View Profile: CheezyRamen - Morrus' Unofficial Tabletop RPG News
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    Wednesday, 22nd May, 2019, 03:36 AM
    If you were going to try and run a D&D campaign with the feel of Rick and Morty, What house rules options or changes would you make? I'm torn myself because it seems their are some better rpg's to base that kind of game on.....however, my players are much more interested in D&D 5E with this hypothetical campaign so If I can figure out how to do it with D&D I would like to. I think the...
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About CheezyRamen

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Thursday, 25th May, 2017

  • 04:54 PM - Corwin quoted CheezyRamen in post Breaking Out 3E Again
    People actually got inspired by Rogue One? I should get into the movie making bizz because that movie was AWFUL lol. I want you to know I will be reporting you for that and hope you get PERMABANNED!!!!

Tuesday, 23rd May, 2017

  • 08:17 AM - Jhaelen quoted CheezyRamen in post Who gets to add new players to the group?
    Why would you post and just say this. Lol just give xp then. Not sure where the 'This' :):):):) started but it doesnt add anything to the conversation in any sense.This! :D
  • 02:03 AM - was quoted CheezyRamen in post Who gets to add new players to the group?
    Why would you post and just say this. ...It's basically a shortened form of something like "I agree with this post". It has been used on these boards for quite a while and predates the XP award system. ..I find that it does help limit the amount of reading that you do to get caught up with a thread. Reading multiple long posts that simply agree with one another gets a bit tedious.

Friday, 19th May, 2017

  • 08:34 PM - Mortilupo quoted CheezyRamen in post Historical Problems and 5E
    This is the biggest thing I have noticed. Though, I am not entirely sure if it's a great thing. I am DMing a small party currently and by no means would I say they required magical weapons to keep up with even challenging encounters. Even creatures that take half damage from non magical items or resistance to damage that the party produces (one of the biggest hitters currently is the moon druid) simply last a few more rounds than other creatures of equivalent CR. I feel as if my players still expect magical gear from prev edition experiences but honestly with their power level and strategic fighting (they barely ever fight a fair fight) then I inclined to be really stingy. With that being said I think your typical group of murder hobos would do just fine against challenging encounters with no magical items. So, I suppose it's not really relevant to OP really but yeah I feel as if 5e took magical weapons from being a necessity. Luckily the attunement part of magic items makes most players...
  • 07:28 AM - MNblockhead quoted CheezyRamen in post Girls, Guts and Glory. A new snack sized D&D web series.
    How in the world is this not more popular? It will be. WoTC is going to give them exposure with the Sphere of Annihilation event and they'll be on the Dragon Talk pod cast. This will get big. There there will be the inevitable nasty trolls, then flame wars over various pet issues... I hope that increases their exposure and viewership and that they stay above it all and continue to have fun.
  • 05:53 AM - Lanliss quoted CheezyRamen in post Girls, Guts and Glory. A new snack sized D&D web series.
    How in the world is this not more popular? Exposure. Critical Roll blew up because it was connected to Geek and Sundry, and had a full cast of well known voice actors. This has neither of those bonuses, so it has a disadvantage trying to reach the same level. Someone on twitter might think about pointing this out to Mercer and Gang, since they are quite fond of boosting things they think are cool, especially when it gets less attention than they feel it deserves.

Tuesday, 16th May, 2017

  • 05:37 PM - dave2008 quoted CheezyRamen in post [UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
    This sounds like the most asinine thing I've heard. Why would anyone want to do initiative like this? I can't see how it would make combat move faster. Faster USUALLY = Simpler, such as both opposing parties roll d6, add highest init mod from each member and then each opposing parties move as a team. THAT'D be faster. Then you need to get out more - there a lot more asinine things out there. But to your issues: 1) We don't have the full rules 2) What is asinine for one group is not for another (it may even be essential) 3) The primary reason he states is to achieve unpredictability, not speed 4) It could be faster if, as it appears, you are required to declare your actions first, and this forces players to make quick decisions, players who otherwise take a long time to decided what they want to do It is clearly not for everyone, and it is not intended to. It appears it also works for him and his group. See point 2 again.
  • 04:01 PM - volanin quoted CheezyRamen in post [UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
    High / low DEX has no game effect then, along with Alert Feat, etc . . ? High/low Dex has so much more to do than initiative lol. But yeah, the Alert feat is useless at that point. That wouldn't upset me or my players at all. Yes, DEX is ignored. The Alert Feat works by giving the player another card. When the first card is drawn, the player acts, and the second card is simply ignored. It also has some problems with spell durations, which must be handwaved (some spells might last longer, others might be shorter). But the goal of this system is not to perfectly replace the current dice-based system. It's to be fast and unpredictable. And the players don't mind at all.

