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Admiral Joeslop
Jul 8, 2010




Gharbad the Weak posted:

I'd be way too nervous about sending a really weak monster, and then that monster crits and does enough damage to down a PC. A kobold critting and then rolling well (even if it's a low chance, it's going to happen to someone) would down anyone at or below 12 HP. A d8 hit point class will have, unless there's some trickery involved that I'm unaware of, a maximum of 12 HP, assuming the Rogue decided to floor it on constitution. 2/3rds of level 1 classes have a maximum hit point level of 12 or below. Kobold is a CR 1/8th, and there's at least one 1/8th creature that rolls d8+1 for damage. There are a few CR 0 creatures that can one-shot dudes on a crit.

I mean, you could throw actual rats at them.

Edit: "Ok, guys, for this first session, monsters don't crit, they only hit on a 20" would be... a way to handle that.

Or just don't tell them you rolled a crit, and pretend you didn't.

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Admiral Joeslop
Jul 8, 2010




nelson posted:

Why? Are the opportunity attack rules and the Sentinel feat not good enough?

You get one opportunity attack per round, and taking Sentinel delays your To Hit. If you're fighting a single monster (which will not be a threat to a full party unless it is really customized) and have other ways to negate the loss of a +2 to your ability score, those two combined are great.

Admiral Joeslop
Jul 8, 2010




gradenko_2000 posted:

The AOO rules are lacking because:

1. a single attack from a martial often does not deal enough damage to be scary to a monster, since the expected-damage of a martial relies on multi-attacks
2. a martial only has a single Reaction, unless you poach the Tunnel Fighter fighting style from the Underdark UA
3. even if Sentinel's movement-cancellation makes it potent beyond the damage of a single hit, #2 is still an issue
4. and then you still actually have to hit with the AOO, which still isn't a given

in comparison, 3e's Iron Guard's Glare was a "stance/aura" that didn't need an attack roll to provide its effect. Neither did 4e's Marking. By imposing a penalty on the target's attacks when they don't attack the tank, the onus is on the monster to attack the tank, rather than the tank hoping to be a enough of a threat that the monster will want to attack them.


Fair point.


You didn't "miss" it. That's just something I homebrewed up right now (inspired by Pathfinder's Spheres of Might) :)

I would say it's "ranged" up to your respective lines-of-sight (and/or sound), and it wouldn't oblige the character to attack whoever they challenged.

I could swear the DMG had optional rules for Marking.



This isn't it though.

Admiral Joeslop
Jul 8, 2010




gradenko_2000 posted:

nope, that's it. It just isn't anything like what you'd need to address the issue

I thought for sure in the previous thread that people mentioned an optional rule that was literally Marking from 4e, in the 5e DMG. Now I just feel like my life is a lie.

Admiral Joeslop
Jul 8, 2010




I'm sure it's been done to death but I don't know the numbers. How much would the math break down if everything did half damage on a miss? Certainly it doesn't solve the issue of "I swing my sword/shoot my bow" but it at least lets you contribute on a miss. I do mean everything, including cantrips and enemy attacks.

I also second the "one round of charging" design. This gives players actual agency in avoiding the effect, beyond a random chance of a saving throw. The big bad hulking brute goes into a three point stance and you have one round to get out of the way or everything in a 3 square wide line is getting charged into a wall for massive damage or a stun. If you want to complicate it, add in some minions that attempt to grapple you a couple turns in advance, or just OA you if you try to leave.

It goes back to video game design again. A lot of modern MMOs will put a graphic on the ground to represent a coming attack. This attack will absolutely ruin your day and potentially cause a wipe. Your only option is to Not Be There (or just outgear it and stand there anyway but that's another issue) when it goes off.

If the PCs come up with an idea to disable the charge effect and thus the follow-up action, then they can feel real good about themselves for coming up with a clever solution.

Admiral Joeslop
Jul 8, 2010




I played a Tomelock to level 4 a couple years ago and really enjoyed having a lot of cantrips. Made heavy use of Presditigitation, Thaumaturgy and Druidcraft, as well as Invisibility. I had fun with it but likely wouldn't go for a Warlock now.

Probably next time I make a character it'll be a Sorlock or Palasorc or whatever the name is.

Admiral Joeslop
Jul 8, 2010




My buddy is playing in a game ran by another of his friends.

Said GM does point buy but allows them to spend points on a 1 to 1 basis. My buddy's human wizard has 20 int and 34 hit points at level 4 or whatever.

