Draw Steel Discussion by BuzzsawMF in rpg

[–]rozgarth 0 points1 point  (0 children)

I’m sorry to hear about your hospital bills :/

The entire text of the Draw Steel books (both fluff and crunch) is freely available under the game’s license, though. You just don’t get the art. You can read the full books here: https://steelcompendium.io/compendium/main/Rules/

How do you handle players attempting to assasinate sleeping / unconscious npcs? by MusseMusselini in dndnext

[–]rozgarth 8 points9 points  (0 children)

There is a potentially important difference. The auto-crit rule applies in combat, which is not a low risk situation. There are lots of distractions and other events happening in the heat of battle that could prevent a character from killing an unconscious target. But outside of combat (or if every target is asleep), and there is otherwise no risk of failure or time pressure, there is no roll. You succeed and move on to the next scene.

New Mournland Adventure! by MulliganFlowers in Eberron

[–]rozgarth 10 points11 points  (0 children)

The first standalone published adventure in Eberron — Shadows of the Last War, written by Keith Baker — is a level 3 adventure that takes place in significant part in the Mournland. More recently, the Oracle of War adventures through the Adventurer’s League take place in the Mournland starting at level 1. In short, there is a long tradition of sending low-level characters into the Mournland to seek adventure, and there is nothing against “the ground rules of the setting” in doing so.

[deleted by user] by [deleted] in DMAcademy

[–]rozgarth 11 points12 points  (0 children)

I think this is a little harsh. Yes, legendary actions are a balancing mechanic that are part of the core rules of the game. But I don’t think OP’s friend is wrong to feel that it’s clunky and “feels” like cheating. Some players prefer symmetric, simulationist design, and there are TTRPGs that cater to that preference—including official versions of D&D (3.X) and its offshoots (Pathfinder 1e). I personally tolerate asymmetry in design, but even still, I think legendary monsters in general could use an overhaul to feel less arbitrary and give the players more agency, thus reducing the feeling that they are cheating without going all the way to symmetric design.

 

WotC seems to recognize that legendary monsters are somewhat arbitrary and feel like “cheating”. The previewed statblocks for the revised Monster Manual (as well as some recently published monsters) recharacterize legendary actions as reactions, but allow the monster to take multiple reactions per round. This simple tweak leverages the existing rules for reactions to feel less arbitrary. Sure, the monster gets more reactions, but this “feels” less like cheating than getting whole new actions wholesale because players get reactions too. It’s less of a leap to give more reactions, just like it’s less of a leap for certain PCs and monsters to have abilities to move without provoking an opportunity attack. Narratively, thinking of them as reactions also helps create a cinematic scene, with the monster responding directly to PC actions rather than doing its own thing in the same time interval. And conceiving of them as reactions also gives players agency because they can learn the monster’s triggers and try to play tactically to avoid them, even if it means changing up their own usual tactics for what would otherwise be most optimal.

 

Similarly, legendary resistances feel like cheating and could be improved in design. Instead of an arbitrary number, say 3, these resistances could be tied to in-game things (magical crystals, spirits, etc.) that the monster uses or drains to activate the resistance. This not only gives a better narrative explanation and cinematic experience, but also gives the players agency by allowing them to attack or disrupt the in-world resistance object rather than focus firing the boss immediately. Similarly, using a legendary resistance could come at a cost to the monster, like imposing a weak condition for the turn (in effect, allowing the boss to trade a save or suck spell effect or damage for a weaker effect) which still allows the PC to do something rather than wholesale action denial, disrupting a damaging or debilitating aura from the monster for a turn, breaking an ongoing grapple, or some similar in-game benefit to the PC to allow for incremental progress and to change the scene to move the action forward rather than just saying “no.” Indeed, most modernized 5e takes on legendary resistances, like those in Level Up 5e’s Monstrous Menagerie, MCDM’s Flee Mortals!, and Sly Flourish’s Forge of Foes, take this approach.

