View Profile: OverlordOcelot - Morrus' Unofficial Tabletop RPG News
No Recent Activity
About OverlordOcelot

Basic Information

About OverlordOcelot
Disable sharing sidebar?:
No
Sex:
Male
Age Group:
Over 40
My Game Details

Details of games currently playing and games being sought.

Town:
Garner
State:
NC
Country:
USA

Statistics


Total Posts
Total Posts
277
Posts Per Day
1.23
Last Post
Guide: D&D (5e) How to Build a Paladin for Combat Thursday, 18th April, 2019 04:17 AM

Currency

Gold Pieces
0
General Information
Last Activity
Today 07:08 PM
Join Date
Tuesday, 13th November, 2018
Product Reviews & Ratings
Reviews Written
0
My Game Details
Town:
Garner
State:
NC
Country:
USA
No results to show...

Thursday, 14th March, 2019


Monday, 10th December, 2018


Wednesday, 21st November, 2018

  • 10:50 AM - Sadras mentioned OverlordOcelot in post 5th level characters vs a purple worm
    Whether @OverlordOcelot collected real data or not appears to remain very much in dispute, but one thing we can all agree on is that his post was the final purple worm that broke the camel's back. Aaaand with that I'm done.

Wednesday, 14th November, 2018

  • 06:58 PM - TaranTheWanderer mentioned OverlordOcelot in post How useful is the Dodge action?
    OverlordOcelot I think you're making this out to be a big deal when it isn't. When I dm, I play the opponents in a way that would be logical to their motives and their intelligence and their tactical and arcane knowledge guides the kind of decisions I make for them. I, personally, donít change an action based on what a player does unless I feel it makes sense to change the action. Smarter opponents with knowledge of PCs abilities will change tactics more often to adapt while stupid enemies might keep slugging away. I donít change tactics based on ooc info. If I can help it. You are free to do it any way you like. FrogReaverďYou keep on ignoring that Spreading damage around is useful in itself. Ē Actually, Iím not arguing for or against this. I didnít touch on that point at all. But itís probably true that it can be useful, especially if a DM uses dodge as a guide to attack someone other than the person dodging. (I assume thatís what you mean by spreading the damage, un...
  • 06:30 PM - Quickleaf mentioned OverlordOcelot in post How to run a criminal organization in a City with 8th level spells?
    Stalker0 My thoughts were perfectly stated by OverlordOcelot. I'd just add three things. First, having the entire organization wear masks or a homebrew common magic item cowl of face hiding in public really curtails scrying. I wouldn't permit "that masked man we saw yesterday" as a "particular creature" for scrying. Second, a mask or illusion magic can fool the senses of a dead person when speak with dead is a threat. The dead person reports what they saw, believes it's true, but they've been fooled. Third, there's considerable grey area with zone of truth, but it requires clever criminals who anticipate the threat of zone of truth early on. Duping others into unwittingly doing your dirty work, such as slipping poison into the chef's spice rack, can evade all but the most rigorous line of questioning during a zone of truth. There's also psychological tactics you can employ, such as charming/memory-modifying/plain-old-manipulating a creature to believe they committed a crime, so when they say "yes I did" under zone of truth, that r...

Tuesday, 13th November, 2018

  • 06:56 AM - thebestjessins mentioned OverlordOcelot in post My Booming Blade Focused Eldritch Knight
    OverlordOcelot I did not really consider the growth of armor actually. I just saw that I could start with chainmail and went with it. The one metagame aspect I'm worried about is I have never played with this DM or any of the other players and they are all pretty new so I feel that at the start I might be a bit more on my own. So the more starting AC the better but yea, it doesn't scale well. I can switch to studded leather later when it tips the scales because it would be a lot of levels before I max dex and get the other feats I want. It's a good balance call though for sure and something I missed to consider. I actually don't mind working a weird flaw into my characters here and there since I spend so much time maxing other stuff. Somethings gotta give I guess and having a low wis save seems like a trade I can rp with. But yea, it's funny the trades you cave to consider. AC is a hard number to increase in this version and relying on a +1 here or there is a lot slower. So my progression might just ...

