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It looks like my group is going to be switching over to 5e after this week's game. What would be the best place to start learning the changes to the system for someone who's played 3.x(and Pathfinder), but not 4e? I have a copy of the PHB, and since the DMG isn't out yet I get the feeling we're going to be fighting a lot of humans for the first few weeks. Other than Fighter(which I see from the last few pages still sucks?) are there any other obviously terrible classes? I've only read the sections on Paladins so far, because that's what I think I'm playing.
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# ¿ Sep 15, 2014 19:19 |
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# ¿ Apr 28, 2024 01:58 |
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if they're currently the single target damage kings then I'm probably going to get mocked relentlessly for my next question: How viable is an actual 'tank' build in 5e? Is there any sort of mechanic for trying to prevent monsters from just going to hit someone else? I'm planning on playing up the whole "defender of the people," angle and focusing on support and defense.
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# ¿ Sep 15, 2014 19:38 |
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I know the DMG is coming out in November and the MM is coming out before that.
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# ¿ Sep 15, 2014 20:00 |
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It oxidizes all the iron in your body. Fort save or die! That's what you get for playing an OP class like Monk.
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# ¿ Sep 17, 2014 14:28 |
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The DC is 400. Hope you roll a 20 you power gaming schmuck. Mithril counts as silver, which is nonferrous. I don't know about adamantine.
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# ¿ Sep 17, 2014 14:51 |
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Gold doesn't oxidize*. You can definitely corrode it.
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# ¿ Sep 17, 2014 14:55 |
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There's probably some huge spergin' write up somewhere about how they're actually "Magical Corrosion" monsters who are only called "Rust Monsters" because of their coloring.
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# ¿ Sep 17, 2014 15:15 |
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moths posted:What's dumb is that it switches mid-rule from narrative natural language (invisible means cannot be seen!) to keyword "hidden," which otherwise conventionally means "can't be seen." Sothe invisible, hidden creature must make an effort and attempt to become keyword-hidden. Unless it's doing that, it's not keyword-hidden, so I guess you can see it? Does it not give you a huge bonus to your hide check? The whole idea behind still having to make one is that you still have a chance to fumble (bump a table and clatter dishes, et cetera) or for someone to see your footprints, hear your footsteps/breath or any other number of ways to perceive someone beyond sight.
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# ¿ Sep 17, 2014 23:37 |
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They could also, for example, brush against a member of the party (who happens to be the one who passed his perception check).
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# ¿ Sep 18, 2014 00:25 |
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Now that's ridiculous, how on earth does being invisible not help you hide?
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# ¿ Sep 18, 2014 00:55 |
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Honestly I think that if I were the DM of an invisible player I wouldn't even make them roll hide unless they were literally right in front of the person they were hiding from, and maybe only then if the person was actively patrolling. If he's just standing guard at a gate or whatever then you could pretty much do anything short of slap him and get away with it.
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# ¿ Sep 18, 2014 03:57 |
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slydingdoor posted:Still gotta stay quiet and conceal your scent or footprints or whatever even if you're invisible. Giving a freebie just because someone cast a spell that solves some of the problems of sneaking is what makes everyone else feel redundant. Something I see the rules trying to do is make utility magic better at supporting specialists than replacing them, which is what a lot of people complain about spells doing. I was assuming that the wizard isn't a total fucko and used the spell to make the person who sneaks better at sneaking. "Between your skills at sneakthievery and also being invisible there is rougly zero chance of you being seen."
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# ¿ Sep 18, 2014 04:36 |
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So if you play the class you enjoy until you stop enjoying it and don't deliberately gently caress it up for the rest of the table?
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# ¿ Sep 19, 2014 16:51 |
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You could always make stealth only applicable if the surroundings would allow for it. Staying hidden while ambushing a party on alert in the middle of a flat field of short grass and gravel would be probably literally impossible without some magical aid. Even if you came upon a group of people, and managed to take one of them out completely silently and without being seen, they're probably going to notice that Jimbo has vanished into the darkness. Once they know that someone is ninja-ing around and killing them the stealthed individual probably shouldn't have advantage on the opposed checks anymore. If the ambushed individuals happen to all be carrying torches then they might even have disadvantage.
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# ¿ Sep 19, 2014 17:18 |
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ascendance posted:Healing surges are one of the great innovations of D&D 4E that they really should have kept. It kind of makes sense to make healing spells heal a percentage of your health, so they always stay relevant. This mechanic is sort of there in the short rest action. For every HD a character has, when they take a short rest they can roll their HD and gain roll+con HP. Every time you take a long rest you regain 1/2 of your number of HD to use for this purpose. It's not exactly the same but you gain another daily use every time you level up so it can potentially be quite a bit of healing if you roll well (or rolled poorly when you leveled).
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# ¿ Sep 21, 2014 23:43 |
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Is it actually intended that warlocks are the only caster in the game to get their spells back after a short rest? Because that seems imbalanced as all get out.
