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  • Yaarel's Avatar
    Yesterday, 06:23 AM
    Notice, that focusing on a nonsensory skill will distract one away from sensory skills. Oppositely, focusing on a sensory skill will distract one away from nonsensory skills. In other words, when someone is focusing on hitting a golf ball, they are at a disadvantage to any conversation that starts up.
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Yesterday, 06:18 AM
    Focus is something that any human can normally do. Whether it is focusing on hitting a baseball with a bat, or solving a math problem, or concentrating on watching a movie. While focusing, the rest of the world shuts out. To mechanically represent focus, it something like an action that allows a skill check with advantage, while all other unrelated skill checks are at a disadvantage....
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Yesterday, 04:47 AM
    With regard to REALLIFE absentedminded professors, they really dont care about the things that the majority of people care about. The absentedminded person would RATHER spend their time thinking about math problems in their head (or whatever problem they find interested), without any attention to what shoes people are wearing or whose birthday it is. They just dont care. In their ideal world,...
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Yesterday, 04:42 AM
    Absentmindedness is a reallife neurological phenomenon that D&D lacks a way to accurately represent.
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Yesterday, 04:18 AM
    Paying attention has more to do with concentration mechanic. Somethings require concentration, and really that might mean disadvantage in whatever one isnt paying attention to.
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Yesterday, 03:59 AM
    If someone is autistic, then that is something different. It is more like a flaw, a skill disadvantage, a penalty, or a disease, depending on the variety. Normal distractedness − such as missing the exit off a highway because of being engrossed in a conversation − is precisely because the mind is ‘elsewhere’. People CAN pay attention to an upcoming exit. But they chose not to by doing...
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Yesterday, 12:53 AM
    In the Original Post. • I added a section called Styles and Realms ]. • I statted the wood elf. Check these out.
    78 replies | 2465 view(s)
    2 XP
  • Yaarel's Avatar
    Tuesday, 25th June, 2019, 11:17 PM
    I might do something like this after all for expertise. But since the average of 1d4 is 2 (rather 2.5), I am unsure how it helps the math. If someone has ‘expertise’ with a sword, it seems imbalancing in combat if adding a +1d12 expertise bonus to the attack by a ‘master’ swordfighter on top of whose proficiency is already +6. As mentioned earlier, I am tentatively going with...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Tuesday, 25th June, 2019, 11:01 PM
    Hopefully the math for skill check is identical with the math for a combat attack. In this way, players can freely use skills in combat in a way that is ‘fair’, and DMs can easily adjudicate narrative surprises. Alternatively, breaking down a door can be an attack in a noncombat scenario. For this reason, any bonus that improves a skill check must also be available in combat. The basic...
    78 replies | 2465 view(s)
    1 XP
  • Yaarel's Avatar
    Tuesday, 25th June, 2019, 06:07 PM
    The absent minded professor is misunderstood. Its not that they cant keep track of social events or clothing fashions, its that they dont care. They are busy doing other things that are more interesting to them. In any case, they have high skill bonuses, not necessarily high ability bonuses.
    61 replies | 1576 view(s)
    1 XP
  • Yaarel's Avatar
    Monday, 24th June, 2019, 12:28 AM
    Give Perception to Intelligence. Perceptive people are intelligent. Perceptiveness explains the Initiative bonus − the person perceives and assesses the threat that is approaching. Give Perception and Initiative to Intelligence.
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Sunday, 23rd June, 2019, 03:27 AM
    ‘Perception’ = Intelligence ‘Soul’ = Charisma
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Sunday, 23rd June, 2019, 02:23 AM
    People have been trying to balance the six abilities for roughly 50 years. The six are just bad design.
    61 replies | 1576 view(s)
    1 XP
  • Yaarel's Avatar
    Sunday, 23rd June, 2019, 02:07 AM
    Deleting Constitution and Wisdom from existence fixes everything!
    61 replies | 1576 view(s)
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  • Yaarel's Avatar
    Friday, 21st June, 2019, 04:02 PM
    I need the skill math to cohere with the combat math. Combat math is tried and true, adapting and evolving since the origins of D&D. Combat math is robust and fair. 5e design innovates bounded accuracy. This sobriety to minimize bonuses to a d20 roll has many benefits. But it is a fragile ecology. Designers must persist in the effort to avoid adding new bonuses. The combat math works. There is...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 20th June, 2019, 11:56 PM
    Foursome Human Ability prerequisite: none Exceptional array: +3, +2, +1, +0 Human features Skill proficiency: any Tool proficiency: any Expertise: you gain expertise in a skill or tool that you have proficiency with but not yet expertise
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 20th June, 2019, 11:47 PM
    Mostly, the adoption of four was a nod to make it easy to use 4e material. For example, one can literally take a black marker and blot out Constitution and Wisdom, and the monster stat block still works fine without these. Heh, the four abilities seemed to annoy some people, but the eight abilities seemed to make them angry. It is my intention to use *skills* to further bifurcate...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 20th June, 2019, 11:41 PM
    So far, the Advancement table feels solid. Hopefully it can balance with 5e math. So Foursome characters can play alongside 5e characters. The Foursome Advancement chassis alternates class features with feat, race, and skill features. Create a Foursome Race A typical Foursome race design is equal to two feats. This is slightly less powerful than the 5e Half Elf and 5e Wood Elf. The...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 20th June, 2019, 10:02 PM
    I find myself referring to this 4e-clone→5e→update by the name ‘Foursome’. Of course, the name Foursome refers to 4e. Also, it connotes how the system relies on 4 abilities. (For those using 6 abilities, I hope it is easy enough to get Constitution by splitting Strength, and to get Wisdom from Intelligence-Perception and from Charisma-Will.) Foursome also refers to the design effort for a...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 20th June, 2019, 04:11 AM
    I want to point out, Gygax himself caused this confusion about what ‘hit points’ are. Gygax had a double standard. When it came to PLAYER CHARACTERS the damage was mainly non-physical (except the Constitution hit bonus were physical). But when it came to MONSTERS, Gygax recommended making the hit points as gory and graphic − and physical − as possible for the sake of a vivid narrative. ...
    37 replies | 885 view(s)
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  • Yaarel's Avatar
    Thursday, 20th June, 2019, 03:59 AM
    I am in the D&D camp that views hit points as both physical and nonphysical (stamina, alertness, skill, luck, etcetera). So, for me, ALL DAMAGE IS SUBDUAL DAMAGE until the magical number of ‘zero’. Zero is when the serious contact happens. Zero is when a lethal blow actually lands. Anything else is just fencing. So, instead of a blade thru the heart − at zero − the attacker can...
    37 replies | 885 view(s)
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  • Yaarel's Avatar
    Wednesday, 19th June, 2019, 03:40 AM
    Consider the all-important character Advancement table. Here are four tiers: Novice, Hero, Master, and Immortal. In medieval contexts, these are apprentice/page, journeyer/squire, master/knight, plus legendary. In Basic D&D, these tiers might loosely associate with Basic, Expert, Master, and Immortal. 4e lacks Novice for a player character, and the tiers begins at Heroic, Paragon, and...
    78 replies | 2465 view(s)
    1 XP
  • Yaarel's Avatar
    Wednesday, 19th June, 2019, 12:52 AM
    The Knights Templar are an imperial religious order − and very much about certain ruling families. These aristocratic families were also bankers. There are commoners who have access to the aristocrats: servants, entertainers, and merchants. But the aristocrats are highly conscious of their ‘low birth’ and ‘low status’. They try to prevent the boundaries from getting blurry. Sometimes, a...
