View Profile: doctorbadwolf - Morrus' Unofficial Tabletop RPG News
  • doctorbadwolf's Avatar
    Today, 07:33 PM
    Heck, the rogue mostly works as is, and the BM fighter works great as a trick shooter. Depending on how far from ďweirdĒ you wanna get, the Monk can also fit in perfectly not only as the king fu Master in the old west (a classic!) but also just as a more almost-supernatural gunslinger like Roland Deschain or the guy from the Red Dead games.
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  • Garthanos's Avatar
    Today, 07:23 PM
    I see on possible negative in the idea or no lets call it something you need to integrate with powers. You need a method to allow a big cool method to defeat the big bad without it being a fluke of chance -- we have a method already it's the nature of powers. Conversely a daily power might be useable against an enemy or set of enemies you out class without expending a daily slot. @AbdulAlhazred
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  • doctorbadwolf's Avatar
    Today, 07:07 PM
    Nah. All you need for a non weird western game using 5eís basic engine is new classes with plot tokens of various kinds instead of stuff like spells and guns that do massive damage. Just use the optional lingering injury and gritty healing rules from the DMG, and run with it. Itís about as much extra material as running Eberron.
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  • doctorbadwolf's Avatar
    Today, 07:04 PM
    Sure. Iím just saying there isnít all that much that sets those settings apart in comparison.
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  • doctorbadwolf's Avatar
    Today, 05:41 PM
    Yep. There isnít actually any reason DnD canít work fine for weird west play.
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  • doctorbadwolf's Avatar
    Today, 05:31 PM
    I get the aversion to FR, but Eberron is way more interesting than Greyhawk or Mystara
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  • Garthanos's Avatar
    Today, 05:15 PM
    Runequest (Stormbringer) was how I figured out no D&D ever was trying for simulating anything but heroic fantasy RQ had vivid combat that made you involved in attacks and defenses the advancement system was very oriented, where any attack might kill or disable in a stroke but your character never felt heroic. Gygax made an argument against critical hits which explains it. He said that Conan...
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  • Garthanos's Avatar
    Today, 04:27 PM
    Allow insight checks or similar to figure out what the capability of the adversaries are maybe add that effect into certain utility powers.
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  • doctorbadwolf's Avatar
    Today, 03:09 PM
    You may have missed it, in the course of debating multiple people, but I already agreed with you about TWF. My disagreement was about Dex and strength. You also seem seem to have misunderstood the particulars of what I was saying, so Iíll try one more time. Strength isnít so far behind Dex that a significant # of players just donít make Strength characters. OTOH, TWF does get left behind by...
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  • doctorbadwolf's Avatar
    Today, 06:37 AM
    I consulted my wife, and we came up with: Weird West. The old west, but itís dnd, so there are tieflings and Dragonborn and wizards. Modern Urban Fantasy. Dresden, Bright, Buffy, etc Fairy Tales. Mix old fairy tales with the Heroes of The Feywild book from 4e, with bits stolen from Dresden Files and Neil Gaimanís body of work, and other popular media that does interesting things with...
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  • doctorbadwolf's Avatar
    Today, 05:34 AM
    Right, which is why Iím fine with cutting down off turn actions into, at most, Immediate Interrupt and Free Action. If it interrupts, itís that one, if it doesnít itís the other. You get one of each per turn. Maybe even make them all Minor Actions, and allow 3 per round, but only 1 per turn, and they all specify what triggers them or when you can use them. So, an extra attack on your turn...
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  • doctorbadwolf's Avatar
    Today, 05:25 AM
    I think youíre right, and also I really think that Eberron has the broadest potential appeal to people just diving in to dnd. It it doesnít matter to such a person who hat the history of dnd is, so ďmost generic form of dndĒ is irrelevant. It hits fantasy notes in a way that is very popular today, especially in cartoons and video games, mixing genres, not running on medieval sensibilities,...
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  • Garthanos's Avatar
    Today, 04:09 AM
    It generally doesnt in 4e but they didnt lock down out of turn actions
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  • doctorbadwolf's Avatar
    Today, 03:52 AM
    Sure, but does it need to eat the other characterís actions at all? Why isnít it just an Action the warlord takes, with no cost to the person making the attack?
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  • Garthanos's Avatar
    Today, 03:47 AM
    The warlord whose primary context is often for team work is very off turn as well to me the highly limited off turn action basically undermines that. I do like 5e movement system its pretty sweet.
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  • doctorbadwolf's Avatar
    Today, 03:42 AM
    Thatís fair. I like having some floating actions in the game, but 4e went a bit too far there for me. I like 5eís Action economy in a lot of ways, like how movement works, but Iíve also enjoyed how other games do rounds, like Alternity and The One Ring.
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  • Garthanos's Avatar
    Today, 02:49 AM
    I feel it makes the artificiality of turn based combat more obvious to me... in 1e action was planned but simultaneous. (relying on the DM to merge them)
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  • doctorbadwolf's Avatar
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  • doctorbadwolf's Avatar
    Today, 02:04 AM
    I think that folding all off turn powers and action options into 1 Reaction per round helps, but it does reduce off turn engagement somewhat. Otherwise, make untyped bonuses not stack with other untyped bonuses, and tighten up the circumstantial stuff that doesnít come from powers and feats and items. Maybe simplify item bonuses to all always give an ďitem bonusĒ, which never stacks with...
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  • doctorbadwolf's Avatar
    Yesterday, 10:22 PM
    If youíre a strength character, ASI Dex/Str or even Dex/Con would have probably done more, in the long run. Unless you also got Medium armor Mastery, but then youíre 2 feats deep for less benefit than two of nearly any other ďhalf-featĒ. I had to interpret and make rulings in 4e, too. Itís part of running the game. The contention i replied to was that 5e isnít functional out of the...
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  • doctorbadwolf's Avatar
    Yesterday, 05:44 PM
    Again, thatís a lot of system. 5e runs without kit bashing. The game works. Itís functional.
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  • doctorbadwolf's Avatar
    Yesterday, 04:44 PM
    Hunterís Mark isnít being used every round. Choosing which ability to use in a round is a good part of the game. Some rounds, you sacrifice a bonus attack in order to move Hunterís Mark to a new target. What feats even even interfere with TWF that arenít focused on a different fighting style? Youíre not PAM Dual Wielding, generally, and youíre never combining it wth Shield Master or Crossbow...
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  • doctorbadwolf's Avatar
    Yesterday, 04:32 PM
    I mean one of those is the Rapier. I still get longsword, Battleaxe, and even shortsword wielders who could be using a rapier. As for a 2d6 option, IME no great weapon fighters are gonna switch to a dex based build, because Iíve tested that with a d8 reach finesse weapon, as well as a versatile d6 version of the whip (spiked chain), and no one went from wanting to play a tough beefcake to a lithe...
