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  1. marusan-ebirah2.JPG

    marusan-ebirah2.JPG

  2. 200px-Rust_monster.JPG

    200px-Rust_monster.JPG

  3. Gardens & Goblins

    What kaiju was the rust monster based off of?

    For some additional context (via Mother Wikiperdia, PRAISE BE): ..which suggests there was some kinda toy out there, which could have been the inspiration. EDIT: Using my awesome Google-Fu (search terms: Kaiju lobster) I'm putting money on Ebirah as the inspiration...
  4. Gardens & Goblins

    Do you multiclass for raw mechanical power or for character reasons?

    We don't multiclass - at first while we explored the system. Now, we simply don't feel the need. Or rather, character concepts are created through the lens of single classed characters. Worked well. Still a fair amount of optimization, regardless. Having obvious strengths and weaknesses, or...
  5. Gardens & Goblins

    Why I dislike Milestone XP

    :confused: Unless you consider, 'Everyone you love and everything you know is destroyed by a hideous ancient cosmic entity' something worth taking a risk to prevent, and its prevention* the reward for taking said risk. Heck, even if they don't pay off, dying horribly or having terrible things...
  6. Gardens & Goblins

    Is Dark Sun Coming To D&D?

    Dark Sun is so METAL! CHITIN!
  7. Gardens & Goblins

    Adventure running: when the PCs skip a step, what to do?

    Personally, I'd have them succeed at a cost. The Big Bad Guy is defeated and the lair begins to collapse atop of them and the gate. Because: Reasons. A month of so (another adventure) of quiet and suddenly, it seems to be all starting again. But the trail of horrible creatures and their...
  8. Gardens & Goblins

    Why I dislike Milestone XP

    :) A character can only use so many magical items at a given time... ... and their army of loyal adventure pals, gained through their long travels can collectively make use of so many more. Lawful Good Social Gods - they run things around here. Around everywhere!
  9. Gardens & Goblins

    Why I dislike Milestone XP

    BEGONE DEVIANT!!1 ;)
  10. Gardens & Goblins

    Why I dislike Milestone XP

    Hmm. Different experiences then. For example, just last session we had our wizard go from the age of 49 to the age of 89, which promptly caused them to drop out of play. They were still part of the group, but were weezing and coughing, generally acting traumatised. The party eventually...
  11. Gardens & Goblins

    Why I dislike Milestone XP

    :confused: What if you don't win the combat? Unless its a sure win then, I mean, yes, obviously if there are, 'no pros or negative consequences', the fight is meaningless... ...for example, crushing rats in a barrel or the 14th level caster nipping off to the goblin village to murder...
  12. Gardens & Goblins

    D&D 5E (2014) The Case for Inspiration

    Sure, or the table has ever played Call of Cthulhu for any length of time. Then its not matter of 'if' bad schnizzle is going to happen, but when. And how horrible. And everyone is dead. But that's technically a win. For now. Oh god..
  13. Gardens & Goblins

    D&D 5E (2014) "Warlord" Fighter sub-class from MMHFT podcast. Further duscussion.

    Dude's got to farm a node sometime. *Lurks in stealth*
  14. Gardens & Goblins

    D&D 5E (2014) The Case for Inspiration

    It seems inspiration was included to provide players with a semblance of influence over a system that, despite clever planning and wise choice making, can kick a character in the dangly parts, all thanks to unlucky roll. Which is fine. Sure, why not. But Inspiration is something we forget to...
  15. Gardens & Goblins

    Why I dislike Milestone XP

    Yeah, to be honest, a bit confused as to the problem as outlined in the OP o-o Experience - give it if you need to. Else, don't. Or like, ya know? Forget about it and just bump levels as and when. Now if folks love tracking experience then... let them? Unless its blinding babies and causing...
  16. Gardens & Goblins

    Why I dislike Milestone XP

    Eh. We stopped bothering with XP years ago. Instead, we play, events unfold, organically and/or guided, depending on the setting and campaign. Then we level up when we fancy knocking it up a notch. On a more practical level, it also helps when folks miss sessions. Not having xp tracked with...
  17. Gardens & Goblins

    Anyone else tired of the miserly begrudging Rogue design of 5E?

    Yup. The 'problem' seems to be, 'When I choose A, it is not B. And I want B because it is a better choice than A. But I still want to have my choice of A. So I want A to be B. But not actually be B.' :confused::D:hmm:
  18. Gardens & Goblins

    Greataxe, greatsword, and a little math

    Trying to make both weapons equally attractive within the constraints of the damage per attack design parameter either leads to equality or the introduction or additional mechanical elements. That is to say, we can either make them do the same damage and/or let players re-fluff their weapon...
  19. Gardens & Goblins

    Anyone else tired of the miserly begrudging Rogue design of 5E?

    They're also great at helping the part avoid combat encounters entirely (people at the back of the bus: No, not all combat encounters) - unless every checkpoint, window, bush and tent is guarded by a crack commando or dragon. Which would be awesome. And kinda silly. Taken to extremes, and under...
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