Monday, 15th May, 2017

  • 05:12 AM - drnuncheon quoted CheezyRamen in post What Rules do you see people mistake or misapply?
    I thought there were 10 rounds in a turn, 6 turns in a minute. I woulda swore by this but in an earlier game a player refuted it and I didn't know where I had seen it. You're thinking of 1st and 2nd edition, which basically used rounds for combat and turns for exploration. When 3rd came around, "turn" stopped being a measure of time and "round" was used for "the space in which everybody acts" and "what you can do during a round". This got confusing. I don't remember what they did in 4th, but in 5th a turn is made up of your actions, and a round is made up of everybody's turns. The 5e combat turn has nothing in common with the AD&D exploration turn except the name.
  • 02:45 AM - ProphetSword quoted CheezyRamen in post What Rules do you see people mistake or misapply?
    I thought there were 10 rounds in a turn, 6 turns in a minute. I woulda swore by this but in an earlier game a player refuted it and I didn't know where I had seen it. Wouldn't that make each round just 1 second long? Seems like a short amount of time to perform actions and move. The confusion, I think, stems from the fact that the terms "round" and "turn" had different meanings in all previous versions of D&D, which is why I frequently see people get it wrong. It's also why some DMs try to limit how many times a rogue can sneak attack in a round.
  • 12:20 AM - Oofta quoted CheezyRamen in post What Rules do you see people mistake or misapply?
    I thought there were 10 rounds in a turn, 6 turns in a minute. I woulda swore by this but in an earlier game a player refuted it and I didn't know where I had seen it. While 5E doesn't explicitly state some of this (that I know of) There is one turn for each individual in the combat, although DMs sometimes combine NPCs for simplicity. A round of combat can be the combat round which goes from the start of the first creatures initiative to the next time their initiative comes up. A creature's round goes from the start of their turn to the start of the next turn. Either type of round lasts roughly 6 seconds, there are as many turns as necessary for everyone to get a turn.