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  • Garthanos's Avatar
    Yesterday, 04:00 PM
    They had in my opinion the best flavor text / class descriptions of any edition it's not my favorite edition but I can appreciate things from multiple ones. I think I can say terminology is separate from mechanics but what the hell In 3.5e I remember reading the Book of 9 Swords and finding the terminology was evocative Stances / Strikes and Martial Disciplines / Maneuvers (4e lost a lot...
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  • doctorbadwolf's Avatar
    Yesterday, 02:56 PM
    Thatís odd. Iíve seen plenty of strength sword and board characters, and a handful of dual wielders. My point is that if players are generally choosing something in spite of a forum goer perception that it is ďweakĒ, it is probably actually pretty balanced. We here are much more sensitive to the fine power level differences than the vast majority of players. The game doesn't need to be so...
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  • doctorbadwolf's Avatar
    Yesterday, 02:48 PM
    Interesting. There is enough there that Iíd take that as a rogue or monk (which I almost always play as acrobats), but Iíd probably rather have the pseudo-disengage benefit of Mobile than some of the stuff youíve added. Partly because in my games, someone proficient in Acrobatics can use that skill to reduce falling damage or try to ignore difficult terrain already. Like you suggested, different...
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  • Garthanos's Avatar
    Yesterday, 11:14 AM
    you forgot the quotes "meaningful" .... because who rolled highest initiative is to me not very meaningful
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  • doctorbadwolf's Avatar
    Yesterday, 07:06 AM
    Eh, I think you're exaggerating the case, as the very, very, least. The player declares an action, and the system describes various methods of resolution, depending on the sort of action being declared. If it's an attack, you roll initiative and go from there. If it's an attempt to find your way past a guard, the system tells the DM to pick the most appropriate Ability Score based on the...
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  • doctorbadwolf's Avatar
    Yesterday, 06:56 AM
    I agree. 5e monsters are largely boring unless you buid cool lairs and give them more legendary action options, and really use their spellcasting. And I was torn between the 4e and 5e art, because I love the big cat prowl of the 5e image, and the majestic sit pose of the 4e image and just the general head shape and that rad head ridge.
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  • doctorbadwolf's Avatar
    Yesterday, 06:40 AM
    Oof. Skilled is one of the most frequently taken feats in my group, and it would drop off dramatically if it were changed to proficiency and expertise in a single skill. I wouldn't even have vaguely considered it for any of the character's I've taken it on. Only on a Bard can I imagine not seeing it as worthwhile. No class gets enough skills, IMO.
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  • doctorbadwolf's Avatar
    Yesterday, 06:34 AM
    Are you really seeing a shortage of strength characters in your games? IME, the overwhelming majority of characters are built on a story concept, not on an analysis of CharOp forum consensus about making the most powerfully SAD character possible for average DPR wiith the fewest possible weaknesses. Most Dex characters don't have as high AC as the plate guy, and people who want to play a...
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  • doctorbadwolf's Avatar
    Yesterday, 06:24 AM
    I'd be much more interested in an Eberron boxed set than a new campaign guide, tbh. I've got my 4e hardcovers, 3.5 pdfs, and dragon/dungeon mag articles. I don't at all need repeats of any of that. I need 5e player options that are balanced by extensive playtesting, and I'd love maps, adventure stuff, some minis, etc.
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  • doctorbadwolf's Avatar
    Yesterday, 06:06 AM
    Healer gives an amount of power that rests between Magic Initiate and the racial magic feats. Depending on what use of Magic Initiate you compare it to, it may actually fall behind Magic Initiate. (not very many cases, but still) Requiring a specific consumable item to use it is of variable significance, but it hardly breaks the game. Few DMs will just allow infinite healer kits even without the...
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  • Garthanos's Avatar
    Yesterday, 01:34 AM
    Fast and Anti-climactic do just as much. Fast can also be just boring with mostly bags of hit points Fast is also anti-interesting choices for players.
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  • Garthanos's Avatar
    Yesterday, 01:10 AM
    When you have 3,724 feats Still using Trumpish math is not impressive.
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 08:21 PM
    Not convinced that it worked.
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 02:31 PM
    A recent thread about Healer being too strong and Durable being too weak has me wanting to bump this thread for more breadth.
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 02:24 PM
    Giving more is almost always better than Nerfing ... The flavors of those are obviously the same.
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 11:18 AM
    Bad is different than trap though... trap is where something seems like it might be alright or has very compelling flavor AND is poor. Overly powerful is a form of Bad feat just as not so useful ones... arguably the overly powerful ones were often call feat taxes in 4e. and were often considered somewhat obvious 5e feat resources are arguably more expensive I am thinking what do they ...
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 11:09 AM
    Really I have seen Umbrum warning people in the last several days.... and it must be "impossible" someone has had more than one account ?
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 02:19 AM
    Many of a themes effects were just power swaps.... not power upgrades but they might be represented in 5e as a type of 5e feat. Paragon paths might be a 5e feat as would Epic Destiny. Not sure if the 5e feat will convey them well. But they might be built that way.
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 01:52 AM
    The character class descriptions were for me quite evocative
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 01:47 AM
    I love that Elfcrusher still gets to have fun with his e-war...
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 01:45 AM
    I had an idea of using checks to enable maneuvers you forfeit an attack from your attack action to effectively have another superiority die for your next attack..... basically with the die as a damage boost on the next action its putting all your eggs in one basket with interesting effect being one of them. The skill check might not even be a hard one (or if it was add the WIS or INT or CHA also...
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  • Garthanos's Avatar
    Friday, 14th June, 2019, 01:37 AM
    I found the game didnt do justice to Vances flavor but reading Vance helped D&D feel a little better it was still the part of the system most often hacked back then. Not ironically my favorite edition people often think removed Vancian is actually functionally closer in terms of use frequency to Vance and makes flavor completely adjustable. Also pretty sure I remember Vance also described in...
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 02:28 PM
    If we were literally doing the holmes scene let him combine maneuvers better in some fashion the success of one feeding into the next
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 02:03 PM

