View Profile: MiraMels - Morrus' Unofficial Tabletop RPG News
Tab Content
No Recent Activity
About MiraMels

Basic Information

Age
29
About MiraMels
Introduction:
I'm the girl the meta warned you about.
Disable sharing sidebar?:
No
Sex:
Female
Age Group:
25-30

Statistics


Total Posts
Total Posts
232
Posts Per Day
0.23
Last Post
Berserker Barbarians: Wait what? Wednesday, 12th June, 2019 08:31 PM

Currency

Gold Pieces
3
General Information
Last Activity
Yesterday 10:38 PM
Join Date
Thursday, 22nd September, 2016
Product Reviews & Ratings
Reviews Written
0
No results to show...

Sunday, 3rd December, 2017

  • 05:12 AM - pukunui mentioned MiraMels in post Survivor XGTE New Subclasses - SHADOW MAGIC WINS!
    DOWNVOTES ARE THREE. PLEASE COPY AND PASTE THIS. Ancestral Guardians 7 Storm Herald 9 College of Swords 1 College of Glamour 8 College of Whispers 12 -- I share MiraMels' sentiments regarding this class; it seems better suited to an NPC villain than a PC Forge Domain 21 Grave Domain 22 Circle of Shepherds 16 Cavalier 21 Samurai 21 Kensei 17 Gloom Stalker 22 Horizon Walker 21 Monster Slayer 20 Mastermind 8 Scout 26 Swashbuckler 10 Divine Soul 23 Shadow Magic 23 Storm Sorcerer 15 Celestial 25

Friday, 12th May, 2017

  • 06:20 PM - uzirath mentioned MiraMels in post Not dying?
    So winning is a given eventually. Losses may cause setbacks but since the characters always make it through, they can can just try try again until successful. That kind of makes not only dying, but the whole process of taking damage not worthy of concern. Why should a character fear the powers of enemies if he/she KNOWS that it is only a bluff? There is no need to heal wounds, or even worry about getting enough rest, food, or water because nothing can cause any real harm. Even should the party fail to stop the big bad from destroying the world, its no biggie because while the world dies, they are OK because they didn't give Mr. bigbad permission to kill them. I won't try to speak for MiraMels, but this analysis fails the reality test for many campaigns in my experience. Sure, this might be true for some players and groups, but it certainly isn't a universal law. My last epic group and I tended to think of the game along the lines of a great novel like The Lord of the Rings. The story was epic. The stakes were high. There were setbacks and problems and unexpected events. A few characters died along the way, but the fact that the main characters were going to survive didn't detract from the power of the story at all. Indeed, the bittersweet ending of LOTR was something we felt was true for the game too, with so many sacrifices made along the way. (Even on rereading LOTR, I still feel like everyone is going to die at Helm's Deep, even though I know exactly how it ends.) The game was thrilling for all of us because we didn't know how it would end and we didn't know all the twists. We just knew that time invested in backstory wouldn't be tossed aside because you slipped and fell...

Saturday, 29th April, 2017

  • 01:41 AM - MoonSong mentioned MiraMels in post Post a character, get a Pic.
    In general, sorry for taking this long, and for the poor line quality. Cough syrup kills my drawing pulse, and right now I'm taking it. orderofthings Lance the necromancer. Sorry for taking so long. 83714 tglassy Eli the cowboy mystic. I wish I could send you the original as the scan doesn't make it justice 83717 MiraMels Vivian the paladin. Don't ask me why is she riding an elephant, you won't like the answer. (ok all of the ponies were too big or too small for my reference doll...) 83716 Bitbrain This'slaro. By your description I went for a muscular lizardfolk. This is actually the first one I drew this time. 83715

Saturday, 5th November, 2016


Monday, 31st October, 2016

  • 10:53 AM - CapnZapp mentioned MiraMels in post What official material is considered problematic to the point where it is not balanced and presents a problem?
    What official material have I found problematic? The Sword Coast Adventurer's Guide. And I don't mean "this cantrip is too OP" or "this subclass is useless and underpowered" or "these mechanics are ambiguously worded" What I mean is, I'm hard pressed to point to any of the mechanical offerings that I'd feel comfortable including in my 5th edition games, because they are shoddy and haphazard mechanics with little narrative weight that are utterly dissonant to the premises and philosophy of 5th edition. Could you pick an example where you explain what exactly you mean by "shoddy", MiraMels? Likewise for "haphazard", "little narrative weight", and especially "utterly dissonant to the premises and philosophy". Thank you
  • 10:28 AM - AnimeSniper mentioned MiraMels in post Mounted Combat
    Heralding back to my 3.5e days whenever we had mounted combat the players controlled the direction of our mounts. Only when we were dismounted did the animal follow one of two actions it stayed close by or we directed it away from the combat zone. @MiraMels I agree with your post as animals and mounts trained for a particular role or combat would do as they are trained... at the Dm's control for NPC's animals i.e. the Mastiffs at the south gate for smuggling checks and the PC control for the trained hunting dog the ranger has as a companion.

