• posted a message on Critical Role Recap: Episode 18

     

    Quote from Echo >>

    Im so glad that whole Caleb's story transcription was posted, it was so breathtaking to watch and now to read... 

     
     I knew the instant that scene began that I needed to transcribe it. I didn't catch all of it in real time, but it's a more-or-less complete transcription of the scene.
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  • posted a message on How to Play an Oni like a Living Nightmare

     

    Quote from CrosierClan >>

     Love it! Definitely using an Oni for my next horror-themed dungeon.

    On another note, could you make a "How to play" for Cults, Cultists, and Cult Fanatics? I know they aren't very high level, but I find it difficult to know how to play someone who's gone fully or even partially insane.

    Great work on these James! Please keep them coming!

     
    Thank you! I'm glad you're enjoying these articles. I hadn't considered examining cultists, just because they're so varied a group; there are just so many different evil gods and fiends to worship, and there are so many different types of humanoids to become cultists. But it's helpful to know that there's some interest in detailing the RP and strategy of NPCs from the Monster Manual, not just monsters'. I'll think on this.
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  • posted a message on How to Play an Oni like a Living Nightmare

     

    Quote from Robbx213 >>

    I'm a little unclear on the innate spellcasting and how to play this properly.  Innate spellcasting still requires an Action right?  So, the Oni wants to start out invisible, take some sort of Action to attack or cast a different spell, probably end up taking some damage on the group's turns, then turn invisible again, wait for the group to take turns unable to do much since they can't see the Oni, and finally start the whole process over?  (Using its flying ability to stay out of melee reach and REALLY make things difficult to find it.)

     
     Yup, that's exactly it! From a gameplay perspective, giving the oni some weak minions for the players to deal with after it's turned invisible is a good way to keep the pace of combat up. I think of the Omega Pirate fight from Metroid Prime. When the boss turns invisible to heal, a bunch of minions jump into the ring to try to keep you from hunting down the invisible boss. 
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  • posted a message on Designing the Dungeon: Your First Dungeon!

     

    Quote from Relborn >>

    Use copic or marker paper. it is a bit more expensive but you can be sure, that none of your sharpies bleed.

     
     Yes! Some of my friends are visual artists, and I use paper they've recommended to me all the time. That said, I did cheat a bit with the paper I used in this article's photos. I used two sheets of graph paper for a cleaner image. I might be able to read my bled-through graph paper, but it wouldn't look very good for the rest of you!
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  • posted a message on Barbarian 101: A Beginner’s Guide to Relentless Fury

     

    Quote from gularte2000 >>

    I don’t know if this series is taking requests, but I would love to see a sorcerer 101 guide. Definitely seems like sorcerer is one of the less powerful classes - or at least in my experience, one of the less POPULAR.

     
    The first four articles in the 101 series were Cleric, Fighter, Rogue, and Wizard—the four basic classes in alphabetical order. Barbarian 101 is the fifth article, and the first class alphabetically in the Player's Handbook. I'll let you draw your own conclusions. ðŸ˜‰
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  • posted a message on Barbarian 101: A Beginner’s Guide to Relentless Fury

     

    Quote from Werlynn >>

    Lesser restoration has no effect on exhaustion. If it did I wouldn’t despise exhaustion as a mechanic so much. 

     
     Indeed, and well spotted! There's a world of difference between lesser and greater restoration
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  • posted a message on Designing the Dungeon: Your First Dungeon!

     

    Quote from Aweshum >>

    Should I condense published someone into 5 rooms?

    It's really hard to keep track of all of the nonsense on some of these dungeons with a job, family, presentations and so on. 

     

    If you want to streamline a published dungeon, taking only the five most interesting rooms and stringing them together could work very well. Especially if you only have a few hours each week to dedicate to playing D&D (let alone prepping it), this can save you a lot of time and headache. Go for it!

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  • posted a message on Your Campaign Setting Needs Orcs

     

    Quote from 8bagels >>

    here is a gentle overview from forgottenrealms.wikia.com

    However, in spite of this early conflict, orcs did not appear en masse until long after [Corellon defeated Gruumsh and took his eye]. During the Days of Thunder when Abeir-Toril was yet united the first orcs were brought over to the world by the creator races, who built a portal in the Spine of the World mountain range that opened up to the home plane of the orcs. Through this portal the ancestors of the mountain orcs poured through and gradually migrated southwards.[6]

    Later, the Imaskari repeated the mistake of the creator races, opening up another portal through which the gray orcs, a variant subrace, appeared. This led to the Orcgate Wars during which Gruumsh and his allies slew most of the Untheric pantheon.[7] Eventually the portal was closed, though the new breed of orcs remained behind.

