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quote:@JeremyECrawford So when asked about the Artificer apparently it is still in the works, but no mention of when we might actually see it.
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# ? Nov 7, 2018 09:00 |
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# ? May 30, 2024 13:24 |
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Conspiratiorist posted:Here's how you melee Cleric: This is pretty much the route I came up with myself (sans familiar as it doesnt quite fit my flavour). Just seems very odd they wrote so much varying subclasses for Cleric yet kind of failed to make their actual attacking ability as varied. I have no issue with sacrificing certain aspects of a class but the option would at least be nice. Btw your strength still effects your to hit modifier so I wouldnt say leaving strength out is such a great idea either. Nutsngum fucked around with this message at 12:18 on Nov 7, 2018 |
# ? Nov 7, 2018 12:16 |
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I played a lizardfolk tempest cleric and if I was resorting to my weapon it was because it was an easy encounter and I didn't want to waste resources or it was a long rear end day. Generally your turn is better used casting. Wading into melee is good and your lower damage is offset by thunderously rebuke, upping your damage output per round when you do manage to get hit. Nothing like the DM asking "Ugh. How many times do you get that??" Much better off casting a max damage shatter and trying to bring the roof down, or starting a storm or boosting damage with spiritual weapon of spiritual guardians.
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# ? Nov 7, 2018 14:28 |
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Nutsngum posted:This is pretty much the route I came up with myself (sans familiar as it doesnt quite fit my flavour). Just seems very odd they wrote so much varying subclasses for Cleric yet kind of failed to make their actual attacking ability as varied. I have no issue with sacrificing certain aspects of a class but the option would at least be nice. I think he was assuming you’d have the familiar grant you advantage on every hit, thus lowering the need for a higher hit modifier.
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# ? Nov 7, 2018 15:52 |
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Nutsngum posted:This is pretty much the route I came up with myself (sans familiar as it doesnt quite fit my flavour). Just seems very odd they wrote so much varying subclasses for Cleric yet kind of failed to make their actual attacking ability as varied. I have no issue with sacrificing certain aspects of a class but the option would at least be nice. All your stronger abilities key off WIS, so that's priority. Barring STR-boosting items, STR/DEX just have to stick to being 16 at best until the fabled late levels. If you really wanted to be religionman who things hits more, then play Paladin instead.
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# ? Nov 7, 2018 16:40 |
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My dm was trying out an item wishlist so I was able to build with low strength on a hill dwarf, knowing I could still wear the armor and eventually get Str to boost Booming Blade. Straight busted. I took a level in sorcerer instead of Magic initiate though. Slower spell progression but having Shield and Favored by the Gods as well as Bless in a non-prep sorcerer list was well worth it for me.
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# ? Nov 7, 2018 18:09 |
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Aniodia posted:GTFOH, really? by the book it is, I guess. quote:In that case, there either should be a limit (maybe once per short rest?), or no limit to how long it can remain animated at all. Personally, I'd lean towards the latter, since you're starting to hit the levels where magic should be powerful, even if it's just a floating +3 AC boost that lets you use both hands. quote:
quote:Lemme take a crack at it (and feel free to completely ignore it) I love all of this. I used pretty much all of it. Though I kept the automatic stabilizing part. making the sword be able to use charges and really blast em is great, and baking in the wild magic with charge use instead of making it a separate action is exactly what I wanted but hadn't realized how to do! Oh, and I took the dagger and made the poison DC 10+Dex mod +proficiency. That way it gets more powerful with the wielder. Already I think that puts it at 18 instead of the 15 default. Can't wait for next session, gotta throw some serious combat at 'em just to test it out now.
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# ? Nov 7, 2018 19:45 |
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Ryuujin posted:So when asked about the Artificer apparently it is still in the works, but no mention of when we might actually see it. next month'll be 2 years since the UA was released. the artificer is never coming out
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# ? Nov 7, 2018 19:48 |
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PenguinKnight posted:next month'll be 2 years since the UA was released. the artificer is never coming out Nonsense, it'll be released As a wizard archetype e: Right after the Psion gets released as one is my personal bet
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# ? Nov 7, 2018 20:05 |
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PenguinKnight posted:next month'll be 2 years since the UA was released. the artificer is never coming out I think it will be coming out relatively soon. We have the Eberron play test book and the artificer is a pretty important part of that setting. I think we will see it next year. Darwinism posted:Nonsense, it'll be released That was their first idea, it was not popular so they decided to make it it's own class.
