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4d3 drop lowest: for when you want every stat to be your dump stat.
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# ? Nov 27, 2018 20:07 |
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# ? May 14, 2024 04:29 |
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P.d0t posted:On the topic of ability scores, is it fair to say that basically everyone wants like a 14 CON, and like 14* DEX? If you are using point buy in a private game you should allow people to move one racial point anywhere they like other than having +3 in one stat. It lets you play any class/race combo while still maintaining race flavour for people who care about that sort of thing.
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# ? Nov 27, 2018 20:22 |
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That you can roll 16+ but be capped at 15 for point buy doesn't make rolling better, it just shows artificial limits on point buy are dumb.
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# ? Nov 27, 2018 20:37 |
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Toshimo posted:I believe that is Dark Souls mode. You still want a longsword with a + on it. But you can still murder every ancient god that crosses your path without magic or silver weapons The cleric's spell slots recharge on a long rest. So does your Estus flask Did you like the outfit and weapon of that last boss you killed? Good news. gently caress you dragon, none of us take half damage on a miss. Section Z fucked around with this message at 21:22 on Nov 27, 2018 |
# ? Nov 27, 2018 21:18 |
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best strat is to roll your stats and then complain about your low rolls so the DM lets you have higher ones I got an 18 and two 17s the other day with this technique
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# ? Nov 27, 2018 21:30 |
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Gharbad the Weak posted:That you can roll 16+ but be capped at 15 for point buy doesn't make rolling better, it just shows artificial limits on point buy are dumb. TL, DR: Capping point buy and stat arrays is a direct nerf to SAD classes - mostly casters - and therefore an indirect buff to everyone else. No comment on rolling, but I see the logic in capping point buy and arrays to 15. With 27 point buy and an ability cap of 15, you're kind of encouraged/forced to spread your points between at least three stats, which creates a little parity between casters and martials. Most martial classes spread their points between at least three abilities (STR or DEX, mental stat or DEX, and CON), while casters really only need two (casting stat and CON), so capping point buy at 15 reduces the advantage of being SAD and decreases the disadvantage of being MAD. It also makes the +1 ability modifiers less useless, since odd ability scores are not just likely but expected. This has the secondary effect of increasing race diversity, since it decreases the difference between a +1 and a +2 ability modifier, and a race only needs a relevant +1 modifier to get you into the 16 (+3) zone. With uncapped ability scores, classes with three key stats (Monk, partial casters, and anybody wearing medium armor) become relatively weaker compared to full casters with just two, especially in a game where +1 bonuses are harder to come by and are proportionately worth more. Capping ability scores also encourages gishy builds from casters, since there's less of an opportunity cost to investing in combat stats. Rolling for stats is still as dumb as it's always been, though.
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# ? Nov 27, 2018 21:33 |
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lightrook posted:TL, DR: Capping point buy and stat arrays is a direct nerf to SAD classes - mostly casters - and therefore an indirect buff to everyone else. Honestly I'm sort of warming up to the idea that you could boost the whole standard array by 1, and call it good -- without having to use rolling instead, or rework point-buy so you can go higher than 15. (you could alternatively use the printed point-buy, and then likewise just increase each of your final stats by 1.) This would result in everyone having a +3 and two +2s, which (to my earlier post) seems like the baseline that the game should really be played at anyway. P.d0t fucked around with this message at 22:01 on Nov 27, 2018 |
# ? Nov 27, 2018 21:53 |
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Get rid of stats entirely and just give proficiencies based on class.
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# ? Nov 27, 2018 22:19 |
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Nutsngum posted:So had to hastily throw together a last minute DnD game as one of our Strahd players is sick and I got asked to DM a one shot so I thought "gently caress it, ive wanted to run Tomb of Annihilation for for ages" so just bought it on roll20. Has anyone else found it to be really tough to get going or is it just the roll20 version seems to just dump you in a city with so much to do that you have no idea what to do? The lack of prep work didnt help but it was a massive struggle to guide the players into what they're actually meant to doing. I don't know how easy it is to get to work with roll 20, but cellar of death on the dmsguild is a perfect intro adventure and is linked directly to tomb of annihilation. That should get them up to level 2. Instead of dropping them directly to the city, have the teleport circle misfire and drop the party 3 days south from port nyanzaru. My intro character was one of them suspended 20 ft up from the jungle floor by vines with others scattered, with 4? dimetrodons snapping fruitlessly at the tangled player. i had 5 days of jungle encounters pre rolled, and if you give your players the map, they will know port nyanzaru is to the north of chult and should head in that direction (let them come up with a plan to orientate themselves). If they haven't found the city by the 5th day, have the encounter for the evening be them stumbling into Flaming fist mercenary's who escort them to there camp. the mercenarys could also come in earlier to stop a party wipe/mishaps if it feels like it's going that way. This should get them close to level 3, perfect for when they explore nyanzaru and get ready to set out proper.
