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Petr posted:Well, it starts off by insinuating I'm some kind of anti-4e crusader who's been grinding an axe for years, and I'm bored of that poo poo. It wasn't even a strongly-held opinion until this blew up. I am not insinuating you are an anti-4e crusader, I simply stated that you started by coming in using canned anti-4e speak. So people reacted. I really wish you would read that post as I go into the various things people complain about 4e, and how they actually existed in 3.x and prior editions.
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# ? Apr 24, 2017 19:25 |
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# ? Jun 8, 2024 23:04 |
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Wasn't there also a warlord one where if you died one of your followers would take up your mantle so completely that they were, effectively, you. This didn't stop you getting resurrected through normal means, at which point you would presumably nod meaningfully at the new you and throw them your hat before riding off into the sunset.
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# ? Apr 24, 2017 19:24 |
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Very nearly every Epic Destiny had a resurrection clause, making you for all intents and purposes immortal. That's what I liked about high level 4e, it was basically gently caress reality, I do what I want.
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# ? Apr 24, 2017 19:27 |
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SettingSun posted:Very nearly every Epic Destiny had a resurrection clause, making you for all intents and purposes immortal. That's what I liked about high level 4e, it was basically gently caress reality, I do what I want.
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# ? Apr 24, 2017 19:32 |
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CaptCommy posted:There was a Warlord epic destiny that made it impossible for any of your allies to fall unconscious at 0 HP or die because of negative HP as long as you have at least 1 HP yourself. This seems ripe for Torment-style experimenting with ways to die.
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# ? Apr 24, 2017 19:34 |
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I had a nightmare last night that everyone showed up for D&D and I had absolutely nothing
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# ? Apr 24, 2017 20:07 |
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Okay the new UA is finally up. More feats. This time Racial Feats. Though the file name is totally messed up. Barbed Hide. For Tiefling, makes you more Intimidating, similar to the Skill feats, also a bonus to one of two attributes, and can extend barbs that hurt people in a grapple with you. Interesting, seems fairly flavorful. Wasn't there a Barbed Devil? Probably have some of that in your ancestry. Bountiful Luck. For Halfling's who want to spread their Halfling Luck around to allies as a reaction. Interesting. Is a reaction so 1/round. Critter Friend. For Forest Gnomes. You are better at talking with animals, another proficiency/expertise feat. Plus some spells. Fits the theme well. Dragon Fear. Alternate Dragonborn breath option is back. Also +1 to one of two stats. Not really surprised this returned from previous editions. Dragon Hide. Same stat options for the other, retractable claws, not a lot of damage but better than 1+str bludgeoning. +1 AC when unarmored. Well Dragonborn Dragon Sorcerer here I come. Or Dragonborn Stone Sorcerer. Dragonborn Monk? Interesting. Not really surprising to have for Dragonborn. Dragon Wings. ... Do not expect this to ever be acceptable in Adventure League. Gives you wings, flight, only 20ft so not super great. But it is at will flight so long as you aren't wearing heavy armor. Drow High Magic. Drow of course. Hey now you don't have to be a 2nd level Warlock to cast Detect Magic at will. Or spend 10 minutes using it as a ritual. Two more 1/day spells that fit Drow. Not super surprising, Drow used to get a few spells automatically. Dwarf Resilience. +1 Con, and uh wow... when you take the Dodge action in combat you can spend a hit die to heal. Elven Accuracy. Super Advantage when you have advantage on a ranged attack roll, you can reroll one of the two dice once. Uh not sure if that is a good idea, but you are super accurate. Everybody's Friend. Half-Elf. Half-Elf skills the featening. +1 Cha. Gain Deception and Persuasion, or expertise if you are already