View Profile: Hjorimir - Morrus' Unofficial Tabletop RPG News
Tab Content
No Recent Activity
About Hjorimir

Basic Information

Date of Birth
April 11
About Hjorimir
Location:
San Diego, CA
Disable sharing sidebar?:
No

Statistics


Total Posts
Total Posts
1,914
Posts Per Day
0.31
Last Post
Lancer: Narrative Characters & Tactical Mechs Wednesday, 10th April, 2019 03:39 AM

Currency

Gold Pieces
10
General Information
Last Activity
Friday, 7th June, 2019 02:29 PM
Join Date
Thursday, 4th July, 2002
Product Reviews & Ratings
Reviews Written
0

2 Friends

  1. ForceUser ForceUser is offline

    Member

    ForceUser
  2. Vymair Vymair is offline

    Member

    Vymair
Showing Friends 1 to 2 of 2
No results to show...

Thursday, 22nd November, 2018

  • 01:39 AM - Harzel mentioned Hjorimir in post What Does the Game Need Now?
    ...table of good DC for various door types....or for the crazy people who try to break down the wall around the door because the door is too well made. Chases are a thing the DMG covers a bit, but there is more to do there. Interrogating a prisoner Escaping from Jail Dealing with the surprise of meeting the enemy in a forest etc So many common moments that most Dnd players go through. It would be great to have a toolbox book that has specific rules or suggestions tailored for each scenario. Oh, please no! I get what you're driving at, but one of the fundamental things I love about 5e is rulings over rules. This would create a situation where players would argue with DMs on DCs for skill checks and such. Even if I didn't buy it myself, it if was published it enters the conversation. No thanks for me! Yeah, I'm of two minds about this. I think there could be value in something like what Stalker0 suggests, but how it's presented would be hugely important. I agree with Hjorimir that we don't want something presented as (or that could be construed as) a bunch of new rules. One reason is certainly the conflict with players who might then expect hard and fast rules in situations previously handled with rulings, but another is the effect on DMs themselves. Having started out as a DM who looked for or tried to create a rule for everything, IMX that just gets in the way of developing and honing (one aspect of) the improvisational skills that (again IMX) make the game a lot more fun (for everybody) than having a restricted set of situations that you have rules for and then feeling lost at sea with everything else. So, having said what it shouldn't be, how could it be done appropriately? I'm not certain how it would turn out, but perhaps the first thing I would try would be to frame it as a series of discussions of rulings examples. That is, for each generic situation to be addressed, create several specific instances to demonstrate how the particulars can be ta...

Saturday, 21st April, 2018

  • 03:44 AM - Nevvur mentioned Hjorimir in post Awarding One Magic Weapon only to each player in a campaign
    I once wanted to do something like @Hjorimir described, but it was part of a broader campaign concept that never got off the ground. The idea came about in the early months of my transition from 4e to 5e. I was harboring some preferences from the earlier edition, and the evolving weapon concept was meant to combine the paucity of magic items in 5e with the expected magic item power levels of 4e. I'd still like to do something like this, but it's going to have to stay on the back burner for awhile. Just launched a new campaign a couple months ago, and it's not really appropriate to include such items for that table. Regardless, I will second his suggestion. I do think it calls for special narrative treatment and player buy in, so I would approach my players about the idea before pushing these weapons on them. As to replacing magical weapons in my current and previous campaigns, I tend to be rather stingy with them so there isn't much replacement going on. At some point in their career (I design most campaigns to run from level...

Thursday, 19th April, 2018

  • 07:37 PM - Oofta mentioned Hjorimir in post 40 years...
    Hjorimir, good to hear that there are other old-timers out there. I had to add it up, but I first played D&D 41 years ago when an older friend brought home this new game from college. Who knew I'd still be sticking with it all these years? Or that I'd be using the same basic world I first created as a DM way back then? Admittedly my adventures are a little more advanced than they used to be, although I am still inordinately proud that one of my first dungeons had corridors that spelled out DEATH, DOOM and DESTRUCTION for every level. The last level took two whole pieces of graph paper to map out! Talk about intricate, in- depth planning. B-) Things have changed over the years, and there was a period of time when I wasn't playing for about 10 years. When I started up again it was just like old times, sitting around a table laughing, joking and in general having a good time. I think someone asked me one time why I played and I simply told them that I laugh more per hour in a D&D s...

