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  • Quartz's Avatar
    Monday, 15th July, 2019, 03:43 PM
    I'm late to the thread as usual. :) I'm not seeing the problem here on two counts: PCs can routinely exceed their maximum HPs through temporary HP and 5E is an exception-based system. So someone casts Raise Dead or Revivify on the PC and she awakens with 0 max HP and 1 actual HP. Actions can then be taken to change the current HP maximum. Whether or not the 1 HP is temporary or fixed is up to...
    151 replies | 3334 view(s)
    3 XP
  • Quartz's Avatar
    Sunday, 14th July, 2019, 10:39 AM
    5-15
    16 replies | 569 view(s)
    0 XP
  • Quartz's Avatar
    Sunday, 14th July, 2019, 12:23 AM
    IMHO making it use a Legendary Action is more appropriate.
    9 replies | 318 view(s)
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  • Quartz's Avatar
    Wednesday, 10th July, 2019, 11:26 AM
    Be very wary of forced movement powers and make sure every PC has the ability to recover from being pushed off at least once. How about having the whole thing covered in a crystal dome which gets shattered the first time a PC gets knocked into it? And that central hole might be covered, with the boss monster ordering some minions to uncover it at the start of the fight. Clever PCs might use...
    4 replies | 277 view(s)
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  • Quartz's Avatar
    Tuesday, 9th July, 2019, 02:17 PM
    Yoink!
    104 replies | 2892 view(s)
    1 XP
  • Quartz's Avatar
    Tuesday, 9th July, 2019, 11:27 AM
    Remember that the PC only gets to roll if the result is in doubt. Yes, you might be Batman with +20 to your Stealth (+6 base Proficiency, +1 to Proficiency from Ioun stone, 22 Dex boosted by Tome) and Reliable Talent, for a minimum result of 30 but if there's nowhere to hide then you don't get to hide. And nerf Expertise to +2. Which still gives Batman a minimum result of 25.
    104 replies | 2892 view(s)
    0 XP
  • Quartz's Avatar
    Tuesday, 9th July, 2019, 11:12 AM
    Add in Sylph, Naiad, and Dryad. And you can have the various genies as the magic of nature. I think you may be on to something here. Please continue your exploration.
    29 replies | 728 view(s)
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  • Quartz's Avatar
    Thursday, 4th July, 2019, 04:30 PM
    I disagree: the extra feat at level 6 (never mind level 14) isn't enough to offset all the goodies the other fighting classes get.
    232 replies | 9960 view(s)
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  • Quartz's Avatar
    Thursday, 4th July, 2019, 10:43 AM
    Well, the Fighter isn't actually better than any other class at - you know - fighting until level 11. It isn't even equal. And even then, at 11th level the Paladin gets a huge damage boost.
    232 replies | 9960 view(s)
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  • Quartz's Avatar
    Wednesday, 3rd July, 2019, 08:53 PM
    This: it's just SFX.
    22 replies | 930 view(s)
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  • Quartz's Avatar
    Wednesday, 3rd July, 2019, 08:52 PM
    KISS: apply Advantage if there's more than N zombies.
    22 replies | 930 view(s)
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  • Quartz's Avatar
    Tuesday, 2nd July, 2019, 11:47 PM
    Way back when, the simplest way was to just increase the boss monster's HP. I'd be very careful about increasing the boss' offensive power; increasing the defensive power is much more controlable. So increase HP, add in Resistance vs whatever, Legendary Resistance, Legendary Actions. Putting in high level powers like Wish and Meteor Swarm is just going to end in tears.
    21 replies | 835 view(s)
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  • Quartz's Avatar
    Monday, 1st July, 2019, 05:39 PM
    There are many spells that can't be cast in combat or are irrelevant to combat. Any spell that takes a long time to cast, for instance.
    108 replies | 3713 view(s)
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  • Quartz's Avatar
    Monday, 1st July, 2019, 04:28 PM
    Exactly what I wrote. No, you could cast those in combat, particulaly the latter to summon reinforcements. That said, I'm open to adding other spells.
    108 replies | 3713 view(s)
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  • Quartz's Avatar
    Sunday, 30th June, 2019, 06:43 PM
    The loot is what I - the DM - want the PCs to have. If they have something special that I want the PCs to find and the PCs search then the PCs find it. And critters outside their lairs will have minimal cash loot. Remember the cardinal rule: you should only call for a roll when the result is in doubt. It also gives me the opportunity to fix earlier problems. For example, the PCs come across a...
    18 replies | 897 view(s)
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  • Quartz's Avatar
    Saturday, 29th June, 2019, 05:58 PM
    You're right. So GWF does +1 HP / round damage over TWF at Str 18 in tier 2. At Str 20 (not unreasonable in tier 2 in a game without feats) they're even.
    232 replies | 9960 view(s)
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  • Quartz's Avatar
    Saturday, 29th June, 2019, 12:29 PM
