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What are your Pedantic Complaints about D&D? Yesterday 07:49 AM


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Sunday, 23rd June, 2019

  • 07:00 PM - Mournblade94 mentioned Azzy in post Acquisitions, Inc.: First Impressions
    But I dunno, people like Ed Greenwood and R. A. Salvatore who like Acquisitions, Inc...can they be considered Real Forgotten Realms Fans™, or are they just Johnny Come Lately posers? I haven't called anyone that likes it a poser fan or anything of the sort. Nor am I railing against people buying it if they want. Azzy I would much rather have no development than wholesale changing of the realms like 4e did. Be careful what you wish for I play Forgotten Realms for High Fantasy simulation. I have no desire for forgotten Realms to be the office humor campaign world. I'd take no development over that just like I didn't want them to change all the areas for 4e.

Friday, 14th June, 2019

  • 07:20 PM - Yaarel mentioned Azzy in post 4e Clone − help create it!
    @Azzy, jayoungr I updated the original post as follows. Any suggestions? Grappling Grappling represents wrestling, grabbing, pulling, and pushing. To make a grappling attack, add d20 to whichever is highest, your Dexterity bonus (for agility and leverage) or your Strength bonus (for physical size and power). To make a grappling defense, add 10 to whichever is highest, Dexterity or Strength. However, always use Strength to keep a hold ongoing. For example. To break out of a hold, you attack via your Dexterity versus your opponents Strength. To climb onto a Dinosaur, you attack via your Dexterity to grab on around a neck or a horn, and an unwilling Dinosaur attacks via its Dexterity versus your Strength to shake you off. Grappling attacks are natural unarmed attacks, with or without proficiency.

Thursday, 6th June, 2019

  • 03:36 AM - Greg K mentioned Azzy in post Should I play 4e?
    I liked several things about D&D 4e. However, when I look at it, the following always crosses my mind: 1. I don't like Paragon Paths and Epic Destinies so I know that I will never run or play those levels. 2. Things that I want are spread out across too many books and Dragon Magazine 3. Too many specific names on feats and powers (e.g. the deity named feats). Trying to rename feats and powers or changing power descriptions to fit my campaign setting is going to be a reference nightmare for my players. 4. When I look at the power system, I think to myself, "Hero System does powers better so why not just use Fantasy Hero 4e or 5e?" (which is why I laughed when Azzy told Elfcrusher that he would not like Hero System). However, to the OP, if it looks interesting to you, give it a try.

Thursday, 18th April, 2019

  • 05:37 PM - LordEntrails mentioned Azzy in post To boxed text or not to boxed text
    ... topic drift (either because it plain is or because it isn't an outright truism) but isn't absolute topic drift. The only way it becomes actual topic drift is if someone voices their disagreement and related conversation ensues. Can I vote for this one? Can I just say that I'd much rather be talking about the genesis of GMing and then discussing how that hooks into the utility (or the problem) of "boxed text"? Then start a thread! Nor would I have the use of such classic, box-free scenarios as B2. Part of what makes B2 usable by me is that it presents a place (the Keep) and a series of situations (the proximity of the Cves; the evil cleric; etc) but no pre-supposed plot in the form of boxed text. And see this is why when I was 10 years old we thought B2 sucked and was useless. Because we didn't know what to do with it. Now a days I would have no trouble using B2. But that's because I had boxed text to train educate me on one way of DMing. Look, we have examples from Azzy that boxed text did him harm. We have examples from me that boxed text benefited us. Good thing their isn't only one way to play the game huh? Or that not every module and system is written according to some monolithic approach. But, based on my experience, the good boxed text, or scripted narration, provides to new DMs is why I will keep recommending to authors that they use it.