    37 replies | 885 view(s)
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  • Yaarel's Avatar
    Tuesday, 18th June, 2019, 11:32 PM
    I create the following. There are four ‘styles’: divine, void, arcane, and worldly. These styles are methods or modes or ways. They correspond roughly to the 4e sources: divine, shadow, arcane, and martial. Each style can engage four ‘realms’:
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Tuesday, 18th June, 2019, 07:48 PM
    For my urban campaign, nonlethal combat is key. Defeating opponents without murder, reduces a serious crime to misdemeanor, or even simply a nuisance that the guards dont want to bother themselves with. For this reason, the ‘bloodied’ condition becomes highly useful. It is the moment when an altercation becomes a fight. Someone is going to have a black eye. I reserve all the ‘unfair’...
    37 replies | 885 view(s)
    2 XP
  • Yaarel's Avatar
    Tuesday, 18th June, 2019, 03:48 AM
    Status because of wealth, celebrity, and power ... is modern. In premodern cultures, it is more important to be *related* to a noble and have a title, than to actually have money. Money has value − specifically to pay for armies to conquer and steal wealth from other communities. These ‘spoils of war’ were often spent lavishly to emphasize the victory. The next generation of these...
    37 replies | 885 view(s)
    1 XP
  • Yaarel's Avatar
    Tuesday, 18th June, 2019, 01:40 AM
    Social Stratification ≈ Background ≈ Status/Clique Social Competitiveness ≈ Persuasion/Intimidation Family and Clan are ultra important Power in the sense of class level and wealth are actually less important than we moderns might expect. Level and treasure probably counts for personal reputation, but not really for social ‘access’.
    37 replies | 885 view(s)
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  • Yaarel's Avatar
    Tuesday, 18th June, 2019, 01:03 AM
    Power Grid − Styles: Divine, Void, Arcane, Worldly − Realms: Matter, Life, Mind, Force MATTER (elemental) LIFE
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Tuesday, 18th June, 2019, 12:57 AM
    Alright. So a nonmagic at-will is called a ‘maneuver’. A magic at-will is called a ‘cantrip’. So, in the power format, ‘frequency type’ includes Rest, Long Rest, Reaction, ... and Cantrip/Maneuver (= at-will).
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Monday, 17th June, 2019, 07:21 PM
    Power Source Grid Here is the 4e Power Source Grid as a table, to make it easier to tweak if necessary. When it seems stable enough to handle most of the corner cases, we can move it into the Original Post. Power Sources
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Sunday, 16th June, 2019, 04:18 AM
    Low light is a pain in the neck to keep track of. Even when I remember there is low light, I just handwaive it. Any amount of bright light is bright within close range, and dim for a virtually unlimited distance beyond the bright light. Maybe low light vision is useful for scanning a distance. But really I dont care. I am glad the only two meaningful options are either darkvision or a...
    205 replies | 7826 view(s)
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  • Yaarel's Avatar
    Sunday, 16th June, 2019, 03:29 AM
    Here is my first pass at Warlord powers. They are intended to balance with 5e, so compare these powers to 5e spells. When a class gives the player the choice of a power, the player can choose any power, whether it is at-will, per rest (short or long), or per long rest. (I am tempted to refer to the At-Wills as ‘Fighter cantrips’.) In 5e, several classes can share the same powers (including...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Sunday, 16th June, 2019, 02:22 AM
    Power Format Power Name // Purpose Level Sources, Trope // Action Type • Frequency
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Saturday, 15th June, 2019, 06:24 PM
    The clay golem derives from the Bible, where the first human (whose name is ‘Human’, Adam) is shaped out of wet clay − namely a ‘lump’ of ‘dirt’ made moist by a ‘mist’ from the ground. God brought this reddish clay statue to life, by breathing Divine breath into it. This is understood as the ‘dirt’ of physical molecules being mysteriously entangled with consciousness. There is a tradition that...
    20 replies | 918 view(s)
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  • Yaarel's Avatar
    Saturday, 15th June, 2019, 04:04 PM
    I tweaked the power sources grid. Note, ‘Morale’ with ‘Second Wind’, thus by extension Warlord hit-point restoration in the sense of rallying morale. Morale organizes as nonmagical ‘Martial’ and mental ‘Psionic’. Now that I know how to make a table, I am doing the 4e Power Sources Grid as one to make it easier to tweak. See below.
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Saturday, 15th June, 2019, 05:07 AM
    Seriously, in my eyes, the whole point of a ‘boxed set’ is the MAP. And an adventure or arc of adventures relating to the MAP. For what its worth, I prefer regional settings (that plug-and-play into any world). So a regional map, rather than a world map. For me, a world map is an online offering for those who want it. Compare, Salt Marsh is about right for me, in terms of a specific...
    90 replies | 3750 view(s)
    5 XP
  • Yaarel's Avatar
    Saturday, 15th June, 2019, 04:46 AM
    The Power Sources table above lists ‘healing’ as Primal and Divine. However, this refers to actual spontaneous healing following a catastrophic injury when reach zero hit points. Warlord healing is more like ‘morale’ (Martial Psionic), inspiring others to press on, despite being battered an bruised. For my tastes, the Warlord is an effective healer − unless the ally reaches zero hit...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Saturday, 15th June, 2019, 03:39 AM
    I consider balancing options a high priority. I appreciate those who think about these carefully. ‘Situational’ is ‘less useful’, because it is less frequent, and in that sense ‘weak’. Regarding frequency: An ability that is used every encounter is useful.
    19 replies | 2641 view(s)
    2 XP
  • Yaarel's Avatar
    Saturday, 15th June, 2019, 03:25 AM
    Wood Elf, and maybe High Elf, deserve Darkvision, carrying a nocturnal vibe. However, Eladrin ‘Sun Elf’ must not have Darkvision, having an aura of light, or a light cantrip, instead. Eladrin ‘Moon Elf’ probably needs Darkvision with a nocturnal vibe. In sum.
    205 replies | 7826 view(s)
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  • Yaarel's Avatar
    Friday, 14th June, 2019, 11:24 PM
    My ideal power format looks something like this. The title line has the power name (in this case the Fireball spell), the purpose, and the character level. Next line, sources.
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Friday, 14th June, 2019, 07:51 PM
    4e Power Sources How do you guys feel about the 4e Power Sources table below? The table develops from discussions that Wrecan and I had years ago. Essentially, the sources are rows and columns that intersect each other. For example, ‘healing’ spells are both Divine and Primal, locating at the intersection of the two. The columns describe the THEME of the spell: Elemental (Matter),...
    78 replies | 2465 view(s)
    1 XP
  • Yaarel's Avatar
    Friday, 14th June, 2019, 07:20 PM
    @Azzy, jayoungr I updated the original post as follows. Any suggestions? Grappling Grappling represents wrestling, grabbing, pulling, and pushing.
    78 replies | 2465 view(s)
    1 XP
  • Yaarel's Avatar
    Friday, 14th June, 2019, 05:48 PM
    Yeah, I guess. Maybe for the sake of simplicity, ANY grappling maneuver can attack or defend via whichever is higher, Dexterity or Strength. So, Dexterity can ‘Push’ by means of a judo flip or so on, and ‘hold’ by grabbing a sensitive place like a finger. I have in mind that there are only four abilities (or at least only four ‘active’ abilities). So, attack uses Strength or...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Friday, 14th June, 2019, 03:49 PM
    I am a big fan of swaps. They are awesome for customization and balance. If everything is formatted as powers, then it is so easy swap one power for an other. If you look at the ‘Advancement’ table. The way the leveling sequence works out has levels 20 to 24 for Epic tier. This includes two ‘Epic’ feats at levels 20 and 24. It also includes an Epic race feature − great for concepts...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 13th June, 2019, 05:43 PM
    I want ultra simple grappling. Is the following feasible enough? Grappling Grappling represents wrestling, grabbing, pulling, and pushing. Always use Dexterity to make a grappling attack but always use Strength to keep hold.
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 13th June, 2019, 04:02 PM
