View Profile: Laurefindel - Morrus' Unofficial Tabletop RPG News
  • Laurefindel's Avatar
    Yesterday, 04:35 PM
    I like to imagine "what's happening" to my character even when the rules don't go into that level of details. If one insists, stringing a bow could be a simple object interaction, or done as part of "drawing" a stowed bow and remain mechanically inconsequential in all but the most specific conditions. The arms of a composite bow could be replaced cyclically; i'd imagine that a seasoned...
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  • Laurefindel's Avatar
    Tuesday, 16th July, 2019, 04:42 AM
    Another avenue to explore: what if finesse had a damage value, similar to versatile. For example: Scimitar 25gp 1d6 slashing 3lbs. Light, finesse (1d6) Doing this could open the possibility of different damage values. Scimitar 1d8 slashing, light, finesse (1d6). Or rapier 1d8 finesse (1d6)
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  • Laurefindel's Avatar
    Monday, 15th July, 2019, 08:09 PM
    Nonsense! How dare you question my pedantry!!! On a more serious note, one of my actual pedantic qualms is that fantasy cities never seem to have the rural populations to support them with credibility. Oftentimes, it's wilderness, wilderness, wilderness, and BOOM! big city of 50,000. That, and the apparent lack of actual kings and feudal structure in a feudalistic-inspired game setting(s).
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  • Laurefindel's Avatar
    Monday, 15th July, 2019, 04:50 PM
    Falling damage in D&D is linear? I mean come on, I’ve done physics, you’ve done physics, we all know that gravity is quadratic! And then what, out of a sudden drag goes from 0% to 100% as an opposing force? And what about mass, volume and surface? You’re telling me a feather has the same terminal velocity in atmosphere as an anvil? What good is feather fall then! and while we’re at it,...
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  • Laurefindel's Avatar
    Tuesday, 9th July, 2019, 05:33 PM
    Enough for things to make internal sense and consistency. I prefer to have enough semblance of real-world physics for me to relate with my character (i.e. gravity pull things downward), but with enough flexibility for fantasy to remain, well fantastic (i.e. magic can make gravity pull things upward instead). However, I must say I have a strong preference for birds, reptiles, and mammals to be...
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  • Laurefindel's Avatar
    Friday, 28th June, 2019, 01:58 AM
    Other than it should use at least two weapons, not that I know of. Many solutions are being proposed, many work well for localized groups, none seem to satisfy a majority.
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  • Laurefindel's Avatar
    Wednesday, 26th June, 2019, 06:36 PM
    honestly, I just want an unarmored or lightly armored fighter. The outdoorsman theme is fitting since it comes to reason that one forced to live in the wild must travel light and must be self-dependant. Whereas the paladin bridges the cleric and the fighter, i'd like the ranger to bridge the fighter and the rogue (rather than fighter and druid). Spells are nice, but for me they aren't central...
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  • Laurefindel's Avatar
    Tuesday, 25th June, 2019, 10:39 PM
    Laurefindel replied to Last Stand
    ... says the poster called “fauchard”. We shouldn’t expect less! :)
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  • Laurefindel's Avatar
    Tuesday, 25th June, 2019, 06:59 PM
    Interestingly, IIRC, the design philosophy behind the thief was for a character to find traps, locate secret doors, climb walls, and comprend foreign languages without casting spells such as locate traps, spider climb etc. But wait, you can’t allow that without the expenditure of spell slots, so a chance of failure is in order not to infringe on the magic user and cleric’s roles. now we...
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  • Laurefindel's Avatar
    Friday, 21st June, 2019, 11:11 PM
    THAT is a nice recap, thank you. And yes, I agree with all of your points, and I too am struggling to come with something satisfying. With a +1 bonus to damage (using d10 versatile damage), you have a range of 2-11 with an average of 6.5, vs a range of 3-10 with avg 6.5 for base damage and dueling fighting style. Same average, more swing both ways; we're cool. A great axe (without combat...
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  • Laurefindel's Avatar
    Friday, 21st June, 2019, 10:05 PM
