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    • Dausuul shared an article.

      Tuesday at 3:18pm
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      1 person likes this external article.
      Demon Cults should be like Terror cells
      May 17, 2013 4:53 PM PDT
      Well since they seem to think that Demogorgon needs work I think it's good that they try to flesh him out somehow. Still needs lotsa work though.
      And I wouldn't try to make anyone appreciate free market democrazy principles. That's something Cthulhu would do, though, being a master of madness. :)


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      May 18, 2013 4:48 AM PDT
    • Dausuul shared an article.

      April 15 at 9:54am
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      sounds like the CP system from skills and powers in 2e
      April 27, 2013 7:51 AM PDT
      Pondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this:
      *Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill...


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      April 28, 2013 7:48 AM PDT
    • Dausuul shared an article.

      February 19 at 2:33pm
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      1 person likes this external article.
      This does not square with my experience of female gamers. The most common complaint I get from women at the table is that they're bored by number-crunching and cautious exploration, and want to fast-forward to the part where they get to strew monster guts all over the dungeon (preferably described by the DM in graphic detail). As far as relationships go, it's mostly seducing bad guys to gain the advantage over them, or casual sex with no consequences. The only players I've ever seen looking for...

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      2 people like this discussion post.
      February 19, 2013 12:33 PM PST
      I think their are factors that make romance in campaigns more likely. A DM can increase their chances of romance or other high roleplay options by just creating a more interactive world. Players should feel a part of the world rather than a game peice being railroaded from one dungeon to the next. Npcs should be given flavor so that players remember them and want to spend more time with them. Players need to take the attitude that the world and its cast of characters are not just numbers to be...

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      February 20, 2013 7:00 PM PST
    • Dausuul shared an article.

      October 31, 2012 at 8:54am
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      Looks awesome, but I would make the wings bigger so I could believe that it could fly.
      November 21, 2012 9:08 AM PST
      The real test is to se gem dragon... we hated the arts of gem-dragons in 3rd edition
      November 23, 2012 7:27 AM PST
    • Dausuul added a comment to WotC_Trevor's blog post on the DnD Next group.

      Avoiding Choice Traps
      A couple years ago, I started a new 4th Edition campaign for some friends. I...
      May 3, 2012 at 9:23am
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      If we are headed down a thematic route for feats both the separate types and the one feat gives all benefits aproach could fit. Maybe as said below feats need to move away from single mechanic bonuses and encompass a broader effect with multiple bonuses to all aspects of the game. This may mean fewer feats but there could be variations on a feat to give slightly different bonuses and add more flavour to the characters.
      July 9, 2012 11:43 AM PDT
      I definately like separating the combat bonuses from the other types of bonuses. Having feats focus on combat, while things like backgrounds and "traits" can handle other types of benefits sounds like it will allow players the ability to choose things that they would like their character to have without worrying about lagging behind in combat.
      July 12, 2012 2:53 PM PDT
    • Dausuul shared an article.

      April 23, 2012 at 7:58pm
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      Clerics were more fun in 2nd edition. They were still healers which is (to me) their main distinction, but they did not fall behind as fast on the "I can hit that" scale because feats did not exist. In trying to balance the cleric in 3rd ed. someone somwhere thought they needed to have the same amount spells per day and the same top spell level as wizards. sounds good...but that means they have to lose ground in combat. But the 1st and 2nd edition description of cleric call the class a holy...

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      June 11, 2012 6:50 PM PDT
      1. The Cleric Is a Healer:
      “This one should seem obvious, but it's worth making it clear that we assume that clerics can heal and that their abilities should reflect that. A player new to D&D who creates a cleric could focus on keeping the rest of the characters on their feet, and the mechanics would make that easy to understand and do.” - M.Mearls
      No, absolutely not. Especially not at the top of the list. A Cleric has the ability to aid his allies, including the ability to Heal...


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      1 person likes this discussion post.
      June 13, 2012 4:29 AM PDT
    • Dausuul shared an article.