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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 12:32 PM
    The cosmology, very clearly and cleanly adaptable but also closer out of the box to classic fantasy, the fae wild in particular is gorgeously presented. So many things though interact with the rules without being direct I could say getting to finally play characters able to do the job your archetype was described as doing all the way back in 1e or fulfilling the archetype profile described in...
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 07:36 AM
    I couldn't decide if this was Wisdom or Intelligence secondary... decided intelligence as its so much about predicting and analysing but could be either.
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 07:33 AM
    Wis as being steady perceptive it reacts more but does so by being aware and it might take longer on its attack for some benefit? I think of Int as being quick predictive thinking instead of reacting to an already occurring situation but it is highly analytical and preplanning too hmmmmm . So yeah there may be difficulty differentiating them in anything but a flavor fashion.. I was...
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 07:19 AM
    Fun idea all around!!!
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 07:17 AM
    And he uses it in combat for? I mean in 4e the answer would be quick thinking predictive defenses that avoid attacks including a significant 1/3 of saving throws (core combat elements) And this thread has been largely pointing out ways to give even more.
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 05:52 AM
    I do agree the higher levels are much more sane than in other versions of the game and with better balance. The paragon paths and epic destinies also allow player influence and investment in the story.
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 04:06 AM
    I never understood this one - We have done that in many versions of D&D why did it magically become impossible ... because combat was actually interesting instead of beating on bags of boring hit points? A good skill challenge chase scene could be in your sequence there ;)
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  • doctorbadwolf's Avatar
    Thursday, 13th June, 2019, 03:51 AM
    Yeah 5e oaths are great. I guess whatís ďmissingĒ is a rule that the DM can take away the playerís powers?
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 03:45 AM
    I definitely like that 5e made a dex based fighter a standard thing although in 4e I would use a Rogue (lots of dangerous ripostes etc) or Ranger class for that. Still bet your fighter has Int as a justified dump stat.
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 03:41 AM
    Not sure how that relates to an Int encouraged fighter? Unless you think it could be readily reflavored in some fashion? I am actually thinking justifying a decent secondary Intelligence is the target . And having it feel like the highly defended analytical kind of scary Thibault fencer. Where analysis of battlefield pattern and steadfast discipline is seen as key perhaps more than nimble...
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 02:10 AM
    A rogue bloodying enemies ought to be fairly frequent
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  • Garthanos's Avatar
    Thursday, 13th June, 2019, 02:06 AM
    The Shadowy Rogue build gets a fair share of powers with Int riders and feats too. I made this one a big fan of Corellion with some feat selections and took Swashbuckler and some others to emphasize fencing instead of assassin options. A background that gave him history skill. ====== Created Using Wizards of the Coast D&D Character Builder ====== Adiah, level 12 Deva, Rogue, Rakish...
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  • doctorbadwolf's Avatar
    Thursday, 13th June, 2019, 02:02 AM
    Things I miss. Primal Spirits and Primal Magic that is wholly distinct from arcane or divine magic. Keep the weave in FR and stop trying to make it relevant to things other than the arcane, thanks. The 4e Realms. Gnolls from previous editions/Eberron style Gnolls being part of the game. Elemental Chaos
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  • doctorbadwolf's Avatar
    Thursday, 13th June, 2019, 01:46 AM
    Yep, folks often go further out of their way than needed to avoid copying mechanics. On a different note, Iíd rather keep AC (and all 6 stats), and possibly shift it to a bonus that you add to a defense when appropriate.
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  • doctorbadwolf's Avatar
    Thursday, 13th June, 2019, 12:21 AM
    Iíd sooner ditch Dwarves, but thereís no reason to ditch either. Gnomes are only dwarf like at the most shallow possible level.
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  • Garthanos's Avatar
    Wednesday, 12th June, 2019, 11:48 PM
    Using that technique is one of the features of my 5e hacks... things like a Battle Ready class feature for fighters (to give them decent initiative even if they want a mental stat as secondary and strength as primary)
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  • Garthanos's Avatar
    Wednesday, 12th June, 2019, 08:05 PM
    Freeing up the flavor is perhaps the goal, ie my character uses predictive intellect and quick thinking for initiative.... his uses perceptual acuteness... and she physically reacts faster. Heroes play to their strengths. 4e did say divorce the mechanics from flavor as long as the mechanics work flavor is yours.
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  • Garthanos's Avatar
    Wednesday, 12th June, 2019, 06:45 PM
    That is a wicked amount of bonus might undermine almost completely focus fire temptations
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  • Garthanos's Avatar
    Wednesday, 12th June, 2019, 06:38 PM
    4e achieved closer to balanced stats I think (and it may have been a subtle goal not fully achieved) , yes Dex was a bit super but by enabling other attributes to steal from it... it became less of a super stat. Intelligence allowed fast predictive thinking to do many defensive things that Dexterity normally did. Wisdom was easy to supplant initiative and so on. (since 4e had mini-feats in...
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  • Garthanos's Avatar
    Wednesday, 12th June, 2019, 05:22 PM
    Note this does not necessarily take complex mechanics either... if you weren't attacked last round you gain a bonus this round (could be bonus damage if that is easier and you are playing to the bounded accuracy gods - note this would reward both surprise and initiative situations too)
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  • Garthanos's Avatar
    Wednesday, 12th June, 2019, 03:37 PM
    I keep prodding him to fully develop HoML but I also hand him ideas that have him rewriting things every time he turns around so its partly my fault.
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  • Garthanos's Avatar
    Wednesday, 12th June, 2019, 12:25 AM
    And raise the dead at 8th... has always made me feel all the D&D deadliness was undermined
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 11:38 PM
    Yeh the Ease of DMing 4e is one of those hard to over emphasize things. They did have some really good and interesting guidelines in the DMG and DMG2 (the latter is my second favorite D&D Book)
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 11:26 PM
    Did not realize you weren't aware that hit points started higher but didnt progress at anything like the rate they did in AD&D or even in 3e or 5e. (some people just fail to notice it especially while complaining 4e is about superheros and no other edition had anything like that. ) 10th or 11th level is call Paragon level in 4e and yeh if you took a paragon path that would be the time you...
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 11:16 PM
    I was being a bit facetious about other damage sources but basically using them as a measure is highly erratic and if you compare a superhero to a super villain attacks of course you do not see any advancement and the superhero is just the same as the joe blow? right? He must not really be a superhero. Hence it does not make sense to measure the advancement in terms of those. Hard to...
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 11:06 PM
    Um ... are you kidding? In 1e - if you have starting hit points at 5 which is normal for a guardsman then at 12th level and that becomes 58 you are approx 11 times as robust as you began. IN 4e - if you have starting hit points of 22 and this is normal for a standard guardsman but the at 12th level that becomes 82 you are only approx 4 times as robust as you began.
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 07:51 PM
    How else CAN you compare it? ALSO lets compare advancement... The AD&D fighter you mention is 11 or more times as hard to kill as he was when he started at level 1. You never reach 11 times as hardy in 4e.... and only ever reaching twice after a significant number of levels.
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 07:15 PM
    Unless you were a spell caster... The fighting mans hit points were actually pretty darn super heroic.
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 11:14 AM
    If I get reasonable details I will start a new thread - I remember there was a feat that contributed and his subclass or oath? and they were 3 levels higher.
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  • doctorbadwolf's Avatar
    Tuesday, 11th June, 2019, 06:30 AM
    For me, the inventor archetype isnít going to ever be modeled by getting 3 distinct abilities. That...isnít an inventor. Itís...a guy who has a few magic items. However! Iíd love to see that feat anyway. I suspect that it would be 2 Infusions known, 1 active Infusion, and a spell or something like that.
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 06:12 AM
    I said what I meant.... keeping optimizations from creating things like instant party death spirals (per the anecdote), is to keep things from becoming not fun, it's not praying to a non D&D god or whatever there are very real values involved. I have been putting some thought into techniques to fight party death spiral effects even when there isn't party ability disparity, and which also...
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 06:02 AM
    I prefer solid foundations for modding with instead of having to shore it up before building off of it.
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 03:58 AM
    My son seemed to be able to accidentally optimize a Paladin for his first character enough to defeat enemies which were designed for a full party several levels higher by himself ... which either defeats the fun of optimizing or just seems mildly like they reduced the character balance significantly from 4e. (or designed for a full party 3 levels higher doesn't mean the same thing when you can...
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 01:09 AM
    Making the game mechanics so optimization has only a limited impact seems important for the sake of fun doesnt it?
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  • Garthanos's Avatar
    Tuesday, 11th June, 2019, 12:56 AM
    which for me means it has responses just like a mind a simple one that can be tricked even easier. Those with fewer self preservation instincts can be covered by describing hit points / defenses differently (ie not as responsive maneuvering but rather as regen or similar) etc. yes they likely thought of skeletons or magically grabbing trees or the like as possessed by daemons/spirits and...
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  • Garthanos's Avatar
    Monday, 10th June, 2019, 03:04 PM
    Analyze the concept of mindless creature? even a puppet has something pulling its strings ... is it programmed behavior how smart is the program, anything with motivations/goals or is controlled by something with those has something like a mind. Anything that wants to eat/kill and not die/continue and recognize threats and barriers to those can be tricked. I just do not understand the meaning...
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  • Garthanos's Avatar
    Monday, 10th June, 2019, 05:01 AM
    Oh no I just think if one wanted a way to reduce the dominance of focus fire... that kind of thing might help.
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  • Garthanos's Avatar
    Sunday, 9th June, 2019, 10:19 PM
    Then they got an upgrade in essentials ville.
    201 replies | 8073 view(s)
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  • Garthanos's Avatar
    Sunday, 9th June, 2019, 10:08 PM
    Battle Ready might also be a Warlord ability
    26 replies | 846 view(s)
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  • doctorbadwolf's Avatar
    Sunday, 9th June, 2019, 10:01 PM
    Youíre not trying to understand what Iím saying. Iím not assuming anything, I used an example. Nitpicking the example doesnít address the point. Have fun with your game, Iím not gonna keep trying to find new ways to explain the same thing you keep ignoring or failing to understand.
    36 replies | 1234 view(s)
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  • Garthanos's Avatar
    Sunday, 9th June, 2019, 09:53 PM
    Heck even ignoring hp oddities, attacks against an enemy tend to disrupt their attacks against you... ie you might have better effective armor class against any enemy you are attacking. So someone making broad sweeping attacks with a chance of hitting multiple enemies would be better defended from those enemies too. Basically enemies not threatened have a significant advantage. So you want...
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  • Garthanos's Avatar
    Sunday, 9th June, 2019, 09:37 PM
    Almost thinking for a good defender it needs something for its armor perhaps gaining this as an armor option w ...
    26 replies | 846 view(s)
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  • Garthanos's Avatar
    Sunday, 9th June, 2019, 09:28 PM
    An idea first considered with a 5e context Battle Ready (new class feature - in 4e delete Wary Fighter - add Instinctive Fighter for CON initiative) Many combatants are forced to react to a situation for the Fighter it really is just part of the plan and often at the forefront of their thoughts a fighter may use any mental stat for initiative Intelligence / Wisdom / Charisma instead of...
    26 replies | 846 view(s)
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About doctorbadwolf

