Avatar of JBRam2002

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9 yrs ago
Current The respect one gives is a measure of oneself, not the other individual.
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Bio

Hey all, JB here.

I'm a DM for a large number of games here on RPG, as well as a player in several others. Many of the games I run are overly complex, or they involve Dungeons and Dragons (which is also overly complex!).

I work 40+ hours a week, and am the proud father of two tiny terrors named Chibi and Chibette and married to my beautiful Wifey. As such, I am quite busy more often than not. I typically write 2-5 paragraphs per reply and try to maintain an excellent level of grammar. If you noticed me glancing at your profile, I probably was looking to see if you would be a good match for my RPing style. Even if I didn't send a PM to you, feel free to send one back!

I enjoy 1x1 RPs and small groups. I'm fond of medieval, steampunk, and futuristic settings, and I'll jump into romance, adventure, and slice of life RPs fairly quickly, although supernatural (vampires, werewolves, etc) RPs get old for me pretty quickly. If you're looking for an RP partner and I've glanced at your profile, then I'm most likely willing to give it a shot, but decided against PMing you because I'm actually kinda shy. But I'm always looking for a new friend!

Please feel free to say hi at any time!

Name/Aliases: JB, JBRam, Jeebs
Gender: M
DOB: June 1988
Location: Maine (East Coast USA)
Hobbies: Ridiculously complex RP ideas involving lots of spreadsheets.

Most Recent Posts


Kimiko gripped the handle of the prop sword tightly as she anticipated her allies opening the door to the hall. If one thing was clear, she shouldn't count on these others to keep her safe. Although Kimiko was fairly certain Kagami could adequately wield the bokken, the rest of the group had likely never touched a real weapon before. Not that Kimiko's own skill would be much better; she realized that practicing forms in the yard differed significantly from real combat. She just hoped her allies could cooperate well enough to survive the trip out of the school.

They had barely taken two steps out of the door, and the group was already arguing. So much for cooperation... Kimiko stepped forward into the hall and quickly glanced around. There was no way the drama club could have done this much prep work with no one noticing, and by now, the hallways should be much more full of students beginning to arrive for club activities.

Kimiko cleared her throat to get the others' attention. "We should treat this as unknown territory. Splitting up is unsatisfactory. There is nothing to suggest that anyone else is present in this building, as many people, including Frog-san, seemed to disappear. Thus, and I hate to admit it, but Frosty-san's cowardly suggestion is more tactically sound than your noble one, Isami-san. We should head for the nearest exit and see ourselves to safety, if such a concept still exists."

So we're going in without a plan, then, Brandon thought to himself, worry showing on his face somewhat. "Well, plans are overrated, right?" he said with a wry chuckle, mostly to convince himself.

As they approached Elizabeth, Brandon returned the wave with one of his own. He was not normally a "huggy" sort of guy, but he awkwardly reached his arm out, not even noticing that she was dirty until she mentioned it. "Oh... well, that's okay," he shrugged, brushing the soil from his shirt. Thankfully, it didn't appear that he had stained the shirt, as he didn't bring nearly as many as Jocelyn had. He felt awkward and out of place, but kept a smile painted on as he waited for Elizabeth's response to Jocelyn's question.
@Hekazu On the other hand, two nights of rest will almost definitely restore everyone to max HP without spells, whereas in PF, you required a week. I feel like this won't be too harsh on the party, but as with all homebrew, I am willing to modify if we have significant issues.
@JBRam2002
Let's see here...

1) With Dyn'yer'zhead's max HP being slightly on the low side, he'll probably get use out of the "Medium rest" with the Song of Rest and all. However, with the Long rest only giving half of the maximum hit dice back, I don't know how long a melee range Wizard like him can go on... We'll have to see. I'll cautiously accept.

Long rests only give back half hit dice normally in the PHB. Generally, it should affect most people about the same. Those who have low HP will actually have an easier time surviving, generally, as Song of Rest will be a higher percentage of their HP. But the best way to stay alive is by reducing damage or not being damaged in the first place, although that holds true for everyone.
Mind if I jump in? Imma try out a monk.