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# ¿ Sep 26, 2014 10:42 |
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Guys they talk about hirelings in chapter 5. On page 159, it not only says that they exits but spends two paragraphs explaining that "skilled" means "any service that requires a proficiency" while going on to specifically state that you can basically hire a hireling to perform any specific task. It does specify in the next section that if you actually want magical healing that it's going to cost you 10-50 gp per cast depending on how willing the caster is to do it. Also, I'm a fan of the game being harder without a healer. In what story does a character who gets stabbed twice just get to carry on with his day if he doesn't get magical healing? If you don't have a healer then you'd better make sure you use good tactics and act as a group to minimize damage and spread it evenly among members of the group so everyone can survive the day. That said, I'm playing a paladin so my group doesn't have this problem, and also because I decided to play a paladin in my next D&D game after my last D&D game. Tactical Bonnet fucked around with this message at 17:49 on Sep 26, 2014 |
# ¿ Sep 26, 2014 17:45 |
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Yeah I shouldn't have specified magical. What I meant was healing in general. Usually they at least get stitched up before they make their final suicide assault on whatever the villain is.
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# ¿ Sep 26, 2014 18:01 |
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Cerepol posted:If only there was some nice abstract limited method of specifying this without have a player resort to playing a class they don't want to play. Like having a section like the one I mentioned above that covers paying someone to follow you around and stitch you up, or the concept of (if you're in a populated area) rushing someone off to get stitched up while they bleed all over everyone not exactly being complicated? edit: They made it an hour long to discourage people from resting after every single encounter. It's not hard to get ten or twenty minutes of privacy to dress a wound, but iron-spiking a door shut for an hour and hoping you survive whatever it waiting on the other side when you open it back up is outright dangerous sometimes. Tactical Bonnet fucked around with this message at 18:13 on Sep 26, 2014 |
# ¿ Sep 26, 2014 18:11 |
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I think that it would be reasonable to say Aragorn has proficiency in medicine. At least enough that when Frodo was stabbed (by a magical, poisonous weapon) he was able to administer the immediate care necessary to keep him alive long enough to be treated. Which is presumably enough to tend to any normal wound one might take in a typical day. edit: And just for the record, I'm not entirely convinced that the former-priest turned paladin I'm going to be playing isn't 5'3" and fat. Tactical Bonnet fucked around with this message at 20:21 on Sep 26, 2014 |
# ¿ Sep 26, 2014 20:16 |
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Is it no longer possible for casters to use grease et cetera for battlefield control while making sure you keep your characters positioned to keep the guy with a shield between the orc and the one in the dress? If the party is mostly melee (Mine is apparently Paladin, Monk, Barbarian, Warlock) you have plenty of meat between the caster and the monster. If the party is mostly casters, odds are one of them probably has access to some sort of healing, or everything is dead/hosed before it gets to them.
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# ¿ Sep 26, 2014 20:45 |
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My paladin is now level 2. Hooray spells: Am I correct in my interpretation of the reading that having a high casting attribute only allows me to prepare more spells, but not to cast more spells? So as a level 2 paladin, I prepare (CHA 16, 3+(1/2 level) =) 4 spells and have two spells slots per long rest to use as I see fit between my 4 prepared spells and Divine Smite? Am I correct that the Smite spells (Searing, Thunderous, Wrathful) only work for a single attack, while Divine Favor and Bless work for the full duration? Are there any spells that are actually much better/worse than they look?
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# ¿ Oct 9, 2014 16:19 |
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branar posted:2. If what you're looking for from spell slots is simply raw damage, keep in mind the option to just spend them on Divine Smite. It's bursty (a good thing in 5E where combat tends to be over quickly anyway), it's pretty competitive with most of the pure damage smite spells, and it doesn't require taking up a prepared spell slot. Personally most of the paladin self-buffs like Divine Favor, Searing Smite, etc. that just amount to being a different kind of damage don't strike me as that useful as a result - why prepare those when you can just Divine Smite? This lets you use prepared slots for the great-but-situational buffs like Protection from Evil and Good and the like. I should've specified that my build is "shield wearing healer/tank" and that "Bless" and "Cure Wounds" are on the list. I do plan to Smite often, I was just curious if there was anything I missed while going over things. Math: Divine favor is an average of +2.5 (1-4) damage per hit for up to 10 rounds (for an average of +25 (10-40)) where divine smite is one hit with an average of +9 (2-16). So which one is the best source of bonus damage is depends on how many attacks you plan on making. If it's less than 4, smite... At least until you can get level 2 spell slots.
