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  • qstor's Avatar
    Monday, 15th July, 2019, 04:04 PM
    As a GM I pretty much stick with the RAW. As a player and GM I prefer 3.5/PF 1 so I'm used to the AOOs from both those games. But I can see from a design point of view of getting rid of the number of AOOs in 3.5e/PF1 to make the game simpler like moving towards 5E's approach.
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  • qstor's Avatar
    Monday, 15th July, 2019, 04:00 PM
    The fighter to my knowledge (and select monsters) are the only ones that get attacks of opportunity as a "feature/ability"
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  • qstor's Avatar
    Thursday, 11th July, 2019, 06:38 PM
    qstor replied to OSR Gripes
    The fun for me is playing a "stripped" down PC without all the bells and whistles of 5e/PF/d20. I started with 1e so I'm actually more partial to OSRIC than LL and S&W but I'm been playing DCC with a friend of mine lately and that's fun too.
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  • qstor's Avatar
    Thursday, 11th July, 2019, 06:36 PM
    I've played it twice. It plays simpler than PF1. Attacks of opportunity are pretty much gone. I made one PC and I didn't care for the PC creation process. The "class" feat choices seemed similar to 4e powers to me. I'd prefer the PF1 approach of feats which ALL PCs can chose from. Resonance is going away which most of my friends are happy about.
    128 replies | 7820 view(s)
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About Jimbro

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About Jimbro
I'm a DM and pretty cool guy!
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James Introcaso
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Monday, 30th October, 2017

Monday, 25th September, 2017

  • 12:34 AM - dave2008 mentioned Jimbro in post 5e EPIC MONSTER UPDATES
    Awesome! That is what I have been looking for! Thank you and thank you @Blacklight85 ! Your welcome! FYI, if you are familiar with the DM's Guild there are few dragon based products on there. IMO, most are rather stale (similar to the MM), but few offer some interesting options. I think @Jimbro might have made some catastrophic dragons too. EDIT: I forgot to mention my Hardcore Monster dragons, you can see them here: Hardcore Dragons

Thursday, 13th July, 2017

  • 09:02 PM - Quickleaf mentioned Jimbro in post Shadow of the Demon Lord Style Initiative for 5e
    Jimbro Brilliant little initiative system! What I like is how easily it accommodates changing tactics or even delaying. For a group prone to wargaming level of planning, I could see how it could be useful. However, I also would be concerned about it discouraging movement and combats devolving even more into slugfests in a "race to the top of the initiative count." Also, like Mike Mearls' system, it makes me wonder how the Alertness feat fits into the picture.

Friday, 3rd February, 2017

  • 06:45 AM - Quickleaf mentioned Jimbro in post New Undead - The Husk
    Tinker-TDC Yep! That would work well. Jimbro Here ya go :) I dubbed them "burning dead" in my game, and they're meant to be included with the flameskull as potential enemies. I meant the Cinderhaunt to be CR 7 or 8, but it only came out as 6 with the DMG calculations...I think it might be a very nasty CR 6 however. 80751

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Friday, 22nd September, 2017

Thursday, 13th July, 2017

  • 11:26 PM - CapnZapp quoted Jimbro in post Shadow of the Demon Lord Style Initiative for 5e
    Thanks for this feedback. Yeah bonus actions may be removed from the equation. Someone pointed out to me that monsters rarely have them. I did address your last point with my side initiative variant. Don't worry about the monsters. 95% of the brilliance is on the player-decision side of things :) That the monsters have a much less thrilling decision to make is not a bug. Quick and simple monster decision points is a feature!
  • 10:55 PM - CapnZapp quoted Jimbro in post Shadow of the Demon Lord Style Initiative for 5e
    So inspired by Mike Mearls and Rob Schwalb's Shadow of the Demon Lord, I modified the SotDL initiative system for 5e. You can read about why on my blog, but the system itself is below. Let me know what you think. I'd love constructive feedback. Thanks to all you awesome people. Shadow of the Demon Lord Initiative in D&D I've proposed a super simple version of Shadow of the Demon Lord for 5e initiative in a previous blog post. This is all I see reading your post using the Enworld android app. Perhaps you have a malformed code tag in there somewhere? Sent from my C6603 using EN World mobile app

Friday, 19th May, 2017

  • 01:52 AM - jrowland quoted Jimbro in post Sorcerous Origin - Lichtouched
    Undead Being Beginning at 18th level, you can channel necrotic energy to become ghostly. As an action, you spend 5 sorcery points to draw on this power. For 1 minute or until you lose concentration (as if you were concentrating on a spell), you gain a fly speed equal to your walking speed and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. While in this form, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons as well as acid, fire, lightning, and thunder damage. First of all, great job, I love this. I have a current player who was a wild mage, died, came back as a revenant and made a pact with Szass Tam (so now undying warlock). I think we both would have preferred this as opposed to warlock Anyhoo I think this "capstone" ability might be more elegantly described as shapechanging into a ghost.

