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About Fralex

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Date of Birth
November 11, 1992 (26)
About Fralex
Introduction:
Aspiring game designer. RPG enthusiast. Keeper of turtles.
About Me:
I'm Alex, and I'm a game design student from RPI. I've been making games since I was little, and my latest work was included in the Shattered Timelines expansion to the critically-acclaimed superhero card game, Sentinels of the Multiverse! I also playtested the 5th edition of D&D, and am very happy with how it came out. I enjoy sliding down staircases on my back headfirst, then doing a backflip right before hitting the bottom. My favorite shape is a hexagon.
Location:
United States
Sex:
Male
Age Group:
19-24
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Details of games currently playing and games being sought.

Town:
Melrose
State:
Massachusetts

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Fralex's Expanded Alchemy: Ingredient-foraging rules, extra items, and more Thursday, 28th March, 2019 02:38 PM

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Melrose
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Wednesday, 19th June, 2019


Wednesday, 13th April, 2016

  • 10:08 AM - AaronOfBarbaria mentioned Fralex in post Airship Racing with a Dragon
    That is an interesting idea, Fralex. Thanks for sharing it. I could definitely whip up a sort of table... not sure having such a potential for random problems would be conducive to the players feeling like they have the choice between racing or fighting because race + complications seems like it might appear obviously "smarter" to choose over fighting + complications. I think I might make up the table, then just ask my players once we are at the point of this scenario beginning if they'd rather include it or not.

Saturday, 26th March, 2016

  • 06:04 PM - AaronOfBarbaria mentioned Fralex in post Becoming a Polyglot
    As Fralex points out, there is a downtime learning process that can be done. You can find it on page 187 of the Player's Handbook. I also would like to point out that without house-ruling otherwise, the Linguist feat can only be taken once as it's description does not say otherwise, and page 165 lists the general rule for how many times you can take a feat as "You can take each feat only once, unless the feat's description says otherwise."

Friday, 30th October, 2015

  • 09:13 PM - El Mahdi mentioned Fralex in post Warlord Name Poll
    ...tateQuixote ; @aramis erak; @Aribar ; @Arnwolf ; @Ashkelon ; @Ashrym ; @Athinar ; @AtomicPope ; @Azurewraith; @Azzy ; @Bawylie ; @bedir than ; @Bedrockgames ; @bert1000 ; @billd91 ; @Blackbrrd; @Blackwarder ; @Blue ; @Bluenose ; @brehobit ; @BryonD ; @Bupp ; @Campbell ; @CapnZapp; @CaptainConundrum ; @CaptainGemini ; @Carlsen Chris ; @casterblaster ; @CasvalRemDeikun; @cbwjm ; @ccooke ; @Celebrim ; @Celondon @ChameleonX ; @Charles Wright ; ChrisCarlson; @CM ; @cmad1977 ; @costermonger ; @Creamsteak ; @Crothian ; @Cybit ; @Dausuul; @Dayte ; @dd.stevenson ; @DEFCON 1 ; @Delazar ; @DersitePhantom ; @Diffan ; @discosoc; @D'karr ; @Doc Klueless ; @doctorbadwolf ; @DonAdam ; @Dragoslav ; @Duganson; @EdL ; @EditorBFG ; @Edwin Suijkerbuijk ; @Eejit ; @ehren37 ; @Elfcrusher ; @El Mahdi ; @epithet; @erf_beto ; @Eric V ; @eryndel ; @Evenglare ; @ExploderWizard ; @EzekielRaiden; @Fedge123 ; @fendak ; @FireLance ; @Fishing_Minigame ; @Flamestrike ; @FLexor the Mighty! ; @Forged Fury ; @Fragsie ; @Fralex ; @FreeTheSlaves ; @froth ; @Gadget; @Galendril ; @GameOgre ; @Garthanos ; @Ghost Matter ; @Giltonio_Santos ; @Gimul; @GMforPowergamers ; @Gnashtooth ; @Green1 ; @GreenKarl ; @Greg K ; @GreyLord; @Grimmjow ; @Grydan ; @GX.Sigma ; @Halivar ; @HEEGZ ; @Hemlock ; @Henry ; @Herobizkit; @Hussar; @IchneumonWasp ; @I'm A Banana ; @Imaro ; @Iosue ; @Irennan ; @JackOfAllTirades; @jacktannery ; @jadrax ; @Jaelommiss ; @JamesTheLion ; @JamesonCourage ; @JasonZZ; @jayoungr ; @JediGamemaster ; @JeffB ; @Jester Canuck ; @jgsugden ; @jodyjohnson; @Joe Liker ; @JohnLynch ; @Johnny3D3D ; @KarinsDad ; @kerbarian ; @kerleth ; @Kinak; @KingsRule77 ; @Kirfalas ; @Kobold Stew ; @koga305 ; @Lanefan ; @Lanliss ; @Leatherhead; @Libramarian ; @Li Shenron ; @LuisCarlos17f ; @lowkey13 ; @Manbearcat ; @MarkB; @MechaPilot ; @Mecheon ; @mellored ; @Mephista ; @Mercule ; @MG.0 ; @MichaelSomething; @Miladoon ; @Minigiant ; @Mishihari Lord ; @Mistwell ; @MoogleEmpMog ; @Mon @MonkeezOnFire ; @MoonSong(Kaiilurker) ; @Mo...

