View Profile: Kobold Avenger - Morrus' Unofficial Tabletop RPG News
  • Kobold Avenger's Avatar
    Thursday, 13th June, 2019, 06:12 PM
    Assuming the flamethrower will hit 6 targets, is like assuming that both (or even 1) of the ballistas will score critical hits. It's not likely to happen.
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  • Kobold Avenger's Avatar
    Wednesday, 12th June, 2019, 08:11 PM
    I don't think there's a problem with the Artillerist's Force Ballista, as that makes a high level Artillerist do a fair amount damage every round with something like 4d8+Int Mod (Cantrip)+2d8+2d8. It's the Flamethrower part that needs improvement.
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  • Kobold Avenger's Avatar
    Friday, 24th May, 2019, 06:22 PM
    Another advantage of using spells and spell slots, is that there will always be new spells coming into the game. The book might only originally say which PHB classes they're for, with the Psion and Artificer left out, but when someone realizes something like "This new enchantment spell is definitely something Psions should get" it'll be far easier to plug it in to the class through something...
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  • Kobold Avenger's Avatar
    Thursday, 23rd May, 2019, 09:02 PM
    If psionics is too different from the rest of D&D the vast majority of DMs will reject psionics from their games. That's the simplest statement for why it should be close to existing D&D mechanics. If it's too different many DMs won't bother to learn a new system, many will just say it's overpowered without even looking at it.
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  • Kobold Avenger's Avatar
    Thursday, 23rd May, 2019, 06:30 PM
    I think on a conceptual level the Psion and it's subclasses are meant to be more of a specialist, while a Wizard is more like someone with a toolbox and a general discipline. One strange thing that occurred to me while watching the She-Ra Netflix remake (because I can't remember original I watched from more than 30 years ago) is how Glimmer would be an example of a Nomad Psion in that proposed...
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  • Kobold Avenger's Avatar
    Wednesday, 22nd May, 2019, 10:38 PM
    On the subject of modern settings (whether it's a level-based RPG system or some point buy skill system RPG), it's generally assumed that starting characters fight the equivalent of small-time gangsters and rentacops at the beginning of the game. Only later in the campaign are they going to be fighting against special forces and professional hitmen. But back to D&D and it's numbers, going by...
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  • Kobold Avenger's Avatar
    Wednesday, 22nd May, 2019, 08:48 PM
    If they're katana shaped, they're so sharp they split atoms causing nuclear fission...
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  • Kobold Avenger's Avatar
    Wednesday, 22nd May, 2019, 07:09 PM
    I think there can be a psionic subclass for just about every class, though Ranger and Druid are perhaps the hardest to think of ones conceptually.
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  • Kobold Avenger's Avatar
    Wednesday, 22nd May, 2019, 06:11 PM
    Back on the subject of firearms for character vs character combat, reload times of 1 bonus action or 1 action I feel is not going to rework the existing D&D system if firearms stay within the maximum 1d12 or 2d6 damage limit. On the subject of armor, it's easier if you either treat it like nothing is different, or slightly more complex is just plain don't have heavy armor proficiency in the...
    161 replies | 5531 view(s)
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  • Kobold Avenger's Avatar
    Wednesday, 22nd May, 2019, 05:55 PM
    Dwarves could also likely use World War I tactics about 100 years early, since they're typically good at digging, engineering and prefer living in tunnels so trenches are going to be a small adjustment. But this has now diverged far into Mass Combat which PCs generally aren't involved in and won't since there aren't any Mass Combat rules without diving deep into other rules outside the base that...
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  • Kobold Avenger's Avatar
    Tuesday, 21st May, 2019, 09:06 PM
