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  1. Piratecat

    D&D 5E (2014) Help Me Develop a 5e Town

    Man, I do not trust those necklaces. "If you can not see the light with your soul, you should not be permitted to see it with your eyes, either." I feel bad for the corrupt priesthood running the town if ancient released adventurers are descending into town. The church is perfectly situated for...
  2. Piratecat

    D&D 5E (2014) How much speed could a fast monk gain, if a fast monk could gain speed?

    Hypersmurf has a similar scheme to accelerate someone in 5e, known as the "commoner railgun." It's… silly. And awesome.
  3. Piratecat

    D&D 5E (2014) Help Me Develop a 5e Town

    If the mad king (or perhaps more likely, his court wizard) conducted experiments, that'd probably explain the Mossburn family of halflings. Triplets every time, right down the family line, and the oldest always dies early. They call it a curse, except the Mossburns have used their large family...
  4. Piratecat

    D&D 5E (2014) How much speed could a fast monk gain, if a fast monk could gain speed?

    Sure! That's an extra 85 feet. Totally worth it. I'm amused that the half-move is almost three times a normal person's move. :)
  5. Piratecat

    Envoy Structured Play Seeks Gamers!

    Hey, Darren! I'll move this into General Discussion. - Kevin
  6. Piratecat

    D&D 5E (2014) How much speed could a fast monk gain, if a fast monk could gain speed?

    That's about 82 MPH. Zaruthustran's brings us up to 850 feet for the first round. The PC can't maintain it, but for those 6 seconds the character hits 96.5 MPH. Nice. EDIT: with Zarathustran's additional suggestion (movement from a battle master fighter), we're up to 850 feet + 85 feet = 935...
  7. Piratecat

    D&D 5E (2014) Help Me Develop a 5e Town

    If you aren't familiar with Project Multiplexer, Emily's essays about adapting history into 5e D&D are fantastic. I've linked one about diviners here, but I think they're all very smart and very interesting. Worth checking out. And in that vein, there's a representative of the diviner's guild...
  8. Piratecat

    D&D 5E (2014) Help Me Develop a 5e Town

    Most of the city's magical protections — and physical defenses — lie on the west side of town, the opposite direction than you might expect. Sure, the eastern edge leads to merchants and the four-walk road (so named because it's four days of walking to get to the next city), but East Gantrick's...
  9. Piratecat

    D&D 5E (2014) Help Me Develop a 5e Town

    Someone sealed up that stronghold. Sure, wizards were involved, but so were stonemasons and carpenters. The event has echoed down in their guild and family names. Miners still bring ore and maybe even precious metals out of the mountains, so you'll have assayers, jewelers, trading posts...
  10. Piratecat

    D&D 5E (2014) No idea what to do with a 5e light cleric, help!

    You're wise and charismatic, so clearly you became a pirate captain because you were a good leader and (mostly) made some great decisions. One of those good decisions probably got the last captain killed. Your church probably considers you a murderous and disgraced heretic who surrounds himself...
  11. Piratecat

    D&D 5E (2014) How much speed could a fast monk gain, if a fast monk could gain speed?

    I figure the same transmuter who's lending him the transmuter stone is casting haste. TEAMWORK! For haste, "the target's speed is doubled." Expeditious retreat just gives you bonus dashes. I think it pretty clearly (at least RAW) doubles all bonuses, although I wouldn't blame a DM who limited...
  12. Piratecat

    D&D 5E (2014) How much speed could a fast monk gain, if a fast monk could gain speed?

    As a thought experiment, how fast can we get a monk to go? Wood elf: base 35 feet. Monk 18+: +30 feet. Transmuter's stone: +10 feet. Mobile feat: + 10 feet Wizard 1: expeditious retreat (dash when cast, and as a bonus action) Hasted: speed is doubled, gains an additional action (not a bonus...
  13. Piratecat

    D&D 5E (2014) Silly/Senseless Rules You Have Found

    There's an easy (and fairly obvious) DM solution to that. If the effects of disadvantage are so numerous that it'd be silly to negate them, rule that in that case they still have disadvantage. I think you're safe using reasonable common sense on that; when everyone at your table thinks "man...
  14. Piratecat

    D&D 5E (2014) Character play vs Player play

    I'd encourage the players to talk it out between themselves, and then have the smarter characters present the problem in-game. I wouldn't worry about it too much, mostly, other than occasionally reminding the brilliant player with the dumb barbarian that he or she should play their int. A...
  15. Piratecat

    D&D 5E (2014) D&D meets the Walking Dead

    I've had a lot of fun with undead- and ghoul-themed adventures in the past. Make sure you consider tone; the feel of Walking Dead (survival horror) is very different from the feel of most D&D adventures, where clerics can blast undead and the PCs are big damn heroes. I suspect you could set them...
  16. Piratecat

    D&D 5E (2014) Silly/Senseless Rules You Have Found

    Thanks for the answers! Makes sense, although it seems odd (if minor) that instruments aren't under Performance.
  17. Piratecat

    D&D 5E (2014) Silly/Senseless Rules You Have Found

    I'd rather loot a judge than judge a lute. Actually, a quick OT question. Proficiency in thieves tools gives you your proficiency bonus on Dex checks to unlock doors, disarm traps, etc. How (if at all) does that interact with Sleight of Hand? And finally, does having proficiency in a musical...
  18. Piratecat

    D&D 5E (2014) Initiative and Delay

    Mistwell, I look forward to the day when you don't try to turn a thread into a personal argument. Cut it out.
  19. Piratecat

    D&D 5E (2014) Character play vs Player play

    My advice is taken from GUMSHOE: be free with clues, and make sure the PCs can find them with little or no difficulties. Don't, however, normally interpret those clues for the players. Putting the clues together (as opposed to rolling for them in the first place) is the really fun part.
  20. Piratecat

    D&D 5E (2014) Initiative and Delay

    I tried to in Owl Hoot Trail -- declare your action at the top of the round. Want to change it? Go last in the round and suffer some penalties -- but I think that's the only part of that game that could use some tweaking.
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