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To boxed text or not to boxed text Monday, 15th April, 2019 11:41 AM

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Tuesday, 25th June, 2019


Sunday, 23rd June, 2019


Friday, 14th June, 2019


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Sunday, 10th March, 2019

  • 06:51 AM - Henry mentioned guachi in post WotC Considering NPC Stat Format Change
    Take and cropping screenshots from my MM, I can fit all six statblocks into a page-and-a-half. I could probably cut-and-paste from the SRD as easily and shrink down the font to get them all on one page. That's an easy module, with so few critters. Much appreciated; I'm also looking for guachi 's input, because like him, I'm also one who finds trying to flip through three or four books while playing at the table WAAAY more trouble than it's worth, and have to go through the inconvenient step of extracting stat blocks when making prep notes for play, and wished the adventures that are sold were more ready for prep work than just one bolded word, even if additional adventure content were sacrificed, or a higher price tag were required. I'm in the minority, I know, but I like good tips to speed up table play when I can find them. A lot of the prep aids such as D&D Beyond haven't helped much (at least from the limited demos I've tried) and I always enjoy more.
  • 03:23 AM - Henry mentioned guachi in post WotC Considering NPC Stat Format Change
    ...date of Sinister Secret of Saltmarsh is a very, very poor example. Because, it's not a combat heavy dungeon crawl. Looking through my copy of the module, it has a poisonous snake, a large spider, giant centipedes, stirges, skeletons, and a mage. It only needs six or seven statblocks in total, and a couple of those are short. Yeah, that is pretty tiny. And likely only takes 2-1/2 pages. (Which is actually like 7% of the book.) BUT you can't just add pages. To add those pages of statblocks you'd need to take away 2-1/2 pages of text. Which 2-1/2 of Sinister Secret of Saltmarsh are you getting rid of? That's also a pretty non-standard amount of combat. The U series probably isn't "the bar". But the second one, Danger at Dunwater (chosen because it's in the some folder) has over twice as many monsters. And even having several of the variant lizard folk be, well, variants, it's still probably 3 to 3-1/2 pages. A good 10% of the module. And this is still a combat light module. guachi DID say, “his conversion”, not his 1e prep notes. If it is a 5e conversion, i’d Be interested in seeing one of his more complex liner notes for monsters (in a spoiler block if anyone is concerned with spoilers).

Monday, 4th June, 2018

  • 02:02 PM - Coroc mentioned guachi in post Second Dungeons & Dragons Product for Fall 2018: Waterdeep: Dungeon of the Mad Mage
    Aldarc Ye you got a Point there but i fear that todays Wotc products cannot / would not give Feelings of nostalgia, at least with their FR products i do not get any. Besides big names like Xanathar etc. it is totally different than e.g. 2nd ed. Not that it is bad, it is just different. Being a Player in an OotA campaign atm, with a DM who sticks quite Close to the book, it is underdark yes, but back then the underdark was darker, more cruel i dunno how to say it, i ran the Menzoberranzan boxed set back then it was just different. I did not formulate my question 1 to suggest some one should first use any official product DQDesign and guachi , that was purely rethoric exageration, it is just that i am curious what People need more: updated mechanics or a new story.

Tuesday, 22nd May, 2018

  • 02:46 PM - Aldarc mentioned guachi in post As a player: prefer Homebrew or Published settings?
    The reticence I have for homebrew is that the DM will be too in love with his setting. Players should absolutely engage with the fictional world presented to them but DMs need to be able to take a step back from their setting.I share this reservation myself about homebrew settings. I cannot answer the OP's question. Settings are nice in that they provided "knowns" for players. The play expectations are often somewhat clear. There are some settings that I enjoy and gladly play (e.g., Eberron), and there are others that I would not touch with a 5 meter pole (e.g., Forgotten Realms, Dragonlance). However, there are too many unknowns with homebrews. I have experienced way too many bad homebrew settings with GMs for the reasons that guachi mentions. I generally have found greater enjoyment in homebrews where the GM is not selling the "homebrew" as a homebrew setting, but, rather, simply expressing a desire to play the game. But these latter homebrews, IME, typically follow the Greyhawk and 4E Points of Light model for settings.

