Sean Merwin
👤 SpeakerAppearances Over Time
Podcast Appearances
The Olimancer is a new class for DrawSteel. Last week, we talked about how MCDM created a creator license for their playtest packet, and they already have a publisher, Pesto Publishing, releasing a new class. As an Oluomancer, you unleash delusions of acid, slimes, and oils to create or destroy objects, bolster or hinder movement, and fortify or disrupt other creatures.
So this is a draft of a class based on the license, which may be updated as the rules update. And it is a name your own price release via itch.io. Cool.
So this is a draft of a class based on the license, which may be updated as the rules update. And it is a name your own price release via itch.io. Cool.
Yeah. I was wondering how long it would take, and it didn't take long. No. Secondly, we have a how to get started in the industry in 2024. So this is a question I always get, and I would love to hear how James Quigley talks about it, Teos.
Yeah. I was wondering how long it would take, and it didn't take long. No. Secondly, we have a how to get started in the industry in 2024. So this is a question I always get, and I would love to hear how James Quigley talks about it, Teos.
I've already put it up in my toolbar, so I will be checking it out later.
I've already put it up in my toolbar, so I will be checking it out later.
We have now seen all 12 of the minifigs that Teos got with only two six-packs. So it's a Lego miracle. Now for our main topic here on Mastering Dungeons, we are going to do the twofer again. We are going to talk about the 2024 5e rules in our mini review, and then we will get to more regions from Greyhawk as detailed in the Living Greyhawk Gazetteer.
We have now seen all 12 of the minifigs that Teos got with only two six-packs. So it's a Lego miracle. Now for our main topic here on Mastering Dungeons, we are going to do the twofer again. We are going to talk about the 2024 5e rules in our mini review, and then we will get to more regions from Greyhawk as detailed in the Living Greyhawk Gazetteer.
This week, last week we talked about conditions. And Tom Dunn, our most favorite people who put things in spreadsheets and seem very, very smart, did an analysis of the relative value of each condition for 2014. So he notes that the 2014 Stun condition is worth significantly more than the average damage per round of a typical player character. it's an awesome read that Tom has put up on GitHub.
This week, last week we talked about conditions. And Tom Dunn, our most favorite people who put things in spreadsheets and seem very, very smart, did an analysis of the relative value of each condition for 2014. So he notes that the 2014 Stun condition is worth significantly more than the average damage per round of a typical player character. it's an awesome read that Tom has put up on GitHub.
And we have a link in our show notes where he gives values for those conditions.
And we have a link in our show notes where he gives values for those conditions.
And I think it's well known that Wizards of the Coast does the same thing, right? When they are saying how strong a monster is, they will look at the damage and look at the number of attacks and look at the armor class and look at the points, but they also look at the conditions that a monster might apply, set a value to those, and make that part of the balance of monster math.
And I think it's well known that Wizards of the Coast does the same thing, right? When they are saying how strong a monster is, they will look at the damage and look at the number of attacks and look at the armor class and look at the points, but they also look at the conditions that a monster might apply, set a value to those, and make that part of the balance of monster math.
It would be interesting to see how their math compared to Tom's, but we don't know theirs, so we can't do that. So this week, as I mentioned in our previous segment, we are going to talk about natural healing, short rests, and long rests. What they mean to the game, what they were in 2014, and what they have become in 2024. And so what is the design goal?
It would be interesting to see how their math compared to Tom's, but we don't know theirs, so we can't do that. So this week, as I mentioned in our previous segment, we are going to talk about natural healing, short rests, and long rests. What they mean to the game, what they were in 2014, and what they have become in 2024. And so what is the design goal?
What's the design goal of natural healing and long rests and short rests? And I will ask that age old question, is D&D a resource management game? And I get lots of different feedback on this. The only answer I will not accept is no. Because even if you only talk about hit points as resources, they are a resource that needs to be managed.
What's the design goal of natural healing and long rests and short rests? And I will ask that age old question, is D&D a resource management game? And I get lots of different feedback on this. The only answer I will not accept is no. Because even if you only talk about hit points as resources, they are a resource that needs to be managed.
Because if you fail to manage those hit points, then your character will likely die. So at least hit points are a resource management part of D&D, have been for a long time. And Then the next question is, what are some of the other resources in the game? And are those part of a resource management game?