Admiral Joeslop
Jul 8, 2010




Going through Hoard of the Dragon Queen, we're very close to the end:

We just got to the hunting cabin right outside the portals that came from the castle full of Bullywugs and Lizardmen. Except we killed Rezmere, Snotface and the guy who owned the castle (I cannot remember names) and only the Red Mage escaped. My Barbarian now has Rezmere's sword and it sounds pretty good. 4d6 +18 damage when using GWM. The Cleric has her ebony mask, and we ended the session inside the flying castle. I would like to use this sword before we finish this campaign.

Admiral Joeslop
Jul 8, 2010




How many viable spells are there for a theoretical Wizard that has an 8 or 10 Intelligence? I'm pretty sure someone on this board played something similar but I don't remember who.

I'm not familiar with a lot of the newer spells; I would basically have to only take things that don't require To Hit or Saving rolls.

Admiral Joeslop
Jul 8, 2010




Toplowtech posted:


More seriously if you want spells that don't require To hit or Saving Throw someone made a list for his 5 int dwarf wizard:
https://docs.google.com/spreadsheets/d/1KpDyRSVkP-FNx9oSMscRHsZkDzIWQkWlqHq2B45nzCg/edit#gid=0

This is great! I don't know what level we'll be but definitely higher than level 1, so I'm considering a level of Fighter. Plate mail, a shield, and a melee weapon for melee spells.

We tend not to worry about having a hand free for casting but I'll ask the GM when we do session 0.

Admiral Joeslop
Jul 8, 2010




I forgot about the MC rules :negative:

Edit: Mountain Dwarf with Heavily Armored gets me halfway there and solves the free hand problem by not having a shield. Just get me a big two hander for flavor.

Edit edit: I was wrong, one of the two campaigns starting soon is level 1 :shepicide:

Admiral Joeslop fucked around with this message at 15:33 on Feb 21, 2019

Admiral Joeslop
Jul 8, 2010




That's very helpful; I'm actually looking at Sorcerer now due to the prepared spells problem with a low Int Wizard but they do share a lot of spells.

I'm also considering Divine Soul, because Healing Word is nice, and Twinned Shield of Faith could be useful at times.

Admiral Joeslop
Jul 8, 2010




Is there a way for an Oathbreaker Paladin to get the Bane spell or is it Oath of Vengeance only?

Admiral Joeslop
Jul 8, 2010




BattleMaster posted:

Oh I skipped 3E and 4E so I just assumed from 5E that they didn't do a whole lot between AD&D 2E and 5E. I rather like typed damage and resistances/immunities and the fact they actually committed to those in 5E but AC being more or less the only contribution from armour and shields seems so backwards.

4e had an entire Fighter build that gave them temporary HP every time they hit, among other things. Still taking damage but not "real" damage so it's pretty close to your idea.

Admiral Joeslop
Jul 8, 2010




Sunlight Sensitivity is one of the dumbest racial traits in this game. Working on some concepts and a Kobold Rogue sounds fun unless we're outside at all.

Admiral Joeslop
Jul 8, 2010






That second review sounds very knee jerk so I feel safe ignoring it, and if I just don't multiclass, I imagine it's fine. Gonna see if either GM has a problem with it.

Admiral Joeslop
Jul 8, 2010




Realistically, a 12-20 campaign book doesn't have to be harder or more complicated to make than something that goes 3-11. Level 20 doesn't have to be "Help us or the world as we know it is destroyed" because those are still just mechanical numbers. You can make any narrative a threat by adjusting numbers in the background. I would say that the anemic release schedule precludes higher level content but I don't think previous editions had much in that way either.

Admiral Joeslop
Jul 8, 2010




PhyrexianLibrarian posted:

On the other side of that coin, as a player, how do you deal with a DM who seems to have a "correct" solution in mind?

For context, the party is trying to sneak into a military base and steal a document to exchange for information about a kidnapping we were framed for. We convince the guards at the gate to leave, then I Alter Self into a guard and accompany the rest into the base, as an inspection w/ military escort. So far, so good, a classic ruse.

DM: "In the first room, you see an angel, who swoops down and sees through your disguise (thanks to True Sight) and orders you to leave. Later you find a note in your pocket saying that was a dumb plan."

