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About Blue

Basic Information

Date of Birth
September 7
About Blue
Introduction:
I like heavy RP, shades of gray campaigns, both to run and play in.
About Me:
I was an orphan that was raised by wolves in the sentient forest primeval. Later I found out that my father was a god. I only roll 20s. Fnord. I write award winning arias to be sung in languages I have designed. I DO NOT sparkle in the sunlight. I have climbed K2. Uphills, both ways, in the snow. I don't always drink beer, but when I do, it's --- URK.

Hey, stop hitting me. Why are you hitting me?
Location:
Cedar Grove, NJ 07009
Disable sharing sidebar?:
Yes
Age Group:
Over 40
My Game Details

Details of games currently playing and games being sought.

State:
New Jersey
Country:
USA
Game Details:
Currently running 13th Age. The younger dragons move with inscrutable purpose, and savage ritual breed a hybrid for unknown reasons. Chains capable of holding the soul of a dragon now find themselves around an urchin, while a sliver of the soul of a dragon incapable of being chained lies in hidden in a young man. The Koru - mountains animated by their Kami - walk the lands, while the Kami twisted by the poisons of the underdark swim to the surface as Living Dungeons. The once dead find new life without regaining it, and the never living find life but not their own. The Orc Lord breeds new orcs with the gifts of elves; the dwarves with their mastery of clockwork and the Victorian/Roman Republic Dragon Empire resist. The High Druid seeks heartwood from the trees holding up the sky - last time a High Druid did a ritual of this magnitude, vampires became slay-able with but a stake of wood. Dark secrets of Ages past surface, but whom will they favor? Who will control them?

Zeppel
My Character:
Currently playing in a homebrew 4e game called Ascendancy of Darkness. Civilization is falling, has mostly fallen - will a misfit band thrown together by magic they don't understand be able to help. I run Smoke, the aging longtooth shifter Runepriest. Run by Dragon magazine author KS.

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My Game Details
State:
New Jersey
Country:
USA
Game Details:
Currently running 13th Age. The younger dragons move with inscrutable purpose, and savage ritual breed a hybrid for unknown reasons. Chains capable of holding the soul of a dragon now find themselves around an urchin, while a sliver of the soul of a dragon incapable of being chained lies in hidden in a young man. The Koru - mountains animated by their Kami - walk the lands, while the Kami twisted by the poisons of the underdark swim to the surface as Living Dungeons. The once dead find new life without regaining it, and the never living find life but not their own. The Orc Lord breeds new orcs with the gifts of elves; the dwarves with their mastery of clockwork and the Victorian/Roman Republic Dragon Empire resist. The High Druid seeks heartwood from the trees holding up the sky - last time a High Druid did a ritual of this magnitude, vampires became slay-able with but a stake of wood. Dark secrets of Ages past surface, but whom will they favor? Who will control them?

Zeppel
My Character:
Currently playing in a homebrew 4e game called Ascendancy of Darkness. Civilization is falling, has mostly fallen - will a misfit band thrown together by magic they don't understand be able to help. I run Smoke, the aging longtooth shifter Runepriest. Run by Dragon magazine author KS.
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Friday, 19th July, 2019


Thursday, 18th July, 2019


Wednesday, 17th July, 2019



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Thursday, 18th July, 2019

  • 02:36 AM - Oofta mentioned Blue in post Death and 0 Max HP
    As @Blue said, the important thing is that even if you rule that raise dead does not override the 0 HP max, there is nothing in the description of the vampire bite that specifically states the raise dead spell does not work. You would simply be brought back to life with 0 HP. You can't gain that 1 HP because that would exceed the max. Since you are brought back to life with 0 HP, your HP cannot be reduced therefore you are not slain a second time. Feel free to change the rule for your campaign if you want. In case I wasn't clear with my previous post, I may be doing so with long rest while unconscious mostly because I don't care and I'm not a slave to the letter of the rules.

Wednesday, 10th July, 2019

  • 02:30 AM - DMMike mentioned Blue in post Help Reading Dice Pools
    The problem is with a dice pool where you care about the numbers, not the total. In Exalted, for example, you don't care about the total, you care about the number of dice that roll 7 or higher - each die that is a 7 or higher is a "success". And you care about the number of 10s on top of that because 10s count for 2 successes instead of 1. And you might care about the number of 1s that show up because if you get no successes at all and roll at least one 1, then you botch (though if you somehow manage that on 40 dice then you are having a real bad day). Oh, well then I'm with Blue: that's just poor design. The game isn't scaling well when you're spending your time reading dice instead of role-playing. But since that doesn't solve OP's problem... Still: don't. :) Since you have to beat a number of successes (guessing here), divide that number by 10. 4. 2. Whatever gets you closer to a number of dice you're comfortable counting, and preferably results in an integer. Divide the number of dice you're allowed to roll by that same number, round up since your GM is a nice guy, and have at it.

