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  1. GrimCo

    D&D General Matt Colville on the “Forever DM”

    From limited experience with con games, DM's at cons usually run games they already have decent system mastery over and they at very least get free entrance to the con (so they are at least in some form compensated). Pregens are fine. But i think that players reading and learning basic rules...
  2. GrimCo

    D&D General Matt Colville on the “Forever DM”

    It also depends of what level of time commitment trying something new is. I can only speak for myself and my group, but we all agreed crunchy new systems are no go. I think it's reasonable expectation that everyone reads player facing rules and learns basic mechanics of game and creates their...
  3. GrimCo

    D&D 5E (2014) DM imposed restrictions to the game (+)

    I didn't pick, since it's highly dependant on what i want to run. For some games, it's everything goes, pick, mix, match, enjoy. If i'm going for something thematic, then i might have very hard restrictions, as in, it's shorter to tell players what they can take rather than what they cannot. And...
  4. GrimCo

    D&D General Matt Colville on the “Forever DM”

    Feel you. In the same boat. We had around 30 sessions last year - for us, that's great year (there were years with 8-12 sessions only). This year? 50% session cancellation rate so far. We do hang out (gaming group is also close knit friend group, we have kids of similar age so it's more family...
  5. GrimCo

    D&D General Matt Colville on the “Forever DM”

    Conventions are pretty much USA thing. Outside of USA, they are rare, and most of them, only games there are d&d or PF1, with rare exceptions.
  6. GrimCo

    D&D General Matt Colville on the “Forever DM”

    Which is nice if you have group that are willing to give it a go. Some people may just respond: Cool, but i'm out, call me when you go back to d&d. Personally, i did it in reverse. Told my group to call me when they play something that isn't D&D, untill then, i'm out. Took them about year or so...
  7. GrimCo

    D&D 5E (2024) Fireball is a C Tier Spell

    Other nastiness are goblin archers. Their shot-move-hide tactics in suitable terrain can be real PIA even for higher level parties. In forests or rocky terrain with places to hide behind and maneuver, very mean and dangerous, but easy to kill. Well, if they have one in the party, sure. Some...
  8. GrimCo

    D&D 5E (2024) Fireball is a C Tier Spell

    While after few levels they do drop down more easily, used in sufficient numbers, they can still be danger to the party. Think of classic zombie tropes. Zombie on it's own is not scary. It's mindless, slow, relatively easy to kill. 20 zombies coming from all sides slowly surrounding you, now...
  9. GrimCo

    D&D 5E (2014) Am I missing something on 2014 rogue?

    Rogues are sneaky hit and run fighters. Come in, shank in the kidney, disengage and move out. Or better yet, sneak it from the distance. Use goblin tactics. Short bow, stay at 80ft, shoot for sneak attack, bonus action- hide. In melee, your lv1 rogue hits for 1d8+1d6+4 ( rapier, sneak, 18 dex)...
  10. GrimCo

    D&D General Limiting Utility Cantrips

    Leave poor cantrips alone. In 3e they were 3/day at 1st lv, then 4 day rest of game. That was pathetic. Best thing PF1 did for casters was introduced unlimited cantrips, including damage ones. They were trash and didn't autoscale, but at least you still had some magic when you used your 1-5...
  11. GrimCo

    D&D 5E (2024) Fireball is a C Tier Spell

    Control vs blow stuff up as optimal build for caster is highly campaign dependent. FE in our current campaign, control build would be pretty much useless most of the time. PCs are part of one side in 3 side civil war, campaign is based around warfare (with PCs being something like commando unit)...
  12. GrimCo

    D&D 5E (2024) Fireball is a C Tier Spell

    That's one houserule we implemented in our group. Crits do max damage, plus normal roll. So longsword is 8+1d8, greatsword is 12+2d6, etc. So even if you roll poorly, you still do above average damage, and if you roll really well, you hit hard. We also tried double dice and double bonus ( so if...
  13. GrimCo

    D&D 5E (2024) Is Combat Tedious on Purpose?

    Depending on multiple factors, dozen CR 1/4 creatures can be deadly to level 6 party. Goblins are specially nasty. Shoot, move, hide. Rinse and repeat. On the other hand, put them in confined quarters without space to maneuver, and level 6 party wipes them out in round or two.
  14. GrimCo

    D&D 5E (2024) Fireball is a C Tier Spell

    Idea of high number of low cr monsters being viable threats for high level PC's was good one. At least from the world building and in setting consistency point. It makes imaginary world feel more real and less video game like. Problem is, for that to work, it starts to trickle into tactical...
  15. GrimCo

    D&D General Do you transfer characters between campaigns?

    We have one homebrew setting dating to mid 2012, in which all campaigns, short campaigns and one shots take place. So all the characters we ever played, depending on timeline, might be alive and kicking. My current character was made way back in early 2013, played few sessions then, fast forward...
  16. GrimCo

    D&D 5E (2014) Eldritch Knight/Bladesinger Multiclass War Magic-Extra attack class features

    I would allow it in this form- Extra attack- cast cantrip and make attack, then you can use bonus action for another attack. So, for the cost of your Action and Bonus action you can make two attacks and cast one cantrip. Not that overpowered for lv 13 character to be honest.
  17. GrimCo

    D&D 5E (2024) Fireball is a C Tier Spell

    That's why everyone in my games has bow (martials usually longbow) or long range cantrip like firebolt (or eldricht blast with eldricht spear invocation). So they don't twiddle their thumbs while their opponents pelt them with arrows from the distance. As a player, i always have at least one...
  18. GrimCo

    D&D General Ships & spellcasters

    What people already said. Most spells have very short ranges. When cannons enter the picture, best use of spellcasters is for defense, not offense. Wall of force to protect sails/masts, tiny huts to protect deck crew and similar stuff. Even without cannons, balistae had ranges of 200-300 meter...
  19. GrimCo

    D&D 5E (2024) Fireball is a C Tier Spell

    Long ranges are 100-200 feet. From what i read, published adventures rarely or never have encounters on open plains, light forests and similar terrain where both groups can reasonably see each other at few hundred feet and engagement starts at longbow ranges, with enemies going for cover...
  20. GrimCo

    D&D 5E (2024) Fireball is a C Tier Spell

    What are better long range AoE options? I skimmed trough 5.5 rules, didn't go into all the spells and what changed. Also, did they give pure martials any real AoE options? That was their weak point in 5e.
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