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  • dave2008's Avatar
    Yesterday, 05:19 PM
    In general I like the idea. The villain is defeated, then powered up, then defeated, and then weakened. I would make sure to describe those states clearly, otherwise it might seem like a drag. As describe it works as a success, then an OH sh**!, and then success!, and then - he's still kicking, let's finish him off! I think that can work well. Question: do the arms need to be defeated?...
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  • dave2008's Avatar
    Yesterday, 05:08 PM
    Lot's of good answers in this thread - did you find what you were looking for?
    81 replies | 1848 view(s)
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 08:30 PM
    Interesting and thank you for sharing! They even have talents for monsters too!
    100 replies | 2239 view(s)
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 08:24 PM
    I definitely that is an interesting way to do it. Makes it a lot easier in some sense. No I didn't see it as a trap. However, I am more personally interested in a simple 5e approach. A set of optional rules that would provide tactical options. These would sit on top of or along side existing rules. Possibly some alternate rules, but make them have as little impact on existing rules as...
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 08:16 PM
    Sorry, no. I have no special insight. I personally don't have a need for a tactical module as my players are not tactically minding (even when we played 4e). However, i do find it interesting. I was hoping you had some ideas or at least an idea of what you considered a "tactical module" to be or perhaps a list of trait / abilities / actions that would make such a module.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 08:12 PM
    Didn't mean to upset you. Look, I don't know you and I prefer not to assume intent or mastery of the written word. The internet is not the best way for humans to communicate as we miss the visual and audio clues. That is why I was asking for a specific, simple, clear answer. Sorry to offend, I was not trying to obtuse.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 08:05 PM
    I don't know as I haven't tried or given it much thought. Like I said, I have other projects at the moment, but maybe in a few months. No.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 04:28 PM
    Yes, there is a 5e 3PP supplement that created something they called "social combat." I downloaded that draft, but I didn't end up backing the kickstarter. I think the idea of non-combat tactical options is very interesting, but I have even less of an idea of how to implement them.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 04:26 PM
    It is interesting that you still haven't answered the question directly. You seem to assume that because the adjective is not the subject that it cannot be important? I do not. I simple asked which was more important to you: the adjective or the noun. Frankly I can't understand why you don't simply say what is important to you. It only takes 1-5 words and it would be very clear. Instead you...
    100 replies | 2239 view(s)
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 03:48 PM
    I don't disagree there is some control implied with a fireball, but I was trying to point out that the spell is the same in 4e as it is in 5e.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 03:47 PM
    Ha! I didn't ask which was adjective and which was a noun, I asked which you thought was important. I still don't know which is important to you from your response.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 03:33 PM
    OK, it just threw me off. ;) FYI, I do give my dragons some control as there BW leaves an area of effect and often applies some conditions (sorry the fireball just reminded me).
    100 replies | 2239 view(s)
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 03:31 PM
    I guess I'm not sure what you mean as I feel there is plenty of battlefield support. Is the important part there "role" and not battlefield?
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 03:25 PM
    I am not sure why you have said the above as it doesn't seem relevant to my statement. My point was simply that a fireball in 5e works just like a fireball in 4e. The 4e fireball didn't have any added control aspects. That which was there in 4e is there in 5e.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 03:21 PM
    I disagree with this. Depending on the style of game your running of course, but this is way to much magic for my taste and I almost never give out magic armor.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 12:22 PM
    That is interesting. Fireball was not a control spell in 4e, it just did damage. Yep, that is pretty vague and hard to design too. I'm engaged in another project at the moment. But I think this is an interesting challenge I might want to take up. Though I think my goals would be different than yours.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 04:44 AM
    WE play pretty fast and loose with the rules, but I will give you my thoughts. I've never concerned myself with wealth or equipment by level. One of my groups is 10th level and they each of one magic item. I think they all got their item somewhere between 5th and 7th level. We don't keep track of wealth really. I give it to them, but no one writes it all down. We just assume they...
    23 replies | 502 view(s)
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 04:26 AM
    Yes, but that was my previous response wasn't it? It is hard to determine how a tactical module would affect other parts of the game if we don't know what we mean by "tactical module." So I guess I will ask in another way: 1) What would you want in a tactical model. 2) What would you have to have to be considered a tactical module (without these things you wouldn't consider it a...
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 04:18 AM
    Ya, I think conditions simplify things, I wish they hadn't gotten rid of some. I'm looking at you Dazed ;)
    100 replies | 2239 view(s)
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 04:05 AM
    Well, note I said "significant" monsters. I don't do it for everyday orcs and such. I don't remember making custom monsters at all back in 1e / D&D days. I really on started doing that with 4e and 5e.
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  • dave2008's Avatar
    Sunday, 21st July, 2019, 01:42 AM
    I apologize, i didn't explain what I meant. I believe the bloodied condition has a tactical element, my point was I don't think it is necessary for a "tactical module." I think you can have a tactical module without having the bloodied condition. It depends. I don't have to re-write the whole book, we just deal with the players we have so we don't have to deal with all of the possible...