Saturday, 22nd June, 2019

  • 12:54 AM - FrogReaver mentioned Blue in post Another attempt at fixing the -5 / +10 issue
    It sounds to me like the calculation you are talking about likely had 1 to many assumptions in it. There is no way to know what distribution of AC's a player will face in a given campaign. As such I would question the assumptions of any math conclusion drawn about which is better or which is worse. That said, the general principle you talk about is always going to hold - there will always be a breakpoint where using it more often for less damage will be more beneficial than using it less often for more damage. The question is where is that breakpoint and do reasonable distributions of AC's for s given level hit that breakpoint. Blue - I created a simple excel sheet that can take into account: 1. Number of attacks made at various AC's 2. Always making the optimal choice between using the -0/+0 and the -2/+4 or -0/+0 and the -5/+10 3. (+3 attack bonus estimate for precision attack when used) 4. All variables can easily be changed manually to display most examples. In my case I used a level 5 fighter with defense style and a great sword. The sheet calculates DPA. It turns out that for an equal weight in all AC's 11-20 that the -5/+10 wins out. For more of a bell shaped distribution on AC 11-20 the -2/+4 wins out. With precision attack the -5/+10 wins out. Etc. That's at level 5. By level 20 even on the bell shaped distribution the -5/+10 wins handily. If I skew the distribution more toward 18 AC and leave out all enemies with AC 13 and below the -5/+10 still wins out at level 20.

Friday, 21st June, 2019

  • 04:48 AM - FrogReaver mentioned Blue in post In-Combat Healing: How and Why?
    Blue Forgive me, but I need to reorder your comments to make a point At many tables death happens rarely enough that it's better to prioritize your healing resources in order to minimize offensive actions lost (to kill the opponent quicker and reducing the chance of death) rather than spending actions overhealing to prevent it from happening. 1. Death is rare. Agreed. 2. You suggest we should minimize offensive actions lost. Why do you suggest that? To reduce chance of death. -I partly agree. We want to reduce the chance of death. -However, I contend that if death is so rare that healing (using my tactics) isn't worthwhile then death is also so rare that trying to minimize offensive actions lost in order to reduce chance of death isn't worthwhile. But since you agree that reducing the already small chance of death by minimizing offensive action lost is actually worthwhile then you should also agree that minimizing the small chance of death by healing (using my tactics) is a...

Saturday, 27th April, 2019

  • 07:08 PM - Ark the Pie King mentioned Blue in post Way of the Pistol Monk. Is it balanced?
    Blue, The monk already gets a save-or-die power baseline. It's Quivering Palm. I can understand the rest of that though, for sure. Too bad, I really like it thematically. I might take a crack at writing something myself, I'm not sure. I've kind of fallen in love with the concept at this point. It's a lot more interesting than playing a Ranger which was my fallback lol.

