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  • Saelorn's Avatar
    Today, 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?)...
    50 replies | 980 view(s)
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  • Saelorn's Avatar
    Today, 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.
    6 replies | 148 view(s)
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  • Saelorn's Avatar
    Yesterday, 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...
    53 replies | 1307 view(s)
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  • 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 | 3125 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.
    126 replies | 8741 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...
    67 replies | 2028 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 | 11947 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...
    126 replies | 8741 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...
    126 replies | 8741 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...
    223 replies | 5319 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?
    223 replies | 5319 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...
    223 replies | 5319 view(s)
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  • 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...
    223 replies | 5319 view(s)
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  • 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...
    223 replies | 5319 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.
    223 replies | 5319 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 | 1833 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 | 1833 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 | 551 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 | 1917 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 | 15015 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 | 15015 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).
    214 replies | 8435 view(s)
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  • 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 | 15015 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 | 15015 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 | 5422 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 | 5422 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 | 5422 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 | 5422 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 | 5422 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 | 1719 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 | 5422 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 | 11947 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 | 1719 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 | 5422 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 | 5422 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 | 5422 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 | 5422 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 | 5422 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 | 5422 view(s)
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  • 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 | 1823 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 | 1011 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 | 1011 view(s)
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  • 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 | 5530 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 | 5530 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 | 5530 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 | 15015 view(s)
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  • 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 | 5530 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 | 5530 view(s)
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  • Saelorn's Avatar
    Friday, 21st June, 2019, 10:50 PM
    AKA, High Gygaxian
    181 replies | 5530 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 | 5530 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 | 5530 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 | 1011 view(s)
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  • 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 | 1499 view(s)
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  • 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 | 15015 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 | 2488 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 | 2488 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 | 15015 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 | 2661 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 | 8127 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 | 15015 view(s)
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  • Saelorn's Avatar
    Monday, 17th June, 2019, 08:27 PM
    Yes, I am also a fan of Xena. * And Asterix.
    448 replies | 15015 view(s)
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  • Saelorn's Avatar
    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 | 15015 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 | 3158 view(s)
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  • Saelorn's Avatar
    Saturday, 15th June, 2019, 02:25 AM
    I can't really think of what my favorite system is, so I'll take this opportunity to shill for Gishes & Goblins. These are the three things where I really think I hit it out of the park: 1) Efficiency of class differentiation. The primary difference between a druid and a warlock is that a druid has some nature spells on their spell list, while a warlock has dark/evil spells instead. (All...
    47 replies | 3158 view(s)
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Wednesday, 27th April, 2016

  • 05:41 AM - innerdude mentioned Saelorn in post [UPDATED] Looking At Savage Worlds Rifts
    ...m. If Savage Worlds is a "narrativist" system, so is every version of D&D. Savage Worlds is about 55% gamist, 35% simulationist, and 10% narrativist. B) Savage Worlds is only rules-light relative to stuff like D&D 3e, 4e, and GURPS. On the "rules weight" continuum, it's pretty solidly dead center, maybe even just right of center, slightly behind BECMI and just ahead of stuff like Castles and Crusades. C) If you understand what "bennies" are actually doing in terms of gameplay, they're basically the equivalent of action surge / healing pool / hit dice, only they're used in reverse to soak wounds, rather than represent slow depletion of hit points. If he doesn't like them, cool, but the claim that bennies are somehow a terrible affront to RPG design, and hit points are somehow vastly superior and more "realistic" is disingenuous at best. D) Mooks are a "cinematic" way of representing the classic hero trope of mowing down rows of enemies at a time. So that's not to taste for Saelorn, I guess. Apparently Saelorn doesn't like Savage Worlds. **shrugs** He's entitled to that opinion. I don't know why it means he needs to take a giant threadcrap here, especially since if he's so tied to the original Rifts, it isn't going anywhere, and will remain in publication side by side for years to come thanks to Kevin Siembieda's singular vision of RPG design. (The fact that Palladium Rifts is widely considered one of the worst RPG systems in existence in terms of functional gameplay and balance might also be an interesting topic to discuss, but is also likewise beyond the scope of this discussion.) TL;DR: Go off and play whatever simulationist masterpiece floats your boat, Saelorn. Nobody here is stopping you. Mind letting the rest of us enjoy a moment in the sun?

