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Slippery42
Nov 10, 2011
What about completely decoupling skills from ability scores. Right now, they're often written as something like "you can make a Strength (athletics) check" which seems to me like that might have been the original intention (unless this is some D&D tradition that goes over my head because 5e's my first system). It'd be tougher to justify using something other than int for skills like history or arcana, or for using something other than dex for acrobatics, but intimidation could just as well be based off of str or dex if you have a reputation as a deadly opponent. Con could be used in place of cha while drinking is involved or for athletics checks that involve running long distances. Nature could be combined with either wis or int.

On short rest talk:

What narrative situations would prevent players from taking a short rest after every single encounter instead of every 2 or 3? As a player, I'd certainly push to lick my wounds and get back to full HP immediately after a fight before venturing into the unknown, so I'm trying to get some ideas on how the story/DM could push back. This goes even for the RAW 1 hour short rests. It's hard to call time a concern, as even taking an absurd 5 hours of rest leaves a lot of time for adventuring each day unless travel is involved unless the party is racing someone else to a goal. The 5 minute variant sorta throws out that idea.

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Slippery42
Nov 10, 2011

P.d0t posted:

Open question: how does stealth work?

By DM decree, mainly. The rules are reasonably clear on four points:

1) You are hidden when your stealth roll beats a target's passive perception
2) You can only make your stealth roll when you are heavily obscured (by terrain, darkness, or invisibility) from the target
3) If you maintain stealth to within attacking range, you get to participate in a surprise round and have advantage on attack rolls
4) In combat, you can use your action to "hide" if you're out of line of sight. Hiding during an active combat is tougher because everyone involved is on alert. I interpret that as advantage on passive perception (+5).

Where it falls apart is:
-How is distance factored in? How close do the two sides have to be before the stealth vs. passive perception contest even begins?
-Does moving from behind your cover immediately break stealth? What about sneaking past a guard looking the other way, then? Do they roll active perception or something? Since they technically don't see you because they're facing the wrong way, do they still rely on passive perception?
-The PHB says that being in a heavily obscured area blinds you. So how do you know who you're sneaking from? I'd assume something like poking just your head out from cover to see, but would that provoke any response from the perceiver?
-In combat, how "shared" is information? Say a rogue keeps ducking behind a corner to break LoS then hides (via cunning action) in order to gain advantage for the next turn. One enemy is on to these shenanigans and moves toward the rogue's position and gains line of sight, but the rest of the enemy team is still out of it. Does the rogue still have advantage against everyone besides the one enemy who can see him/her?

Slippery42
Nov 10, 2011

Mr. Bitterness posted:

I'm starting one of my first D&D games as a wizard noble of modest morality and would appreciate advice on how to best fleece the decent people of Neverwinter of their burdensome coin (one big coin I'd hope, but I'll work with what the DM throws)
Obviously high charisma and charm spells would be ideal, but my guy is not so hot with those so I'm looking more for your creative suggestions on how to become a rich doofus without having a hypnotic swinging watch/ deep spiraling eyes, but still having a lot of low level tricks up your billowing sleeves

If you want to be blatently dishonest and probably get run out of town (or worse), pick the school of transmutation and turn worthless wood and rocks into silver to use to buy things. If you want to be a bit more subtle, a divination specialist can use "Portent" to know when you'll get a good persuasion/deception roll and/or tank the scamee's insight roll. Portent can also provide failed saving throws against your charm person (and later, suggestion). Find Familiar can get your eyes and ears to places they normally couldn't get to at level 1. If you want to be more honest, you can sell wizarding as a service. Pick the school of conjuration and let people rent whatever tool they need from you (provided "Minor Conjuration" can make it) for a nominal fee. Identify and Detect Magic for people. Use Tenser's Floating Disc to move cargo around.

Slippery42
Nov 10, 2011
I finally took Find Familiar with my wizard, originally envisioning it as a surveillance drone that doesn't cost me a spell slot. In practice, it seems ridiculously more versatile than that, and I now feel like a complete idiot for waiting until level 11 to take it. Just how much other stuff can a familiar do?

In combat:
-Does communicating orders to a familiar require any sort of action or bonus action? I don't see any in the spell description, but the 7th level ranger/beastmaster ability specifies that a bonus action is required for them to do the same thing with their animal companion. One would assume that a level 1 spell shouldn't be strictly better than a level 7 class feature, but wizard supremacy...
-The spell description says a familiar can't attack, but it can take other actions as normal. This includes "help", correct?
-On the "help" action in combat, does the creature taking that action have to end its turn within 5 feet of the target? Or could I command my owl to swoop in on an enemy, use "help" to give our paladin advantage on his next swing, and then fly to safety while avoiding opportunity attacks via "flyby"?

Outside of combat:
-Given the "Working Together" rules, my familiar could theoretically assist on some skill checks, right? I could command my owl to hoot if it notices anything, and that'd be effectively asking for permanent advantage on perception checks. It wouldn't make sense for a familiar to help with most other skills (what does an owl know about history, for example), but considering how often perception checks seem to come up, that's still really powerful.

Slippery42
Nov 10, 2011

Red Metal posted:

So are ability score increases tied to character level, and shown on the class tables for convenience like the proficiency bonus? Or are they actually tied to class levels, so 7 X/13 Y gets me fewer ASIs than 8 X/12 Y?

I believe ASIs are tied to class levels, because some classes (fighters & rogues) get more of them than others.

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