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Sean Merwin

👤 Person
4276 total appearances

Appearances Over Time

Podcast Appearances

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

rather than giving you more choices, just make the one thing that you can do or the couple things you can do, make them cooler or more useful.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

rather than giving you more choices, just make the one thing that you can do or the couple things you can do, make them cooler or more useful.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yeah. I mean, unfortunately, you still have to design, even if no one will ever use it. OK, so that that was the that was the Bard College of the Moon and Taos is going to be your knowledgeable guide. All right. Knowledge domain cleric subclass.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yeah. I mean, unfortunately, you still have to design, even if no one will ever use it. OK, so that that was the that was the Bard College of the Moon and Taos is going to be your knowledgeable guide. All right. Knowledge domain cleric subclass.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

I think that past about third level, adventures, as they are designed both by game masters and by game designers, are done in such a way that you rarely run out of spell slots.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

I think that past about third level, adventures, as they are designed both by game masters and by game designers, are done in such a way that you rarely run out of spell slots.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Saving a spell slot doesn't do a heck of a lot for me when you probably have some channel divinity, some other way to use your channel divinity that might be better. So I would rather see it like we had with Moonbeam where you can cast it without a thing and blank.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Saving a spell slot doesn't do a heck of a lot for me when you probably have some channel divinity, some other way to use your channel divinity that might be better. So I would rather see it like we had with Moonbeam where you can cast it without a thing and blank.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Right.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Right.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

I am of two minds about these things that let you communicate telepathically, especially with other characters. Because unless you make it an important part of your game that you can't communicate, players can just talk to each other. And often they do, and it becomes... sort of a tedious job as a DM to say, well, you don't know that.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

I am of two minds about these things that let you communicate telepathically, especially with other characters. Because unless you make it an important part of your game that you can't communicate, players can just talk to each other. And often they do, and it becomes... sort of a tedious job as a DM to say, well, you don't know that.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Or you don't know what he was doing on the other side of that wall. So you can't run around the corner to save him, her, them, because you didn't know what was going on. It becomes tedious to do that over and over and over again. And unless players police themselves, Whether it's a home campaign or a pickup game or a convention game, it's something that's always in play.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Or you don't know what he was doing on the other side of that wall. So you can't run around the corner to save him, her, them, because you didn't know what was going on. It becomes tedious to do that over and over and over again. And unless players police themselves, Whether it's a home campaign or a pickup game or a convention game, it's something that's always in play.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

It's like the helm of self-telepathy, where you get to know what you're thinking. You just always know what you're thinking.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

It's like the helm of self-telepathy, where you get to know what you're thinking. You just always know what you're thinking.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yeah. I want to switch over to this. If your total for an intelligence check is lower than your wisdom score, you should wisdom score it. I dislike gating information behind an intelligence check for the reasons that we've talked about forever. The history check, I want you to know. The investigation check, I want you to find the clue. So part of me is like, okay, cool.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

Yeah. I want to switch over to this. If your total for an intelligence check is lower than your wisdom score, you should wisdom score it. I dislike gating information behind an intelligence check for the reasons that we've talked about forever. The history check, I want you to know. The investigation check, I want you to find the clue. So part of me is like, okay, cool.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

But part of me is like, when I do want it to be a check, when I do want there to be some sort of mystery, I don't want, at sixth level, the knowledge cleric to just say, I have an 18 in nature, arcana, investigation. I have an 18, so tell me everything. Or a 20, maybe a couple levels past that.

Mastering Dungeons
Forgotten Realms Unearthed Arcana! (MD 227)

But part of me is like, when I do want it to be a check, when I do want there to be some sort of mystery, I don't want, at sixth level, the knowledge cleric to just say, I have an 18 in nature, arcana, investigation. I have an 18, so tell me everything. Or a 20, maybe a couple levels past that.