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  • Saelorn's Avatar
    Yesterday, 11:40 PM
    I really like Hit Points as a simple, abstract measurement of health. I like how it avoids the death spiral of accumulating penalties, giving the underdog a real chance to fight back in a losing situation; while simultaneously providing an extremely visible and understandable metric for how badly you're hurt. The efficiency of that game mechanic - the amount of work it does, relative to the...
    10 replies | 413 view(s)
    2 XP
  • Saelorn's Avatar
    Yesterday, 08:37 PM
    As a DM, you should only add a race to your setting if it makes sense for them to be there. Personally, it's hard for me to justify more than six races on a single planet. The only settings which should come close to having a dozen races or more should be something like Forgotten Realms (which is basically just a joke setting, haha wouldn't it be funny to have a world with everything in it?)...
    77 replies | 2140 view(s)
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  • Saelorn's Avatar
    Yesterday, 08:29 PM
    A weak character should never hit harder than a strong character, all else being equal. In my opinion, you could just have finesse weapons add Strength to damage instead of Dex, and leave everything else as-is. Maybe we'd actually get a character with decent Strength and Dexterity, once in a while.
    52 replies | 1179 view(s)
    3 XP
  • Saelorn's Avatar
    Sunday, 14th July, 2019, 04:58 AM
    They tried really hard to separate the mechanics of a class out from its narrative identity, because they wanted to leave character identity as a matter of background. The reason it doesn't work is because class mechanics exist as a reflection of that identity. A wizard that isn't a scholar is a contradiction in terms; being a scholar is the entire reason why a wizard can cast spells. A ranger...
    65 replies | 1700 view(s)
    1 XP
  • Saelorn's Avatar
    Saturday, 13th July, 2019, 02:19 AM
    On the one hand, sure. On the other hand, the game is already pretty complex at the baseline, so I'm not terribly eager to add in a bunch of optional rules.
    65 replies | 3149 view(s)
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  • Saelorn's Avatar
    Friday, 12th July, 2019, 11:44 PM
    I don't know that PF2 really has any unique rules. The action economy is very reminiscent of old Shadowrun (and I'm sure many other systems), and the everything-as-feats approach has been done to death in countless heartbreakers throughout the last two decades.
    131 replies | 9249 view(s)
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  • Saelorn's Avatar
    Friday, 12th July, 2019, 08:19 PM
    Tangential to a couple of points, but I really like how definitive the older games were. Things work the way that they work, and you don't have to pore over minutiae to figure out how to make them work differently, because those options don't exist. I like that melee attacks are based on your Strength. There's no feat that changes it. You can't just limit yourself to a specific sub-class of...
    68 replies | 2237 view(s)
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  • Saelorn's Avatar
    Friday, 12th July, 2019, 07:26 PM
    Much like the guideline of six encounters per day, this seems like a gap between the design intent and player experience. Those things should come up, and those should be useful abilities, if you're playing the way that the designers expect you to play; in much the same way that the warlock and the wizard are relatively balanced, if you follow the encounter guidelines. Mechanically,...
    352 replies | 12037 view(s)
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  • Saelorn's Avatar
    Thursday, 11th July, 2019, 08:27 PM
    I'm not saying that you couldn't make the distinction, if you really wanted to. I'm saying that, if you do make the distinction, and you include separate modifiers for each, then they are redundant for the task of distinguishing a character's competence within a given level. A simpler alternative would be to only use the proficiency bonus, say that it represents some combination of natural...
    131 replies | 9249 view(s)
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  • Saelorn's Avatar
    Thursday, 11th July, 2019, 07:55 PM
    It's two different problems. The level bonus addresses the issue of epic heroes being better than novice ones. The proficiency bonus addresses the issue of individual distinction within heroes of the same caliber. What I don't get is why they need both proficiency bonus and ability modifiers, since those both address the issue of distinction within a tier. It would make more sense to use...
    131 replies | 9249 view(s)
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  • Saelorn's Avatar
    Wednesday, 10th July, 2019, 10:38 PM
    Not if it was just one, no. I'm talking about a routine. Walk through this maze, and try to find the exit. If you fail to notice the signs which distinguish the real exit from the false ones, then you are physically beaten. Participation is mandatory. Failure results in pain. Repeat a hundred times. It doesn't matter whether or not you had previously been trained on what to look for; you...
    224 replies | 5486 view(s)
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  • Saelorn's Avatar
    Wednesday, 10th July, 2019, 10:23 PM
    How many of those concerts were life-or-death situations, though? How often were you required to play a guitar, regardless of your lack of training, with failure causing you to be ambushed by orcs?
    224 replies | 5486 view(s)
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  • Saelorn's Avatar
    Wednesday, 10th July, 2019, 09:42 PM
    That's a bad example, because nothing in your work or travels would have given you significant exposure to flute-playing. Contrast that with a wizard who, whether trained or not, is going to spend a lot of time trying to perceive monsters that may or may not be there, and who is going to have repeated first-hand exposure to sword-play. Just as it would be silly for you to spontaneously develop...
    224 replies | 5486 view(s)
    1 XP
  • Saelorn's Avatar
    Wednesday, 10th July, 2019, 08:33 PM
    True, but only if everything scales, which I don't think anyone was actually proposing. The suggestion is that all of your numbers go up with level (whether you're a PC, NPC, or monster). The rest of the world would stay the same around you. Should the situation arise, a level 15 wizard would still be as badly off swinging their sword against a level 15 monster as they ever were, but they'd be...
    224 replies | 5486 view(s)
    1 XP
  • Saelorn's Avatar
    Wednesday, 10th July, 2019, 08:16 PM
    That's not optimization. That's specialization. You're allowed to account for efficiency when optimizing a system. I honestly can't tell whether or not you're being serious here. But in any case, no, 5E is not a good system. It has obvious and glaring flaws that are immediately apparent to anyone who looks. Tool proficiency is one. The ambiguity between applicable saving throws is another...
    224 replies | 5486 view(s)
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  • Saelorn's Avatar
    Wednesday, 10th July, 2019, 07:55 AM
    Some people were content with Basic. That's no reason why everyone else should be stuck with that. If you can't criticize, then you can't optimize.
    224 replies | 5486 view(s)
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  • Saelorn's Avatar
    Thursday, 4th July, 2019, 02:10 AM
    Is it that monks can't use weapons or armor? Or that they don't? IIRC, the original fighting monks were trained by soldiers who had converted; and even 5E allows a monk to use weapons as proficiently as they fight unarmed. There's no reason why you couldn't have monk as a sub-class of fighter, as long they had a sub-class ability which gave them a good reason to eschew heavy armor. The main...
    60 replies | 1860 view(s)
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  • Saelorn's Avatar
    Wednesday, 3rd July, 2019, 07:02 PM
    I went with the classic four + monk. Everything else would either fit better as a classic class with an appropriate background, or is completely unnecessary. If I was forced to pick six, then I could add ranger, but only if the fighter was limited to being a melee class so that ranger could be the ranged class.
    60 replies | 1860 view(s)
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  • Saelorn's Avatar
    Wednesday, 3rd July, 2019, 08:57 AM
    That's a lot to process. I must admit that I don't fully see how the base mechanics works, and how the die (or dice) interact with the attribute values. Just a few observations: 1) Your stats are ambiguous. I'm not sure what the difference between Acuity and Intuition is supposed to be. If someone has a 16 in one stat, and a 6 in the other stat, then that seems like it should mean something...
    8 replies | 570 view(s)
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  • Saelorn's Avatar
    Monday, 1st July, 2019, 08:16 PM
    The very first time I played, back in high school, the DM sat me down in front of some computer program and told me to hit the "roll" button until I was happy with the numbers and their placements.
    67 replies | 1945 view(s)
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  • Saelorn's Avatar
