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bawbzilla posted:I was thinking about some gimmicky things I would also like to hear if anyone has stupid gimmicks I can use in 5e, not to be really powerful but just very specifically useful.
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# ¿ Mar 4, 2016 16:37 |
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# ¿ Apr 30, 2024 09:07 |
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My friends and I are playing 5e and we're having plenty of fun. I've never played a D&D or anything like that but it seems okay. We're all baby level 2 players and my wizard appears to suck terribly at this point. When am I supposed to come alive and actually help the barbarian and monk in fights?
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# ¿ Mar 24, 2016 00:53 |
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Somebody mentioned balancing high end casters with exhaustion levels a while back. Was that a fully fleshed out homebrew or just an idea in the moment?
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# ¿ Apr 10, 2016 21:45 |
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Nancy_Noxious posted:Brand recognition is brain damage. So how long has your system been out?
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# ¿ Jul 14, 2016 21:18 |
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Your cantrips can pretty much be your basic way to fight poo poo while your spells are complete momentum changers. Early on it's better to just chill in the back and play your harmonica magically or whatever, but you can just do you and chase your bliss if it's stabbing dudes instead.
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# ¿ Jul 29, 2016 22:51 |
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Thumbtacks posted:Fantastic. I'll probably go Lore then, if I absolutely need to hit things I'll figure it out. I think ideally she wouldn't be particularly good at actual melee combat and would go out of her way to avoid stabbing people. The backstory I've come up with is a bit silly, and she's proficient in bagpipes specifically because of the incident that gave her a limp, which was amusing, at least to me. But ultimately I want to focus more on supporting from range and letting other people stab/crush/grapple things instead of doing it myself. Inspiration dice and cutting words cannot be overstated in their value toward this goal
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# ¿ Jul 30, 2016 02:39 |
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If I just gave a fighter the Champion archetype poo poo for free while they level into one of the other ones how would that balance out?
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# ¿ Aug 10, 2016 19:06 |
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ShrewdOrganMerchant posted:I am the GM. Somewhere it explicitly states that you can interact with something for free once a round. Something like drawing or picking up a weapon as well a list of other miscellaneous stuff I can't remember. So you could disarm someone and snag the weapon in one turn I think.
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# ¿ Aug 21, 2016 05:43 |
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When a cantrip says it gets stronger at levels 5 13 and whatever does it mean total level or class level that the cantrip originates from?
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# ¿ Sep 9, 2016 21:38 |
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The Dregs posted:So, if I let them stay as a normal level one guy, but just give everyone 10 extra hit points, would that be OK? Then just have them not get hit dice for the next two levels or so? gently caress it, give 'em 20 extra hp at level one and just let them get hit dice as normal. The buffer will matter less and less as they level up anyway.
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# ¿ Sep 20, 2016 01:46 |
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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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The Crotch posted:Or someone taking a big hit when they're already below max HP and dropping to -max in one go. Remember, the centaur - a CR 3 creature - can do 1d10+2d6+18 damage, or an average of 30, in one round with a charge. Negative max HP is only generous when you have respectable max HP. Iirc once you're at 0 any damage becomes a failed death save rather than hitting you further into the negatives right?
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# ¿ Sep 27, 2016 03:55 |
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His skeletons rise from the dead with a sunny disposition and a can do attitude
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# ¿ Oct 18, 2016 17:06 |
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I wasn't allowed to reroll a level 3 wizard to a warlock because I started as a wizard and it wouldn't even be the same guy if he wasn't a wizard
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# ¿ Oct 26, 2016 22:53 |
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Goliath bear totem barbarian to level 6, 1 level of rogue for athletics expertise. By the rules you don't even make checks to lift poo poo thats 2400lbs or less. Something like that.