Monday, 18th April, 2016

  • 12:14 AM - FormerlyHemlock mentioned Saelorn in post Paralyzation rules tweak
    He's showing that the need for that contest can be eliminated by a ruling of automatic success. You could claim the same thing about saving throws. If the PHB didn't explicitly call out auto-fail on Str/Dex saving throws I'd be closer to seeing your point; but if you're going to have a rule for the effects of a condition like Paralyzed it had better cover all three types of rolls (attacks/saves/checks) in order to not be misleading. Especially given the way an attack roll against a naked, paralyzed target is not an auto-success, despite the difficulty of explaining a failure. How could a player possibly know in advance that the DM isn't going to apply attack roll-ish logic to a grapple attempt, instead of saving throw-ish logic? I see value in making my ruling/rule up front so that players know about it, just iike they know about the other PHB rules, and can plan their actions accordingly without having to guess. Thanks, Saelorn, for expressing what might be the only substantive feedback in this entire thread.

Thursday, 14th April, 2016

  • 01:00 PM - Ancalagon mentioned Saelorn in post Is Warlock broken?
    Interesting Saelorn .... can anyone who was part of the playtest comment?
  • 12:09 AM - Ancalagon mentioned Saelorn in post Is Warlock broken?
    ... doesn't use a slot (and the 3 spell slots you do have are all 5th level), and you can't replace it with a lower level spell to get the benefits of using a higher level spell slot because (once again) the mystic arcanum doesn't use a spell slot. Think of them like 1/day spell-like ability (to borrow from 3rd edition terminology). As for why, my guess is an attempt to balance them against the full casters who only get 1 or 2 slots (at most) for spell levels 6-9, while keeping with the theme of them being even more restricted than sorcerers for available spells. Oh I know they aren't "proper" slots but more like pseudo-slots, or a bit like you say spell like abilities. By having each mystic arcanum being 1/day, not usable to shoot a super potent fireball etc etc, the balance with the other high level casters is achieved. *However* their spell list for level 6-9 is already quite short. Having only 1 spell known per level is *amazingly* restrictive, far more than a sorcerer, as Saelorn pointed out.

Sunday, 10th April, 2016

  • 05:07 AM - pemerton mentioned Saelorn in post what is it about 2nd ed that we miss?
    Saelorn: I was able to see your post by opening a "reply" window. I wanted to respond to this bit: With our traditional model, they can look at someone who is beaten up and immediately determine that they need healing. With inspirational healing, they can look at someone who is beaten up and not know if they need healing, or if healing would even do anything. An injured character who has been inspired up to full is incapable of benefiting from healing magic, because their wounds are strictly cosmetic at this point.I don't agree that the PC can't see who needs healing. I explained my narration of this upthread (post 447, and I think one of the posts I can't see): the cleric, warlord or whomever can see whose spirits are flagging, who is slowing down, etc, and speak a word of inspiration or benediction that restores hope/courage/resolve. For RP purposes, you might still want to heal those wounds anyway, but we don't have any information about how bad those wounds look, since the rules of...
  • 04:45 AM - pemerton mentioned Saelorn in post what is it about 2nd ed that we miss?
    This is a test post to see if I can somehow get past post 480 to the more recent posts (including a reply to me from Saelorn). OK - I can see my test post, which is number 556, but not the intervening 75 posts!
  • 04:44 AM - pemerton mentioned Saelorn in post Geniuses with 5 Int
    Huh. A really long response I posted to Max a couple hours ago has vanished.This happened to me in this thread a day or two ago. It later turned up after I'd had another go at it and so I ended up with an unexpected double post. Weirder for me is the "What do we miss from 2nd ed" thread, where I have a reply from Saelorn but I can't get to it because the thread won't let me see beyond post 480. Sorry Saelorn - I'm not ignoring you, I just can't find the post!

Friday, 8th April, 2016

  • 02:56 AM - Quickleaf mentioned Saelorn in post Wilderness Travel & Encounters/Day - How do you handle it?
    arjomanes Well, you've got some solid answers already, ranging from Saelorn's astute recommendation to change the rules, to MerricB's suggestion to do away with random encounters entirely. So let me offer a slightly different take... You've got a high-level party right? You mention them wiping encounters with high-level spells, so that's what I'm assuming. Generally, in D&D exploring the wilderness is a challenge for low-to-mid-level characters. "Dangerous" wilderness exploration isn't something typically associated with high-level D&D... I could definitely see it if there were a war, a supernatural event, or the players were in a hostile plane, or something like that. From the encounter examples you gave, a theme of your setting seems to be demon cultists corrupting the land, pursued by witch hunters. So I'm going to assume that the point of your random encounters in this adventure is to reinforce that theme. All of your example solutions assume that the main purpose of an encounter is to threaten the PCs' lives. I'd challenge that assumption. E...

