|
I had a Circle of the Shepherd in my last campaign. I made him track all his doodads' HP, and they would always act on his turn, but we had an arrangement when it came to picking which creatures popped up. If he performed the casting requirements for a minute, he could choose. If he cast it with the normal time of one action, I'd choose. Sometimes I'd roll randomly, sometimes I'd pick something I hadn't seen before, sometimes I'd go with the boring-but-effective option to help push things through quickly. One rule remained constant: the fewer things he'd try to summon the more interesting creatures he got, cos holy cow sitting through a full wolf pack picking at one beefy enemy got tiresome. Effective, and I can't blame him for doing it sometimes, but it was nice to have an excuse to just give him a moderately sized dinosaur or two instead.
|
# ? May 10, 2019 19:26 |
|
|
# ? Jun 4, 2024 21:11 |
|
RC Cola posted:Any word on the new source book? It's coming out on the 21st. Looks like mostly adventures and new naval combat rules. http://dnd.wizards.com/products/tabletop-games/rpg-products/ghosts-saltmarsh
|
# ? May 10, 2019 19:41 |
|
I hate how Wizards did summoning spells this time around. It's either way overpowered if you choose, or down to the DM saying 'nah, you get the lame ones today because I hate summoning' if the DM wants you nerf you. I hate balance points that rely on the DM having to act as the bad guy.
|
# ? May 10, 2019 19:59 |
|
KittyEmpress posted:I hate how Wizards did summoning spells this time around. It's either way overpowered if you choose, or down to the DM saying 'nah, you get the lame ones today because I hate summoning' if the DM wants you nerf you. I hate balance points that rely on the DM having to act as the bad guy.
|
# ? May 10, 2019 20:03 |
|
Kaysette posted:It's coming out on the 21st. Looks like mostly adventures and new naval combat rules. Reposting this but, a preview: https://twitter.com/newbiedm/status/1125965994470539264
|
# ? May 10, 2019 20:37 |
|
I didn't really know anything about this edition and probably wasn't going to buy it but I was curious since the production values seem really good and I loved 4E. The second I got to the fighter I just had a big frown on my face. They literally just took everything from them. (USER WAS PUT ON PROBATION FOR THIS POST)
|
# ? May 10, 2019 23:11 |
|
Conspiratiorist posted:Swift Quiver uses concentration I'm not talking about Swift Quiver though. I'm just talking about laying down a battlefield control effect or something and spending your actions firing shots from a bow. It's not gonna be amazing because your dex is probably 14 or 16. But it'll contribute a lot more than Vicious Mockery will by the time you can fire off two attacks per turn on level 6. If you want to make use of Swift Quiver at 10 you can, but I don't even think that's particularly your best option. It's good offense for a valor bard, but I'd rather just take two more great spells. I'd probably get Find Greater Steed and then your choice of Counterspell, Raise Dead, Wall of Force, Rary's Telepathic Bond, or Animate Objects, depending on group needs.
|
# ? May 10, 2019 23:22 |
|
Fsmhunk posted:I didn't really know anything about this edition and probably wasn't going to buy it but I was curious since the production values seem really good and I loved 4E. The second I got to the fighter I just had a big frown on my face. They literally just took everything from them. It was pretty much the biggest bone of contention out of everything when the early news started filtering out.
|
# ? May 10, 2019 23:45 |
|
Was the Sword Coast Legends bideo jame any good? I know there was a lot of carping about it but was that just threeaboos or was it actually bad?
|
# ? May 11, 2019 01:05 |
|
Schadenboner posted:Was the Sword Coast Legends bideo jame any good? I know there was a lot of carping about it but was that just threeaboos or was it actually bad? It was apparently so bad that it disappeared. I never got around to buying it but I probably would have on a Steam sale.
|
# ? May 11, 2019 01:11 |
|
Fsmhunk posted:I didn't really know anything about this edition and probably wasn't going to buy it but I was curious since the production values seem really good and I loved 4E. The second I got to the fighter I just had a big frown on my face. They literally just took everything from them. During the playtest, every update seemed to take something away from martial characters. I was a pretty big fan of the 4 Elements Monk, back when there were a whole series of cool, unique effects. Like, grab someone with a very-hard-to-break grab, inflict vulnerability to bludgeoning damage, then sent your fists on fire and attack with advantage.
