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Multicaster Rituals Thursday, 8th November, 2018 05:41 PM

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Tuesday, 24th October, 2017

  • 01:37 AM - DeJoker mentioned Alexemplar in post Thoughts on this article about Black Culture & the D&D team dropping the ball?
    Well that helps a little but not much @Alexemplar for as I stated I concur with the person who stated it was mostly about laziness and considering human nature and the way many gaming companies seem to be run -- I still feel that that is the biggest issue from whence all manner of inequities stem. *shrug* but then again if someone was seriously interested in making positive change they would perhaps create some source material for free consumption that promotes this venue perhaps create a place where quality information on this could be gathered and then melded into that material -- you know sort of like open source software -- as gamers always seem to like free material ;) mainly because, I think, some of them are just as lazy about it as the companies are :D -- I seem to see a trend here

Wednesday, 11th October, 2017


Monday, 29th May, 2017

  • 05:20 AM - TheCosmicKid mentioned Alexemplar in post Oriental Adventures 5e - What race options are there?
    Each of those 'classes' are intertwined deeply within the societal structure of the campaign and rules; I/we have a very hard time seeing anything other than humans really 'being' any of those classes and caring about how the world sees them. I mean, if you are a spirit folk samurai (not sure if that was even a choice, but for sake of argument...), why would this spirit folk even be a samurai of some ruler in some land that has virtually nothing to do with his "race"? Sure, the spirit folk probably has his/her river/forest/mountain/whatever in the daimyo's province...but that would be it. Why would the daimyo accept such a creature into his confidence? Why should the daimyo even trust such a creature, who obviously would have significantly different ideas on what is "right", "just", or even "legal"...compared to humans?The spiritual beings in East Asian legend mirror the human social order much more closely than fairy folk do in European legend. Chinese mythology even has a celestial bureaucracy ...

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Thursday, 12th April, 2018


Wednesday, 11th April, 2018

  • 11:54 PM - Garthanos quoted Alexemplar in post Might&Magic: the linear fighter and the exponential wizard
    But the same goes for pretty much all magic wielders, too. More so, actually. All the wizards, sorcerers, and other wielders of supernatural powers these heroes meet in these tales are similarly supernatural in origin; if not more likely to be out-and-out spirits/gods. With Circe and others transforming enemies by feeding them a poison most of the magic described was still not D&D flash big magic which is why I keep going back to early Celts. They seem a rare source of uber awesome sorcery almost like D&Ds the sorcerers among the Tuatha de Danaan might have originally been seen as mortals but that is so far gone its really hard to say and most of the sorcery of these mortals still might have been mostly what we might call rituals and we get to hear about Lugh spinning thrice in a circle to vanish or taking animal forms or similar rather immediate magic.

Wednesday, 24th January, 2018

  • 06:38 AM - Immoralkickass quoted Alexemplar in post Looking For Samurai Trope Abilities
    The BIGGEST samurai trope is having them charge at their opponent, make a slashing stroke then hold the pose with their back to their opponent until the opponent realizes they've just been mortally wounded and keels over. Usually followed by the samurai flicking the blood from the blade and resheating it. Bonus points if the samurai gets injured in the process or the opponent smiles or boasts before realizing they just got cut down. And the samurai must spend his bonus action saying 'O mai wa mou shindeiru..' NANI?!

Monday, 20th November, 2017

  • 07:40 PM - 1Mac quoted Alexemplar in post The Hierophant, a cleric-warlock variant
    I think the combining of Warlock/Cleric abilities towards the first 2 levels kind of frontloads the class. At 2nd level, for example, you're looking at an additional spell known, an additional spell slot, Channel Divnity (and a couple of options) as well as a couple of Benedictions(Invocations). Could be! Are you remembering/noticing that the Hierophant's Channel Divinity does not include Turn Undead by default? Also, the Hierophant's spell list isn't as offensively potent as the Warlock's, so that might make it less front-loaded than it might appear (another good reason to nerf the Mystery benediction).

