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  • Quartz's Avatar
    Thursday, 13th June, 2019, 10:14 AM
    This bit seems to be incorrect. You should fully calculate the probability before applying the damage. The calculation for each attack in the Attack action should be (1 - (1 - 0.6975)^2)) * 15.5) or 0.91 * 15.5 = 14.08 so the damage is (2x 14.08) + 8.02 =36.12 eDPR. And yes, Gaudere's Law probably does apply. BTW if you really want to cheese out, run the numbers for the 11th level Paladin with...
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  • Quartz's Avatar
    Wednesday, 12th June, 2019, 09:23 PM
    Note my suggestion about the Rend. That's not correct: The PC gets an extra chance to hit with DW, so to not do damage, both must miss. For example, with a 50% chance to hit with each attack, you have a 75% chance of hitting with one. P(Do Damage) = 1 - (P(Miss) x P(Miss)) The minus is factored in by requiring two attacks to hit. Again, if you have a 50% chance to hit, then you...
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  • Quartz's Avatar
    Wednesday, 12th June, 2019, 04:57 PM
    That was an adventure in Dungeon magazine wasn't it?
    18 replies | 622 view(s)
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  • Quartz's Avatar
    Wednesday, 12th June, 2019, 04:49 PM
    That's a bit OTT. A first level PC with DW and TWF gets up to four attacks (Action, failed Action, Bonus, and Reaction). You might want to restrict the bonuses that can be applied, like Smite and Sneak Attack, or drop the last effect. I'm not sure that this should be in the DW Feat - it doesn't fit. I do like the idea of extra damage and I think you might channel the Two Weapon Rend feat...
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  • Quartz's Avatar
    Tuesday, 11th June, 2019, 09:32 PM
    Another vote for pre-gens. But give him a choice. Say the heroic paladin or the sneaky rogue.
    19 replies | 582 view(s)
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  • Quartz's Avatar
    Sunday, 9th June, 2019, 05:10 PM
    For a Cha fighter, you could use the Paladin. Change the damage type from Radiant to Psychic, lower the damage die because it affects everyone and you're most of the way there.
    34 replies | 1136 view(s)
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  • Quartz's Avatar
    Saturday, 8th June, 2019, 08:58 PM
    You're forgetting that that 1d4+16 is at -5 to hit. And for one-handed weapons, Shield Master is the feat you want: bash your opponent, and if it falls, you and your mates make all your attacks with Advantage.
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  • Quartz's Avatar
    Saturday, 8th June, 2019, 08:35 PM
    There are many creatures with Resistance to various damage types. And consider the case where one weapon is magical and the other non-magical: some creatures only have Resistance to non-magical damage of a particular type. I don't have the Monster Manual to hand.
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  • Quartz's Avatar
    Saturday, 8th June, 2019, 12:05 PM
    I disagree. You are getting a guaranteed extra chance to do extra damage. To take a completely different perspective... How about dropping the extra attack entirely? So with TWF you simply have a weapon in each hand and you can choose which one does the damage. No extra damage, no extra attacks, but the power of choice. So you can have a slashing weapon in one hand and a piercing weapon in...
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  • Quartz's Avatar
    Saturday, 8th June, 2019, 11:44 AM
    I cannot use reply with quote. Chrome says that the site is trying to load scripts from unauthenticated sources.
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  • Quartz's Avatar
    Wednesday, 5th June, 2019, 11:19 AM
    Necklace of Adaptation 3 - DOWN Pearl of Power 8 - UP - MOAH POWER! Scarab of Protection 12
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  • Quartz's Avatar
    Tuesday, 4th June, 2019, 10:07 AM
    For which you would, presumably, expect to be paid? If so, you should contact WOTC / Hasbro and get a proper determination of what is covered by the SRD and what is Open Game Content.
    2 replies | 224 view(s)
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  • Quartz's Avatar
    Monday, 3rd June, 2019, 11:17 AM
    Way back when ENWorld had a Database section (where is it now?) I wrote up a feat to take care of this: one feat, one domain.
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  • Quartz's Avatar
    Sunday, 2nd June, 2019, 03:47 PM
    Like Sneak Attack, Battlemaster maneuvers, additional damage from magic weapons, smites, greater distribution of damage ...
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  • Quartz's Avatar
    Sunday, 2nd June, 2019, 02:59 PM
    I completely disagree. It's a trade-off. TWF trades your BA for extra damage, just as Duellist trades damage for AC. You don't have to use that Bonus Action for an attack, but unlike all other fighting styles it's there if you want it. Unlike all other fighting styles the TWF PC always has a Bonus Attack. BTW take a look at a Fighter / Paladin with TWF and Improved Divine Smite and a 20 stat:...
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  • Quartz's Avatar
    Sunday, 2nd June, 2019, 02:37 PM
    The TWF still gets a guaranteed extra attack with the opportunity of added effects. BTW if you assume a 20 stat at 11th level the Duellist is doing 3d8 + 6 + 15 for an average of 34.5 damage and the TWF fighter is doing an average of 4d6 +20 or 34 damage. No, TWF does not need tweaking.
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  • Quartz's Avatar
    Sunday, 2nd June, 2019, 12:46 PM
    So far so good. No, it's nearly a full point worse. No, you're getting a +3.5 damage bonus so the Duellist's +2 is 1.5 points worse (for a d6 weapon).
    203 replies | 5216 view(s)
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  • Quartz's Avatar
    Thursday, 30th May, 2019, 12:55 PM
    The village will let them get their way, and complain to their ruler who will send a group of specialists - perhaps another group of adventurers - to deal with the PCs. You can forestall this behaviour by your PCs by having them the ones who are hired to put down another unruly group before they themselves start to become unruly. They'll get the message. If you want the villagers themselves to...
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  • Quartz's Avatar
    Wednesday, 29th May, 2019, 11:22 PM
    Ioun Stone 18 Necklace of Adaptation 27 Necklace of Prayer Beads 16 Pearl of Power 18 Periapt of Health 17 Periapt of Wound Closure 0 - DOWN - Closed permanently Scarab of Protection 20 - UP
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  • Quartz's Avatar
    Monday, 27th May, 2019, 05:48 PM
    Keith Parkinson -- 0 - OUT Clyde Caldwell -- 6 - WIN
    253 replies | 8000 view(s)
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  • Quartz's Avatar
    Friday, 24th May, 2019, 11:02 PM
    I considered the wider issue a while back, and the answer was surprisingly simple. Firstly, I fell back on, 'You only roll if the result is in doubt'. So, if the PC is being heroic, she automatically succeeds and you don't roll. You have to apply this to the whole party, of course. Secondly, if you do require a roll, you can allow stat substitution, given reason. A fighter-type might flex his...
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  • Quartz's Avatar
    Thursday, 23rd May, 2019, 11:40 AM
    One of the greats, agreed. But not the greatest.
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  • Quartz's Avatar
    Wednesday, 22nd May, 2019, 02:39 PM
    Daniel Horne -- 13 Keith Parkinson -- 15 Jeff Easley -- 13 Larry Elmore -- 0 - OUT Clyde Caldwell -- 17 David Trampier -- 13 - UP - I loved Wormy.
    253 replies | 8000 view(s)
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  • Quartz's Avatar
    Wednesday, 22nd May, 2019, 12:28 PM
    I've skipped 15 pages but I'm really surprised at the favour 4e has found. Anyway, my favourite edition was 3E / 3.5E, but only as modified by me.
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About Quartz