    The Archivist subclass of the Artificer seems like a preview of what a Psionic subclass is like. They have a cantrip-like ability that can be enhanced by spending spell slots. I'm fine with the more spell slot based psionics, because I don't want psionics to go so far off the existing system, they get rejected by most groups because they're too different. I'm interested in also seeing...
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  • Kobold Avenger's Avatar
    Tuesday, 21st May, 2019, 07:42 PM
    While I use Napolean as an example mainly because he's the most recognizable name of a general from the "Age of Enlightenment" which often gets blended in the Renaissance (D20 Modern certainly groups the Enlightenment into Progress Level 3 with the Renaissance), the era of his wars are sort of the end of the Enlightenment and the beginning of the Industrial. Even though technically the...
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  • Kobold Avenger's Avatar
    Monday, 20th May, 2019, 06:24 PM
    Disagree, I think the DM should say up front how they want a campaign to be. I know not everything will always turn out their way, but if the DM says for example they want the campaign to be heavy on diplomacy and character interaction, well the players should at least think of approaching it that way. That way they won't end up in a really tough fight they generally weren't meant to fight.
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  • Kobold Avenger's Avatar
    Monday, 20th May, 2019, 04:08 AM
    They didn't D20 Past used the 2 Die damage values for all Firearms. While I can't provide a link since it seems they were never made part of the SRD, they follow under the similar patterns as the standard weapon values in D20 Modern.
    161 replies | 5531 view(s)
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  • Kobold Avenger's Avatar
    Monday, 20th May, 2019, 02:55 AM
    The Modern Firearms table is based off of D20 Modern, see how that table from the DMG closely resembles the tables on Handguns and Longarms. They're meant for another system that was sort of compatible with 3.5e. If there's ever is a 5e D20 Modern or a Gamma World revision, I'm sure we'll see a bunch of these revised for the fact that there's less range increments, Dexterity Modifier adds to...
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  • Kobold Avenger's Avatar
    Sunday, 19th May, 2019, 12:23 AM
    This is where genre conventions come in over other concerns, what's described here is mass combat and while I'd certainly would like to think about mass combat rules (which I'm not satisfied with any of the iterations from Unearthed Arcana), there's also the D&D (or any RPG) conceit that many character vs character encounters aren't going to be starting from 100's of feet away. If PCs are...
    161 replies | 5531 view(s)
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  • Kobold Avenger's Avatar
    Saturday, 18th May, 2019, 10:20 PM
    One thing that's brought up elsewhere is NPCs and other creatures using firearms, that they'd somehow be too much for PCs, looking on pages 274-275 of the DMG it might normalize many creatures low-level creatures to CR 1/2. But some creatures aren't going to have their CR adjusted just because they're using firearms, a CR 3 Veteran armed with a Musket (1d12) with a Bayonet (1d8 piercing in...
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  • Kobold Avenger's Avatar
    Saturday, 18th May, 2019, 07:54 PM
    Something I'd have to just to make a battle interesting, much like how I could rule that the ship is listing to the Starboard side during a battle and everyone on deck is required to make a Acrobatic (Dex) Check or be forced to move 10 feet in the Starboard direction. It's not something that needs to happen all the time, but it's a complication that can happen.
    161 replies | 5531 view(s)
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  • Kobold Avenger's Avatar
    Friday, 17th May, 2019, 09:08 AM
    My goal with Firearms is I want it to resemble combat in the French Revolution and the Napoleonic Wars, which means gunshots in the opening rounds, and then melee combat. There's certainly a push in a few cases for which genres one wants to push their games in, which many people have different preferences for.
    161 replies | 5531 view(s)
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About Kobold Avenger