    How do you guys feel about everyone getting a free feat at level 1? I suppose, a human gains two. I love 4e ‘themes’. It seems like Pathfinder2 now has something like this as well. A themes are a substantial set of thematic abilities, in addition to class and race. These are great for rounding out a character, connecting the character to persons or places in the setting, or if teammates...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 13th June, 2019, 03:30 PM
    Ability Bonuses Your ability bonuses define the things that you tend to be good at. Your aptitudes. For example, a high Strength bonus makes you inherently good at various challenges that need you to be physically strong. Physical Ability Bonuses • Strength represents your brute strength, toughness, and size. • Dexterity represents your precise motion, skillful athleticism, and...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Thursday, 13th June, 2019, 01:05 AM
    The 4e source is so flavorful. It is one of my favorite aspects of 4e. Identifying a class with a certain source works well. On the other hand, identifying a class with a role never worked well. The class felt too rigid and inflexible against personalization. Towards the end, 4e abandoned roles by having archetypes with different roles. I feel it is very useful to use ‘roles’ as...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 06:03 PM
    I overhauled the Ability Bonuses section. This post archives the earlier content, before the update. Your abilities define the things that you tend to be good at. Your aptitudes. For example, a high Strength makes you inherently good at various skills and efforts that need you to be physically strong. The attacker always rolls a d20. This attack roll adds a relevant ability bonus...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 06:02 PM
    It is possible that 4e grognards outnumber 4e fixers. This is ironic regarding the history of 4e. Heh, and the rationale is identical: ‘I own too much stuff, and therefore refuse to change in any way at all.’ The bottom line is, this thread belongs to the community. I personally need a system that uses salient and balanced abilities. But this thread isnt just for me.
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 04:44 PM
    The abilities of the 3e gaming system were more systematic and more balanced than the 1e gaming system. I am unfamiliar with 1e clones. But my impression is, these embrace the 3e improvement of the abilities, abandon the 1e stats, and still call the 1e clone a ‘clone’.
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 03:22 PM
    Zardnaar The 4e defaults to ‘attacker always rolls’. Yet it included variant possibilities. For example, ‘players always roll’. In other words, when players attack, they roll against a defense. But when monsters attack, the attack is a fixed number and the players make saves against it. So, it is easy to just leave ‘attack’ and ‘defense’ as raw bonus numbers. If rolling, add d20. But if...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 03:11 PM
    To reduce to three abilities, would mean using Dexterity checks for library research, or alternatively using Intelligence for jumping and grappling. Besides, the 4e stat ‘Passive Perception’ is defacto a routine defense. 4e really has four defenses. The consolidation of abilities down to four is fully compatible with existing 4e material.
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 01:53 PM
    @Zardnaar, @DEFCON 1, @Charlaquin It is worth having balanced abilities. Rather than the eight abilities, it is possible to have four abilities. • Strength • Dexterity • Intelligence • Charisma
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 06:10 AM
    Initiative probably belongs to ‘Sense’, whether Sense is part of Wisdom, part of Intelligence, or its own stand-alone ability. In any case, Sense is the ability to notice something coming, whence the ability to respond early for initiative.
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 06:06 AM
    I am ok with removing damage from finesse weapons. Note, in the eight ability setup: Strength − melee attack bonus, melee damage bonus Athletics − finesse attack bonus, grappling, Monk flurry attack Dexterity − missile attack bonus, Rogue sneak attack All three have different kinds of combat options. None are must-have.
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 05:42 AM
    Abilities should be useful regardless of class. Lore skills and languages are less satisfactory to make Intelligence worthwhile. Intelligence must include something frequently useful in combat. 4e made a good start at making Intelligence a more meaningful investment. It combines Intelligence with Dexterity for Reflex. But this combination still feels awkward. Intelligence still feels less...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 05:08 AM
    We will see how people feel about having 8 ability scores. But there are many good reasons to have these 8. They are equally powerful to each other. And salient to describe well various kinds of creatures and abilities. Personally, in the traditional six, I find the fact that Dexterity is a super-stat while Intelligence is a dump-stat, to be frustrating. This fundamental imbalance wont...
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 04:34 AM
    The only difference between a ‘defense’ and a ‘save’ is a d20 versus a base 10. You can literally call it a ‘Will save’ and then define ‘Will save’ as ‘10 + your Wisdom or Charisma bonus’.
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 04:10 AM
    Zardnaar I started a new thread as a ‘wiki thread’ that anybody can edit. This allows multiple people to contribute to the clone, so not all of the burden is on one person. Have a look at the thread and add and change it freely. enworld.org/forum/showthread.php?659990-Open-4e-Style&p=7619019#post7619019
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 03:54 AM
    Math cannot be copyrighted. If you like defenses better, then there is no problem using them. The terms ‘Fortitude’, ‘Reflex’, ‘Will’, and ‘Perception’ are all legally available, regardless of how we define these terms. Cool about Star Wars. If going with defenses, then it is worth combining Ref and AC as a single defense.
    320 replies | 11868 view(s)
    1 XP
  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 03:01 AM
    The ability bonuses consolidated to four: Strength and Dexterity, Intelligence and Charisma. Abilities and defenses are probably the most important mechanics in the entire game. They need to work extremely well. Unfortunately, they are the most familiar mechanics, thus the most difficult to improve. In the first post, in ‘Ability Bonuses’, I have added two more ability scores....
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 02:49 AM
    Reserved
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Wednesday, 12th June, 2019, 02:46 AM
    Foursome (4e Clone, 5e Update) Contents • Character • Combat • Appendix
    78 replies | 2465 view(s)
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  • Yaarel's Avatar
    Tuesday, 11th June, 2019, 05:23 PM
    In 1e, every DM was expected to create their own setting with its own flavor. I wish that stayed.
    77 replies | 2987 view(s)
    7 XP
  • Yaarel's Avatar
    Tuesday, 11th June, 2019, 04:53 PM
    @Zardnaar, I basically like these half-feats. The main issues are: Flavor-neutral mechanics Avoid baking setting flavor into the mechanics. Rely more on ‘flavor text boxes’ for flavor. Especially avoid terms like ‘gods’ within the actual mechanics themselves. Defenses In 4e, there are no such things as ‘saves’. Instead, the attacker always rolls. The defender has ‘defenses’....
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Tuesday, 11th June, 2019, 02:10 PM
    Actually, doing them in chunks of 5, eventually covers all of them. For 4esque, Warlord seems ‘core’. And there are 5 sources: Psionic, Arcane, Divine, Primal, and Martial. Maybe treat Bard as mind-affecting Psionic.
    29 replies | 1289 view(s)
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  • Yaarel's Avatar
    Tuesday, 11th June, 2019, 04:22 AM
    So far. Warlord Fighter Wizard Rogue, Cleric Druid, Warlock
    29 replies | 1289 view(s)
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  • Yaarel's Avatar
    Friday, 7th June, 2019, 11:35 PM
    I would go with Rabbi as a background. Rabbis can be very different from each other. Some Rabbis are scientists (Wizard), some are soldiers (Fighter), some are artists (Bard), some are healers (Cleric). The mystics in particular seem a case that is simultaneously Divine and Psionic. The endeavor is to ‘unite’ and ‘adhere’ the mind of a human with the mind of Divinity. Jewish mysticism is...
    20 replies | 918 view(s)
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  • Yaarel's Avatar
    Friday, 7th June, 2019, 02:36 PM

