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    Monday, 24th June, 2019, 02:50 AM
    In my experience, bad guys that escape have to begin escaping earlier in the combat. Waiting for 50% hp or less is cutting it too close. In my games, foes that flee to escape do it after they fight for a round and tell their minions, “get’em boys” like the villains in the original Batman television series.
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About Rhenny

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About Rhenny
Played and DMd for over 30 years - 1e through 5e, love them all.
About Me:
I currently run a campaign and play in one or two via Fantasy Grounds II. I got sucked into the D&DNext playtest and did a lot of playtesting for that. It was great work and fun and it got me back into DMing and playing after a few year hiatus.

I sneak in games when I can even though I'm married and have 2 kids and an exhausting career as a high school English teacher.
Larchmont, NY 10538
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Villains that are supposed to escape Monday, 24th June, 2019 02:50 AM


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Friday, 19th July, 2019

Thursday, 11th July, 2019

Saturday, 29th June, 2019

Monday, 24th June, 2019

Sunday, 23rd June, 2019

Saturday, 11th February, 2017

Tuesday, 10th January, 2017

  • 10:57 PM - LordEntrails mentioned Rhenny in post Roll20 vs Fantasy Grounds
    Thanks again LordEntrails. Another question (if you'd indulge me), for playing a live game, does FG add any dramatic benefit? I wouldn't be using the VTT so to what extent could I use this for to help in a face to face game? As NotRussellCrowe and Rhenny say, I think it can help a great deal with face-to-face. I use it when I play f2f. Not so much for the dramatic effects (I like fog of war), but for the record keeping and the combat tracker. We find that the speed of our combats is much faster, especially when there are lots of NPC's. Plus, the mini's never get messed up if the cat jumps on the table! :) There are a couple of threads on the FG forums where people talk about f2f games and even include pictures of their setups. It can be pretty cool. I use a large TV on the wall, but others use projectors or tables flat on the table (with tokens or with minis).

Wednesday, 4th January, 2017

Monday, 2nd January, 2017

  • 01:51 AM - CapnZapp mentioned Rhenny in post Helping melee combat to be more competitive to ranged.
    ...nging a lot of things about 5E. I don't feel confident enough about tinkering with the system to attempt those changes. I certainly sympathize with this. I encourage us all to look at d20/3rd edition, if only to understand what exactly 5E has changed. Only when we have a clear understanding of WHY ranged combat in 5E can be so powerful, can we effectively fix it. And more to the point: reverting back to a d20 rule should be much safer than coming up with brand new houserules. After all those rules did get used for over a decade (and still are if you count PF). I don't know the list by heart, but if it helps you, I've identified at least half a dozen spots where 5E works differently in a way that helps ranged builds. Sometimes for all creatures, sometimes only for a tricked-out player character. The complete list is probably longer. The question to ask ourselves is: what change (or small set of changes) can you live without, if it helps 5E reassert the dominance of melee? Take Rhenny as an example - he might not accept a game where archers no longer get to add Dexterity to damage. Fine - the list is long, and there is hopefully something else he could pick. (Not saying he needs to change his game if he doesn't have any issues. Just highlighting that 5E made many changes to ranged combat, and that there should be something everyone can live with in that list)

Saturday, 24th December, 2016

  • 11:57 AM - dave2008 mentioned Rhenny in post Modify Your Monsters
    I like the idea of the OP, but I am not understanding the reason for the list or how it is supposed to be used. Rhenny, do you think you can clarify what the list is for and how it is supposed to be used?

Sunday, 21st February, 2016

  • 05:20 PM - iserith mentioned Rhenny in post Passive skills, players do not ask to make ability checks, passive or otherwise. They just say what they are doing fictionally and I tell them if a check is required. In the case of passive Insight, this would come into play in an extended social interaction scene where the PC's primary activity is trying to suss out lies or hidden motivations. For example, the character is mingling at the gathering of nobles and trying to figure out which one likely to be a spy for Lord Evil. Your bard with the passive Insight of 20 would be great at this task; however, I think it's important to make it a trade-off as above. While the bard is trying to figure out who the spy is, he or she can't impress potential patrons with musical instruments or other performances. I just wonder, where do we draw the line between what the player and the character? A DM can frame a scene, but not even the best DMs can frame them perfectly to point out every little detail or create the same scene in everyone's heads. As Rhenny suggests above, you offer a pithy description of the scene that telegraphs potential clues and threats. Then you ask the players "What do you do?" It's on them to explore and investigate further. If what they want to do has an uncertain outcome (the DM decides this), then call for an appropriate ability check (or a passive check if the task is being performed repeatedly) to resolve the uncertainty. Remember to keep in mind the stakes of the roll, that is, what happens when the check succeeds and what happens when the check fails. Make sure both are interesting and help move the scene forward in the some way.

