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Nehru the Damaja
May 20, 2005

Unrelated would it be unreasonable for a DM to lump Aasimar in with Aarackocra and Tabaxi in the "please don't inflict this poo poo upon me" pile

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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

Nehru the Damaja posted:

I think the thing that made me wanna do battle master was seeing the cool synergy of the frightening attack with positioning stuff, and doing that with polearms would give a lot of control of positioning and movement and stuff. But if it's pretty thin gruel after that, I'd look into other options.

Basically I just want a reason to do poo poo in combat that gives me a reason to play something other than a full caster, which I always do, and care more about my positioning. Maybe I just suck it up and play yet another cleric and do a gish nature domain thing with scag cantrips.

The only martials with meaningful party-support positioning mechanics are Cavaliers and grappling Barbarogues. Mobile Monks and melee Rogues also care about positioning but only to the extent of trying to stay away from enemy reach if possible.

Vengeance Paladin (with Polearm Master) can do some neat self-repositioning tricks with their reactions, and Paladins in general care about where they are in relation to their allies for the Auras.

mango sentinel
Jan 5, 2001

by sebmojo

Nehru the Damaja posted:

Unrelated would it be unreasonable for a DM to lump Aasimar in with Aarackocra and Tabaxi in the "please don't inflict this poo poo upon me" pile

What's wrong with Tabaxi?

Nehru the Damaja
May 20, 2005

I don't trust furries not to abuse a race table loaded with "hey look at me" ribbons.

Soylent Pudding
Jun 22, 2007

We've got people!


Nehru the Damaja posted:

Unrelated would it be unreasonable for a DM to lump Aasimar in with Aarackocra and Tabaxi in the "please don't inflict this poo poo upon me" pile

Why would any of these be on the list?

Nehru the Damaja
May 20, 2005

Just forget I said it.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
Aaracokras get flight to a degree, that can be a real pain.

Pleads
Jun 9, 2005

pew pew pew


My very first 5e game was a newbie one-shot on Roll 20 with one of "those players". His Aasimar could fly and one-shot every monster we encountered, he meta-gamed everything to hell and back, and made fun of other players for rolling poorly.

Ban Aasimar.

mango sentinel
Jan 5, 2001

by sebmojo

Soylent Pudding posted:

Why would any of these be on the list?

Aaracokra and one variant of Aasimar get flying at level 1, Aasimar also get a damage aura which is incredibly party unfriendly.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

mango sentinel posted:

Aasimar also get a damage aura which is incredibly party unfriendly.

Can't they turn it on and on or choose who it effects.

Admiral Joeslop
Jul 8, 2010




Flight from level 1 is fine as long as you adjust for it. Bring your own flyers and ranged attackers. Maybe even throwing nets or similar.

I played an Aarakocra Monk once, everyone thought it was super cool when we encountered some flying humanoids and I engaged in midair combat.

Nehru the Damaja
May 20, 2005

Honestly my biggest worry about Aasimar is that I'd need a bond of trust with the player. Like I need to know this person and know that they're cool from the get-go because get some roll20 rando playing an Aasimar and I can already anticipate him complaining when you play the Deva to anything other than their specifications. The Deva advisor aspect could be really cool but you need someone willing to hand over a little bit of character autonomy to give you the freedom to have it be more than a cosmic rubber-stamping Yes Man.

Mendrian
Jan 6, 2013

Admiral Joeslop posted:

Flight from level 1 is fine as long as you adjust for it. Bring your own flyers and ranged attackers. Maybe even throwing nets or similar.

I played an Aarakocra Monk once, everyone thought it was super cool when we encountered some flying humanoids and I engaged in midair combat.

These things are cool once in a while but finding a way to shorehorn in nets, bolas, and flying combatants into every combat from level 1 to infinity is pretty tiresome. Not to mention, "kill all ranged combatants" becomes a dominant strategy.

