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  • Dausuul's Avatar
    Monday, 15th July, 2019, 08:59 PM
    Agreed, that would be my interpretation as well. Gentle repose can stop the clock but not turn it back.
    14 replies | 574 view(s)
    0 XP
  • Dausuul's Avatar
    Monday, 15th July, 2019, 08:57 PM
    I am also not a fan of kitchen sink settings. It's why I allow and even encourage variant human as a race option, even though it's way overpowered: If all of my players pick variant human, it takes off a lot of the pressure to incorporate races that make no sense in the setting.
    107 replies | 3965 view(s)
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  • Dausuul's Avatar
    Friday, 12th July, 2019, 06:02 AM
    Flicker of Shadow is almost entirely noncombat. It lets you slide through keyholes*, and dart unseen from one place of concealment to the next. That's its purpose. Its combat use is severely constrained by the fact that it ends on the same turn you use it, and it costs your bonus action, so you can't do any Cunning Action tricks. The only way I can think of to use it in combat is if you start...
    39 replies | 1004 view(s)
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  • Dausuul's Avatar
    Friday, 12th July, 2019, 03:02 AM
    I love this idea, since I also prefer rogues to monks but like the shadow theme. Here's how I might go at it: Flicker of Shadow. At 3rd level, as a bonus action when in dim light or darkness, you can turn yourself and any objects you are carrying into shadow. While in this form, you can pass through gaps as small as 1 inch wide without squeezing, you can hide anywhere, and you do not suffer...
    39 replies | 1004 view(s)
    0 XP
  • Dausuul's Avatar
    Thursday, 11th July, 2019, 11:29 PM
    Rope. Always carry a coil of rope. Even on an urban adventure, rope is invaluable for climbing up buildings, tying up prisoners, rigging traps, and all kinds of other improvised uses. In the immortal words of Sam Gamgee, "You'll want it, if you haven't got it." A knife is also highly recommended. You may never use it in combat, but it's immensely useful in all manner of noncombat situations. ...
    5 replies | 224 view(s)
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  • Dausuul's Avatar
    Thursday, 11th July, 2019, 10:23 PM
    Another option would be to play with the normal rules, but say that one advantage negates one disadvantage and vice versa; so if you have 3 sources of advantage, you can suffer 2 sources of disadvantage and still have advantage on the roll (instead of having it all cancel out and give you a normal roll, which is how it works by RAW). That would do what I think you're trying to accomplish here,...
    37 replies | 955 view(s)
    2 XP
  • Dausuul's Avatar
    Thursday, 11th July, 2019, 04:19 PM
    As a rule, even guaranteed success on a given roll is rarely going to make or break an adventure, so I don't think this will cause balance issues. The one thing I would be careful of is saving throws. It's very hard to impose disadvantage on saves in 5E, but it's not impossible, and stacking disadvantage on a key saving throw could be a game-changer. Other than that, it should be fine,...
    37 replies | 955 view(s)
    6 XP
  • Dausuul's Avatar
    Sunday, 7th July, 2019, 10:28 PM
    Dausuul replied to Warlock hex
    Anything can be house-ruled, but by the book, the spell is quite clear: You can transfer it any time (hence why it says "a subsequent turn of yours" instead of "your next turn"), and there is nothing in there saying it has to be the same encounter. It would be pretty silly to have a duration that scales all the way up to 24 hours if you could only use it in a single combat.
    4 replies | 303 view(s)
    5 XP
  • Dausuul's Avatar
    Sunday, 7th July, 2019, 12:11 AM
    Drat, I was hoping this would be a book full of inside stories of the history of D&D, like the ones Jim Ward has been putting up.
    38 replies | 2236 view(s)
    1 XP
  • Dausuul's Avatar
    Wednesday, 3rd July, 2019, 11:52 PM
    The barbarian has absolutely no reason to exist other than tradition. It would be trivial to make it a fighter subclass. If it had not been a stand-alone class in previous editions, no one would ever have suggested making it one in 5E. Ditto paladins, rangers, sorcerers, druids, and bards. I originally had cleric in place of warlord, but you have convinced me to change my vote. However, I...
    60 replies | 2031 view(s)
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  • Dausuul's Avatar
    Wednesday, 3rd July, 2019, 09:37 PM
    That drastically reduces the odds of success unless you set N = 2, in which case it's not saving any time.
    22 replies | 964 view(s)
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  • Dausuul's Avatar
    Tuesday, 2nd July, 2019, 11:45 PM
    My group only has 3 players most of the time. But taking Magic Initiate to get shield seems just as pointless to me as it does to you. This isn't about large groups versus small groups, it's about whoever made that suggestion not understanding what makes shield a good spell.
    21 replies | 866 view(s)
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  • Dausuul's Avatar
    Tuesday, 2nd July, 2019, 06:12 PM
    I would provide them with a "DM fiat" means to recharge, like a healing shrine which can grant the entire party the benefits of a long rest. (This offer good for one use only per PC or party-affiliated NPC. Offer void if shrine is moved from its present location. Benefit is usable only by character to whom it was granted. Simulacra may not benefit from shrine. Magical reverse-engineering of...
    50 replies | 1981 view(s)
    0 XP
  • Dausuul's Avatar
    Tuesday, 2nd July, 2019, 02:09 PM
    If the BBEG is sealed in its lair and can't come out to engage us, sure, we'll take a rest. Why not? If the BBEG is not sealed in its lair, and we've killed a bunch of its minions so it knows we're coming, which is normally the case, then making ourselves prone and vulnerable to surprise right before combat seems like a bad idea.
    50 replies | 1981 view(s)
    4 XP
  • Dausuul's Avatar
    Tuesday, 2nd July, 2019, 03:15 AM
    Yeah, that is certainly something to be aware of. In my case I'm not too worried, because I DM on the regular and I'm used to managing large groups of monsters efficiently. And since I can only give one order per round, which all of the minions then follow, and the minions in question have Int 3, there's no question of putting together elaborate strategies where this zombie goes here and then...
    22 replies | 964 view(s)
    1 XP
  • Dausuul's Avatar
    Tuesday, 2nd July, 2019, 12:49 AM
    Personally, I would not dip cleric as long as there were new wizard spell levels to be had. I'm addicted to the stream of new toys, and cleric toys just aren't as much fun for me. However, the necromancer is a very good subclass to dip with; any time you have a high-level spell slot and nothing good to put in it, you can always convert it to MOAR ZOMBIES. :) So, if you're going to dip, I say put...
    22 replies | 964 view(s)
    0 XP
  • Dausuul's Avatar
    Monday, 1st July, 2019, 11:18 PM
    On cantrips: Obviously toll the dead is any necromancer's go-to damage cantrip. Also, I highly recommend mold earth. It's not much for combat, but any time you need to dig up a grave, you just wave your hand. And if you need to stash your undead buddies while you go into town, you can bury them in short order. And one more interaction to point out: The conquest paladin is going to be your...