Thursday, 7th April, 2016

  • 08:48 PM - ChrisCarlson mentioned Saelorn in post Player knowledge and Character knowledge
    Saelorn, I think you missed a part of my previous post where I pointed out another of your errors. Please address: Regardless, character definition isn't part of the game itself. It's a pre-game activity. That's not what the PHB tells me. Also, have you heard of "levels"? They are an ongoing advancement of the character's growth expressed mechanically. It does not occur "pre-game". Thanks in advance.
  • 03:07 PM - ChrisCarlson mentioned Saelorn in post Player knowledge and Character knowledge
    You keep stating that the name of this genre indicates the entirety of its purpose. IMO, it's even worse than that. By my reading, it appears Saelorn is misappropriating the term "role-playing" by conflating it with "role-adoption". "Role-playing", as used in the context of TTRPGs, is far more than just "acting in character"*. And even then, even if "acting in character" where the end-all-be-all, who is defining the character? Unlike acting in the traditional sense, the portrayer (the actor) of said role (the character) is not being given a set of parameters established by a third party (the writer/director/whomever). The actor, in this case, is also the writer of said character. The sole determiner of the character's parameters. Therefore, everything established about the character is de-facto "in-character". *Otherwise, you would be unable to even play the game. How can you, as a player, interface with the constructs and rules of the game if you never step out of the character?

Wednesday, 6th April, 2016

  • 09:14 PM - TwoSix mentioned Saelorn in post Geniuses with 5 Int
    When you're conspiring against your character, you're not inhabiting your character. Something which is not a requirement to play an RPG. When did Saelorn get into this thread? Well, for starters, retrieving lore with magic is more on the order of 4th- and 5th-level spells (divination and contact other plane), and even then it's unreliable. So I question the premise that a character who spends a 2nd-level spell "deserves it" in any case. But even if they do, this is still a situation where you have generated an advantage through your narrative of being smart in spite of having a low Intelligence score, because a genuinely ignorant character could not get the information by doing the same thing. I feel that's OK. I often let players assert things because of background considerations. If they have the Urchin background, I'l let them decide they know the barkeep they're getting information from in their hometown, for example. This case would similar, just without the mechanical tie to background. And, most importantly, it's not like the player was seeking out that advantage within that situation. Their initial knowledge was played ...

Wednesday, 23rd March, 2016

  • 02:36 PM - The Grassy Gnoll mentioned Saelorn in post Casting with Shield - Bard Style
    Saelorn I don't think bards have a "party trick" that "allows" then to use music to cast spells. The jack of all trades schtick goes way back to Ad&d bards who HAD to multi class as Fighter, Thief and Druid - hence the theme. However... The PHB says The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods have it shape, and the echoes of these primordial words of creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness these echoes, subtly woven into their spells and powers. It then goes on to mention "the magic hidden in music". It's not a party trick, it's their raison d'être.

Monday, 14th March, 2016

  • 10:22 AM - delericho mentioned Saelorn in post Is this an abuse of the Advantage/Disadvantage system?
    Would you categorize this as abusing the system, or trying to make the game more fun to the players? It's not really an abuse, but it's also likely not too much fun for most of your players. I'm with Saelorn on this - you should really try to be impartial, and if that means a player has a bad day then that's unfortunate but not disastrous.

Thursday, 25th February, 2016

  • 06:15 AM - innerdude mentioned Saelorn in post Deal Breakers - Or woah, that is just too much
    Personally, I dislike it because it's too magical and unpredictable. A game is supposed to be a series of choices, but if you don't have any way of guessing what might happen next, then there's not enough context to make any informed decisions, so your choices become meaningless. I'm fine with magic and dragons as understood properties of an internally-consistent world, but it's hard to account for suddenly losing a consistent orientation of gravity (for example). That sort of thing just doesn't exist in my hypothesis space. I view it as someone who will only eat food, and isn't willing to experiment with random objects found on the ground, regardless of how interesting they might taste. Nailed it, @Saelorn. Planehopping has always just struck me as an excuse by the GM to say, "Hey guess what! None of the old rules apply, now I can REALLY lay on the fiat nice and thick, and you can't do anything about it because Ethereal Plane reasons."