Tuesday, 23rd April, 2019

  • 10:10 PM - lowkey13 mentioned Blue in post Poll - Best Old School Starting Adventure to Run for Teens
    Heya, So, due to popular demand here in the Stately Pleasure Dome of Xanadu, I've been thinking of running an old-school, AD&D (1e) campaign for a group of teens (7th/8th grade) who are already familiar with 5e. Before getting to the poll, though, I'd like to remind everyone that the people on this forum are AWESOME and AMAZING! When I sent out a request for information earlier, not only did fellow forum denizen Blue respond, he helped out by going above and beyond the call of duty. Thanks to Blue, this campaign/ersatz attempt to learn Gygaxian vocabulary will be getting off the ground! Thank you, Blue! So anyway, I'm thinking of building up to X4/X5 (as I haven't run those in ages), but I'd like to start them at first level. We are playing standard rules, but can use the B (basic) modules. I am including modules that I can and would want to run, but I am NOT including B1 and B2 since I just ran the 5e Goodman Games versions of those to try out a few months ago. So, what say you all? What is the ideal starting adventure? Choices- B3 (Palace of the Silver Princess) B4 (The Lost City) B5 (Horror on the Hill) N1 (Against the Cult of the Reptile God) T1 (The Village of Hommlet) U1 (The Sinister Secret of Saltmarsh .... THE ORIGINAL!) What say you? Explain in the comments!
  • 08:24 PM - vostygg mentioned Blue in post [GUIDE] I Fought the Law and Won: The Rogue Guide
    ...er DPR at all levels if you ignore the possibility of BB's secondary damage, significantly so in Tier 1, but by the time BB starts to scale, the gap is pretty small as a share of the average damage; small enough that IMO the combination of the control effect and being able to do something else with your bonus action is well worth it. Example TWF (level 5) Main Hand (base damage): (1d6 + 4) * 0.6 = 4.5 Main Hand (crit damage) : 1d6 * 0.05 = 0.175 Off Hand (base damage) : 1d6 * 0.6 = 2.1 Off Hand (crit damage) : 1d5 * 0.05 = 0.175 Sneak Attack (base) : 3d6 * (1 - 0.4*0.4) = 8.82 Sneak Attack (crit) : 3d6 * (0.05 + 0.4 * 0.05) = 0.735 Total: = 16.51 Thanks for cross-checking my work, @Esker I actually agree with your computation for sneak attack crit damage, since it corresponds with the observation @Blue made, which is that most people are likely to apply Sneak Attack damage the first time they hit. When I adjust my math to use your computation instead of the one I was using (i.e. 3d6 * (1 - 0.05 * 0.05), this is what I get: ------------------ Rogue 20 TWF - DPR ------------------ Level 1: 9.54 Level 2: 9.54 Level 3: 12.72 Level 4: 13.32 Level 5: 16.51 Level 6: 16.51 Level 7: 19.69 Level 8: 20.29 Level 9: 23.47 Level 10: 23.47 Level 11: 26.66 Level 12: 26.66 Level 13: 29.85 Level 14: 29.85 Level 15: 33.03 Level 16: 33.03 Level 17: 36.21 Level 18: 36.21 Level 19: 39.40 Level 20: 39.40 I also looked over my math for the Booming Blade DPR and realize that I had a copy-paste error. Here is the updated table, which very likely corresponds with what you were seeing: ---------------------------- Rogue 20 Booming Blade - DPR ---------------------------- Level 1: 7.00 Level 2: 7.00 Level 3: 9.27 Level 4...

Tuesday, 16th April, 2019

  • 03:42 PM - Laurefindel mentioned Blue in post Musing on some variant and homebrewed rules: feedback and insight wanted
    Oooooh, I had forgotten about hit dice Blue There’s is also a possibility to expand on the hit dice mechanics, like spending a hit dice to heal an exhaustion level on a short rest. I’m not looking for extra HD use for the sake of extra HD use only, but there is wiggle room in the system there IMO if I need it.
  • 02:27 PM - Celebrim mentioned Blue in post Vampire's new "three-round combat" rule
    Blue: So, I'm going to cut to the chase and say that I think based on that response we are largely in agreement about things, and that the real crux then is "How do you go about achieving the desired result?" And there are two camps about fixing this problem. One camp is that, if this is a desirable result, then you should achieve it by application of narrative force. That is to say, by rules or rulings or narration, the GM should tell the players that the desirable thing has happened and that the game should explicitly empower the GM to do this, because it is desirable. The "three round" rule we are discussing is one example of this application of narrative force. The problems that I see in this camp are many. One is that it requires a high degree of spontaneous imagination and foresight. The GM is required to in the midst of the stress of running a session also invent imaginative and creative things to happen which lead to further creative and imaginative things. This is hard...

Monday, 8th April, 2019


Monday, 4th March, 2019

  • 10:15 PM - ContrapuntalAnt mentioned Blue in post [GUIDE] So art lies hid by its own artifice - an artificer guide
    ...e from playing ANY combination if that's what they want to play. This is my subjective opinion on the efficacy, primarily in mechanical terms, of the options available. This is a RPG, and the most important part is to have fun. I apologise for giving an impression that different in any way from that, and will make that clear at the start of the first post. 3. To that end, I will change the red criterion from "avoid at all costs" (wording taken from other guides) to a different descriptor. On reflection that is horrendously negative wording. 4. There are undoubtedly other parts of the guide which are currently deficient. Hopefully I will address these parts in due course, but in the meantime do feel free to continue to identify them. But could you perhaps start with the assumption that I am creating this in good faith? While I fully and truly appreciate the content of your critique, it was posted in what came across as quite an acerbic tone. Apologies if I have misread that. Blue: thank you for the continued commentary/additions! I don't have time (/energy, long day!) to go through those numbers at the moment, but it's always good to get some quantitative analysis for those who like comparing that way :)

