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Elector_Nerdlingen
Sep 27, 2004



Elendil004 posted:

Bard Colleges to stay away from or ones to go for with interesting stuff in them? I think I'm going to be very supporty.

Bards in general are pretty good and I'm not sure you could gently caress up too bad with the stuff in the PHB. I played valor from 5-7 and it was great, and there's a lore bard in one of my current games that kicks rear end. Both of us just pretty much did the obvious builds (not trying for anythng gimmicky or OP/broken) and had zero problems. I bet there's a way to make either valor or lore stupid-good, but they're both very solid without even without trying to do anything weird.

I don't keep up with UA that closely but I've heard Satire is pretty great for something that looks like it's gonna be a comedy option at first glance.

Elector_Nerdlingen fucked around with this message at 02:10 on Nov 7, 2017

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mastershakeman
Oct 28, 2008

by vyelkin

Darwinism posted:

I think this is one of my favorite things that early D&D did - because they didn't specify plumbata, bar darts have become insanely lethal superweapons in some D&D universes.

I always assumed they were bar darts due to their rate of fire

Nickoten
Oct 16, 2005

Now there'll be some quiet in this town.

Xanathar's Guide to Everything posted:


Steel Wind Strike

5th level

30 feet

Components: S, M (a melee weapon worth at least 1 sp)

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

They took an ability that is exactly the kind of thing I'd expect a powerful fantasy warrior to have and gave it to the goddamn wizard.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Nickoten posted:

They took an ability that is exactly the kind of thing I'd expect a powerful fantasy warrior to have and gave it to the goddamn wizard.

My 3e Factotum/Chameleon has this thing:

quote:

WHIRLING BLADE
Transmutation
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft.
Effect: 60-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With weapon in hand, you finish the last of the arcane gestures and words that activate the power of the spell. As you cast the spell, you hurl a single slashing weapon at your foes. The blade, carried along both by your might and your magical prowess, slashes at your foes while whirling forward.
You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell’s range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapon’s path, but you can choose to substitute your Intelligence modifier or your Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon’s attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
Focus: A slashing melee weapon that you hurl

This kind of thing has been going on forever, and it's the natural outcome of making spells the basic building block for any and all discrete effects in the universe (and then not giving spells to the Fighter).

OutsideAngel
May 4, 2008

Nickoten posted:

They took an ability that is exactly the kind of thing I'd expect a powerful fantasy warrior to have and gave it to the goddamn wizard.

Even better, Steel Wind was a Strike maneuver from the Tome of Battle: Book of Nine Swords, a 3rd edition supplement focused on giving non-casters cool and interesting things to do. It let you hit more than one opponent in the same action.

EDIT: Then, in 4e, Steel Wind was a Monk discipline. It included an ability to attack multiple opponents, and an ability to move quickly while ignoring enemies that would normally pin you down.

OutsideAngel fucked around with this message at 04:43 on Nov 7, 2017

Serf
May 5, 2011


Nickoten posted:

They took an ability that is exactly the kind of thing I'd expect a powerful fantasy warrior to have and gave it to the goddamn wizard.

this is exactly a spell from Shadow of the Demon Lord in the Battle tradition, lol

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

OutsideAngel posted:

Even better, Steel Wind was a Strike maneuver from the Tome of Battle: Book of Nine Swords, a 3rd edition supplement focused on giving non-casters cool and interesting things to do. It let you hit more than one opponent in the same action.

Oh my god you loving bastards:



(although technically the effect more resembles the Lightning Throw maneuver, but still)

PupsOfWar
Dec 6, 2013

mastershakeman posted:

I always assumed they were bar darts due to their rate of fire

PupsOfWar fucked around with this message at 05:38 on Nov 7, 2017

Elector_Nerdlingen
Sep 27, 2004



Next round of spells to include Weapon Specialisation and Wear Any Armor.

Name Change
Oct 9, 2005


gradenko_2000 posted:

Oh my god you loving bastards:



(although technically the effect more resembles the Lightning Throw maneuver, but still)

So, let's re-visit porting Book of Nine Swords to 5E.

Slippery42
Nov 10, 2011

Elendil004 posted:

Bard Colleges to stay away from or ones to go for with interesting stuff in them? I think I'm going to be very supporty.

Lore's the gold standard for a more supporty Bard, and probably my favorite among the colleges. Best counterspellers in the game due to a combination of Jack of All Trades and their level 14 feature, Cutting Words gives you a use for your reaction against non-casters, extra skills, and an extra set of spells to poach which can net you a very efficient heal in Aura of Vitality.

You might also consider taking a look at College of Glamour, though. They can spend a bardic die to give their party 2d6 - 2d12 temp HP. Sounds humble, but considering that you'll probably have 4 bardic dice at your disposal per short rest as early as level 5, that adds up to a lot of damage absorbed over the course of a dungeon crawl. Also, 1/day "cast Command as a bonus action for an entire fight". From what I could see in a pagethrough of Xanathar's, the temp HP feature may have been nerfed since its appearance in UA, and whether the level 14 feature was clarified or reworded was also partially out of the shot.

