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I think the devs 'clarified' the item interation rule to let you draw basically as many weapons as you could use.
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# ? Sep 4, 2015 06:00 |
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# ? May 28, 2024 03:44 |
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Do magic thrown items return to your hand in 5e like they did in 4? 'Cause "I just gave my best weapon to the enemy" is also a bit of an impediment.
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# ? Sep 4, 2015 06:27 |
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No. Or at least not that I can find a rule about. Ask your DM, I guess.
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# ? Sep 4, 2015 06:53 |
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In a recent game we had someone play a Dex based barbarian/ rogue. The uses finesse weapons for the DEX stats and put all the STR points into more CON and Dex. Dual wielder + reckless attack + sneak attack is brutal.
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# ? Sep 4, 2015 14:10 |
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Soylent Pudding posted:In a recent game we had someone play a Dex based barbarian/ rogue. The uses finesse weapons for the DEX stats and put all the STR points into more CON and Dex. Dual wielder + reckless attack + sneak attack is brutal. Reckless Attack only works on attacks that use Strength though?
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# ? Sep 4, 2015 14:19 |
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Generic Octopus posted:Reckless Attack only works on attacks that use Strength though? Finesse weapons can use either Str or Dex, as the user prefers. So yeah you can pick up two short swords and dual wield them with reckless-sneaks. But since sneak attack is only once per turn, and his base Str lags behind, and also his multiclassing lowers his SA dice... it's still pretty much pants. A regular dual wielding Rogue can do much more damage with a nearby ally, a factor that's practically guaranteed in a team-based game like D&D. Or you rely on hand crossbow sniping for same damage at range with constant stealth.
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# ? Sep 4, 2015 14:25 |
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Or just be a swashbuckling rogue and have constant sneak attack.
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# ? Sep 4, 2015 14:28 |
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Sage Genesis posted:Finesse weapons can use either Str or Dex, as the user prefers. So yeah you can pick up two short swords and dual wield them with reckless-sneaks. I know how Finesse weapons works; I'm saying that Reckless Attack specifically requires the attack to be made with Str to trigger. Reckless Attack posted:When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Like, is the barb relying entirely on Advantage to hit at that point? 'cause if he's dumping Str for Dex and Con his to-hit with Reckless is kinda bad. That's my point of confusion. Obviously the solution is to just get bit by a Werebear for free Str. Generic Octopus fucked around with this message at 14:35 on Sep 4, 2015 |
# ? Sep 4, 2015 14:33 |
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I guess it's important to know my main roll 20 table has interpreted reckless attack to mean it just has to be a weapon that can use strength, not that the attack itself uses strength. Also a houserule that with dual wielder feat you can treat your attacks as simultaneous for the purpose of sneak attack and therefore roll sneak attack twice if both hit.
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# ? Sep 4, 2015 14:38 |
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Soylent Pudding posted:I guess it's important to know my main roll 20 table has interpreted reckless attack to mean it just has to be a weapon that can use strength, not that the attack itself uses strength. Also a houserule that with dual wielder feat you can treat your attacks as simultaneous for the purpose of sneak attack and therefore roll sneak attack twice if both hit. Yes, changing the rules helps that build significantly.
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# ? Sep 4, 2015 14:40 |
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So just like fantasy football, any discussion about the week's results first require any explanation of how the rules deviate from the official ones?
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# ? Sep 4, 2015 14:41 |
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Generic Octopus posted:I know how Finesse weapons works; I'm saying that Reckless Attack specifically requires the attack to be made with Str to trigger. Sure and I agree with that. It's something that sounds cool on paper I guess but in practice is... Soylent Pudding posted:I guess it's important to know my main roll 20 table has interpreted reckless attack to mean it just has to be a weapon that can use strength, not that the attack itself uses strength. Also a houserule that with dual wielder feat you can treat your attacks as simultaneous for the purpose of sneak attack and therefore roll sneak attack twice if both hit. ... up to the DM, I guess. You know, if you're going to post about how a particular combo is brutal, please in the future also mention how you're not actually using the official rules.
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# ? Sep 4, 2015 14:46 |
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Sage Genesis posted:You know, if you're going to post about how a particular combo is brutal, please in the future also mention how you're not actually using the official rules. What are you, some kind of fuckin' rules lawyer? Get outta here. Ask your DM fo' life. (I'm joking)
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# ? Sep 4, 2015 16:07 |
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Do Druids get a proficiency bonus while transformed? This came up last night when our friend-turned-giant-spider was trying to bite a cultist. I wish I could remember the exact rationale for why they might but I wasn't playing the PC in question.
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# ? Sep 4, 2015 19:04 |
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Sorry about that. Dashed off a quick post and didn't think to point out that my groups veteran DMs homebrewed some rules to try and keep martial classes capable with spellcasters at higher levels.