    From your figures: the GWF hits twice for 2d6+4 with 1s and 2s re-rolled, then Action Surges for another two 2d6+4 attacks (~49.3). The TWF hits twice for 1d8+4 then Action Surges for another two 1d8+4 (or 4d8 + 16, average 35) then applies TWF for a further 1d6+4 (42.5). That's a difference of 7. In subsequent rounds the GWF is doing 2x (2d6+4) (~24.5) and the TWF is doing 2x (1d8x4) and 1d6+4...
    232 replies | 9960 view(s)
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  • Quartz's Avatar
    Saturday, 29th June, 2019, 10:09 AM
    Assuming no feats, TWF does the most damage at tiers 1 and 2 and Action Surge only boosts that.
    232 replies | 9960 view(s)
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  • Quartz's Avatar
    Friday, 28th June, 2019, 11:22 PM
    No, I'm not. They all apply equally to all fighting styles. In particular Action Surge is once per short rest so really doesn't count.
    232 replies | 9960 view(s)
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  • Quartz's Avatar
    Friday, 28th June, 2019, 11:07 PM
    I disagree: Assuming a 16 stat and no feats, TWF is hugely ahead in DPR in tier 1, just ahead of Duellst in tier 2, and just behind in tier 3. It's only truly behind at level 20 when the fighter gets a fourth main attack. For 19 levels, TWF is just fine.
    232 replies | 9960 view(s)
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  • Quartz's Avatar
    Friday, 28th June, 2019, 11:01 PM
    Anytthing that can't be cast in combat.
    108 replies | 3713 view(s)
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  • Quartz's Avatar
    Friday, 28th June, 2019, 10:58 PM
    TWF is fine and balanced in a game without both feats and multiclassing. It only needs fixing in a game with feats or multiclassing or both. I too have no issue with TWF using the bonus action.
    232 replies | 9960 view(s)
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  • Quartz's Avatar
    Friday, 28th June, 2019, 11:10 AM
    I think this emphasis on damage is the wrong way to go and far too complex. I think that versatile weapons are so varied that we might be better to look at two or more styles. Adding the Reach property might be appropriate for weapons like the Quarterstaff and the Spear, and a re-roll like GWF for weapons like the Trident and the Battleaxe.
    49 replies | 2042 view(s)
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  • Quartz's Avatar
    Thursday, 27th June, 2019, 04:19 PM
    How about elementals or para-elementals? Perhaps an evil marid or sylph?
    16 replies | 575 view(s)
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  • Quartz's Avatar
    Thursday, 27th June, 2019, 03:32 PM
    Quite possibly, but I don't think so. The Fighter class only comes into its own at level 11 anyway, with the third attack.
    35 replies | 1181 view(s)
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  • Quartz's Avatar
    Thursday, 27th June, 2019, 11:50 AM
    I think you've forgotten the alternative: get to Paladin 12, then take a level (or two) of Fighter.
    35 replies | 1181 view(s)
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  • Quartz's Avatar
    Thursday, 27th June, 2019, 11:21 AM
    Really? Take a look at the damage output of a level 11+ Paladin with TWF. No. You're overthinking it. Remember I said one or two levels? Fighting Style comes at level 1, Action Surge at level two. I just listed the abilites.
    35 replies | 1181 view(s)
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  • Quartz's Avatar
    Wednesday, 26th June, 2019, 09:53 PM
    The reverse, however, does hold: a Paladin gets a lot for one or two levels of fighter. Fighting Style, Second Wind, and Action Surge are all very good. Compare a Paladin 12 / Ftr 2 that has the TWF Fighting Style with a Paladin 14.
    35 replies | 1181 view(s)
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  • Quartz's Avatar
    Tuesday, 25th June, 2019, 09:55 PM
    Okay, thanks. So suppose that Fighting Styles were not cumulative - that is, unless you are a high-level Champion Fighter you can only ever have one Fighting Style - how would that affect multiclassing and the game?
    35 replies | 1181 view(s)
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  • Quartz's Avatar
    Tuesday, 25th June, 2019, 08:52 AM
    Or, have I been doing it wrong? I'm looking at 'You can't take a Fighting Style option more than once, even if you later get to choose again.' (PHB p.91) Fighting classes often give combat styles early on. Are they cumulative, or do they replace previous styles? If they are cumulative, what if they weren't? Combat styles are very powerful and getting a second combat style is one of the...
    35 replies | 1181 view(s)
    0 XP
  • Quartz's Avatar
    Tuesday, 25th June, 2019, 08:37 AM
    I disagree. Take a PC with Str 16 Dex 16. You're giving +3 damage. Don't get me wrong: I like the intent of the feat but the implementation needs some work. The problem isn't how the style is intended to be used but how it can be abused.
    49 replies | 2042 view(s)
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  • Quartz's Avatar
    Monday, 24th June, 2019, 09:31 AM
    I'd start off simply: bows use Str, not Dex; it's crossbows that use Dex to hit and damage, being sniper weapons. A Str 3 Dex 18 PC is not going to be pulling a longbow.
