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WotC will not allow translation of D&D NEXT. Saturday, 4th July, 2015 10:21 AM

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Saturday, 22nd November, 2014

  • 09:34 PM - Plane Sailing mentioned Kaychsea in post Low Level Wizards Really Do Suck in 5E
    Two quick moderatorial things 1. Kaychsea, people have kept it civil, please don't start mud-slinging ("you have been sniffy") 2. KarinsDad, I think that the idea of 'RAW' is dead and buried as far as 5e is concerned. Don't go bringing it up again thanks! Now, back to discussing stuff fun stuff!

Thursday, 16th October, 2014

  • 02:52 PM - chriton227 mentioned Kaychsea in post DM purposely gimping my Warlock
    Are you then forced to wait eight hours for dinner or eat it right before bed? I can't speak for Kaychsea, but for me it's pretty typical that breakfast is around 8:30am, lunch is at 11:30am, and then I don't get home from work and shuttling kids to activities until between 7:00pm and 8:00pm, so I'm not normally eating dinner until 7:30pm or later. Lately we've been moving so I've been stopping at the old house on the way home to do some packing and cleaning, that pushes dinner back to 9:00pm or later.

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Friday, 24th February, 2017


Friday, 26th June, 2015

  • 03:49 AM - pemerton quoted Kaychsea in post Why does 5E SUCK?
    how long would a ruleset that covered these eventualities be?I can fit the rules for Marvel Heroic RP onto an A4 sheet of paper, with small but readable type. The key to this is uniformity of mechanics combined with a readiness to use very general mechanical elements to represent a great diversity of fictional states of affairs (eg mechanically, a knife and a gun behave the same, and the fact that one is for fighting up close and the other for fighting at range is handled via fictional positioning and GM arbitration of the permissibility of action declarations). MHRP is arguably a rules lite game. No version of D&D is, in my view. 4e comes fairly close out of combat, but its combat resolution is tightly consistent but not rules light. But that tight consistency does support improvisation, in my experience. in 5e clarity would almost be superfluous beyond the key explanation of the core resolution mechanic, which is a sentence, not a page. Along the lines of: the player describes an ...

Thursday, 25th June, 2015

  • 11:52 PM - Ashkelon quoted Kaychsea in post Why does 5E SUCK?
    Which is different from called shots how? In any case that is much worse for the giants as the fighter can apply his proficiency to the roll. I was talking about how I would handle the attack in 4e. In 5e it is significantly more difficult. This is because in 4e, you can easily create an improvised action that is worse than an at-will attack but better than a basic attack. This gives players a means of improvising without reducing their combat effectiveness significantly. In 5e, you only have basic attacks. To improvise an action and have it be balanced, it must therefore be worse than your basic attack. You cannot perform the attack that also has a chance to knock the giant prone like you could with 4e. At least not without throwing on significant penalties that make such an action non-viable.
  • 07:53 PM - Ashkelon quoted Kaychsea in post Why does 5E SUCK?
    Shaken is also the reason the only people I knew who played it stopped. In D&D called shots are used to get round the actual mechanisms of combat, which is why I've never been a fan. To each his own. I love shaken as a way to model any kind of distraction in combat from "sand in the eyes", to feints and bluffs, to combat intimidation. Some people like things to be more specific, I get that. As for called shots in D&D, I completely agree. They don't make sense with HP, and I am glad D&D doesn't typically include them. But in that instance you would appear to be trading up a basic attack to be better than an at-will. The action economy in 4e requires you to manage the actions pool you have to choose from, why bother if you can make up actions as good or better than your at-wills on an ad hoc basis? Every system has its limitations. Is a basic attack with a conditional prone rider better than your other at-wills? Sometimes...maybe. There are a lot of good at wills out there. Some of ...
  • 05:16 PM - AbdulAlhazred quoted Kaychsea in post Why does 5E SUCK?
    But contrarily how long would a ruleset that covered these eventualities be? I used to play and run Chivalry and Sorcery when it came out. Land of the Rising Sun streamlined it somewhat, but it is clunky because it is thorough. And it still didn't cover your Giant example because it also didn't allow called strikes, largely because it had a similar philosophy with regard to hit points, but did split HP and FP. I'm not really sure you are comparing apples with apples though, a cold spell freezing water is a reach compared to knocking a giant down by hitting it's knee? Is this WWE all of a sudden? Isn't the point of the wizard his flexibility? And as that is my table, why are you bothered? The funny thing is, go read the "what was your favorite thing about 4e" thread. In that thread there's a poster, JamesonCourage, who simply flat out told us that 4e was flawed because it didn't empower players due to its rules being far too loose and not covering all situations. And then literally declared...
  • 02:27 PM - Ashkelon quoted Kaychsea in post Why does 5E SUCK?
    Hey, you made it a giant. How easy do you think that would be? In this instance it's his action, it requires a lot more effort than pulling a lever and is more akin to grappling than an attack. The problem is using your action to knock the giant over is almost never a worthwhile use of an action when the warrior could instead attack the giant. Also the player wanted to attack and knock the giant over at the same time. In both cases your words not mine, and it's a lot more likely than RAW, where you can't do it at all. you were the one who said you wouldn't allow it for the whirlwind or would require a special feat to do it. You are the one who said you would require a Strength contest as an action to knock the giant over. I'm merely pointing out what that means for the player. It wouldn't be automatic, I'd want a to hit with improvised ranged weapon with really short range. long range over 1, max 2 sounds right. and now you have a situation where the action is unease still ha...
  • 01:11 PM - Imaro quoted Kaychsea in post Why does 5E SUCK?
    Hey, you made it a giant. How easy do you think that would be? In this instance it's his action, it requires a lot more effort than pulling a lever and is more akin to grappling than an attack. In 4e nearly anything can be knocked over by anything else... a halfling can knock a storm titan prone... for some that's heroic adventure at it's best... to me it gets kind of silly at a certain point. This is one of my bigger issues with 4e standardization of stunting or improvisation... everything shouldn't always balance out or be equally possible... it should be personalized for the feel and tone of each GM's campaign... but then one of the greatest features/flaws of 4e is that it seeks to standardize everyone's games across the board. IMO it's akin to painting a picture by numbers vs. painting a picture however you want with a few guidelines. The first is going to produce great results for those who like the assigned colors and probably bad to mediocre results (as well as feeling stifling) for ...
  • 12:38 AM - Ashkelon quoted Kaychsea in post Why does 5E SUCK?
    OK, I'll bite. I'd go for a STR vs STR contest in the first instance, Is the STR contest require an action? Is the player still allowed to attack. Is the STR contest in addition to the Warriors normal attacks? Can the contest work against huge sized giants which you cannot normally shine? Why STR and not DEX? In a straight STR contest vs a giant, the player is at quite a disadvantage, do you want the chance of success to Be very small? not sure I would allow the latter without a custom feat. At a push I'd apply disadvantage to hit anything beyond the first target if there was sufficient damage left to carry over a la 3e Cleave, and might depend on weapon. So basically a nope, you can't do that. Not familiar with the spell, a cold version of the evocation cantrip Firebolt? Either allow it to freeze a single 5x5 square with Dex save or prone, rising by 1 additional 5x5 at each damage step, it shouldn't be a cheap Grease. Notice how magic gets more leeway for improvisat...

