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About Helldritch
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DM for 36 years now. Still in the hobby and hope to be there in 20 years from now. ;)
I played many games but D&D is still my favourite.
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Anyone else tired of the miserly begrudging Rogue design of 5E? Wednesday, 11th April, 2018 11:51 AM

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Thursday, 21st September, 2017

  • 12:27 AM - CapnZapp mentioned Helldritch in post Casting multiple spells with bonus spells and the order they are cast.
    JonnyP71 Helldritch Ovinomancer Please let's agree the "reactions are not part of turns" interpretation is a house rule, and that the OP's question can be clearly and concisely replied to. Do note that I (and others) have never claimed the rules as written are superior to your view. Quite the opposite in fact. See above link to Jeremy Crawford clearly distinguishes between casting a spell as an action and as a bonus action as regards the possibility to cast Featherfall on your own turn. (Featherfall is a reaction, but more importantly, it is not a cantrip, and so can't be cast on your turn if you also cast a spell using a bonus action) Please take a deep breath before you barge ahead, trying to claim I am misinterpreting JCrawford's reply or to throw shade at the answer given. Yes, I know "another story" is not as clear as we all would have hoped. But the evidence is overwhelmingly stacked against you. You really should take this opportunity to gracefully bow out of the controversy. If...

Tuesday, 19th September, 2017

  • 07:31 PM - OB1 mentioned Helldritch in post Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
    ...ou can make a DC 20 Heal check to remove a Mortal Wound, failing this check also prevents you from removing a level of exhaustion during the rest. Failure by 5 or more increases your exhaustion level by 1. 4. When you have a Mortal Wound, you cannot gain Temporary Hit Points from any source. Resting Breather - 5 Minute Rest where you can spend Hit Die (also available during any other type of rest) Short Rest - 1 hour rest uninterrupted by combat resets short rest class abilities. Long Rest - 8 hour rest uninterrupted by combat resets long rest class abilities and removes 1 level of exhaustion. You also regain 1 spent Hit Die if you are level 1-10 or 2 spent Hit Die if you are level 11-20. You do not regain Hit Die from the rest if you have a level of exhaustion or a Mortal Wound prior to starting the rest. Extended Rest - 7 day rest uninterrupted by combat resets HP to Max, returns all hit die, and removes all exhaustion levels and Mortal Wounds. Edit - Special thanks to @Helldritch for feedback from the original thread

Sunday, 17th September, 2017

  • 11:19 PM - OB1 mentioned Helldritch in post How viable is 5E to play at high levels?
    ...e. I like that cleric can now safely take a more aggressive role in the game and not be walking healing potions. But otherwise I do find your ideas quite interesting. Especialy the Breather and the exhaustion level for failing a death save. Kudo. The uninterrupted rest rule is the primary way i prevent 5MWDs in locations where the party shouldn't be resting. I credit it for helping keep Tier III under control and making higher level play viable without a lot of other changes. Don't have a cleric, bard or druid in the party and didn't find it an issue. Note that if they are interrupted, they can start the rest over immediately. The idea is that if they are traveling through the Very Scary Forest, they may be better off pressing on to get past the forest rather than resting every 5 minutes because they got into one fight. Yes, you can spend HD during any type of rest. I like the idea of some HD coming back on the Long Rest. I think 1HD per Tier would be appropriate. Good call Helldritch, the Extended Rest should remove all death save failures and exhaustion levels. I'll be updating that.

Tuesday, 22nd August, 2017

  • 11:10 PM - FrogReaver mentioned Helldritch in post Great Weapon Mastery - once more into the breach! (with math)
    @Helldritch Thanks for being the only 1 to answer. Even if everything you said about me was spot on and 100% true I still don't see how that equates to creepy. So I guess I'll never understand. That's okay I guess. Thank you for trying to explain nonetheless. With that said I'm not going to hash out with you the places I disagree with your analysis on this. Instead I just want to ask for one thing. Don't forget to put yourself in my shoes when we are discussing things or you are watching me discuss something with others. You gave solid advice there and in my experience it applies to virtually everyone equally.