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  • Yaarel's Avatar
    Friday, 7th June, 2019, 01:28 PM
    Ars Magica has a book, Kabbalah: Mythic Judaism. It seems a decent presentation.
    20 replies | 918 view(s)
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  • Yaarel's Avatar
    Friday, 7th June, 2019, 01:12 AM
    Pretty much any clergy is more like a background, being a skill set. Knowledge skills (history, religion, arcana as mysticism), social skills (empathy, persuasion, intimidation), magical talents (bless, augury, healing, guidance) Peoples most commonly expressed needs are: belonging, relationship, family wellbeing, finances, physical health, spiritual seeking, meaning, ethical advice,...
    20 replies | 918 view(s)
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  • Yaarel's Avatar
    Thursday, 6th June, 2019, 05:22 PM
    I love 4e. It is my favorite edition of D&D. ‘Errata’ that I would like to improve include. • Make the abilities (Dexterity, Intelligence, etcetera) more salient and more equal in power. • Consolidate AC and Reflex into a single defense. Make Perception a formal defense. • Make power choice fluid. Where 4e had specific usage types (at-will, encounter, daily) at specific levels, it became...
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Thursday, 6th June, 2019, 01:41 PM

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  • Yaarel's Avatar
    Thursday, 6th June, 2019, 01:28 PM
    For 4e, it helps to think in blocks of four levels. • level 1: class archetype specialization power (at-will, short rest, long-rest) • level 2: utility (defend, move, detect), skill (background), cultural power (race, region) • level 3: class power (at-will, short-rest, long-rest, sometimes extra-attack) • level 4: feat/ability-score customization This block repeats for levels 5 to 8,...
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  • Yaarel's Avatar
    Thursday, 6th June, 2019, 12:40 PM
    For theater of the mind, it helps to ballpark all distances for weapons and spells as: ‘melee’ (within 3 feet) ‘reach’ (within 10 feet) ‘close’ (within 30 feet) ‘far’ (beyond 30 feet) ‘same plane of existence’ Far ranges that sometimes happen beyond a combat encounter:
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  • Yaarel's Avatar
    Thursday, 6th June, 2019, 11:51 AM
    It is necessary to plan ahead carefully. Because mechanics depend on other mechanics, once we build it, it becomes painful or impossible to personalize. If we want ability scores to be equally balanced with each other, then we must build the system that way from the bottom up. If we want characters that are easy to customize, then we must build the system that way from the bottom up. ...
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  • Yaarel's Avatar
    Thursday, 6th June, 2019, 01:09 AM
    Maybe the magic bonus and the tier bonus are the same thing? If using magic bonuses, then treadmill the tier bonus. If without magic bonuses just add the tier bonus directly? Novice: +0 magic or tier Hero: +1 magic or tier Paragon: +2 magic or tier Epic: +3 magic or tier
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Thursday, 6th June, 2019, 01:00 AM
    Lets think carefully about bounded accuracy. At level 1, it is possible to have a total of +0 (average score, nonproficient) or worse. At level 1, the highest bonus is +7 (+5 score, +2 proficiency). Im less fond of the Expertise ‘doubling’ proficiency, because I like bounded accuracy for skills too, and I like to use skills in combat, so like combat and skills to have the same math.
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 08:09 PM
    In total there are two physical defenses (Fortitude and Reflex), and two mental defenses (Perception and Will).
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 07:55 PM
    I think it is fine to ignore Epic tier for now. Even ignore Paragon. Just work on Novice (1-4) and Heroic (5-12). Plenty to do. We can add more later once the foundation seems robust. I hope to use 5e mechanics as-is, as much as possible. Only in a situation where a 4e-ism improves 5e, would I want to alter 5e. I would just stick with the 5e weapon attack system, its math works fine.
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 07:43 PM
    Tony Vargas Maybe Sneak Attack against an unaware target, targets the Perception defense thus bypasses the Reflex-Armor defense.
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 07:39 PM
    Tony Vargas Heh, if anything, the lasso targets the Perception defense! Not the Reflex defense. Anyone paying attention can easily render a lasso useless.
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 07:34 PM
    Lassos might have a ‘special’ attack. − But a shield would help prevent a lasso. The rest might be better to handwaive. But, burning oil is effectively negated by armor. Likewise shield and armor effectively deter dragon breath and so on. How many times have I seen a picture of a knight with shield deflecting dragon fire!
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 07:29 PM
    5e hates to attack attended objects − but rationally, the magic ray damages the shield or the plate armor, not the person. Or the shield or armor actually reflects or deflects while being only cosmetically damaged. Armor, including a shield and a heavy cloth armor (gambeson) definitely help escape burns from burning oil.
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 07:27 PM
    Regarding hit points. Suppose each race has base hit points. (Tiny) 4 hit points (Small) 6 hit points (Medium) 8 hit points (Powerful Build) 10 hit points (Large) 12 hit points
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 07:12 PM
    Legal reasons, it is impossible to copyright a calculation. There is no problem using the Constitution score rather than the accumulating bonuses. The word ‘Constitution’ and ‘score’ are legally available too because of the 5e agreement. The 4e-ism of using the score is ok. The only difficulty I foresee is, if using standard 5e monsters, they will have inflated hit points relative to...
    320 replies | 11868 view(s)
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  • Yaarel's Avatar
    Wednesday, 5th June, 2019, 07:10 PM
    Reflex plus AC is such a redundancy. Moreover I see no need for a ‘touch’ attack, it is simply Reflex. For example, shield really does help Reflex in the sense of deflecting an attack and getting out of its way. A shield helps against a magical ray. If someone wants to call it the ‘Reflex defense’ or the ‘Armor defense’, I am happy either way, as long as they are the same thing.
    320 replies | 11868 view(s)
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Tuesday, 6th November, 2018