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About doctorbadwolf
Introduction:
Cooperative storytelling, solid mechanics, fun. Everything else is just details.
About Me:
Gamer, designer, author, musician. All the things. Polinerd.
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Age Group:
31-40
My Game Details

Details of games currently playing and games being sought.

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California
Country:
USA
Game Details:
Currently running a 4e Eberron game set mostly in Sharn, featuring crime investigations both local and small and larger conspiracies (one character is an exiled Knight of one of the Orders disavowed in Karnath, and seeks to purge the corruption of the Blood of Vol and return her order to it's former honor and glory. )

"Crossroads"- 1630's Earth (mostly Europe) where magic is present and the british royal family is Welsh, descended directly from Mordred (and The Morrigan), and Shadar-kai (sort of shadow fey, for those not familiar). Basically, and age of Empires/Emperialism focus, with Norther Europe united under the banner of Reykjavik, the Catholic Church in ruins, the Eastern Roman Empire calling itself The Byzantine Empire (with Eastern Orthodoxy prominent), and the Muslim Empire controlling the Middle East, Northern Africa and parts of southern Europe. And then all those fun colonies.

Alternity, Firefly-esque campaign

Forgotten Realms 4e game currently finding themselves
My Character:
Tend to play skirmishers with light weapons, who mix martial prowess and magic, usually with some acrobatic/parkour abillity. in DnD terms, ShadowDancers, Monks, Assassins, Gishes of all kinds. The occasional Avenger type. Also, fond of Sherlock Holmes types.

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My Game Details
State:
California
Country:
USA
Game Details:
Currently running a 4e Eberron game set mostly in Sharn, featuring crime investigations both local and small and larger conspiracies (one character is an exiled Knight of one of the Orders disavowed in Karnath, and seeks to purge the corruption of the Blood of Vol and return her order to it's former honor and glory. )

"Crossroads"- 1630's Earth (mostly Europe) where magic is present and the british royal family is Welsh, descended directly from Mordred (and The Morrigan), and Shadar-kai (sort of shadow fey, for those not familiar). Basically, and age of Empires/Emperialism focus, with Norther Europe united under the banner of Reykjavik, the Catholic Church in ruins, the Eastern Roman Empire calling itself The Byzantine Empire (with Eastern Orthodoxy prominent), and the Muslim Empire controlling the Middle East, Northern Africa and parts of southern Europe. And then all those fun colonies.

Alternity, Firefly-esque campaign

Forgotten Realms 4e game currently finding themselves
My Character:
Tend to play skirmishers with light weapons, who mix martial prowess and magic, usually with some acrobatic/parkour abillity. in DnD terms, ShadowDancers, Monks, Assassins, Gishes of all kinds. The occasional Avenger type. Also, fond of Sherlock Holmes types.
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Saturday, 20th April, 2019

  • 09:31 PM - Mercurius mentioned doctorbadwolf in post Star Wars VIII: The Last Jedi argument
    doctorbadwolf, I watch absolutely zero anime or cartoons, so can't comment on that. And yeah, it would be nice to see a male hero that doesn't solve everything through brute force. I don't disagree with what you said re: Carol Danvers and WW, but also think there's room for exploring gender-flavored themes and ideas (e.g. "How might a woman use the Force differently than a man?").

Thursday, 18th April, 2019


Friday, 12th April, 2019

  • 07:57 AM - Hawk Diesel mentioned doctorbadwolf in post How do YOU handle a Fastball Special, and other team manuevers?
    ...suffer in distance, that does not mean that inventive individuals could not develop new throwing techniques that better balance accuracy with distance. 2) These competitions use ideal throwing implements. But the implements do not have any input into the execution of the throw. If we are talking about launching a person, and that person is as practiced at being launched as the thrower is at launching a person, then there may be opportunities and techniques made by both the thrower and throwee that improve distance and accuracy. So long as the throwee is not just being passive, dead weight then there is opportunity for the throwing implement to aid in the execution of the throw. Something a caber or weight cannot do. For example, check out the heights and distances achieved by this taekwondo team: https://youtu.be/eSnEaoQeAqc They are working together to achieve more height and distance than they could alone, and demonstrating ability to accurately strike targets as well. doctorbadwolf - The above video may provide additional inspiration for team maneuvers.