No results to display...
Page 1 of 10 12345678910 LastLast

Wednesday, 17th April, 2019

  • 12:19 AM - MerricB quoted OverlordOcelot in post To boxed text or not to boxed text
    It's not just a matter of organizing information, it's a matter of not including it at all! But I agree, I'm amazed at how much text they'll give to an NPC while managing to not reveal things like... what they even look like, or what their building looks like. The other trick the S8 adventures have given us is splitting important information over three or four separate pages! (NPC Appendix, the Scene, the Introduction, and some other random place we didn't think to look). Many of my DMs were amazed when they realised that Wrinkle in the Weave didn't actually take place in Waterdeep, speaking of lacking information. (My review of that displays my full frustration with S8 adventures...) Cheers!

Tuesday, 16th April, 2019

  • 12:59 PM - MerricB quoted OverlordOcelot in post To boxed text or not to boxed text
    After running some of the Season Eight Adventurer's League mods, I am definitely in favor of boxed text. The Season 8 adventures would make anyone in favour of boxed text... but they actually just demonstrate how not to organise information. Boxed text would at least give the DM a starting point for running those encounters, but I'm not sure if it would save it by itself! I'm very much in favour of boxed text, but you can survive without it - if the information is presented well. Mostly, it isn't. Cheers!

Monday, 15th April, 2019

  • 09:47 PM - Zardnaar quoted OverlordOcelot in post Why is the shortest lived edition, still one of the most popular?
    I don't really see any evidence that it's 'one of the most popular', except in the literal sense that any edition is 'one of' whichever category you name. Getting a small-scale kickstarter off the ground where people are basically paying for a nicely printed version of the old rules is not an indication that they're wildly popular, just that some people would like a copy of the rules. Most popular based on sales. The red box sold over a million units, some say 1.5 million plus (only 1E comes close/beats it). No one really knows how many it sold (TSR records were very bad) During the golden age adjusted for inflation TSR revenue (27 million dollars in 1983) was higher than the estimated size of the RPG market now. Biggest selling adventure of all time (Keep on the Borderlands). And then you work out that 1E and B/X were on sale at the same time so each line sold more than all the other D&Ds (except maybe 5E). Hell they almost sold more than all the other D&Ds put together. Two D&Ds at the same t...

Thursday, 14th March, 2019

  • 05:52 PM - S'mon quoted OverlordOcelot in post Could Critical Role launch their own RPG?
    The plan seems like a way to spend a lot of effort to turn a popular, money making show that they really enjoy being a part of into a less-popular show that makes less money and involves more work that they don't like, but allows them to say they're playing their own game instead of D&D. I really don't see why they'd opt to put in the effort to go from a large fortune to a small fortune, it just doesn't make sense on any level. Harsh but fair!
  • 05:24 PM - Morrus quoted OverlordOcelot in post Could Critical Role launch their own RPG?
    The plan seems like a way to spend a lot of effort to turn a popular, money making show that they really enjoy being a part of into a less-popular show that makes less money and involves more work that they don't like, but allows them to say they're playing their own game instead of D&D. I really don't see why they'd opt to put in the effort to go from a large fortune to a small fortune, it just doesn't make sense on any level. Nothing lasts forever. Start future-proofing early. And an RPG book isn't that big a hurdle.

