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    D&D 5E (2014) 2024 Monster Manual has better lore than 2014 Monster Manual

    You can make an RPG monster book setting neutral by coming up with some general lore for each monster that is a couple paragraphs long. Paizo was able to do for its' 6 Bestiaries in Pathfinder 1st edition (Pathfinder 2nd's Bestiaries otoh are setting specific). Ditto for Level Up's 2 Monstrous...
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    D&D 5E (2014) Which 5e Should I Propose to My Group? [Updated]

    A player can certainly do this in 5e or in Level Up without any mechanical benefit for their character. It's been done countless times in D&D.
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    For those doing TTRPG online, what are your reasons?

    It's also nice when the VTT does the math for you. ;)
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    D&D 5E (2014) Which 5e Should I Propose to My Group? [Updated]

    A player role-playing as a Fighter could try to aid their party by exploring or socially interacting with others during an adventure. There is nothing stopping the player from doing anything with these two adventuring pillars. However, the player is left with the question, how does the Fighter...
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    I think I would go deep with this method in an attempt to create a caster who focused on a particular set of spells. If I wanted to be a Dwarven Geomancer Wizard, for instance, I would pick spells that involve Earth or could be reskinned to have an earthy feel about them. Yes. It could lead to...
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Another nod to D&D would be that the Hunters in the anime come in six different class types: * Assassins https://solo-leveling.fandom.com/wiki/Assassin * Fighters https://solo-leveling.fandom.com/wiki/Fighter * Healers https://solo-leveling.fandom.com/wiki/Healer * Mages...
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    D&D 5E (2024) Multiclassing as feats:

    You don't really need to have the Battlemaster as a universal subclass in order to give everybody access to that subclass's combat maneuvers. All you really need to do is to have that access as a class feature for all of the martial classes. Level Up already does this for its' martial classes...
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Most people does include those who actively and systematically generate knowledge. The scientific method is not error free.
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    See @EzekielRaiden 's comment about cooking being an art and a science. If you decide to be a professional cook in RL, your culinary skills do require learning and using science. Primarily biology and chemistry. Science deals with trial and error. It's not an alternative to trial and error.
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Homebrewed idea: Circlet of the Wise. This simple metal head band provides a +2 to WIS saves.
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    If your character wasn't wearing armor, wouldn't an armor save be the same thing as a DEX save?
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Spellcasting and skill checks do use the same mathematical equation. d20+ PB + Ability Score modifier.
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Or thinking that way could lean towards something better when you level up. ;)
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    For those doing TTRPG online, what are your reasons?

    For me, its convenience and geographic constraints. Most of my role-playing group lives down in Texas while me and one other player live up near the Great Lakes. So, participating in an online TTRPG is very convenient for all of us. Then there are the online tools such as D&D Beyond, Heroforge...
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    More like around the three pillars of adventuring- combat, social interaction and exploration. Magic can certainly support all three with the right spell or spells. Magic use outside of that is usually in the background. Sometimes it's noticed, but most times it's just implied. As a native to a...
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    They could always bring back nonlethal damage for every time a spellcaster casts a spell. Especially a spell they are not ready for. :p
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Arcane magic would almost have to be a science. Through trial and error, an arcane spellcaster would have to figure out which words of power, hand gestures, and material components could work together to produce the desired effect. They would also be trying to figure out new ways to cast old spells.
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Like in an Urban Fantasy novel. :) In the Allison Beckstrom series by Devon Monk, magic had been 'discovered' 30 years prior to the first book, Magic to the Bone. In this Urban Fantasy series, magic use came with a price (in earlier editions of D&D, this price would be considered nonlethal...
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Then there is Collegiate Culture in Level Up. https://a5e.tools/rules/collegiate One of the Studied disciplines of Collegiate culture is Magic.
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    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    And to the point where they are almost indistinguishable from one another.
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