    22 replies | 964 view(s)
    3 XP
  • Dausuul's Avatar
    Monday, 1st July, 2019, 11:14 PM
    Strongly dislike vampiric touch. It does less damage than a cantrip, it requires you to wade into melee, and if you are taking enough damage to need the healing, you'll lose concentration in short order, so what's the point? It's a truly terrible spell and Grim Harvest does not make it better. If you want to deal damage with a 3rd-level spell slot, throw a fireball. In fact, I would not even...
    22 replies | 964 view(s)
    0 XP
  • Dausuul's Avatar
    Monday, 1st July, 2019, 08:07 PM
    If it's small enough that it can't be seen, then the druid can't have seen it.
    13 replies | 521 view(s)
    3 XP
  • Dausuul's Avatar
    Saturday, 29th June, 2019, 10:42 PM
    I think I started with 3d6, arrange as you like. When I joined my first long-term group in college, it was 4d6 drop lowest, and the DM would let you reroll if you rolled like crap.
    67 replies | 2070 view(s)
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  • Dausuul's Avatar
    Saturday, 29th June, 2019, 06:36 PM
    I like this! It opens up a lot more design space for rituals. There are a bunch of spells that feel like they shouldn't cost combat/adventuring resources, but also shouldn't be usable every 10 minutes. This would make it possible to add other limiting factors. I particularly like the option of ritual-only material components.
    108 replies | 3814 view(s)
    1 XP
  • Dausuul's Avatar
    Saturday, 29th June, 2019, 06:09 AM
    My picks: Arcane lock Continual flame Knock Catnap Tongues Leomund's secret chest Mordenkainen's magnificent mansion
    108 replies | 3814 view(s)
    1 XP
  • Dausuul's Avatar
    Friday, 28th June, 2019, 02:57 AM
    Fair point. I keep forgetting that so many folks play most of the game at tier 1 and rarely get into 2, let alone 3. I don't think the bonus action is a good tier 1 balancing factor, though. At those levels, there are far fewer bonus actions competing for that spot; so the bonus action requirement does too little to pull back TWFing when TWFing needs to be pulled back, and it does far too much...
    232 replies | 10075 view(s)
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  • Dausuul's Avatar
    Friday, 28th June, 2019, 02:25 AM
    The thing most folks seem to agree on is removing the bonus action. Not being able to use that bonus action really stings as you start gaining abilities and spells. I'd start there and see if it does the trick. Fighters might need some extra help past level 11, but otherwise I think that could be all you need.
    232 replies | 10075 view(s)
    1 XP
  • Dausuul's Avatar
    Friday, 28th June, 2019, 02:00 AM
    The damage numbers look decent (at least until 10th level), but consider that you are sacrificing the opportunity to take War Caster or Resilient (Con) and you are taking an Arcana cleric, who would normally stand in the back lobbing spells or ranged weapons, and putting them on the front line. That's a big hit to your ability to hold concentration spells, which is generally much more important...
    101 replies | 3158 view(s)
    0 XP
  • Dausuul's Avatar
    Friday, 28th June, 2019, 01:07 AM
    6th level? Last I checked, create dead was 3rd-level, although around here we call it fireball. :) Jokes about typos aside - I've had similar thoughts about create undead. The main reason I can see to put it at 6th is that you can create ghouls with it, and ghouls have an at-will paralyzing attack that works on almost all monsters. Paralysis for even 1 round is practically a death sentence, so...
    4 replies | 285 view(s)
    1 XP
  • Dausuul's Avatar
    Friday, 28th June, 2019, 12:20 AM
    Exactly. There's a ton of evidence for the claims about Zak S - no need to search all 77 pages of this thread, a simple Google search turns up multiple first-hand accounts. And Mearls should not have offered the support that he did, and I hope that HR at WotC sat down and had a long talk with him about why his handling of that situation was a problem. But claiming that Mearls doxxed Zak's...
    1012 replies | 72207 view(s)
    0 XP
  • Dausuul's Avatar
    Thursday, 27th June, 2019, 11:17 PM
    Then it should be pretty easy to provide a link to it.
    1012 replies | 72207 view(s)
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  • Dausuul's Avatar
    Thursday, 27th June, 2019, 11:11 PM
    That is quite an accusation. Is there evidence for it?
    1012 replies | 72207 view(s)
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  • Dausuul's Avatar
    Thursday, 27th June, 2019, 09:51 PM
    I assume he is referring to earlier editions, when a cleric was a healbot with a mace. Most of your time was spent pumping hit points into your companions. On the rare occasion that your companions didn't need hit points, you bopped things with the mace. If you wanted to be edgy and different, you could swap out the mace for a warhammer. (But not an axe. Axes were not cool. The gods frowned...
    101 replies | 3158 view(s)
    0 XP
  • Dausuul's Avatar
    Thursday, 27th June, 2019, 09:44 PM
    Who gets to say it isn't "grammatically correct?" Most of the Rules of Grammatical Correctness were arbitrary pronouncements by 19th-century grammarians who suffered from severe Latin envy and hated the fact that their native language was descended from the uncouth speech of Saxon peasants. If something has been used for 700 years, and great writers and orators were among those using it,...
    1012 replies | 72207 view(s)
    7 XP
  • Dausuul's Avatar
    Thursday, 27th June, 2019, 09:04 PM
    The DM in tglassy's example is looking at the combat rules, seeing that the inevitable result is PC victory with negligible expenditure of resources, and deciding that it isn't worth bothering to go through the motions of rolling dice. The end result is the same as if the combat had been played out - you're just getting there faster. That is quite different from deciding to deep-six the combat...
    178 replies | 5768 view(s)
    0 XP
  • Dausuul's Avatar
    Thursday, 27th June, 2019, 04:23 PM
    Starting later on the chart doesn't improve the multiclass build to any great extent. You're behind at level 13 (since Action Surge has yet to come online - FrogReaver is 100% right that nobody in their right mind would MC just one level of fighter), you rule at 14, you're at parity from 15-16, move ahead again at 17, and then fall behind from 18-19 before coming in about even at 20. And...
    35 replies | 1200 view(s)
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  • Dausuul's Avatar
    Thursday, 27th June, 2019, 04:02 PM
    Who would have thought that a system specifically designed to encourage people to speak without thinking, that blocks you from expressing anything complex or nuanced enough to require more than 280 characters, and that gets essentially zero moderation would turn out badly?
    1012 replies | 72207 view(s)
    5 XP
  • Dausuul's Avatar
    Thursday, 27th June, 2019, 02:41 PM
    The Monster Manual has a bunch of suggestions for this. (It gives rather short shrift to white dragons, but I suppose that makes sense given that they don't even reach human-level Intelligence until ancient.) Black dragons get lizardfolk and plant monsters; blue dragons get elite human minions; green dragons get evil jungle creatures and corrupted/mind-controlled elves; red dragons get chaotic...
    16 replies | 590 view(s)
    0 XP
  • Dausuul's Avatar
    Thursday, 27th June, 2019, 12:01 AM