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# ? Nov 7, 2018 20:05 |
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I'm planning some spooky encounters with the undead. I'm looking for ideas to make the encounters dynamic and interesting. If by some weird coincidence you're reading this and you're playing in a game about "gay fire" (I did not name it that), don't read this. The premise is that this place was a huge machine-city a thousand years ago, but now it's a necropolis full of rusted metal and the few living people hide among the ruins from the hungry dead that rule this place. I'm not using straight MM stats for anything, so assume all of these encounters are scaled to be appropriate for between four and eight level 7 characters, depending on who shows up. This is intended to take one or two sessions to complete. The encounters I have in mind are: 1) A bunch of desperate living humans engage the party, looking to rob them for food and supplies (and with the implication that they're desperate enough to resort to cannibalism). This isn't meant to be a combat encounter, necessarily. This one is going to depend on how the players react to these people. The purpose of this encounter is to set up the rest of the adventure and give the party a chance to gather information and role play a bit. 2) In the town square before the castle at the center of the city (or wherever the players go next) a bunch of skeleton and zombie soldiers led by a skeletal knight on a skeletal horse. This is a fairly straightforward combat encounter. I intend the knight to be very mobile and tough to pin down, charging back and forth on his horse, but otherwise this encounter feels kind of bland to me and I'd love some ideas to make it a little bit more exciting. 3) In the castle, they will meet the vampire lord who rules the city, and his feral vampire minions. I'll probably put this in a throne room or some sort of grand hall. I don't want to make the castle an entire dungeon itself, but I could use some ideas for interesting non-combat encounters or setpieces in other parts of the castle if they go exploring. The vampire is a mid-boss, who is going to flit around attacking people with spells and doing vampire stuff like turning to mist while his minions engage people in melee. 4) There is a tunnel in the castle leading to a subterranean tomb. Shades and spirits will attack the party as they pass through the tunnels. I haven't pinned down exactly what kind of incorporeal undead these will be, just some kind of spooky ghost guys. I plan to have them moving in and out of the walls and grabbing people and holding them down, generally lots of spooky ghost stuff that the party will have to deal with creatively using spells and readied attacks. 5) The final boss fight in the tomb is with a lich powered by wild magic. When engaged, he will use magic and awaken a colossal skeleton and use magic to give himself some legendary actions. He'll also inflict wild magic surges on the party. This encounter has a lot going on with the giant melee monster and all the heavy magic use. So, any suggestions to make this stuff a little more interesting to engage with? Does this sound reasonably entertaining so far?
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# ? Nov 7, 2018 21:58 |
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Enola Gay-For-Pay posted:I'm planning some spooky encounters with the undead. I'm looking for ideas to make the encounters dynamic and interesting. If by some weird coincidence you're reading this and you're playing in a game about "gay fire" (I did not name it that), don't read this. 2) Instead of a skeleton knight and a skeleton horse, make them a clockwork horses/knight. Play up the broken down machine-city (maybe even have some of the shades haunt hulking machine wrecks?). For the clockwork knight, make his gears turn backward and rewind time on hits (randomly) erasing damage. Could also have him phase in and out of reality instead of galloping around. See if maybe the players try and predict where he resets to and hold an attack to break him/jam his gears up/something like that. Straight up combat works but is harder than doing X. 5) I would play up the wild magic part in all of the previous encounters, making the entire area surrounding the tomb be warped by wild magic. The first encounter with the humans, have them look horrible (heads of grotesque creatures, mutilated, maybe elemental appendages or whatever) but have it be foreshadowing where they are trying to scrounge enough supplies to leave the cursed place. Might look like an attack by monsters initially but maybe it's just people looking monsterous? Divide the colossal skeleton into parts that the party can attack directly and have it be affected differently by different stuff on the wild magic table: an arm on fire, a leg that has purple hair, a skull that is ethereal and an arm with a bone club that has been turned invisible. Have the effects change and rotate locations on every round, bonus damage for doing force damage to ethereal part, fire damage to ice limb, etc. Maybe make it resistant to normal damage or something? Ceros_X fucked around with this message at 05:15 on Nov 8, 2018 |
# ? Nov 8, 2018 05:01 |
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Enola Gay-For-Pay posted:1) A bunch of desperate living humans engage the party, looking to rob them for food and supplies (and with the implication that they're desperate enough to resort to cannibalism). This isn't meant to be a combat encounter, necessarily. This one is going to depend on how the players react to these people. The purpose of this encounter is to set up the rest of the adventure and give the party a chance to gather information and role play a bit. I dunno how "horror" you're going for here but if you're going for unsettling, if they attack the desperate/starving people then let them win without rolling. Then narrate something like: "Yeah, you cut him down. He doesn't even try to resist. The others just stare. You realise with horror that they're not staring at you, but at their fallen friend. They look hungry." Enola Gay-For-Pay posted:4) There is a tunnel in the castle leading to a subterranean tomb. Shades and spirits will attack the party as they pass through the tunnels. I haven't pinned down exactly what kind of incorporeal undead these will be, just some kind of spooky ghost guys. I plan to have them moving in and out of the walls and grabbing people and holding them down, generally lots of spooky ghost stuff that the party will have to deal with creatively using spells and readied attacks. Gridded combat? Have some squares (for example, those next to a grave marker) be "dangerous", where a ghost will grab you if you enter them, ending your move and restraining you. As an action, you can destroy the grave marker and move again (milder version - it's a free action to destroy the marker and render adjacent squares safe, but it still ends your move). They're nothing you can fight and they don't do damage - treat them like terrain while a real combat encounter happens.
