View Profile: dave2008 - Morrus' Unofficial Tabletop RPG News
Tab Content
  • dave2008's Avatar
    Today, 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...
    56 replies | 1038 view(s)
    0 XP
  • dave2008's Avatar
    Yesterday, 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.
    56 replies | 1038 view(s)
    0 XP
  • dave2008's Avatar
    Yesterday, 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.
    56 replies | 1038 view(s)
    0 XP
  • dave2008's Avatar
    Yesterday, 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...
    56 replies | 1038 view(s)
    2 XP
  • dave2008's Avatar
    Yesterday, 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...
    44 replies | 1067 view(s)
    0 XP
  • dave2008's Avatar
    Yesterday, 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?
    44 replies | 1067 view(s)
    0 XP
  • dave2008's Avatar
    Yesterday, 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?
    56 replies | 1038 view(s)
    0 XP
  • 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 | 4404 view(s)
    0 XP
  • 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 | 26450 view(s)
    0 XP
  • 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?
    156 replies | 6329 view(s)
    0 XP
  • 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...
    75 replies | 2844 view(s)
    1 XP
  • 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.
    51 replies | 1264 view(s)
    0 XP
  • 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)
    9 replies | 330 view(s)
    0 XP
  • 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...
    9 replies | 330 view(s)
    0 XP
  • 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). ...
    224 replies | 5898 view(s)
    0 XP
  • 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...
    29 replies | 745 view(s)
    0 XP
  • dave2008's Avatar
    Wednesday, 10th July, 2019, 03:50 PM
    I did gave examples of how it could (or so I thought)
    29 replies | 745 view(s)
    0 XP
  • 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.
    29 replies | 745 view(s)
    0 XP
  • 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).
    29 replies | 745 view(s)
    0 XP
  • 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...
    29 replies | 745 view(s)
    0 XP
  • dave2008's Avatar
    Tuesday, 9th July, 2019, 04:26 PM
    Dragons
    29 replies | 745 view(s)
    0 XP
  • 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.
    11 replies | 511 view(s)
    1 XP
  • 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
    39 replies | 1540 view(s)
    0 XP
  • 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 | 1479 view(s)
    3 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    0 XP
  • 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 | 1657 view(s)
    1 XP
  • dave2008's Avatar
    Sunday, 30th June, 2019, 01:53 PM
    What / who where you throwing it at! ;)
    32 replies | 1072 view(s)
    0 XP
  • 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 | 1072 view(s)
    0 XP
  • 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 | 1072 view(s)
    1 XP
  • dave2008's Avatar
    Monday, 24th June, 2019, 02:17 PM
    Maybe for sidekicks, but interesting simplified classes!
    7 replies | 609 view(s)
    0 XP
  • dave2008's Avatar
    Saturday, 22nd June, 2019, 01:54 AM
    Wow, these just keep getting better and better (or at least longer). A lot of content in this issue. I also apprecitate the downloads of the old dragon mag articles on Hell ("The Nine Hells" & "The Hells Revisited").
    13 replies | 948 view(s)
    0 XP
  • dave2008's Avatar
    Friday, 21st June, 2019, 07:47 PM
    I enjoyed that one as well.
    41 replies | 2270 view(s)
    0 XP
No More Results
About dave2008

Basic Information

Age
46
About dave2008
Introduction:
architect of the gods
About Me:
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/

This (enworld) and deviant art are pretty much it for me on social networking type sites.

Well come to think of it, I do have old blog that I might resurrect some time:
Location:
Ohio, USA
Disable sharing sidebar?:
No
Sex:
Male
Age Group:
Over 40
My Game Details

Details of games currently playing and games being sought.

Game Details:
none at this time
My Character:
none at this time

Statistics


Total Posts
Total Posts
4,037
Posts Per Day
1.08
Last Post
Mythological Figures: Vlad the Impaler (5E) Today 04:03 AM

Currency

Gold Pieces
26
General Information
Last Activity
Today 04:03 AM
Join Date
Thursday, 9th April, 2009
Product Reviews & Ratings
Reviews Written
1

5 Friends

Showing Friends 1 to 5 of 5
My Game Details
Game Details:
none at this time
My Character:
none at this time
Page 4 of 4 FirstFirst 1234