proficient. Half-Elf Rogue, pick this up and Skilled. So many skills. Or so many Expertises. This could be interesting. It is two specific skills of course. Fade Away. +1 Int. 1/Short Rest turn invisible when missed with an attack as a reaction, lasts until end of your next turn, or you attack or damage something. Flavorful, if I remember correctly Gnomes already had something vaguely similar at some point? Fey Step. High Elf. +1 Int and Misty Step 1/short rest. Well basically Eladrin. Flames of Phlegethos. Good luck remember how to spell that. Fire. Tiefling. +1 to one of two mental stats. Basically great weapon fighting style, but for fire. When you cast spells that deal fire damage you become wreathed in flames for a round. Hurts to hit you after you cast a spell. Flavorful. Helps to build a Fire build. Grudge-Bearer. Dwarf. What did you expect? +1 to one of holy poo poo three stats. You can probably guess which three a Dwarf feat might increase. You pick a creature type to hate. Like good ol Ranger favored enemy. Or two types if humanoid. So good? ol old ranger, not new shiny ranger. Have advantage against the chosen type in the first round of combat, they have disadvantage on OAs against you, basically expertise on certain knowledge skills made about your hated enemy, EVEN IF YOU AREN'T NORMALLY PROFICIENT IN THAT SKILL. All in all fairly flavorful if you are all about your dwarf having an ancient grudge against a creature type. Combine with new hotness ranger for profit? Human Determination. Your choice. No really +1 to your choice of stat. 1/short rest advantage on whatever. It is Human the feat. Infernal Constitution. Some demon resistances. Cold and Poison. Also advantage on saves vs poison. +1 Con. Simple direct. I think some Tielfling had similar resistances in the past so yeah. Orcish Aggression. Orc racial trait, you bonus action move closer to your target. Now there is NO reason to play an Orc is there? Also that is litterally all this Half-Orc feat grants. That seems super weak compared to a lot of these other feats that at least add a stat boost. Orcish Fury. So this one can increase the half-orcs stats. You can probably guess which two you have a choice of. You can 1/short rest add an extra die of damage to your weapon attack, so uh use it on a crit? Again it obviously works better with a d12 weapon, like the crit abilities of the half-orc, rather than a 2d6 weapon. Also when you survive because of Relentless Endurance you can Reaction make a weapon attack. Which uh pretty sure 4e had as a half-orc option, or a orc racial feature for monsters? Seems pretty good and feels like it overshadows Aggression. Prodigy. Human or Half-Elf. As usual for those races good to go on any stat, +1 to any. Gain proficiency in 1 skill, 1 tool, and 1 language. Would say it puts Linguist and Skilled to shame, but you might not need the extra tools or languages, also only 2 races can take it. Second Chance. More Halfling luck manipulation. 1/short rest when you get hit by a target you can see reaction to force the target to reroll the attack. Also +1 to one of 3 stats. Squat Nimbleness. Halfling, Dwarf or Gnome. Shorties only. +1 to one of two stats. +5 speed. Acrobatics or Athletics, or Expertise in the chosen skill if you are already proficient. Yeah. Kind of makes up for the slow speed of these races, albeit it requires a feat. Wonder Maker.Rock Gnome. +1 to one of 2 stats, have expertise in your Tinker Tools. 5 new options for little devices you can create with your racial ability. A nice expansion of the Rock Gnome's racial features. and finally Wood Elf Magic. Gain one druid cantrip. 1/day longstrider and pass without trace. This could be super good on a lot of builds. Wisdom based for any of those that matter, i.e. the cantrip. All in all I think a lot of them were flavorful, a lot of callbacks to previous editions.
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# ? Apr 24, 2017 20:10 |
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Ryuujin posted:Okay the new UA is finally up. The way I was reading this, it looked like you could use with melee as well since it doesn't specify. Which would be real nice for opening up with a rogue maybe?
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# ? Apr 24, 2017 20:39 |
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Turtle Dad 420 posted:The way I was reading this, it looked like you could use with melee as well since it doesn't specify. Which would be real nice for opening up with a rogue maybe? I read it the same way.
