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Midig
Apr 6, 2016

Ceros_X posted:

Is there a druid or cleric playing?

https://5thsrd.org/spellcasting/spells/create_or_destroy_water/

Or a ranger (or druid)?

https://5thsrd.org/spellcasting/spells/goodberry/

These can make grueling desert survival into a non-issue. Our GM was trying to make us micromanage resources in Tomb of Annihilation but gave it up when the cleric just made water every day etc.

That is a spell slot used though.

Also:

"You create up to 10 gallons of clean water within range in an open container."

You got no open container you only get half of that or less. I have nothing against them dealing with problems but it is unlikely to solve all of them.

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Ceros_X
Aug 6, 2006

U.S. Marine

Midig posted:

That is a spell slot used though.

Also:

"You create up to 10 gallons of clean water within range in an open container."

You got no open container you only get half of that or less. I have nothing against them dealing with problems but it is unlikely to solve all of them.

Ok, they catch half that and still get the 1 gallon of water per day, or they buy an iron pot for 2gp (cookware still expensive even in DnD, wonder how much a stand mixer costs in GP...) and catch all 10 gallons and cart around 10lbs until they exit the desert and toss it??? Just saying if you are counting on a desert crossing to be tense and dramatic, look for ways the PCs will make it a non-issue with magic.

Midig
Apr 6, 2016

Good point. I simply gotta nerf it. No way around that I think.

Midig fucked around with this message at 21:26 on Feb 23, 2019

Toplowtech
Aug 31, 2004

Ceros_X posted:

Is there a druid or cleric playing?

https://5thsrd.org/spellcasting/spells/create_or_destroy_water/

Or a ranger (or druid)?

https://5thsrd.org/spellcasting/spells/goodberry/

These can make grueling desert survival into a non-issue. Our GM was trying to make us micromanage resources in Tomb of Annihilation but gave it up when the cleric just made water every day etc.
Alternatively you can also carry water in containers on a camel's back or move on a cart dragged by horses (both type of animal who will need to consume water too, good thing the rules never tell you how much). I really hate the fact both the players and d&d tend to think you need to walk everywhere and don't give you the valid informations to manage your vehicle consumption.

ritorix
Jul 22, 2007

Vancian Roulette

Midig posted:

Good point. I simply gotta nerf it. No way around that I think.

Or be ready to pull some bullshit like "this is a cursed desert, any water summoned turns to ash."

Back in the 2e Dark Sun days they nerfed create water from 4 gallons/level to half a gallon per level. In 4e they just said those rituals don't even exist.

Reveilled
Apr 19, 2007

Take up your rifles

Midig posted:

Good point. I simply gotta nerf it. No way around that I think.

I'd be careful with that, obviously you know your group better than any of us, but nerfing a spell to impose difficulty that the spell is specifically designed to negate can feel pretty bullshit if you're the player on the receiving end of that nerf, if the characters could previously make food and water when it didn't matter and now they can't the one time it's actually important.

If it's new characters in a completely new campaign that's less of an issue, but in that case I think you'd be better setting out at the start something like the aforementioned Dark Sun 4e caveat that the spells to create food and water just flat out don't exist in this setting/location cause like the pantheon's god of fertility is dead or something.

Ceros_X
Aug 6, 2006

U.S. Marine

Midig posted:

Good point. I simply gotta nerf it. No way around that I think.

Counterpoint, it gives that character a chance to shine and feel smart and useful. There are other ways you can gently caress with it, if they dont have a pot or someone sees them summoning water and wants to capture them for endless water, their pot/water skins gets broken (or stolen while they sleep), etc.

