Comments/suggestions on Jester's rules (5e)

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alhoon
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Re: Comments/suggestions on Jester's rules (5e)

Post by alhoon »

Interesting, but I prefer to convert them myself the way I think best (taking stuff from 2e too) and balance them out instead of using a manual. :)
PS. 17 pages is not a simple guide.
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Re: Comments/suggestions on Jester's rules (5e)

Post by VorkinSnerd »

Hello FOS,

I see that some of the people in this thread take requests for monster conversion. I would like to humbly request a conversion for the darklord of Lamordia Adem and if possible his creator Dr. Victor Mordenheim. I am going to be running the module Adem's Wrath in a few weeks and would love to use a conversion from someone more knowledgeable then myself.
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Re: Comments/suggestions on Jester's rules (5e)

Post by Jester of the FoS »

VorkinSnerd wrote:Hello FOS,

I see that some of the people in this thread take requests for monster conversion. I would like to humbly request a conversion for the darklord of Lamordia Adem and if possible his creator Dr. Victor Mordenheim. I am going to be running the module Adem's Wrath in a few weeks and would love to use a conversion from someone more knowledgeable then myself.
Sure, I cam work on them. Any others you need?
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Re: Comments/suggestions on Jester's rules (5e)

Post by alhoon »

For Mordenheim I would suggest bypassing the default rules for skills and using the rules I've suggested elsewhere:
Paragon skill: +5 to proficiency check for medicine along with "reliable skill" (Anything less than 10 counts as 10).
Heroic skill: Double proficiency bonus for science, along with advantage.
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Re: Comments/suggestions on Jester's rules (5e)

Post by Ocule »

We are jumping back into ravenloft now that 5e is coming out. Fantastic guide it looks like it really holds true to the original spirit of the setting and mechanically seems pretty sound. A few things I was wondering about the options.

1)Necromantic Potency, maybe keeping it simple and all necromancy spells are cast as if they were 1 level higher. In addition saving throws against necromancy spells are made at disadvantage. (my conversion of enhanced magic) Seems like this would balance out by each cast making a powers check for using dark magic.

2) Nothing about turn undead alterations but a little bit of brainstorming. Undead gain advantage versus saving throws to turn or destroy them. Since sinkholes also function much like the hallow spell, they would get full immunity to such magic while inside of the sinkhole.

I also have a question about a mist warlock. The mist warlock is called for a powers check, would being connected with the mists make the dark powers more or less likely to notice their crimes? And also, being pacted with the mists in such a way I remember reading in old lore than things that are touched by the mists can truly never leave the domains of dread even if they found a way out. This included having any form of corruption. Would being pacted with the mists put a similar restriction on a character?
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Re: Comments/suggestions on Jester's rules (5e)

Post by VorkinSnerd »

Jester of the FoS wrote:
VorkinSnerd wrote:Hello FOS,

I see that some of the people in this thread take requests for monster conversion. I would like to humbly request a conversion for the darklord of Lamordia Adem and if possible his creator Dr. Victor Mordenheim. I am going to be running the module Adem's Wrath in a few weeks and would love to use a conversion from someone more knowledgeable then myself.
Sure, I cam work on them. Any others you need?
Sorry for the late reply I missed the e-mail that told me someone replied to the post. Yeah that is all I need for my game. Thanks for the help!
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Re: Comments/suggestions on Jester's rules (5e)

Post by vachtor »

As I'm about to start running Feast of Goblyns in 5e, I was wondering if anyone had put some thought into the 5e Wolfwere, Harkon Lukas, and Akriel?

I see that an entry for Wolfwere was started in the MM, but thought I'd ask if anyone had gone further with it.

Great work on this by the way!
Have fun,

V
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Re: Comments/suggestions on Jester's rules (5e)

Post by Jester of the FoS »

VorkinSnerd wrote:
Jester of the FoS wrote:
VorkinSnerd wrote:I see that some of the people in this thread take requests for monster conversion. I would like to humbly request a conversion for the darklord of Lamordia Adem and if possible his creator Dr. Victor Mordenheim. I am going to be running the module Adem's Wrath in a few weeks and would love to use a conversion from someone more knowledgeable then myself.
Sure, I cam work on them. Any others you need?
Sorry for the late reply I missed the e-mail that told me someone replied to the post. Yeah that is all I need for my game. Thanks for the help!
Been putting off doing that, mostly as I was uncertain how to handle some NPCs like that, who might be 90% similar to a MM entry. (Like Lady Kazandra)
vachtor wrote:As I'm about to start running Feast of Goblyns in 5e, I was wondering if anyone had put some thought into the 5e Wolfwere, Harkon Lukas, and Akriel?