|
# ? May 11, 2019 01:59 |
|
Schadenboner posted:Was the Sword Coast Legends bideo jame any good? I know there was a lot of carping about it but was that just threeaboos or was it actually bad? It was OK at best. But it was not system faithful and really lacked options. So it flopped hard and killed the company making it.
|
# ? May 11, 2019 02:10 |
|
I think the advent of how overpowered Hexlock is makes me depressed because it means less Warlocks going Fiend, aka the class with the single best ability in the game, flavor-wise. Hurl Through Hell is just the best. It's not even bad either, the damage is pretty decent but the fact that it only requires a single attack to hit to remove a priority target from the fight for a turn is fantastic. Honestly all the Warlock level 14 abilities are great and and intensely flavorful in a way I wish other classes were... EXCEPT Hexlock. The ability is VERY good, but it's not nearly as flavorful and interesting as tossing someone through hell, making semi-permanent thralls or trapping someone in the Shadow Realm for a minute.
|
# ? May 11, 2019 03:09 |
|
Nehru the Damaja posted:I'm not talking about Swift Quiver though. I'm just talking about laying down a battlefield control effect or something and spending your actions firing shots from a bow. It's not gonna be amazing because your dex is probably 14 or 16. But it'll contribute a lot more than Vicious Mockery will by the time you can fire off two attacks per turn on level 6. Oh, that's what you mean. And... well, it's an additional 1d8+MOD shot (because by comparison in this situation a Lore Bard would be using a Light Crossbow), so it does contribute a little bit, I suppose.
|
# ? May 11, 2019 03:17 |
|
Any adventures that are designed for evil pc characters trying to take over the kingdom or something? Pathfinder's Way of the Wicked is the comp I'm looking for, I gueas
|
# ? May 11, 2019 04:14 |
|
Schadenboner posted:Was the Sword Coast Legends bideo jame any good? I know there was a lot of carping about it but was that just threeaboos or was it actually bad? It was not a great Diablo game nor a great isometric RPG. So basically it appealed to no one. I had fun with it though, to be honest. But I've enjoyed notoriously bad games before (TMNT: Out of the Shadows was a good game you fucks).
|
# ? May 11, 2019 05:03 |
|
Nissin Cup Nudist posted:Any adventures that are designed for evil pc characters trying to take over the kingdom or something? Write one dude! That'd give players a great opportunity to play a whole different style of game, focused on skills and intrigue.
|
# ? May 11, 2019 05:07 |
|
Infinity Gaia posted:I think the advent of how overpowered Hexlock is makes me depressed because it means less Warlocks going Fiend, aka the class with the single best ability in the game, flavor-wise. Hurl Through Hell is just the best. It's not even bad either, the damage is pretty decent but the fact that it only requires a single attack to hit to remove a priority target from the fight for a turn is fantastic. Honestly all the Warlock level 14 abilities are great and and intensely flavorful in a way I wish other classes were... EXCEPT Hexlock. The ability is VERY good, but it's not nearly as flavorful and interesting as tossing someone through hell, making semi-permanent thralls or trapping someone in the Shadow Realm for a minute. I love my hexlock but I agree with this. I like how cool being a stabby fighty bloke who is also a wizard is. The main problem is that warlocks need a bit of tinkering with, imo, to bring them up to parity with other casters. In my experience virtually no-one uses short rests because when you are at a table for 5+ hours you are all just trying to make it through to the next long rest.
|
# ? May 11, 2019 07:17 |
|
Conspiratiorist posted:Meanwhile a Vengeance Paladin is rolling 2d8+5 four sometimes five times per round (~56), and with all those rolls it's fairly high chances to get in crits for their two 3rd level spell slots throughout the encounter, plus the other smites they can apply at will. You mean with haste? That's true, but it uses a spell slot AND so do the smites, which you need to spend on every attack. Spell slots are a limited resource and the autocrit lets you maximise the resource use. I should point out that my DM plays according to the book ie. there's 4-5 encounters between long rests. If we're not constrained by resources Vengeance paladins are utterly ridiculous in general. Also, missing once when the stars align becomes less of a problem on a pally/assassin, you'll still get a helluva lot of damage with just one hit. Really though, the best strat is to have your wizard Hold Person and murder the opponent dex_sda fucked around with this message at 12:15 on May 11, 2019 |
# ? May 11, 2019 12:02 |
|
Ah, of course. 11 is the watershed level for paladin with the improved smite. Yeah, that is a tasty ability. Didn't really consider it because level 11 is where we'll end up, so I'd get maybe one-two uses of this and I got way more mileage out of the rogue dip.