Wednesday, 15th April, 2015

  • 07:22 AM - Li Shenron quoted Kaychsea in post Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
    The problem (for me) with a sandbox that doesn't adapt to the party level is that it becomes as much a railroad as the adventures that they proponents claim to hate, it's just that the party have to self-railroad or die horribly. The whole choice thing becomes a thinly veiled fiction, the characters may become aware of things that they can't handle but they still have to wait until they can handle it before they can engage with it and hope that they don't attract the attention of a big bad too early. I think this can happen only if the sandbox is too randomized in challenge levels (i.e. widely different encounter difficulties in the same general area), and the rules system used is such that different challenge levels quickly diverge. For example, I found World of Warcraft being well-randomized but horribly diverging: you have areas where most encounters are of similar challenge level, but then an encounter of just a few challenge levels difference is either trivial or impossible. You j...
  • 05:58 AM - Iosue quoted Kaychsea in post Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
    That's hardly selling the concept with conviction. Don't get me wrong, I like the idea, but find most published versions of it either static and difficult to keep people engaged once they start butting their heads against a wall or extremely hard work to keep the world developing around the characters because that's not what they do. Taking PotA as an example, the side quests are, with the odd example to the contrary, fairly lethal unless you are the right level. Even the main path is a relatively linear stroll around Red Larch and its environs, there aren't many opportunities to shortcut without running into something that, as written, virtually guarantees the party will be toast. Which, apart from the various editing/version/which-bit-of-the-map-is-that-on issues, generated a lot of heat for Hoard. While that is undoubtedly linear to a fault, it at least wears the t-shirt with pride. Building in scaling factors is hard and expects a fair degree of work, interpretation and customis...
  • 12:05 AM - iserith quoted Kaychsea in post Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
    That's hardly selling the concept with conviction. Don't get me wrong, I like the idea, but find most published versions of it either static and difficult to keep people engaged once they start butting their heads against a wall or extremely hard work to keep the world developing around the characters because that's not what they do. Taking PotA as an example, the side quests are, with the odd example to the contrary, fairly lethal unless you are the right level. Even the main path is a relatively linear stroll around Red Larch and its environs, there aren't many opportunities to shortcut without running into something that, as written, virtually guarantees the party will be toast. Which, apart from the various editing/version/which-bit-of-the-map-is-that-on issues, generated a lot of heat for Hoard. While that is undoubtedly linear to a fault, it at least wears the t-shirt with pride. Building in scaling factors is hard and expects a fair degree of work, interpretation and customis...