No results to display...
Page 1 of 6 123456 LastLast

Wednesday, 12th June, 2019

  • 09:17 PM - Hawk Diesel quoted MiraMels in post Berserker Barbarians: Wait what?
    You've answered your own question. Rage, Feral Instinct, Indomitable Might mitigates the disadvantage from first level of exhaustion. (And Intimidating Presence makes up for the disadvantage on Charisma (intimidation) checks in a different way.) Fast movement mitigates the speed penalty from the second level of exhaustion. Rage, Reckless Attack, and Danger Sense mitigates the disadvantage from the third level of exhaustion. If you really want to push the envelope, Relentless Rage even lets you try and cope with a halved hit point maximum. Once you hit five levels of exhaustion and your speed drops to 0, its probably time to stop and rest. I'll give you that. You're missing the point. Does a spellcaster need to cast spells to mitigate the fact that they are using spells? Does a monk take on some handicap for using their martial arts? If a berserker barbarian is basically hamstrung for using the thing that makes them a berserker, then the system is penalizing the player for playing the c...
  • 07:30 PM - Dausuul quoted MiraMels in post Berserker Barbarians: Wait what?
    But especially the immunity to Charm and Fear at 6th level, its been relevant far more often than i was expecting it to be in the four levels I've played with it. THANK YOU. Frenzy is little more than a ribbon. Mindless Rage is what makes berserkers good. It's like people are looking at a flying car and saying it sucks because of the lack of trunk space.
  • 04:20 PM - Hawk Diesel quoted MiraMels in post Berserker Barbarians: Wait what?
    What I think folk ignore when this conversation comes up is the utility and use of the Berserker's 6th level ability, the one that makes them flat out immune to the Frightened and Charmed condition while raging, as well as how the barbarian's abundant sources of advantage help to mitigate the penalty of multiple levels of exhaustion. But especially the immunity to Charm and Fear at 6th level, its been relevant far more often than i was expecting it to be in the four levels I've played with it. How are they mitigated? They get advantage on Strength saves and ability checks, but only while raging. With high enough levels of exhaustion, they could mitigate their disadvantage on attack rolls, but only at the cost of making them more vulnerable to attack. Their fast movement only slightly mitigates a speed penalty with 2 levels of exhaustion, but does nothing if you get to the point where your movement becomes 0. Besides, what is the point playing a character where your abilities only help...

Tuesday, 4th June, 2019

  • 04:19 PM - Charlaquin quoted MiraMels in post Revised Artificer Survey now available
    That hardcover is coming out at the end of the year, they've got to hop to it! I hope we see another UA release before the book is published. I kinda doubt we will, honestly. For better or worse, thr Artificer in this most recent round is probably very close to the one we’ll be getting in the final product. There may be some small tweaks, but I expect it to be about like the difference between the UAs for the Xanathar’s Guide subclasses and their final iterations.

Friday, 31st May, 2019

  • 07:03 PM - doctorbadwolf quoted MiraMels in post Revised Artificer Survey now available
    I largely hate the Artificer class in all its incarnations. I would have liked it only if it was done to represent a non-magic character e.g. a MacGuyver-type, but the game already has too many casters. So I am very undecided whether I should express my deep dislike to it, or if I should encourage them to go through with it as-is (or even purposefully suggest changes against my taste) so that I make sure I won't be tempted to waste my money on the Eberron book. I like the tools, crafting, and infusions as well! The pets, while i don't hate them, i think they should each do less. Personally, i'd remove the attack functionality from the Iron Defender and the Homunculus. As is, the Artificer already has access to damaging cantrips, and a form of Extra Attack, so they won't be lacking basic combat power if you remove the acid squirt or the iron jaws. Taking away basic attacks and making the constructs more specialized and purpose built gives each subclass a unique character. Archivists have an ...
  • 06:38 AM - doctorbadwolf quoted MiraMels in post Revised Artificer Survey now available
    I spent an hour this morning filling it out. My response basically boiled down to "this is 140% of a class at the moment, but i'm looking forward to the 100% you pare it down to" My feedback will boil down to “do not pare this class down to any significant degree. It’s good as is, with some tweaks to when things come online and where they exist in the class or subclass”. I’ll be extremely disappointed if it has noticeably fewer moving parts on release.