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# ? Apr 24, 2017 20:40 |
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Yeah I just assumed it was ranged attacks because of course. But others have said it works not only in melee as well but with any attack rolls, like say Eldritch Blast. Good for a Barbarian who can Reckless, combined with say Great Weapon Master for the -5 to hit +10 damage, which is kind of mitigated by rolling 3 dice to hit. Add Champion 3 for better crit chance. Or go for a Rogue to be even more likely to hit with a sneak attack when you have advantage from whatever.
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# ? Apr 24, 2017 21:32 |
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Lots of those feats look really fun and I could actually see people maybe being willing to use odd numbers for them. I wish it had an affirmative action feat for non-children of the fey so humans, dragonborn, and halflings could pick up darkvision or a suitable alternative, though.
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# ? Apr 24, 2017 21:33 |
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Turtle Dad 420 posted:The way I was reading this, it looked like you could use with melee as well since it doesn't specify. Which would be real nice for opening up with a rogue maybe? From the bookface:
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# ? Apr 25, 2017 01:32 |
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Kaysette posted:beautiful dice probability curve
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# ? Apr 25, 2017 01:38 |
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Ambi posted:What's the site that graph is from, just out of interest? I found it a while ago but forgot to bookmark it, and it was really useful for plotting out weird dice probabilities. Don't know about that, but Anydice.com is p. goode
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# ? Apr 25, 2017 01:39 |
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Ambi posted:What's the site that graph is from, just out of interest? I found it a while ago but forgot to bookmark it, and it was really useful for plotting out weird dice probabilities. slap me and kiss me posted:Don't know about that, but Anydice.com is p. goode Yeah, it's anydice.com.
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# ? Apr 25, 2017 01:48 |
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They sure are giving us a lot of feats for a game with so few feat slots
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# ? Apr 25, 2017 04:08 |
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gradenko_2000 posted:They sure are giving us a lot of feats for a game with so few feat slots Too bad no one will ever use them because feats are optional.
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# ? Apr 25, 2017 04:14 |
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How much information should players have about the campaign before they begin? In the campaign I'm writing, the players have a pretty atypical start (escapees from a tyrannical beholder's compound) that might affect their character and background choices. I don't want them to feel like I'm railroading them or spoiling what I've got planned, though. At the same time, I'm worried that in the first ten minutes someone will be like "oh well if I'd known that, I wouldn't have picked X."
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# ? Apr 25, 2017 04:25 |
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PMush Perfect posted:Several of them are new to D&D, but a couple aren't. If the monk wants to play Way of Four Elements heavily consider using this unofficial revision. Class as written is suck.
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# ? Apr 25, 2017 04:30 |
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gradenko_2000 posted:They sure are giving us a lot of feats for a game with so few feat slots I really feel like things ought to be balanced around having one feat at the start (and either rebuild or do away with Variant Human) because there's a lot of fun poo poo that just needs that one feat to work but who wants to put off scaling their most important stat for that long? Either that or make feats less impactful and more common, not tied to the ASI. (Is that similar to how it worked in older editions?)
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# ? Apr 25, 2017 04:39 |
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SettingSun posted:Very nearly every Epic Destiny had a resurrection clause "Once per day, when you die..." The new feats look cool. It is depressing we get to use so few of them.
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# ? Apr 25, 2017 04:44 |
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Nehru the Damaja posted:I really feel like things ought to be balanced around having one feat at the start (and either rebuild or do away with Variant Human) because there's a lot of fun poo poo that just needs that one feat to work but who wants to put off scaling their most important stat for that long? In previous editions of the game, your feat slots and ability score increases were completely separate from each other. It seems like here in 5th edition, they did the whole thing where ability score increases and feat slots are one and the same so that you could turn the feat slots into an optional rule, so that you could further claim that 5th edition removes all of the feat bloat that people disliked in the previous editions.
