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When I did my paladin his dueling style added 2 to hit, and none for damage, I did it backwards? Or do they get both? e: This is really loving me up why would dueling do more damage instead of making your hits more reliable because of your skill? Krinkle fucked around with this message at 19:47 on Oct 21, 2017 |
# ? Oct 21, 2017 19:44 |
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# ? May 15, 2024 06:33 |
Krinkle posted:When I did my paladin his dueling style added 2 to hit, and none for damage, I did it backwards? Or do they get both? https://open5e.com/classes/paladin.html
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# ? Oct 21, 2017 19:52 |
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Nitrousoxide posted:I think taking Expeditious retreat might be better. 10 minute spell which basically doubles your movement since you wouldn't otherwise be using your bonus action. Expeditious Retreat would be good for that, but you'd be giving up a spell known and spell slots for it. It's not a bad idea if you're going all in on using spell slots to whip-smite, but might be costly if you want your Sorladin to do other stuff too.
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# ? Oct 21, 2017 19:59 |
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Krinkle posted:When I did my paladin his dueling style added 2 to hit, and none for damage, I did it backwards? Or do they get both? It supposed to pretty much be a fighting style that makes one handed weapons, along with sword and board better at dealing damage. (Shields don't count as weapons, so you still get the plus 2 damage if you hold a shield.) Also why would dueling make your hits more reliable rather then better at inflicting damge because of your skill? It can be explained ether way.
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# ? Oct 21, 2017 20:11 |
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Splicer posted:It is weird and dumb welcome to D&D. Death to ability scores. That change leaves me with 2 left for the point buy so i can put 1 more in a stat or raise intelligence to 10. I guess put it in Charisma then bump str/cha to 16 at 4?
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# ? Oct 21, 2017 20:26 |
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CJ posted:That change leaves me with 2 left for the point buy so i can put 1 more in a stat or raise intelligence to 10. I guess put it in Charisma then bump str/cha to 16 at 4? Some more Wisdom or Con would be useful.
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# ? Oct 21, 2017 20:59 |
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MonsterEnvy posted:Also why would dueling make your hits more reliable rather then better at inflicting damge because of your skill? Because disregarding D&D mechanics, duelling was hardly ever about killing until pistols made killing practically inevitable. It was far more likely to be about trying to make your opponent yield/submit, start bleeding, (actually or symbolically) fall down, or (actually or symbolically) run away.
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# ? Oct 21, 2017 23:42 |
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AlphaDog posted:Because disregarding D&D mechanics, duelling was hardly ever about killing until pistols made killing practically inevitable. It was far more likely to be about trying to make your opponent yield/submit, start bleeding, (actually or symbolically) fall down, or (actually or symbolically) run away. That could work with being able to get in a wounding blow better. Anyway I was just trying to point out it could be taken ether way.
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# ? Oct 22, 2017 02:04 |
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Krinkle posted:When I did my paladin his dueling style added 2 to hit, and none for damage, I did it backwards? Or do they get both? "I handle sword good" can be abstracted to mean both a better to-hit or a better damage roll, but making it damage is marginally better for "balance" purposes since to-hit is significantly more valuable.
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# ? Oct 22, 2017 04:21 |
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Splicer posted:At that point though you have a wizard who's almost as good at fightering as a fighter and also every bit as good at wizarding as a wizard. The base wizard chassis is so strong that realistically there's no way to dump enough fighter into it that it's both good at fighting and also not just better than a fighter in every possible way. If they wanted a gish they should have made a gish class, but they didn't because ??? Nah, Fighter stays on top in terms of frontline duty and direct melee damage through its class features. My proposed changes grant basic competence which leads to viability if focused on that route, but a fighterman will continue being better at fighting. And there *is* a gish class. It's called Paladin.
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# ? Oct 22, 2017 07:43 |
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New DM here, how do you handle loot? Is it just random from the DMG or do you choose specific items for each PC class? My group relies on a monk to be up front and a ranger to cure wounds so I'm thinking I try to shore up those aspects with items so they don't die immediately.
