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    Book of Lost Spells

    4 out of 5 rating for Book of Lost Spells Book of Lost Spells is over 130 pages of spells. This includes spells for each 5e spellcasting class (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, and Wizard). Most of these are updates or reinterpretations of older spells from Necromancer...
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    Cleric / Wizard multiclassing via feats

    Not just too potent, but too ambiguous. I think I get the intention here, but I'm not sure how I'd implement what's written here. For example, the term "divine spellcaster" isn't a thing anymore. You'd need to specify that that you'd be using a holy symbol as a focus, wisdom as the spellcasting...
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    D&D 5E Necromancer Games--What do you want us to make next?

    Book of Lairs! Or maybe something along the lines of the 2nd edition "sites" series. Also, give us a table or a little advice to scale things up or down for party and level. Also, digital releases could include maps scaled for use at the table (without secrets indicated) so we can easily...
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    D&D 5E How WotC will approach the campaign settings?

    I would imagine that more quick and dirty patches or updates like the one we saw for Eberron would get more people interested in purchasing some of the older materials, and they'll be able to use sales for those to help figure out which settings might be worth compiling into new print products...
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    13 True Ways

    5 out of 5 rating for 13 True Ways 13 True Ways really expands the basic game, not just through six additional classes, but with details on creatures and locations that can be easily incorporated into a 13 Age game. Less useful for stealing ideas for other games than the other 13th Age products...
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    13th Age Bestiary

    5 out of 5 rating for 13th Age Bestiary The 13th Age bestiary gives some more depth and alternate backstories that can be stolen for commonly used monsters, even if you're not into the 13th Age rules. A few of the creatures get a little gonzo, but these have been rehashed so much that most are...
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    13th Age Core Book

    5 out of 5 rating for 13th Age Core Book 13th Age is clearly a spiritual successor to both 3.5 and 4e, with a dash of indie games mixed in. While it occasionally feels like the mechanics are a solution searching for a problem, there's lots of good ideas that can be stolen for a 5e or OSR game.
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    D&D 5E Mitigating Critical Hit Devastation

    If a crit does double dice of damage, then taking average of double dice is close to just saying max damage. It's less swingy that way and east to calculate. But why be stuck in a world where a crit is just extra damage? A crit could knock the target prone, possibly shatter a shield, weapon, or...
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    Clerics of a Force or a Philosophy?

    Ugh. Dingus alert. Nonetheless, the deity-based assumptions of limited spellcasting from 1st edition are being left behind in 2nd. It seems that the powers that were had little interest in integrating the forces and philosophies priesthood notion with the demi-gods can't grant the highest-level...
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    Clerics of a Force or a Philosophy?

    Looking at it closer, I couldn't find any references to demigods being limited to granting spells of 5th level or less and lesser gods being limited to granting 6th level or less in either the core books or the Priest's Handbook: just Legends and Lore (didn't check the any other deity books). So...
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    Spells and Magic / Faith and Avatars Priest Classes

    FWIW, I've been able to glean from other sites that people think the crusader might be overpowered on paper, but might be fine in actual play. Just having a warrior THAC0 doesn't mean the crusader gets bonus attacks, specialization, etc. The Monk and Shaman are specialized but likewise maybe not...
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    Clerics of a Force or a Philosophy?

    I think the issue is D&D hasn't done religion or "divine magic" very consistently. There's an assumption that a cleric belongs to a particular religious tradition and by violating that tradition's tenets, loses power. It isn't clear how different traditions might have not just differing but...
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    Clerics of a Force or a Philosophy?

    Thinking about it, the Hakima kit from Al-Qadim is more like a cleric of a force (fate? Truth?). Also, the Jakandor setting has a non-deity cleric kit or maybe two. Kits kinda just became a sexier technology than the make-a-class specialty priest option. Or, both did the same basic thing and...
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    Clerics of a Force or a Philosophy?

    Later in the run on the Planescape setting, I think a few of the factions had options for philosophy clerics. I think that would be in the Factol's Manifesto and the factions would have been the Athar, Godsmen, and (maybe?) Ciphers. I'm pretty sure at that least the Great Unknown (Athar) and the...
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    Spells and Magic / Faith and Avatars Priest Classes

    Does anyone have some actual play experience with the Crusader, Monk, Shaman classes from Spells and Magic or the same classes plus Mystic from Faith and Avatars? The monk class at lower levels seemed reasonable to me (using Combat & Tactics martial arts): better melee attacking than a normal...
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    Temple of Elemental Evil: Run time

    Thanks everyone! This is amazingly helpful. The hour estimates are particularly good to have. I ran N1 last summer using the (then new) playtest rules in about 5 short weeknight (2.5 or 3-hour) sessions but had to cut a lot of the final dungeon. I easily could have made that last another 1-3...
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    Temple of Elemental Evil: Run time

    I'm thinking the whole thing.
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    Temple of Elemental Evil: Run time

    I'm considering running Temple of Elemental Evil soon, but I'm having a hard time guessing how many sessions to devote to it. Obviously each group will be a little different, but does anyone have some experience with the module and a guess of how many hours of play time it'll be?
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    D&D 5E Themes: What 5E Can Learn from the Ranger

    I thought we have a good idea of what themes might be from the recent D&D Next blog: pre-packaged feat selections.
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    Suggest Your "Rule of Three" Questions for Next Week (4/17)

    Second Edition & Statistics First, a lot of the suggested improvements for the game, whether coming from designers or fans online, were already implemented in second edition. Classes, for example, could be used as-is, with a kit to modify some aspects, or extremely customized with the Skills...
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