Wednesday, 1st November, 2017

  • 04:31 PM - Stalker0 quoted Alexemplar in post (Houserule) Consolidating and Rebalancing Fighting Styles
    Maybe combine the +1 from defense fighting style with the protection ability. You trend towards higher AC so enemies don't want to target you while also having the ability to mess with their attacks against the people next to you. Personally I find the +1 AC fighting style already quite good. If the protection style needs work than so be it, but my players loved the extra AC...which can be very hard to get otherwise. I myself don't like your new Offense style because I don't believe great weapon users need higher maximum damage than what they can already get from their damage die plus applicable feats. The 'Re-roll 1s and 2s' raises their average damage but does not increase their maximum damage. Thus a greataxe will do 3-12 points of damage per attack. Whereas Dueling does get an increase in maximum damage, moving the "best" weapon of Dueling (the 1d8 longsword/rapier/battleaxe) from 1 to 8 points of damage up to 3 to 10 points of damage. They basically gain the max damage value of th...
  • 04:30 AM - jodyjohnson quoted Alexemplar in post 5E Wound/Vitality System
    Most game systems that have this sort of potential for unlucky instant kills also tends to have some way for players to temporarily/conditionally avoid it. Something like spending an Inspiration Point negates the damage that would be done to your hp. And introduce some class abilities so the folks most likely to take critical hits can keep fighting beyond qhen others would be dead. And a couple reaction spells that protect you from such hits. Although I too encourage just using less hp per level I could see switching to 1e/2e style HP only after level 10 or so but with 3e/5e style multiclassing it requires tracking the order levels are gained (+1 hp/level for d6 classes, +2 hp/level for d8 classes, +3 hp/level for d10/d12 classes after 10th).
  • 02:33 AM - Xeviat quoted Alexemplar in post (Houserule) Consolidating and Rebalancing Fighting Styles
    If you aren't going to make fighting styles deeper sp they actually impact how a character really fights I think this is the best way to go about it. I especially like your rational for the simple +2 as it applies to twf and gwf. And it's still a bigger relative boost for lower die weapons than higher die ones. I agree. I’d really love to see more dynamic fighting styles, or styles that influence your role (I love protection for that). Sent from my iPhone using Tapatalk
  • 12:05 AM - OB1 quoted Alexemplar in post Modern influences on 5e!
    Oh, and Anime. There are lots of anime series set in non-industrial worlds full of warriors and magicians and monsters. Lots of steampunk-ish works. Lots of stuff that's pretty much straight taken from Japanese RPGs, which are all generally descended from Final fantasy, which was originally pretty much a Japanese adaptation of AD&D. Also, anime-based freeform roleplay is pretty big among teenage nerds on many an internet community. It's the first experience lots of people have pretending to be a character with magical powers/martial might facing off against other fantastic antagonists as part of a collaborative story. That's a great point. It's a wild circle that strongly shows through in a game like Persona 5. I'd never played a Persona game before that one so I'm not sure if 5e Warlocks influenced the design of P5 or if early Persona games influenced 5e Warlocks. At any rate, definitely would amend my original list of 2 to include. Anime Harry Potter MCU

Tuesday, 31st October, 2017

  • 03:02 AM - Elon Tusk quoted Alexemplar in post Paladin, Oath of the Anti-Arcane
    I changed it to Oath of Inquisition, much better than Anti-Arcane. First, as mentioned before, Detect Magic definitely needs to be on their list of spells. Better yet, allow them to detect magic when they use their Divine Sense. Secondly, I don't generally see too many NPCs using concentration spells specifically. Make it broader by allowing them to prevent an enemy struck from casting spells at all. Or censure them, making them take some damage every time they cast a spell or maintain concentration on a spell. The Oath of the Ancients Paladin also gets an anti-magic aura. I'd just re-use the wording. Finally, I'd put Spell Interruption on a short rest timer and possibly make it a reaction. Being able to shrug off spells every once in a while is one thing. Being able to cast Dispel Magic/Counterspell pretty much at-will seems a bit much. Then again, I doubt the DM will generally want to ever waste even a single NPC action trying to target a character with this feature with a spel...

