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Old-school dungeon crawl using 5e playtest rules
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<blockquote data-quote="Kobold Stew" data-source="post: 6326564" data-attributes="member: 23484"><p><strong>Bartleby</strong> </p><p>NG Mountain Dwarf Druid </p><p>Level <strong>3</strong></p><p></p><p>[sblock="level 3"]<a href="http://invisiblecastle.com/stats/view/34502/" target="_blank">Abilities</a>:</p><p>STR 14 (+2)</p><p>DEX 16 (+3)</p><p>CON 15 (+2)</p><p>INT 11 (+0)</p><p>WIS 17 (+3)</p><p>CHA 12 (+1)</p><p></p><p>Size M</p><p>Speed 25 (25 in armour, disadvantage on stealth)</p><p>AC <strong>19</strong> </p><p>Init +3</p><p>Hit Points <strong>25</strong></p><p></p><p>Proficiency bonus: +2</p><p>Proficiencies: Light and Medium Armor, wooden shields, druid weapons, dwarven weapons, brewer's supplies, Herbalism kit, Thieves' tools.</p><p>Saves: WIS, INT</p><p>Skills: Survival, Perception, Stealth, Investigation</p><p>Languages: Common, Druidic, Dwarvish, Goblinoid</p><p></p><p>Background (trait): custom (False Background)</p><p></p><p>Race abilities: </p><p>* Darkvision 60'</p><p>* Dwarven Relisience (adv on saves vs. poison, resistance to posion)</p><p>* Stonecunning (doubly proficient on Int (Hist) on stone)</p><p></p><p>Class abilities:</p><p>* <strong>Grassland</strong> (since the mountain druid should have been a hill druid!)</p><p>* Spellcasting (DC 13)</p><p>- slots: <strong>4</strong> x 1st level, <strong>2 x 2nd level</strong> </p><p>- <strong>6</strong> spells may be prepared/day </p><p>- typical spells ready: [1] <em>Healing Word, Entangle, Faerie Fire, Goodberry</em>; [2] <em>Moonbeam, Heat Metal</em> (+ <em>Pass without Trace, Invisibility</em>)</p><p>- Cantrips: <em>Druidcraft, Guidance, Produce Flame</em></p><p>* <strong>Wild Shape (1 hr/day)</strong></p><p>* <strong>natural recovery (1/day during short rest, recover <strong>2</strong> spell slot levels) </strong></p><p></p><p>Equipment: Scale Mail, <strong>+1 Shield</strong>, Adventurer's kit, Herbalism kit, traveller's clothing, manacles, scimitar, Potion of Healing </p><p></p><p>Weight: 109</p><p>[/sblock]</p><p>[sblock="levels 1 and 2"]</p><p><a href="http://invisiblecastle.com/stats/view/34502/" target="_blank">Abilities</a>:</p><p>STR 14 (+2)</p><p>DEX 16 (+3)</p><p>CON 15 (+2)</p><p>INT 11 (+0)</p><p>WIS 17 (+3)</p><p>CHA 12 (+1)</p><p></p><p>Size M</p><p>Speed 25 (25 in armour, disadvantage on stealth)</p><p>AC 18 </p><p>Init +3</p><p>Hit Points <strong>17</strong></p><p></p><p>Proficiency bonus: +2</p><p>Proficiencies: Light and Medium Armor, wooden shields, druid weapons, dwarven weapons, brewer's supplies, Herbalism kit, Thieves' tools.</p><p>Saves: WIS, INT</p><p>Skills: Survival, Perception, Stealth, Investigation</p><p>Languages: Common, Druidic, Dwarvish, Goblinoid</p><p></p><p>Background (trait): custom (False Background)</p><p></p><p>Race abilities: </p><p>* Darkvision 60'</p><p>* Dwarven Relisience (adv on saves vs. poison, resistance to posion)</p><p>* Stonecunning (doubly proficient on Int (Hist) on stone)</p><p></p><p>Class abilities:</p><p>* Spellcasting (DC 13)</p><p>- slots: <strong>3</strong> x 1st level </p><p>- <strong>3</strong> spells may be prepared/day </p><p>- typical spells ready: <em>Healing Word, Entangle, <strong>Fog Cloud</strong></em></p><p>- Cantrips: <em>Druidcraft, Guidance, <strong>Produce Flame</strong></em></p><p>- <strong>Wild Shape (1 hr/day)</strong></p><p>- <strong>natural recovery (1/day during short rest, recover 1 spell slot) </strong></p><p></p><p>Equipment: Scale Mail, Shield, Adventurer's kit, Herbalism kit, traveller's clothing, manacles, scimitar, Potion of Healing </p><p></p><p>Weight: 109</p><p></p><p></p><p>Summary of changes into 5e:</p><p></p><p>Race: </p><p>* loss of Armor mastery (drop in AC) </p><p>* proficiency in brewing </p><p>* +2 str, +1 con, -1 wis. Wow. It's now hill dwarves who get the bonus to wisdom, not mountain dwarves. </p><p>* stone cunning completely changed; can now become lost.