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  • LostSoul's Avatar
    Saturday, 6th July, 2019, 02:15 PM
    Weapon damage dice is outmoded; it works with 1-minute melee rounds, but not with 6-second ones. Let it be a judgement call.
    3 replies | 298 view(s)
    0 XP
  • LostSoul's Avatar
    Saturday, 6th July, 2019, 02:10 PM
    G = Try to win. S = Fit in with the game world. N = Show what you'd do in a moral dilemma.
    127 replies | 8909 view(s)
    5 XP
  • LostSoul's Avatar
    Saturday, 6th July, 2019, 01:55 PM
    1. The game must push the PCs so that players have to really wonder if now is the time to spend prowess points. 2. Thus recovery of PP should be a big deal. 3. How do the PCs change? (It should be tied into their decision making, so probably based on how they spend their PP.) You might want to incorporate "losing" oneself into the PP mechanics - when PCs spend PP they risk losing themselves...
    8 replies | 553 view(s)
    0 XP
  • Reynard's Avatar
    Sunday, 30th June, 2019, 01:38 PM
    Help and Guidance are not mutually exclusive, of course, so in come cases you can double up. There are also lots of situations in which help doesn't apply. You can't help someone pick a lock, for example. But I think you are right about the impact: guidance does not break anything -- especially since almost all DCs in 5E are arbitrarily assigned by the DM anyway.
    132 replies | 65157 view(s)
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  • Mark CMG's Avatar
    Saturday, 29th June, 2019, 05:04 PM
    Gamer and designer Lee Garvin passed away. https://www.facebook.com/lee.garvin.3 https://www.patreon.com/LeeGarvin https://www.kickstarter.com/projects/334884471/killing-lee-garvin
    202 replies | 15658 view(s)
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  • Reynard's Avatar
    Saturday, 29th June, 2019, 02:02 AM
    In the rulebook, verbal components must be "chanted" which implies, IMO, something that cannot be whispered. Somatic components must be either forceful or intricate, either of which obviates hiding under a blanket or whatever. Spells, even cantrips, are powerful and they should come with cost. The constant concerns about casters outshining martials is based on, IMO, the continuous reduction and...
    132 replies | 65157 view(s)
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  • Reynard's Avatar
    Friday, 28th June, 2019, 01:21 AM
    Remember that spellcasting is obvious. It is loud. It can't be done stealthily or subtly (barring a particular feature). That means that in court or in a place of business, people are going to know you are "cheating" by way of the spell. In the dungeon, that means those goblins know you're there and when the rogue does unlock the door, she's going to get a nasty surprise. Finally, if you play in...
    132 replies | 65157 view(s)
    0 XP
  • Reynard's Avatar
    Thursday, 27th June, 2019, 03:00 PM
    It is difficult to argue with free beer, if not nigh impossible.
    11 replies | 448 view(s)
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  • Reynard's Avatar
    Thursday, 27th June, 2019, 01:25 PM
    Lots of good advice about types of games to run, so I won't rehash that. But I have run a lot of public D&D, at cons and game stores and bars, and here are some things to remember: Use your stage voice. Convention halls and breweries are LOUD places and you will want to be heard without having the scream the whole time. Speak from your diaphragm. If you have never used stage or public speaking...
    11 replies | 448 view(s)
    1 XP
  • Reynard's Avatar
    Wednesday, 26th June, 2019, 08:38 PM
    I'm not sure this is true. 5E isn't a narrative game by any stretch of the imagination. it still relies on mechanical systems and random number generators to determine outcomes. The DM is free to railroad in 5E, sure, but she was free to do that in 2E as well. In some ways, 5E is "wackier" than AD&D and so may even be better for, "This one time, at bard camp" type stories. I don't think any...
    196 replies | 11389 view(s)
    1 XP
  • Reynard's Avatar
    Wednesday, 26th June, 2019, 03:31 PM
    Yes, but the story is the result of play. it's the tale of what happened. And sometimes, what happened is that Dorf stepped into a pit and ended up bleeding out on kobold punji sticks while his friends argued about who got his boots. Sometimes, what happened is the party saves the princess, kills the dragon and then blows the hoard at the alehouse.
    196 replies | 11389 view(s)
    3 XP
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Wednesday, 27th January, 2016