No results to show...
Page 4 of 4 FirstFirst 1234
Page 4 of 4 FirstFirst 1234

Friday, 2nd December, 2016

  • 04:07 PM - DEFCON 1 mentioned dave2008 in post A simple questions for Power Gamers, Optimizers, and Min-Maxers.
    I think another way to look at dave2008's question would be something like this: Would you as a powergamer/optimizer be happy with designing and playing a PC that was optimized, but with one or two things required of it (say perhaps due to fluff or story reasons) that were not? So for instance... creating the best / most optimized Bard of the College of Valor? In this particular case... if we go under the assumption for the sake of argument that it's generally accepted that Valor is the less powerful of the two bardic colleges, would you as a powergamer/optimizer be okay with building and playing one? You could still optimize to your heart's content by creating the most powerful or strategically built College of Valor Bard possible... but on the macro scale of the totality of "bards"... the bard would not be considered the most powerful overall Bard build. Is that okay? Can you be happy designing and playing the most-tricked out PC of a lesser-build? Or would you only be happy designing and playing the best...

Wednesday, 16th November, 2016

  • 11:44 PM - TheCosmicKid mentioned dave2008 in post "Charge Up" Mechanic: A problem for D&D
    If you're going to justify a different mechanic, then it's mandatory that it reflect a different narrative, or else it causes issues with internal consistency of the world. You can't have one narrative that uses two different mechanics, or else the outcome will depend on your meta-game choice of which mechanic to use, rather than flowing from the in-game reality which the mechanics reflect. I wouldn't say it's mandatory, but I will agree it's preferable. For instance, ideally I would like to see sneak attack and critical hits be more related than they are, since by my reading the rogue is simply landing such hits consistently. But that said, I have to agree with dave2008 that he has provided a sufficiently distinct narrative for this martial "charge up" mechanic. Getting into a combat "flow" and gaining the upper hand on opponents not so attuned is very different than making sudden, unexpected strikes at vulnerable points.

Friday, 4th November, 2016

  • 02:14 AM - nexalis mentioned dave2008 in post Characters are not their statistics and abilities
    I would have been tempted to agree with you, but @dave2008 mentioned playing for 30 years, and based on past conversations I think @shoak1 has been playing that long or longer. I think it just boils down to some folks sticking more to the wargaming roots of the game, and others focusing more on the storytelling aspect. One point I would make is that the storytelling aspect has clearly been there from the start and is not a new phenomenon. I'm with @dave2008 on this. I've been playing since 1978 and I never even heard of power-gaming until the late 90s when I first encountered RPG forums. My first character was a morbidly obese tonsured cleric who preached the gospel of the God of Plenty, wielded a leg of lamb like a mace, and tried to push food on everyone he met. I was completely indifferent to his stats. From the very first, I viewed D&D as a distinctly different experience from the tactical wargames that were popular at that time.

Tuesday, 1st November, 2016

  • 09:03 PM - hawkeyefan mentioned dave2008 in post Characters are not their statistics and abilities
    I would be shocked if there wasn't a generational aspect to the divide. I would have been tempted to agree with you, but dave2008 mentioned playing for 30 years, and based on past conversations I think shoak1 has been playing that long or longer. I think it just boils down to some folks sticking more to the wargaming roots of the game, and others focusing more on the storytelling aspect. One point I would make is that the storytelling aspect has clearly been there from the start and is not a new phenomenon.

Friday, 21st October, 2016


Thursday, 21st April, 2016

  • 11:59 PM - pemerton mentioned dave2008 in post Thoughts of a 3E/4E powergamer on starting to play 5E
    ...the wizard's versatility vs. the sorcerer's raw power and manipulation of spells? Find Familiar, Unseen servant, Rope Trick as wellas something about shadow ponies and the other spells mentioned. Now if there's no wizard in the game this probably isn't an issue... but if there is and too many of these concessions are made (with no cost)... it may start to feel like his toes are being stepped on by the sorcerer (since essentially if you allow him to pick any spell as opposed to those on the sorcerer list he has (at least one of) the advantages of a wizard (versatility) along with sorcerer metamagic. Not sure at what point it breaks the game but it can make the game less fun for the guy who chose to play the Wizard. EDIT: Another concern and I can't speak to how game breaking it would be or not since in all honesty I haven't had anyone play a sorcerer in my games is how metamagic interacts with the particular spells from the wizard list he wants...Upthread various posters ( CapnZapp, dave2008, maybe one or two others I'm forgetting at the moment) have posted that 5e is very flexible/hackable. And one of the reasons for this is it's different approach to balance. (Including, as Tony Vargas has often emphasised, relying on the GM to manage encounter pacing and "spotlight" balance). If they are even half-way correct, I find it impossible to believe that it would break the game (either mechanically, or in spotlight terms) for the sorcerer to be able to use Find Familiar or Rope Trick and metamagic them. The only metamagic effect that would apply to Rope Trick, for instance, is Extension, I think. Does extending a Roper Trick from 1 hour to 2 hours create any balance issues? That's more tinkering than hacking IMO ;) Here are some of the hacks we used at some point in 4e: Revised Armor to provide DR (attacks that target AC target Reflex) Your bloodied HP is based on your size (not half total) and represents actual damage (armor protects bloodied damage [BHP] only not ...

