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  1. GrimCo

    D&D General Weapons should break left and right

    Not edition warring or baiting. When i say best designed, i mean precisely what i wrote. They had clear vision around game play style and designed system fit to that particular style. 4e was designed for tactical, teamwork-focused, encounter-based play, mimicking MMORPGs like WoW which were...
  2. GrimCo

    D&D General Weapons should break left and right

    AEDU was great as a concept. 4e is arguably best designed edition insofar as it has clear focus and it's designed around specific style which it does well. 4e was ahead of it's time. 4e looks like evolved version of 5e, while 5e looks more like evolved version of 3.x. Execution of 4e was clumsy...
  3. GrimCo

    D&D General Weapons should break left and right

    Only played one wizard in 2e, didn't survive first session. Never tried editions older than that. So i'll take your word, but it kind of makes sense, since wizards are artillery from wargame days. Good riddance to that. Wizards can't solve everything trough rituals and using 10 minute to cast...
  4. GrimCo

    D&D General Weapons should break left and right

    Or use 5e Warlock chasis. You get fixed number or slots per rest which grow in power, but not in number, as you level up. That's your big bang, heavy guns. Utility- those go straight to rituals. If you have them, cast them from spellbook, no slots needed. Those are for out of combat use or pre...
  5. 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...
  6. 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...
  7. 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...
  8. 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...
  9. 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...
  10. 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...
  11. 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...
  12. 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.
  13. 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...
  14. 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...
  15. 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...
  16. 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...
  17. 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...
  18. 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...
  19. 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.
  20. 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...
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