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  • dave2008's Avatar
    Saturday, 20th July, 2019, 11:38 PM
    I guess it depends on what you mean by "Tactical Module." For example, the bloodied condition is not something I would have thought as part of such a module. So I guess the first thing would be: what is needed for you to consider it a tactical module? FYI, we use a version of the bloodied condition in out 5e games and it hasn't been a problem.
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  • dave2008's Avatar
    Saturday, 20th July, 2019, 08:24 PM
    Yes, you can do that in 5E too, but thE game doesn't give the names out of the box. Though that would be the easiest thing to add to a tactical module.
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  • dave2008's Avatar
    Saturday, 20th July, 2019, 03:41 PM
    Yes, especially after playing 4e I have a wealth of easy options at my finger tips! To be honest, I lot of 4e monsters aren't as engaging as people claim. That being said, there was an excess of conditions and movement that could be fun. I find in 5e it is best to us straight 5e monsters for mooks and then dress up a boss with a few 4e-isms. Strikes the perfect balance for me and doesn't...
    100 replies | 2239 view(s)
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  • dave2008's Avatar
    Saturday, 20th July, 2019, 03:35 PM
    Some work around options: 1) No combats. Focus on roleplaying, investigation, and skill challenges. Set up the events and then the next adventure can be combat heavy. Essentially avoid easy combats and focus on large dramatic combats every 2-3 sessions. 2) Streamline your turns. Simple encounters should take 5-10 min. IME. A simple encounter should take 2-3 rounds. No more than 30sec...
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  • dave2008's Avatar
    Saturday, 20th July, 2019, 01:27 PM
    Yikes! That is a big part of your problem then. A trivial encounter in 5e should take 10-15 min max. If you can't get to that, I don't know that my suggestions for making more engaging encounters will help you as they usually involve making them more difficult in some way, which also makes them longer. How many people are in your group?
    75 replies | 2186 view(s)
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  • dave2008's Avatar
    Saturday, 20th July, 2019, 01:23 PM
    Why do you think it would be difficult to add? Doesn't seem that hard to me. I guess it depends on what you are looking for. So, what would you want in a tactical module?
    100 replies | 2239 view(s)
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  • Myrhdraak's Avatar
    Tuesday, 16th July, 2019, 09:18 PM
    Thanks. Now all the 4th edition stuff is in the right forum. Great work! /Myrhdraak
    86 replies | 4428 view(s)
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  • Myrhdraak's Avatar
    Tuesday, 16th July, 2019, 09:13 PM
    Most likely yes. Currently I use Word for class compendium with all their powers and PowerPoint for character sheets. Having it in word make it quite easy to edit, copy and paste. /Myrhdraak
    243 replies | 26487 view(s)
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  • dave2008's Avatar
    Tuesday, 16th July, 2019, 02:09 PM
    There is already an option in the DMG for players to make saves to to prevent being hit instead of the DM rolling monsters to hit. So that should be taken care kf?
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  • dave2008's Avatar
    Monday, 15th July, 2019, 05:53 PM
    Interesting, thank you for sharing! I do feel like it would be fairly easily to replicate most of what you like in 5e (not that you need to too). Here are my thoughts: 1. Chargen: No sure about this one, but I guess you could only reveal the class features in 5 level increments. That would at least prevent the planning out of the whole character. 2. Magic Itmes: I agree with you...
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  • dave2008's Avatar
    Sunday, 14th July, 2019, 06:08 PM
    I give different stat caps to different races, but I've never done it arbitrarily.
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  • dave2008's Avatar
    Sunday, 14th July, 2019, 06:00 PM
    That is a good idea too (since, as I mentioned they are basically buffed reactions)
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  • dave2008's Avatar
    Saturday, 13th July, 2019, 11:47 PM
    Aebir-Toril pretty much has it. There are two main things that make a legendary monster (though not all of them follow this path explicitly): 1) Legendary resistance: succeed on a certain number of saves. I sometimes make it unlimited saves, but cast a reaction 2) Legendary Actions: usually 3, but that is not a requirement. This are essentially beefed up reactions. I suggest a move...
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  • dave2008's Avatar
    Wednesday, 10th July, 2019, 04:12 PM
    I think this example demonstrates why it wouldn't work to add prof to everything (similar to how 4e did it). I definitely would not expect a wizard who has never used a longsword to suddenly be 50% better a using a longsword when he/she reaches lvl 20. That, to me, would be a mistake. I do think some method of partial proficiency would be nice for parts of the game (saving throws maybe). ...
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  • dave2008's Avatar
    Wednesday, 10th July, 2019, 03:55 PM
    I agree they could be considered "natural" in the context of D&D. But they would be supernatural or magical IRL. However, I think even in the context of D&D they are magical to extent. I believe it was Mearls who explained that certain magical traits of monsters cannot be dispelled because the are so intrinsic to the creature. The magic is so weaved into their being it is part of their...
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  • dave2008's Avatar
    Wednesday, 10th July, 2019, 03:50 PM
    I did gave examples of how it could (or so I thought)
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  • dave2008's Avatar
    Wednesday, 10th July, 2019, 03:48 PM
    I believe that would be a member of the bombardier beetle family I mentioned up thread.
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  • dave2008's Avatar
    Tuesday, 9th July, 2019, 08:46 PM
    There are no natural breath weapons. Yes poison and acid (which you didn't mention) could plausibly be "natural," but there is no "natural" creature the exhales acid or poison gas like dragons. There are things that are similar though (spiting cobra, horned toads, bombadier beetles, ants, etc.). Of course I don't what that has to do with your argument (giants have similar issues).