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# ? Apr 25, 2017 05:36 |
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Is this the first D&D where turn undead doesn't have a damage component? Does a paladin's channeled divinity stay at one charge, per day, forever? I haven't channeled divinity once. It seems like a lotta work to turn an undead, now you gotta chase them. Maybe it makes more sense for the most naked of clerics.
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# ? Apr 25, 2017 05:58 |
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Krinkle posted:Divine smite: You get 2d8 for the first spellslot, +1d8 for each additional spellslot higher than 1 you burn, and if you happen to hit an undead/fiend with it, you get an additional +1d8. So it feels like that little bonus damage for hitting an undead is weird. If I'm spellslot 1 level mad at a vampire he gets hit by 1d8 extra radiant. If I'm level 5 spellslot mad at him he gets hit by the exact same 1d8 extra radiant damage. Okay. Does this work in the other direction? You are correct that, RAW, using Divine Smite on an Undead target only ever adds +1d8 radiant damage, no matter what level of spell slot you spend on the Smite. Once you have Improved Divine Smite, everything you hit takes an extra +1d8 radiant damage, but Undead targets don't take extra damage unless you spend a spell slot to activate "normal" Divine Smite. To summarize: * Divine Smite, non-Undead target, level 1 spell slot: normal damage +2d8 radiant (that's +2d8 from Divine Smite only) * Divine Smite, non-Undead target, level 2 spell slot: normal damage +3d8 radiant * Divine Smite, non-Undead target, level 3 spell slot: normal damage +4d8 radiant * Divine Smite, Undead target, level 1 spell slot: normal damage +3d8 radiant (that's +2d8 from Divine Smite, and +1d8 extra anti-Undead damage) * Divine Smite, Undead target, level 2 spell slot: normal damage +4d8 radiant * Divine Smite, Undead target, level 3 spell slot: normal damage +5d8 radiant * Improved Divine Smite, non-Undead target, no spell slots used: normal damage +1d8 radiant * Improved Divine Smite, Undead target, no spell slots used: normal damage +1d8 radiant (effectively the same) * Improved Divine Smite, non-Undead target, level 1 spell slot: normal damage +3d8 radiant (that's +1d8 from Improved Divine Smite, and +2d8 from Divine Smite) * Improved Divine Smite, non-Undead target, level 2 spell slot: normal damage +4d8 radiant * Improved Divine Smite, non-Undead target, level 3 spell slot: normal damage +5d8 radiant * Divine Smite, Undead target, level 1 spell slot: normal damage +4d8 radiant (that's +1d8 from Improved Divine Smite, +2d8 from Divine Smite, and +1d8 extra anti-Undead damage) * Divine Smite, Undead target, level 2 spell slot: normal damage +5d8 radiant * Divine Smite, Undead target, level 3 spell slot: normal damage +6d8 radiant I would agree with you that this might not seem entirely consistent. Krinkle posted:Is this the first D&D where turn undead doesn't have a damage component? Does a paladin's channeled divinity stay at one charge, per day, forever? I haven't channeled divinity once. It seems like a lotta work to turn an undead, now you gotta chase them. Maybe it makes more sense for the most naked of clerics. Turn Undead has traditionally worked on a model of "the Undead is either Turned, which makes them run away from you, or they are outright destroyed if the Cleric is sufficiently high-level over the Undead target" It was 4th Edition that was an outlier by making TU deal damage to Undead targets. What you might be missing is that Clerics get the Destroy Undead ability at level 5, which does create that effect where their TUs can destroy Undead if there's a large level/CR gap between them and the Undead. The Paladins don't get that, which by RAW would mean that Paladin TUs only ever cause Undead to flee. Channel Divinity only does ever stay at 1 charge, but it does come back with every Short (or Long) Rest, so you should be able to use it multiple times per day.
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# ? Apr 25, 2017 06:28 |
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nelson posted:"Once per day, when you die..."