    Friday, 28th June, 2019, 10:43 PM
    If I could move D&D into another setting, I would choose the Algol system. Sometimes I just want to hack at evil robots with my laser sword, while traversing a dungeon, in search of cake.
    448 replies | 15142 view(s)
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  • Saelorn's Avatar
    Friday, 28th June, 2019, 02:19 AM
    There are a lot of setting assumptions involved, before it becomes remotely feasible to mandate that every adult in the nation be capable of casting Magic Missile. I'm not saying that you couldn't do it, if you really wanted to, but it would require an awfully broad-magic setting. That's like the idea behind Eberron, taken to an extreme. As a rough guideline, I usually say that it takes seven...
    448 replies | 15142 view(s)
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  • Saelorn's Avatar
    Friday, 28th June, 2019, 01:59 AM
    Not a consensus, no. We just have a wide variety of house rules. Personally, I'm a fan of adding the damage from both weapons together, and treating that as a single attack (which scales with extra attack, no bonus action required).
    226 replies | 8923 view(s)
    4 XP
  • Saelorn's Avatar
    Friday, 28th June, 2019, 01:24 AM
    I was under the impression that 5E used The Forgotten Realms as its default placeholder, simply because it's well-known. That's a ludicrously high-magic setting, though. I certainly wouldn't consider it to be typical. I remember at least one book which described a level 6 wizard as "unthinkably high level." Obviously, if fire-throwing wizards are available in any town, then that's a far...
    448 replies | 15142 view(s)
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  • Saelorn's Avatar
    Friday, 28th June, 2019, 12:48 AM
    There's no consensus on what a "standard" D&D campaign world is. If you start with the observation that armed sailing vessels exist within your campaign world, then you can use that to help derive expectations about how common high-level wizards must be. I mean, they have to be rare enough to not preclude armed sailing vessels, right?
    448 replies | 15142 view(s)
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  • Saelorn's Avatar
    Thursday, 27th June, 2019, 09:30 PM
    I mainly use my understanding of the situation to double check its interaction with outside factors. The inherent ability of the character performing the action is a factor outside of the the approach to action. Many DMs forget that. (I'm not saying that you have that problem. Just in general.) It guarantees that the only ones who automatically fail are the ones with a modifier of -5 or worse,...
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Thursday, 27th June, 2019, 08:39 PM
    I also don't care about whether the roll I ask for has a guaranteed outcome or not. It's not super important, whether I know what everyone's modifier is. (The worst case scenario is just that they roll, and the guaranteed thing happens anyway; it's not a big deal.) The important part is in setting the DC. Declaring the DC before ascertaining certainty is an important consistency check. It...
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Thursday, 27th June, 2019, 07:58 PM
    How do you decide whether an action is certain or uncertain, if you don't first figure out the DC, or which modifier applies? It's trivial to figure out whether an action is certain or uncertain after you figure out the DC and the relevant modifier. The reverse should be impossible, since those two values are the only variables in the formula for certainty.
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Thursday, 27th June, 2019, 07:10 PM
    But how do you determine whether the outcome seems uncertain, if you don't even know which underlying mechanics apply? Do you just blindly guess? Do you use out-of-game knowledge? If possessing 30hp is not criteria which proves a character is immune to being dropped from an attack for (1d8+5) damage, then what is the criteria? More importantly, how are the players supposed to know what...
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Thursday, 27th June, 2019, 02:34 AM
    I have nothing against him, that I recall. I'm not saying that he's a jerk for doing it the way that he does. I am saying that he would be jerk if he did that without warning, while I was playing in his game. (Which I trust to not be the case, for several reasons.) As mentioned above, there is some ambiguity as to how that step works within the loop. As I see it, the only consistent...
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 11:16 PM
    MAR Barker wrote Empire of the Petal Throne, one of the first real alternatives to D&D, in 1974.
    30 replies | 1724 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 11:14 PM
    The problem is that nobody can agree on who the jerk is. It's either the DM who doesn't let something work, because of the rules; or it's the DM who doesn't apply the rules, because of reasons. By my count, the worst jerk of a DM is the one who doesn't apply the rules consistently, where you know that the only reason you're still alive is because they're intentionally playing the opposition...
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 10:39 PM
    To me, the Ranger is the first and best example of a redundant class. It's a Fighter, with wilderness scout flavoring. There's literally zero reason why you couldn't just play a Fighter, give them the appropriate skill choices, and call that a Ranger. (Except in 4E, of course, where Fighter was redefined as melee-Fighter. In that edition, Ranger existed to be a ranged-Fighter.)
    352 replies | 12037 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 09:58 PM
    Creating a game, setting and all, is little more work than creating a game and setting individually. In some ways, it's even easier, since you can use details from the setting to shape the ruleset. Assuming you're properly motivated, and devote a couple of hours to it every day, you could probably go from conception to production in less than six months.
    30 replies | 1724 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 09:23 PM
    To be perfectly fair, I'm sure that it works fine at your table, and that's the most that anyone can ask out of any house rule (or ruling). I would even expect that your ruling might change, depending on the players at the table and how they react to your rules, but that variable is beyond the scope of this sort of thread.
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 08:20 PM
    How do you decide whether innate toughness provides a reasonably effective defense? I wouldn't expect a knife-to-the-throat to be an effective doom scenario for a troll or dragon, and my level 14 paladin has far more in common with a frost giant than he has with a human peasant, by any quantifiable measure.
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 07:05 PM
    Not really, no. I can't think of a single edition where there were actually different rules governing what happens in combat and what happen outside of combat. In 5E, specifically, the only differences are that we assume it's not important to track the exact passage of time outside of combat; and we assume that combatants are always alert, instead of facing in one direction such that you can...
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 06:56 PM
    I wasn't just talking about snipers. I was also talking about critical hits, called shots, "vitality points", and many other house rules that give ways to bypass Hit Points. Such rules are universally bad, within the context of an HP-based system like D&D.
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 07:19 AM
    Two things: 1) From a consistency standpoint, there are too many problems with treating HP as anything other than pure toughness. The things which deal HP damage are primarily physical in nature, and none of that damage is adjusted for skill on the part of the defender; or rather, it is, but it uses the existing HP mechanics. Throwing a conscious person off of a cliff does not deal more damage...
    178 replies | 5480 view(s)
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  • Saelorn's Avatar
    Wednesday, 26th June, 2019, 02:28 AM
    As long as you allow an enemy sniper to one-shot a high-level PC, then it's perfectly fair, and balanced as a house rule. Otherwise, it's a standard attack, and the inability to be slain by a single arrow is an inherent trait of orcs (or ogres, trolls, etc).
    178 replies | 5480 view(s)
    1 XP
  • Saelorn's Avatar
    Tuesday, 25th June, 2019, 01:48 AM
    Some of the ideas were neat, but at the time it came out, the game was already bloated with many different types of magic, and adding another one felt unnecessary. The idea would work better if sword magic was the only type of magic in the setting. Failing that, the warblade and crusader could have replaced the fighter and paladin, but having all of those classes in the same setting was...
    35 replies | 1834 view(s)
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  • Saelorn's Avatar
    Sunday, 23rd June, 2019, 06:49 AM
    Not quite. Fifth Edition (with all healing at default) lets you play a particular style of game, where you handle a particular amount of quantifiable opposition within a defined period of time. If you have more healing (twice as many healing surges, for example), then you can handle more than that. If you have less healing (no healing surges, for example), then you can handle less. Regardless of...