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# ¿ Oct 9, 2014 18:57 |
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Protection seems much more for tactical map players. Otherwise it's too difficult to be sure it will be useful. It seems too gamey to always be sure to mention being within 5 feet of the paladin all the time, but otherwise there's too much room for the GM to just say you're more than 5 feet away all the time. And really, how often are you within 5 feet of each other when you do use a tactical map? I'm actually planning on taking either the Dueling style or Defense style. I'm thinking probably Defense, but it's also tempting to just go Dueling and keep Shield of Faith prepared for when things seems to be hitting to often. My DM and I couldn't find anything about shield bash/slam in the book so the conclusion my DM and I reached was that a shield isn't a weapon, and therefore wielding a 1-handed weapon and a shield counts as wielding a melee weapon in one hand and no other weapons. (If this is incorrect please provide a source link) Right now my standard prepared spells are probably going to be Bless, Command, Cure Wounds and Detect Magic (or Shield of Faith). There's an argument for an extra +2 to all weapon damage being better than an AC of 19 (instead of 18), especially when I can "just" use a spell slot to boost it to 20 if something is just hitting me all the time, but I'm not familiar enough with the system (or motivated enough) to try and do any math about it. re: eldrich bard:
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# ¿ Oct 9, 2014 21:19 |
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What the hell is with these low CR monsters that have insane abilities like "deals twice as many damage dice" and "deals +2d6 damage if target is surprised"? Are the first three levels supposed to be rocket tag or is it just a side-effect of the game being better balanced at higher levels? Bugbears, for example (CR 1), have both an ability that lets them dean an extra die of damage with melee weapons (1d8+2 becomes 2d8+2) with every melee attack they make, and if they get an surprise attack it deals another additional 2d6 points of damage. That's an average of 18, and when my 2nd level Paladin has 23 HP (which is only 1 less than the max possible with a +2 CON) it doesn't take a much higher than average hit to paste a character. And if like my paladin, you find this bugbear at the end of a cave passage, chances are it's going to beat your passive perception of 11-13 and cave in your skull with it's morningstar. Luckily for me he missed. Tactical Bonnet fucked around with this message at 17:32 on Oct 15, 2014 |
# ¿ Oct 15, 2014 17:20 |
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Dahbadu posted:People said (I even think you might have), that killing low level PCs is too easy in 5e. When you have CR 1 monsters with attacks that can deal 2d8+2d6+2 (avg 18!) and half of the classes in the game start with 8+CON HP or less, yes, it is too easy to kill low level PCs. Although it's more of a symptom of the CR system being terrible as has been exhaustively covered.
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# ¿ Oct 16, 2014 01:03 |
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Does anyone have a link to that encounter exp calculator thing posted a while back? I thought I had it saved but I can't seem to find it. It showed you how difficult the fight should be and how much exp it should be worth based on a sort of "monster party" and how many players you have/what level the party is. edit: this thing: http://kobold.club/fight/#/encounter-builder
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# ¿ Oct 20, 2014 17:09 |
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Dilb posted:So you can use a shield, but does it provide any benefit to AC? Or anything that might increase AC, for that matter? That said, for the duration of arcane armor it would be 13+DEX. Tactical Bonnet fucked around with this message at 23:51 on Oct 20, 2014 |
# ¿ Oct 20, 2014 23:36 |
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It's a barbarian ability. The idea is that you can use a shield normally, but use this effect to allow you to drop it and use your versatile weapon with both rage-filled hands.
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# ¿ Oct 21, 2014 00:06 |
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It's there because shields are on the armor table and the spell specifies unarmored targets.
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# ¿ Oct 21, 2014 03:22 |
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Are templates still a thing? I hit level 3 and was looking at the paladin Spell list and decided to check out Find Steed: It says the horse is celestial and gains intelligence 6(if <=5) and understnads one language but I can't seem to find any details on what exactly Celestial does. I'm going to assume it just makes it look cool somehow?
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# ¿ Oct 28, 2014 16:24 |
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So instead of a "Large Beast" a celestial warhorse would be a "Large Celestial"?
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# ¿ Oct 28, 2014 16:32 |
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Power Player posted:Looks mostly fine, I would probably go with a two-hander over a sword-and-board for a Oath of Vengeance Paladin. Mind if I ask where that character sheet is from? Fun fact: If you take the dueling fighting style at level 2 then you will almost always have a higher (or equal) damage average than with any 2h in the game. 1d8+2 average is 6.5, higher than the 5.5 average of a 1d10 weapon and the same as the average of a 1d12 weapon. You only get beaten by weapons that naturally deal multiple damage dice, of which there is currently one. The Maul, which deals an average of 7(2d6), but is half a point of average damage worth losing 2 AC from a shield? Tactical Bonnet fucked around with this message at 16:44 on Oct 28, 2014 |
# ¿ Oct 28, 2014 16:41 |
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MonsterEnvy posted:I don't have the platinum upgrade which would be the easiest way to find it nor do I care enough to bother searching through the thread. It's Schrodinger's apology for now. Click the ? at the bottom of your post over under your username. For story my paladin is going to head back to the the home of his order of paladins to swear his level 3 vows. I was just curious about opinions on a paladin not being allowed to use his oath powers until he goes and swears it? In my specific instance this isn't the case, my DM hasn't said I can't use them. I'm just tempted to play it that way because I'm a filthy story gamer. I'm torn between my desire to hit things with a giant glowing hammer (with a +7 to hit!) and my desire to try and "stay in character," as the character exists in my brain.
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# ¿ Nov 5, 2014 07:09 |
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# ¿ Apr 28, 2024 01:58 |
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Just do away with the pit trap entirely and have the large square hole in the floor that looks to be empty actually be full of gelatinous cube.
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# ¿ Nov 21, 2014 10:33 |