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question to all: games for 8-10 players? Tuesday, 22nd January, 2019 07:37 PM

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Monday, 27th August, 2018

  • 09:10 PM - Henry mentioned evilbob in post biggest issue with PF2 playtest
    How about yes / yes / no If you have multiple pages of house rules, to me that's kind of the opposite to "I Like PF1 as-is." :) It also sounds like for your personal journey you did try at least one other system before coming back, and as you note below it feels like time for a change. I really do believe there is a large space between opposed to leaving 1E and opposed to leaving *the spirit of 1E". I'm way onboard with moving on. It really isn't 6 or 7 years, overall it is truly going on 18 years. (SNIP) ...I guess the TL;DR version of this is: You can be completely open and ready to change, but still not find the current draft of 2E to be a better alternative. 5E would be higher in my case...... Absolutely understandable - however, what you've described definitely fits in the category of someone who would move on from PF1 in a heartbeat if you found an alternative that scratched the same itches. Not knowing evilbob's group either (so I'm willing to admit I could be misreading) the initial description from evilbob sounds like a group of people who aren't very ready to move on from PF1, even if they found something that met their needs in a similar way. Bryon, I know from your posts on the Paizo forums, the +level proficiency bonus is a major deal-breaker for you, and the disconnect arising from it may be one of those things that stops a number of people from enjoying PF2. For our group, it doesn't seem to be a problem for anyone yet, and doesn't look likely to be. I don't favor it myself, but I noticed the #1 thing from our playtest is that, so far, it works extremely well in play to create a unified system that doesn't create any major math discrepancies regardless of level, enough so that I put any reservations on gamism vs. verisimilitude aside. Attacks use the same math as saves which uses the same math for initiative which uses the same math for skills which uses the same math for crafting...

Tuesday, 2nd January, 2018

  • 07:25 PM - pukunui mentioned evilbob in post Mike Mearls - Reddit AMA
    WotC is focusing on getting more people playing. Putting out lots of books is actually detrimental to growing the fanbase. And yes, live streaming games is the Next Big Thing. I don't personally see the appeal but apparently watching other people play D&D has become extremely popular. Also, evilbob: There are still minis. They've just outsourced the making of them to WhizKids, who suck at marketing. The minis themselves are decent, if a bit more fragile than the old WotC ones. So far there have been about seven sets of D&D minis. I'd say if you truly think there's nothing happening with D&D right now, then you must be looking in the wrong place. New books are not the be all and end all of D&D. Lastly, while the D&D department is much smaller than it used to be, I'm pretty sure Mearls recently mentioned that they were looking at expanding.

Monday, 9th January, 2017

  • 04:33 PM - Kalaron mentioned evilbob in post CoS - Donavich the usefull Ally
    ...navich in Barovia. Donavich is the priest in charge of the church, enduring a whole year of madness and pain from his son, Doru, turned into a vampire spawn by Strahd to torture him. Donavich has trapped his son in the basement in the church. However, Donavich is a simple acolyte, unable to perform much after solving his son’s torments (usually winds up with Doru dead). In my campaign, the group managed to kill Doru after a fierce firefight (we are running CoS with Red Masque). A distressed Donavich begs the characters to aid him taking Doru to the altar and cries to the heavens for the Morninglord’s blessing. The church starts to tremble, the bell tolls, the doors fly open (party thought Strahd was coming) and the Morninglord answers the prayer of Donavich, bringing his son back to life. It was something done on the spur of the moment: it created a strong emotional conection with the pain of Donavich, shown that a sliver of hope is still alive despite darkness (I am heavily following evilbob Points of Light idea). But afterwards? I am rolling with Donavich being a full priest, who can offer some services of healing and blessing for the players – only at dawn of each day. I am using a version of brutal long rests with 1 day rest for shorts and 3 days for longs, so a healer is quite handy, as red Masque spells are fewer and slower. My doubt is whether to put him high on the spell side (9th level so he can cast 5th spells) but static on his church (which is now holy ground again, like Vallaki’s) or to simply keep him an adept. Comments?