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# ? Apr 25, 2017 07:37 |
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I feel like there should be sort of a lesser feat category that everyone gets one or two of. Feats like Lucky or any of the bonus action attack-granting options are strong enough to justify a full ASI, but many others aren't so much. They do, however, offer some specialization that'd be great to see in play more often. Most of the feats from the past two UAs would fit this if you dropped the +1 ability score bump, as would the lower-tier PHB feats like Charger, Grappler, etc.
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# ? Apr 25, 2017 09:33 |
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Slippery42 posted:I feel like there should be sort of a lesser feat category that everyone gets one or two of. Feats like Lucky or any of the bonus action attack-granting options are strong enough to justify a full ASI, but many others aren't so much. They do, however, offer some specialization that'd be great to see in play more often. Most of the feats from the past two UAs would fit this if you dropped the +1 ability score bump, as would the lower-tier PHB feats like Charger, Grappler, etc. This sort of hits at the heart of the problem where feats, even when they were completely separate from ASIs, were themselves terribly unbalanced because the relative power of a feat would vary wildly depending on what it did ... and that itself is born out of the problem of "what are feats?" was never really well-defined. When 5e combines this with "now feats have to compete with ASIs, as well as among each other", they made it even worse. You've got stuff like Linguist adding a +1 Int as a tacit admission that a feat to make you a Linguist isn't ever going to goddamn measure up to getting closer to completing your 20 Int spell scaling*, but then you've also got stuff like Lucky that looks really "overbudget" because it adds an entirely new meta-resource for you to tap, and then you've also got Charger that you need just to re-enable a thing that you used to be able to do. It's completely all over the place. I empathize with your feeling that maybe feats should be more tiered - it's messed up because feats don't have a better definition than "a basic building block for character customization", which is a largely useless definition when it comes to making compelling and interesting choices across all feats (and as an ASI competitor!)
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# ? Apr 25, 2017 09:58 |
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gradenko_2000 posted:This sort of hits at the heart of the problem where feats, even when they were completely separate from ASIs, were themselves terribly unbalanced because the relative power of a feat would vary wildly depending on what it did ... and that itself is born out of the problem of "what are feats?" was never really well-defined.
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# ? Apr 25, 2017 11:30 |
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The 4E character builders used to include a little card, along with the power cards, for the GM that noted each characters Ability Scores, defenses, HP and passive scores. I couldn't find anything like that for 5E, So I knocked one up for my group. I uploaded a PDF with 9 cards to a page here, in case anyone wants it. Edit: drat, I should have added spell save DC. Oh well, I'll post a revision later if anyone wants it. thefakenews fucked around with this message at 12:38 on Apr 25, 2017 |
# ? Apr 25, 2017 12:20 |
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Awesome! Would it make sense to have the ability score be in the smaller circle, since it's rarely used directly? That's what MPMB's character sheet does and I liked it when I saw it.
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# ? Apr 25, 2017 13:18 |
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Subjunctive posted:Awesome! Would it make sense to have the ability score be in the smaller circle, since it's rarely used directly? That's what MPMB's character sheet does and I liked it when I saw it. Maybe. The intent with the circles for saves is that they are just check boxes to note what saves the character has proficiency in. The DM can then add the ability mod and proficiency bonuses together if they need the save. But that might be less efficient.
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# ? Apr 25, 2017 13:31 |
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At this point ASIs should just not exist and the initial array for stats shoupd be boosted (since that's easier than redoing all the math that assumes asis will happen)
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# ? Apr 25, 2017 14:12 |
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Oh hey look, 129 new D&D posts, I wonder what they are talking about... Oh it's just weird .thefakenews posted:
This is cool and good.