Wednesday, 10th April, 2019

  • 06:16 PM - Hawk Diesel mentioned doctorbadwolf in post How do YOU handle a Fastball Special, and other team manuevers?
    Elfcrusher - That was my main point though. If a player is not just wanting to try something, but is using resources and class/racial abilities to attempt these feats, then why not allow them to try and do so with some reward for creative use of their resources. In a world full of magic and elements that break traditional concepts of "normal" and "physics," I just have difficulty understanding the line people use to determine that one element is completely fine (magic users bending the laws of reality to their whim), but fantasy warriors of fictional strength couldn't achieve feats outside what one might expect in the real world. And yes, I'm aware of the meter long chain. I was a thrower in college. If you haven't tried it, there is NOTHING more therapeutic than spinning to whip a metal ball hurtling through the air fast enough to destroy anything in it's path. ^_^ Elfcrusher and doctorbadwolf - Let's try and cool off a bit. We are all talking about a dice game that we imagine in our heads. We all have different concepts about what D&D is or isn't. While I disagree where some people place the line for what does or doesn't break immersion, genre, or levels of gonzo, I fully respect people's ability to place the line where they are most comfortable. I think its interesting to discuss with people the reasons for their considerations, both as a means to challenge and expand my own stances, as well as to reinforce them through my arguments. Let's not let differences of opinion or hostility break down a really interesting conversation about how something like this could be incorporated into D&D, how it might be executed, under what circumstances, and how people might rule on it in the moment. Players are always testing us as DMs with creative ideas or solutions that we could never have expected, forcing us to make off-the-cuff rulings based on gut instinct. So let's use this as an...

Tuesday, 9th April, 2019

  • 05:50 AM - Immortal Sun mentioned doctorbadwolf in post How do YOU handle a Fastball Special, and other team manuevers?
    ...esired result. If I am playing as a monk, I can say I run 30' to my target and attack. Or I can describe my monk leaping that distance in a single bound, unleashing a flurry of strikes targeting the soft spots and vulnerable joints of my enemy, making them wail in agony against my assault. Notice that effectively and mechanically, there is literally no difference between these two turns, except for how they are described. But describing every mundane, normal turn in these terms makes these cool actions common place and boring. While I am certainly practicing as a wordsmith, these are not the things that will be remembered. However, using creative problem-solving to attempt something risky, that is "cool" and "epic." Even failing such attempts can be "cool," "epic," or lead to the stories that players and DM alike will remember and retell for years to come. The ordinary actions and tactics that get used over and over again are not what make things memorable. True, but as I point out to doctorbadwolf the response of the player to the DM laying out how things are going to happen determines which the player is putting priority into. Are they looking to gain power with little effort, or are they looking to do something potentially awesome regardless of the outcome? Where is their game priority? As I said, I've played with powergamers before, heck I generally consider myself one. It gets tedious after a while. Are we here to have fun and do neat things regardless of how we have to do them, or are we here to argue about rules and rulings? I'm a strict DM because over the years I've lost patience for the latter. Someone wants to do something "cool" but wants to argue about the ruling then they can either choose not to do it or toss off. So yes, we are in agreement that there should be a cost to pulling off crazy, "epic" maneuvers. There should be risk. But the reward should be commensurate with what is spent, and what is risked. If two players have to use their action, then th...
  • 02:23 AM - Hawk Diesel mentioned doctorbadwolf in post How do YOU handle a Fastball Special, and other team manuevers?
    Immortal Sun - My issue with your way of ruling it is not necessarily in the difficulty. As you mentioned, the DCs you set are reasonable. But you don't really go into the throw distance. Additionally, you don't really make mention if the thrower needs to use their action too. So there's some ambiguity regarding some aspects that would help determine if it's even worth trying the maneuver. And you indicate yourself that success is pretty much the same as running up and attempting an attack. If this would require action economy investment on the part of both the thrower and throwee, then all that for something the throwee could do themselves is not really worth it. So outside of some ambiguity with your propsed solution, my main issue is that you yourself talk about a "punishing" side of a check and that you don't even want it to happen. Now, sure, as a DM there are plenty of things I don't want in my games or don't want my players to do. But in the words of doctorbadwolf, I still try to allow these instances in good faith if it makes sense. I try to reward creativity and provide rewards commensurate to the difficulty of the attempt. Additionally, I try to allow my players to try new things that might not be allowed by the rules if ot makes sense and seems fun. Yes, people are heavy and throwing them might be hard. But what if the thrower is Enlarged or under the effect of Bear's Strength or using a potion of Giant Strength? And maybe the throwee is reduced, wildshaped, or a monk. There are instances where these attempts might make more sense than just normal, everyday fights where the players haven't used relevant resources. But if these things become a problem, session 0 has already established that I may discuss with my players using the Wand of Retcon and change or disallow previous rulings for future sessions if my initial ruling becomes problemstic or the players attempt to abuse my leniency.

Monday, 8th April, 2019

  • 12:50 PM - Oofta mentioned doctorbadwolf in post How do YOU handle a Fastball Special, and other team manuevers?
    doctorbadwolf, when I referenced jump distance base being limited to the jump distance of the thrower, I meant that if the thrower had a supernaturally long jump speed it would not be counted in. So if the thrower has boots of striding and springing, it doesn't get added in for example. There are class features as well that can increase jump distance. As far as the skill check, I sometimes call for it if you need extreme accuracy on where you're targeting, if you want to pull off a stunt or if you want to make a slightly longer leap.

Friday, 29th March, 2019

  • 01:57 AM - Hussar mentioned doctorbadwolf in post How Should Taunting Work?
    doctorbadwolf - I think the point he was trying to make is that you shouldn't get too hung up on the specifics of the example. Iron Golem may have been a bad choice, but the point still remains, is allowing this sort of things to be put in the hands of the player good for the table? At my table? Yup, no worries. Other DM's are far more controlling than I am though, so, they wouldn't like the idea that you could "force" them to do anything. The inconsistency here is, as you point out, we can already do most of a "taunt" with something a heck of a lot smaller than a wolf. Granting advantage every round with a tiny familiar is perfectly fine. Because, apparently, if it's in the rules, then it makes it ok. However, a 150 pound angry wolf drawing aggro is apparently totally unbelievable. :uhoh: Some folks are really, REALLY against anything like a house rule, particularly anything like a house rule proposed by a player. And you will never convince these folks otherwise.

Thursday, 28th February, 2019

  • 05:08 AM - FrogReaver mentioned doctorbadwolf in post Variants/Subclass for a DPR Rogue
    doctorbadwolf A rogue that can self cast haste is a very scary character. It's a good thing that only comes up at level 13+. If I were to do a combat focused rogue I would find a way to add in some NOVA damage capabilities. I think rogue at will damage is about right. It's just paladin's divine smite and fighter's action surge really tend to overshadow them. I feel like a combat focused rogue needs an X times per rest ability that allows him to deal damage as if he had crit on his next hit or something similar.