    Sure, it looks nice at 14th level. But let's look at the whole level range. The multiclasser brings +1 AC, Action Surge, and the ability to get TWF which isn't among the style options for paladins. The last is notable at 4th level because TWF is busted at low level, and at levels 13+ because it synergizes nicely with Improved Divine Smite. The multiclasser also gets Second Wind, but this will...
    35 replies | 1200 view(s)
    1 XP
  • Dausuul's Avatar
    Wednesday, 26th June, 2019, 11:00 PM
    Man, this edition sounds amazing. Where can I get a copy? :)
    286 replies | 10956 view(s)
    1 XP
  • Dausuul's Avatar
    Wednesday, 26th June, 2019, 09:52 PM
    I regard the ranger as the "light cavalry" of the party - not in the sense of riding horses, but in the sense of being a highly mobile force used for scouting, flanking, and harrying the foe. To me, the ranger is defined by: Hard-hitting offense Limited defense (they don't make great "tanks") Mobility in combat Exploration ability Mastery of terrain
    352 replies | 12634 view(s)
    1 XP
  • Dausuul's Avatar
    Wednesday, 26th June, 2019, 06:46 PM
    Ah - failed to find that one, thanks! So we're looking at an average of 70 falling damage, plus 99 fire damage, coming to 169 damage instantly and an additional 99 per round. For the overwhelming majority of PCs, this means insta-death. A high-level PC with a good Con might be able to survive for six seconds. Seems fine to me.
    178 replies | 5768 view(s)
    2 XP
  • Dausuul's Avatar
    Wednesday, 26th June, 2019, 06:21 PM
    So your example of a "checkmate scenario" is "falling 500 feet off a rope bridge into lava." This is a situation entirely covered by the existing rules*. Which of those rules do you feel is inadequate to the situation, necessitating a special "checkmate" rule? *Well, almost. Falling damage and damage to objects are covered, but the existing rules don't specify how much fire damage you take...
    178 replies | 5768 view(s)
    0 XP
  • Dausuul's Avatar
    Wednesday, 26th June, 2019, 04:59 PM
    The sniper scenario isn't particularly interesting. It's already easier in the game (doable with Sharpshooter feat, Extra Attack, or a lucky crit) than it would be in real life (next to impossible), so I see no reason to make it even easier. The knife to the throat scenario is one of the areas where the hit point rules do have issues - similar to falling damage - but here's my question: How...
    178 replies | 5768 view(s)
    3 XP
  • Dausuul's Avatar
    Wednesday, 26th June, 2019, 02:58 AM
    It's effectively a -1 penalty to AC for anyone multiclassing two martial classes. So, you're nerfing martial multiclass builds. Do you think that they need it?
    35 replies | 1200 view(s)
    0 XP
  • Dausuul's Avatar
    Wednesday, 26th June, 2019, 02:53 AM
    I play it by the book. An orc only has 15 hit points; a 5th-level ranger, attacking with advantage, has a good chance to lay down that much damage in 1 round. If the ranger isn't 5th level yet... well, an orc is a tough customer for low-level PCs; your only chance of an instant kill is a solid crit, putting the arrow right in its eye. I do rule that a surprised creature can't shout a warning...
    178 replies | 5768 view(s)
    1 XP
  • Dausuul's Avatar
    Wednesday, 26th June, 2019, 01:17 AM
    If you have an upper-crust background, you get more social perks, but you also get more quests dumped in your lap (noblesse oblige, after all), more enemies gunning for your family, and more rivals gunning for you personally. Also, the whole party tends to benefit from your privileges, which cuts down on intraparty tensions. You can, of course, skip out on your obligations (not so much the...
    39 replies | 17253 view(s)
    0 XP
  • Dausuul's Avatar
    Tuesday, 25th June, 2019, 06:24 PM
    The way I read it, what that means is you can't take the same combat style twice. You can take multiple styles if you get them from multiple sources, but basically what that means is you get a choice of "+1 to AC" or "use a reaction to impose disadvantage when someone attacks your ally." The powerhouse combat styles (Great Weapon, Archery, Dueling, and Two-Weapon) can't be stacked because they...
    35 replies | 1200 view(s)
    0 XP
  • Dausuul's Avatar
    Monday, 24th June, 2019, 02:10 PM
    From the "Movement in Combat" rules: "You can't stand up if you don't have enough movement left or if your speed is 0."
    3 replies | 216 view(s)
    4 XP
  • Dausuul's Avatar
    Sunday, 23rd June, 2019, 03:42 PM
    Yeah, that can be a challenge. My solution is to take notes during the session and/or immediately after, so I remember what the situation is, who did what, and what weird twists I threw in off the cuff. Basically, I trade prep time for extra work during the session itself.
    39 replies | 1451 view(s)
    1 XP
  • Dausuul's Avatar
    Sunday, 23rd June, 2019, 03:27 PM
    Mine do the same thing, but I've given up on being prepared for it. I just try to have enough raw material ready that I can throw something together on the fly. :)
    39 replies | 1451 view(s)
    1 XP
  • Dausuul's Avatar
    Sunday, 23rd June, 2019, 06:44 AM
    Holy cow, that's way more prep than I would ever put in. It's 2-3 hours per session for me. I sketch out what's going on with the plot, whip up some encounters and obstacles, and wing the rest. As far as prepping the campaign/setting in the first place... I don't know, maybe 10-15 hours total, spread over a few weeks. Also, I don't do campaigns back-to-back. When I wrap up a campaign, I hand...
    39 replies | 1451 view(s)
    0 XP
  • Dausuul's Avatar
    Sunday, 23rd June, 2019, 06:16 AM
    I'll cast my vote for Open Hand monk as the best all-around combatant. The main thing to keep in mind that raw damage is not what monks do. They are a mix of damage, debuff, and control. To get good value out of a monk in combat, you need to be aware of the tactical situation and coordinate with other PCs. Your most powerful ability, Stunning Strike, is nothing special if you're the only one...
    9 replies | 599 view(s)
    0 XP
  • Dausuul's Avatar
    Sunday, 23rd June, 2019, 12:51 AM
    Sure they do. OP mechanics are always popular. The question is, how many people would still like it if it weren't OP? Say it was -5/+5 instead of -5/+10 - useful against low-AC foes such as zombies and beasts, but not much of an option outside of that - would anyone still like it? Or would it be a couple of boring flat modifiers with not much to recommend them?
    50 replies | 1576 view(s)
    0 XP
  • Dausuul's Avatar
    Sunday, 23rd June, 2019, 12:32 AM
    I don't see why you need anything beyond this: That solves the -5/+10 issue rather conclusively, by getting rid of it. What's the point of adding all this other stuff to bring it back? What makes it so important to have the -5/+10 option in the game? It isn't as if it's flavorful or exciting or tactically interesting; it's just a couple of flat modifiers to rolls you'd be making anyway.
    50 replies | 1576 view(s)
    0 XP
  • Dausuul's Avatar
    Saturday, 22nd June, 2019, 03:16 PM
    As a general rule: No. In the case of heat metal: Maybe. Heat metal is the sort of spell that has become rare in modern D&D: Hyper-specialized, extremely powerful within that specialty, useless outside it. (Hold person is another.) As it happens, any PC wearing metal armor happens to fall within that specialty. I'd be reluctant as DM to use it against the PCs in the first place, but if I did,...
    7 replies | 477 view(s)
    1 XP
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Sunday, 16th March, 2014

