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  • Staffan's Avatar
    Friday, 21st June, 2019, 10:18 AM
    Yes. And it's not an assumption that matches well with my experience. In my campaign, I've instituted a house rule that the first rest of the day takes 5-10 minutes, the next 15-30, and after that it's one hour or more.
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  • Staffan's Avatar
    Friday, 21st June, 2019, 01:46 AM
    I often get the feeling that the designers thought short rests were fairly easy to get, so they overvalued abilities you recover on a short rest. Had a short rest been like in 4e, about 5 minutes long, the warlock recovering their spells on a short rest would have been amazing. But instead, at least in the game I'm running (Princes of the Apocalypse, so fairly dungeon-heavy) it seems like the...
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About Staffan

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February 3, 1976 (43)
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Lund, Sweden

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Saturday, 22nd June, 2019


Friday, 21st June, 2019


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Monday, 23rd March, 2015

  • 09:03 PM - JWO mentioned Staffan in post Eberron in 5th Ed - Ideas
    I really like the whole dungeonpunk aesthetic but I didn't really think that Eberron would fit well with the implied scarcity of magic items in 5th Ed. I saw Staffan's idea for a custom artificer located here and it got me thinking about how Eberron might work out so I thought I'd write a post and see if anyone else had any cool ideas for it. I was thinking to set it a little way into Eberron's future. It's a bit of a cliché now but the idea I had was to have some kind of cataclysmic event that depowered almost all the magic items in the world, even lowering the potency of the more powerful ones. You could still have one use magic items and artificers could still enchant things on a temporary basis but it's now seemingly impossible for people to enchant weapons and items on a permanent basis. The warforged would remain as they are, which could be one of the mysteries of the world. How have they stayed active in spite of everything? Maybe there are some groups who try to kidnap and experiment on them to unlock their secrets. By the way, I don't really know anything about Eberron, other than the very surface details so maybe I'm completely barkin...

Tuesday, 17th March, 2015

  • 12:14 AM - LostSoul mentioned Staffan in post The Fighter Class and superiority dice
    And the DM would say anything from "OK, he's in an arm lock" to "roll to hit" to "roll STR + Athletics, DC 20" to "You can try, but he gets to attack you as a reaction if you do" to "You fail." Whether the consequences of the target trying to escape from said arm lock include a broken arm or dislocated shoulder would, likewise, be the DM's call. I'd probably give the target a saving throw (in the round after a successful grapple check, assuming the target doesn't escape) to avoid the broken bone. I wonder if that sort of thing would throw a wrench into the system - if you should go through HP like Staffan suggests. My gut feeling is that it would still work okay.

Wednesday, 4th March, 2015

  • 04:34 PM - chriton227 mentioned Staffan in post Reasons Why My Interest in 5e is Waning
    Do you mean Greyhawk or Waterdeep here? Greyhawk. Lwaxy had mentioned that things like magic item shops were part of the definition of FR, Greyhawk, and Eberron. Staffan talked about the existence of such shops in 2e Waterdeep, and I chimed with how 2e Greyhawk had a very limited magical item market. I feel strongly that the magical item stores in various settings are an artifact of the mechanics of 3e, not part of the definition of most of the settings themselves. Eberron is a bit of a different beast, since it didn't exist until 3e, so the foundation of the setting is really built on the rules assumptions of 3e with regards to the availability of magic items. For FR and GH, the original campaigns were built on an assumption of more limited item availability (I think GH was more limited than FR being a lower magic feel to begin with), and the settings were forced to accommodate the how the assumptions changed with the advent of 3e.