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  • dave2008's Avatar
    Tuesday, 9th July, 2019, 08:37 PM
    I don't agree with that assessment, but your not going with "canon" anyways, so make the dragons what you want. I'm just proposing that your system is flawed if you don't have an answer for dragons. This is Dungeons and Dragons after all. So how about one or more of the following: the destruction of nature destruction of the unnatural the destruction of human (or human made) the...
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  • dave2008's Avatar
    Tuesday, 9th July, 2019, 04:26 PM
    Dragons
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  • Myrhdraak's Avatar
    Monday, 8th July, 2019, 10:05 PM
    Elvish as they were the first civilisation before they left the world. Many elvish artifacts and old scripts. Orc being main evil force they come second. All magic comes from dragons initially, so draconic is number three. Common consist of akkad, amorit, and sumerian as the campaign is based on a Babylonian setting.
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  • Myrhdraak's Avatar
    Monday, 8th July, 2019, 09:54 PM
    I played 4e with some 5e adoption (bounded accuracy, backgrounds, inspiration, 9 encounter days, etc). I call it 4.5 edition. For me it is the best of two worlds. /Myrhdraak
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  • dave2008's Avatar
    Monday, 8th July, 2019, 06:44 PM
    There are a couple of things that can help keep players attention, depending on what the issue is. Here are some suggestions: 1) Time limit for a players turn: 60 sec max. (maybe even 30 sec. max). If there is only 2 minutes between your turns, you tend to pay more attention. 2) Setting / mood music / sounds. It has helped keep players engaged at times. 3) Consequences for not pay...
    32 replies | 1501 view(s)
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  • dave2008's Avatar
    Sunday, 7th July, 2019, 02:01 PM
    dave2008 replied to BECMI for 5e?
    Shouldn't halflings be rogues in this scenario? EDIT: I don't remember how they were treated in BECMI, but that just seems to be the genre influence.
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Tuesday, 2nd July, 2019, 04:38 PM
    dave2008 replied to BECMI for 5e?
    That is probably a better business plan. However, I can't help but ponder what it would like like if there was no PHB, DMG, & MM. What if all we had was the boxed sets?
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Tuesday, 2nd July, 2019, 09:27 AM
    dave2008 replied to BECMI for 5e?
    Well, the intent was a theoretical discussion of what if we didn't have the hardcovers and the game was only available through the boxes. How would that change things? Would it change things? I like that idea as well, an interesting way to expand the rules with the existing hardcovers.
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Tuesday, 2nd July, 2019, 09:22 AM
    dave2008 replied to BECMI for 5e?
    I like that line of thinking (and the name is great). I would rather continue with a box or two more than have the hardcovers. But maybe that is just me. I enjoyed and used my boxed sets more than AD&D hardcovers when I was a kid, so I am probably biased.
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Tuesday, 2nd July, 2019, 09:18 AM
    dave2008 replied to BECMI for 5e?
    Yes, that is the idea I was trying to get at. Each box would expand the 5e base.
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Tuesday, 2nd July, 2019, 09:16 AM
    dave2008 replied to BECMI for 5e?
    What if by splitting up the rules, the later boxes added options and complexity? I was trying to suggest that by adding feats in one box, multiclassing in another, and mass combat in yet another. You could also add a "tactical module" in another and stongholds and henchmen in another.
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Tuesday, 2nd July, 2019, 09:10 AM
    dave2008 replied to BECMI for 5e?
    That is a good point, I was also attempting to imply that it was also level restricted (that is why the adventure levels are provided), but I did not make that clear.
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Tuesday, 2nd July, 2019, 09:08 AM
    dave2008 replied to BECMI for 5e?
    Got it. I was also interested in the idea of gate keeping the rules by only releasing some at a time. How would that affect play? I'm not sure it would, but it might.
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Monday, 1st July, 2019, 06:05 PM
    dave2008 replied to BECMI for 5e?
    Interesting - why the race-as-class love. I never understood that. Of course I don't understand balancing races either so maybe I am a bit warped.
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Monday, 1st July, 2019, 05:53 PM
    dave2008 started a thread BECMI for 5e?
    This has probably been mentioned before, but with the release and conversation around the essentials kit, I have started to wonder what 5e would be like if it was presented in a series of boxed sets instead full books. I think this would be a really interesting way to introduce the game. What would you put in each book. What rules would be included in each box. Box 1 - Starter Set: ...
    35 replies | 1681 view(s)
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  • dave2008's Avatar
    Sunday, 30th June, 2019, 01:53 PM
    What / who where you throwing it at! ;)
    32 replies | 1082 view(s)
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  • dave2008's Avatar
    Sunday, 30th June, 2019, 04:00 AM
    As an ex-runner, and soccer (football) player I can definitely see it as check as well. The ability to push beyond perceived limits is a real thing and it doesn't feel passive (save). Sometimes you have to try to force yourself to keep going or push through.
    32 replies | 1082 view(s)
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  • dave2008's Avatar
    Sunday, 30th June, 2019, 03:57 AM
    First a little background: I am naturally athletic. I played soccer, was on the ski clud, and played tennis and ran track in highschool. I never did much "training," but was pretty consistently faster, quicker, pound for pound stronger and had more endurance than most of the athletes I competed with and against. However, I was never the best at any particular task because I relied to much on...
    32 replies | 1082 view(s)
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  • dave2008's Avatar
    Monday, 24th June, 2019, 02:17 PM
    Maybe for sidekicks, but interesting simplified classes!
    7 replies | 617 view(s)
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About dave2008