  • 02:41 AM - Ahnehnois mentioned Dausuul in post Can mundane classes have a resource which powers abilities?
    It would totally depend on the implementation of such a systemNo doubt. Before the board shutdown Dausuul listed a pretty decent spread of possibilities. There are plenty of ways to go about this. Of course, a resource system would also depend on implementation, but since we've seen so many poorly implemented resource systems in D&D, I think it might be time to try something different.

Saturday, 15th March, 2014

  • 02:59 AM - Quickleaf mentioned Dausuul in post Can mundane classes have a resource which powers abilities?
    Dausuul Agreed! I think the use of triggers and conditions makes for a far more interesting play style for fighters, rogues, and their ilk. JamesonCourage Sounds like a fun system, buti have a question about logistics: you list over 20 uses for technique points on the fly...how do players keep track of all that?

Monday, 10th March, 2014

  • 08:47 AM - pemerton mentioned Dausuul in post how many 5e supporters are upset about the possible $50 price tag
    So the list of people who say they were going to buy but now have doubt because of the price include, in my opinion, a lot of people who made it clear they were unsure about the game before the price issue existed. I think all of Ashkelon, Dausuul, ForeverSlayer, GMforPowergamers, Jester Canuck, and mhensley had all expressed, to one degree or another, doubt and a level of unsureness before the price issue existed.Obviously posters can speak for themselves, but as someone who reads a lot of D&Dnext and other threads I would regard both Dausuul and GMforPowergamers as strong supporters, and probably also Jester Canuck - Dausuul in particular made it clear a year or more ago that he(?) wanted a game closer to B/X than 4e, though learning some lessons about tightness of design/structure from 4e. D&Dnext looks like a candidate to be that game.

Thursday, 6th March, 2014

  • 03:58 AM - SkidAce mentioned Dausuul in post Animate Dead and Alignment Restrictions
    A fighter? Like, "I'll hit you so hard, I'll kill you and your corpse will reanimate!"? :erm: Dausuul said it. But to clarify, I was alluding to the fact that anyone could study necromancy, just as anyone could study...shrubberies. Granted the framework of DnD causes your class to dictate the majority of your abilities. So a fighter who studied up on necromancy wouldn't amount to much without multiclassing, but I was talking character concepts, not class abilities per se.

Wednesday, 5th March, 2014

  • 07:17 PM - I'm A Banana mentioned Dausuul in post Animate Dead and Alignment Restrictions
    There's a conceptual thing going on here. Dausuul's comparison isn't a bad one, but I don't think it goes quite far enough. On the one side, life and death are just energies like fire to be manipulated. On the other side, life and death mean something. Life is to be encouraged, protected, enhanced, defended. Death is dark, scary, unpleasant, tragic. Life good, death evil. Those who support life are good, those who support death are bad. D&D actually has this second view as something of the default -- it has ever since OD&D where Clerics of Chaos were a thing and they got Finger of Death instead of Raise Dead and they could rebuke undead instead of turning them. Not that Wizards were really partial to this debate when they got the ability to make undead. Which might actually be something of a solution: The most powerful abilities regarding life and death are for the Good and Evil Clerics, respectively. They are only bestowed by Good and Evil gods, respectively. Wizards (and clerics adhering to more neutral gods) do...

Friday, 24th January, 2014

  • 06:25 AM - pemerton mentioned Dausuul in post Wandering "Monsters": Magic Items
    the Jester, Dausuul, thanks for those replies. Would it be fair to say that, in this sort of play, the idea of balancing encounters/effectiveness over "the adventure" doesn't really come into play, because in a certain sense there isn't such a thing as "the adventure" until the players actually play the game? Where I'm going with this is that I see a contrast between the sort of play you are describing, and the approach found in (say) 13th Age but also hinted at from time-to-time in relation to D&Dnext. In 13th Age, for instance, the players don't have full control over "the adventure" - in particular, if they take a rest before dealing with the equivalent of 4 balanced encounters then the GM is entitled, and on my reading of the rules obliged, to impose a "campaign loss" of some sort. As well as a pacing device, this also balances the asymmetric resource suites of the different classes. A corollary of this approach, discussed in the 13th Age rulebook, is the factoring of items into "the maths". ...
  • 01:57 AM - pemerton mentioned Dausuul in post Wandering "Monsters": Magic Items
    The game's a toolkit and can handle groups with those factors (granted, there are problems with mixing radically opposing factors in the game group) with GM involvement and care. <snip> If they are experienced and well-equipped, dial up the danger. Directly accounting for them just sticks the PC on the treadmill. I guess I don't really see the difference - beyond the rhetorical - between "involvement and care . . . [to] dial up the danger" and "stick[ing] the PC on the treadmill." the Jester, Dausuul, both your replies seemed to suggest that you envisage the players having a degree of control over the encounters their PCs face - am I reading you correctly? higher level characters in 4e, certainly, and from my experience 3e as well, can handle escalating encounter challenges as they level. 1st level 4e characters can handle Level+2 encounters, but by epic tier, they can usually handle Level+6 encounters. I wonder if 4e characters actually need magic items at all!My 4e game uses magic items but no expertise feats. The PCs are 24th, and in the last session ended up in combat with a 22nd solo, a 23rd solo, a 24th solo and a 23rd elite (overall 30th level encounter). Stripping out of the magic item bonuses would have made hitting very hard!