Thursday, 23rd March, 2017

  • 02:52 PM - R P Davis quoted Jimbro in post Boons and Setbacks in 5e
    (but that I have always felt was easier solved by using max 1 die + roll instead of roll 2 dice) I remember max normal +1W being the way of crits in D&DNext for ages, then when the books came out it was merely 2W+bonuses? Bugger THAT. A crit with a longsword should automatically do more damage than a firebolt. In the full blog post I do address why boons and setbacks work best with ability checks and should be approached with caution when applying them to attacks and saves. I should probably have read that before replying. ;) Sorry!

Friday, 3rd March, 2017

  • 04:39 AM - pukunui quoted Jimbro in post Updated Blazing Bones and Chillborn Zombie
    I'll check them all out!The allip will probably get updated in the Yawning Portal, as I believe there's one in The Forge of Fury, but it'd still be fun to see your take on it. I'm not sure if it was in 4e, but it was definitely in the 3.5 Monster Manual, as was the nightwalker, so you should be able to find them both easily.
  • 04:13 AM - pukunui quoted Jimbro in post Updated Blazing Bones and Chillborn Zombie
    How about the nightwalker and the allip? Nice! Where is that from?I know it was in 3.5's Expanded Psionics Handbook but I'm not sure if it appears anywhere else.

Friday, 3rd February, 2017

  • 04:35 AM - Quickleaf quoted Jimbro in post New Undead - The Husk
    So I created a new undead called the husk. It's basically the opposite of a skeleton (an animated pile of flesh and muscle that has no bones). It can smother and slam. Take a look and let me know what your thoughts are. I wanted more mid-level undead for my game. There's a gap in the MM (undead jump from CR 5 to 13 with nothing in-between). I'm also using Volo's and TOB, but this is going to be a heavy undead game so I want more! Stats in the link and the attachment. 80731 Looks suitably horrific, Jim! One thing I should point out is that a creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). So being "at risk of suffocating" probably isn't going to come into play realistically given the shortness of 5e combats. What I did with m...

Friday, 6th January, 2017

  • 06:26 PM - Shrapp Hamnier quoted Jimbro in post Dwieflings: A New PC Race for a New World
    I thought about this a lot given the history of the race, but in the 5e PHB it specifies a human bloodline. And I really wanted to make this race for my world as you say, so there it is! There it is. ;) I am a firm believer that people should be well informed when looking into details and making new variants. What you chose to accept, reject, or alter is purely up to you. At least when it comes to the lore, balancing is something different entirely. Good luck and have fun.

Thursday, 5th January, 2017

  • 08:09 PM - Croesus quoted Jimbro in post Dwieflings: A New PC Race for a New World
    Hey thanks! Except that it's a reaction in response to taking damage from the target, so making it last until the dwiefling's turn ends it earlier than the BBEG's next turn in the example you provided. I hear ya though. Thanks! This is great feedback! Oops, you're right. I forgot it was a reaction.
  • 07:06 PM - Croesus quoted Jimbro in post Dwieflings: A New PC Race for a New World
    Thanks for this feedback. Sorry, I think the name dwiefling is staying. A few ideas for nerfing Hellish Bind.... -Lasts until the end of the Dwiefling's next turn -The target blinded instead of stunned for the same length of time -The target is poisoned for the same amount of time - Con save instead of Wisdom save Actually, making it last until the Dwiefling's next turn significantly improves the ability. Initiative example: 1 - Dwiefling 2 - BBEG 3 - PC 4 - PC If the stunning only lasts until the end of target's next turn, it ends before the other PC's can take advantage. If it lasts until the end of the Dwiefling's next turn, all PCs get to target the bad guy while he's stunned. I also agree that Stunning is too good. I'd suggest either Incapacitated or Poisoned, re-fluffed as necessary. If that's done, then making it last until the end of the Dwiefling's next turn is probably okay.

