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  1. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    That's cool, we can agree to disagree there. I've just finished DM-ing a 7 yr long campaign that started at L1 and went all the way to L19 and levels 17-19 were probably the last 2 yrs of that. So T4 very much matters to my group. Well, dramatically more fun is the entire point to me so that...
  2. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    Interesting! Hehe yeah I'm probably not looking at buffing other melee classes relative to the monk. Yeah I agree with this for tier 1 & 2, but not for tier 3 & 4, they fall well short there. I haven't done the math but my gut says that bumping the MA die by one category won't do much. In...
  3. TheOneGargoyle

    D&D 5E Monks and Magic Items.

    Apologies for the thread necromancy but not sure if everyone realised that Fizban's introduced this: http://dnd5e.wikidot.com/wondrous-items:dragonhide-belt While it's pretty random, that should be at least a few extra Ki pts per day.
  4. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    Sure, so on the rounds where they choose to be very defensive, they'd be good at that but do very, very low damage. That seems like a good trade off decision to me, and they'd be unlikely to choose that every round. Then we'd just need some better offense options for the rounds they chose to...
  5. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    Agreed, although IMHO those are bonus items, icing on the cake as it were, rather than just bringing it up to par. Question for the community: Would more accessibility on Patient Defense (as I mentioned previously perhaps the option to pay 1 ki, or use a bonus action, but not require both for...
  6. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    This Tasha's subclass is basically the only one that brings Monk dmg output up to baseline (or close to it) from L11 onwards, by adding an extra MA die + Wis mod dmg to one unarmed attack per round.
  7. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    I've been thinking too. Any melee really needs 3 things: 1) Effective Health / Survivability - things like heavy armour & shields, increased HD, resistance to damage, ability to disengage etc 2) Damage output - things like Sneak Attack, increased # of attacks, flat damage bonuses etc 3) Engaging...
  8. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    Ahh no. By this yardstick, OG PHB rangers are fine (because some people could have fun with them), which they clearly weren't. Not every class has to be mechanically the strongest, obviously, but just saying they can be fun so they're fine is the other extreme. Some people can have fun with a...
  9. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    Instead of 2 attacks as a bonus action ? Although this would free up your BA to use PD or SotW, wouldn't this put monks even further behind in the damage dept than they already are ?
  10. TheOneGargoyle

    D&D 5E Buffing monks: with simple changes.

    I'd certainly be interested in hearing how this goes. Honestly I think it can't be solved by just boosting the number of ki points, because so long as there's any level of scarcity of ki, other things will always be higher value than SotW and the opportunity cost just won't be worth it. I'm...
  11. TheOneGargoyle

    Noodling on a 1 page RPG

    @Morrus - that's .... really impressive, the bones of an RPG mechanics on a single page, kudos ! I could even see myself running that for my kids. Couple of clarifications questions: If Magic starts at 0 but Human gives +1 to all stats, does that mean all humans start with Magic 1 ? Most of...
  12. TheOneGargoyle

    D&D 5E A simple houserule for martial/caster balance.

    I love that you're doing this. One question : if we're balancing it with casters, why give it the equivalent of two free half feats (one full feat?) for medium armour proficiency + shields at level 1?
  13. TheOneGargoyle

    D&D 5E A simple houserule for martial/caster balance.

    This. Some people want non supernatural warriors. Fighter seems fine for this as long as they choose subclasses appropriately. Some people want mythic /supernatural warriors. There are classes & subclasses for this too, and if not, home brew one. Why are some people so fixated on changing...
  14. TheOneGargoyle

    D&D 5E A simple houserule for martial/caster balance.

    If you're wanting to run a game in a low magic world setting, then that sounds like a great way to do it. And if your players are on board too, then have at it. Sounds like great stories & awesome fun in the making ! But if you and your players are wanting to run a high magic "swords &...
  15. TheOneGargoyle

    D&D 5E Need a better houserule to fix Bladesinger's mechanics not supporting lore issue

    I love me some epic necromancy but 5 yrs is worth bonus credit :) This has been my solution in the past too. It kind of works ok, except that there's lots of magic longswords out there, not so many magic elven thin blades .... Now that I've read this, I love it. It's elegant (one might say...
  16. TheOneGargoyle

    Looking for a short, rules lite family RPG

    I can highly recommend Hero Kids. My kids (7 & 10) love it. We've played multiple game sessions and they're keen for more. Although, now that I reflect on it, the fact that I let them have a lolly every time they succeed in an encounter might have something to do with that..... 😂
  17. TheOneGargoyle

    D&D 5E Casters vs Martials: Part 1 - Magic, its most basic components

    No, they shouldn't have to be. Some players don't WANT their master swordsman to HAVE to be fantastical. And if they don't want to, they shouldn't have to. The game, the DMs, and the community should respect their wishes to be able to play a character that isn't that. They should be able to as...
  18. TheOneGargoyle

    D&D 5E Casters vs Martials: Part 1 - Magic, its most basic components

    Lol, of course I get the point! Except that Wizards are required to explain things, they have a magical supernatural power source called "Arcane magic" that enables them to do things. There is a great deal of the game universe devoted to explaining how this works. It's internally consistent...
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