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Artificer Update: results of the survey and more Thursday, 13th June, 2019 06:12 PM

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Sunday, 17th June, 2018

  • 10:00 PM - Salthorae mentioned Kobold Avenger in post Psion class (Mearls, Happy Fun Hour)
    Kobold Avenger - Mearls has mentioned making a Warlock with an Elder Brain patron gyor - I'm not sure I'd like to see a Paladin oath that deals with psionics. I mean the other oaths are thematic: Vengeance, Devotion, Crown, Conquest, Redemption... I suppose the Oath of the Ancients is semi-similar in concept to what a Psi-oath would be like. I'd think the oath would have to be something like "Awakening" because you're awakening your own potential. As a DM I'd force any Paladins of this to probably be part of a religious order associated with Psionic deities.

Thursday, 29th March, 2018

  • 09:16 AM - Coroc mentioned Kobold Avenger in post Is Dark Sun Coming To D&D?
    Kobold Avenger #20 You are only partially right on this. The Mul is totally easy 1:1 refluff of the Halforc, nothing needed for that one (except evtly. give Advantage on Exhaustion and such, but everything is alrweady there). Half Giant is far more complicated in 5E because you need to give him Strength of 20+ somehow and that is not covered by BA. Also you Need some solution for the size and the alignment shifts. A Goliath is a weak shadow of a half giant that is not at all a solution or even a valid approach. Thrikreen is also a tough nut because of poison attack (could be done by refluffing Dragonborn breath weapon) and natural attacks (4claw and 1 bite in 2nd ed.)

Sunday, 18th February, 2018

  • 06:03 PM - FrogReaver mentioned Kobold Avenger in post Removing the Concentration Damage Save: Houseruling the Affected Feats and Abilities
    Kobold Avenger, Honestly, PC half casters and enemy casters of any type benefit the most from the rule, but that's not really important. If you are deadest on changing the rule then I propose sprinkling in a few new abilities or items that grant PC's a way to force a concentration check. 1. Possibly a potion that when thrown functions like a tactical grenade and temporarily disorients monsters in a small space and forces a caster to make a DC concentration check. 2. Possibly add in a magic dagger that causes concentration checks on casters hit by it. 3. Add in a Paladin smite that has a rider effect that it can disrupt concentration (lower it's damage a bit) 4. Give Eldritch blast an invocation that allows it to break concentration 5. Give arcane casters a low level concentration spell that can debuff a caster to make it hard to maintain concentration on their spells. Make it's effect function just like concentration checks now. 6. I'm sure there's a few more abilities we can add to ...

Wednesday, 20th September, 2017

  • 04:34 PM - lowkey13 mentioned Kobold Avenger in post ASI's at Character Level instead of Class Level
    I think you are looking at this wrong it's already a big bonus to get to level 6 as a single classed fighter as with a standard array you can already max a stat unlike any other class. Having additional class features is a thing. Champions get an additional Fighting style at a certain class leve which no other class gets. Lore Bards get additional magic secrets at 6. You could literally just reword the fighter to have a feature at 6 called additional ASIs that call out that they are fighter dependent and call out the fighter levels at which they occur. The ASIs are already a class feature now you just separate it. As far as power levels go yes it makes PCs stronger and empowers powergaming, but it would allow for more interesting functional builds that may be more MAD than normal. Um, no? The RAW are there for a specific reason. I disagree strongly with Kobold Avenger when he states that "multi-classing is penalized too much under the current rules." When you multi-class, you can get significant benefits from the new class (or classes). The drawback is that you acquire your your class-specific class bonuses more slowly- including the ASIs. That's the balance. Some would argue that, given that most campaigns don't last until high level play (12+), that's not enough of a drawback, but still, that is a balance. This houserule undoes that balance. Which is fine, if the DM is deliberately starting a campaign that privileges (encourages) multiclassing. But I think the DM should think through the fighter/rogues aspects a little better- this isn't an interpretation, it's a houserule. It's not sufficient to say that those classes have them tied to their class abilities (that's nonsensical given the rest of the houserule); instead, it needs to be clarified as to which ASIs abilities are "bonus" ones that they receive.

Thursday, 17th July, 2014

  • 05:40 AM - Scrivener of Doom mentioned Kobold Avenger in post What Classes in PHB?
    Kobold Avenger: Have a look at this list and see how it compares to yours. Barbarian Choose Primal Path (L3): Path of the Berserker, Path of the Totem Warrior Bard Choose College (L3): College of Lore, College of Valour Cleric Choose Domain (L1): Knowledge, Life, Ligth, Nature, Tempest, Trickery, War Druid Choose Circle (L2): Circle of the Land, Circle of the Moon Fighter Choose Fighting Style (L1): Archery, Defence, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting Choose Martial Archetype (L3): Battle Master, Champion, Eldrith Knight Monk Choose Monastic Tradition (L3): Way of the Open Hand, Way of Shadow, War of the Four Elements Paladin Choose Fighting Style (L2): Defence, Dueling, Great Weapon Fighting, Protection Choose Oath (L3): Oath of the Ancients, Oath of Devotion, Oath of Vengeance Ranger Choose Favoured Enemy (L1) Choose One Natural Environment (L1) Choose Fighting Style (L2): Archery, Defence, Dueling, Two-Weapon Fighting Choose Archetype (L3): Hunter, Beast Mast...

