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What are your Pedantic Complaints about D&D? Monday, 15th July, 2019 12:43 AM

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Wednesday, 17th July, 2019


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Monday, 15th July, 2019


Thursday, 11th July, 2019


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Friday, 1st February, 2019

  • 11:31 PM - pukunui mentioned flametitan in post Sage Advice Compendium Update 1/30/2019
    flametitan: Fair enough, I suppose. It does feel like someone who has mastered the use of shields should be able to do it more efficiently (e.g. as a bonus action). The wording of the feat — and thus the accompanying ruling from JC — does not seem to be conducive with this interpretation. I think I shall just ignore it. No one in either of my groups has the Shield Master feat, but if anyone were to take it, I would allow them to use the bonus action shield bash before they make any attacks with their Attack action.

Thursday, 15th November, 2018


Sunday, 11th November, 2018

  • 09:49 PM - pming mentioned flametitan in post First Impressions – Guildmasters Guide to Ravnica
    ... setting (here's the direct link to that particular video: https://www.youtube.com/watch?v=sJd6g--Ok_A ). Dael is a breath of fresh air for me, really. Still new enough to not be jaded, smart enough to figure stuff out for herself, and honest enough to realize what she likes and doesn't like. Her expertise/focus on literature and stories REALLY shows in how she runs her games. Her Australian accent (and good looks) are just the icing on the cake. For the side of sweet, creamy ice-cream, add in her rather good production quality of her videos and you have a definite winner. :) But I digress a bit. Ravnica seems like a "half-finished" idea, really. I don't know. Maybe I'm just expecting too much from WotC on this. When I think "world guide" I think of Forgotten Realms (1e Grey Box), Aereth (d20 Goodman Games), or Greyhawk (1e boxed set). I guess I'll just have to sit and wait for others to start posting about their campaigns to see just how diverse/open/useful it may be for me. Thanks flametitan for the quick run-down. :) ^_^ Paul L. Ming
  • 07:15 AM - pming mentioned flametitan in post First Impressions – Guildmasters Guide to Ravnica
    Hiya! So, flametitan, it's not so much a "Guildmasters Guide to Ravnica" as it is to a "Guildmasters Guide to A Very VERY small area in Ravnica"? Or am I missing something...isn't the 'world' called Ravnica? Or is Ravnica just this small little district? If so, is there nothing about the rest of the world? I mean, you can't really call a book "Guide to Earth" and then only concentrate on the USA. Now I'm confused again. I guess one of my main questions is about the "Guildless" and how they play a part or otherwise fit into the scheme of the world. Those guys interest me...the rest of the guilds? Not so much (or at all, really). But then again, "Guildless" could just mean "Guildless in this little area of the world and this is how people think of them". For all I know there is an entire countr...er.."district"...full of nothing but Guildless. Anyone? ^_^ Paul L. Ming

Monday, 4th June, 2018

  • 01:01 AM - Yaarel mentioned flametitan in post ‘Advanced’ Dungeons & Dragons
    @flametitan. Adventures should be setting specific. Some are specifically for Forgotten Realms. Some are specifically for Dark Sun. And so on. DMs can use Advanced D&D core rules to modify the adventure. Many DMs develop a homebrew setting, and might modify the adventure to make it suitable for a region within their own setting. @TwoSix. I agree, the 5e design model is financially successful, so far. The strategy of ‘bigger but fewer choices’ with baked-in setting flavor, makes a vivid ‘feel’ that is conducive to corporate branding, for brand recognition, movie licenses, and so on. Also, the fewer but salient options are helpful for beginner players, and newbies are how to ‘grow’ a brand. The ‘D&D’ setting is Forgotten Realms, but modified to port in Greyhawk (races), Planescape (great wheel cosmology), and even some 4e Nentir Vale (fey and shadow cosmology, and tiefling and dragonborn races). This baked-in setting flavor is the ‘branding’. On the other hand, many veteran players are growing...