Tuesday, 26th January, 2016

  • 11:56 PM - Quickleaf mentioned Reynard in post What map of Faerun can I use for DM Guild?
    Reynard I totally agree with you in principle about going for quality. But financially I'm not sure if doing commissioned art/maps as a little guy makes sense. If you look at a lot of the products on DM's Guild they're "pay what you want" with an average paid price of roughly $1.50. A commissioned full page piece of color art or map could easily run you $100. And remember that DM's Guild (technically OneBookShelf & WotC) takes a 50% royalty on every sale. So to recoup the price of a $100 commission, under the "pay what you want" model (where you're averaging profits of $0.75 per sale), you'd need to bring in about 133 sales to break even. I'm just not sure what kind of volume DM's Guild sales numbers look like, but my hunch is that reaching 133 sales would be a significant milestone for a little guy. That explains why few of the products I've seen use original commissioned art, and instead favor no art, Public Domain art, stock art, etc. bristolscale7 While I do think that WotC will ...

Tuesday, 7th April, 2015

  • 09:34 PM - feldrol mentioned Reynard in post FANTASY GROUNDS Virtual Tabletop's D&D License!
    Gecko85 : With one click you apply fog of war everywhere on the map. Then to remove it, you draw a rectangle or a freeform. Reynard : To see if this product is for you, sign on for an adventure at FGCon later this month. It is free and you will be able to play as a player. You will see how the programm runs for players.

Thursday, 12th March, 2015

  • 04:24 PM - Manchu mentioned Reynard in post So what exactly is Wizards working on?
    @Reynard Oh okay, sure I totally agree with that. I meant more that, GenCon was a wash in terms of 5E. The fun I had there was "edition neutral" which is counter-intuitive for an edition's launch event. DEFCON 1 I understand there are constraints on OP adventures that home play products can ignore but I don't think those constraints excuse bland writing. Maybe whoever wrote those adventures was trying to be "iconic"? I think anyone who has played D&D (even a D&D CRPG) would recognize those AL adventures as a pack of tropes.

Wednesday, 25th February, 2015

  • 05:41 PM - SkidAce mentioned Reynard in post so... any word on PDFs yet?
    Good discussion. Reynard, I didn't miss your point, I feel the loss of folks due to no PDF is likely offset by the recruiting that those who like the game are willing to do. We have taught three new people in the last four months. No PDF or OGL. Of course we have no way of knowing whether the impact you speak of (which seems valid) or my thoughts, are greater or lesser on the hobby as a whole. I personally feel the lack of PDFs/OGL has a smaller impact than the appeal of the game itself. YMMV (as evidenced above). Thanks for the thoughts! SkidAce

Wednesday, 13th August, 2014

  • 12:34 AM - Quickleaf mentioned Reynard in post PCs that are too big for their britches...do they live or die?
    Oryan77 Generally I always consider Reynard's advice of "talk to your players" the Rule Zero of DMing. You should always do it, even if it gets overlooked a lot or is hard with certain personalities. For me, it is a given that whenmy group composition changes as significantly as yours has (75% new players!) I am going to take at least 20 minutes at the start of a session to ask about their expectations and experience gaming. Sometimes talking with new players - particularly those new to the hobby - can leave confused looks about genre expectations, social contract, and all that jazz. Because they have nothing to base their opinion on. Generally, however, I think it's a good idea and you might be surprised by what you learn. For example, their behavior could be passive aggressive because they're used to NPCs being fodder or betraying them (due toyourDMing or a previous DM). Or they might have vastly differ genre expectations than PLANESCAPE and in the face of struggling to grasp it default toslapstick. Or maybe it's a ...