Sunday, 3rd February, 2019

  • 08:39 AM - pukunui mentioned doctorbadwolf in post A 5e Swordmage?
    doctorbadwolf: Have you looked at the stone sorcerer from Unearthed Arcana? I seem to recall that it was something of a swordmage in disguise. It had the swordmage's aegis class feature, and it also enabled you to take the paladin's weapon-based smite spells, among other things.

Saturday, 2nd February, 2019

  • 07:24 AM - Immortal Sun mentioned doctorbadwolf in post What do you envision for a magically enhanced warrior?
    I generally don't like the D&D presentation of "mage knights" because as doctorbadwolf says they don't really blend magic and fighting. They're fighters...who have some magic on the side. I think 4E's powers (or the 3.5/Pathfinder/5E monk) are probably my most favored representation of "magical warriors". People who effectively channel their magic through their fighting, be it their sword or their fists in a way that cannot be separated. It's not a guy who one turn casts a spell to enhance his hitting ability, and the next turn makes a sword swing. It's a guy who makes magical sword swings. The magic and the fighting are one and cannot be separated out into clearly delineated parts.

Friday, 11th January, 2019

  • 09:26 PM - Blue mentioned doctorbadwolf in post yes, this again: Fighters need more non-combat options
    I have that evidence I believe doctorbadwolf is speaking of saved... https://www.sageadvice.eu/2018/03/09/a-majority-of-dd-characters-dont-use-feats/ It was from Jeremy Crawford citing their internal data. Another piece of D&D data: a majority of D&D characters don't use feats. Many players love the customization possible with feats, but a larger group of players is happy to make characters without feats. Feats are, therefore, not a driving force behind many players' choices. #DnD Yes. And doctorbadwolf has been attempting to say that "a majority of D&D characters don't use feats" is the same as "most D&D games do not allow feats". I don't think those statements are the same, what Jeremy Crawford said does not support the second. The majority of my characters don't have feats - but a good chunk of my characters haven't gotten their second ASI yet (I rarely go for it with my 1st ASI), and of the ones that have many have gone for a second ASI. But that doesn't mean I'm playing in a featless game - feats are allo...
  • 09:19 PM - Quickleaf mentioned doctorbadwolf in post yes, this again: Fighters need more non-combat options
    And I'm calling that out as a unsupported statement. You're the one presenting it, please provide some proof. I have that evidence I believe doctorbadwolf is speaking of saved... https://www.sageadvice.eu/2018/03/09/a-majority-of-dd-characters-dont-use-feats/ It was from Jeremy Crawford citing their internal data. Another piece of D&D data: a majority of D&D characters don't use feats. Many players love the customization possible with feats, but a larger group of players is happy to make characters without feats. Feats are, therefore, not a driving force behind many players' choices. #DnD EDIT: If you're in the camp that believes Jeremy is misinterpreting data, you can scroll down to see Adam Bradford's comment about DND Beyond characters who have feats as supporting evidence.

Thursday, 10th January, 2019

  • 10:23 AM - Mercurius mentioned doctorbadwolf in post Matt Colville, and Most Tolkien Critics, Are Wrong
    ...class of 11th graders. We're a few chapters in and so far so good. The biggest hurdle is that most of them have seen the movies, some many times, so I'm trying to encourage to try to "dissolve" the pre-fabricated imagery (as good as it generally was), and enter into Tolkien's Secondary World afresh. So far (a few chapters in) they are taking pretty well to the book, with lots of lively conversations. Maybe I'm biased, though, as I'm having a blast. Just today I gave a 20-minute lecture on the various orders of beings. It isn't every day that I get to talk about how the Istari and Balrogs are of the same general ontological status. But with teenagers (and kids in general), the teacher's enthusiasm about a subject goes a long way in perking their interest. The fact that A) the students respect and like me, B) I'm clearly passionate about Tolkien, means C) they're more engaged with the book than if I was, say, teaching A Tale of Two Cities, which I have no love of (blech...no offense, @doctorbadwolf ;)). Anyhow, @Ovinomancer, can you tell me exactly why you think it is a "bad novel?" What specifically? It is the first time I've read it all the way through in maybe two decades, so I can approach it afresh.

Saturday, 15th December, 2018

  • 02:35 AM - MNblockhead mentioned doctorbadwolf in post Matt Colvilleís Strongholds and Followers
    I am curious as to why you dislike Gem Dragons as they've always been my favorite, especially the Sapphire Dragons. Is it the Psionics instead of magic part? Well, at the risk of upsetting doctorbadwolf, I mainly dislike them because I'm an opinionated Gen Xer who believes that only Fey creatures, not Vampires or Dragons, should sparkle. Also, I don't like the idea of psionic dragons. Leave that to the aberrations and their twisted thralls. Really. No good reason. The artwork for the gem dragons in Matt's book are awesome. They look cool and are probably fun to use in a game. But the words "psionic gem dragons" just turns my stomach a bit sour. Now a Fey flower-petal dragon that has no physical attacks, that's cool. :-)

Friday, 7th December, 2018

  • 11:20 PM - Caliburn101 mentioned doctorbadwolf in post Ridding Elves and Half-Elves of Darkvision
    Love this... @doctorbadwolf and epithet No. Darkvision isnít simpler than low light vision. Low light vision is simpler both in terms of mechanics and intuitive cognisance. I didnít talk about infravision etc. and wouldnít want to see those return to the game. No. Ambushes in the dark CAN be accomplished without dark vision, and saying otherwise is patently absurd. If you really need to know how absurd, refer to any book on war.... any... at all. Everything else you went on about didnít tackle the core difference of opinion we have here so I wonít get drawn into pointless counterpoint over the debate youíd rather be having with me than the one I am actually involved in. By all means add it to the discussion with your additional points with others, but please try to stick to the point when quoting me. I donít want what I am talking about confused in the minds of third parties by your responses. Thank you.
  • 11:19 PM - Caliburn101 mentioned doctorbadwolf in post Ridding Elves and Half-Elves of Darkvision
    Love this... doctorbadwolf and epithet No. Darkvision isnít simpler than low light vision. Low light vision is simpler in terms of mechanics and intuitive cognisance. No. Ambushes in the dark CAN be accomplished without dark vision, and saying otherwise is patently absurd. If you really need to know how absurd, refer to any book on war.... any... at all. Everything else you went on about didnít tackle the core difference of opinion here so I wonít get drawn into pointless counterpoint over the debate youíd rather be having than the one this is really about.

