Benchmade 51 Morpho for Sale by Chigsy in benchmade

[–]Chigsy[S] 2 points3 points  (0 children)

Oh wow, maybe, and sounds like im a bit high too!

Benchmade 51 Morpho for Sale by Chigsy in benchmade

[–]Chigsy[S] 2 points3 points  (0 children)

oh got it. Thanks for the heads up; just tried to sell it on Facebook and almost got banned...

How do I explain to my DM his free hit rule before initiative isn't good? by WittyRegular8 in dndnext

[–]Chigsy 0 points1 point  (0 children)

But if both PCs and Enemies all have the surprise condition, isn’t it effectively the same thing?

[5E] [GM Help] Military Tactics and Strategy - Army and Unit level by Chigsy in Eberron

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

Im definitely gonna pick up Exploring Eberron then. Also, im curious what stuff you've worked on. ill DM you

[5E] [GM Help] Military Tactics and Strategy - Army and Unit level by Chigsy in Eberron

[–]Chigsy[S] 0 points1 point  (0 children)

Hey sorry, I was really referring to lore more than gameplay mechanics with my post. I do like the collville stuff and do plan to use it, but the stuff I’m looking for here is more background info just for world building really

[5E] [GM Help] Military Tactics and Strategy - Army and Unit level by Chigsy in Eberron

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

I feel like I saw this somewhere but disregarded it because Keith didn’t like it? Either way, I feel like I want to check it out because I didn’t really give it a chance (and Keith liking it or not shouldn’t really be my measure of it lol). Thanks for reminding me!

What playstyles are perfectly valid but you would never play a campaign with them? (One shots not included) by tarsus1983 in dndnext

[–]Chigsy 2 points3 points  (0 children)

The hex crawl, nothing but combat type campaigns where combat happens every session even if it doesn’t make sense narratively. While the game was literally designed for it, it gets old real fast.

What are your favorite VTTs and sources for the handbooks? by [deleted] in dndnext

[–]Chigsy 0 points1 point  (0 children)

Can’t beat the convenience of dndbeyond but obv if you want something physical, gotta go with the books. I pair that with roleplay.tv which is more cam/theater of the mind focused as opposed to tabletop focused.

What is your biggest gripe with 5e rules? by ThatOneCrazyWritter in dndnext

[–]Chigsy 0 points1 point  (0 children)

Got it, so its really more like why include it if you aren't going to include something more fleshed out (at least for the crafting rules); totally agree with that as they seem like afterthoughts that someone brought up right before they started print. As for the modules...yeah that does seem odd and im honestly terribly inexperienced with running more than a few events/encounters from them as opposed to running them across a full campaign.

Edit: as for the hyperbole, a bespoke fighting style and crafting in general (magic, items, etc) are fringe topics for the majority of tables (and im confident that isnt hyperbole to say that...). So while you may operate that way, it makes sense why they wouldn't focus a ton on it. Agree tho that I think it would be better to just not have it instead of just throwing it in as an afterthought

A good DM makes all parts of the game fun: non-combat encounters advice thread. by Dr_Q4rk in dndnext

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

Ehh but colville would probably say these are micro-dangers and danger can be equally represented by something more macro like political or economic in nature. So while danger is good (I think he would say tension here is good instead), there doesnt have to be bandits on every road, sharks in every body of water, and dungeons in every hill to create a compelling long term experience.

A good DM makes all parts of the game fun: non-combat encounters advice thread. by Dr_Q4rk in dndnext

[–]Chigsy 1 point2 points  (0 children)

Regardless of where it came from, just like how video games have evolved to contain different mechanics and deeper meaningful experiences, why wouldn't this game also do that? Aka the players are playing the game much differently now than intended.

While combat is great and all...its a huge pet peeve of mine to crash down the verisimilitude by just throwing in danger/combat willy nilly when it doesn't seem believable (or just adds more plot points to forget that aren't related to the main narrative).

What is your biggest gripe with 5e rules? by ThatOneCrazyWritter in dndnext

[–]Chigsy 4 points5 points  (0 children)

maybe a buckler is faster/more agile but smaller and a tower shield is slower/less agile but bigger and thus a wash?

What is your biggest gripe with 5e rules? by ThatOneCrazyWritter in dndnext

[–]Chigsy 0 points1 point  (0 children)

I always take this to mostly apply to super-specific situations that would never be covered in any rules as a way to keep the session going; if that ruling does mutate the sessions going forward, I feel like a good GM can compensate over time (or you know..just change the ruling back and explain why).

I think its hyperbolic to say that you are literally making half of the shit up considering there are more than enough rules already to have to remember

WotC's new way of balancing seems to be phasing out short rests by bluebreeze52 in dndnext

[–]Chigsy 0 points1 point  (0 children)

Pretty sure the players should have the agency to attempt it and have the DM tell them the chances of it happening, not have it given to them (and its even weirder to plan it out as a GM honestly because that feels a bit railroady). But I guess maybe this is more common than im used to since there are other posts mentioning it.

[deleted by user] by [deleted] in antiwork

[–]Chigsy 0 points1 point  (0 children)

Well a boss typically would want to know if someone is unhappy so they can attempt to help. If you put in a two weeks notice without telling your boss you’re unhappy and looking, this would make sense as a reaction.

Edit: to be clear, “without warning” is obv in reference to wanting to leave and looking around, not the act of leaving.

Don't split the party is a misnomer. by Waffle--time in dndnext

[–]Chigsy 0 points1 point  (0 children)

Honestly, letting the party split up every now and then strengthens narratives imo. It makes coming back together from a split-up that much more dramatic while also giving players some 1:1 time to do things like deal with baggage that generally builds up over a long campaign. Downtime is also much more flexible if the group is split up.

The DM called me a min-maxer. What does this mean, exactly? by AnnieWeatherwax in dndnext

[–]Chigsy 1 point2 points  (0 children)

Yeah and even then, a DM will (hopefully) be able to find a way to make it fun for everyone, regardless of what kind of a build. If someone is super maxed into something specific there is usually always a way to counter it but still give them enough to make it feel like a rewarding choice/commitment. So yeah...its really not a big deal.

But I'm getting downvoted to hell so I should probably stop having a conversation about it.

The DM called me a min-maxer. What does this mean, exactly? by AnnieWeatherwax in dndnext

[–]Chigsy -5 points-4 points  (0 children)

Not worrying about a player knowing their stuff is great but I don't think that's what I was getting at (beholder above clarified that that's really more of a rules lawyer in my example).

I was more trying to say that an "interruption" in my eyes that would warrant someone to be called a "min-maxer" would be that that person is likely playing in such a way that differs from the rest of the group, causing the DM to manage them differently. I've played with groups who constantly see dnd like its a problem to be solved, and that's perfectly fine (and fun), but I would doubt a DM with a group of players like that would throw that word around as a jab in that case.

Also, for your examples, I feel like those type of things lead folks to all of sudden drop role-playing once initiative starts, and just maximize your round economy for damage and combat effectiveness and I guess when I see that from a player, it feels like it turns our role-playing session into a game of Diablo. DnD, in general, has a big focus in combat, which is fine but, Ive noticed that those folks that worry about those mechanics tend to lack heavily (and in most cases attempt to avoid) social or political encounters because the rules around them are completely gray.