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# ? Nov 8, 2018 05:41 |
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Man these things are creepy looking. Pretty accurate to the original art.
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# ? Nov 9, 2018 04:10 |
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Convince me (pro or con) about multiclassing Hexblade Warlock together with Bard. Go.
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# ? Nov 9, 2018 04:16 |
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P.d0t posted:Convince me (pro or con) about multiclassing Hexblade Warlock together with Bard. Assuming Hexblade 1 / College of Swords X Pros: You get shield proficiency and Shield. You can focus on CHA so your DCs and number of available Bardic Inspirations don't suffer. Eldritch Blast is a better basic ranged attack than Vicious Mockery. Cons: You delay Bard spell progression by a level. If you're playing College of Swords you aren't playing Lore Bard. You don't get Extra Attack until level 7. You don't get spell buffs like Blur and Haste that make you actually effective at melee. Until Magical Secrets at 11, anyway. Your melee damage will be crap without feats or spending your concentration on Hex. Being in melee means you *need* either Resilient or War Caster. Conclusion: It's not terrible, but you're shrinking your Bard dick by two inches for the privilege of being merely-kind-of-okayish at meleeing. Hexblade 2 / Lore Bard X that stays at range is okay, though.
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# ? Nov 9, 2018 05:27 |
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P.d0t posted:Convince me (pro or con) about multiclassing Hexblade Warlock together with Bard. For Hexblade 1/Lore Bard 19: Pros: Proficiency with Medium armor, shields, and martial weapons without needing to pick College of Valor. Can use CHA for combat rolls. Some extra Warlock spells, too. Cons: One less level of Bard, literally the best class in the game. And maybe you need Warcaster if you plan on benefiting from your shield proficiency? For Hexblade 3/Lore Bard 17: Cons: Even fewer levels in The Best Class In The Game. Pros: ??? One nice thing is it lets you frontline without being forced to take College of Valor/Swords, so you can take Lore, i.e. The Best Spec For The Best Class. If you start off as Vuman with Point Buy, you can start with 15/15/14/10/8/8 in CHA/CON/DEX/WIS/STR/INT, respectively, bump CHA and CON to 16, and spend your free feat on War Caster so you don't have to worry about having your hands full; you won't need more than 14 DEX since you're wearing medium armor for AC and using Hex Warrior for combat rolls. Warlock also gives you access to the Blade cantrips, Booming and Green-Flame, which you would otherwise need a feat to access, and even at level 1 you get your pick of a couple of Warlock spells; Warlock doesn't share spell progression with other casters so you can just pick for utility, which takes a little burden off your Bard spell selections. Honestly, the more I look at it, the better it sounds; I've been itching to roll a bard for my next character so I might end up playing exactly this.
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# ? Nov 9, 2018 05:27 |
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Release date question: The supplemental Ravnica books are scheduled to come out on the 20th, but I got an email today about them being available in Beyond -> https://www.dndbeyond.com/marketplace/source/38 Are they actually just online earlier than in paper? How does "Beyond" work, could I print character sheets and stuff? Or is this just a preorder online? e; Apparently LGS got it in today in paper, so maybe amazon/online just wait longer? Skyl3lazer fucked around with this message at 16:44 on Nov 9, 2018 |
# ? Nov 9, 2018 16:40 |
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* I shouldn't phone type.