Monday, 13th January, 2014


Tuesday, 29th October, 2013

  • 04:36 PM - steeldragons mentioned Dausuul in post When Demons Intrude (Wandering Monsters 10/23/13)
    Just another reiteration that that is some really good stuff, Dausuul Definitely using these parameters as a future matter of course. Thanks!
  • 04:13 PM - pemerton mentioned Dausuul in post Fighters vs. Spellcasters (a case for fighters.)
    ... to? The correct inference would be that I prefer not to play a game in which the mechanically best approach for my honourable paladin to stop the dragon is to sacrifice people. That should be a choice that is driven by considerations of theme and value that then inform the mechanical framing. And I would not like a GM who framed me into that sort of situation without regard to those matters of theme and value. Conversely, if I am playing a foul-mouthed fighter, then why am I trying to persuade the king via Diplomacy? And why have I been framed into that scene? Until you give me some answers to those sorts of questions, how do you expect me to explain how I might GM such a scenario? The fact you have indicated you first had to be “satisfied that it won't hurt the game for the wish to be granted” implies that, if you feel it would, then you would simply deny the granting of the wish at the outset.I didn't say that I had to be satisfied in that way. I was working within Dausuul's idea of rolling the dice - my pont was that, if a GM decides to roll the dice to see if a wish is available, s/he has decided that a wish can be obtained within the game. Personally wishes are something I prefer to handle with a great deal of care. I'm not the biggest fan of the traditional D&D approach to wishes. This seems to be exactly the type of “mother may I” play Hussar has consistently expressed disgust for. Hussar would not have any trouble learning whether or not wishes were available this way in a game that I was running.

Wednesday, 11th September, 2013

  • 04:58 PM - Blackbrrd mentioned Dausuul in post Skill Challenges in 5E
    Dausuul you took the words out of my mouth here. I think Starfox has some very good points on why the current incarnation of the skill challenge doesn't work without some creative DM-ing. I do like the idea of skill challenges, but in it's current form, I don't quite like them. Some skill challenges could have been made better by having a timer on them. For instance making it harder after x rounds and fail completely after y rounds. This doesn't fit all skill challenges though.

Monday, 12th August, 2013


Monday, 15th July, 2013

  • 10:41 AM - pemerton mentioned Dausuul in post July 11 Q&A: Cosmology, Monster Descriptions and Monster Variants
    You don't need to be bad player or person to read "default" material in "core" rulebooks and assume it is true for the game your signing up for. Many folks just assume that anything presented as default is just a part of D&D. Certainly 4e weaves its cosmology very tightly with its classes and motivations. You might choose any number of classes (or features) presuming that you will get to involve yourself in one its cosmological struggles.I agree with all this. From my point of view, it is a huge strength of 4e! (Though perhaps limits its replay value.) I tend to think you're right that it's more problematic for a unity edition. I like Dausuul's idea of presenting little cosmology "packets" (the Abyss, the Hells, etc) which are pretty well-established parts of D&D lore - perhaps in the Monster Manual, given that like monsters they are classic D&D story elements - but leaving it to the GM to decide how they are all connected together.

Monday, 1st July, 2013

  • 06:12 AM - Hussar mentioned Dausuul in post L&L 1/7/2013 The Many Worlds of D&D
    I can live with this. Like Dausuul, I'm not really a fan of Planescape (the Hell you say :p) but, this seems to be a pretty good compromise. Most of the Planescape stuff gets shunted into the outer planes where it doesn't really impact play outside of Planescape and I still get planes that I like - similar to 4e style elemental planes - that are ((to me and me only)) better for plopping down adventures on. And, really, putting the Feywild between the Prime and the Positive, and Ravenloft (or whatever it will be called) between the Prime and the Negative, makes a fair bit of sense to me. And, it possibly opens up an interesting relationship between the borders of the Feywild and the Dread.

Tuesday, 4th June, 2013

  • 10:16 PM - Quickleaf mentioned Dausuul in post 5/30 Q&A: Charm, Chases, and Combat Free
    Dausuul I agree that pursuit and evasion need to interface smoothly with combat. However, how would you classify the "chase the messenger/pickpocket" scene? There is no combat involved there. The tension is in whether or not the PCs intercept the messenger or the pickpocket before they reach a target. I mean, I suppose a thuggish group might start opening fire on an unarmed noncombatant in a crowded space...

Friday, 19th April, 2013

  • 01:15 AM - Spatula mentioned Dausuul in post Feats: What Are They For?
    I'm kinda with you Dausuul. To me, feats should be an answer to the question, "What is cool and unique about your character, that sets him/her apart from all the other [race] [class] characters?" And not just some combat bonuses, or prerequisites for attempting certain actions, or class abilities in disguise. I guess my problem is that coming up with cool, interesting things for feats to be is difficult, which is probably why the designers have stuck with endless variations on "get a bonus to this d20 roll under these circumstances." I always loved (most of) the feats from the 3e Eberron campaign book, because they were really interesting and flavorful and useful, AND they also tied the character to the world. Dragonmarks, druid orders, animal totems... that's the kind of stuff that I would like to see as feats.

Thursday, 18th April, 2013

  • 04:25 AM - hbarsquared mentioned Dausuul in post We need more Int/Str/Cha saving throws
    First, I agree with looking at the Bestiary for determining the abilities that characters must use in saves, not just spells. Second, since checks and saves are equivalent in terms of bonuses, each spell/monster ability should call out the Ability for the Save (the immediate save for half damage) or the Check to Make (action on your turn to escape), or even both! (Illusions: Wis save, and an Int check in following rounds?) If you include both options, perhaps it would be easier to hit all Abilities. I do think it is important to hit all abilities, as either a Save or a Check to escape. Again, not exactly evenly, but Stormonu's list as well as Dausuul's suggestion of taking into account the horribleness of the effect.

