/tulpa/ - Tulpa

Imaginare firendz r real


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 >>/4413/

A few things to add.

1. Thieves' tools will contain 10 charges. Without proficiency, it will lose a charge every time it fails. With proficiency they are only expended the second time a lock pick fails. The first time the user is "extra careful". This is a Dexterity check so there is incentive for the proficient user to go first and for the one with the highest dexterity to try with coaching from the proficient user. On next level up, thieves' tools proficiency can be granted to the helper if they choose.

2. Using the tank as a shield: When standing in a doorway, hallway or gap, they count as full cover to anyone behind them, that's already vanilla. However, those behind can cast offensively and use ranged weapons "through them". Like shooting an arrow past their waste or casting by pushing hands through gaps in their coverage. This is my interpretation. Their Freya was able to cast Burning hands through Bear with a 90 degree fan as normal without exposing herself directly, then she ducked back into the room behind him on her turn.

Caveat, though ranged attackers can't target those behind if a ranged attack misses the tank, it has a chance to hit the next in line if they're directly behind. The way SheShe's group handled it was to have Bear block a doorway while they would fire from behind him then duck out of the way as they were firing from one room to another. If they were in a hallway, even only 5 feet wide, they could shimmy past each other to attack and then leave the 2nd tankiest one to absorb the potential misses. The tank would act as 3/4 cover at that point or a +5AC bonus. The strategy is not as effective in open combat as the shooter could just gain a clear shot if they can get at least 45 degrees offset. Half cover for half that and so on.


 >>/4416/

It's just a compilation of random rules, I would need to organize and cross-reference it to the PHB and DMG but that doesn't sound as fun considering that at maximum 4 people (and their headmates) will read it. At least it's all in one place and searchable. Otherwise it's embarrassingly crude for a rulebook.


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This special attack move will have the following features, replacing the vanilla features:

1. A grapple may be used instead of an attack requiring one action and requires a check of Strength (Acrobatics) vs the creature's Strength (Acrobatics) or Dexterity (Athletics) whichever is greater.

2. Any subsequent attacks by the grappler are done with advantage and critical hits are extended to one more on the roll.

3. If an attack to the grappled creature is a critical miss, the grappler takes the hit. 

4. Area of affect spells also affect the grappler.

If the creature is additionally no more than 1 size larger:

5. The grappled creature is immobilized.

6. Any subsequent attacks by the grappled creature are done with disadvantage.

7. The grappled creature cannot cast spells requiring somatic gestures.

8. The grappled creature cannot change weapons other than natural weapons.


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Passive perception: Roll are automatic for every scene, room, door, or area. You may detect traps, notice points of interest, and discover most things. You will not know the details nor will it automatically pass all checks. However, the highest passive perception will rule for anyone nearby.
If you have Perception proficiency that counts in the passive perception score. So you do not need to explicitly inspect every scene. 

Active Perception: You will roll vs. DC to learn more details about features of interest. For example, passive perception might allow you to notice “something off” about the floor, active Perception (or Investigation among others) will give you more details per the score. 

- You may only roll once per feature for everyone, so use the one with the best Wisdom or Intelligence score every time. 
- Investigation includes features you will get with an active Perception check and may have slightly different clues, though the difference isn’t usually significant. So use the one with the highest score. -
- Arcana check will tell you more about magic things than Investigation or Active Perception. 
- History check may be more useful for murals or other historic features.
- Nature for living or dead things
- Religion for religious things 
- Insight for animated things such as living creature behavior or active mechanisms. Tinkering proficiency may stacked with Insight for mechanisms such as traps if you have it. Animal Handling may be stacked with insight for living creatures. 

Remember, you may roll one thing per feature, so make it count. It is possible that one thing will not tell a complete story, or the same story as another, still use the one you are most proficient in as appropriate. For example, Nature vs. Insight with Animal handling will tell a slightly different story, but the result will be similar.

 >>/4413/

I have read up on clarification for the thieves' tools.

What I said:
-10 charges only using a charge on 2nd or more failed attempts.
-No proficiency is needed but failed attempts will always result in loss of a charge.

Other's interpretations:
-The thieves' tools only have 1 charge
-The thieves' tools are limitless but can only be used once per lock.
-Proficiency is needed.

Issue: In some adventures, the quest cannot progress if a certain door or lock isn't defeated. 

Other solutions: Spell Knock is another method though it requires words spoken and creates a loud knock sound heard as much as 300ft away so it's awful to use in a dungeon, Bash is another but makes a lot of noise too.