  • 06:58 PM - Elfcrusher mentioned mrpopstar in post 5E's "Missed Opportunities?"
    ...r different traditions. You would probably have to add similar spells - like a defensive spell in each class - or have other classes, like the divine casters pick up the slack (I'm thinking detect magic). From my experience of playing the aforementioned 'Possessor', I went about combat very differently than the Wizard who threw around fireballs and could cast Mage Armour. But it was still fun. If I remember correctly, Conjuration had two sub-categories: summoning and something else. Possessors got summoning and Wizards got things like teleport. Enchantment or illusion (I forget)had two categories too (phantasms and illusions). Phantasms were illusions that occurred in a person's head and were in the possessor's list while straight up visual illusions belonged to illusionists. (like invisibility) It would be so much work to parse all the spells though. It makes me tired just thinking about it. There are a few specific spells that vary between classes, but I agree with mrpopstar that I'd like to see much more differentiation.

Wednesday, 27th June, 2018

  • 07:38 PM - Yaarel mentioned mrpopstar in post Super Simple Armor
    @mrpopstar Personally, I am leaning toward ‘Standard’, ‘Light’ and ‘Heavy’. For both weapons and armors. The weapons already have the keywords ‘light’ and ‘heavy’, like armor does. These keywords describe every member of the respective group exactly. Also, referring to ‘heavy weapons’ and ‘light weapons’ sounds normal enough for categories. Even light ammo and heavy ammo. Technically, the heavy weapons (great weapons) are martial as well. So ‘martial’ and ‘simple’ become keywords, rather than category names. ‘Standard’, because ‘medium’ sounds awkward. A longsword is standard, chain armor is standard. And so on.

Sunday, 24th June, 2018

  • 01:23 AM - Blue mentioned mrpopstar in post Super Simple Weapons
    mrpopstar, with this change and the armro change, you're really moving close the 13th Age. 13th Age is a d20 OGL from a lead designer of 3.0 (Jonathan Tweet) and of 4e (Rob Heinsoo). It came out before 5e but shares a lot of both DNA but also design philosophy - play quick & streamline, don't overburden with mechanics, let's focus on the play. 13th Age has a complete SRD with everything you need to play from a rules perspective (though not the default setting), hosted ina bunch of places including here on ENworld (though some of the others are easier to navigate). You really may want to take a look their, either for things to yoink for your 5e game, or to see if that system might not fit the experience you are looking for a little better. This isn't putting down 5e - I love both and play both 5e and 13th Age. The great thing with our hobby right now is that there are so many different games out there so we can really find those that work for our table.

