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I'm a game designer that's been playing tabletop games since the early '00s. Most of my experience is with the D&D 3/3.5/Pathfinder ruleset, but I've been branching out more in the past few years.


1d
comment Is heat metal too powerful?
It halves the damage because you only spend 5 rounds with armor on, not 10. However, that only works for medium armors. Heavy armors take 5 minutes (or 2.5 with help) to doff, which means that you can be affected by two consecutive Heat Metals before you can get your armor off, even with help.
1d
comment Is heat metal too powerful?
@Miniman The rules don't support range limits on spells after they have been cast. The section on range in the magic rules says "Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise." You could certainly houserule otherwise, but by RAW, you don't need to remain in range of a spell for its effects to work.
2d
comment How long would it take to doff armour heated by the Heat Metal spell?
The rules don't support running away as a viable option. The last sentence in the section on spell range is "Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise." Since the description of Heat Metal doesn't mention any range restrictions, you can use that bonus action from anywhere.
2d
comment Game that Teaches RPGs effectively “by itself”
This is a generally good answer, and I agree that M&M is probably a good way to go, but you don't ever reference actual experience with learning to play with this system, which is what the querent is asking about. Game-rec requires a reference to actual experience, and you don't mention how this system works for people who are learning on their own.
Dec
14
comment Is Moonbeam amazing, or are we doing it wrong?
@Dan They won't take damage right away if it's moved, but if the beam is moved onto them, they take the damage once their turn starts. It's slightly delayed, sure, but it's still going to deal damage unless someone moves the creature out of the area before their turn starts.
Dec
13
comment If I take a feat that allows Critical Hits on undead, can I make sneak attacks too?
It would be helpful if you told us what you're doing to crit things that can't be critted. It seems like you're looking for a more general answer, but telling us how you're doing it can help us explain more nuances of why or why not this would work.
Dec
13
comment How to chain a druid?
This answer is incorrect, since it depends on the idea that there aren't any small burrowing animals. The badger, from the MM1, is a small animal with a burrow speed: d20srd.org/srd/monsters/badger.htm
Dec
12
comment Can a summoned rogue perform a sneak attack immediately after appearing?
@MikeR That might be a reasonable house rule, but there's no support for that in the existing rules.
Dec
7
comment Are there homebrew fix classes or rules that put Fighting types and Roguish types into Tier 1?
To the person who downvoted: Could you tell me why? I'd appreciate feedback.
Dec
7
comment Can a spellcaster know why a spell failed?
The caster knows how the spell works, certainly, but not what the specific effects of this casting are. I don't know of any rules that say that a caster knows that the spell failed due to the target passing their save, for example.
Dec
7
comment Can a spellcaster know why a spell failed?
-1: I'm unaware of rules that support any of this stuff. I can't find anything in the magic overview in either system that makes it clear that you know why a spell would fail, or that a caster "is assumed to have a complete understanding of the spell". You can certainly run it that way, but you can just as easily run it the other way. If you can cite rules text that agrees with your interpretation, I'd reverse my downvote.
Dec
7
comment Can a spellcaster know why a spell failed?
Not an answer, but it's totally common and reasonable in the real world for skilled people to not know why their thing didn't work. I can't count the number of stories I've heard from programmers where a program failed because of a minor mistake that took hours to find, and seconds to fix.
Dec
5
comment Do wizards really have to prepare spells multiple times to cast them multiple times?
@RobertF That analogy wouldn't work for 5E. Since wizards can cast a prepared spell more than once, the gun analogy wouldn't really work.
Dec
4
comment Do wizards really have to prepare spells multiple times to cast them multiple times?
@Ellesedil You're partially correct. The Spell Points system (UA 153) gives everyone a number of spell points (sorcerers get marginally more), and allow characters to spontaneously cast all of their prepared spells using those spell points. There is no change to the number of spells prepared. I don't like this variant, because it makes prepared spellcasters much, much more powerful, without causing a similar increase in power to spontaneous casters. The variant I propose makes wizards a bit less versatile, which is an important consideration.
Nov
19
comment How do I play in a system with rules that aren't written down?
I had to read that several times before I got it, but are you saying that a "nomothetic" person relies on specified rules, where an "ideographic" person relies more on what makes sense in the narrative? Would it be possible to explain that in a less dense form? The quote from your whitepaper is a bit hard to grok.
Nov
19
comment What's a good item or spell for creating a magical surveillance state?
Related: rpg.stackexchange.com/questions/26515/…
Nov
13
comment How to prolong a spell in absence?
If you really do need Charm Monster specifically, could you tell us what level you are, what kind of resources you're willing to spend, and how long, exactly, you need the spell to last? If you're going to come back every 3 weeks guaranteed, then it's an easier problem than if we have to account for several month long absences.
Nov
13
comment How to prolong a spell in absence?
You might get more useful answers if you asked about your specific problem, rather than your solution. It sounds like your problem is that you need someone loyal to guard your stuff for an arbitrary period of time, not that you specifically need Charm Monster to do it. If we came up with a way for a loyal ally to guard your stuff for a while that didn't use Charm Monster, would that be an acceptable answer? If so, you might want to alter your question.
Nov
11
comment When wielding a two-handed weapon in one hand, how much benefit does Power Attack confer?
-1: You ignore the contradiction between the dev posts. The 'lance' post says "such as a lance", which says that they're asking the question about other cases like this other than the lance. If you were to expand the part of your answer where you say that the lance question only referred to lances, I'd remove the downvote.
Nov
7
comment Does the Ring of Animal Friendship allow a save?
Yeesh. That's a really crappy way to spend 10K, then.