Monday, 4th April, 2016

  • 07:23 PM - ronaldsf mentioned dave2008 in post When Dragons Play Dungeons
    @dave2008 I agree that the guards might find it to be a positive thing, to have D&D occupy and entertain prisoners. The prison system as it is set up, however, is very much focused on pitting prisoners and guards against each other, and groups of prisoners against each other, to maintain "order." Even if it makes people crazy. Such is the institutional need unfortunately, which implicates the societal problems behind why we have a mass incarceration system in the first place.

Wednesday, 9th March, 2016

  • 02:02 AM - hawkeyefan mentioned dave2008 in post Check Out This Beefed-Up CR17 Strahd!
    dave2008 This is really cool, thanks for posting this. And for the other high level baddies you've posted in that thread...I recently used Tharizdun against my PCs, although I softened him up a bit. But I bookmarked that page and plan on using it again for my high level characters. If you check out the Design Debate thread, you'll find several 13th level characters, most of which are optimized. I think Celtavian created 4 or 5 of them. Only issue is that, as I said, they're level 13. Not sure if they'd be just a little too tough for this version of Strahd. I think the biggest factor would be the location of the battle and how the DM plays Strahd.

Wednesday, 16th September, 2015

  • 08:49 PM - Morrus mentioned dave2008 in post 5e EPIC MONSTER UPDATES
    Hey dave2008, just a quick tip - the [spoiler] tag doesn't work. Instead you need {sblock} (where { is [ and } is ]) The [spoiler] tag used to 'black out' text, but with so many people using touchscreen devices, they couldn't use it, so I disabled it.


Page 4 of 4 FirstFirst 1234
No results to display...

Tuesday, 8th August, 2017

  • 08:24 PM - CapnZapp quoted dave2008 in post Dragon Fire - the Drogon Initiative
    After watching the latest GoT episode it got me thinking about dragon fire. One thing I really liked was the continuing chaos and damage caused by the dragon fire after the initial attack. In 4e I got tired of so many monsters inflicting ongoing damage, so I started dropping it from my monsters designs. However, after seeing the episode I really want to bring it back with a vengeance (for ancient dragons at least). What do you think? How about: Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage and is ignited on a failed save, or half as much damage on a successful one. A creature or object ignited by dragon fire cannot take reactions, has disadvantage on its attacks and concentration checks, and takes 21 (6d6) fire damage at the start of each of its turns until it is extinguished. An ignited creature or object can be extinguished with the equivalent of 5 gallons of ...
  • 08:05 PM - iserith quoted dave2008 in post Dragon Fire - the Drogon Initiative
    I agree with everything you say. I could definitely add a fiery smoke zone effect as well, and it produces an effect very similar to ongoing damage. However, ideally I also want people who are engulfed in flames and that stumble out of the zone to continue suffering the effects until they or someone else does something to remove the effects. It may be generally to complex for a 5e game, but I like it as a variant rule that I would use. Another consideration might be: How likely do you think it is that your players will trade an Attack or Spell action to end the ongoing damage? I know that when granting a save with a standard action Heal check in D&D 4e was only used in truly desperate situations. And I know that my players at that time were never happy trading an attack to do it. Your players may be different, of course.
  • 07:23 PM - iserith quoted dave2008 in post Dragon Fire - the Drogon Initiative
    That is a good suggestion, probably easier to keep track of than ongoing damage. Of course, ideally it would do both! Though I would stipulate the zone and ongoing fire damage don't stack. So if you do zones that do damage at start of creature's turn, they'll get hit with breath weapon damage then follow up damage if they are in the zone when their turns come up. You get the effect of "ongoing damage" without the upkeep, plus it becomes a hazard that is either a help or a hindrance to the monsters or characters. This increases the tactical nature of the combat if you're into that sort of thing. When I watched the episode, the thing that caught my eye was not so much the random people on fire, but the fires raging on the battlefield plus the smoke that obscured vision.
  • 05:47 PM - JeffB quoted dave2008 in post WotC Names 10 "Adepts" On Their DMs Guild Store
    I have not seen the video, so my comment may be off based. However, based on your observation I wonder if she was taking the "This Old House" approach. If you are familiar with the show, the host asks the contractor's, trades people, etc. a series of simple questions. The host knows these answers, but they come across as having much less knowledge for the benefit of getting an explanation from the "master" craftsman for the audience. The original host, Bob Villa, was often mocked by experience viewers for his bubbling and "stupid" questions. However, he was asking the questions for the benefit of the inexperienced viewer, not the experienced one. I would bet that is what you were seeing as well. That may be the case. If I did not know Bob Villa, and saw that, I wouldn't want him to fix my roof.