    61 replies | 2051 view(s)
    0 XP
  • Quartz's Avatar
    Sunday, 23rd June, 2019, 10:25 PM
    On reflection, that really is too good by far. Both on the hitting side and the doing damage side. For the former, why bother boosting Str or Dex when you can just take this feat? For the latter, it could get abused if a PC has a Belt of Giant Strength or Gauntlets of Dexterity or both, and even without, a PC can cheaply get +4 damage. Fighting styles generally give a +1 or +2 and this is way...
    49 replies | 2042 view(s)
    1 XP
  • Quartz's Avatar
    Sunday, 23rd June, 2019, 12:38 AM
    Well yes, but a lot of people seem to like the -5 / +10 mechanism.
    50 replies | 1541 view(s)
    0 XP
  • Quartz's Avatar
    Saturday, 22nd June, 2019, 09:41 PM
    On further thought, while it mitigates really good results, that's far too good on average.
    50 replies | 1541 view(s)
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  • Quartz's Avatar
    Saturday, 22nd June, 2019, 09:24 PM
    On further thought, while it mitigates really good results, that's far too good on average.
    50 replies | 1541 view(s)
    0 XP
  • Quartz's Avatar
    Saturday, 22nd June, 2019, 08:36 PM
    Maybe 'Apply Disadvantage and add 10 to the result' might be better?
    50 replies | 1541 view(s)
    0 XP
  • Quartz's Avatar
    Saturday, 22nd June, 2019, 03:37 PM
    Hmm... How about refining it a little? Expert Style: When you make a melee attack with a versatile weapon with which you are proficient that you are wielding in both hands, you may add your proficiency bonus instead of your ability modifer to an attack roll. If you do so, add both your Strength and Dexterity modifiers to the damage roll. This separates adding the proficiency bonus for...
    49 replies | 2042 view(s)
    1 XP
  • Quartz's Avatar
    Saturday, 22nd June, 2019, 12:20 PM
    Would you allow Indomitable (the Fighter class feature) to give a save against spells which ordinarily allow no save? Heat Metal is the obvious spell here, of course.
    7 replies | 465 view(s)
    0 XP
  • Quartz's Avatar
    Saturday, 22nd June, 2019, 09:33 AM
    I had opposed skill checks in mind, where you roll to see who gets the better score. Say the DC to lift something is X, but the more by which you exceed X the better.
    50 replies | 1541 view(s)
    1 XP
  • Quartz's Avatar
    Saturday, 22nd June, 2019, 01:09 AM
    TWF is already superior at damage dealing at tier 1 without feats but with this change those without heavy or ranged weapons can deal serious damage - for a price. Note though that 1st level PCs are very squishy and taking a -5 on your attack could prove a fatal mistake. I did consider putting the requirement of Proficiency Bonus +3 but that would mean ruling the feat out at level 4 and only...
    50 replies | 1541 view(s)
    0 XP
  • Quartz's Avatar
    Saturday, 22nd June, 2019, 12:54 AM
    Because it increases the range of the feat. Correct. No, I decide to solve it by breaking it out into separate feats which the GM can allow or ban at their discretion.
    50 replies | 1541 view(s)
    0 XP
  • Quartz's Avatar
    Saturday, 22nd June, 2019, 12:51 AM
    It breaks the -5 / +10 out so that anyone can take it with any weapon. So a TWF PC can take the feats as can a Duellist. They're not restricted to ranged weapons and heavy weapons.
    50 replies | 1541 view(s)
    0 XP
  • Quartz's Avatar
    Friday, 21st June, 2019, 10:20 PM
    Sigh. I really dislike the format of Dragon+. Is it possible to download them as PDFs?
    13 replies | 942 view(s)
    1 XP
  • Quartz's Avatar
    Friday, 21st June, 2019, 10:14 PM
    Sorry, but I'm not following you. About which bonus are you talking?
    50 replies | 1541 view(s)
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  • Quartz's Avatar
    Friday, 21st June, 2019, 10:13 PM
    Except that requires an extra feat.
    217 replies | 8985 view(s)
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  • Quartz's Avatar
    Friday, 21st June, 2019, 08:20 PM
    The idea here is to explicitly keep the -5 / +10 by separating it out. And separating it out gives us the opportunity to apply the -5 / +10 to a second pillar. Bother: I forgot to mention Expertise & Jack of Trades
    50 replies | 1541 view(s)
    0 XP
  • Quartz's Avatar
    Friday, 21st June, 2019, 07:17 PM
    There've been umpteen threads about this so what's one more, right? :) Another recent thread on the TWF Fighting Style has shown that while the three offensive styles - TWF, GWF, and Duellist - are balanced in a featless game, both TWF and Duellist comprehensively fail against GWF when feats are introduced. So I propose the following tweaks: Archery fighting style: the range at which...
    50 replies | 1541 view(s)
    1 XP
  • Quartz's Avatar
    Friday, 21st June, 2019, 06:23 PM
    Has anyone run the maths on how the Sharpshooter feat affects TWF? Both TWF and SS work with thrown weapons. That ninja throwing star may only do a base of 1d3 damage but the total damage would be 1d3 + stat + 10.
    217 replies | 8985 view(s)
    0 XP
  • Quartz's Avatar
    Friday, 21st June, 2019, 09:23 AM
    Are any other old codgers geting vibes of the old Monstermark?
    81 replies | 4633 view(s)
    0 XP
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About Quartz