Sunday, 3rd March, 2019

  • 12:38 AM - Ash Mantle mentioned Blue in post Swordlord [Fighter Subclass, PEACH]
    ...ur different pools, based off important ability scores, refreshing on any rest, means that you will never really run out. It's not very 5e in execution. I'd change it like this: Parry - use as often as you want, remove usage limits. For others - you gain a pool of (hmm, what to call it? Shift? Momentum?) equal to Proficiency plus the higher of your STR or DEX modifiers per long or short rest. This is higher then you had - going from ~5 (at 3rd) to 11 (@17th) instead of ~3 to 5. Costs will reflect this. Riposte costs 2*. Projection of Blades costs 1 per attack. One With the Blade costs 4. * Riposte is like a Battlemaster that just uses a single maneuver, but it's one of the better maneuvers. Having that doable many times per short rest on top everything else would be a huge swing in DPR, more than . So a cost of 2 - still can been done a lot, but not out-doing the battlemaster plus doing lot else. Now it's a real cost if you want to spend. Thank you very much, Blue, for your amazing critique and analysis! It's really much appreciated and has really been very helpful to me, especially to my first instance of creating a 5e class! Yeah, good point on extending out the flavor, I'll need to write more fluff and have it integrate more into the theme of the Swordlord and what their training regime and always constant need to duel have effectively produced. The misty step bonus action is also a good one, another idea was to also be able to extend the reach of the weapon within those class features, though that may also be too strong. What do you think? Yeah, I'll need to think of a more consolidation of resource pools so that they don't key off too many disparate aspects. Your idea of a shift or momentum pool to use their abilities from is a good one. I was actually thinking of having their bonus Strength modifier to Initiative to effectively come into play at 3rd level instead, being more in line with other classes and subclasses that get...

Wednesday, 27th February, 2019

  • 04:29 PM - Ratskinner mentioned Blue in post Why the hate for complexity?
    I'd agree with both Blue and Flexor the Mighty!. I mean, when I was young, I got into game complexity a lot. But I think it was barking up the wrong tree from the goals of play for which I come to an rpg. I'm perfectly happy to play a complicated war or battle game like SFB, even. I think there's definitely a place for complicated rules for competitive environments. However, that's the long way around for a game that's trying to create an interesting story. (And not all gamers come to rpgs for that purpose, either.) And honestly, that's why I come to play an rpg. I think, in a historical sense, a more fundamental problem is that traditional rules are not geared towards "story" at all, so much as they are geared toward a very loosely-drawn idea of "simulation" of a fantasy world.* So, this leads to "fudging" rolls and rules. I mean, you can't have the people who were prophesied to save the world in episode 1 get eaten by a randomly encountered Troll in episode 3....so, if I'm going to be fudging rolls, why...

Saturday, 23rd February, 2019


Sunday, 27th January, 2019

  • 05:11 PM - FrogReaver mentioned Blue in post Looking for math: Halfling Lucky vs. Elven accuracy
    @Blue I did the calculations and it looks to me like you have 2 scenarios 1. The +1 Dex from Elven Accuracy increases your dex mod to the same bonus the +2 would In this case elven accuracy is better against all AC values and climbs to a 21% more damage against AC 20. 2. The +1 Dex from Elven Accuracy doesn't increase your dex mod to the same bonus the +2 would. In this case halfling's with lucky are better across all AC's. They are better against lower AC's than higher ones. The relative damage increase climbs to 9% more damage against AC 11. (All this was without factoring in critical hits) Elven accuracy makes critical better and the margin that the halfling is better in case 2 is so razor thin for most ac values that after the impact of the critical hit is factored in I expect Elven Accuracy to slightly lead across most AC values except the lowest. Comparing to a build that just has advantage the halfling lucky and advantage build only increases your damage output by 1%-4% ac...
  • 02:39 PM - Fevvers mentioned Blue in post [GUIDE] Raven Soul : thematically optimising Shadow Blade for insane damage
    Blue & RogueJK These are both enviably excellent builds! I hadn't thought of going Celestial - interesting idea! Getting Revivify at 6th level is awesome and you've built up the SB damage beautifully. Very nicely balanced! When I'd been considering Warlock, Hexblade seemed to be the logical choice. I like how you've got the Extra Attack in. For quite a while I tried to shoehorn this build into Obliza's outstanding Sorlock build, indeed that was the initial inspiration for it, substituting SB/BB for EB/Hex. It just sort of grew from there. Oh yes, the Bladesinger+ builds - so seriously crunchy! I love how you've reached 20 DEX at 8th, and taking Tough at 10th alleviates the Bladesinger glass cannon problem, and at a reasonable stage in the character's adventuring life! I have a Paladin 2/Bladesinger x character, who attempts to force the SB/BB opp attack by sticking close to an opponent and Smiting. She's a bit of a beast... thematically I treat her as though she has taken an 'O...