Sunday, 14th May, 2017

  • 10:31 PM - Caliban quoted CheezyRamen in post What Rules do you see people mistake or misapply?
    I thought there were 10 rounds in a turn, 6 turns in a minute. I woulda swore by this but in an earlier game a player refuted it and I didn't know where I had seen it. Just to be clear: A round is 6 seconds. There are 10 rounds in a minute. Each creature in the combat has one turn each round - so the number of turns is equal to the number of creatures involved in the combat, but each turn takes six seconds, since they are theoretically all happening at the same time. This is important because some abilities can only happen be used once per turn, but can potentially be used more than once per round if you can use them on another creature's turn. (Sneak Attack is a prime example of this - it can be used once per turn, but a rogue can sneak attack on their turn and potentially a second time if they get a Opp Attack that qualifies, or if a Battlemaster grants them a second attack, etc.)
  • 07:30 PM - Satyrn quoted CheezyRamen in post Ranged party member keeps running off the map
    PHB pg. 20, Dwarf Traits Speed, " Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor." PHB pg 144. Armor and Shields, Heavy Armor, " Heavier Armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows " Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score" This puts Dwarves at a speed advantage over other fighters with similar stats. . . . dex-based dwarven archer paladin in full plate! (With a rapier for backup) Oh god, I think I just wet myself.
  • 04:19 PM - the Jester quoted CheezyRamen in post Ranged party member keeps running off the map
    Even so, melee does more damage per hit. As Dex mod does not impact damage on a ranged attack but Strength mod does impact a melee hit. Yes it does. PH 196: "When attacking with a weapon, you add your ability modifier- the same modifier used for the attack roll- to the damage."
  • 04:12 PM - CapnZapp quoted CheezyRamen in post Ranged party member keeps running off the map
    ?? Nobody in their right mind? Typically in a dungeon scenario speed is really not paramount. If my 14 str human fighter is heading into Meat Grinders R US with Mr. Tapatio breath you better believe I am taking a 10 ft loss for AC. Edit: Also 'well built'? If you're using a point system and/or pre set there are many builds that do not have extraordinary stats to make a character versatile. If you're 'rolling' for stats then obvi you have all 18's and the world is your oyster lol. I'm just saying it isn't fair to base your conclusions on a build like a Strength-fighter with 14 Strength, or a heavy armor fighter with 14 Strength. I am not trying to comment on your game, and I am not saying you are playing the game badwrongfun. I am only saying that a fighter in heavy armor that does not meet the Strength requirements will obviously lose out in a build comparison, opening up the risk of people drawing the wrong conclusions. Don't assume fighters are slowed by armor in 5e and draw c...
  • 04:06 PM - CapnZapp quoted CheezyRamen in post Ranged party member keeps running off the map
    Sorry, that was more me trying to wrap my head around the idea of ranged being better. Let's take an example. Dwarf plate axe fighter against Human leather bow fighter. I would say that if it were 1 v 1 in an open field, yes the Human would have the advantage as long as the dwarven fighter had no other means to also bring his attack to a ranged attack. Say he had a throwing axe, not only is his high strength modifier going to help him hit, its going to be easier to hit the human because of his lack of armor (tho his dex may help him a few points.) if you stick that human in heavy armor, he loses that dexterity bonus altogether. I admit that he could simply use Thrown weapons as well but as a human he would then be slower than the dwarf unless he had str 15+. Then his thrown ranged weapons do NOT measure to a great axe/battleaxe w.e melee weapon you want most likely. I am just not sure where ranged = better This is because you make suboptimal build choices made out of old habit. Firs...
  • 03:47 PM - CapnZapp quoted CheezyRamen in post Ranged party member keeps running off the map
    PHB pg. 20, Dwarf Traits Speed, " Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor." PHB pg 144. Armor and Shields, Heavy Armor, " Heavier Armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows " Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score" This puts Dwarves at a speed advantage over other fighters with similar stats. No - nobody in their right mind puts on heavy armor unless they meet the Strength requirements. Assuming a reasonably well-built fighter is slowed by armor is yet another assumption that was true in 3e that simply no longer is.
  • 03:39 PM - CapnZapp quoted CheezyRamen in post Ranged party member keeps running off the map
    Even so, melee does more damage per hit. As Dex mod does not impact damage on a ranged attack but Strength mod does impact a melee hit. As well as Melee users typically have higher AC and more HP. I am not sure where the idea of meta for ranged combat, as the ranged combat is best theory is easily countered with a backup throwing axe,hammer,dagger (whatever flavor you want) Now I'm losing you...? My entire point is that these are assumptions people take for granted, that isn't borne out by actual observation.
  • 03:13 PM - CapnZapp quoted CheezyRamen in post Ranged party member keeps running off the map
    I may be wrong but doesn't armor hamper movement? No. Completely agree though that you don't need it. But, that's a strong point to 5e I think. You really don't NEED anyone. Not even a cleric. Well, that's taking the "having X be not required is always a good thing" argument too far. The entire game, from monster design to spell design to published adventure design, are all predicated on an unwritten assumption - that at least one party member can't outrun the monsters and that at least one party member does not "outrange" the monsters (meaning that he or she needs to stay just as close as monsters do). In my opinion this unwritten assumption must at least partially be reinforced by actual game mechanics.

Thursday, 11th May, 2017

  • 12:53 PM - rgoodbb quoted CheezyRamen in post What AC would you give an ogre zombie covered in tower shields?
    Laughter aside this seems to be the most fair/logical. Laughter at the idea of a zogre running around dressed in tower shields. But erm yeah, I wouldnt cross blades with such a beast. Wouldn't and quite literally couldn't (unless there are more appendages we are unaware of). No more appendages please this thing is messed up enough


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