    versatile weapons do not possess the two-handed quality, but "an attack with a heavy melee weapon wielded with two hands" would work. If you want to avoid the whole "but i'm wielding my dagger with two hands!", you could also use: Before you make a melee attack with a heavy two-handed weapon or versatile weapon wielded with two hands with which you are proficient, you can choose to take a -5...
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  • Laurefindel's Avatar
    Friday, 21st June, 2019, 09:39 PM
    Simplified equipment encumbrance rules: You have equipment "slots" equal to your Str score (i.e. if your Strength is 15, your have 15 slots Equipment is worth 1 to 3 slots 1 slot: a light weapon or armor, something small or convenient to carry 2 slots: a medium weapon or armor, something moderately bulky, heavy, or awkward to carry 3 slots: a heavy weapon or armor, something heavy, bulky,...
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  • Laurefindel's Avatar
    Friday, 21st June, 2019, 07:34 PM
    So "don't tweak the versatile style, tweak the versatile property". Interesting avenue
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  • Laurefindel's Avatar
    Friday, 21st June, 2019, 07:28 PM
    I imagined so. We're cool :) That was our de-facto "fix" for my Mad-Martigan inspired longsword fighter in my last game (actually we just added heavy or versatile to the GWM feat). I wonder if it would cause havoc in the hands of a spear-wielding monk or kensai? It would also make the finesse moonblade and sunblade mighty tempting too for dex-based fighters. It would allow small races to use...
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  • Laurefindel's Avatar
    Friday, 21st June, 2019, 05:13 PM
    Nah, I moved away from the bonus-action power attack as soon as I got to the berserker barbarian, which is literally the first class/subclass presented in the PHB! It never was about hate; it was an exploration on approaching the Two-Weapon Fighting conundrum (which cannot do any of the things you mentioned above) from a different angle. (BTW, your Crossbow Expert ranger is also dependent on...
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  • Laurefindel's Avatar
    Friday, 21st June, 2019, 03:01 AM
    You know, I was about to reply something like “that’s dumb, who would *not* take versatile as a fighting style?”, but the more I thought about it, the more it made sense. The best way to avoid stacking fighting styles (which is a concern of mine I haven’t addressed in this thread yet) is to give already existing fighting styles. This way you can’t stack them with themselves. So, who would take...
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  • Laurefindel's Avatar
    Thursday, 20th June, 2019, 07:14 PM
    That'd be nice because at the moment, take duelist and at 1d8+Str+2, you're still better holding your weapon in one hand than "downgrading" to 1d10+Str versatile damage. 1d10+GWF is about the same as 1d8+duelist, so in that sense it's pretty balanced, but the perceived issue remains; even in this ideal case the versatile quality of the weapon is mechanically useless. I guess versatile weapons...
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  • Laurefindel's Avatar
    Thursday, 20th June, 2019, 04:17 PM
    I understand the confusion, the strike-through didn't transfer like the bold and italic. I corrected the OP Here's the intent: On your turn, as you make an attack roll, you can use your bonus action to enable the "power attack" feature until your next round. You are not bound to use it on all (or any of) your attacks, but that would be the only way to use the -5/+10 on a reaction attack. ...
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  • Laurefindel's Avatar
    Thursday, 20th June, 2019, 03:55 PM
    I'm not sure if this was meant as an answer to my OP or to another poster, but I was suggesting +1 to AC or to hit, and weapon must be held two-handed. Otherwise I agree with you that choices, if any, must be equivalent and relevant. I'm not convinced about the irrelevance of having a choice, but I hear you about +1AC/to hit not being significant enough to be worth the question. By curiosity,...
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  • Laurefindel's Avatar
    Thursday, 20th June, 2019, 05:09 AM
    Ok, I'm thinking out loud here and would appreciate your input. About a versatile fighting style... Versatile is a cool concept that evokes many heroic fiction characters like Aragorn, Mad Martigan, Conan, Wulfgar, or Thor to name a few, as well as archetypes such as the katana wielding samurai or the battleaxe swinging dwarf. Unfortunately, from an optimizing point of view*, you’re better...
    49 replies | 2031 view(s)
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About Laurefindel