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About dave2008
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architect of the gods
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I am an Architect who likes to design in the real and fantasy worlds. I am also a bit of a fanboy for epic level monsters and adventures. I also have a deviant art account: http://hypergojira.deviantart.com/

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Sunday, 21st July, 2019

  • 04:23 PM - Garthanos mentioned dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    @dave2008 creating non-combat tactical role support might be something brand new to D&D even. Though I have heard of the face and similar ideas I do not remember them ever being rich with tactical choices.
  • 03:25 PM - Xaelvaen mentioned dave2008 in post Please help out some new GM's with a few questions
    ...ohibitive. At least if we are reading it correctly, he has to by a spell scroll and then spend almost that same amount again just to copy it into his book. Right now, he would rather just stay with the free ones he gets, rather than blowing all his money on just a few 1st level spells. Are we reading this wrong or is there a cheaper way to do this? He's about ready to chuck the whole wizard schtick as nearly hopeless. 3) Related to the above, is there a 'usual' cost for spells scrolls or for getting someone to teach you a spell? Can a cleric teach a spell to a wizard if the spell is on both of their spell lists? I'm trying to find ways to help this guy out. I'm assuming this is on top of the two free spells he gets at every character level - he's just wanting more than that. As a suggestion, Wizards can copy spells from each other's spellbooks. You can always have your Wizard encounter a fellow and they swap spellbooks, copying spells. There's still the transcribing price, as dave2008 indicated, but no cost to buy individual scrolls. Be reasonable with how many spells are available that your Wizard doesn't already know, and do this every 3 or so levels so he doesn't need to spend his money on getting scrolls if your DMs aren't assigning enough wealth per adventure. 4) Unless we are missing it, there is no rule for a mechanical benefit to having an opponent surrounded. Is that correct? Someone can defend against one attacker just as well as against 8 attackers? That just doesn't seem right. The optional Flanking rule appears on page 251(DMG). I found it a bit overpowered to grant advantage just from flanking (or even extending that to gang up as some systems call it), so our group just has a flanked target's AC reduced by 2. That makes it so that ranged combatants get the reward of his allies flanking the foe, and it's not as strong as Advantage. 5) Not a rules question, just advice. The party is getting ready to rescue/recover an infant creature or egg of so...

Monday, 13th May, 2019

  • 02:55 PM - akr71 mentioned dave2008 in post On the Origins of Dragon Species
    I wouldn't hesitate to use a yellow dragon, if I thought it was appropriate in a given situation. My 'yellow' dragon would likely be a re-skinning of a green dragon I think. How much I would alter it, would depend on the situation, though off the top of my head it would be some kind of burning poison breath (mustard gas?). I too, think it is odd that there are copper, brass & bronze, but no iron. Again, I wouldn't hesitate to change it up if i thought the situation called for it. However, now that HotDQ & RoT are done with, like dave2008 I don't think my players will encounter all that many dragons going forward, unless they specifically go looking for them.

Tuesday, 23rd April, 2019

  • 08:43 PM - pukunui mentioned dave2008 in post The King that Crawls
    dave2008: Tiamatís been around in FR since at least 2e. The old Cult of the Dragon sourcebook mentions that her followers were infiltrating the cult in an attempt to take it over. The 5e Tyranny of Dragons storyline shows that they ultimately succeeded. It just took them a really long time (and multiple edition changes).

Thursday, 21st February, 2019

  • 01:25 PM - Sadras mentioned dave2008 in post (5e) IMMORTAL RULES
    Backed! ;) Out of interest @dave2008 did you look at Marco Dalmonte's 2006 fan-made Codex Immortalis for Mystara which was translated (with help of course) by Gary Davies by 2011?

Friday, 1st February, 2019

  • 05:09 PM - DM Dave1 mentioned dave2008 in post Sage Advice Compendium Update 1/30/2019
    I feel the rules are clear on this and the sage advice only clarified. I think you are the outside on this one - great name though ;) The rule on limiting bonus actions doesn't apply because you indeed are taking an action. Likewise! :) Yeah, I'm now convinced that free standing bonus actions are possible to invoke even when taking a "forced" action. But whether the bonus action works or not is case specific. I was conflating rulings and rules upthread. Example: Player: My PC would like to Misty Step out of the Stinking Cloud DM: Ok, you use your bonus action to attempt to cast Misty Step... give me a CON check (DC 8 + however much you failed the initial CON check) to see if you can get the words out properly between the retches... Something like that instead of saying "No, you can't use a bonus action b/c rules (that I've misinterpreted... sorry Sage advice)!" This rule is gaining focus for me. Thanks dave2008 and Yunru and BluejayJunior! Cheers

Thursday, 31st January, 2019

  • 01:29 PM - Sadras mentioned dave2008 in post DD5 damage
    ...al damage for bludgeoning, slashing... But if a warrior use a 1 hand sword +2 of fire (1d6), what type of damage does the sword ,? 1D8 slashing non magical?? + 2 magical + 1D6 fire magical or not ???? Thx for u reply If the sword is enchanted (= magical weapon), the damage dealt by it is considered magical, the 1d8 slashing and the +2 bonus, however special damage (such as elemental, necrotic, poison..etc) does not fall under the magic damage banner but its own. i.e. Some beings might have resistance to non magical weapons but will be affected by fire damage and other beings might have resistance to non magical weapons but will have immunity to fire damage. The above two will be treated differently because the fire damage is considered separate to the magical damage (slashing) done by the sword, even though the fire is created via magic in the in-game fiction. So go forth and slay evil beasties with confidence that they will be hurt on a successful hit. ;) EDITED: Corrected by dave2008

Tuesday, 29th January, 2019

  • 03:14 PM - pemerton mentioned dave2008 in post In Defense of 4E - a New Campaign Perspective
    On minions: AD&D and Moldvay Basic are full of characters (mostly NPCs, kobolds, etc, but maybe some PCs depending on what rule is being used for 1st level hp rolls) who have 1 hp. Yet have survived to adulthood, don't die from stubbing their toes, etc. I don't see why a minion ogre or whatever is a special case in this respect. (Also, upthread bert1000 and I think dave2008 gave good accounts of the "relativistic" nature of minion stats.) On combat and roleplaying: here are two links to actual play reports about how combat and roleplaying were intertwined! Woah - minds blown! (More seriously: Stan Lee noticed this possibility, ie of combining fisticuffs with character conflict and development, 50-something years ago.)

