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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


Tuesday, 16th July, 2019


Monday, 15th July, 2019


Thursday, 11th July, 2019


Wednesday, 10th July, 2019


Tuesday, 9th July, 2019


Thursday, 27th June, 2019


Tuesday, 25th June, 2019


Monday, 24th June, 2019


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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Sunday, 18th December, 2016

  • 06:58 PM - Jester David quoted flametitan in post What's coming out for D&D in 2017?
    Important to note that seems to be referring to the Icons of the Realms stuff (so new moulds for the basic 6 minis, as I interpret it) rather than anything in terms of adventure material. I believe they announced they were re-releasing the starter iconics without Drizzt. Making them look more epic rather that identical to the original run encourages people with the first set to buy this new one, while also keeping those minis available for anyone who needs them to run the starter set adventure but missed the first run.
  • 05:25 PM - bmfrosty quoted flametitan in post What's coming out for D&D in 2017?
    Important to note that seems to be referring to the Icons of the Realms stuff (so new moulds for the basic 6 minis, as I interpret it) rather than anything in terms of adventure material. They are, just that the naming is really interesting. I wonder if we get a followup adventure to lost mines in softback that covers levels 5 - 10 with enough XP to push characters into level 11 at the end of the module.

Friday, 16th December, 2016

  • 07:30 AM - happyhermit quoted flametitan in post What's coming out for D&D in 2017?
    Likely these versions will be updated to incorporate Errata from the PH (I don't know if previous printings did), but I'm guessing the major thing is that they're repackaging so that you don't have to buy two of them to properly get the spellcards for your class (e.g. the original cleric deck lacked the domain specific spells) I recall they made some changes as they went (the way concentration was indicated). I imagine they implemented the tiny bit of errata that would apply but can't say for sure. I like the cards a lot, handy and decent quality, so it is nice to see that they are not being forgotten as similar products were in the past. They must be making a bit of money, at least. If GF9 would just put out monster cards of a similar quality I would buy them in a second.

Sunday, 11th December, 2016


Saturday, 10th December, 2016

  • 06:39 PM - thecasualoblivion quoted flametitan in post A 3E/4E powergamer DMs Storm King's Thunder
    Again, I have to ask: What are the DCs you're setting? The impact of randomness is going to be influenced greatly by that. Additionally, always ask yourself why you're throwing things with a DC at all. Why is it something that can't "Just be done?" The more the players have to engage the d20, the more its randomness comes into play.I'm generally setting a DC of 10 for most things, sometimes 15 for more difficult things. That is when Storm King's Thunder isn't specifying a DC. Why rolling a DC? Mostly because that's how the books present things and that's what the players seem to expect, to point of declaring skill rolls before even consulting me.

Friday, 9th December, 2016

  • 05:42 AM - ccs quoted flametitan in post Do you want a Forgotten Realms Campaign Guide?
    Not really; I highly doubt an FRCS is going to be as lavishly detailed as people want it to be, while simultaneously too detailed for those of us that would want to do our own thing and not have Canon Lawyers disputing everything you try to establish. Well unless those Canon Lawyers are sitting at your table their opinion doesn't matter.

Wednesday, 7th December, 2016

  • 07:00 PM - MechaTarrasque quoted flametitan in post Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
    It's been a step that Mearls hinted at for a while, being dissatisfied with the Current fighter subclasses for being defined by their mechanics only, rather than having a flavour of their own like every other class. I don't agree it was necessary to start having fighter subclasses based on flavour rather than mechanics (As the fighter's been the traditional go-to class for every conceivable fighting archetype; it's going to be a *pain* to make a subclass for every single possible fictional archetype the fighter has to fill) but I do kind of see what Mearls is trying to do naming these things "knight" and "Samurai". In previous editions, fighter+fluff (+mechanics that were looking for a good home)=new class, so fighter+fluff (+mechanics that are looking for a good home)=new subclass isn't really new.
  • 06:43 PM - RotGrub quoted flametitan in post Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
    It's been a step that Mearls hinted at for a while, being dissatisfied with the Current fighter subclasses for being defined by their mechanics only, rather than having a flavour of their own like every other class. I don't agree it was necessary to start having fighter subclasses based on flavour rather than mechanics (As the fighter's been the traditional go-to class for every conceivable fighting archetype; it's going to be a *pain* to make a subclass for every single possible fictional archetype the fighter has to fill) but I do kind of see what Mearls is trying to do naming these things "knight" and "Samurai". Well, perhaps my sarcasm was lost. IMO these sub classes are strictly based on a few mechanics and lack much to be desired in terms of flavour.

Tuesday, 6th December, 2016

  • 09:23 PM - iserith quoted flametitan in post Your Biggest Gaming Pet Peeve
    To be fair it was more the roll20 client and his computer don't get along. He's usually *fine* in most other sessions. I'm trying to debug it for next session. I guess I'm not fair then, haha. Too many years of online play have left me intolerant of PC issues. Kick-n-replace is my policy. As to the real objection, I wouldn't care that the player is referencing the Monster Manual during play. I would care if that meant the player was unresponsive or slow to act. Read that thing off-turn!
  • 09:15 PM - iserith quoted flametitan in post Your Biggest Gaming Pet Peeve
    Happened the other night on my last session: We were having the climactic fight in Cragmaw Castle, and the players had the brilliant idea to try and lure the owlbear into King Grol's room. So, while the owlbear was busy fighting their enemies, the rest of the party was camped out in the nearby storeroom. Then the monk decided to partcipate in killing the owlbear. Fine, sure,that works. I wait for him to tell me what he was doing (as his mic and speakers weren't working so we could only talk to him through text), and he doesn't respond. So after a minute or so, I decide to skip him, only to receive a message: "sorry, I was looking up the stats for the owlbear." I have no qualms with you taking advantage of what you know from past experience, you may even read the MM in your free time, but please don't be reading from the MM during the session. Fortunately I was able to just tell him that and we could continue on. At some point I may have to explain to them how that cuts into our gaming time ...
  • 06:29 AM - Chaosmancer quoted flametitan in post Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
    15th gives Rapid Strike where you trade advantage on an attack for an extra attack. Mind you there is no limit on how many times you can do it. And you can grant yourself advantage. So you extra attack (2) at 11th can move from three attacks with advantage to SIX regular attacks. Rapid Strike lets you make another attack as a bonus action, so it is limited to only one per turn A funny case of how everyone knows what RAI most likely should be, but a strict RAW reading might imply something different. If you read Rapid shot/strike, it only talks about advantage being lost by the attack used to trigger the bonus action attack. It says nothing about whether or not the extra attack you gain gets or doesn't get advantage from whatever is giving you advantage. Most likely this bonus attack shouldn't, but as written it can get advantage from your source of advantage (assuming it is a source that affects all of your attacks like the Samurai's ability). LOL, you're right. Holy crap... ROFLOL ...
  • 12:32 AM - seebs quoted flametitan in post Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
    I don't remember there being rules that said shortbow arrows couldn't be fired from a longbow or vice-versa. I think the distinction is "but not a crossbow".

Monday, 5th December, 2016

  • 08:38 PM - pdegan2814 quoted flametitan in post Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
    I don't remember there being rules that said shortbow arrows couldn't be fired from a longbow or vice-versa. I'm assuming it's a clumsy way of saying that it's an arrow not a bolt, and as such cannot be used on a crossbow of any size.
  • 08:16 PM - Tony Vargas quoted flametitan in post Minis or theatre of the mind? (Survey)
    I never disagreed with that. Like I said, it's in the wrong book. It should've been in the same sidebar as the basic grid rules in the PHB and Basic rules, titled "Theatre of the Mind and Playing on a Grid".It's not just that the rule is in the wrong book, but that it's tacked-on. 5e is full of references to distances in feet, geometric areas, relative positions and the like. 13A consistently uses its TotM terminology throughout - 1d3 Close Enemies, 'Engaged' and so forth - as well as providing some measures. The former can suck you into trying to run TotM by visualizing and tracking everything down to the foot (and, y'know, some of us can do that). The latter works smoothly with TotM as the default (it also works fine when you pull out minis, without having to evoke a whole 'nuther set of optional rules). FWIW. (Mind you, I'm saying all this while running 5e a lot more than 13A, so don't take it as too serious a complaint...)
  • 07:23 PM - Tony Vargas quoted flametitan in post Minis or theatre of the mind? (Survey)
    Again, 5e provides the needed tools to do the abstraction 13th Age does. They're in the wrong book, but they're in the core books.Even if we grant, for the sake of argument, that optional DMG rules are on par with 13A's standard rules, that's a pretty big failing when you think about it: the game is supposed to default to TotM, yet the mechanical presentation of the PH isn't conducive to that. Support for TotM - along with the 'tactical' module - is relegated to the DMG. 13A defaults to TotM, and everything is presented that way. So, yeah, it handles it better, even before comparing the quality of the rules in question (which is generally a fruitless exercise, anyway). Can the DM run 5e TotM anyway? Sure, he's probably going to at least try, because it's the 'default.' But then a DM could run 4e TotM, too - and probably just as well if using wrecan's SARN-FU, for instance. ....JMHO, but TotM was a buzzword during the edition war, and 5e paid it some lip service, while unders...
  • 06:42 PM - Tony Vargas quoted flametitan in post Minis or theatre of the mind? (Survey)
    I've not seen where 5e is in practice so much worse at TotM than 13th Age.Well, 5e gives movement, range, and area in feet, and spells use geometric AEs. So if you want to know who gets caught in a burning hands or whatever, you need to know where everyone is in relation to the caster, where the effect is places, and line up the AE with those positions. Easy (enough) to do if the AE is simplified for use on a grid with a template (3e) or abstraction of all shapes to squares (4e), or if you adapt a shorcut like that to 5e, but potentially problematic if you're running TotM. 13A neatly solves the issue by /not/ tracking movement in feet, positioning precisely, nor areas in geometric shapes, making it work very smoothly for TotM. Movement, OAs, and the like are also designed to work with TotM in 13A, mechanically. 5e nominally 'defaults' to TotM, but it's numbers are presented as if it were meant to be used with minis, just of an unknown scale at the time of writing. ;) Which is fine, real...
  • 01:57 AM - Ath-kethin quoted flametitan in post 5E: The Best and the Worst
    Nitpick: There's a really handy chart in the DMG (Page 249 if you want to see it) about how many creatures you can target when using an Area of Effect spell for use in Theatre of the Mind games. I never even noticed that chart until you mentioned it. Thank you. It's a godsend (or at least a flametitansend).

Thursday, 24th November, 2016


Tuesday, 22nd November, 2016

  • 08:59 PM - BookBarbarian quoted flametitan in post Parts of the game that get a lot of hate but you love
    I don't know if I see hate for it so much as dispassion for it. A lot of people tend to overlook it in favour of encouraging people to go for the PHB or the Starter Set. (I believe that somebody new should be pointed to the Basic Rules, as it serves as a good means of "Try before you Buy." The Starter set is mainly for if you want to learn how to DM.) That said, I agree that the Basic Rules on their own can actually be great fun. I haven't had much of an opportunity to take advantage of it, but it is. On a similar note, I see a similar level of dispassion for the pregens in the starter set. Everybody makes their own characters, it seems. However, half my group of 6 is using the pregens (originally we had all five pregens, but then two dropped while another 3 joined) and it's been as great of fun as if they made their own. Good point. I guess it's not Hated as much as overlooked.

Monday, 21st November, 2016

  • 01:40 AM - Hriston quoted flametitan in post Volo's Guide to Monsters Hobgoblins: You would think there are many cities.
    The MM lore paints them as the type that would likely populate your evil Empire (being the type to aggressive conquer territory and even subjugate other races), but also as not having any real nation to them, instead being mere tribes scattered across the land. It's weird, and seems fairly contradictory. In classic D&D lore, Hobgoblins are fairly similar to Tolkien's Uruk-hai. They are fiercely nationalistic and even racist, believing in some sort of Hobgoblin supremacy. But at the tribal level they are fiercely competitive and have great difficulty resisting the urge to prove that their tribe is superior by defeating their rivals. Only a very powerful and charismatic BBEG can unite two or more tribes for a single purpose and keep intertribal violence from erupting.


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