So to avoid the entire dungeon being alerted, your option is to keep trying the thieves' tools. 

To avoid spam, I added charges. I have to add another restriction however. If you are not proficient in Thieves' tools you can only attempt a lock once. Meaning eventually the one with proficiency is the only one that can keep trying. In SheShe's run, Autumn has +4 Dex and so since Ashley is only 11, she has +0 with proficiency Autumn is better at picking locks than Ashley. To avoid this awkwardness, SheShe added this additional restriction. So:

Ashley tries 1 time, fails, no penalty
Autumn tries 1 time, fails, 1 charge used
Ashley is forced to try again afterwards unless someone else also has a higher dexterity advantage.

In this run, we will play it this way and see how it goes.

 >>/4460/
Does it make sense that thieves' tools are expendable but the healer's kit is not? I mean from a logical perspective, there's always a trade-off between realism and gameplay.

I don't see much of an issue with thieves tools, Ashley has proficiency so it's her job once we can afford them. At least for now. I will max out DEX first but it will be a long way until then. Also lockpicking isn't my thing. Breaking things is my thing.

> -10 charges only using a charge on 2nd or more failed attempts.
> -No proficiency is needed but failed attempts will always result in loss of a charge.
This sounds reasonable, I mean this is delicate stuff and you can break it but it shouldn't break just because you fail to immediately open a lock at 1st try. But that's my 2cts as a noob. You'll find a viable solution.

 >>/4463/
I mean if you have proficiency and know what you are doing the tools shouldn't break on the first failed attempt. Some brute with no idea about lockpicking would probably fuck up the tools at the first failure.

 >>/4463/
> Does it make sense that thieves' tools are expendable but the healer's kit is not?

It doesn't bother me considering it's just, as Yulya said, completely redundant for stabilization and automatic for treating wounds. I figured a healer's kit is used infrequently enough that putting charges on it wouldn't do much especially since I'm managing it. However, as Bear's group is finding out, 10 charges isn't enough for the thieves's kit and that's good because then they just don't spam it, making it completely pointless.

> shouldn't break

This whole minigame is unrealistic but it feels right that maybe the second attempt you push a little harder and it could break.

https://youtube.com/watch?v=gMLoOEebLzQ



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Dungeons are just spaces like forests and the streets of Neverwinter, encounters occur in these spaces on a regular basis depending on the location which varies greatly.

For example, moving on the high road during the day there is a 1 in 20 chance per hour to have something happen and that something can include an encounter of various severities. It increases on a tributary road and changes for off-road. Say on road, you have a chance of being ambushed which can be tricky even if you're wary and watching. If you're in the forest you won't be ambushed, as no one expects you to be there, but you could be stalked or stumbled upon by something and that's roughly the same chance but has varying consequences and scenarios.

So resting just off the road vs resting in an open field is about the same chance of danger. Resting in a hidden location in the forest is 50% less dangerous (1 in 30 per hour).

Moving off-road with stealth is 50% less dangerous.
Moving while covering your trail will prevent stalking
Moving slowly is similar to stealth but will take longer and therefore increase the number of rolls per mile traveled, you must be proficient in stealth to move with stealth and cover your trail otherwise you just move with stealth.

The math is set to favor moving with stealth while covering your trail but while moving slowly decreases the encounters per hour it is a wash for encounters per mile. Without proficiency, moving with stealth is about the same as moving slowly and the speed is similar as well if you have proficiency your speed can be normal with stealth and counter-tracking.

Camp fires will ward against creatures but draw bandits to you so it will change the encounter type but it will also dramatically increase the danger of bandit attack if they're in the area because of the light, smoke, smell etc. Intelligent and tame creatures typically are drawn to the fire, wild creatures are discouraged.

Dungeons:
For every level down (roughly) the danger increases by 1/20th.

So if surface is 1 in 20 chance of an encounter per hour, level 1 would be 2 in 20 chance, level 2 would be 3 in 20 chance, and so on.

It would be then wise not to rest unless absolutely necessary. You can limit the chances by barakading yourself in a small room, especially one you had to pick to enter and was undisturbed, like a crypt. Versus a rat's nest would expect to have some occupants return.

SheShe's run currently has them on level 2 of a dungeon and they need to rest. They just defeated two 400XP encounters back to back and need to rest. They run a risk of triggering another encounter and it could be worse since their party is at a point that they could handle even more so the decision to rest now vs getting to the next room that might be a good spot or have allies is the trade off. 

