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  • Nevvur's Avatar
    Today, 01:59 AM
    It appears to me you are conflating player creativity with selection of character creation options.
    22 replies | 538 view(s)
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  • Nevvur's Avatar
    Monday, 15th July, 2019, 08:48 PM
    Publish it here. Now. edit: Please? (after updating it to 5e, of course)
    127 replies | 3991 view(s)
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  • Nevvur's Avatar
    Monday, 15th July, 2019, 08:46 PM
    If all ale in DnD is PBR, no wonder the dwarves are so surly.
    127 replies | 3991 view(s)
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  • Nevvur's Avatar
    Monday, 15th July, 2019, 01:00 AM
    Just an observation, if the only switch between Fighter-Sux and Fighter-Roxtoomuch is +1d8 damage on attacks, you could ... make it +1d4/6? And then your porridge will be just right.
    127 replies | 3991 view(s)
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  • Nevvur's Avatar
    Monday, 15th July, 2019, 12:02 AM
    I can quaff an ale as a free action, but need an action to consume a healing potion.
    127 replies | 3991 view(s)
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  • Nevvur's Avatar
    Tuesday, 9th July, 2019, 11:10 PM
    True. It was a narrow perspective I offered in the interest of brevity, but it certainly is more nuanced than that. Even so, I treat dragon breath as just a part of DnD nature. Is this from the Monster Manual or an article about animals on Earth? "... is outfitted with some serious defense mechanisms, including an armored body that protects it from the elements. But it's the boiling hot...
    29 replies | 715 view(s)
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  • Nevvur's Avatar
    Tuesday, 9th July, 2019, 10:19 PM
    Dragon breath is natural within the nature of the DnD universe. Or at least, after a careful parsing of the entry on dragons and breath weapons, I conclude breath weapons are not magical, and if not magical, what then?
    29 replies | 715 view(s)
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  • Nevvur's Avatar
    Tuesday, 9th July, 2019, 01:14 AM
    Unnecessary quote edit. You're fired.
    84 replies | 3127 view(s)
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  • Nevvur's Avatar
    Tuesday, 9th July, 2019, 12:35 AM
    It should go without saying that just because you and your character share the same knowledge doesn't mean you acquired it in the same way. In defense of the 'really bad' idea, I think there's much fun to be had improvising explanations for how Thag the Dumb knows enough astronomy to solve the puzzle, or how Ken the Chaste knows everything about BDSM. It's a different type of role playing, for...
    84 replies | 3127 view(s)
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  • Nevvur's Avatar
    Monday, 8th July, 2019, 05:23 AM
    77IM Reactive combat is a guiding principle in a loosely SRD5-based system I've been tinkering with off and on for a couple years, and it features a Dive action very close to what you describe. It's not quite as punitive. Instead of incapacitated, I apply a new condition called "exposed." Exposed condition provides an advantage die to attackers and procs some other teamwork oriented tactics,...
    25 replies | 751 view(s)
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  • Nevvur's Avatar
    Monday, 8th July, 2019, 02:15 AM
    From my perspective, there's already precedent for wind-up attacks in the standard rules: all those monsters that activate some type of powerful attack after landing a basic attack. A roper grabs you, then it bites you. A succubus charms you, then she kisses you. Also the monster descriptions generally tell you how to interrupt it. You cut the rope, you break the charm. I wouldn't change the...
    25 replies | 751 view(s)
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  • Nevvur's Avatar
    Saturday, 6th July, 2019, 08:56 AM
    Not that my players lack for creativity, but if they're imagining such things at the table, they haven't shared. Could be worth my while to chat with them about it. The closest thing that's come up at this time is our e-blaster warlock, who uses a bow to shoot force arrows from an ethereal string. Mechanically, it's just a staff focus and eldritch blast, but it jives well with his demon hunter...
    30 replies | 1375 view(s)
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  • Nevvur's Avatar
    Saturday, 6th July, 2019, 06:28 AM
    I don't think it is a really bad idea. I agree with the premise, that DnD could handle mental ability scores better, and this seems like a viable solution. Once a upon a time I laid out the framework for a set of house rules similar to what you describe. Never got around to implementing it, though. My feeling then was that hammering out the kinks would be too disruptive for what our group was...
    84 replies | 3127 view(s)
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  • Nevvur's Avatar
