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What're your personal "signature spells"? Saturday, 24th February, 2018 02:09 AM

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Tuesday, 18th April, 2017

  • 08:23 AM - MagicSN mentioned User_Undefined in post Unearthed Arcana: Get Better At Skills With These Feats
    ...s from the spells and the double-proficiency) is something we would allow without the feat as well, depending on DC, roll, situation and description on how the character will do this ;-) Okay, some are above what we would allow, like the Medic and stuff... As an example: What speaks against achieving the hide+move with just a stealth check, but the player needs to describe exactly how he performs this and the GM sets a DC based on how good/logical this description is and he needs a really good roll for it? Another example would be frightening a creature with the intimidation skill... if the player RP's what his character is doing good - why not allow him to roll for it without the feat? Personally I always think it is not a good design to have actions which "only can be done if you have a specific feat/skill/whatever". If it makes sense for a character to do something the system should allow that he can try it. Though some characters might be able to do it more easy than others. User_Undefined: >I agree in principle, but have a question for you. You say you'd let characters without the feat do these moves. Would you still let them do the >moves as a bonus action? Because that is what a lot of these feats allow. You can do what other characters can, just faster/better. At least, that's >how I see it. As a feat you can either get something you can do to be able to do it as a bonus action or you can get a feat to be able to do something which without the feat you cannot do at all. What do you take? ^^

Thursday, 23rd October, 2014

  • 11:51 PM - Primitive Screwhead mentioned User_Undefined in post O.L.D. Playtest Document: Book I - Characters (October 2014)
    User_Undefined ..excellent nom de guerre... Yes, immunity can be iffy in game design. I subscribe to Sean Reynolds Fewer Absolutes thinking myself. However I don't think the 5th level immunity to physical ranged attacks is out of whack... you can't get it until you have taken Squire I, Knight III, and Knight Errant V, it a pretty high level ability. Then there is the small matter of the 3MP Infuse Space spell {Phasing, the attack selectively passes through certain types of matter and ignores Armor and Shield SOAK values...}, so increasing SOAK really wouldn't help. Sean recommends changing immunities to a +10 bonus, in the D20 system. With the OLD math, that would be roughly equivalent to full-stop immunity in most cases... imagine a DEF of 38? It would take lots of luck and skill to hit that. So.. {thinking while typing here, sorry} I think converting any 'immunity' to either a +10 to defense or +3d6 to opposed checks could pan out. This doesn't really address your concern about a ...

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Saturday, 1st July, 2017

  • 08:19 PM - Satyrn quoted User_Undefined in post Converted Pathfinder spells for Cryomancers
    Possibly, but off the top of my head I know that vampires, shadows, and intellect devourers all do ability damage. Well, vampires reduce max HP, but shadows deal 1d4 Strength damage and intellect devourers can set your intelligence to 0 if they beat your intelligence score on a 3d6 roll. Granted, they all goes away after a long rest, but there is some precedent for reducing stats. I guessed that ability damage would need a lower raw damage to balance it out. one thing about all those is that if one gets used at all, it's only gonna happen a couple sessions in a campaign, and is gonna happen to the players. Ability damage against monsters is an irritating hassle to me when I'm DMing, and this spell, if it gets usedwill be happening nearly every session. I'd rewrite it for that reason alone.
  • 04:51 PM - Hawk Diesel quoted User_Undefined in post Converted Pathfinder spells for Cryomancers
    Even though mage armor is AC=13+DEX and a breastplate is AC=14+DEX (max 2)? I can see it being used more often at low levels, but since you can never enchant it, your AC would cap at 16 instead of 18. That's part of the reason why I added the cold resistance. Yea. It's still more powerful than Mage Armor. Most wizards won't have higher than a +2 Dex (based on my play experience if using standard array). So even though it can't get enchantments, it gives a higher base AC and an elemental resistance. The only potential negative it has versus mage armor is the Dex cap, but the existence of this spell just encourages Dex to be more of a dump stat since you can forgo one ASI to pump more into Con or Wis.