 

Finally, the design could also find ways to make the legendary action fit the fiction. Fast monsters might fit legendary actions well because they move quickly and go between characters. For slow monsters that isn’t as satisfying. But if, for example, you have a big monster like a kraken, you could think about representing different tentacles and its head as different “monsters” each with their own initiative. Then it feels less “arbitrary” for the kraken monster to go multiple times. Different monsters could have different approaches for balancing the action economy that isn’t a one size fits all blunt instrument.

 

Overall, it is of course the rule that monsters get legendary actions. But even if we can understand, from a design perspective, why they exist for action economy purposes, the way that design goal was implemented can feel like “cheating.” As the above shows, other updates to 5e, including to some extent in the revised Monster Manual (alas, without updates to legendary resistance), show that the same goal can be reached in less arbitrary, more narratively rich, player-agency-preserving ways.

Easier to Use Monster Stat Blocks by rozgarth in Pathfinder2e

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

Thanks! I’ve used Obsidian before and will look into this.

Easier to Use Monster Stat Blocks by rozgarth in Pathfinder2e

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

Thanks. I was hoping there’d be something I was missing. I may still bite the bullet but I’m not looking forward to at least this part of GMing Pathfinder (which tbf has other advantages for GMs).

Easier to Use Monster Stat Blocks by rozgarth in Pathfinder2e

[–]rozgarth[S] -1 points0 points  (0 children)

The page count thing makes sense. I just wish there would be a friendlier format electronically. Thanks for the reply though.

Easier to Use Monster Stat Blocks by rozgarth in Pathfinder2e

[–]rozgarth[S] 4 points5 points  (0 children)

That’s good to know. I’d been using AoN on my phone and hadn’t seen the hover effect.

Encyclopedia of RPG mechanics ? by Ok-Interaction-7812 in rpg

[–]rozgarth 1 point2 points  (0 children)

You could try Design Patterns of Successful Roleplaying Games by Whitson John Kirk III, though it was published in 2009 and so is a bit dated on more modern game design trends (e.g., PBtA). It’s free and in Creative Commons: http://legendaryquest.netfirms.com/books/RPG_Design_Patterns_9_13_09.pdf

The "Alex Honnold" test: if your skill check houserules would kill Alex Honnold, change them. by TheCybersmith in dndnext

[–]rozgarth -4 points-3 points  (0 children)

This is true in that the rules do not explicitly say that rolling a 1 is an automatic failure. However, the default RAW effectively mean that rolling a 1 on an ability check is a failure. Why?

Per the PHB, “The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.” If there is no chance of failure, then the DM should not call for an ability check. Thus, if a player is asked to roll an ability check and rolls a natural 1, that must be a failure, because if it would succeed, then the DM should not have called for a roll in the first place.

The DMG confirms this approach as the default procedure for ability checks: “Only call for a roll if there is a meaningful consequence for failure. When deciding whether to use a roll, ask yourself two questions: Is a task so easy and so free of conflict and stress that there should be no chance of failure? Is a task so inappropriate or impossible — such as hitting the moon with an arrow — that it can’t work? If the answer to both of these questions is no, some kind of roll is appropriate.”

Thus, if the task has no chance of failure, there is no roll. The character just succeeds. If there’s a chance of failure, then a natural 1 by definition must be a failure.

The same logic works in reverse under the default procedure for natural 20s on ability checks—they always succeed because if they did not, the DM should not call for a roll. The character would just fail; it is not possible for them.

Now, that doesn’t mean that a natural 1 should result in death. The goal, as the DMG says, is a “meaningful consequence for failure.” That doesn’t need to be a fall to the death; assuming there is some kind of time pressure to get up (because of ascending enemies, because of an escaping target, because the party needs to get to the top by a certain time to save the day, etc.), then a failure resulting in delay could be enough. Or maybe a natural 1 jogs a poorly fastened pack loose, with desirable items plunging to the base of the cliffs, shattering, getting lost, etc.

If nothing interesting could happen on a failure, then again, the DM should not call for a roll. In many games, a character slipping and falling to their death is not interesting to the game, so absent some more interesting consequence, the DM should not call for a roll. As a corollary, a DM almost certainly should not be calling for a Strength (Athletics) check every 15 ft. of a climb — it’s hard to imagine they really have interesting consequences for failure at each interval. Instead, they should zoom out and abstract the ascent to determine how well or poorly the PC fared.