    Thursday, 4th July, 2019, 02:08 AM
    Go for it. Tell us how it goes.
    84 replies | 3127 view(s)
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  • Nevvur's Avatar
    Wednesday, 3rd July, 2019, 06:46 AM
    95% of my games have been with 4-5 players in the tier 2 range of play. I'm rebooting an old campaign next month that will involve the original 5 plus 2 new additions, so I'm in for a 'treat.' The other 5% was Adventurer's League, and those sessions usually had 7 players. Honestly, things just didn't feel that swingy, but that scenario is pretty far removed from what you're playing (different...
    21 replies | 820 view(s)
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  • Nevvur's Avatar
    Sunday, 30th June, 2019, 11:39 PM
    Moral indignation is literally addictive. Let it go, play with your friends.
    2 replies | 409 view(s)
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  • Nevvur's Avatar
    Sunday, 30th June, 2019, 10:51 PM
    In my system, which draws heavily on 4e's class and role structure, I use the terms Defender, Striker, Augmentor, Controller. Just thought I'd throw another term into the wordstew which is this latest warlord conversation.
    286 replies | 10629 view(s)
    2 XP
  • Nevvur's Avatar
    Saturday, 29th June, 2019, 09:29 PM
    That'd be fine. Would be even better IMO if there were also a compelling mechanical difference between fighting styles, but I don't see that trend bucking anytime soon either. Let's dream! I think that would be a great start for all level 1 characters, then for character progression options to provide a path toward your preferred play style, with your core class identity established by...
    286 replies | 10629 view(s)
    1 XP
  • Nevvur's Avatar
    Saturday, 29th June, 2019, 11:13 AM
    Read the premise, grit my teeth and bore it, and ya, the pitch is a lot closer to what I'd like to be playing now. So thanks for the summation! :D My personal dissensions: No thanks. I find nearly all DnD lore incompatible with my stories, so that's wasted page space. I'd prefer any and all DnD-lore related content be contained in a book separate from the core rules. Not a fan of the...
    286 replies | 10629 view(s)
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  • Nevvur's Avatar
    Saturday, 29th June, 2019, 10:44 AM
    Don't treat DPR as the goal of TWF. It works fine.
    229 replies | 9258 view(s)
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  • Nevvur's Avatar
    Saturday, 29th June, 2019, 01:39 AM
    I'm definitely not athletic these days, but once upon a time! There's technique for sure. Not enough to justify expanding the skills for how I run my games, though. As with most house rules, talk it through with your players to see if it's something they want. By way of example, I have a doctor at my table, and he was indifferent to expanding options for Medicine and other non-magical healing....
    32 replies | 1033 view(s)
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  • Nevvur's Avatar
    Friday, 28th June, 2019, 08:26 AM
    One-page RPGs are a thing, too. Big Motherf#$kin Crab Truckers appears to satisfy my criteria for system and setting.
    30 replies | 1759 view(s)
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  • Nevvur's Avatar
    Thursday, 27th June, 2019, 06:34 AM
    It works fine at my table. My experience suggests universal is not the right word here.
    178 replies | 5515 view(s)
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  • Nevvur's Avatar
    Wednesday, 26th June, 2019, 08:10 AM
    It's only as problematic as the DM allows it to become, as goes for the introduction of any house rule. In terms of sidelining other PCs, it's not functionally different than when any other specialist stumbles on a moment to shine. Sometimes the mage gets an arcane puzzle to solve, sometimes the thief gets a lock to pick, and sometimes the sniper gets a clean head shot.
    178 replies | 5515 view(s)
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  • Nevvur's Avatar
    Wednesday, 26th June, 2019, 07:57 AM
    To the OP, it's a surprise attack, and I don't think the rules books are unambiguous about how to handle the situation. So the question I'm hearing is, "Is this a good house rule?" IMO, it is. It works as you described, but I think iserith made the best suggestion at the top of the thread: I understand and respect the positions stated by others pertaining to equanimity with NPCs, e.g....
    178 replies | 5515 view(s)
    2 XP
  • Nevvur's Avatar
    Friday, 21st June, 2019, 09:09 PM
    Most 5e house rules I've seen add complexity to the system. However, I'm broadly interested to know what other DMs have done to simplify 5e. FWIW, I'm perfectly comfortable running it as is, just picking brains for material as I work on a side project. Some examples might be an even simpler initiative system, changes to the action economy (handling of action/bonus action/reaction), reduced...
    20 replies | 1041 view(s)
    1 XP
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Thursday, 13th June, 2019