Wednesday, 17th June, 2015

  • 11:11 PM - doctorhook mentioned Fralex in post First experience using the speed factor initiative variant
    I recently got the group I DM to try speed factor initiative*. I've been in love with the idea of this variant for a while now, but I had thought it would be too impractical for actual play. I opted to give it a try following after reading a couple positive reviews, including from @Fralex as well as in this blog post by Angry DM. *For those who don't know, speed factor initiative is a variant initiative system from pages 270-271 of the DMG. I think it aims to replicate 2E AD&D-style initiative; players roll initiative each round, after having announced their actions, and their initiative is modified by the actions they selected. Overall, the first session went well. Players were iffy about it at first, but quickly wrapped their heads around the idea. In this session, we had two battles: a small fight against a group of five wolves, and a larger fight against six cultists and a priest, with some bystanders running around. The first battle went as smoothly as an oil slick on a skating rink on an elf baby's bottom. We went around the table and had the players announce all their actions and bonus actions (but not their movement), and I announced the wolves' actions. Next we rolled initiative for all the PCs, modifying their totals based on their actions, as per the rules...

Wednesday, 10th June, 2015

  • 10:36 PM - Sword of Spirit mentioned Fralex in post Unearthed Arcana: Variant Rules
    Never mind that almost any potential alternate rule I could probably want for 5E has already been created by someone else already... since it wasn't WotC, it doesn't count! Actually, that's exactly how I feel about new content. I've only ever used someone's fan content a handful of times in very specific instances. The first was when I ran across it while scrambling to optimize a character so as not to fall way behind a high-optimization group. Another time involves conversions of mass quantities of monster from 2e to 3e, which is way more work than I want to do. Another time involved a third party supplement with an extensive treatment of equipment lists/prices/upkeep that revised the 3e content. And the other time involved a really good spell created by Fralex which I modified for my own use. The majority of the time I simply have no interest in using someone else's unofficial material. I'd like to have something official from WotC, and I will put effort into using it as close to the way they present it to me as I can, and if I have to change it, I'll try to make minor tweaks rather than tossing it out. If they give me nothing, I'll just make my own material more or less from scratch. For me, part of the value of D&D is the shared assumptions of rules and world. While I could never go strictly RAW or Lore as Written, I like to stay as close as I can stomach so my players get to feel like they are playing D&D rather than "Sword of Spirit's game loosely based off of D&D" -- because I can make my own games as tightly or loosely based on D&D as I want, and I'm not marketing those to my players as D&D. I hear that a lot from women who like horoscopes. I always wonder if it would still be true if I could swap all the horoscopes around fo...

