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Spiteski posted:Is that talents known table accurate? Do you get to 3 level 0 talents and then lose one the following level? I'm a dumb, but perhaps it needs to be explained a little clearer because it seems to be a choice based on the paragraph above, but then the table shows... do you have to upgrade one of your talents every third level maybe? I don't know. Okay that might not be very clear. So at certain levels you upgrade a talent. At level four one of your level 0 talents upgrades to ability level 1. At level five you upgrade another level 0 talent to level 1 and gain another level 0 talent, and again at level six. At level seven you upgrade a ability level 1 talent to ability level 2, upgrade a level 0 ability talent to ability level 1, and gain a new ability level 0 talent. And it basically follows that same pattern. If there is another way to put that that is clearer I could add it in.
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# ? Sep 24, 2016 02:00 |
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# ? Apr 17, 2024 22:31 |
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At 1st level and every level thereafter your number of known talents increases, or the level of known talents increases. Each new talent you learn starts at level 0 when you first learn it, and increases as shown in the Talents Known Chart below. For example, a 4th-level Legendary Hero chooses one of their three level-0 talents to upgrade to a level-1 talent, giving them one level-1 talent and two level-0 talents. At fifth level they then choose another of their level-0 talents to become a level-1 talent, and learn a brand new level-0 talent. Or something less wordy, but to that effect.
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# ? Sep 24, 2016 02:09 |
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Huh so I am trying to watch part of this Extra Life DnD thing to learn about Stan!'s Tabaxi Monk. Between Monk and Tabaxi at level 6 his speed is 55, he can sprint to double his speed, that recharges when you stand in place and use 0 move for 1 round. In D&D Extra Life 2016 Session 2 about 2 hours and 50 minutes in he talks about his monk.
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# ? Sep 24, 2016 02:22 |
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Rigged Death Trap posted:Bass drops MANDATORY
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# ? Sep 24, 2016 03:25 |
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The Dregs posted:What PHB class/race combos are particularly good at 1st level? We're having a one shot this weekend, and my DM says it's gonna be no-holds-barred. Variant human anything with the Lucky feat works. Set up situations where you have disadvantage on the attack/check, but will alter the course of the battle/plot if you succeed, then burn a luck point to turn it into double advantage. You might also consider Magic Initiate (Wizard) to grab Find Familiar for owlbombing. Tempest Cleric gets retributive strikes at 1st level, Fiend pact Warlock gets temp hp when it kills something, Fighter gets a style and can self-heal 1d10+1 per short rest, Barb takes half of standard weapon damage and makes a good early grappler. If you think you'll hit 2nd level in time for it to be useful, all of the above classes just get better. As someone else mentioned, Moon Druid goes from lovely cleric to adventure-breaker at that level.
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# ? Sep 24, 2016 04:46 |
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*snip* Thinking about it, the talent system doesnt sit too well with me. How about adopting 5e's subclass system? You have your core class which would give you benefits based on three stats of your choice (major and minor heroic attributes) like proficiency->expertise->Advantage in all skills and saves relating to that stat, higher maximums and bigger ASIs for them. Then you dole out talents as subclass features that level up with you. Because Cu chulainn and Herc are very different kinds of hero. Rigged Death Trap fucked around with this message at 14:19 on Sep 24, 2016 |
# ? Sep 24, 2016 11:46 |
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The Dregs posted:What PHB class/race combos are particularly good at 1st level? We're having a one shot this weekend, and my DM says it's gonna be no-holds-barred. If you want to just flat out survive: Half-Orc Barbarians get reduced physical damage, will have the highest HP total unless the fighter has a 20 in Constitution and you have less than 16 and Half-Orcs can survive a blow that would normally knock them out at 1 hp instead once per long rest. Grab a greataxe and start yelling at things.
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# ? Sep 24, 2016 14:09 |
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The best D&D supplement narrator makes a comeback in November in Volo's Guide to Monsters.