  • 08:07 PM - DM Dave1 mentioned Nevvur in post The last year's worth of character creation options...
    IT was released well over a year ago, however. But, yeah, balance concerns have not been a big deal for any product in 5E yet. Not sure of the point you're making here with your first sentence. MToF was released May 29, 2018 if we really want to be exact. Nevvur said s/he's been away for a year or so. So, yeah... Agreed on your second sentence, in any case.

Friday, 27th April, 2018

  • 02:48 PM - Oofta mentioned Nevvur in post Invisibility /stealth / hide with a rigid DM what can i do instead?
    ...amger actually a multiclassed ranger rogue with proficiency in perception stealth and even lockpicks. I will describe the situations a bit better: We are playing Oota (no Spoilers pls) One of the situations was a mass combat where the Party was had some cover by a room inside a stalagmit. The DM would not allow that i hide/stealth before taking a look out. He said the mobs would instantly notice me because they look at the entrance. So, since stealth is not equal to invisibility i can live with that ruling. But the in Initial postings Situation my char was not moving, hiding and invisible but several derro were swarming the place so he ruled one of them stumbled over me. Since when in such a Situation, i should be able to evade the contact, no? The derro were actively searching for the group or an attacker (and lateron i learned that they had alarms there notifying them of invisible People (but not dispelling the invisibility)) i should mention that for clarity. Based on Nevvur's response I'd say a conversation with the DM (even if it's email/text) is still definitely called for. This may just be some unique situations and it sounds like it may not be as bad as you think. Just keep in mind that a character with the criminal background can do most of what a rogue can do, but a rogue is still going to be better at being a rogue. In addition, while I prefer the looser feel of 5E it does mean there will be a lot of variation from table to table.
  • 12:05 PM - Coroc mentioned Nevvur in post Invisibility /stealth / hide with a rigid DM what can i do instead?
    Nevvur Wow most interesting, that the DM kept so close to the book, and somehow the Situation made it likely to use stealth or invisibility in that spot. Once the campaign is over i will read it up. Thanks to all replies, you were very helpful.

Saturday, 10th February, 2018

  • 05:41 PM - Redthistle mentioned Nevvur in post Character Backstories: Care to share?
    Nevvur. Delightful! It immediately called to mind Jim Butcher's Dresden Files, and that wizard's dealings with the Fey. Your take on the world of faerie is great entertainment. I love Nav's background, and the tale your DM and your group is weaving.

Tuesday, 6th February, 2018

  • 05:10 AM - 77IM mentioned Nevvur in post Swaying a Crowd of NPCs
    Nevvur: You're right about the undecided voters. If we assume that each one flips a coin just before the vote, then it's likely that the PCs' candidate can still win even if they haven't secured enough votes. That changes the math a little bit, but not by much, especially if you assume that most players won't stop schmoozing until they know they have enough votes. I imagine that failure to sway an undecided voter in a particular direction results in siding with the opposite camp. Committed voters are harder to sway and failure to sway means they can no longer be moved off their position. This will make resolution quick and decisive I think, plus it will shut down retries at a certain point. I love the idea of displaying this as a state machine for each NPC: Strongly Decided <---> Decided <---> Undecided If it were me, I would lay out a map of a Viking hall, and arrange the NPCs according to the state machine. Undecideds in the middle, Strongly Decideds in the corners (initially o...

Friday, 29th December, 2017

  • 12:22 AM - ArchfiendBobbie mentioned Nevvur in post Advice on revealing a secret identity.
    An expansion to the idea by @Nevvur below: Maybe the informant isn't a person. Maybe it's a specially-designed magical tome or similar item that has since gained sentience. But it wants free of its current owner, who is someone the Thieves Guild cannot afford to be caught crossing. The guild doesn't know about it in general, but one member does and if suitably compensated may be willing to part with information on doing the job he cannot.