Flight radically changes the way things work on the DM's side of the table and making it available from level 1 is a dumb idea.

mango sentinel
Jan 5, 2001

by sebmojo

MonsterEnvy posted:

Can't they turn it on and on or choose who it effects.

It lasts a minute and takes a bonus action to end. You can't choose who it effects.

Mendrian posted:

These things are cool once in a while but finding a way to shorehorn in nets, bolas, and flying combatants into every combat from level 1 to infinity is pretty tiresome. Not to mention, "kill all ranged combatants" becomes a dominant strategy.

Flight radically changes the way things work on the DM's side of the table and making it available from level 1 is a dumb idea.

Yeah flight isn't broken in 5e, but it's something you have to build around and is something a lot of classes get a big milestone in the early to mid teens so your Dragon Sorcerors and Tempest Clerics are gonna be pretty salty when their next big ability feels so mundane.

az
Dec 2, 2005

Merry christmas ya'll, I'm going to start my second ever 5e game in january and I'm torn between picking a bard or a sorc because they both look really fun. It's a party of five, two players unclassed so far, one warlock one monk, level three start. Any suggestions would be super welcome.

Babylon Astronaut
Apr 19, 2012
Make as many skeletons as possible, and abuse the lucky feat.

Soylent Pudding
Jun 22, 2007

We've got people!


Can you take the lucky feat multiple times to get a larger pool of luck dice?

Admiral Joeslop
Jul 8, 2010




az posted:

Merry christmas ya'll, I'm going to start my second ever 5e game in january and I'm torn between picking a bard or a sorc because they both look really fun. It's a party of five, two players unclassed so far, one warlock one monk, level three start. Any suggestions would be super welcome.

Bards and Sorcerers have different uses, with a slight crossover. Bards are much better at battlefield control, buffing, being the face, and are slightly less squishy. Sorcerers bring the thunder (sometimes literally), can lockdown some monsters depending on spell selection, and can be the face to a degree. Bards don't get a whole lot of direct damage spells but can choose a couple spells from any list in the game, though you'll want to pick something to shore up a weakness in the group dynamic.

NachtSieger
Apr 10, 2013


Soylent Pudding posted:

Can you take the lucky feat multiple times to get a larger pool of luck dice?

no

JackDarko
Sep 30, 2009

"Amala, I've got a chainsaw on my arm. I'll be fine."
Merry Christmas to everyone as well! Very glad to have found this game. I’m enjoying playing a Bard so far for what it’s worth. I can have the spotlight during social encounters but make sure I don’t hog it during fights by buffing and enabling my party. It helps keep my ego in check.

Razorwired
Dec 7, 2008

It's about to start!
Thinking about respeccing my Warden to a Redemption Paladin when I get back in town after Christmas. How do they play if your character is basically Halfling Uncle Iroh?

Open Marriage Night
Sep 18, 2009

"Do you want to talk to a spider, Peter?"


az posted:

Merry christmas ya'll, I'm going to start my second ever 5e game in january and I'm torn between picking a bard or a sorc because they both look really fun. It's a party of five, two players unclassed so far, one warlock one monk, level three start. Any suggestions would be super welcome.

Since you’re asking on Christmas you need to play a bard. Be cheerful all the time.

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

Admiral Joeslop posted:

Bards and Sorcerers have different uses, with a slight crossover. Bards are much better at battlefield control, buffing, being the face, and are slightly less squishy. Sorcerers bring the thunder (sometimes literally), can lockdown some monsters depending on spell selection, and can be the face to a degree. Bards don't get a whole lot of direct damage spells but can choose a couple spells from any list in the game, though you'll want to pick something to shore up a weakness in the group dynamic.

Sorcs lack Bardic Inspiration but due to Twinned Metamagic they are equivalent if not better at buffing than Bards, and Draconic (the 'default' sorc) isn't more squishy with their extra HP and built-in Studded Leather +1, plus CON save proficiency for maintaining Concentration.