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# ? Apr 25, 2017 14:36 |
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Petr posted:How much information should players have about the campaign before they begin? In the campaign I'm writing, the players have a pretty atypical start (escapees from a tyrannical beholder's compound) that might affect their character and background choices. I don't want them to feel like I'm railroading them or spoiling what I've got planned, though. At the same time, I'm worried that in the first ten minutes someone will be like "oh well if I'd known that, I wouldn't have picked X." Either tell them what the major differences are in your campaign: "Magic is wild and hard to control.", "Half the world has been invaded by demons." "The mages of Netheril have returned.", "The realm has fallen under a curse that slowly consumes the living." or don't. If you don't, and they say, "Well gently caress if I knew that and it's reasonable my character would have done Y instead of X" you say, "Ok."
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# ? Apr 25, 2017 16:52 |
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One of my players has an Oathbow he found in his previous DM's game, and I have no idea if I'm reading the item's description right. To me it looks like you don't get the Advantage, cover penetration, range bonus and bonus damage until the second shot. The first shot sets up the Sworn Enemy condition and then subsequent shots get the bonus, right? Am I crazy or being a dick here?
Garl_Grimm fucked around with this message at 18:16 on Apr 25, 2017 |
# ? Apr 25, 2017 18:11 |
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User0015 posted:Either tell them what the major differences are in your campaign: "Magic is wild and hard to control.", "Half the world has been invaded by demons." "The mages of Netheril have returned.", "The realm has fallen under a curse that slowly consumes the living." or don't. I can confirm from hard experience that trying to conceal important details about the campaign premise from the players rarely ends well.
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# ? Apr 25, 2017 18:52 |
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As far as the rules are concerned, can a pact of the blade warlock summon their pact weapon inside an anti magic field?
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# ? Apr 25, 2017 19:30 |
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Wurzag posted:As far as the rules are concerned, can a pact of the blade warlock summon their pact weapon inside an anti magic field? Given the spell language around magical travel and items I wouldn't allow it. If the pact weapon was an actual bonded weapon and it was summoned before the AMF went into effect I'd let them keep it in hand, but if it was just a "any shape you want" pact weapon I'd make it disappear.
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# ? Apr 25, 2017 19:37 |
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Petr posted:How much information should players have about the campaign before they begin? In the campaign I'm writing, the players have a pretty atypical start (escapees from a tyrannical beholder's compound) that might affect their character and background choices. I don't want them to feel like I'm railroading them or spoiling what I've got planned, though. At the same time, I'm worried that in the first ten minutes someone will be like "oh well if I'd known that, I wouldn't have picked X." Is it possible that more people escaped? If you want to keep it secret, have, like, more unidentified people escape. If after the session they're all "I would've played a different character", then bam, they're one of the other escapees, and the character they WERE playing runs off to their hometown or gets eaten or whatever.
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# ? Apr 25, 2017 19:49 |
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# ? Jun 8, 2024 23:04 |
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Garl_Grimm posted:One of my players has an Oathbow he found in his previous DM's game, and I have no idea if I'm reading the item's description right. To me it looks like you don't get the Advantage, cover penetration, range bonus and bonus damage until the second shot. The first shot sets up the Sworn Enemy condition and then subsequent shots get the bonus, right? Am I crazy or being a dick here? quote:When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, "Swift death to you who have wronged me." The target of your Attack becomes your sworn enemy 1) Target someone. 2) Make a ranged attack roll. 3) On a hit, apply damage and on-hit effects. So with an Oathbow: 1) Target someone. 1.5) Whisper the command word. They are now your sworn enemy. 2) Make a ranged attack roll, with advantage because they're your sworn enemy. 3) On a hit, apply damage and on-hit effects. The actual limiter is it's a one target per day thing. If you Oathbow some random goblin you're all out of Oathbow until the next day. Not even long rest, it's explicitly "Dawn the next day". e: and if your target doesn't die for whatever reason you're stuck with them as your only sworn enemy for seven days. Splicer fucked around with this message at 20:19 on Apr 25, 2017 |
# ? Apr 25, 2017 20:08 |