Thursday, 15th December, 2016

  • 04:05 AM - pukunui mentioned evilbob in post CoS Ideal Tarokka Reading Storywise
    I will confess to stacking the deck for my game. I didn't tell my players either, and they didn't object to me not shuffling it in front of them or anything. I went with the following setup: Tome: Traitor (Lady Wachter's bedroom) Symbol: Tax Collector (Vistani treasure wagon) Sword: Missionary (abbey garden) Enemy: Ghost (Sir Godfrey Gwilym) Strahd: Innocent (Sergei's tomb) I was sold by evilbob's argument for a few of the above. I chose to put the tome in Lady Wachter's possession because it seemed the most fun for me. I also chose Sir Godfrey because a) he seems like a decent choice and b) I wanted them to go to Argynvostholt. I'm going to make it so he won't help them unless they light the beacon, and I'm also going to make it so the skull Baba Lysaga rides around in is Argynvost's skull rather than a hill giant's skull. This setup means that they'll visit most of the locations in Barovia: Getting into Krezk will most likely result in them going to the winery, which will probably result in them going to Yester Hill, while getting help from Sir Godfrey will require them to go to Berez. They'll have to rescue Anabelle and go to the Vistani camp outside Vallaki. They'll have reason to interact with Lady Wachter (which may entail exploring Vallaki first). They may skip the werewolf den, which is fine, although I have told one player that his character (who has the Haunted On...

Saturday, 19th November, 2016

  • 07:54 PM - 77IM mentioned evilbob in post XP tracking vs. story progresion leveling, an observation
    Got one written up for CoS yet by chance? Not yet, but it is definitely on my TODO list. (Unless somebody else gets to it first!) I'm going to base it off of evilbob's guidelines in this thread: http://www.enworld.org/forum/showthread.php?481230-Curse-of-Strahd-milestones-(spoilers)!

Thursday, 22nd September, 2016


Wednesday, 21st September, 2016


Friday, 6th May, 2016

  • 02:56 PM - DEFCON 1 mentioned evilbob in post tweaking narrative structure in CoS (spoilers; also really long)
    Lots of fantastic ideas here, evilbob... many of which I am or going to be incorporating into my own campaign. And this is exactly what is I think an advantage of this kind of "small sandbox" type of campaign... all these ideas as they come to a DM can be incorporated even if the game is already underway. I hadn't thought of the "signs of hope" / "points of light" idea that was mentioned in another thread and then expanded on here until after my two games were first underway. But as nothing has happened thus far to contradict these ideas, I can bring them in now without any issue to expand my games. All the ideas for Vallaki, Kresk and everything else can be adopted in the same way. Some additional ideas for people to use that I myself have thought of (or adapted from other material): Rictavio / Van Richten can really have a much more important part to play if you want it to and can help introduce other areas of the valley... by having actually be a monster hunter while he's here. That's one thing the book never...

Sunday, 20th March, 2016

  • 11:41 PM - I'm A Banana mentioned evilbob in post Curse of Strahd milestones (spoilers!)
    evilbob I did something similar through Death House - I award XP when the PC's accomplish certain things, see certain areas, etc. Basically, a bit of XP for each mapped location, and in Death House, XP for discovering the attic, the secret room, and the dollhouse, XP for moving to the second level of the dungeon, and XP for escaping the house. Fiytan XP will be on top of that, but I've got a mechanism in place to only award levels when they take a rest in a place where they can get training (in Death House, the Library will serve that function).
  • 03:48 PM - koga305 mentioned evilbob in post Curse of Strahd in 24 hours?
    @Elfcrusher: Yeah, I try to make the most of it when I can! @evilbob: Thanks, that's exactly what I was working for. I figured there was a way to cut Curse of Strahd down to the original Ravenloft, but I haven't read either so your suggestion really helps. What levels would the cut version cover?

Monday, 30th March, 2015

  • 05:45 PM - Remathilis mentioned evilbob in post How to handle a shapechanging Mermaid
    evilbob kinda got what I was concerned about. It basically came down to what kind of shapechanging the merfolk did: if the merfolk's flesh reshaped then it makes sense anything she was wearing would be unaffected and either dropped/destroyed as she changed. If the change was magical (as in, some form of innate magic or a permanent spell effect) than the druidic model of merging or dropping at will would make more sense. The former seems more "realistic" (as far as such a term can be used in this situation) but the latter is more player-friendly (she doesn't worry about nudity, retrieving lost gear, etc). And since all the tail did was trade out your land speed for a swim speed (something a water genasi gets naturally) the tail was mostly cosmetic. Furthermore, despite having the idea before this (and just never thinking about the ramification of tail-changing) I realized the issue was coming down to not wanting to bother /her/ as a player. She's new and I didn't want to inconvenience he...