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Sunday, 17th March, 2019

  • 06:51 PM - Morrus quoted Reynard in post Tell me About Creating for DMs Guild
    Thanks. So for a generic adventure that does not use WotC IP, normal OGL publishing is probably preferable, especially if I care about maintaining rights? Well that’s for you to decide. I can tell you what I did — I supported the d20 STL and the GSL for about 15 years give or take, but I went with the plain OGL this time around. Third time lucky. But what’s right for me isn’t necessarily what’s right for anybody else. Also, I use tools like Kickstarter and Patreon.
  • 08:45 AM - Demetrios1453 quoted Reynard in post GameHole Con Hints At An "As Yet Unannounced Setting" for D&D This Year
    Mark my words, 5E Spelljammer is going to get folded into Planescape and you'll be Jammin' through the Astral instead of between the Spheres. I don't know - the Chapter 16 of Dungeon of the Mad Mage seems to distinctly differentiate between spelljammer vessels and githyanki astral ships, stating that they travel by two different means.
  • 07:08 AM - Charlaquin quoted Reynard in post GameHole Con Hints At An "As Yet Unannounced Setting" for D&D This Year
    Mark my words, 5E Spelljammer is going to get folded into Planescape and you'll be Jammin' through the Astral instead of between the Spheres. I think this is right on the money.