Tuesday, 16th April, 2019

  • 10:00 PM - Hussar mentioned Azzy in post Sneak Peek At Ghosts of Saltmarsh Maps
    Sure, here: /snip LOL Look at that thread you posted. Virtually every single map in that thread, nearly all of them, are oriented north to the top. Granted there's no compass rose on most of them, but, then again, lacking a compass rose, the presumption is always north to the top because that's the standard way maps are drawn. Anyway, like I said, this has got to be the absolute weirdest conversation I've ever had on En World. Azzy - you have not one, but actually multiple atlases where most of the maps in the atlas are not north to the top? Link please? Because, well, buddy, you found the unicorn. I'm not saying no map is ever done that way. I'm saying it's very, very much an outlier to not do them that way. Prakriti - WTF? Scary/foreign/unusual? Ooookay. I'll note that not a single person here who is so adamant to prove me wrong has taken up my challenge. C'mon, let's see these examples of RPG books where the majority of maps are not north to the top. Should be easy peasy for smart folks like you. You seem to be so sure that north to the top isn't typical or usual, so, let's get those examples rolling in. It's easy to make unsubstantiated claims and whatnot. Time to pee or get off the pot. Give me a SINGLE example of an RPG product where the majority of the maps is not oriented north to the top.

Tuesday, 5th March, 2019

  • 09:53 PM - CleverNickName mentioned Azzy in post Critical Role Kickstarter Predition Game: Guess the Funding Outcome (GTFO)
    ... EnochSeven: $16,213,102 TallIan: $15,876,374 MNblockhead: $15,555,555 77IM: $14,980,000.00 jgsugden: $14,520,000 OB1: $14,000,042 The Big BZ: $14,000,000 dregntael: $13,935,109 chrisrtld: $13,635,019 pogre: $13,500,000 Aebir-Toril: $13,224,376.89 Satyrn: $13,000,000 Yardiff: $12,456,145 -----------Highest-Funded Game Project on Kickstarter (Kingdom Death: Monster 1.5) $12,393,139-------- Radaceus: $12,345,678.91 FarBeyondC: $12,345,678.90 Morrus: $12,000,000 Mistwell: $11,800,000 Mort: $11,620,000 Zardnaar: $11,354,883 <--- The Winner! Sadras: $11,120,000 SkidAce: $11,000,000 Tazawa: $10,700,000 togashi_joe: $10,250,000 DM Dave1: $10,101,010 MichaelSomething: $10,000,000 Lazybones: $9,750,000 PabloM: $9,500,000 akr71: $9,250,000 rczarnec: $9,250,000 Azzy: $9,000,000 Henry: $8,900,000 mortwatcher: $8,666,000 Lidgar: $8,423,976.73 vincegetorix: $8,360,000 SmokeyCriminal: $8,008,135 AriochQ: $7,777,777 robus: $7,750,000 MarkB: $7,500,000 phantomK9: $6,969,696 TarionzCousin: $6,160,000 ClaytonCross: $6,000,000 ---------Highest-Funded Film Project on Kickstarter (MST3K Kickstarter) $5,764,229----------- MaximusArael020: $5,685,000 Prakriti: $1

Saturday, 1st December, 2018

  • 10:30 PM - epithet mentioned Azzy in post WotC's Nathan Stewart Teases New D&D Setting Book in 2019
    The roots of D&D is in Grayhawk, but this was created by Gary Gygax and now it is too "fixed" to can add new things, for example an oriental continent. We can't see the Grayhawk equivalent of Kara-Tur, al-Qadim or Maztica because then lots of fans would say it is a "jump the shark", too big changes. ... The equivalent of Kara-Tur is in the Southern hemisphere on the same continent. Follow the coastline around the Amedio Jungle and keep going West, you can't miss it. You could also cross the Dry Steppes and get there overland. The equivalent of Maztica is the Amedio and Hepmonaland. Step pyramids, feathered serpents, etc. are all present in great profusion (see, eg, the Hidden Shrine of Tamoachan.) Your al-Qadim is the Baklunish West, or farther to the West you have the great deserts South of the Empire of Lynn. So... we've already seen those equivalents, years and editions ago. Edit: Azzy beat me to it.