ChaseSP fucked around with this message at 19:53 on Nov 9, 2018 |
# ? Nov 9, 2018 17:09 |
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ChaseSP posted:So, in a friends game with other friends, and one of them is playing a paranoid kobold mystic that and it keeps ending up with arguments IC out of nowhere due to playing a gruff Dwarven cleric. This makes no sense. What are you asking?
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# ? Nov 9, 2018 18:07 |
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ChaseSP posted:So, in a friends game with other friends, and one of them is playing a paranoid kobold mystic that and it keeps ending up with arguments IC out of nowhere due to playing a gruff Dwarven cleric. 'I fed a Neural Network 5 editions worth of monster manuals and this happened.'
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# ? Nov 9, 2018 18:12 |
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ChaseSP posted:So, in a friends game with other friends, and one of them is playing a paranoid kobold mystic that and it keeps ending up with arguments IC out of nowhere due to playing a gruff Dwarven cleric. The other players sound like assholes. Talk to them out of character about it.
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# ? Nov 9, 2018 18:18 |
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Skyl3lazer posted:Release date question: The supplemental Ravnica books are scheduled to come out on the 20th, but I got an email today about them being available in Beyond -> https://www.dndbeyond.com/marketplace/source/38 Gaming stores get early release. I’m picking mine up whenever I stop being lazy today.
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# ? Nov 9, 2018 18:22 |
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Well mostly I'm wondering what exact approach would be best, I don't wanna piss anyone off or make them feel unwanted or anything. It's just aggravating when it's full on denying stuff for no good reason besides gently caress you. Which is what their characters thoughts pretty much were due to no trust.
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# ? Nov 9, 2018 19:12 |
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Skyl3lazer posted:Release date question: The supplemental Ravnica books are scheduled to come out on the 20th, but I got an email today about them being available in Beyond -> https://www.dndbeyond.com/marketplace/source/38 Beyond and Wizards affiliated gaming stores get books early. So both Ravnica and Dungeon of the Mad Mage are out now. MonsterEnvy fucked around with this message at 19:41 on Nov 9, 2018 |
# ? Nov 9, 2018 19:28 |
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ChaseSP posted:So, in a friends game with other friends, and one of them is playing a paranoid kobold mystic that and it keeps ending up with arguments IC out of nowhere due to playing a gruff Dwarven cleric.
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# ? Nov 9, 2018 19:46 |
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So one of my players is a BM Ranger with a giant poisonous snake companion. We are using the UA Revised Ranger rules, and it seems kinda lame that they will never get a second attack feature without multiclassing. I understand that the pet can attack as a reaction when you attack, but if the snake couldn't get in range or died the ranger becomes incredibly weak, especially as we progress to Levels 10+. Would it be reasonable to let the Ranger have a second attack if they choose to not have the companion attack or if it is unable to make an attack action for whatever reason?
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# ? Nov 9, 2018 19:47 |
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I'll rewrite the thing when I'm home.
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# ? Nov 9, 2018 19:53 |
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Pussy Quipped posted:So one of my players is a BM Ranger with a giant poisonous snake companion. We are using the UA Revised Ranger rules, and it seems kinda lame that they will never get a second attack feature without multiclassing. I understand that the pet can attack as a reaction when you attack, but if the snake couldn't get in range or died the ranger becomes incredibly weak, especially as we progress to Levels 10+. The main thing I would worry about is the ranger starting to ignore his pet most of the time because using the pet would mean less damage.
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# ? Nov 9, 2018 21:07 |
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Does anyone here know of any attempts at converting 4e/PF2e-style multiclassing into 5e as an alternative to what 5e has?
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# ? Nov 9, 2018 23:42 |
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Friend of mine is gonna start his first ever 5e game, he likes being a munchkin Any guides for him? Just the original 3 books. I told him variant human wizard with owl flyby familiar , alternatively paladin or bard. That the right track?
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# ? Nov 10, 2018 01:56 |
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mastershakeman posted:Friend of mine is gonna start his first ever 5e game, he likes being a munchkin He just needs to google "5e wizard guide" and they always talk about what is OP and broken multiclass. Forums like GITP, EN World, etc. "5e wizard optinization" also
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# ? Nov 10, 2018 01:59 |
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mastershakeman posted:Friend of mine is gonna start his first ever 5e game, he likes being a munchkin Yeah Wizard or Bard if he wants to be a heavy caster, Paladin if he wants to be melee (with a side of caster) are the strong starting points.
