View Profile: Leatherhead - Morrus' Unofficial Tabletop RPG News
  • Leatherhead's Avatar
    Friday, 12th July, 2019, 12:40 PM
    Judging by the picture: It's some kind of mind flayer themed adventure, to coincide with the BG3 hype. Probably an invasion of The Cogs in Sharn (most likely Khyber's Gate) based upon the implied population density and ramshackle buildings with walkways that connect upper stories.
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  • Leatherhead's Avatar
    Thursday, 11th July, 2019, 06:49 AM
    Don't bother giving feats to monsters, they are designed for PC's to use, and thus have a totally different set of expectations and mechanics to balance them. If you want a monster to heal, just give it power that heals as an action. If you want it to do more damage with a sword, just give it +x damage on attacks. Then recalculate it's CR with the DMG as appropriate. That said: Giving 1d6+37...
    4 replies | 195 view(s)
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  • Leatherhead's Avatar
    Wednesday, 10th July, 2019, 11:21 AM
    There is one feat for that. Resilient. Which you can only take once, for one stat. And people have asked the devs if they can take it twice or more because it's recommended for everyone except Monks.
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  • Leatherhead's Avatar
    Wednesday, 10th July, 2019, 08:03 AM
    Really this should only be considered for saving throws, and that's only because it gets much easier for monsters and NPCs to hit a PC in one of their off-saves to take them out of the fight entirely as CRs go up, and that's just not fun. Skill checks would be mostly brought in line with bounded accuracy by capping expertise and letting the natural stat growth of a characters take care of...
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  • Leatherhead's Avatar
    Tuesday, 9th July, 2019, 08:57 AM
    Here is a change for you to consider: The Expertise Bonus now replaces (instead of stacks with) the Ability Score Bonus. Aside from smoothing the math out, the major gameplay change with this is that Expertise becomes more of something that shores up a weakness instead of something that you double-down on in order to become a super-specialist. And if for some reason you a player still wanted...
    104 replies | 2783 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
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  • Leatherhead's Avatar
    Thursday, 27th June, 2019, 08:05 AM
    Rangers are example number 3 on a list I like to call "Fighters aren't allowed to do cool things." Which is legitimately the only definition I can consistently apply to them other than "That one person who lives outside of town, closer than the barbarians, and talks to us more than the warlocks/witches or the druids."
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  • Leatherhead's Avatar
    Thursday, 27th June, 2019, 07:26 AM
    https://www.enworld.org/forum/showthread.php?609246-Marbari-warhound-5e
    1 replies | 140 view(s)
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  • Leatherhead's Avatar
    Monday, 24th June, 2019, 10:59 AM
    I don't understand CapnZap's argument. Taking cover in combat has absolutely nothing to do with HP, or whatever alternative name you give to your injury tracking subsystem. For instance, all of the popular shooting video games use HP. It has everything to do with your to-hit mechanics, a totally different subsystem.
    448 replies | 15004 view(s)
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  • Leatherhead's Avatar
    Monday, 24th June, 2019, 05:24 AM
    So, these sidekick rules. Are they basically what was in the UA?
    7 replies | 591 view(s)
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  • Leatherhead's Avatar
    Wednesday, 19th June, 2019, 12:21 PM
    Disclaimer: I hate combat healing, and especially whack-a-mole healing. But I have to question how people see it as a legitimate combat role beyond making sure people don't bleed out. It's not like you can just sit back and do nothing other than toss out hp like they are part of a raid in an MMORPG. Combat in 5e is more akin to Rocket Tag. You are expected to last 3 rounds before one side...
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  • Leatherhead's Avatar
    Monday, 17th June, 2019, 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.
    448 replies | 15004 view(s)
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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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Saturday, 13th July, 2019

  • 01:59 AM - unnatural 20 quoted Leatherhead in post KB Presents - In my Eberron
    Judging by the picture: It's some kind of mind flayer themed adventure, to coincide with the BG3 hype. Probably an invasion of The Cogs in Sharn (most likely Khyber's Gate) based upon the implied population density and ramshackle buildings with walkways that connect upper stories. Maaaaaybe. Digging deeper there are also art pieces of Sharn, the Lightning Rail and a Warforged.

