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  3. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    If still true at publication that's probably a good thing. Charisma is way overbuffed in 5e with orders of magnitude too much easy multiplicative synergy between charisma based classes. I've seen endless variations of warlock paladin sorcerer bard and multiclass bingo between the three across...
  4. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    I don't think that's true. Truely generic systems like Gurps fate and similar over to the overly broad end of the spectrum like Rifts+splats tend to be so broad that the job of keeping theme/tone/etc for the worked along with each PC reasonably aligned into a near impossible task without some...
  5. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    I don't mind that kind of CharOp & never did, even in the 3.x days when the GM was still equipped with tools to balance the scales as needed it was ok for me. The thing that annoys me most about 5e carrying that PrC smorgasbord is the fact that 5e did it while lowering the barrier to zero by...
  6. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    "Optimization" in 5e is not like the old days of past editions where it took some actual thought & planning. The bar is set so low by the base 5e rules that taking steps to "Optimize" pretty much amounts to things like "I'm going to make strength my high stat & take the biggest damage weapon...
  7. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    There was a recent description from Mearls about the 5e "modular" design intent that pretty much explained how the system avoids referencing class features so they can be swapped out using the Tasha's stuff as an example. A dark sun book could literally give us vancian prep & slot progression...
  8. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    Easy Wotc won't even acknowledge yoyo healing and would need to fix it along with a few other similar problems to hit the themes and tone of playing dark sun
  9. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    That sounds like the kind of point buy chargen you see in games like shadow run or dysksmi's anime5e
  10. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    I think it was called dragon spine mountains or something. A bunch of gith(?) had been stranded there since the sphere was sealed
  11. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    While not wrong, I think it would take a second step of putting effort in that tries to ensure it remains athas as a sphere of existence rather than being a copy paste lore dump from some other setting or something. The themes tropes and lore of athas as a sphere isn't some "you have to have...
  12. tetrasodium

    Wizards of the Coast Re-Registers Dark Sun With USPTO

    Dark sun would be a great opportunity to give us optional drop in rules f death at zero linear recovery and vancian spell prep/ slit progression... Maybe even dropping unlimited at will cantrips with it Nah we know what happened to Pirate Queen Valeria since both those pictures looked like...
  13. tetrasodium

    D&D General Has Tiny Hut actually affected your game? Or has it otherwise mattered?

    Being a bit pedantic here because it's an important distinction that was probably overlooked when making tiny hut into an apocalypse bunker. Yes and no on the "up to" hurricane level. It stopped at the very bottom end of sustained cat1 wind speeds and midway into straightline winds, but it's...
  14. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    "See[ing]" itis an incredibly low bar. I've seen it too, more than once led along by a gm hoping to prune a dead end branch on player led unproductive side quests. My point was not that it did not happen, it was more that the amount of handwringing and pearl clutching it gets dramatically over...
  15. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    I see the problem by looking at the examples in the last paragraph of your post, none of them apply to what I was talking about when you first quoted me. Back in 509 you partially quoted my post and ignored everything else in order to dismiss what was being said. The rest of that post...
  16. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Your arguing a completely irrelevant point using hair splitting focus on where the only real mention is found to paper over the fact that 5e stripped a set of gm tools from the gm toolbox by remove the mechanical hooks they delendedyonIt doesn't matter that it's described in player facing...
  17. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    You are splitting the hair a bit too finely there. The days of players being forbidden from reading the DMG are a long way past & it didn't even work out that well as an expectation way back then. The exact line I was referring to from dmg141 is "Use common sense to determine whether more than...
  18. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    That might apply to the lack of gm facing advice, but not the mechanical subsystems that supported it on the player's sheets. Yes pre-3.x didn't have it either, but it could provide a much higher level of risk facing PCs to make room for the gm to provide stuff and a much lower level of CharOp...
  19. tetrasodium

    D&D General Mike Mearls says control spells are ruining 5th Edition

    There is an ocean of difference between a one off scry & fry because it's usedul to the gm or something compared to business as usual. My post accounted for that and at least one other poster has pointed out similar. The gm didn't need to be adversarial with it by " not handing out body slot...
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