Friday, 15th May, 2015

  • 05:34 AM - steeldragons mentioned Fralex in post The 'Wonderland'-Inspired Faces of the RAGE OF DEMONS
    Structure and rules are for one thing...establishing and enforcing Order! The universe must have Order. Without Order there is CHAOS!!! How can you NOT see a world of Order is the best and safest way for society and civilization to thrive?! ...is what a Lawful Neutral character would/should/could say. Fralex Lawyers. Judges...the PERFECT alignment one (of any alignment, really) wants for soldiers, really. Don't think about anything yourself, just follow orders. I can see it for scholars, sages, diviners (be they clerics or mages), general seekers of "Truth/Order/Justice", anyone who prizes civilization or knowledge (in a neutral, for knowledge's sake/its own reward kind of way). Lawful Neutral is a fairly common alignment among npcs of my campaign world. Granted, mostly in large/urban centers where having and enforcing order is highly regarded.
  • 03:35 AM - Quickleaf mentioned Fralex in post How do I one-shot?
    Fralex New(ish) players and 4-5 hours of gaming? I go by the Rule of Three Encounters & Prepping to Improvise in situations like that. Basically, have three encounters planned that provide a good mix of combat, exploration, and interaction. I like to go with Rising Action, A Plot Twist, and Climax. Between PC meet and greet, getting familiar with the rules, and table talk this can fill up most of our time when running for new players. Have a DM cheat sheet / DM screen and a list of NPC names at a minimum to help with improvising anything that happens outside those three encounters. Once you reduce things to the basics like this it's actually quite liberating, especially if you're more of the heavy planning / intricate plots kind of DM like me.

Friday, 10th April, 2015

  • 05:02 PM - Fabio Andrea Rossi mentioned Fralex in post Power Creep pitfalls in 5E
    ...rmanent solution to offset power level aspects. @Celtavian & @Tormyr sorry for the confusion (and many thanks for your time and interest!): I refer to long rests. I should probably follow your advice and allow less resting and require more long term character sheet precision :eek: The point is that more you advance in levels, more things players have to track in the field of expended resources. With an ever shifting party I could not blame if somebody “forgets” if they used or not a power. Yes, they should track it on the sheets, we also tried poker chips to track powers and it did work to a degree, but I do have players more forgetful than it’s healthy. To give you the idea, I have a copy of everybody characters for the times when somebody forgets his own (“I just came from work! My baby ate the sheet! I thought I left it here!”) and I can’t keep those updated, so it’s just easier to start fresh each time. BUT…5e has not that many things to track and you may have a point here. @Fralex: power creeping outdoor may be healthier but it’s not allowed on or under the table, on this we agree. @Sacrosanct: oook sorry, thanks for the clarification, I’ve been gaming since 21 year now and still I was thinking power creep meant “excessive power levels insinuating in a game”, thanks for the clarification and sorry for the confusion, I guess you always learn something new. Which is kind of cool, actually. @AmerginLiath : the stat increase prohibition has strangely been well received by the group. I do think that in their dark, gamers hearts they like having to pick one of the interesting feats but they felt obliged to increase stats because in their opinion – and in many cases it’s hard to argue that – stat increase are so much more useful. Once again looking at Paladin Aura or casters’s saves. @Lanefan: strangely summoning has never been an issue for us. They just don’t use it much. We decide years ago that as a gentlemen agreement they only should summon other combatant...

Thursday, 9th April, 2015

  • 08:57 PM - Fabio Andrea Rossi mentioned Fralex in post Power Creep pitfalls in 5E
    ...hat they are on the "very powerful" side of things and I want to catch them all to decide what can stay and under which conditions: as Sacrosanct and Tony Vargas say, things are different when playing than reading and I'd like to see before I'll be seen. I have a good understanding of "theorycraft" and yes, I did play 3e, 4e and PF: while those campaign were long and beautiful, I would never be the DM in such a game for one simple reason: too long encounters too long to prepare. I missed the quickness of 2e and 5e brought it back, but at higher power levels. A 5e character is way stronger than a 2e character, in general. At the same time, 5e monsters are general weaker than 2e counterparts: no save or suck, no permanent effects, save-per-round... @Tony Vargas: it never occurred to me the full effect of the spell spamming thing, good to know but we actually like the hybrid vancian of 5e and it'll stay, but good to know. At least till breaker spells will come out, so far so good. @Fralex: true, but with creep power comes creep responsablity