Saturday, 16th March, 2019

  • 08:21 PM - dnd4vr quoted Reynard in post Removing Hit Points from the Game
    If you're designing around a level, I recommend starting at a lower level and letting the PCs grow into it. Eg for 4th, you could start at 3rd. The more I think about it and read responses in this thread, the more I think the appropriate solutions are a) start at and design he world around a level I prefer (say, 4th), and b) make leveling happen very slowly over long periods of both in game and real world time. Now, could I get buy in from players for such a thing? "We're starting at 4th level. You guys should make 6th about this time next year." I think starting at 3rd, the archetype level, is a good place to begin. I think it wouldn't be a hard sell with award ideas such as Satyrn suggests once in a while. I'd probably buy in if I could get some "sub levelling" in. Like, even if it took 6 months to get to 5th level, if I gained an extra ASI or a feat halfway through, that would satisfy me. One idea is to look at what gaining a level would give the PC. Instead of getting it a...
  • 08:11 PM - Satyrn quoted Reynard in post Removing Hit Points from the Game
    The more I think about it and read responses in this thread, the more I think the appropriate solutions are a) start at and design he world around a level I prefer (say, 4th), and b) make leveling happen very slowly over long periods of both in game and real world time. Now, could I get buy in from players for such a thing? "We're starting at 4th level. You guys should make 6th about this time next year." I'd probably buy in if I could get some "sub levelling" in. Like, even if it took 6 months to get to 5th level, if I gained an extra ASI or a feat halfway through, that would satisfy me.
  • 08:01 PM - S'mon quoted Reynard in post Removing Hit Points from the Game
    The more I think about it and read responses in this thread, the more I think the appropriate solutions are a) start at and design he world around a level I prefer (say, 4th), and b) make leveling happen very slowly over long periods of both in game and real world time. Now, could I get buy in from players for such a thing? "We're starting at 4th level. You guys should make 6th about this time next year." If you're designing around a level, I recommend starting at a lower level and letting the PCs grow into it. Eg for 4th, you could start at 3rd.
  • 05:38 PM - DMMike quoted Reynard in post Removing Hit Points from the Game
    Have you eliminated hit point inflation from your 5E game? How did you do it? Did it work? I removed hit point inflation from my 3e game. The trick is to balance hit points against their arch-nemesis: damage. But once you fix hit points, you wonder what else can be fixed. For me, it kinda got out of control, and I had to write a completely different role-playing game. Worked out well for the players, though.
  • 04:43 PM - FrogReaver quoted Reynard in post Removing Hit Points from the Game
    The mechanic that most bothers me with D&D ingeneral is the use of hit points. yes, this is well trod ground for internet debates, but I am interested in actually finding a solution to the "hit point problem." Now, it is not hit points per se that bothers me, but how they increase significantly as the PCs gain levels. It is primarily through hit points that characters become superheroes in D&D, able to shrug off attacks that very recently would have been worrisome if not downright fatal. And note that this isn't about realism or trying to simulate anything. I simply don't like how the change happens, and the rate at which it happens: the PCs head off to the Sunless Citadel and have to carefully pick their way through the wilderness lest they run afoul of bandits, for example, but three days later they are 3rd level and the way back is barely a concern because those CR 1/8 bandits are no longer much of a threat. That change in threat is mostly about damage capacity. One solution is to eff...
  • 04:40 PM - Laurefindel quoted Reynard in post Removing Hit Points from the Game
    The mechanic that most bothers me with D&D ingeneral is the use of hit points. yes, this is well trod ground for internet debates, but I am interested in actually finding a solution to the "hit point problem? (snip) Have you eliminated hit point inflation from your 5E game? How did you do it? Did it work? No, but I am thinking of slowing it down past 10th level. But back to what could be done, here's a few option right of my head. - Slow down hit point regeneration. Rather than changing hit point maximums, change the frequency at which hp can be recovered to bring the hp budget from a daily basis to a three-day basis, weekly basis, or cyclic basis. The Slow Healing variant from the DMG is a good start. Perhaps all hit points only come back after a lazy weekend back at home base? Potential issue: unless you also slow down long-rest abilities recovery ( such as lay of hand and spell slot recovery), magical healing becomes disproportionally beneficial. -Reduce hp gain per level. There are ...
  • 03:31 PM - dnd4vr quoted Reynard in post Removing Hit Points from the Game
    Have you eliminated hit point inflation from your 5E game? How did you do it? Did it work? Another option if you haven't tried it is the grittier variant for HP in the DMG, something so you regain HP more slowly, I think one option is weekly instead of daily. While the pool of HP remains the same, recovering it more slowly might take some of the nonchalant attitude out of them.
  • 02:07 PM - ccs quoted Reynard in post Removing Hit Points from the Game
    Have you eliminated hit point inflation from your 5E game? How did you do it? Did it work? I have not. Nor will I. Because even though "hit point" inflation" may on occasion result in some silliness? That's part of D&D. And I want my D&D to be D&D. If I wanted something else? Then I'd just play something else.... Besides, I'm a bit lazy. As the DM: If I were to change something as fundamental as how HP accrue/work I'd probably have to tinker with a whole lot more - for, very likely, little actual gain. AND then I'd have to explain & sell this pile-o-change to the players. As a player: Great, now i have to keep track of major rule changes, who knows how many minor ones, & alter my decades long aproach in how to play D&d.... (Have I mentioned that I'm a bit lazy?) I don't want to do any of that. I just want to play D&D.
  • 08:44 AM - S'mon quoted Reynard in post Removing Hit Points from the Game
    Have you eliminated hit point inflation from your 5E game? How did you do it? Did it work? I took a cue from 4e for my Primeval Thule campaign, and start PCs off with their full CON score plus maxed hit die for their first level hp. HP at higher levels still increase normally. Somewhat counter intuitively, this big boost in level 1 hp greatly lessens the feel of hp inflation you get under the standard system - a 4th level PC does not feel like they're in a different genre from a 1st level PC any more. I could have reduced hp gain at higher level, but that will eventually throw out the whole balance of play; damaging spells and high-damage monsters quickly become excessively lethal. Better just to reduce the rate of level gain, and if necessary cap level below 20 - eg with E10 (cap at 10, further advances through stat boost & feats) PC max hp is halved; monster & PC damage remains proportionate to hp. I could certainly cap my Thule game at E10 and it would work well - I can't say I c...
  • 05:05 AM - dnd4vr quoted Reynard in post Removing Hit Points from the Game
    I used this crazy system where characters got full HP for a little while, then +1/+2 HP for each additional level. But it was a little too Advanced for us. You know, that is crazy! We used a similar system a long time ago, but a character could even get +3 HP per level! Small world, huh? ;) The mechanic that most bothers me with D&D ingeneral is the use of hit points. yes, this is well trod ground for internet debates, but I am interested in actually finding a solution to the "hit point problem." Now, it is not hit points per se that bothers me, but how they increase significantly as the PCs gain levels. It is primarily through hit points that characters become superheroes in D&D, able to shrug off attacks that very recently would have been worrisome if not downright fatal. And note that this isn't about realism or trying to simulate anything. I simply don't like how the change happens, and the rate at which it happens: the PCs head off to the Sunless Citadel and have to carefully pick the...
  • 04:21 AM - Blue quoted Reynard in post Removing Hit Points from the Game
    Now, it is not hit points per se that bothers me, but how they increase significantly as the PCs gain levels. It is primarily through hit points that characters become superheroes in D&D, able to shrug off attacks that very recently would have been worrisome if not downright fatal. And note that this isn't about realism or trying to simulate anything. I simply don't like how the change happens, and the rate at which it happens: the PCs head off to the Sunless Citadel and have to carefully pick their way through the wilderness lest they run afoul of bandits, for example, but three days later they are 3rd level and the way back is barely a concern because those CR 1/8 bandits are no longer much of a threat. That change in threat is mostly about damage capacity. 5e with bounded accuracy took out a lot of the other parts of survivability, replacing it all with HP growth. Both for PCs and monsters. Regardless of the validity of the point, changing this goes against one of the intentional design ...
  • 01:22 AM - Seramus quoted Reynard in post Removing Hit Points from the Game
    Have you eliminated hit point inflation from your 5E game? How did you do it? Did it work?I used this crazy system where characters got full HP for a little while, then +1/+2 HP for each additional level. But it was a little too Advanced for us.
  • 01:09 AM - werecorpse quoted Reynard in post GameHole Con Hints At An "As Yet Unannounced Setting" for D&D This Year
    Mark my words, 5E Spelljammer is going to get folded into Planescape and you'll be Jammin' through the Astral instead of between the Spheres. That sounds great! Combining the astral plane Githyanki with the spelljammer pirates Githyanki, the void with the mindscape with the astral sea of dreams. Astral dreadnaughts as a kind of sea serpent. If they arent developping this they should and they should hurry up.