Tuesday, 3rd March, 2015

  • 02:15 AM - bolo__ mentioned Staffan in post Second 5th Edition Survey! Plus Results of the First Survey: The Ranger Gets Some Attention!
    Maybe if they got the first berserk rage for free per long rest and then one level per berserk rage after. And berserking doesn't remove levels of exhaustion already incurred for the duration of the rage, which I think it should - they should at least be able to rally for short bursts while they're slowly killing themselves. My experience with it had been less than satisfactory. It's important to note that it's Frenzy that causes exhaustion, not Rage. I guess it depends on how you interpret the wording of Frenzy, the problem you are having is fixed if you look at it the way @Staffan and our table does where you can choose to go into a Frenzy and get your additional attack for a BA separate to your normal Rage. That way you can Rage and get the benefits the class requires without adding levels of exhaustion which can quickly lead to death.

Saturday, 14th February, 2015

  • 04:14 AM - Henry mentioned Staffan in post "Tabletop D&D Has Lost Its Way" Says Pathfinder Video Game Exec
    First, Staffan , thanks for finding that. Absolutely mind-blowing. Gary had worked on some items that made it into DJ and DJ:Mythus while at TSR. TSR had the files to prove it. TSR's owners circa 1990 had about as much credibility as Pinocchio at Liar's Dice. It wouldn't have shocked me at the time if they had forged said files just to prove their point. They filled their legal complaint with outrageous claims, were openly hostile to fans, and ran the company into the ground with pet projects and blind alleys of marketing. (I still remember the "official derivative content" ftp server. Yeesh that was ludicrous.) It still amazes me how well they had people fooled into thinking they were doing a good job for so long. Back to the court filing a second -- I just now realized that in (7) they claim ownership of "vocations" because God forbid no one had a vocation before D&D came along; in (32) they basically claim copyright on Rolling Dice to determine resolving things; in (33) they claim copy...

Tuesday, 13th January, 2015

  • 02:43 AM - Scrivener of Doom mentioned Staffan in post How I think HoTDQ should of been handled.
    The way I see it, Eberron is built to inspire you to tell a particular kind of stories, and it's very good at doing that. Golarion and, to a lesser extent, FR are built to allow you to come up with your own stories and find a place where they fit. That's a really good point, Staffan. I definitely agree with that. That's been my experience as well.


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Sunday, 22nd July, 2018

  • 11:13 PM - Enevhar Aldarion quoted Staffan in post Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]
    My impression of Dragon Heist is that it's at least 50% Waterdeep sourcebook and no more than 50% adventure. Now, if you're not interested in FR, it's probably not the book for you, but saying it's "$10 per level" is implying that it's all adventure and has no value for money at all. Plus, what other people seem to already be forgetting about Dragon Heist is that it is four separate level 1-5 adventures, one for each season and with four different bosses at the end to deal with.

Saturday, 14th July, 2018


Friday, 13th July, 2018

  • 11:24 PM - Bacon Bits quoted Staffan in post New Campaign Setting Hint Is Eberron?
    The thing about Eberron travel is that it's generally faster than in most other settings. A Forgotten Realms adventure that takes the party from Waterdeep to the Dalelands and then to Amn would take months (I estimate 2500-3000 miles travel distance total, so 3-4 months). Sure, you can fast-forward past that, but it's still a major undertaking. If I were playing a game where we were traveling for 3-4 months on foot and the whole journey was just handwaved, I'd be a little annoyed. In Eberron, a journey of similar length (say, from Sharn, to somewhere in Aundair and then to Thrane) would take 3-4 days, at least as long as you travel via the Lightning Rail. That makes a globe-trotting (or at least continent-trotting) campaign a fair bit more "realistic". When you design an adventure, however, you don't need to care about how many miles away something is. You care about how many days it will take to get there and how many encounters you will have along the way. It doesn't matter if you're...
  • 11:13 PM - Tony Vargas quoted Staffan in post Pathfinder 2 Character Sheet #2: Kyra, Human Cleric
    On the board game side, Fantasy Flight is doing pretty well with having two rule books included in most games (at least the heavier ones): one learn-to-play book that explains what the game is all about and how it's played, and another rules reference that nails things down in a far more rigorous fashion. I don't know how well that would work in RPGs though. It rings a bell, like some game or starter set has done it sometime... ...maybe it wouldn't be great for D&D, because of shelf-presence... well, and because 5e's style of rulings-over-rules and make-the-game-your-own all but precludes making reference to the starting-point rules text in that fashion. But, maybe an AL Rules Manual? Maybe an App? ... ...of course, Pathfinder's fan base is very experienced & savy, so they wouldn't really need the former sort of book, and they're used to not having the latter... so status quo, all the way?
  • 07:21 AM - Charlaquin quoted Staffan in post Pathfinder 2 Character Sheet #1: Fumbus, Goblin Alchemist
    My impression is that "regular" alchemy does not use resonance, at least not for bombs and utility items. That's the old-fashioned way of doing it via the crafting rules, or buying bombs from the alchemy store. But the alchemist has an ability that lets them "cheat" and make items quickly and for negligible cost, but requires them to spend resonance - this would usually be done at the same time as the party casters prepare their spells. Well, we can see from this Fumbus sheet that his Elixirs require Activation, and we can see from the Resonance blog that Activation Actions cost Resonance Points. So it’s pretty clear that some alchemical items always require Resonance to catalyze. It’s just that Alchemists also have the ability to spend Resonance to make alchemical items on the fly. We can also see from the Fumbus sheet that alchemical items made this way have the Infused trait, which means they can be Activated without spending Resonance, but lose potency if not used within the round.