No results to display...
Page 1 of 4 1234 LastLast

Wednesday, 27th March, 2019

  • 07:10 PM - Gradine quoted Hjorimir in post How serious is your d&d?
    I think it's fine to play with avoiding character death if that's what makes the game most fun for your table. For me, if you cannot die, most consequences are temporary at best. I think it leads to characters bumbling forward. I enjoy the game most when the PCs are forced to put a lot of thought into their actions because the consequences of failure have the potential to be extremely dire, but that's not for everybody. We all get different things out of these games we play and that's perfectly okay. I guess I can understand this. Personally, I can think of many consequences within a D&D campaign that are more effective, more interesting, and given resurrection is a thing, more permanent than death. I'd honestly feel like I had very little agency at all if the only thing really riding on my choices was the physical safety of my PC and their allies. But I suppose it also depends heavily on the nature of the campaign; its tone and its goals specifically

Monday, 25th March, 2019

  • 11:34 PM - ParanoydStyle quoted Hjorimir in post How serious is your d&d?
    I run a serious game with potentially brutal consequences born from an embraced player agency model. Stakes are high, PCs have little narrative armor (there have been deaths and one TPK). This (well except for the TPK, not that I've never had one just not...recently...lol) pretty accurately and succinctly describes my DMing style and philosophy. I am glad to see another person who understands (well, at least agrees with me) that an absence of safety nets and plot armor and "do you consent to have your character die" mechanics actually makes player agency meaningful, rather than being at odds with it.

Friday, 14th December, 2018

  • 09:16 PM - Razamis quoted Hjorimir in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    Rogues are amazing because they escape so much damage. Between Cunning Action (disengage as a bonus action) and Uncanny Dodge/Evasion ("What is half damage, Alex?"), they laugh off the big stuff. Also, consider Sentinel as a feat for a rogue, to trigger an occasional extra sneak attack. You can attack the rogue, who will use Uncanny Dodge for half damage, or attack his friend leaving you open to the rogue's Sentinel attack. Yummy. No one picks a Rogue to be more tanky and so being amazing at taking less damage is not something that is relevant to a rogue player. Rogue players want situational nova damage to simulate the sneaky stab you in the vital spot aspect of a rogue, and of course the skill-lord aspect. The skills are mostly correct, although the bard really steps on a rogues toes in D&D5e which isn't good, and the damage aspect is miles behind a good martial character build.

Monday, 3rd December, 2018


Friday, 30th November, 2018

  • 08:42 PM - Satyrn quoted Hjorimir in post Intellect Devourer ate my Intelligence
    One word: Yoink! Indeed! My random treasure table is already littered with stat boosting/modifying items that give values from 8 to 18. Even the worst of these items would be great after facing an Intellect Devourer. It's weird that I never even considered the possibility. . . . And of course, I can totally expand my monster list to include Sanity Suckers and Personality Eaters.
  • 12:39 AM - doctorbadwolf quoted Hjorimir in post WotC's Nathan Stewart Teases New D&D Setting Book in 2019
    I think the reason Dragonlance was so popular was, first and foremost, the Dragonlance Chronicles novels. In terms of writing they were awful, but in terms of story they were quite good, and even the characters were fun and alive - especially to the target demographic, the tween and teen D&D fanbase. How many early teen boys (such as myself) identified with Tanis, fell in love with Laurana and had early lustful thoughts about Kitiara? To my newly emerging emotional self, the deaths of Sturm and Flint were heart-wrenching. In a way, Dragonlance essentialized the approach that WotC is taking now: making story front and center. But they did it through a great big meta-plot, with a corresponding railroady campaign. 4E came out 30 years later, with 30 years of D&D worlds and stories and trends, and an entirely different generation (or two!). Most new D&D players are Millenials and Gen Zers, who were born after 9/11, with a very different worldview. But what I'm getting at is that I think the D&D w...

Thursday, 29th November, 2018

  • 10:53 PM - doctorbadwolf quoted Hjorimir in post WotC's Nathan Stewart Teases New D&D Setting Book in 2019
    I'll admit that I don't know much about Dragonlance. What would you say the hook is? Every time I see Dragonlance mentioned I'm given the impression that it's just a typical fantasy world. A very different focus on dragons, Wizard magic as a monolithic school that will hunt you down if you defy it's rules (including going beyond hedge wizardry without becoming part of the system), a world with very little divine magic even in the era where Divine magic had returned, very different takes on a few races (very interesting Dwarves, for instance), more personal and flawed deities, The Balance, and a strong and consistent theme in terms of how the world is built. For a start. Yeah, that’s always been its strength, and its weakness. Having an epic struggle against a monolithic foe can be great, but it can also make things difficult – capturing that epic feel without either infringing on the main story or having the main story overshadow the PCs isn’t always an easy task. Were I to run a D...
  • 10:04 PM - Ralif Redhammer quoted Hjorimir in post WotC's Nathan Stewart Teases New D&D Setting Book in 2019
    I’d pick that up and run it in a heartbeat. I could see a new War of the Lance hardcover module. Give the PCs a chance to be the next Heroes of the Lance. Tell the story with some giant battles for them to take part in and shape. Include just enough references to the previous War to connect it while not requiring people to know the lore. Maybe Lord Soth shows up as an adversary. I'd love to see it come back a few hundred years into the future past all of those events to clear space for the heroes of a DM's campaign...the players.