Thursday, 14th December, 2017

  • 11:53 PM - CTurbo mentioned Nevvur in post My players are using my favorite classes against me lol
    I have some new info here. The beginning stat array will be a choice between 16, 15, 14, 12, 10, 8 or 15, 14, 14, 13, 12, 10 before racial bonuses. I let the group agree on a "reasonable" array and this is what they came up with. I don't have any problems with them. We almost always roll for stats. I'm more concerned about them being relatively equal moreso than them being a bit overpowered. If they're ALL overpowered, I just scale up the encounters. Both Pallys and the Tempest Cleric will be heavy armor Str builds, and the other three with be Dex based so I don't think stealth will be too big of an issue for them. I do like the moral dilemma opportunities and I will definitely be using that. Nevvur, my concerns are I feel like they won't have any glaring weaknesses. They're all going to have really high ACs(except for the Lore Bard), and be great at pretty much all saving throws. They can buff, control, and have much greater healing capacity than most parties.

Saturday, 18th November, 2017

  • 12:17 AM - Trit One-Ear mentioned Nevvur in post Help developing Drow plot
    Nevvur - You have it right, they're pretty much moving from behind the scenes, though they do have a small presence in the city - enough to put pressure on the higher ups and keep an eye on things. They have had the Archmage issue orders to seal the city to outsiders though, which has drawn some attention. I have a couple ideas. The Ritual could just produce similar results of the previous one. In reality the spell not only puts the dragon into a slumber but slowly drains it lifeforce and magical essence and that power is absorbed to a high priestess of drow who slowly gains power and turns into some kind of drow dragon hybrid. That means that more heros wait more powerfull The priestess becomes. Could make a choice of braking the ritual, which means the dragon wakes up (priestess may ar may not die due to this action) or slaying the dragon which means the priestess does not get more power but the city looses its amplification of magic. The Archmage could be dead and the one that looks like...

Wednesday, 15th November, 2017

  • 02:59 AM - pukunui mentioned Nevvur in post XGTE Errata
    Nevvur: I hyperlinked all the answers, which got rid of the green text. I hope that's OK. Jeremy says they've found (and fixed) three errors so far, and he's got his eye on a fourth (see below). I've added the other one (mind spike), plus my question about the Second Chance feat to the original post. I sure hope Healing Spirits gets an errata soon...Jeremy Crawford says he's keeping his eye on it and will change it if it becomes an actual problem in play (vs a theoretical one).

Tuesday, 14th November, 2017

  • 05:11 PM - OB1 mentioned Nevvur in post Where did the 6-8 encounter standard come from?
    I disagree with the conclusion. The reason that I use the 6-8 encounters is because there is a large amount of empirical evidence across a lot of tables that shows that this is the point the at-will, short-rest-recharge and long-rest-recharge classes balance against each other as well as common attrition tactics take a toll. Fewer, harder encounters favor some classes more and disfavor other. Number one common element in "5e is easy mode" threads is that they don't do 6-8 encounters. BTW, I'm not defending 6-8 encounters - I really enjoy 5e and it's by far my biggest complain about the system. I'm just saying that the reason the 6-8 gets talked about is because not only do they suggest it, but it holds up. Like as if they balanced against it. I agree this section is worded horribly and lends itself to confusion. Nevvur correctly quoted the DMG, but in your response you are already dropping the key words of CAN along with MEDIUM TO HARD. These are all very important factors in the guideline. When you look at the Adventure Day XP guidelines, you quickly see that what is missing from the 6-8 encounter assumption is that 3 Deadlies also give you the full adventuring day XP and equal the amount before a typical short rest. So you CAN get to the recommended maximum in 3 Deadly fights (with a short rest between each). Now, I know there is an argument that favors LR classes. But in actually play it doesn't. Sure, a Barbarian can theoretically rage in every encounter if you are going 3 Deadlies, but that assumes first that the Barbarian knows there is going to be exactly 3 encounters and that there would be a need or desire for the Barbarian to rage in each of 8 medium encounters. As for LR spellcasters, the fewer number of encounters per day is balanced by the fact that the number of combat ro...