Sunday, 30th April, 2017

  • 12:06 AM - Oofta quoted User_Undefined in post Unearthed Arcana: Get Better At Skills With These Feats
    Do you allow anyone to make the check as a bonus action? Or does it take their full action to ignore difficult terrain? Or is it a check that's made as part of their movement? If the answer is the first or third choice, then yes, I can see how the feat wouldn't seem that great for your table. Otherwise, all the feat does is allow a character to do what they already could, but faster. I do it the same as cbwjm if I think it makes sense, it's just part of the movement. A lot of times I'll also allow athletics. So either dive dextrously through the thick brush or muscle your way through. There are times when it doesn't make sense. If the difficult terrain is a supernatural effect of a monster warping space for example. So just another feat I don't need.

Saturday, 29th April, 2017

  • 11:50 PM - cbwjm quoted User_Undefined in post Unearthed Arcana: Get Better At Skills With These Feats
    Do you allow anyone to make the check as a bonus action? Or does it take their full action to ignore difficult terrain? Or is it a check that's made as part of their movement? If the answer is the first or third choice, then yes, I can see how the feat wouldn't seem that great for your table. Otherwise, all the feat does is allow a character to do what they already could, but faster. I would allow it as part of the movement although I could see using a bonus action as a cost of doing it.

Monday, 17th April, 2017

  • 09:59 PM - OB1 quoted User_Undefined in post Unearthed Arcana: Get Better At Skills With These Feats
    I agree in principle, but have a question for you. You say you'd let characters without the feat do these moves. Would you still let them do the moves as a bonus action? Because that is what a lot of these feats allow. You can do what other characters can, just faster/better. At least, that's how I see it. Some of them I'd allow without an action or a bonus action! But I do agree with your point more broadly, the ones where you are clearly turning something that is normally an action into a bonus action aren't as concerning. Perhaps all that is needed is a single feat. Skill Mastery - (prerequisite, you are trained in the skill you are mastering) You gain +1 in the primary ability of a skill, can add double your proficiency with the skill, and any use of the skill that previously cost an action can be done using a bonus action instead. With that you are opening up the game and the players to be more creative with their skills!

Thursday, 13th April, 2017

  • 04:43 PM - Elon Tusk quoted User_Undefined in post Claws, Bites, Unarmed Strikes, & Breath Weapons
    If the claws were given the finesse property, it would mean that tabaxi rogues could sneak attack with them. That said, I don't see a problem saying that their claws can use STR or DEX, but don't have the finesse property. As it is, a tabaxi is more likely to hit with a dagger than with their claws. Maybe I'm missing something. Why would a clawed sneak attack be unbalancing?

Wednesday, 5th April, 2017

  • 11:37 PM - phantomK9 quoted User_Undefined in post Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
    Even though I personally dislike it, this is how Crawford says the spell works. The second benefit is once per cast. https://twitter.com/JeremyECrawford/status/849302527069884416 Ah, I see. So the wording on the UA is really bad. Basically it should read: Zephyr Strike 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. In addition, on the turn you cast this spell the first time you make a weapon attack on your turn before your turn ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn.

Tuesday, 4th April, 2017


Wednesday, 12th October, 2016

  • 08:02 PM - Tormyr quoted User_Undefined in post How many goodberries?
    10 is the maximum amount of berries the spell can make in one casting. The phrase "up to 10" means that if you want to, you could make 8 or 3 or any other number between 0 and 10. Why you'd want to do that is another question entirely. They last a day and can be used to instantly stabilize someone, so why not make 10 and keep any leftover in your pouch? They cannot be used to stabilize a creature as the creature has to use its action to eat the goodberry. As a side note, I like to think of goodberries like lembas: Elf: Goodberries. Just one is enough to fill the stomach of a grown man! Halfling 1: How many did you eat? Halfling 2: Four.

Monday, 3rd October, 2016

  • 03:16 AM - flametitan quoted User_Undefined in post Have Scorching Ray and eldritch blast been nerfed somehow with charisma?
    Also, it is worth noting that each blast does not hit at the same time. I think that was clarified in a tweet. If I recall, it was a subset in a longer conversation as to how Magic Missile and Scorching Ray were affected by the errata. Effectively, spells like MM says it hits all targets simultaneously, and thus all bolts got the ability mod if you had Empowered Evocation (which functions the same as Elemental Affinity as much as necessary for the conversation). Scorching ray doesn't say that, and therefore was sequential, thus only getting the mod once. Eldritch Blast, by this reasoning, was a sequential spell. However, the wording for Agonizing Blast is that it applies when you hit, and Eldritch blast is capable of hitting multiple times, thus meaning that Agonizing blast is applied multiple times. Something that seems to be overlooked a lot with hex is it also forces disadvantage on all checks and saves for one stat of your choice. So if you have other casters or characters who like status ef...