    20 replies | 1027 view(s)
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  • Saelorn's Avatar
    Saturday, 22nd June, 2019, 09:58 PM
    I played AD&D for years, and we never had a healer. You just don't end up getting in as many fights. The only time you might need healing surges is if you both 1) have no healer, and 2) are following a pre-written script with unavoidable encounters. Otherwise, you can make do with a combination of rest and healing potions.
    20 replies | 1027 view(s)
    1 XP
  • Saelorn's Avatar
    Saturday, 22nd June, 2019, 02:38 AM
    I will fault that GM. That's a terrible GM, by my standards. Such behavior is a clear violation of the impartiality which a GM is expected to uphold. I don't want to start this debate, again, right before the weekend. It's been done to death.
    181 replies | 5617 view(s)
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  • Saelorn's Avatar
    Saturday, 22nd June, 2019, 01:57 AM
    If you're okay with manipulating players by giving them meta-game information that you expect them to act upon, by means of how you describe a scene, then... at least you're being consistent. I can't fault how your logic follows from your premise, regardless of how vehemently I disagree with that premise. Personally, I'm not going to meta-game, and I'm not going to allow meta-gamers at my...
    181 replies | 5617 view(s)
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  • Saelorn's Avatar
    Saturday, 22nd June, 2019, 01:20 AM
    Exactly. The content of the message is infinitely more important than how you phrase it. You use whichever words are necessary to make your audience understand the reality of the situation, because the important thing is that they understand you. Everyone suffers from cognitive bias, to some degree. Being aware of that bias is the first step toward compensating for it. The rules of an RPG...
    181 replies | 5617 view(s)
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  • Saelorn's Avatar
    Saturday, 22nd June, 2019, 12:29 AM
    I see the confusion. The title of this thread refers to the middle ages as though it was a genre; which is problematic, because the middle ages is just a setting, and the genre of D&D is high fantasy. In light of that, the conversation has forked between people carrying genre conventions into different settings (What if D&D, but in the Old West instead of Pseudo-Medieval Europe?), and actually...
    448 replies | 15142 view(s)
    1 XP
  • Saelorn's Avatar
    Friday, 21st June, 2019, 11:59 PM
    Don't react to my choice of words. React to what those words mean. The spike demon is equally threatening, regardless of which words I use to convey that threat. It isn't suddenly less-dangerous, just because I use cheap words and pop-culture references to convey that threat. It isn't more-dangerous, if I use scary words and graphic imagery. It is what it is, nothing more and nothing less,...
    181 replies | 5617 view(s)
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  • Saelorn's Avatar
    Friday, 21st June, 2019, 11:35 PM
    You say that, but really, it shouldn't. If I'm giving a factual description, and the player is reading into it based on the specific words I'm using, then that player is meta-gaming and they need to stop. Acting based on the level of detail in the GM's description, rather than anything observable to the character, is a text-book example of meta-gaming. If your players are cheating, then...
    181 replies | 5617 view(s)
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  • Saelorn's Avatar
    Friday, 21st June, 2019, 10:50 PM
    AKA, High Gygaxian
    181 replies | 5617 view(s)
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  • Saelorn's Avatar
    Friday, 21st June, 2019, 10:48 PM
    I don't follow. The GM's job is to describe the environment. If I stick to the facts in describing the environment, then the players won't be un-duly influenced. Besides, players aren't allowed to consider my word choice anyway, since that would be meta-gaming. My words aren't something that exist within the game world. The spike demon is.
    181 replies | 5617 view(s)
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  • Saelorn's Avatar
    Friday, 21st June, 2019, 10:30 PM
    As long as they understand what I'm getting at, that's the important thing. Whatever words are required to help them understand, as long as they get it, the exact words aren't important. I mean, I'm not some author writing a novel. I choose my words to best reflect the reality of the game world, but regardless of which words I choose, it's the reality which is the important thing. I don't want...
    181 replies | 5617 view(s)
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  • Saelorn's Avatar
    Friday, 21st June, 2019, 09:16 PM
    Healing surges can be removed entirely, to streamline that whole economy. They just aren't necessary. Likewise with Inspiration (if you used that). One very specific rule that I implemented in a previous campaign is that you can stow a weapon and draw its replacement as a single free interaction, so you wouldn't feel obligated to litter the map with discarded weapons. I also subscribe to a...
    20 replies | 1027 view(s)
    3 XP
  • Saelorn's Avatar
    Friday, 21st June, 2019, 07:42 PM
    What does it mean to increase the result of a skill check by +10? You're more likely to drown, but if you do succeed, you swim amazingly?
    50 replies | 1511 view(s)
    2 XP
  • Saelorn's Avatar
    Friday, 21st June, 2019, 07:29 PM
    How do your players feel about their epic god-slaying hero being murdered in their sleep by some punk with a knife, with their only possible defense being a Perception roll (at Disadvantage) to wake up in time?
    448 replies | 15142 view(s)
    1 XP
  • Saelorn's Avatar
    Thursday, 20th June, 2019, 01:19 AM
    Nothing is certain. Everything is just a probability. I concede that there are some difficult fights where in-combat healing can be the difference between success and failure. For any given fight, there's a certain percent chance that you'll succeed without in-combat healing, and a greater percent chance that you'll succeed with in-combat healing. What I'm not convinced of, is that the...
    60 replies | 2513 view(s)
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  • Saelorn's Avatar
    Thursday, 20th June, 2019, 12:35 AM
    Theoretically, sure, but how often is the party in a position of losing a battle if they don't go all-out with their high-throughput but low-efficiency tactics? That's a pretty small window, where the party will probably lose if they're playing too conservatively, but probably win if they're more aggressive. That would be difficult to contrive, even if you were really trying.
    60 replies | 2513 view(s)
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  • Saelorn's Avatar
    Wednesday, 19th June, 2019, 10:10 PM
    Roughly the same thing as when McCree shoots Winston, in Overwatch.
    448 replies | 15142 view(s)
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  • Saelorn's Avatar
    Wednesday, 19th June, 2019, 09:34 PM
    I don't have a favorite thing about my favorite edition, at least when it comes to mechanics. Strangely enough, every good thing about 2E has been done better by another edition. The thing I like most about 2E is that it doesn't have some of the deal-breaker bad mechanics from other editions. Instead, I'll give you my favorite thing about my least favorite edition: I really like the...
    52 replies | 2696 view(s)
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  • Saelorn's Avatar
    Wednesday, 19th June, 2019, 08:12 AM
    That's an interesting critique. Would you mind expanding on that?
    111 replies | 8177 view(s)
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  • Saelorn's Avatar
    Monday, 17th June, 2019, 10:21 PM
    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.
    448 replies | 15142 view(s)
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    Monday, 17th June, 2019, 08:27 PM
    Yes, I am also a fan of Xena. * And Asterix.
    448 replies | 15142 view(s)
    4 XP
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    Monday, 17th June, 2019, 08:26 PM
    I do, and it's the primary reason why I can't play 5E unless something has been done to address the healing rules. When a goblin stabs you for 5 damage out of your 80hp, that's perfectly fine with me, because you're a mighty hero and you're wearing armor. Most armor is pretty good about dulling the impact of a sword. I can buy that it takes 16 hits before you've been battered into submission....
    448 replies | 15142 view(s)
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  • Saelorn's Avatar
    Sunday, 16th June, 2019, 06:20 AM
    The main reason is because spellcasters have so few spells known. I wanted to make sure that any spell was useful enough to cast seven times per day, and most utility spells in D&D are the sort of thing you only cast once every few levels. Water Breathing, for example; even if you learn it as a ritual, and it comes up once or twice in the campaign, it mostly just takes up space on your character...
    47 replies | 3198 view(s)
    2 XP
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Tuesday, 2nd July, 2019

