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2 yr. ago

  • Not really this post is burying the lede.

    A 5e fighter gets another feature called "action surge" which let's them perform another full attack action once per short rest. This means that each time they get another attack, their damage potential for a single round of combat goes up by two attacks. This makes them about the best focus-damage Nova builds.

    Well, outside of conjure animals and paladins because WotC fucked up hard with them (but that is getting fixed in the 2024 revision).

    edit: Besides I remember the dead levels of 3.5e.

  • Maybe they did the pipeline, but none of that other stuff.

    Either way you haven't actually showed me where you got any of this info.

  • What I'm hearing is a tonne of supposition without backed up facts and hard reporting.

    I would love to see a link to a news story covering the evidence. Otherwise this sounds like a social media consensus built in a speculation-echo-chamber.

  • She's supporting the Ukrainians tho.

    Are you actually saying that they did all this to themselves? That's what the Russian state has been saying without credible proof.

    Edit: I'd like to see where you got your info.

  • [5e] Astral Elf or Eladrin would be perfect to have all the teleportation the Ciri does, as their Fey Step or Astral Step will allow a lot of trivial, non-spellcasting 30 foot teleportations. And bonus: Ciri is part elf!

    Additionally Relentless Hex will allow the character to teleport directly to their hexed opponent.

    Medium armor is there to represent aesthetics as well. Additionally, Invocations can be learned for Planeshift, teleport, and other flavorful selections to represent Ciri's ability to traverse different worlds entirely. Additionally, turn by turn a hexblade can get by without using magical blasts, just using their sword and various things that boost the damage output.

    And while the OneD&D UA for Warlock doesn't have the hexblade class yet, I feel like it would more easily represent Ciri's casual use of magic as well as the depths of magical ability she can sometimes call on.

  • Conjure animals works by throwing that spell card into the garbage as I put 'Summon Beast' in its place.

  • While this is all well and good, I think the OneD&D playtest provided a great fix on the biggest issue I've had with the mechanic: Remembering it exists.

    Simply stating that on an unmodified 20 or 1 that Inspiration is granted is a fantastic way to remind the GM that they should give this out more often. It's gotten to the point that in cases where I would have previously given ad-hoc advantage, I now give inspiration where the player can make use of it if they feel like they want or not.

    Also I have adopted those rules for both hero points in PF2e, and my regular D&D5e game. I mean both of them.

    How it works....

    A player rolls a Natural 1 - They get inspiration to use on a future roll. A player rolls a Natural 20 - They choose another player at the table who gets inspiration.

    These two together more or less ensures that there's an amount of inspiration floating around all the time. But this also solves an issue where a hot-streak gets hotter, and someone with luck early on will get more of a spotlight later. By making success something that gives a boon to someone else, you build espirt de corps as everyone celebrates eachothers' successes more, and the spotlight be more likely to move to another player.

    As I said before, this system works fantastic in both Pathfinder and D&D. The only downside is that it feels like PCs have an extra layer of plot armor, but that is mitigated by the fact that it wasn't my decision that I made capriciously. Also it makes math rocks a little more 'WEEE'!

  • I think this mismatch will likely be fixed in OneD&D, as the Ancients Paladin is revised to have a more broadly applicable feature.

    My suggested fix would be to make it resistance to all the common draconic damage types. Fire, Cold, Lightning, Poison, and Acid.

  • Does Neverwinter Nights count? It was sub-bar D&D online, with janky real time mechanics, built on 3.5e ruleset. If anyone else remembers the persistent server City of Arabel, it was like a smaller scale MMO set in the jewel of Cormyr. I have a lot of neat memories, but its fairly bittersweet because if you weren't in a particular playerbase clique, you were a de-facto NPC.

    That was my inroad into D&D. I lovingly crafted busted builds that worked only because of quirks of the aforementioned jank.

  • Cheers! Thanks for the 'Lazy DM's Guide' books. They have been a gamechanger for my prep.

  • I have three games running at the moment. I'll post them in order of how novel they are.

    Blades in the Dark (BitD)

    I run this when there aren't enough people put together for my primary game. I like it, but I think the default setting suffers from Warhammer40k grimdark blandness. There should be more in the book that talks about how to pepper in beautiful moments, and things that the players want to protect and strive for.

    Then again, BitD assumes that players want to dispose of their characters, and have them become traumatized in a way that I feel is a poor representation of mental health, but an accurate depiction of toxic genre tropes.

    Pathfinder 2nd Edition (PF2e)

    PF2e is a smaller game I play with only a few dedicated players. I find that players that do not want to spend a lot of time creating characters and learning the intricacies of the system do not retain interest. Those are absolutely the cost of entry for players. I also find the game is at times slightly easier, but for the most part as difficult to run as 5e, and that most people who say that PF2e fixes everything that D&D5e does poorly was attempting to play 5e like 3.5e, instead of leaning into Rulings-not-rules. Of course the DMG doesn't exactly lay out the Rulings-Not-Rules attitude clearly...

    Dungeons and Dragons 5th Edition (D&D5e)

    This is the game that has been going on for over a decade, porting in from 4th edition.

    My most recently started campaign is a fully homebrewed world, based around a rewrite of elven history that puts the axis between high, drow, and wood elves into a spectrum of spiritualism and materialism, with high elves wanting to ascend above the physical world, Drow wanting to help the mortal races (and get mad rich yo), and Wood Elves shooting the moon on the material world and finding spiritualism in nature.

    As systems go, I think it is the easiest game for players to pick up and participate in, and that is asks as little of players as possible. It also is not the easiest system for new DMs to get a handle of, although I am hopeful that OneD&D will be fixing most of those issues with a rewrite of the DMG and the various fixes that I think will be making CR a much more useful tool.