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# ? Oct 22, 2017 22:12 |
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Well, as a DM you balance challenges and encounters as per the party's capabilities, so you shouldn't be under pressure to boost specific aspects of them. Perhaps if they're just plain playing wrong you throw them an item or two as a crutch to make this balancing easier, but other than that it's perfectly fine to just drop random magical loot. That said, getting completely useless items kind of sucks (ie magical shield on a party that absolutely doesn't and will never use shields) so either skip those results to give something else, or give them a chance to trade them for more useful stuff at a magical bazaar or auction or from other adventurers.
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# ? Oct 22, 2017 22:36 |
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Any given game's sample size (of rolls on random loot tables) is small enough that people end up being certain that their random-roll game either gives out heaps of X or very little X, regardless of what specific kind of look X might be. I would guess that if you worked it out statistically, the chances of a player receiving class-specific loot would be very low regardless of the makeup of the party. If I for some reason decided not to choose items that characters will find useful, I would randomly roll way too much magic loot, and then take most of it off them again. It's easy to do that by setting the cost of <thing they need> to "more gold than you have, or a big magic item and three little ones".
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# ? Oct 22, 2017 22:36 |
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Conspiratiorist posted:Well, as a DM you balance challenges and encounters as per the party's capabilities, so you shouldn't be under pressure to boost specific aspects of them. Perhaps if they're just plain playing wrong you throw them an item or two as a crutch to make this balancing easier, but other than that it's perfectly fine to just drop random magical loot. At that point just kill them.
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# ? Oct 22, 2017 22:40 |
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Schwza posted:My group relies on a monk to be up front and a ranger to cure wounds Interesting. How's that working out?
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# ? Oct 22, 2017 22:53 |
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They are almost level three, routinely run low on hp, and have been really lucky with some key rolls. They have really taken to the murder hobo way of life.
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# ? Oct 22, 2017 22:56 |
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e: Never mind, the question I had was answered and the advice I was giving was irrelevant.
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# ? Oct 22, 2017 23:07 |
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Level 1-3 combat is very swingy so that's normal; even full HP is low HP at those levels, and part of why people recommend starting at level 3. They don't need magic items.
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# ? Oct 22, 2017 23:07 |
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They might like magic items though, give some cool ones out and see.
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# ? Oct 22, 2017 23:09 |
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Give them a bag of holding, cinched closed. Don't tell them it's full of animated skeletons.
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# ? Oct 22, 2017 23:21 |
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Eversmoking bong.
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# ? Oct 22, 2017 23:24 |
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I used that idea in a boss fight. The party was fighting an aarakocra lich and figured "it's just one bird what can it do?" Then it opened a bag of holding and dropped a bunch of skeletons on them.
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# ? Oct 22, 2017 23:25 |
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Schwza posted:New DM here, how do you handle loot? Is it just random from the DMG or do you choose specific items for each PC class? My group relies on a monk to be up front and a ranger to cure wounds so I'm thinking I try to shore up those aspects with items so they don't die immediately. My gut says to go with random as per the DMG to start with, but with changing weapons/armor to stuff they can use or are fond of. So if your barbarian is a fan of swinging his axe, and you roll for a +1 Quarterstaff, make it into a +1 greataxe, for example. Remember that you can always use magic to change stuff, rather than outright "You find an X". Magical ray hits his axe? Now it's a +1 axe, to continue the example. Down the line, I'd recommend, again gut-feeling here, to see what they might like. Is one player enjoying being sneaky? Give them something to tangentially help with that, not a Gem of Brightness. This is player-wise, rather than just character-wise, although obviously there's some overlap (the player who enjoys being sneaky will be more likely to be playing a rogue than a barbarian )
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# ? Oct 22, 2017 23:30 |
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Soylent Pudding posted:I used that idea in a boss fight. The party was fighting an aarakocra lich and figured "it's just one bird what can it do?" Then it opened a bag of holding and dropped a bunch of skeletons on them. Well that seems kind of lacking in Foresight. If it's a lich it's a very powerful caster.
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# ? Oct 23, 2017 00:23 |
If you know your players and where they want to take their characters, give them relevant items to their class or play style. Ask them for a list if you're stuck, pick from random at that. Then sprinkle all kinds of silly things that anyone can use. Go nuts, give them those throwing spheres that are basically pokeballs, that glue that lasts forever, a bag of holding or two*, maybe a portable hole. *Autocorrect changed this to "bag of holding it together" which sounds like a great item.
