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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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  • Staffan's Avatar
    Thursday, 20th June, 2019, 10:32 PM
    Back in the day, TSR was planning to release The Savage Coast, a revised version of the Red Steel boxed set, with the information from Savage Baronies integrated. The project was shelved when their finances worsened, but the text of the books was pretty much complete and released on their old website. It seems to have been mirrored here - that'll get you both stats, special weapons, and info...
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  • Staffan's Avatar
    Thursday, 20th June, 2019, 01:44 PM
    I would be very surprised if Mearls hasn't had a folder on his computer named "6e ideas" since at least the day 5e went to the printer. I would also be surprised if it has gone farther than that.
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  • Staffan's Avatar
    Thursday, 20th June, 2019, 01:42 PM
    That's not exactly true. In 1e, rangers got followers when they reached 10th level, and those followers could include animals. Also, at 8th level they got access to druid spells which included animal friendship, which meant they could get up to 2 HD worth of animal companions per level (and as far as I can tell, 1e rangers cast spells at their full class level, they just didn't have many...
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  • Staffan's Avatar
    Tuesday, 18th June, 2019, 08:47 PM
    If you want a good illustration of Tremorsense in action, check out Toph in Avatar: The Last Airbender. She's blind, but can "see" things that are in contact with the ground (or at least the same surface she's on) via earthbending. There are some scenes where we see things via her... feet, I guess, and those are pretty cool.
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  • Staffan's Avatar
    Tuesday, 18th June, 2019, 04:26 PM
    Oh right, I forgot that about MRQ1. That's gone in MRQ2. Runes are more of a flavor thing there, mostly for Divine magic. Each god has a connection to 1-3 runes and these serve as justification for why that god can grant these particular spells. For example, Thor might have the Air rune, so his cult would be able to cast spells like Call Winds, Clear Skies, Crash of Thunder, Lightning Strike, and...
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  • Staffan's Avatar
    Tuesday, 18th June, 2019, 10:35 AM
    It varies a bit between editions, and the Mongoose version is quite different from other ones. I have the second edition of Mongoose, and there it works like this: There are several different magic skills across different traditions. The most common is, well, Common Magic. In a setting like Glorantha, these are widely available and most people know common magic appropriate to their profession...
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About Staffan

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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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Saturday, 9th June, 2018

  • 12:16 PM - TheSword quoted Staffan in post Two New Settings For D&D This Year
    Defilers & Preservers was one of the last books made for Dark Sun, and it had plenty of questionable stuff in it (such as wizards that don't draw power from plant life, but from planar sources). Before that book, there was nothing indicating that Dark Sun was cut off from the planes, and plenty to indicate that it was part of the multiverse. There was also a note in one of the Spelljammer books (I think it was the Complete Spacefarer's Handbook) which said that Athas was not found on any known charts of the Flow, and that no-one had ever traveled there by spelljamming. But nothing before D&P about planar isolation. I don’t understand are you saying that Defilers and Preservers wasn’t a valid book? The whole range came out over 5 years for AD&D. The Grey and the Black were pretty well established in the lore - particularly the entrapment and blocking - Rikus is trapped in the grey, Rajaat was trapped in the black. The links with the inner planes and the remoteness of the outer planes all ...
  • 04:21 AM - MonsterEnvy quoted Staffan in post Two New Settings For D&D This Year
    Eberron, sure -- though I'd agree with Yaarel that the official stance is more agnostic. A polytheistic religion is the most common one, but since the gods don't show up or respond to spells like commune themselves, and people can cast divine magic through faith in other things. But Dark Sun is explicitly atheistic. There are people who worship various things as gods, but those things are canonically non-divine. The most common ones are the Sorcerer-Monarchs (who can channel elemental power to their servants, but are very much mortal themselves), but you also have clerics leading tribes worshiping such things as "The God of the Volcano". That "god" is just their misinterpretation of various elemental spirits, though. Even if they are not real gods that is still polytheism.
  • 04:11 AM - jmucchiello quoted Staffan in post Here's The Pathfinder 2nd Edition Skill List!
    They mentioned in an earlier blog that since Perception was such a must-have skill, they just made it Trained for everyone. Which in itself is annoying. I have created characters who were notoriously bad at perception before. It's practically a trope.