Monday, 7th August, 2017

  • 05:45 PM - CapnZapp quoted dave2008 in post monsters with feat and class abilities
    Are you saying you want a new book? Obviously you are not going to get them in the MM as it has already been published. At least a few people have already done this type of work and offered it for free on various forums or on the DM's guild. So there are "books' available for exactly what you want. Or do you think it has to be published be WotC? It seems to me, from your many threads on this subject, that you feel WotC owes such a book (more challenging monsters/NPCs) to the community. And you want to get support for this idea from the community, possible to put pressure on WotC to make such a book. I think that is an admirable idea, but I just don't think WotC or the community in general is on board with it. I could be wrong, but it seems that WotC stance is to left the community itself cater to needs like yours (and others), and the community in general seems fine with that approach. Then again, maybe they would snap up a republished MM with 2x the pages and feat wielding variants ...
  • 05:16 PM - Sacrosanct quoted dave2008 in post monsters with feat and class abilities
    Are you saying you want a new book? Obviously you are not going to get them in the MM as it has already been published. At least a few people have already done this type of work and offered it for free on various forums or on the DM's guild. So there are "books' available for exactly what you want. Or do you think it has to be published be WotC? It seems to me, from your many threads on this subject, that you feel WotC owes such a book (more challenging monsters/NPCs) to the community. And you want to get support for this idea from the community, possible to put pressure on WotC to make such a book. I think that is an admirable idea, but I just don't think WotC or the community in general is on board with it. I could be wrong, but it seems that WotC stance is to left the community itself cater to needs like yours (and others), and the community in general seems fine with that approach. Then again, maybe they would snap up a republished MM with 2x the pages and feat wielding variants ...