Saturday, 28th October, 2017

  • 05:15 PM - Arilyn quoted Alexemplar in post Toward a Theory of 6th Edition
    Unarmored defense bonus for all classes- or at least the ones expected to take attacks and have decent defenses- makes sense. There's so many settings and character concepts that don't favor armor. I still think armor should provide some kind of benefit though, as it provides incentive for some characters to actually want to wear it when/where appropriate. I think my favorite non-AC/damage reduction approach is armor as HP. As in +1 HP per character level for lighter armors and maybe even as high as +5 per character level for the heaviest stuff. That way the guy in bigger armor could take more hits before falling, but is still not immune to being plinked by weak attacks. It'd also give Fighters/Barbarians/Paladins a kind of "unarmored defense" as they already have larger damage die than other classes. Other classes would need heavier armor just to get the level of a naked warrior, and should the warriors wear some armor, they become even more survivable. Yes, armour class as hp can...
  • 04:33 AM - Oofta quoted Alexemplar in post Toward a Theory of 6th Edition
    That's exactly how it works when dealing with fantasy worlds- and often times the real world, depending on who you're talking to. The human mind is intrinsically geared towards this kind of blurring and it becomes even more true when formulating narratives. By that definition in a world where magic works absolutely nothing would be supernatural. In a world where there are ghosts, they are "natural" to that world. I think that's silly, but to each his own.
  • 01:24 AM - Oofta quoted Alexemplar in post Toward a Theory of 6th Edition
    In the real world, getting your own castle or follower is not an automatic thing just because you're a warrior. Likewise, in the overwhelming majority of fantasy stories, the warrior characters are usually really really good at holding the enemies' attention so they don't target/attack the more vulnerable characters. I'll just repeat - just because the details are glossed over and because the game assumed it would happen, nothing supernatural is required. Come and Get It on the other hand literally pulls creatures up to 15 feet whether or not they even know you exist. It's apples and oranges. Heck it's not even apples and oranges, it's more like apples and a tire iron.
  • 12:37 AM - Oofta quoted Alexemplar in post Toward a Theory of 6th Edition
    That's a "narrative" powers/features. Similar to how in 1e/2e, the Fighting Man/Fighter was assumed to get followers and a keep. Similar to how every Warlock receives a Book of Shadows/Pact Weapon/Improved familiar at 3rd level. Not at a point where it would be most logical given their their relationship with their patron, but at level 3. The Rogue deals extra damage when they catch the enemy unawares or flank them to a degree no other class can. These characters are not functioning in accordance with the law that every Fighter gets followers. that every Warlock gets a pact gift, or Rogues are unique in getting a bonus to damage from an ambush regardless of how much sense it does or doesn't make. The They represent any number of events, tropes, including fate, luck, and plot contrivances that would result in the desired effect. Basically, it's a mechanic that can actually impact part of the game's narrative. They haven't been especially common in D&D as compared to many other RPG...
  • 12:24 AM - Tony Vargas quoted Alexemplar in post Toward a Theory of 6th Edition
    That's a "narrative" powers/features. Similar to how in 1e/2e, the Fighting Man/Fighter was assumed to get followers and a keep. Similar to how every Warlock receives a Book of Shadows/Pact Weapon/Improved familiar at 3rd level. Not at a point where it would be most logical given their their relationship with their patron, but at level 3. The Rogue deals extra damage when they catch the enemy unawares or flank them to a degree no other class can. These characters are not functioning in accordance with the law that every Fighter gets followers. that every Warlock gets a pact gift, or Rogues are unique in getting a bonus to damage from an ambush regardless of how much sense it does or doesn't make. The They represent any number of events, tropes, including fate, luck, and plot contrivances that would result in the desired effect. Basically, it's a mechanic that can actually impact part of the game's narrative. They haven't been especially common in D&D as compared to many other RPG...
  • 12:00 AM - TwoSix quoted Alexemplar in post Toward a Theory of 6th Edition
    I was going to reply something along this lines. I don't care what the label was, martial powers could only be explained as supernatural. Take the lowly "Come and Get It". You forced movement, can only do it every once in a while and you get to wack everyone. Yeah, I know you can say it's just yelling at people and pissing them off, but how do you insult an wolf? "Your mother was a lazo-apso"? Almost all fighter powers were supernatural in practice, they did things that could not be physically accomplished without supernatural assistance. Basically, it's a mechanic that can actually impact part of the game's narrative. They haven't been especially common in D&D as compared to many other RPGs, but they've pretty much always been there in one form or another. Paging 2009...your forum war discussion points have just arrived. :)