Thursday, 29th November, 2018


Saturday, 24th November, 2018

  • 11:08 AM - Matrix Sorcica mentioned doctorbadwolf in post Nentir Vale Coming to Dungeons and Dragons
    And that's bad because...? If more people learn about the Vale, isn't that good? And to learn more, wouldn't they turn to the 4e products and fan wiki? And thus see the original? Won't they also just do their own thing anyway? Charlaquin says it better than I ever could. Edit: and doctorbadwolf too

Wednesday, 26th September, 2018

  • 12:17 PM - pemerton mentioned doctorbadwolf in post Mearls On D&D's Design Premises/Goals
    You got the mechanics for an attack wrong. Initiative is a separate mechanic that doesn't have to result in a single attack, so it's not a part of the attack mechanics. Damage happens AFTER the attack mechanic if successful, and also is not a part of it. The attack mechanic is... <establish DC, roll a 20 check, apply applicable modifiers, compare to DC to determine success or failure> Just like skills. Where DC = AC. That's the entirety of the attack mechanic.If I get the argument that you and doctorbadwolf are running correct, it's that attack checks are the same as ability/skeill checks except that instead of generating consequences for the shared fiction they trigger further mechanical processes. Everything there seems to be located in the exception rather than the sameness. Obviously, rolling a d20 and adding some numbers is the same process whatever the context, but rolling a d20 and adding some numbers isn't how you resolve a fight in any version of D&D (contrast, say, HeroWars/Quest where it is; or BW, where it can be (if the extended resolution option is not being used) subject to the caveat that rather than a d20 it is a pool of d6s).


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Sunday, 16th June, 2019

  • 06:13 PM - CapnZapp quoted doctorbadwolf in post Improving Two-Weapon Fighting
    You may have missed it, in the course of debating multiple people, but I already agreed with you about TWF. My disagreement was about Dex and strength. You also seem seem to have misunderstood the particulars of what I was saying, so Iíll try one more time. Strength isnít so far behind Dex that a significant # of players just donít make Strength characters. OTOH, TWF does get left behind by non-optimizers, because it both is and feels less powerful for most characters. The only invested TWFER in my games is actually a Strength Paladin with a 10 Dex! She wanted the Fighting Style so I let her take it, but sheíd be more powerful if sheíd taken Defensive.One day we will have to have a discussion about Strength and Dexterity. I'll show you the eleven ways 5E tilts the balance in favor of Dex at the expense of Str, and you can tell me which ones you feel constitutes improvements, which ones you feel are essential.
  • 06:11 PM - Parmandur quoted doctorbadwolf in post New survey from WotC about boxed sets
    I get the aversion to FR, but Eberron is way more interesting than Greyhawk or Mystara They all have their place: no need to declare badwrongfun on any of it.
  • 05:48 PM - CapnZapp quoted doctorbadwolf in post If you could put D&D into any other non middle ages genre, what would it be?
    Yep. There isnít actually any reason DnD canít work fine for weird west play. With the emphasis on "weird".
  • 04:39 PM - Tonguez quoted doctorbadwolf in post If you could put D&D into any other non middle ages genre, what would it be?
    Alt 1630ís Earth where Mordred Pendragon became High King of The Britons, after defeating Arther The Usurper, with the help of The Morrigan, who blessed him with powerful magic, long life, and children who would share his gifts. The line of Mordred are now Shadar-kai, and rules the British Empire. The national language is Brythonic Celtic (actually Welsh), capital is Cardiff, and the Empire encompasses the Isles, France, Parts of Iberia, and has alliances with many nations in other continents in the form of The Great Commonwealth. There is religious freedom, but by far the primary faith is Celtic Druidic Paganism. Free Spain is largely Catholic, as are parts of Italia, and much of the European disaspora in The New World and elsewhere. Orthodoxy is more widespread, as itís seat of power is still intact in Byzantium, once called Constantinople. Southern Spain, the Arab Penninsula, much of North Africa, and parts of Eastern Europe and South Asia, are controlled by the Caliphate, which has regai...
  • 04:29 PM - Parmandur quoted doctorbadwolf in post New survey from WotC about boxed sets
    I think youíre right, and also I really think that Eberron has the broadest potential appeal to people just diving in to dnd. It it doesnít matter to such a person who hat the history of dnd is, so ďmost generic form of dndĒ is irrelevant. It hits fantasy notes in a way that is very popular today, especially in cartoons and video games, mixing genres, not running on medieval sensibilities, etc, itís a fun setting that can also be played as dark or gritty as you want, and it facilitates the sort of weird, flashy, adventures we see in stuff like She-Ra, Adventure Time, Guardians of The Galaxy, etc. And a lot of people come to fantasy gaming via more general gaming and nerd culture, and so are more/just as familiar with steampunk, noir fantasy, sci-fantasy, and other fantastical genres of speculative fiction that Eberron takes inspiration from. Basically, I think that an Eberron box set with the classic image of the warforged hanging off the side of an airship, or the aerial battle in Sharn...
  • 11:27 AM - Lanefan quoted doctorbadwolf in post Chaotic Good Is The Most Popular Alignment!
    Also, more importantly, why are you trying to police anyoneís alignment? Why are players having to justify their alignment to you, ever?If for no other reason than if there's anything in the game that interacts differently with one alignment than another, or detects alignment, the DM needs to know what you are. For my part, what the player writes on the character sheet is only relevant for the first while*, until I-as-DM have seen the character in action and made my own determination of its alignment as played; which trumps what's on the sheet. And sometimes what I see is a long way from what the player wrote down! :) * - during this time I also have no problem at all with a character somewhat-arbitrarily changing alignment if the player's initial idea for the character isn't working out. After this breaking-in period, alignment change - be it voluntary of forced - can have consequences particularly for some classes.
  • 10:03 AM - Hussar quoted doctorbadwolf in post Chaotic Good Is The Most Popular Alignment!
    No, whim is not being used that way in the PHB. We can safely conclude that, in part because if it isnít the case then ďchaoticĒ in 5e dnd is a wholly useless and nonsensical concept, that can only be applied to people that classically would be called ďinsaneĒ, or some synonym thereof. Instead, we must conclude that ďwhimĒ means ďoneís own personal desires and internal decision making process, irrespective of external expectations, norms, or rules. Chaotic characters can be consistent. Also, more importantly, why are you trying to police anyoneís alignment? Why are players having to justify their alignment to you, ever? I disagree. If your character is consistent, reliable, dependable and never impulsive, in what way is that character chaotic? What about any of those descriptors would lead an observer to the conclusion that this character is chaotic? As far as ďpolicingĒ goes, Iím not really sure where you are getting that. I guess my question to the player would be the same as my question...
  • 08:21 AM - CapnZapp quoted doctorbadwolf in post Improving Two-Weapon Fighting
    If a thing is *only* imbalanced from a CharOp perspective, and still doesnít break the game in a CharOp game, it isnít a problem. I agree something that's just poor doesn't break the game since you just ignore it. But having limited options can still be a problem, even though you seem to dismiss it. Twfing is simply not good enough. At higher levels it is an outright trap for the optimal-minded player in an options-full game.
  • 07:08 AM - Maxperson quoted doctorbadwolf in post If you could put D&D into any other non middle ages genre, what would it be?
    Animal world. Redwall, Disney Robin Hood, Mouseguard, but magic as hell. No humans. You ever read Spellsinger? It's not a world with no humans, but humans are definitely in the minority, with animals making up most of the intelligent population.
  • 06:19 AM - Hussar quoted doctorbadwolf in post Chaotic Good Is The Most Popular Alignment!
    Freedom doesn't mean not acting in the best interest of the group of people who you directly rely upon and are relied upon by. It means that the group isn't going to be able to pressure you into doing what you don't want to do/don't think is right, that when you are willing to fight for something it's more likely to be for the right of an individual (yourself or otherwise) to act of their own accord and live by their own Will than most other potential motivations, and that you aren't going to try to impose what you want on others (unless you're chaotic evil). Chaotic doesn't mean in DnD what it means in everyday conversation. IT's not "random" or even mercurial, though any character can be mercurial. Freedom and personal freedom are not the same thing. I was speaking of acting on whims. Whims, by definition, are illogical and often unreliable. If you never actually act on whims, you aren't really driven by whims which means you aren't chaotic. So, if a lawful person thought the law said ...
  • 04:09 AM - Garthanos quoted doctorbadwolf in post Streamlined 4e combat
    Sure, but does it need to eat the other characterís actions at all? Why isnít it just an Action the warlord takes, with no cost to the person making the attack? It generally doesnt in 4e but they didnt lock down out of turn actions
  • 03:47 AM - Garthanos quoted doctorbadwolf in post Streamlined 4e combat
    Thatís fair. I like having some floating actions in the game, but 4e went a bit too far there for me. I like 5eís Action economy in a lot of ways, like how movement works, but Iíve also enjoyed how other games do rounds, like Alternity and The One Ring. The warlord whose primary context is often for team work is very off turn as well to me the highly limited off turn action basically undermines that. I do like 5e movement system its pretty sweet.
  • 02:49 AM - Garthanos quoted doctorbadwolf in post Streamlined 4e combat
    I think that folding all off turn powers and action options into 1 Reaction per round helps, but it does reduce off turn engagement somewhat. I feel it makes the artificiality of turn based combat more obvious to me... in 1e action was planned but simultaneous. (relying on the DM to merge them)