Wednesday, 24th February, 2016

  • 08:41 PM - AaronOfBarbaria mentioned Saelorn in post Deal Breakers - Or woah, that is just too much
    Saelorn, nickverto, I think this food and the planes analogy would be more accurate if the various non-material planes were being equated to things that people absolutely do eat, even particularly large groups of people, but that another large group of people have no interest in eating for some variety of reasons. Such as sushi, durian, dragon fruit, deep-fried arachnid, monkey brains, or any other number of things which are 100% genuinely food (analogous to 100% genuinely fun to play in) but some simply don't see as appetizing in any way.
  • 02:48 AM - Fanaelialae mentioned Saelorn in post Why Has D&D, and 5e in Particular, Gone Down the Road of Ubiquitous Magic?
    Saelorn You could probably accomplish what you want with a Kit. I realize that, technically speaking, 5e doesn't have Kits but this is functionally equivalent. Here's my stab at a rough draft (please pardon the joke name, I couldn't come up with anything better): Whack-A-Mage Wizard Kit -Light (possibly Medium) armor proficiency -One Martial weapon of choice -No cantrips -Extra attack at Wizard level 11 If that feels too weak, maybe throw in more weapon proficiencies or +1 hp per level. If you like the idea of staff wielding wizards, you could grant them the ability to make attacks with the staff using Dexterity, in lieu of the martial weapon proficiency.

Saturday, 20th February, 2016

  • 02:02 AM - Hussar mentioned Saelorn in post Monte Cook On Fumble Mechanics
    Saelorn you are ignoring the point. Do you run your Necromancer scenario when the pc's are 1st or 20th level or when they are roughly capable of succeeding in the scenario? --- On thelightsaber thing. Are we arguing that the only way to chop off limbs is a critical fumble? Obi Wan didn't critical the dude in the bar rather the dude botched some sort of roll?
  • 12:58 AM - iserith mentioned Saelorn in post So 5 Intelligence Huh
    It says very clearly that int = the ability to reason. Therefore, high int = a high ability to reason and low int = a low ability to reason. You can go against that if you like, but you're going against the rules if you play a low int as a high ability to reason with a penalty. Afraid not. I'd be going against the rules if I applied some other modifier than -3 to ability checks related to my Intelligence 5, but that's it. Sorry, pal. And if you ever find yourself in a thread where Saelorn and I are basically in agreement again, you should probably just bow out.
  • 12:15 AM - Hussar mentioned Saelorn in post Monte Cook On Fumble Mechanics
    I don't think anything is this black and white. You can always blend things. You can design with an eye toward both, trying to keep them in balance, shifting from one to the other, etc. I love world building, and love designing believable worlds, but I don't ignore adventure potential and that is one of my top considerations as well. It isn't a matter of only being able to design toward one goal, it is more like you have a list of criteria you are weighing as you design. Oh, of course. And I totally agree. But, that's not what Saelorn was arguing before. Saelorn was saying that the only consideration in scenario design is world building concepts and everything flows from that. Later Saelorn claimed that designing a fun adventure was also a consideration, meaning that world building is not the only consideration. Which is the contradiction I was pointing out.

Friday, 19th February, 2016

  • 03:38 AM - Hussar mentioned Saelorn in post Monte Cook On Fumble Mechanics
    That's awfully convenient Saelorn. And tautological. There's absolutely no reason why that particular dragon and not one that is only somewhat larger say a jump from CR 7 to CR 11 is in this scenario except that a more difficult dragon would be too difficult for this party to overcome. Heck, even jumping two CRs would make the adventure too difficult possibly. So either the scenario gets changed - perhaps the party meets the dragon in a situation where the party has advantages - or the easier dragon gets used.


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Monday, 15th April, 2019

  • 08:05 PM - Ancalagon quoted Saelorn in post why paladins (smite) are powerful: action economy efficiency
    Is this actually news to anyone? This has been true since the edition first launched. Yes, the first edition paladins sacrificed spell slots to smite...
  • 07:53 AM - Paul Farquhar quoted Saelorn in post Is using a familiar in combat to grant advantage a common tactic?
    That's not the sort of reality which those rules were intended to model. If that was the case, you would be able to do it from further away, and there would be some sort of language requirement. "when your familiar is within 100' of you, you can communicate with it telepathically" PHB p240. Language requirement fulfilled, also explaining why it can also only help it's master this way. And the help action can be used from further away - not by familiars, but by masterminds whose help has a range of 30'. Ergo there is nothing fundamental requiring help to work a certain way - it is an abstraction, the blanks to be filled in by the players and DM.