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Thursday, 13th June, 2019


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Monday, 20th May, 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 Itís 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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Thursday, 13th June, 2019

  • 02:45 PM - TwoSix quoted Quartz in post Improving Two-Weapon Fighting
    This bit seems to be incorrect. You should fully calculate the probability before applying the damage. The calculation for each attack in the Attack action should be (1 - (1 - 0.6975)^2)) * 15.5) or 0.91 * 15.5 = 14.08 so the damage is (2x 14.08) + 8.02 =36.12 eDPR. And yes, Gaudere's Law probably does apply. Can't do that for this case, because the damage expression is different. Without the fighting style, the off hand damage is 11.5 avg per attack. BTW if you really want to cheese out, run the numbers for the 11th level Paladin with one level each in Fighter and Barbarian. Assuming base accuracy 65%, not counting crits, it's 52.7 > 50.0 > 45.0 for PAM/GWM > DW > GWM only. I think I need to adjust the fighting style. I didn't really want to, but it scales too well and is too good compared to Dueling/GWF. Maybe just a flat +2 to off-hand attacks, or stat mod to off-hand attacks made during the Attack action only. Suggestions: the re-roll be made without Advantage ...
  • 02:16 PM - Voadam quoted Quartz in post Monsters Disguised as Cute Things
    That was an adventure in Dungeon magazine wasn't it? Yes that matches my memory.