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# ? Nov 27, 2018 23:34 |
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Sexual Lorax posted:I had a really fun gently caress around session of D&D tonight, and I want to share. It looks like this thread is mostly game mechanics and advice, but in the spirit of ing, I'll whack this out while it's fresh in my mind with the promise that I'm not going to turn this into an ongoing diary about MY CAMPAIGN. https://forums.somethingawful.com/showthread.php?threadid=3460258 P.d0t posted:if you were to in some way safeguard these mods before applying racial mods, it'd allow for a wider amount of viability w/r/t races+class combos.
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# ? Nov 28, 2018 00:05 |
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CJ posted:Get rid of stats entirely and just give proficiencies based on class. I think most of us agree this is a great idea that won’t happen anytime soon due to highly vocal people who don’t know any better.
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# ? Nov 28, 2018 00:21 |
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CJ posted:Get rid of stats entirely and just give proficiencies based on class. I was told (a while back) that somewhere on the internet, exists "quick-start" rules for 5e, which boil down to "no prof, just ability mod" and I was like, "...that's the exact opposite of what you should do."
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# ? Nov 28, 2018 05:27 |
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P.d0t posted:I was told (a while back) that somewhere on the internet, exists "quick-start" rules for 5e, which boil down to "no prof, just ability mod" and I was like, "...that's the exact opposite of what you should do."
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# ? Nov 28, 2018 05:39 |
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Willie Tomg posted:You are, ofc, correct I'm just mostly stoked because my character is a Lightfoot Halfling so with 50 feet of movement through whatever, whenever, along with cunning action is like cheating at tabletop games. I'm just having fond thoughts of proccing that 7d6 sneak multiple times a turn at level 14 (if we get that far) while also moving at a significant fraction of Mach. Not a bad trade for losing 5 feet of movement early on. Uh I don’t want to rain on your parade, but 50 feet a round (ie six seconds) works out to about 5 and a half miles an hour. Also known as a brisk jog. So not very fast at all. Sorry.
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# ? Nov 28, 2018 07:04 |
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Xiahou Dun posted:Uh I don’t want to rain on your parade, but 50 feet a round (ie six seconds) works out to about 5 and a half miles an hour. Also known as a brisk jog. So not very fast at all. My Bladesinger/Rogue knows haste and has Boots of Speed. If I dash for all three actions I can move at like 70 miles per hour. I haven't done this to my DM yet, but I'm extremely curious to see how he deals with this in combat. I mean, I don't think there are any hard rules for moving this fast, but should a person really get an opportunity attack if I move past them unexpectedly at 70 mph?
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# ? Nov 28, 2018 07:42 |
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How are you going 70 miles an hour?
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# ? Nov 28, 2018 07:44 |
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Xiahou Dun posted:How are you going 70 miles an hour? Base speed of 40, doubled by haste, doubled by boots of speed My speed is then 160. Dashing three times makes me have a speed of 640. 640 per 6 seconds, so 6400 per minute, and 384,000 per hour. 384,000 divided by 5280 feet in a mile, is ~73 mph.
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# ? Nov 28, 2018 07:49 |
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How are you getting 3 actions for the triple dash? E: Elector_Nerdlingen fucked around with this message at 09:48 on Nov 28, 2018 |
# ? Nov 28, 2018 09:36 |
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CubeTheory posted:Base speed of 40, doubled by haste, doubled by boots of speed Are you sure Haste and Boots of Speed stack? Even if they do stack that is only 480. Because you can only Dash twice at most, a regular move, a Dash as a Bonus action because of 2nd level Rogue, and Dashing as an Action normally. So if they actually do stack, which I am not sure of, that would at best be 54.5 mph. And you probably can't keep that up long without getting Exhausted. EDIT: Looking them up Boots of Speed also take a Bonus Action to activate and can only be used for up to 10 minutes per day. Ryuujin fucked around with this message at 09:47 on Nov 28, 2018 |
# ? Nov 28, 2018 09:41 |
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You get: 1 move. 1 Action. 1 Bonus Action (rogue cunning action dash). 1 additional Action from haste. Your speed is 40. Doubled by Haste = 80. Doubled by Boots Of Speed = 160. (Not sure this should work, but assuming...) You move. 160. You spend your Action to Dash. 320. You spend your Bonus Action to Cunning Action Dash. 480 You spend your additional Action from Haste to Dash. 640. You can't attack or anything, but you can totally move 640' in 6 seconds. Nope, you can't do that. You'd have to use your bonus action twice. I misread the boots. 1 move. 1 Action (dash). 1 Bonus action (activate boots). 1 additional Action from haste (dash). The best you can do is move/dash/dash for 480. Hast only lasts 1 minute and is Concentration. The boots can only be used for 10 minutes/day. You can't attack (or do anything else) if you want to zoom. I mean, it's great if you want to sometimes be able to go really really fast, but it's not game breaking or anything. E: Remember that if you get hit and lose concentration Haste ends and you can't move or act on your next turn. e2: I'd love a reason that haste + boots do or do not stack. Gut says "it's cool, let it happen", but I can't back that up. Elector_Nerdlingen fucked around with this message at 10:13 on Nov 28, 2018 |
# ? Nov 28, 2018 09:58 |
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Mearls doesn't think they stack, but that is Mearls. Also a better version of this includes level 18 Monk with Mobile as a feat, also Tabaxi for that 1 round extra doubling.