Thursday, 17th May, 2018

  • 11:57 PM - Harzel mentioned guachi in post Inspiration & Hero Points Math
    As hinted at by guachi, one needs to add quite a few assumptions to the OP to get to something quantifiable, particularly around opportunity cost (that is, "Do I use the Inspiration Die now or save it for later?"). I guess it's not all that useful to just say "It's hard."; if I get inspired, I'll work on it.

Thursday, 3rd May, 2018

  • 07:44 PM - Satyrn mentioned guachi in post High AC and encounters
    guachi, UngeheuerLich: Thanks for doing the maths that I clearly cannot do. Another scenario for consideration. High-AC character. Heavy hitting monster with weaker monsters. Good for weaker monsters to do Help action? Please feel free to put forth whatever hard numbers you want there. My gut says that's a good move, but I trust maths more than my guts. guachi answered that earlier, in an edit. He said it starts being beneficial when the stronger monster does 10% more damage than the weaker monster.
  • 06:56 PM - iserith mentioned guachi in post High AC and encounters
    So guachi, assuming I'm not adding in CR0 zombie squirrels willy nilly to help my regular zombies, can you tell us if it's worthwhile for a zombie or two out of a pack of six to do a shove/knock prone? Or are there too many variables? Not that my zombies need to be tactical geniuses, but occasionally the necromancer controlling them is. I guess it would have to be based on percentage chance to knock prone, same as your percent chance to hit. Don't forget zombies are clumsy: "Oops, it stumbles and runs into you, possibly knocking you prone! So this is a Shove attack." I don't need no necromancer to justify why my zombies are tactical geniuses! (Or is that putting strategy over story? LOL) guachi, UngeheuerLich: Thanks for doing the maths that I clearly cannot do. Another scenario for consideration. High-AC character. Heavy hitting monster with weaker monsters. Good for weaker monsters to do Help action? Please feel free to put forth whatever hard numbers you want there. My gut says tha...
  • 06:25 PM - Oofta mentioned guachi in post High AC and encounters
    So guachi, assuming I'm not adding in CR0 zombie squirrels willy nilly to help my regular zombies, can you tell us if it's worthwhile for a zombie or two out of a pack of six to do a shove/knock prone? Or are there too many variables? Not that my zombies need to be tactical geniuses, but occasionally the necromancer controlling them is. I guess it would have to be based on percentage chance to knock prone, same as your percent chance to hit.

Wednesday, 15th November, 2017

  • 06:48 AM - Prakriti mentioned guachi in post How to turn D&D into a Video Game
    @guachi has a point, and Jeremy Crawford has responded to concerns saying that the spell might be changed as a result. For comparison, Prayer of Healing, another 2nd-level healing spell, heals 2d8 + ability modifier over 10 minutes, while Healing Spirit heals 10d6 over 1 minute. That's a huge difference, and obviously not how the developers expected the spell to perform.

Monday, 2nd October, 2017

  • 08:53 AM - clearstream mentioned guachi in post Best Non-GWM, Non-SS, Non-PM, Non-CE Damagers
    guachi thanks. I'm starting to grasp the math. mellored so the to hit percentage is only based off ASI or would archery style increase it by 10% Yes, although people often fail to grasp the significance of that. Think of it this way If I hit on 13 numbers on the die (65%), hitting on 2 more numbers will mean I hit 15/13 times more. About a 15% gain. Now consider the case where you're using power-attack? I'm hitting on 8 on the die (40%), so hitting on 2 more numbers will mean I hit 10/8 times more. About a 25% gain. That's what makes Archery so valuable in conjunction with Sharpshooter. That all said - by modelling in Excel these gains will be emergent from the calculations. The way I like to do it is slightly different from guachi. I set up twenty rows representing each number on the die, and populate them with the average damage. With a column for each damage source. I then sum the table and divide over 20. The advantage of this is that it makes it clearer what is going on, and...
  • 02:48 AM - Thateous mentioned guachi in post Best Non-GWM, Non-SS, Non-PM, Non-CE Damagers
    guachi thanks. I'm starting to grasp the math. mellored so the to hit percentage is only based off ASI or would archery style increase it by 10% Sent from my SM-G955U using EN World mobile app