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# ? Sep 24, 2016 16:40 |
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Manic_Misanthrope posted:If you want to just flat out survive: Half-Orc Barbarians get reduced physical damage, will have the highest HP total unless the fighter has a 20 in Constitution and you have less than 16 and Half-Orcs can survive a blow that would normally knock them out at 1 hp instead once per long rest. Grab a greataxe and start yelling at things. This but a goliath who can spend a reaction to just not take 1d12 of damage
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# ? Sep 24, 2016 17:04 |
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Novum posted:This but a goliath who can spend a reaction to just not take 1d12 of damage This, but a variant human with the Heavy Armor Master feat so that they can reduce all physical damage taken by 3. You'd have to get heavy armor from somewhere, though.
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# ? Sep 24, 2016 20:19 |
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Heavy Armor Mastery would be rather worthless on a Barbarian, since they can't rage while wearing Heavy Armor. Which is where most of their toughness comes from.
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# ? Sep 24, 2016 20:35 |
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Ah, right. I haven't played a lot of barbarians lately.
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# ? Sep 24, 2016 20:39 |
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Hey, I have a question about Curse of Strahd for anyone that has run the new 5e version. About how long does it take to run through? There's a lot of book there but I'm looking for something I can do in an evening or maybe extended evening for halloween.
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# ? Sep 24, 2016 21:53 |
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Weeks. Maybe months. Curse of Strahd is a whole campaign, ranging from 1st to 10th level or so. There is no way you are accomplishing it in such a short time. Now you might be able to get through the Death House intro adventure, that takes them from 1st to 3rd level. No group I have played in was able to get through it in a night, but an extended evening, say 10 or 12 hours, might pull it off.
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# ? Sep 24, 2016 21:59 |
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Ryuujin posted:Weeks. Maybe months. Oh geez I had no idea. Crap. Well, I'll pick it up anyway and maybe I can at least do the intro.
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# ? Sep 24, 2016 22:02 |
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The Dregs posted:What PHB class/race combos are particularly good at 1st level? We're having a one shot this weekend, and my DM says it's gonna be no-holds-barred. Variant humans who choose a feat that grants a bonus action attack are pretty killer at level 1. When you're fighting kobolds, goblins, and such with under 10 HP, any hit is potentially a kill. Crossbow Expert on a Fighter with the Archery fighting style worked out great in a one-shot I played in. Second Wind is also not to be discounted at that level because of its short rest recovery (although it gets overshadowed by lay on hands and especially wild shape pretty much immediately afterward). Healer is also a great level 1 feat. One of the biggest problems with level 1 is a lack of available healing. Healer gives you something roughly equivalent to a healing potion at that level for 1% of the price per use. The only restriction is that you can only heal the same person once per short rest.
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# ? Sep 24, 2016 22:04 |
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Finster Dexter posted:Oh geez I had no idea. Crap. Well, I'll pick it up anyway and maybe I can at least do the intro.
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# ? Sep 24, 2016 22:06 |
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Finster Dexter posted:Oh geez I had no idea. Crap. Well, I'll pick it up anyway and maybe I can at least do the intro. Yes, just do DEATH HAUS and wipe them all in horrible ways.
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# ? Sep 24, 2016 23:16 |
Convince them all to make melee characters, have fun with all the tiny rear end rooms.
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# ? Sep 24, 2016 23:46 |
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So I found this little thing and since I play ff14, I was curious how they handled it. I've only glanced over it but there are a few things that seem to stand out for me. Like, Astrologians. And Black Mages being generic god wizards instead of exploding things specialists. Some goofy typos in there too.
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# ? Sep 25, 2016 00:57 |
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Mewnie posted:So I found this little thing and since I play ff14, I was curious how they handled it. I've only glanced over it but there are a few things that seem to stand out for me. Like, Astrologians. And Black Mages being generic god wizards instead of exploding things specialists. Some goofy typos in there too. It's not a super deep hack but seems pretty cool. It's some new races and classes in the vein of stuff that already exists. Some of it seems neat, like Dragoons getting the ability to jump around (as the wizard spell Jump, of course but it's cool and they get a Dive attack at 2nd level) but the whole thing still has some of the issues, like black mages getting wizard spells and cool martial stuff trickling slowly, and gently caress-all people playing until level 20 so what's the point. Martials get a lot more cool stuff to do but it's not really implemented well. Like Warriors can get area of effect on their attacks for a bit, but only at 17th level and spending 5 stacks of their resource, or Yell at people with the effect of Shatter, as cast by a 2nd level wizard and unlocked at level 13. Someone more familiar with the system maths could tell me whether it's balanced or not, but I'd be down with trying it if it was started at around level 13 or more.
