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  1. fuindordm

    Dungeons & Dragons releases Villainous Options playtest

    Shout out for the deep cut !
  2. fuindordm

    Dungeons & Dragons releases Villainous Options playtest

    Good point, but your Strength doesn't increase along with your size. These are titanesque, titans lite, quasi-titans if you will.
  3. fuindordm

    AD&D 1E What is the best way to generate ability scores for 1e AD&D?

    This choice is always interesting in Session Zero and forgotten almost immediately. Among the choices you listed, I think that as a player I'd prefer (c) because I like the style of play where I adapt the storytelling to the rolls. A fighter with high Str but low Dex might be an ex-pirate with...
  4. fuindordm

    Dungeons & Dragons releases Villainous Options playtest

    Very good article, fun & creative ideas with a whole spectrum of badness. Did I miss something, or the wild shape itself doesn't get any benefits from its size increase except the ones listed in the class description? I'm not against the feat chain structure, but I think it's overloading the...
  5. fuindordm

    AD&D 1E Revised and Rebalanced Magic-User for 1e AD&D

    I like your comment on the thief, it is the only class that does not get a significant power-up after name level. (Well, you could call x5 backstab at 13 a powerup but it's pretty flimsy compared to the other classes' gains around that point)
  6. fuindordm

    AD&D 1E Revised and Rebalanced Magic-User for 1e AD&D

    If I were redesigning the XP tables for all the classes, I would do it as follows: 1) Find the big milestones that represent a significant and roughly equivalent power-up for each class. For example: Cleric: gain 3rd level spells (C6), gain 4th level spells (C7), then 6th level spells (C11)...
  7. fuindordm

    AD&D 1E Revised and Rebalanced Magic-User for 1e AD&D

    @James Gasik I am also bitter about how feats turned out. Good idea but terrible implementation and no design guidelines for what a feat should be. I'm not very happy with 5e feats either.
  8. fuindordm

    AD&D 1E Revised and Rebalanced Magic-User for 1e AD&D

    Regarding scrolls: To be more explicit, I do not use the DMG's incomplete recommendations for scroll creatiom. All a MU has to do is pony up the 100 gp (materials cost) and 1 day of downtime. In my campaign, when you successfully learn a spell you also learn how to record it in your spellbook...
  9. fuindordm

    AD&D 1E Revised and Rebalanced Magic-User for 1e AD&D

    100 gp for an extra first level spell on a scroll is not at all hard to come by in published adventures even at level 1. It's one of the choices that makes the setting--I decided that since MUs are utterly dependent on spellbooks and writing their spells down, it makes sense that crafting a...
  10. fuindordm

    AD&D 1E Revised and Rebalanced Magic-User for 1e AD&D

    I hesitated for a long time over giving MUs bonus spells in my home campaign. A really long time. In the end I decided against it because there are some MU spells that are really powerful, and I preferred to work on modifying the MU spells individually under the principle that MU spells are...
  11. fuindordm

    AD&D 1E Three Things that can't be Fixed in 1e AD&D

    Arguably, one of the things that "can't be fixed" about 1e is magic. The spells are all over the place, cursed items can killl your pc outright, and illusionists are somehow both powerful and useless. If I had time, I would go through the whole PH and try to at least make the spells of each...
  12. fuindordm

    AD&D 1E Three Things that can't be Fixed in 1e AD&D

    I let them choose their starting book and one spell on level up, but it is still subject to the % roll. In my most recent game a MU/T failed to know Sleep so they learned Charm Person instead. There are enough good spells per level so that no PC is crippled. A 15 Int still gives you good odds.
  13. fuindordm

    AD&D 1E Revised and Rebalanced Cavalier for 1e AD&D

    Yes I would, if only for story reasons : origin and without alliegance to temporal authority. I would have put the C-P at 4000-5000 xp at first level. The C alone is roughly par with the fighter including specialization. The paladin adds major abilities on top, even with the nerf. I think it's...
  14. fuindordm

    AD&D 1E Three Things that can't be Fixed in 1e AD&D

    Magic missile is very useful even at first level, but it's best held in reserve to finish off a wounded opponent. Burning hands is theoretically useful due to its unusual duration (1 full round) which lets it clear a wider area or prevent vermin and animals from closing to melee range at the...
  15. fuindordm

    AD&D 1E Three Things that can't be Fixed in 1e AD&D

    Yes I always used the % chance to understand. Otherwise every MU uses the same spells. Vancian casting is not just spell slots, it is the atmosphere of MUs scrounging ruins and risking ancient curses to retrieve fragments of magic they can use, but barely understand.
  16. fuindordm

    AD&D 1E Three Things that can't be Fixed in 1e AD&D

    Good point, from that viewpoint giving the melee a free attack is a bit harsh. There are a handful of spells clearly intended to be cast in melee -- shocking grasp and burning hands come to mind.
  17. fuindordm

    AD&D 1E Three Things that can't be Fixed in 1e AD&D

    Do not attempt to reconcile the text! That way lies madness! I warned them...
  18. fuindordm

    AD&D 1E Revised and Rebalanced Cavalier for 1e AD&D

    That's interesting. Since there is very little overlap in their abilities, it might make sense to allow it as a special case where humans can multiclass C/P. If I were going to rework the plaladin I would probably add their abilities one at a time over the first 4 or 5 levels, instead of...
  19. fuindordm

    AD&D 1E Three Things that can't be Fixed in 1e AD&D

    Yeah it's a big ol' mess and not really worth the effort to reconcile textually. In any case no melee attacker on the losing side should act earlier than their side's starting segment, regardless of weapon.
  20. fuindordm

    AD&D 1E Three Things that can't be Fixed in 1e AD&D

    Again with the caveat that this is just my personal interpretation: I think the intent is that a PC who starts the round already in melee simply cannot cast spells--they are too distracted by defending themselves. This situation modela what to do if a back-line caster is potentially reachable...
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