anyway" then we are done and I have nothing to tell you. Still here? Good. Then my answer is: the ONLY strength characters I see, are the ones using two-handed weapons. This is not so much a balance concern as an aesthetic one. I don't think the benefits of Dex in 5E should be taken for granted. I believe it is very instructive to look at just how far 5E has deviated from previous editions (read 3E) when it comes to Strength vs Dexterity. I really need to find that old thread now... That’s odd. I’ve seen plenty of strength sword and board characters, and a handful of dual wielders. My point is that if players are generally choosing something in spite of a forum goer perception that it is “weak”, it is probably actually pretty balanced. We here are much more sensitive to the fine power level differences than the vast majority of players. The game doesn't need to be so balanced that there is ne...


CapnZapp's Downloads

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High Level Shopping
High Level Shopping
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[ToA] The many and fabulous bazaars of Port Nyanzaru
The second iteration in convenient PDF form.

General discussion: http://www.enworld.org/forum/showthread.php?595068-ToA-The-many-and-fabulous-bazaars-of-Port-Nyanzaru

Design discussion: http://www.enworld.org/forum/showthread.php?627782-many-an...
768 0 1 Friday, 4th May, 2018, 06:50 PM Friday, 4th May, 2018, 06:50 PM

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