Since movement in a dungeon doesn't take hours usually, there's no worry about an hourly roll, instead most encounters are triggered by room rules. Rooms don't always contain enemies, and friendlies can be very helpful to the careful adventurer. Even evil groups can be helpful, especially lawful evil ones. Evil creatures can be allied with temporarily though they do tend to let their nature out eventually.

In SheShe's run, they encountered Kobolds (lawful evil) who needed something from them and gave them a quest. Bear held this over their head and they allowed them to rest under their protection. However, resting without a watch would have been unwise as even lawful evil characters will take advantage of situations. 

So be careful out there.

 >>/4413/

I should mention that in the very unlikely event you should ever find yourself enslaved, jailed, or otherwise captured as a magic user, all shackles, cuffs, and other restraining devices are equipped with a small stone embedded somewhere in the device colloquially called a "loadstone". Unlike the stones we are familiar with, slightly magnetic and not much else, these are magic dampening crystalline minerals similar to a focus. Any magic attempt to cast will be absorbed and dissipated as heat, a lot of heat, enough to make you never consider doing that again.

Fun fact, magic arrows of silence have a loadstone embedded in the tip and the tip breaks off when it strikes causing the one hit to lose the ability to cast or suffer fire damage to self and no other intended effect. It's very fun at the college of magic frat parties.

That is all.

 >>/4501/
> moving with stealth
How does this work with parties? Does everyone need to have stealth? Let's say we have Cat in front and me in the back using stealth with Ashley and Yulya in the middle. Yulya's the only one who lacks stealth. What's the result?

 >>/4519/
> Does everyone need to have stealth?

Not exactly but the roll is based on the least among you. So proficiency will gain +2 but you can't counter-track unless everyone has it. Stealth without proficiency is similar to moving slowly. Counter-tracking allows movement with stealth at normal speed in areas where there is cover. Stealth doesn't work during the day in open spaces.



 >>/4413/

1. I have considered giving their character cards, as I gave the rothé card before, for this battle but I thought it would be more exciting without it.

2. I was considering giving you their HP total as you take them down rather than being descriptive as the Rothé battle. I think you need it because these two will have some shenanigans that might make it very confusing including healing and other odd effects at their class and level and equipment. 

Unless said otherwise I'm leaning toward giving you all this in this round. It won't effect your current round but it may affect how you battle them in the coming rounds. 

I could post them with spoilers but their HP is going to have to be displayed I think. Later you may encounter a dozen enemies at once and without knowing their HP and current HP it will add extra difficulty. 

Justification: You should be able to look at some creature and estimate their HP, you know their injuries and the damage, so it is reasonable to be able to know their current HP.

Cat called a shot, "scratch to the face" and I did some research. If she got a critical hit, the location of the deep wound would be that place.

I don't think we should be calling shots as a regular thing though. It sounds gimmicky.

So I would like to give it a purpose and a penalty.

This is akin to disarming. If you call out the sword hand to make them drop it.

Disarming is something not everyone can do. It is a feature of a Battle Master fighter. They get superiority die.

So if you want to call your shots, then I want to at least give the hit less chance of striking or have less impact. So it could be -d4 to hit or -d4 to damage but then you get to call the shot and in the case of claws to the face, in the future it would have a chance to blind. To the sword hand it would have a chance to disarm. In the leg it would limit speed for a number of turns etc.

Comments?

 >>/4597/

I want to mention that blunt arrows are available, they weigh twice as much and have half the published distance but do great against skeletons since they're weak to blunt damage. They're the same cost per bundle but only come in packs of 10 for that price instead of 20.

When you want to throw a rock but you have a bow and arrows, why not combine them! The damage is the same but obviously one is piercing and the other is bludgeoning.


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Bear's Super busy again, as weekends usually are.

Meanwhile in Faerûn...

Well above Neverwinter, just East of the Wood, rumors have it that there's a "oracle" in a buried wizard tower hundreds of feet underground. While clearing the associated dungeon, we found nothing and gave up only to realize that Ashley's level up was the clue. She leveled while asleep in a small ruined library. So we're headed back to tear that library apart in search of a hidden passage. We need to level to 3 and we need to figure out how Ashley did that without paying! 

[Gwen] Our theory is that there must be treasure near enough to the oracle to have auto-paid the 20gold.

We're off, back to the stinky goblin dungeon to find the "oracle" and negotiate with a white dragon wyrmling to get it far enough away from the nearby town so she doesn't later cause them trouble. Even a wyrmling would be next to impossible for us, so we need to give her something she wants, who knows what that might be.