Saturday, 23rd February, 2019

  • 11:28 PM - FrogReaver quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    If you're having that hard of a time following the conversation, nothing I can post is going to make sense to you. I think itís you not following what Iím saying. There are more categories of rules than raw and house rules.
  • 05:40 PM - FrogReaver quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    It isn't RAW, and if it's not RAW it's a house rule... Sigh. Is it a rule that your level 1 Barbarian PC can't walk on thin air? If it is can you point me to the rule? If it's not then disallowing the Barbarian PC from walking on thin air is a house rule??? WTH
  • 05:02 PM - ClaytonCross quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    If it's not a house rule, then cite what book and page this "drop weapon doesn't cost your free 'interact with objects' action" exists on. Sage advice and Crawford's tweets are suggestions, not rules, and are not used by a lot of people. It has been pointed out repeatedly in this thread already, so I'm not sure why you're bringing up house rules and claiming that they're universally accepted RAW. Stabbing a sword into the ground is not dropping it, and is precisely the kind of thing covered by the one free 'interact with object' per turn. I think that expecting all tables to accept "there's a rule that says I can't cast with a weapon in my hand, but by inventing a 'free action' that doesn't exist in the rules I can bypass it, especially if I narrate it as something other than what I used to justify the action being free in the first place" is a bit much. He stated that was rules as intended. Thats why it wasn't on the very extensive chart. As Lead Rules Designer for Wizards of the Coast it ...
  • 04:55 PM - ClaytonCross quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    Your DM plays an incredibly soft and forgiving game with you if your scouts always find the enemy, you always know what the enemy is, the enemy never runs off or sets traps, rooms with enemies never have traps that make having 'the scout' inside while the rest of the party is outside dangerous, the enemy is always what they seem on initial look and never have reinforcements, and there are few enough encounters per day that you are safe pre-buffing with 1 minute spells before every fight. If you're saying your scouts always find the enemy and the enemy never does anything but blindly charge you and never has reinforcements or other surprises, I'm sure you can always pre-buff. But it doesn't represent the majority of games out there. EDIT: Also, this sounds very much like "D&D as a paper MMO" playing - for a lot of people, the point of playing pen and paper vs computer is to have more real interactions with enemies, and these set piece battles where you know in advance what you're in for aren't that a...
  • 03:47 PM - ClaytonCross quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    I sometimes wonder if people posting actually play D&D or if they just do white room analysis. You seriously expect that every fight you will have a round to prepare, you will know exactly what will be in the fight so you know whether you want to buff or not, never have a fight where there is a delay of a minute from 'I think we'll fight' to 'the fight starts', never have a fight that turns out harder than you expected at first, never have a boss that brings in allies partway through a fight, and so on. That's a pretty specific set of circumstance that in my experience is rare, even in published AL modules which are rather constrained in what they do. No, not everyone plays with your specific house. RAW you get one object interaction per turn, you don't get this 'drop, action, pick up' sequence; "drop their weapon as a free action" isn't part of the core rules. It's a common online attempt to get by a restriction in the game, buy isn't supported by RAW and is pretty goofy looking to picture. Its...
  • 03:42 PM - ClaytonCross quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    If you have a DM who always lets you know that combat is coming up in exactly a few rounds but not many rounds and exactly what you'll be fighting, then you can pre-cast one minute buffs before combat. I have never met a DM who always tells you when the next combat will be, and never has the bad guys run away, talk, activate something that takes time to deal with before you can get to them, or call in allies after combat is joined, however, so I certainly wouldn't count on never casting one minute buffs during combat. Similarly, if you have a DM who never gives you nasty magical effects that you want to dispel in combat, more injury than your LOH alone can cure, or any kind of curse or restorable condition that you want to remove during combat, then you'll never cast those in combat. But, again, it's not reasonable to assume that every DM avoids those conditions all the time. (The 'you can always pre-cast 1 minute buffs' sounds a LOT more like white-room theorycrafting than play experience, BTW) I...
  • 04:13 AM - Leatherhead quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    How does this work if the enemy sees you drop your cool sword and snags it for their own use? It's also a free action for them to grab it, so it seems like if you're actually doing this per RAW you'd end up with your preferred weapon being used against you an awful lot. You can only use a free action (or in this case, an object interaction) on your own turn, not during another's turn. The only risk is that you drop your sword in acid, or down a cliff, or something else like that.
  • 12:03 AM - Azzy quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    No, using it would be perfectly possible, they just grab it, now they're holding it, and they swing it at you. Yeah, with a weapon dangling from 6-8 inch loop or chain around your wrist I'm not seeing what you're seeing. You're stuck because you're now grappled as they have ahold of you. They wouldn't need any 'trying' to grab a dangling weapon any more than you have to, they just grab it and swing it at you using the same actions you would - only now it's putting you at a disadvantage because it's also attached to your body by this unbreakable tether. Yeah, I don't know what you're envisaging, but a tethered weapon is attached to a person's body and still moves with the arm that it's tethered to. Unbreakable tethers that don't hinder your movement or use of the weapon but that prevent enemies from grabbing the weapon or using the tether to grapple you are way outside of standard rules. I don't see how leather strips or or light chains are either "unbreakable" (they'd certainly not ...