Thursday, 21st June, 2018

  • 09:19 AM - Yaarel mentioned mrpopstar in post Super Simple Armor
    @mrpopstar, I like your system here. Some other thoughts when I think about it. • Make naked human Base AC 8 • Helmet +2 AC ( → AC 10) So a helmet works mechanically similar to a shield. This is a simple method to account for the importance of a helmet in combat. So that, in reallife, even someone in ‘light armor’ like a cloth gambeson should be wearing a metal helmet.

Friday, 30th March, 2018

  • 06:43 AM - Satyrn mentioned mrpopstar in post Guidance Cleric cantrip is really dumb
    So a player that rolls dice as part of their skill check breaks everyones immersion? DM's should not use skill checks because they break immersion? Am I getting it now? Step 1. Collect underpants. Step 2. Step 3. Profit! Or as it relates to your post, it looks like you skipped a giant step to turn mrpopstar's narrative underpants into profit.

Friday, 10th February, 2017

  • 09:59 PM - Rune mentioned mrpopstar in post Do you ever let players stack skills?
    I genuinely cannot understand how you could hold the position you do on the Investigation/Medicine issue (at any level... e.g. if I was absolutely pressed to require one check and one only, I would absolutely expect Medicine to yield more useful results than Investigation). Since I don't understand why you hold your position, I have no useful information with which to try to invent an example you will find more acceptable. I'm not interested in throwing out a bunch more loose examples in the hope that you will suddenly have an epiphany from one of them. Especially since it's clear that you can't think of any example you'd accept either. You know your own mind better than I do. Ooh. I think I can answer that one. I don't want to speak for mrpopstar, but that did come up earlier. It seems to me that mrpopstar considers applying proficiency from skills to different types of ability checks (which is presented as a variant rule) to not be RAW (even though it is a rule that is written) and, therefore, assumes it is not in play.* With those assumptions, it becomes easier to understand (but not necessarily easier to agree with): Medicine, being inextricably and exclusively linked to Wisdom, cannot confer knowledge of anatomy, biology, or anything else, nor logical analysis of said knowledge, because knowledge and reason are the providence of Intelligence. Wisdom can only offer intuition and instinct to the situation. Proficiency in medicine, then, can only represent such an approach. At least, I think that's his position. It makes sense. I just, personally, disagree with the fundamental assumption it is built on. The variant rule exists so that people who recognize that it improves their game can use it (why write it at all if the as...

Wednesday, 8th February, 2017

  • 10:01 PM - iserith mentioned mrpopstar in post Do you ever let players stack skills?
    I kind of agree with the first paragraph, but the bold part is total nonsense. Well... not total, because you say "could." Sure, it "could" be a sign of that... but I don't think there's much reason to think that's the most likely thing going on. This assumption presupposes that all action declarations need to be within the precise realm of specificity that the listed D&D skills represent... no less specific, and no more specific. This is wrong for several reasons. The simplest reason is because D&D doesn't even have internal consistency about how specific their skills are. The skill selection is just an arbitrary list that sounded good to the game designers, and works pretty well. There's clear logical overlaps already. So it's inconsistent and unprincipled on the face of things. I disagree. The skills are quite specific in what they cover. mrpopstar makes a good case for this, so I invite you to argue with him about that as I won't be getting into that line of argument due to lack of time. Less specific are what the abilities cover. That is why I recommend DMs do NOT ask for "skill checks." You ask instead for ability checks (broad by definition) and let the player ask if they can apply one of their skill or tool proficiencies. The rules say this is a way to do it, though I skip the asking because I hate questions and go straight to the player just declaring it on the assumption they are acting in good faith. Here is another issue that arises: When a player is not reasonably specific as to goal and approach, a lot of space is left for the DM to assume. A common approach that I see in many games including certain very popular actual play videos (and it annoys me) is that the DM then declares what the character is doing because the player was not specific enough. This can often be avoided, as can the the skills overlap issue rais...
  • 06:02 PM - AaronOfBarbaria mentioned mrpopstar in post Pushing off a cliff
    What mrpopstar said, but with a slightly different bent: Adding more die rolls that have to go a specific way before the desired outcome of an action is arrived at makes it far less likely that the desired outcome occurs. In this case, the desired outcome is to take advantage of the terrain for a fight not being a vast featureless plain - and if you would have a 70% chance of pushing your target across a vast featureless plain, but they get a save they only have a 30% chance of succeeding at to avoid that same push sending them over a cliff, you've taken what could be described as "more likely than not to work" and made it describable as "basically a coin toss" because even with really bad odds to pass the save, the chance of desired outcome happening is 49%. And the end result of putting these extra rolls between declared action and desired outcome? In my experience, it's that players simply stop attempting any action other than those which you haven't stuck extra rolls onto (i.e. "I guess I'll j...

Tuesday, 29th March, 2016

  • 09:22 PM - Quickleaf mentioned mrpopstar in post Using Manacles in Combat
    Well, a third level thief can pick a lock as a bonus action during combat, do you think that is easier to do? Man, really? I missed that. That's a messed up rule. I see why — from a gamist perspective — they did it, but narratively? That's completely out of whack. Use an Object as a bonus action to like pull a rope or ring a bell makes sense, but a complex task like picking a lock or disarming a trap in a second or fraction of a second? I'm almost tempted to house rule that bit out in my own games. Anyhow, if this is something you'd like rules for, I'd piggyback off of mrpopstar's suggestion. Require the target to be either grappled or restrained before manacles can be put on them. And if you insist on making it comparable to the Thief's Cunning Action RAW, then do whatever makes the character appear the most awesome. The game "reality/believability" is far less important in this situation than having fun and indulging in the player's power fantasy (no judgment — swashbuckling heroism & gritty realism are both valid forms of gaming). Make a simple ruling and move on.

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Wednesday, 9th January, 2019

  • 08:23 PM - doctorbadwolf quoted mrpopstar in post What solution for "Cantrips don't feel magical"?
    My only gripe with cantrips is that they feel like effect spams as opposed to energy zaps. Using wizards as an example, I wish their offensive cantrip was more along the lines of a single magic missile, or anything other than repeated cold'n'slow cold'n'slow cold'n'slow. I would love to have magic users have a basic attack, modified by their focus and class features, and different classes have different types of effects they can add to their basic spell attack.