Wednesday, 8th April, 2015

  • 02:11 AM - Henry mentioned Fralex in post An 18-year old's take on 5E
    Fralex , it sounds like your beginnings weren't unlike mine when I started Basic D&D back in 1981. My friends and I found the game at the time too complicated to figure out, so we took all the cool concepts we read about and made up stories using those cool concepts. It wasn't until two or three years later as I got older that I was able to understand the rules and actually play "for real." :) We played the entirety of Keep on thr Borderlands and the Isle of Dread without rolling a single die roll, slaying monsters by the hundreds.

Tuesday, 6th January, 2015

  • 09:44 AM - pukunui mentioned Fralex in post Anyone Using the Optional Initiative from the DMG?
    I like the speed factor idea in theory, as others have said, and I'm intrigued by Fralex's experience. However, I have six players in my group, and I'd be hesitant to try it. That being said, as a result of having such a large group, I too have the inattentiveness issue. I wonder if I should try it ... Nope. In fact, I go the other direction. Everyone rolls for initiative, and I'll say, "Ok everyone above X (x= monster's initiative) can go." Then I go, then I say, "OK, everyone else can go." It makes it much faster.Do you have monsters acting on multiple initiatives or do they all go on the same turn? My concern would be, especially in 5e, that the whole "side initiative" variant would result in some very short combats where one side defeats the other side before it even gets to act.

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Friday, 29th March, 2019

  • 01:14 AM - Ancalagon quoted Fralex in post Fralex's Expanded Alchemy: Ingredient-foraging rules, extra items, and more
    You bring up an interesting dilemma. The best answer I can think of is to have it be limited by the amount of ingredients a player can take from a given area. Either they'll have found all the mature herbs/the checks to locate more get too high, or the local herbalist shop runs out of their current stock because the player bought it all. I don't know what the hard numbers on those limits should be, and it may be different for different campaigns (some feature more travel than others), but that's essentially a more realistic way to put a cap on the maximum number of items a player can stockpile without relying on encumbrance. We are in agreement on the need for a special resources that is limited, and that the number of resources is a great way to balance the alchemist character. *however*, what should that number bit is an unanswered question. If you look at the old thread ( http://www.enworld.org/forum/showthread.php?611770-Balancing-quot-consumable-quot-powers-vs-quot-per-time-quot-p...

Thursday, 27th July, 2017

  • 09:20 PM - Morrus quoted Fralex in post UNEARTHED ARCANA Index
    Do you think you could put the character options each UA article includes in bold so they stand out for those of us trying to quickly remember which article each one appeared in? And also update this post, I guess? It’s a wiki. Update away! :)

Wednesday, 26th July, 2017

  • 07:52 PM - Coroc quoted Fralex in post Where do you get silver powder?
    I was noticing that the PHB states a divine spellcaster can make holy water by expending a spell slot and 25 gp-worth of powdered silver. I'm trying to understand why that would be useful. I mean, powdered silver sounds like it would be almost as hard to procure as holy water, and it costs just as much. Is the goal to give players a way to craft the item in just an hour if they can't find a place that sells it? How do you make silver powder, anyway? I looked online a bit, and it seems like a pretty complicated process involving dissolving the silver into a variety of different acids to get first silver nitrate, then silver chloride, until eventually you're left with just pure silver powder. [one hour of "looking up where all the different chemicals come from and how each of them are made" later] ...Oh. Or you can just grind up some silver, apparently. I wish I'd looked at that search result first. But this raises an interesting question: can players make holy water by sacrificing ...
  • 07:12 PM - Satyrn quoted Fralex in post Where do you get silver powder?
    How do you make silver powder, anyway? I looked online a bit, and it seems like a pretty complicated process involving dissolving the silver into a variety of different acids to get first silver nitrate, then silver chloride, until eventually you're left with just pure silver powder. You make it sound like producing powdered silver is exactly what alchemist's supplies are for. Or just grind it up - but even then you could say that silver powder isn't as pure as you get from the alchemy. So maybe give a bonus to silver powder produced through alchemy.

Tuesday, 25th April, 2017

  • 11:03 PM - Siuis quoted Fralex in post Anybody actually TRY soloing the Tarasque...?
    This is fine, but it's a ruling, not a rule, This should be viewed as Working As intended, not as an excaption to the proper way of things. I know that's not how you're presenting it, just thought it was worth a say. Okay, I'm back. That took less time than I thought. Tarrasque v. Wizard Test #001 The wizard flew 60 feet into the air, the Tarrasque used frightful presence, the wizard failed her concentration check and took 30 falling damage upon hitting the ground. She died shortly after. Tarrasque v. Wizard Test #002 The wizard flew 60 feet into the air, the Tarrasque used frightful presence, the wizard failed his concentration check and took 21 falling damage upon hitting the ground. He died shortly after. Tarrasque v. Wizard Test #003 The wizard flew 60 feet into the air, the Tarrasque used frightful presence, the wizard made her saving throw and remained airborn. The Tarrasque reduced the town she had left from to a mountain of rubble. The wizard flew within 60 feet of the titan and...

Saturday, 15th October, 2016

  • 09:59 AM - CapnZapp quoted Fralex in post Removing the Bonus Action from Two-Weapon Fighting
    Sorry, I'm confused here. Still, it doesn't look like much of a difference. That is because you are comparing single-weapon style with two-weapon style. Try comparing greatweapon style with two-weapon style next time.
  • 03:54 AM - Lord Twig quoted Fralex in post Removing the Bonus Action from Two-Weapon Fighting
    Aww, but I already did math today... >: Fiiinnnnee Assuming fighter 1 has dueling and a d8 weapon: 1 weapon: ~21 damage, ~42 damage in an AS 2 weapons: ~22.5 damage, ~37.5 damage in an AS And then at level 11 it becomes: 1 weapon: ~31.5 damage, ~63 damage in an AS 2 weapons: ~30 damage, ~52.5 damage in an AS huh. Guess the AS is a fair bit better in that second comparison. I'm still not sure if I'd really notice a difference in-game, though? I'm not usually keeping track of my relative DPR in the middle of a fight. Is this something people have had significant problems with in actual play? If I were to change anything, I think I'd simply give Action Surge an extra Bonus Action. That would bump the TWF's damage up to 45 and 60, respectively, and then even numerically there's hardly a difference. So your math has shown that a Fighter wielding a longsword and shield out damages a Fighter using two weapons, doesn't lose any attacks when he uses a bonus action (like Second Wind) and get's +2 ...
  • 02:29 AM - Xeviat quoted Fralex in post Removing the Bonus Action from Two-Weapon Fighting
    These numbers seem close enough that I wouldn't notice any minor differences in-game. Actually, considering AS is limited, doesn't the TWF come out slightly ahead? EDIT: maybe not if we assume the SWF has a fighting style to benefit them similar to the Two-Weapon Fighting one. Still, it doesn't look like much of a difference. You're comparing a fighter with TWFing Style to a fighter without an offensive style. Test it against a 2d6*+4 attack, or a 1d8+6 attack with +2 to AC. Sent from my iPhone using Tapatalk