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# ? Nov 28, 2018 10:15 |
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Ryuujin posted:Mearls doesn't think they stack, but that is Mearls. Also a better version of this includes level 18 Monk with Mobile as a feat, also Tabaxi for that 1 round extra doubling. Is there any other stuff that doubles things that we can compare it to? e: move/dash/dash with 80' move is only like 27mph which is just slower than Usain Bolt, which is kinda poo poo for someone who's meant to be fast already and has a magic speed assist and is going absolutely flat out. Elector_Nerdlingen fucked around with this message at 10:30 on Nov 28, 2018 |
# ? Nov 28, 2018 10:25 |
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AlphaDog posted:Is there any other stuff that doubles things that we can compare it to?
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# ? Nov 28, 2018 11:03 |
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Toplowtech posted:Yeah but i want to see Usain Bolt run that fast with the full adventurer gear on him. With or without magic items and haste?
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# ? Nov 28, 2018 11:44 |
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Proud Rat Mom posted:I don't know how easy it is to get to work with roll 20, but cellar of death on the dmsguild is a perfect intro adventure and is linked directly to tomb of annihilation. That should get them up to level 2. Instead of dropping them directly to the city, have the teleport circle misfire and drop the party 3 days south from port nyanzaru. My intro character was one of them suspended 20 ft up from the jungle floor by vines with others scattered, with 4? dimetrodons snapping fruitlessly at the tangled player. i had 5 days of jungle encounters pre rolled, and if you give your players the map, they will know port nyanzaru is to the north of chult and should head in that direction (let them come up with a plan to orientate themselves). If they haven't found the city by the 5th day, have the encounter for the evening be them stumbling into Flaming fist mercenary's who escort them to there camp. the mercenarys could also come in earlier to stop a party wipe/mishaps if it feels like it's going that way. This should get them close to level 3, perfect for when they explore nyanzaru and get ready to set out proper. Had I had time to prepare I think I would have absolutely done something similar to this. Coming from playing Strahd which has the fantastic death house attached its kind of a shame that Tomb begins kind of awkwardly with the teleport idea and then just kind of dumps you in the middle of a city. Fortunately I hear everything after the rocky start is excellent.
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# ? Nov 28, 2018 11:55 |
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AlphaDog posted:With or without magic items and haste?
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# ? Nov 28, 2018 12:08 |
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AlphaDog posted:
The boot effect persists until you turn it off for up to 10 minutes. You don't have to activate it the turn you use it. I can dash three times in one turn.
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# ? Nov 28, 2018 15:55 |
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CubeTheory posted:The boot effect persists until you turn it off for up to 10 minutes. You don't have to activate it the turn you use it. I can dash three times in one turn. Yeah you're right and I read it right the first time. No idea why I thought you had to activate each round. Toplowtech posted:Okay, fair point. The fastest people in an universe with magic should indeed be faster than the fastest people in a magic-free universe. I believe that as a general rule of thumb, a PC going all out on something should be able to exceed IRL world records. In this case we're talking someone who's already supposed to move fast, activates 2 different magic assists, gives up all other actions to book it, and has 2 different time limits and a penalty at the end of one. Yeah, "easily outruns a cheetah" is where they should be, and "beats the world record human sprint and still gets to attack" is fine too.
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# ? Nov 28, 2018 21:16 |
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Any interest in the newly-minted Ravnica stuff for a game here on the forums? Reading through it I have to admit I'm intrigued.