Sunday, 30th December, 2018

  • 01:23 AM - paladinn quoted mrpopstar in post Unearthed Arcana: Sidekicks
    Ah, I see what you mean! I agree that an exclusive feature is appropriate given choice of sorcery, wizardry, witchcraft, druidry, thaumaturgy, etc. That is an important differentiating factor. :) I'd think the differentiation would be a matter of RP more than mechanics, Especially when it comes to spellcasting. Why shouldn't fireball be available to a cleric of a god of fire? Or a druid, for that matter? You see some of this in 5e now: light clerics can cast fireball. The cleric specialty powers/spells seem to be a means of "opening up" clerics to other spell options that they would not normally get. Why not open it up completely and let a cleric take what suits his/her deity?

Friday, 28th December, 2018

  • 09:35 PM - doctorbadwolf quoted mrpopstar in post Unearthed Arcana: Sidekicks
    Class features are how resource management is differentiated, so they're not separate considerations. As far as spell lists go, they differ, though arguably not enough. I'm aiming for a spellcaster being a spellcaster where wizardry does not allow a spellcaster to summon fiends, but witchcraft does. Etc, etc. It’s definately more than resource management, though. A Druid and a wizard aren’t alike. That’s good, even if all it means in a simpler DnD is that at level 1 or 2 you pick what kind of caster you are, and that gives you either wildshape, a pact boon, or a spellbook with the better ritual caster feature, or something, along with telling you what spells you can pick from then on.
  • 06:40 PM - doctorbadwolf quoted mrpopstar in post Unearthed Arcana: Sidekicks
    To be fair, it's resource management across the spellcasters that works differently. Their spells and "magic" work the same. Personally, I think "same but different" adds needless complexity when there are opportunities to differentiate in more meaningful ways. Alternate approaches to resource management are perfectly viable variant rules. The resource management is different, as are the spell lists, and the class features.

Thursday, 27th December, 2018

  • 03:42 AM - doctorbadwolf quoted mrpopstar in post Unearthed Arcana: Sidekicks
    Using these classes as the base for all things creates an opportunity for Spellcaster (Wizardry), Spellcaster (Sorcery), Spellcaster (Witchcraft), etc. Instead of having different mechanics for each type of spellcasting, we could instead have those divided spell lists we so desperately need (e.g. wizardry manipulates objects, sorcery manipulates energy, and witchcraft manipulates creatures). I'm into it! That sounds more like a PBTA game than DnD, to me. Part of the appeal of dnd magic is that it works differently. Even in 4e, wizards, clerics, and bards, all did very different things. The actual mechanics of the spellcasters should feel different.

Tuesday, 4th December, 2018

  • 08:01 AM - CrimsonCarcharodon quoted mrpopstar in post Do We Really Need Half-Elves and Half-Orcs?
    Do you have the same problems with humans? Yes. Humans are also boring and feel very generic. Just because you desire more choice of subraces doesn't mean WotC should make every race have that option. 5e has always mixed complex options with less complex options. The neat thing is you as a player are free to choose the option that interests you the most, unless the DM has limited those options from the game. Just because you desire simplicity doesn't mean WotC should make races simple without the option of subraces. Soooo .... how about kender? Halfling subrace for Dragonlance. Doesn't bother me any. I'm all for half-elves and half-orcs, I simply wish they were human with variant features as opposed to entirely new races unto themselves. If half-races need to have mechanical representation, yeah. That'd be a good way to do it. You could blend the current PHB Half-Elf and Half-Orc with the Human Variant. Maybe something like: Half-Elf (Human subrace) Ability Sco...

Wednesday, 21st November, 2018

  • 02:18 PM - CapnZapp quoted mrpopstar in post Official D&D Errata Updated (Nov 2018)
    The lack of document outline makes navigating the basic rules document an exercise in pure misery. I must scroll all the way back to the beginning of the document for the table of contents? Whyyyy!? :(You get what you pay for. It's basic in more sense than one.
  • 07:57 AM - Enevhar Aldarion quoted mrpopstar in post Official D&D Errata Updated (Nov 2018)
    The lack of document outline makes navigating the basic rules document an exercise in pure misery. I must scroll all the way back to the beginning of the document for the table of contents? Whyyyy!? :( Open it up in two tabs of your browser. Keep one open to the table of contents. Read in the other one.

Friday, 9th November, 2018


Thursday, 8th November, 2018

  • 12:25 PM - CapnZapp quoted mrpopstar in post Sabrina Spellman
    Sabrina's father was also a high priest and she's only special because of him. There's also the principal, Harvey's dad and Susie's dad—all of whom are in positions of authority and represent toxic masculinity in its various permutations. Rosalind's dad stands out as being emotionally intelligent, and Harvey as emotionally sensitive. It's certainly a feminist manifesto, but that is both justified and topical given the witchery premise. Of course - yes, the whole concept of witchcraft is in a way much more related to authority than magic. Dismissing the show as just for intersectional feminists ignores this fact. I get why some people might just want to bring out the popcorn and see hot chicks cast spells, but to me the added layers make the show better, more smart and mature. That said, one inescapable reflection is: "why do these women subordinate themselves if they're so powerful?" Obviously real women don't have fantasy powers, and so it would be incredibly ignorant to ask this of the...

Wednesday, 7th November, 2018

  • 10:18 AM - 5ekyu quoted mrpopstar in post 5E's "Missed Opportunities?"
    That's exactly what I'm thinking of. Parse things out and draw solid lines between who gets what.When I have seen this tried in actual play it tended to go to one of two unsatisfactory results - 1 everybody had and used the "same spells as far as results but the cosmetics were different leading to essentially a devaluing of the six choice itself. My +3 AC spell is from conjured swarms of animals or insects interesting and making it harder to get clear shot. Your is a force shield. The other guy's is an illusion fuzzy thing. My fireball is a fireball but the summoner has an insect stinger ball and the charmer has a painball etc all do 8d6 in 20'r etc. 2 There are actual hard core meaningful differences between them but that results in some being reduced to niche charscters better served up as NPCs because they dont cover as many of the necessary elements as several others (necessary from campaign "what we do" perspective.) You guys manage to break that streak and concoct ye olde "we found...