Thursday, 12th July, 2018

  • 01:21 PM - Ancalagon quoted Staffan in post Preview WFRP4's Career List! Plus The Apothecary!
    Yeah, but we were talking about the traditional way of doing it, not that new-fangled Green Ronin stuff. That's 2 editions ago :P ... we're getting old ;)
  • 05:23 AM - Ancalagon quoted Staffan in post Preview WFRP4's Career List! Plus The Apothecary!
    Traditionally, you chose your class (old school: Academic, Rogue, Ranger, Warrior) and then rolled for your actual career. You could also, within reason, switch to another career in the same class for one or two advances' worth of XP. I think that was in 1e. In 2e you rolled twice, picked once. There was no "class" like this (that I can remember). This method was re-introduced in the career compendium - a book with... issues.

Tuesday, 10th July, 2018

  • 09:42 PM - Blue quoted Staffan in post What's This Mysterious D&D Book? [UPDATED!]
    The D&D edition with the best index is 13th Age, which combines the index with a glossary. Preach it. 13th Age is hands down the most useful RPG reference I've ever used. Over half the time I don't even need to go to the page. (Oh, and that they provided the PDF for free with purchase of the hardcover and the page numbers are links makes it even better.)

Wednesday, 4th July, 2018

  • 10:58 PM - VengerSatanis quoted Staffan in post Congratulations To The 2018 ENnies Nominees!
    I'm sure someone will correct me if I'm wrong, but I think Wizards traditionally don't submit their products for consideration for the ENnies. From their POV, a win probably won't help much, and it would be a bit embarrassing if they don't​ win. I'm pretty sure WotC both submitted and won just a few years back when the core books came out. And then a year or two after that they submitted and either were nominated or won for best adventure. Someone correct me if I'm wrong. VS

Friday, 22nd June, 2018

  • 07:52 PM - TaranTheWanderer quoted Staffan in post Druid spells .... gone?
    The way I see it, druids are unconcerned with alignment stuff. Nature covers both the soothing rain that brings life to the land, and the hurricane that tears life from it. It's both the mother wolf nursing her cubs, and the same wolf savagely tearing into its prey. Some druids are good and some are evil, but neither is inherent to being a druid, and thus their magic doesn't much care either way. Another thought, though this one's more of a rationalization: sure, there are Sacred Groves and such. But those are natural (well, more or less) phenomena, not created ones. You don't have druids deciding "This would be a good place for a sacred grove" - rather, sacred groves exist and druids are interested in protecting them. This is unlike the temples clerics use, which are built by man. Some nice points here. Although, I would have preferred if they'd maintained player agency and let someone playing a druid decide their sacred spaces rather than relying on the DM to sprinkle them on the map....