Thursday, 19th March, 2015

  • 05:50 PM - Tormyr mentioned evilbob in post Zone spells and amazing damage potential
    ...eld hazards to answer a specific hazard, but I generally handle them as follows. I have things do damage immediately if they do damage once, such as spikes. Things that do ongoing damage fall into three categories: those that do damage at the start of the creature's turn or on movement in to the effect, those that do damage at the end of the creature's turn, and those that do damage on their own initiative. Things that do damage on their own initiative or the end of the creatures turn also do damage immediately. The target creature has a chance to alter its situation before it takes damage again. Things that do damage on moving in or at the start of the creature's turn do not do damage immediately. The idea is for the effect to do damage once before the target creature has a chance to influence whether it takes damage again. These spells function as the hazards that do damage on moving into the effect or at the start of the creatures turn. Aside from solutions provided by you and @evilbob to restrict damage to once a round, I want something simple that keeps the abuses out of the realm of possibility and my keeping track of stuff at a minimum. Our initiative process is that a player takes everyone's initiative rolls and writes them on magnetic cards on a magnetic white board, arranging them in order and keeping spaces open between players. I typically will roll one initiative per bad guy up to about 6 dice so that the bad guys are spread out a bit and don't all fight on one initiative, gang up, and clobber someone. What that means though is that the following situation comes up: 19: Player 18: Monster 17: Player 16: Monster 15: Player 14: Monster, Monster 13: Player and so on. As Jeremy interpreted the rules, if player 15 casts spirit guardians and catches the monsters on 14, they take damage. 15's turn ends and the monsters on 14 immediately take more damage before they can do anything. So your solution about restricting damage to once a round works until the next ...

Wednesday, 22nd October, 2014

  • 03:24 AM - dd.stevenson mentioned evilbob in post So why no PDFs? Is their fear of piracy -that- bad?
    Yeah, MerricB and evilbob have the right of it. Whatever dungeonscape is or isn't, the beta version is not anywhere near ready to take the place of a pdf. I'm an optimist holding out hope, but near term I can say with confidence that consumer demand for a suitable electronic D&D reference product will go unmet, if dungeonscape is wotc's only answer.

Monday, 1st September, 2014


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Monday, 21st January, 2019

  • 10:50 PM - Umbran quoted evilbob in post question to all: games for 8-10 players?
    TL;aint-gonna-read: Anyone know of ANY co-op/RPG, story/character-drive game out there (even a board game) that can cater to 8-10 players? Or is it impossible that a game where at best you get 10% of the interaction time, everyone can remain engaged? Well, you've almost hit the point, there. The way to do it is to make is so that the GM (or board) is not the only place interaction happens! Murder mystery parties typically work with 6-20 people. Live Action RPGs, for example, usually work with numbers of that size and up (I've seen live-action games run with ten times as many players as that), and do fine. Both do this by distributing the interaction - players interact with other players, rather than a singular board or GM, and without requiring a strict turn-order.

Tuesday, 28th August, 2018

  • 01:27 PM - houser2112 quoted evilbob in post biggest issue with PF2 playtest
    The elephant in the room, in my opinion, is that the entire concept of changing Pathfinder is an anathema to many (most?) of the people who play Pathfinder. The demographic of people who play PF is generally, by definition, people who didn't want to change. They flocked to 3.75 to avoid 4.0, and if they're still here it's because they didn't like 5.0 enough to switch as well. That doesn't mean they aren't willing to buy a 3.9 Edition, or something. Not liking 4E or 5E, and thinking that 3.75 is the best option available, does not necessarily mean that the audience is averse to change. It could just mean that they specifically didn't like 4E or 5E. The really weird thing is the degree to which Paizo seems to be basing the new edition on 4E, which they already know that their audience hates. You'd think that they would try and innovate closer to the mechanics they already had established. The more I learn about the new system, the more I wonder who they're marketing the game to. 3.x peo...