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# ¿ Dec 21, 2016 15:57 |
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nelson posted:My group is starting a new campaign and I've decided rogue thief looks interesting. I'm looking at the burglar starter kit but I'm not sure what I'm supposed to be doing with the string and bell. Any advice? Probably an alarm or distraction
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# ¿ Jan 4, 2017 00:53 |
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Proficiency is added to a d20 roll. If your boy is playing cards he adds +2 or whatever at level 1 when he rolls to see if he wins.
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# ¿ Jan 4, 2017 18:03 |
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Huckabee Sting posted:I wanna give it a shot. My players are excited to try it, too. I really disliked a lot of what 13th Age offered. Recharge dice rolls, saves, backgrounds, powers only working on specific dice rolls. There's probably more if I put more thought into it. No real advice here dog. Mostly just haters. Just post
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# ¿ Jan 5, 2017 06:20 |
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mango sentinel posted:Reminder that being forced out of range does not provoke an opportunity attack. How about compelled movement from fear spells?
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# ¿ Jan 6, 2017 02:49 |
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SettingSun posted:I don't have my book in front of me, but what makes Moon Druids so meaty? Kurieg posted:Wild shape mechanics and the ability to turn into very large bears. CaPensiPraxis posted:Bonus action to transform into a full hp large beast.. and when that hp runs out to turn into the same said beast at full hp again and when that runs out to operate at their own full hp. Also while transformed they can burn spell slots as a BONUS action to heal 1d8 per spell level
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# ¿ Jan 19, 2017 16:40 |
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Moon druids are so loving dope
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# ¿ Jan 19, 2017 16:41 |
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Speaking of spooky strahd, if I'm trying to run a spooky two session bloodborne ripoff what are some tricks to make my bros dehumanize and face to spookiness?
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# ¿ Jan 22, 2017 02:31 |
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My group is ungodly slow. We get through like maybe 1 fight per session and maybe some chit chat with npcs. Mostly its tons of deliberation about how to best walk down a hallway and perception checks every third tile just in case that algae might be dangerous.
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# ¿ Jan 30, 2017 01:56 |
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P.d0t posted:I sort of wish they just let you make attacks with Light weapons as a Bonus Action, full stop. In a way it seems like you can right? Off hand weapon is a bonus action with no damage bonus. If you're already dual wielding it seems semantic to say you can't just swing the off hand weapon.
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# ¿ Feb 1, 2017 00:43 |
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GruntyThrst posted:Okay I've got a new group I'm playing in that has a bard and a rogue, so I'm thinking I'll be something beefy. My question for you is this: are martial classes super boring and/or gimped in 5e? I'm skimming the thread but to be fair it's 853 pages. Martials are pretty good until like level 5, which by the way takes for-loving-ever, and according to everyone falls off after that. Battlemaster and Eldritch Knight paths are cool imo for the extra options. If your table will eventually multiclass then starting martial has tons of benefits no matter where you go.
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# ¿ Feb 6, 2017 03:15 |
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Eldritch knight can be a pretty good option for that imo depending on your spell selection. Stuff like fog cloud and shield are intelligence independent spells with lots of utility.
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# ¿ Feb 8, 2017 01:37 |
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User0015 posted:The rogue is a halfling actually. I read about it and heard Commander's strike isn't good because of it costing all your actions essentially. Trip, riposte and precision strike were all recommended, plus whichever strike lets you terrify an opponent. Riposte is pretty meh, I think commander strike only uses up one swing out of your 'attack' action and could really up the synergy between you and rogueman
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# ¿ Feb 8, 2017 02:18 |
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The Crotch posted:What's the consensus on eldritch knight vs fighter/wizard multiclass, anyway? Personally, I pick similar spells regardless and mostly play at lower levels so I keep playing my wizard and saying "drat, I wish I weren't so flimsy" but never play my fighter and find myself saying "drat I wish I had a good spell DC" My experience is very biased to low level play, but our group has a lot of outside interests and play biweekly so low level is how the party rocks.
