|
Section Z posted:
The next time I run a campaign, I'm going to have to include a sleepy fishing village that propitiates Lobtar, omniscient god of seas, death, and lobsters, in the hopes that they will be spared a little while longer the unceasing hunger that fuels Lobtar's unending growth. Lobtar cares not if people eat crustaceans, because all life begins in the oceans and all life eventually returns, where Lobtar rests and feeds and grows. Novum posted:If I want to slap together a class archetype what are your benchmarks for how powerful each archetype ability should be by tier? I don't have a ton of experience homebrewing in 5e, but good questions to ask would be "what archetype would I normally pick for this class" and "is this better/worse/about the same compared to what already exists." Do you have more details on what you have in mind?
|
# ¿ Aug 1, 2018 00:28 |
|
|
# ¿ May 16, 2024 15:43 |
|
Maybe a better way to manage it is to break it into two smaller packages of "casting spells" and "killing mages?" Stealing spells is kind of a tricky concept when you're not guaranteed to fight magical enemies. Level 1: Once per short rest, dust a 30' radius around yourself with anti-magic particles, forcing all casters to make a concentration check of DC (8+proficiency+CHA). Level 6: Once per short rest, add your CHA modifier to any saving throw made against any magical effect. Level 10: Gain resistance to damage from spells. Level 14: Once per long rest, create a 30' antimagic bubble around yourself that stifles all magic except your own. And maybe if you break someone's concentration or kill a magical enemy, you can regain one use of a per-short rest ability or something. I dunno, this isn't exactly inspired, but hopefully it's functional.
|
# ¿ Aug 1, 2018 01:16 |
|
Sorcadin is an explosively powerful multiclass, and Pal 2/Sorc X is arguably the strongest split in the long run, assuming you don't have to muddle through levels 1-6. You get neat tricks like Hold Person into Quickened Green Flame Blade smite, and if they fail their Wis save you get to smash them with an auto-crit smite, and with a Sorceror's spell pool you can throw big smites all day. If you're playing with pointbuy, my favorite way to start is with 15 in str/con/cha and 8 in dex/int/wis; as a variant Human you can bump up one of them (say, CON) with a half-feat like Resilient (CON) and bump the other two with your normal ability bumps, so you start with 16s in everything important and 8s in everything else. With Warcaster, you can also stop worrying about the complications of casting in melee. I guess we'll have to add the multiclass spell table to 5e's big bucket of good ideas that didn't quite pan out.
|
# ¿ Aug 7, 2018 23:22 |
|
Subjunctive posted:How does this part work? I followed the rest! Attacks against paralyzed enemies, like those successfully hit by Hold Person, are made at advantage and will always crit, which doubles up not just your weapon dice but also your smite dice. Edit: I lied, quicken the Hold Person and normally cast your preferred melee cantrip; 5e editing strikes again. Jeffrey of YOSPOS posted:Half-Elf would let you bump one of those 8s up to 10. Half-elf also gets you a 16/16/16 spread, you're right, so it's a choice of whether you'd rather negate a penalty in a secondary stat or have a half-feat; Resilient and Heavy Armor Mastery come to mind as pretty solid ones. I think years of 3.5 have given me a bias against butterknife-eared half-elves and in favor of the Free Feat Human Master Race, though. lightrook fucked around with this message at 23:38 on Aug 7, 2018 |
# ¿ Aug 7, 2018 23:36 |
|
The Dregs posted:
There's a Revised Ranger out there, which is semi-official and generally less garbage than the vanilla PHB ranger. Alternatively, if your goal is just shooting dudes, Battlemaster Fighter is pretty good at it, too. With Crossbow Expert, you can shoot twice a turn with a Hand Crossbow, and you can pick up Sharpshooter later for a little extra firepower, although I guess crossbows might be a little late-medieval for a Conan-esque setting. If that's an issue, then maybe ask nicely if you can reflavor it as some kind of shortbow? You can use Precision attack to offset Sharpshooter penalties, for example, or enable your teammates with Distracting Strike. I get the vague feeling that Battlemaster was probably not intended to work with ranged attacks, but for the most part it does, so shoot away.