Sunday, 14th April, 2019

  • 11:40 PM - MoonSong quoted Saelorn in post Obsolete Classes From Previous Editions
    You can't represent a non-spellcasting class by just turning it into a spellcaster. Spellcasting is an immutable and class-defining concept. Baldurs Gate has dragon shamans as a sorcerer kit?

Saturday, 13th April, 2019

  • 10:53 PM - the Jester quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    Combat is just about the only area where a 5E character scales reasonably well, but they're still complete chumps when it comes to climbing a wall or swimming any significant distance. The difference between a level 1 fighter and a level 20 fighter is only +7, which still pales in comparison to the randomness of the d20. That doesn't allow for a good sandbox, where high-level characters get to interact with low-level characters and utterly dominate them due to their inherent superiority. That's not what a sandbox is. It doesn't even have anything to do with sandbox play. How much badder ass a high level character is than a low level one is a completely separate issue from sandbox play. Sandbox play is setting-based, where the creatures and challenges exist irrespective of the pcs, and where the level of the pcs doesn't (generally) affect what level the goblin chief is or how old the dragon of Ghost Mountain is. The challenges are out there, and it's up to the players to determine their...
  • 10:02 AM - Paul Farquhar quoted Saelorn in post Is using a familiar in combat to grant advantage a common tactic?
    Likewise, the Help rules were written for use by someone at least as large as a halfling. I wouldn't allow a tiny owl to grant Advantage on the barbarian's attack roll against a dragon. The owl can't meaningfully affect the dragon in any way, and it is beneath notice. Maybe the familiar "helps" by pointing out weak spots in the dragon's armour?
  • 03:59 AM - Teemu quoted Saelorn in post Obsolete Classes From Previous Editions
    There are still a lot of classes which can't be covered with that. Dragon Shamans and Dragonfire Adepts are near the top of the list, but you also have Psions, and Savants (or Factotums, same thing), and the Hexblade class from 3.5 (which is not conceptually similar to any later Hexblade). Dragon shamans and dragonfire adepts are people with dragon magic. 5e has the draconic bloodline sorcerer, so that's covered. 3.5 hexblades use curses, so do 5e warlocks.

Friday, 12th April, 2019

  • 07:34 PM - Satyrn quoted Saelorn in post How often is counterspell used in your games?
    Not every day features a fight against a spellcaster. Maybe 1/3 days. On those days, Counterspell is used about twice per round for the duration of the encounter. Sometimes more, sometimes less. Yeah, this. It totally depends on the presence of a spellcasting enemy. When it can be used, it gets used a lot.
  • 04:43 AM - GreyLord quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    As a game designer, imagining myself to be a player for the sake of understanding how the game will play out, I absolutely don't want the mechanics to dictate that a character is bad at whatever thing they're supposed to be good at. There are plenty of games where you try to build a competent marksman, and the mechanics dictate that you'll still fail to hit a barn door more than half the time. Those are bad games. I didn't sign up to play Keystone Cops. Early D&D was notorious for this, with the Thief class that had a pitiful chance to do anything. If combat in Pathfinder was nothing but one character on the receiving end of 20 arrows, then you might have a point. As it stands, the tank being targeted is a fairly small part of the over-all session. When it does come up, I expect the tank to succeed at their task, in much the same way that I expect the rogue to successfully disable any traps we find. That's the entire reason why we brought them along in the first place. Armor Class matter...