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# ? Nov 10, 2018 02:08 |
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Sorlock or sorcadin also
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# ? Nov 10, 2018 02:24 |
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Just go full hexblade and only do 1 awesome crit per short rest imo 4d6+12d8+10d10+18 at level 9 or whatever. Screw it.
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# ? Nov 10, 2018 02:36 |
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Novum posted:Just go full hexblade and only do 1 awesome crit per short rest imo PHB only, yo.
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# ? Nov 10, 2018 02:48 |
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mastershakeman posted:Friend of mine is gonna start his first ever 5e game, he likes being a munchkin Wizard only gets particularly strong past level 9 or so; it's like the third best caster, and dependent on the ability to transmute gold into spells known. Paladin with Polearm Master is the overall best "pure" martial. Lore Bard is great at casting and skills, and with support abilities on top. With a Cleric dip it's the best healer in the game (Aura of Vitality for PHB-only). Tempest Cleric is a great blaster on top of the Cleric good AC and general damage dealing, and party aftercare. Life has better spell versatility since its domain autoprepares most of the 'mandatory' spells. Draconic Sorcerer (fire) is good at blasting and just about the best at buffing (Twinned Spell). PHB-only means no Hexblade, but can still dip two Warlock levels for Sorlock EB blasting at level 11.
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# ? Nov 10, 2018 04:54 |
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Conspiratiorist posted:Paladin with Polearm Master is the overall best "pure" martial. I think that you probably mean melee because otherwise...
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# ? Nov 10, 2018 06:58 |
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Darwinism posted:I think that you probably mean melee because otherwise... It's "pure" martial because all you ever do is swing your glaive at people. Just ignore the fact that your glaive is exploding with searing radiance for most of those attacks.
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# ? Nov 10, 2018 09:04 |
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# ? May 30, 2024 13:24 |
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Antiquated Pants posted:I love all of this. I used pretty much all of it. Though I kept the automatic stabilizing part. making the sword be able to use charges and really blast em is great, and baking in the wild magic with charge use instead of making it a separate action is exactly what I wanted but hadn't realized how to do! The poison DC adjustment sounds fine. I was thinking that adding DexMod on top of Proficiency would be a little much, but that maxes out at 21, which while tough, is achievable. Do it up. And yeah, get them right in the think of everything, get that trial by fire. Again, glad you like the ideas, and I hope your players end up liking them too. Enola Gay-For-Pay posted:1) A bunch of desperate living humans engage the party, looking to rob them for food and supplies (and with the implication that they're desperate enough to resort to cannibalism). This isn't meant to be a combat encounter, necessarily. This one is going to depend on how the players react to these people. The purpose of this encounter is to set up the rest of the adventure and give the party a chance to gather information and role play a bit. quote:2) In the town square before the castle at the center of the city (or wherever the players go next) a bunch of skeleton and zombie soldiers led by a skeletal knight on a skeletal horse. This is a fairly straightforward combat encounter. I intend the knight to be very mobile and tough to pin down, charging back and forth on his horse, but otherwise this encounter feels kind of bland to me and I'd love some ideas to make it a little bit more exciting. quote:3) In the castle, they will meet the vampire lord who rules the city, and his feral vampire minions. I'll probably put this in a throne room or some sort of grand hall. I don't want to make the castle an entire dungeon itself, but I could use some ideas for interesting non-combat encounters or setpieces in other parts of the castle if they go exploring. The vampire is a mid-boss, who is going to flit around attacking people with spells and doing vampire stuff like turning to mist while his minions engage people in melee. quote:4) There is a tunnel in the castle leading to a subterranean tomb. Shades and spirits will attack the party as they pass through the tunnels. I haven't pinned down exactly what kind of incorporeal undead these will be, just some kind of spooky ghost guys. I plan to have them moving in and out of the walls and grabbing people and holding them down, generally lots of spooky ghost stuff that the party will have to deal with creatively using spells and readied attacks. quote:5) The final boss fight in the tomb is with a lich powered by wild magic. When engaged, he will use magic and awaken a colossal skeleton and use magic to give himself some legendary actions. He'll also inflict wild magic surges on the party. This encounter has a lot going on with the giant melee monster and all the heavy magic use.
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# ? Nov 10, 2018 09:18 |