My instinct is to say "screw you, that was a fine plan until you literally deus-ex-machina'd it into not working!", and his defense is that he's "just playing by the rules". It feels like he has a "correct" way for us to pull off this heist and will punish us if we don't do it his way, but at the same time, he seems way more concerned with the mechanics of the game than telling a story. He claims he wants us to slow down and rest/plan more, but every time we discuss strategy, he rolls a dice and says "in character, you took so long to discuss this issue that a thing happens that forces you down a particular path."

Are we just screwed?

You have a classic case of "lovely GM" and I'm sorry but it is terminal. Probably.

Reminds me of the GM that ran Strahd in my group. I tried to Detect Evil with my Paladin to determine if these two creepy kids asking us to go into the house to rescue someone were evil. "Dude, your evil radar just goes off everywhere because this whole world is evil." Yeah sure thanks, I'll just erase 50% of the abilities I get at level 1.

Admiral Joeslop
Jul 8, 2010




AnEdgelord posted:

This is not how Detect Evil works at all


https://www.5esrd.com/spellcasting/all-spells/d/detect-evil-and-good/

The Divine Sense feature for Paladins also has the same wording

That's what it was, I was trying to determine if they were ghosts or similar, without touching them. That was 3 years ago, I can't remember everything!

Admiral Joeslop
Jul 8, 2010




What are the best Rogue archetypes? Working on a Kobold Rogue, melee based. Swashbuckler is neat, though Rakish Audacity isn't quite so good with a Kobold, as I would always want to double up on an enemy to get that sweet sweet Advantage. Charisma to Initiative is nice, as is Fancy Footwork to just waltz away after stabbing something.

Admiral Joeslop
Jul 8, 2010




The character I'm thinking on would fit Swashbuckler but could also be changed to work with Arcane Trickster so I guess that's convenient and now I have to make decisions.

Admiral Joeslop
Jul 8, 2010




When choosing a background, if you choose one that gives a skill you're already proficient in, you can choose another skill. Is there a rule that it still has to be from your class list?

Admiral Joeslop
Jul 8, 2010




Alright gang. Is there a decent effortpost about all the available classes and archetypes, rating them within their archetypes? I've got the Rogue one, I know Fighter, what else is good and not good? Rangers are just a mess.

Admiral Joeslop
Jul 8, 2010




Are there any non-mobile character builders worth a drat that aren't D&D Beyond? Orc Pub doesn't have non-SRD stuff anymore and I'm sure not paying Wizards more money for content I already have, or any money at all for their handling of the Zak S stuff.

I have a decent builder on my phone/tablet (Squire Pro) but I'd like something at my computer.

Admiral Joeslop
Jul 8, 2010




Jeffrey of YOSPOS posted:

You can add your own stuff to OrcPub - their workaround is having an importer. Just google for the files to import.

Be sure to delete your characters within 24 hours if you don't have a license for those feats!!!

It's OK, my uncle works at WotC.

Ask me about D&D 5.5.

Admiral Joeslop
Jul 8, 2010




Thoughts on the Mystic? One build I'm looking at: Changeling, Order of the Awakened, Mind Thrust, Mantle of Command and something else.

This UA document is very large.

Admiral Joeslop
Jul 8, 2010




Kaal posted:

The Mystic is fun but a bit unwieldy. It can be anything you want it to be, and the biggest complaint I have is that it offers an overwhelming amount of options for any individual round - causing a lot of slowdown if the player doesn't restrict themselves. Beyond all that, a psionic basically sidesteps all the rules involving spellcasting. Plus their abilities precisely target typically weak saves like INT. So balance is really going to require a levelheaded DM and a reasonable player to get right.

Ex: I've got a Mystic in my campaign who basically wants to appear outwardly pacifistic, while simultaneously mindslamming and thought-controlling everyone he comes across. Can NPCs even recognize that the psionic is using her abilities? RAW there's no guidance either way. How do you rule in a way that recognizes the unique traits of psionic casting without functionally giving them permanent invisibility? Conversely, when I played a Mystic I built a character that was powerful at range, in melee, and during non-combat. It took surprise legendary enemies to slow me down, while the rest of the party struggled to keep up. As a player it was frustrating for the difficulty to suddenly and significantly increase just for my character, but as a DM I understand the conundrum that I put the DM into.

Finding a good balance that empowers the player without doing a disservice to the rest of the party is always difficult, but particularly with a class that is as slippery as the Mystic.

I went with two builds.

Warforged (Envoy) Soul Knife: Mastery of Force and Psychic Hammer.
Changeling Awakened: Mantle of Command, Precognition, Psychic Assault, Mind Thrust.

