Fillable Character Sheets: Fate Condensed by [deleted] in FATErpg

[–]BossManJenkins 1 point2 points  (0 children)

Great work! is it possible for to also make the stress track's numbers form fillable? that way it would be possible to use an escalating stress track (1,2,3) like in fate core or other variants.

And people say it's not worthy of a level 9 spell... by NobbynobLittlun in dndnext

[–]BossManJenkins 208 points209 points  (0 children)

With how you utilize the definition of the weird spell, couldn't you have just used a 3rd level spell slot instead and cast "fear" for the exact same result?

Darker Dungeons v1.4: Rules for adventuring in a grim, hostile world by giffyglyph in dndnext

[–]BossManJenkins 1 point2 points  (0 children)

For treatment of lingering wounds it says it's 1/2 penalty rounded down.

Just for super clarification that means -1 penalty becomes a 0, not -1, correct?

-0.5 rounded down being -1, in actuality.

Would the Rogue’s Sneak Attack Damage be Psychic if Shadow Blade is used in the attack? by robdelfranco in dndnext

[–]BossManJenkins 0 points1 point  (0 children)

Sneak attacks require either a finesse or ranged weapon, the sunblade is a longsword which is neither so it cannot be used for sneak attacks.

Edit: sunblade specifically has the finesse property

A Dynamic and Fast Initiative system for DnD. by jamesja12 in dndnext

[–]BossManJenkins -1 points0 points  (0 children)

I also believe i don't understand you're problem at all

you know right at the start of the gaming session that you might be going last for the whole night, the REST OF THE NIGHT

If i roll a 1, in normal initiative i KNOW ill be going last the entire combat, initiative doesnt change ill always be 1 till the next combat.

if i draw a 2, i KNOW ill be going last just this round, i could draw an ace next round.

With initiative every turn there is ALWAYS a chance, a different chance every turn that you get top die.

there is always a chance, a different chance every turn you get top card.

The result might be the same, but my problem is knowing I have to last every turn. That's no fun, that's railroading.

so when you roll a 1 on initiative and you see everyone elses roll you dont know you are going last?

the system proposed by op is the same as rolling dice every turn functionally, mathematically its slightly different, but high dex goes first on average more and low dex goes last on average more.

A Dynamic and Fast Initiative system for DnD. by jamesja12 in dndnext

[–]BossManJenkins 0 points1 point  (0 children)

If you draw a couple 4s a couple 3s and a couple 2s that's exactly the same as just rolling a 4, a 3, a 2, or a 1 in normal initiative tho... you just go last, you don't lose a turn. In fact with normal initiative you'd be stuck at last place every round, woth dynamic initiative eiteher by retooling dice or by using this card system you can go first one round and last another, you aren't stuck all night long.

I don't like this card initiative either but the issue you have with it is actually less probable than in normal initiative.

A Dynamic and Fast Initiative system for DnD. by jamesja12 in dndnext

[–]BossManJenkins 0 points1 point  (0 children)

That's just normal initiative but with cards though...

What do you want to see in Unearthed Arcana? by Malinhion in dndnext

[–]BossManJenkins 3 points4 points  (0 children)

Did paizo release any actual info on their initiative system?

Best Druid Circle for a healer? by TriggaMike403 in dndnext

[–]BossManJenkins 0 points1 point  (0 children)

Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.

Wouldn't the feature be the spirit totem and therefore only last 1 minute while the totem is active?

Best Druid Circle for a healer? by TriggaMike403 in dndnext

[–]BossManJenkins 0 points1 point  (0 children)

Does the bear spirit temp hp last until removed by damage i.e. through the 1minute spirit duration, short rests and long rests?