Wednesday, 3rd April, 2013

  • 05:40 PM - pemerton mentioned Dausuul in post D&DN going down the wrong path for everyone.
    Dausuul, the proven technology for delivering both is multiple resolution systems - simple and complex. Burning Wheel uses this approach. So does HeroWars/Quest. So do various 4e hacks that use skill challenges or something similar for quick-and-dirty fights. This can be hard to implement in a traditional D&D system, though, because it requires allowing a single set of ingame events to be modelled by two different resolution systems - with the choice of system depending on metagame context, not ingame considerations. That could be pretty controversial. Though I was just reading 2nd ed Combat & Tactics for the first time, and it has a system a bit like this for duelling, so there is at least than one pre-4e-precedent for the two parallel resolution options.

Tuesday, 5th March, 2013

  • 06:04 PM - Li Shenron mentioned Dausuul in post Rules for improve-by-doing skills
    What stops this from occurring? First of all, the fact that skill bonus will still be limited by level. Second, (also for Dausuul) the purpose of this idea is to have fun with seeing your skill bonus improve depending on what happens in the story, rather than just increase it up to your maximum when you level-up. So once again, a player that is just trying to find all possible ways to max the skill quickly, is a player who's not interested in this idea.


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Thursday, 24th September, 2015

  • 03:49 PM - EzekielRaiden quoted Dausuul in post For the Record: Mearls on Warlords (ca. 2013)
    ...Full-time spellcaster? That's the thing about 5E bards: Whatever else they are, they're casters first and foremost. Even a College of Valor bard is going to be more effective casting than swinging a sword. If you want to play the version of William Wallace that shoots fireballs out of his eyes and lightning from his a***, okay, but if you want to play the one from the movie, the bard is not a good representation of that. Depends on how you build 'em, but yeah, the full, 0-9 spellcaster is deeply embedded in the 5e Bard's DNA. The Lore Bard is more of a caster, while the Valor Bard is more of a fighter, but both of them are fundamentally full-casters. Who can steal other casters' spells, to boot. But yeah. My Dragonborn Valor Bard is, at 1st level, just as good (offensively) as a high-Dex, shield-wearing Fighter or Paladin. Defensively my guy's worse off, sure, but my Bard and the party Paladin have exactly the same attack bonus and damage value (+6 to hit, 1d8+3 damage), the same HP (I h...
  • 03:43 PM - procproc quoted Dausuul in post For the Record: Mearls on Warlords (ca. 2013)
    That's the thing about 5E bards: Whatever else they are, they're casters first and foremost. That's... not true? You can't get away from the bard being a caster, for sure, but the bards I've seen in actual play worked much more as as fighter type with a dash of magical knowledge/ability than "caster first and foremost." On the topic of inspiring words bringing people back to consciousness, what really strains credibility for me isn't that it happens, but that it can happen reliably and consistently. When we see it in movies, it generally happens for dramatic effect, and the dramatic tension is created precisely because it's not reliable. Trying to use that to justify a non-magical healing effect just doesn't work at all for me. Reliable magical healing makes sense -- the real world doesn't have magic, but it's entirely plausible for magic to be able to reliably heal physical damage harmed by living things. The real world *does* have inspiring people -- and I'm pretty sure none of th...

Tuesday, 22nd September, 2015

  • 07:27 PM - lowkey13 quoted Dausuul in post Why do you play 5e? What game did you come from?
    What do you mean by "come from?" I started out playing BECMI and quickly migrated to 2E. I stayed with D&D through the editions: 3E, 3.5E, 4E, and now 5E. Does that mean I came from 4E (the last edition I played before 5E), BECMI (the edition I started with), or 2E (the first edition I played heavily)? For purposes of the question, it would be 4e. It's not supposed to be a trick or difficult question for the poll- that's just what game you came from to 5e. More explanation can be provided in the comments. If a person was playing multiple campaigns of different editions of D&D (and other tabletop games) just prior to starting 5e, I suppose it would be the edition/game they identified with.

Sunday, 20th September, 2015

  • 11:53 PM - FormerlyHemlock quoted Dausuul in post Is Find Familiar essentially "gain Advantage on all skill checks and attacks"?
    Do you honestly not see a difference between a 9-hp owl and a 26-hp owl? A 9-hp owl can usually survive one hit; that's not nothing by a long shot, but it's also not a game-changer. The place where it does make a big difference is the warlock--taking an imp from 10 hp to 18 hp puts it comfortably out of the range where it can easily be swatted down, and warlocks being a Cha-primary class means they can get the most out of the feat. But warlocks are investing rather more than a 1st-level ritual to get their familiars. So are you just nitpicking then? You just admitted that it's a useful thing, and you get it for free[1]. It's the difference between losing your familiar to a single lucky hit from a kobold, and it having a chance to fly clear before three kobolds hit it in a row. At level 20, making Orcus spend two Legendary Actions killing the owl is still a pretty good use of 10 gp, n'est ce pas? [1] That is, at zero marginal cost. You still had to get Inspired Leadership in the fir...
  • 11:05 PM - FormerlyHemlock quoted Dausuul in post Is Find Familiar essentially "gain Advantage on all skill checks and attacks"?
    To grant 25 temp hp with Inspiring Leader, you have to a) be 20th level and b) have a 20 Charisma. What exactly do you expect to be fighting at 20th level that can't effortlessly obliterate a 26-hit-point creature? Besides, aside from the rogue, all of the people who attack for a living at that level will be attacking 2-4 times per round, and you can only grant advantage on one of those attacks. Not that it really matters, since most campaigns never get anywhere near 20th. Are you just nitpicking, or are you claiming that the temp HP doesn't matter until you hit 25? Even at 4th level your owl will have an extra 7 or 8 HP. Do you honestly not see a difference between a 1 HP Owl and a 9 HP Owl? Because I do. Granting advantage on "only" one attack sounds just fine to me. Against a high-AC foe, that's almost as good as an extra attack, especially if you're trying a trick shot like Sharpshooter sniping or trying to Disarm Orcus's wand (DMG 271: Disarm, attack roll opposed by Athletics or Acroba...
  • 09:18 PM - FormerlyHemlock quoted Dausuul in post Is Find Familiar essentially "gain Advantage on all skill checks and attacks"?
    Where "forever" is "until somebody gets annoyed enough to take a swing at the familiar, or it gets caught in the blast of an AoE." The imp is the only familiar that even gets into double-digit hit points, and that just barely. If you're not a warlock, two hit points is the best you can get. Anybody even breathes on your familiar, it dies and you can't replace it until you have time to spend an hour re-casting the ritual. Yet another reason why Inspiring Leader is a fantastic feat. There's a world of difference between an Owl with 1 HP and an Owl with 1 HP + 25 temp HP. I don't agree with the interpretation that thinks that the "Working together" restriction on PHB 175 also applies to the "Help Action" text on PHB 192. The description on PHB 192 makes it clear that "feinting" and "distracting" is sufficient to grant your ally advantage, and furthermore, applying the "Working together" restriction to this action would make it extremely narrow--I can't Help someone hit with a longbow unless I a...