Wednesday, 12th June, 2019

  • 10:48 PM - TwoSix quoted Quartz in post Improving Two-Weapon Fighting
    Note my suggestion about the Rend. I'm not sure what your "rend" suggestion is doing, or what your intention is as to how it coexists with my suggestion. Are you stating it as "Once per round, if you have hit with at least two different weapons, the second attack does an additional +5 damage."? Or is it intended to be any two attacks while dual-wielding? That's the closest I can get to figuring it out. Assuming low levels, and using the extant Two Weapon Fighting rules, the math isn't too bad. Assuming a baseline hit of p = 0.6, both hitting would be p^2, so 0.36. Times 5 for a 1.8 eDPR increase. If reactions can trigger it, that'll bump it up some more. Calculations would be more difficult, since we have to estimate a chance to trigger an opportunity attack, and then do the 2 out of 3 probability calculations. Let's call oppo attack rate 50%, with same hit rate. That would make the overall hit rate (0.5x0.6^2)+(0.5x[(0.6^3)+3*(0.6)^2*(0.4)]) = 50.4% chance, so right abou...
  • 05:41 PM - TwoSix quoted Quartz in post Improving Two-Weapon Fighting
    That's a bit OTT. A first level PC with DW and TWF gets up to four attacks (Action, failed Action, Bonus, and Reaction). You might want to restrict the bonuses that can be applied, like Smite and Sneak Attack, or drop the last effect. Nah. I've run the numbers pretty thoroughly. Factoring in Reactions is meaningless, as this doesn't impact them. A first level PC might get 3 attack "rolls", but since one of them can only occur on a miss, the amount of nova damage that could be applied via on-hit effects remains the same. A 5th level fighter with the Dual Wielder, Crossbow Expert, or Polearm Master all have the same number of possible hits. I'm not sure that this should be in the DW Feat - it doesn't fit. I do like the idea of extra damage and I think you might channel the Two Weapon Rend feat from 3E - something like "When you hit a target with two non-ranged weapons with which you are proficient in the same round and are using Strength as the modifier you do +5 damage." Only +...

Saturday, 8th June, 2019

  • 10:48 PM - CapnZapp quoted Quartz in post Improving Two-Weapon Fighting
    I disagree. You are getting a guaranteed extra chance to do extra damage. Not sure what you mean. Yes of course TWF is good. That does not mean it should be "unupgradeable". That is, once you get your hands on a magical effect that utilizes the bonus action, the current implementation of TWF loses its steam. I hope we agree this is less than ideal. Not a huge deal breaker, but enough to validate having this conversation, no?
  • 09:11 PM - TwoSix quoted Quartz in post Improving Two-Weapon Fighting
    You're forgetting that that 1d4+16 is at -5 to hit. And for one-handed weapons, Shield Master is the feat you want: bash your opponent, and if it falls, you and your mates make all your attacks with Advantage. Didnít forget, simply not worth mentioning something everyone knows. Your base attack chance would have to be at a sub 50% chance for the eDPR to be close to even. What the best damage builds are is a solved problem, itís not really up for debate. The better question is does the dual-wielding style provide some utility that isnít obvious, and I havenít seen that demonstrated yet.
  • 09:05 PM - Cap'n Kobold quoted Quartz in post Improving Two-Weapon Fighting
    How about dropping the extra attack entirely? So with TWF you simply have a weapon in each hand and you can choose which one does the damage. No extra damage, no extra attacks, but the power of choice. So you can have a slashing weapon in one hand and a piercing weapon in the other. You can already do this anyway, without needing to invoke any TWF rules. Mike Mearls said in a tweet last year that the majority of playtesters preferred that dual-wielding give extra attacks; rules that simply combined damage expressions into a single attack rule didn't "feel" like dual-wielding. Fundamentally, bonus actions are valuable when they're utilized correctly, a mid-level GWM/PAM barbarian's bonus action of 1d4+16 or a SS/XBE fighter's bonus action of 1d6+14 just don't compare to a short sword attack of 1d6+4. Ideally, we need a feat that adds the -X/+2X mechanic to one-handed weapons. You could do things a little differently than that. Perhaps a feat that does: If your 'main-hand' attack misses, ...
  • 08:37 PM - TwoSix quoted Quartz in post Improving Two-Weapon Fighting
    How about dropping the extra attack entirely? So with TWF you simply have a weapon in each hand and you can choose which one does the damage. No extra damage, no extra attacks, but the power of choice. So you can have a slashing weapon in one hand and a piercing weapon in the other. Mike Mearls said in a tweet last year that the majority of playtesters preferred that dual-wielding give extra attacks; rules that simply combined damage expressions into a single attack rule didn't "feel" like dual-wielding. Fundamentally, bonus actions are valuable when they're utilized correctly, a mid-level GWM/PAM barbarian's bonus action of 1d4+16 or a SS/XBE fighter's bonus action of 1d6+14 just don't compare to a short sword attack of 1d6+4. Ideally, we need a feat that adds the -X/+2X mechanic to one-handed weapons.
  • 05:04 PM - Xeviat quoted Quartz in post Improving Two-Weapon Fighting
    I disagree. You are getting a guaranteed extra chance to do extra damage. To take a completely different perspective... How about dropping the extra attack entirely? So with TWF you simply have a weapon in each hand and you can choose which one does the damage. No extra damage, no extra attacks, but the power of choice. So you can have a slashing weapon in one hand and a piercing weapon in the other. This has very minimal benefit over just switching weapons. Also, skeletons are the only creature with any benefit for using one damage type over the other, are they not?