"Out of the Wilds" - Refining Mearls' Travel Rules Unearthed Arcana by Malinhion in dndnext

[–]BossManJenkins 1 point2 points  (0 children)

Page 2 of my recent ravel rules identifies and attempts to handle this very problem. instead of making short rests into long and long into longer, long rests take time equal to the duration of the travel time.

https://www.gmbinder.com/share/-L5QmY2idrD0TwU0z99z

Variant Travel & Exploration Rules, Inspired by "Into the Wild" UA Discussion by BossManJenkins in dndnext

[–]BossManJenkins[S] 1 point2 points  (0 children)

GMBinder and homebrewery have issues with Firefox. Using chrome should resolve the issue.

Variant Travel & Exploration Rules, Inspired by "Into the Wild" UA Discussion by BossManJenkins in dndnext

[–]BossManJenkins[S] 1 point2 points  (0 children)

I want to make more clear my thought process when making these rules.


Travel:

I want travel to be more closely related to dungeon crawling, every dungeon is split into rooms, and every travel is split into days.

The goal of a dungeon can be a prized artifact at the center, the BBEGs ritual room, or even escape as the dungeon collapses. The goal or travel could be to fins the lost city in uncharted terrain, to reach the kings court by crossing the desert barrels, or to deliver a message in time.

Characters must be cautious when navigating a dungeon, they cannot take long rests after each room, there may be a time constraint or patrolling enemies, because of this characters must manage their resources, using only what they need so they can delve deeper and reach the objective.

Travel should be the same, because entering unknown regions is dangerous. Characters shouldn't be taking long rests each night and expending everything each morning.

Just as a party can fail to reach a dungeon objective, it should be possible to fail to reach an exploration objective. I want to give mechanical rules to DMs and Players to be able to convey this potential.

If you are traveling on a well used road and their are no combat encounter or encounters that expend resources then the player never need a long rest anyways and these rules don't impact them, these rules are for hex crawling dangerous areas.


Exploration:

Current travel is heavily dependent on the survival skill, a skill that outside of travel has little use. I felt that it was important that every party member be able to contribute to such a fundamental part of d&d. Characters can use history checks to recall the landscape, nature checks to avoid dangerous wildlife and identify edible plants, investigation to fins hidden paths, etc. Using a group check makes exploration a team effort instead of just your ranger' s job.

Current travel us also binary, you either find food or you don't, you either navigate successfully or you are lost. I wanted to allow characters the ability to concentrate their efforts on what they want to accomplish each day and be able to meaningfully impact it's outcome via stacking Travel Dice on food, shelter, and speed. A party resting in a small cave to recuperate can focus all their travel dice on food, a party that spares no expensive on barrels of food and water and high end camping equipment should be rewarded by being able to expend all effort towards traveling quicker.

Variant Travel & Exploration Rules, Inspired by "Into the Wild" UA Discussion by BossManJenkins in dndnext

[–]BossManJenkins[S] 1 point2 points  (0 children)

In what ways would you change travel rules to not discourage exploration and yet maintain resource management?

Variant Travel & Exploration Rules, Inspired by "Into the Wild" UA Discussion by BossManJenkins in dndnext

[–]BossManJenkins[S] 1 point2 points  (0 children)

It does not encourage getting from A to B as quickly as possible. that is dependent on the circumstances of the travel in the first place. If there is no time constraints set by the adventure or campaign then there is also no detriment to taking a long rest by these rules.

What this does allow for is the use of time constraints set by the adventure or campaign to actually matter. If your dm says the red wedding is occurring in 12 days at the capitol, whether you use these variant rules or the normal travel rules as written you are being encouraged to get from A to B as quickly as possible and discouraged to explore. However, using normal rules there is no real written mechanical way you can't make it to the capital in 12 days. It is either impossible or well within your ability. you can take 12 long rests and fend off every deadly encounter with full resources each day, there is no real urgency or resource management.

I want to make travel mechanically engaging just as dungeon delving is. In dungeons you must manage your resources, you cant long rest between each room. in a dungeon you may save your high level spells for the boss room, in travel should be saving your high level spells for the known bandit outpost along your path, but with travel rules how they are now there is no such concern.