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Tuesday, 16th July, 2019


Monday, 15th July, 2019


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Thursday, 11th July, 2019


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Tuesday, 9th July, 2019


Monday, 8th July, 2019


Sunday, 7th July, 2019


Wednesday, 3rd July, 2019


Tuesday, 2nd July, 2019


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Friday, 12th April, 2019

  • 01:13 AM - ardoughter mentioned Laurefindel in post How do you handle hit points?
    Man this thread brings back memories. I remember a blazing row with Raven Crowking and others on this topic that went on for 30 pages or so. I do like Laurefindel's approach to the topic. For the record, I almost never narrate hp loss, too tedious, other than indicating increasing fatigue on the part of NPCs as they HP drains away. I have come to view HP as plot protection. A resource that keeps you in the story and you stay there until you loose it. Then things become questionable. I did in my youth explore other options, simulationist systems have too much random death and yet not random enough. While very few people survive 10 stab wounds some have lived long enough to take out their attacker. Wound systems tend toward the death spiral, and while that might be realistic it is not much fun. So, I tend to not think too hard about hit points and go with, while you have them you are still in the game and when they are gone at the mercy of others.

Thursday, 11th April, 2019

  • 09:11 PM - robus mentioned Laurefindel in post How do you handle hit points?
    Now, we could make some big changes to the game's rules so that you'd actually spend hit points as a resource, and combat was won in part (or in whole!) by bidding hit points against a foe's bid, but if we adopted that new process for mechanical resolution, it would be very notably not a traditional D&D/D20 rules set. I think simply making the player roll damage (now called "defense" or something) to find out how difficult it is to fend off the successful attack is all that's need to adjust to this definition of HP? The player is determining (randomly it's true) how much it costs them from their resource pool. But perhaps I'm thinking of some middle path between what you and Laurefindel are conceiving? But more likely I'm not fully grokking the issue? :)
  • 04:49 AM - Hussar mentioned Laurefindel in post How do you handle hit points?
    If you choose not to spend them, what happens? Well, going by the description Laurefindel provided, I'd say that the attacker gets to succeed. Meaning if the attacker is trying to kill you, you die. What a really fantastic way of modeling HP. Consider that yoinked. I LOVE that interpretation. It makes HP actually make sense. It's a player resource that they spend to avoid negative consequences. Which means that you could easily model just about anything you want to model. Such as, say, a duel where the goal isn't to kill the other, but, rather, to the first hit. Nobody actually scores a hit until someone runs out of HP. Or, if the PC falls off a cliff and doesn't die, it's because there was a tree sticking out that broke your fall, placed there by the expenditure of HP. Wow. I can see this being a fantastic way of running the game. And, as far as something like a poisoned weapon goes, well, sure, you can avoid the HP ablation of the weapon, but, the poison effect is separate, so, because of the poisoned weapon, you are somewhat constrained in how you ...

Wednesday, 19th December, 2018

  • 09:17 PM - dave2008 mentioned Laurefindel in post Encumbrance Variant (load vs equipment slots)
    In general I like the concept. Thank you for sharing. I am not sure if all the ratings are correct (I have looked at that closely). Also, I do think Laurefindel's simplification makes a lot of 5e since, but I could see your more detailed list as a variant.

Friday, 19th October, 2018

  • 10:46 PM - DM Dave1 mentioned Laurefindel in post 5E's "Missed Opportunities?"
    ...g to your race or background, in addition to spending it to gain advantage on a roll. Advantage/disadvantage and bounded accuracy are my favourite addition to this edition. That being said, monsters do feel like bags of hp sometimes, and although i don't think it has anything to do with bounded accuracy, I think they could have gone further with small but distinctive monstrous abilities, like what the orcs and goblins have. I think there could have been more low-magic setting possibilities if some of the core features were set as variants. For what its worth, that's where i think the missed opportunity was. Indeed, but each of those situations has a calculatable probability of occurring within the set of all possible outcomes and the most likely results, even expected value, can also be calculated. It's actually kind of a fun exercise. That said, my calculations say the expected value of the bonus is more like +6/-6 than +5/-5 (in fact, it would round up to 7). This site supports Laurefindel's post: http://zerohitpoints.com/Articles/Advantage-in-DnD-5