Friday, 2nd December, 2016

  • 04:02 PM - dave2008 quoted Jimbro in post Bel - Not Your Average Pit Fiend
    Very true! I'm actually going to be presenting a aberration here next. Hoping I can give her a vorpal bite.... I like the idea of that!
  • 03:57 PM - dave2008 quoted Jimbro in post Bel - Not Your Average Pit Fiend
    Dave2008, I'm definitely going to lose some of the damages (probably fire breath all together). Fear not. No worries. One thing about making it overpowered is it is fairly easy to dial it down during actual play if needed.
  • 03:27 AM - dave2008 quoted Jimbro in post Bel - Not Your Average Pit Fiend
    Hey thanks for all this feedback! Super helpful all around. The DMG guidelines don't worry me too much, since many of the monsters in the MM don't follow the guidelines. Actually the monsters in MM follows the DMG guidelines surprisingly closely. I find that people often forget or miss some of the steps in the DMG (like modifying for resistances, immunities, legendary resistance, etc.) I'm looking at the two CR 30 monsters I have (Tiamat and Tarrasque.... which have a big power difference... guessing 30 is the CR cap) and I'm going from there. But your Bel is much stronger offensively than either of them. I definitely have a party of optimizers. I want to challenge them for sure, but not kill 'em outright. Obviously it depends on your party but that could be a reason to bump him up so much. Personally though if they are high level and highly optimized / power gamers then I would worry more about his hit points than his damage. His defense trails his attack so much that he is a bit...

Thursday, 28th April, 2016

  • 02:51 PM - dave2008 quoted Jimbro in post Lovecraftian Gug for 5e
    I definitely made it my own a bit. Seemed alien enough and if gugs were going to live in the underdark it made sense for them to have an ability like this. Its your gug I guess, just doesn't seem like a trait for a gug to me, but I can just drop it. That being said, it would be pretty horrifying to see a huge beast effortless pass through a crevasse as the PCs think they have escaped.
  • 11:20 AM - dave2008 quoted Jimbro in post Lovecraftian Gug for 5e
    Thanks for the heads up. Link fixed! Note quite. If you click on "gug" it doesn't work, but if you click on "the" it does. Also, how do you change the link to a word in your post? I don't see that option in the "advanced" editing tools.

Wednesday, 23rd March, 2016

  • 04:45 PM - dave2008 quoted Jimbro in post Curse of Strahd as a one shot
    That's a good point about the gothic horror. Maybe I should begin the story by telling them how many people they've seen die horrible deaths in Barovia to set the mood... Maybe just kill one of the PCs off the bat and make them roll a new character ;)

Thursday, 3rd March, 2016

  • 07:42 PM - dave2008 quoted Jimbro in post Lovecraft's Moonbeast for 5e
    I don't think there's any classic aberrations missing, but I do think there's ONLY the classics. I love the MM and there's tons of choices, but for my game personally I needed some more monsters of the type. Since others could be in the same boat, I decided to share mine. I guess the next question is what makes an aberation an aberation. What niche do you need filled? It seems your looking for higher CR aberrations. From the Cthulhu Mythos: the spawn of shub-niggurath, a dhole (could probably just use a purple worm), elder Things, Flying Polyps, the Great Race of Yith? Hounds of Tindalos? Is there something outside of the Cthulhu mythos? A Aboleth Lord maybe? Maybe the proteans from BECMI? Or evan the draeden? I've made stats for both of those the ight fit for epic level threats.
  • 07:17 PM - dave2008 quoted Jimbro in post Lovecraft's Moonbeast for 5e
    So I noticed that there's only 19 aberration stat blocks in the Monster Manual and that the highest CR aberration is a 14 (beholder in lair). Aberrations are the big villains in my home campaign, some I'm converting some of Lovecraft's horrors to give me a greater gallery of evil to pull from. I began with the moonbeast. Check it out and let me know what you think! by the way, what are the classic D&D aberrations that are not in the MM. Actual D&D aberrations, not converted CoC monsters. I'm just not that familiar to be honest.
  • 05:59 PM - dave2008 quoted Jimbro in post Lovecraft's Moonbeast for 5e
    Thanks for the feedback! Here's my reasoning below, just so you know I was thinking about these things! I do a lot of my CR calculation by looking at other creatures of the same CR rather than using the guide in the DMG, since many of the creatures in the MM don't fit into the DMG guide. The hire CR comes from some of the spells and combos that could be used (time stop + healing consumption is bad news). I gave the longer reach since the moonbeast is pretty stretchy and can shrink/grow. I'm gonna playtest this guy with my PCs and see if the challenge is close to right, so I'll definitely be updating! I agree the DMG and MM are sometimes off; however, if I look at a CR 16 Planatar it has similar Defense, but deals 2x as much damage per round and as many useful spells. No it doesn't have timestop, but I am not sure how well that synergizes with consumption, as written. You have not given the moonbeast a swallow action and I could be wrong. but I don't think timestop inflicts th...

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