Wednesday, 29th November, 2017

  • 12:56 PM - Coroc mentioned flametitan in post Move over Fireball and Spirit Guardians, there is a new best 3rd level spell sheriff in town!
    flametitan kudos, that is very much considered old school style these days. It is like i do it when i prepare a new Setting,*** diversity, i take out those parts of the game that do not fit into an official campaign world or some homebrew (in the end it is always part homebrew). In restricting things i see challenges for the players and the dm instead of limitations like younger People always seem to complain about. Guess i get to old for this egomaniac orientated world already. You want an adventure? You are sitting naked in a dungeon with NO starting equipment and gold. Your execution is scheduled in three hours. Try to find an item to pick the lock of your chains and the cell door if you want to escape. So now that i want this to work, that is why you are not allowed to play any teleport at will class.

Sunday, 7th May, 2017

  • 04:45 AM - MoonSong mentioned flametitan in post This is a directory of posters who think the sorcerer needs fixing
    ...test when I predicted that Neo-Vancian would mean balance problems for sorcerers, but over time I've noticed there is more and more posters who think the class could use a little help and recently that number has exploded. Just a beg, please, please pretty please with sugar on top, if you think the sorcerer class is not underpowered, or doesn't lack options, or overall doesn't need adjustment. (Or worse you don't want a sorcerer class at all), please refrain from posting here or being confrontational if you can't help it. This thread doesn't seek to prove a point or disprove yours. It just wants to be a hub for like-minded players and DMs to make acquaintance of each other. Double so for newcomers to the forum. The Directory so far. If you want to be included (or removed), edit this post to add or remove your name (and only your name, no vandalism plz). @Tony Vargas, @Hawk Diesel, @RangerWickett, @dco @Gwarok, @LapBandit @Sword of Spirit, @Gradine, @gyor, @Xeviat, @Yunru, @Jago, @flametitan, @Ketser, @cbwjm, @Immoralkickass @ScuroNotte , @Irda Ranger @dropbear8mybaby, Ilbranteloth Gradine's treatise on the sorcerer A brief(?) treatise on the plight of Sorcerer The fundamental problem with the Sorcerer in 5e is that the reason the class was created in the first place was to create a mechanical distinction that no longer exists in 5e. 4e solved the problem by creating a new mechanical distinction, but that no longer exists in 5e either. See, the 3rd edition Sorcerer was basically worse than the Wizard in all but a handful of ways (more spells per day being the big one, also they had slightly better weapon proficiencies and were more fun at parties). In exchange they had slower spell progression and no bonus feats, because WotC overestimated the power of spontaneous casting Monte Cooke hated sorcerers reasons. Pretty much everyone agreed that simply on the basis of the slower spell progression (something which was then saddled onto all future spontaneous full-casters), ...

Monday, 13th February, 2017

  • 08:42 PM - lowkey13 mentioned flametitan in post Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
    Can't say as I agree with that. Having double-locked invocations with unique features encourages playing non-obvious combinations, so you can get those unique features. Here's the thing, though. They aren't really unique. Take a look. You have four abilities (Curse Bringer, Claw, Mace, Moon Bow) that are all +2d8 damage per spell slot + (SPECIAL ABILITY). And based on my review, you'd have to have a really special character design cooked up to make a Bladelock that doesn't have a Hexblade patron. Because it's almost as if they thought, "Hey, let's level up the bladelock by giving them an even better patron." And that's the killer, for me. The great thing about the Warlock design was supposed to be the independence of the Pact/Patron. While there are aspects of this that I like, I absolutely abhor the design philosophy behind it. And, as pointed out by flametitan above, when you lock in invocations by pact/patron, you close the design space. Are you running an undying warlock? An undying light warlock? Well, so sorry for you! This isn't just about the specific abilities, but about the class.

Saturday, 12th November, 2016

  • 07:49 PM - Satyrn mentioned flametitan in post D&D Inducted Into National Toy Hall of Fame (Along with the Swing and Little People)
    That is the definite downside of only having a couple inductees every year... there's always a "Hey, wait, how did X get inducted before Y?" I know personally I have that reaction to the Game Boy going in before things like Hot Wheels, and The Game of Life getting to be the 5th board game to go in rather than something like Pachisi or Clue (behind Monopoly, Checkers, Scrabble, and Candyland) but it is what it is. When you start listing these things, and with flametitan suggesting this was - not rigged, more manipulated - brought about by heavy internet campaigning, I kind of feel like D&D doesn't belong in there. Not yet anyway. But as you say, it is what it is. And it's not bad. Not bad at all.