Monday, 27th August, 2018

  • 08:03 PM - Saelorn quoted evilbob in post biggest issue with PF2 playtest
    The elephant in the room, in my opinion, is that the entire concept of changing Pathfinder is an anathema to many (most?) of the people who play Pathfinder. The demographic of people who play PF is generally, by definition, people who didn't want to change. They flocked to 3.75 to avoid 4.0, and if they're still here it's because they didn't like 5.0 enough to switch as well.That doesn't mean they aren't willing to buy a 3.9 Edition, or something. Not liking 4E or 5E, and thinking that 3.75 is the best option available, does not necessarily mean that the audience is averse to change. It could just mean that they specifically didn't like 4E or 5E. The really weird thing is the degree to which Paizo seems to be basing the new edition on 4E, which they already know that their audience hates. You'd think that they would try and innovate closer to the mechanics they already had established.
  • 06:30 PM - Henry quoted evilbob in post biggest issue with PF2 playtest
    The group I tried the playtest with all decided to quit and never play again after 3 battles. (Character creation - 2.5 hrs, intro and 3 battles - 2.5 hrs, so 5 hrs total.) No offense to them, but I felt like they didn't give it that much of a fair shake because they didn't want to learn new rules all over again. They didn't like being confused. They didn't like not knowing what they were doing. They were annoyed at all the things that made it hard to play: difficult, complex concepts that were poorly or only half explained. I felt like nothing in the playtest was any more complex on an individual level than anything in original Pathfinder (once you actually understood it, which was impossible for some concepts), but because it was so complex and different than what they were used to, it was rejected. I just don't know if they would have been happy with any major overhaul, because there's no way you can take a game as incredibly complex as PF - which they like because they've basically...
  • 05:52 PM - billd91 quoted evilbob in post biggest issue with PF2 playtest
    The elephant in the room, in my opinion, is that the entire concept of changing Pathfinder is an anathema to many (most?) of the people who play Pathfinder. The demographic of people who play PF is generally, by definition, people who didn't want to change. They flocked to 3.75 to avoid 4.0, and if they're still here it's because they didn't like 5.0 enough to switch as well. I don't think not wanting change is necessarily true or the only inference that can be made about the PF-playing population. I think it's reasonably clear they didn't like the changes inherent in 4e. That doesn't mean they are resistant to all change or resistant to substantial changes after playing through another 10 years with the 3e system. Nor does it mean that they didn't like 5e. There are quite a few of us who like both PF and 5e and play both on a regular basis. What I and players like me didn't like was the 4e rule set.
  • 04:10 PM - Starfox quoted evilbob in post PF2 Peeves
    I just realized that it takes a resonance point to drink a healing potion. I think that shouldn't be required; otherwise most level 1 melee characters are pretty screwed. PF2 reads as if it will produce 5 minute adventuring days. In PF1, casters could blow all their resources in one fight. Now, everybody can. * Few spells last more than 1 minute. * Fewer spell slots. * Resonance limits items used per day * Attack bonus vs. AC setup basically guarantees you get hurt every fight. * Only clerics can now heal enough to extend the adventuring day

Sunday, 26th August, 2018

  • 10:05 PM - Shasarak quoted evilbob in post PF2 Peeves
    I just realized that it takes a resonance point to drink a healing potion. I think that shouldn't be required; otherwise most level 1 melee characters are pretty screwed. Remember after you use all your Resonance you can still make a DC 10 check to use an item.
  • 06:29 PM - Satyrn quoted evilbob in post questions about playtest: two-handed weapon + open door, and how does shield block work
    If you're using a 2-handed weapon, you use an "interact" action to ready it, correct? What if you are wielding a 2-handed weapon and want to open a door: which actions do you use? - One action to interact with the door, no change on the weapon (how I assume, how we've always done it) - One action to interact with the door, then another action to re-ready your weapon (expensive and weird but I could see that) - One action to switch your weapon to 1 hand, one action to interact with the door, then another action to re-ready your weapon (yuck) Oh, and I found the rule for this, at he start of the equipment section, that changes my answer. If you only have one hand on the weapon, it definitely looks like an Interact action to grab it with the second hand. I'd say, though, that releasing one hand probably uses the Drop action instead (which is free) . A really strict reading might say the Drop action requires the item actually fall to the ground, but I think it can be read to let th...
  • 06:13 PM - Satyrn quoted evilbob in post PF2 Peeves
    Really? I didn't get that from the rules. But I don't think anyone knows how shields are supposed to work right now... Edit: Ok, re-read: you only get your shield bonus to AC if you use an action EVERY TURN to "raise a shield." So that extra 2 AC will cost an action every time. That's horrible. Yeah, It sure does look bad. It might be one of my pet peeves, too, but because it looks like it would result in players regularly deciding on a course of action for their round, only to say end up saying "oh, but I won't beable to raise my shield, " and then take another minute ir two reconsidering their turn.