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# ? Sep 4, 2015 19:05 |
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Fuligin posted:Do Druids get a proficiency bonus while transformed? This came up last night when our friend-turned-giant-spider was trying to bite a cultist. I wish I could remember the exact rationale for why they might but I wasn't playing the PC in question. Sort of, but not like you think. Your normal game statistics are replaced by those of the beast, and they already include its own proficiency bonus. You do get your own, original proficiency bonus to skills and saves, except if the animal already has proficiency in it as well (and then you'd use the higher of the two). In the case of biting however, you simply use the creature's statistic. Which already includes its own proficiency bonus, but you don't get to replace it with yours. Just use
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# ? Sep 4, 2015 19:11 |
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# ? Sep 4, 2015 21:15 |
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I want to make a cleric of Beshaba, but the recommended domain Trickery doesn't seem to fit that very well. Any ideas? More specifically, I want something more based around the theme of fortune than thievery. Skellybones fucked around with this message at 08:26 on Sep 5, 2015 |
# ? Sep 5, 2015 08:22 |
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Divination Wizard or Lore Bard.
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# ? Sep 5, 2015 17:34 |
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Skellybones posted:I want to make a cleric of Beshaba, but the recommended domain Trickery doesn't seem to fit that very well. Any ideas? Lazy wiki pull: quote:She is renowned for being spiteful and malevolent, and her priests manipulate common folk into revering and providing for them by acting mysteriously and playing on morbid fears. quote:Beshaba's aim in life is to desiccate and disintegrate her antithesis, "Lady Luck".
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# ? Sep 5, 2015 17:50 |
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More from the D&D Facebook page: "Geek culture and nerd culture is now just culture," said Chris Perkins.
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# ? Sep 5, 2015 18:07 |
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Shouldn't another Unearthed Arcana be coming soon?
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# ? Sep 6, 2015 22:34 |
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Ryuujin posted:Shouldn't another Unearthed Arcana be coming soon?
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# ? Sep 6, 2015 22:58 |
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I'm sure this is a joke, I think, but man it is so sad that there is even an "I think" in that statement. Then again Unearthed Arcana is, possibly, the only thing WotC even makes. Assuming they actually have any control over it, since everything else that gets released is done by third party. If they don't do Unearthed Arcana then the question would be, what do they do?
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# ? Sep 6, 2015 23:27 |
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Ryuujin posted:Shouldn't another Unearthed Arcana be coming soon? It leaked. Check out d20srd.org
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# ? Sep 7, 2015 01:30 |
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I DM'd a game of 5e last night, and it went much better than my first two experiences with the system. I recorded it, so if anyone wants to listen to a 2-hour level 1 session of 5e by someone that's been influenced way too much by Gumshoe, here you go.
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# ? Sep 7, 2015 03:44 |
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This could also fit in the DM advice thread, but it's specific to 5e so I'll post it here: I've started DMing a 5e game, and I've noticed that the players tend to just back into a corner/down the hallway whenever a fight starts. Any ideas on how I could get them to move around more, other than putting fire under them that they'd want to avoid standing in? I'd rather not ambush them from all sides or lock the door behind them every time. I feel like I should be placing objectives around the area they're fighting in, but I can't think of any beneficial resources in 5th edition that they'd value in the middle of combat.
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# ? Sep 7, 2015 09:13 |
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How much of the party is melee and ranged? If the enemy don't follow them but start throwing or shooting things at them, that could encourage them to move forward.
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# ? Sep 7, 2015 09:19 |
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Back in 3.5, hunkering down in a corner or a hallway was tactically sound because the meatshields' ability to actually shield the soft members of their team was fairly limited. If your players are acting on that instinct, just make battle maps with enough walls and choke points that the players feel comfortable moving around and between. Combine this with ranged or otherwise elusive enemies they need to move out to confront, so you give them an incentive to take that first step. Also experiment with environmental effects, like fire that periodically shoots into specific squares, or a massive blade that swings across a corridor, or treasure chests that slowly descend into lava, or whatever.
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# ? Sep 7, 2015 09:39 |
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Gradenko your accent reminds me of my hometown :3
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# ? Sep 7, 2015 09:58 |
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Fighting in a hallway makes sense if you don't have the abilities to prevent monsters from hitting your back-line and have to resort to physically blocking monsters with yourself. You can give them objectives and incentives to venture out, as the two posters above me have mentioned, but I think that also includes a gentleman's agreement that you as the monster-controller won't (always) dance around the Barbarian's reach.