Monday, 30th October, 2017

  • 06:04 AM - Wulffolk mentioned Nevvur in post Solution to ASI Problem
    Nevvur Thank you for your insights. I had considered that monsters might be more challenging if PC's don't have a 20 in their primary Ability, and I am fine with that. I would consider it more of a feature than a problem. You are definitely correct in your observation that this would have a greater impact on SAD Classes than it would on MAD Classes. I will give this some thought, but I am not sure that I would consider this a problem. Super specialization should mean some deficiency elsewhere.

Wednesday, 18th October, 2017

  • 04:38 PM - Wulffolk mentioned Nevvur in post E6 in 5e
    Someone else brought up the issue that, without dead levels, there's a lot going on in classes we'd like to see. Such as, if I was playing a wizard, I would like to see getting my hands on the level 10 subclass ability. Or an eldritch knight being able to do the teleport when spending an action surge. Those are fun, often iconic abilities. A paladin might want to get their subclass' aura. A monk or sorcerer want to increase their class points, while a battlemaster would want more martial dice, even if they don't get more sides on the dice. How are we going to address this? Yup, it would probably be a good thing to condense some of the interesting abilities into the dead levels. It would take work, but might be worth it. Once I start house-ruling things I tend to get out of control, practically re-writing the game. Maybe I will get around to re-writing an E6 version of 5e, or maybe I will be lazy and wait to see what Nevvur comes up with.

Sunday, 8th October, 2017

  • 11:43 PM - Harzel mentioned Nevvur in post Telegraph This
    Is there a way I can let the PCs know that bribery is on the table without just coming out and saying it? Isn't bribery always on the table? ;) More seriously, I think others have pretty much covered the ideas that occurred to me, but I will just add that they mainly stem from a general principle: Don't tell - show. Show the duergar being greedy; show the duergar ordering around some other animated objects; show the objects being deferential to dwarves. Of course, 'show' still means 'describe', but the point is to describe instances/examples of a general idea and then let the PCs infer the general idea. Of course, since you have limited opportunities to make the point, the examples often have to be quite blatant, but, as Nevvur noted, what is obvious to the DM is almost always not obvious to the players. The players may only get one or two examples of what their PCs would see dozens or hundreds of instances of.

Sunday, 1st October, 2017

  • 03:11 AM - Rhenny mentioned Nevvur in post Help and advice for 5e spellcaster
    I'll add to what Nevvur wrote too. Ultimately you should just play what you think would be fun for you. Don't worry about filling out the party. 5e is very flexible when it comes to party configuration and PC roles.

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Monday, 15th July, 2019

  • 10:02 PM - Lanefan quoted Nevvur in post What are your Pedantic Complaints about D&D?
    I'm pretty sure a third party during the 3e era did publish an entire supplement on who can breed with who and if they do, what happens.The Book of Erotic Fantasy very vaguely - and IMO very badly - waved at this, but that was it as far as I recall (though I'll freely admit that there was probably a lot of d20-era stuff that passed me by and-or never even made it to this market). This was one of my many great disappointments with the BoEF, in fact; that it didn't go much more deeply into fantasy-race inter-breeding, genetics, pregnancy chances, and so forth. Massive opportunity missed. Publish it here. Now. edit: Please? One day I might, if I can figure out how to scan a great big piece of paper on this little tiny 8x11 scanner I have. :) (after updating it to 5e, of course) Sorry, but that's not bloody likely; as it would more or less mean starting over from scratch and I remember all too well how long this took to do the first time - and back then there were only three MM's...
  • 02:07 PM - jasper quoted Nevvur in post What are your Pedantic Complaints about D&D?
    I can quaff an ale as a free action, but need an action to consume a healing potion. That is because the ale is really Pabst Blue Ribbon beer which everyone agrees is just water.
  • 12:04 PM - Bitbrain quoted Nevvur in post What are your Pedantic Complaints about D&D?
    Just an observation, if the only switch between Fighter-Sux and Fighter-Roxtoomuch is +1d8 damage on attacks, you could ... make it +1d4/6? And then your porridge will be just right. I've tried that before. +1d6 doesn't help. They still seemed to be outshined by everyone else except the ranger.
  • 05:47 AM - Arnwolf666 quoted Nevvur in post What are your Pedantic Complaints about D&D?
    I can quaff an ale as a free action, but need an action to consume a healing potion. My pet peeve is potions shouldn’t even be useable in combat. And I hate the concentration mechanic with a passion. Seems like something that belongs to psionics.