Reene posted:

Imps are still great for other reasons, such as advantage and giving you always-on Magic Resistance, but I can't imagine why they wouldn't let you use it to scout.

I think that sidebar in the MM on variant familiars are meant for such creatures making contracts with other NPCs. PCs using the Find Familiar spell just get a creature with the statblock, so no shared Magic Resistance.

Chainlocks appear to get a great invocation option in Xanathar's, where every die rolled for purposes of recovering the Warlock's HP (including hit dice) gets maxed out whenever the familiar is within 100'. Without the ability to use my familiar to scout, however, I'd still probably prefer the Tome pact even with that new invocation.

Noxin of Shame
Jul 25, 2005

:allears: Our Dan :allears:

Nickoten posted:

They took an ability that is exactly the kind of thing I'd expect a powerful fantasy warrior to have and gave it to the goddamn wizard.

The biggest question is why they didn't just straight up name it Omni Strike

MonsterEnvy
Feb 4, 2012

Shocked I tell you

thefakenews posted:

The Adventures in Middle Earth DM book has a whole section of generic monster abilities, and from memory none of them relate to spellcasting (due to the lack of spellcasting in AME generally).

It might be possible to use that list of abilities as the basis for a PC stealing monster powers.

The same thing is in the DMG for 5e actually.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Nickoten posted:

They took an ability that is exactly the kind of thing I'd expect a powerful fantasy warrior to have and gave it to the goddamn wizard.

Actually it's a Ranger spell. I don't think Wizards don't get it.

MonsterEnvy fucked around with this message at 08:41 on Nov 7, 2017

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

MonsterEnvy posted:

Actually it's a Ranger spell. I don't think Wizards don't get it.
Bet you a dollar?

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Well I said don't think was never 100% sure. I kept hearing it being talked about with the Ranger. So I assumed Wizards did not get it.

Elector_Nerdlingen
Sep 27, 2004



I'm sure it'll be fixed in the published version :downs:

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
This magic swording spell would be great for the swordman who also casts magic. Unfortunately the swordman who also casts magic archetype never gets fifth level spells.

Thankfully the magicman can pick this up at the same time the swordman who also magics gets their third swording, saving us from this long nightmare where the swordman was arguably better at their class than the magicman.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
A 5th level spell means that even if it was for the Ranger, they'd only get it at level 17, which published adventures never even get to.

Arcane Trickster Rogues and Eldritch Knight Fighters don't even have access to 5th level spells.

Toplowtech
Aug 31, 2004

gradenko_2000 posted:

Arcane Trickster Rogues and Eldritch Knight Fighters don't even have access to 5th level spells.
Unless they have the ritual caster feat, then they can cast the insanely small list of "out of fight" spells that are ritual; like the one hour Rary's Telepathic Bond. I mean i swear why the gently caress are some spell like fabricate, arcane lock and continual flame not rituals? Do not let me started about the duration of some of those spells in this edition.

Toebone
Jul 1, 2002

Start remembering what you hear.

Reene posted:

What exactly is their justification for not allowing something that is written down in the rules as a thing you can do?

Imps are still great for other reasons, such as advantage and giving you always-on Magic Resistance, but I can't imagine why they wouldn't let you use it to scout.

Seems like he thinks using it for scouting gives too strong an advantage; he doesn't allow the magic resistance either.

kingcom
Jun 23, 2012

MonsterEnvy posted:

Actually it's a Ranger spell. I don't think Wizards don't get it.

JFC dude take a sec to check. This is a stupid thing to give to wizards. Say it with me. Say it monsterenvy. This is a bad decision. Don't just leap to their defence every time.

kingcom fucked around with this message at 13:33 on Nov 7, 2017

Serf
May 5, 2011


that spell seems like it could be something cool to give to a fighter. it's pretty strong tho, so they shouldn't be able to spam it. maybe just limit their use of it, to say... once per encounter? like some sort of... encounter power?

Son of a Vondruke!
Aug 3, 2012

More than Star Citizen will ever be.

Darwinism posted:

I think this is one of my favorite things that early D&D did - because they didn't specify plumbata, bar darts have become insanely lethal superweapons in some D&D universes.

Yeah, back in 2nd edition darts were an amazing weapon. If I remember correctly, with a max strength fighter at level 1 you could do 1d3+8 damage per dart and throw 4 darts per round. It was insane.

kingcom
Jun 23, 2012

Nickoten posted:

They took an ability that is exactly the kind of thing I'd expect a powerful fantasy warrior to have and gave it to the goddamn wizard.

It's straight up an attack combo from all those batman arkham asylum game, shadows of mordor etc. You are leaping from one target to the next chaining an attack up and end up at the last of them as they all die.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Toebone posted:

Seems like he thinks using it for scouting gives too strong an advantage; he doesn't allow the magic resistance either.