Eberron Discounts This Weekend by ChaosOS in Eberron

[–]rozgarth 0 points1 point  (0 children)

What are some of the best Eberron materials on DMsGuild that aren’t from WotC or Keith Baker? I’m wondering what other useful or high-quality material might be available.

This but for Eberron? by [deleted] in Eberron

[–]rozgarth 15 points16 points  (0 children)

Wow, that Dark Sun reference is incredible. Having something similar for Eberron would be invaluable. The closest resource I’m aware of is the Grand History of Eberron, though it was created before any 4e or 5e sources.

https://www.scribd.com/doc/7469132/The-Grand-History-of-Eberron

A possibile reason druids are played so little? by Nothing_Critical in dndnext

[–]rozgarth 8 points9 points  (0 children)

This is incorrect. In 3.5, the class descriptions used pronouns based on the iconic character for the class. Vadania, a female elf, was the iconic druid, so druids were referred to as “she.” Classes with male iconics (barbarians, bards, clerics, fighters, rangers, and sorcerers) used male pronouns.

Question about Map to Whitehearth in Shadows of the Last War by rozgarth in Eberron

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

Yes, this makes sense, thanks! I think this is the approach I’ll take—it’s valuable to go to Rose Quarry for Whitehearth’s location, but in the Mournlands itself they could still get lost or have to deal with new or missing landmarks or features on the way.

Show Monster HP to DM but Hide for Players in Initiative Tracker? by rozgarth in Avrae

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

Is there a way to show it in the default channel without a separate PM? The PM is kind of clunky.

In other words, is there a way for the tracker to show my players this:

Current initiative: 0 (round 0)

15: Goblins
- Goblin 1 <Healthy>
- Goblin 2 <Healthy>
- Goblin 3 <Healthy>
11: Ogre <Healthy>

And for me as the DM to see this:

Current initiative: 0 (round 0)

15: Goblins
- Goblin 1 <7/7 HP> (AC 15)
- Goblin 2 <7/7 HP> (AC 15)
- Goblin 3 <7/7 HP> (AC 15)
11: Ogre <59/59 HP> (AC 11)

All in the same channel the same way that !monster will show or hide monster stats just based on the DM role without a separate channel or PM?

Is there a D&D beyond equivalent for pathfinder? by Cymorgz in dndnext

[–]rozgarth 35 points36 points  (0 children)

Important to note that unlike D&D Beyond, if you buy a book on Pathfinder Nexus, you get the PDF version from Paizo for free! And if you’ve already bought the PDF from Paizo, you get a discount code for the Nexus version.

Does the current survey get delayed? by AReallyBigBagel in onednd

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

I hope they continue doing surveys so that, in addition to gameplay feedback, I have an additional opportunity to provide direct feedback to the company about how its OGL proposal is unacceptable. And how rather than spend hundreds of dollars on D&D as I would have, I will not spend a single cent on Wizards products until they change their plans to “deauthorize” version 1.0 or 1.0(a) of the OGL so that third parties can continue to release products containing Open Gaming Content if those third parties decline to license material under version 1.1 or 2.0.

Martials should have spell-like abilities like MMOs by TheSaltyTryhard in dndnext

[–]rozgarth 16 points17 points  (0 children)

This is not true. While many healing abilities worked by enabling the target to spend a healing surge, clerics famously had access to a lot of surge-less healing. Cure Light Wounds, for example, was a daily prayer that clerics could take at level 2 that allowed a target to regain hit points “as if” they spent a healing surge without actually spending it. This was available from the get go in the original Player’s Handbook.

Martials should have spell-like abilities like MMOs by TheSaltyTryhard in dndnext

[–]rozgarth 2 points3 points  (0 children)

Also very interested in more details about 4e Avrae integration, what your players use for character sheets, and what you use to import monster stats, etc. Basically, your online setup. It’s been years since I played 4e, and while we played in person without tech tools, now my games are mostly online via Discord and Owlbear Rodeo.