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https://cryptpad.dismail.de/teams/

Rev 5 is released.

The major change is attached. I have changes the material requirement of this spell to be a 1d4 chance of destruction instead of guaranteed destruction.

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 >>/4645/

I'd like to give Cat keen hearing and a +2 bonus on perception for smell.

Reasoning: Tabaxi are known for "better than normal hearing and sense of smell" house cats have keen smell. "Keen" means advantage on perception rolls.

Blindsight is superior to any other sight as it's omnidirectional and can see even steathed creatures that aren't behind total cover so I want to add +2 to perception for sight within the radius. 

In addition, truesight should be additionally useful for perception. So I propose either making that "keen" or adding +4 for sight when truesight is active.

To balance Ashley's additional perception, I would like Cat to either have keen hearing (advantage on perception foe sounds) and keen smell (advantage on perception for smells) or a +2 bonus for one or both, bringing her to the level of Yulya for perception in those two areas or with advantage which would also help, Ashley would be on the level of Yulya within 20ft and 17 when she casts truesight on herself. This would also suppose she could cast truesight on Yulya but her truesight spell is self only due to her curse.

Agree/disagree? Ashley's extra perception is being implemented in the other run, so I'd like to sync them.

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 >>/4991/
Sounds good to me!

What about my omnidirectional darkvision? I technically don't have eyes, just receptors all over my body. But nothing extraordinary in this puny shape. 
I also can or rather have to taste everything I touch or step on because it comes in contact with my chemoreceptors. So I have some idea about the chemical composition of the surface of everything I touch.

 >>/4992/
> What about my omnidirectional darkvision?

Hm... don't you get blindsight later?

> I have some idea about the chemical composition of the surface of everything I touch.

you should have +2 perception for taste. Maybe in detecting a blood trail or the footprints of goblins since they're notorious for stepping in their own refuse.


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Opportunity Attacks

5e states that there is only one reaction per round and this includes opportunity attacks. This is hard to fathom that one orc passing an angry dragon would get slaughtered but the rest of the hoard could pass by without a care. So there are unlimited opportunity attacks. This makes front liners important again.

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 >>/5053/
Consider the following scenario:
> 50 orcs simultaneously pass by an angry dragon. 
How many orcs can the dragon massacre one by one in the few seconds a round represents? 50?

Or imagine the battle of Thermopylae:
1 angry Spartan hoplite blocks the narrow passage while 300K Persians try to zerg rush him. He stabs each of them with his spear as opportunity attack. Thus the Persian invasion of Greece ends.
Really now?

I think just like a creature normally only has 1 action per turn it should indeed only have 1 reaction. It can't react 50 times because there isn't enough time in a round for it to do so.

So yeah I think the 5e wording makes sense. I'm open for compromise but unlimited reactions are insane.

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 >>/5056/
> How many orcs can the dragon massacre one by one in the few seconds a round represents? 50?

How do 50 orcs pass in 6 seconds? 

Both are ridiculous scenarios. But I've solved it. You're welcome.

> while 300K Persians try to zerg rush him

No, they try to rush past him and he can't attack because it's not his turn but he can stab at just one if they try to leave within 5ft of him. ??

[Ashley] Leave it up to good ole' Big Sissy Joy to solve everything, gotta love her.

> Thus the Persian invasion of Greece ends.

> Really now?
Yes really. Pats self on back.

1 reaction is not bad, just one opportunity attack is bad. 

> unlimited reactions are insane.

Well be more careful then, it's an insane world out there. Also I recommend a sweater for what's coming.

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 >>/5056/
 >>/5059/

"Rule #1 =The DM is God. The DM can change anything at any time for any reason. If you don't like the way the DM has ruled, you might be able to argue but the DM's final ruling is the final ruling. Even if the rulebook has an entirely different rule from the one the DM just used, the DM's ruling is final."

[Ashley] She might be letting the power get to her a bit, but to be honest, this almost never comes up. I think I've never seen it happen twice in one turn let alone from the same mob or hero, and we're level 4's now in the other run. In fact, the only time I ever saw it was when the rothé did it. Like, it never happens.

I've decided on a mechanic for firing into and out of fog.

You will tell me which direction you want to fire, N, NE, E...NW

For each direction, the probability of hitting an enemy will be calculated then disadvantage is applied if it manages to match an enemy. That way you can stay in or out of fog but still rain arrows in on them.