Sunday, 13th September, 2015

  • 12:17 AM - Staffan quoted Dausuul in post D&D fantasy & sci-fi
    Spelljammer is an odd duck. It's certainly not traditional science fiction; magic remains the motive force and technology does not go beyond late Renaissance (with the exception of tinker gnomes, who are their own little bubble of steampunk). On the other hand, the space-faring setting and the elaborate physics of phlogiston and crystal spheres could be considered sci-fi, in the sense of "fictional science." Spelljammer is a genre-bender. Spelljammer is also awesome. But yeah, it's not sci-fi. It's fantasy in space, which made some of the people writing for it insert sci-fi-ish concepts, but at heart it's very much on the fantasy side. I mean, you have wooden open-decked ships sailing through space and maintaining an air envelope because it's awesome. The main sci-fi/fantasy mashup setting in D&D is Blackmoor, which began as Dave Arneson's personal campaign setting and became part of the distant past of Mystara, the BD&D core setting. Blackmoor was home to a technologically advanced civiliz...

Friday, 11th September, 2015

  • 03:24 PM - Uller quoted Dausuul in post Save Our Villians
    What do you consider "within the rules?" Does this mean your villains have to be built as PCs, using classes from the Player's Handbook? Or is it acceptable to give them homebrewed abilities as long as those abilities are planned in advance rather than added on the fly? I regard the latter as acceptable (I don't see the PHB classes as an exhaustive list of options), so if I want an unusually durable villain, the simple solution is to give that villain more hit points, magic resistance, or what have you. If you want to stay within what the PHB offers, your best bet is probably illusion magic. You can't kill a villain who was never there in the first place! Contingency is also worth looking into. Oh I definitely don't believe in building NPCs by PC rules. But the PC rules are definitely in play. Let's take my recently defunct NPC as an example. She was blind and had blindsight. She wanted revenge on the party so she worked with an evil NPC priest to create some on shot magic items that crea...
  • 09:03 AM - CapnZapp quoted Dausuul in post Thoughts on playing Elf in Out of the Abyss [SPOILERS]
    These are slavers, are they not? Surface elves probably bring a hell of a price in the slave markets of Menzoberranzan. Priestesses of Lolth want them for sacrifice. Others might want them as exotic pets to torture and degrade, or as status symbols. I'm running with the following perspective: Utter loathing. Absolute, searing, indomitable hatred. The drow despise other elves with a passion almost unimaginable by other (saner?) races. Some drow raids on surface communities have no other purpose than to slay elves, and a drow will go out of her way—sometimes even endangering an ongoing agenda—to harm an elf. Drow rarely take elf slaves, preferring to kill them on sight or offer them as sacrifi ces to Lolth, and on the rare occasions they do take an elf as a slave, it is often for no greater purpose than regular abuse and torment. To me, this means that, sure, Drow take surface elves prisoner. But not anonymous level 1 ones. I could see the OotA start featuring enslaved ...

Wednesday, 9th September, 2015

  • 11:13 PM - Sacrosanct quoted Dausuul in post Unearthed Arcana: Another New Ranger Variant
    I didn't say anything about rangers being "tanky" (ranger AC is typically equal to or slightly better than barbarian AC, but they have nothing that compares to barbarian damage resistance). I just said that them having more hit points than barbarians seems weird, and I would prefer to improve their hit points by giving them better recovery rather than a higher base. I like the idea that while the cleric is pumping cure spells into the rest of the party, the ranger can take care of his or her own wounds. I don't necessarily disagree with that. And yeah, it probably looks weird because it's not something we're used to seeing (the ranger with more hp than the barbarian). That's why I think you need to look at it from more of a macro view. Because of light armor and no resistance, the ranger won't last as long in toe to toe combat as the barbarian, fighter, or paladin will. He's basically just a rogue with more hit points. But even the rogue can reduce damage taken lol. To the other c...
  • 10:20 PM - Sacrosanct quoted Dausuul in post Unearthed Arcana: Another New Ranger Variant
    Initial thoughts: 1. Rangers with more hit points than barbarians just seems... weird. I dunno. 2. Love the Ambuscade feature. It's very ranger-y. I would like to see this built on. 3. Skirmisher's Stealth has potential, but it's built on a foundation of sand--namely, the stealth rules. I would want to see the stealth rules cleaned up and clarified before trying to use a feature like this. 4. The spirit companions are okay, but kind of meh. They feel too magical, more of a druid thing. My suggestions would be: 1. Go back to d10 hit dice, but when you roll hit dice to recover hit points, you get double the hit points back. This fits better with the feel of the class. Rangers are not juggernauts, but they're very self-sufficient. 2. Keep Ambuscade. 3. Clarify how Skirmisher's Stealth and the stealth rules work. 4. Junk the spirit companions. Instead, have the companion be a beast up to a specified CR. It prowls the wilderness in your general area but doesn't travel at your side 2...

Tuesday, 8th September, 2015

  • 10:17 PM - JackOfAllTirades quoted Dausuul in post Does a nonmagic arrow from a magic bow pierce nonmagic weapon resistance?
    The arrows are imbued with magic for about three seconds, quite different from creating a true magic arrow, which retains its magic until used and can be shot from any bow. There is nothing ludicrous about this; you just don't like it. Actually, arrows fired at long range can have a flight time somewhat longer than three seconds. (Yes, I've fired a longbow IRL.) You might want to quit pulling numbers out of your *** and making up nonsense like this "three second rule" which I'm fairly certain appears nowhere in the 5E PHB nor the DMG.
  • 09:43 PM - JackOfAllTirades quoted Dausuul in post Does a nonmagic arrow from a magic bow pierce nonmagic weapon resistance?
    I think what Hemlock means is that the arrow is a piece of ammunition, not a weapon. The bow is the weapon, and thus a magical bow shooting a non-magical arrow can bypass resistance to non-magical weapons. Although I agree with the conclusion, I don't agree with the reasoning. This would imply that magical arrows, when shot from non-magical bows, do not penetrate resistance. I would argue instead that since neither the bow nor the arrow can function as a weapon without the other, the "weapon" is really the combination of bow and arrow. If either one is magical, the whole is magical. This still requires the ludicrous result of "nonmagical arrows instantly become magical when nocked in my special bow" for special unexplained game-designer-had-a-brain-fart reasons.