</p><p>--> As a thought experiment -- if Bartleby were suddenly to become a Hill dwarf, the total stat change would be only +1 con (str and wis remain unchanged, so more consistency there). He'd lose proficiency in medium armours, which would mean he wouldn't have scale mail but leather (! -- hide also possible, 2 AC lower) for a total AC change of -3! He'd then have +1 hit point. It would mean he'd be much less of the tank that I've been playing him as, much more cautious about being hit. Interesting. These changes hit the effectiveness of my metal druid; it's still possible, though.</p><p></p><p></p><p>Other:</p><p>* Prof bonus now +2</p><p>* (based on cleric holy symbol) DC for spells up as if focus were in use; focus now does other things.</p><p>* background: old bkgd gave 3 skills, mounts (tool), and 2 languages. New backgrounds only give two skills and two languages or tools: so I'll remove "search" for now -- when new rules for druids appear, there will be a second skill added from class; I'll also remove one language (Giant, since we've spoken Goblin), and change Mounts to Vehicles (land).</p><p>* <strong>went to second level, circle of land. </strong></p><p></p><p>More (with PHB):</p><p>* INT save for druids</p><p>* cantrip list changed (Read magic out; Produce Flame in)</p><p>* bounty hunter completely removed. custom bkgd instead.</p><p></p><p>* questions:</p><p>1. drop Guidance for Poison Spray? (we've used Guidance a few times, but I'm happy to swap it out). </p><p>2. custom bkgd okay ("Investigator")? Stealth, Investigation; one language and Thieves' tools*; false background (from Charlatan).</p><p></p><p>*not part of the original bkgd, but part of the long-term character design (which was to dip into rogue to get this proficiency, which wasn't possible for a druid when we began). With this, the desire to dip goes down, but still might happen. As it happens, the character does not at present have any thieves' tools, but once he gets some...[/sblock]</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6326564, member: 23484"] [B]Bartleby[/B] NG Mountain Dwarf Druid Level [B]3[/B] [sblock="level 3"][URL="http://invisiblecastle.com/stats/view/34502/"]Abilities[/URL]: STR 14 (+2) DEX 16 (+3) CON 15 (+2) INT 11 (+0) WIS 17 (+3) CHA 12 (+1) Size M Speed 25 (25 in armour, disadvantage on stealth) AC [b]19[/b] Init +3 Hit Points [B]25[/B] Proficiency bonus: +2 Proficiencies: Light and Medium Armor, wooden shields, druid weapons, dwarven weapons, brewer's supplies, Herbalism kit, Thieves' tools. Saves: WIS, INT Skills: Survival, Perception, Stealth, Investigation Languages: Common, Druidic, Dwarvish, Goblinoid Background (trait): custom (False Background) Race abilities: * Darkvision 60' * Dwarven Relisience (adv on saves vs. poison, resistance to posion) * Stonecunning (doubly proficient on Int (Hist) on stone) Class abilities: * [B]Grassland[/B] (since the mountain druid should have been a hill druid!) * Spellcasting (DC 13) - slots: [B]4[/B] x 1st level, [b]2 x 2nd level[/b] - [B]6[/B] spells may be prepared/day - typical spells ready: [1] [I]Healing Word, Entangle, Faerie Fire, Goodberry[/I]; [2] [i]Moonbeam, Heat Metal[/i] (+ [i]Pass without Trace, Invisibility[/i]) - Cantrips: [I]Druidcraft, Guidance, Produce Flame[/I] * [B]Wild