Wednesday, 28th November, 2018

  • 07:14 PM - Tormyr quoted Hjorimir in post The Power of Surprise: How my 7th level party took out a 40k xp challenge without a sweat
    Somehow I don't think the pack of githyanki knights are going to let this go. Smart money says that there's a reconciliation coming. I agree. To follow on Dausuul 's thoughts, a party that feels like they can start fresh, alpha strike, and then go home to rest can easily do a full day's worth of XP without breaking a sweat with good planning, surprise, and good initiative. Retreating enemies also helps the party avoid damage. If a retaliation comes before the party can rest, they might be captured and brought into the consequences of picking a fight with such a strong, well-equipped foe.

Tuesday, 27th November, 2018

  • 02:35 AM - DM Dave1 quoted Hjorimir in post How to add story to my irregular games?
    Are you running location-based adventures (e.g. dungeons) or event-based adventures (e.g. plots to follow)? The former is far easier to run if you're dealing with an irregular group of players. (Far easier in general, except for prep, actually.) The latter can turn into a mess when there's lack of continuity in players. I run games for a player pool (more players than seats in a given session) so I run my game expecting the group to change week to week. And I'll put my recommendation behind location-based adventures for such a setup, hands down. The "story" is just what the individual groups do per session and how that impacts the setting as a result. So much this. In one of the groups I run, we have had 12 different players - and one player has two different characters that he alternates using. It is a West Marches style campaign (this Kickstarter guy does a good job of explaining it), so most sessions are a discrete adventure with a goal, several encounters, and typically start an...
  • 01:44 AM - Retreater quoted Hjorimir in post How to add story to my irregular games?
    I totally get the desire to play, but I lean towards quality over quantity. What about every other week or once a month? We do play once a month for one group, bi-weekly for the others. The problem I'm having is trying to maintain the groups' interest in the games between sessions and a cohesive story. Unless you're suggesting cutting back my number of games to one biweekly game. The issue I think is being in a smaller community with few people willing to DM, so I end up running more games than most DMs.

Thursday, 22nd November, 2018

  • 08:50 PM - Quickleaf quoted Hjorimir in post Ring of Delusion question
    I think this may prove to be difficult to pull off. In my experience, players are very mindful of their own character's abilities. My fear here would be that it could descend into arguments that you don't understand how their abilities/spells work. That said, I think it's a very interesting approach to this kind of encounter. I tip my hat to your creativity and for thinking outside of the box! Indeed. I'm making a point to ask each of them about how they're leveling their PCs. I'm thinking about going over those class features at the start of our next session...and after they share what new thing they can do, interjecting with a "so you feel very confident about that?" or "you're surely going to defeat the birds now" and other trite phrases. Already been dropping bits of this.
  • 05:52 PM - Slit518 quoted Hjorimir in post How important is art to you?
    I love great art, so it's pretty important to me. That said, I don't think you need color artwork at all. Some of my favorite pieces are pencil sketches. Scan through Richard Whitters Twitter feed and find some of his sketches: they're wonderful. https://twitter.com/WhittersRichard I'm familiar with Richard, I've talked to him on several occasions. Great guy from what I can tell, and a great artist as well. Seriously, his sketch potential, it is massive. He also did all of the Xvart portrait work for the D&D team that they all used on social media a bit back.
  • 01:39 AM - Harzel quoted Hjorimir in post What Does the Game Need Now?
    ...table of good DC for various door types....or for the crazy people who try to break down the wall around the door because the door is too well made. Chases are a thing the DMG covers a bit, but there is more to do there. Interrogating a prisoner Escaping from Jail Dealing with the surprise of meeting the enemy in a forest etc So many common moments that most Dnd players go through. It would be great to have a toolbox book that has specific rules or suggestions tailored for each scenario. Oh, please no! I get what you're driving at, but one of the fundamental things I love about 5e is rulings over rules. This would create a situation where players would argue with DMs on DCs for skill checks and such. Even if I didn't buy it myself, it if was published it enters the conversation. No thanks for me! Yeah, I'm of two minds about this. I think there could be value in something like what Stalker0 suggests, but how it's presented would be hugely important. I agree with Hjorimir that we don't want something presented as (or that could be construed as) a bunch of new rules. One reason is certainly the conflict with players who might then expect hard and fast rules in situations previously handled with rulings, but another is the effect on DMs themselves. Having started out as a DM who looked for or tried to create a rule for everything, IMX that just gets in the way of developing and honing (one aspect of) the improvisational skills that (again IMX) make the game a lot more fun (for everybody) than having a restricted set of situations that you have rules for and then feeling lost at sea with everything else. So, having said what it shouldn't be, how could it be done appropriately? I'm not certain how it would turn out, but perhaps the first thing I would try would be to frame it as a series of discussions of rulings examples. That is, for each generic situation to be addressed, create several specific instances to demonstrate how the particulars can be ta...