Throwing the firebomb will be easier now, you may not need to pop out.

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There was an incident today that led SheShe and I to redefine foci and their use. Freya managed to boost a spell to tier 10 (previous allowance) and did 89 damage in a single turn, with a single spell, as a result with a focus that only cost 

A spell may be boosted (upcasted):
Previously: 
1. It will cost the next level slot cost, so a level 1 spell boosted to level 2 will cost 2, the same spell boosted to level 9 will cost 9. You must be capable of casting level 9 spells without a foci.

2. If you happened to have a 9MP foci, it can be used to boost any spell to level 9 even if you cannot cast a level 9 spell, but it must be a spell you can already cast and beyond one level of boost, the results are unpredictable.

Currently:
1. It will cost the next level slot cost, so a level 1 spell boosted to level 2 will cost 2, the same spell boosted to level 9 will cost 9. You must be capable of casting level 9 spells without a foci.

2. If you boost using a focus beyond your ability to cast that spell normally, it will cost the spell slot for each additional boost.

Say you can cast tier 2 spells, and you would use the focus to boost the spell, you could use 2MP from your pool to cast the spell at level 2 and boost it using the focus as follows:
Tier 3 = 2+3 = 5MP
Tier 4 = 2+3+4 = 9MP
Tier 5 = 2+3+4+5 = 14 MP
...
Tier 9 = 2+42MP (44MP total)
Same spell but you could cast tier 3:
Tier 9 = 3+(4+5+6+7+8+9) = 3MP plus a focus with 39 MP available. You may also choose to use the foci for the full amount of MP. In this case 42MP total.

For the sake of keeping it simple, if you had a 40MP focus, it would use the full charge of the focus plus 2 from your own mana pool assuming you could cast at least tier 2 spells.

So every tier you know makes spells cheaper to cast.

Say you had a 20MP focus and knew tier 2 spells but wanted to cast a 1st tier spell you could safely boost using the following:
Tier 6 = 2+3+4+5+6 = 20MP . In this case you would not need any MP from your pool.

3. Exceptions are items specifically meant for casting the spell, for instance, a charged weapon that can be loaded with a spell can use that spell without any taken from your pool. A staff of casting with a 6MP focus can be used to cast a spell up to level 6 or boost a spell up to level 6 without any additional mana used from your pool. The staff would specify the spell it will cast. This may be a spell you don't know and can't normally cast.

Foci no longer have any rarity or use number restrictions. If a foci is used but a large amount of the MP would be wasted, unexpected results may occur including the possibility of the foci being destroyed.

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I heard you like rules, so here's rules with respect to lighting and visual Perception and Investigation and so on.

If the light is zero, you can't perceive anything visually.

If the light is dim, -1d4. Since we know how OP Bless is, this should incentivize you to use lamps and torches or candles.

If the light is normal, normal.

If the light is bright, +1d4.

You're welcome.

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 >>/6051/
Does this already account for darkvision? What about creatures without?

What about enemies seeing this light? Do they get a bonus on perceiving / hitting us? What about stealth? I can't imagine stealthily moving through a dim room with a torch in hand.

More rules are needed!

 >>/6053/
> Does this already account for darkvision? What about creatures without?

Darkvision specifically says it raises light levels 1 step, so Dim becomes normal and normal becomes bright. Most dungeons have dim lighting from candles or glowing mushrooms or natural light coming in. I will amend it to say only directed bright light will have the bonus +1d4 not static in-situ light.

> if the light is bright and dynamic +1d4

The movement of light and shadow may reveal illusions, show nuances, or defeat camouflage and such.

If the light is dim, the colors are washed out, it's effectively night vision so dark vision will enhance the light to normal but without color. It will matter only to me, you will see a normal roll but the DC may be higher, however, you won't know. Using a dynamic bright light *may* lower the DC 1d4. This also applies to blindsight, there is no color.

Animals and creatures who don't have dark vision will suffer the penalty due to dim light conditions. I would rather apply it to raise DC rather than include a -=1d4 in the roll.

Enemies will obviously see the light. I will allow that hooded lanterns have a shutter that will block the light perfectly. See the Lantern in "A Tell-Tale Heart." If it's lit, it lasts a number of hours whether the shutters are open or not.

If you are holding the lantern and it's bright, yes, they will see you as well as if you were in broad daylight.

Stealth is negated, "while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover," but if there's a light source and shadows coming from behind rocks then they'll see that. A lantern with the shutter shut doesn't count against it.

