Recent content by GrimCo

  1. GrimCo

    Worlds of Design: Grounding the Game

    First time i played D&D using maps and minis was in PF1 campaign in 2018. I started playing D&D in 2004/5. Besides that one PF group, everything else was ToTM. Approximations in relations. That's mostly how we did it. For some more complex situations, we would use spare dices, but it was never...
  2. GrimCo

    D&D General Weapons should break left and right

    And yet, it was never that useful. Caster would usually have it prepared just in case, but we never used it that much. In combat it was particularly useless. Very few combats were in open fields where it would be major advantage.
  3. GrimCo

    D&D General Weapons should break left and right

    To a degree. From personal experience, that's usually case when there is heavy focus on the combat in the game. Then standard loadout is usually +x weapon/armor/shield, ring of protection, cloak of resistance, +x item to primary stat, with some variations depending on the class. On the other...
  4. GrimCo

    D&D General Weapons should break left and right

    Thx guys. You just gave me 2 great ideas i might implement in next campaign. One is broom with mounted holder for wand of fireball or magic missile and crosshair. WW1 dogfights with guys on flying broomsticks. Other idea is putting seat, handlebars and stirups on broom and having party be broom...
  5. GrimCo

    D&D General What's your view on a pirate-driven campaign?

    No need for that. Player in one of old 3.5 campaigns made Wand of magic missile lv3 gatling gun. Single pull of trigger revolved and activated all six of them, each firing 2 missiles. Other one cobbled double barreled shotgun like grenade launcher out of 2 Wands of fireball. Who needs guns when...
  6. GrimCo

    D&D General What's your view on a pirate-driven campaign?

    Oh, you would be wrong there. Venice Arsenal was largest and most advanced industrial complex in Europe in 14th century, with around 16000 workers. It is fairly well documented example of proto industrialization. Their annual output (new and major retrofit) was 10-20 galleys per year in 13th and...
  7. GrimCo

    D&D General What's your view on a pirate-driven campaign?

    13-14th century Venetian galleys were large, with something up to 200+ people (sailors, officers, rowers). War galleys would have archers and marines, boosting that number to 400-500 in times of war ( in peace time it was around 250 ) And those are ships for Adriatic and Mediterranean sea...
  8. GrimCo

    D&D General What's your view on a pirate-driven campaign?

    Also, when it comes to ships. Most type they used in Caribbean were sloops, schooners and cutters. Merchant sloops had as few as 6 crew members. Pirates and privateers usually had 40-60 (crew for cannons and boarding party). Cutters were even smaller, with 20-30 people. Schooners were a bit...
  9. GrimCo

    D&D General What's your view on a pirate-driven campaign?

    I'll C/P part of my first post on this topic. Turn pirate campaign into treasure seeking, with old incomplete or partially deciphered map, on some remote island, so you can skip hassle of ship to ship combat. You know, start with rumors in the inns, then quest to find map, then quest to find...
  10. GrimCo

    D&D General What's your view on a pirate-driven campaign?

    And that's why i recomend 1ed 7th sea. It has this genius thing called brute squads. Each squad is usually 3-5 people. One flesh wound you inflict-1 member down. Couple of brute squads on either side and you have 30 vs 30 people, but in play, it's 6 v 6. Oh, and best thing is, squads get weaker...
  11. GrimCo

    D&D General What's your view on a pirate-driven campaign?

    Cause One Piece uses pirates as aesthetic mostly. Yes, it looks like D&D cause it's fantasy adventure with pirate visuals.
  12. GrimCo

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Drawback is, you become weaker. DS balances offence and defense with them being proportionally opposite. With more encounters you gain more victories, you can use stronger offensive abilities. But, you don't rest, so you don't get those hp back. If you rest, you are back to full health, but you...
  13. GrimCo

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Remember back in the days of D&D Next, there was big talk about modularity? Well, with good rules modularity, you can go wide. But, with 5.5 they even went further away from modularity and went more into streamlining and unification.
  14. GrimCo

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    And that is design problem of a game that tries to do all. It's mediocre at best in many things. While people blasted 4e, it had clear game play style in mind and was designed for that specific style and it did it pretty good. 5e was designed to cover as many styles as possible, but to...
  15. GrimCo

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Braking in sense that they use it to slow down? Sure. But on the other hand, it removes rewards of going murderhobo just to squeeze few extra xp. This. It's not hard to cram trash encounters. But DM knows they are trash, players know they are trash and all they do is serve to chip away some of...
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