View Profile: Leatherhead - Morrus' Unofficial Tabletop RPG News
  • Leatherhead's Avatar
    Yesterday, 10:08 PM
    Spaghetti Western, sure. Classical Western, not so much. They are too "Black and White" (in regards to morality, not a technicolor joke) and try to stay away from, or pretty up, the ugly bits of the Old West.
    139 replies | 2905 view(s)
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  • Leatherhead's Avatar
    Friday, 14th June, 2019, 03:16 AM
    My home campaign is set in what is basically The Age of Sail. There are ships (of course), colonialism, dismemberment in combat and prosthetic body parts, and of course, guns.
    139 replies | 2905 view(s)
    2 XP
  • Leatherhead's Avatar
    Thursday, 13th June, 2019, 10:33 AM
    Let me put it this way: Wanting to be a swordsman despite having absolutely no character investment in actually learning to swing a sword better is about as far from anything resembling optimization as you can get. Yeah, there is the Short Sword+Booming Blade you can fall back on, but that's more of a stopgap to prevent yourself from falling too far behind someone just casting Firebolt for...
    37 replies | 975 view(s)
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  • Leatherhead's Avatar
    Saturday, 8th June, 2019, 07:22 AM
    TWF is kind of a problem for 5e. But if you want to level the playing field for different Rogue weapon setups (more or less), consider instead: Cunning Action can be used to grant Advantage on the Rogues next attack. Now every Rogue faces the dilemma of using their Bonus Action for damage, no matter what weapon configuration they pick.
    36 replies | 1242 view(s)
    1 XP
  • Leatherhead's Avatar
    Thursday, 6th June, 2019, 06:32 PM
    They were highly against giving out subclass specific infusions. Sighting their experiences with the Warlock.
    127 replies | 4409 view(s)
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  • Leatherhead's Avatar
    Thursday, 6th June, 2019, 12:14 AM
    Good news for some people in this thread: It looks like the Homunculus is highly likely to be retooled into an Infusion instead of a Subclass Feature. Unfortunately, it seems like the rest of the pets are stuck in their respective subclasses.
    127 replies | 4409 view(s)
    2 XP
  • Leatherhead's Avatar
    Wednesday, 5th June, 2019, 02:16 AM
    The only restrictions I see are: "Large" "Quasi-real" "Horse-Like" And "Uses the same stats as a riding horse." You could make it look like a mule, zebra, nightmare, unicorn, equine clockwork golem, skeletal warhorse, pegasus, hippogriff, that "Sea-horse" that you saw on a carousel that one time, centaur, Thirty/Thirty, or even something out of My Little Pony. However, it would only look...
    5 replies | 309 view(s)
    2 XP
  • Leatherhead's Avatar
    Tuesday, 4th June, 2019, 06:41 AM
    I suspect it has more to do with the "Oh crap, we already gave the Transmuter the (not)Philosopher's stone, and people hate it when we crib features from other subclasses! Now what are we going to give them?" angle.
    127 replies | 4409 view(s)
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  • Leatherhead's Avatar
    Sunday, 2nd June, 2019, 09:46 PM
    Traditional Alchemy is just ritual casting Transmutation spells. Not very useful during an encounter.
    127 replies | 4409 view(s)
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  • Leatherhead's Avatar
    Saturday, 1st June, 2019, 08:48 AM
    I joined the chorus of people clamoring on about the pets. The artificial mind is too cumbersome for it's intended combat usage, which really drags down the rest of the Archivist because everything is tied up to it. The Battle Smith could be split down the middle between the Int-paladin and the Iron Defender for two perfectly functional and flavorful subclasses. Leaving them smashed together...
    127 replies | 4409 view(s)
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  • Leatherhead's Avatar
    Friday, 31st May, 2019, 10:29 PM
    To be fair, the Switch comes with motion-control joycons so you can mimic a mouse from your couch, and a touchscreen for portable mode. A proper old-school video game controller is something you have to buy separately, if you even want such a thing anymore.
    99 replies | 4487 view(s)
    1 XP
  • Leatherhead's Avatar
    Thursday, 30th May, 2019, 11:57 PM
    I an interested in what engine (and possible ruleset adaptation) they will be using. The divinity 2 game had something that would have matched swimmingly with the 4e ruleset Providing this is true, of course.
    99 replies | 4487 view(s)
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  • Mark CMG's Avatar
    Sunday, 26th May, 2019, 05:07 PM
    Wisconsin lost a legend today . . . https://www.packers.com/news/packers-legend-bart-starr-dies-at-85
    167 replies | 10462 view(s)
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  • Leatherhead's Avatar
    Saturday, 25th May, 2019, 09:15 AM
    Why are we assuming that they are living inside the sphere? Having a magical power source deep underground is very common. In fact, just make the planet core some magical thing! Then you can have the Dungeons function as "mineshafts", which adventurers delve into in order to tap more directly into this magical font of power for loot and power. The Lower you go in a Dungeon, the worse it...
    33 replies | 1049 view(s)
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  • Leatherhead's Avatar
    Saturday, 25th May, 2019, 03:12 AM
    "Cannot learn" reminds me of my Grandpa, you could argue with him for days. :angel:
    24 replies | 1099 view(s)
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  • Leatherhead's Avatar
    Friday, 24th May, 2019, 11:30 AM
    A workforce of Imps and other lowly devils, tending over crystal balls or other extra-planar scrying devices, trying to get would-be warlocks to sign a contract.
    9 replies | 309 view(s)
    1 XP
  • Mark CMG's Avatar
    Wednesday, 22nd May, 2019, 04:42 AM
    Steven Creech has passed. https://www.hshfuneralhome.com/notices/Steven-Creech https://www.indiegogo.com/projects/help-steve-creech-author-and-game-designer#/
    167 replies | 10462 view(s)
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  • Leatherhead's Avatar
    Sunday, 19th May, 2019, 08:00 AM
    Most of my favorite D&D books are from 2nd. However, I will admit some of my favorite mechanics are from 4e.
    288 replies | 9939 view(s)
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About Leatherhead