  • 06:11 PM - Yaarel mentioned Saelorn in post Consensus about two-weapon fighting?
    Until theres a consensus, I like the suggestion by @Saelorn to combine the dice of the two weapons as a single attack. A bonus action can split the attacks, so as to hit separate targets.

Friday, 28th June, 2019

  • 03:12 AM - Yaarel mentioned Saelorn in post Consensus about two-weapon fighting?
    Those are good suggestions. @Saelorn: add the dice together as a single attack, scaling with Extra Attack, no bonus necessary. @Xeviat: but require a bonus to split between two targets. I would add: require a bonus if splitting into two separate attacks for any reason (such as to increase the chances for a special attack to hit).

Monday, 24th June, 2019

  • 02:52 PM - Michael Silverbane mentioned Saelorn in post GM DESCRIPTION: NARRATION OR CONVERSATION?
    So... To me, when the DM is describing things, setting the scene, relaying the results of actions, he is doing narration. Doing it in a conversational style doesn't make it not narration. In addition, the choice of using a conversational style still seems pretty deliberate. So, like in Bedrockgames 's case, he uses this style for a more authentic, easily accessible feel, and because he and his players prefer it. Similarly Saelorn uses a neutral, "just the facts" style of narration in an effort not to unduly influence his players. So... Word choice and phrasing are important, even if they are sometimes important for different things. Personally, I tend to move back and forth pretty fluidly between more fancy-pants talk and colloquialism depending on a number of factors, including things like, 'I thought of a cool thing ans want to try to express that to my players.' or, 'Steve is looking hangry, perhaps I can annoy him by using a lot of food words.' or, 'this combat is getting pretty intense, I'd better keep my descriptions punchy and on point.'

Saturday, 22nd June, 2019


Monday, 20th May, 2019

  • 11:51 PM - Yaarel mentioned Saelorn in post Favourite D&D edition thatís not 5E
    ...s fans? Thanks for doubling down on the reasons why I shouldn't even bother discussing this with you, and ironically proving your initial post wrong about how 4e fans react. The fact that you think me pointing out how 4e fans reacted (that you deny despite the evidence) is me gravedancing on 4e tells me all I need to know about your biases and disingenuous argument. Nothing in my post remotely was celebratory about 4e ending. I am a 4e fan. I never slandered 5e. I felt Ďbetrayedí by the loss of 4e, especially because 4e failed to provide an OGL. But I pretty much immediately understood that 4e was over, and spent my energy constructively during the 5e playtests. And even now, spend my time constructively with 5e. I have to agree with Tony. Where 3e fans launched a tidal way of negativity against 4e (and now apparently a tidal wave against Pathfinder 2), the 4e fans are largely innocent of this. 3e has its good guys. For example, I have never perceived spiteful negativity from Saelorn, and others. But 3e sure has its share of reactionaries.