Friday, 22nd February, 2019

  • 11:53 PM - ClaytonCross quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    Actually, Crawford has established that you don't need warcaster for casting spells that do have a material component if you've got a focus on your shield, but that you DO need it for casting spells with a somatic but no material component. So Cure Wounds, Divine Favor, Heroism, Lesser Restoration, Magic Weapon, Daylight, Dispel Magic, Elemental Weapon, Remove Curse, and Holy Weapon all require you to give the opponent a chance to pick your weapon up if you want to use them. And that's only if people use that odd, non-official ruling. Yep and of all those the only one you would use in battle instead of before or after (as a rule) is Cure wounds, which you can ignore with lay on hands....?
  • 11:23 PM - Mistwell quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    Oh yes, I hadn't even thought about the difficulty of making delicate somatic gestures with 3-4 feet of sword dangling from your arm while you do it. And is it really surprising that people are like "I'll take warcaster" instead of "I'll convince the DM that having a sword chained to my wrist is not at all hindering my movement"? I mean let's say he answers the weight of the weapon isn't on that arm because the full length of the weapon is on the ground and it's just the weight of the tether. OK, putting aside the mechanics of the length of tehter you'd need for a medium sized weapon to be fully on the ground and the risk of accidentally kicking it, this now assumes you're not moving around in your space like the rules assume you do (where it says there are no facing rules because you're in constant movement in your space). OK, so now you're not moving around in your space like normal, because otherwise this weapon on the ground chained to your arm will get tangled in your legs. We have a rule...
  • 11:03 PM - Yunru quoted OverlordOcelot in post Question about clerics
    Unwavering mark only affects one creature, at least until you hit 5th level where you can hit two. And it definitely encourages the creature to move away from you even more than spirit guardians does, as you only get your bonus attacks if the creature is within 5' of you. Sentinel's 'you can't move' ability similarly only affects one creature, as you only get one reaction attack, and that doesn't require dipping fighter to get. So I fail to see how it works better in a situation where there are opponents that want to move away from you to 'squishies', as it just encourages them to move, and offers them no protection once the enemy moves. Whatever one creature you can freeze in place with sentinel won't get to them, presuming you hit and they don't have any special actions or bonus actions to get away, but the rest can just do a normal move to the 'squishies' and attack without penalty. "Tanking" in the sense of being good at surviving melee is one thing, but the idea that you can become a 'main tan...
  • 09:53 PM - Azzy quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    This doesn't appear to stop someone from snagging the weapon and using it themselves, They can grasp at it, but taking it away from you and using it would be impossible because it's tethered to your arm. Also, said enemy would need to have to weight whether trying to grab a dangling weapon is actually worth more than directly attacking the character (or using some other action)... Also, this is not AL or RAW legal as it's not a piece of equipment listed in the PHB, it's a custom piece of equipment that you're trying to get really, really favorable rules for using. Well, damn. By that "logic", since there's a lot of things not listed in the PHB equipment lists, I guess they don't exist in D&D-land either. LOL I'm thinking that if it's a weak tether then it's an easy STR check to pull a weapon free from it, and if it's a strong tether then grabbing the sword puts you into a grapple without you getting to contest, I don't see the logic in not getting to contest, but you do you. a...
  • 09:35 PM - Yunru quoted OverlordOcelot in post Question about clerics
    Exactly what fighter abilities are going to make opponents stay with you and away from 'squishies' better than sticking them in difficult terrain while constantly damaging them as they try to approach the 'squishies' not in difficult terrain? Unwavering Mark, when pared with Sentinel, is better than something that only costs then 10 extra feet to move out of. Of course the best "tank" is the Conquest Paladin.
  • 09:24 PM - Azzy quoted OverlordOcelot in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    How does this work if the enemy sees you drop your cool sword and snags it for their own use? It's also a free action for them to grab it, so it seems like if you're actually doing this per RAW you'd end up with your preferred weapon being used against you an awful lot. Use a tether to keep your weapon from completely falling... then it's just dangling from your arm when you "drop" it.
  • 08:50 PM - Yunru quoted OverlordOcelot in post Question about clerics
    As a cleric, cast spirit guardians and maybe spiritual weapon and start dodging and/or tossing heals. 3d8 or half that damage per round will either make opponents go after you or die. What fighter abilities that a split-class character gets are going to match that for making opponents want to kill you? Make opponents go away from you, maybe. It does absolutely nothing to keep them with you and away from the squishies (except the half speed bit).


Page 1 of 10 12345678910 LastLast

OverlordOcelot's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites