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  1. GrimCo

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    Banning casters isn't problem. You just lose most of classes. Which is cool. Not feel of High fantasy. Slow healing is problem when you are going for that 80's S&S action movie feel. For more GoT style game, with sparse combat, sure, can be done. But if you want that cool kick ass & chew bubble...
  2. GrimCo

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    Too many classes have magic (5e) and pure non magic using classes were subpar without magic gear (3e). I played too little of 4e to have enough experience in it. Magic item dependency, specially in 3.x cause at some point, monsters begin developing resistances and immunities to non magic...
  3. GrimCo

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    Low fantasy and low magic. Classic S&S style a la Conan isn't really doable in modern D&D (3-5 editions). It was somewhat doable in 2ed. Never played editions before so i just don't know. As said, political & court intrigues with grand scale domain management. This d&d doesn't do at all. You...
  4. GrimCo

    D&D General Can a Wish spell move a moon to cause an eclipse?

    And that caster gets polite visit from vampires with nice presentation about benefits of vampiric immortality. Caster like that would be every vampires best friend. Lychantropes hate him, vampires adore him, time to play some Underworld inspired high level d&d.
  5. GrimCo

    Semi-sensible thousand-year plans?

    Some banks in renaissance Italy did give modest interest if you gave money to them. They then loaned that money out with bigger interest and keep difference as profit. It was early banking system, but it evolved, compound interest as we know it today started to appear more broadly in 17h...
  6. GrimCo

    Semi-sensible thousand-year plans?

    Opening savings account and enjoying benefits of that compound interest over looong periods of time. One italian bank is operating continuously since 1476, so 550 years more or less. Or invest in good business. Oldest one operating in continuity was founded in 578 and was family owned and run...
  7. GrimCo

    D&D General Can a Wish spell move a moon to cause an eclipse?

    In short- ask DM. Anything that is not stated explicitly is up to DM. Including - you cast wish and it just fails. But you still suffer other consequences.
  8. GrimCo

    D&D 5E (2014) Why Did You Take That Level of Fighter?

    That's one of the problems with class based systems. For some concepts, you need dips in different classes to nib those abilities. Other option is to turn key class abilities into feats so you can take that sneak attack without dipping into rogue for example.
  9. GrimCo

    D&D 5E (2014) Why Did You Take That Level of Fighter?

    Fighter first than caster after. That con save prof is very handy with concentration. My bladesinger ( way back when bladesingers weren't out yet) was fighter 2 (for action surge, second wind and 2 weapon fs plus armor/weapon/save proficiency) then 10 levels of wizard (abjurer). Haste, 2...
  10. GrimCo

    D&D General My Requirements to Run a 1-20 Adventure.

    Some sports are on par money wise with ttrpgs, but they have same problems that ttrpgs have. You need group of people that are also interested and a ball (basketball or football). Only it's tad bit easier to find another 5-9 people to play sports. 3v3 basketball or 5v5 small football. Don't know...
  11. GrimCo

    D&D General If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?

    Yup. So if you are up to some shenenigans as a dm, drop couple of badgers inside the dome. Those buggers can burrow. Also, people in game tend to forget that moment the caster comes out of Tiny house, spell goes puff. So if your bard or wizard goes outside cause natures call, there goes tiny hut. :D
  12. GrimCo

    D&D General If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?

    Reading it RAW, you should be able to. It says - springs around and above you. Nothing in the description says anything about it creating floor or going below ground- A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. In...
  13. GrimCo

    D&D General My Requirements to Run a 1-20 Adventure.

    Should, would, could. That's nice thought. But in reality, if you can't find group to play for free and don't have money to pay, you find another hobby you can afford. Sure, i would like to go skiing in Zermatt every year, but if i can't afford it, i'll go to Madonna di Campiglio or just stay at...
  14. GrimCo

    D&D General My Requirements to Run a 1-20 Adventure.

    Are people really paying 20$ per session to play d&d with strangers online? I mean, that's not cheap. 40 sessions totals to 800 bucks for 160h of gameplay. I guess some people really really love to play.
  15. GrimCo

    D&D General If we were re-designing the Tiny Hut-esc 'instant shelter' spells what would we change?

    Tiny hut is ok as is. Maybe instead of boring force field it creates tiny cottage in local style, but it's tripped with alarm and arcane lock. Rope trick is meh spell. Useful for short rests in inconvenient places, but it costs you spell slot. At lower levels, that is not small price to pay...
  16. GrimCo

    D&D General My Requirements to Run a 1-20 Adventure.

    Same. Whole point of playing ttrpgs, for me at least, is doing something fun with friends. Paying to play with bunch of strangers doesn't really has any appeal to me. One or two friends of a friend i already play with is cool, but whole group that are strangers to each other, not my cup of tea...
  17. GrimCo

    D&D General My Requirements to Run a 1-20 Adventure.

    Do we discuss your requirements or do we post ours? From what you wrote, it's not unreasonable. IDK how rates are going for pay to play games, so can't comment on that one. But other things, like high attendence percentage and playing weekend is spot on. For games that go into high levels...
  18. GrimCo

    D&D 5E (2014) Why Do Higher Levels Get Less Play?

    Our primary DM- 6 weeks of business trips. He returned, one of the players went to big industry expo. I'm 1 week every month in another country for next 8-12 months. Add to that half of us have kindergarden age kids and it's flue sesson ( in general, kindergardens are Papa Nurgle's playground)...
  19. GrimCo

    D&D 5E (2014) Why Do Higher Levels Get Less Play?

    Yep, DMG 2014, P37. Tiers of play. T1 Local heroes (1-4), T2 Heroes of the realm (5-10), T3 Masters of the realm (11-15), T4 Masters of the world (16-20).
  20. GrimCo

    D&D 5E (2014) Why Do Higher Levels Get Less Play?

    It depends what you consider high levels. Some people consider tier 3 high levels. Some tier 4. Personally, i would put high levels at teens. So 13 and up, mid tier 3. Even if you take level 11 with standard 3-4 sessions for level, that's still 30-40 sessions, or for most groups i know, around...
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