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Friday, 21st June, 2019


Wednesday, 20th March, 2019

  • 12:50 AM - MechaPilot mentioned Quartz in post Barbarian Archetype: Wild Soul [PEACH]
    ...way you're not using them ALL the time? In addition to just being different from the Battlemaster, I specifically wanted something that starts each fight with no resources and has to earn them as they go. I went with a lower die value specifically because I knew the dice would accumulate quickly. However, I feel like Satyrn had a great idea for limiting the pace of gaining Momentum (as well as fixing a wording issue I missed on my first draft, and on my review before posting it here). Agreed with CTurbo, it seems interesting but over-tuned. Most powers in D&D 5e are gated by time (Long Rest / Short Rest), here you can sustain it almost every round. On top of that it's very versatile, and throat punch would be strong enough already if it lasted only 1 round (plus it's getting overcomplicated, trim the effect a little keep it simple) As previously mentioned, part of the point was to specifically avoid rest-gating. This kind of fighter (or barbarian, if I take that part of Quartz advice) doesn't do their best work when they get up from a rest; that's when they're at their worst. They're at their best when they're immersed in a cocktail of blood, sweat and adrenaline; running along the razor's edge of the fight-or-flight instinct. Throat punch probably does need a tweak, looking at it again. Maybe a save at the end of each of the target's turns to throw off the effect. As for the archetype being versatile: well, if versatility were inherently bad then wizards casting ritual spells should fall by the wayside as well. In addition to what the others have said, the Throat Punch should allow the use of a shield to perform the action. Breaking seems to be Not Fun and you're double-dipping on the dice to boot. It's also of limited use against critters with more than two legs or more than two arms. You might consider recasting this as a Barbarian archetype with the relentlessness being recast as Rage. Can you please elaborate on what it is that y...

Tuesday, 1st January, 2019

  • 09:26 AM - Harzel mentioned Quartz in post Survivor Rods & Staves- STAFF OF THE MAGI WINS!
    ...s even further, and so that you all can check my work, here is the result of applying the votes apparently intended, in sequence, to @Maxperson's post. @Maxperson: Rod of Resurrection 11 Staff of Healing 14 Staff of Power 22 Staff of Striking 17 Staff of the Magi 22 Staff of the Woodlands 19 @CleverNickName Rod of Resurrection 9 Staff of Healing 14 Staff of Power 23 Staff of Striking 17 Staff of the Magi 22 Staff of the Woodlands 19 @OB1 Rod of Resurrection 9 Staff of Healing 14 Staff of Power 24 Staff of Striking 17 Staff of the Magi 20 Staff of the Woodlands 19 @chrisrtld Rod of Resurrection 7 Staff of Healing 14 Staff of Power 24 Staff of Striking 17 Staff of the Magi 21 Staff of the Woodlands 19 @Ed Laprade Rod of Resurrection 7 Staff of Healing 15 Staff of Power 24 Staff of Striking 17 Staff of the Magi 21 Staff of the Woodlands 17 @Eltab Rod of Resurrection 7 Staff of Healing 15 Staff of Power 22 Staff of Striking 17 Staff of the Magi 21 Staff of the Woodlands 18 @Quartz Since you downvoted a contestant that had already been eliminated, I thought it best to just leave your votes out and suggest you just revote. @Tallifer Rod of Resurrection 7 Staff of Healing 15 Staff of Power 20 Staff of Striking 17 Staff of the Magi 21 Staff of the Woodlands 19

Friday, 16th November, 2018

  • 09:30 PM - Henry mentioned Quartz in post 5th level characters vs a purple worm
    Here's the thing: not every encounter should be a fair fight. I'll repeat. Not every "encounter" should be a perfectly balanced encounter designed so that the PCs have a 90% chance of victory. It's good to have the occasional fight where the party has to spend ALL their resources just to survive, even if not win. Where the win condition is just escaping or distracting the opponent rather than beating it over the head. Where the party has to react and think creatively rather than just attacking. Or even turn to diplomacy. Under most circumstances I'd agree, but since we're talking about a random encounter that (if I remember the Martek portion correctly) just pops out of the ground/glass and starts snacking, it should probably be modded in some fashion to avoid a no-win kill-a-character-or-three moment. Now, if it's modded as a "cutscene instance" like Quartz describes, where only major stupidity would get them killed, that's not too bad, and gives them the idea of the danger level if caution is not observed. Speaking to my own DMing style, I don't like to set up encounters where my players have to use all their resources to survive unless it's part of the main mission they're on. Because we have limited game time, any random encounter that 50/50 could be a TPK I avoid, because it would feel like a chump move, if a moment's tactical mistake or bad roll causes hours worth of reset while we either roll new characters or start a new campaign. I try to aim for more Firefly or Seven Samurai and less Walking Dead/Game of Thrones.