Wednesday, 16th January, 2019

  • 01:33 AM - pukunui mentioned dave2008 in post Guildmaster's Guide = Mordenkainen's Tome of Foes 2.0?!
    dave2008: Iíve never played M:tG and know virtually nothing about any of its settings. Nevertheless, Iíve found myself wanting more details about Ravnica than the book provides. I know I am not alone in this either, given how many reviews complain of the book being scant on detail, especially when it comes to the other districts and beyond. What more support would you like to see. Personally I kinda wish they would stop making material and just let it rest a bit. I feel like they are verging on to much "support" at this point.I want them to actually focus on quality over quantity like they claim to be doing. Iím really not seeing it. I also donít want more books (and am not happy that they are increasing production). I want fewer but better books. Books with more detail in them. I donít like these broad strokes books. I donít have time to fill in all the details myself. Barring that, I would like to see them go back to putting out web enhancements to cover details they couldnít fit...

Friday, 11th January, 2019

  • 05:20 AM - John Grabanski mentioned dave2008 in post Top Games Played On FG In 2018: D&D, Pathfinder, Savage Worlds
    I'll have to agree with @dave2008 about 'success'. There could be a niche system with a very dedicated fan base of 10,000 players, developed by 1 person or a small team, that can/could be successful within it's market. It might never even be sold internationally, or in the English language, but it would be successful. Going back to previous comments about the Pathfinder 2nd Edition Playtest: PF2 (playtest) was/is a ruleset that Paizo put out to stress test the system. Paizo was very clear that they were exaggerating the system changes and trying some very out there ideas to see if they would even work in the whole system. I've always been a fan of Paizo and Pathfinder, and I feel once PF2 is ready for release next August at GenCon that it will share little with the PF2 playtest. Not only that but during the playtest they published ~6 major updates that changes things from Death and dying to proficiency numbers, and a final Twitch stream/YouTube blog with the Lead Designer (Jason Bulmahn) announced: Removal of Reso...

Thursday, 20th December, 2018

  • 06:32 PM - TaranTheWanderer mentioned dave2008 in post Character Death Variant
    dave2008 I'm just rereading how you calculate bloodied. It's less than I was imagining. An average PC has 2 to 6 Bloodied Hit Points? Wouldn't a crit just blow through that - even with the damage Reduction? Large creatures have around 6-10? Would it be simpler to just have a new stat called 'Mettle' or Vitality? Large creatures get a +2 race bonus? Or would that be too many? Also, instead of a table, why not do as suggested here and just let the players decide to go unconscious once they are bloodied?

Friday, 14th December, 2018

  • 05:15 PM - pming mentioned dave2008 in post Paizocon 2019 Tickets Available
    ...ing games and listening to artists talk shop and whatnot. It was, overall, pretty dang fun to just be at. Some folks even started a 'nerf war' and were tracking each other down and 'assassinating' each other. Just about got nerfed myself in the crossfire! LOL! It was calm enough, and at least everyone was careful not to disrupt any games in session. It was at this Con that I actually first saw a full-blown combat of Champions (HERO System). I saw them at the beginning of the day. About 5 hours later I came to check in...they were STILL doing the SAME battle! O_O I think there was a GM and 4 players? Kinda got me interested in the game though...complicated/detailed combat seemed fun, but not for a "supers" game. I can actually afford to go to it this year! :) To everyone else going, have a great time! And fill us all in on any cool adventure stories! I *love* hearing about other groups games! :D EDIT EDIT: I have the cash and opportunity to go. I'm not. Is this more acceptable, @dave2008? EDIT:If you really want to know why I"m not going, PM me. ^_^ Paul L. Ming

Tuesday, 11th December, 2018

  • 02:32 PM - Jer mentioned dave2008 in post How to trim 5E down to "Rules Lite" (for kids)
    While 5E is far simpler than the "rules heavy" 4E and 3.5E versions of D&D, it is still very much a "rules medium" game - if not "medium plus" - and probably requires a base level of either nerdy 12 year olds, or non-nerdy 14-15 year olds to grasp the entire RAW. ... Thoughts? I could also just run them through something like Wrath of Ashardalon, but wanted to give them the "real" D&D experience of theater of mind immersion rather than a boardgame. As much as we enjoy boardgames (logged many hours of Dungeon, although recently our go-to has been the tried and true Monopoly), they just aren't the same as D&D. Echoing dave2008, they can probably handle a lot more than you think. My son started playing 4th edition when he was about 6 and, while he was kind of advanced for his age, I wouldn't have put him up against a 10 year old in the development department. We started him with a fairly easy character class (fighter) and turned him loose - now he's 10 and he plays mostly wizard types. I find it's actually adults coming to the game for the first time that need a lot of streamlining, not so much the kids. I have run a lot of 5e (and 4e, and 13th age) over the past few years for kids in the 8-12 range, and here's are some thoughts about things that I've noticed among the kids I play with: * Use the Basic Rules. This is mostly because I don't want them or their parents to think they need to shell out money just to play the game, but also because reducing choices down makes it easier to get started. And I can easily have a few Basic Rules books available to hand to the ones who want to know more about ...

Saturday, 8th December, 2018

  • 02:55 PM - Sadras mentioned dave2008 in post When did mixing editions become unusual?
    Many of these variants are bringing ideas from older D&D editions or other systems to 5e. I think we are possibly in the Golden Age of system mixing actually. And you haven't even mentioned the variant Inspiration/Fate like rule mixing, the converted 2e Complete Guides for 5e, the converted 3e Prestige Classes and the homebrewed 4e Epic styled 5e. @Celebrim the playerbase might have tinkered more with the very imperfect systems of 1e, 2e and BECMI which is understandable, but in terms of system mixing I'm in agreement with @dave2008 - 5e seems to win this category.