Sunday, 2nd June, 2019

  • 03:12 PM - jaelis quoted Quartz in post Improving Two-Weapon Fighting
    The TWF still gets a guaranteed extra attack with the opportunity of added effects. BTW if you assume a 20 stat at 11th level the Duellist is doing 3d8 + 6 + 15 for an average of 34.5 damage and the TWF fighter is doing an average of 4d6 +20 or 34 damage. No, TWF does not need tweaking. So you feel that the +2 AC from the shield is fairly balanced by the opportunity to have added effects? (Like what?)
  • 12:50 PM - jaelis quoted Quartz in post Improving Two-Weapon Fighting
    So that's a solid no from me. TWF does not need improvement. Level 11+ fighter?

Friday, 24th May, 2019

  • 04:20 PM - Sacrosanct quoted Quartz in post Survivor: D&D cover artists
    One of the greats, agreed. But not the greatest. Arguably the most iconic D&D cover art of all time. Certainly the most popular and well known (Sold more than any other product, and was the cover for the recent Arc & Arcana book). And he went out early. Such as these threads tend to go I suppose

Thursday, 23rd May, 2019

  • 01:27 AM - mach1.9pants quoted Quartz in post Survivor: D&D cover artists
    Daniel Horne -- 13 Keith Parkinson -- 15 Jeff Easley -- 13 Larry Elmore -- 0 - OUT Clyde Caldwell -- 17 David Trampier -- 13 - UP - I loved Wormy. Alas, poor Elmore! I knew him, Quartz, a fellow of infinite inspiration, of most excellent fantasy. Slain by thee

Sunday, 12th May, 2019


Thursday, 9th May, 2019


Wednesday, 8th May, 2019


Tuesday, 7th May, 2019


Monday, 6th May, 2019

  • 04:36 AM - dwayne quoted Quartz in post The Pilosus, a player race with 6 Genders for your 5th edition Sci Fi setting
    You need to run that through spelling and grammar checkers. And what is the role-playing point of all those sexes? Quartz, it is obvious you don't have anything better to do than piss on others works, i would be grateful if you just move on and not respond to any of my posts as your replays are not helpful. And as to the sexes, it is an alien race and part of their reproductive system for that race, and up to the players to decide what they want to role play and in what way its not me as a DM to dictate it to them.

Saturday, 4th May, 2019

  • 04:40 AM - 77IM quoted Quartz in post "straight" rolls in D&D
    I've read the thread and ISTM there's a fundamental element of the discussion missing: fun. Is losing the PC going to be fun for the player? I rather think not. So don't do it. If it truly is the final encounter of the game, the Big Boss fight, then the player is going to lose their PC afterwards anyway, right? So the real issue is just how the character's retirement gets narrated. So you could do something like: each time the artifact is used, it increases by 10% the chance that the PC retires as a villain instead of a hero. Of course, that doesn't work if you're a player like me, who would pump this up to 100% deliberately in order for my PC to be the BBEG of the next campaign. ;}

Thursday, 2nd May, 2019

  • 12:36 PM - dnd4vr quoted Quartz in post A Few Balance Changes I'm Considering
    Well yes, that's the point of my suggestion. If X is 2 then if you try to counterspell or Dispel an 8th level target spell with a 6th or 7th level slot you roll normally but if you use a 4th level slot you roll with Disadvantage. Sorry, perhaps I wasn't clear. I want a difference, however slight, between the 4th and 6th-level spells both trying to dispel an 8th-level spell. By simply applying disadvantage in both cases imposes the same penalty--there is no difference. If that isn't an issue for the group, then of course applying disadvantage is one route to go.


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