It might make you feel bad to have your plans cleverly thwarted, but it'll make your players feel cool. There's always sand elementals, sand storms, collapsing dunes, navigation checks to not get lost forever, poisoned water holes and falling into underground mummy crypts to spice things up if they get smart :D

JustJeff88
Jan 15, 2008

I AM
CONSISTENTLY
ANNOYING
...
JUST TERRIBLE


THIS BADGE OF SHAME IS WORTH 0.45 DOUBLE DRAGON ADVANCES

:dogout:
of SA-Mart forever
How about having summon water work as written, but also make it clear that hostile groups in the desert have shaman that can use Detect/Locate Water (assuming that that spell still exists as of 5e) and they will use that to track them, ambush them and steal the water. Make it clear that it's very cutthroat, that the PCs are very outnumbered and that the more water one has, the move obvious for divination purposes and thus a juicier target. That might encourage them to create water once a day, water every person and animal (I'm sure that you can find out how much water a horse or camel needs online somewhere) then dumb the rest for safety purposes, but if you really want to make this specific desert an especially hot, arid and brutal where it's hard just to survive, you could perhaps more easily create special rules where, no matter how much one drinks, they become thirsty again after X hours due to the heat and blowing sand. You could even make it so that after a few hours people cannot speak and casters cannot use verbal spell components due to parched throats full of grit. They would have to worry about having enough to live while also worrying about a functionally infinite supply of desperate bandits who want to kill them for it, and that would also make an oasis a mixed blessing as it may provide a lot of water, but it also is a deathtrap that puts a target on their backs.

I know that this is bit complicated, but done correctly it might provide a lot of flavour, providing that you care to invest that much into something that's not a full desert-based campaign.

Gharbad the Weak
Feb 23, 2008

This too good for you.
Have the threat be ambush them and take their stuff, unless you can explain why the spellcasters can locate water but none of them can create it

JustJeff88
Jan 15, 2008

I AM
CONSISTENTLY
ANNOYING
...
JUST TERRIBLE


THIS BADGE OF SHAME IS WORTH 0.45 DOUBLE DRAGON ADVANCES

:dogout:
of SA-Mart forever
I fear that I know the answer to this and the reason why, but is there any "official" 5e version of the Warlord from 4e? I regrettably was never able to play 4e, but the warlord was exactly my cup of tea. I've always enjoyed healer/leader/buffer roles; I used to play a ton of those Mystara-based D&D arcade games with other people and I was always the cleric.

I know that I've seen some homebrew Warlords and I don't want to kick the edition wars beehive, but I'm curious.

Mr. Humalong
May 7, 2007

JustJeff88 posted:

I fear that I know the answer to this and the reason why, but is there any "official" 5e version of the Warlord from 4e? I regrettably was never able to play 4e, but the warlord was exactly my cup of tea. I've always enjoyed healer/leader/buffer roles; I used to play a ton of those Mystara-based D&D arcade games with other people and I was always the cleric.

I know that I've seen some homebrew Warlords and I don't want to kick the edition wars beehive, but I'm curious.

https://www.drivethrurpg.com/m/product/264030

This is the closest you’ll get to official.

Dameius
Apr 3, 2006

Midig posted:

Desert campaign ideas

If you go with option b, have each player roll 1d4 during session 0. That number represents their "lucky preparation" stat. While in the desert, when they come across a minor hardship (something that is blocking them that could be resolved by an item that'd normally go in their pack, or a bit of knowledge they could have picked up from a conversation in the last town) in the desert, they expend a charge from that stat and retroactively, wouldn't you know it, they just so happened to have luckily grabbed just the very thing for this. That way you can Railroad Express them at the start, but they still get the benefits of agency and prepping beforehand without bogging down the start.

Would also help add to their backstory over the course of the campaign as they get better fitted into their characters and the overall story arc.

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc

JustJeff88 posted:

I fear that I know the answer to this and the reason why, but is there any "official" 5e version of the Warlord from 4e? I regrettably was never able to play 4e, but the warlord was exactly my cup of tea. I've always enjoyed healer/leader/buffer roles; I used to play a ton of those Mystara-based D&D arcade games with other people and I was always the cleric.

I know that I've seen some homebrew Warlords and I don't want to kick the edition wars beehive, but I'm curious.