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# ? Sep 7, 2015 10:01 |
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Vanguard Warden posted:This could also fit in the DM advice thread, but it's specific to 5e so I'll post it here: I've started DMing a 5e game, and I've noticed that the players tend to just back into a corner/down the hallway whenever a fight starts. Any ideas on how I could get them to move around more, other than putting fire under them that they'd want to avoid standing in? I'd rather not ambush them from all sides or lock the door behind them every time. I feel like I should be placing objectives around the area they're fighting in, but I can't think of any beneficial resources in 5th edition that they'd value in the middle of combat. Not 5e specific, but stuff that will get them to move: Fire Enemies raining missiles on them from behind cover (maybe through arrow slits or murder holes so they have to get into the next room, fight the guards, and then take out the archers). Fire Numerous enemies that constantly harrass and retreat. How many are there? It seems like they'll never run out! They're plinking us slowly to death! Fire Objectives that have to be captured/stolen/activated/deactivated/broken/saved/etc that the enemies are trying to (opposite thing) or (plot point happens / doesn't happen) Fire The floor is lava (acid, poison, gone) if you stand on it for too long or if you bunch up too much. Could be a volcanic area with a thin rock crust over magma, could just be rotting planks over a sewage pit. Fire Ceilings that drop dangerous poo poo on you if you stand in one spot too long. Stalactites. Acid mold. Jetpack orcs. Whatever. Fire Enemies that place AoEs on them. Maybe it takes a round for the baddies to re-aim the catapult or whatever so you're safe if you move more than X from your start point. Fire Dangerous stationary objects (catapults, lightning towers, missile launchers, magic crossbow turrets) that are immune/resistant to most kinds of damage but susceptible to "jam a rock in the barrel/gears/whatever" or that maybe just have an off switch. More fire. I mean, you mentioned not wanting to use fire, but "make them move out of the AoE" is probably the best way to make people move after "you have to get to the macguffin", and there can't always be a macguffin, so get creative with AoEs instead. Elector_Nerdlingen fucked around with this message at 10:23 on Sep 7, 2015 |
# ? Sep 7, 2015 10:15 |
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Vanguard Warden posted:This could also fit in the DM advice thread, but it's specific to 5e so I'll post it here: I've started DMing a 5e game, and I've noticed that the players tend to just back into a corner/down the hallway whenever a fight starts. Any ideas on how I could get them to move around more, other than putting fire under them that they'd want to avoid standing in? I'd rather not ambush them from all sides or lock the door behind them every time. I feel like I should be placing objectives around the area they're fighting in, but I can't think of any beneficial resources in 5th edition that they'd value in the middle of combat. The players can either advance, or pack up and go home. (Not all the time of course, but use the IQ level and creature type of the encounter to decide how crafty the things will be.)
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# ? Sep 7, 2015 10:24 |
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FRINGE posted:If the players are the invaders (assuming a dungeon/cave/lair), theres no reason that the monster/creatures wont just back off and wait as well. They live there whats their hurry? This is how Hackmaster gets you to handle it in Little Keep On The Borderlands.Several of the factions can just scorched-earth retreat through their whole sections of the map, and then get clean away at the end. Or gently caress you up through a couple of retreat-and-activate-the-trap sections and then flank you. Or, you know, just wait you out. Like you said, they live there.
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# ? Sep 7, 2015 10:48 |
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Playing the party's rogue. Habitually roll 1's to the point of absurdity. Looking at either lucky feat or dungeon delver to help ameliorate this. Thoughts?
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# ? Sep 7, 2015 12:16 |
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Lucky is pretty much always a good idea. There's some rules-lawyery shenanigans about the official ruling where if you use Lucky while you have disadvantage, you roll three d20s and pick the one you want to use. There's a case to be made that it's thematically appropriate, but just something to be aware that this is a feat with some vaguely worded mechanics that might cause friction if people don't agree on the reading/ruling. The thing about Dungeon Delver is that it's so strong that it could possibly throw off how your DM adjudicates traps and such: they might end up jacking up everything's DCs to "make up" for the fact that you're rolling with advantage against all of them. Ideally they shouldn't as it's a bonus, but even if your DM is aware that they shouldn't be doing it, they might end up doing so anyway subconsciously.
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# ? Sep 7, 2015 12:46 |
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Been asked to join in on the new Encounters season - apparently it now uses the Madness rules because Demons are scary yo. I've tried figuring out how this works and what ability it's based off but all I can find in the DMG is that it's either Charisma or Wisdom. Can I choose which one to use for my saves? Also, apparently http://www.pathguy.com/ddnext.htm got smitten out of the air by WotC and it's now only allowed to present the free PDF stuff - is there any other 5e character builder/generator around?
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# ? Sep 7, 2015 13:29 |
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Commissar Kip posted:Been asked to join in on the new Encounters season - apparently it now uses the Madness rules because Demons are scary yo. I've tried figuring out how this works and what ability it's based off but all I can find in the DMG is that it's either Charisma or Wisdom. Can I choose which one to use for my saves? The Fantasy Flight one is the only one and only if you spend an awful lot of money.
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# ? Sep 7, 2015 13:49 |
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ActusRhesus posted:Playing the party's rogue. Habitually roll 1's to the point of absurdity. Looking at either lucky feat or dungeon delver to help ameliorate this. Thoughts? Die, swap to a spellcaster, proceed to automatically succeed on things without rolling. There's not a hell of a lot you can do to ameliorate poor dice rolling, though lucky will help somewhat. Just be sure to actually use lucky if you take it; don't save it up "just in case" and then never actually activate it.
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# ? Sep 7, 2015 15:07 |
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# ? May 28, 2024 03:44 |
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There's also busting your rear end/slipping the DM :tenbux: to gain Inspiration, and the Hero Points variant rule.
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# ? Sep 7, 2015 16:06 |