Friday, 8th June, 2018

  • 11:45 PM - Gradine quoted Staffan in post Two New Settings For D&D This Year
    Eberron, sure -- though I'd agree with Yaarel that the official stance is more agnostic. A polytheistic religion is the most common one, but since the gods don't show up or respond to spells like commune themselves, and people can cast divine magic through faith in other things. It's also worth pointing out that of the other major religious institutions of Eberron: 1) Three ostensibly mirror monotheism in that they each primarily center around a singular divine power (none of them are sentient individuals), at least one of which objectively exists in the world 2) One is explicitly miso-theist, in the sense that they think that if the gods do exist, that they hate us and must be our enemies. 3) Elves, who tend to engage in ancestor worship of some form or another. 4) And a particular subset of the Warforged, who are monotheistic in the sense that they have dedicated themselves to building a god themselves.
  • 11:11 PM - Mercule quoted Staffan in post Psion class (Mearls, Happy Fun Hour)
    IMO, using the sorcerer (possibly with a new subclass) to "fake" a psion works in a limited context, such as running a one-shot where that character is the psion. Then, it works fine using judicious spell selection (possibly branching out of the regular sorcerer list for some things, e.g. heat metal). But I don't think there's enough meat there to support multiple different psions with different directions, the way you can make a lot of different wizards using the core rules. See, I don't even think of it as "faking" the psion, though. To me, the definition of a psion is someone who does supernatural things by drawing on the inner pool of power some accident of birth endowed them with. That view and usage predates the existence of the Sorcerer class. The 3E Sorcerer was added just to give people a way to play an arcane caster without having to deal with the worst aspects of the psuedo-Vancian system. It had absolutely zero thematic powers. Those were added in to justify its continued exist...
  • 08:11 AM - Li Shenron quoted Staffan in post Lore Bard based on Intelligence instead of Charisma: would that create an imbalance?
    I don't think it would be an issue for balance. It would be an issue mechanically, because you're switching your primary stat at level 3. That means you're either gimping yourself for level 1 and 2, or you suddenly lose some spellcasting/inspiration ability. It's a house rule, he's going to use it in his games. It's not like he's going to publish it in a book and has to make it fit in everyone's game...

Thursday, 7th June, 2018

  • 11:53 AM - TheSword quoted Staffan in post Two New Settings For D&D This Year
    Previous to the release of Defilers & Preservers, one of the last books of the line, there was nothing indicating that Athas didn't have the same access to the multiverse as any other setting. Plane shift and astral spell were available in the priestly sphere of Air. Wizards had teleport without error and astral spell. The original boxed set called out some items and spells as being unsuitable for Dark Sun, but none of those had anything to do with planar travel. Dragon Kings had some discussion of cosmology (basically the standard AD&D one) - it de-emphasized the astral and outer planes, but didn't say anything about them being harder to access than was suggested by the regular rules. The revised & expanded box set even included various fiends from from the Monstrous Manual as appropriate monsters to use (original Dark Sun did not, because there were pretty much no planar monsters in the Monstrous Compendia released up until that point). I can’t check my books now as I’m not at home but I’m p...
  • 11:29 AM - Merudo quoted Staffan in post Lore Bard based on Intelligence instead of Charisma: would that create an imbalance?
    I don't think it would be an issue for balance. It would be an issue mechanically, because you're switching your primary stat at level 3. That means you're either gimping yourself for level 1 and 2, or you suddenly lose some spellcasting/inspiration ability. I'm actually considering this for a brand new character joining an existing campaign at level 4, so that wouldn't be an issue.
  • 11:09 AM - TheSword quoted Staffan in post Two New Settings For D&D This Year
    Athas was never not connected to the Great Wheel. It wasn’t connected directly. The planar conduits led to the elemental planes not the great wheel. The adventure Dregoth Ascending published on Athas.org was all about reversing the position creating conduits to the great wheel and closing the elemental conduits. My understanding was that there weren’t direct links (not that they couldn’t be created, but that they weren’t known). Black spine accesses the multiverse through the astral plane. Dregoth’s mirror could allow planar travel but was an artifact so who knows.