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Friday, 14th June, 2019


Thursday, 6th June, 2019

  • 06:16 PM - Xaelvaen mentioned Leatherhead in post Baldur's Gate III Announced; Powered by D&D 5E
    Wait, I just noticed the title of this thread is "Powered by D&D 5e". That's not quite true: https://www.rockpapershotgun.com/2019/06/06/baldurs-gate-3-announced-from-the-creators-of-divinity-original-sin/ While it is certainly inspired by 5e, it is more likely to be some variant of the Divinity Engine 3.0. That was a great read (aside from the thac0 bashing), thanks for the link Leatherhead

Monday, 31st December, 2018

  • 01:28 AM - Kobold Stew mentioned Leatherhead in post Does Rope Trick Heal?
    Leatherhead gets it. Whatever is truly behind this question, the spell is not a healing spell. If it were, then a Life Cleric casting it would additionally heal 4 points of damage to anyone entering. Though it is not a healing spell, I as a DM don't mind at all if players use it for a short rest, because I am not going to worry over a half minute in a non-combat situation, given how I spend my time in real life.

Saturday, 20th October, 2018

  • 08:32 PM - Satyrn mentioned Leatherhead in post Carnufex
    I'd give it a multiattack, letting it bite and tail swipe on the same round . . . But give it a recharge so that I wouldn't use it every round. I'd also make this a Badass monster (less than legendary, but the same idea, named from the Borderlands video game) giving it 1 use of legendary resistance and something - an attack or something cool - it can do as a reaction when somebody else finishes their turn. My Badass Elemental skags imbue another skag with elemental energy as a reaction. And I'd leave it at CR 7 despite these changes since other than the high attack bonus you gave him, this thing would be CR 5, and it's so melee dependant as Leatherhead points out.

Thursday, 23rd November, 2017

  • 02:00 AM - Bishop_ mentioned Leatherhead in post Loremaster Wizard's Arcane Tradition
    ...then throw some fire on it. Additionally, having expertise in the skill allows the Loremaster to be an actual Lore Master, instead of waiting for a Bard or a Rogue to do all the heavy thinking. My first version had a feature like you cited. To be true, I copied the 1st level Knowledge Domain feature, Blessings of Knowledge. But after some debate with other fellows and thinking, I abandonned that idea. First because it wasn't original, and second because, in my head, Expertise-like features are for specialists like Rogue or Bard. Wizards already focus on Intelligence, giving him Expertise on Intelligence-based skills places him above these "specialists". If I'm reworking the Loremaster concept, avoiding to enter niches well stablished in 5e (like Sorcerer Metamagic), I think isn't fair to give him a feature like that -- Yet that "Ritual Master" is a version of Warlock's Eldritch Invocation "Book of Shadows". But, sure, is a personal point of view. Regarding your other arguments, Leatherhead, about "Arcane Savant" and "Ritual Master" -- and SkidAce commented more or less in the same way --, I think I'm too influenced by my own playing experience when I developped these features. I agree with you that in a "magical rich" world, these features are less attractive (and mere gold saving). But if your DM is like mine, well these are gold (no pun intended). I have to think better to achieve something in the middle.

