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

    And my point is that if this was a mechanic spread throughout the spells (and potentially non-spells) of 5e, along with specific instructions to provide this information when required, GMs would act otherwise.
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    D&D General Mike Mearls says control spells are ruining 5th Edition

    I mean, sure. If your GM isn't going to play along with the RAW and RAI (and this is explicitly stated in the 13A rules, see below), the rules aren't going to work as intended. That's hardly something that can be blamed on the rules, though – it's firmly a PEBSAC issue.
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    D&D General Mike Mearls says control spells are ruining 5th Edition

    Technically, I don't believe 13A has fully open hit points. What is supposed to happen is something like: "Can I cast hold monster on the owlbear?" "Sorry, it has too many hit points remaining." "OK, then I'll cast acid arrow instead." Also, looking at the hp values compared to the thresholds...
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    Wizards of the Coast Re-Registers Dark Sun With USPTO

    The Revised set did increase the area covered by a factor of roughly 8: the paper map was approximately doubled in each direction with the Tablelands in the center, and then another similar-sized map was added to the north ("the Jagged Cliffs region"). The new areas had significantly less...
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    D&D General Mike Mearls says control spells are ruining 5th Edition

    I think that if you're going to three saves, you should adopt the save stats from 4e: Fortitude uses the best of Strength and Constitution, Reflex the best of Dexterity and Intelligence, and Will the best of Wisdom and Charisma.
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    Why do we need thieves??

    Probably, yes. The Troubleshooters seems to be doing fine with its split between Skills and Abilities. I think the thing you need to do is to make advantages (or whatever you call them) a system-wide thing. You can't (well, shouldn't) just have a rule for "eidetic memory". You make a subsystem...
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    Why do we need thieves??

    I prefer a mix, where you both have skills for broad areas of gradual competency and something like feats/edges/perks/advantages for binary things. Some skill-based systems try a little too hard to make everything a skill. The example that comes to mind is Martial Arts in Call of Cthulhu, where...
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    Why do we need thieves??

    In games that have both skills and some version of advantages/perks/edges, both combat, magic, and "other" often use a mix of the two, though the mix is often different depending on your focus. But that's a matter of degree, not a strict delineation. For example, a fighter-type in Savage Worlds...
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    Pineapple Express: Someone Is Wrong on the Internet?

    Just make sure to bribe them with plenty of bananas.
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    Wizards of the Coast Re-Registers Dark Sun With USPTO

    At one point I had a theory that Dark Sun was the future of the Realms, but that was mostly an idle thought based on a point or two of geography (I think there was a tower on an island in the Silt Sea that was reminiscent of a tower on an island in either the Moonsea or the Sea of Fallen Stars)...
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    Why do we need thieves??

    I think "skill-based" in this paragraph is a bit of a misnomer. In many (probably most but I don't have any statistics) games, combat and magic are skills. I think you specifically mean infiltration skills (stealth, lockpicking, climbing, swimming, etc.)
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    D&D 5E (2014) Building a Better Ankheg

    There's also a version for Draw Steel, where the Arixx is a true solo monster that's featured in the Delian Tomb starter adventure.
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    Why do we need thieves??

    A thief is someone who steals things, who takes what isn't theirs. You can add some nuance to it by dividing them up by method – a burglar is someone who goes where they don't belong and opens doors and storages they aren't supposed to and takes what's there, a grifter is someone who persuades...
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    Judge decides case based on AI-hallucinated case law

    https://www.youtube.com/shorts/bmaoNLSHx_w
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    Why do we need thieves??

    The core character types you need are: Warrior Leader/internal or moral support Mage/techie Sneak/infiltrator/thief Face It is not an accident that these map onto the archetypes from both the Leverage TV show (Hitter, Mastermind, Hacker, Thief, Grifter) and Exalted (Dawn, Zenith, Twilight...
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    Wizards of the Coast Re-Registers Dark Sun With USPTO

    The problems with para-elemental clerics are two-fold. 1. Lore-wise, they intrude on things previously established, like this passage from Terrors of the Desert: "The four elementals represent the forces that shape the everyday lives of the inhabitants of the beleaguered planet. Air represents...
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    We really need a AI tag

    IIRC, Morrus is reluctant to add any plugins to the forum software because of bad experiences with version conflicts and the like in previous versions of the software (particularly back when the forums ran on VBulletin). So unless Xenforo adds it themselves, it doesn't seem all that likely.
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    What was your 2nd RPG?

    Almost certainly Mutant, a Gamma World ripoff using a BRP-like system. At the time, the main Swedish RPG company had three different RPGs being published: Drakar och Demoner, Mutant, and Chock (translated version of Chill), and a classmate's brother and his friends had divided things up so they...
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    Wizards of the Coast Re-Registers Dark Sun With USPTO

    As I recall, the normal state of elven tribes was herding and/or trading. Raiding was something they'd do in lean times or as the opportunity presented itself, but generally not a full-time gig. They did pick up a whole lot of stereotypical Roma vibes though – as nomads, they were considered...
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