Wednesday, 29th May, 2019

  • 09:30 PM - Charlaquin quoted MiraMels in post Revised Artificer Survey now available
    I spent an hour this morning filling it out. My response basically boiled down to "this is 140% of a class at the moment, but i'm looking forward to the 100% you pare it down to" Interesting! I think I agree, if I understand you correctly. This class definitely has a lot going on. Is there anything in particular you felt may have been contributing to the bloat that you’d be willing to talk more about? Personally, I really like the tool proficiencies, crafting, and infusions, have mixed feelings about the pets, and think the spellcasting is too much.

Saturday, 18th May, 2019


Friday, 26th April, 2019

  • 09:14 PM - CapnZapp quoted MiraMels in post Season 9 Adventure changes
    The Dragon+ article was unclear about this, but Merric's explanation that was linked earlier explains that you choose which season your character belongs to when you make them (and i'm assuming retroactively for existing characters?) So you can still make a character next year, put them in Season 4, and then play through the Curse of Strahd content, not problem.He actually doesn't say he's sure that's the case.
  • 08:25 PM - Undrhil quoted MiraMels in post Season 9 Adventure changes
    The Dragon+ article was unclear about this, but Merric's explanation that was linked earlier explains that you choose which season your character belongs to when you make them (and i'm assuming retroactively for existing characters?) So you can still make a character next year, put them in Season 4, and then play through the Curse of Strahd content, not problem. You could always do this and it used to be how you determined what source(s) you could use for your character before they came up with PHB+1. "Allowing characters to go back and participate in previous story seasons to gain treasure and story unlocks breaks immersion..." You know what else breaks immersion? Drop out and drop in game play like what Adventurer's League provides to allow for anyone to play an AL legal table at any game store or convention. Even if that character has never stepped foot in Chult, a tier-appropriate character can magically appear in the final session (or sessions) of that hard cover and no one will bat...

Friday, 12th April, 2019

  • 05:19 PM - Gadget quoted MiraMels in post True Strike: Yes, lets beat the dead horse
    Granted, I could easily also gain advantage by asking an ally within 5 feet of the target to take the Help action, but that would mean the fighter is giving up an entire round of attacks. That is only one of many ways to gain advantage. Your familiar can use the help action to give you advantage, for one. Why couldn't true strike be used with a concentration spell? I don't understand why you think that it couldn't. Because they are both concentration spells. As soon as you begin casting a spell that requires concentration, you loose concentration on the current spell. Let's go through this scenario. Here are are the spells that I can think of that require an attack role. If you remove the cantrips, as you contend this True Strike's purpose is to help you preserve spell slots, many of the rest are first level spells. Bigby's Hand (Concentration, will not work. Besides, this is not a one and done spell, and continues over multiple rounds with various effects, only one of which require...

Thursday, 11th April, 2019

  • 10:57 PM - 5ekyu quoted MiraMels in post True Strike: Yes, lets beat the dead horse
    Right, so you cast it, and you concentrate on it, and you hold your concentration, and your next turn comes around, and you cast, say, ray of enfeeblement on the target that true strike is focused on... and you're saying you don't have advantage on the attack roll? I've gone back and read through the relevant rules and spell entries, and i'm not certain that I agree with that interpretation. Of course you'd have advantage on the attack roll. But, even if that literally how the rules are meant to be interpreted... surely that's an easy enough change to make?Hey, there are a gazillion changes one can make. But you cannot make an attack roll advantaged with True Sttike unless it is " on" and you cannot make an attack roll with a concentration spell unless it is "on". Both cannot be on at the same time.
  • 10:16 PM - 5ekyu quoted MiraMels in post True Strike: Yes, lets beat the dead horse
    Granted, I could easily also gain advantage by asking an ally within 5 feet of the target to take the Help action, but that would mean the fighter is giving up an entire round of attacks. Why couldn't true strike be used with a concentration spell? I don't understand why you think that it couldn't.Becsuse true strike is itself a concentration spell that provides no benefits until your turn after the one it is cast in.

