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  1. Gardens & Goblins

    Unearthed Arcana Unearthed Arcana: Feats for Races

    'Critter Fiend?' *double take* Ah. No, ok. Well, that's less exciting, but it does make more sense..
  2. Gardens & Goblins

    D&D 5E (2014) Anyone else think the Bard concept is just silly?

    Yeah, where we live, you reaaaally don't want to give a vote to the ancestors. Especially if you're not 'lucky' enough to be born with the right junk! We call tradition, ''Inherited Madness''. :D Actually on topic - so, we all cool now? Thread Complete - Singing, in general, is kinda daft and...
  3. Gardens & Goblins

    D&D 5E (2014) Metal men

    Musical Chairs?
  4. Gardens & Goblins

    D&D 5E (2014) Anyone else think the Bard concept is just silly?

    I think this is why I might raise an eyebrow over the 5E bard. Mechanically, it's a rough 'n tough class, capable of great things. I'm not fond of it being 9th level/full caster, but hey, if we subscribe to, 'music is magic!' then powerful music should be on par with powerful magic. Personally...
  5. Gardens & Goblins

    Unearthed Arcana Unearthed Arcana: Get Better At Skills With These Feats

    Well aye, sounds like the games we run. The feat does provide the bonus of having the effect occur on an attack but then again, let's say a player choose this feat. Does this mean nobody else can ever attempt to strike a blow and Intimidate a target? I'd hope not but I could see how some folks...
  6. Gardens & Goblins

    Unearthed Arcana Unearthed Arcana: Get Better At Skills With These Feats

    How would you arbitrate a successful Intimidate check, when used in battle against a foe? As it stands, Frightened gives disadvantage on attack rolls and skill checks and the target won't approach the source of its fear - that's pretty much what I'd impose on a target that's under the effect of...
  7. Gardens & Goblins

    Unearthed Arcana Unearthed Arcana: Get Better At Skills With These Feats

    It's two separate stances, not one, which are not meant to be compatible. The first is with regards to codification, pros & cons, with regards to the material as presented in the UA and my take on it. The second is based on if we have to have codification, then we could remove the feat...
  8. Gardens & Goblins

    Unearthed Arcana Unearthed Arcana: Get Better At Skills With These Feats

    Aye - again, we're down to codifying what a player can/can't do with a skill/during play. I can see why some tables might need such guidelines, but at least at our table, we're happy to run things a bit looser. Perhaps if the third part of these feats were simply added to the skills section, and...
  9. Gardens & Goblins

    D&D 5E (2014) Anyone else think the Bard concept is just silly?

    Twice the double posting. Twice the flavour.
  10. Gardens & Goblins

    D&D 5E (2014) Anyone else think the Bard concept is just silly?

    ''Music hath charms to soothe the savage beast.'' -- hey, that sounds an aaawful lot like magic but hey, ok. Maybe. Fine. ''To soften Rocks, or bend a knotted Oak.'' -- Ok. Stop. That's magic. You nearly had me with the, 'music' malarkey. You cad! Anyway - where's our Artist character class...
  11. Gardens & Goblins

    D&D 5E (2014) Am I missing something about Conjure Animal

    We're currently switching to a system that uses the Companion Card System as a basis*. We still have ambulant NPCs within the game, but mobs/groups/additional bodies get their own card with some bonuses. While it does reduce the power of certain options and spells (hiring 20 thugs for a few...
  12. Gardens & Goblins

    Unearthed Arcana Unearthed Arcana: Get Better At Skills With These Feats

    Well, on the plus side, it's optional material, as are all feats! :) On the other side, as folks have said - at our table at least, we don't need additional steps taken to codify things that our players can generally attempt with some roleplaying and DM support. For example, a player chooses...
  13. Gardens & Goblins

    D&D 5E (2014) Anyone else think the Bard concept is just silly?

    I'm still not sure how we got from, 'Jack of All Trades' dabbler in magic to 9th level spell access - and a pick-of-the-best from other class spell lists to boot! :confused:
  14. Gardens & Goblins

    D&D 5E (2014) DMs, what are the most baffling and/or pointless questions your players ask?

    It's less the question and more the assumptions. ''What do you mean attempting to temporary blind the cyclops before it wakes might impair our attempts at winning its friendship? It won't know who blinded it and it can't attack us if it can't see.'' There is 'a' logic there.
  15. Gardens & Goblins

    D&D 5E (2014) Help with handling a ship's crew

    ..and this is why someone should roll Wizard: Necromancer, so that the party can enjoy the relentless, undying, free labour of an actual skeleton crew! :D
  16. Gardens & Goblins

    D&D 5E (2014) Help with handling a ship's crew

    Regarding the loss of crew - if the casualties are high, it won't be too long before word gets around that folks who sign on to the Good Ship Deathtrap don't often make it back alive. Of course, the players can always raise the cash they're offering, though even that will have its limits and...
  17. Gardens & Goblins

    Judgement calls vs "railroading"

    I really enjoyed watching one of our player's trying to kill off their own character (during a frantic aerial battle far far above the clouds) while the relatively new DM of the session did their best to, 'help' the player. The DM wasn't the 'play it true' type and their nudging became...
  18. Gardens & Goblins

    D&D 5E (2014) Best Class and Why???

    Whatever I choose to play!
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