So, if you have a hooded lantern and enough oil you can set it to auto shut and open it only when you're investigating. I presume you'll blow it out during rest but it will be on during travel at night unless you don't want it on. Remember that creatures with intelligence 7 or below will be frightened by lights in the dark and those with intelligence 8 or over will be alerted or even attracted. So A lantern will prevent rat ambushes but help goblin ambushes.
 
Frightened is the same as in the rules, they will not be able to move toward you until they know what you are, so say entering their room so that the light can raise ambient levels and they can make you out. 

I'm not going to be too strict with these, I mostly didn't like the disadvantage for dim light, it seemed harsh, and seeing in total darkness seemed overpowered and unrealistic unless it's magic like truesight. Truesight does have bonuses to perception as we discussed previously.

So let's keep it simple, don't worry too much about it, use a hooded lantern if you want to, perception wrt color is rare, most rooms are dim lighting unless otherwise specified. In my opinion a single candle sitting on a desk can light an entire room to dim. Magic candles that don't get used up apply. Even a bunch of candles still cast dim light. A fire, lantern, torch, etc. have rules to how far the normal light extends, usually 30ft, then dim for 30 more feet.

 >>/6057/
Sounds good!
As long as we are aware of the situation, things will work out. But remember, things might be clear for you because you designed the environment but we might assume something completely different. So pls try to describe what we are seeing as detailed as possible. Helps with immersion too.

I'm still struggling with this non-round based movement thing. We can effectively waltz over the entire map in a round?




 >>/6057/
Perhaps temporarily, I am limiting what can be done per turn. You will not likely notice a difference.

Previously we decided there are free actions, like switching weapons or raising a shield, there is movement, including split movement, that's not included here, there is 1 action unless otherwise specified, there are up to 2 bonus actions (I allowed 2) and there is a use action, not to mention reactions that are not to be included here either.

So 

Action
Use
Bonus 
Bonus
Free
Free
Free
Free...

I want to limit this as it can possibly exceed what is reasonably expected to happen in 6 seconds. 

I don't want to be petty or stingy, but for the sake of estimation, count most things as 2 seconds. Using a potion, attacking, and Bonus action is already a full turn. 

Casting a spell, raising a shield, and hiding, that's a full turn.

Alice shenanigans are somewhat excluded, I will sleep well at night knowing that whether she's evil or not, she's not a cheater.

So keep this in mind for the future that if there was some combination of moves that appear to be legal but more than 2 seconds

I may at my discretion limit these to three per turm.

So as a bonus, for instance, if all you did on your turn was attack once, say Cat did this, she should be allowed to do something else as part of that turn to fill out the turn.

One swipe of a big sword doesn't feel like a full turn.

Nick or cleave can be considered the 2nd third of the turn, and then she should still have time to do something else in that turn. 

Because she has claws, for instance, I'm considering two claw attacks for her per turn one of them would include nick.

For "light weapons" like a dagger, I might consider two attacks per turn. And something else like a bonus action etc.

Consider this something I'm watching and feel free to take advantage of this, mostly Cat, but say Yulya may for instance may be able to cast a cantrip and a support spell like heal. It's tricky here, but I may consider low level spells like cantrips to be cast twice a turn, consider them like a dagger. For instance, yulya wants to use the Goblin staff and cast sacred flame and light, or perhaps even sacred flame twice. The ring of quick casting in essence stops time or reduces casting time to 1 second, something like that.

Just something I'm considering.

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 >>/6471/
> Alice shenanigans are somewhat excluded, I will sleep well at night knowing that whether she's evil or not, she's not a cheater.
Alice doesn't cheat. That's cringe. I even took the shitty stats I rolled. The more undesired the outcome, the more fun.

But still...
Won't this proposed system make the game even more complicated? Sure, the vanilla system is a compromise, but it keeps things simple, clear and balanced. I feel we're already very conservative with our actions per turn and that's fine. Packing too much into a turn feels cheesy.

Also would this also apply to enemies? Multiple attacks per turn make a huge difference and a goblin with a light handaxe would suddenly deal the same damage (2d6) as a greatsword wielder if you give all light weapons 2 attacks. 2D4 for an ordinary dagger is also OP.

And what would this mean for that high speed elven dagger? 3 attacks per turn? 4?
Or if Yulya casts Sacred Flame with the ring of quick casting? Also 3 or 4 attacks? That seems excessive for us low level rookies.