I see that an entry for Wolfwere was started in the MM, but thought I'd ask if anyone had gone further with it.

Great work on this by the way!
I'd just use the MM wolfwere. It should do the trick. If needed a minor ability or two could be added.
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Re: Comments/suggestions on Jester's rules (5e)

Post by vachtor »

Jester of the FoS wrote: I'd just use the MM wolfwere. It should do the trick. If needed a minor ability or two could be added.

Is there more that I'm not seeing? Hate to be a pest and I'm really thankful for all of the work you've done, but I only see a small lore entry about wolfweres and nothing else...

Also, I'm using a copy of your Pre-GC map in my game, I printed a copy for my players to see/have and they were blown away by it.
Have fun,

V
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Re: Comments/suggestions on Jester's rules (5e)

Post by Jester of the FoS »

vachtor wrote:
Jester of the FoS wrote: I'd just use the MM wolfwere. It should do the trick. If needed a minor ability or two could be added.

Is there more that I'm not seeing? Hate to be a pest and I'm really thankful for all of the work you've done, but I only see a small lore entry about wolfweres and nothing else...
Woops. I thought I remembered seeing one in the official MM, but that was the jacklewere I was thinking of.

Yeah, I've been working my way down the alphabet and haven't gotten to wolfwere yet. I'll see if I can jump ahead.
vachtor wrote:Also, I'm using a copy of your Pre-GC map in my game, I printed a copy for my players to see/have and they were blown away by it.
Awesome. Thanks!
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Re: Comments/suggestions on Jester's rules (5e)

Post by vachtor »

I added in the start of a Loup Garou, mostly just base stats and attacks but didn't add any more. Getting a feel for making stat blocks.

Also, I made it barely tougher than the 5e MM werewolf, so I'm sure that it could be beefed up a bit, depending on the challenger you want to present.
Have fun,

V
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Re: Comments/suggestions on Jester's rules (5e)

Post by Svend »

I added my version of Cerebral Vampire. Plz check if its ok :)
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Re: Comments/suggestions on Jester's rules (5e)

Post by Jester of the FoS »

As I said on the pinned DMs Guild thread, I've been working on a revision, which is now out!!

Image

https://www.dmsguild.com/product/176659 ... -the-Mists

With new art my Kayla Cline (of the Ravenloft streamed game, Tales from the Mists):

Image

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Re: Comments/suggestions on Jester's rules (5e)

Post by Mistmaster »

Jester, I like this very much but I need to make a criticism; you put a capital city to Sargassos, which is a domain without any civilization, and you do not put a capital city for Barovia? Small as you can represent it (mine is bigger) Barovia Village (Barovia Town, for me) is Barovia capital city, period; Ditto for lamordia, which has a unified government, and a capital city in Ludendorf, while Darkon governement seat, after the (frankly avoidable) DoUD was in Martira Bay.
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Re: Comments/suggestions on Jester's rules (5e)

Post by TheArcaneWeirdo »

alhoon wrote: Fri Jul 11, 2014 7:02 am Fear, horror, madness:
- I strongly disagree with F/H/M having a set DC of 13. I believe the DC should be depending on the situation, with a suggested list like 3e Ravenloft

- I believe that madness should be charisma save or intellect save and horror a wisdom save

- Fear save DC should IMO be DC 10+ modifiers for monsters you realize how tough they are. DC should be DC 5+ modifiers for enemy NPCs.
Modifiers:
Size: Small-2, Large +2
Type: non-humanoid +2, undeady (vampire, not very rotten wight, porcelain lady): +3, undead: +4
Have defeated it before: -3
Routinely defeating it (like having killed many skeletons/zombies/ghouls): -6
Particularly dangerous attack you know of (i.e. energy drain): +2
Realistically, I don't think intelligence ever saved someone from going mad. Some of the smartest people I know also have or had at some point mental issues. I'd go with charisma.

Also, I LOVE how you made the fear save DC modifier for vampires lower than for, let's say, an animated skeleton. Seriously, I love it - a vampire is hard enough to fight without the added difficulty of half the party running away screaming before you even get to the actual fight.
"Not all that is violet is deadly, and not all that is deadly is violet." - "S", Gaz IV, page 13.
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