Tuesday, 16th October, 2018

  • 02:46 AM - Grognerd mentioned Laurefindel in post High-Level Features for Mid-Level Campaigns?
    I think you're missing an obvious question: why do the campaigns stop there? There are plenty of adventures in Dungeon and elsewhere that can be used. Dude... he answered that in his OP, directly behind what you mentioned... Long story made short, my campaigns usually run until level 11th-13th. The sweet spot for me is between 5th and 9th level; after the PC have enough hp to withstand challenging encounters, but before their low-level abilities become irrelevant (and before the PC have enough hp to face all but the most outlandish opponents). And he also very politely requested... (please don't reply just to say how high levels aren't that difficult to play; that is a good discussion, but one we can have in another thread) I mean... c'mon. Just help the brother out! Laurefindel, I obviously haven't checked this out for balance and whatnot, but you could always parallel 1e. Normal progression up until level 10, then from levels 11+ instead of the normal HP progression, characters gain either +1 (1d6 Hit Die), +2 (1d8 HD), or +3 (1d10 or 1d12 HD) Hit Points with no Constitution modifier. That changes the paradigm for Fighters (for example) from gaining 60+CON Modifier/Level Hit Points - which could easily total 100 HP or more - to 30 HP flat rate. Then you get to keep the characters a bit more mortal, yet not have to rework the entire set-up. Similarly, you might (as you have already intimated) take a page from Basic D&D when they had Demihumans who could only rise to 12th Level or whatever, but every X additional XP gained an A, B, C, et al. feature. This would be done similarly to the Epic Boons but limited to the class features of the characters.

Sunday, 26th August, 2018

  • 08:15 PM - Satyrn mentioned Laurefindel in post Revised Ranger update
    I'm curious as to your reasoning. How could the Animal Handling rules have been made more clear and that helped the Beastmaster? Keeping in mind that Bard's and Rogues Expertise could mean they are far Superior with the Animal Handling skill if they desired to be. I made a comment similar to Laurefindel's I think it would improve the beastmaster because it would show the baseline power of the pet if it belonged to the party's rogue, and then we could all actually see how the beastmaster's pet-related features are improvements to the pet, and by just how much. Plus, it'd be clear that you don't have to be a beastmaster to have a pet.

Wednesday, 13th June, 2018

  • 04:05 PM - OB1 mentioned Laurefindel in post Dropping to 0 HP - Alternate Rule
    ...le. That said, for the next campaign I’m running, I’m looking for a slightly grittier style, with the heroes constantly pushed to their limits and having to constantly compromise their goals just to stay alive. To this end, I’m looking for rules that encourage finding other solutions to encounters than combat. Retreat from combat that isn’t going overwhelmingly well except when the stakes are worth the risk. And when they do engage? Go hard and fast to minimize the chance of anyone dropping to zero. And make getting into the next combat all the more risky. I want to make combat feel risky and dangerous. At the same time, I hate the mechanic of unconsciousness, as the only lever I have to make that dangerous is to hit PCs when they are down. Which means not a death spiral, but pretty much instant death. I want this rule to allow players to take risks to be heroic when they want to or retreat when they need to. I want to give them increased agency over the zero HP condition. Laurefindel same rate of exhaustion recovery, though I was considering allowing a player to spend half their level in hit dice after a long rest to recover an additional level of exhaustion. Also, strongly thinking about making level 6 exhaustion unconsciousness, and if at 0HP requiring a death save every round and if above 0 a death save every hour to mimic the action trope of clinging to life with grievous injury. I probably won’t turn this into a Con save, to keep those proficient at a max of 75% success rate. I do like the idea that a barbarian or fighter can risk continuing to fight while at 0 HP. Saelorn - what do you see as the complicated part of this? Seems straightforward to me but perhaps I’m missing something or not articulating the rule correctly. Again, appreciate the feedback everyone! I know this isn’t to everyone’s taste, but I think/hope it encourages a style of play and change in tactics that can be interesting for certain types of campaigns.

Friday, 18th May, 2018

  • 07:07 PM - Satyrn mentioned Laurefindel in post Inspiration & Hero Points Math
    Sorry, Lan, this isn't aimed at you at all, your post was just convenient rant fodder. I've mistaken Laurefindel for Lanefan before. Does this mean I'm not alone in doing so?