Thursday, 21st September, 2017

  • 03:28 PM - Coroc mentioned Leatherhead in post Aasimar & Tiefling offspring
    Leatherhead ... destroying another wet dream of the powergamer are we :) Powergamer to DM: I got a character concept for this half Tiefling half Aasimar who would make the ultimate Sorcerer / Paladin /Warlock MC DM: Yeah, well, you created some Mongrelfolk, there your charisma score is unfortunately limited to 6 with a racial Maximum of 8 :P

Wednesday, 21st June, 2017

  • 05:54 PM - Quickleaf mentioned Leatherhead in post Building a better Fighter
    This sounds like a really cool idea, but I think is a little powerful. I would say it should have a save but that becomes too fiddly with more dice rolls. One of the things it does is gives the fighter one cool trick they can do every round, rather than using Action Surge to alpha strike like Leatherhead points out. In many situations, it's not going to be that powerful (e.g. fighting gnolls on mostly flat surface without any hazards around). However, it encourages a fighter player to be aware of the terrain and circumstances of combat, and can be powerful in the right circumstances (i.e. holding a chokepoint, protecting allies, pushing monsters into hazards/ongoing spells, clearing a path, and so on). I would really have liked to see "tier 2" fighting styles. where whatever you chose at level 1 becomes a little more powerful, though feats tend to cover this. Interesting, yeah, I agree that feats mostly have this covered.

Monday, 22nd May, 2017

  • 01:07 PM - Redthistle mentioned Leatherhead in post Reckless Attack / Mirror Image
    Although @Leatherhead raises valid points, I'm with @Rexwell on this one. Even with advantage vs. your PC, the images reduce the chance of your PC taking the damage from a successful hit. Reckless Attack has its consequences; mirror image moderates those consequences a little. Sometimes, a little is all you need.

Monday, 1st May, 2017

  • 11:47 PM - Gadget mentioned Leatherhead in post Unearthed Arcana Returns to Monthly With Some Revised Subclasses
    Well, well, well. Ancestral Guardian - Kind of like the story, but the protect other people with my ancestor Spirits does not really follow from the story and seems to be kind of meta-gamey ( A glorified mark). Okay I guess. Arcane Archer - Seems to be streamlined and cleaned up. Like how all your arrows are now magical, but I kind of miss the flavor of the never-ending quiver. @Leatherhead I think the following feature is meant to mitigate the addition of a Saving Throw: You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. So you never expend the ability when you miss your shot. Kensai - Okay, I guess. Favored Soul - Not really loving it. I liked the older version quite frankly. I don't see the point of the enforced healing angle really.

Wednesday, 29th March, 2017

  • 03:27 AM - Hussar mentioned Leatherhead in post Unearthed Arcana Takes On Theurgy & War Magic
    but you are implying that healbot is wrong, disgusting and you don't want it in the game, which also means you think healbot players are wrong defective and you don't want them anywhere near your precious d&D.... (Ok exaggerating here, sorry for that. But you implied being a healbot is wrong and somehow wrecks with the game. I was contesting that) Sorry if that was what you were thinking I was implying. I didn't mean to. My point was that thinking that clerics are healbots, nothing more, is a very poor reading of the class. Leatherhead said that the only point of clerics was to smooth out the healing cycle of the game and that they lacked identity. That was the point I was contesting. I've got to admit though. I always considered healbot to be pejorative. The idea that my character is so lacking in identity that I'm just a HP vending machine (a healing robot) was never something I would think is a good thing.

