Search results

  1. S

    D&D General Which 3.0/3.5 Prestige classes would make good 5e subclasses? (+)

    I'd like to see them visit the divine assassin theme, there were several prestige classes that covered it but I can't really remember which ones I liked best. In any case it Rogue subclass that gets divine magic/abilities.
  2. S

    D&D General Languages suck in D&D.

    At the risk of breaking political/religious posting rules, he doesn't actually exist. In a fantasy world where gods aren't just made up stories we tell each other and actually do exist then why would we think a god of knowledge and writing wouldn't promote literacy?
  3. S

    D&D General Languages suck in D&D.

    Ogma is a Celtic deity of writing.
  4. S

    D&D General Languages suck in D&D.

    Debateable, and wouldn't be at the same level of belief since even rural farmers will have seen actual magic with their own eyes rather then simply believing in stories, or not knowing how something happened and assuming it's magic. On top of which the magic that people believed was stuff like...
  5. S

    D&D General Languages suck in D&D.

    Of course it depends on the campaign world which is precisely why treating real life Earth as prime example is wrong, most campaign worlds are so vastly different then what happened in real life that it's a bad basis. A rural farmer in a fantasy world has a much bigger incentive to give their...
  6. S

    D&D General Languages suck in D&D.

    Why? In a world were in theory anybody can learn magic by reading/studying it would make complete sense for literacy rates to be much higher then they were in the real world.
  7. S

    D&D General Languages suck in D&D.

    For sure, which is why I brought up things like travel, in a world with sky ships where people can easily travel then major cities aren't going to be as isolated as they were on Earth. Literacy levels is typically assumed to be at more modern levels in a D&D world rather then historical levels...
  8. S

    D&D General Languages suck in D&D.

    And if we look at the colonization of the America's we see the opposite the native languages have been almost wiped out completely and even when the empire fell (Britain/Spain) the previous languages didn't re-surge and likely never will and it takes work to keep them alive which is why Quebec...
  9. S

    D&D General Languages suck in D&D.

    There is generally more trade, ships tend towards renaissance era then the "medieval" baseline, it's not just PCs.
  10. S

    D&D General Languages suck in D&D.

    That answer depends on how humans came into existence? In most fantasy worlds it isn't evolution, so for instance if a large group who all spoke the same language were transported from a different world into this one, then yeah they speak the same language and even as they spread out and grow...
  11. S

    D&D General Languages suck in D&D.

    In most D&D game worlds Humans are by far the most populous species and cover pretty much the whole world with only small pockets for other races. So Common as the Human racial language is a pretty standard default assumption. If you want to travel anywhere on the surface world you pretty much...
  12. S

    D&D General Good Lingering Injury table?

    As mentioned you have to figure out what you want the player experience to be when they get an injury. But here's a quick summary of my houserules for when we want to play with injuries. Injuries have 3 severity levels determined by a d20 roll Superficial (17-20) which is usually a small...
  13. S

    D&D General Languages suck in D&D.

    It's worth mentioning that PCs all knowing common + at least one other language is an Adventurer thing and not necessarily a world building thing where everyone everywhere knows common. I don't have the new MM, but in the 14 version lots of creatures don't know Common. Gnolls only know Gnoll...
  14. S

    D&D General Languages suck in D&D.

    Which is perfectly fair, but one of the few gameplay mechanics that uses language is spells that require the target to understand you such as Command or Suggestion. But that becomes totally irrelevant when everybody speaks common, and is a sort of indirect power boost for those spells which kind...
  15. S

    D&D 5E (2014) Ranger: House rule to fix Hunter's Mark

    Haven't tried it or even really worked out the exact details but I've thought of making HM a delivery system for other Ranger spells. Something along the lines of when you hit a creature you've HMed as a BA you can cast a Ranger spell that normally requires an action centered on that target and...
  16. S

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

    The way the rules are right now I'm not sure the spells all that problematic simply because getting a SR/LR are pretty easy anyways. So if you want to play a game where resting is harder (Which is a style I do like) then you almost need to start with some sort of quality of resting mechanics...
  17. S

    D&D 5E (2024) Help me make a cool Worg villain.

    Honestly it's going to be tough to make anything fight a group of PCs multiple times and survive without contrivance which is more annoying then fun. While still at low levels a pack of regular wolves would make sense as the most immediate allies and can be a fun ambush. Have the wolves focus...
  18. S

    D&D 5E (2014) Mage Hand and Trap Avoidance

    Put a 10lb plate on the lid of the chest if the you don't like mage hand, but that probably just means using a 10ft pole to knock the chest over. And it's not like make a Thieves' Tools check to disarm the trap is by itself any more engaging. At the end of the day the goal of these type of...
  19. S

    D&D 5E (2014) Mage Hand and Trap Avoidance

    I get that this was a pre-made adventure so it is what it is, but sounds very much like the trap itself wasn't meant to be a danger given that it was telegraphed as it was. And I suppose you could've had the chest be locked and had the attempt to pick the lock risk triggering the trap if you...
  20. S

    D&D 5E (2014) Mage Hand and Trap Avoidance

    The simplest solution is to make traps require more then 10lbs of force to trigger. Stepping on a tile that triggers the trap for instance can easily require more then 10lbs of force to activate. Also any magic trap could in theory be programmed to not trigger off things like mage hand/unseen...
Top