Saturday, 23rd January, 2016

  • 05:36 PM - iserith mentioned Rhenny in post To fudge or not to fudge: that is the question
    ...ertain. Every rule in combat shows that uncertainty and none show certainty. Here you chide me for opting to engage in the random roll rules and then not following those rules when I fudge, but you turn around and opt to engage the uncertain combat rules and then don;t follow those rules when you declare part of it certain. The basic conversation of the game calls for the DM to decide whether or not rules need to be applied to resolve actions taken. The rules cannot establish anything as uncertain. You may choose to believe that any given attack in a combat situation has an uncertain outcome and apply rules to resolve it, but that's you, the DM, making those decisions. The rules can't make it for you. I follow the rules... when I decide to bring the rules into play as is the DM's role. You appear to follow the rules and sometimes override their results when you feel like it. That is fudging, which of course I know you're okay with. I am not and so I don't do it. I don't need to as Rhenny points out. Wrong. It's important in an RPG as well. In a game where the DM decides on success, failure, or uncertainty based on the player's stated goal and approach relative to the fictional situation unfolding, no, not really. It may, however, be good to know as a player that your character is going to be more successful at certain things on the whole, if the stated approach falls short of outright success (but isn't outright failure). Yes. You have changed the definition of ruling to fit what you think 5e is about. I don't accept altered definitions like that. When it comes to using definitions more suitable to previous editions of the game, maybe you should consider it. During the playtest, I railed against DM empowerment and supported RAW above all else because I was a big proponent of D&D 4e. If there's a way to look at old WotC forum posts, you can probably find such arguments. (I didn't really post on enworld until last year despite registering some years ago.) But af...

Wednesday, 13th January, 2016

  • 04:34 AM - Joseph Lieberman mentioned Rhenny in post After Action Report - OotA: Experimenting with 5e and certain death
    Thanks Rhenny! Unwise - Yeah maybe I should have been more creative than just making it "Fueled by evil!" (though that sounds way cooler than "Amorphous pain in the ass") - Either way the result likely would have been the same... first thing to hit the water is taking ~11 dmg per round and at level 1 not much is going to survive for long. As for PotA vs. OotA I think jrowland pretty much nailed it. I skimmed through both and let my players pick which one they wanted. If I were new to D&D or P&P RPGs I would NOT pick OotA. It's WAY open. Even at my ~20 years of D&D playing I find it daunting at times to try to get all the plot threads to fit into the narrative and actions of the players. Add in balancing and making some kind of logical chain of events and I am basically giving up an entire day of my life PLANNING a canned adventure. I thought these things were supposed to save me time :D I think if we had run one of the other two I could have spent a day or two reading the thing and then an ...

Tuesday, 15th December, 2015

  • 04:18 PM - iserith mentioned Rhenny in post Speeding Up Combat
    Rhenny mentioned a simple solution to this upthread: Make winning a factor of something other than (or as an alternative to) reducing Team Monster's hit points to zero.

Saturday, 28th March, 2015

  • 10:54 AM - Sadras mentioned Rhenny in post Reasons Why My Interest in 5e is Waning
    Funny enough, given all the glowing reviews of PotA, I was just about to post something similar to what @Neechen said upthread and take it a step further and declare this thread dead!

Saturday, 3rd January, 2015

  • 07:46 AM - Guyanthalas mentioned Rhenny in post My PC's and the Stirge Scourge
    I don't know how many PCs were in the OP's party or what level they were, but for the standard 4 person party: at level 1 is very deadly, level 2 is hard, level 3 is Medium, and level 4 is Easy. Now, since there was a surprise round, that shifts the difficulty level up 1. So very, very deadly for the level 1 party, deadly for level 2, hard for level 3, and medium for level 4. Well, the math is a little weird. 10 creatures at CR 1/4 (25xp) comes out to 250xp. Since there are 10 of them we use a 2.5 multiplier on top of it, for a total of 625xp budget. At level 1, this would be a deadly encounter without the surprise round. Level 2, medium encounter.. add in the surprise round and we can say hard. Level 3 is an easy encounter. (This is the level the party was at the time of the encounter). Not that I disagree with the level of deadliness. I honestly like the party shaking in their boots from time to time. But this "easy/medium" encounter would have probably killed two of them if I...

Tuesday, 25th November, 2014

Thursday, 3rd July, 2014

  • 01:19 AM - Plaguescarred mentioned Rhenny in post D&D 5E Online Session: Thursday July 10, 20:00 ET
    Attaboy, lots of interests! I'd have enought players to run two tables... @rustythorn - Welcome in brother. Please post a character summary when you have a chance and i will send you an invite to the table. @E. Tallitnics - No problem homie you my man #BroFist @Boarstorm - Aye no problem brother, another time i hope @Tony Semana - Welcome in brother. I have invited you so you should see the table under your Current Campaigns. Basic D&D release tomorrow so if you change it before July 10 let me know, in the meantime i'll put you in as a human fighter as requested. The pregen is already loaded on the VT. @Mirtek - Friday & Saturdays are usually out for me unfortunatly, i reserve them for family activities sorry. @Ed_Laprade - Its a typo, scimitar are effectively slashing, and daggers piercing. Its an outdated summary from previous playtest packets. @jfigura - Unfortunatly the roster is now full, i can put you as an alternate and call you if someone drop or doesn't show up. @Neechen...

Saturday, 19th April, 2014

  • 04:21 AM - pemerton mentioned Rhenny in post Short Rest Poll
    When an NPC that was let free to run off comes running back with reinforcements... the quantity and power of those reinforcements is determined many different ways based upon individual DMs. For some DMs (like pemerton it seems)... the decision on the reinforcements comes down to what will make this new fight interesting in and of itself. And the monster group that shows up is based almost entirely on creating that interesting fight (based partly on the monsters further in the dungeon that might show up). For other DMs (like Elf Witch it seems)... the decision on the reinforcements comes down to who that NPC might logically have come into contact with, and convinced to join the fight. As a DM I had a situation where an encounter turned out much harder than I had planned and the party got their butts handed to them. I had been rolling listening checks to see if the goblins in the guard room heard them. When it went so bad I stopped rolling and decided that the guards were drinking and mak...

Sunday, 27th October, 2013

Monday, 2nd September, 2013

  • 10:47 PM - Quickleaf mentioned Rhenny in post The Problem with Skill Challenges and a Solution I Use
    While this is fine and dandy, it also opens up a whole different can of worms - how much should the player be forced to read the DM, and how much are we measuring the player's social skills as opposed to the character's. If I gave the above response to a player with poor social skills, I might get "please answer the original question" back - and I think that is a fair comment. Just as a player cannot improvise every word of his character's Bluff, he cannot be expected to read every nuance of the DMs language. In the situation above, I feel that a mediocre roll should yield the information given in the example, while a good roll should be more direct and focused. If the conversation is actually acted out, the information above is what anyone should be able to infer from how the DM role-plays the guide, while a character with a good skill roll should gain more. But I know this varies widely from table to table - how much information to give out and how is a big part of DMing style. Yeah, it is...

Thursday, 22nd August, 2013

  • 11:23 AM - Li Shenron mentioned Rhenny in post Playtested dat 5e at Gencon.
    It's supposed to! That's a feature, not a bug - the wizard gets to stay a wizard rather than turn into a (crappy) fighter. But clearly it's not a feature that everybody likes. It sets the tone of the fantasy setting to "destructive magic is easy", which is good for some settings/group but not all. There is also a weird side effect: combat cantrips are very useful to low level casters (almost as good as other PC's weapons, but you can't lose them or run out of ammo) but much less useful to high level casters. "Laser wizard" IMHO fits better at high level than low level, although it probably doesn't matter much, since now with scaling spells you'll easily have a "fireball-machinegun wizard". I wish at least the combat cantrips weren't long range, or that maybe you could "discharge" them full range but then you lose the cantrip until resting. Melee range or 10ft range would bring back the feeling that as an apprentice wizard, you tend to stay away from combat, or if they are not at-will you n...

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Thursday, 2nd May, 2019

  • 10:13 AM - CapnZapp quoted Rhenny in post Amulet of Natural Armor
    Make sure you think about how it will work with Barbarian and Monk unarmored defense. That is good advice. The devil is in the details, though. If it is armor, then it will not stack so it may be totally useless for those classes. It's not that simple. It can well be useless even if not armor. In fact, the point is that almost *every* approach gives results that are useless for some characters!

Wednesday, 16th January, 2019

  • 02:14 AM - cbwjm quoted Rhenny in post Choose One Cantrip You'd Like In Real Life
    I am so not the "fix it" guy. I have to go for mending. 1001 uses. I was going to pick guidance as a close second. That extra d4 on things I try to do in real life could really help. It probably would have come in handy when I was a student. I could have used a boost to my test taking skills and to my athletics in high school and college.Guidance would probably be banned in test situations and sporting events. Invigilators and umpires would probably have detect magic up to catch it. Of course if only cantrips are allowed then they'd just have to be on the look out for spellcasting.

Thursday, 27th December, 2018

  • 01:21 PM - Nebulous quoted Rhenny in post DMs! Have you ever had a “boss encounter” turn into a cakewalk? What happened?
    Oh, yeah...and for creatures without Legendary Resistance to saves, that polymorph into a chicken can take down some pretty powerful foes at least for a little while. Polymorph in my opinion is a save or die spell. The PCs will polymorph a powerful foe into a slug or something, then cram the body into a small space, like a crevice in a rock wall, and end the spell and the expanding body instantly crushes the monster into paste.

Thursday, 20th December, 2018

  • 03:52 AM - Elfcrusher quoted Rhenny in post 5e Play, 1e Play, and the Immersive Experience
    For the most part, when I DM and when I play, I like it when the DM allows players to auto succeed on lots of reasonable requests and only uses the dice when it would be more difficult. That's a great point: in 5e not only are you only supposed to roll the dice when the outcome is in doubt, but the DM also sets the DC, and there is nothing requiring the DM to tell the player what the DC is. (In my experience the DM usually doesn't. YMMV.) In 1e there was a pre-determined chance of anything happening. Which means...for those who want to argue that one edition or the other encourages computing odds versus "roleplaying"...that 5e would lean more toward the roleplaying end of that spectrum. (I still think it's about who you play with, not the system, but hey whatever.)

Sunday, 7th October, 2018

  • 05:15 PM - cmad1977 quoted Rhenny in post Which First Level Adventure for Beginners/Returning Lapsed Adults
    Here’s a Phandalin plan that worked well for my group although it isn’t weird. It is more cinematic, Old West style. When they get to Phandalin, I liked playing all the towns folk as guarded and terrorized by the Redbrands. After a while, I staged an encounter where some of the Redbrands came to the inn to collect protection money while the pcs where down by the bar. The pcs started a fight and all the folk in the inn ran to take cover or ran out the front door. After it was over and the pcs won, the inn keeper guy and his wife helped them clean and hide the dead bodies. At that point, the townsfolk warmed up to them. The pcs kept one Redbrand alive to help them infiltrate their hideout and they dressed up in the others’ outfits to deceive some of the Redbrands guarding the hideout entrance. That’s how I ran it. Phandalin as Deadwood. Sort of. Complete with a guy getting dragged behind a horse by the redbrands.

Wednesday, 3rd October, 2018

Monday, 1st October, 2018

  • 05:47 AM - S'mon quoted Rhenny in post Which First Level Adventure for Beginners/Returning Lapsed Adults
    There are lots of opportunities to role play with town folk To make LMOP work, I think Phandalin desperately needs development. In particular the NPCs need to be more than just quest givers with ! over their heads - it is the most videogamey 'starter town' I've ever seen in a TTRPG, and I really disliked it. I would suggest statting out all the major town NPCs, give them physical descriptions and wealth/gear, think about their relations & motivation. I recently started GMing Gygax's Village of Hommlet for 1e and it is an absolute joy, the town NPCs really feel alive. It only takes a couple lines of description that is NOT about the quest they will give the PCs. :)

Tuesday, 25th September, 2018

  • 12:03 AM - Zardnaar quoted Rhenny in post Do Cleric/Druid players just ignore a large portion of their spells list?
    Actually, I’ve been playing a few clerics over the past few years, and come to think of it, I rarely swap out spells. Sometimes I have to force myself to remember that I can have my PCs pray for different spells each prayer time. The cleric spell list in particular has a lot of spells that are so good you are kind of an idiot if you don't take them. Bless, some fo the healing spells, Spiritual Weapon/Guardians etc. This may vary by domain I would not take a few of them as a light cleric for example. I have heard some players are struggling with Druids as well as as you either go wildshaped but the others are kind of half way between a cleric and wizard in terms of healing and blasting. Outside of the Moon Druid the Druid is never really going to be any good in a fight but every cleric can cast spiritual guardians although the Druid is better at range (except some domains).

Tuesday, 17th July, 2018

  • 08:01 PM - Warpiglet quoted Rhenny in post Is Dying really hard?
    A really intelligent foe that is cruel and vindictive, or prideful, would make sure that the unconscious foe was dead! Intelligent foes know that spells and potions can revive unconscious victims. They also know that sometimes (when a 20 is rolled for a death save) the victim can get up all on its own. I think the sword swings both ways on this issue. Hell yeah. And what is down? If I just ran an enemy through and he is gurgling and losing his footing do I stop and say Its all good he is at 0? Or do I keep stabbing? Pretty sure on a real battlefield people tried to make sure the enemy was dead. Now if someone is right in their face, this could create and exception...

Tuesday, 29th May, 2018

  • 05:53 AM - UngeheuerLich quoted Rhenny in post Players forgetting about potions and scrolls
    Before each game, it is good for all players to check PC inventory. Sometimes I even remind them to do that. As a player, I always do that. In one of the last games I played in, one of the PCs in my group was wielding a cursed blade. The player rolled a "1" so the blade took over and forced him to move towards an ally with intent to attack. My wizard pulled out a scroll of charm person and used it on the cursed PC. The player failed the save so my wizard convinced him to resist the blade's calling. The DM let it work. We were overjoyed. Knowing what disposable items a PC has can be a real lifesaver. Fun story. Our ranger with the intelligent sword was once controlled by a storoper. The sword became terribly angry and cried out: my pet and took control over the dominated ranger. ;)

Sunday, 29th April, 2018

  • 10:02 AM - CapnZapp quoted Rhenny in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    6-8 medium encounters or 3 ish hard encounters or 1 or 2 deadly ones. DMs have the control. No, they don't. If the game didn't offer a dozen ways to escape having to have that final encounter of the day (by resting before you have it), then yes. But it does, so no.
  • 05:11 AM - Dannyalcatraz quoted Rhenny in post What happens to the "suboptimal?"
    I love playing sub-optimal. It reminds me of my old 11 AC, dart slinging, 3 hit point 1st level wizard from 1e days. Had a shortsword-swinging gnome illusionist/thief who supplemented his darts with alchemical grenades. Lots of fun...until a skeleton critter him with a 2handed sword.
  • 04:50 AM - Saelorn quoted Rhenny in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    My advice for all DMs when I see a thread like this is to make sure that encounter occurrence and difficulty level is unpredictable. If players don't know what's coming, they will not go "nova", they will not try to optimize for a specific number or kind of encounter, they will not try to predict, etc..The counter to this argument is that, if the party might have a hard encounter coming up and there's no way for them to predict it, then they will force a rest whenever they get to a point where they are operating at less-than-optimal capacity. It's the same reason why you can't run a party out of resources by using only super-deadly encounters. If the next fight might kill them, then they must be prepared to face it. To contrast, if encounter difficulty is easily predictable, then players won't be reluctant to keep moving forward - as long as they're confident in their ability to win the next encounter, and still get out safely.

