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Nehru the Damaja posted:So our group infiltrated a secret base in like an island cove with a natural harbor. I upcasted Fog Cloud on our airship to conceal it. We quietly climbed down ropes and silenced a church bell. We quietly scouted out the buildings, identified our targets and were preparing setup for the attack so we could destroy the targets, burn some buildings and get out before we have a big fight with an overwhelming enemy force. Is this roll 20?
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# ? Mar 13, 2018 20:53 |
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# ? May 29, 2024 20:29 |
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doctor 7 posted:Is this roll 20? Kitchen table.
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# ? Mar 13, 2018 20:58 |
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Nehru the Damaja posted:Kitchen table. Brutal. I dunno how people can be intentionally stupid in real life like that. I mean sometimes sessions drag for sure but effectively loving over everyone because you are bored?
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# ? Mar 13, 2018 21:23 |
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I'm sorry you had/have to exist in the same general space as that individual.
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# ? Mar 13, 2018 21:32 |
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I'm having fun planning the heavy metal battle bard I've wanted to do for a while though. Having trouble deciding what mix of Bard and Hexblade I want, though. (Assume level 8). I'm totally open to any suggestions on that, either from a min/max or a "holy poo poo this would be sick" perspective. edit: His name is Thrash Halford. edit 2: Tiefling, 6 College of Swords, 2 Hexblade Warlock 8 STR 14 DEX 14 CON 11 INT 12 WIS 18 CHA Misty Visions and Devil's Sight. The latter will let him fight in the innate darkness cast. This seems really fun. Nehru the Damaja fucked around with this message at 22:42 on Mar 13, 2018 |
# ? Mar 13, 2018 21:43 |
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Admiral Joeslop posted:The encounter building rules in the book are so bad that Mearls doesn't even use them. CRs are also not a good indicator of how powerful something should be. Sweet, this looks way simpler. Thanks! E: vvv Neat! Maybe those links should be in the OP? gnapo fucked around with this message at 00:02 on Mar 14, 2018 |
# ? Mar 13, 2018 23:10 |
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gnapo posted:Sweet, this looks way simpler. Thanks! He also has this https://songoftheblade.wordpress.com/2018/03/11/dd-5th-edition-monster-stats-on-a-business-card/ which he just posted a couple days ago.
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# ? Mar 13, 2018 23:40 |
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Don't know why I didn't think to ask this here earlier, but: does anyone have an OrcPub custom element file to put back all the stuff they lost in the non-SRD purge?
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# ? Mar 14, 2018 00:10 |
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Glagha posted:Is there any good reason to take regular human over variant human? The implication is that variant human is an "optional variant", and wouldn't always be available/allowed, but if it is, you should take it.
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# ? Mar 14, 2018 03:38 |
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Been running Storm Kings Thunder. Harshnarg, the Frost Giant NPC, with the barely reskinned Drizzt backstory got himself killed, and oh look the party had a Reincarnation scroll. Welp. He's a Dwarf now.
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# ? Mar 14, 2018 10:54 |
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One of the issues that's been identified with 5e is how the death-and-dying rules interact awkwardly with healing: when you're at 1 HP, you're in (mostly) full fighting form, and if you're at 0, then you're Dying, but then you only really need that 1 HP more. It sort of devalues any HP in excess of what's needed to avoid the instant death/massive damage rules, since you can keep lying down and popping back up. I propose a change inspired by the Pathfinder 2 playtest rules: If you are at 0 HP and Dying, and then you receive healing, you are Stabilized and gain the HP as appropriate, but you do not regain consciousness until you make a successful Death Saving Throw This creates value for staying at a healthy, large-positive amount of HP, since getting knocked out is going to cause you to lose turns from failed Death saves.
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# ? Mar 14, 2018 12:23 |
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So I'm playing a Rogue Tabaxi with the Archaeology background (think Indiana but with a lucky crowbar instead of a lucky hat). Should I go all in the gimmick and become an Inquisitive at level 3 or somehow become a dual welding try hard rogue.
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# ? Mar 14, 2018 12:55 |
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Note Inquisitive doesn't do anything that other archetypes can't do just as good, on top of having their own archetype abilities.
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# ? Mar 14, 2018 15:22 |
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gradenko_2000 posted:One of the issues that's been identified with 5e is how the death-and-dying rules interact awkwardly with healing: when you're at 1 HP, you're in (mostly) full fighting form, and if you're at 0, then you're Dying, but then you only really need that 1 HP more. It sort of devalues any HP in excess of what's needed to avoid the instant death/massive damage rules, since you can keep lying down and popping back up. I like the aim of this, but if you're gonna do that, you'll either need to come up with some way for healing to meaningfully keep up with damage or build encounters such that players can fight a really defensive battle. Because healing is kind of hot garbage unless it's high-value out-of-combat heals or picking up the incapacitated.