Friday, 12th July, 2019

  • 04:46 PM - collin quoted Leatherhead in post KB Presents - In my Eberron
    Judging by the picture: It's some kind of mind flayer themed adventure, to coincide with the BG3 hype. Probably an invasion of The Cogs in Sharn (most likely Khyber's Gate) based upon the implied population density and ramshackle buildings with walkways that connect upper stories. I like how you're thinking. I am going with this as the likely possibility.

Thursday, 11th July, 2019

  • 08:35 AM - doctorbadwolf quoted Leatherhead in post Healer Monsters
    Don't bother giving feats to monsters, they are designed for PC's to use, and thus have a totally different set of expectations and mechanics to balance them. If you want a monster to heal, just give it power that heals as an action. If you want it to do more damage with a sword, just give it +x damage on attacks. Then recalculate it's CR with the DMG as appropriate. That said: Giving 1d6+37 hp to the Tarrasque is basically wasting a turn. However, stabilizing with 1 hp means that your entire party is going to rage IRL and will coup-de-grace everything for the rest of the campaign. Its genuinely rad how different two peoples experience of dnd can be. In my game, unless the PCs tell me that they aren’t showing any mercy, enemies make death saves, and a 20 means 1hp. As well, they heal each other, and sometimes have magic items or feats that do things like the Healer feat or heal them the first time they hit 0hp but aren’t killed outright. They don’t spend attacks killing the wounded, because...

Wednesday, 10th July, 2019

  • 12:53 PM - dnd4vr quoted Leatherhead in post Why don't everything scale by proficiency bonus?
    Because no one in D&D ever uses a weapon they aren't proficient in, except for an occasional critical moment (only a strike from the Sword of Stuffage can kill the Badgui, and the proficient party members are all out for the count). This isn't really addressing anything you said, just an observation that players don't actually use weapons they aren't proficient in, so it doesn't tend to matter. We've never had someone use an item without proficiency for long. In prior editions, if a character got a new powerful weapon or something, they would use a Weapon Proficiency as soon as possible. I suppose in a featless game, without Weapon Master, or dipping into a battler class, there isn't any way for a Wizard to learn the longsword. If you opt for training like in XGtE, then the wizard could train to learn a longsword. Regardless of how you want to do it, there are always ways for that wizard to learn that longsword. There is one feat for that. Resilient. Which you can only take once, for one stat...
  • 08:46 AM - Torquar quoted Leatherhead in post Why don't everything scale by proficiency bonus?
    Really this should only be considered for saving throws, and that's only because it gets much easier for monsters and NPCs to hit a PC in one of their off-saves to take them out of the fight entirely as CRs go up, and that's just not fun. Perhaps downtime training could be applied to saving throws? In HP: The Order of the Phoenix the protagonist is supposed to be being trained to resist the mind-influencing spells of the villain. The effectiveness of said training was doubtful though. There are Feats for this. But people don't like taking them because it interferes with "my build...".

Tuesday, 9th July, 2019

  • 03:22 PM - mortwatcher quoted Leatherhead in post A Reliable Talent for Expert Stealth
    Here is a change for you to consider: The Expertise Bonus now replaces (instead of stacks with) the Ability Score Bonus. Aside from smoothing the math out, the major gameplay change with this is that Expertise becomes more of something that shores up a weakness instead of something that you double-down on in order to become a super-specialist. And if for some reason you a player still wanted to be an expert in something that they had a good stat in, it's ok, because Expertise is still better than not being an expert in the long run (a +6 bonus instead of +5, baring magic items) so the unique perk of having expertise (basically rogue/bard or feat) is the same or worse until level 17? that does not seem like a good solution to me whatsoever I am not sure why are some people so bent of denying unique perks of classes, especially the martial ones, that already need all the help they can get outside of combat pillars
  • 02:17 PM - Quartz quoted Leatherhead in post A Reliable Talent for Expert Stealth
    Here is a change for you to consider: The Expertise Bonus now replaces (instead of stacks with) the Ability Score Bonus. Yoink!