Friday, 29th September, 2017

  • 03:02 PM - clearstream mentioned guachi in post Best Non-GWM, Non-SS, Non-PM, Non-CE Damagers
    If you are intending to action surge twice, you damn sure better use at least one rest. Or hit level I think 17? fighter. One rest will end hex. One rest, after 5 combats, allowing fighter to dump full superiority dice on the last combat. It's orthogonal to my goals to work out the optimum. Also I assume since the description is "Adventuring day" that it is a list of encounters that occur throughout the day. And that the likelihood of forcing all the fights to happen in an hour is low. AND that the character will be a member of an adventuring party, which will likely want to rest at some point. Exactly. Our wonderful numbers on paper fail the rule that For damage to be effective, it must be applied. (Consider the contrary, for damage to be effective, it must not be applied!?) As you point out, GFB and Sentinel require a party, and require foes to be arranged in just the right way. guachi's GFB builds has the same problem. My belief is that all our estimation is empty until we come up with a construct that factors in applicability. accuracy = lesser of 0.95 and (20−(AC−attack))*0.05 average = ((dice minimum)+(dice maximum)/2)+(flat modifiers) damage = average*accuracy cleave = 1−((1−(damage/HP))^(number of attacks)) critical = 1−((1−critical chance)^(number of attacks)) depletion = expenditure/turn*5 short resource fraction = charges/2 long resource fraction = charges/6 We're familiar with most of those and apply them with varying consistency, but what about space = distance−range ? lag = space/speed ? awareness = binary assumption? ratio? Without those, along with foe count and positioning assumptions, and ally count and positioning assumptions, our estimates frequently yield intuitions that play proves false.

Wednesday, 27th September, 2017

  • 11:33 AM - Harzel mentioned guachi in post Calculating Overkill Damage
    guachi Before having an opinion, I'd like to be sure (as much as possible) what it is I'm having an opinion on. :) So even after reading the thread so far, I still have two basic questions. What is the calculation you are doing? I will take on faith that you have accurately calculated the probabilities for each possible damage value since I understand what those values mean, and, in principle, how to calculate them. So, starting from there, I'd like to understand the rest of the calculation to get to the quantities you call "Average Damage" and "(Average) Overkill Damage". Given those, I understand how to get "Modified Damage" and "Damage Reduction". Note: I would have thought "Average Damage" would be straightforward, but I cannot reproduce your value for the example [Sword & Board; DEX/STR 20; duelist style; d8 weapon; 65% hit chance]; possibly I am making a simple mistake, though (I get 7.48 instead of 7.70). ​What exactly is your claim about how the values that you are cal...

Tuesday, 26th September, 2017

  • 06:10 PM - Oofta mentioned guachi in post [ToA] Heat & Heavy (armor)
    ... I don't understand you. Perhaps what you're saying is you don't believe the jungle environment *should* challenge level 5 heroes, in which case I kindly ask you to talk about that somewhere else, since that's exactly what I'm talking about! Sent from my C6603 using EN World mobile app So basically you don't like the obvious, simple solution so you ban it or just say it doesn't work. There are plenty of ways to implement the feel and character of the jungle. The group may come up with ways to overcome obstacles posed by the environment that you do not anticipate. People come up with solutions to overcome obstacles all the time, it's part of the game. You can either let them overcome obstacles in ways you didn't anticipate or dictate that the only way to overcome an obstacle is the option you've given them. That's your prerogative, but I wouldn't play in a game run that way. You asked for how to deal with armor in the jungle. You've been given the DMG answer, guachi came up with a solution, etc.