Wednesday, 10th July, 2019

  • 03:55 PM - dave2008 quoted Nevvur in post Monsters and their relationship with nature
    Dragon breath is natural within the nature of the DnD universe. Or at least, after a careful parsing of the entry on dragons and breath weapons, I conclude breath weapons are not magical, and if not magical, what then? I agree they could be considered "natural" in the context of D&D. But they would be supernatural or magical IRL. However, I think even in the context of D&D they are magical to extent. I believe it was Mearls who explained that certain magical traits of monsters cannot be dispelled because the are so intrinsic to the creature. The magic is so weaved into their being it is part of their "natural" state. I think he gave the example of a dragon's breath weapon even (or maybe it was their flight). So dragons are inherently magically and things like their ability to fly and their breath weapons are to some extent magical, but they are not spells and cannot be dispelled and I think are unaffected by anti-magic.
  • 03:48 PM - dave2008 quoted Nevvur in post Monsters and their relationship with nature
    "... is outfitted with some serious defense mechanisms, including an armored body that protects it from the elements. But it's the boiling hot liquid sprayed from its stomach that is most effective against predators. Inside [its] abdomen are two chemical-filled chambers that, when combined, create an acid that heats up to 212 degrees Fahrenheit (100 degrees Celsius) and then sprays out in an explosive manner through the abdominal wall. And if the spray isn't enough to scare off any animal, [it] also makes a sound like a gunshot once it unleashes an acid bath on its predator." I believe that would be a member of the bombardier beetle family I mentioned up thread.

Tuesday, 9th July, 2019

  • 10:37 PM - 77IM quoted Nevvur in post Monsters and their relationship with nature
    Dragon breath is natural within the nature of the DnD universe. Or at least, after a careful parsing of the entry on dragons and breath weapons, I conclude breath weapons are not magical, and if not magical, what then? Supernatural? There's a vast number of things in D&D that are not magical, but don't follow the physics of our universe. Ghosts, for example, don't blink out in an antimagic field, and you can't go to the Astral Plane and attempt to dispel the whole place. (I mean, you could, but it wouldn't work.) There's no reason to strictly categorize everything as "magic" or "not magic." If magic is a fundamental force then calling something "not magical" would be like contending that frogs don't obey the laws of electromagnetism or that ants don't feel gravity or that a jet aircraft doesn't experience the weak nuclear force. I like to think of it as a continuum from "less magical" to "more magical." It's like when the elves of Lothlorien give Sam some really excellent rope that n...
  • 12:57 AM - Tony Vargas quoted Nevvur in post Doing away with INT/WIS/CHA
    It should go without saying that just because you and your character share the same knowledge doesn't mean you acquired it in the same way. Prosaically, I figured that if you knew something from reading the books (or experience playing other characters in the past), your character knew it from listening to legends and stories of more experienced adventurers or the like. In defense of the 'really bad' idea, I think there's much fun to be had improvising explanations for how Thag the Dumb knows enough astronomy to solve the puzzle, It's a different type of role playing, for sure, but not inherently bad. Hey, just because you don't talk doesn't mean you know nothing about astronomy.

Thursday, 4th July, 2019

  • 02:27 AM - Tony Vargas quoted Nevvur in post Doing away with INT/WIS/CHA
    Go for it. Tell us how it goes.I wouldn't have prefaced the whole thing with "a really bad idea," if I had any intention of inflicting it upon my own players. I mean, I don't particularly want to run Quag Keep overandoveragain, and I don't think that all that many players really want to play exactly themselves, piloting a fantasy body through the Realms like a Arquillian in a robotic human-suit. I think it’s a fantastic idea. Unfortunately, the traditional six ability scores are one of those sacred cows that people cry “not D&D” if you slaughter. So, personally I just settle for accepting that Int, Wis, and Cha just don’t represent the things that their names mean.Yeah, it occurred to me to nix all INT/WIS/CHA skills &c, and just change what the stats /mean/, leaving the names intact. So: INT: Your ability to decipher, devise, record, analyze, and generally make use of the arcane formulae and knowledged used in spellcasting. WIS: Your connection to the divine & spiritual. ...