Tuesday, 8th October, 2013

  • 05:35 PM - I'm A Banana mentioned Kobold Avenger in post Wandering Monsters: You Got Science in My Fantasy!
    ...ods who are perfectly capable of creating life in whatever form they desire—often their own image. And here: It's easy to equate fantasy races with science-fiction alien species, but I don't think they're the same thing. And here: Fantasy isn't always that, and D&D might only rarely hit that level of mythic resonance. But at its core, our game aspires to a mythic grandeur like that of the Lord of the Rings. Naturally, this is going to create some hostility in those who disagree with his battle-lines. That may even be the intent (God knows the D&D designers have to be really aware that truefans love them a good tribal spear-rattling), or it could also just be one of the Wyatt-isms that sometimes come out of the guy (a la "talking to guards isn't fun!"). That tribal refrain, I think, is kind of obscuring his more salient points on the very real virtues of a mythic game. Mythic games are awesome. It's just that "fantasy" isn't automatically "mythic" in that way. I think Kobold Avenger gets at how sometimes it is, sometimes it isn't, really well. He seems to cede that there a bit at the end, and allows a "none of the above" option in the polls, but the tone overall is "This. Is. Fantasy!" and then he kicks everyone who loves dinosaur-dragons down the well.

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Thursday, 13th June, 2019

  • 06:18 PM - tglassy quoted Kobold Avenger in post Artificer Update: results of the survey and more
    Assuming the flamethrower will hit 6 targets, is like assuming that both (or even 1) of the ballistas will score critical hits. It's not likely to happen. The point is it CAN hit 6 targets, and as my post said, even if it's only hitting 3, it's doing more damage than the Ballista can. And because it's a save, and not an attack roll, even for those who save, they still take half damage, so some damage is done every turn. I don't understand why people are arguing with me because I'm pointing out that the Turret can hit 6 targets. Nobody says "Yeah, but the odds of hitting a lot of people with fireball are so small, it doesn't even matter." Fireball can hit a 20 ft sphere, so they can hit lots of targets. it doesn't matter how many they can hit, it matters they can hit a lot of them. The turrets do 1d8 damage to up to six people for each turret. They don't need an upgrade. They're an AOE attack. It doesn't matter that "You'll never get six people lined up". It matters that it can hit six s...

Wednesday, 12th June, 2019

  • 08:34 PM - tglassy quoted Kobold Avenger in post Artificer Update: results of the survey and more
    I don't think there's a problem with the Artillerist's Force Ballista, as that makes a high level Artillerist do a fair amount damage every round with something like 4d8+Int Mod (Cantrip)+2d8+2d8. It's the Flamethrower part that needs improvement. I don't know, being able to inflict 1d8 damage to everything in a 15 ft cone, which is up to 6 creatures, is pretty devastating. Add two of them in the right spot and you're doing 4d8+Int Mod (cantrip) to one creature, and 2d8 or half to up to six creatures. So it's a choice between concentrated fire on one creature (doing an extra 4d8 with two balistas) or spread damage to lots of creatures (doing an extra 2d8 to six creatures, potentially making that an extra 12d8 of total damage). Plus, the flamethrower always done some damage, even if they save.

Friday, 7th June, 2019

  • 07:04 PM - gyor quoted Kobold Avenger in post Baldur's Gate III Announced; Powered by D&D 5E
    I wouldn't be surprised if one of the recruitable party members is a Githzerai, but I don't think that would mean that Githzerai would necessarily be an option for the main character. I wouldn't be so sure, it's entirely possible that Larian was why MTOFs had a Gith chapter with playable Gith and Gith subraces in the first place, just as BG: DIA used ti be called Eclipse before Larian had WotC add BG to the AP.