Thursday, 27th June, 2019

  • 12:39 PM - Garthanos quoted Leatherhead in post What is the Ranger to you?
    Rangers are example number 3 on a list I like to call "Fighters aren't allowed to do cool things." Bingo But I bet some consider it a longer list and arguably could even include the Warlord (sort of). I am interested in hearing your take on the details.
  • 10:18 AM - CapnZapp quoted Leatherhead in post What is the Ranger to you?
    Rangers are example number 3 on a list I like to call "Fighters aren't allowed to do cool things." Yeah, Aragorn is obviously a Fighter who just happened to take the Survival and Herbalism proficiencies. Don't get me wrong, I definitely think there's design space for a "Ranger", but basing it so heavily on Strider-Aragorn is awfully narrow...

Monday, 24th June, 2019

  • 12:46 PM - CapnZapp quoted Leatherhead in post If you could put D&D into any other non middle ages genre, what would it be?
    I don't understand CapnZap's argument. Taking cover in combat has absolutely nothing to do with HP, or whatever alternative name you give to your injury tracking subsystem. For instance, all of the popular shooting video games use HP. It has everything to do with your to-hit mechanics, a totally different subsystem.Have you ever played another ttrpg than D&D and other hit points based games?
  • 12:23 PM - Paul Farquhar quoted Leatherhead in post If you could put D&D into any other non middle ages genre, what would it be?
    I don't understand CapnZap's argument. You are not the only one. What point is he trying to make? You can't ever have guns and HP in the same game? Everyone on the planet accepts HP for swords but no-one in the universe will accept them if there are guns? He want's top play a tabletop game with hard cover and flanking? The last isn't unreasonable (but I don't know of any), it might be worth starting a thread asking for suggestions?
  • 08:44 AM - CapnZapp quoted Leatherhead in post I got an early copy of the Essentials Kit
    So, these sidekick rules. Are they basically what was in the UA?I hope they are simplified. That UA really dropped the ball.
  • 06:59 AM - Kurotowa quoted Leatherhead in post I got an early copy of the Essentials Kit
    So, these sidekick rules. Are they basically what was in the UA? I forget which review it was, but I read that they're even more simplified and only go up to 6th Level. So very much a starter box version. If you want the more complex version, stick with the UA rules.

Wednesday, 19th June, 2019

  • 01:18 PM - FrogReaver quoted Leatherhead in post In-Combat Healing: How and Why?
    Disclaimer: I hate combat healing, and especially whack-a-mole healing. I'm not advocating for whack-a-mole healing. I'm advocating for combat healing to be 2-4 big heals in combat per day. But I have to question how people see it as a legitimate combat role beyond making sure people don't bleed out. It's not like you can just sit back and do nothing other than toss out hp like they are part of a raid in an MMORPG. I think you are bringing to much prior baggage into my proposal. Nothing I suggested is like MMORPG healing. Combat in 5e is more akin to Rocket Tag. You are expected to last 3 rounds before one side is a decisive winner, and the other is laying crumpled on the floor or otherwise taken care of. That's why I propose rocket healing. Furthermore, NPCs aren't exactly mindless, if they know you can heal, they will move you to the top of the priority list if the combat drags on. You are a cleric. You have good AC and moderate hp. You can take the dodge action if focused. Y...

Tuesday, 18th June, 2019

  • 08:07 AM - Paul Farquhar quoted Leatherhead in post If you could put D&D into any other non middle ages genre, what would it be?
    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. This is really the thing. "Western" means something completly different to people of different generations. The Western genre used to synonomus with stories with symplistic morality "black hats and white hats" and what we would now consider an action movie sensibility, where heroes (and main villains) could absorb ridiculous amounts of damage without batting an eyelid. Then, round about the sixties, film makers did a Game of Thrones number on the genre and everying went grimdark, with unclear morality, violence and sudden death. If you want to do grimdark 5e D&D rules really don't work well irrespective of setting, since it is designed around player characters having action movie plot armour.

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


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