Wednesday, 5th December, 2018

  • 11:03 AM - Mike Myler mentioned dave2008 in post Mythological Figures: Odysseus/Ulysses (5E)
    Whoaaaaaaaaaa the thread is blowing up! To address the many people requesting higher ability scores for Odysseus here I'm going to (repeat Dave2008 and) quote myself from another article in the series (in response to "What is the point of this?"). 1) I expect GMs to cut extraneous traits they don't need when using one of these as an NPC (I do). 2) Often times folks want to play ____ but aren't sure how to build them. This is kind of a how-to guide in that respect. 3) It's a fun display of the system's versatility. 4) It is (as closely as possible) RAW. The DMG even has guidelines for class level NPCs (ignore proficiency when calculating CR). 5) Need a neat pregen RIGHT NOW? Does the entire table? Do they need to be EPIC pregens? Blammo hit up this series. and I'll add that you can *easily* drop some feats here to walk away with your preferred Odysseus (Medium Armor Master is low-hanging fruit for this very purpose). He's pretty damn good at everything though which is, I reckon, very Odysseus. dave2008 you are correct on the longbow thing but I can't fix the post for some reason. :/ To the folks talking about Ody...

Wednesday, 17th October, 2018

  • 10:52 PM - Hawk Diesel mentioned dave2008 in post Some New Divination Spells
    Thanks dave2008! So with doomsense I can see where you and others have reservations about divination spells dealing damage. But the way I like to see it is since the caster is really using magic to enhance the outcome of a damaging attack (like nudging a person to step on the one slick spot on the ground and slip into the fighter's sword). As such, it seems appropriate to me. Also, I don't want it to be too similar to combat clarity (which is also a 3rd level spell). As for the damage type, I can certainly see the association between a diviner and... well... the divine (celestial, gods, all that). But personally, I see it somewhat differently. Damage done by a divination spell is not direct damage, but rather an escalation of damage from some other source. The way I envision the Sword of Damocles is not a literal sword appears and falls, dealing damage. But rather the target doesn't notice the rusted nail protruding from the shoddily made door, causing him to walk into it, painfully flinching fr...

Monday, 8th October, 2018


Tuesday, 11th September, 2018

  • 11:51 PM - Mike Myler mentioned dave2008 in post Epic Monsters: Yog-Sothoth (5E)
    ...er Plane. That is a 5th level spell and Know the Unknown comes at a time when the Warlock can only cast 3rd level spells. So it is too powerful. I'm afraid that level of nuance isn't in my wheelhouse for Lovecraft although there are folks in the crowd that could *definitely* crush some more general writeups like that! A new spell list (or some alternates) isn't a bad idea and I'll think on that, but contact other plane is much more powerful than Know the Unknown (which I modeled on legend lore) because this class feature gives cryptic information, not one word answers, and it might not even be of any real use to the warlock. It also fits in the mold started with Cerebral Omniscience--very limited early access to a divination spell ahead of caster level. THAT SAID I *do* like contact other plane's potential insanity bit and that fits in perfectly here so I'm adding it (or rather something like it) in! I can understand why you went this way, but I was hoping to see a stat block. @dave2008 - I think what he's saying is that as all the stats would be pretty close to infinity, why bother? :) Lan-"some things are just too big for stat blocks"-efan I noted that I, "....understand why you went that way,..." However, one could say "why bother" for any god. Many people don't believe gods should have stats and should be unassailable by mortals. But that is not the D&D way, IMO. I gave Yog stats in my 5e epic updates on these forums and here there is precedent for Yog in D&D. Here are its 1e stats: 101310 101311 Dave's Yog-Sothoth is located here --> http://www.enworld.org/forum/attachment.php?attachmentid=100217&d=1533835452 I don't take shirking my task lightly and really got the impression that Yog-Sothoth is metaphysically *not* an entity like the others. It's everything and yet not-everything all the time forever right? There's a point where you have to sit down and say, "hey--even if PCs interact with this thing, they could never actually interact with it directl...
  • 03:12 AM - Lanefan mentioned dave2008 in post Epic Monsters: Yog-Sothoth (5E)
    dave2008 - I think what he's saying is that as all the stats would be pretty close to infinity, why bother? :) Lan-"some things are just too big for stat blocks"-efan

Thursday, 30th August, 2018

  • 02:30 AM - Oofta mentioned dave2008 in post How come BBEG coming out never have magic weapons or items?
    In fourth edition, the monster level was an accurate reflection of its overall power, as well as its expected performance against individual PCs. All I can say is you didn't play with the group I DMed. As @dave2008 mentions it needed some work particularly at higher levels.