Wednesday, 20th June, 2018

  • 01:03 AM - gyor quoted Staffan in post Deity Ranks: Quasideities, Lesser Deities, Greater Deities
    Divine ranks was a bit of an issue between 1e and 2e. In 1e's Deities & Demigods, gods were ranked as demigods, lesser gods, or greater gods. As a PC, the main difference between them was what level of spells they could grant (demigods up to 5th, lesser up to 6th, and only greater gods could grant 7th level spells - clerics couldn't go higher than 7th back then). Each pantheon had a smattering of gods at each rank - for example, the Greek pantheon listed Zeus, Aphrodite, Apollo, Ares, Athena, Dionysus, Hades, Hera, Hermes, and Poseidon as greater gods. Then in 2e you got Legends & Lore, where someone decided that the rank of Greater god should be reserved for the real bigwigs, mainly the heads of the pantheons. But a rank was still needed to distinguish the other "senior" deities from beings like Pan, Tyche, or Hephaestus. So the rank of Intermediate deity was introduced, and in the Greek pantheon only Zeus and Hera (plus some of their titan precursors) kept the rank of Greater god, with...

Tuesday, 19th June, 2018

  • 11:48 AM - Cap'n Kobold quoted Staffan in post Introducing Guns to Eberron
    The Houses do a lot of stuff that doesn't involve magic. Deneith has tons of mercenaries that aren't dragonmarked, Jorasco operates a lot of regular clinics staffed by people with the Medicine (or Heal in 3.5e) skill but no magic healing, and pretty much every reputable craftsperson is licensed by Cannith. So if gunpowder did work in Eberron, Cannith would have no reason whatsoever to try to "bury" it, but would rather be at the forefront of figuring out what you could do with it. The reason that firearms replaced bows as weapons of war was because their ammunition could be mass-produced rather than requiring relatively skilled craftsmen. Cannith doesn't do mass-production, and would probably oppose development of a weapon that would allow nations to mass-produce magic-equivalent weapons themselves without Cannith's influence/ability to charge them for it.

Sunday, 17th June, 2018

  • 12:26 AM - Ancalagon quoted Staffan in post Wait, is THAT how that works?!
    I started playing with the Swedish RPG Drakar och Demoner, which is descended from Runequest. When we first started playing, we figured that just like you'd roll 4D6 for your elf character's Intelligence, you'd roll 1D8+1 for their broadsword's damage upon buying it (rather than rolling it when you hit). That's awesome "I think the vendor sold me a busted sword, it only does 2 points of damage!"

Wednesday, 13th June, 2018

  • 12:30 AM - Remathilis quoted Staffan in post Two New Settings For D&D This Year
    Thing is, MtG doesn't really have a core - not anymore. It used to be Dominaria, but until this year's nostalgia-focused expansion set, the last time Magic went to Dominaria was Time Spiral block which was over a decade ago. The commonalities are mostly in the colors themselves - both in what they can do (e.g. Green having big creatures, pump effects, and land ramping) and what they represent (Green represents, among other things, growth). That kind of thing would be hard to transfer over to D&D without rewriting it completely, moreso than even Dark Sun. I've liked that the Plane Shift articles have mostly avoided creating some new form of magic system or classes in favor of "fudging it" by using the PHB classes to kindasorta replicate various casters of different color(s). The Cleric class, for example, is a decent White representative, with the domain they select determining if they are mono W, Orhoz, Selesnya, Boros, or Azorius. Druids similarly are default Green, but their subclass and...