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Wednesday, 14th November, 2018

  • 10:07 PM - Mouseferatu quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    That's the thing. I did like the concept of Ravnica, the aesthetics of it, before the book came out. I was sold on it being a potential D&D setting. I've been enjoying it in Magic as of right now. But there's a certain je ne sais quoi that feels missing in the D&D incarnation. *nod* "Aesthetics" includes presentation. It could be down to stuff as minor as the writing style--or even how you were feeling that afternoon. I mean, I'm not saying you shouldn't analyze your responses, and there could well be more significant reasons. Just that it could be influenced by stuff that minor. Brains are weird.
  • 09:03 PM - Parmandur quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    Yeah, the expanded spell lists aren't all that powerful, as the wording implies they aren't auto-known or auto prepared. It's mostly a flavour element, and to be honest, one that I wish I had thought of myself. The actual renown benefits are mostly in line with what AL has done with the feature prior to this. So it's nothing revolutionary, but it sets a good foundation for future ideas, I'll give it that. Yeah, the spells are just added to the spell list of whatever Class for the purposes of Guild members. This is cool and flavorful, but WotC has said on numerous occasions that spell lists are about flavor and not balance, so it makes sense as a flavor option.
  • 06:06 AM - Mouseferatu quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    I'm still mostly trying to figure out why I feel Ravnica is lacking soul, and waxing philosophical on it. I have a couple ideas on why, but they're not quite as fleshed out as I'd like (and I've mentioned them in earlier posts, if anyone can help me figure those feelings out.) At a guess? It's because 1) You're not comparing like to like. No matter how hard you might try to separate them, your feelings on Planescape are influenced by all the Planescape material with which you're familiar, and also by the community involvement and discussion, and also by any past gameplay. To do a fair comparison, you'd have to compare your reaction to Planescape after just reading the core set. 2) You've had a lot of time to build up what Planescape is and means to you in your own mind. You have ideas and enthusiasms and experiences tied up in it that, again, you simply cannot separate from your initial reaction to just the first box. (That's not a failing on your part, of course. That's just how the ...
  • 03:27 AM - Demetrios1453 quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    It's an odd duck. Like, I see parallels to Sigil in how the city iterates upon the Thing of the setting, and I agree the renown stuff here would be useful to the Planescape factions (even though I don't particularly care for them); I dunno if I'd want a Sigil book in the vein of Guildmaster's Guide to Ravnica, though. I can't shake the feeling that this book is bereft of soul, and that if Sigil copied this formula it'd be lacking as well. It's not even a matter of detail; that's a red herring to the problems I have. I don't like it, but it's not the most criminal thing. I'm still mostly trying to figure out why I feel Ravnica is lacking soul, and waxing philosophical on it. I have a couple ideas on why, but they're not quite as fleshed out as I'd like (and I've mentioned them in earlier posts, if anyone can help me figure those feelings out.) I don't think it would exactly copy it, but I could definitely see the format used in the Guild section be re-used for a Planescape Factions section. ...

Tuesday, 13th November, 2018

  • 11:46 PM - Demetrios1453 quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    I have a PDF of the initial Planescape boxed set (from DM's Guild) on me to compare the old boxed sets to the new hardcover. In total, it seems to have roughly the same page count as Ravnica; perhaps even slightly smaller because the boxed set format adds redundant pages like multiple tables of content and covers. It's kind of interesting how similar they can be at times, though. If we consider Planescape's "Portals" to be functionally similar to Ravnica's "Guilds," the two begin to share a lot of similar relevance in the books.They aren't identical on a 1:1 basis in terms of page count or what they add to players, but they are similar in how they dominate the narrative of their respective settings. Just as Ravnica spends a lot of time talking about how the guilds effectively control the world and that almost every plot spawns from one of them, Planescape spends a lot of time talking about portals and which ones connect where. Heck, when it really gets down to it, they're both mostly just t...
  • 09:22 PM - Parmandur quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    I have a PDF of the initial Planescape boxed set (from DM's Guild) on me to compare the old boxed sets to the new hardcover. In total, it seems to have roughly the same page count as Ravnica; perhaps even slightly smaller because the boxed set format adds redundant pages like multiple tables of content and covers. It's kind of interesting how similar they can be at times, though. If we consider Planescape's "Portals" to be functionally similar to Ravnica's "Guilds," the two begin to share a lot of similar relevance in the books.They aren't identical on a 1:1 basis in terms of page count or what they add to players, but they are similar in how they dominate the narrative of their respective settings. Just as Ravnica spends a lot of time talking about how the guilds effectively control the world and that almost every plot spawns from one of them, Planescape spends a lot of time talking about portals and which ones connect where. Heck, when it really gets down to it, they're both mostly just t...