     

     
    Everyone is borrowing from everyone else. Which is great! Warcraft: Orcs and Humans came out in 1994, well before Races of Faerun came along in 2003... but also look at Grommash Hellscream and tell me that name doesn't reek of the orc god Gruumsh. 
    I'd be interested to see if that anecdote from Races of Faerun is still canon, though. No mention of it in Volo's, but that doesn't mean anything.
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  • posted a message on Spell Spotlight: Healing Spirit

     

    Quote from RutyWoot>>
     
    Sometimes, a single entry is not where we find all the answers. The section in the PHB that governs "Time" is the companion is the precedence you require for making the spell function as intended. See the post I made a few minutes ago; it has the direct quotes from the PHB regarding how time is governed, and works perfectly with RAW and RAI, but only IF your table recognizes and appreciates its hierarchy in RAW.
    There is no need to add more math to the equation, and I think that-- possibly even Jeremy-- forgot that this was already covered within the PHB. There are no turns outside of rounds. There are no rounds outside of combat. Healing spirit relies on these to function. There is a generous compromise, should you desire, and one that doesn't break the game OR require additional math to sort out.
    I love ya Ruty, but Jeremy disagrees with you on this one. Even out of combat, if counting rounds is necessary, a new round occurs about every six seconds, the same pace as in combat.
     
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  • posted a message on Spell Spotlight: Healing Spirit

     

    Quote from Darkloki11 >>

    I'm sorry, but who in the heck would let players stand in a "cuddle puddle" to abuse the spell. The spell OBVIOUSLY wasn't meant to be used that way and just become some power gamers want to exploit some loose wording doesn't mean it should be allowed. Actually, I don't even really see how it's exploitable.

    Note the spell text below in bold and my repsonses below them

    You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

    Each player takes up a 5ft space. so one at a time heals for the healing spirit. 

    Until the spell ends, as a reaction when you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature. The spirit can’t heal constructs or undead.

    Even out of combat, the caster would have to use it's reaction. And you only get 1 per round correct? So again, one at a time for the healing spirit.  Also, it says "you can cause the spirit to restore 1d6 hit points to that creature."   It clearly says THAT CREATURE. As in singular creature per round. Not every creature in some huddle trying to abuse the rules.

     

     
    My proposed house rule to this spell requires the use of a reaction. The original spell does not; by rules as written, the caster can allow a creature to regain 1d6 hit points whenever it first enters the spirit's space on a turn or starts its turn there, no action required.
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  • posted a message on Wizard 101: A Beginner’s Guide to the Arcane Arts

    Edit at 4/23/2018, 10:25 AM. Minor typos corrected.

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  • posted a message on Critical Role Recap: Episode 15

     

    Quote from GrahamBaxter >>

    It's funny, because I've been listening to these episodes on podcast, I somehow completely missed that Yasha was an Aasimar. 

    Totally explains all those times I've wondered 'where'd she get that ability?'. 

     
     Another part of that is that she's a Path of the Zealot barbarian! She's holy as f#$%!
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  • posted a message on Spell Spotlight: Healing Spirit

     

    Quote from FeyPhoenix >>

    I really love this spell as written for in-combat, so for me personally, I think I would just house rule that the spirit is more effective when the caster's adrenaline is pumping (AKA in combat), and can heal any number of creatures, but only one creature at a time, up to 10d6 split however you want, outside of combat. If the players attempt to rules lawyer it by attempting to carry around a hostile creature or get adrenaline pumping another way, I think it would be more telling of the players attempting to abuse it anyway.

    This, however, means nothing for official wording, because I can't really think of a way to word that for official ruling purposes.

     
    I considered addressing in this way, but eventually decided against it. If I were to rule that it could only be used in combat, I would word it as "The healing spirit can only heal when you can see at least one hostile creature."
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  • posted a message on Fighting Dirty: Cinematic Combat Stunts

     

    Quote from Grizzlebub >>

    Just curious, but was it intentional with how these were worded to not work with the Extra Attack feature and Two Weapon Fighting?

    Many of these could be worded "As part of an attack action, you may do X, if you do, the next attack you make gains advantage. You may only use a combat stunt once per turn."

    This would allow them to work along side Extra Attack and Two Weapon Fighting, which would increase the likelihood of them being used by the most common classes that would probably use them (Fighters, Rogues, et cetera)

     
    Great question! These were very intentionally designed not to interact with Extra Attack, because they are first and foremost tools for rogues. Rogues are the class best suited for these stunts, both mechanically and thematically. They don't have the sheer strength that fighters have, but they can use underhanded tactics to gain an advantage in battle. However, while the wording of this rule make stunts more attractive to rogues, it doesn't outright prevent other classes from using them. They're also intentionally avoiding stepping on the Battle Master's toes.
    That said, these are just house rules that you can tweak for your game. If you want your fighters to fight just as dirty as a rogue, your wording works just as well! It might make the Battle Master feel a little short-changed, though. 
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  • posted a message on Fighting Dirty: Cinematic Combat Stunts

     

    Quote from RthrX >>

    (Edit: And I just noticed the author(s) involved.  Clever me!  I guess this is just 'free' advertisement...  heh.)

    I'm a fan of Kobold Press, and use a lot of their supplements in the games I run.  One nice one is called Beyond Damage Dice, and gives a lot of similar specialty attacks and non-attack actions you can take with your weapons.  Stuff like

    Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.

     There are a couple of options each for many different weapons, like swords, pickaxes, daggers, etc etc etc. I recommend it

    I'm glad you like Beyond Damage Dice! That project was a delight to work on, and I'm happy that many of those maneuvers made their way into the Midgard Heroes Handbook, as well.
     
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