I'd love to say yes, but I'm already pushing my limits at 8 PCs. Many apologies, but I'll have to call it full for now.
@Gordian Nought@Ms Ravenwinter@Lauder@Hekazu@Big Dread@Zverda@Cu Chulainn

Holy crap that's a lot of people.

ANYWAYS. I did have some important stuff to ask you. I would like feedback from everyone in regards to each individual piece. Below is a list of optional Homebrew Rules that modify the feel of the game. Keep in mind that my intention of this game is to be a high seas adventure with danger and glory around every corner. I am not planning to implement any of the features below unless everybody is on board. Please let me know if you don't want any particular optional rule, and if you like these rules, please comment below and say as much.

Once again, these affect core features and might make the game more challenging, but at the same time, more satisfying.

1) Resting Mechanics
Short rests will be unchanged. Long rests will no longer restore full HP, but you may use hit die and any other short rest mechanic during a long rest. All other standard rules apply. See PHB 186 for more information on resting.

Why this is an option: In 5e, you heal up at an incredible pace, especially when compared to Pathfinder or previous versions of D&D. Normally, at the end of a long rest, you can go from 1 HP and barely clinging to life to as healthy as you were before that arduous battle. Implementing this rule will make it more challenging to heal to full for both you and your enemies. Healing spells and abilities will be more valuable, and hit dice management will actually be important. Feats like Durable, Gourmand, and Medic increase in value, as do abilities like Song of Rest and items like Periapt of Wound Closure. On the other hand, Feats like Tough and racial abilities that increase HP without increasing Hit Dice will make it more difficult to reach maximum HP. Resting becomes more strategic instead of automatic.

2) Critical Damage
When scoring a critical hit, the initial damage dice of the attack is maximized. This applies to both weapon and spell attacks, and affects all initial damage dice.

Why this is an option: In 5e, only the dice are doubled on a critical hit (static modifiers do not get doubled). This works out well mechanically, considering that you can get a lot of dice to add. However in practice, it often lends to having a normal hit deal 15 damage and a critical hit deal 9 damage. It can make criticals feel underwhelming in a way that has never been a part of D&D previously. This rule change brings back the power and excitement of seeing that natural 20 land, maximizing the potential of your critical hits. Only the initial dice are doubled, meaning barbarians with improved critical damage still roll critical damage per normal. Be warned that this rule affects enemies as well! Enemies often have rather high damage ranges (like 4d10 on a weapon attack). But in order to experience glory, don't you need to experience some danger as well?

3) Death Mechanics
In D&D (especially 5e), Death is not as much a deterrent as one would assume. I am proposing two new rules to encourage strategy and avoiding deaths.

A) Whenever a resurrection ritual is performed, the party will need to perform a series of checks (maximum of three) with ability type, advantages, and disadvantages assigned by the DM. These checks will be a measure of the characters' attachment to the deceased, as well as a means to encourage the deceased to return to the living. The average of these checks must meet or exceed the Death Save DC (starts at 10, see below).

B) Whenever a character is successfully resurrected, the Death Save DC increases by 1. This DC is used whenever a character is knocked unconscious and during a resurrection ritual.

Why this is an option: Especially since we are starting at a high level, Raise Dead and similar spells are easy to procure and fairly cheap to cast. Without the fear of death, characters are more prone to, well... stupidity. The DCs are not difficult to attain for most characters, but if a character continues to die over and over, the DCs will get higher and it will be eventually impossible for them to be brought back. This rule is not intended as a punishment, but rather as an encouragement for better strategy. Plus, we're telling an intriguing story, and although we're all awesome heroes, we all know that a good funeral scene makes for some excellent storytelling. And just maybe some people might have some alternate characters they want to try out.
@Big Dread@Gordian Nought@Zverda@Cu Chulainn

<snip>


Also @Hekazu. I copied your mentions, so it didn't note you.
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