View Profile: Jacob Lewis - Morrus' Unofficial Tabletop RPG News
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October 17, 1970 (48)
About Jacob Lewis
Corellia (Space-Texas)
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Jacob Lewis
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San Antonio


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Hero-Quest, the board game. LEGO version as idea. Friday, 19th July, 2019 04:15 AM


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    Tony Vargas
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Monday, 15th July, 2019

Friday, 12th July, 2019

Thursday, 11th July, 2019

Wednesday, 10th July, 2019

Tuesday, 9th July, 2019

Monday, 8th July, 2019

Sunday, 7th July, 2019

Saturday, 6th July, 2019

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Monday, 22nd April, 2019

Friday, 15th June, 2018

  • 07:31 AM - Coroc mentioned Jacob Lewis in post Darksun Version 4.0
    Jacob Lewis That would be another idea, but i still like my solution more, unless you would rule that inferior Magic weapons would not have to make two dice rolls. It has to be analysed statistically though. With a 2xd20 someone has found out a number which would reflect disad quite well it was -2 or so if i remember, so i guess 2 die rolls for weapon damage would result in about a -1 which would be desirable. Has to be analysed though.

Monday, 11th December, 2017

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Sunday, 14th July, 2019

  • 08:35 PM - FrogReaver quoted Jacob Lewis in post Variable stat caps. Anyone ever used?
    You don't create "diversity" by taking away or limiting players' abilities to make choices. You most definitely can create diversity by limiting players abilities to make a choice. You may dislike that method but it accomplishes the goal. You want players to play fighters who aren't focused on Strength? You need to figure out why they don't. The obvious answer is because the game is designed to mechanically support fighters with higher Strength scores. What if I think strength and con are the most important stats for a fighter and that they should be more important for any fighter than intelligence or charisma Period. If you limit their primary ability, you are effectively limiting the potential for that class they had chosen to play unless you provide the means for that character to fulfill its potential with a different ability score. If your point is that such characters wont be as strong as their 20 stat cap brethren then that's true. I'm failing to see why characters being slightly...

Wednesday, 10th July, 2019

Sunday, 7th July, 2019

  • 12:46 AM - Remathilis quoted Jacob Lewis in post Pathfinder Second Edition: I hear it's bad - Why Bad, How Bad?
    This seems pointless. The product isn't even out yet. Most of us have only the playtest material to go on, which Paizo has suggested was radically different from the final product. Anyone with any real substantial exposure and experience with the finalized product cannot openly discuss it. But let's go ahead and discuss how terrible it is already not knowing anything except how to speculate wildly and form opinions for everyone else so we won't need to come up with our own ideas. Heavens forbid! Also, I hear a lot of people actually like it. They're just not usually as vocal or emotional about it. Or bound by NDAs. I think it is more telling than people give it credit for, but not in the ways people are expecting. Like it or not, there was a fairly vocal group of people on The Internet(tm) that gave the impression the game wasn't good. In full disclosure, I didn't play or read it, but I checked some of the local hangouts (Reddit, Paizo boards, etc) and the initial impression anyone reading the...

Wednesday, 3rd July, 2019

  • 01:00 PM - Aldarc quoted Jacob Lewis in post Pathfinder Second Edition: I hear it's bad - Why Bad, How Bad?
    Also, I hear a lot of people actually like it. They're just not usually as vocal or emotional about it. Or bound by NDAs.Same. I have also heard a number of people who were initially critical of the PF2 playtest who have since become enthusiastic about it either from trying out a more polished version or simply from reading the changes from the playtest that have since been slowly revealed. I'm cautiously optimistic.

Sunday, 30th June, 2019

Friday, 28th June, 2019

  • 04:01 PM - billd91 quoted Jacob Lewis in post Why Rules Lawyering Is a Negative Term
    When was this ever a positive term? :confused: There may be rules lawyers out there who think it's a badge of distinction honoring their encyclopedic understanding of the RAW without realizing it's considered bad.