Sunday, 6th September, 2015

  • 02:12 AM - Hussar quoted Dausuul in post An adventure start for new PCs isn't railroading...
    Spellbooks are not easily replaced. A greatsword fighter can just buy another greatsword the first time the party reaches a town. The wizard can buy a blank spellbook, but what good is that? You've still lost all your non-prepared spells. Even if you capture another wizard's spellbook, it won't have the same spells in it; wizards pick the contents of their spellbooks carefully. I'm not saying it's impossible to do a "start in prison" scenario well, but I don't think I've ever actually seen it done well. But, we are talking about 1st level characters here. It's not too hard, usually, to guess what's in a 1st level wizard's spell book, and, considering they're in a Drow city, what are the chances they are only going to find one spell book? There's some pretty good chances that not only will the wizard replace everything he lost, but, he'll come out considerably ahead. When did we get so worried about losing gear? As DM's, when did taking away the player's toys get taken off the table...

Saturday, 5th September, 2015

  • 09:58 PM - Remathilis quoted Dausuul in post An adventure start for new PCs isn't railroading...
    True dat. I've come to hate "you start in prison" scenarios for exactly this reason. Many classes expect access to certain items; fighters have their favored weapon types and armor, wizards need their spellbooks, clerics need holy symbols, et cetera. When you build a character, you do so in the expectation that you'll be able to pick suitable starting gear. Then you find out your gear is all gone and half your abilities are useless till you get it back... if you get it back. Sometimes you have to go through several sessions with scavenged crap. It's not as bad if you know it's coming and can plan for it. Even so, adventure designers need to be extra careful to provide for PCs' needs. Spellbooks in particular are an issue. A wizard's spellbook is a major part of the character and losing it is a big deal. 5E wizards can get by okay without it for a while, but permanent spellbook loss is a crippling blow even in 5E; inflicting such a loss with no way to avoid it is grossly unfair. If you take ...

Friday, 4th September, 2015

  • 05:18 PM - lowkey13 quoted Dausuul in post Warlord Healing
    I hate adding to the number of 5E warlord threads If they bring back the warlord to 5e, I demand that they bring back the Atari 2600 Version. IIRC, it had a stronghold, a fireball, but no healing. And my warlord will END WITH EXTREME PREJUDICE those other three warlords.
  • 01:47 AM - MoonSong quoted Dausuul in post How many fans want a 5E Warlord?
    Why is this so important? I played warlords in 4E and the ability to restore hit points was the least interesting thing about the class. Warlords were cool because of their tactical depth and their ability to support allies on offense. That's what I'd like to see in a 5E warlord. If WotC releases a warlord class that's just a healbot cleric in a martial suit, I'll be very disappointed. Healing is still a necessary function in the game, doesn't have to be interesting to belong there. Though I'm a healbot player so take it with a grain of salt. I made a direct comparison of my opinion of the custom warlord classes to the AD&D era custom ninja classes that were all popping up at the time. How am I picking on 4e when the comparison I made was to 1e? Well. You could check En5ider 34, and tell me if it is ninja to you. Bottom line..."How many fans want a 5e Warlord?" The answer, according to the poll of this thread, is "Not as many as don't care and/or don't want one and/or w...
  • 01:15 AM - El Mahdi quoted Dausuul in post How many fans want a 5E Warlord?
    Why is this so important? I played warlords in 4E and the ability to restore hit points was the least interesting thing about the class. Warlords were cool because of their tactical depth and their ability to support allies on offense. That's what I'd like to see in a 5E warlord. If WotC releases a warlord class that's just a healbot cleric in a martial suit, I'll be very disappointed. It's important because it is an aspect of the Warlord. It may not be the aspect you preferred or focused on, but it was still an important aspect that others did specifically use it for. Just as disappointed as you would be about a Warlord class that focused on healing, others would be just as disapointed in a Warlord class that eschewed healing. The name of the game is Dungeons & Dragons; not Dausuul's Dungeons & Dragons...

Friday, 28th August, 2015

  • 09:15 PM - FormerlyHemlock quoted Dausuul in post 5e Rakshasa weak?
    Still, that curse is nasty--no save and two chances per round to apply it. The curse is nasty only until you realize it can be broken with Remove Curse, and get someone to cast it. My players never realized that--they dispelled the curse via Greater Restoration (cast by Couatl in exchange for a favor), which is much more expensive, but even so I don't think it would have been scary if I'd continued to throw Rakshasas at them. Once you've solved it once, you're not worried about repeats.
  • 04:04 PM - DEFCON 1 quoted Dausuul in post 5e Rakshasa weak?
    ...he actual job of figuring out the kind of challenge they want to present. Take on a rakshasa with all the acoutrement that Darsuul talks about and yeah, it's probably toast. Take on a rakshasa after the entire party has had a long rest and yeah, it's probably toast. Take on a rakshasa as a solo creature with no other minions in the room and yeah, it's probably toast. But then once you start introducing all those bits and bobs that allow a rakshasa to play to its strengths (in party terms, a rogue assassin type) rather than having to be a 'tank and spank' creature... the challenge of facing off against the creature is much more difficult and begins to justify its CR rating. I don't know how many of us oftentimes consider the role (Gah! The dreaded 'R' word! I must be flayed alive for daring to use it! LOL) of a monster and whether we are using them as foes in the manner that they should be used to create encounters. If used in the manner for which it is best suited (like as Dausuul says, darting in and out invisibly, tagging PCs with curses, letting their minion harass the party physically encounter after encounter), the creature can be deadly. Put it in a relatively empty room for a tank and spank after having allowed the party to rest and get back much of its resources and strength (like what happened in the last Critical Role episode)... then absolutely, it seems like a pushover. Matt Mercer is a very 'party-friendly' DM and does not go out of his way to try and kill off his players or take them out of the game. (Anyone who watched the CritRole episode against the beholder probably noticed he wasn't telekinetically throwing the PCs that were on the roof entirely off the building to the outside such that they'd not only take massive damage when they landed, they also would have needed like 4-5 rounds to run back into the battle.) So we can't necessarily take what happens in that show as gospel on how powerful or not a particular monster in the MM might tr...


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