Tuesday, 6th November, 2018

  • 05:59 PM - 5ekyu quoted mrpopstar in post 5E's "Missed Opportunities?"
    I think 5th missed an opportunity to differentiate casters by spell list as opposed to spellcasting mechanics. Sorcery, wizardry, and witchcraft should have completely different spells as opposed to the same spells managed in different ways. I also think that 5th missed an opportunity to offer completely stripped down caster classes a la the Champion. Things are simple, yes, but it still takes a lot of explaining to first-timers to nurture understanding. There is still a barrier to caster entry that doesn't need to be. And of course, where is the promised modularity!? Missed opportunity!! :) About the bold - IDK - they all face "as adventurers" very similar needs - so wouldn't they tend to have a lot of overlap in their spells? For which of them are Detect Magic and Shield and Light and Charm person not options they are likely to have wanted to have at some point and developed spells for it? Seems to me what you would end up with is a lot of "same spell, different name, minor twe...

Monday, 5th November, 2018

  • 09:33 PM - gyor quoted mrpopstar in post Sabrina Spellman
    The "witch" moniker and motif has always been associated with womanhood, queer identities, and estranged persons. Witch trials are a time tested system of exclusion that serves to enforce social norms. I don't find anything preachy about it, I think it does a fair job of capturing all of the related points through contemporary perspectives. The comedy definitely skews cheesy in the spirit of The Adam's Family and its horror themes are no less ridiculous. There are so many layers, Easter eggs, nods and mentions that it would be difficult not to find something to squeal about if you have ever had an interest in witchcraft. Honestly I find very little comedy, the horror is usually played straight, unlike the Adam's Family. As for the "witch" term it's gender neutral, and some of the most influential witches, both Satanic and Wiccan, are men. Gerald Gardner and Alex Sanders, who was the last to meaningfully claim the name King of the Witches, and those two are just the biggest name...
  • 05:58 PM - gyor quoted mrpopstar in post Sabrina Spellman
    Fun! I'm obsessed with Chilling Adventures. Smart writing, confronting themes, overall silliness—highly recommended! :) I would not recommend it for people who aren't intersectional feminists, it gets preachy, don't get me wrong, it can get interesting at moments with the mysteries at certain points. Still at times its so heavy it like taking a women's studies course, so if that would bother a person too much, they will not enjoy the show. Also if you are expecting an updated version of the 1990's show, you will be disappointed because this new show is horror, not cheesy comedy like the 1990's one was. That being said, I'd make Sabrina a Tiefling instead of a half elf, the SCAG kind that doesn't automatically come with horns and a tail, as this new Sabrina is a Satanist

Monday, 16th July, 2018

  • 08:34 PM - Li Shenron quoted mrpopstar in post Light Character Classes for Monsters
    Nice! Did the stat blocks in Volo's Guide to Monsters bestiary influence your decision-making at all? I really like how the class write-ups turned out there. :) Thanks! I have never read Volo's Guide unfortunately.

Wednesday, 27th June, 2018

  • 11:29 PM - Greenstone.Walker quoted mrpopstar in post Using Wisdom to resist harm
    In 5th Edition, willpower is modeled by Wisdom as per the core rulebooks. PHB chapter 7. Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. The rules do not use the term "willpower". The closest they come is "will to live" which is for Constitution. This question on RPG.STackExchange generated a lot of opinions without any clear answer.

Tuesday, 26th June, 2018

  • 11:57 PM - Laurefindel quoted mrpopstar in post Super Simple Weapons
    Name Damage Properties - Simple weapon 1d6 Versatile (1d8) - Light weapon 1d6 Finesse, light, thrown (range 20/60) - Martial weapon 1d8 Versatile (1d10) - Great weapon 1d12 Heavy, two-handed - Reach weapon 1d10 Heavy, reach, two-handed - Loaded weapon 1d6 Ammunition (range 30/120), loading - Ranged weapon 1d8 Ammunition (range 150/600), two-handed About as simple as it can get. I like that (although I still miss that 1d10 2-handed loading crossbow, the "great weapon" equivalent to ranged weapons). If I may add to the simplicity, keep to two range bands; a short/thrown range and a bow/crossbow range. I'd suggest 30/60 and 60/240. Nice round numbers matching the average speed that a creature can cover in one round of 6 seconds. I you want something closer to RAW, use 20/60 and 80/320 or 100/400.
  • 08:33 PM - Laurefindel quoted mrpopstar in post Super Simple Weapons
    Would the 1d4 weapon not have the light property then? (Totally support throwing short swords! LOL) EDIT: Throwing any weapon results in 1d4 as per the rules, so it is meaningful to have a 1d6 thrown weapon. In trying to abstract the weapon table to its quintessential nature, some granularity will be lost (i.e. a handaxe that should be thrown but not finessed vs a shortsword that should be finessed but not thrown). Personally, i think it's all right. Personally, i'm cool with shortsword being thrown. While perhaps not realistic, it's cinematic enough to keep IMHO (they do it in the movies all the time). Spartan hoplite throwing its shortsword in the face of it's enemy? That's bad-ass. DEX-based elven axe thrower? I'm cool with that too. Dual-wielding 1d6 rapier swashbuckler? Why not. For what it's worth, I think your (super) simple weapon table is fine just the way it is [edit] it was in your last post.
  • 08:09 PM - Satyrn quoted mrpopstar in post Super Simple Weapons
    Would the 1d4 weapon not have the light property then? (Totally support throwing short swords! LOL) EDIT: Throwing any weapon results in 1d4 as per the rules, so it is meaningful to have a 1d6 thrown weapon. I'm actually suggesting that you drop the idea of a 1d4 weapon completely. And that those with simple weapon proficiency can only use that one row on your chart reading "Simple Weapon" . . . which means no throwing weapons without martial training. (You'd probably want to hand out Light weapons to rogues)
  • 07:53 PM - Satyrn quoted mrpopstar in post Super Simple Weapons
    I support light weapon, but there are a lot of implications to taking that property away from the 1d6 weapon (e.g. two-weapon fighting as it currently stands would see a reduction in damage output). I forgot to mention upping its damage to 1d6 since I was also upgrading it to a weapon for those with martial proficiency (and moving it below the Simple Weapon on the table) I'm sorta moving back to throwing short swords, but that still feels fine to me, especially as daggers and hatchets and other throwing weapons would be decent (and don't carry the dissatisfication that comes from "rolling" a d4)


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