Saturday, 18th August, 2018

  • 02:55 AM - pukunui mentioned Quartz in post Need a Short Dungeon for a Ranger's Tomb
    I've given this some more thought, and I think that I'm going to mostly go along with Quartz's suggestion. Finding and looting Mornbryn's tomb doesn't really strike me as something the majority of the PCs would do. However, stopping the Zhents from finding and looting it does! I think I'll play up the idea that the tomb is why the Zhents are there and make it clear they're not being kind to the villagers. If the PCs succeed in stopping the mercs, then a wizened old villager will thank them for protecting the secret of the tomb and give them a magic item or something (maybe even a supernatural charm) for their troubles. Also, I'll wait and see just how the PCs deal with the Zhents. If the leader gets away, he'll tell on them and they won't get their reward for escorting the beer wagon. If they kill or otherwise prevent him from telling his Zhent associates about them, then they'll still get the reward. (If some of the minions get away, that's fine; I'll just make success be contingent on how they deal with the group's leader.)

Monday, 13th November, 2017

  • 09:21 AM - hbarsquared mentioned Quartz in post Feedback on Time Travel Spell
    ...re Self is one of many alternate possibilities, in which case paradoxes are not an issue, or the Future Self is beholden to causality, in which case the spell needs to prevent those paradoxes. The problem with the first, where the Future Self is from only a possible future, is that there is no restriction on ability or equipment usage. The ring of three wishes could be used and doubled up between both versions of the caster. I like the idea of "sharing" usage to prevent overpowered effects as well as causality. I think Blue suggestion is simple, and works. Pulling your Future Self into the present ends all conditions and spell effects. So, in effect, this spell at the very least functions as a range-sight dimension door combination multi-restoration. Perhaps pulling your Future Self also acts as being stabilized, or rolling a 20 on a death save. Like adding in an auto-revivify. So even if your Original hits 0 hp, it does not create a paradox to be pulled through. I like Quartz bringing up the epic spell Time Duplicate, that helps clarify the wording. Perhaps if we add Concentration in, so anytime the wizard fails concentration from taking damage, the Original gets pulled back, helping to preserve causality. If concentration is lost due to being unconscious or incapacitated, causality is still preserved. If the Original actually dies... that's when the temporal explosion takes place!

Monday, 6th November, 2017

  • 01:08 AM - Blue mentioned Quartz in post New Metamagic - Uplift
    ...me just "I'm out of those slots and don't have time to make one" which is rare enough that it's not worth the opportunity cost of missing out on a different Metamagic option. So I thought about going above the top level. Thinking about multiclassed casters, they aren't just as good a caster as a single class of either of them because their spells known are lower, but they are given the slots of a single classed caster. So it's there are no spells known for the higher level and you can only use them to upcast that really is the balance point. But just in case, I also put in the limitation about only one bump. I wouldn't want a mid-level caster blowing a bunch of SP and bringing a spell up by 4 or 5 levels - that is too much nova ability. So single bump only. And that gave me the ability to make sure it's at least a meaningful bump, for the few spells you can upcast but don't give an advance at every level, to keep the metamagic relevant. I think these comments also address what Quartz and jaelis were replying as well.

Saturday, 5th November, 2016

  • 08:48 PM - QuietBrowser mentioned Quartz in post 5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
    Thank you both for taking the time to weigh in on this. Quartz: I appreciate the suggestion, but, personally, I'd use the various "elementalist origins" for sorcerers to represent characters with that kind of power. Easier than trying to work out how to make Druids work without Wild Shape. On a different topic while I hope that (@Chaosmancer and Istbor return to continue discussing kobolds/others take up the discussion in their absence)... whilst Malebolge is definitely a world where lots of things can try to kill you, do folks think it'd be a good idea for me to go over my 4e/Pathfinder/5e material and start drafting up a list of monsters that I, personally, would see fitting into the setting? Sort of an official monster manual for Malebolge?

Sunday, 25th September, 2016

  • 06:55 PM - OB1 mentioned Quartz in post Help - Battle Master Superiority Dice Variant Rule Requested by Player
    Quartz - I actually have been using a recharge die for the Wildmage sorcerer I play in another campaign to determine when I get my Tides of Chaos back rather than the DM deciding. It's worked well through 16 months of play and 8 levels, sometimes it's frustrating when I don't go several rolls without getting back, other times I get on a hot streak and get it back often. But both me and the DM agree that it works better than having her decide when to allow it. That said, ToC is a very different mechanic than Maneuver dice, so the comparison isn't a great one, and again, why I'm leaning to a way to implement this so that it's more likely for him to get a maneuver against weaker enemies than strong ones rather than it just being a random roll to get an average similar to the current mechanic. I don't mind if by 8th level he's getting a maneuver once a round against every 3rd level minion he's facing as long he can't be as sure against a CR8 boss fight.

Saturday, 8th August, 2015

  • 05:05 PM - steeldragons mentioned Quartz in post Ranger Rehash
    Quartz : You can take on "whatever type of dragon" as applies to your adventures/story/game you want...at 9th and/or 16th level. At 10th, via the Applied Expertise feature of your Mounted Superiority, you could now gain Mounted Expert benefits for any dragon ridden. A dragon-rider figure was, actually, the driving inspiration for the Applied Expertise feature. Quickleaf : For the Last Stand feature, instead of making up/adding the negative HP threshold, would it be unbalancing if we just borrowed from the Half-Orc and said, as long as a challenged foe is undefeated, when the cavalier would drop to 0 or less HP they, instead, go to 1? Making it perpetual effectively makes the cavalier unkillable while their target lives...but maybe that is too powerful? I think having them be able to do this only once, though, is underpowered for what is essentially supposed to be the cavalier's capstone at 18th level.