Monday, 12th November, 2018

  • 07:19 PM - Hriston quoted flametitan in post RPGSports Round 1 Marred by Technical Problems and Bad DM Calls
    It gets so much better. Hide, ready, and cover rules aren't tracked, dramatically changing the balance of combat. I didn't know this. It seems like they could make stealth relevant by using fog-of-war on the VTT they're using. I have no idea why they've made these other changes, but it seems they're obsessed with making the game run faster through misguided streamlining. looking at the rogue pregen, which is an assassin rogue. Like, ok, even beyond the assassin being a terrible choice in pvp (due to the fact that it relies on surprise, which likely isn't tracked,) why does it have proficiency in stealth (when hiding is banned) and why does it have expertise in persuasion? Right, when the game began they had already rolled initiative. There was no chance for anyone to hide first. Except for being completely ignorant of the rules, why would they make one of the pregens an assassin? why wouldn't they have a few trial runs for each player to get used to their character's abilities etc? ...
  • 11:07 AM - gyor quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    Part of it is that it's straight lacking in chunks, like how the history section glosses over 10,000 years of history like nothing happened, to cases of just not telling us anything about important NPCs (Like, there is nothing about Isperia besides that she's a sphinx and that she's apparently female, as far as I can tell.) The intro teases of locations like the Mausoleum District, Smelting District, and Lake district, all of which sound like they'd be really cool to explore, but none of them show up at a later point, from what I can tell. There's times where it seems to undermine its own premise. For example, fine cuisine and coffee being an apparently common luxury according to the intro, but then goes on to say that the closest thing to large scale agriculture are from the Selesya gardens and the Golgari mushroom farms, which an earlier description implied wasn't that fine of cuisine. It talks about how the entire world is a city, but the fact that it only focuses on one district, and how t...

Sunday, 11th November, 2018

  • 09:02 PM - kenmarable quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    Part of it is that it's straight lacking in chunks, like how the history section glosses over 10,000 years of history like nothing happened, to cases of just not telling us anything about important NPCs (Like, there is nothing about Isperia besides that she's a sphinx and that she's apparently female, as far as I can tell.) The intro teases of locations like the Mausoleum District, Smelting District, and Lake district, all of which sound like they'd be really cool to explore, but none of them show up at a later point, from what I can tell. I haven’t started getting into it yet (focusing on Dungeon of the Mad Mage since I might use that sooner), but depending on how they reference those things, I actually prefer setting books that way. Personally, rather than fewer locations in full detail, I prefer many more hints at places that inspire ideas. But that’s entirely a matter of taste (and might not be what they are doing here anyway).
  • 11:35 AM - Charles Rampant quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    As far as guildless characters go, the book says that about half the population is guildless, and usually belong to the "rural" population, or take up professions that wouldn't be covered by the guilds, such as bakers, cartographers, traders, bar tenders, and university professors. Additionally, some criminal gangs and mercenary groups are guildless. That said, aside from a paragraph in the character creation and a sidebar in the guilds chapter, it'd be very easy to assume that every. single. person. in Ravnica was in a guild, as that's all the book talks about. No matter what you read about, the book finds a way to fit a guild into it. That's pretty similar to Planescape, to be honest. The way the books were written, you'd be forgiven for thinking that every person, rock, and tree in the planes was part of a Faction.
  • 04:23 AM - robus quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    Barely familiar with it. I know of Vraska (who as far as I can tell goes completely unmentioned) and Jace, and I've played a few drafts in the current set. Otherwise, I'm going into this from the perspective of a D&D player wondering why I'd play D&D games in the setting. So what seems missing? If Ravenloft (for example) suits D&D, why is this lacking? I know little about Ravnica, I’m just curious as to what seems to be missing? I had actually had a similar feeling about Kaladesh as it focused on a single city and left the rest of the plane to the DMs imagination. But as Ravnica is a mega city that seems different? :) As background, I’m actually looking forward to running CoS in Innistrad as it seems richer than Ravenloft.
  • 01:51 AM - robus quoted flametitan in post First Impressions – Guildmasters Guide to Ravnica
    I've had the opposite impression from probably most people here. It feels like there's something lacking. It's an interesting read at times, but the world feels hollow. Are you familiar with it from M:tG? Or that’s just a pure first impression?