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Monday, 15th July, 2019

  • 06:06 PM - Tony Vargas quoted Laurefindel in post What are your Pedantic Complaints about D&D?
    This is entirely possible with the Ready action.Nope. The readied character would have to either move ahead of the one he was trying to move with, then ready, or take the readied action and move only 30' to the other's 60. To be fair, Delay doesn't do it, either, the other guy moves, /then/ you move right after. It's one of those things you just need to common-sense hand-wave. (sorry, I forgot the point of the thread there for a moment) Very true. The game could state that a combat round is the length of time needed for all participants to complete their actions, with the caveat that this is generally from 6-10 seconds, but can be longer as needed. But I have a feeling that for some others, this would be too willy-nilly. So if you were fighting a delaying action, you could filibuster by declaring legal actions that would arguably take the longest possible time to complete. I used to joke about "just hold 'em off for a few minutes!" 1e: "No Problem!" RQ: "We'll do our best." ...
  • 05:47 PM - Blue quoted Laurefindel in post What are your Pedantic Complaints about D&D?
    Falling damage in D&D is linear? I mean come on, I’ve done physics, you’ve done physics, we all know that gravity is quadratic! And then what, out of a sudden drag goes from 0% to 100% as an opposing force? Back in the time of one of the TSR-edition D&D editions they came out with this in Dragon magazine. It worked well from traps and such, but it made some general environmental hazards impossibly deadly. If we're already accepted the game assumption that you can be hit several times by a battle axe, roasted by a dragon, and you're still fighting, then the realism of a 40' fall from failing a climb check on a cliff killing you was not in genre.

Friday, 21st June, 2019

  • 10:35 PM - Ristamar quoted Laurefindel in post On GWF and a versatile fighting style
    That was our de-facto application in my last game but as it was said above, it would enable monks to use GWM and combine it with martial arts, enable GWM for small-sized creatures, and enable GWM with finesse moonblades and sunblades. I'm trying to think of other implications, but those were the main ones we identified (and just shrugged off) last time we did that. Good point. The Fighting Style fix (keeping GWM in its original form) would address the Small creature concern, but not the Monk issue. I wouldn't find the finesse Sun Blade/Moon Blade use to be a problem. If it's truly a concern, have the finesse property replace the versatile property. This wording would circumvent the Monk GWM issue, but it's a little more finicky: Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-ha...
  • 05:35 PM - Toledo quoted Laurefindel in post On GWF and a versatile fighting style
    Nah, I moved away from the bonus-action power attack as soon as I got to the berserker barbarian, which is literally the first class/subclass presented in the PHB! It never was about hate; it was an exploration on approaching the Two-Weapon Fighting conundrum (which cannot do any of the things you mentioned above) from a different angle. (BTW, your Crossbow Expert ranger is also dependent on its BA, as it basically is TWF for ranged weapons). But posting here usually triggers new ideas, or at least brings me further, aside, or above my original train of thoughts. Nevertheless, in the present set-up, other combat styles have a hard time competing with GWM (and its little brother Sharpshooter), partly because it specifically doesn't monopolize your bonus action. I was just joking about the hater business, hope that came across well. I understand about the concerns for GWM and sharpshooter (which is actually the big brother when the Archery style is picked). The one handed close combat weapons ...
  • 04:42 PM - Toledo quoted Laurefindel in post On GWF and a versatile fighting style
    I understand the confusion, the strike-through didn't transfer like the bold and italic. I corrected the OP Here's the intent: On your turn, as you make an attack roll, you can use your bonus action to enable the "power attack" feature until your next round. You are not bound to use it on all (or any of) your attacks, but that would be the only way to use the -5/+10 on a reaction attack. The cleave feature is free however, with a limit of once per turn If you make the "power attack" a bonus action, you're going to completely nullify certain sub-classes. Currently I have a level 8 Samurai in a campaign, and she has the Defense style and has Great Weapon Mastery feat. The Fighting Spirit component of Samurai requires you to use a bonus action to activate the advantage and temp HP components. I normally only use the -5/+10 component when I have advantage. However, if I want to use the -5/+10 component, I'd not be able to use Fighting Spirit. As it is, when I use Fighting Spirit, I don't get ...
  • 04:12 AM - dnd4vr quoted Laurefindel in post On GWF and a versatile fighting style
    This all holds true as long as no upcoming versatile master feat gives versatile weapons the finesse or heavy property however. LOL and this is exactly what our house-ruled versatile property does! I don't see the need for a feat for versatile, but that is just me.