Saturday, 26th January, 2019


Friday, 18th January, 2019

  • 10:28 PM - jasper mentioned Blue in post Resurrection Complications
    I disagree with Blue about the replacement level. I would say avg of party or equal to lowest level. And dausiil I have no trouble bringing new pcs. Some times you were two days short before you fell on the nade. Aka Game Over Man. Oh the Chart I would add some bad with the good. Like vulnerability to necrotic. But nice chart except for using the second most hated die.

Wednesday, 16th January, 2019

  • 08:57 PM - TwoSix mentioned Blue in post New warlock invocations
    Breath of Night: I'd make it base level or level 5, not level 11. Brimstone: Make it also add your Charisma modifier to damage per beam, but it doesn't stack with Agonizing Blast. So you can take Brimstone and do 1d12+Cha fire damage, or take Agonizing Blast and do 1d10+Cha force damage. If you really want options of damage type, you can take both. Eldritch Chain: So that's an increase of 5% * 15-16 average damage per beam fired, so about 0.8 damage per beam. So a 1.6 DPR increase at 7, 2.4 at 11, and 3.2 at 17, that isn't tied to accuracy. Feels a little low, but it does stack with every other add-on to eldritch blast, so it's probably OK. Downside it that it makes being a hexblade EB caster even better than it already is, which doesn't feel great. Eldritch Line/Doom: I wouldn't tack too many things onto those, contra to Blue's suggestion (Sorry!). You are turning into an AoE, which means you're turning it into an auto-hit for all of those extra abilities, unless you add text that a successful save means the targets aren't repelled or slowed or any other negative effect. Even the auto at-will damage part is pretty good. Hellrime: I'd probably repeat my suggestion from Brimstone about making this an option to take instead of Agonizing Blast. This + Repelling Blast + Lance of Lethargy (XgtE) might be too good, but considering Repelling + Lethargy is already a thing, it's probably OK.

Monday, 7th January, 2019

  • 12:03 PM - 5ekyu mentioned Blue in post Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
    Blue "The article mentions failure, while the chart shows danger -- these are VERY different concepts when discussing "old school" vs. "new school". Failure is not only common in "new school", but at times is to be embraced. Because failure isn't the boolean "you're dead, game over" common to old school, but another fork of what's being told" This is to me a key element I see in many discussions along this variety and the characitures of positions presented -- way too many times it is portrayed as if character death is the only stakes. If your players and their characters are invested in the world as more than just map pins and resource modes to be harvested, there are often much more things at stake. I recall bringing an entire gaming group to tears over the death of an NPC that was an interest to my PC with an introduction letter to the characters first wife (also dead) asking her to help the new dead girl get along and so on, mentioning a few of her good qualities and rough edges, et...