Sunday, 25th September, 2016

  • 04:55 PM - Morrus quoted User_Undefined in post [WOIN] What additional material would you like to see?
    I've thought about other elemental mages, and unless or until they are codified, I'd just let a player make a firemage and replace fire with whatever element they wanted. Seems a reasonable approach. Not all exploits quite work though - a water aura is a bit hard to imagine!

Thursday, 10th March, 2016

  • 12:29 AM - Morrus quoted User_Undefined in post Maximum dice pool question
    So, just for clarification, you can exceed your dice cap by way of LUC, positioning, and exploits, correct? Because I remember asking the same thing and you saying no. That was a year ago during the playtests! The final version is the one in the published book. [Edit - to clarify: the attribute + skill + gear core dice pool *always* caps at the max. There's no exception to that.] So the ways to exceed it are LUC, positioning, and exploits. High ground, crossfire, aiming, is dangerous stuff, deliberately. Don't let that happen to you, and try to make it happen to the bd guys. However, like I said (and I might write this up more officially somewhere) -- the game does work just fine both ways. You just get two different styles of game out of it. So if you want to say that no player can ever throw more than their max dice pool after all adjustments are applied, that makes for a more gritty game, but a perfectly valid one.

Saturday, 4th July, 2015


Tuesday, 3rd March, 2015

  • 01:11 AM - Morrus quoted User_Undefined in post N.O.W. Character Creation Book [Feb 2015]
    I liked the caveat about martial art careers being taken concurrently with others. Does that include other martial art careers? If so, you could end up with a character that's under 12 but has 5 career ranks. Hah! Well, child prodigies aren't unknown in adventure fiction, so if that's really what a player wants to play, I see no problem with it. Plus some alien races in N.E.W. have shorter lifespans, and they can use the martial arts too. I'd be inclined to allow it if that's what they player wants to do. Especially if they're. Kid who wants to play a character of their own age! That said, I wouldn't allow 5 at once. Two at once seems OK though.

Saturday, 14th February, 2015

  • 12:22 PM - Morrus quoted User_Undefined in post An Electic Ironic Iconic Collection!
    Given that you included the martial artist's stances, I think it'd make sense to also include the spell paths for the fire mage and cleric like the starter set. It's been a while since I looked at NEW, but I also think psionics have a list of powers they have also, so that should probably be included as well. Other than that, it looks good. Good point! Selena's spellpaths are already in the Starter Kit, and Holmes' psionic powers are on the front sheet (psi-blast is in the attack section, and others are in the exploits/traits section). I just added Marla's three spell-paths (life, light, and sight) up to 3MP on the back of her character sheet.

Thursday, 12th February, 2015

  • 07:53 AM - Morrus quoted User_Undefined in post Starting work on a Starter Set
    The Path of Fire's campfire spell says it only lasts for 10 minutes. Then says after the 30 minutes are up, it becomes a regular fire and must be tended. Typo. Thanks! 10 mins is the correct figure.

Friday, 24th October, 2014

  • 12:23 AM - Morrus quoted User_Undefined in post O.L.D. Playtest Document: Book I - Characters (October 2014)
    One potential gameplay issue I noticed. The fifth level of knight-errant make you immune to ranged attacks. Sounds great! Until you're an archer character and you GM made the villain a fifth rank knight-errant. Now your character is completely useless. Maybe you get a large defense bonus against ranged attacks or reduce the damage instead. You're right - it is a powerful ability. It's a (minimum) 10th grade ability, assuming the squire/knight/knight-errant progression, so it's very high level; and I hope the system encourages a bit of diversity in builds so the archer wouldn't be completely stymied. That said, I think that a single high level archer vs. a single high level knight errant would be an unusual piece of encounter design on the part of the GM. I will consider switching that to a high DEF bonus instead, though. I was considering an arcane-archer-esque tradition which required Mage III and Archer III to enter. It would be able to circumvent such things.

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