Shape (1 hr/day)[/B] * [B]natural recovery (1/day during short rest, recover [b]2[/b] spell slot levels) [/B] Equipment: Scale Mail, [b]+1 Shield[/b], Adventurer's kit, Herbalism kit, traveller's clothing, manacles, scimitar, Potion of Healing Weight: 109 [/sblock] [sblock="levels 1 and 2"] [URL="http://invisiblecastle.com/stats/view/34502/"]Abilities[/URL]: STR 14 (+2) DEX 16 (+3) CON 15 (+2) INT 11 (+0) WIS 17 (+3) CHA 12 (+1) Size M Speed 25 (25 in armour, disadvantage on stealth) AC 18 Init +3 Hit Points [B]17[/B] Proficiency bonus: +2 Proficiencies: Light and Medium Armor, wooden shields, druid weapons, dwarven weapons, brewer's supplies, Herbalism kit, Thieves' tools. Saves: WIS, INT Skills: Survival, Perception, Stealth, Investigation Languages: Common, Druidic, Dwarvish, Goblinoid Background (trait): custom (False Background) Race abilities: * Darkvision 60' * Dwarven Relisience (adv on saves vs. poison, resistance to posion) * Stonecunning (doubly proficient on Int (Hist) on stone) Class abilities: * Spellcasting (DC 13) - slots: [B]3[/B] x 1st level - [B]3[/B] spells may be prepared/day - typical spells ready: [I]Healing Word, Entangle, [B]Fog Cloud[/B][/I] - Cantrips: [I]Druidcraft, Guidance, [B]Produce Flame[/B][/I] - [B]Wild Shape (1 hr/day)[/B] - [B]natural recovery (1/day during short rest, recover 1 spell slot) [/B] Equipment: Scale Mail, Shield, Adventurer's kit, Herbalism kit, traveller's clothing, manacles, scimitar, Potion of Healing Weight: 109 Summary of changes into 5e: Race: * loss of Armor mastery (drop in AC) * proficiency in brewing * +2 str, +1 con, -1 wis. Wow. It's now hill dwarves who get the bonus to wisdom, not mountain dwarves. * stone cunning completely changed; can now become lost. --> As a thought experiment -- if Bartleby were suddenly to become a Hill dwarf, the total stat change would be only +1 con (str and wis remain unchanged, so more consistency there). He'd lose proficiency in medium armours, which would mean he wouldn't have scale mail but leather (! -- hide also possible, 2 AC lower) for a total AC change of -3! He'd then have +1 hit point. It would mean he'd be much less of the tank that I've been playing him as, much more cautious about being hit. Interesting. These changes hit the effectiveness of my metal druid; it's still possible, though. Other: * Prof bonus now +2 * (based on cleric holy symbol) DC for spells up as if focus were in use; focus now does other things. * background: old bkgd gave 3 skills, mounts (tool), and 2 languages. New backgrounds only give two skills and two languages or tools: so I'll remove "search" for now -- when new rules for druids appear, there will be a second skill added from class; I'll also remove one language (Giant, since we've spoken Goblin), and change Mounts to Vehicles (land). * [B]went to second level, circle of land. [/B] More (with PHB): * INT save for druids * cantrip list changed (Read magic out; Produce Flame in) * bounty hunter completely removed. custom bkgd instead. * questions: 1. drop Guidance for Poison Spray? (we've used Guidance a few times, but I'm happy to swap it out). 2. custom bkgd okay ("Investigator")? Stealth, Investigation; one language and Thieves' tools*; false background (from Charlatan). *not part of the original bkgd, but part of the long-term character design (which was to dip into rogue to get this proficiency, which wasn't possible for a druid when we began). With this, the desire to dip goes down, but still might happen. As it happens, the character does not at present have any thieves' tools, but once he gets some...[/sblock] [/QUOTE]
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