Tuesday, 12th June, 2018

  • 11:25 PM - bmfrosty quoted Staffan in post Two New Settings For D&D This Year
    You also have this being released via the DM's Guild. Ooh. That's interesting. This setting was release for AL use for Game Hole Con. I didn't expect a campaign guide. Super interesting.
  • 07:56 PM - SkidAce quoted Staffan in post Two New Settings For D&D This Year
    And Wizards works through these settings at a tremendous pace, about two per year (although they mix in some returning ones as well - out of the planes listed above, Dominaria, Mirrodin, Ravnica, Zendikar, and Innistrad have had 2 or more blocks set there). That would make it hard to do a D&D/Magic crossover product that would stay relevant very long. I agree there are a lot of worlds. So I would focus on the "core" of the setting first. Re above: I would not be concerned at all with staying "relevant" as blocks get released. All I am looking for and would be happy with, is a core setting and framework that mixes DnD and MtG. After all, one day after they released such a setting, I would likely have added my own plane or two to the setting. And NPC Planeswalkers. Huzzah!

Monday, 11th June, 2018

  • 11:53 PM - Ashrym quoted Staffan in post What is the bard's "fireball"?
    Fear does have one advantage in a situation where there aren't other foes around to be warned: it moves the subject away from you. That means that even after the spell is over, it will take a while for the subject to get back into the fight. Fear can provoke opportunity attacks and causes the subjects to drop what they are holding. It's like a mass disarm ability and can be quite useful, situationally. I still go hypnotic pattern as more useful more often.
  • 06:59 PM - Sword of Spirit quoted Staffan in post A question for the 5e Experts about the Monk class
    Way of the Four Elements is weak, and their ki costs and effects don't make them worthwhile most of the times. But in general, monks get plenty of ki. Ki is a short rest resource. I know many groups don't get as many short rests as the design intent, but that's those groups' issue--it doesn't mean the game hands out too little ki. But a Level 13 EK has 4/3/2 spell slots plus cantrips, when the monk has 13 Ki points, which is worth about 2/1/2, and Elemental Attunement falls well short of many cantrips. Yes. But this means that a monk with 2 short rests effectively has 6/3/6 for spell slot equivalents. That's plenty of power even if ki costs aren't reduced. Yes, they do. It's called "Attack". It lets them hit twice (at level 5+) dealing about 1d8+Dex damage, and then a third time for 1d6+Dex damage. The range leaves something to be desired though. I agree; their Attack action is pretty nice, and the damage just keeps on scaling. The ki they get is fine, Way of the Four Element...
  • 01:59 PM - Bitbrain quoted Staffan in post Two New Settings For D&D This Year
    This, at least, has now gotten an explanation: https://twitter.com/hellsbellesdnd/status/1005905132511481862 It'll be a streamed game on Wizards' Twitch channel, based around the Great Modron March. They'll announce the players next week, but as someone else said, the Twitter account follows @Wizards_DND + 8 more people, so it's likely that those eight are the DM + seven players. Seven players. Interesting . . . the 5e DMG lists seven known worlds of the Material Plane: Forgotten Realms (Toril), Greyhawk (Oerth), Dragonlance (Krynn), Dark Sun (Athas), Eberron, Birthright (Aebrynis), and Mystara. Just to hypothesize, but it would be kinda neat if each of the seven player characters hailed from a different setting.
  • 12:47 PM - Ancalagon quoted Staffan in post Two New Settings For D&D This Year
    This, at least, has now gotten an explanation: https://twitter.com/hellsbellesdnd/status/1005905132511481862 It'll be a streamed game on Wizards' Twitch channel, based around the Great Modron March. They'll announce the players next week, but as someone else said, the Twitter account follows Wizards_DND + 8 more people, so it's likely that those eight are the DM + seven players. The Modron March could be a pretty good way to introduce other settings. Now this could be interesting!


Staffan's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated
Bardificer - An Eberron-style Artificer based on the Bard class
Like many others, I was not happy with the artificer-as-wizard-tradition offered by Wizards of the Coast, because I thought it was too far off what the Eberron artificer was in 3e. So I made my own, based on the Bard class. Many of the class features...
350 +1 1 Monday, 23rd March, 2015, 06:14 AM Monday, 23rd March, 2015, 06:14 AM

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