Wednesday, 1st May, 2019

  • 10:58 PM - ParanoydStyle mentioned Saelorn in post Shadowrun Sixth Edition Announced!
    ...e. Kinda sucks because I haven't even had a chance to put together a Shadowrun: Anarchy game yet. How and why would this stop you? Shadowrun and Shadowrun: Anarchy are designed to scratch two very different itches. The former is a very crunchy simulationist tactical RPG. The latter is a Story First storygame. I don't see how one precludes the other. I played a lot of 1st and 2nd edition SR. Tried 5e and it was just to crunchy for me. Not sure I will buy this, but I like the idea they are simplifying it. I'd recommend trying 4E if you can find it free, cheap, or on sale. I can't compare it to 6E obviously because I haven't seen 6E but of the five editions of Shadowrun that ARE out on the market, I'm firmly of the opinion that 4E is the best. 4E is less crunchy and better than 5E so if you like 4E you might like 6E because it looks like it's aiming to be less crunchy and better than 5E. Typing numbers followed by the letter E is losing all meaning. I'd offer the same advice to @Saelorn. Our former Shadowrun GM was re-writing the setting for use with Genesys. I guess these are good indications a simplified system is needed. I don't know what Genesys is, but nonetheless ding!ding!ding! we got a winner! You're absolutely right. I was a huge, huge, huge 1e to 3e fan. 4e lost me and 5e turned me off as it was a bloated 4e (so it seemed to me). While this seems like a step in the right direction, I'm not sure... Emphasis mine. Speaking as an author of Shadowrun Fifth Edition? 5E WAS a bloated 4E. How did 4E lose you, if you don't mind my asking? It's my favorite edition, with third being a close second. HAHAHAHAHAHAHAHAHAHAHAHAHA!!!!! Ha! Fraggin' Ha! The Laughing Man strikes again? Oh man! All y'all saying that 5th was "too" crunchy?!?!?!?!?! LOLOLOLOLOL 4th and 5th were both farther steps away from crunch and towards rules "lighter" editions... If you thought 5th was too complex then you are showing you never played 2nd. I played 2nd. I WROTE 5th (not all of...

Tuesday, 30th April, 2019

  • 11:50 PM - TwoSix mentioned Saelorn in post Houserule: A change to the Paladin's Aura
    Yea, I agree with Saelorn. (That was weird to say. :) ) The paladin aura is great, but a +3-4 bonus makes it just worthwhile to accept the tradeoffs of having to stay within 10' of the paladin. Even a +5 is very far from an automatic save, and the best way to save against an area effect is not to be in the target area, which clustering around the paladin tends to inhibit. I also rarely see paladins raising Charisma past an initial 16, since they still need to have a good melee attack stat. So I don't see many paladins giving a +4-5 bonus.

Wednesday, 10th April, 2019

  • 08:15 PM - Satyrn mentioned Saelorn in post [5e] Rakshasas cannot be counterspelled (mostly)? Is that how you would play it
    The wording of counterspell seems to target the caster not the spell "You attempt to interrupt a creature in the process of casting a spell..." Jeremy Crawford has confirmed this. As such, Rakshasas would be immune to counterspelling (unless the counterspell was cast at 7th level+) This seems to make the monster (which has some decent spell casting ability) a bit more nasty. Is this widely accepted? counterpoints? Just a thought. PS. As I can't seem to apply any kind of tags in the mobile app - this is referring to 5e. I wouldn't rule that way based on the wording. As Saelorn says, it feels like a technicality and I just refuse to read 5e that way. However, I'd totally rule that way now because it sounds like a fun exception for this creature.

Tuesday, 9th April, 2019

  • 06:27 PM - OB1 mentioned Saelorn in post Help! Whatís the best place in the multiverse to hide from the Inevitables?
    First off there have been a ton of fantastic ideas already, and I just want to thank everyone for the inspiration! I can always count on the EnWorld community! Why do they have to be hiding out? Maybe the only way they can stay out of the reach of the inevitables is to keep running. If they're jumping randomly from plane to plane, the inevitables might be tracking them but haven't caught them yet. That means you could have the PCs meet them pretty much anywhere. I like this idea a lot. The PCs in this campaign are Mission: Impossible type agents, and I can see them tracking the Inevitables tracking the NPCs and trying to find a way to get one step ahead of them. Combined with the NPCs using Mordekaninís Private Sanctum (thanks Saelorn ) to rest and hide out between portal jumps, I think Iíve got a winner!! Once they catch up with the NPCs, itís just a matter of getting them to Nirvana in Mechanus, where they can be released from their contracts.

Wednesday, 3rd April, 2019

  • 01:17 AM - Zhaleskra mentioned Saelorn in post How to deal with death in RPG?
    Part of me is tempted to reply to Saelorn sarcastically. Instead, I'll be serious. Monsters from mythology lose a lot of their bite if they lose their defining trait. Did Perseus win because Zeus fudged the dice? No, he won because he used his brain and worked against what he knew Medusa would use against him. Would Perseus turning to stone have been random? No, because he knew what he was going against. And you know, a garden of statues in creepy poses would be a dead giveaway. That said, the idea of the "dungeon theme park" ride adventure has crossed my mind.

Saturday, 2nd March, 2019

  • 10:35 PM - Satyrn mentioned Saelorn in post In Defense of Milestone Leveling
    I think @Saelorn was essentially just suggesting a way to explain how "XP for fighting" can be viewed to make it palatable if you think it works weird. He could probably just as readily offer a way to explain milestone XP if someone thought that was the system that worked weird. I have no preference for an XP system. It's all just game mechanics to me, and I've never found that different XP systems improve or detract from my fun, so I just don't care. I'm not saying I don't care about gaining XP, if it's there to be gained, though. I would totally be chasing that carrot as part of playing the game, doing all the things that netted me that sweet level-up like @iserith suggests would happen.
  • 08:03 PM - CleverNickName mentioned Saelorn in post In Defense of Milestone Leveling
    ...for an unarmed civilian character as Ingrid Knudsen (Brigitte Nielsen) but Marion "Cobra" Cobretti (Sylvester Stallone) could kill all the cult of "the new world". With the right weapon you can kill a dinosaur and only a shot is enough. With remote-control drones you can kill enemies from other town, or country. You could drive a truck to run over horde of zombies. Buffy the vampire slayer only needed a RPG (rocket-propelled grenade) to kill the judge (season 2 episode 14) and the Mayor was tricked to go to a zone with lots of explosives. How should be the XP reward and the challenge rating when the monster is too hard, or easy? To which I replied: I don't mind experience points, but the way they are assigned has always seemed silly to me., and slanted toward violence. Why do we get experience for combat, but not for anything else? It's a little bit off-topic, but to answer your question: I plan to do milestone leveling in this campaign instead of handing out XP. And Saelorn joined the discussion. Experience Points are slanted toward violence, because levels primarily reflect your capacity for violence. Fighting is how you get better at taking a punch, which is the only stat that goes up with every level. If you're not going around and fighting everything, then it doesn't really matter what level you are. So I kicked it over here with this response: That's certainly true for some games. However, exploration scales with level just as combat does. With a higher level comes greater skill proficiency in things like Perception and Investigation, and better access to magic items (sorry, I mean "technology" and "computers"), vehicles, and other gear. You unlock class features and spells that let you move more easily, travel farther, carry more, and find things more quickly. Same for the social interaction pillar, as well. The higher your level is, the more proficient you have become in things like Deception and Persuasion, you've acquired items ...

