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  • geeklord1
    replied to The D&D thread
    I agree with that. I cut the racial stat penalty. My favorite thing about 5E vs older editions is that if someone wants to min/max they'll be better than those who don't but they won't completely out pace those that don't....
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  • geeklord1
    replied to The D&D thread
    That's rough
    5E is probably my favorite edition of the game simply because it's so rules lite compared to 3.5/Pathfinder....
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  • geeklord1
    replied to The D&D thread
    I know that's true for 3.5/Pathfinder but I'm not sure if that's true for 5E. Might check my books when I get home.

    In 5E you have access to level + int mod or 3 + int mod (or something like that) spells and then your level determines how many spells per day you can cast....
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  • Fair enough. I think the Garou one would be a bit bigger, just because of the volume they could do with shifting and regenerating. Maybe like a pound or two more of overall muscle. Definitely not a Phil Heath or Ronny Coleman thing....
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  • geeklord1
    replied to The D&D thread
    Ah ok. That makes sense to me. I get your reasoning. With that maybe the lizardfolk as the half elf replacement? The cold blooded cannibalistic race now the diplomats that see all sides of the issue?...
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  • Odd (probably stupid musings) on Garou physiology

    So, I'm a bit of a fitness nut and enjoy learning about muscle building ect. My question/musing is this: can the average Garou put on more muscle and strength than the average person?

    The reason this popped into my head is that while anabolic steroids increase hormone production for building muscle one of the biggest benefits is it allows the body to recover quicker. Werewolves have regeneration which by definition would allow them to recover quicker and go back to the gym with a high intensity.

    So with all things being equal would a Garou body builder have more muscle...
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  • geeklord1
    replied to The D&D thread
    Dragonborn take the elf culture as the ancient race who are considered masters of magic. (They are also kind of monstrous)

    Hobgoblins as the dwarf swap as a martial race who are focused on crafting and have a love of treasure.

    Orcs/half orcs take up the half elf role as diplomats. Though they make deals more through intimidation than through persuasion.

    Tibaxi or Aasimar as human replacement

    Just some ideas ...
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    Last edited by geeklord1; 03-15-2019, 01:33 PM.

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  • geeklord1
    replied to The D&D thread
    After a stupidly long hiatus I can finally run Dungeon Crawl Classics this Friday with co-workers. They'll be in the heart of the forest, guarding an ancient fae lord to his home. They will be driven into a cave network with giant spiders that are tied to a mysterious artifact that is actually just hyper advanced super tech that went haywire and has been cursing this part of the forest for thousands of years
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  • geeklord1
    replied to The D&D thread
    In D&D 5E it can only be cured via Remove Curse. The solutions I came up with were to weaken the effects or treat it as a disease that requires cure disease to be cast at a higher level. Charlauin's solution is probably the one I'll go with in the future. Mummy rot requires a quest and delay curse can keep the player alive till the quest is completed...
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  • geeklord1
    replied to The D&D thread
    I really like this one. Thanks for the input ...
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  • geeklord1
    replied to The D&D thread
    That's fair. I feel like adding the spell then either adds an extra step (find someone who has the spell) or they may feel like they have to take the spell.

    Mummy Rot still has to be brought down with either case, or treated as a higher level disease (?), otherwise the players will need those materials on hand or surprise mummy fights are potentially deadly (losing 10 HP on average from your cap per day is harsh).

    I kind of like fantastical locations being the cure for some curses. Find the river of stars and bath in it's waters to be cured with no spell needed. But that's...
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  • geeklord1
    replied to The D&D thread
    In DCC the cleric class can heal anyone, but if they heal the worshiper of a rival god or of an opposing alignment their chances for a critical failure regarding their casting (DCC is roll to cast)...
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  • geeklord1
    replied to The D&D thread
    Yeah. The biggest one is mummy rot (it's too lethal if Remove Curse is taken out of play).

    Maybe have the quest change based on alignment? Evil characters go for the heart for their lycanthropy VS good they have to do something that promotes nature while not consuming sentient flesh....
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  • geeklord1
    replied to The D&D thread
    I've been retooling curses in D&D for a while to basically get rid of Remove Curse as a spell. A quest is always more interesting than just casting a spell...
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  • geeklord1
    replied to The D&D thread
    Nice! I like that idea and I've played with something similar. Make ancient elves more ass holes like the Noldor of the Silmarilion...
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  • geeklord1
    replied to The D&D thread
    I'm getting a major itch to run D&D 5e. Specifically I really want to run the Primeval World of Thule. Which is basically jungle Greenland 100 years after Kull of Atlantis.
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geeklord1
geeklord1
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