Also consider that my bonus high speed multi-attacks are my main feature as monk who neither deals nor can take a lot of damage otherwise. I only get bonus unarmed strikes which are pretty weak. If everyone gets multiple attacks with their weapons this breaks the game's balance and puts me at an extreme disadvantage compared to high damage dealers.

So I would vote for strictly limiting things to 1 attack per turn unless specifically stated otherwise in the rules. I think it's fine to do another thing that turn after a quick attack but not attack again.

 >>/6483/
> balance

As they progress in the other run, Bear is approaching level 6, the others level 5, their goal is now set at gold plate, Freya's final mission will require two gold level (level 10) adventures and it has been determined that only Freya and their Ashley will do that. 

As it turns out above level 10, monsters struggle to have meaning. Characters and monsters are so overpowered that it becomes a coin flip as to who wins in some cases.

To prevent this, monsters become bullet sponges that are otherwise less strong. That's okay too, it plays out, but there is discontent in the community over playing above level 10.

Eventually you will all choose something you wish to accomplish, a final mission or milestone that would be a culmination of your adventuring life.

Freya and their Ashley have theirs. The others don't yet.

There's also a grind plateu between level 10 and 16 or so, I will adjust leveling to make sure that's not felt assuming you go that far before the host bodies die IRL.

So...

There is another way to do it and I am researching that in an effort to keep 5e interesting, challenging and enjoyable. 

> complicated 

Not necessarily as we're not strictly adhering to rules, as you know we are not dontrinal. Nothing will be more complicated than your character build.

> cheesy
 
You are always free to point out the cheese.

At level three, you will experience harder creatures with abilities that will challenge you, the current attack vectors will make that difficult. In essence you are all still squishy and your DPT is weak and needs some help so that monster encounters don't become 10 round attrition matches or if the monsters are adjusted, then perhaps two-three rolls in the right direction bypasses them all together. The battle with the wolves was one where without that focus it would have been beyond cheese or TPK. I don't understand the 3d4 design choice for wolves, it felt like that was a trap and I got stuck with it too.

> enemies
I am researching the enemies of other systems and they aren't more powerful but they are more interesting and easier to balance. More resistances, more things they can do, means less HP so your weak attacks still feel reasonable.

They may have second attacks but they have penalties for that second attack.

3 attacks with a magic dagger isn't out of the question but in what I've seen, the first attack is normal but the second attack would say ignore some or all of the bonus, so it's less likely to hit and your attacks would be genuine "second attacks". 

Again, this is just something I'm considering.

For now, attacks like nick and cleave already fill that niche, but giving Cat other things she can do and Yulya more than a single sacred flame attack and nothing else she will have more MP soon so she may be given other things she can do to fill out a turn. I will be highlighting them here later. 

So for now, don't worry about it, I'll formally propose changes here, and it's always up for reevaluation.

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Exhaustion: I like the new rules for exhaustion and I will subsequently be rewriting my rules for it.

For every exhaustion level, any d20 roll is reduced by 2x the exhaustion level and speed is reduced by 5x the exhaustion level in feet.

This also makes me want to rewrite the encumbered metric to be more like this.

The grappler can drag the grappled.

Also: wheelchairs confirmed.

This is getting closer to modded Rimworld. Personally I'd like to see amputation mechanics and levels of prosthetics. In Rimworld, with every hit there is a body part affected and there is a hitpoint amount for that part, so when fingers are hit, they're almost always destroyed. Then you have at least three levels of prosthetics you can replace a finger with, basic, modern, bionic,  and archotech, lost technology.

 >>/6483/

*Two weapon fighting*

https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/9676-specific-rules-for-two-weapon-fighting?srsltid=AfmBOor9Kv-ZHCwxTnysLtlu-oFSDatpJevkbJi4myGqjPGcmJ1c5PoO


 >>/6499/
Sounds fine but pls compile it on your rulebook so we can look it up wihout having to sift through threads here.

> prostethics
Denied.
You an play as war-tron cripples but we'll play like Doris Day, always spotlessly clean, perfect make-up and freshly ironed clothes thanks to Alice magic. Ah well it will take until my final form until I can constantly repair bodies with my artificial trees as well so don't turn us into limbless cripples until then. It's not cute at all.

> wheelchair confirmed
Reality truly is the greatest satire. Where is that from and what is it? You took a photo of some dotted picture. A print?



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>  >>/6519/
Thanks, studying now!
I have recalculated the encumbrance in the inventory sheet so it uses the formula now and we can enter weight and strength.