Saturday, 3rd November, 2018

Monday, 29th October, 2018

  • 08:07 PM - Hawk Diesel mentioned Azzy in post Mike Mearls: so here’s the first part of my two-weapon fighting house rule
    Satyrn Oh totally agree. Sorry for not making it clear. Both versions do indeed weaken the feat, and I agree that Azzy's idea also eliminates the need for a shield. Personally, I don't know that TWF needs to be changed all that much. I especially don't think it requires changing the math of the attack bonus or including advantage/disadvantage. Just a tweak to allow unarmed strikes and natural weapons to be used with it, and changing the bonus action requirement. I think there needs to be some action economy investment since you are making an additional attack over what you would normally be allowed, but I think the bonus action is just too steep a price to pay when there are SO many other things competing for that spot. Edit: Actually, this whole thing also get me thinking about that other thread using a shield as an improvised weapon. I am now thinking that allowing it to be used improvised and off-handed is too good. I think one would need the Shield Master feat to use a shield with proficiency as a weapon, and Dual Wielder since a shield should not be considered a light weapon. This helps ensure ...

Friday, 23rd March, 2018

  • 04:12 PM - hawkeyefan mentioned Azzy in post "Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?"
    Actually, the lack of help with XP and leveling in the APs is another example of how unfriendly these books are towards new DMs. They don't need to have a complex fractional milestone system designed. Instead, just give a suggested XP value for each section. Trail of the Apprentice Adventure Path by Legendary Games is a good example of this. I think the APs do a good job of supporting the Milestone Leveling system in favor of XP. Which I think is probably a smart move. Azzy makes a good point above that we're all guessing what is easy or difficult for a new DM, but I would think taking away XP and all the maintenance that goes with it would probably make things easier. I mean, I've been DMing for a long time and I ditched XP a while back and it's helped quite a bit. I think that's why the APs largely seem to assume Milestone's simply easier. "The characters should likely be at least 4th level before they go to this area" is a lot easier to understand and process for a DM, regardless of their experience behind the screen. I know many long time DMs and players would hate the idea of having no XP, and that's fine, but to me it makes more sense for that to be the "advanced" method, and leave Milestone as the default. Especially since the published adventures cover such a large level range.

Wednesday, 28th February, 2018

  • 09:50 AM - Mouseferatu mentioned Azzy in post No Hope for Scout and Monster Hunter Fighter and artificer wizard
    Mouseferatu, why though? Isn't there an elegance to reusing the same basic rules and just changing as little as possible to get the desired effect? That assumes that they got the desired effect. As Azzy said, the classes that did this didn't feel distinct. Nor did their powers feel interesting or sufficient enough. (All IMO, obviously.) They didn't feel like their own thing; they felt like a poorer, more limited battlemaster. If a class can be designed around superiority dice that actually feels and plays like it's a totally different thing than the battlemaster, and feels sufficiently like it accomplishes whatever its concept is supposed to accomplish, and feels interesting in its own right, sure, I'm fine with that. But I've yet to see it, or even a hint of it, being done successfully.

Friday, 22nd December, 2017

  • 07:55 PM - LordEntrails mentioned Azzy in post New D&D Movie: July 23rd 2021 money making venture for them, they should and will follow a formulaic approach to the movie that they hope will yield the most profit for the D&D brand. For them to do anything less would be negligent to their shareholders. You cannot account for the tastes of audiences that watch them, however - and you cannot account for the millions/billions ? of people who openly think he is the worst moviemaker in the world today. Nice exaggeration. This will be my last attempt to add reason to your emotional rants. The vague number of people I referred to that have watched MB movies can actually be estimated reliable using hard numbers like this. You "one-upping" me by going to millions/billions is absurd. And rather than supporting your point, supports that you are spewing emotional responses that you haven't even thought through. Or do you really want us to expect that 1 in 7 people in the WORLD think MB is the worst moviemaker? If so, please provide some fact based support. Azzy & TrippyHippy, If you want a movie that conforms to your tastes, then go invest your own time in money in such. If you are right, then the critics will love it and you might even turn a profit. Or you could accept that what you want is of little important to Hasbro and your continued voicing of it and how bad MB is will have no real impact on the world. I'm done.

