Paul Farquhar
Legend
At least stone is clean, and monsters are meant to be psychopathic.And a dungeon is stone, unaccountably psychopathic monsters and more stone.
At least stone is clean, and monsters are meant to be psychopathic.And a dungeon is stone, unaccountably psychopathic monsters and more stone.
My reformed Balor respectfully disagree... stone is full of dust. And he is not a psychopath. At least not any longer. Thanks to his new helmet...At least stone is clean, and monsters are meant to be psychopathic.
I can’t explain the appeal but I assume the two weapons stuff got big in 2e.Can someone explain the appeal of a sword and board Ranger? This is literally the first I've ever heard of the concept, considering that dual wielding had basically always been their shtick.
And the airship is hit by a storm because noone rolled Survival to avoid bad weather.That's okay, I'm the DM, so I just load the players into an airship to transport them between the interesting places.
Bring me your players and I'll be glad to inform them. Flying, Plane Hopping, and Teleportation bypasses certain challenges, but exploration was never bypassed. Basically, all they bypassed was following the railroad, which I fear may be the issue.Say that to my players. Exploration can easily be bypassed. Either by flying, teleporting or even plane hopping. The higher you are, the easier it has always been, is and always will be.
You are litterally saying the opposite of almost everyone here. Experience may differ greatly but not that much.
And even if they take a risk it is not that big of a deal. With the appropriate scrying/divination and info gathering, even that risk will be lessened. Anyways, tables differ...
The airship was hit by a storm, but not because no one rolled survival, because, you know, survival skill does not let airships avoid massive storms.And the airship is hit by a storm
Is this not cool and exciting? They've found their own way to their destination and now the living, breathing world must react.Players: "We'll take the airship or even better, the Teleport spell. I'll start the scrying and once done, I'll teleport a homonculous with a stone of recall. It will be in charge of retrieving an object from our destination so we'll have a 100% chance to get there."
The airship was hit by a storm, but not because no one rolled survival, because, you know, survival skill does not let airships avoid massive storms.
And for very good reason (other than that is not what survival skill does). You cannot design obstacles that cannot be overcome without a certain skill, even less, you cannot design obstacles that cannot be overcome without a certain class. We had enough of that nonsense with thieves in early editions.
You don't need special skills to predict massive storms are coming when you are high up - you can see them. Not a lot you can do about it though other than baton down the hatches (Air Vehicle proficiency).Survival predicts the weather. It allows you to tell the captain to turn around there is a storm a-coming.
That's Navigator's Tools proficiency. It has nothing to do with Survival skill.An if the airship's route planner messes up that day (because of cause he will), someone has to make that check.
Is this not cool and exciting? They've found their own way to their destination and now the living, breathing world must react.
To be honest, from the start of the beginning of your introduction, it feels like you're trying to run a level 1 adventure at a level 13 party.