Thursday, 23rd February, 2017

  • 12:54 AM - pukunui mentioned Helldritch in post Curse of Strahd help
    Helldritch: Maybe hastur_nz was just going easy on us, but I found him to be fairly weak. We were all level 10 when we finally cornered him. The sword and the holy symbol are pretty useful, but they become even more so when you've also got the icon from the chapel. Its 30-foot protection from evil and good aura is nasty. Strahd can't charm anyone in the aura, and he and all of his undead minions have disadvantage on all their attacks against anyone in the aura as well.

Tuesday, 7th February, 2017

  • 01:31 AM - AaronOfBarbaria mentioned Helldritch in post Interrupting a Long Rest
    If you read my post in context by clicking on the small button to jump up through the chain of quoted replies, the answer will be clear :)Um... no. I'm asking you a specific question, and that question has not been answered in this thread by anyone, though Helldritch did give a bit of an attempt at answering it. We have seen how people think the list should be worded assuming that the "1 hour of" portion only applies to walking, but what I want to know is how would the text need to be worded - other than how it is in the book right now - if the "1 hour of" portion is meant to apply to all of the items on the list.

Tuesday, 20th December, 2016

  • 12:09 AM - Lanefan mentioned Helldritch in post "Mentions" - did something change?
    Mention in post 2 worked as normal. Mention in post 5 did not. I've no idea what the difference is, except maybe Helldritch was trying to make it look like a mention (bold, italics, link) without realizing the system did it automatically? Lanefan

Monday, 12th December, 2016

  • 05:56 PM - sim-h mentioned Helldritch in post Ten little things my players hate the most. But I use as much as possible in 5ed.
    Helldritch: I'd call that as a little unfair if I were a player - at least until the ranger had got off the first readied shot. A bit too prescient of monsters to know the trigger for a readied action before it even happened. Although not outside the realms of possibility, it leans too far towards the 'DM vs. players' feeling for my liking. They hate me enough already, and I'm on their side! Honest.

Thursday, 8th December, 2016

  • 03:47 PM - hawkeyefan mentioned Helldritch in post last encounter was totally one-sided
    ...t all, and then change how I ran the game to reinforce a view that would be more rewarding. Remove some of the options that they rely on in order to maximize their characters....feats and multi-classing being removed and see how good they are as actual players who need to think instead of simply switching their kill button to "ON" and then slaughtering everything in sight. Put them up against enemies that they CANNOT defeat physically. I mean don't even create stats for the thing....make them come up with another solution than killing. Maybe try some pregenerated characters that have goals and motives beyond simply killing everything, and maybe have abilities that are focused on areas other than combat (gasp!!). Maybe come up with encounters that challenge the characters outside of combat. I mean, the way some of these games are described, I would say that drastic measures are in order....I can't see how they are fun for the DM, and how they'd be fun for the players for very long. Helldritch listed a bunch of options that were more mechanically based....more functions of the game. If those options don't fix the problem, then I think the problem is actually far deeper than the game system. I think adjustments in play style and DM style are in order.

Wednesday, 7th December, 2016


Wednesday, 19th October, 2016

  • 06:43 AM - AaronOfBarbaria mentioned Helldritch in post Do DM's feel that Sharpshooter & Great Weapon Master overpowered?
    My response to you was about the poor argument of blaming the DM for not properly adjusting his game to alleviate issues with the system.A DM choosing a variety of monsters to be faced is not "adjusting his game", he is just playing it. That's the point that I believe Helldritch was meaning to convey; The DM picks out the monsters. That's how D&D is played (even in games like mine where the players are able to choose their adventure, such as intentionally going on a goblin hunt - I still choose the goblins they find, and what they find with them and along the way).