Thursday, 5th October, 2017

  • 06:41 AM - Yaarel mentioned Azzy in post XGTE has the Samurai Subclass
    Azzy, Mirtek Using the Barbarian for a Samurai makes sense to me. The light armor, toughness, high Dexterity, relentless attacks, and so on, work pretty well. The suggestion by Mirtek to use the Barbarian was surprising because its flavor is so wild, and the flavor of the Samurai is so civilized. But both are arguably disciplined warriors, and the mechanics seem a good fit. Flavor ‘rage’ as ‘zen’, and it works.

Friday, 23rd June, 2017

  • 05:32 AM - Yaarel mentioned Azzy in post Why FR Is "Hated"
    @Shasarak and @Azzy You are kinda proving my point about ‘D&D peer pressure’ to pretend to ‘worship’ ‘gods’. If I told you, I hate Kobolds. I imagine your response would be something like. Thats nice. I dont care. But when I say, I hate polytheism. You guys seem as if unable to stop yourself from launching into some kind of reallife culture war about issues that I couldnt care less about. I enjoy D&D without ‘gods’. I watch televisions shows where polytheism is irrelevant. I want to play games where it is irrelevant too.

Monday, 2nd May, 2016

  • 03:57 PM - lowkey13 mentioned Azzy in post Latest D&D Survey Says "More Feats, Please!"; Plus New Survey About DMs Guild, Monster Hunter, Inquisitive, & Revenant
    So, I have an observation and a question stemming from it. By the way, feel free to tell me it's ridiculous if need be, maybe I'm just new.... Looking at this discussion there seems to be quite a bit of negativity towards the idea of more options in general when they're for the player, with some outright stating that this is one of the biggest ways to impact tables in a bad way. Why is that? I'm primarily a player myself, and don't really understand the hostility. I love making characters, mechanically and through narrative, and every time Wizards releases an expansion to character options my field of possible characters and experiences in 5E gets bigger and better. What's wrong with that? Has it always been this way? I'll tackle this as well (although I think that Azzy and Mercule have also covered this, and I agree with what they wrote). The DM should know the rules- which means the rules for the game world (that's all the finicky stuff that the players don't have to worry about) as well as all the rules related to the players (that's all the cool stuff players such as you like). How you view the expansion of player materials depends on a few factors- 1. Increasing complexity (or bloat, if you prefer) is not a good thing. Even within the core rules, unexpected interactions can take place. Part of this is due to the fact that D&D has rules that modify other rules (meta-rules), and working out how these rules impact and refer to each other can be difficult. How does supplement A's spells work with Core Rule B to effect MM3's monster in light of supplement F? 2. Regarding (1), there will be a player (let's call him "That guy," because we all know who he is) who will invariably want to play an Unearthed Arcana Class with a new feat using skil...