Wednesday, 24th October, 2018

  • 12:39 AM - gyor quoted flametitan in post Ravnica Table of Contents & More
    That is even less sensical. It like buying the Old Grey Box and having only Suzail described. That's basically my problem with the book. It doesn't really feel like a full setting that takes advantage of its ecumopolis premise, in favour of focusing solely on how the guilds interact. Now, I get why the guilds are a big deal to people. In the card game, the guilds are the main way of interacting with the setting, being the archetypes you build your deck around. For a CCG, strong, clear archetypes are going to be what makes the game interesting, and the world those archetypes exist in is mostly window dressing. The issue, however, is that what makes for a good CCG setting doesn't necessarily translate into making a good rpg setting on a 1:1 basis. Even if everyone in the setting is sorting hatted out into one of these factions, the faction they belong to will still only be one small element of their character. The world the factions and characters inhabit should instead take the forefront. T...

Tuesday, 23rd October, 2018

  • 04:33 AM - gyor quoted flametitan in post Ravnica Table of Contents & More
    Ok, so I did some more reading, and I can't say the guilds hold my interest. They're the major players, the major selling point of Ravnica... and they feel generic. Like, they don't really feel like they play with the tropes they were assigned, and instead just are what they say on the tin. Sure, they double as performing civic duties to the city, but that's about it. The only one that got me to raise my eyebrow was the idea of a Holy Order as serving as the central bank, but then I realized that's actually pretty common in real world conspiracy theories. I guess that really settles it. If the guilds don't excite me, the book appears to shy away from detailing the ramifications of being set in an ecumopolis (nevermind that I feel ecumopolis settings actually dilute the appeal of an Urban location), and the book doesn't really seem to have any thematic elements that sing out to me... The setting is just not for me. Pity. Read the novels to get a better feel for the setting. Based on phil...
  • 02:40 AM - Parmandur quoted flametitan in post Ravnica Table of Contents & More
    Ok, so I did some more reading, and I can't say the guilds hold my interest. They're the major players, the major selling point of Ravnica... and they feel generic. Like, they don't really feel like they play with the tropes they were assigned, and instead just are what they say on the tin. Sure, they double as performing civic duties to the city, but that's about it. The only one that got me to raise my eyebrow was the idea of a Holy Order as serving as the central bank, but then I realized that's actually pretty common in real world conspiracy theories. I guess that really settles it. If the guilds don't excite me, the book appears to shy away from detailing the ramifications of being set in an ecumopolis (nevermind that I feel ecumopolis settings actually dilute the appeal of an Urban location), and the book doesn't really seem to have any thematic elements that sing out to me... The setting is just not for me. Pity. They can't all be all things to all people.