Monday, 17th June, 2019

  • 10:21 PM - Saelorn quoted Laurefindel in post If you could put D&D into any other non middle ages genre, what would it be?
    Alternatively, instead of altering the resting/healing rules, alter the conception of damage. [...] Personally, I find it easier on my brain to see this resource - the character’s hit points - as anything but wounds that wouldn’t heal overnight.I'm not going to jump through any hoops to try and explain why a "hit" isn't really a hit, or why "cure wounds" isn't actually curing wounds. Nobody has time for that. If the game isn't doing what it says it's doing, according to its own terminology, then I'm going to fix the game so that it does.

Friday, 14th June, 2019

  • 01:37 AM - Garthanos quoted Laurefindel in post What do you love about your favorite edition that ISN’T rules related?
    I know the OP mentioned Vancian Casting as an example of undesirable subject but, here I go: Vancian Casting Not as a game mechanics - that is not being discussed here - but as an in-game (fluff) property of magic. 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 the stories exceptions to the living spell that struggled to escape your brain flavor (basically cantrip effects that were almost side effects or changes in the caster) - of course this was a bloody long time ago so I cannot claim precise memories. I love that my favorite editions flavor is entirely my own and that it doesnt take hacking to make it so.

Tuesday, 11th June, 2019

  • 01:59 AM - Ashrym quoted Laurefindel in post Wizards (et al.) Casting Known Spells?
    That would leave the ranger as the only divine caster, getting rid of wizard, druid, paladin, and cleric, making the bard the main healer and the warlock the most priestly-type character. A whole lot of spells would exist as magical secrets for bard only, although the divine soul sorcerer technically covers all of the cleric spells. that would be a very cool campaign premise, but a clear departure from the base assumptions of a typical D&D game. Divine vs not divine spells is fluff and the priest background over-rides "priestly" classes for anyone who wants the fluff. Religion is also easy to tie in regardless of background. I've played campaigns banning magical healing too. It's also unnecessary in 5e because of the healer feat, potions on the equipment list, and hit dice healing on short rests. Plus the various class self healing that may be available. If a group does believe they need a dedicated magic healer then bards work and divine sorcerers as an alternative. It plays jus...

Monday, 10th June, 2019

  • 01:31 PM - CapnZapp quoted Laurefindel in post Improving Two-Weapon Fighting
    Agreed, However, the point is that this can be what TWF becomes; if the principle holds true. Something like “whenever you make a melee attack as a bonus action, you can also make an attack with your offhand weapon”. Thing is, I’m not sure if the principle does hold true, and if it would solve enough of the problem to be considered as a solution. There are too many desirable things you might want to do with your bonus action. It would still mean TWFers would be barred from, say, a magic item that lets you take the Dash action as a bonus action. I would never take TWF except in the most magic-light of campaigns, and probably only in a feat-less game as well. (My own games are the polar opposite of that) Making a choice at level 1 that you only pay for ten levels later, a cost you're probably not even aware of, is the reason I dislike the design of TWF.

Saturday, 8th June, 2019


Friday, 7th June, 2019

  • 07:55 PM - Xeviat quoted Laurefindel in post Improving Two-Weapon Fighting
    I understand this doesn’t factor in the maths whatsoever, but rolling one die for damage without bonuses feels... unsatisfying. Especially at high level. So yes, the high-level fighter would make 4 off-hand attacks, but they would all feel rather weak. It’s only a perception issue, but somehow i can’t get over it. Magic weapons would still apply a bonus. I'm just leaving off the +3-+5 from Str/Dex.
  • 02:03 AM - TwoSix quoted Laurefindel in post Improving Two-Weapon Fighting
    I understand this doesn’t factor in the maths whatsoever, but rolling one die for damage without bonuses feels... unsatisfying. Especially at high level. So yes, the high-level fighter would make 4 off-hand attacks, but they would all feel rather weak. It’s only a perception issue, but somehow i can’t get over it. Cast hex or hunter's mark, you'll feel better. :)