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Monday, 22nd July, 2019

  • 07:01 PM - MonsterEnvy quoted dave2008 in post Custom Final boss
    In general I like the idea. The villain is defeated, then powered up, then defeated, and then weakened. I would make sure to describe those states clearly, otherwise it might seem like a drag. As describe it works as a success, then an OH sh**!, and then success!, and then - he's still kicking, let's finish him off! I think that can work well. Question: do the arms need to be defeated? Or can they take it down by destroying the engine and then the core? If they don't have to fight the arms I feel they will be able to focus fire on the engine and take it out pretty quick. I don't really care for disintegration wave: no save instant death doesn't work well IMO. It shouldn't come into play, but then why have it? Personally I would give it a save and a set amount of damage. The Arms don't need to be defeated. But the Pillars supply healing to the Engine, meaning it's hard to take it down right away, this means that the Arms are annoying extra sources of damage. The Wave could probabl...
  • 05:10 PM - Garthanos quoted dave2008 in post Show me how to build a defender....
    Lot's of good answers in this thread - did you find what you were looking for? Agreed lots of cool answers.
  • 03:55 PM - dalisprime quoted dave2008 in post Tyranny of Dragons Getting Republished in Combined Anniversary Volume
    The wiki is not accurate though. There was no official ranking by WotC in 4e. However, 5e has brought back rankings (it is in the PHB or DMG I believe). Lesser gods have physical bodies, but greater gods don't though the could manifest avatars with the traits of a lesser god. In the MM Tiamat (pg 86) and Bahamut (pg 103) are described as lesser gods and Asmodeus as the only devil with the power of a lesser god (pg 67). EDIT: Found it! Divine Rank is defined on page 11 of the DMG (sidebar) Fair enough, however notice how - outside that sidebar and the throwaway comment in the MM about the trhee there's practically no into about current divine ranks. We know Lurue (who was previously a demigod), Sekolah, Lolth, Bahamut and Asmodeus are lesser deities but nobody else is defined and the pantheon in FR is huge - especially when you consider that all the deities previously thought as dead are back in one form or another (this I learned from Ed Greenwood). Then there's also the fact th...
  • 03:06 PM - dalisprime quoted dave2008 in post Tyranny of Dragons Getting Republished in Combined Anniversary Volume
    All true, except I believe Tiamat could have been considered a greater god in 4e. At least there was no official distinction between greater and lesser gods in that edition. FR wiki lists her as a lesser deity in 4E. 5th edition however appears to have done away with divine rankings altogether. None of the existing tables list their power. SCAG descriptions state which deity serves which but nothing beyond that.
  • 09:26 AM - Sadras quoted dave2008 in post Tyranny of Dragons Getting Republished in Combined Anniversary Volume
    If they make any changes to Tiamat they would probably nerf her like they did the Demon Lords in MToF. She seems pretty potent. My players haven't gotten there yet but they are half-way between level 11 and level 12 with the 3RD council meeting looming. Which leaves (1) Xonthal's Tower; (2) Devil Encounter; (3) Mission to Thay; (4) Cult Strikes Back scenario; (5) An Out of the Abyss encounter I have planned in order to bring the Zhentarim into the fold; and maybe (6) Berg of the Frost Giants from SKT as one of the characters lost their shard (rod of seven parts) to a Frost Giant (Everlasting One) who was using a second piece of the rod as a hair pin. I'm expecting them to make levels 14 (I doubt 15TH) after all that. But with her Regen 30hp, immunity to level 6 and lower spells, multiple reactions and Legendary Actions she seems pretty tough on paper. If you want a real Tiamat, you an use mine ;) : Tiamat Okay I never read the whole entry, I stopped at the first line of stats...