Monday, 31st July, 2017

  • 07:54 PM - KarinsDad quoted dave2008 in post Do You Hint at Damage Resistance?
    My point is to use all the tools in the tool box to make the game more interesting, and sometimes more realistic. If I believe it is more realistic for the characters to have the possibility of discerning a creatures resistance or immunity to a given attack I would probably provide hints. If not, I wouldn't. For me, it was makes sense in the game world first, and then what is more fun for my players a close second. Sometimes, the 2nd over rules the first. Precisely. Do what works for the situation, do not just blanket answer with the same (more or less) information to the players, just because the mechanic from monster #1 in encounter #1 is the same as monster #2 in encounter #2. Don't describe based on the mechanic, describe based on the situation. Use the tool in the tool box for the situation at hand, do not just answer the OP that this is the way it should always be done.
  • 06:45 PM - KarinsDad quoted dave2008 in post Do You Hint at Damage Resistance?
    They could. I don't want to assume, so, what is your point? The question was how do you see a DEX save be applied to a creature in the center of a fireball. A creature's fire resistance doesn't change that to me. Ok, I lied, I assume you are asking: "if a fire resistant creatures protects itself from a fireball (saving throw) how would the characters know it was a fire resistant creature." Well: 1) A fire resistant creature might not turtle. Its over confidence, but still clearly taking damage could signal resistance 2) A fire resistant creature might be confident in its resistance and be less likely / quick to turtle (failed save), but still take less damage than expected, thus signalling its resistance 3) A fire resistant creature might turtle (successful save) and take all most no damage, hinting a resistance 4) A fire resistant creature might turtle and succeed or fail on the save and the damage provides no evidence to the PCs about its resistance. I think #4 is a viable opti...
  • 06:08 PM - Satyrn quoted dave2008 in post Do You Hint at Damage Resistance?
    Most people have advocated providing hints. A hint is not supposed to be explicitly obvious. There are, of course, degrees of clarity when it comes to hints. Meanwhile, on the completely opposite end of this spectrum from KarinsDad, I would rather make the game mechanics in play completely obvious. I've grown tired of regularly reinventing narrative descriptions for commonly-used mechanics like Resistance , and so I've "downloaded" the work to the players by telling them "This monster's resistant to that attack" and leaving them to imagine the narrative details as they wish. I do that as a DM because as a player I've grown to prefer just being told the mechanics, too. I like playing this game as a game. And we're not all great communicators. I don't know about the rest of y'all, but it's a common experience at my table that, after the DM has described a room (or contraption, or NPC) half of us are left scratching our heads in confusion while another player understood most of it, except ...
  • 03:33 PM - KarinsDad quoted dave2008 in post Do You Hint at Damage Resistance?
    We typically describe it as "turtling" - quickly covering up/shielding your easily burned bits. Wouldn't even fire resistant creatures turtle? The highlighted bit seems to suggest you think that this is how the game is intended or "should" be played, and that it is wrong to play it differently. I think you would agree (based on your previous posts in this thread) that this is not the case. This is how you see the game, but it is perfectly fine to play it differently - correct? Of course. There is no one way to enjoy the game. But, I do not think that PCs should know anything about the mechanics, just about cause and effect in the game world. It just seems extremely repetitive to explain the fireball as "jumped out of the way" or "turtled successfully" every single time. It seems like there is no mystery in the game if the players always know that it is 100% obvious from the first hit that a foe is resistant to physical damage. It's a fricking Giant Crab. How often has your P...

Thursday, 27th July, 2017

  • 09:14 PM - Hussar quoted dave2008 in post Resting and the frikkin' Elephant in the Room
    He is only making that assumption for the purpose of this thread. This thread is about providing a solution to an assumed problem. If you don't see it has a problem, then the best thing to do is either not participate in the thread; or, put aside your view and look at the issue for the OP's perspective. This tread is for solving an issue, not debating whether or not the issue exists. Is that really so hard to understand? But, that's not really true. All possible solutions, save WotC coming out with an official rules change, have been rejected out of hand. Nothing short of WotC completely rewriting the PHB, Monster Manual and the encounter guidelines is acceptable. So, no, this is very much NOT about providing a solution to an assumed problem.

Friday, 21st July, 2017

  • 08:56 PM - Tormyr quoted dave2008 in post Monster CR Calculator
    *snip* Next you calculate the monsters DPR which gives you the "expected Attack CR," from the table. This is then adjusted by the attack bonus and traits to give you the Attack CR. These are then averaged to give you the Final CR (which may cause adjustment to proficiency bonuses). That is how I like to work. Your spreadsheet attacks it a little differently that is all. No worries. Thank you for the quick response and hard work! Except the Attack Bonus and Save DC are both modified by the proficiency bonus, which is set by CR for a monster and need to be in place before the final CR is calculated. If it makes you feel better, just think of it as "Proficiency Bonus" instead of "Expected CR" as the only actual effect that "Expected CR has is to set the proficiency bonus in the rest of the sheet. All the other information that it sets is advisory only. So you can set it to any of the following values: Proficiency Bonus CR Range 2 1-4 3 5-8 4 9-12 5 ...
  • 07:54 PM - Tormyr quoted dave2008 in post Monster CR Calculator
    Tormr, Thank you for doing this work, I've been wanted to add traits to my CR calculator for some time. However, the spreadsheet I downloaded doesn't have any traits listed (there is nothing in the pull down or on the traits tab). So maybe I don't have the most current file. With that in mind, here are few comments I have: 1) I am not sure about the expected CR tab. Shouldn't this be auto-calculated based on HP and then adjust by AC and traits? 2) Similarly there should be an expected attack CR based on DPR that is then adjusted by attack bonus and traits. Thank you for your hard work. Hey, glad you like it! :) The bold section in the first post mentions that the traits sheet is empty because of copyright reasons. It doesn't take long to add the entries, and you only have to add the ones that have any effect. Even then, they are usually just there as a reminder to make a change in the appropriate cell of the "Trait Adjustments" line. 1. Do you mean the "Expected CR" cell? That de...