Tuesday, 19th February, 2019

  • 10:52 PM - dave2008 mentioned Saelorn in post Epic Monsters: Cerberus (5E)
    Fluffy is not referred to as "a cerberus" or "the cerberus". He is referred to very specifically as a "three-headed dog." The name "Cerberus" is not used in either the book or the movie. That is what I thought, but @Saelorn seems to disagree with you. Now I have to go and try to find the book.

Wednesday, 13th February, 2019

  • 10:49 PM - Oofta mentioned Saelorn in post Ranged Options for All Classes
    He is correct in the example that is being discussed: of the character with multiple attacks. The character is not throwing a second javelin as a bonus action, they are throwing it as part of their Attack action. No two-weapon fighting required. Ah, I misread. Apologies. But as Saelorn pointed out it assumes you know you're going into a particular type of combat and doesn't make a difference after the second round.

Tuesday, 12th February, 2019

  • 01:00 AM - Oofta mentioned Saelorn in post Ranged Options for All Classes
    True dat. (EDIT: exception for Dual Wielder, I suppose... 3 each round for two rounds, then 2 for 3rd round and beyond... but anyway jeez that's a lot of thrown weapons to carry...) Saelorn beat me to it. I had a character that did that - two weapon fighting, etc. My DM also (house?) ruled that I could attack with my primary multiple times once I got a dwarven thrower. But that was the exception to the rule.

Monday, 11th February, 2019

  • 09:03 PM - Oofta mentioned Saelorn in post Ranged Options for All Classes
    Except for rage damage, and reckless attack, and the bigger weapons... The +2 to damage is nice (for the levels most people actually play), but hardly earth-shattering. I had forgotten about reckless attack since I don't have the PHB memorized yet. Assuming that at least some of your stats are average or below not getting reckless would hardly be the end of the world. As far as bigger weapons, going dual weapon with rapiers does just about as much if not more damage than other options for the levels most people play. In addition none of that addresses anyone that wants to run any number of archetypes that wear heavy armor and that should be perfectly fine with an average dexterity. As Saelorn said: if nobody can dump dexterity, it's a problem.

Saturday, 2nd February, 2019

  • 11:10 PM - Satyrn mentioned Saelorn in post JC Tweets: How Close to official rulings do you consider them to be?
    I see. So then would you agree that in absence of a wotc rule clarification in sage advice on something that what JC tweets about it is the next best clarification we have? No, I don't agree with that. I place no value in what WotC says. I have gotten a far better understanding of how to play 5e "by the rules" from iserith. I have learned how to present encounters better thanks to Saelorn ( I ignore anything he says about metagaming, though!). I have learned the glory that is the gnome paladin from Oofta. I could go on, but my point is that my game is better without listening to WotC.

Friday, 1st February, 2019


Friday, 25th January, 2019

  • 06:50 PM - TaranTheWanderer mentioned Saelorn in post Skill Checks (non time sensitive) homebrew fixes
    In the example, you've answered your own question - no one should make manacles that can be broken easily or quickly. Think about trying that in RL with handcuffs. Without a manufacturing defect, that shouldn't work the first time or the 20th. So it's the DC that's wrong, not that it's harder in later ones. ..... Maybe manacles need to have a DC so they can't be popped open by 10 STR people regardless if it's their first try. Doesn't the average person have -1 str? So, they shouldn't be able to get free even with a 20. But I don't think it's the DC that's wrong here....see below. Saelorn: I think 1 round (6 seconds)is too short a time span for most out of combat activities. I'd allow an attempt every 10 minutes or, maybe longer. It takes time to wriggle out of stuff. Doing a Strength check over and over will make noise. Given long enough increments, people come back and check on prisoners to make sure their bonds are secure. It shouldn't be that easy to get out of manacles. In short: Out of combat 'turns' are not 6 seconds. 'Turns' take as long as what's reasonable for the activity. I don't know what 5e rules say on this subject but I just go with whatever feels realistic. CleverNickName: Having the players give you a different way of tackling the problem is a great justification for another roll. I like that a lot. But some things just take time and patience. A puzzle, for example, just requires you to work at it until you figure it out.

Wednesday, 23rd January, 2019

  • 05:30 PM - dave2008 mentioned Saelorn in post In Defense of 4E - a New Campaign Perspective
    I never found RP in 4e difficult. I think they key is to ignore the printed adventures or liberally hack them, and to just play how you want. The game is extremely robust. The only problem youíll run into is slow combat, and we found that we could just halve all monster HP values and it works fine. I agree with you in general, but that is not what Saelorn is talking about. He/she has an issue with what he/she feels the mechanics are telling him/her about the game world. When he/she sees a minion at 1HP it makes no sense to him/her - he/she doesn't know what that means and thus cannot role play it. And there several more mechanics that create the same problem for him/her. These are not issue I or my group had, but they ones for him/her.


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Tuesday, 16th July, 2019

  • 04:33 PM - Ralif Redhammer quoted Saelorn in post What are your favourite single game mechanics?
    I totally agree. As much as itís super-abstract, I still prefer it to systems that have you take increasing penalties as you get injured. Itís completely elegant in its simplicity. Iíll add Shadowrun Anarchyís Glitch Die mechanic. You donít have to use it, but itís a gamble if you do Ė your action could be wildly successful, or go totally off-rails, depending on this single die. I much prefer this to the traditional glitch mechanic. Tunnels & Trollsí DARO/TARO rule (doubles/triples always roll over). The simple exploding dice mechanic means thereís always a chance. In general, I think the simplicity of T&Tís mechanics, and how early they came about, deserves more recognition. I really like Hit Points as a simple, abstract measurement of health. I like how it avoids the death spiral of accumulating penalties...deserves mention above all.
  • 02:57 AM - Arilyn quoted Saelorn in post Finesse rebalance
    A weak character should never hit harder than a strong character, all else being equal. In my opinion, you could just have finesse weapons add Strength to damage instead of Dex, and leave everything else as-is. Maybe we'd actually get a character with decent Strength and Dexterity, once in a while. Yes, yes. I'm tired of 18 str. and 8 dex. or 18 dex. and 8 str. warriors. It makes no sense. A true fighter is going to be strong and nimble. Would you really want to enter into battle all buffed up but super clumsy, or very nimble with strength of tissue paper? I know, it's D&D, and D&D often makes little sense, but this one always bothered me.

Monday, 15th July, 2019

  • 08:47 PM - Dannyalcatraz quoted Saelorn in post Does Your Fantasy Race Really Matter In Game? (The Gnome Problem)
    As a DM, you should only add a race to your setting if it makes sense for them to be there. Personally, it's hard for me to justify more than six races on a single planet. The only settings which should come close to having a dozen races or more should be something like Forgotten Realms (which is basically just a joke setting, haha wouldn't it be funny to have a world with everything in it?) and Planescape. See also Spelljammer.