It's extremely cool and good that 5e's openness for DM fiat means they get to gently caress you over arbitrarily by disregarding things you should get right there on the pages of the goddamn book.

Nickoten
Oct 16, 2005

Now there'll be some quiet in this town.

OutsideAngel posted:

Even better, Steel Wind was a Strike maneuver from the Tome of Battle: Book of Nine Swords, a 3rd edition supplement focused on giving non-casters cool and interesting things to do. It let you hit more than one opponent in the same action.

EDIT: Then, in 4e, Steel Wind was a Monk discipline. It included an ability to attack multiple opponents, and an ability to move quickly while ignoring enemies that would normally pin you down.

I thought that looked familiar! I was really into Tome of Battle.

Edit: To guess at what they're going for here, I think that's a spell meant for a Bladesinger, though I can't tell whether Hexblades get it, too. But it's kinda weird to put a spell aimed at a Bladesinger in a book that isn't supposed to work with the book the actual Bladesinger class is in (according to WotC's organized play rules).

Nickoten fucked around with this message at 13:41 on Nov 7, 2017

Toebone
Jul 1, 2002

Start remembering what you hear.

gradenko_2000 posted:

It's extremely cool and good that 5e's openness for DM fiat means they get to gently caress you over arbitrarily by disregarding things you should get right there on the pages of the goddamn book.

Yeah, it seems bad DMing to straight-up tell your players no instead of figuring a clever way to deal with the advantage.

Nihilarian
Oct 2, 2013


MonsterEnvy posted:

Actually it's a Ranger spell. I don't think Wizards don't get it.
do you even own the books or are you just defending the 5e that only exists in your head

Serf
May 5, 2011


Nihilarian posted:

do you even own the books or are you just defending the 5e that only exists in your head

monsterenvy: the book isn't out yet but there is definitely nothing wrong with it. i know this because *extended, thunderous fart noise*

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy



lmao

Admiral Joeslop
Jul 8, 2010




What are the major power jumps, by level? I want to do a little mini three shot and let the PCs make characters at that level. Final session will be level 20.

Admiral Joeslop fucked around with this message at 14:41 on Nov 7, 2017

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Level 3 is when archetypes come online.

Level 7 is when 4th-level spells come online (and why 3.PF developed an entire subgame around stopping at level 6, which should also work about the same for 5e)

Level 17 is when 9th-level spells come online

If you split the difference, level 11 is when the Fighter gets 3 attacks per turn (and when full casters get 6th-level spells).

For a three-shot, I'd do something like level 3, level 11, level 20.

Serf
May 5, 2011


gradenko_2000 posted:

Level 17 is when 9th-level spells come online

i still can't believe this is a thing. it makes precisely 0 sense. i didn't understand it in middle school for 3.0 and i don't understand it now

OutsideAngel
May 4, 2008

Serf posted:

i still can't believe this is a thing. it makes precisely 0 sense. i didn't understand it in middle school for 3.0 and i don't understand it now

You know why this is still a thing.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Serf posted:

i still can't believe this is a thing. it makes precisely 0 sense. i didn't understand it in middle school for 3.0 and i don't understand it now

I am absolutely not defending this as intuitive, but the pattern is:

Char level 1 = Spell level 1
Every odd char level = Spell level +1
Char level 3 = Spell level 2
Char level 5 = Spell level 3
Char level 7 = Spell level 4
Char level 9 = Spell level 5
Char level 11 = Spell level 6
Char level 13 = Spell level 7
Char level 15 = Spell level 8
Char level 17 = Spell level 9

What makes this bit of information useless is that it tells you nothing about how many spell slots you should have ... but it used to: in older D&D's every even character level meant getting one more spell slot for all the spell levels you already had, so:

Char level 1 = one L1 slot
Char level 2 = two L1 slots
Char level 3 = two L1 slots, one L2 slot
Char level 4 = three L1 slots, two L2 slots
Char level 5 = three L1 slots, two L2 slots, one L3 slot

And so on. 3e hosed up the pattern because of bonus spell slots from ability scores, and 5e hosed up the pattern because of limits on low-level slots.

Serf
May 5, 2011



oh, i know why it is still a thing. i just can't believe that they're using that as an excuse

Alan Smithee
Jan 4, 2005


A man becomes preeminent, he's expected to have enthusiasms.

Enthusiasms, enthusiasms...
Nooby semantics question: so I'm looking at these Demogorgon stats


I am not a regular player, if I were to describe a DM having a Demogorgon attack a player character, would it make sense to call the DC 23 a "wisdom check" or does the term "_____ check" apply only when actions are performed by a player and not for defensive saving throws?

What I mean is, skill checks are only for player initiated actions and not for when being attacked or acted upon by an npc

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Why are they still called levels though. Call them tiers or circles or anything other than levels.

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Serf
May 5, 2011


Splicer posted:

Why are they still called levels though. Call them tiers or circles or anything other than levels.

yeah if you're gonna call them levels, you should have 20 levels of spells too. because if you're a level 7 character and you can't cast level 7 spells i don't know what the gently caress

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