Wednesday, 26th June, 2019

  • 04:29 PM - billd91 quoted Jacob Lewis in post Is Pathfinder 2 Paizo's 4E?
    Its all part of an elaborate scheme to make Pathfinder 3rd Edition the ultimate comeback edition that will fix everything. Its the only way to ensure loyalty from any fanbase. You take away what they love, try to pass it off as something completely new and different, then quickly turn around and go back to the original formula. People love that crap! See Coke/New Coke/Classic Coke for more details. Yeah, no. It was also never Coke's intent either.
  • 03:39 PM - Ralif Redhammer quoted Jacob Lewis in post Is Pathfinder 2 Paizo's 4E?
    I’m not a rabid Pathfinder fan, but I did play it at cons. However, I can say I’m not moving onto 2e; I just don’t have enough of an attachment to the game to justify the room in my brain to learn a new system. And honestly, the design decisions seem even more fiddly, moving it far out of my tolerance for such. I do think Paizo painted themselves into a corner with this – Pathfinder, being based on 3e, was essentially almost 20 years old in its design theory. Add the rampant bloat to that and it was definitely feeling long-in-the-tooth. As for whether it’s Paizo’s 4e, I think that proof will be in how long it lasts, and yes, all joking aside, what Pathfinder 3e looks like. Its all part of an elaborate scheme to make Pathfinder 3rd Edition the ultimate comeback edition that will fix everything.

Tuesday, 18th June, 2019

  • 06:12 PM - Tony Vargas quoted Jacob Lewis in post If you could put D&D into any other non middle ages genre, what would it be?
    Yes, he's essentially Conan throwing rocks. Hey! That's type-casting! ...poor Arnie... The point is: when most people mention a modern game with insurgents or drug dealers, Commando is not what they have in mind, and D&D is not an obvious fit. In other words, the setting suggests different ways to play. Yeah, I get it. D&D incentivizes certain tactics, strategies, modes of play, whatever you want to call it. 5e give the DM a /lot/ of latitude, though. The game may incentivize toe-to-toe damage-trading (I'm not so sure it does, but for the sake of argument), and the player may thus declare a simple action in accord with the reality that doing damage is a sloggy sort of thing. The DM, though, gets to narrate the results of that action... FREX: Player (with bored resignation*): "I guess I shoot the guy in front of me again." "Hit AC 19 for 15 damage." DM (with unbridled enthusiasm): "You dash across the dusty street of Tombstone, fanning your six-gun as you go! The bandidos sca...

Friday, 14th June, 2019

  • 03:03 PM - gyor quoted Jacob Lewis in post Best D&D adventures/modules in a desert?
    Don't forget about Pathfinder. You should look into the first two books of the Mummy's Mask Adventure Path. The plots and premise could be easily adapted and fits the theme of the overall campaign. Also worth considering, I think the Golarion version of ancient Egyt (Osirion) is far more interesting and detailed than the Forgotten Realms version. The series was not originally intended for any specific world, so it wouldn't be difficult adapting the key elements of each module into whatever setting used. WotC doesn't own the rights to Osirion, Mummy's Mask AP, or Golarion, so they can't use them. And Orision and FRs Mulhorand (and Bakar) are radically different settings, I mean both have Egyptian themes, but the history and story of the settings are hugely different. Orision is a story of a nation that is rebuilding it's sense of self after regaining indepence from a being a colony of an Imperialist Power. Mulhorand IS the Imperial power, but one that arose by overthrowi...

Thursday, 13th June, 2019

  • 11:13 AM - Bagpuss quoted Jacob Lewis in post Systems You Left after One Bad Experience
    One thing to keep in mind is that the Imperial player is not a GM. He/she is, in fact, another player who is actively opposing the others who are playing together as a team. I highly recommend using the APP that takes over the role of the Imperial player for a more co-op experience, so that you don't feel like a GM being unfair when you shaft the Rebel players, the APP can do that for you and then you can all grown and complain together.

Sunday, 9th June, 2019

  • 04:59 PM - Garthanos quoted Jacob Lewis in post The Intelligent Fighter , Thibault's Circle.
    I always thought the "smart fighters" were Rogues. :cool: I never did as the useless thief of AD&D was my introduction to that archetype. Rogues are now fully fight worthy and so I can shift based on that... AND It is possible to do a smart rogue in 4e and it generally comes off as ninja like (shadowy rogue) I would say that is stylistic rather different than a fencing master with unusually high survivability ;) and a measure of cold calculating dangerousness so to my thinking doesn't do the trick for this Thibault's Circle smart fighter style.

Thursday, 6th June, 2019

  • 02:05 PM - TheWayofPie quoted Jacob Lewis in post [4E] Which classes would you prefer to see in a clone
    Barbarian (Primal/ Striker) Bard (Arcane/ Leader) Cleric (Divine/ Leader) Druid (Primal/ Controller) Fighter (Martial/ Defender) Paladin (Divine/ Defender) Rogue (Martial/ Striker) Wizard (Arcane/ Controller) 2 of each role and power sources. Minimal overlap. Just make sure the Fighter gets Warlord options.