Wednesday, 7th January, 2015


Wednesday, 17th December, 2014


Sunday, 30th November, 2014

  • 08:50 PM - n00bdragon mentioned Quartz in post Epic Multiclass Characters: Does 20 total levels count as epic?
    Hmm, that's an interesting thing to point out delericho, one with very strange implications that would cause Quartz to be (sort of) right, but not limited to that at all. If that's accurate the monk of all classes can choose any of his epic bonus feats at level 1 and 2 if he takes those feats in epic. It's so weird I'm almost convinced it's a typo as it would then become trivial to create a character who could get an epic bonus feat (or two) at every single epic level. Then again, this is the ELH we're talking about here, one of the most notoriously broken, untested, and unusable supplements ever written for 3e.

Saturday, 30th August, 2014

  • 03:24 PM - Fanaelialae mentioned Quartz in post Druid 20 = Infinite Hit Points
    Quartz Actually, by 20th level, druids can cast spells in Wildshape. Vowtz Currently this seems like one of the more questionable 20th level abilities. That said, one arguable balancing factor is the fact that it is a 20th level ability, so at least if it's broken it shouldn't break your game for too long. ;) Another limitation is that it requires a bonus action to revert to your normal form. Therefore, unless the form's hp is reduced to 0 (in which case you'll probably take damage), you can only refresh your Wildshape hp every other round. Finally, Wildshape itself has certain inherent disadvantages. Most of your magic items (which at level 20 will likely be significant) will be unusable while Wildshaped. Additionally, beasts typically have fairly low defenses. For example, the Mammoth is the highest CR beast in BD&D, and it only has an AC of 13 and a Dexterity of 9. This means that abilities that trigger on a hit (or failed Dex save) are almost guaranteed to fully affect the Drui...

Wednesday, 20th August, 2014

  • 12:26 AM - Sadras mentioned Quartz in post Half Elf vs Human
    ...ed on flavor and theme rather than optimization? Fair enough, I like those people, but then again I am the DM, I have no need for optimization...much. :) Human's +1 language as well. A feat is the equivalent to +2 to a stat, and some might argue more so. Once again: Humans have Common + ONE other VERSUS Half-elves who have Common, Elvish + ONE other. I essentially stripped all the additional benefits a half-elf gets, which are not a "wash", and compared it to the Human Feat - that is how I reflected it, but it apparently confused a lot of people I see. So Human Feat VERSUS Half Elf's +2 Charisma, 1 skill proficiency, Elvish, Darkvision, Fey Ancestry, Live Longer It helps drastically with theme characters Don't disagree, I love the feats. Feats and backgrounds make incredible concepts :) Seconded. There was a fairly in-depth discussion of human vs. half-elf over there. Personally, I'm not satisfied that we've achieved any kind of resolution yet. Thank you for the link @Quartz (finally proof that I am not alone in my thinking) will check it out, I was also thinking along the lines of proficiency in an additional save ;) but see my suggestion below. Here's my suggested human fix from that thread: Please provide feedback. @doctorhook, I haven't checked out the link, but from my perspective that is overkill. I would go with +1 on THREE ability scores ONE feat ONE proficiency skill Essentially we are attempting to equate against the Half Elf's extra's, (haven't checked the other races so maybe that's what you might have been doing...) being: +2 Cha, 1 skill proficiency, elvish , fey ancestry, live longer, which are currently compared to the Human's feat. and I think these two options I would be happy with: ONE Feat and a +1 on ONE ability score (no stacking) ONE Feat and bonus save proficiency Only because I value Feats more than a generic +2 in an ability, but that is my personal preference. Alternatively if you want pure math change those options...

Monday, 29th July, 2013

  • 03:25 PM - Kinak mentioned Quartz in post 07/29/2013 - Legends & Lore It’s Mathemagical!
    Well, first off: kudos to Mike for providing some concrete examples to talk about. It's hard to provide feedback or even form an opinion without them. I'm glad that the bonuses for skills are widening out. A +6 bonus is not enough to distinguish between characters unless you make those rolls constantly like attack rolls or, in my games, Perception checks. It's also good to hear that skill dice might be going away. It's a fine idea for an add-on thing, like a class ability, but making it the core of the skill system is just awkward. Messing with the saves is good, but I agree with Quartz that save or out effects are the problem, not really the DC. Going "out" rarely on a bad roll is it's own brand of awful experience. Something akin to a condition track or even HP tresholds (which could be interesting applied to monsters), certainly work better than straight save and out. And that's doubly true when you're making multiple saves around, as against OGL ghouls. Cheers! Kinak

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Tuesday, 16th July, 2019

  • 02:07 AM - Sword of Spirit quoted Quartz in post Death and 0 Max HP
    I'm late to the thread as usual. :) I'm not seeing the problem here on two counts: PCs can routinely exceed their maximum HPs through temporary HP and 5E is an exception-based system. So someone casts Raise Dead or Revivify on the PC and she awakens with 0 max HP and 1 actual HP. Actions can then be taken to change the current HP maximum. Whether or not the 1 HP is temporary or fixed is up to the DM, but the PC still has 1 HP. But what's most important is whether or not it's fun for the participants. That's a really interesting interpretation. I like it because it means that there is some lasting effect from getting killed by something nasty like that (you need to take a long rest to restore your ability to regain hit points), but it doesn't require doing some convoluted spell-mixing that was probably never intended by the designers.

