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    Eyes of the Stone Thief

    5 out of 5 rating for Eyes of the Stone Thief As someone who is not fond of traditional dungeon crawls, I really enjoyed running this one as a GM. It is a massive, sprawling, modular set of impressive locations tied together by a great plot, but at the same time very easy to reconfigure and...
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    Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings 1

    This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the 13th Age Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and...
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    Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings - Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings

    This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the 13th Age Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and...
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    Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings - Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings

    This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the 13th Age Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and...
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    Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings - Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings

    This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the 13th Age Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and...
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    Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings - Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings

    This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the 13th Age Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and...
  7. U

    Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings - Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings

    This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the 13th Age Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and...
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    Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings - Age Nova: 13th Age based ruleset for sci-fi, futuristic, modern settings

    This ruleset is inspired by the Nova Praxis game setting, but can be suitable for a variety of sci-fi, futuristic or modern scenarios.The rules use the 13th Age Archmage Engine, with some changes or additions in some areas:- Scaling: to achieve a more 'realistic' feel, scaling of health and...
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    13th Age coming to Glorantha

    The kickstarter is now live! https://www.kickstarter.com/projects/416625372/13th-age-in-glorantha?ref=nav_search
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    D&D 5E Warlock: Best Designed Caster?

    The only concern I have about tactical depth provided by the class is with having so few slots available. with only 2 till level 11, it may risk to become two good shots per fight (assuming you got a rest before) and then it's just EB spam. Hope it's not going to be the case. I would have liked...
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    D&D 5E Warlock: Best Designed Caster?

    I see it in these terms: the Warlock doesn't have much of a strategic overlay once in play, since its resources are fixed upon build. However the class may be more tactically involved than others, given the very limited number of spell slots compared to known spells. How you decide to spend...
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    D&D 5E Warlock: Best Designed Caster?

    I tend to agree. It seems to hit kind of sweetspot. For me it definitely is the class I'm more keen to try out. It probably requires some strategic/tactical thinking for resource management, but that can add to the fun of it.
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    D&D 5E Unlimited Reactions

    I wouldn't do that, for balance considerations mentioned already in the thread. You may consider allowing OA 1/turn, with the clause that as soon as one is performed that burns the reaction for the round. Still you should expect some spikes (thinking about a rogue Sneak Attack for instance)...
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    Swordsage: The Complex Fighter

    I feel the same. I call it the 'depression spiral' in that the character is at its best at the very start of the [time unit], and from there on things can only get worse. I'm very much in favor of counter mechanics which can allow for cool things to stay or become available as the fight goes on...
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    D&D 5E Class Analysis: Fighter and Bard

    Me neither. Actually it's how I do stances in my homebrew system (minus the breaking on damage) Indeed. And it's the only caster that intrigues me to play - but I have to say that the bard has definitely gone up in consideration upon this thread! One can hope. I personally think the required...
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    D&D 5E Class Analysis: Fighter and Bard

    It's definitely getting closer. Now we need to take one step further and make these kind of 'spells' not dailies, to make it feel physical rather than abstract/intellectual (and to differentiate from casters too, as we don't want all classes to play the same). Let's have a stamina system for...
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    D&D 5E Class Analysis: Fighter and Bard

    Actually I was making an effort to meet you on common ground. What I mean is that if you want to justify all that is supernatural in the game world as magic, to make sense of it, that's ok (I wouldn't, but it won't be a problem). The magic/non-magic point is a red herring here, and I'm trying to...
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    13th Age [13th Age] Stealing the mook rules from 13A

    Jer got it right on how the mooks mechanics work in 13th Age. And yes, AoE attacks are very powerful against them: it's intended to be that way. But also a single big blow can be effective as the damage is transferred to the next mook after killing one, so it's not lost. I like using mooks rules...
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    D&D 5E Class Analysis: Fighter and Bard

    High level characters in D&D can fall from 200 feet heights (or more) and reliably survive on impact with solid ground. That's physically impossible. Is that magic? If so then it means HP are magic. If you like to call all that magic, that's ok, it doesn't bother me (we can even call it The...
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    D&D 4E Making 5e more like 4e.

    I like the thoughts here. Here are a couple of ideas/options for contributing. Opportunity Attacks. making them 1/turn would work and is easy. Alternatively, to stay closer to the 5e ruleset I'd consider allowing multiattack on AO, letting the player decide about how to allocate the attacks in...
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