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# ? Sep 25, 2016 02:11 |
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Ryuujin posted:Okay probably shouldn't have added it to the end of a previous post, don't think it was really seen. But I have been working on a homebrew class. It is high powered, at least compared to non-spellcasting classes. But the whole point is that it is supposed to represent Legendary Heros like Hercules, Samson, and Cu Chulainn so I want it to be able to actually represent them which is certainly not possible with martial 5e classes. I like this. The talents you've got so far represent what it should be like for martial classes to have "non combat skills", though I'd definitely also throw in some combat-relevant abilities in there that hopefully won't have to compete with the utility of dashing or being able to breathe underwater. I specifically wanted to call out that abilities that use your Reaction that refund your Reaction if they miss is also a good idea, even for core abilities like Protection Fighting Style, Defensive Duelist, and Sentinel. gradenko_2000 fucked around with this message at 02:21 on Sep 25, 2016 |
# ? Sep 25, 2016 02:17 |
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Ryuujin posted:Okay probably shouldn't have added it to the end of a previous post, don't think it was really seen. But I have been working on a homebrew class. It is high powered, at least compared to non-spellcasting classes. But the whole point is that it is supposed to represent Legendary Heros like Hercules, Samson, and Cu Chulainn so I want it to be able to actually represent them which is certainly not possible with martial 5e classes. I really like a lot of these. The one criticism I have is that many of them are needlessly specific, to the point of counting minutes or creating a distinction between the daily labor of 2 vs 3 mundane humans. Add whole new abilities at various levels or move them up an order of magnitude. You do that with some of them, but not all; for instance, I couldn't tell you how long it would take for 10 people to drink a river, so making it twice as fast with 20 people isn't really important.
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# ? Sep 25, 2016 02:24 |
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Mewnie posted:So I found this little thing and since I play ff14, I was curious how they handled it. I've only glanced over it but there are a few things that seem to stand out for me. Like, Astrologians. And Black Mages being generic god wizards instead of exploding things specialists. Some goofy typos in there too. Dark Knights are hilariously bad until level 7 when they can punch themselves to refill their Hit Dice between every encounter.
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# ? Sep 25, 2016 02:47 |
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As someone with zero knowledge of FF14, I find the Lalafell's naming convention extremely charming
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# ? Sep 25, 2016 04:11 |
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FAT BATMAN posted:As someone with zero knowledge of FF14, I find the Lalafell's naming convention extremely charming Yomama Yoma is a legit in-lore potato name.
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# ? Sep 25, 2016 04:44 |
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ProfessorCirno posted:Yomama Yoma is a legit in-lore potato name. Yoyolo Yolo edit: seriouspost: I'd been toying with making replacement classes from time to time and one of my thoughts is giving all the classes their fun cool capstone at 10 and then levels after that are gravy or maybe more uses of said capstone. I think that's one of the things that bugged me about this ff14 conversion- so many cool, iconic abilities are locked at 17th-20th level where who cares. Mewnie fucked around with this message at 04:52 on Sep 25, 2016 |
# ? Sep 25, 2016 04:47 |
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Mewnie posted:Yoyolo Yolo I think that's some MMO mindset bleeding through where you don't get your capstones until near level cap because that's when the "real" part of the game begins but D&D doesn't have the same structure or endgame.