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# ? Mar 14, 2018 16:54 |
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I find the popping back up incredibly good, fun, and funny.
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# ? Mar 14, 2018 17:37 |
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Nehru the Damaja posted:I like the aim of this, but if you're gonna do that, you'll either need to come up with some way for healing to meaningfully keep up with damage or build encounters such that players can fight a really defensive battle. Because healing is kind of hot garbage unless it's high-value out-of-combat heals or picking up the incapacitated. It would probably require significantly increasing the healing output of spells and moving them to Bonus Action slots.
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# ? Mar 14, 2018 17:41 |
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Nehru the Damaja posted:I like the aim of this, but if you're gonna do that, you'll either need to come up with some way for healing to meaningfully keep up with damage or build encounters such that players can fight a really defensive battle. Because healing is kind of hot garbage unless it's high-value out-of-combat heals or picking up the incapacitated. Oh I'm talking crazy. What would a game like that even look like?
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# ? Mar 14, 2018 17:48 |
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Less sarcastically, significantly buff cure wounds but have it consume a hit die. Remove all other healing spells, allow a healer to dump a small amount of HP on a target as a bonus action every time they cast a levelled spell. The Wizard HP transfer spell can stay.
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# ? Mar 14, 2018 17:55 |
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Deptfordx posted:Been running Storm Kings Thunder. Harshnag is actually a pretty old character. He first showed up in 2e and is mentioned in most Waterdeep materials.
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# ? Mar 14, 2018 19:34 |
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MonsterEnvy posted:Harshnag is actually a pretty old character. He first showed up in 2e and is mentioned in most Waterdeep materials. Wow that’s like the one correct post you’ve ever made about the Realms.
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# ? Mar 14, 2018 20:55 |
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Speaking of healing: We went shopping in our ToA game last night and our DM pointed out there are two different versions of healing potions. One for 80g, one for 300g. We just had a massive influx of cash, so we started asking him what the difference was, with the expectation that a 300g healing potion would be significantly stronger. His answer, "2d4 + 2 for the regular, 4d4 + 4 for the bigger one" . Our group collectively laughed at the difference. Two of our players are brand new, but everyone universally saw the healing/cost ratio as being absurd. For the equivalent gold, you get more healing, at a more granular level, and everyone understands the rule that 1hp of healing puts you back on your feet. The math on that is pretty shameful.
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# ? Mar 14, 2018 21:20 |
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User0015 posted:Speaking of healing: We went shopping in our ToA game last night and our DM pointed out there are two different versions of healing potions. One for 80g, one for 300g. We just had a massive influx of cash, so we started asking him what the difference was, with the expectation that a 300g healing potion would be significantly stronger. His answer, "2d4 + 2 for the regular, 4d4 + 4 for the bigger one" . Our group collectively laughed at the difference. Two of our players are brand new, but everyone universally saw the healing/cost ratio as being absurd. For the equivalent gold, you get more healing, at a more granular level, and everyone understands the rule that 1hp of healing puts you back on your feet. The larger potion is superior in terms of action efficiency, though.
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# ? Mar 14, 2018 22:24 |
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Piell posted:The larger potion is superior in terms of action efficiency, though. But the thing is that for a large portion of play, if you're healing 4d4 + 4 HP (i.e. 14 on average), you're just doing it to pick someone up and for no other reason.
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# ? Mar 14, 2018 22:37 |
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Yeah, potions are just for: a) Chugging out of combat to fix yourself up. b) Force feeding to someone who went down (if you're out of Healing Word slots). So all you care about is the HP-per-gold ratio.
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# ? Mar 14, 2018 22:44 |
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Nickoten posted:But the thing is that for a large portion of play, if you're healing 4d4 + 4 HP (i.e. 14 on average), you're just doing it to pick someone up and for no other reason. It is buying a round of action from not getting knocked out vs buying an extra hit dice. Since you could just use a healers kit which and 1hp someone for negligible cost.
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# ? Mar 14, 2018 22:47 |
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Healers kit just stabilises though, and only brings them to 1hp 1d4 hours later?
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# ? Mar 14, 2018 22:59 |
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Xae posted:It is buying a round of action from not getting knocked out vs buying an extra hit dice. Buying (hopefully) a round of action at the cost of a round of action Also, Healer's Kit only restores HP with the Healer feat.
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# ? Mar 14, 2018 23:01 |
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Conspiratiorist posted:Buying (hopefully) a round of action at the cost of a round of action You can lose the person who gets knocked down's turn and the person who shoves a potion in their mouth's turn. Plus any situation where you survive due to the extra hit points. Plus not taking any damage triggered by someone having to run to them and causing attacks of opportunity. There is extra value in healing more in a single action. If that value is worth the extra gold depends on your situation. If the extra healing would have prevented a wipe or a full death it will seem pretty dumb to have gotten all miserly over a bit of gold.