Sunday, 14th July, 2019

  • 11:45 AM - Fanaelialae quoted Saelorn in post Required Class Skills
    They tried really hard to separate the mechanics of a class out from its narrative identity, because they wanted to leave character identity as a matter of background. The reason it doesn't work is because class mechanics exist as a reflection of that identity. A wizard that isn't a scholar is a contradiction in terms; being a scholar is the entire reason why a wizard can cast spells. A ranger that isn't an outlander is not really a ranger, narratively speaking. As with most things in this edition, there are too many ideas competing for space, and the net result is a patch-work of mediocre ideas that fails to hold up under scrutiny. They need backgrounds as an independent variable, because fighters don't otherwise have an identity; but rangers do already have an identity, and giving them a background on top of that should either be redundant or contradictory. They ended up going with mechanical consistency (everyone gets a background), because they weren't willing to consolidate the ranger ...

Saturday, 13th July, 2019

  • 08:42 AM - DMMike quoted Saelorn in post How do you get to GURPS?
    Yeah, if the GM gives a player a stack of GURPS books with a zillion options, creating a character from scratch is daunting. The template system, however, makes this much easier. . . Templates won't convert someone into a GURPS fan if the system is otherwise anathema to their preferred game design, but I've found that they largely eliminate any barriers to entry during the character creation process. So GURPS, or the GM's intended complex game, just needs some training wheels to get new players into it? On the one hand, sure. On the other hand, the game is already pretty complex at the baseline, so I'm not terribly eager to add in a bunch of optional rules. This is my concern. Is a gateway RPG the solution here, or might that just muddy the waters? A certain other thread is making a good case for D&D as a gateway RPG...But on the other hand, once players are accustomed to armor class and attack bonuses and 5 foot squares, it's hard to teach them something new. And dare we say it...b...
  • 02:50 AM - MoonSong quoted Saelorn in post Is Pathfinder 2 Paizo's 4E?
    I'm not saying that you couldn't make the distinction, if you really wanted to. I'm saying that, if you do make the distinction, and you include separate modifiers for each, then they are redundant for the task of distinguishing a character's competence within a given level. A simpler alternative would be to only use the proficiency bonus, say that it represents some combination of natural talent and learned skill, and only use that one bonus (in addition to the level bonus). It would prevent issues where (for example) the cleric is more perceptive than the ranger, when their Wisdom gap is greater than their proficiency gap. It would also solve the annoying old problem where the only way to truly specialize was to have both the maximum ability modifier and the maximum skill bonus. Ideally I would have ability modifiers not affecting skill bonus by themselves, I would rather high ability bonuses helped you have higher proficiency levels faster. Edit: An on topic, this isn't necessarily a ju...
  • 02:37 AM - Rory Fansler quoted Saelorn in post How do you get to GURPS?
    On the one hand, sure. On the other hand, the game is already pretty complex at the baseline, so I'm not terribly eager to add in a bunch of optional rules. Thats fair. Though in this case the rule is Deceptive Attack (p. B369): For every -2 penalty you choose to your attack roll the foe gets -1 to his defense roll. You may nor reduce your final effective skill below 10 for this. Feint (p. 365) is a bit more complicated since its written up as a Maneuver (or action) but basically is a quick contest of weapon skills. If you win (roll better than they do) your next attack lowers their defense by 1 for every point you won by. Again its a little more complicated since it describes what happens if you succeed and they fail, you both succeed, etc. I find Deceptive Attack to be more popular. Its more of a penalty but you dont give up an attack to do it.
  • 01:50 AM - Rory Fansler quoted Saelorn in post How do you get to GURPS?
    A swordfight between two high-skill swordfighters actually is a lot like that fight in Princess Bride, in that you'll have dozens of exchanges without anyone landing a blow. You can have fun with the narration, but even then, it's not terribly satisfying from a gameplay perspective. Thats when you add in Deceptive Attack and Feints or even use the optional rules in GURPS Martial Arts I think titled "Duels Between Masters". I've found the players who like high skill over brute force tend to enjoy those fights.Its generally more fun then just killing by attrition (wearing down a large HP total). As for Supers I find them the most difficult and frustrating for players. The problem is so many options and they have to really understand the setting and baselines. My current group has a Venom type, speedster, Namor/Aquaman type, and one guy still trying to work it out but basically a leader/tactician type. The easiest for the player and build I'm most happy with is the Aquaman type. The player told...

Friday, 12th July, 2019

  • 07:51 PM - Flamestrike quoted Saelorn in post What is the Ranger to you?
    If some hypothetical multi-class monstrosity is a better Ranger than the Ranger in the book, then that points to the optional rules being unbalanced, rather than there being something wrong with the core class. Its a Dex based Fighter/ Scout/ Ranger. Not sure how that's a 'multi-class monstrosity'. It's entirely thematic. It's basically a special forces soldier. And I disagree that it points to Multi-classing being unbalanced. The Ranger (as a whole) sucks after 5th level even if you're forced to stay with the class in a game where there is no Multi-classing. Its class features after 5th level are medicore at best (including the capstone). It literally gets to coat itself in Mud at 10th level (WTF?), gains a watered down version of Cunning action at 14th level (which Rogues get at 2nd) that only lets it Hide as a bonus action (no dash or disengage) - things that Goblins can do better just be virtue of being Goblins, and improvements to it's 'exploration pillar' stuff that no-one uses anyway...

Thursday, 11th July, 2019

  • 08:09 PM - CapnZapp quoted Saelorn in post Is Pathfinder 2 Paizo's 4E?
    What I don't get is why they need both proficiency bonus and ability modifiers, since those both address the issue of distinction within a tier. It would make more sense to use either one or the other. Nature vs nurture. Trained vs natural