Wednesday, 10th April, 2019

  • 10:20 PM - Gadget quoted MiraMels in post True Strike: Yes, lets beat the dead horse
    True strike is fine. It's just not a cantrip meant for use with basic weapon attacks or cantrips. It's a cantrip for use with spell attack rolls that you are spending spell slots on, if you need to be extra careful and not waste spell slots. Is it situational? Sure! So is mage hand. No, its really not. This so far beyond situational that it is laughable. Let's say you have this cool 'spell slot' spell you really need to get off, and many of the other ways to get advantage are not available to you (a big if, that). You are going to spend a round's actions to set up you spell for next round. But wait, your target needs to be chosen ahead of time, and within 30ft of you and, you need to maintain your concentration on the spell until you cast your 'big spell' next round. And that 'big spell' better not be a concentration spell either, because that won't work. Mage Hand, on the other hand, is very much not situational, or it is situational in that it is useful in a large number ...

Wednesday, 20th February, 2019

  • 02:32 AM - jasper quoted MiraMels in post Survivor Magic Swords- FROST BRAND CHILLS THE COMPETITION!
    Thank you for this, I genuinely had no idea! No one i've gamed with yet knew either, they just made a bunch of lightsaber jokes. I stand by my votes though, the sun sword is a little silly compared to the other weapons that remain. Sorry the sun sword was a rip off of the light saber. Thunder hair, his witch, and his pet wookie just could not kill anyone in 1980s cartoons.

Tuesday, 19th February, 2019

  • 07:07 PM - Yardiff quoted MiraMels in post Survivor Magic Swords- FROST BRAND CHILLS THE COMPETITION!
    Get that tacky sci-fi prop out of here, if i wanted to walk around with a lightsaber i'd go play Edge of Empire. Wasn't a sci-fi prop from Star Wars, it was based off a cartoon called Thundarr the Barbarian who use a weapon called a Sun Sword that was just a hilt until he summoned the flaming blade. The Sun Sword MIGHT have been based off the lightsaber for the sci-fi/Fantasy cartoon.

Friday, 1st February, 2019

  • 10:59 PM - pukunui quoted MiraMels in post Sage Advice Compendium Update 1/30/2019
    I'm curious: What sort of abuse is the Shield Master ruling supposed to prevent? That is, what is the issue? What's wrong with being able to knock someone over with your shield before you attack them with your sword? From a tactical point of view, that makes much more sense than attacking them with your sword and then knocking them down with your shield afterwards, or even attacking them, then knocking them over, then attacking them again. Besides, the NPC gladiator can do this: they've got a Shield Bash action, and they can use it as any (or all) of their three melee attacks. I've used this to devastating effect against the PCs - knocking them down and then attacking them twice with advantage. It seems only fair that PCs should be able to do it too. A 20th level wizard can still one shot a 1st level half-orc. The text of Relentless Endurance reads "when you are reduced to 0 hit points but not killed outright". Massive damage will kill you outright. A disintegrate spell that deals dou...

Wednesday, 22nd August, 2018

  • 07:15 PM - Ralif Redhammer quoted MiraMels in post Update to Season 8 Rules
    I’ve seen a few of those sorts of posts, too. I get not being happy about losing a powerful magic weapon, but to say that your character is ruined? I mean, they didn’t always have that item, right? What were they doing before they had Hazirawn, Dawnbringer, or the Sunblade? I haven’t seen that sort of gnashing of teeth since I was 12 and a rust monster ate my friend’s magic armor. I heard an immense outcry from a few folk when they learned they'd be losing their lightsabers, including one who said his character would literally become unplayable if he lost his sunblade, and i was so confused by that. How? How do you manage to build an entire character around one magic item, such that the character becomes irrevocably broken if they lose it?

Tuesday, 31st July, 2018

  • 08:06 PM - gyor quoted MiraMels in post Season 8 Changes (Adventurers League)
    True, but it's not "new". It's a prequel. The canon it's working with and establishing more of is two editions old at this point, maybe even three? It's a mix of current and prequel I believe, in other words while Drizzt and his father met again in the current times, there are flash backs to his father's time with Jarelax (sorry if I misspelled his name, it's been a long hard, day).

Saturday, 28th July, 2018

  • 04:50 PM - jgsugden quoted MiraMels in post Interesting Eberron based combos
    Kalashtar can't get perma-advantage to perception. That feature can only apply to Insight, Intimidation, Performance, and Persuasion.... *sigh ... too many skills starting with per....


Page 1 of 6 123456 LastLast

MiraMels's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites