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  1. the Jester

    D&D General Just sweeping dirty dishes under the rug: D&D, Sexism, and the '70s

    I always assumed the legs were clad in leather or something.
  2. the Jester

    Spoilers DCU Creature Commanders on Max discussion

    Watched the first episode. It wasn't terrible, but it didn't grab me. I give it a big fat meh.
  3. the Jester

    D&D General The Jester's Perfect D&D

    Very good point! I don't remember that one, but you make another good point- some of these armors I have listed are suitable as shields, but definitely not all.
  4. the Jester

    D&D General The Jester's Perfect D&D

    Well, that's what playtesting is for! Anyhow, on to magic items! A couple of quick notes- a few items are on the Miscellaneous chart that should rightly go under Armor (helms). This is something for me to correct in the future. Also, most potions allow you the option of quaffing the whole...
  5. the Jester

    D&D General The Jester's Perfect D&D

    The thing with that is, if your stats are too high, you almost never fail a check or save.
  6. the Jester

    OSR Old school wizards, how do you play level 1?

    Usually hanging back and throwing daggers. Depending on the edition and how many weapons I am proficient in, maybe darts instead. Sometimes, if a combat has elements that are not combat related, such as the goal being to rescue a prisoner or retrieve an item or solve a puzzle, work on that element.
  7. the Jester

    D&D General The Jester's Perfect D&D

    Just a quick note- there are a few things here where they reference systems that either aren't in the game yet at all or are minimally developed, such as summoning and poisons. Those are systems that will eventually get into the game in more robust fashion, but I haven't gotten around to...
  8. the Jester

    D&D General The Jester's Perfect D&D

    WARLOCK If you have made an eldritch pact with a powerful entity capable of granting you supernatural favors, you gain mystical powers. You gain a +2 bonus to spell attacks. You can fire an eldritch blast at a target within 120'. Make a spell attack. If you hit, you deal 1d10 force damage to...
  9. the Jester

    D&D General The Jester's Perfect D&D

    SCROLL SCRIBER When you read a scroll, you can eke additional benefits from it. Choose one of the following: one extra die of damage, 150% of normal range, 150% of normal duration, or area expanded by 10' in its primary dimension. You gain a 1d6 bonus die to saves against effects from...
  10. the Jester

    D&D General The Jester's Perfect D&D

    NECROMANCER You can spend 10 minutes performing a ritual over a corpse to turn it into a skeleton or zombie. The ritual requires arcane or religious components costing 25 gp per HD of each corpse, plus 25 gp per HD for each skeleton or zombie you control. You control the skeleton or zombie...
  11. the Jester

    D&D General The History of Alignment: Why D&D Has the Nine-Point Alignment System 4 UR Memes

    My take is that, if you have an alignment other than Unaligned, you have to really be devoted to being that alignment. In other words, it takes more than the occasional good deed to be aligned to Good- you have to actively work at being Good.
  12. the Jester

    D&D General The Jester's Perfect D&D

    IAJATSU MASTER You gain a 1d10 bonus die to initiative. You gain an extra reaction. If you hit a creature that hasn't taken its first turn in combat, you can spend all your movement to do double damage. INHERITOR You receive an inheritance consisting of one of the following. 10,000...
  13. the Jester

    D&D General The History of Alignment: Why D&D Has the Nine-Point Alignment System 4 UR Memes

    @Snarf Zagyg, I am disappointed that you didn't delve into the changes to alignment in 4e, especially the introduction and treatment of Unaligned.
  14. the Jester

    D&D General The Jester's Perfect D&D

    FAMILIAR BINDER You learn the ritual required to find a familiar, a spirit in the form of an animal that serves you as an aide and mystical adviser. The ritual takes 1 hour to perform and requires 100 gp of arcane components, at the culmination of which the familiar appears in the form of a...
  15. the Jester

    D&D General The Jester's Perfect D&D

    Apologies for not getting back to this last night- the day got away from me and I ran out of steam earlier than I had thought I would. On with the feats! DEADLY TRICKSTER The movement cost for your Cunning Shift and Cunning Skill features are each reduced by 5'. If you have sneak attack...
  16. the Jester

    D&D General The Jester's Perfect D&D

    Me too! That's exactly where the inspiration comes from. If you want to do that, you can just alternate as you go up in levels. This is a concern. So far it hasn't been an issue, but the amount of playtesting I've done is pretty limited, so I'm watching for this. Well, I'm not sure that I am...
  17. the Jester

    D&D General The Jester's Perfect D&D

    Obviously, there are plenty more feast to come, but I have to run to an appointment shortly. I hope to post some or all of the rest later today/tonight!
  18. the Jester

    D&D General The Jester's Perfect D&D

    Here begin the feats! Feats are a major part of character advancement and a huge design space. ACROBAT You gain a 1d6 bonus die when you make a check or save involving jumping, tumbling, balancing, or other acrobatic feats. If you fall prone, you can use a reaction to stand up. If you...
  19. the Jester

    D&D General The Jester's Perfect D&D

    Finally, the wizard- the fourth of the four "base classes". Note that I wrote this version of cloudkill before deciding to re-institute ability damage; I'll probably modify it eventually to use ability damage instead of (or maybe in addition to) hit point damage. Note also that some 5th level...
  20. the Jester

    D&D General The Jester's Perfect D&D

    This is the rogue. I am not fully satisfied with it; for instance, I am waffling on the requirements to sneak attack, and I have been debating whether to make Evasion require a reaction. ROGUE 1d6 HD. Starting Features: Gain proficiency in rapier, short bow, whip, expertise +1d6 (one stat)...
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