Friday, 14th October, 2016

  • 10:47 PM - MechaTarrasque quoted Fralex in post Why Eldritch Blast only targets creatures
    [QUOTE=Fralex;6917510]As I understand it: Lightning damage = overload of electrical energy Radiant damage = overload of spiritual energy Psychic damage = overload of mental energy Force damage = overload of magical energy That is the common understanding, but it doesn't quite fit EB. The follow through would be that "life is magical" (and thus closer to being overloaded by force damage) and objects (including magical ones) aren't magical (thus are farther away from being overloaded by force damage). Magical items seem like the complication to that theory (and it seems like detect magic would have less utility if "life is magical"). Don't get me wrong, I am fine with Schrödinger's blast that is harmless light/force blast until it hits something (and then becomes one or the other based on what was hit). It just seems like using life as a weapon is a very GOO thing to do, and the perverse nature of fey and fiends might find it interesting as well.
  • 09:20 AM - rollingForInit quoted Fralex in post Why Eldritch Blast only targets creatures
    Eldritch blast can only target creatures, which can seem a little weird since the description makes it sound like a destructive beam of magical force that damages whatever it hits. I don't foresee any significant game balance problems with allowing the spell to work on inanimate objects, but if you're looking for an in-world justification for the way it works, here's an interpretation I came up with: Eldritch blast is more like a short-lived curse than a weaponized burst of magic. The energy beam itself does not cause damage; it’s more like a laser sight on a gun that tells the curse which creature to target. The curse instantaneously causes its victims to generate an uncontrollable surge of magical energy, “shocking” themselves with force as if they had tried to cast a spell but it backfired horribly (see also: mishaps in teleportation and using a spell scroll too advanced for you). Eldritch blast harms creatures but not objects for the same reason a virus can only harm living things; the d...

Monday, 18th April, 2016

  • 07:06 PM - Wednesday Boy quoted Fralex in post Barbarian Totem: The Bunny
    You gain the ears of a rabbit. You can hear moderate-level sound up to two miles away... ...such as the approach of humanoids or the early signs of an oncoming storm. I like this one--emulates the eagle totem's far seeing ability.

Saturday, 26th March, 2016

  • 08:10 PM - famousringo quoted Fralex in post What's Divine Smite Worth?
    It's basically the generic version of those fancy smite spells paladins have. As long as it's replaced with an ability no stronger than a 1st-level spell that costs as much as a spell slot to use (or just costs a spell slot period), it should be fine. I'd argue it's not generic at all. The free action usage gives it the potential to wreck the action economy harder than any spell. If the goal is to reign in Divine Smite so Paladins stop being the burst damage kings, I suggest simply inserting a "once per turn" limitation on the ability.

Tuesday, 27th October, 2015

  • 02:15 PM - Ovinomancer quoted Fralex in post Human v. Gnome
    Once you go gnome, there's no going home! Gnome is where the heart is. :) Thanks for the inspiration! In my next game, gnomes will be creepy, half-fae, stalker/murders. Like redhats.

Tuesday, 20th October, 2015

  • 12:33 PM - PnPgamer quoted Fralex in post Could we do with one more skill?
    I can never seem to keep straight how "noticing" is different from "finding" anyway :P There is a very big difference being noticed by senpai, and being found by senpai.
  • 11:41 AM - Li Shenron quoted Fralex in post Could we do with one more skill?
    I sometimes find myself looking for a skill to represent mundane, scientific knowledge. Something akin to the architecture and engineering skill. What would that fall under right now? The rock gnome stats sort of imply it would be History, but that feels super weird. I'm half-tempted to just replace Investigation with Engineering, since I can never seem to keep straight how "noticing" is different from "finding" anyway :P I mean, searching for signs of structural instability is something Investigation is used for, and I could totally see that being part of this skill. Well there's nothing in the rules that says you are not allowed to add more skills to the game! Anyway, without a specific skill, you're probably going to allow a generic Int check anyway, so adding a skill doesn't take away anything from the PCs, it just gives then another option on where to be able to put that proficiency bonus. I would use neither History nor Investigation in this case. It's not about noticing vs fi...
  • 09:47 AM - EzekielRaiden quoted Fralex in post Could we do with one more skill?
    I sometimes find myself looking for a skill to represent mundane, scientific knowledge. Something akin to the architecture and engineering skill. What would that fall under right now? The rock gnome stats sort of imply it would be History, but that feels super weird. I'm half-tempted to just replace Investigation with Engineering, since I can never seem to keep straight how "noticing" is different from "finding" anyway :P I mean, searching for signs of structural instability is something Investigation is used for, and I could totally see that being part of this skill. This was a common request back in 4e as well. The usual candidate, if one wished to keep the 4e-default list, was Dungeoneering, though its flaw was being Wis-based rather than Int-based. Adding an "Engineering/Tinkering/Mechanics/Trapsmithing" skill is probably the most-commonly-considered area. Personally, I think it's good that Investigation exists; as it is, Intelligence is a pretty weak stat outside of skills (and th...
  • 04:22 AM - TheCosmicKid quoted Fralex in post 5e's new gender policy - is it attracting new players?
    I don't know of any online RPGs that allow you to be something other than male or female (I'm sure they exist, Second Life probably has that at least).Only video game I know of isn't an online RPG; it's Saints Row 2. Has a gender slider instead of a toggle. Oddly enough, this option disappeared when they changed the engine in Saints Row 3 and beyond -- although all clothes and fashion options, including facial hair, are still available for both sexes. I've even played a couple tabletop games where you couldn't be nonbinary because there were game mechanics that depend on the players just being one sex or the other (although Munchkin is still a very nice game).To be fair, in most tabletop games, you're not playing a self-created role like you are in an RPG. Sometimes you're a randomly-drawn race-class combination. Sometimes you're a 16th-Century Bavarian postman. Sometimes you're a capitalist shoe.

