Recent content by Zardnaar

  1. Zardnaar

    Netheril's Fall - First Impressions

    Theres Netherese survivors that are actively writing its history and submitting it to Candlekeep. Also all the ground cities survived. At least short term. Clerics and wizards can also dial up the required information.
  2. Zardnaar

    Netheril's Fall - First Impressions

    Remind me again that book youre quoting from about elven memory?
  3. Zardnaar

    Netheril's Fall - First Impressions

    The elf would still have to experience the events. Very few elves lived in Netheril. Cormanthyr and Everska were contemporaries. They would know Theres a magic using kingdom next door of humans. But they probably dont know much about the internal workings of the empire. Even in the...
  4. Zardnaar

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Aware but its easier tgan rewriting the classes
  5. Zardnaar

    D&D General Mike Mearls says control spells are ruining 5th Edition

    The ingredients are there. . Players like high powered PC s it seems. 300 hp might look impressive but its not when 1 PC can nova off for 100-150 damage. If you inflated hp and tweak encounter design its back to longer combats. I could do it but 9 encounters a day each with 1000+hp adds...
  6. Zardnaar

    D&D General Mike Mearls says control spells are ruining 5th Edition

    I used cultists a lot. Death for Myrkul. Generic ones for Bane/Bhaal
  7. Zardnaar

    D&D 5E (2024) What's New with the Artificer in Eberron: Forge of the Artificer

    So if you want to play an artificer a DM can give them a better magic weapon or item perhaps?
  8. Zardnaar

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Low balled them in 2024 as well
  9. Zardnaar

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Greater magic resistance, +3 AC, double hp;).
  10. Zardnaar

    D&D General Mike Mearls says control spells are ruining 5th Edition

    People see CR 16 and think lvl 16. Its not its more like 8-10 depending on party size. Think o had CR 17 raw at 9. Better encounter design is lower CR boss but has support. CR 2-4 are cheap and have enough HP to be distracting. To few get wrecked by control. Fodders useless to many its a...
  11. Zardnaar

    D&D General Thoughts about Purple Dragon Knights

    In older material thousands. They're basically the army. This town has 700, that castle 1100 sort of thing.
  12. Zardnaar

    D&D General Mike Mearls says control spells are ruining 5th Edition

    I had 5 player. Xp budget was 27k. CR23 was 50k. Buffed its hpnto 500. They kicked its ass. I did put 1 OP item in but it wasnt that. Player rolled poorly. +15 wisdom save with advantage shut down control spells. Every class has nova abilities.
  13. Zardnaar

    Eberron: Forge of the Artificer Delayed Until December

    Dungeon magazine ? That would have been Paizo.
  14. Zardnaar

    D&D General Mike Mearls says control spells are ruining 5th Edition

    I refluffed creatures for gods avatars. Mykul-deathknight Bane-archpriest DM special Bhaal- assassin +DM special Lvl 9-11 If you ignore the rules I think you can go up to CRx2 for solos. At 13 I used CR23.
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