Friday, 30th October, 2015

  • 09:13 PM - El Mahdi mentioned Azzy in post Warlord Name Poll (predominantly craft skill level, craft guild rank, or academic/musical) Headman/Hauptman (root of Captain and too authoritative) Proconsul (the Pro- makes it too authoritative) Shepherd (too religious, too bucolic, too Firefly) Synergist (too boring, and sounds like some kind of psychic) Armiger (exclusively military and noble) Sherriff (too noble, too law enforcement) Impetro/Impetrus (too authoritative – Imperial) Adjunct (too subordinate, too Star Trek Borg - Seven of Nine, Tertiary Adjunct of Unimatrix Zero-One) Prolucutor (the Pro- makes it too authoritative, sounds like the person is a professional talker, and is just too hard to say) Warden (too Ranger) Leader(zzzzzzzzzz…) @3e4ever ; @77IM @Aaron Of Barbaria; @AbdulAlhazred ; @admcewen ; @Aenghus ; @Ahrimon ; @Ainulindalion ; @airwalkrr; @Aldarc ; @akr71 ; @AmerginLiath ; @Andor ; @AntiStateQuixote ; @aramis erak; @Aribar ; @Arnwolf ; @Ashkelon ; @Ashrym ; @Athinar ; @AtomicPope ; @Azurewraith; @Azzy ; @Bawylie ; @bedir than ; @Bedrockgames ; @bert1000 ; @billd91 ; @Blackbrrd; @Blackwarder ; @Blue ; @Bluenose ; @brehobit ; @BryonD ; @Bupp ; @Campbell ; @CapnZapp; @CaptainConundrum ; @CaptainGemini ; @Carlsen Chris ; @casterblaster ; @CasvalRemDeikun; @cbwjm ; @ccooke ; @Celebrim ; @Celondon @ChameleonX ; @Charles Wright ; ChrisCarlson; @CM ; @cmad1977 ; @costermonger ; @Creamsteak ; @Crothian ; @Cybit ; @Dausuul; @Dayte ; @dd.stevenson ; @DEFCON 1 ; @Delazar ; @DersitePhantom ; @Diffan ; @discosoc; @D'karr ; @Doc Klueless ; @doctorbadwolf ; @DonAdam ; @Dragoslav ; @Duganson; @EdL ; @EditorBFG ; @Edwin Suijkerbuijk ; @Eejit ; @ehren37 ; @Elfcrusher ; @El Mahdi ; @epithet; @erf_beto ; @Eric V ; @eryndel ; @Evenglare ; @ExploderWizard ; @EzekielRaiden; @Fedge123 ; @fendak ; @FireLance ; @Fishing_Minigame ; @Flamestrike ; @FLexor the Mighty! ; @Forged Fury ; @Fragsie ; @Fralex ; @FreeTheSlaves ; @froth ; @Gadget; @Galendril ; @GameOgre ; @Garthanos ; @Ghost Matter ; @Giltonio_Santos ;...

Friday, 2nd October, 2015

  • 09:22 PM - AaronOfBarbaria mentioned Azzy in post Here's That SCAG Table of Contents!
    Azzy has a great point, and it has given me an idea: I'm going to share the primary reason why I, a long-time D&D player with a full collection of Forgotten Realms supplments, am purchasing this book (besides that my players might like to use any mechanical options found in it). It could serve as an outline for how to efficiently present Mystara setting information to my current players, who have no more knowledge of that setting than can be found by me constantly mentioning random cool esoteric factoids from it and playing the arcade games Tower of Doom and Shadow Over Mystara, that are currently in their first campaigns set in Mystara (and are, luckily, playing characters that are as unaware of basic info about the world because they have only just arrived their from an old home-brew world I am abandoning and Oerth). I've looked at other campaign setting products and books and found them to be lacking as such an outline because they are far to lengthy (busy lives and all means not m...

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Sunday, 3rd February, 2019

  • 08:10 AM - doctorbadwolf quoted Azzy in post A 5e Swordmage?
    FWIW: lightning lure is one of the SCAG cantrips. Also, aren't all four of those cantrips (the others being green-flame blade, booming blade, and sword burst) based on 4e swordmage powers? Great catch! And yes, they are! How is the name: hexblade, duskblade or swordmage? I’d go Swordmage or Spellblade, I don’t like most other names for the concept. So why not use Wizard/Bladesinger as your class? because even with the SCAG cantrips, it’s still 90% wizard. The Bladesinger is fun, but it doesn’t have access to some of the things needed to make a solid gish that is singularly focused on magical melee combat with a weapon. Hexblade is pretty much the closest thing, right out of the box. It does damage and has access to utility, but doesn't really fully fill the swordmage's "I have 15 magical weapon powers that all do different things while teleporting every round" role as much as simply dealing some decent damage with eldritch smite while replicating some of the utility of wizard spell...