Tuesday, 14th April, 2015

  • 11:56 PM - Tony Vargas quoted Kaychsea in post Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
    Building in scaling factors is hard and expects a fair degree of work, interpretation and customisation of the product. Running D&D has not generally been all that easy, and being open to DM interpretation & customization is arguably a strength of 5e (DM empowerment), anyway. Yes, it takes some effort to adapt any published adventure or encounter to your group - their mix of classes, play styles, attitudes, etc, as well as to your style and what you're trying to get out of it. It can be well worth the effort. If you let players sandbox their way into a trans-deadly encounter and just run it 'straight' yes, it's a trainwreck, and you'd've been better off with rails. If you telegraph it, and help them find an alternate approach (like avoiding it, taking it on in smaller bites, or taking a non-combat approach, even if it's not too heroic, like paying a bribe or promising a service in return for their lives, or whatever), you can stay true to the sandbox concept - not changing what's there,...
  • 11:28 PM - iserith quoted Kaychsea in post Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
    What would you call wandering around looking for the things you can, rather than would like to, do? Irrelevant.
  • 10:50 PM - iserith quoted Kaychsea in post Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
    The problem (for me) with a sandbox that doesn't adapt to the party level is that it becomes as much a railroad as the adventures that they proponents claim to hate, it's just that the party have to self-railroad or die horribly. The whole choice thing becomes a thinly veiled fiction, the characters may become aware of things that they can't handle but they still have to wait until they can handle it before they can engage with it and hope that they don't attract the attention of a big bad too early. That's not what railroading is or means and one can't "self-railroad." If anything, a sandbox where PCs can encounter higher-level threats by choice is rather like a game that lets you set the difficulty level. If you want more of a challenge, set it to "Hard" or "Nightmare" by going to over-level places. If you don't fancy that, play on "Normal" or "Easy" mode by going to even- or under-level places.
  • 08:55 PM - Tony Vargas quoted Kaychsea in post Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
    The problem (for me) with a sandbox that doesn't adapt to the party level is that it becomes as much a railroad as the adventures that they proponents claim to hate, it's just that the party have to self-railroad or die horribly. The whole choice thing becomes a thinly veiled fiction, the characters may become aware of things that they can't handle but they still have to wait until they can handle it before they can engage with it and hope that they don't attract the attention of a big bad too early. Sure. But, the DM can adapt even status quo encounters to the party. For instance, if an encounter is far above the PC's level, the opponents might be cocky, and not all attack the PCs initially, maybe the biggest ogre steps up while the others take bets and heckle. In the opposite extreme, the much more powerful party might create such a stir upon entering an area that some of the potential enemies get wind of it and band together for protection from the threat. Same monsters run differentl...
  • 09:36 AM - Iosue quoted Kaychsea in post Hot to handle level progression in Princes of the Apocalypse (or sandbox adventures in general)
    The problem (for me) with a sandbox that doesn't adapt to the party level is that it becomes as much a railroad as the adventures that they proponents claim to hate, it's just that the party have to self-railroad or die horribly. The whole choice thing becomes a thinly veiled fiction, the characters may become aware of things that they can't handle but they still have to wait until they can handle it before they can engage with it and hope that they don't attract the attention of a big bad too early. That's not really my experience. The nice thing about a sandbox is that if a party gets manhandled by a stronger enemy, they have a lot of choices. Sure, they might just leave that part of the box for later, after they've leveled up. OR, they can get really pissed off and dedicate their next several sessions to getting revenge: researching the monster and its weaknesses and/or recruiting a bunch of mercenary hirelings to join their next expedition and/or buying, making, or searching for ne...

Sunday, 5th April, 2015

  • 03:07 AM - asorel quoted Kaychsea in post Where is the new Unearthed Arcana article?
    The last time I ran a group with a Kender in it the rest of the party dropped him down a well after a couple of sessions. If the question of Kender were ever brought up at my table, I think I would handle it something like this, if a player was insistent on playing a Kender. I'd allow it, but would make sure that the player knew that they would probably die at the party's hand sooner or later.

Sunday, 29th March, 2015

  • 12:31 PM - Iosue quoted Kaychsea in post Side Initiative
    Really? I read that as the players that beat init get an extra go before the monsters. Ah, right! I didn't catch the "all PCs act."

Sunday, 15th March, 2015

  • 07:16 AM - Sacrosanct quoted Kaychsea in post What does 5E NEED
    Imagination and letting go of the past. I saw the thread and was gonna say, "the only thing it needs are creative players.". But I see you beat me to it ;-)


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