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Wednesday, 11th April, 2018

  • 11:01 PM - TwoSix quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    The kensai get to chose two weapons. These weapon become dexterity based weapons for the kensai. (XGTE) Kensai can't chose a weapon with the heavy property for their kensai weapon, GWM only works with heavy weapons for the -5/+10. Believe me, I was hoping to use kensai as a pseudo-avenger, but it doesn't work.
  • 10:09 PM - 5ekyu quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    We are all refering to the same rule as I see it. We only intrepret it differently. Would a call for help count? I would certainly allow it after the first attack. Also, you assume that the poor player lost initiative. He won it but he's on the surprise round. He can't take any action until his turn is done. He could however, use a reaction after his turn and it would be during the "non assassin''s phase whom is trying to assassinate him through a serie of attack. A scream isn't much. But since we are obviously talking about rule interpretation, I'll just get away from this topic.I an not sure how there is a different interpretation of "as you take your turn." But hey, for some dodge is a bonus action.
  • 12:28 PM - Cap'n Kobold quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    Yeah, for all the white room rage over the 5/10 feats when i solve that equation and compare to actual play the gains are rather minimal and circumstantial. You need a good hit probability to break even, very good if your base damage is high and i often wonder after they also minmax the base damage how often the gains are seen in play. The only way I've seen those feats used successfully to get a large amount of consistent extra damage is with the cooperation of one or more additional party members. At which point its no longer one character dealing that damage. The kensai get to chose two weapons. These weapon become dexterity based weapons for the kensai. (XGTE) Are you sure that the two-handed sword is a legal choice for this? I didn't think they could choose weapons with the Heavy property. Surprise round, being unseen etc that it everything that come with a stealthy killing attempt. I think that being in a surprise round only grants advantage if you're an assassin. You're using a melee w...
  • 05:33 AM - 5ekyu quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    Both right and wrong. You can talk. But enemies will hear it too. The kensai get to chose two weapons. These weapon become dexterity based weapons for the kensai. (XGTE) Surprise round, being unseen etc that it everything that come with a stealthy killing attempt. Again, advantage is assumed. Surprise round, not being seen etc... That can well happen. And the enemy could have drunk a potion of haste as well adding 46 dmg. Do the math, it is entirely possible. Not against a barb or a heavy armor wearer. But anything on D8 is about to be toast if they don't take toughness feat and do not maximize constitution... I am still searching for the rule that prevents verbal interaction after being attacked a first time. Could you please point it to me so that I can adjust my ruling accordingly?You will not find a rule listing everything you cannot do on someone else's turn. That list would be too long. For instance, there is no rule saying you cannot take nine dinossurs out of your boot a...

Tuesday, 10th April, 2018

  • 05:13 PM - Cap'n Kobold quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    Once the first attack is landed, nothing prevents the "guard" whatever it is to call in reinforcement. He might not be able to take a reaction, but after a hit, anyone will call in for help (and that is not forbidden by the rules, unless I missed something). Generally neither characters nor NPCs get to do anything, including talking/shouting until their initiative comes up at the beginning of a fight. Consider that what the players can do to monsters, so can the "monsters" do to them. So there is that stealthy wood elf 12th level fighter with enough rogue level to hide as a bonus action and the Kensai archetype. So, a 17th level character: 12 Fighter, 2 Rogue, 3 Monk. Not exactly optimised, but an interesting concept. He gets to smash down a player. (Two handed sword +1, GWM, uses dex to hit and dmg because he's a Kensai and advantage because he's the first to act...) As a Fighter, they are proficient in two-handed swords. They can't use Dex to hit and damage with it however: its not a...

Monday, 9th April, 2018

  • 10:22 AM - CapnZapp quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    A guard is not necessarily a human with 11 hp. It can be an orog (45hp) an ogre (59hp) or even a cambion (82hp). You need to deal that much damage with a single attack to stay in stealth, otherwise, the alarm will be on (unless you have a silence spell cast as a bonus action from some source or whatever...) To be technical, I would say "you need to deal that much damage in a single turn". The number of attacks is immaterial in a game where characters' turns are atomic. In reality, you might only have time for a single sniper attack, and as soon as you have made your shot you need to retreat to avoid detection. In D&D time effectively freezes when it's your turn. All that matters is if the guard is still alive when your turn is over (and to be precise, that the guard is alive when his own initiative count comes around). This is why sneak attack is an unimpressive assassinate ability (sneak attack itself - not the assassin's assinate boost): level appropriate guards won't go down on a si...

Sunday, 8th April, 2018

  • 06:17 PM - jgsugden quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    The assassination feature is as restrictive as you want it to be. By the same token, it can be as unrestrictive as you want it to be. Imagine this:... The rogue can be quite deadly when he can do his job (and he is allowed to). No fighter could do any of the scenari above...My Criminal Background Eldritch Knight begs to differ with your statement. Stealth is not the exclusive domain of the ranger and rogue in 5E. And massive damage is certainly not their exclusive area, either. There is no point in his career, from third level on, where he could not handle the situations you describe above as well, or better, than a pure assassin rogue.

Saturday, 7th April, 2018

  • 02:32 PM - CapnZapp quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    Although I still think that the rogue is fine as it is, this idea caught my eyes. 20th level Assassin... +1 Rapier, 20 dex. 14 max damage multiplied by 6. For a total of 84 dmg. +1 Arrow, Longbow... Same results... Factor in the SS feat... 144 dmg. And that is just one attack. One attack that will normaly be made with advantage. That strike can kill a lot of things. That is way too much damage if you want my opinion. At least a fighter with the PM and GWM will have to roll a few dice and might miss some attacks. Even if all attacks hit, we look at a damage range going around 79 to 124 with a +1 polearm. I am not factoring in the action surge. The fighter will not be able to surge indefinately, but a well built rogue could go at this kind of damage for a long time (wood elf, in some woods will hide then sneak almost indefinitely.) The fighter, will be seen and attacked, the enemies still got some chance to fight back. Nope, rogue is quite fine as is. Our rogue considered Assassin a...
  • 02:42 AM - Ilbranteloth quoted Helldritch in post Anyone else tired of the miserly begrudging Rogue design of 5E?
    Although I still think that the rogue is fine as it is, this idea caught my eyes. 20th level Assassin... +1 Rapier, 20 dex. 14 max damage multiplied by 6. For a total of 84 dmg. +1 Arrow, Longbow... Same results... Factor in the SS feat... 144 dmg. And that is just one attack. One attack that will normaly be made with advantage. That strike can kill a lot of things. That is way too much damage if you want my opinion. At least a fighter with the PM and GWM will have to roll a few dice and might miss some attacks. Even if all attacks hit, we look at a damage range going around 79 to 124 with a +1 polearm. I am not factoring in the action surge. The fighter will not be able to surge indefinately, but a well built rogue could go at this kind of damage for a long time (wood elf, in some woods will hide then sneak almost indefinitely.) The fighter, will be seen and attacked, the enemies still got some chance to fight back. Nope, rogue is quite fine as is. Yeah, that's kind of where I ...

Tuesday, 21st November, 2017

  • 04:54 PM - Glenn Fleetwood quoted Helldritch in post Low CRs and "Boring" Monsters: Ogre
    This is exactly what we are doing in our(my) games. This leads to ogres and strong monster trying to move/grapple/push some characters to break PC's formation and get some advantage. I even did it with displacer beasts and the group that was the victim of the beasts still talk about that fight 8 weeks later. They had crappy rolls and the beasts did well over what I was expecting. I played them as cunning devious predators and the players were surprised to see them acting with that amount of coordination. Up to a player saying that I played them too smart. That is when I showed them a video about 2 lions doing the same thing (more or less) to an antelope... That settled the argument. You remember the Raptors from Jurassic park and their coordinated hunting? Add some very long grass, swap them for Trolls and watch the chaos. Your players will either love you, or hate you...

Sunday, 24th September, 2017

  • 05:14 PM - Thakazum quoted Helldritch in post How viable is 5E to play at high levels?
    This is the whole point of the dungeon. Not sounding the general Alarm. Oh yes! It actually made for an interesting mega-encounter. They did have a few iffy moments of players going down and if the onslaught continued much longer, they would've been toast. You should not. In my campaigns, players are warned about the 6-8 encounter per day. They do not know the exact amount of encounters but they know that too soon a rest will incur a "random" encounter. The first one is usualy easy and the second is harder and so is the third... up to deadly. Some people will flame me here for doing that but it worked. Now players are trying to manage their resources a lot more and I don't have to rely on Deadly encounters all the time in my adventure design to challenge them. As someone who plays a lot of old-school games, this really appeals to me. I think I'll try it. More or less the same type of monsters. No casters, no roguish type. But that is to be expected in this module. The Fire Giant p...
  • 01:53 AM - Thakazum quoted Helldritch in post How viable is 5E to play at high levels?
    It can be done but what is your current play style? 1) 6-8 encounters per day? Six. 2) Large party, I have given a bit of what I am doing earlier. Check it out. 3) Is resting easy? Especialy long rest. The easier it is to rest, the harder it will be for you to challenge them. In addition, easy rest makes up for a nova style campaign that can be even harder to challenge. Easy short rest can be a problem too as you have half of the party that recharge powers on short rest. Standard rest rule, gritty realism or heroic? Standard 4) 2 unearthed arcana style character. That is play test material it can lead to some difficulties. I don't use these but they should be managable. I would not be allowing these in the future. As a whole they don't seem broken but there are one or two things in each class that can negate quite a bit. 5) Static world or active world. Do monsters wait in their room for the PC to come in or once discovered they will hunt down the players? That can make a whole lot...