Monday, 15th July, 2019

  • 07:54 PM - Telvin quoted Quartz in post Death and 0 Max HP
    We can debate this forever. But what's most important is whether or not it's fun for the participants. It is supposed to be fun. That is why we play the game. Right? A wise man once said, "the job of the GM is not to say no, but find a way to say yes to the players".
  • 03:48 PM - dnd4vr quoted Quartz in post Death and 0 Max HP
    I'm late to the thread as usual. :) I'm not seeing the problem here on two counts: PCs can routinely exceed their maximum HPs through temporary HP and 5E is an exception-based system. So someone casts Raise Dead or Revivify on the PC and she awakens with 0 max HP and 1 actual HP. Actions can then be taken to change the current HP maximum. Whether or not the 1 HP is temporary or fixed is up to the DM, but the PC still has 1 HP. But what's most important is whether or not it's fun for the participants. Better late than never! Hmm... Nice and interesting argument. I'll have to discuss that one with the DM. I'll get back to you on his interpretation after work late tonight.

Sunday, 14th July, 2019

  • 06:00 PM - dave2008 quoted Quartz in post Legendary Monsters
    IMHO making it use a Legendary Action is more appropriate. That is a good idea too (since, as I mentioned they are basically buffed reactions)

Tuesday, 9th July, 2019

  • 04:45 PM - Xeviat quoted Quartz in post A Reliable Talent for Expert Stealth
    Yoink! I made this suggestion in my other thread. I'm super in love with it. A barbarian with expertise in Intimidation, or a rogue with expertise on Athletics, allows them to have a skill without having the related high ability score. It's genius!
  • 02:40 PM - DM Dave1 quoted Quartz in post A Reliable Talent for Expert Stealth
    The high-level rogue doesn't have to sneak through a dark dungeon past a sleepy guard. The high-level rogue has to sneak past a dragon, in broad daylight, at a full tilt run. I was actually just thinking about starting a post about whether or not expertise ruins the game. Higher numbers just become auto success, without pushing the DCs past the point that non-specialists can't make it. Other systems have features that let you take a penalty to your check, or voluntarily raise the difficulty to do something they couldn't otherwise do before. Taking a -5 penalty to stealth at full speed, or a -10 penalty to stealth while dashing and moving. A penalty to stealth in light obscurement/dim light. An even higher penalty to stealth in bright light. This would push the specialist to have to try hard, don't put them up against things a non-specialist can achieve. While you can certainly house rule the -5/-10 situational penalties to stealth, the game does have mechanics to handle these situations at ...

Sunday, 7th July, 2019

  • 12:11 AM - Ancalagon quoted Quartz in post Consensus about two-weapon fighting?
    I disagree: the extra feat at level 6 (never mind level 14) isn't enough to offset all the goodies the other fighting classes get. What if bonus feats was the only way to get feats? TAN-tan-TAAAAAAAAnnnnnnn!

Thursday, 4th July, 2019

  • 04:47 PM - FrogReaver quoted Quartz in post Consensus about two-weapon fighting?
    I disagree: the extra feat at level 6 (never mind level 14) isn't enough to offset all the goodies the other fighting classes get. Those feats (for the -5/+10 feats and bonus action attack feats and str/dex) coupled with action surge and precision maneuver make him the highest damage PC till rogues can get haste with a high sneak attack pool - ie the best at fighting.
  • 03:58 PM - FrogReaver quoted Quartz in post Consensus about two-weapon fighting?
    Well, the Fighter isn't actually better than any other class at - you know - fighting until level 11. It isn't even equal. And even then, at 11th level the Paladin gets a huge damage boost. If feats are included I think fighters get an edge. In a non-feat game I think you are absolutely right. Fighters are no stronger at fighting than paladins. Just different. Not worse either.
  • 01:05 PM - dnd4vr quoted Quartz in post Consensus about two-weapon fighting?
    Well, the Fighter isn't actually better than any other class at - you know - fighting until level 11. It isn't even equal. And even then, at 11th level the Paladin gets a huge damage boost. Which IMO is a very sad reflection on 5E...