Monday, 17th July, 2017

  • 05:19 PM - Warpiglet quoted dave2008 in post Can Hobby Stores Make Their Saving Throw?
    Actually, behavioral economists will tell you that people often do not act rationally and do no base their purchasing on the best economic choice. As an example. I routinely buy my D&D products from my local FLGS and pay a premium price for the product over what I would pay for it online. On top of that it cost me gas and 40+ minutes (round trip) of my time. Well, it is true people often act irrationally. It is also true that if you lower prices, you move more units. If you move more units, your competitors typically move fewer units. The example I provide is the very fact that many stores are closing up as online retailers are flourishing. As a counterpoint to your example, I will not drive further and spend more if I can help it. Occasionally, yes. Typically, no. In aggregate, the higher prices mean fewer sales. In the old days I merely knew game supplies were expensive and I could not afford as much as I would like. Now that I know things can be more cheaply acquired I make ...

Wednesday, 5th July, 2017

  • 07:21 PM - Oofta quoted dave2008 in post hand use rules of D&D: object interaction, spellcasting focus and components
    Thank you for clarify. Not sure it covers everything, but it is simple. Thank you for sharing. Yep, it's a draft. In addition, there will always be edge cases (e.g. casting spells while polymorphed). I think this is a misconception, at least the way I understand Caps intent. I think the approach is a theoretical what if scenario. What if, you were writing the item interaction rules, how would you simply the writing/design/layout from what is printed in the PHB, sage advice, etc. He is not trying to add anything, but simply replace it. I understand what he's trying to do (I think), I just disagree with the approach. My preference would be Repeat the rules in a consolidated manner so that you can read everything you need to know at a glance. Add exceptions to the general rule. So while I disagree with the weapon + shield only (and only for divine), I would have something like summary An exception to the rule is that if you are a divine caster using a weapon a...
  • 05:09 PM - Oofta quoted dave2008 in post hand use rules of D&D: object interaction, spellcasting focus and components
    Perhaps I missed it, but did you submit some better ideas? If so, can you point me to their location? Personally I am not in favor of stances and prefer something more like the intuitive rules approach that @Greenstone.Walker proposed in post #63. I don't know if my ideas are "better". I think the rules could be explained better without changing anything. Something like: In order to cast a spell with a somatic component, you need to have at least one free hand. Therefore if you are currently wielding a shield and a weapon or otherwise have both hands occupied you will need to drop or stow an item, typically your weapon. Remember that you have one free item interaction per turn (including sheathing or picking up a weapon) and that doffing (taking off) a shield requires an action. A few other notes: The War Caster feat allows you to cast spells with somatic components even if when you have weapons or a shield in one or both hands. If you are using a two-handed weapon, it is assu...
  • 04:58 PM - MarkB quoted dave2008 in post hand use rules of D&D: object interaction, spellcasting focus and components
    Perhaps I missed it, but did you submit some better ideas? If so, can you point me to their location? You'll find my suggestion in Post #5 of this thread. It's not fancy, but it's simple.

Tuesday, 13th June, 2017


Saturday, 10th June, 2017

  • 05:00 PM - CapnZapp quoted dave2008 in post Sandy Peterson's Cthulhu Mythos for 5E ??
    Interesting, what if you simply removed HP accumulation from leveling? You would still gain more proficiency and HD, but you never gain any more hit points after say 3rd level. Would that help make it a CoC feel? You could mess with the rest, recovery, dying, and insanity rules to get you the rest of the way there? It would be D&D, but it would be something similar to CoC I would think. What the game needed, imo, was separate tracks for combat and academic prowess. Since it devolved into my hate object, generic classes*, I never bothered. *) If I'm going to play this game, I am going to have classes and niche protection gadnabbit!


dave2008's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
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...
4003 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...
9616 0 1 Sunday, 20th March, 2016, 02:19 AM Thursday, 10th May, 2018, 03:38 AM

Most Recent Favorite Generators/Tables

View All Favorites