Thursday, 23rd May, 2019

  • 09:51 PM - Giltonio_Santos quoted Kobold Avenger in post State of the mystic
    If psionics is too different from the rest of D&D the vast majority of DMs will reject psionics from their games. That's the simplest statement for why it should be close to existing D&D mechanics. If it's too different many DMs won't bother to learn a new system, many will just say it's overpowered without even looking at it. And that's how it has always been. Psionics is a DM call; bringing this kind of thing to one's game has always been a DM call. In fact, from my experience, many DMs will reject psionics even if it uses almost the same mechanic as magic, simply because they don't think it fits their vision of what a D&D game should be. That happened during the 3.X era. The same is true about artificers and warlords, and I still believe WotC should be trying to make those characters happen for the people who want them in their games. But I get your point as well. Maybe psionics, as I'd like it to happen, will have a future in a third-party product. MCG is doing 5e stuff these days, a bo...
  • 09:24 PM - Parmandur quoted Kobold Avenger in post State of the mystic
    If psionics is too different from the rest of D&D the vast majority of DMs will reject psionics from their games. That's the simplest statement for why it should be close to existing D&D mechanics. If it's too different many DMs won't bother to learn a new system, many will just say it's overpowered without even looking at it. I think "should" is strong: but "will" is accurate, since WotC is uninterested in providing a Class that DMs will not allow.
  • 01:52 PM - Aldarc quoted Kobold Avenger in post State of the mystic
    I think there can be a psionic subclass for just about every class, though Ranger and Druid are perhaps the hardest to think of ones conceptually.A druid that taps into the world spirit/mind or psychic energies that connects every living creature. A ranger who adapts psionic attacks and defenses so they can better stalk the abberations that threaten the natural order of the world.
  • 12:04 PM - CapnZapp quoted Kobold Avenger in post State of the mystic
    I think there can be a psionic subclass for just about every class, though Ranger and Druid are perhaps the hardest to think of ones conceptually.Well, I want two things: 1) Psionic subclasses of more than one base class 2) Each such subclass being justified on its own merits In other words, while I can see a Psionic subclass added to some of the PHB classes, I certainly am not arguing for a Psionic subclass added to ALL of them. If WotC can't find a credible niche for "a druid, but with psi powers" then there should simply be no Druid subclass in the book. On the other hand, "a fighter, but with psi powers" sounds exactly like the Psychic Warrior, so...

Wednesday, 22nd May, 2019

  • 09:33 PM - Celebrim quoted Kobold Avenger in post Firearms
    Back on the subject of firearms for character vs character combat... I have D20 rules for all firearms between their invention and the mid-19th century somewhere, based mostly on the firearms rules document by Ken Hood (of "Grim and Gritty" fame) which I consider the best 3.X era rules document on firearms by far. Between the 14th and 18th century, the muzzle energy from firearms didn't substantially increase, nor did the effective range of high end muzzle loaders in the hands of an expert increase substantially except at the very beginning and very end of that period. What you mainly saw over this period was increases in practical rates of fire, increases in reliability particularly in adverse conditions, and decreases in cost. Ken's basic model of a firearm as is relative to the discussion involves the following: a) Simple Weapon - Ease of use and much greater ease of mastery compared to existing weapons was one of the main attractions. b) Relatively Accurate - Once the basic idea...
  • 07:23 PM - Derren quoted Kobold Avenger in post Firearms
    Back on the subject of firearms for character vs character combat, reload times of 1 bonus action or 1 action I feel is not going to rework the existing D&D system if firearms stay within the maximum 1d12 or 2d6 damage limit. On the subject of armor, it's easier if you either treat it like nothing is different, or slightly more complex is just plain don't have heavy armor proficiency in the campaign. Taking an idea from D20 Modern, firearms could in fact do Ballistic Damage which is a sub-type of Piercing Damage, but that's only if your going to work in a bunch of rule interactions for such a damage type. I certainly approve of the idea of their being "lesser" firearms, most RPG systems that have guns in them have tiers of weapons in the same category. With the idea that PCs start out with "peashooters" before moving on to cutting edge equipment later on. I've toyed with the idea of what a Carbine could be, whether it's something to not bother with as it just could be a musket. But it...