Sunday, 8th April, 2018

  • 01:15 AM - pukunui quoted Rhenny in post awkward situation
    I like how you gave them the choice and they reacted to it naturally. That's awesome! Well, I figured that since they'd made the decision to take a long rest in the room at the end of last session, when it was late and everyone was tired, that I might as well give them the option of reconsidering when they were feeling fresher. They agreed that it wasn't necessarily the smartest idea and decided to be bold and it paid off well for them.

Saturday, 3rd February, 2018

  • 06:05 PM - quoted Rhenny in post Anyone using the automatic success DMG variant rules for skills?
    I feel the same way you do, Charlaquin. I like to take into consideration what the scores are, but for the most part, if it seems logical for the intelligent wizard to understand something or the strong fighter or barbarian to be able to move or break something, I just handwave it as done. Only when it is dramatically appropriate and usually more unusual will I call for a roll. Besides, Bob made his character Stronk for a reason. If we force rolls upon Bob the Stronk even when whatever measure we're using (his average+score, his score, etc..) is well beyond the DC, all we're doing is setting up Bob to look not stronk, worse we're setting up Jill the Smart to use magic to solve the problem (or some other alternate resolution that makes Bob question why he bothers). And we don't want Bob to start asking that question. So if there's no gain in making Bob look not stronk, lets just let him look stronk. That's what he built his character to be good at. *** ***obviously the above is...

Tuesday, 16th January, 2018

  • 11:51 PM - Nevvur quoted Rhenny in post DM Advice Wanted: Drowning a solo PC Encounter
    I changed the drowning rules for my games. In my games, as soon as a pc/creature is in a stressful situation while holding its breath, it has to make a Con save (DC 15 or more depending on situation). On a failure, the pc can't hold breath any longer and only has Con modifier rounds before suffocating. For us, this mechanic works much better because it makes drowning a plausible danger. I have a house rule downing system to make water environments more dangerous as well, but I think yours is a little more elegant in execution while arriving at mathematically similar results. Thanks for sharing, I'll bring it to my group. :)

Friday, 29th December, 2017

  • 08:08 PM - Draegn quoted Rhenny in post Drop your weapons situation
    The way a DM describes a situation along with past experience of near deadly encounters (or deadly encounters) sets the tone of the game. This, in turn, influences how players approach encounters in future sessions. If a DM uses near deadly encounters and even lets PCs get into situations that overwhelm them, players learn that sneaking, bargaining, running, surrendering, etc. may be better options than fighting in some situations. If players know that foes will focus fire and attack to kill, they become more cautious. If the DM establishes this tone, then 10 archers aiming at one pc will frighten the party, making it more likely that the party will surrender or negotiate if possible. Interestingly, many people criticized some of the early encounters in The Lost Mines of Phandelver because they might be too deadly for fledgling characters (the goblin ambush for example). But, it is this type of deadly or near deadly experience that is essential for encouraging a more cautious style ...

Sunday, 24th December, 2017

  • 10:54 PM - ad_hoc quoted Rhenny in post is the dodge action broken?
    It is a good option at times, but it does not break the game. In all the games I've DMd or played in over the past 3 years, I think it has been used only about 8 or 9 times, and 4 of them were by a monk who could burn Ki points to go into Dodge mode as a bonus action. Giving up an action to gain the AC bonus is a choice that is not made very often. While the OP wasn't talking about balance it is a good topic to address. It is quite possibly the most undervalued option in the game. The players at my table were reluctant to use it but have come to rely on it. They have avoided more than 1 TPK by Dodging.

Wednesday, 13th December, 2017

  • 09:14 PM - John Brebeuf quoted Rhenny in post Fun & Engaging House Rules
    Any time a player rolls a 20 on any check, save or attack, award an inspiration point. This makes rolling a 20 even cooler and it helps award inspiration (something I always forget to do). I really like this. It also takes the subjectivity out of awarding inspiration, and the feeling that, "Well, I awarded players X and Y inspiration, so I have to give it to Z too."

Saturday, 9th December, 2017

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Modify Your Monsters
Here's a d100 chart to help inspire people to modify or build monsters using current monster abilities, PC feats and PC class features.

I like to make some of the elite monsters or leaders of groups more fearsome so sometimes just rolling on here ...
530 +2 1 Saturday, 31st December, 2016, 06:57 AM Saturday, 21st January, 2017, 12:42 AM

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