-currently a round.up to 1lb is in effect for each item. Is this fair? A lot of small stuff weighting a fraction of a pound quickly gets unrealistically heavy this way.

-if jewelry isn't weightless how much does the frog weight? I used 0.25lbs like for the rings for now

-does the girls weight on which encumbrance is based ever change? Mine certainly will when I change my form. We could roll for a weight change each level-up for the lulz.
Also does Ashley really weight the same as me though being 23cm taller? She has a BMI of 15. Auschwitz-tier!

-what does 'unable to swim when encumbered' mean? Instant death when you drop into water?

-what exactly changed at grappling?

 >>/6533/
> urrently a round.up to 1lb is in effect for each item. Is this fair? A lot of small stuff weighting a fraction of a pound quickly gets unrealistically heavy this way.

My latest rounds down to the nearest 1/4 lb, if you can't figure the math for that I will give you the formula.

things like rings would be weightless.

I could fix what you have when you release it, but you really shouldn't bother carrying 5lb jugs of vinegar without a clear use for it.

Ashley is what you would call a waif. She's exceptionally thin. Bear knew a girl in college who was 95lbs and to me I feel like she's probably closer to that but she's also small boned. Ah, I was just told by Bear, in her adult form she's 95, but in her more youthful form here she's 85.

> Instant death when you drop into water?

The drowning mechanic for D&D is very generous. You would not float when encumbered.

> Grappling:

> If the creature is the same size as the grappler, the grappler can drag the grappled at 1/2 speed.
> If the creature is smaller, the grappler can carry the grappled per encumbrance rules.

In the past, grappled and grappler were both pinned in place.

There exists an issue with initiative when you become more powerful. It was even seen in encounters we have experienced in this campaign where the enemy doesn't even get a chance to engage before they're all killed. 

Since initiative is vitally important, messing with that adds complexities and messiness that I'm not prepared to manage yet, especially in this play format, but it does help mitigate this when separate monsters can have initiative ahead of you rather then treating both sides as two, I could roll imitative of each monster separately, some would therefore get a shot before any of you act. However, because of the constraints of this format, only those monsters that beat your best initiative would be able to take a turn. We know all that, it makes battles less interactive and gives you an advantage as monsters can't intermix with your turns. So we want to mitigate this in some way.

The next possible way to mitigate this issue is to in some way nerf advantage and disadvantage. Making them less powerful but not incrementing them is the easiest way to mitigate this. Instead of allowing a second roll, we could add a bonus to the attack roll or a penalty to the DC/AC.

This makes some sense as a distracted creature being flanked would have trouble dodging everything, but would it be so distracted that it's effectively being double attacked? Arguably that's the worst case.

When rolling a d20 let's say with a modifier of +5 against a 16AC target, we see there's a 50/50 shot of hitting (50%) (rolling at least a 11). Roll it twice and it improves to 75%, so that's equivalent to a +10 modifier.

1d20+10 will hit against AC16 75% of the time (rolling 6-20).

Disadvantage is the opposite, if we need both dice to hit, then 50% becomes 25% that they both hit, so this is equivalent to a -5 penalty to hit. (rolling 16-20 hits)

It would still be advantageous to get advantage and avoid disadvantage if it was a +/-2 or +/-3 modification.

We are testing out different ideas on yet a third independent run. One of which is a less severe advantage/disadvantage with just a +/-2 modifier, another is the three action per turn system that would allow three attacks, or say 1 attack, one bonus action and one use action as treated equally.

A turn has 3 parts 3/3:

Up to 3 attacks are possible but each attack after the first has greater disadvantage. -5, and -10 respectively but these can be overcome and mitigated in different ways.

2 bonus actions are possible within the same turn as in our run, but they each occupy 1/3 turn

1 use action is allowed for 1/3 turn.

this prevents the mega-turns that are otherwise possible with 1 attack, 2 bonus actions, a use action and countless free actions.

Though I am not limiting free actions, so it's limiting it in a lesser way.

Potentially Cat could Attack using claws, attack again as a bonus action as her claws are unarmed and therefore obviously light, then also nick on the first attack, do something else as a second bonus action, and do a use action. That's 5 things that would be limited to 3 in the system we're testing. 

We have some hope that filling out turns with other things that can be done, nerfing the effect of advantage and disadvantage, and limiting the things that can be done on a turn will make encounters less dependent on initiative.

Reactions are not being considered to be limited. A dragon can still defend his hoard against a hoard of orcs running past. You're welcome.

No changes are proposed at this time for your run.


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