Soul Knife is adequate but can also be roleplayed as robot Darth Vader. Awakened lets me reposition allies when needed, have a better chance of going first, and doing decent enough damage.

Admiral Joeslop
Jul 8, 2010




I've now learned that the 3-5 adventure coming up in my group will be PHB only. I guess I'll just roll standard Paladin or Wizard or something.

Admiral Joeslop
Jul 8, 2010




What about Halfling Fighter with two rapiers and the two weapon style? Two attacks at level three with mods on both, some manuevers, whatever. The only penalty to two weapon fighting is normally not adding your damage mod to the second attack right?

Edit: Rapiers aren't light. I guess a short sword isn't that much worse..

Admiral Joeslop fucked around with this message at 13:39 on Mar 7, 2019

Admiral Joeslop
Jul 8, 2010




Stout Halfling Fighter: Dueling, Disarming/Parry/Trip

Variant Human Fighter: GWF, Polearm Mastery, Disarming/Menacing/Trip

Both seem fun, Halfling has a little more flavor than Big Human with Big Weapon.

Admiral Joeslop
Jul 8, 2010




Conspiratiorist posted:

You can use Polearm Master with a spear, too.

I guess that's in errata somewhere? I suppose the benefit is the free opportunity attack if anything moves next to me, with the +2 from Dueling helping the lower damage?

Edit: I've learned that Crawford says you can't use Shield Master to knock someone prone before you attack, it has to be after. Crawford is bad.

Admiral Joeslop fucked around with this message at 16:46 on Mar 7, 2019

Admiral Joeslop
Jul 8, 2010




Zev posted:

What’s a good source for stirge miniatures? I need about 10 of them and I’m not having much luck.

Same but for a Kobold. All the ones I can find are ugly, the wrong style, or just bad.

Something closer to:

and less of ....this:

Admiral Joeslop
Jul 8, 2010




Elector_Nerdlingen posted:

If I wanted to go spear/shield for +ac and theme, I'd swap out pam/gwm, right? For what? Party won't be super optimised so it'a not enormously important but I don't wanna take useless stuff.

Also, breastplate? Not unarmored?

Keep PAM as it works with spears. Breastplate, Shield and 14 Dex will get you an AC of 18. You could get +2 Dex at level 8 and go unarmored I guess but that's still only 16 AC.

Instead of GWM, you could do: Lucky, Resilient with Dex (maybe adjust your scores to have an odd number to take full advantage), Mage Slayer if you know you'll face a lot of casters, Sentinel is nice as long as you have a buddy that stays next to you, and Shield Master is great as long as you ignore Crawford saying you can only use it AFTER attacking

Admiral Joeslop
Jul 8, 2010




Just say "My druid uses dragon scale armor" then the GM can say " Cool, how did you get that?"

If for some reason that material isn't available, they should give you suggestions and you work out together what that material is.

If they refuse to do either they are bad and boring.

Admiral Joeslop
Jul 8, 2010




Honestly I hate that weapons have individual damage dice anyway. Tie damage dice to class, diversify weapons with more keywords or something. Spears and Halberds get reach, Maces and Warhammers can push creatures 5 feet, whatever. Reduce damage if you're using a shield or two weapons so it's all balanced the same.

This is especially bad for Rogues who have one option for d8s that they can sneak attack with.

Admiral Joeslop
Jul 8, 2010




I mean yeah, reskin everything. I just want it enshrined in the rules for the future.

Admiral Joeslop
Jul 8, 2010




Passive Medicine: Turns out they were a hypochondriac and they're fine now.

Passive Survival: Somehow always has a wad of beef jerky in their mouth like chewing tobacco.

Passive Religion: Wears a fedora.

Admiral Joeslop
Jul 8, 2010




Is there a god of mechanics, or Warforged, or similar? Something to do with Mechanus maybe?

Admiral Joeslop
Jul 8, 2010




In our upcoming PHB-only level 3 adventure, we have:

Elf Wizard
Half-orc Fighter
Half-elf Bard
*something* Barbarian
*something* Revised Ranger

I waited till last to figure out what we needed and everyone said "Healing!" Since real healing is a fool's game, I'm now playing a Human Paladin of Kord with PAM, a spear, and shield.

He converts people by yelling "The power of Kord compels you!" while punching them. Every LoH will be a slap in the face with a demand to wake up.

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Admiral Joeslop
Jul 8, 2010




I've got a Dwarf named Gote Wellington ready to go.

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