Saturday, 15th June, 2019

  • 10:44 PM - Tony Vargas quoted doctorbadwolf in post Durable Feat is weak, Healer feat is too strong
    I had to interpret and make rulings in 4e, too. Itís part of running the game. I can't think of a RPG that wouldn't call for either, at times. One game can be clearer and more functional than another, even by a large margin, without actually being perfect. The contention i replied to was that 5e isnít functional out of the box, presumably compared to a game like 4e. IMO, thatís false. By comparison to most games other than early eds of D&D, I suppose, but the important takeaway isn't relative, it intent: 5e set out to be that way, on purpose, and for a purpose - several, really - for one, it evoked a classic D&D feel, for another, it supports DM Empowerment, subtly and not-so-subtly - conditioning or training don't really have the right connotation, and encouraging undersells the importance & power of it - acclamating(?) players to trusting &counting on the DM /over/ the system. Contrast that to the RAW fetish of the 3e era or the balance (and continual re-balancing via updates) of 4e.
  • 07:31 PM - Tony Vargas quoted doctorbadwolf in post Durable Feat is weak, Healer feat is too strong
    Again, thatís a lot of system. 5e runs without kit bashing. The game works. Itís functional. It is a lot of system, sure - at least as complex as any other ed for the amount of crunch it hss out - but it's a lot of system that relies on the DM to make it work. Try the thought experiment yourself, or just consider carefully the next time you run: how far do you get before you're making an interpretation or ruling that another DM might've done differently?
  • 07:27 PM - Satyrn quoted doctorbadwolf in post Durable Feat is weak, Healer feat is too strong
    I keep thinking that the proficiency feats are all complete garbage from a power standpoint. I wish that the weapon master feat gave a fighting style or something. They kind of are garbage...unless you have an odd ability score, and then they are awesome. Moderately Armored gave my rogue everything a Dex increase would, and bumped my AC up to match the highest in the party. It was a hefty power boost.
  • 05:02 PM - Tony Vargas quoted doctorbadwolf in post Durable Feat is weak, Healer feat is too strong
    Eh, I think you're exaggerating the case, as the very, very, least. DMs are people, not robots, so, yeah, it has to be a very extreme hypothetical. Even the least experienced, least talented DM is going to exercise judgement when the system punts to him. The player declares an action, and the system describes various methods of resolution, depending on the sort of action being declared Sure, but those come in after DM has judged success/failure/uncertainty. It's fairly inaccurate to claim that all of that is just the DM as the game. There's rather a lot of system, in that. Theres the d20 core mechanic, really. The players get 6 stats and various proficiencies, and a (very) few other bonuses. And the DM sets a DC, which is no different from setting a % chance of success with a granularity of 5. Now, the reality is there are two areas where the DM will rarely rule success/failure and DCs are mostly predefined: combat and casting. And, of course, in organized play, at a convent...
  • 04:18 PM - CapnZapp quoted doctorbadwolf in post Improving Two-Weapon Fighting
    The game doesn't need to be so balanced that there is never a power level difference between two choices. It just needs to be balanced enough that no general option is so bad that no one wants it, and those who choose it end up regretting it. And there are only a couple things in the game that bad, like certain basically worthless feats. Then I gotta ask you why you are even in this discussion? You can't seriously be here only to tell us a little imbalance is nothing to worry about? This entire thread is based on the premise dual wielding is just not good enough and needs an upgrade.
  • 03:10 PM - FrogReaver quoted doctorbadwolf in post Improving Two-Weapon Fighting
    Thatís odd. Iíve seen plenty of strength sword and board characters, and a handful of dual wielders. My point is that if players are generally choosing something in spite of a forum goer perception that it is ďweakĒ, it is probably actually pretty balanced. We here are much more sensitive to the fine power level differences than the vast majority of players. The game doesn't need to be so balanced that there is never a power level difference between two choices. It just needs to be balanced enough that no general option is so bad that no one wants it, and those who choose it end up regretting it. And there are only a couple things in the game that bad, like certain basically worthless feats. Strength is fine in 5e, not because ďbalance doesnít matterĒ, but because for the purposes of any game that isnít a performance tuned game of CharOp High System Mastery, it is balanced. I'll tell you what, your next game, allow a 2d6 dex based great weapon and a cool 1d8 dex based one handed weapon (call ...
  • 12:40 PM - DEFCON 1 quoted doctorbadwolf in post Durable Feat is weak, Healer feat is too strong
    I keep thinking that the proficiency feats are all complete garbage from a power standpoint. I wish that the weapon master feat gave a fighting style or something. I'm surprised at combining Athlete and Mobile, though. IME, Athlete is a pretty popular feat. Maybe overall, but at my tables I've yet to have any "obvious" choices. And as I hate to have two selections when a single one would do (which is why for example I got rid of the Acrobats skill and just use DEX (Athletics) instead)... having two different movement based feats was unnecessary to me. So after my edits to the feat list, this particular feat now looks like: FREERUNNER - Your speed increases by 10 feet. - You may use a Bonus action on your turn to take the Dash action. - Difficult terrain doesn't cost you extra movement. - When you are prone, standing up uses only 5 feet of your movement. - Climbing doesn't halve your speed. - You can make a running long or high jump after moving only 5 feet rather than 10. - When f...


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