Saturday, 2nd February, 2019

  • 09:38 PM - FrogReaver quoted Azzy in post JC Tweets: How Close to official rulings do you consider them to be?
    I consider them to be a perspective to look at. My rulings take precedence at my table, and I'm free to ignore Jeremy's perspective. The poll isn't about whether you use his rulings. You can use whatever ruling you want and still consider his rulings official. Or you could even use his ruling and consider it unofficial.
  • 12:41 AM - KarinsDad quoted Azzy in post Line Spells / Lightning Bolt
    Who says use TotM? Get out a measuring device, use templates, and go freeform like many wargames. The grid is a cage, keeping your soul tied to artificial contraints. :D Yeah. Artificial constraints like measuring devices or templates? Got it. Some people just don't like it when their melee PC can only move 30 feet, but the grid shows the enemy at 35 feet. They'd prefer to not use grids so that their melee PC gets an attack in every round. Meh. ;)
  • 12:11 AM - CleverNickName quoted Azzy in post Line Spells / Lightning Bolt
    See, if people stop using grids this wouldn't be a problem. :DGrids *are* optional...

Friday, 1st February, 2019

  • 11:44 PM - KarinsDad quoted Azzy in post Line Spells / Lightning Bolt
    See, if people stop using grids this wouldn't be a problem. :D As if totm without grids doesn't have a plethora of problems. Go to the bathroom and you're suddenly clueless.
  • 09:12 PM - quoted Azzy in post Line Spells / Lightning Bolt
    It's perfectly reasonable to rule it either way. Thinking of the roughly two feet of space a human might physically occupy in a 5-foot area, threading the needle between two targets could easily miss both, or at least would be unlikely to deal full damage IMO. I see several options (and I am sure others would come up with more) that could work depending on how the DM rules it: 1. you rule both targets have to make saves as normal 2a. you rule both targets makes saves, but have advantage 2b. you rule one makes a save as normal, the other has advantage 3a. you rule both targets take half damage, and a successful save indicates no damage 3b. you rule one makes a save as normal, the other takes half and makes a save for no damage 4. the DM rolls 50/50 to see which of the two is actually affected by the spell. that single target makes their save as normal 5. the DM has the player roll a special "spell attack" to determine if they can place the lightning bolt so that both targets are aff...
  • 07:46 PM - quoted Azzy in post Sage Advice Compendium Update 1/30/2019
    Be like Elsa... Let it go. you are right. thanks, Azzy. it's just another point in the endless list of wotc discombobulating moves :)
  • 02:57 PM - TwoSix quoted Azzy in post Warlord - Is 5E SRD/DMsGuild a Solution? Is AL a Problem?
    Ah, thread necromancy of a three-year-old thread to respond to a post from four months ago. Priceless. To be fair, I think Tony Vargas took a pretty long break from here, so I imagine there's a backlog of notifications to go through.
  • 12:01 PM - CapnZapp quoted Azzy in post Warlord - Is 5E SRD/DMsGuild a Solution? Is AL a Problem?
    Ah, thread necromancy of a three-year-old thread to respond to a post from four months ago. Priceless.I too like it.

Thursday, 31st January, 2019

Wednesday, 30th January, 2019

Tuesday, 29th January, 2019

  • 12:33 AM - Charlaquin quoted Azzy in post Dark Sun 5E conversion - draft
    I see the common solution is to give defilers a bonus of sorts. If you want to encourage defiling versus preserving, that's one route. However, you could go about this in the opposite manner: defiling does provide any inherent bonus (it's standard spellcasting). Preserving, otoh, comes with penalties—say it takes longer to cast spells, or spells are treated as cast a level lower or whatever. This is a really good idea, and actually fits better with the idea that magic is inherently damaging to the world, and preserving is a matter of using it with restraint.

Monday, 28th January, 2019

  • 08:16 PM - lowkey13 quoted Azzy in post Dark Sun 5E conversion - draft
    I see the common solution is to give defilers a bonus of sorts. If you want to encourage defiling versus preserving, that's one route. However, you could go about this in the opposite manner: defiling does provide any inherent bonus (it's standard spellcasting). Preserving, otoh, comes with penalties—say it takes longer to cast spells, or spells are treated as cast a level lower or whatever. Yes. Personally, given my predilections (that 5e has cheap, easy, and abundant magic ... a little too much) I would totally play/run a Dark Sun Campaign that worked by making standard arcane magic work through defiling, and trying to cast it without defiling (preserving) would work with penalties. Sort of a roundabout way of making a campaign more low magic. Might be interesting! :)