Sunday, 30th June, 2019

  • 11:57 PM - vincegetorix quoted Nevvur in post The perfect D&D edition (according to ENWORLD)
    In my system, which draws heavily on 4e's class and role structure, I use the terms Defender, Striker, Augmentor, Controller. Just thought I'd throw another term into the wordstew which is this latest warlord conversation. Not bad. I personally stole from the Roles from FFXIII when explaining the 4ed roles to my table because I found the name more evocative: Striker -> Commando (single target DPR) or Ravager (AoE Blaster) Defender -> Sentinel Controller -> Saboteur Leader -> Synergist
  • 11:30 PM - Lanefan quoted Nevvur in post The perfect D&D edition (according to ENWORLD)
    In my system, which draws heavily on 4e's class and role structure, I use the terms Defender, Striker, Augmentor, Controller. Just thought I'd throw another term into the wordstew which is this latest warlord conversation.Augmentor - that's actually not bad at all.

Saturday, 29th June, 2019

  • 04:55 PM - Tony Vargas quoted Nevvur in post The perfect D&D edition (according to ENWORLD)
    My preference would be to nosedive into simplification. Strip it down to the classic 4 Fighter/Wizard/Cleric/Rogue That would be Fighter, Magic-user, Cleric, & Thief, to use the original names, and, the Thief was an early addition, with the game evolved as in 5e, with stat checks & proficiency replacing the thief's "special" abilities, there's not even a need for it... and throw all the other traditional classes into archetypes within one of those That's prettymuch what 2e did with Class Groups. And, expand the fighter enough to include the Barbarian, Ranger, Paladin, & Warlord, and it could easily handle the Rogue & Monk, as well. . Honestly, I'd prefer a single caster type over the priest/mage dichotomy. Just the two most generic classes: Fighter & Magic-User, with everything else sitting under them? At that point you just have a dichotomy between two kinds of classes. Also, unless you vastly upgraded the Fighter and/or reined in the Magic-User, you'd just have a d20 Ar...
  • 02:11 PM - Elfcrusher quoted Nevvur in post The perfect D&D edition (according to ENWORLD)
    Honestly, I'd prefer a single caster type over the priest/mage dichotomy, but it's too sacred cow for me to invest much time lamenting, so w/e. I'd go the other way. I want a compelling mechanical difference between arcane and divine casting. Whether or not you have access to the whole spelllist isn't a very interesting distinction.

Friday, 28th June, 2019

  • 08:59 AM - pemerton quoted Nevvur in post Is it possible for one person to create their own table top game, setting and all?
    For everyone who has published their own -- link it here.Not my games, obviously, but here are 4 links I thought of straight away: * Dogs in the Vineyard * In a Wicked Age * Apocalypse World (the 1st ed is sole-authored) * Poisn'd You might quibble over whether that last one involves setting creation. One-page RPGs are a thing, too. Big Motherf#$kin Crab Truckers appears to satisfy my criteria for system and setting.I've had good experiences with Cthulhu Dark, although it's BYO setting and views about the Mythos.

Wednesday, 26th June, 2019

  • 06:56 PM - Saelorn quoted Nevvur in post Attacking defenseless NPCs
    It's only as problematic as the DM allows it to become, as goes for the introduction of any house rule. In terms of sidelining other PCs, it's not functionally different than when any other specialist stumbles on a moment to shine. Sometimes the mage gets an arcane puzzle to solve, sometimes the thief gets a lock to pick, and sometimes the sniper gets a clean head shot.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.