Then XGE came along and canonized the Divine Soul Sorcerer, kicking the door open for idiocy like Quickened Bless or Twinned Holy Weapon :allears:

Bard is the full caster class that is good at everything (besides dealing damage) and so will easily fit in with any group that doesn't need that particular item checked, but Sorcs have some unique and very powerful options available to them.

Kruller
Feb 20, 2004

It's time to restore dignity to the Farnsworth name!

The rogue in the party I'm running is interested in possibly going with the Inquisitive subclass, as a halfling. It seems to be pretty good, as far as I can tell, but are there any traps in it, other than needing higher WIS than normal?

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

Kruller posted:

The rogue in the party I'm running is interested in possibly going with the Inquisitive subclass, as a halfling. It seems to be pretty good, as far as I can tell, but are there any traps in it, other than needing higher WIS than normal?

Insightful Fighting is dubious given how easy it is to be able to Sneak Attack on 5e.
The level 9 ability becomes redundant once you get to 11 and can never roll below 10 on those kinds of checks anyway.
The level 13 ability is essentially casting (a worse version of) Detect Magic 3/day. At level 13.

If you care about Perception and Investigation then taking Expertise on them is enough; this archetype is all flavor and no substance.

Kruller
Feb 20, 2004

It's time to restore dignity to the Farnsworth name!

Conspiratiorist posted:

Insightful Fighting is dubious given how easy it is to be able to Sneak Attack on 5e.
The level 9 ability becomes redundant once you get to 11 and can never roll below 10 on those kinds of checks anyway.
The level 13 ability is essentially casting (a worse version of) Detect Magic 3/day. At level 13.

If you care about Perception and Investigation then taking Expertise on them is enough; this archetype is all flavor and no substance.

Which one is the good one, then? He usually plays Assassin but it's poo poo and he doesn't want to anyways.7

Krinkle
Feb 9, 2003

Ah do believe Ah've got the vapors...
Ah mean the farts


Razorwired posted:

Thinking about respeccing my Warden to a Redemption Paladin when I get back in town after Christmas. How do they play if your character is basically Halfling Uncle Iroh?

UA or Xanthous version? The UA has shield as a reaction oath spell. Basically incredible for a martial. Xanthous spells are a little different I think they get sanctuary instead. And no ray of enfeeblement at level 5 but I forget what its replaced with.

The hard thing about this guy is, are you going to go naked without armor, to use the class feature of being so peaceful people don't want to hit you? You need to raise dex and dump strength then for your 16+dex AC then. But then your main attack is, again, simple martial weapons with no shields, so, you need strength too. poo poo's rough. I committed so yeah I dumped strength and I miss every hit but if you want to min max then just ignore that naked armor perk and go plate like everyone else.

But I made a peaceful paladin and it's worked out great. I hugged a vampire spawn to see if that would work, I channeled divinity and got an execution to get called off because I glowed with the light of peace and asked nicely if we could go, I saved a simpleton murderer by putting him to sleep before he could be killed. I'm living non violence and showing everyone there's a better way. It's fun, go be weird.

Ask your DM if you can use a quarterstaff dex style like a monk and then there'd be no issue.

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

Kruller posted:

Which one is the good one, then? He usually plays Assassin but it's poo poo and he doesn't want to anyways.7

Arcane Trickster is best because magic.
Thief is okay, has ups and downs as its abilities fade in and out of use across the level progression. Fast Hands and UMD can be very potent.
Swashbuckler works like a charm for melee Rogues (Magic Initiate or racial for Booming Blade is advised).
Scout is good in general. It Just Works.

OutsideAngel
May 4, 2008

Kruller posted:

Which one is the good one, then? He usually plays Assassin but it's poo poo and he doesn't want to anyways.7

Arcane Trickster and Thief are the only good Rogue archetypes.

Thief is way more dependent on what your DM will let you do as a Bonus Action and, later on, what magic items they provide. If you can use Fast Hands to throw a smoke bomb, swing on a grappling hook, lay down caltrops, spill some oil and then next round light it on fire, nail a door shut, steal some guy's weapon, etc. then Thief is very good at lower levels. If you find lots of magic items that take an action to activate, like wands, then Thief is very good at higher levels too.