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# ? Mar 14, 2018 23:04 |
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At higher levels the difference between healing 7hp and 14hp when you're out of healing words etc. isn't very meaningful.
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# ? Mar 14, 2018 23:06 |
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Xae posted:You can lose the person who gets knocked down's turn and the person who shoves a potion in their mouth's turn. This isn't even argument about the potions; at this point you're arguing against the well-understood fact that in-combat healing in 5e is loving weak and bad.
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# ? Mar 14, 2018 23:08 |
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CaPensiPraxis posted:At higher levels the difference between healing 7hp and 14hp when you're out of healing words etc. isn't very meaningful.
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# ? Mar 14, 2018 23:11 |
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Conspiratiorist posted:This isn't even argument about the potions; at this point you're arguing against the well-understood fact that in-combat healing in 5e is loving weak and bad.
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# ? Mar 14, 2018 23:14 |
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Yeah the extra HP from the higher potion is very unlikely to buy you more turns, so the loss of a turn from having to pick someone back up is just kind of inevitable in 5e. So you just buy whatever you need to heal 1 HP or preferably cast healing word. I did the math on this recently and at level 9 or 10 a Cleric fighting an Adult Black Dragon (apparently an appropriate enemy for a party of that level) is way better off casting Inflict Wounds at level 5 than they are casting Mass Cure Wounds after the dragon spits acid. The former significantly helps to reduce the number of rounds the dragon has to attack the party whereas the latter has a high chance of making literally no difference. I did the numbers for tripling the dice in Mass Cure Wounds and it means you'd actually have a chance to negate the ~55 or so damage the black dragon did to your party, which may actually make using it an interesting decision to make. Also casting Cure Wounds at 5th level is likely to be a full heal on a d8 hit die character around that level (15d8 + 5 or around 70 hp), which is also not a terrible use of the slot depending on who the character is.
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# ? Mar 14, 2018 23:16 |
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Xae posted:Did you quote the wrong post were you just looking to go off on a tangental rant? No - you're using the same arguments of people that try to justify Cure Wounds being a good use of actions. It's not. The amount of healing you'd get between the two potions is piddly - extremely unlikely to make a difference - so unless you're swimming in so much gold as to make the price difference irrelevant you're better off buying the more efficient ones in bulk. Incidentally, if you have so much gold the price doesn't matter you're probably also high enough level the HP difference is even more meaningless.
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# ? Mar 14, 2018 23:23 |
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I think gold becomes irrelevant/a plot device far faster than 7 hp does. Like I said, it's a sometimes vs never thing. Healing potions are lovely but the cost is like, a non-factor "at higher levels". You sometimes take 6 damage no matter what level you are, if you're 220 gold short of something you really want to buy, your DM has probably decided to give it a price you can't afford on purpose.
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# ? Mar 14, 2018 23:28 |
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Conspiratiorist posted:No - you're using the same arguments of people that try to justify Cure Wounds being a good use of actions. It's not. We're only level 5 and this is the conclusion we all came to. Right now, enemies triple attack and can hit for anywhere between 10-30 damage, so a7 hp difference is insignificant. On the other hand, that 220 gold difference is about 25% of the cost of a +1 magic item or an item that boosts spell hit/DC by 1. That's such a better use of gold in comparison it's almost a joke
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# ? Mar 14, 2018 23:29 |
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Okay if items like that are for sale for cheap then scratch what I said and good on your DM for being willing to bother setting prices for that stuff without any guidance instead of saying "uhh go look for it in a dungeon".
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# ? Mar 14, 2018 23:36 |
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Jeffrey of YOSPOS posted:I think gold becomes irrelevant/a plot device far faster than 7 hp does. Like I said, it's a sometimes vs never thing. Healing potions are lovely but the cost is like, a non-factor "at higher levels". You sometimes take 6 damage no matter what level you are, if you're 220 gold short of something you really want to buy, your DM has probably decided to give it a price you can't afford on purpose. Yeah, if you're playing in a setting that doesn't really have magic item shops then unless you've got plot reasons for wanting a lot of gold you might as well spend it on healing potions just to be able to top yourself off between encounters without expending spell slots.
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# ? Mar 14, 2018 23:43 |
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At which point its still more efficient to buy the weaker potions.
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# ? Mar 15, 2018 01:00 |
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# ? May 29, 2024 20:29 |
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Kinda funny how 3.X based D&D always has the wand of CLW problem.
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# ? Mar 15, 2018 01:09 |