Thursday, 11th April, 2019

  • 03:42 PM - Zhaleskra quoted Saelorn in post How to deal with death in RPG?
    It's not necessarily that people are forgetting it, as much as it's an ambiguous term. Likewise, there's some disagreement about what the "role" term is supposed to mean. I'm well aware of the mental gymnastics by which one could classify Monopoly as a role playing game.
  • 11:09 AM - CapnZapp quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    That would be true, if weapon attacks were the only way to interact with the game, but 95% immunity to weapon attacks is not even the same thing as 95% immunity to damage, let alone 95% freedom from consequences. As a tank, my job is to not get hit, and a failure rate of 30% is unacceptable. That's the one thing I do. We wouldn't bring a dedicated lock-picker into a dungeon, if they had a 30% failure rate at picking locks. Sorry but now you're thinking like a player and not a game designer. If you roll a die, and 19 times out of 20 nothing happens, that's just sucky game design. Not to mention the reason this approach was abandoned: it makes for spiky probabilities, and a poor balancing mechanism. (If a monster is supposed to threaten you, its damage must take out a significant chunk of your hp with each bite, if that only happens very seldom. But then if it rolls 20 three times in a row you're dead and you can't do anything to prevent it.) Not to mention the old conundrum with one ...
  • 10:52 AM - CapnZapp quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    Why not? Captain America can. Conan the Cimmerian can. Media is full of people - not even magic people - who would really rather not get stabbed, even though they are perfectly aware of the fact that they can survive it. They obviously aren't using DnD-like (including PF etc) game mechanics. Or maybe they do, and their loss of hit points is just invisible to you. Which is exactly how I recommend you run hp in your DnD-like games. Why? Because arguing that each hp lost means blood was drawn simply doesn't hold up to scrutiny. The thing you need to accept with hp is that they are an abstract representation of many things: morale, brawn, determination, pain... and physical health of course - but that's just one aspect. If somebody "stabs" you for 7 points of damage, the result could be anything from - you're getting mildly irritated (you have 123 hp left) - a momentary scare, but luckily you dodged in the last instance (you got 12 hp left) - a nasty gash, blood pouring out, ...
  • 09:32 AM - Samloyal23 quoted Saelorn in post Why the hate for complexity?
    I'm pretty sure that's supposed to fall under DM discretion. The DM is expected to say that something much smaller than a house cat is too small to be animated with the stats of a Tiny object. Fifth Edition is intentionally written to support such rulings. Codifying stats for things that should be irrelevant is one of the areas where 3E went overboard with its complexity. I looked through the SRD online and my copy of the 5E PH, I could not even find an exact definition of "tiny" or any other size category. That is not streamlining, that is just sloppy.
  • 05:39 AM - Ancalagon quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    I think something like concentration is necessary. Concentration as-is takes things a little bit too far, I think, but the error in that direction is much smaller than the error in the other direction used to be. I have a memory of reading a blog from a D&D designer (pre-5e - it might have been Rich Baker, but I'm not sure) who floated an idea about casters being able to maintain two spells at once, one offensive and one defensive/enhancing. That sounds roughly right to me. That would still keep wizards from being invisible, flying, hasted, and stoneskinned, but would allow them to have fly and hold person up at once. What 5e has tried to do is to thread that needle by having both concentration and non-concentration spells. It's an interesting approach, and it imposes difficult choices on casters. It is possible to layer non concentration defensive spells, but they aren't very potent... although if you have mage armor, mirror image *and* shield in your back pocket, you should be safe ...

Wednesday, 10th April, 2019

  • 05:54 PM - MatthewJHanson quoted Saelorn in post Have you ever written a standalone set of RPG rules?
    I've designed a couple and self-published. The first, Abstract Dungeon, was very much because I had an idea that I didn't see existing anywhere else. I wanted something that could handle conflicts fast to keep fights from bogging down the story, and I ended up using a resource spending mechanics. It makes the game very fast, flexible, and naritive driven, but sacrfices thigns like tactical combat and rules granularity. The second, Magical Kitties Save the Day, I originally self published, but it's now been taken over by Atlas Games. That I made because I wanted to make something that kids could easily grasp, but that would be fun for all ages. Also it has cats with magic powers that fight evil. Interesting. In twelve hours, nobody who answered the poll has denied trying to write one. This is why forum polls should not be trusted as representing the general population. I be that most people who have not designed a game just ignored this thread.
  • 12:51 PM - CapnZapp quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    That's a good point. I guess that makes sense, from a mechanical perspective, but I still don't find "You'll only get stabbed once per six seconds, rather than twice," to be a persuasive argument from an in-character perspective. If our best plan is to send me out to distract the enemy, since I'll get stabbed less than anyone else, then I'm still going to advocate for any other plan first. Sorry but there is a fundamental difference between D&D and reality: hit points. And not just the concept in itself, but the concept of multiplying levels of hp with level. You simply can't hold on to the real-life concern "I don't want to get stabbed, ever". A game where you have 140 hp doesn't work properly if you only get hurt on 20 on a d20. That's a design extreme that misses the sweet spot. You need to abandon the idea that taking hp damage equals getting hit (while you play D&D): as long as you have most of your hp left, losing hp simply means you expend energy avoiding (dodging, parrying)...
  • 12:36 PM - CapnZapp quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    In particular, 5E doesn't allow for stratospheric AC; you can get reliable AC against minions, but bosses will always have at least a 30% chance to hit you, so you can't just stand there forever. This. Or rather, obviously nobody expects you to have infinite staying power. What would be nice, and what would qualify your build as a "tank", would be to be able to reliably keep standing for the three first few rounds, with a shot as bonus rounds depending on die rolls. That is, enough to actually tank a significant foe. (Combats are indeed short, so the difference between a promising tank build and a disappointing tank build can be as little as a few rounds worth of staying power). Which brings us to the (Bear) Barbarian: effectively having twice the hp of anyone else is the only real tanking ability that stands out from the crowd. The diminishing return is on the effort; you have to work much harder to get your AC from 26 to 27, than you do to get it from 23 to 24, and it doesn't...
  • 12:22 PM - CapnZapp quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    I'm not convinced that clothies with no Con bonus are a thing that exist in 5E. In the last game I played, the average Con score at the end of the campaign was around 18. As long as everyone focused on offense, you really could just charge into the fray and kill them before they killed you, and you'd always come out on top. Due to the action economy, no BBEG is really capable of dealing damage quickly enough to win that exchange. This reveals that your group (much like mine) have seen through the game: analyzed its traits and made a (correct) conclusion. Although an average Con of 18 - across a whole group - is extreme even from my POV. However, you might be surprised to learn that lots and lots and LOTS of gamers don't know this stuff and/or ignore it. If you play, say, a Bard (or Druid or Warlock etc) with AC lower than 18 and middling Con, you will instantly evaporate if the baddies look twice at you, and you are best served by long-range attacks, where incoming damage is largely so...
  • 02:12 AM - Retreater quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    Barring extreme situations which are unlikely to occur during play, characters will have recovered to full before the next fight begins. In 5E, you either use healing magic, or you make the time to rest. In Pathfinder, you probably have a wand. In neither case does anyone carry over significant damage between encounters. Theoretical exceptions (not enough time to rest, not enough charges in the wand) remain largely theoretical. Such have been my years of experience with both systems. A resource that never approaches its limit is, for all practical purposes, not a limited resource. Unless you're running 6+ encounters on consecutive days, nobody is in danger of running out of Hit Dice. Unless you've overhauled the wealth/crafting rules entirely, the party will never run out of wand charges. For all practical purposes, characters regenerate to full HP between fights, and that's a feature of both games unless you do something to change it. They may have full HP at the start of a battle, but...
  • 01:06 AM - Retreater quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    I think the AC numbers in 5E are actually in a pretty interesting place, as long as you open up the possibility of magic items. You can reach a reliable AC against lower-level enemies (which you should still be facing, when you get to high levels), and it's up to the player to decide how much of their offense they want to sacrifice to achieve that. The real problem is that there's no point to tanking, because everyone has enough HP to survive a fight, and everyone regenerates to full between fights. There is no "squishy DPS" that you actually need to protect, for which you would want to trade your offense. You don't actually "regenerate to full [HP] between fights." You still have to spend resources (spells, potions, wand charges, or spending from your pool of Hit Dice) during a short rest to recover any HP. This takes an hour, which isn't always available anyway. You do get full HP on a long rest (of 8 hours, limited to once per day), but you don't recover all your Hit Dice.

Tuesday, 9th April, 2019

  • 09:10 PM - Staffan quoted Saelorn in post Pathfinder 2E or Pathfinder 1E?
    In Pathfinder, if you don't throw absolutely everything you have into AC, such that normal minions need a natural 20 to hit, then the high-level boss monsters will only miss you on a 1. I believe having a high hit rate even against a reasonably high AC is intended in 3e/PF. The intent is that yes, you will be hit, but a high AC will prevent secondary attacks from connecting, and also prevent the opponent from dumping all their attack bonus into Power Attack and going to town on you. Pathfinder made Power Attack an either/or thing that scaled with level/BAB, rather than a sliding scale you could manipulate based on the situation, so that particular issue didn't work like it did in 3e.


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