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# ? Nov 29, 2018 00:16 |
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PurplieNurplie posted:Any interest in the newly-minted Ravnica stuff for a game here on the forums? Reading through it I have to admit I'm intrigued. If you want to run it post a recruitment thread and link it in the TG Recruitment Megathread. You will probably get enough interest to get a game going depending on how wonky the time is. I might join if the time was right and we skip a big chunk of Christmas season, which is coming up. If you mean a PBP game I guarantee you will get enough people to run the game, but it will probably die over the course of a month having covered about 1/2 of a session worth of content.
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# ? Nov 29, 2018 02:53 |
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Alternately, run it in a discord channel. It'll go a lot faster if everyone is in vaguely the same time zone and schedules.
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# ? Nov 29, 2018 03:50 |
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Regarding speed chat, had this conversation once with my DM when we thought about it with my Monk who has a 55 base speed thanks to Mobile. General consensus was that while a 20 yard dash can be done in less than 6 seconds in the real world, my character is doing the same only slightly slower while still being able to attack during/at the end of it. On top of that he's also able to do it repeatedly in multiple 6-second spans seemingly without getting exhausted from it. So yes, adventurers can be super-human when it comes to speed. Strength is a whole other can of bullshit though.
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# ? Nov 29, 2018 04:19 |
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AlphaDog posted:I believe that as a general rule of thumb, a PC going all out on something should be able to exceed IRL world records. Babylon Astronaut fucked around with this message at 05:54 on Nov 29, 2018 |
# ? Nov 29, 2018 05:48 |
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Babylon Astronaut posted:I wholeheartedly agree. That's why jumping mechanics always rankle me so much. The worst basket player you've ever heard of still has around 20 strength if they can just barely dunk a basketball, but at the same time, there are literal gods that could not set the current long jump record. They would be pushing 30 strength for gently caress's sake. Yeah. If you're going to write a pen and paper game about heroic adventurers in a world of magic, including incredible feats of strength, speed and skill, you should probably be at least somewhat aware of what actual real people are capable of. Nutsngum posted:Had I had time to prepare I think I would have absolutely done something similar to this. You heard wrong. The hex crawl is amazing, but the final dungeon is an absolutely stupid, boring slog of bullshit.
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# ? Nov 29, 2018 06:25 |
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User0015 posted:Yeah. If you're going to write a pen and paper game about heroic adventurers in a world of magic, including incredible feats of strength, speed and skill, you should probably be at least somewhat aware of what actual real people are capable of. I think we've spent nearly as much time in this dungeon as we did getting to it and mostly it's has just been us bouncing between arbitrary and capricious bullshit.
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# ? Nov 29, 2018 14:42 |
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User0015 posted:Yeah. If you're going to write a pen and paper game about heroic adventurers in a world of magic, including incredible feats of strength, speed and skill, you should probably be at least somewhat aware of what actual real people are capable of. *Mountain-Dew flavored belch and hurried typing with cheeto-infused fingertips* JOOOOOCCCCKS SUUUUUCK You want to be like Hercules? NO! Here play a Wizard instead. Hell my 29 STR dwarf barbarian has even been made into a Large-sized(albeit 9-foot) creature permanently and he still probably couldn't pull off extremely crazy feats of strength.
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# ? Nov 29, 2018 16:11 |
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So I want to give rewards to my PCs who actually do things like submit character sheets in advance, do more than the bare minimum of backstory prep, etc. Are there any magic items which wouldn't completely unbalance level 1-3 play but would be good cantrip-esque rewards? It's hard to tell in 5e what a 'good' magic item is based on its rarity and I don't want to accidentally give out something too powerful.
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# ? Nov 29, 2018 16:48 |
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Skyl3lazer posted:So I want to give rewards to my PCs who actually do things like submit character sheets in advance, do more than the bare minimum of backstory prep, etc. Are there any magic items which wouldn't completely unbalance level 1-3 play but would be good cantrip-esque rewards? It's hard to tell in 5e what a 'good' magic item is based on its rarity and I don't want to accidentally give out something too powerful. the correct answer is to make it a consumable, so that for however you gently caress up, you won't have hosed up forever
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# ? Nov 29, 2018 16:51 |
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Depends on the character and how you run things. For example, a magical quiver that always has arrows is pretty nice for an archer if you keep track of ammo.
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# ? Nov 29, 2018 17:29 |
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# ? May 14, 2024 04:29 |
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Seconding consumables. Plus half the time people hoard them, so they get to feel like they earned something without it actually impacting the game.
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# ? Nov 29, 2018 17:42 |