Friday, 27th October, 2017

  • 04:42 PM - quoted Alexemplar in post DM advice: Necromancers, Undead, and Attunement
    I can't imagine hiring a mere human to accompany me on a dreadful quest where they would face almost certain death. Their life is worth more than that. If I can't find a hero capable of surviving such perils, then I'm better off going alone. That's only one example, not related to rules. The PHB comes with another example and I'm not sure why some mercenaries would prefer not to use magic items to fight some hobgoblins if their life is important. What is the in-game reality which corresponds to the game mechanic of attuning an item? Once you answer that, then you can consider the question of whether a skeleton or a rat is capable of performing that action. And since that question is not addressed in the rule book, it's something which you should expect to vary by table. If the book says a creature can attune to an item then that is RAW, but at the end all depends on the DM and the players. Well there is a difference in that those spells are totally different. In order to keep someone permane...
  • 06:01 AM - ccs quoted Alexemplar in post What Author or Authors are your biggest influence in the Fanatsy Genre/D&D
    I'm more into mythology, in which case I'd have to point to Mesopotamian, Egyptian, Greek, and Indian history/religion/myth/folklore as my biggest personal inspirations. I also read lots of stuff related to myths from around the world and myth in general. That and the Old Testament. These + Norse, general fairy tales & history for me. Specific authors? Terry Pratchet, Tolkien, Howard, Burroughs, Vance/Moorcock/Lieber (I've never read these 3, but I do realize their influence), Zelazney (sp?), Martin. And I'm sure that since I've read a good # of the authors listed in other posts that they have an influence as well. Also deserving of credit are nearly 80 years worth of countless comic book writers and George Lucas.
  • 02:02 AM - Tony Vargas quoted Alexemplar in post Toward a Theory of 6th Edition
    In AD&D, Priest spell lists were a lot less like Magic-Users, they got more spell slots, and they maxed out at 7th level. I never actually played AD&D, but I figured this was to gear them towards casting a higher number support/buff spells as compared to the Magic-User, who was geared more towards using their spells for offense. I did play, and run, AD&D a lot, and I figured about the same thing. The Cleric got bonus spells (mostly lower level) because he was going to blow a lot of 'em on healing (especially at lower levels), the Magic-user didn't have that issue. But the process of spellcasting was virtually identical for both, and is still very similar. Also, while Fighters and Rogues both had abilities that were pretty much pre-3e skills, the nature of their skills were different with Fighters being more geared to being strong/leader types while the Rogue's skills were geared more towards sneaking around, and stealing stuff. Nod. In AD&D, the mechanics were very different, too, and ...
  • 01:17 AM - Tony Vargas quoted Alexemplar in post Toward a Theory of 6th Edition
    I don't know. For me, the core of D&D has always been the Fighting Man/Fighter, the Thief/Rogue, the Cleric/Priest, and the Wizard/Mage. They're not only the classes from which all the others were originally variants or combinations of. /Originally/ there was no Thief. Just say'n. But, yeah, in AD&D, they were the 4 classes, and the others ('cept the oddball Monk & Bard) were sub-classes of 'em. And, that didn't really change much in 2e (they became four class groups: Warrior, Wizard, Priest, & Rogue), so for about 25 years, that was just the way it was, and... They also define the roles (thematically and mechanically) that people expect in your average D&D adventuring party. People usually expect a party to contain one fighting guy for beating face, one skills/stealth guy for skills and stealth, one arcane magic guy for damage and utility, and a healer/support character....it became a tradition. But, what the traditional cleric & magic-user do - cast spells - is essentially not th...

Thursday, 26th October, 2017



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