|
# ¿ Aug 8, 2018 00:05 |
|
Glagha posted:I dunno I've never had a problem with AC. People raise good points about how rolling a d20 against a chance to either Do Something or Do Nothing sucks but whatever it is what it is. Honestly I think an interesting fix would be to give fighters "miss is half damage" stuff like spells get. If we're accepting hp as an abstraction of luck, fatigue, and will, a failed attack that clangs off someone's shield could still do damage, fatiguing their shield arm and making it less likely they'll defend successfully and bringing them closer to a lethal blow. Wasn't there a Fighter At-Will from 4e that guaranteed you'd deal your STR modifier on a miss? I know the Fell-Handed feat is similar, but honestly Champion and/or Brute would probably be fine if they had something like that to were guaranteed a little damage on a miss.
|
# ¿ Aug 12, 2018 17:12 |
|
Kommando posted:About to start the Storm King's thunder Some questions to flesh out a backstory: Why did you join the pilgrimage - were your reasons personal, familial, financial, or political? What happened to the other pilgrims, dead en-route, eaten by dragon, or just turned away, and how do you feel about it? How do you feel about having sorcerous powers - love it, hate it, or maybe mixed? What are your goals now, in the short- (about a month), medium- (about a year), and long- (about a decade) term?
|
# ¿ Aug 12, 2018 23:56 |
|
Subjunctive posted:Why is it called a coffeelock? Warlocks regain their spell slots on a short rest; Sorcerer can eat any spell slots to generate sorcery points, which can use to create more spell slots. Coffeelock got its name from the fact that you never want to take a long rest, because doing so would wipe your bonus spell slots. Instead, you take only short rests to recover warlock spells, and then eat them for sorcery points that turn into bonus Sorcerer spell slots. A sorlock can gain a lot of spells per day this way, but you also never get to sleep, hence coffeelock. Usually this required being an elf to get around the consequences of sleep deprivation, but there's also an Invocation now that lets anybody from any race get away with not sleeping. Also Warforged as superior mechanical beings have none of the weaknesses of frail meatbags and therefor don't require sleep either. fake edit: im slow
|
# ¿ Aug 16, 2018 02:21 |
|
The most annoying thing about monk that jumps out at me is that using anything but a 1d6 weapon in the early levels seems like a sucker's choice. Really, Martial Arts damage should have started at 1d6 so you don't feel like an idiot for not using a shortsword. The whole point of playing a monk is to punch people, so it's a real punch in the mouth when the rules make it so mechanically suboptimal to punch people. I guess it's just not real DND unless monks are systematically screwed over by the system.
|
# ¿ Sep 19, 2018 17:38 |
|
Wow, so unarmed strikes are somehow even worse than I thought. And Open Hand doesn't even require, you know, an open hand to apply any of its effects. So 5e really hates letting us punch people.
|
# ¿ Sep 19, 2018 17:47 |
|
CeallaSo posted:I mean, it makes sense that you would need a crutch in the beginning, doesn't it? You haven't even really settled into your role; the adventure you're on is as much a part of your training as everything that came before it. How are you getting a +4 damage on your attacks? A +4 damage modifier shouldn't be possible in 5e until your first ASI at the earliest without the help of class features like Fighting Style: Dueling. The real problem, though, is that punching people is much, much worse than two-handing for 1d8 damage. At level 1, a fighter with a two-hander does 2d6+3 (10), a monk throwing punches does 2d4+6 (11), and a monk with a spear does 2d8+6 (15). The gap only widens when you flurry, since getting a third hit in is an extra 50% damage, and the deficit grows from 4 points to 6 points. Monks get a lot of their damage from landing a large volume of hits, so losing damage per hit hurts them even more than it would for, say, a paladin or barbarian who only needs to land one big swing.
|
# ¿ Sep 19, 2018 18:03 |
|
MonsterEnvy posted:Oh ok. Don't watch too many movies. I guess I'll be the one to ruin the surprise but the long and short of it is that there's a scene where a guy talks at length about the proper procedure for disposing a dead body by feeding it to pigs.
|
# ¿ Sep 21, 2018 06:15 |
|
Splicer posted:You're thinking the fluff in 5E is at all useful for trying to build your guy. This is foolish! Tell me, how would you like it to play Not that I have personal experience with it, but probably poorly? Besides sharing an ability score, the two classes don't really support each other, since monk features need monk levels for progression. Unarmored defense is rarely better than even Scale Mail and shield, and a Cleric's bonus action is already a pretty contested resource, with Spiritual Weapon being the most prominent example. Sacred Fist was a neat prestige class in 3.5 that made it work, but I don't see much support for it in 5e.
|
# ¿ Sep 21, 2018 17:42 |
|
Conspiratiorist posted:Be mindful most of the classes being mentioned in this discussion pack medium armor and shields for defense. Samurai-style armor basically already has a giant armored skirt, so it's really just a few decorative bits and oversized sleeves away from being an armored dress. Let's just avoid going down the rabbit hole of over-analyzing which exact piece of heavy armor best translates to Far Eastern armor and just settle that it's definitely in the ballpark of "heavy," though. I'm actually playing a vaguely-Touhou inspired Sorcadin shrine priestess right now, and her morningstar was actually a gohei wrapped in barbed wire and nails. Her deity's basically a regional manager in the cosmic hierarchy, so she plays the role of a disgruntled employee.
|
# ¿ Sep 22, 2018 00:46 |
|
CeallaSo posted:I'm working on homebrew stuff and I'm honestly considering just gouging darkvision out entirely. In my actual play experience, it serves no purpose. It's fine and negligible until you have a DM that gets irrationally excited by the prospect of having more fiddly bits to fiddle with. In other words, how do I tell my well-intentioned, relatively-inexperienced, and somewhat-overzealous DM that expecting us to track how many silvers we're carrying and whether spells have verbal, somatic, and/or material components is not the height of tabletop gaming? I guess if I don't track them then he probably won't notice, but after he read the nitty-gritty details of spellcasting he seems unreasonably excited to tell either of the party's paladins that they can't, in fact, cast Bless if their hands are full holding equipment.
|
# ¿ Sep 23, 2018 05:37 |
|
TheGreatEvilKing posted:I feel compelled to point out that while Zak S and the RPGPundit are terrible people, they are also terrible game designers. If I asked for a quick gist, how much would I regret it?
|
# ¿ Sep 24, 2018 04:54 |
|
ProfessorCirno posted:Bards have always been good and cool, and grogs hating it has only ever strengthened both of these facts. Quoted for truth. I'm pretty sure the reason grognards hate bards so much is because they're the ones perpetuating the stereotypes whenever they explain why they hate bards, effectively creating a self-fulfilling prophecy. My experience only goes back to 3.5, but I don't understand how people can undervalue bard when it was printed in the same book as, for example, monk and ranger. The only upshot to the bard-hate circle-jerk is that 5e knee-jerked in the opposite direction to make bard literally the strongest and most versatile class in the game.
|
# ¿ Sep 26, 2018 04:48 |
|
beeoi posted:I'd have to assume people praising the 3E bard are following the tier-driven mindcalk of All Casters>All Half-Casters>All Martials in All Situations Ever when the reality is a lot more complicated. TL, DR: Punish not the class for the sins of the player. Sounds like the problem is player knowledge and not class design, then. I get that bard optimization is not intuitive, but neither is anything else in 3.5, so I don't think that's a fair knock on bard when literally all the Core half-casters and full-martials are basically steaming dumpster fires under the same circumstances. I realize a lot of power for a lot of classes and concepts come from splatbook material, but bards hold up pretty well straight out of the box, too. Obviously they can't compete with full casters, but even with 2/3 casting, they're still head-and-shoulders above pretty much everything else. There's a lot of chaff in their spell list, but there's also enough winners to fill out your spells known allowance without issue. Durability is... acceptable but not great, and still comparable to the other light-armored martials, and that's before access to defensive spells like Mirror Image and Blur. And then there's the Alter Self exciting can of worms... I don't disagree with your points, but I think they're more symptomatic of deeper, systemic problems with 3.5 and maybe cultural problems with the DND player population than issues intrinsic to the bard class specifically.
|
# ¿ Sep 27, 2018 21:04 |
|
RC Cola posted:Guys I went to the hulkamania store in Clearwater this weekend. I am reaffirmed in wanting to play as basically hulk hogan Lore Bard Hulk Hogan with Cutting Words to intimidate people and full casting to make the showmanship real? Expertise in Athletics means bards are actually a shockingly good fit for it.
|
# ¿ Oct 1, 2018 00:28 |
|
RC Cola posted:Friends I'm a level 1 rogue gnome that just hit level 2 and am debating multiclassing into wizard full time. Can I still wear light armor? Is there any real downside to a wizard with 1 level of rogue? Your ability to wear armor is limited only by your armor proficiency, if any. Sorcadins are fine to walk around casting spells in full plate, for example. The downside to being Rogue 1/Wizard 1 is not being level 2 in anything, which could matter depending on which class features are important to you. At Rogue 3, though, you get your pick of rogue archetypes, among which is Arcane Trickster. Because of the way multiclass spellcasting works, you could take 4 levels of Rogue and switch to wizard full-time, and only lose 2 levels of spell slot progression, since Arcane Trickster is a half-caster.
|
# ¿ Oct 3, 2018 22:01 |
|
Tetracube posted:joining a dragon heist game and playing a bard, I gotta think of an interesting character concept but I'm stumped. ideas? I've been kicking around an idea in my head of a lore bard that's a hardened army captain. Bardic inspiration is barking orders at your allies, and Cutting Words is intimidating your enemies and ordering them to die. Expertise in Athletics means you can make good on your threats to choke the life out of people, too.
|
# ¿ Oct 3, 2018 22:40 |
|
Splicer posted:Nope, its 1/3 caster. You only get 1/3 of your level, rounded down. Oof, you're right, forgot how bad Arcane Tricksters have it. In that case, jumping ship for wizard and staying with it is fine.
|
# ¿ Oct 3, 2018 22:46 |
|
gradenko_2000 posted:
Ackshully, if you're talking about 3.5, Sorcerers had more spells per day, on top of total mutability of spell slots, and they were still considered a cut below wizards in terms of raw power, who had, resources permitting, total access to the entirety of their spell list as long as you could find a way to write everything into your spellbook. I think spellcasters are still supreme in 5e; concentration puts certain limits on how much you can do at any one time, but other changes were definitely in their favor. Like gradenko said, prepared casters don't exist anymore and you're no longer forced to painstakingly designate each and every spell for each and every slot, with limited flexibility to change things on the fly, so you're no longer earmarking spell slots for non-combat utility spells and potentially have your full store of spell slots for each combat encounter. On top of that, multiclassing is much less punishing for spell casters, since you're losing a lot less caster progression for branching out into other full- and half-caster classes, for example; you don't advance your highest level spell known, but you do advance your spells per day table, and upcasting lets you utilize your highest level slots even when you don't have the spells to fill them. Ritual casting pushes the gap even further, since some of your utility spells won't even cost a slot, and cantrips let you further pace yourself without having to idly twiddle your thumbs. For a practical example, Sorcadin is now just sorcerer and paladin, and doesn't require half a dozen mediocre feats to hop between four different prestige classes in order to avoid missing precious caster levels and BAB. And the martials lost a lot too, if we're comparing to 3.5. The one thing a barb/fighter arguably did better than most casters was being able to do lots and lots of damage, at any time, all the time, generally by power attacking. Like, nearly an order of magnitude more. Now everybody's damage numbers are bounded, so martials lost that advantage, and casters have an even easier time trouncing non-combat encounters without spending resources. Fake edit: and I'm slow to the punch. oof.
|
# ¿ Oct 4, 2018 03:52 |
|
dreadmojo posted:I think that's underestimating the effect a little, i can shut down a huge mob of low wisdom enemies with a hypnotic pattern, but that locks out a lot of my strongest spells and can break if i take damage. It's a clever, flavoursome nerf to save/suck spells and buffs while not affecting blasty spells. If you catch everyone of interest in a hypnotic pattern, you don't really need to cast more spells when you can let the rest of your party use their short rest and all-day resources to play whack-a-mole on each sucker to prevent any of them from doing anything of interest after breaking free. I think it's an improvement in game health that they've closed the gap between blasting and SoDs by buffing the former and nerfing the latter, because balancing the game is easier and more straightforward if everyone interacts on the same axis (i.e. dealing damage). Now if only they'd make martials a bit better at, well, anything and everything. As for Strahd, I think the usual trick is to use Wall of Force to put him in a magic hamster ball to cut off any and all exits. From there, you and your party can torch him with anything that doesn't require Line of Effect(? or is it sight?). But the nature of the setting also means that he has the power of DM fiat to plausibly call in more minions at any time, from any place, so I wouldn't get too comfortable. Because why would a supremely ancient, powerful, and intelligent being walk into potential danger without having some kind of backup plan for insurance?
|
# ¿ Oct 4, 2018 04:35 |
|
Azhais posted:sacred flame just doesn't allow cover to help the save, pretty sure that wouldn't work. Flamestrike might work? The spell doesn't say anything about projectiles, targets, or line of sight; you designate a cylinder and it gets torched. By all logical reasoning, Fireball shouldn't work, since it's always described as a ball of fire that flies out and explodes. Strictly speaking, however, the spell only specifies an area of choice and not a line of sight/effect or target. Ask your DM?
|
# ¿ Oct 4, 2018 06:03 |
|
Section Z posted:While I am very glad they kept no more "Level 1 wizard cast a spell and now he's dead weight until your next camp out"? On one hand, 18th level is high enough that people should be getting powerful and exciting options. On the other hand, "I never run out of magic, ever" is absolutely not equal to the fighter's "I do one more damage, on average, when I use a maneuver, which are still limited per encounter." I mean, if a fighter could use one or two maneuvers any time, all the time, without spending superiority dice or even an action, it still wouldn't really come close, although that might be a good start. When a fighter's only job description is that he fights, would it have killed WotC to at least make them good at it?
|
# ¿ Oct 5, 2018 04:53 |
|
AlphaDog posted:Yes. You're completely right, and I hate the game so much for it. At least 5e gives casters a lot of options for Being Martials, But Better.
|
# ¿ Oct 5, 2018 05:20 |
|
AlphaDog posted:What's "realistic" about this? My guess is that 10 is the magic number because that's a creature's base AC without any bonuses from any source, which I guess is not so much about "realism" with respect to reality as it is with respect to the game rules. I wouldn't do things this way if I were implementing a "damage on miss" rule, but I think that's the rationale. I'll comment that 4e also introduced the concept of "bloodied" which implies that someone at half health has taken some amount of injury to bleed from, but I think it's sensible for HP to be some vague and nonspecific mix of stamina, luck, and blood. And geez every day in this thread reaffirms that the worst part of D&D has always been the players.
|
# ¿ Oct 10, 2018 22:14 |
|
mastershakeman posted:Damage on a miss immediately gets really hard to adjudicate edge cases with and its a weird thing to get stuck on The thing that makes it tricky is that D&D only has AC as the main axis of defense, which means you'll "miss" a lot trying to hit someone weighed down by their full plate and shield. That's not to say you didn't make contact, but on a miss your attack might have been deflected by their armor or blocked by their shield or parried by their weapon, while a hit means you slipped past their defenses and cut deep where it hurts. This is kind of implied by the rules, but not really outright stated in official materials. In that sense, damage on a "miss" means your swing glancing off their armor or bouncing off their shield still hurts a bit; it's just a lot less than if you actually "hit." As for why D&D does things this way instead of separating attack evasion from damage reduction, I think it goes back to its naval wargaming roots or something dumb like that, where your shots either bounced off the enemy hull or punched through and dealt damage. By now, it's too much of a sacred cow to really change it. edit: why the hell does our fantasy role playing game use rules from a naval war simulator lightrook fucked around with this message at 22:31 on Oct 10, 2018 |
# ¿ Oct 10, 2018 22:25 |
|
Tetracube posted:Monster Cooking Rules second draft This is funny and slightly uncomfortable and too impactful to not turn your campaign into Toriko/Dungeon Meshi, which may or may not be a good thing for you. Four burgers ground from sentient beings out of five.
|
# ¿ Oct 11, 2018 02:30 |
|
In It For The Tank posted:You can technically make two attacks on the turn you summon it (one as part of your action when you summon it and one with your bonus action) for 6d10, which makes it a little bit less poo poo, but for that level spell slot it's definitely not worth it. I'm not even sure if that argument actually works, since the cleric only spends a bonus action to cast Spiritual Weapon and still has their action to make an attack or cast another spell or something. I guess when when the best spells are meant to be balanced by concentration, the mediocre ones become godawful.
|
# ¿ Oct 11, 2018 23:27 |
|
Section Z posted:Thinking about it made me realize this sad fact, for a late edit I haven't actually noticed it until now on account of not opening a physical PHB in ages, but considering spell lists from 3.5 had the good sense to include a short blurb with the spells by class by level tables, this is a huge and mindbogglingly stupid step backwards. Edit: Arivia posted:Alphabetical order for spells makes looking them up at the table during play much quicker and easier. Spells have always been organized this way for that exact reason, but it used to be they also gave you a quick, ten-words-or-less blurb next to each spell in your 1st Level Cleric Spell table or whatever, so we've gone backwards from a brief description to no description at all for the less-obviously named spells. lightrook fucked around with this message at 06:02 on Oct 16, 2018 |
# ¿ Oct 16, 2018 05:59 |
|
Kaysette posted:Combine every stat into Moxie. There's the Three M system of Muscle, Moxie, and Mysticality that's seen some success... I was also going to suggest Strongness, Quickness, and Rewriting the Universeness, but that's no different from 3.5.
|
# ¿ Oct 18, 2018 03:37 |
|
AlphaDog posted:There are more ways to include burst damage than to make it cost resources. I mean, implicitly, it kind of does, because if your burst damage is available all the time, then it's not burst and just damage; burst implies it's somehow greater than your personal "baseline" damage, however you want to define that. The only exception I can think of is crits, but I'm not sure if that's something you should take into account as a part of your typical baseline performance. Honestly, I don't think it's unreasonable to just forget that Champion exists as an archetype and give its abilities to every fighter for free.
|
# ¿ Oct 20, 2018 23:14 |
|
AlphaDog posted:The very simplest example of an ability that switches you from consistent to bursty without using resources is one that trades +hit for +damage. Oh, I guess I had a different idea about burst, but this makes sense too. It's kind of a shame they haven't brought make anything that interacts with the Bloodied state, or even just the Bloodied state at all; it works on the same principle as Escalation Dice of backloading certain combat interactions, because without it, it makes too much sense to come out of the gate swinging big and then closing out on a whimper, which isn't nearly as narratively satisfying. For a really simple example, maybe something like this would give martials some tactical choices - either disengage and focus down one weakened enemy, or hold position and tie up a healthy one: Press the Attack: For the rest of your turn, all your attacks against bloodied enemies strike their weak points of Massive Bonus Damage. Recharges once per short rest.
|
# ¿ Oct 21, 2018 02:02 |
|
mastershakeman posted:
Suffocation is supposed to work on regenerating creatures because there's no regenerating from brain damage caused by oxygen deprivation, or something. On the other hand, the rules and mechanics surrounding both suffocation and grappling have historically been a mess, if 3.5 is anything to go by, heal by drowning Et al. Mechanically speaking, if I wanted to model an ogre strangling a player, I'd probably have its victim take some damage (I dunno, 2d8?) every turn its grappled by the ogre, with CON save for half. That way, the flimsy rogue gets squeezed down quickly, while the beefy fighter has a lot more air to fight with.