Of course not, Mearls is a big whiner about Warlords "shouting limbs back on."

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

JustJeff88 posted:

I fear that I know the answer to this and the reason why, but is there any "official" 5e version of the Warlord from 4e? I regrettably was never able to play 4e, but the warlord was exactly my cup of tea. I've always enjoyed healer/leader/buffer roles; I used to play a ton of those Mystara-based D&D arcade games with other people and I was always the cleric.

I know that I've seen some homebrew Warlords and I don't want to kick the edition wars beehive, but I'm curious.

Schwalb's take on the Warlord is a damned good one, but is third-party.

The closest you'll get to official is a Battlemaster Fighter with Commander's Strike and Rally, or a Valor Bard with a supporty spell selection. One of the splatbooks has a Purple Dragon Knight archetype for the Fighter, but the abilities are so weak that it's still worse than just trying to be a poor man's warlord via the Battlemaster.

Mearls is and was solidly against the Warlord as a class, so its absence from 5e is entirely deliberate and isn't likely to ever change.

BattleMaster
Aug 14, 2000

Piell posted:

Of course not, Mearls is a big whiner about Warlords "shouting limbs back on."

And yet in 5E you can take a short breather after a fight to get your arms back.

I mean, assuming hit points even represent severe injuries which they clearly don't. The system seems pretty explicit that serious losses of physical and mental performance are represented by ability score loss.

Given that only the last hit point matters as far as your character's wellbeing, a more useful interpretation is that it's an aggregate of morale-sapping and fatiguing light injuries plus your "luck", and the blow that finally puts you down only happens when you're just unable to finally avoid it after a long battle. From that interpretation, yeah I can believe a charismatic leader can yell at you to fire you up and get you back in the fight.

Omnicrom
Aug 3, 2007
Snorlax Afficionado


As has been pointed out before, if actual realism is the goal then more people have been saved from severe injury by being yelled at than by magical clerical healing.

JustJeff88
Jan 15, 2008

I AM
CONSISTENTLY
ANNOYING
...
JUST TERRIBLE


THIS BADGE OF SHAME IS WORTH 0.45 DOUBLE DRAGON ADVANCES

:dogout:
of SA-Mart forever
In a two-tiered damage system where there is basically Luck/Skill/Fate vs. Actual Visible Wounds, having a class that specialises in keeping morale and combat fortune up and having another that specialises in mending cuts and broken bones would work quite well. As it is, with HP being a major abstraction, it's not really feasible.

Narsham
Jun 5, 2008

BattleMaster posted:

And yet in 5E you can take a short breather after a fight to get your arms back.

I mean, assuming hit points even represent severe injuries which they clearly don't. The system seems pretty explicit that serious losses of physical and mental performance are represented by ability score loss.

Given that only the last hit point matters as far as your character's wellbeing, a more useful interpretation is that it's an aggregate of morale-sapping and fatiguing light injuries plus your "luck", and the blow that finally puts you down only happens when you're just unable to finally avoid it after a long battle. From that interpretation, yeah I can believe a charismatic leader can yell at you to fire you up and get you back in the fight.

Honestly, if that were an objection it'd be interesting for the Warlord to have a lot of ways to grant temps and a few ways to restore hp that only work if the target can see or hear them (so ineffective on an incapacitated PC). Given that the tendency is for healers to wait until you're at 0 hp before intervening, that'd make for an interesting change, especially if most of the hp restoration and temp-granting is either bonus action or as part of an action that does something else. ("Grant CHA modifier in temps to one ally within 60 feet that can see and hear you whenever you take the Attack action," for example.)

Warlords tend to be somewhat fiddly and complicated (granting other people actions off their turn), and they were an innovation, so there's other reasons why 5E might have removed them.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:
Can’t wait to buy the next book that is a rehash of old greyhawk modules and updates to their pathetic UA ship combat rules:

https://comicbook.com/gaming/2019/02/24/dungeons-and-dragons-ghosts-of-saltmarsh/

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Hey Saltmash is cool.
The UA ship rules were not great though, so I hope they refined the stuff.