Monday, 25th September, 2017

  • 06:04 PM - Oofta mentioned guachi in post [ToA] Heat & Heavy (armor)
    Metal absorbs the heat of the sun way more than leather does. Which is why you should wear a white or light colored tabard over your armor. Like the crusaders did. The crusaders of course wore chain mail because it was the style of armor they wore, but chain is still heavy armor. Also, the book states Chult is in the mid 90s (so hotter than the Amazon). With humidity, the heat index is way over 100. ' The heat index is going to affect everyone. High in the mid 90s and 99% humidity is going to be brutal for everyone that gets dehydrated or overexerts themselves. Good thing most combats are over in a minute or two. But I like the idea @guachi had ... just refrigerate the armor every 10-15 minutes and you should be fine. Wearing metal armor could actually be beneficial if you have someone who can chill it. :) But to address your overall point, again, just because certain aspects of D&D is not realistic, does not mean you should throw out all other aspects of realism. Any time realism is overridden in D&D, there is a specific rule for it as to how and why it does override realism. Without a specific rule to override realism, the expectation is that gaming tables will use realism to mitigate everything else. It's why no matter what gaming table you go to, people will handle gravity the same way, and basic laws of physics, and everything else that isn't specifically covered by a rule. As far as certain players being punished, so what? Welcome to adventuring in dangerous environments. Who says that all players have to be exempt from environmental influences based on their own choices, just because said choice may give...

Wednesday, 9th August, 2017

  • 02:02 PM - akr71 mentioned guachi in post D&D Beyond - What's it for?
    guachi, I can't argue with you there... however the increased page count and therefore the cost might prevent me from buying many as well - and I already don't own many. I write a lot of the adventures/encounters for my players already - what I would really love is the ability to 'drag and drop' WotC stat blocks or otherwise import them into my session prep documents.

Tuesday, 11th July, 2017

  • 07:10 PM - ArwensDaughter mentioned guachi in post What do you want in a published adventure? / Adventure design best practices?
    A bit late to the party, but here's my input as a fairly new DM, with little to no prep time. I prefer pdfs, so some of my input is geared that way -boxed text, written to take into account different entry points and potential changes depending on what has happened so far. (I like the examples above where a couple of options are given) -I love the idea of monster/npc cards: easy to do with a pdf; perhaps provide a link to a pdf of the cards in print versions? I prefer full stat blocks, but don't see the point of repeating them throughout the adventure description. -Clearly designated sections in the descriptions for things like tactics, treasure, potential changes, etc. (akin to what guachi mentions--seems like I saw another list in this thread, but I can't find it) -Printer friendly maps that include a grid -Printer friendly pdf (either the "main" pdf or as a supplement for those who want to print it out) -motivations/tactics/personality notes on main NPCs -Notes that address a fairly wide variety of approaches players may take to a situation. Often during play, my players choose to do something/try something that reveals a rather glaring lack in the adventure as written. Sometimes it's because they want to do something truly innovative, and I understand why the author didn't foresee it; but a lot of times it is a pretty logical choice/approach that was over looked in the written adventure. One example of the latter: Quite a while ago I ran adventure that "concluded" with the PCs in possession of a red dragon egg. The adventure included suggestions for handling two different PC choices for what to do with the egg: selling it or destroying it. My players--for r...

Tuesday, 25th April, 2017

  • 12:04 AM - Quartz mentioned guachi in post On Past Tenses and Paladins
    Just to back up guachi, according to the Shorter OED p2885, smote is the past tense, smitten is the past participle, and a smiter is someone who smites. The OED lists the origin as the Old English smitan, with similar words in Old Frisian, Old Saxon, Middle Low German, and more.

Saturday, 14th January, 2017

  • 10:00 PM - Lanefan mentioned guachi in post B10 Nights Dark Terror in 5e
    pemerton as the site's greatest B10 proponent this looks like your cue. :) The only thing I can suggest, having now run B10 twice with varying levels of success, is to find a way to break it down into several smaller almost stand-alone adventures if you can; with the Lost Valley remaining as one larger mission at the end. Otherwise, as happened with guachi and happened twice with me, your players may well be sick of it all by the time it's finally done. Lan-"you might also want to slow down the levelling a bit or else the latter parts of the module might turn out to be pushovers"-efan

Monday, 2nd January, 2017

  • 10:58 PM - LordEntrails mentioned guachi in post One Year of DM's Guild
    Hemlock, Remathils, guachi, I don't disagree with what any of you said. The UI and search capabilities are sorely lacking. Coming from a PDM database world, to me, any metadata that is there should be configurable for a search. I don't know if it will help, or just get lost in the noise of another blog, but I have been toying with this idea for some months now, and decided to go ahead and start a blog and do my own product reviews. I've decided to just focus on products released in a Fantasy Grounds VTT format, as I felt trying to review any and everything was too broad. For anyone interested, http://www.fantasygrounds.com/forums/entry.php?232-Virtual-Scribe-Reviews


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Monday, 15th April, 2019

  • 11:44 AM - pemerton quoted guachi in post To boxed text or not to boxed text
    Not a fan. I want clear descriptions (dot points are good), but the actual narration is something that I prefer to arise organically out of play. EDIT: I love boxed text because it makes it clear what information is freely available to the PCs and what information is either gated behind PC actions or is variable based on the situation.The availability of information to the players, via their PCs or otherwise, is the sort of thing that I prefer to arise organically out of play.