Monday, 19th October, 2015

  • 08:00 PM - Inoeex quoted Fralex in post Fire Bolt vs other Wizzard offensive cantrips
    Wait, did you choose all four of these cantrips for your bard? Because at first level you only get two bard cantrips. You do start off with four 1st-level spells as a bard though, that might've caused the confusion. Also, something useful to think about: Three of those four spells you listed are also wizard spells. So if you wanted, you could pick one of those as your elf cantrip, and then it'd be like getting an extra bard cantrip! Yup : ) I was told to have my mind prepared for level 2 spells, because there was a huge change that we get to level 2. If you have any comments on my cantrips I would be happy to hear it : )

Sunday, 18th October, 2015

  • 08:16 PM - Jaelommiss quoted Fralex in post Fire Bolt vs other Wizzard offensive cantrips
    And of course, nondamaging spells can be quite versatile if you're clever about them. Never underestimate the value of a well-placed minor illusion! This can't be emphasized enough. There's an arcane tricker in one of my games who uses silent image to create "an opaque, black hemisphere with a diameter of 15 feet." Because he cast the spell and therefore knows that it is an illusion, he can see through it. The end result is constant advantage on attacks, disadvantage on all attacks against him, and it sometimes even uses up an enemy's action as they try to investigate the illusion. Only creatures with blindsight, tremorsense, or truesight are safe from this tactic.
  • 02:56 PM - PnPgamer quoted Fralex in post Fire Bolt vs other Wizzard offensive cantrips
    Here, why don't I give you all of them: http://www.giantitp.com/forums/showthread.php?379165-MM-Resistances-Immunities-Vulnerabilities-and-Damage Of the damage types available to you in your bard an wizard cantrips, fire is resisted the most (though note that it's also strong against the most creatures), followed by cold, lightning, acid, necrotic, and finally psychic. Damage type does not come into play a WHOLE lot in combat, so as long as you have a LITTLE variety you'll likely never encounter a monster you cannot hurt. It can also be helpful to consider damage types from a utility standpoint; a spell that deals acid damage could be useful if you need to corrode and weaken metal bars, cold spells might enable you to freeze water or other liquids, etc. And of course, nondamaging spells can be quite versatile if you're clever about them. Never underestimate the value of a well-placed minor illusion! don't forget poison spray. its damage type is most immunitized... immunified... immuned......


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Elemental Evil Player's Companion was badly bookmarked! Use this to fix it!
Do you find the Elemental Evil Player's Companion (http://dnd.wizards.com/articles/features/elementalevil_playerscompanion) difficult to navigate? Well, I did, so I used some PDF-editing software to add in more bookmarks. Now you can have a comprehen...
396 +1 1 Wednesday, 25th March, 2015, 11:46 PM Wednesday, 25th March, 2015, 11:46 PM

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