Trojan Kaiju
Feb 13, 2012


About a month ago Critical Role was about to have a ship battle using the UA rules until Taliesin's character overturned the ship with a Tidal Wave. It was also very near the end of their seafaring adventures so Mercer was joke complaining about never getting a chance to try the rules out and all I could think of was "I'm so glad they never have to try out this trash subsystem."

JustJeff88
Jan 15, 2008

I AM
CONSISTENTLY
ANNOYING
...
JUST TERRIBLE


THIS BADGE OF SHAME IS WORTH 0.45 DOUBLE DRAGON ADVANCES

:dogout:
of SA-Mart forever

Narsham posted:

Honestly, if that were an objection it'd be interesting for the Warlord to have a lot of ways to grant temps and a few ways to restore hp that only work if the target can see or hear them (so ineffective on an incapacitated PC). Given that the tendency is for healers to wait until you're at 0 hp before intervening, that'd make for an interesting change, especially if most of the hp restoration and temp-granting is either bonus action or as part of an action that does something else. ("Grant CHA modifier in temps to one ally within 60 feet that can see and hear you whenever you take the Attack action," for example.)

Warlords tend to be somewhat fiddly and complicated (granting other people actions off their turn), and they were an innovation, so there's other reasons why 5E might have removed them.

As 5e combat is so swingy and people can die very suddenly and easily, especially at lower levels, it would be nice if they also had an interrupt-style ability where, when a companion is reduced to zero HP/dies, the warlord can intervene and keep them from being incapacitated and losing actions. In games like this, action economy is key, which is why "save or suck" is so tiresome.

Razorwired
Dec 7, 2008

It's about to start!

gradenko_2000 posted:

Mearls is and was solidly against the Warlord as a class, so its absence from 5e is entirely deliberate and isn't likely to ever change.

Mike Mearls: Every class in a PHB 1 will be in the 5e PHB.

4e fans: Including Warlords?

Mike Mearls: Now when I say "every" class I didn't mean that they would all be stand alone classes.

*Warlord gets reduced down to the worst 2 maneuvers and a crappy feat*

stringless
Dec 28, 2005

keyboard ⌨️​ :clint: cowboy

Last week I had an entertaining experience. A local venue/bar/cade hosted a mass D&D event.

At the expected start time, there was a decent crowd of 20ish people ready to participate. This seemed amazing and I was quite impressed at the turnout.

About a half an hour later, once everybody had gotten their pregen character sheets and settled down to a table/group [sub-party], there were roughly 60 participants.

Luckily a DM I've gamed with before and I showed up early so we'd grabbed a table for us and the other people we knew that were coming. All of the pregens were level 3 full casters or level 4 anything else (strictly PHB). Our table ended up being a pair of level 4 stock Paladins (Devotion with Protection fighting style), a level 3 Tempest Cleric, and a level 4 Hunter Ranger. At least by the numbers once we started drinking, this was a very solid combination. Weak to AoE, sure, but very strong otherwise.

The idea was clearly "you all meet in a tavern and the dungeon proceeds from there" but very early on I despaired "we're never leaving this tavern" as the first group to take an action started a bar fight. Ours was the only group to make it out of the main room of the tavern (via turtling) and yeah, that back door just led to the first room of the dungeon.

It was an amazing experience and I can't wait for the second go-round next month.

Name Change
Oct 9, 2005



This is third-party dreck but is actually more sensible than some of the stuff in the 3.0 Epic Level Handbook or Deities & Demigods, since for example it doesn't have 100 attacks and I assume doesn't require you to cross-reference 2-3 pages of damage and effect immunities in play.

Name Change fucked around with this message at 09:01 on Feb 25, 2019

Arthil
Feb 17, 2012

A Beard of Constant Sorrow

gradenko_2000 posted:

Schwalb's take on the Warlord is a damned good one, but is third-party.

