In the Unearthed Arcana playtest document that included the minotaur race, the designers included traits, ideals, bonds, and flaws specific to the race, which proved to be a great way to present ready-to-play stereotypes of the minotaurs. (Remember, kids: stereotyping is awful in Real Life, but when used correctly, it is immensely useful in gaming.) I'm surprised I haven't seen an outpouring of bloggers doing the same for the other races, but maybe I'm not looking hard enough. In any case, here's my breakdown of traits, ideals, bonds, and flaws for non-drow elves. I'm assuming a strong Tolkien influence, which should fit well for elves in most published settings that are not Athas. Personality differences by subrace are also beyond the scope of this post.
Saturday, August 29, 2015
Wednesday, August 19, 2015
This is an idea I've been meaning to write up for awhile. The two Paths of the Barbarian class are cool, and the Totem Barbarian can be a lot of different things... like a really good melee ranger, thanks to some really stylish options. I'm sorry, rangers. Your lives are pain. Anyway, this class is a pretty dark take on barbarians, but "tribes get up to some pretty dark stuff" is a minor trope of D&D, when it isn't doubling down on Noble Savage tropes.
Monday, August 10, 2015
It's been awhile since I've posted magic items I created for my Aurikesh campaign, so I'm posting a bunch of them now. The first four of these, my PCs have just learned that they have, thanks to identify; the fifth is out there somewhere in the setting, and might or might not ever come up. One of the things I love about 5e is feeling like there's not a finicky balance point for magic items, just... understand what you're handing out, and it will probably be fine. With a three-item attunement limit, there's a brake on just how much trouble you can even get into. Without further ado...
Friday, August 7, 2015
A conversation sprang up yesterday in my blog post about the Royal Sorcerer origin subclass. In that conversation, I was correctly called out for some shoddy design. Specifically, I gave the royal sorcerer the ability to make the friends cantrip cover its tracks with 100% effectiveness. This isn't a good idea, but then the friends cantrip as published is also pretty flawed. In a blog filled with obsessive minutiae, this might take the cake, but... what the hell, let's do this.
Tuesday, August 4, 2015
It's a new month, so there's a new Unearthed Arcana. This time out, they're revisiting the idea of 5e set in a modern world, which came up some months ago in another post. Specifically, they're dealing with spellcasting classes reworked for the modern world. Now, I don't have a whole ton of interest in running a 5e-Modern game, but I'm always on the lookout for new ideas. The document offers a new Cleric domain, a new Warlock Patron, a new Wizard tradition, a small pile of new spells, and a few other things.
If I did run a 5e-Modern game, it would look a whole lot like Shadowrun, but less fiddly. It's like you heard about 5th edition Shadowrun and just got a little confused, right? Though... huh. 5e-Modern with the whole gamut of options turned on is a pretty close Final Fantasy aesthetic, especially FFVII.