Search results

  1. GrimCo

    D&D General Weapons should break left and right

    Some do, some don't. Concetration was skill and for maintaining some spells, you rolled it, mostly if you took damage. And it was painful cause DC=10+spell level+ damage received. But yeah, you could stack buffs. Yeah, but, you prepared each spell in it's own slot. Need fireball again? Too bad...
  2. GrimCo

    D&D General Weapons should break left and right

    I think preference comes from type of fantasy one grew up which shaped their view on certain classes. For me, i grew up with Harry Potter ( i was 10 when first HP novel came out). So my first contact with wizard as a concept was from that. Wands, throwing spells left and right. When i started...
  3. GrimCo

    D&D General Weapons should break left and right

    To be fair. 3.5 Warlock was first caster i played that actually felt like proper caster. Sure, it was limited, it didn't have flashy spells, but he could chuck magic round after round all day long and had few nifty tricks that were also always available. Add couple of levels of rogue and you are...
  4. GrimCo

    D&D General Weapons should break left and right

    Yea, 2/3ed low level wizards sucked. 2ed wizard had 1/2/3/5/7 slots per day. In 3.5 you got cantrips, so your progression with them was 4/6/7/9/10. Sure, you get slot or two for high intelligence. Wohoo. In effect, your slots dictated number of turns in combat you in which you can actually be...
  5. GrimCo

    D&D 5E (2024) What should the 15th Class be?

    This. So much this. Battlemaster is pale shadow of Warblade. Full on updated Warblade, with stances and maneuvers (9 levels, like spellcasters). Make low level ones more grounded and higher level ones full on wuxia/anime physics bending/braking one. Also, different disciplines focusing on...
  6. GrimCo

    D&D General Oh Please give me some Happy Backgrounds!!

    I had my share of dark, brooding edgy characters in my teens. Also, had my share of happy go lucky "i wanna be a rockstar" characters (mostly rogues and bards) who went out to get fame,fortune and all the girls. In 20ish years of playing, not once one of the DMs i played with, used background...
  7. GrimCo

    D&D General Weapons should break left and right

    Or they just leave it in last safe place, go to dungeon, clear it, come back with wagon and put all the phat loot on it. To be honest, wagon and pack animals are one of the first purchases in our home games for over a decade now. And if animals get eaten, we usually use Animate dead and put few...
  8. GrimCo

    D&D General Weapons should break left and right

    And for paltry sum of 51gp you can buy wagon with pair of mules and don't bother with weight at all. They can pull some weight, you don't need to lug everything on your back, don't need to walk either.
  9. GrimCo

    D&D General Weapons should break left and right

    Probably guilty for bringing that up. :D You made check only if you wanted to buy something that's out of your budget. Every dot in Resources was mix of lifestyle and disposable income. If item was in your bracket, you just bought it and that was that. No roll needed. To draw parallel with WoD...
  10. GrimCo

    D&D General What version of D&D are you playing?

    5e, 2014, with house rules. Might take some thing from 2024 version in future (like weapon masteries). It's not best system, it's certainly not my favorite, but it's good enough. In the future, if i run anything, it'll be pre Tasha 2014 5e or 2e with player options and converted to standard...
  11. GrimCo

    D&D General Weapons should break left and right

    Sword were used in battle. But, to be pedantic, there is difference between being used and being primary weapons. Humble spear was most often chosen primary weapon because one simple reason - reach (and because it was cheap and easy to make). From old phalanx in classic period to heavy cavalry...
  12. GrimCo

    D&D General What if every dragon was unique?

    In homebrew setting we use, there are total of 5 dragons. Each one is unique. There is no species "dragon". And i prefer them that way. They are iconic creatures in this game, so why not make them special? When it comes to customizing, i'm doing it fairly regularly. Reflufing, reskining...
  13. GrimCo

    D&D General Weapons should break left and right

    3/5 of us rotate as DM. Things like that are decided unanimously at group level. If DM wants to do inventory resource management and players don't, then it's bad fit and difference in playstyle and game expectations. And that's just paintball. I did tour in sandpit. Nothing fancy, regular...
  14. GrimCo

    D&D General Weapons should break left and right

    Anyone who watched Carpenter's Vampires (motel scene), specially as a kid, looks at the ceiling. I know i started after watching that movie when i was like 11ish. Tracking stuff is choice. It boils down - does your group have more or less fun if they need to do inventory management. Mine has...
  15. GrimCo

    D&D General Weapons should break left and right

    Just reminder, Efficient Quiver is uncommon magic item. Endless quiver is rare (but it produces +1 ammunition). And in some campaign settings (i'm looking at you Forgotten Realms and Eberron), magic items, specially uncommon ones, are pretty easy to get.
  16. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    Entirely dependent on what your BBEG is, power wise. With bounded accuracy and how armor and attack scales ( one of the reasons why even low CR monsters can still hit high level PC and chip them away over long enough period if you throw enough of them, this is just reversed scenario), PC with...
  17. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    140 rounds is single lv 1 fighter vs CR 23 dragon. In actual play situation, it would be 4-5 PCs, which drops it down to 35 ish rounds (or about 3.5 minutes of fight). If you bump them to lv5, it gets worse for the dragon. Point is, 1000 HP is a lot and monsters don't dish out that much damage...
  18. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    It was rough ball park with just basic attacks from both sides and dragon never missing single attack, but PCs hitting only 25% of attacks. But sure, you can add breath (recharge on 5-6) and one extra legendary action (wing or tail attack).
  19. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    I would guess not any more often than without plot armor pool. Players do it because causing regime change is fun sometimes. If they aren't in the mood for good old coup, they won't do it.
  20. GrimCo

    D&D General Dumb Idea: Hit Points As Ablative Plot Armor That Doesn't Regenerate

    Ancient dragon Cr23 does 73 damage per turn with 3 attacks. It has 385 hp and AC 21. Your lv 1 fighter has at best +6 to attack and does 2d6+4. So average 11 damage per round. It also hits 25% so every 4 rounds. It would take him 140 rounds to solo a dragon. Now, with little help of friends, say...
Top