Tuesday, 4th June, 2019

  • 06:10 PM - Xaelvaen quoted Jacob Lewis in post Systems You Left after One Bad Experience
    I think that was the whole point of this thread: games you left because of a bad experience, not because of the system itself. I've never personally had an experience dictate my appreciation of the system, but I certainly get some people work that way - and was not questioning your decision at all, but wondering if there were mechanical complaints/issues as well. You well-explained that with your Vancian casting comment, so just a curiosity. As far as 4E, despite that first terrible experience, my group gave it a fair shot in a non-public setting, and it was immensely more fun (especially with d&d Insider). I didn't like the Fort/Ref/Will being passive numbers, because it felt like a loss of player control - and I even more hated altering my character sheet every other level with a +1 everywhere (so we started using Excel sheets to solve that problem), but it was still a nice change of pace for a couple of years. Like you, I'm not fond of Vancian - which is why our primary system is a h...
  • 04:14 PM - MrDM69 quoted Jacob Lewis in post Should I play 4e?
    You mean like Eldritch Knights and Arcane Tricksters in 5e? Those are optional archetypes. The 4e magic, features, exploits, or whatever you want to call them are not as optional, and just confuse the game.
  • 03:56 PM - Imaro quoted Jacob Lewis in post Should I play 4e?
    You mean like Eldritch Knights and Arcane Tricksters in 5e? Those are spellcasters in 5e.... :confused:

Sunday, 2nd June, 2019

  • 08:42 PM - Xaelvaen quoted Jacob Lewis in post Systems You Left after One Bad Experience
    I am hesitant to say 5e D&D because I made several attempts to let it grow on me. But the fact is my first session playing in the Adventurers League sealed it for me. It wasn't the DM, however; he was a friend of mine and handled it well for what he was given. It was most of the players who showed up like it was a chore they had to do in order to get rewarded. They selected characters from a rotating stable of sheets with no names (i.e. "Barbarian 4", "Cleric 2", etc.). And despite early comments from the group being fans of Critical Role, almost everyone was reluctant to participate in any activity or play that didn't involve a roll that would lead to dealing damage to someone. FYI, the adventure was largely centered around a puzzle/riddle dungeon. The first time a creature appeared and offered a riddle, half the party charged and forced a combat. It was then I decided that 5e (and public play in general) was not so appealing to me. What I had with 4e was no longer there, and it didn't seem it w...

Saturday, 1st June, 2019

Friday, 31st May, 2019

  • 07:16 PM - Staffan quoted Jacob Lewis in post The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
    You're not wrong. I consider 4e to be a step in the game's evolution until it did a backslide into 5e. 5e is closer to what I wanted in 3e, but 4e is what I really enjoyed and wished to see progress and evolve further in 5e. 5e does not innovate with any new ideas for me, so I moved on. PF2 could get my interest, but I am fully invested now in other games that do things different and (dare I say) better in some aspects. 4e had two problems: 1. The math didn't work out. The treadmill regarding monster stats vs PC stats meant that PCs became less likely to hit monsters at higher levels, and monsters generally took a bit too long to kill. This aspect was exacerbated by the game wanting to be focused around interesting "bossy" fights, while players and designers were still doing attrition-based adventures. This made the game tedious, at least when played as people were used to playing. 2. Too many radical changes. Adding tieflings (but now with a homogeneous look to make art direction and ...
  • 04:37 PM - Tony Vargas quoted Jacob Lewis in post How To Clone 4E Using 5E Rules
    I would recommend focus on Heroic tier (levels 1-10) first. Don't concern yourself with the higher powered experiences that will introduce more complexity and potentially game-breaking abilities until you nail down the fundamentals. Keep it simple. Keep it basic. Make it work. The whole point of a clone is that your copying something that already works (in whatever way or to whatever extent it does, anyway). 4e was functional at all levels, so there's certainly no need to focus on Heroic Tier. If anything, focus on Epic would make more sense, since, while functional by-the-numbers, that Tier was not as well supported with DMing advice and the like as Heroic in the DMG1/Essentials and Paragon in the DMG2. + 4e and 5e aren’t fundamentally all that different. If by fundamentally you mean they're both d20 games, sure. But, fundamentally, 4e was designed from the ground up as a cooperative game, optimized for balance, playability and ease of both introduction & DMing. The result was AEDU a...

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