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# ? Sep 25, 2016 05:13 |
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mango sentinel posted:I think that's some MMO mindset bleeding through where you don't get your capstones until near level cap because that's when the "real" part of the game begins but D&D doesn't have the same structure or endgame. That must be why I can't really get into MMOs. If I have to play for weeks (if not months) to finally experience the "real" game, said real game better be the most mindblowing thing I have ever experienced. But of course it's just raids. I hope that they at least also include the good part of MMOs, aka aggro mechanics.
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# ? Sep 25, 2016 08:44 |
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mango sentinel posted:I think that's some MMO mindset bleeding through where you don't get your capstones until near level cap because that's when the "real" part of the game begins but D&D doesn't have the same structure or endgame. I've never used a D&D capstone. My highest character made it to 17 and most didn't even make double digits.
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# ? Sep 25, 2016 18:51 |
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Doresh posted:I hope that they at least also include the good part of MMOs, aka aggro mechanics. Can you guess what 4th edition's primary criticism was?
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# ? Sep 25, 2016 19:19 |
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Doresh posted:And any sort of torture done to a living being clearly deserves some alignment adjustments Not if your GM's a Republican. I went there. Sorry.
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# ? Sep 25, 2016 21:51 |
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Libertad! posted:Not if your GM's a Republican. *drone strike
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# ? Sep 25, 2016 21:54 |
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I'm going to be DMing my first campaign in awhile... Probably close to 10 years. Going with 5e as we have some first time or otherwise inexperienced players joining us. Is there a list of resources out there that includes roll tables or cheat sheets for the DM? Things that aren't just found in the DMG. Are there any other custom forms or sheets that you guys use?
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# ? Sep 26, 2016 02:03 |
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LordAdakos posted:I'm going to be DMing my first campaign in awhile... Probably close to 10 years. Going with 5e as we have some first time or otherwise inexperienced players joining us. Is there a list of resources out there that includes roll tables or cheat sheets for the DM? Things that aren't just found in the DMG. Are there any other custom forms or sheets that you guys use? Not necessary, but these donjon random encounter/treasure/dungeon generators are neat when you need to throw something together. A good cheat sheet (some of the DC examples are weird but the rest is good). And uhhhh, don't start at first level? Or get them to 3 ASAP.
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# ? Sep 26, 2016 02:25 |
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The reason behind starting players at lvl 3 is because the encounters they face at lvl 1 and 2 are not unlikely to one shot a player.
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# ? Sep 26, 2016 02:54 |
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You can start at level 1 if you want*, but don't have any combat til level 3. Because, as stated by Kibner, combat at levels 1 and 2 is way too easy to accidentally straight-up kill (or at least knock unconscious) a PC, potentially with a single hit. * Honestly, you shouldn't. Levels 1 and 2 have basically nothing to offer most characters. If you insist, please at least level the players quickly to 2 and 3 through role-playing and non-combat adventures. Then you can slow down the leveling to your normal pace. Dick Burglar fucked around with this message at 03:23 on Sep 26, 2016 |
# ? Sep 26, 2016 03:20 |
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Even without anyone getting killed level 1 in this edition usually means having one or two uninspired encounters followed by camping. Got into a Phandelver game to try out low level D&D and it's nothing but pixel bitching stealth encounters and near TPKs because we have a Wild Mage that's insistent about rolling Wild Surges every turn. Start at level 3.
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# ? Sep 26, 2016 04:04 |
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Razorwired posted:
My friend wants to run a campaign and none of them have played before bar me, even the DM. Pushing so hard for a 2 or 3 start but he keeps refusing. I bet it doesnt last more than a single mediocre session
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# ? Sep 26, 2016 05:10 |
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# ? Apr 17, 2024 22:31 |
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Razorwired posted:Even without anyone getting killed level 1 in this edition usually means having one or two uninspired encounters followed by camping. Got into a Phandelver game to try out low level D&D and it's nothing but pixel bitching stealth encounters and near TPKs because we have a Wild Mage that's insistent about rolling Wild Surges every turn. Enthusiastic wild magic sorcerers are the PC equivalent of a Deck of Many Things. Administer a beating to the character every time he fails to control his magic.
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# ? Sep 26, 2016 05:57 |