Arcane Trickster is much more straightforward and requires a lot less creativity on the part of the player, since it more-or-less hands you a list of buttons and tells you how many times you can press them.

Razorwired
Dec 7, 2008

It's about to start!

Krinkle posted:

Redemption Pally Advice

Thanks! DM was super new so we went with rolled stats and I got lucky so I got most MAD tricks covered.

The game revolves around a resistance and I'm using the Guild Artisan background as a cartographer to make smuggling routes through the woods. So I figure I'll keep using my magic Splint Mail + Shield if it's an open combat mission and walking around with my quarterstaff as a cane and travelling clothes when its a stealth or subtlety mission.

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS
After months of making up my own poo poo, I'm ready to reunite my players with the story in the Storm King's Thunder book, so I have them meet Harshnag. I finally get to use premade stuff to use instead of rolling my own or scavenging the internet. So my players get this pitch to go up in the mountains with a giant to speak to the oracle and figure out what's going on. Their response? "Meh, escort mission, I think we have more important stuff to do here. Maybe we can gather some NPCs and send them on the mission instead and they can tell us what happens while we prepare the coast to defend against a frost giant invasion." I'm a little flattered that they care more about what I've cobbled together myself than stuff in the book, which sounds kinda lame from how they describe it but drat, back to work lol.

SettingSun
Aug 10, 2013

I mean if your players don't concede to a little railroading I don't know why they'd agree to a published adventure.

Jeffrey of YOSPOS
Dec 22, 2005

GET LOSE, YOU CAN'T COMPARE WITH MY POWERS

SettingSun posted:

I mean if your players don't concede to a little railroading I don't know why they'd agree to a published adventure.

The player with the biggest issue says he's willing to roll a new character who's eager to go on the mission while his current one goes and does what he thinks is more important. It's been a year so no complaint from me there. But he may convince the others....

I... Don't really want them to feel railroaded? Frankly I'm more worried about them feeling directionless and have left other hooks around just in case. (There's an aboleth under neverwinter who was content to leave the city alone until the city guard sent a unit down there to "investigate".) I was hoping to convince them that the oracle would help them solve the root cause of the giant shenanigans but I think he ain't buying it.

I'm more amused at how easily dismissed the books major turning point ended up feeling.

SettingSun
Aug 10, 2013

I just a little jaded because a while back I convinced my own group to let me run a published adventure and they went out of their way to do the opposite of what that book says they should do, just to spite me.

Nowadays they can go wherever they please, it's just they happen to run into what I want them to wherever the go.

Edit: I was just starkly reminded of my Pathfinder game that's on holiday hiatus. My DM would do an extreme amount of railroading; a form I called the 'Second Person Railroad'. It goes like this: say we just had a combat in town and murdered a bunch of kobolds.

Him: "The kobolds are dead. Suddenly, you hear an explosion coming from the north gate! You go and investigate and see--"
Me: "Hold up, we didn't say we're going anywhere. We have wounded civvies to deal with."

The worst part is I as a player am perfectly fine with a railroad. He didn't need to take agency away from us.

SettingSun fucked around with this message at 22:02 on Dec 26, 2017

Pleads
Jun 9, 2005

pew pew pew


Jeffrey of YOSPOS posted:

I'm a little flattered that they care more about what I've cobbled together myself than stuff in the book, which sounds kinda lame from how they describe it but drat, back to work lol.

"Guys I have kind of tapped out my prepared world stuff and was looking forward to a bit of extra free time for a little while while you save the storm king's thunder, how can we make this work for your character's motivation? That way I can build up the next adventure so when the thunder is safe and you find yourself back in the world, poo poo's ready to pop off."

That's basically what I did and it wound up with another player DMing for Strahd and when that wraps up I'll have something new to get into.