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# ¿ Feb 8, 2017 16:49 |
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5e is fine. Stop telling people they're not having fun the right way you weird creeps.
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# ¿ Feb 9, 2017 18:13 |
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So whats the time period, aesthetically speaking, of the Strahd world? My buddy wants to DM it soon and if we actually took this one a little more seriously and played to type he'd probably shed tears of joy.
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# ¿ Apr 24, 2017 00:16 |
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Do what I do. Unfollow this thread unless you have a question. That way you don't have to watch a bunch of idiots argue about the best way to get drunk with your friends and talk about dwarves and poo poo. The reason I never played any board games or rpgs for so long was because I assumed that the people you see in this thread exemplified the types of people I'd meet at the table.
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# ¿ Apr 24, 2017 18:11 |
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You are all bad people.
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# ¿ Apr 24, 2017 18:12 |
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Don't do the hack rear end enemy women and children bit. Play poker with the troops or something instead.
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# ¿ Apr 26, 2017 02:48 |
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Klungar posted:If you roll a critical hit and have an ability that lets you "roll an additional weapon dice/die" when this happens, and you are using a 2d6 weapon, does that mean you roll an additional 2d6, or just an additional 1d6? If it's the latter, is it better to use a 1d12 weapon to capitalize on the critical damage bonuses, even if it means doing slightly less damage than a 2d6 weapon on normal attacks? If you're talking about that half orc thing then yes, that's correct.
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# ¿ Apr 27, 2017 17:45 |
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Klungar posted:Half-Orc and Barbarian seem to both have this ability, so if I'm understanding this correctly (since I'm not quite sure which proposition your 'yes' refers to), a Half-Orc Barbarian with a Greataxe does 3d12(1d12+1d12+1d12) weapon die damage, where as a Half-Orc Barbarian with a Greatsword does 4d6(2d6+1d6+1d6) weapon die damage? Sort of? That's how we do it at my table but the internet interprets it like: crits double your damage dice, but the half orc trait only adds ONE damage die so a level 1 crit from a half orc with a greatsword looks like 2d6+2d6+1d6+modifier and with a greataxe its 1d12+1d12+1d12+modifier Further up the barbarian tree I think its worded the same way. So a level 17 half orc barbarian gets like 6d12 on a crit.
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# ¿ Apr 27, 2017 18:00 |
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Krinkle posted:This is the thing that agonized me. Also I have great weapon master or whatever from paladin fighting style so when I swing and get a 1 on damage I get to reroll it, so, do I want to swing this maul for 2d6 for twice the chance to goose the damage up? Or this greataxe hoping for that crit to slap another d12 on it from being a half orc. I don't know. I'm looking forward to rolling up a simple half orc barbarian next time we run something new so I can just carry around some d12s and roll to attack instead of a full compliment of every size die and keeping track of spell slots and save dcs and ranged magic attacks and melee spell attacks and verbal/somatic components
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# ¿ Apr 27, 2017 18:42 |
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Sage Genesis posted:I think he's got some... ideas... about how cool and badass old school was. Back when men were men, uphill both ways in the snow, etc. If you're vigilant with your spell selection you can break the game just by being a pure caster
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# ¿ Apr 28, 2017 01:04 |
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Divination wizzzerd
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# ¿ Apr 28, 2017 01:45 |
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In one of my games everyone took the standard array except one guy who rolled 4d6 pick your stats and he ended up being way overpowered. Go figure.
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# ¿ Apr 28, 2017 02:48 |
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# ¿ Apr 30, 2024 09:07 |
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Arivia posted:I explained it in one of the posts you quoted, for gently caress's sake. Look, if you're not prepared or don't want to think about things critically (and it's obvious you don't), then okay. It's elfgames. Being shallow in your hobbies isn't a crime. But don't stink up conversations involving people who are being critical when you aren't prepared to contribute on the most basic level. You're kind of a poo poo head.
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# ¿ Apr 30, 2017 19:14 |