Sunday, 17th March, 2019

  • 01:33 PM - robus quoted guachi in post Perception should be an intelligence proficiency
    If Perception were an Intelligence skill animals would be awful at it. Therefore, it should stay a Wisdom skill. If it's the kind of thing an animal could detect, it's a Perception skill check. If it's the kind of thing a human would be better at detecting/deducing it's an Investigation check. This was very insightful when I first read it (one of your earlier posts perhaps?) and is a great way to understand perception: sensing things that are out of the ordinary, vibrations, smells, noises, drafts etc, or things you’re on particular look out for, like prey for hunting animals.

Sunday, 10th March, 2019

  • 07:53 PM - robus quoted guachi in post WotC Considering NPC Stat Format Change
    I think it has to be a thing in 5e. I mean, "gorgeous" isn't really high on the list of things necessary to run an adventure. And I find 5e adventure books terribly laid out and not at all easy to use. So I assume WOTC's primary purpose with their adventure books isn't for people to actually run them. Actually with Dragon Heist they really nailed it. Hard to run *and* hard to read! ;)
  • 05:01 AM - Markh3rd quoted guachi in post Dragon Talk Interview with Kate Welch re Ghosts of Saltmarsh
    You can buy U1-3 cheap as a pdf. U1 is easily the best of the three. In any event, you can get them each for $3. The Dungeon adventures are okay, so you really aren't missing much. There wasn't anything stopping you from playing them already. Everything you said is true. It's just that the local stores play what is currently out. It's easier to get a game that way. But when the current thing is a remake of an older thing, the opportunity to play it skyrockets.
  • 01:10 AM - NaturalZero quoted guachi in post WotC Considering NPC Stat Format Change
    I almost never have to open up another book to look up stats. I consider doing so a failure. If an adventure forces me to have to turn to some other page to routinely run encounters it is a bad adventure. I really like the core 5e system. I like the streamlined math. One place where they absolutely dropped the ball and kicked it down the :):):):)ing street was when they went away from the 4e monster statblock that included everything you needed to run the monster. They went back and gave monsters spell lists, with rules on multiple pages... in an entirely different book! It was one of the reasons i hated running high level caster monsters in 3.5 and always truncated or altered the mechanics to be more forward. Controversial Opinion: 4e had the best monster stat blocks. Yes, yes, yes. I like running 5e as a system, but the more i do, the more i notice how many evolutionary enhancements that 4e proposed that worked better but got chucked out the window. I'd like a concise 4e statbloc...