Wednesday, 13th March, 2019

  • 10:50 PM - theworstdm quoted Reynard in post Arcana of The Ancients: 5E Sci-Fantasy From Monte Cook Games Launches On KS
    It looks like a typical Numenera HC is $40, with a few in the $30 range and some in the $50 range. So, the $160 "all in" level would be worth it at 5 books, which i am guessing is going to be $500K of funding. Now, I have to dig into the new shipping rules. If shipping takes up the cost of each of those books by $15 it changes the calculus pretty significantly. They normally do fulfillment directly through the Monte Cook Games store by sending you coupons. So, you could wait until you get the coupons for all of the rewards and combine shipping that way.
  • 10:19 PM - TrickyUK quoted Reynard in post Arcana of The Ancients: 5E Sci-Fantasy From Monte Cook Games Launches On KS
    It looks like a typical Numenera HC is $40, with a few in the $30 range and some in the $50 range. So, the $160 "all in" level would be worth it at 5 books, which i am guessing is going to be $500K of funding. Now, I have to dig into the new shipping rules. If shipping takes up the cost of each of those books by $15 it changes the calculus pretty significantly. Not sure what it is like in US, but when I look at what I would have to pay (incl. shipping) now for a Numenera HC in UK from a UK based online retailer, I find that it’s cheaper than had I backed the N2 KS, but that does take into account that I don’t want decks, novels and all the other bits; so just buying the physical RPG books. I guess it depends on what you want to get out of the KS, but I try and estimate retail cost in UK less 10% (online discount) and free shipping for just the products I am interested in (which means I have to wait until I know what SGs have been unlocked). If that total is more than the pledge + ship...
  • 08:37 PM - dave2008 quoted Reynard in post Arcana of The Ancients: 5E Sci-Fantasy From Monte Cook Games Launches On KS
    Cool. I am not particularly familiar with Kickstarter. Can you easily change your pledge level? Once you are a backer, every time you go the kickstarter campaign page there is a "Manage your pledge" button. Click on that and you can simply change it to another reward tier or change the amount of your pledge (for add ons).
  • 06:26 PM - BookBarbarian quoted Reynard in post Critical Role's Kickstarter Breaks $1,000,000 In About An Hour!
    Fine. I'll do it. I appreciate you making this great sacrifice ;)


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