Saturday, 23rd September, 2017

  • 08:33 PM - Lanefan quoted Helldritch in post Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
    This would imply two sets of HP. A bit like at la Palladium game system. In that game you have HP and SDC.Or Star Wars RPG with its Wound and Vitality Points, yes. May be it would be easier to separate HP according to initial level and leveled hp? Example: 1st level fighter. 13Ihp. Every hit affect initial hp. Every hit are potential wounds, thus a roll on a wound table such as the one in the DMG but only if a character goes down? 2nd level fighter, 13Ihp + 9Lhp. Now no potential wounds until the 9 Lhp wounds are gone. The 9 Lhps can be cured by any magic but the 13hp could only be cured via potions, or cure wounds. Word of healing (and mass healing) would only cure Lhps.We already have something similar in our 1e game: Body Points and Fatigue Points, the sum of which are your Hit Points. All creatures have body points. For most "kindred races" it's a d4 to d6 worth of these, depending on race, with a minimum set by your Con. Commoners, adventurers, everyone gets these. On top of th...
  • 05:04 PM - Blue quoted Helldritch in post Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
    Point 2) Yep it might come to that. But fortunately, with better tactics the "healer" will not be that much boxed in the role of healer. But this again presupposed a healer, which is the exact point against it - requiring that role because self-healing during an adventure has been so curtailed. Would you play a character with these rules in a group with no magical healing?

Thursday, 21st September, 2017

  • 12:12 AM - Caliban quoted Helldritch in post Casting multiple spells with bonus spells and the order they are cast.
    Again, only the Devs will settle this. Some people here will only accept their view, I should've stayed out of this trend. Believe what you want. I'm out. And I provided a quote from Jeremy Crawford, which you have conveniently ignored: Casting a bonus action spell means no other spells that turn but a cantrip with a casting time of 1 action.
  • 12:03 AM - Caliban quoted Helldritch in post Casting multiple spells with bonus spells and the order they are cast.
    Reread the definition again. That one applies to speech related actions. I know it must be hard to accept but it really is the 3rd definition that can be used. It is the only logical choice as this is the only definition that applies to actions. This means that (in our case) a reaction is always outside the turn sequence. Is it so hard to see? That you are incorrect and are cherry picking things that support your false narrative? That is incredibly easy to see.

Wednesday, 20th September, 2017

  • 11:34 PM - Ovinomancer quoted Helldritch in post Hidden
  • 11:21 PM - CapnZapp quoted Helldritch in post Casting multiple spells with bonus spells and the order they are cast.
    HA HA! You're about to admit that we're right. Thanks a lot. ;) Thank you for confirming you are only out to troll us. Sent from my C6603 using EN World mobile app
  • 11:20 PM - CapnZapp quoted Helldritch in post Casting multiple spells with bonus spells and the order they are cast.
    It is already said in the rules that a reaction interrupts the turn in which it is occuring. And when the reaction is resolved, the turn can continue. The word interrupt is quite clear (at least in the dictionary). So if the turn is interupted, the reaction isn't part of it. So you can do whatever you have to. When the reaction resolves, the turn resume. And why would a fighter be allowed his reaction and not a mage or a sorcerer? The intent of that rule has always been to prevent the double fire ball (or whatever mass damage spell you want to put in there). It was not meant to power down some character classes by removing one of their few reactions. The use of the word "interrupt" is natural in this meaning. It means that whatever a creature is doing on its turn is paused to let the reaction happen, still on the creature's turn. If the rule was that reactions take place outside turns, not on anyone's turn, this would have been addressed by the rule. You are basing your entire argument on a ...
  • 11:09 PM - CapnZapp quoted Helldritch in post Casting multiple spells with bonus spells and the order they are cast.
    This is what we have been trying to say from the beginning. But it seems that our arguments fall on deaf ears. (or should I say blind eyes?) This is because he is using faulty arguments. At first, this could be attributed to simple ignorance (we all make mistakes) but since you have been repeatedly been given the correct answer and still persists in planting misinformation, I am forced to consider alternative interpretations. Sent from my C6603 using EN World mobile app


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