Tuesday, 5th June, 2018

  • 08:34 PM - houser2112 quoted Staffan in post So I Played Pathfinder 2nd Edition! Plus UKGE Back To #3!
    As I understand it from previous previews, shield use comes in two parts. 1. As an action, you can raise your shield giving you an AC bonus until your next turn. 2. If you have raised your shield, you can use your reaction to block an attack that does hit, reducing the damage of the attack but at the cost of some shield durability. So you can use the AC boost all day long (as long as you spend one of your three actions per round on it), but the damage reduction is limited. That might also be one area where magic shields have their benefit (since they're apparently not giving additional AC bonuses) - a magic shield could absorb more damage, do it more times, and/or both. I mistyped that; I knew it was an action, but I typed "reaction". I don't have a problem with having to spend an action to get the AC bonus, nor with having to spend a reaction to absorb the damage. It's the arbitrary limit on how often that reaction can be taken that I have a problem with; it's just too much.
  • 08:19 PM - Yaarel quoted Staffan in post Here's The Pathfinder 2nd Edition Skill List!
    They mentioned in an earlier blog that since Perception was such a must-have skill, they just made it Trained for everyone. Good enough. But better, is to represent someone with a ‘trained eye’ to notice and discern certain kinds of things. An alchemist will notice and recognize faint chemical smells, but might be oblivious to animal foot prints or to structural cracks in a supporting pillar. A covert operative who studies stealth is better able to detect someone else who is employing stealth. And so on.
  • 07:33 AM - Knightfall quoted Staffan in post Two New Settings For D&D This Year
    I associated the one you've marked as Mystara with Eberron, because of its many moons and "orrery-style" cosmology. And when I first looked at it, I thought maybe Dragonlance because of the 3 circles that look like they could be the three moons of magic. The reason I think that one is Mystara is that it has two axis. One from the time of Blackmoor and then the axial tilt after the Blackmoorian explosion that shifted the world. The two opening are the entries into the Hollow World and the 'inner planet' is actually the 'interior star' of the Hollow World. I'm definitely thinking the one marked as Greyhawk or Nerath is for Eberron. This means it appears 3rd during the video, which makes sense if the 'sigils' are appearing in order of prominence for the settings (FR and Ravenloft are one, two, and Eberron is third). I had originally thought it was meant to represent the Outlands and Sigil but not I'm fairly certain that that central spire is meant to be Sharn. That would mean that the o...

Monday, 4th June, 2018

  • 10:15 PM - ad_hoc quoted Staffan in post Waterdeep books: high level and no meta plot. Thanks Mike Mearls et. al.
    There's quite a lot of stuff already for 5e that ends somewhere between level 10 and 15. One of the main complaints I've heard about the product offerings is the lack of high-level stuff. So, it's nice that they're scratching that itch somewhat. Now, you might argue that a dungeon is perhaps not the best setting for epic-level stuff (the old BECMI version went dungeon -> wilderness -> settle down -> planes, with each stage including the previous ones as well), but it's definitely something. I think an 11-20 book would be fine. I wouldn't buy it but it would be what the people who want high level play are looking for. They don't need more 5-10 stuff, but I'd like it. 1-5 5-11 11-20 In 3 books would be awesome.
  • 07:44 PM - gyor quoted Staffan in post Waterdeep books: high level and no meta plot. Thanks Mike Mearls et. al.
    There's quite a lot of stuff already for 5e that ends somewhere between level 10 and 15. One of the main complaints I've heard about the product offerings is the lack of high-level stuff. So, it's nice that they're scratching that itch somewhat. Now, you might argue that a dungeon is perhaps not the best setting for epic-level stuff (the old BECMI version went dungeon -> wilderness -> settle down -> planes, with each stage including the previous ones as well), but it's definitely something. Undermountain is NOT your usual megadungeon and it has a city on top of it, and city inside of it (Skullport), portal to other places including planes, so its so much more then a Dungeon.
  • 07:44 PM - Yaarel quoted Staffan in post Two New Settings For D&D This Year
    Eberron can work fine without psionics. The main source of psionics in the setting is a villain faction that's primarily located on another continent, and their foes, and you can easily run a dozen campaigns in Eberron without using them. Eberron is friendly to psionics: it provides a place where they fit in, and it's a cool place. But it doesn't require them - the place is out of the way unless you actively involve it. One of the Eberron races is a psionic race. The flavor of psionics is part of what makes the setting work. I doubt it will be Eberron this year. Also, the artificer is coming out no time soon.