Saturday, 18th February, 2017

  • 01:11 PM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    ...also needs mega maggots, apparently. These get mechanics that are basically the same as the Spawn of Kyuss, but in a CR 1/2 format, so this looks like a good way to add some horror to an undead section of your campaign - Skeletons don’t really have much body horror to provoke, while having maggots burrow into your skin and try to gnaw on your heart most decidedly does. At CR 1/2 it is easy enough to add them to even tier one adventures, while they are quick enough to run that adding a bunch to tier two combats in undead dungeons isn’t going to slow things down too much. A solid entry, not that exciting but serving a definite niche, albeit one that the Spawn of Kyuss also fulfills at a higher CR. With that, we reach THE END. I’m not going to cover the NPC statblocks - both because they seem self-evident, and also because, to be honest, I don’t want to. Thank you for reading this far, and I hope that the discussion here between myself and others - with thanks to Leatherhead RotGrub Chaosmancer MechaTarrasque fuindordm dave2008 Hemlock Bitbrain ArchfiendBobbie and anyone else I’ve forgotten - helps you to use this fine book to improve your campaign. The first post now has hyperlinks to all the monsters covered in the series, so hopefully this can serve as a useful resource in the future, unless the forum falls over and explodes again or something. So long, and thanks for all the crits.

Thursday, 16th February, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for providing overviews of the basic Yuan-ti types, Leatherhead - it's a useful thing to do, and I don't want to make my posts too huge by trying to cover all that material. The variability of the Yuan-ti is kind of their unique selling point, in a lot of ways, but it is presented somewhat confusingly I think. ------ The Yuan-Ti: Nightmare Speaker are the torturers of the race, who delight in feeding their fell deity the fears and nightmares of their victims. http://orig00.deviantart.net/bdbb/f/2014/339/b/0/projest__conan____creature_design___the_yuan_ti_by_elindiriel-d86hztr.jpg The art in the book is really interestingly posed, with the Nightmare Speaker writhing around so much that no one part of her body is in a straight line. It’s a clever way of communicating the alien nature of a Yuan-ti, as well as suggesting the mindset of one of these. Among the Yuan-ti, already a very cruel race, the Nightmare Speaker is the cruelest, as she offers the suffering of her victims to her god. She feels very much like the kind of person that the p...

Sunday, 5th February, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for reporting how the Slithering Trackers went in your game, Chaosmancer. I did suspect that they'd be wildly underwhelming. Also, you are right Leatherhead about the gain in power that you would get from the transformation. I suppose that D&D land is full of traumatic events that leave people messed up, and desperate enough to seek out a Hag... ---------- A powerful zombie of Orcus, the Spawn of Kyuss are one of the few undead that have a lot of creep factor. http://www.gunnarskeep.com/wp-content/uploads/2015/05/spawn-of-kyuss.jpg The image in the book is rather comical, and also has some very odd lighting issues, with the back figure being in darkness but the front two being fully lit. It’s not really that good. I think that the flavour text here hints at the Age of Worms adventure path from third edition, but I don’t know anything about that one so I cannot be sure. Kyuss was a high priest of Orcus, presumably from some kind of Egyptian culture to judge from the mention of necropolises, who managed to work out how to create undead worms that can burrow into a living person, turn them dead and undead, and yet still trap ...

Monday, 30th January, 2017

  • 01:40 AM - Chaosmancer mentioned Leatherhead in post Let's Read: Volo's Monsters
    The Red Fang can cast darkness on some bauble, put it around the neck of a giant bat, and become an amazing unit that not even the hobgoblins have an answer for: A stealth multi-role fighter. (A type of military aircraft, for those who want to google it) Presumably, the only thing keeping orcs from overrunning the place seems to be their culture of melee-centric brute force, which is fortunate for everyone else in the setting and helps with the status-quo. But dang, I want to see an orc go all Genghis Khan. The amount of synergy they have between their leaders and extensive range of coverage that their support units provide is crazy compared to any of the other tribes we have seen up till now. I don't get how you can impress me like this every day Leatherhead this is scary and gorgeous. Looking over the Red Fang, it is appropriate to talk a little bit about their bats. CR1/4, fly spd 60ft, 22hp and not a lot else. They have blindsight 60 ft, which seems odd to me. As a bat the size of a horse (they are Large) they've got to have incredibly good hearing and ears the size of plates, so I think 60ft is just their "perfect pinpoint clarity" range. Which, leads me to wanting an additional orc, a variant of the Red Fang that is a little more Ranger. Give them beast bond, and let them listen through the bat. Now, on top of providing stealth fighters, you've got incredibly good spies. Capable of swooping in with darkness, landing a good distance away, and listening to the war meetings and other interesting tidbits of your enemy. Honestly, this gives us all we need for a truly terrifying orc army sweeping the lands, and would offer a very complex challenge for the players to unravel even as high as 11th level I would guess.