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Friday, 19th July, 2019

  • 05:35 PM - DM Dave1 quoted Blue in post Is This Odd?
    If you were running a published adventure, would you be fine with players reading that adventure and learning plot twists, NPC motivations, and the like? Without changing it - the question here is about player knowledge. I personally would not, and have had this come up before when I was a player years ago (AD&D 2nd era). I was very angry at another player who read the module and his character knew where all the loot was hidden and what was cursed, the vulnerabilities of all the monsters, how to disarm every trap and solve every puzzle. Called him a cheater to be exact. This is more extreme then reading the MM, but not an absurb reduction - it's players with knowledge and using it. The DM could change thing around (and did after the end of that all-day session), but only after it became obvious what was happening - i.e. "the damage was done". The context of the discussion, in my mind, assumes that players are at our table to have fun and not infringe on anyone else's fun. So, yeah...
  • 05:32 PM - iserith quoted Blue in post Is This Odd?
    If you were running a published adventure, would you be fine with players reading that adventure and learning plot twists, NPC motivations, and the like? Yes. Players frequently replay my one-shots with full knowledge of what to expect, sometimes many times over. This just isn't a problem in my experience. That said, there is no module I have ever run as-is because they are in my opinion frequently terrible. Especially the plot-based ones. I personally would not, and have had this come up before when I was a player years ago (AD&D 2nd era). I was very angry at another player who read the module and his character knew where all the loot was hidden and what was cursed, the vulnerabilities of all the monsters, how to disarm every trap and solve every puzzle. Called him a cheater to be exact. This is more extreme then reading the MM, but not an absurb reduction - it's players with knowledge and using it. The DM could change thing around (and did after the end of that all-day session), b...
  • 05:00 PM - Dannyalcatraz quoted Blue in post Does Your Fantasy Race Really Matter In Game? (The Gnome Problem)
    In other words, the same thing bothered me. WHY would there be so many intelligent races sharing a world? Such a thing pretty much implies the existence of meddling by intelligent beings. https://www.armytimes.com/resizer/n4NvILc6D6f0h_ig4RoA71H8ZHk=/600x0/filters:quality(100)/arc-anglerfish-arc2-prod-mco.s3.amazonaws.com/public/7MZYBRWHFFBVPF2UFOLIJUPQN4.jpg (Except, in a fantasy setting, that would be deities, not aliens.)
  • 04:23 PM - DM Dave1 quoted Blue in post Is This Odd?
    I'm going to work this from both sides. Should a player have access at the table to the PHB for information about their character? I think we can all say this is yes. Should a player have access at the table to the adventure the DM is running? I think that we'll also get the consensus the answer is no. So we have valid cases on both sides, and a lot of gray in the middle about player vs. DM information. Should a player have as access at the table to the PHB to look up a spell a foe cast on their rogue? Very light gray - some DMs may not like it for some spells as it gives things away, but I'm firmly of the idea that the social contract says the PHB is a player book and they can know anything in it. (As players - their characters may not.) The PHB even includes common beasts that the player's should know, like low level wildshapes, their horses or pony's, familiars, etc. Now, there are some valid points in the MM (and DMG) for players either explicitly or with DM permission. For e...
  • 03:13 PM - Ovinomancer quoted Blue in post Double Dash
    Alternate view: Rogues are designed and positioned as skirmishers* with additional movement possibilities over fighters, so should have more mobility over short periods *Citation: Class description fluff, Cunning action's disengage and dash as bonus actions, Scout's Skirmisher, Swashbuckler's Fancy Footwork, other class features in vein. When you take that, the issue isn't Rogue's being faster than the fighter in combat - that's intentional. Now, if there is still a problem, it's using (double) dash over long periods of time to do greater long distance running. Except that Dash is listed as an action you take in combat. So now really the issue is with the ruling that many DMs take that Dash (and therefore double dash) are usable outside of combat.And all of your points are still true if you can't double dash.