Tuesday, 21st May, 2019

  • 08:45 PM - Celebrim quoted Kobold Avenger in post Firearms
    But even if it was in the early 1800's, that's assuming it's only Humans vs Humans with no magic around, which is also certainly not the case. I see Humans, Halflings, Gnomes and Hobgoblins having similar tactics, but I feel that Dwarves and Orcs probably would prefer Blunderbusses with Axe-Blade Bayonets, and would most certainly seek to engage in close range going into charges. Orcs would certainly take the casualties against standard troops of muskets as they charge, possibly supported by War-Beasts. Dwarves would have their Blunderbuss-Axe troops follow in behind their War Machines and Golems. Tactics are governed by weapons and terrain. It sounds to me very much like you want tactics to be governed by stylistic and not realistic concerns, which suggests to me that you are going to want to avoid realistic weapon stats and instead balance weapons according to your desire for tactical diversity and racial trope fighting styles. For example, historically the blunderbuss was basically ...
  • 08:15 PM - Derren quoted Kobold Avenger in post Firearms
    While I use Napolean as an example mainly because he's the most recognizable name of a general from the "Age of Enlightenment" which often gets blended in the Renaissance (D20 Modern certainly groups the Enlightenment into Progress Level 3 with the Renaissance), the era of his wars are sort of the end of the Enlightenment and the beginning of the Industrial. Even though technically the Industrial Age started in Britain roughly before the French Revolution. Gustavus Adolphus of Sweden might closer the era aimed for. But even if it was in the early 1800's, that's assuming it's only Humans vs Humans with no magic around, which is also certainly not the case. I see Humans, Halflings, Gnomes and Hobgoblins having similar tactics, but I feel that Dwarves and Orcs probably would prefer Blunderbusses with Axe-Blade Bayonets, and would most certainly seek to engage in close range going into charges. Orcs would certainly take the casualties against standard troops of muskets as they charge, possibly...

Monday, 20th May, 2019

  • 11:45 PM - Derren quoted Kobold Avenger in post Firearms
    This is where genre conventions come in over other concerns, what's described here is mass combat and while I'd certainly would like to think about mass combat rules (which I'm not satisfied with any of the iterations from Unearthed Arcana), there's also the D&D (or any RPG) conceit that many character vs character encounters aren't going to be starting from 100's of feet away. If PCs are involved, then things are going to be within melee range relatively soon, and that's not counting the involvement of magic and all sorts of special things PCs can do. Doesn't matter how large combats are, for the type of combat you want you are several centuries too late when you use Napoleon as example.

Saturday, 18th May, 2019

  • 11:19 PM - Derren quoted Kobold Avenger in post Firearms
    My goal with Firearms is I want it to resemble combat in the French Revolution and the Napoleonic Wars, which means gunshots in the opening rounds, and then melee combat. There's certainly a push in a few cases for which genres one wants to push their games in, which many people have different preferences for. While there were combats like this, it was not how combat in that era looked like. A charge was usually only delivered when the enemy already wavered and often did not even result in a melee. The main way of fighting was done with muskets and there were a lot of different sequences (drills) who fires when to keep up a continuous stream of bullets or to allow manoeuvring without having to stop to fire. Add to that coordinated attacks together with cannons and even rockets.

Friday, 17th May, 2019

  • 12:19 AM - David Howery quoted Kobold Avenger in post Firearms
    A DM could also rule that since blackpowder firearms have been going off for a few rounds in the same general area, the entire area is now obscured with smoke. another side affect would be the smell... in my younger days, I had fun blasting away with some replica muzzle-loading firearms I have. That 'rotten egg' sulfer smell permeates everything!