Friday, 27th January, 2017

  • 10:47 PM - dave2008 mentioned Leatherhead in post 5e EPIC MONSTER UPDATES
    I have added the colossal frost giant Lakkar to the Primordials section (post #6). I inspired by the comments of Leatherhead about the Neverwinter MMO in Charles Rampant 's thread "Let's Read: Volo's Monsters" - http://www.enworld.org/forum/showthread.php?506715-Let-s-Read-Volo-s-Monsters/page34 I took the approach that by absorbing the power of the Winterforge, with its connection to the elemental chaos, Lakkar was transformed into a primordial. Anyway, this gave me a chance to tweak my primordial rules a bit. Let me know what you think.

Tuesday, 24th January, 2017

  • 02:08 PM - fuindordm mentioned Leatherhead in post Let's Read: Volo's Monsters
    I agree, this is a great implementation of the nilbog concept. Leatherhead, "Why would a hobgoblin horde bother with goblins?" I can think of several rationalizations, from religious duty to the need for low-value troops to absorb the first shock of an assault, but I think the main reason is probably logistics. The goblin component is an endless supply of people to do the grunt work of the camp, and as long as you accord the goblin "specials" a small measure of respect, the rest of them will stay in line. A prideful hobgoblin warrior can't be asked to dig latrines, and a bugbear wouldn't understand the need. Goblins will get it done, with the added bonus that one will probably fall into the hole. Cheers, Ben

Friday, 20th January, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for bringing those up, @Leatherhead - I'm not really touching on the Chapter One stuff as much, so it's good to have it mentioned here. -------------------------------- ​ Almost the last of the Mind Flayer-themed entries, the Mind Witness is a pretty strange customer. Created by a fusion of all that is nasty and wrong about Mind Flayers and all that is nasty and wrong about Beholders, it is a Large floating tentacle eyestalk monster with psionic abilities. http://www.ravenmimura.com/images/full/Mindwitness.jpg The art in the book is really unpleasant. It has a sticky, moist quality to it, and the almost symmetrical alignment of its limbs just highlights how odd it is. The milky white eye also draws the gaze, and it makes it seem even more unpleasant. All in all, a well done horror image. As I mentioned above, these creatures are a fusion of Mind Flayer and Beholder. They are created by stunning a Beholder and putting it through the same transformation that (when done on Humanoids) makes Mind Flayers. I can only i...

Thursday, 19th January, 2017

  • 11:38 AM - Plaguescarred mentioned Leatherhead in post Green Dragon Lair
    Vegepygmie minions! How about Grungs? They're both in the Volo's Guide to MonstersI'll have to look into those but they could be what i'm looking for, either as is or slightly refluffed as blighted plant creature or something. A massive hedge maze. Regional effects include closing off and opening up new paths.I like the idea of a thicket maze dungeon a lot. Banyan Trees / fig trees can have aireal roots that can grow back into themselves giving them a realy strange look. A drageon would have plently of time to have these pruned and guided into growing into it's lairHumm that's wicked looking and could be incorporated into @Leatherhead 's maze idea perhaps. Yan D&D Playtester

Monday, 9th January, 2017


Sunday, 8th January, 2017

  • 05:40 PM - 77IM mentioned Leatherhead in post Master Lich Challenge
    The first things that pop into my head are time stop and globe of invulnerability. If he knows the party is coming and has a minute to prepare, conjure elemental is decent, too (it does not require concentration). Ditto for mirror image. Concentration is actually a huge problem for the lich; if you want to cheat your head off, letting the lich concentrate on multiple spells would really amp up the danger. Leatherhead: polymorph only allows beast forms, so it's not quite as good as being a solar or a dragon or something. I think T-Rex is the best option there, and giant gorilla is not bad. Plus, it's dispellable, so it's not quite as deadly as two-encounters-in-one. The rest of your spell picks are spot-on; wall of force is particularly nasty when used well. With three casters in the party, I'd imagine this devolving into a counterspell showdown, so focussing on staying out of sight is pretty important. Greater invisibility is good, but simply having a lair with lots of nooks and crannies and making good use of misty step should work too.


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Tuesday, 11th June, 2019

  • 11:48 AM - Paul Farquhar quoted Leatherhead in post Baldur's Gate III Announced; Powered by D&D 5E
    Actually, the divinity 3.0 engine already has flight and a z axis implemented. One of the fun things you can do in combat is shove people off buildings. It does, but PCs can't fly more than short hops, for the same reason as teleporting is restricted. The story-telling aspect requires ground based triggers. Sword Coast Legends didn't have those triggers, which is why the story was a railroad.