Thursday, 18th July, 2019

  • 06:30 PM - MarkB quoted Blue in post What it's like Reading SF from the 50's
    People assign genders to all sorts of objects based on perceived qualities. I think that with a human-like robot people would do that even more-so. That human-looking androids will be culturally assigned genders by how it interacts with us (both content and how it does so - tone, body language, forcefulness, etc.) That doesn't seem like a downside. With an androgynous robot, people can assign whichever gender to it they feel most comfortable with.
  • 05:40 PM - DMMike quoted Blue in post What are your favourite single game mechanics?
    Many of mine have already been said so rather then repeat I'll move on to the next tier: Marvel Heroic Roleplay (and presumably other Cortex games) of using your narrative to build your dice pool from separate sets of possibilities, and being able to target/take damage besides just physical. Another MHR that XP unlocks cool things, not makes you more powerful in your main abilities. You are a competent hero to start. This breaks the mold of advancement of many games. Blades in the Dark having recovery based on following your vices during downtime. (I guess MHR does this to a limited degree with recovery during transition scenes, but I like the vice-specific focus.) Don't Rest Your Head dice pools made of different color dice depending on where you are adding it from, and the source of the highest die is very important. 13th Age ... whew, so many good 13th Age points have already been posted, I just want to mention weapon & armor by class and type and skin it how you want. So you th...
  • 04:13 PM - dnd4vr quoted Blue in post Super Simple Racial Features
    Overpowering at what level range? What racial features make players excited at Tier 2 and Tier 3 of play? Past tier 1, I would rather hope class will completely override race in bringing excitement to the player about their character. I certainly don't mind the idea of it scaling, such as the Dragonborn's breath weapon, but ideally I want it to be "useful", not a key feature for the player to rely on. That is my preference, anyway.
  • 03:35 PM - dnd4vr quoted Blue in post Super Simple Racial Features
    Can I suggest that whatever single feature you give, it's a powerful one. As in more powerful then the existing. If all you get is one thing it should be something exciting and fun to use so that the the race has attraction. And not something that barely flavors play like a once per long rest ability. Honestly, I had considered this and I might to a point, but probably not to the extent you're talking about. I want the racial features to be significant, but not over powering in any respect.
  • 01:50 AM - Maxperson quoted Blue in post Death and 0 Max HP
    Incorrect. You die if a vampire bite reduces your max HPs to 0. There is no ongoing effect. So you're saying that the raised PC doesn't have a max hit points of 0 that was caused by the necrotic damage reducing it to 0? There is nothing in the description of the vampire's bite to distinguish between someone who remained alive, and someone who was brought back. This is an obvious corner case man. They didn't consider this. As a matter of fact, we have pretty strong circumstantial evidence that this works just fine if you are brought back. Consider the case you didn't address - where a character is drained by a vampire, killed due to normal HP loss and three failed death saves, and then revivified. I think everyone expects that to work. There's nothing in the description of the vampire's bite to support your claim that the long rest portion only applies to characters who remained alive. This is a pretty blatant False Equivalence. Being drained to an amount of max hit points grea...
  • 01:18 AM - Beleriphon quoted Blue in post What are your favourite single game mechanics?
    Sorry, I'm not familiar with those two. Can you expand a bit? Thanks. Not sure on 2d20 mechanic. Mutants and Masterminds. Basically if you roll a save and get a fail by between 1 and 4 less ( less than the DC DC 19 you get say 17 total) you get the minimum possible bad effect. If its between 5 and 9 below the target, you get a slightly worse effect, so and so on. Damage starts with a -1 to your next roll to resist damage (and this penalty accumulates with every failed save, regardless if its as by 1 or 20), and tops out at dead/KO'd if I'm remembering correctly by failing a save by 15 or more. For example Captain Heropants is attacked by the Evilshirt. Captain Heropants rolls his damage save against a DC of lets say 23. He gets a total of 19, that's 4 less than 23 so his next roll against damage has a -1 penalty. Next round Captain Heropants has to save again, but Evilshirt got a critical so that a +5 to the DC, so now its DC 28. Captain Heropaints rolls his bonuses, get a 1...