dex_sda fucked around with this message at 12:25 on May 11, 2019 |
# ? May 11, 2019 12:22 |
|
Josef bugman posted:The main problem is that warlocks need a bit of tinkering with, imo, to bring them up to parity with other casters. In my experience virtually no-one uses short rests because when you are at a table for 5+ hours you are all just trying to make it through to the next long rest. I think that the short rest / long rest balancing act is largely to blame for the class power disparities in 5e. The classes that lean heaviest on long rests are typically also the most powerful, because once they burn out they simply start lobbying for a reason to rest. And unless you're involved in a timed dungeon crawl there's rarely a good narrative reason not to take a long rest. If I were to do a redesign, I'd ensure a better distribution of short and long rest abilities so that all players were on the same page when it comes to recharging powers.
|
# ? May 11, 2019 13:52 |
|
Kaal posted:I think that the short rest / long rest balancing act is largely to blame for the class power disparities in 5e. The classes that lean heaviest on long rests are typically also the most powerful, because once they burn out they simply start lobbying for a reason to rest. And unless you're involved in a timed dungeon crawl there's rarely a good narrative reason not to take a long rest. If I were to do a redesign, I'd ensure a better distribution of short and long rest abilities so that all players were on the same page when it comes to recharging powers. My DM has a simple fix: you can only do one long rest every 24 hours. If you want to languish around after one encounter, that's perfectly fine, but you need to spend the extra 16 hours doing nothing, and you even have to roll for random encounters. There's also a (slow but real) ticking time clock. All this combines to us doing the 3 shorts per 1 long as the game is expected to be balanced. My vengeance paladin gets to save the team usually once a day, but then has to be carried by the guys who do get stuff on short rests. I think having a disparity is a cool thing. Warlocks are still really weird even with correct resting, though. They never run out of resources. And eldritch blast is absurd. It's very unbalanced imo.
|
# ? May 11, 2019 14:07 |
|
There'd be more short rests if some genius decided against making them an hour long. The kind of person who thinks Battle Master is overpowered is the exact kind of person that would say "There's no way you're resting for an hour in a goblin cave."dex_sda posted:I should point out that my DM plays according to the book ie. there's 4-5 encounters between long rests. Wasn't the adventuring day based on, like, 8-10 encounters? Because if that's the case, your DM is giving way more power to full spellcasters. Or was that just a vicious rumor? Edit: little of column a, little of b, I'm reading 6-8, but I haven't checked the book itself. But, even if that's the case, 4-5 is still a pretty sizable boost to long-rest classes. Gharbad the Weak fucked around with this message at 14:43 on May 11, 2019 |
# ? May 11, 2019 14:40 |
|
Gharbad the Weak posted:Wasn't the adventuring day based on, like, 8-10 encounters? Because if that's the case, your DM is giving way more power to full spellcasters. Or was that just a vicious rumor? 4-5 combat encounters, since we manage to social/puzzle out two or three each long rest. They still eat some resources, like Disguise Self/Pass Without Trace spell slots, HP on traps or other utility. The game is calibrated (as much as this can be claimed for dnd 5e...) for 5-8 overall encounters, with 2-3 short rests each long rest. Difficulty of encounters also plays a part, of course dex_sda fucked around with this message at 15:43 on May 11, 2019 |
# ? May 11, 2019 15:34 |
|
I saw something that I couldn't figure out. Can someone explain the 5 attacks a round mentioned for the Paladin?
|
# ? May 11, 2019 16:21 |
|
Ryuujin posted:I saw something that I couldn't figure out. Can someone explain the 5 attacks a round mentioned for the Paladin? I think it's supposed to be four attacks? Extra Attack at level 5, plus Haste for a third as a Vengeance paladin, and then a Polearm Master attack on your bonus.
|
# ? May 11, 2019 16:36 |
|
dex_sda posted:My DM has a simple fix: you can only do one long rest every 24 hours. Is your DM Mike Mearls?
|
# ? May 11, 2019 16:47 |
|
Yeah I usually do long rests as 8 hours and short rests as 1-4, it kind of doesn't make sense to take more than one longer rest a day, even if it does disadvantage non-elves sometimes (since they only need 4 hours of sleep).
|
# ? May 11, 2019 17:08 |
|
Yeah you can only get the benefit of a long rest once every 24 hours is in the PHB.