Saturday, 8th June, 2019

  • 07:49 AM - Xeviat quoted Leatherhead in post d8 Sneak Attack: Hear me out
    TWF is kind of a problem for 5e. But if you want to level the playing field for different Rogue weapon setups (more or less), consider instead: Cunning Action can be used to grant Advantage on the Rogues next attack. Now every Rogue faces the dilemma of using their Bonus Action for damage, no matter what weapon configuration they pick. That would be neat.

Thursday, 6th June, 2019

  • 07:10 PM - doctorbadwolf quoted Leatherhead in post Baldur's Gate III Announced; Powered by D&D 5E
    Warning: The trailer features some gruesome imagery which may not be suitable for all audiences and is definitely NSFW. https://www.youtube.com/watch?v=OcP0WdH7rTs Somehow, this warning did not do it justice. For those of you who don't want to click the video: The trailer features a Flaming Fist Mercenary undergoing Ceremorphosis. With an extra dose of body horror. Also a Nautiloid. Oof. I wish I'd read this first. Was not prepared to deal with body horror like that today. Gonna be sick for a few hours, now. Did the trailer need to be that disgusting? :-S Note to Larian: the point of a trailer is to make people want to play your game, not make them lose their lunch. Like it's not hard to use shadows and sounds to convey the same information.
  • 06:57 PM - Abstruse quoted Leatherhead in post Baldur's Gate III Announced; Powered by D&D 5E
    Wait, I just noticed the title of this thread is "Powered by D&D 5e". That's not quite true: https://www.rockpapershotgun.com/2019/06/06/baldurs-gate-3-announced-from-the-creators-of-divinity-original-sin/ While it is certainly inspired by 5e, it is more likely to be some variant of the Divinity Engine 3.0. It depends on what you mean exactly. If you mean the engine from a video game design standpoint, then no, D&D 5e isn't a video game engine the way Unity or Unreal are. However, the numerical rules will be D&D 5e based and they're adapting several systems from the Divinity series to work within the D&D 5e systems like Backgrounds and Traits. It obviously won't be a one-to-one translation because the needs of a video game and the needs of a tabletop game are different, but this is Baldur's Gate III not Divinity: Original Sin III and the mechanics will reflect it.
  • 06:16 PM - Xaelvaen quoted Leatherhead in post Baldur's Gate III Announced; Powered by D&D 5E
    Wait, I just noticed the title of this thread is "Powered by D&D 5e". That's not quite true: https://www.rockpapershotgun.com/2019/06/06/baldurs-gate-3-announced-from-the-creators-of-divinity-original-sin/ While it is certainly inspired by 5e, it is more likely to be some variant of the Divinity Engine 3.0. That was a great read (aside from the thac0 bashing), thanks for the link Leatherhead
  • 05:41 PM - Abstruse quoted Leatherhead in post Baldur's Gate III Announced; Powered by D&D 5E
    For those of you who don't want to click the video: The trailer features a Flaming Fist Mercenary undergoing Cerebromorphosis. With an extra dose of body horror. Yeah, I love horror movies and even I was squicked out. Very much in the style of American Werewolf in London in that transformation. It looks absolutely amazing, though.
  • 01:54 PM - gyor quoted Leatherhead in post Revised Artificer Survey now available
    Good news for some people in this thread: It looks like the Homunculus is highly likely to be retooled into an Infusion instead of a Subclass Feature. Unfortunately, it seems like the rest of the pets are stuck in their respective subclasses. That is a win for everybody because now those who wanted an Alchemist subclass with the pet can have it. Those who liked the Alchemist with the pet can still have it, and those who choose a different subclass can also have a pet, including future subclasses that don't come with one.
  • 02:07 AM - lkj quoted Leatherhead in post Revised Artificer Survey now available
    Good news for some people in this thread: It looks like the Homunculus is highly likely to be retooled into an Infusion instead of a Subclass Feature. Unfortunately, it seems like the rest of the pets are stuck in their respective subclasses. Perhaps. But it also sounded like the 'turret' for the Artillerist might get re-worked to be something that could be wielded. Which sounds a lot less pet-like. AD