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# ? Oct 23, 2017 03:22 |
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MonsterEnvy posted:Well that seems kind of lacking in Foresight. If it's a lich it's a very powerful caster. It happens. They also didn't expect half the skeletons to be orc skeletons for extra smashy. Also throw in magic items that seem fun and give options for creativity. I once had a party escape a dungeon deathtrap through a very creative use of a speak with pants scroll they scavenged from the dumpster behind a wizard tower.
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# ? Oct 23, 2017 03:31 |
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I'm playing in a level 4 Halloween oneshot. My character concept is "Van Helsing, but a turtle." I built a level 4 revised ranger with the tortle race (+2 str, +1 wis, 17 natural AC) with a focus on charging into battle with a shortsword and shield. Is there a better way to build this character - other classes I should dip, etc.? ed: wis, not int BinaryDoubts fucked around with this message at 03:59 on Oct 23, 2017 |
# ? Oct 23, 2017 03:47 |
Ability Scores are dumb, having only one class use Int is even dumber. I'm disappointed those turtles are +2 str/ +1 int, who would even use both of those besides a Bladesinger?
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# ? Oct 23, 2017 03:54 |
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Admiral Joeslop posted:Ability Scores are dumb, having only one class use Int is even dumber. I'm disappointed those turtles are +2 str/ +1 int, who would even use both of those besides a Bladesinger? It's +Wis, actually. So a little better.
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# ? Oct 23, 2017 03:58 |
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Admiral Joeslop posted:"bag of holding it together" Rod of emotional security. Deck of Delusions Manual of mental health (DSM +4) Boots of treppenwitz.
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# ? Oct 23, 2017 04:25 |
It would clearly be a Blanket of Emotional Security.
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# ? Oct 23, 2017 04:40 |
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Admiral Joeslop posted:It would clearly be a Blanket of Emotional Security. Maybe if you're not adventurous.
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# ? Oct 23, 2017 04:55 |
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Apparatus of Coping. Hat of Protection Against Females.
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# ? Oct 23, 2017 05:40 |
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Elminster’s Mansplaining Manual.
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# ? Oct 23, 2017 05:43 |
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Arivia posted:Elminster’s Mansplaining Manual. From the Well of Actually, Worlds module.
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# ? Oct 23, 2017 05:46 |
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Ring of neurotic resistance
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# ? Oct 23, 2017 08:17 |
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Portable Emotional Hole
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# ? Oct 23, 2017 08:26 |
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I'm preparing for a 5th edition campaign run by my husband of all people and we're both really excited for the changes 5th makes over the impossibly bloated mess of Pathfinder/3.5, the tightly-wound clusterfuck of Fantasy Craft, and the "good for one-offs only" nature of Dungeon World and I keep seeing people in this thread saying 5th is bad off or possibly even the worst its been for a while. Anyone mind explaining why to someone who's played a whole bunch of 3rd and Pathfinder but hasn't yet touched 5th? Everything I've seen seems to make it out to be really easy to homebrew and monsters, magic items, and classes are way more concise and don't have a million and one +s and abilities to keep track of. Advantage seems like a nice mechanic too if you don't have a party full of mother-may-I's trying to weasel it into every roll ever. What're the big problems with the system?
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# ? Oct 23, 2017 11:35 |
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quote:The saving throw system is a sham. Each ability score is its own saving throw, and classes are generally "proficient" at two of them. Except the vast majority of spells target either the Dexterity save, the Constitution save, or the Wisdom save, which means if you the Fighter are proficient in Strength and Constitution, or you the Bard are proficient in Dexterity and Charisma, then the Strength and Charisma saves are largely useless because you never get to use them!
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# ? Oct 23, 2017 11:49 |
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# ? May 15, 2024 06:33 |
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Fumbles posted:I'm preparing for a 5th edition campaign run by my husband of all people and we're both really excited for the changes 5th makes over the impossibly bloated mess of Pathfinder/3.5, the tightly-wound clusterfuck of Fantasy Craft, and the "good for one-offs only" nature of Dungeon World and I keep seeing people in this thread saying 5th is bad off or possibly even the worst its been for a while. 5e wasn't made for anyone who wants a good product for a good price; it was made for people who want to be told that 3.5 is the morally correct way to do elfgames. The system is half-assed garbage and does nothing you can't do every bit as easily in 4e, 3.5, or any other system where the designers actually made an effort.
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# ? Oct 23, 2017 12:02 |