|
# ¿ Oct 22, 2018 15:03 |
|
gradenko_2000 posted:
Okay, I just looked at the Intellect devourer, and I'm kind of stunned by the scale of its terrible design choices. So as a CR 2 enemy, not only is it resistant to the nonmagical weapons the players are likely stuck with, not only does it have a better-than-half chance to remove a player from not just the rest of the fight but probably the rest of the entire game session, but as an added gently caress-you it's even within both its abilities and motivations to outright *kill* whoever it happens to mindbreak. Did I mention its stat block doesn't specify any time frame for recovering from ability damage? Like no clause like "recovers after short rest" or "recovers after long rest" or anything that might be within the means of a level 2 party; Lesser Restoration is both out of reach and completely useless, and Greater Restoration is a 5th level spell available to 9th level characters, so even if you're not technically dead, you might as well be. The werewolf is brutal for level 3 parties that in all likelihood lack magical weapons, but at the very least a fighter can physically prevent it from clawing up the squishy casters in the back by grappling and/or shoving it and holding it in place. The Intellect Devourer is just outright hostile to anything and anybody who made the mistake of thinking that being a weapons person was a cool, worthwhile, and well-supported role in a fantasy role playing game, a genre known for its abundance of weapons persons. I know 3.5 had That drat Crab as its poster child of absurd and broken monster design, but that was also one incident out of many, many years of monster design. The closest thing I can think of from the 3.5 MM1 would be the Allip, which was incorporeal and did Wisdom damage, but at the least you could say that a +1 weapon was within a 3rd level character's WBL in a game where magic items were strictly not optional, and it took a while before it killed anyone, and that you'd eventually heal off the ability damage after a few Long Rests. But geez, it's pretty clear that nobody looked at the monster entry for Intellect Devourer, asked what would happen if some well-intentioned DM saw the CR: 2 in its stat block, and accidentally sicced it on a level 2 party. lightrook fucked around with this message at 04:46 on Oct 24, 2018 |
# ¿ Oct 24, 2018 04:42 |
|
Bogan Krkic posted:Maybe it turns out everyone in this thread is a bad poster. If you want, can pick Hexblade as your patron without taking Pact of the Blade, since most of the important melee abilities are part of Hexblade and not Pact of the Blade. With this you get medium armor and shields, which is good enough pretty adequate as far as melee competence goes, and you'll have stuff like Armor of Agathys to pad out your bulk. The biggest thing you miss out on is Improved Pact Weapon, in case you wanted to use a two-handed weapon, but you're fine sword-and-boarding. Thirsting Blade at level 5 is the other one, but it doesn't do anything for your melee weapon cantrips, and those scale with character level anyways. Considering how little you actually get from Pact of the Blade, you're probably not missing a lot - choosing Pact of the Chain and having your familiar Help you on your attack rolls is probably more useful anyways. Pact of the Tome lets you snag Shillelagh, which can sorta replace Hexblade, but you also won't get proficiency with medium armor and shields, which is kind of what lets you be not dead in close quarters. If you'd like to bulk out a little more, you can start with 2 levels in Paladin for access to Heavy Armor, Holy Smites, and a Fighting Style. Pact Magic actually works pretty nicely with Holy Smites, since you can burn your Warlock spells to fuel Holy Smites. With Paladin you also have your pick of Pact and Patron, since you're no longer forced into Hexblade for the proficiencies. It's really up to you. I'm kind of tempted to play something like a Pal/Lock myself sometime in the future.
|
# ¿ Oct 24, 2018 07:46 |
|
Hey that's pretty neat. Honestly, I like the idea a lot - it makes for a better story than trading in your trusty sword every time you find a newer and shinier stabbing stick. I also like that it makes your weapon intrinsic to your character progression - feels more well-earned than just dumping a sack of coins on the counter and buying new toys. Anything that makes a good story and cuts down on gamey transactions is pretty good in my book, I think.
|
# ¿ Oct 24, 2018 08:40 |
|
|
# ¿ May 16, 2024 15:43 |
|
DJ Dizzy posted:Thanks! The ranger's bow should be a hunter's bow, and a hunter should always catch their quarry. So maybe something that makes successive hits progressively more lethal, like granting advantage or dealing extra damage against damaged enemies? Or maybe you can curve the arrow and ignore some or all cover? Additionally, the nice thing about making a generic ranger-themed bow is drawing upon all the examples of generic Cool Ranger poo poo from fantasy, like double-nocking arrows or throwing out massive AoE volleys.
|
# ¿ Oct 24, 2018 09:00 |