      April 10, 2012 at 10:32am
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      I don't recall ever mentioning I'm teaching noobs, but either way when a character dies and is unable to return for any reason (story wise, not enough resources to resurrect, player wants a new character) the only option is to create a new character at a higher level than 1. If the rest of the party are paragon then a new character should be within +/-1 level of them. Level 1 PCs would be useless and die every combat at paragon tier.
      By only selecting the recommended options in the builder...


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      April 18, 2012 8:54 PM PDT
      I am not implying that you are interested in teaching noobs, but you did mention in a previous post that the lag in time was especially when introducing a noob, and that is what I was addressing. I do actually make higher level characters after character death or when a new player joins, if I can't run them through a few solos to level them up that way anyway.
      I don't use the various extra options in the CB because I don't the options just in the PHB 1-3 boring or generic. I find there is...


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      April 19, 2012 1:02 PM PDT
    • Dausuul shared an article.

      April 3, 2012 at 3:37pm
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      These re excellent goals for the right kinds of players. It all depends on what your players playstyle is, and what the theme of the campaign/adventure is. My players would hunt down the orcs that run away, fearing they would bring reinforcements. Once battle is joined, its joined in their minds. They will try diplomacy at the outset, but once blood is shed, its kill them all, let the gods sort them out.
      Now, they have played a few battles where the goal was to save the children before they...


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      April 6, 2012 3:27 PM PDT
      "No problem; we’ve got rules for that." This concept of a mass of optional rules could really wreck the next version of D&D.
      April 11, 2012 10:32 PM PDT
    • GMChris voted in the poll, "Raise Dead".

      March 30, 2012 at 1:24pm
      1 person likes this poll.
    • GMChris voted in the poll, "Do you like Rob’s proposal?".

      March 28, 2012 at 12:52pm
      1 person likes this poll.
    • jskell27 voted in the poll, "Death in D&D".

      March 7, 2012 at 1:31pm
      2 people like this poll.
    • Dausuul shared an article.

      March 5, 2012 at 9:26am
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      As far as I'm concerned, there are two kinds of Save or Die mechanics.
      The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose...


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      May 31, 2012 10:55 PM PDT
      "The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense."
      Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage.
      For example:
      Medusa's Gaze
      Successful save: Negates
      Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points.
      I don't want to see...


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      January 13, 2013 12:41 AM PST
    • jskell27 voted in the poll, "What’s the best way to reflect your control over how competent your character is with a skill? (Choose one.)".

      March 2, 2012 at 2:44pm
    • jskell27 voted in the poll, "How many skills would you prefer to see on a skill list? (Choose one.)".

      March 2, 2012 at 2:43pm
      1 person likes this poll.
    • Dausuul added a comment to WotC_GregB's blog post on the DnD Next group.

      Kings and Castles
      Remember when you hit that certain level when a whole bunch of cool stuff...
      February 23, 2012 at 12:11pm
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      Totally agree w/Katalia369. Make it an option. It should -not- be automatic, and it should not be impossible or discouraged. It depends on what the group decides they want from the experience, and the D&D experience, IMVHO, isn't necessarily about magically attracting followers and receiving permission to build a stronghold at a set level -although if a player wants to hire people, or commission some kind of HQ, well, that should be possible and yeah, there should be rules somewhere for it,...

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      May 6, 2012 3:32 AM PDT
      Personally I like to run (I am almost always the DM in our campaigns) sandbox games. In other words, no set adventures, just engaging characters in a detailed world and I let my players decide what direction they want to take their characters. This means that I would like to have this option as my players tend to go for "conquering the world" type of ambition. For that you need armies, castles, followers, etc (I used a HEAVILY modified version of Birthright rules to do this, but I truly miss a...

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      May 24, 2012 8:07 AM PDT
    • mhbjarkistef voted in the poll, "Holdings and followers, if used at all, should be a backdrop for the characters’ further adventures.".

      February 23, 2012 at 11:50am
    • mhbjarkistef voted in the poll, "A DM should decide whether holdings and followers belong in the game.".

      February 23, 2012 at 11:49am
    • mhbjarkistef voted in the poll, "Characters should have the option to gain holdings and followers, but this shouldn’t be the default.".

      February 23, 2012 at 11:49am
    • mhbjarkistef voted in the poll, "Followers and holdings should define high-level play.".

      February 23, 2012 at 11:49am

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