Thursday, 6th June, 2019

  • 09:22 PM - kenmarable quoted Laurefindel in post Jonathan Tweet: Prologue to Third Edition
    I really like these articles! Thank you mr. Tweet! However - and I must be the only one thinking like that - I really liked AD&D 2e’s take on the demons and devils. I like their names, I like DiTerlizi’s uniform looks, i like 2E’s attempt at rationalizing them with (somewhat) consistent lore. I like that demons and devils were just the names that mortals gave them [edit] hum, apparently I’m not the only one... And while i now understand how unsustainable releasing mounds of different settings must have been, I always appreciated them in a “this is how you make your own campaign setting kids!” kind of way. Sometimes I feel like I'm the only one that liked the names Tanar'ri and Baatezu. Pretty clearly there are several of us. Personally, even if the motivation behind the change was dumb, I loved that change! As a teen playing AD&D, calling them demons, devils, and angels was boooooooring and they were so cliched in movies, books, etc. I still get bored every time I call them "demon...
  • 07:26 PM - vincegetorix quoted Laurefindel in post Let's Talk About THAC0
    We always pronounced it “tako” as opposed to “tak zero”, and used masculine pronouns. That seemed pretty universal in my groups from the Laurentians to Montreal to Sherbrooke here in Quebec. Never played in the Quebec city area however. I'm also in the ''le tako'' camp and I'm in Québec City, but I had players from the south side of the river (Levis, Kamouraska and Beauce refer to it as ''la Tak-zero''. Strange people on the south side...strange people... :p Anyway, thanks all for your answers, you may ignore my thread derail.

Wednesday, 5th June, 2019

  • 02:48 PM - mortwatcher quoted Laurefindel in post Let's list the "broken" spells
    I gotta agree with CapnZapp on that one, Course correction mid campaign is one thing - adjusting as we go is expected- but when I’m compelled to add a very specific ability to counter a very specific PC spell just to give the fight a fair chance of being fun, something’s wrong. I never played by the adage that “if it ain’t broken, don’t fix it”, but if i can’t have fun with the game without fixing it; it was broken. now this comes down to what you mean by fun because for me, using that big spell to completely shut the baddie down sure feels great and fun, so I do not see it as broken if your players are telling you that it feels not fun for them when combats are shut down by those big spells, then you should adjust on a macro level

Wednesday, 15th May, 2019

  • 05:06 PM - Beleriphon quoted Laurefindel in post Help me name the fantasy-historical pantheons
    Sorry, I didn't mean to give anyone the impression that I was defending a single native American pantheon/religion. My point is that Olympian and Asgardian shouldn't have to be dismissed as names for Greek/Roman and Norse-inspired pantheons because they are seats of power where only part of the gods/creatures of that mythology live. Calling them Hellenistian, Romanus or Norscan still implies that they are named after a culture, which isn't as neutral (if the intention is to remain generic) as the name of a place tied to that mythology, in this case Mount Olympus or Asgard. The line of reasoning makes sense. Sticking with a place works as it make it clear through our cultural associations what we're talking about. Olympians means the Hellenistic gods of classical Greece. So Zeus, Hades, Aphrodite, and the rest. They don't literally have to reside on Olympus in myth to know what I mean when I say that. Same for Norse myth, Asgard is an important place in the myths and most if not all of them s...
  • 02:55 PM - Umbran quoted Laurefindel in post Help me name the fantasy-historical pantheons
    You do realize that: A) America (and Canada) comprise of a lot more terrain types/regions than the plains. B) Assorted tribes lived in all of them. And still do. Yes. Simply put - the Native Americans are not a single culture with a unified pantheon. There are several different traditions and belief systems among them. Neither all Norse Gods were Asguardians; Loki, Frey and Freya, to name a few, were not. ... So you are right, they are not accurate, but I don't think this automatically disqualify them as names for real-world mythology-inspired pantheons. Not equivalent. Yes, among the Norse gods there were Aesir and Vanir and other groups. But all of those characters spent time in Asgard, interacted, and knew each others names, and appear in the same stories. The collection of gods at least wound up as the pantheon of what we can (at least roughly) call one religious tradition. Call him Odin, Wotan, Grimnir, or one of several other names, there's a period where most of th...

Thursday, 2nd May, 2019



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