Wednesday, 10th July, 2019

  • 10:46 PM - Slit518 quoted Saelorn in post Why don't everything scale by proficiency bonus?
    That's a bad example, because nothing in your work or travels would have given you significant exposure to flute-playing. Contrast that with a wizard who, whether trained or not, is going to spend a lot of time trying to perceive monsters that may or may not be there, and who is going to have repeated first-hand exposure to sword-play. Just as it would be silly for you to spontaneously develop musical ability for no reason, it would be equally silly for this wizard to learn nothing after they have been given so many opportunities. But flutes are a tool and tools are something you can be proficient in. And why can't a carpenter/mason also possibly play flute on the side? And how do we know the carpenter/mason didn't face hardship in his journey? He hacked his way through the rainforests of the amazon, just to fight off cannibalistic tribes on his way to his destination to learn the ultimate masonry skills. He climbed the mountains of Tibet to learn from the best carpenters in their area, ...
  • 10:27 PM - Sacrosanct quoted Saelorn in post Why don't everything scale by proficiency bonus?
    How many of those concerts were life-or-death situations, though? How often were you required to play a guitar, regardless of your lack of training, with failure causing you to be ambushed by orcs? Doesn't matter. In a life or death situation I wouldn't suddenly learn how to play. Don't be silly. (also, that's shifting the goalposts from what the OP is describing. They didn't limit a prof bonus only in life and death situations, but all situations based solely on level)
  • 10:17 PM - Sacrosanct quoted Saelorn in post Why don't everything scale by proficiency bonus?
    That's a bad example, because nothing in your work or travels would have given you significant exposure to flute-playing. Contrast that with a wizard who, whether trained or not, is going to spend a lot of time trying to perceive monsters that may or may not be there, and who is going to have repeated first-hand exposure to sword-play. Just as it would be silly for you to spontaneously develop musical ability for no reason, it would be equally silly for this wizard to learn nothing after they have been given so many opportunities. It's not really a bad example. In my world travels over the decades, I've been to a lot of concerts. From middle of nowhere Weird Al at a fairground concert, to 20,000 filled stadiums, to Rockfest, to 4 day long concerts in Amsterdam. A LOT of concerts. And you know what? I still don't have any clue how to play a guitar.
  • 09:47 PM - jgsugden quoted Saelorn in post Why don't everything scale by proficiency bonus?
    That's not optimization. That's specialization. You're allowed to account for efficiency when optimizing a system.No, optimization is relevant to a specific goal. You optimize to meet that goal as best as can be achieved. If your goal is to get the highest score in a game, the optimal strategy is whatever solution is required to get that score, regardless of how long it takes, etc... If you want to set additional conditionals as part of your optimization goal you can do that, but whatever goal you set, any alternative goals that do not have identical path to an optimal solution will be inefficiently served by the optimal process to reach the initial optimization goal. As thim impacts D&D, which lacks precise consistet goals, efforts to optimize tends towards inefficiency. Specialization, on the other hand, is merely devoting the majority of one's talents towards a singular goal. It is non exclusionary. It is not the search for perfect goal achievement... It is the search to be pretty...
  • 02:22 PM - jgsugden quoted Saelorn in post Why don't everything scale by proficiency bonus?
    Some people were content with Basic. That's no reason why everyone else should be stuck with that. If you can't criticize, then you can't optimize.Optimization is inefficient. Optimization is the act of making the absolute best out of a particular thing. You're trying to perfect it. However, there is going to be a point where putting effort into improving that particular thing will have a greater incremental cost than incremental benefit. Losing that last pound that your body could lose without dying, for example, is rarely going to be worth the effort when trying to 'lose as much weight as I can'. 5E is a very good system. While not perfect, it is at a point where most (if not all) of the effort I see to 'improve', 'fix', 'adjust', etc... it are inefficient uses of time. If that time were instead spent playing the game, planning sessions, or doing something unrelated to D&D, it would likely be time that generated more benefit than arguing over whether a wizard should inherently b...

Thursday, 4th July, 2019

  • 03:04 AM - Kuld quoted Saelorn in post New Game Mechanics for Custom RPG (is it Lame?)
    That's a lot to process. I must admit that I don't fully see how the base mechanics works, and how the die (or dice) interact with the attribute values. Just a few observations: 1) Your stats are ambiguous. I'm not sure what the difference between Acuity and Intuition is supposed to be. If someone has a 16 in one stat, and a 6 in the other stat, then that seems like it should mean something significant about the character; but no matter how extreme that difference is, its meaning is dwarfed by the GM's decision over which stat to call for. 2) The idea of mental and spiritual HP is kind of weird. I'm not sure what it's supposed to look like when someone has full mental HP but zero mental PP, or vice versa. Likewise for spiritual. Unless you're planning to have a lot of things that deal mental or spiritual damage, it would probably make more sense to just roll those all into a single pool. I know that symmetry is appealing, but it's easy for that to get out of hand, and the result is rarel...
  • 02:35 AM - Sacrosanct quoted Saelorn in post [poll] Which classes should be core
    Is it that monks can't use weapons or armor? Or that they don't? IIRC, the original fighting monks were trained by soldiers who had converted; and even 5E allows a monk to use weapons as proficiently as they fight unarmed. There's no reason why you couldn't have monk as a sub-class of fighter, as long they had a sub-class ability which gave them a good reason to eschew heavy armor. The main gimmick of both concepts is that you're strong, and you're tough, and you hit dudes in melee combat. For all that is holy, please donít start the canít vs donít argument. There is a whole Druid thread about that, and Iím still suffering the SAN loss ;)

Friday, 28th June, 2019

  • 11:40 PM - Beleriphon quoted Saelorn in post If you could put D&D into any other non middle ages genre, what would it be?
    If I could move D&D into another setting, I would choose the Algol system. Sometimes I just want to hack at evil robots with my laser sword, while traversing a dungeon, in search of cake. I'm a big fan of sword and planet stuff, D&D is basically already Masters of the Universe without the ray guns and weird technology. The average lich is probably modeled after Skeletor these days, right up to the fact they get beat up by the heroes week after week and their minions are useless.
  • 02:50 AM - Dannyalcatraz quoted Saelorn in post If you could put D&D into any other non middle ages genre, what would it be?
    There are a lot of setting assumptions involved, before it becomes remotely feasible to mandate that every adult in the nation be capable of casting Magic Missile. I didnít say ďevery adultĒ. I am saying those capable of doing so might be required to do so- as per the Kingís edict- and the probability of any soldier capable of learning it in the service of an expansionist power would be very high. I'm not saying that you couldn't do it, if you really wanted to, but it would require an awfully broad-magic setting. That's like the idea behind Eberron, taken to an extreme. The 2 main things required- going back to 1Ed- would be literacy and an intelligence of 9 or better. As a rough guideline, I usually say that it takes seven years of study before you can cast a level one spell, and any given teacher can only work with 1-3 apprentices at a time. Maybe .02% of the population would ever have the opportunity to learn magic, and most of them have better things to do with their life. ...
  • 02:15 AM - Xeviat quoted Saelorn in post Consensus about two-weapon fighting?
    Not a consensus, no. We just have a wide variety of house rules. Personally, I'm a fan of adding the damage from both weapons together, and treating that as a single attack (which scales with extra attack, no bonus action required). I'm strongly tempted to do what Saelorn suggests, then allow a bonus action for splitting between two targets. There's no consensus. I've tried to tease one out. It's tough.


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