Wednesday, 17th July, 2019

  • 11:53 PM - jgsugden quoted Blue in post Monk Tortle
    So, for example, every elf in a martial class (and some others) deserves a freebie because their elven weapon training overlaps? If I multiclass into a class that grants armor/weapon proficiencies (all but sorcerer & wizard), should I be expecting a "make-up" bennie for already having them? It's a conscious choice just like my race/class combo.I give 'make-up' benefits pretty much whenever suggested. If it is a trivial thing that was lost, I don't bother to suggest it to the player, but I do suggest it when the absence will be felt. This game is all about having fun. Giving the player something minor that sets them apart from the stock rules is fun. Why not do it? So, if there is a Mountain Dwarf Forge Domain Cleric - Yes, I'd give them a little something extra because of the race/class overlap. I don't consider the class/subclass to be an additional overlap - the grave cleric ability expands upon the cleric weapon/armor designation, it does not duplicate it - but I might gi...
  • 09:17 PM - Hriston quoted Blue in post Death and 0 Max HP
    No, your summary is off the mark. What I had said was that the PHB points out what you need to do and not do, but that even if you do those ("finish it") you still won't get any benefit from it under certain circumstances such as doing more than one in a 24 hour period or starting it without at least 1 HP. I was trying to draw attention to the fact that this interpretation, that you can “finish” a long rest without gaining its benefits, leads one to the conclusion that a wizard can recover all his/her spent spell slots or the victim of a vampire bite end the reduction to his/her hit point maximum more than once per day or when at 0 hit points. This is a new and interesting route to explore. I am unaware of specific rules on what sleep is mechanically in 5e (outside of the unconscious condition), and why they would be incompatible with unconscious. Can you give me a pointer to where you are seeing this? I think it’s right there in the long rest rules. You need to sleep (or trance) in...
  • 08:33 PM - Lidgar quoted Blue in post Double Dash
    Pic isn't me, but I'm up for some D&D&D&D&D! I actually have that shirt - gift from my son as he knows my passions... B-)
  • 05:06 PM - Hriston quoted Blue in post Death and 0 Max HP
    Here's the exact wording. Taken from the SRD, though it matches the PHB: If you note, first there is what you need to do to take a long rest. It talks about times, limits of light and strenouous activity. Second paragraph is a list of general benefits that apply to all characters. Third paragraph are exceptions that you can't benefit from more than one long rest per 24-hour period and must have at least 1 HP. Not that you can't long rest, just that when you do you don't gain the benefits in those situations. So it's pretty clear you can long rest, just that you don't gain the benefits. Or in other words, you can start a long rest (which is really just an action-declaration, i.e. “This is what my character is going to do for the next eight hours.”), but you just can’t finish it. The thing is, I don’t think a player of an unconscious PC is in any position to say what their character is going to do. Unconsciousness is not sleep. It has its own rules for hit point recovery.
  • 04:43 PM - Lidgar quoted Blue in post Double Dash
    Along those lines, the rogue / fighter that wants to Action surge to get in Dash-Dash-Dash for one round can go for it. As long as the rogue has bleach blond spiked hair, I'm a huge fan of Triple D. https://urbanmatter.com/chicago/wp-content/uploads/2018/04/Webp.net-resizeimage-6.png
  • 03:38 PM - dnd4vr quoted Blue in post Death and 0 Max HP
    Actually, @jaelis just won it for the "long rest at 0 won't make it come back" side. :) I had the concept of "what happens because of a long rest" and "what happens after a long rest occurs", which is supported reading the Long Rest section of the PHB and the Vampire's bite entry. But he called on me to look at other things that come back after a long rest, and the verbiage of them differed from the Long Rest section and matched the Vampire's bite section. So I was wrong. It would take a Greater Restoration or similar after the Revivify. Well, I guess I never realized that was your issue. IMO it has been long established that Greater Restoration would be needed in some capacity and why our party needs a Cleric high enough level for that. With Gentle Repose also working, our DM would allow Revivify to work as well once Greater Restoration is in play. Of course, we are going with Raise Dead if we can at that point because our house-rule for Revivify is risky.
  • 03:23 PM - jaelis quoted Blue in post Death and 0 Max HP
    Okay, you convinced me. So after the revivify it would take a Greater Restoration or similar effect to bring back their max HPs. Yay! :P
  • 03:18 PM - dnd4vr quoted Blue in post Death and 0 Max HP
    As a matter of fact, we have pretty strong circumstantial evidence that this works just fine if you are brought back. Consider the case you didn't address - where a character is drained by a vampire, killed due to normal HP loss and three failed death saves, and then revivified. I think everyone expects that to work. There's nothing in the description of the vampire's bite to support your claim that the long rest portion only applies to characters who remained alive. Of course it would work in that case because the necrotic damage delivered by the bite attack doesn't reduce the target to max 0 hp. When the character is revivified with 1 hp, their maximum hp was also 1 point or greater when they failed their death saves. The character takes a long rest, and max hp is restored. So, no problem there. I am not sure why you brought it up, actually, unless I missed part of your discussion with Maxperson. To be clear, the "bite" does piercing damage and maybe people are using it as synonymous...
  • 03:06 PM - jaelis quoted Blue in post Death and 0 Max HP
    What do you think about a wizard changing prepared spells after a long rest that started at 0. I admit if you just say "can't happen" then I've switched to your side of the argument. But you debate honestly so I think if you do see it as different you'd say so. Based on how I read the rules, I would indeed say that you can't prepare spells after a long rest that you haven't benefited from. In an actual game, I would let someone do it, but that is sort of a separate question. I agree it is good question. And at some level I agree with the distinction you are making, such as in your contrived example. I just think we really have to read "benefit" broadly here, otherwise there are all kinds of things that fall apart. IE, if an effect could reasonably be considered a benefit of a long rest, I think we are obliged to treat it as a benefit of a long rest. (Otherwise how do we decide the spell slot question?)


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