Monday, 3rd June, 2019

  • 08:15 PM - doctorbadwolf quoted Leatherhead in post Revised Artificer Survey now available
    I would delete the homunculus in a heartbeat. It has very little to do with alchemy, and the whole subclass has nothing that screams “I am doing alchemy!” It needs a signature ability that actually feels like you are doing alchemy on a moment to moment basis. One that isn’t just flavor with your toolkit The homunculus is a pretty big part of the mythology of alchemy. As for a better suggestion, I’d leverage Infusions. We’ve already got a Replicate Magic Item Infusion. Add scrolls, potions, and wands to the list of things it can replicate, or make a separate “Replicate Consumable” Infusion, give the Artificer a few more Infusions per day, and bob’s your uncle.Except you can't do that in a balanced way unless you force the crafting of a wand of fireballs to cost a number of infusions commensurate with casting fireball the same number of times the wand of fireball can cast it. In which case...you are literally only adding complexity, for no benefit. see, the monk. Traditional Alchemy is just ri...

Friday, 31st May, 2019

  • 12:02 AM - Parmandur quoted Leatherhead in post Baldurs Gate 3 apparently in development (with evidence)
    I an interested in what engine (and possible ruleset adaptation) they will be using. The divinity 2 game had something that would have matched swimmingly with the 4e ruleset Providing this is true, of course. As far as ruleset goes, Nate Stewart was pretty firm when talking about any theoretical big video game on Spoilers & Swag earlier this year: as Brand Manager, he insists any new big game would have to be 5E.

Friday, 17th May, 2019

  • 01:08 PM - collin quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    They are basically "Magical MacGyvers", filling a niche in a party that would traditionally go to a Rogue, or perhaps Ranger. Interesting analogy. I always thought of them as more like support characters, like bards: not terribly strong on their own, but can assist and make the rest of the party stronger in combat.
  • 06:06 AM - Kurotowa quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    They are basically "Magical MacGyvers", filling a niche in a party that would traditionally go to a Rogue, or perhaps Ranger. ...that's an interesting perspective to tackle the class from. They can easily cover trap and lock duty with Thieves' Tools and Perception. Instead of Skill Expertise they bring Tool Expertise. There's a lot that's different, of course, but if you're just looking to have that one party member who can detect and disarm traps then Artificer covers it nicely.

Wednesday, 15th May, 2019

  • 06:35 PM - Kobold Avenger quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    Archivist! Now, everyone can play with your invisible friend! Totally a psionic class that didn't make it into the psionic playtest. I definitely think it's a psionic subclass, as the revised Psion was being discussed they were certainly ideas discussed for psionic subclasses in other classes, like Soulknives in Monk and Psychic Warrior in Fighter.
  • 03:27 PM - CapnZapp quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    TWF itself is known to be a problem. In fact, TWF is such a huge problem that it caused the Devs to doubt the entire Bonus Action mechanic itself.Bonus Actions work just fine.
  • 01:04 PM - 5ekyu quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    TWF itself is known to be a problem. In fact, TWF is such a huge problem that it caused the Devs to doubt the entire Bonus Action mechanic itself.As I recall, it was one dev and whenever he started to dive into options in depth it got ugly quick. In my experience, the morning after musings rarely turn out to be worth much without putting in the work to again see "why we did this and didnt do that". But that's me.
  • 11:53 AM - UngeheuerLich quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    TWF itself is known to be a problem. In fact, TWF is such a huge problem that it caused the Devs to doubt the entire Bonus Action mechanic itself. See my reply above.

Friday, 26th April, 2019


Thursday, 25th April, 2019


Friday, 12th April, 2019

  • 01:48 PM - Dausuul quoted Leatherhead in post 'Cure Wounds' is D&D's Most Popular Spell
    Something is wrong with the wizard top-10 cantrip list. It says "top 10 cantrips" but there are only 8. Also, mage hand isn't on it, which is theoretically possible but seems highly unlikely. Likewise Mage Hand shows up as popular on Warlocks and Sorcerers, but not the other arcane casters (no I don't count the Artificer, it's still in playtesting). Both the Sorcerer and the Warlock can get lots of cantrips at t1 of play. This would imply that Mage Hand isn't a first string pick, but rather something that people gravitate towards as their 3rd or 4th cantrip and they have all the other stuff they want. I wouldn't read too much into the absence of mage hand for wizards. We know for a fact that the wizard list is missing two of its top-10 picks, and the two spells I would expect to top the list are missing. Every other caster class except druids has its best PHB damage cantrip at the top of the list (and druids would have theirs at the top of the list, except that players evidently disagree on whet...


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