Wednesday, 3rd July, 2019


Monday, 1st July, 2019

  • 09:36 PM - Blue quoted Quartz in post What spells should have had the ritual tag, but don't?
    There are many spells that can't be cast in combat or are irrelevant to combat. Any spell that takes a long time to cast, for instance. Gee, my exact example I was attempting to find out if you meant several posts ago that you wouldn't clear up. Thank you for eventually answering the question.
  • 05:10 PM - Blue quoted Quartz in post What spells should have had the ritual tag, but don't?
    Exactly what I wrote. Technically any spell could be cast in combat, so you said nothing. Sorry, I thought you were adding something to the conversation and was tring to understand. Instead you were suggesting the null set in an obscure way just to waste people's time. Unless you were suggesting something, in which case it's clear I didn't understand what "Spells you can't cast in combat" entails, so your snarky response that doesn't help clarify is just hostile and not helpful for the discussion as a whole. "You don't understand and ask what I mean, but I'm not going to share any explanation or information except 'I mean what I mean'." What a waste.
  • 03:27 PM - Blue quoted Quartz in post What spells should have had the ritual tag, but don't?
    Anytthing that can't be cast in combat. Just to confirm, what's the criteria? Is this "really anything too long to cast in combat", or are you including ones that you normally wouldn't cast in combat, like Knock or Sending, but could.

Saturday, 29th June, 2019

  • 11:30 PM - FrogReaver quoted Quartz in post Consensus about two-weapon fighting?
    You're right. So GWF does +1 HP / round damage over TWF at Str 18 in tier 2. At Str 20 (not unreasonable in tier 2 in a game without feats) they're even. They aren't though. You are neglecting the impact of all the other fighter features when you say that. As already shown, the total sum of action surge and precision attack on DPR greatly favors the Great Weapon user in tier 2. That's a big buff.
  • 12:55 PM - FrogReaver quoted Quartz in post Consensus about two-weapon fighting?
    From your figures: the GWF hits twice for 2d6+4 with 1s and 2s re-rolled, then Action Surges for another two 2d6+4 attacks (~49.3). The TWF hits twice for 1d8+4 then Action Surges for another two 1d8+4 (or 4d8 + 16, average 35) then applies TWF for a further 1d6+4 (42.5). That's a difference of 7. In subsequent rounds the GWF is doing 2x (2d6+4) (~24.5) and the TWF is doing 2x (1d8x4) and 1d6+4 (~25.5). The TWF only needs 7 rounds to catch up. Therefore if you go more than 7 rounds between short rests TWF is the superior style for dealing damage. Trying this again. In your example you use a rapier and a short sword. A rapier is not a light weapon - it's finesse only. As such it precludes you from TWF with it unless you pick up the Dual Wielder feat. You are essentially granting the TWF an additional 2 damage per round that he doesn't actually have. Oh and you also miscalulated the rapier + ss damage anyways, it should be 24.5 - the 2 short swords would do 22.5.
  • 12:39 PM - FrogReaver quoted Quartz in post Consensus about two-weapon fighting?
    From your figures: the GWF hits twice for 2d6+4 with 1s and 2s re-rolled, then Action Surges for another two 2d6+4 attacks (~49.3). The TWF hits twice for 1d8+4 then Action Surges for another two 1d8+4 (or 4d8 + 16, average 35) then applies TWF for a further 1d6+4 (42.5). That's a difference of 7. In subsequent rounds the GWF is doing 2x (2d6+4) (~24.5) and the TWF is doing 2x (1d8x4) and 1d6+4 (~25.5). The TWF only needs 7 rounds to catch up. Therefore if you go more than 7 rounds between short rests TWF is the superior style for dealing damage. 1. It's 1d6+3 and 2d6+3 (reroll ones and 2's). You don't get the 1st +2 Str till your nearly in tier 2. 2. You aren't calculating precision strike into your equation. 3. Your not factoring Second Wind into it either. EDIT: STRIKE THIS: You are talking about the tier 2 example
  • 11:45 AM - FrogReaver quoted Quartz in post Consensus about two-weapon fighting?
    Assuming no feats, TWF does the most damage at tiers 1 and 2 and Action Surge only boosts that. Since all you are concerned with is damage I'm going to apply apples and apples. The Great Weapon user in this example is taking the Great Weapon style over defensive style even though the defensive style is better for him IMO. ***DPR not calcualted because chance to hit on both PC's is same. Just using damage. Greatsword Fighter with style (level 5 with action surge 18 str) Cumulative Damage per turn Turn 1: 49.33 Damage Turn 2: 74 Turn 3: 98.67 Turn 4: 123.33 Shortsword Fighter with style (level 5 with action surge 18 str) Cumulative Damage per turn Turn 1: 37.5 Damage Turn 2: 60 Turn 3: 82.5 Turn 4: 105 As you can see above. Starting in Tier 2 Action Surge alone boosts the GWF damage on fights with action surge ahead of the TWF (especially on rounds 1 and 2 which are the most important rounds of combat) Now - let's take a look at the difference in precision attack. Precision ...

Friday, 28th June, 2019

  • 11:26 PM - FrogReaver quoted Quartz in post Consensus about two-weapon fighting?
    In particular Action Surge is once per short rest so really doesn't count. 1. Action surge is very significant because Damage distribution matters. Being able to do alot more than the TWF on turn 1 means he's playing catchup the rest of the fight. Roughly half the fights you are in you will have action surge. That factor alone is typically as important (if not moreso) than a few points of at-will DPR.
  • 11:23 PM - FrogReaver quoted Quartz in post Consensus about two-weapon fighting?
    No, I'm not. They all apply equally to all fighting styles. They all favor Great Weapons over TWF.


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