Sunday, 3rd June, 2018

  • 06:25 PM - Kobold Boots quoted Staffan in post Flipping the Table: Did Removing Miniatures Save D&D?
    The problem is that it's usually not a $5 mini. It's one per PC, plus all the crap you're fighting. For example, take the monsters from The Sunless Citadel (the first 3e adventure Wizards published), with the highest numbers you can fight at once: Twig Blight 10 Dire Rat 3 Oversized dire rat 1 Skeleton 5 Quasit 1 Kobold 15 Kobold sorcerer 1 Goblin 8 Goblin cleric 1 Hobgoblin 3 Hobgoblin chief 1 Troll 1 Water mephit 1 Cave rats 8 Gnome cleric 1 White wyrmling 1 Bugbear 1 Thoqqua 1 Shadow 1 Druid 1 Paladin 1 Wizard 1 That's about 70 monsters - for one adventure. That's a lot of dough if you want to have minis for everything. Solution 30mm miniature bases that will fit inside a 1" square - usually 5 bucks for 30 of them. 1" hole punch for sticker paper. - 10 bucks. 8.5" x 11 white sticker stock - shop around, usually 100 count for anywhere between 12.95 and 50 bucks depending on gloss computer - you already have one. - sunk cost gimp - free version of photoshop ...
  • 05:54 PM - Lanefan quoted Staffan in post Flipping the Table: Did Removing Miniatures Save D&D?
    The problem is that it's usually not a $5 mini. It's one per PC Which you get the players to provide, for the character(s) they play. plus all the crap you're fighting. For example, take the monsters from The Sunless Citadel (the first 3e adventure Wizards published), with the highest numbers you can fight at once: Some cheap but perfectly functional alternatives for each of these: Twig Blight 10 - any little bits of wood you can find e.g. saw a pencil into ten pieces Dire Rat 3 - coloured glass beads Oversized dire rat 1 - a bigger coloured glass bead, or just one of a different colour Skeleton 5 - game pawns (10 or 12 for a buck at your local dollar store) Quasit 1 - game pawn or something distinctive - a chess piece? Kobold 15 - game pawns or anything else small - toy soldiers? Kobold sorcerer 1 - whatever you used for the quasit if they're met at different times Goblin 8 - game pawns again Goblin cleric 1 - whatever you used for the quasit, above Hobgoblin 3 - toy soldiers ...
  • 01:53 PM - quoted Staffan in post Second Dungeons & Dragons Product for Fall 2018: Waterdeep: Dungeon of the Mad Mage
    Point of order: that would be the third product (not counting things like dice, screens, and such) of 2018. We just got Mordenkainen's Tome of Foes as the first, Waterdeep: Dragon Heist will be the second, and Waterdeep: Dungeon of the Mad Mage comes in third. Alternately, the second product announced at the Stream of Many Eyes. Three products, hundreds of pages, and nothing outside Forgotten Realms. I'm very disappointed about that. It is now clear, at least for me, that we will never see anything about some of the oldest and not-so-known settings (like Mystara, for example). I can understand wotc behaviour, they have to produce books that sell, and FR definetely sells, what I cannot understand is keeping the settings locked on DMsGuild. I'm totally sure that for each wotc boss worried about profit there are a lot of fans willing to develop not profitable settings. I'm one of them.

Sunday, 27th May, 2018

  • 03:57 PM - quoted Staffan in post We Were All New D&D Players Once
    The paladin is similar, but I'm not sure which is easiest for a newbie: the once-and-done choices when picking their spells known you do with a ranger, or daily choices of a paladin. Plus, the paladin can also exchange the spells for smites, which creates additional conflict. Well, it's not like they must choose new spells. They can always say "I use the same list from yesterday." Last time I ran a paladin I actually ignored my spells entirely and just burned slots for smites. When other players asked me if I had spells that could help them, I told them no, because I didn't.

Saturday, 12th May, 2018

  • 04:06 PM - Parmandur quoted Staffan in post Mordenkainens starting to show up in the wild?
    I got mildly annoyed with my FLGS yesterday. First they sent me a text saying "Your Mordenkainen's Tome of Foes is ready for pick up." Then, five minutes later I got another one saying "Oops, sorry, it's not released until the 18th so you can't get it until then." I mean, I get that they can't sell it before the street date, but it's still annoying.Some store in North America will slip up this week, this I predict...


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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