Saturday, 9th March, 2019

  • 11:22 PM - Jester David quoted guachi in post WotC Considering NPC Stat Format Change
    "Kills the page count" This is a load of bollocks. I have my conversion for Sinister Secret of Saltmarsh up on my screen. The module is 32 pages plus cover maps. If I only include the monster blocks of the conversion the entirety of the stats is a little over a page. Every creature is included, even if it's redundant. It also includes the publication and page number the creature came from (which would be nice in actual adventures), the CR and XP, plus its equipment and treasure. That's about 3% of the module. That's far less than the amount of likely useless art in any adventure. (Saltmarsh actually has useful art as the Holloway drawings show exactly what the encounter location has in it. You could photocopy the drawings and hand it to the players. Also, the drawings don't, individually, take up that much space) It was minor in 1e, but if doing it now it wouldn't. Because statblocks are larger. (And they don't use the stupid partial statblocks that don't give you all the in...
  • 09:40 PM - Jester David quoted guachi in post WotC Considering NPC Stat Format Change
    I almost always DM my 5e games. Having sat in on a few 5e games DMed by others I've found that if the DM hasn't taken the time to extract the monster stats then combat grinds to a halt as the DM has to look up stats. It's even worse if the combat has more than one type of monster or the creature is described in the adventure itself. Now the DM can't have both the encounter page and creature stat page easily accessible. It's awful. The game stops. A good adventure design would never handicap the DM like this. With the adventures I run, which are all converted 1e or B/X adventures, I make a spreadsheet with each creatures stats reduced to 3 or 4 lines in one column. I almost never have to open up another book to look up stats. I consider doing so a failure. If an adventure forces me to have to turn to some other page to routinely run encounters it is a bad adventure. I tend to regularly have the Monster Manual open as I run, and things wok well enough. But I also tend to bookmark or sti...
  • 02:44 PM - dave2008 quoted guachi in post WotC Considering NPC Stat Format Change
    And I find 5e adventure books terribly laid out and not at all easy to use. So I assume WOTC's primary purpose with their adventure books isn't for people to actually run them. What is a good adventure layout / design to you? I am honestly curious as I have never found any adventure (from 1e-5e & BECMI & PF) to make much sense to me. I don't know if that is the cause or the effect of the fact I don't run published adventures! Back on the old WotC D&D boards people would complain about how much better Paizo adventures were, but when I look at them they just seemed as horrible to follow to me. So I am honestly wondering what is a good adventure design? Can you give me an example of a good, well laid out adventure for D&D or PF that I should check out? FYI, In 30 yrs of gaming, prior to 5e, I have only bought two adventure modules (White Plume Mountain & The Immortal Storm, I also have Keep on the Borderlands, but I don't remember buying it). I have looked through them many times and ...
  • 08:41 AM - Paul Farquhar quoted guachi in post Dragon Talk Interview with Kate Welch re Ghosts of Saltmarsh
    It's like they want to have their cake and eat it, too. Play upon nostalgia of old adventures and old monsters but not do the actual work of caring about their own 40-year history. "We don't care" is the WOTC philosophy. If you don't care about your company's own history, stop strip-mining it for lazy rehashes. Ford can care about it's history without relaunching the Model T.
  • 07:08 AM - FrogReaver quoted guachi in post The New Tiers Ranked
    The Rogue is a standout in the exploration or social pillar in Heroic tier simply because you get your Expertise at level 1 and you have lots of skills. And at level 1 you get a resourceless +1d6 in combat. It's just that the farther away from level 1 you get the less beneficial the Rogue's resourceless abilities are. I'd vote Rogue as most powerful and versatile class at level 1. It just doesn't last very long. Expertise at tier 1 is a +2 bump to a skill. Is it really that great? The same for the skill bonuses. They are just +2 bonuses. I'm not sure I'm convinced that 4 +2 bonuses to skills really makes for a notable enough ability in either the social or exploration tiers.
  • 07:07 AM - Zardnaar quoted guachi in post The New Tiers Ranked
    The Rogue is a standout in the exploration or social pillar in Heroic tier simply because you get your Expertise at level 1 and you have lots of skills. And at level 1 you get a resourceless +1d6 in combat. It's just that the farther away from level 1 you get the less beneficial the Rogue's resourceless abilities are. I'd vote Rogue as most powerful and versatile class at level 1. It just doesn't last very long. It's not that much of a bonus martial two handed weapons come to mind. It's also inferior to Monks and a nature cleric using pole arm master and staff plus Shillagh.
  • 06:53 AM - FrogReaver quoted guachi in post The New Tiers Ranked
    I think your ratings are more like 50/25/25 Combat/Social/Exploration. Frankly, I think it's better than 40/30/30. It's not just that combat takes up, generally, more of the game and the rules, it's that player choice and not abilities matter more in the Social and Exploration pillars. At least they do in my game. I generally agree with your ratings. I haven't seen every class/subclass combination in play but you are accurate in your assessment of the Battle Master at levels 3 & 4 in the Heroic tier. If you get your two short rests they are absurdly good in combat. At level 1 and 2 you are just a fighter, but you are really good in the brief time you are at level 1 (one or two sessions?). A fighting style and Second Wind are great. You get a fighting bonus before the other martial classes and Second Wind is free self-healing and saves precious spell slots from casters. You know, thinking about it that way I think I agree. The only PC's that get real social and exploration abilities to ...