Monday, 22nd October, 2018

  • 10:04 PM - Parmandur quoted flametitan in post Ravnica Table of Contents & More
    I'll have to take a look at that, sure. That said, mt problem is that not I'm feeling the guilds being a central focus, rather than "Are the guilds interesting?" Like I keep saying: good, interesting factions with lots of interplay should be a requirement of every setting, not a selling point of one setting in particular. I have little to no interest in Magic the Gathering, so that means nothing to me. I'm asking why, as a D&D player, should I be interested in Ravnica, not why Magic players like Ravnica. That actually doesn't mean as much as you'd think. All a good Urban game needs is enough locations of interest to have little to no reason to leave. Once you establish that, then the size of the city itself doesn't matter. It could be as small as Waterdeep, the size of New York, or even worldwide like Ravnica, and that has little bearing on an urban setting game. In fact, I'd say having a worldwide city almost runs against one of the things I like about Urban campaigns, as to me one...
  • 04:39 PM - Parmandur quoted flametitan in post Ravnica Table of Contents & More
    Yeah, that still doesn't quite make me excited for Ravnica itself, sorry. The factions controlling everything, again, does not make me think, "Oh, that's unique to Ravnica!" Again, the interplay of different factions and how they try to influence and manipulate each other feels like a core part of worldbuilding. The Ecumenpolis is cool, yes, but what does expanding the city out to cover the world add that a regular urban campaign doesn't? Nevermind that the book itself doesn't seem to really care about the fact that it's a world spanning city, though the table of contents makes it hard to judge. Perhaps it's just not a setting for me, but I'm still not really seeing the appeal for it that I couldn't get out of, say, playing in Sharn. I'd recommend checking out the Lore You Should Know segments with Ari Levitch. He goes into detail about the philosophies and Modus Operandi of the various Guilds. In Magic terms, the setting came about mechanically from the desire to build dual-color Mana d...
  • 02:00 PM - gyor quoted flametitan in post Ravnica Table of Contents & More
    Right, I see. I'll have to take a deeper look when the book comes out, but right now the guilds feel like a bit of a weak hook. The interplay between factions with differing goals and ideals is a crux of many settings to me, so it feels odd to go, "yeah, this setting's interesting thing is that it has factions." Part of that, though, is because when I look into whether a setting interests me or not, it's the encouraged style of campaign that interests me, rather than a setting element. This book focuses heavily on the factions element, and seems to lack in the interesting locales (unless the Tenth District is more varied than the name implies), and I know nearly nothing of what sort of genre the setting wants to encourage, though I imagine political intrigue is going to be a focal point. Actually it kind of is, because all the guilds are represented there and have influence there along with it being where the Living Guildpact holds court when he is on the plane at all. There are Ozho...
  • 07:19 AM - Parmandur quoted flametitan in post Ravnica Table of Contents & More
    Right, I see. I'll have to take a deeper look when the book comes out, but right now the guilds feel like a bit of a weak hook. The interplay between factions with differing goals and ideals is a crux of many settings to me, so it feels odd to go, "yeah, this setting's interesting thing is that it has factions." Part of that, though, is because when I look into whether a setting interests me or not, it's the encouraged style of campaign that interests me, rather than a setting element. This book focuses heavily on the factions element, and seems to lack in the interesting locales (unless the Tenth District is more varied than the name implies), and I know nearly nothing of what sort of genre the setting wants to encourage, though I imagine political intrigue is going to be a focal point.It's not just that they are ten factions, it is that these ten factions are everything: government, business, religion...all of it. The Ecumenopolis is a unique factor, from r D&D settings. The chapter following ...
  • 02:24 AM - Parmandur quoted flametitan in post Ravnica Table of Contents & More
    Having not followed mtg, a part of me is still wondering as a player, "Why play in Ravnica?" Is it because it's a city that covers the world? If so, what does having it span the entire world offer that playing an urban game in a regular city doesn't? It is a Metropolis style city, a Gotham style city? Is it multiple different cities depending on where you go? Is it because of the guilds? If so, what do the guilds offer that makes them different from feuding factions in other settings? Do the factions have to be in Ravnica to be effective, or could they stand on their own, divorced from Ravnica? For all the problems with Wayfinder's Guide to Eberron, it does an excellent job telling you why you'd want to play in Eberron.It's the Guilds, yes. Their interlocking, pseudo-Cyberpunk web of relationships is a different setting for D&D. Honestly, I don't expect to run or play in Ravnica anytime soon (though I have some thoughts percolating about retooling Dead in Thay from TftYP for Ravnica). But I am...


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