Saturday, 25th August, 2018

  • 08:18 PM - houser2112 quoted evilbob in post PF2 Peeves
    It's nice that there are no more "dead" levels for any class, though. There are plenty of dead levels if you leave out all the things that ALL classes get at the same time, like ability boosts and ancestry, skill, and general feats. 5E kind f does this as well though although its often you can do something similar in a different way. Paladins do not get TWF or archery styles IIRC. PF has not built any class features into the lcass though seems like its almost build your own class from a predetermined list in effect. PF2 is a step backwards in character customization, that's for sure. It's like they don't care what 3.x fans think, which is a curious stance for them to take.
  • 06:38 PM - Satyrn quoted evilbob in post PF2 Peeves
    One thing I realized is that "shield block" AND "retributive strike" are reactions, of which you get 1/turn. That means you either use your class feature, or a shield, but not both. And you can only use a shield 1/turn, although the benefits (DR instead of AR) seem greater. So shields are really a trap for paladins and fighters (since they start with AoO). Although it kinda goes against Starfox's request in the OP, I do want to point out something because it might help you be more okay shields a little more (and I'm not sure if you noticed this in the jumble of rules): even if the character doesn't use his reaction with the shield, he's still getting the shield's AC bonus on every attack. Shield block winds up being an additional perk.
  • 04:02 PM - Gladius Legis quoted evilbob in post PF2 Peeves
    I'm interested in hearing why you think this. (I have no opinion and neither agree nor disagree.) - Weakest rendition of Lay on Hands since AD&D. - Hinging so many class feats and the automatic class features you get at higher levels entirely on Retributive Strike steers the Paladin completely into reactive and passive gameplay. - Divine Grace requiring a reaction for its save bonus. Eww. - The Paladin's Holy Smite class feature not coming until Lv. 9, and only then being based entirely off Retributive Strike. - Retributive Strike sucks at even its intended purpose as a defender power. Has no range. - Litany powers all suck. - Righteous Ally options are all either underwhelming (Blade), situational (Steed) or just plain garbage (Shield). - The 20th level class feats are TERRIBLE. Fighters get permanent quickness, spellcasters get 10th-level spells, Paladins get ... keen on their weapon? What a joke. - The one feat that looks as if it's meant to be the analog to the PF1 Smite, Blade of Justic...

Wednesday, 28th February, 2018

  • 10:35 PM - J.L. Duncan quoted evilbob in post Palladium Announces Collapse of Robotech RPG Tactics Kickstarter
    "KS is an investment. There are risks. It is not a pre-order." People say this, and KS says this, and they aren't technically wrong - but this is - in my experience, for many products - not how KS actually works, or how people actually treat it. People treat it exactly as a pre-order system ...and then get mad when things like this happen. And to be fair, even KS treats itself like a pre-order system sometimes, because it makes them a lot of money. Some people who start kickstarters treat it as a pre-order system. For many projects, it IS a pre-order system; KS has turned into a storefront for these products - except with murky claims of "it's not guaranteed" in the background, downplayed by everyone (including KS), to boost sales. The last line in the post is really the entire takeaway here. KS does not say that the projects funded under their platform are an investment. In fact, they've changed the wording of their ToS and always specifically kept the word "investment" out of it. Inv...

Saturday, 3rd February, 2018

  • 08:45 PM - delericho quoted evilbob in post The fall from grace of the longsword
    Yay? Sorry, but I really like the decision to remove any obvious weapon choice for mechanical reasons. I feel like it frees up the character to use whatever you want, as opposed to the obvious "best." A while back I started letting people sub the "best" quality weapon for whatever else they wanted it to be; so like a great axe that used 2d6 instead of 1d12 (unless they wanted the 1d12, of course). So this feels pretty natural to me. This sounds like a good move. (Actually, my preference would be the have the base weapons be equal, but have a different set of magical options that can be applied to them - so maybe only swords can be flaming, and only hammers can be thundering, and so on. But that's beyond the scope of this thread. :) Oh, and on a similar vein, I'd likewise be inclined to differentiate the weapons a bit more in the Fighting Styles - but again, that's ideal for a 5e equivalent of "Complete Warrior" or similar... and since that book is unlikely to be forthcoming...)