Friday, 25th January, 2019

  • 04:21 PM - jgsugden quoted Azzy in post Jeremy Crawford Talks Sidekicks
    So, no one else should have these options because of this? Sorry, no.It is a problem that isn't unique to a single group. The problems I have described are universal costs that every game that allows these will face, and I will note are real problems that will detract from the game for the players that do not get sidekicks. They're generally bad for the game. No I'm saying the problems you are citing seem to be problems with your group and how they choose to use a tool vs a problem with the actual tool. No, this is more of a defective design in the hammer. Most of the costs of having this available apply to all games that allow them. Slower game. Less focus by players on their characters. In other words it's like claiming that hammers are problematic because some people drop them on their feet or miss and hit their thumbs... those aren't problems with a hammer though that's a problem with how you are choosing to use/handle the tool...But if the head of the hammer falls off con...

Thursday, 24th January, 2019

  • 01:45 AM - Sean Culligan quoted Azzy in post Shield Mastery Feat
    There's been, what, six printings of the PHB so far and they've included errata several times to clarify the wording of different rules. You'd think that they'd take the time to clarify this as well considering that this has been address by SA twice (with different results. If they want the timing of the bonus action after an attack action, they could alter the text you say "when you take an attack action on your turn you can then use a bonus action to..." It's simple, specific, and unambiguous. Change that "when" to an "after" and I can agree. Otherwise it is still just as ambiguous as an "if". Edit: Actually its worse... "when" is synonymous with "while".

Wednesday, 23rd January, 2019

  • 05:22 PM - TwoSix quoted Azzy in post concentration in 5th edition, whats your fix?
    Ah, thread necromancy! I wonder if casting thread necromancy requires concentration.
  • 09:19 AM - Gladius Legis quoted Azzy in post what version of the Ranger do you use?
    Gotta say that, aside from the Beastmaster, I don't see much wrong with the ranger (any more than any other class). Mostly because PHB's Natural Explorer and Favored Enemy are two of the worst designed class features in 5e. Many campaigns can go without those features ever coming into play. They're not even good as ribbon features. Hide in Plain Sight isn't much better, Vanish is 1/3 of the Rogue's Cunning Action 12 levels too late, and to say nothing of that god-awful capstone. Power-wise the PHB version of the class is within the bell curve thanks to Extra Attack and half-spellcaster status, though the base class is on the weaker side of it. Beast Master is an extremely weak subclass on top of a weak-ish base class, which is why it constantly rates in the gutter. On the other side of the power curve, Gloom Stalker (Xanathar's) is such a strong subclass that, despite the PHB Ranger base class being on the weak side, a character with that subclass is overall quite strong. Playing an arche...
  • 03:52 AM - FrogReaver quoted Azzy in post Shield Mastery Feat
    I've been saying that the feat says that the bonus action is contingient upon taking the attack action in the same turn, but the attack action can be taken before or after the bonus action. Thanks for not answering my understanding checkpoint questions :(
  • 03:07 AM - FrogReaver quoted Azzy in post Shield Mastery Feat
    Fortunately, you can still take an attack action on your turn without performing it prior to the bonus action. All that the feat requires is that you take the attack action on the same turn. Let me make sure I'm understanding. So you are now agreeing with me that you have no bonus action to take unless you take the attack action? The only caveat you are adding that taking the attack action is just a simple declaration and not actually performing any of the attacks associated with it?
  • 02:50 AM - FrogReaver quoted Azzy in post Shield Mastery Feat
    Ergo, my point. That is not upheld by the text, though—it doesn't say that you must first perform an attack action or that the attack action is granting you the bonus action (it's not, the feat is)—it merely requires you to take the attack action in the same turn as the bonus action. If you don't meet the requirements a feat lays out to have a bonus action then you have no bonus action to use. The Shield Master feat only allows you to take a bonus action if you take the attack action on your turn. So, you don't have the bonus action shove attack to use unless you take the attack action on your turn. Once you take the attack action on your turn then you have the bonus action shove attack to use whenever you choose.

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