Ryuujin
Sep 26, 2007
Dragon God
So I saw the Cavalier stuff, despite being about riding a mount it has little to do with riding a mount, and is the most Defender like fighter archetype so far. But it has some serious issues, including limited resources on what should be at will abilities and putting core abilities at ridiculous levels.

It has some good stuff marred by the Fighters Can't Have Good Things bit, which kind of reminds me of the Champion. Almost makes me think combining the two and reworking things might work for a good defender build.

The Guardian Fighter Archetype

Fighter Level Feature
3rd Hold the Line, Unwavering Mark
7th Warding Maneuver, Vigilant Defender
10th Additional Fighting Style??
15th Superior Opportunity
18th Vigilant Defender

Hold the Line
At 3rd level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
Moved this down to 3rd level because this is a major build defining feature. The 4e Fighter gets something like it right out of the gate at 1st level and it really fits the theme of the Defender. You aren't much of a Defender without this, or Sentinel. And if you get this at 10th level you probably already picked up Sentinel.

Unwavering Mark
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a free action if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature once per turn.
Removed the reaction cost. Too many features require a reaction. And you aren't accomplishing much as a defender if you use your 1 reaction per round to do this, now you can protect against 1 hit per turn for yourself or a nearby ally. Doesn't protect against non attack roll spells or multiple attacks in a turn, but it should be nice and defendery now.

Vigilant Defender
Starting at 7th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Putting this at 18th level was pointless, it is a major build defining feature that actually lets them act like a defender, and most will never see level 18.

Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Not really sure what to put here, but this is always a good option.

Superior Opportunity
Starting at 15th level, when you use a reaction to make an opportunity attack you can make as many attacks against the target of the attack equal to how many attacks your Extra Attack class feature allows.

OR

Starting at 15th level, enemies marked by you are vulnerable to the damage of your opportunity attacks.

Not sure what to go for here exactly, I want to make the opportunity attacks more dangerous to make the mark punishment actually something to worry about, which with only a single normal attack isn't the case.

Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

the_steve
Nov 9, 2005

We're always hiring!

I think I asked this before, but my other question prompted more discussion, but, is there a list of "official" sentient shadowfell weapons for AL, for people who are taking Hexblade pacts for their warlocks?
I don't have access to any of my books, so the only example I've been able to find is Blackrazor, and I haven't even found out much about it.
The only other ones I could think of would be Charon's Claw and Khazidea, but I'm not sure if either of them count.
Ultimately, I'm just curious what all of the options actually are.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

the_steve posted:

I think I asked this before, but my other question prompted more discussion, but, is there a list of "official" sentient shadowfell weapons for AL, for people who are taking Hexblade pacts for their warlocks?
I don't have access to any of my books, so the only example I've been able to find is Blackrazor, and I haven't even found out much about it.
The only other ones I could think of would be Charon's Claw and Khazidea, but I'm not sure if either of them count.
Ultimately, I'm just curious what all of the options actually are.

Sentient Shadowfell weapons would be made by the DM and player.

Blackrazor is an example and it's stats are in the DMG.

FRINGE
May 23, 2003
title stolen for lf posting

the_steve posted:

I think I asked this before, but my other question prompted more discussion, but, is there a list of "official" sentient shadowfell weapons for AL, for people who are taking Hexblade pacts for their warlocks?
I don't have access to any of my books, so the only example I've been able to find is Blackrazor, and I haven't even found out much about it.
The only other ones I could think of would be Charon's Claw and Khazidea, but I'm not sure if either of them count.
Ultimately, I'm just curious what all of the options actually are.

Is that even a thing? Blackrazor came from White Plume Mountain which was set in Greyhawk long before the WotC Shadowfell stuff.

Google gave me this:

quote:

In case anyone hasnt seen the new faq update, if you keep a weapon from white plume mountain, you leave AL play, period. Retroactive, even if you got it before the faq update.

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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Ryuujin posted:

Superior Opportunity

What I would do is that if you use a reaction to make an OA, the OA automatically hits.

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