Sunday, 21st July, 2019

  • 09:39 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    Interesting and thank you for sharing! They even have talents for monsters too! Conceptually Talents for Monsters opposite Talents for Player Characters may be rather like what I was talking about depending on the details Or at least a method to present the new abilities
  • 08:38 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    I definitely that is an interesting way to do it. Makes it a lot easier in some sense. No I didn't see it as a trap. However, I am more personally interested in a simple 5e approach. A set of optional rules that would provide tactical options. These would sit on top of or along side existing rules. Possibly some alternate rules, but make them have as little impact on existing rules as possible. However, it is pretty clear to me that such a set of rules would not be what your looking for. Not sure that is entirely true myself I was targeting a big tactical module as much as something WOTC could produce as anything. The earlier edition had a Tactical expansion of 192 pages; The set of role oriented subclasses some may already exist minor tweaks on Cavalier. Monsters which create more varied problems than a big bag of hit points and something like a more explicit stunt system which would not exclude simpler things you mention.
  • 08:28 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    Sorry, no. I have no special insight. I personally don't have a need for a tactical module as my players are not tactically minding (even when we played 4e). However, i do find it interesting. I was hoping you had some ideas or at least an idea of what you considered a "tactical module" to be or perhaps a list of trait / abilities / actions that would make such a module. I shoot for not overwhelmingly specific partly because it could differ a lot It's a method for inspiring people without over-riding their own inclinations. someone just shared a homebrew everyman/simple action that allows someone to "Take a hit" when their adjacent squishier allie is about to be hit they can interpose, hoping maybe their greater defense helps them out. It could be seen as a tiny tactical module. Pretty sure I gave one recipe for creating a big tactical module and it started off with monsters who create differing challenges based on varying effects then creating abilities which can be used to deal with th...
  • 08:20 PM - Xaelvaen quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    Sorry, no. I have no special insight. I personally don't have a need for a tactical module as my players are not tactically minding (even when we played 4e). However, i do find it interesting. I was hoping you had some ideas or at least an idea of what you considered a "tactical module" to be or perhaps a list of trait / abilities / actions that would make such a module. Talents -somewhat- help bring some more in depth character development, which leads -somewhat- towards tactical play. It really increased our tactical-mindset with our 5e games... -somewhat-. This lead us to understanding that 5e could be just a backbone of a system, and sort of went crazy with all the little twists we made when we play at home. It now plays a lot closer to 4e in terms of strategic options, with 5e's speed. That linked resource was the starting point (for us).
  • 08:15 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    Didn't mean to upset you. Look, I don't know you and I prefer not to assume intent or mastery of the written word. The internet is not the best way for humans to communicate as we miss the visual and audio clues. That is why I was asking for a specific, simple, clear answer. Sorry to offend, I was not trying to obtuse. Yeh I couldn't understand how there was a failure to communicate... which is evidence of a failure to communicate too LOL
  • 05:07 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    So, if I created a module that didn't support specific roles, but did create tactical options Show me how show me. An ability might support one role when used one way and another role when used another way... does that mean it somehow doesn't support roles?
  • 04:59 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    Yes, there is a 5e 3PP supplement that created something they called "social combat." I downloaded that draft, but I didn't end up backing the kickstarter. I think the idea of non-combat tactical options is very interesting, but I have even less of an idea of how to implement them. Ah I was kind of hoping you had some inspiration on that which I lacked to be honest.
  • 04:55 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    It is interesting that you still haven't answered the question directly. You seem to assume that because the adjective is not the subject that it cannot be important? I do not. I simple asked which was more important to you: the adjective or the noun. Frankly I can't understand why you don't simply say what is important to you. You are being obtuse I told you that you could swap out the adjective for its opposite and the sentence and idea still sounds interesting why would you have ever assumed I meant the adjective was ? "important"? Explain how it even makes sense to look at the words I want to meet a fancy dancer and assume your can remove the word dancer and have it even be meaningful let alone important? Especially if they say it could even be NOT fancy. You acknowledged already that the combat part was probably assumed so somebody says battlefield roles and you ask is battlefield the important part (when I said even non-combat roles would be interesting)... for crying out loud ye...
  • 03:50 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    I still don't know which is important to you from your response. Adjectives cannot stand alone they describe the other and I pointed out you could in theory also create a non-combat tactical module which might be very intriguing to be honest.
  • 03:38 PM - Tony Vargas quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    That is interesting. Fireball was not a control spell in 4e, it just did damage. Controller was as much an excuse to grandfather in more of the wizard's favorite toys as a role, but, the rationale appeared to be that large-area damage would limit enemies' tactical options. Thus minion-sweeping also fell to the controller.
  • 03:38 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    I guess I'm not sure what you mean as I feel there is plenty of battlefield support. Is the important part there "role" and not battlefield? Adjective is battlefield indicating type and noun is role ... could call it combat role too. ( though in theory you could actually have a non-combat tactical expansion)
  • 03:30 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    I am not sure why you have said the above as it doesn't seem relevant to my statement. My point was simply that a fireball in 5e works just like a fireball in 4e. The 4e fireball didn't have any added control aspects. That which was there in 4e is there in 5e. Not everything is a comparison and 4e will not always be better ;) - it cannot be ubiquitous like it was in chainmail (nor as absolute) so giving it other subtle control like the control I added which fit flavorwise seems a compensation for the indirect control it used to get.
  • 03:27 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    Yep, that is pretty vague and hard to design too. I'm engaged in another project at the moment. But I think this is an interesting challenge I might want to take up. Though I think my goals would be different than yours. Sure and ones best designs are likely something you buy into yourself. I also think battlefield role support is a component of tactical game play. 5e is not very flush with that. So a module that built a series of subclasses to bring that on might be good. Had not even seen the Cavalier till I asked about defenders.
  • 03:02 PM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    That is interesting. Fireball was not a control spell in 4e, it just did damage. Yep, that is pretty vague and hard to design too. I'm engaged in another project at the moment. But I think this is an interesting challenge I might want to take up. Though I think my goals would be different than yours. Fireball and lightning were iconic wizard magic from Chainmail they had indirect control because they were ubiquitous and as large area of not-ally friendly effects influences enemy behavior to not-clump together and 2 get close to allies of the wizard so the wizard cannot easily smash you - A wizard always had 1 or the other (which they could do every turn of the battle). Other consistent abilities included counterspell, immunity to normal missile fire, seeing in the dark and being invisible until they attacked.
  • 05:21 AM - Garthanos quoted dave2008 in post So whatever happened to the Tactics Variant/Module or Whatever
    1) What would you want in a tactical module. It was already mentioned something other than boring bags of hit points monsters consider that your starting point ... then one needs abilities which interact with those on the player side and that depends on what abilities you give those monsters doesn't it devil is in the details and one thing you provide cascades into other things remember how I mentioned "what good is an ability that allows me to regain my feet from prone more easily" if monsters do not knock you prone. One might add selectable utility/skill powers which address things monsters now do they didnt before like reducing forced movement. The development may sometimes move the opposite direction make some abilities characters have actually be more useful. Allow spending HD in heroic effort ie give skill user types a resource they can use to go over the top in a reliable way. Strikers cannot be the only ball game in town. I recently adjusted the Fireball and Lightning bolt to ac...


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dave2008's Downloads

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5e Hardcore (AD&D) Monsters & Templates
This is the download companion to my 5e AD&D: Monster Manual. This set of downloads provides a PDF of all the monsters and the tools I use to make the monsters. Included are the following:
The Hardcore (AD&D) Monster Manual. PDF of all the monst...
4010 0 4 Saturday, 1st April, 2017, 02:49 PM Saturday, 1st April, 2017, 03:49 PM
4e Epic Monster Updates
These are the updates for several 4e epic threats that I had posted on the old WotC forum. I also included the epic minions that some of these gods could summon / create, and I included the damage by level charts (at the end of the PDF) I used to cr...
232 0 2 Tuesday, 29th November, 2016, 04:49 PM Tuesday, 29th November, 2016, 10:12 PM
5e Epic Monster Updates
This is a compiled PDF of my Epic Monster Updates from this thread: http://www.enworld.org/forum/showthread.php?468639-5e-Epic-Monster-Updates

This PDF will updated when I finish a monster type.

If you would like to help and make some epic monste...
9636 0 1 Sunday, 20th March, 2016, 02:19 AM Thursday, 10th May, 2018, 03:38 AM

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