|
# ? May 11, 2019 17:18 |
|
The thing is it more doesn't make sense from the perspective of folks who might only be coming together once every couple of weeks/once a month. There is no reason to keep pissing about with it when you want to have a decent selection available when you do play.
|
# ? May 11, 2019 17:26 |
|
change my name posted:Yeah I usually do long rests as 8 hours and short rests as 1-4, it kind of doesn't make sense to take more than one longer rest a day, even if it does disadvantage non-elves sometimes (since they only need 4 hours of sleep). 4 hour short rest what the gently caress Do you know what "short" means
|
# ? May 11, 2019 17:30 |
|
I just meant that anything longer than four hours is a long rest.
|
# ? May 11, 2019 17:33 |
|
Josef bugman posted:The thing is it more doesn't make sense from the perspective of folks who might only be coming together once every couple of weeks/once a month. There is no reason to keep pissing about with it when you want to have a decent selection available when you do play. That's fine but I don't think dnd5e is the right game for that kinda group. A huge part of the fun is trying to make things work despite lacking resources imo.
|
# ? May 11, 2019 17:47 |
|
dex_sda posted:You mean with haste? That's true, but it uses a spell slot AND so do the smites, which you need to spend on every attack. Spell slots are a limited resource and the autocrit lets you maximise the resource use. I should point out that my DM plays according to the book ie. there's 4-5 encounters between long rests. If we're not constrained by resources Vengeance paladins are utterly ridiculous in general. No, you don't need to spend the smites on every attack - you could if the goal is to nuke something, since a full Paladin would have more slots available than a Rogue dip, but yes it's best to save slots for crits. Fortunately for a PAM Paladin, crits come easy with plentiful attacks per round plus Vow of Enmity on short rests if appropriate. The Paladin also has better round to round and thus overall damage, particularly on encounters where the Assassin MC doesn't get surprise. Even without Haste. Ryuujin posted:I saw something that I couldn't figure out. Can someone explain the 5 attacks a round mentioned for the Paladin? Extra Attack + Polearm Master bonus action + Haste + Polearm Master or Sentinel reaction
|
# ? May 11, 2019 17:48 |
|
Gharbad the Weak posted:There'd be more short rests if some genius decided against making them an hour long. The kind of person who thinks Battle Master is overpowered is the exact kind of person that would say "There's no way you're resting for an hour in a goblin cave." I house rule short rests to be 5 minutes without remorse, and I make the crunchy part of long rests 1 hour. You need to sleep for 4+ hours daily to not get fatigued, which doesn't count as your long rest, and then you have to do "adventurer activities" for an hour to gain your long rest benefits. The resource management minigame shouldn't be the most important part of D&D, and balancing encounters as if players had a full tank of gas at the beginning of every encounter makes for more fun and interesting gameplay. That means giving them rests/resets more often... 8-10 encounters in a day is ludicrous from an adventure pacing perspective and from a randomness perspective.
|
# ? May 11, 2019 17:49 |
|
dex_sda posted:That's fine but I don't think dnd5e is the right game for that kinda group. Hahahaha, oh man no.
|
# ? May 11, 2019 18:04 |
|
dex_sda posted:That's fine but I don't think dnd5e is the right game for that kinda group. What??
|
# ? May 11, 2019 18:08 |
|
MonsterEnvy posted:Why did they attack them? They openly read from the Tome of Strahd while resting in the giant tent in the camp, in front of Arrigal. I made it so they got ambushed in their sleep and Arrigal tried to make off with the tome, thinking it was of importance to Strahd. It turned into a chase scene where one of the players flew on their flying broomstick after Arrigal who was getting away on horseback. I also increased the number of bandits in the camp to 23 + Kasimir since the players are all way above level. At this point I treat creatures that are this much weaker as minion trash, so they just slew everyone so quickly it didn't give the bandits much time to discuss things or run away, especially since it also coincided with the armored sabertooth tiger attack.
|
# ? May 11, 2019 18:15 |
|
Anyone have any recommendations for a good solo adventure to run? My cousin is itching for more D&D so I offered to run some solo adventures for him with a new character.
|
# ? May 11, 2019 18:15 |
|
|
# ? Jun 4, 2024 21:11 |
|
Infinite Karma posted:I house rule short rests to be 5 minutes without remorse, and I make the crunchy part of long rests 1 hour. That's the DMG variant.
|
# ? May 11, 2019 18:21 |