Wednesday, 14th November, 2018

  • 06:56 AM - Azzy quoted Hjorimir in post How useful is the Dodge action?
    The mantra at our table is, "When in doubt, dodge." Basically, if you don't know what to do with your action or none of the obvious choices seem attractive, dodge instead. I forget about Dodge all the time. There were a few times I should have used it in the two sessions I played. Oops. :D

Sunday, 4th November, 2018

  • 03:03 PM - smbakeresq quoted Hjorimir in post What variant rules should I add to my new campaign?
    We use a pseudo-minion rule, which is basically if you don't one shot the monster it dies the next time it takes damage. No hard and fast rule as to what kind of monsters are minions, but generally orcs and other "support" type monsters once the characters are of sufficiently high level. I use this also, scaling on level. Sometimes a creature can take 2 hits, sometimes 3.

Monday, 22nd October, 2018

  • 02:49 AM - CleverNickName quoted Hjorimir in post Survivor Monster Types- DRAGON WINS!
    Whenever I'm creating a dungeon, I always have to ask myself how monsters I place survive. What do they eat? What do they do all day? Do they just stand in a room waiting for the PCs to come along? Undead are the best for this reason. Standing in torpor actually makes sense for them. I don't need to worry how they survive. They can be mindless or they have ancient machinations that they've continued to advance over the ages and anything in-between.. They're the perfect dungeon monster.I feel the same way. See also: Constructs, Elementals.

Tuesday, 25th September, 2018

  • 12:19 AM - barasawa quoted Hjorimir in post Anybody else excited for Esper Genesis?
    I'm pretty excited for Esper Genesis to arrive. When Paizo announced Starfinder, I instantly wished that WotC would do something similar (Star Fronties 5e please). Esper Genesis is scratching that itch for me. While I'm glad to hear that WotC is going to produce some campaign setting material outside of Forgotten Realms (no hate, just not my cup o' tea), I really don't care about either the Ravnica or Eberron offerings. What about you guys? Any plans out there to run EG? If so, what are you planning? Star Frontiers can still be obtained, and I think I've heard someone is working on an updated version or something. (If you hit the Star Frontiers sites, you'll be able to find out for sure, or if it's just a fervent imagination playing tricks.) And yes, I think a 5th edition rules of the Star Frontiers game would be pretty fantastic! As to Esper Genesis, I like it better than Starfinder, though Starfinder is getting adventures out faster.

Monday, 24th September, 2018

  • 04:10 AM - 5ekyu quoted Hjorimir in post Anybody else excited for Esper Genesis?
    I'm pretty excited for Esper Genesis to arrive. When Paizo announced Starfinder, I instantly wished that WotC would do something similar (Star Fronties 5e please). Esper Genesis is scratching that itch for me. While I'm glad to hear that WotC is going to produce some campaign setting material outside of Forgotten Realms (no hate, just not my cup o' tea), I really don't care about either the Ravnica or Eberron offerings. What about you guys? Any plans out there to run EG? If so, what are you planning?Been running campaign for over a year... started with the kickstarter playtest stuff. It's great! PCs up to 7th level now.

Wednesday, 9th May, 2018



Page 1 of 4 1234 LastLast

Hjorimir's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
VBA Character Sheet
Apparently a post I made back in June with a PDF attachment of a character sheet I use for 4e garnered some interest...and I got some private messages sent to me asking for copies of the original. I've never had Private Messages here before (not too ...
3458 0 4 Thursday, 21st November, 2013, 04:06 PM Thursday, 21st November, 2013, 04:06 PM

Most Recent Favorite Generators/Tables

View All Favorites