The closest you'll get to official is a Battlemaster Fighter with Commander's Strike and Rally, or a Valor Bard with a supporty spell selection. One of the splatbooks has a Purple Dragon Knight archetype for the Fighter, but the abilities are so weak that it's still worse than just trying to be a poor man's warlord via the Battlemaster.

Mearls is and was solidly against the Warlord as a class, so its absence from 5e is entirely deliberate and isn't likely to ever change.

Still don't get the sheer, utter hate people on reddit seemed to/seem to have about Schwalb's Warlord.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
Did 5e Commander's strike ever get updated from 'spend an action to give an ally advantage on their next attack'?

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

thespaceinvader posted:

Did 5e Commander's strike ever get updated from 'spend an action to give an ally advantage on their next attack'?

Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Conspiratiorist posted:

Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

It should just be a bonus action. Losing both sucks.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
It's less terrible than it was in the early playtests though.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Arthil posted:

Still don't get the sheer, utter hate people on reddit seemed to/seem to have about Schwalb's Warlord.

The argument I got is "giving a rogue an extra attack per round breaks things because it's too good". I poo poo you not. People were legit convinced that that was overpowered and should never be an at-will option, and that having that extra attack would ruin encounters.

Redditors are pretty dumb.

Toplowtech
Aug 31, 2004

The Gate posted:

The argument I got is "giving a rogue an extra attack per round breaks things because it's too good". I poo poo you not. People were legit convinced that that was overpowered and should never be an at-will option, and that having that extra attack would ruin encounters.

Redditors are pretty dumb.
I think it's because the Sneak Attack (up to 10d6 damage) is limited to once per turn and you can use it twice per round with a reaction attack already so Warlord actually makes it 3 large d6 attack per round, if you use it with your lone attack on your turn, your reaction attack when the enemy disengage on his turn and one more when the warlord order an extra attack on its turn. But yeah the reaction is excessive.

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
Yeah but at the point where the Rogue is doing 10d6 damage t a single target 3 times in a round, the Wizard is repeatedly casting loving FIREBALL.

CubeTheory
Mar 26, 2010

Cube Reversal
Anyone know what time the UA drops today?

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Toplowtech posted:

I think it's because the Sneak Attack (up to 10d6 damage) is limited to once per turn and you can use it twice per round with a reaction attack already so Warlord actually makes it 3 large d6 attack per round, if you use it with your lone attack on your turn, your reaction attack when the enemy disengage on his turn and one more when the warlord order an extra attack on its turn. But yeah the reaction is excessive.

Yeah, but here's the thing: rogues can do this at level 5+ with someone giving them Haste, and somehow the game has survived. And prior to 5, a class with GWM does more damage than sneak attack. It's a silly knee-jerk response.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

The Gate posted:

Yeah, but here's the thing: rogues can do this at level 5+ with someone giving them Haste, and somehow the game has survived. And prior to 5, a class with GWM does more damage than sneak attack. It's a silly knee-jerk response.

Haste doesn't give rogues 3 sneaks/round.

Admiral Joeslop
Jul 8, 2010






That second review sounds very knee jerk so I feel safe ignoring it, and if I just don't multiclass, I imagine it's fine. Gonna see if either GM has a problem with it.

Mr. Humalong
May 7, 2007

Admiral Joeslop posted:


That second review sounds very knee jerk so I feel safe ignoring it, and if I just don't multiclass, I imagine it's fine. Gonna see if either GM has a problem with it.

I’m planning to play one in an upcoming Ravnica campaign, so of course the other 4 players all decided to play full casters :negative:

Ryuujin
Sep 26, 2007
Dragon God

Toshimo posted:

Haste doesn't give rogues 3 sneaks/round.

Neither did the Warlord as it used the Rogue's reaction.

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Toplowtech
Aug 31, 2004

Ryuujin posted:

Neither did the Warlord as it used the Rogue's reaction.
Well then it's just basically "same maximun number of attack as before", just less hard to pull. Reddit be stupid.

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