Tuesday, 14th May, 2019

  • 11:27 PM - Parmandur quoted Kobold Avenger in post New Unearthed Arcana: Revised Artificer
    The Archivist seems like it's using something like the new proposed Psionic rules, where Psions get super cantrips/talents that they can boost with spell slots. Each subclass is, that's what the pet is doing for each one.
  • 09:02 PM - Satyrn quoted Kobold Avenger in post Firearms
    Of course the more one gets into the details, the more there's things like should Blunderbusses be a high damage/ short range weapon, or a cone area of effect that's resisted by a dex save. The hardest part for me was figuring out how shotguns can work. My solution was to give them the highest damage of the any firearm (or melee weapon), but gave them an incredibly short normal range (20 feet) . . . and then instead of having disadvantage at long range, it deals half damage. It works out well, because its maximum range is equal to the rifle's normal range. Choosing to use the shotgun makes you mean up close, but the rifle is better in every other way (including magazine size - my shotguns needed to have magazines because I made those explode when reloading a Tediore instead of having the gun itself be the grenade)

Sunday, 12th May, 2019

  • 08:31 PM - MechaPilot quoted Kobold Avenger in post Firearms
    There's limitation on how 5e is and there's no equivalent of D20 Modern to compare against like there was in 3e. But generally I think reloading a gun could be seen as wasting an action. I realize that beyond 1 action to reload (and that's being generous), the only longer length of time that's worth bothering with is "out of combat", based on all the problems with tracking which round someone is on reloading. I know the strong need for specialization and optimization makes the idea of a character mixing ranged combat and melee combat seem sub-optimal and totally undesirable, even though that's really was a thing where there was an opening salvo of gunshots and then everyone charged into melee with swords or bayonets or using muskets as clubs. And it might play up some of the more unusual combination weapons that existed like Axe-Guns or Rapier-Pistols, especially if they're the types of things that non-humans are way more into then Humans ever were. How is it sub-optimal and undesirable? T...

Saturday, 11th May, 2019

  • 05:39 PM - jasper quoted Kobold Avenger in post Firearms
    One of the problems with the Renaissance Firearms is that they reload too fast. Historically experts could fire a musket about 3 times per minute. That roughly translates into taking 2 rounds to reload. But for the sake of record-keeping and ease of play at tables reload time could be reduced to 1 round. I don't they should take bonus actions to reload as I want firearm combat to involve swords as necessary backup weapons, and having bayonets see use. So me historical experts taking damage from a fire ball. Most of the armour stuff in the game is bs too. Do like them don't let them in your campaign, or don't use them.
  • 11:45 AM - S'mon quoted Kobold Avenger in post Firearms
    One of the problems with the Renaissance Firearms is that they reload too fast. Historically experts could fire a musket about 3 times per minute. That roughly translates into taking 2 rounds to reload. But for the sake of record-keeping and ease of play at tables reload time could be reduced to 1 round. I don't they should take bonus actions to reload as I want firearm combat to involve swords as necessary backup weapons, and having bayonets see use. I suggest musket 2 actions to reload, pistol 1 action to reload (but make the pistol a Light weapon), and increase musket damage to 2d8. A musket ball was a massive chunk of lead you definitely did not want to get hit by, but definitely not a practical skirmish weapon beyond the first shot! To be kind to high level warriors I'd let them use 1 attack for a reload action, so a Fighter-20 could potentially shoot a musket twice in 6 seconds! :eek: Edit: And if you want heavy crossbows resembling historical ones they should be at least as slow as...
  • 04:35 AM - 77IM quoted Kobold Avenger in post Firearms
    One of the problems with the Renaissance Firearms is that they reload too fast. Historically experts could fire a musket about 3 times per minute. That roughly translates into taking 2 rounds to reload. But for the sake of record-keeping and ease of play at tables reload time could be reduced to 1 round. I don't they should take bonus actions to reload as I want firearm combat to involve swords as necessary backup weapons, and having bayonets see use. The same is true of crossbows -- but in 5E, for the sake of game-play, crossbows merely have the "loading" property which means you can't make multiple attacks in the same round. But, a nice thing about requiring an action to reload, is that it encourages people to carry multiple loaded pistols, since drawing a new gun is much faster than reloading. Thus leading to the classic image of a pirate with a brace of four pistols. At one point I toyed with including both in my campaign: the expensive "loading" guns in the DMG would be breech-loa...


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