Sunday, 23rd June, 2019

  • 08:39 PM - Li Shenron quoted Nevvur in post House ruling toward simplicity
    Most 5e house rules I've seen add complexity to the system. However, I'm broadly interested to know what other DMs have done to simplify 5e. FWIW, I'm perfectly comfortable running it as is, just picking brains for material as I work on a side project. Some examples might be an even simpler initiative system, changes to the action economy (handling of action/bonus action/reaction), reduced character creation options, etc. Simplifying character creation and simplifying in-game rules are very different things. In 5e I have often simplified character creation because I have had beginners in every group, and didn't want to cause analysis-paralysis to delay the start of the game. I have used for example the following, tho not all in the same group: - pregenerated or partially pregen. PCs - ability scores array only - simplified races (i.e. less features) - human stats for all races - fixed prepared spells lists As for in-game rules instead I don't really house rule anything bu...

Friday, 21st June, 2019

  • 09:37 PM - Tony Vargas quoted Nevvur in post House ruling toward simplicity
    Most 5e house rules I've seen add complexity to the system. However, I'm broadly interested to know what other DMs have done to simplify 5e. FWIW, I'm perfectly comfortable running it as is, just picking brains for material as I work on a side project. Some examples might be an even simpler initiative system, changes to the action economy (handling of action/bonus action/reaction), reduced character creation options, etc.There is a lot of complexity, but it's hard to jettison without depriving players of options. Obviously, first, don't use any optional rules. Feats & MCing are just added complexity. Bonus actions and concentration add complexity, for instance, so do reactions - removing everything that uses them would reduce the complexity of the game. Not removing the mechanics (which might render a variety of things OP or otherwise broken), but everything that uses them - so TWF, healing word? use bonus action: gone. Haste, Summoning? use Concentration: gone. Opportunity Attacks,...

Sunday, 16th June, 2019

  • 02:04 AM - doctorbadwolf quoted Nevvur in post Streamlined 4e combat
    Thanks for the input, everyone. @Tony Vargas, that 4.5e guide was basically the sort of thing I hoped to find, but reading it, I realized the flaw in my quest. My memory of the uncomfortably long combats in 4e was more about the numerous and cumulative bonuses/penalties to every action than anything else. Magic weapon, flanking, racial feat, class feat, concealment penalty, and so on. I was hoping to find a 4e revision that addressed this specific issue, but as I revisit the core books and skim over that guide, I'm reminded how essential all those circumstantial modifiers are in delivering the tight tactical experience I otherwise loved. In short, mine may have been a fool's errand. Still, I'll stick around and read whatever others have to say on the matter. I think that folding all off turn powers and action options into 1 Reaction per round helps, but it does reduce off turn engagement somewhat. Otherwise, make untyped bonuses not stack with other untyped bonuses, and tighten up the ...

Wednesday, 30th January, 2019

  • 11:48 PM - Mercule quoted Nevvur in post what would you want to see in a revised Weapon Chart?
    I would go the other way. Reduce the weapon chart to a 2x2 matrix of heavy/light-melee/ranged to produce 2-hand weapons, 1-hand weapons, projectile weapons, and thrown weapons. Give them base stats. Now push the modifiers to classes. You have 4 weapons that can be anything. I wouldn't go quite that far, but I've definitely bought into the Savage Worlds idea of trappings. If there's no statistical difference, don't create another entry -- at the least, be OK with the fact that it's just a new name for the same stats. Most times, there's no need for statistical difference. Trying to force the issue is a low ROI.
  • 09:47 PM - Blue quoted Nevvur in post what would you want to see in a revised Weapon Chart?
    I would go the other way. Reduce the weapon chart to a 2x2 matrix of heavy/light-melee/ranged to produce 2-hand weapons, 1-hand weapons, projectile weapons, and thrown weapons. Give them base stats. Now push the modifiers to classes. You have 4 weapons that can be anything. That's really close to how 13th Age (a d20 game) does it. Here's a sample for the Fighter: http://www.13thagesrd.com/classes/fighter/#Gear And compare it to the Rogue: https://www.13thagesrd.com/classes/rogue/#Gear Rogues get more damage from small and light weapons then Fighters, but have penalties with heavy weapons. The classes also do it for armor - some classes get better usage from different types of armor, or unarmored. Unarmored a rogue starts AC 11 instead of 10. But the fighter gets a lot more out of heavy armor then the rogue.


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