Tuesday, 5th March, 2019

  • 11:13 AM - sim-h quoted guachi in post B&G's Sinister Silver Edition of Ghosts of Saltmarsh
    I've found LEGO minifigs to be a far better and cheaper option than D&D minis. Unless you like to paint, and I don't as I have no skill. It's fairly easy to build a small army of figures for your PCs to use and you have the added benefit of interchangeable heads, torsos, headgear, and weapons. Why am I getting visions of "The Lego Movie:Tales of the Sword Coast"...:-S
  • 10:32 AM - dave2008 quoted guachi in post Critical Role's Kickstarter Breaks $1,000,000 In About An Hour!
    MST3K raised a little more than Veronica Marsh ($5.76M to $5.70M) and about $600,000 outside Kickstarter. So far that's the most any video/tv/movie Kickstarter has raised. I think MST3K did about $2 million its first day. EDIT: Am I reading the Kickstarter correctly? Backing it doesn't actually get you a copy of any of the animation. Backers get the first look at the animation before it is released to the general public. The show, as it currently stands, will be free to everyone. The kickstarter is for the money to produce the show (and swag)
  • 07:09 AM - Parmandur quoted guachi in post Critical Role's Kickstarter Breaks $1,000,000 In About An Hour!
    MST3K raised a little more than Veronica Marsh ($5.76M to $5.70M) and about $600,000 outside Kickstarter. So far that's the most any video/tv/movie Kickstarter has raised. I think MST3K did about $2 million its first day. EDIT: Am I reading the Kickstarter correctly? Backing it doesn't actually get you a copy of any of the animation. Then pledges are for the swag, not a copy of the animation, that is correct. Honestly fairly clever, as it leaves them options in terms of negotiating distribution.
  • 04:06 AM - Kurotowa quoted guachi in post Critical Role's Kickstarter Breaks $1,000,000 In About An Hour!
    EDIT: Am I reading the Kickstarter correctly? Backing it doesn't actually get you a copy of any of the animation. Physical disks and the mailing thereof cost a lot and eat up a not insignificant part of a Kickstarter budget. I believe the plan is to do a free digital release for everyone. Backers get the reward swag and the satisfaction of the animated episodes existing at all.

Saturday, 2nd March, 2019

  • 05:47 PM - Morrus quoted guachi in post Unboxing the Stranger Things D&D Starter Set
    Wow. Those screenshots look like the most unprofessional unboxing I've ever seen. And, sadly, I've seen my share of unboxing videos. The set looks fine. But that video is amateur hour looking. The poor screenshots are my fault, not his. His incorrect pronunciation of “coup de grace” is all his though! :)

Monday, 25th February, 2019


Friday, 22nd February, 2019

  • 10:47 PM - Ristamar quoted guachi in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    The game, of course, doesn't actually tell us what the somatic gestures are for most spells (off the top of my head I recall fireball stating you pointed and burning hands is palms facing away from you with thumb and forefinger touching thumb and forefinger of other hand). But we can imagine a spell with somatic but not material components requiring more complex hand movements or perhaps a spell like cure wounds requiring you to actually touch the target with a free hand. At least, that's how I imagine the game works. When casting with an engraved/emblazoned shield, I'm fairly certain that Crawford explained that presenting the holy symbol (as the material component) on the shield is the somatic component.
  • 12:47 AM - Zardnaar quoted guachi in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    An overabundance of Charisma based character classes who might take advantage of such a feat. Combine that with martial feats that are equal to PAM is usefulness. And those chasima based classes are also very powerful as well (Paladin, Warlock DPR, Lore Bards). And Sorcerers are a lot better than they get credit for. Sorcerer+ warcaster means you flunk very few con saves short of somethign like Dragon breath. Its 1 in 400 except vs uber damage to get the DC higher than 10. Best buffer in the game and you can be something like the divine soul and pick up spirit guardians mixed with green flame blade and do alright in melee as well. Mountain Dwarf for example with rolled stats of cha 16+.


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Iserith's Adjudicating Actions
This file is a formatted version of Iserith's Adjudicating Actions article. The article explains how to adjudicate actions in D&D Fifth Edition using the rules of the game to extrapolate when and how to adjudicate actions for your D&D gaming table.

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