Thursday, 1st February, 2018

  • 11:57 PM - DMMike quoted evilbob in post Is D&D Too Focused on Combat?
    Is combat overemphasized in D&D? No; a game about killing monsters for XP should probably focus on combat. A thread about opinions! Unless you do what I did, and let D&D set the bar for what D&D should be.
  • 06:22 PM - Kobold Boots quoted evilbob in post Is D&D Too Focused on Combat?
    A thread about opinions! Everyone loves giving opinions, so I'll post too! I think D&D has a large number of rules concerning combat - really more than anything else - which tends to make it seem focused on combat. (4.0 was 10x more focused this way.) But D&D is a game about people sitting around and telling stories to each other, and that means that each group will have its own focus based on its own tastes. So to claim something like "D&D is too focused on combat" is pointless because any group that wants less can have less. And now, the statistically meaningless personal anecdote: we don't have a lot of combat in our game because we don't like it as much. Opinion granted! Please place it in the pile of 8 (and growing) pages' worth of other people's opinions who also won't be read by most people who are more eager to give their own opinions than read others'. :) (I sure didn't read anyone else's.) thanks evilbob. :)

Thursday, 25th January, 2018

  • 02:13 AM - ad_hoc quoted evilbob in post Mearls' "Firing" tweet
    Wow. The whole idea that people would jump all over this hiring decision is kind of horrible. It's especially bad for a niche (ish) hobby that is trying to grow and be more inclusive in order to broaden itself and make itself better. The thread that got closed on this site is pretty bad, honestly. This thread is pretty bad, honestly. Mike's tweet is sort of crappy but it's still well short of the reaction of many people, and I'm glad he's at least trying to say that this behavior isn't cool. Honestly none of this behavior is cool. I think it is the case of a few loud voices. Even on a message board which I think we can agree has more toxic people than the general population (of 5e players), his tweet is still supported by the vast majority. Here is exp given to 3 posts on the first page supporting Mearls' tweet. ad_hoc, 77IM, Parmandur, DM Dave1, dave2008 and 18 others gave XP for this post 77IM, lowkey13, Patrick McGill, Parmandur, rogermexico and 17 others gave XP for this...
  • 01:50 AM - JacktheRabbit quoted evilbob in post Mearls' "Firing" tweet
    aaa

Saturday, 6th January, 2018

  • 04:18 PM - TwoSix quoted evilbob in post Mike Mearls - Reddit AMA
    There's a huge difference between "book bloat" and "basically 1 book a year." 3 books must include adventures because otherwise I've seen nothing. You can't just claim the other extreme is bad and pretend you've made a point. I still feel like they must have a reduced staff and reduced presence, which in turn leads to fewer things to talk about and less press. Somewhere in the middle would be nice. As for "more people are playing" I'd have to see evidence to believe it, but it's a fair point that I have no interest in Twitch and so I've no idea what is on offer there. My points of reference are gaming stores and online 1st-party presence, both of which have seen marked declines since 5.0. Saying retail is down because you're looking at shopping malls and ignoring Amazon and Wal-Mart would also be a bad observational strategy. I can sympathize that their current market focus doesn't cater to your preferences (it doesn't cater to mine either), but conflating "my desires" with "observed...

Wednesday, 3rd January, 2018

  • 07:05 AM - Mistwell quoted evilbob in post Mike Mearls - Reddit AMA
    There's a huge difference between "book bloat" and "basically 1 book a year." 3 books must include adventures because otherwise I've seen nothing. You can't just claim the other extreme is bad and pretend you've made a point. I still feel like they must have a reduced staff and reduced presence, which in turn leads to fewer things to talk about and less press. Somewhere in the middle would be nice. As for "more people are playing" I'd have to see evidence to believe it, but it's a fair point that I have no interest in Twitch and so I've no idea what is on offer there. My points of reference are gaming stores and online 1st-party presence, both of which have seen marked declines since 5.0. Wow, you think they're getting LESS press right now than before? I think....you're not reading/watching the press coverage. D&D broke into the mainstream man...it's massive press, on a near constant basis now. It's just...not marketing to you.


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