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/5eg/ D&D Fifth Edition General: Basilisk Edition

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>Old thread
>>48350476

Has your character ever been petrified?
>>
>>48362989
No! Not very many things have petrify.
>>
>>48362989
>Has your character ever been petrified?
Same character, twice. Second time it happened he got used as a bookend for a few weeks by the party wizard.
>>
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Reposting. Can I get some feedback on what makes these class options bad....or how to make them better?
>>
>>48362989
>Has your character ever been petrified?
Once, by a Medusa, in a game played during our high school years.

I was de-petrified soon after the fight ended, nothing ever came of it.
>>
>>48362989

Came close! I passed the save, then we killed it.
>>
>>48363047
Still reading through it. Though really I'd need to give it a few play tests to see.
>>
>>48363047
Why not just make it ritual tag Druid spells he can prepare, and then less stupid class abilities?

I mean literally all the class abilities are disjointed and lack flavor.
>>
>>48362989
No. And my players keep saving against it too.

>potion of petrification. Saved
>cursed statue trap. Saved
>A fucking gorgon and I fudged the recharge so I could do the breath back to back. Saves across the board.
Guess I have to move to basilisk and Medusa
>>
Ever give a player character special treatment for constantly fucking up their rolls?
>>
>>48363319
Whatcha mean? Also, what would you change to make it more Fey-like? I figure being able to turn into Fey is pretty on the nose.
>>
>>48363442
Yes.
It's not their fault and it feels incredibly dumb when RNG just constantly fucks someone in the ass.
>>
>>48363442
Nope, but I do tie it into the plot. Character is paranoid they're cursed and what have you.
>>
so why does the revnant get a cha bonus?
>>
>>48363681
The cult of personality.
The cult of personality.
The cult of personality.
>>
>>48363697

did I just ask an honest question and receive a meme?
>>
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>>48363709
The force of personality.
The force of personality.
The force of personality.
It's the same reason an unsociable person can have a high charisma score.
>>
>>48363709
Undead have long been cha-based. In previous editions, they had no CON scores, and got their HP from their CHA scores. One of the things CHA represents is how, shall we say, solid your self-image is.
>>
>>48363767
ah okay
>>
>>48362989
Not one of my characters, but in our last session our fighter and paladin were both petrified by a medusa. Both got the insta petrify from failing the save by more than 5. I kinda feel bad for the paladin player since he wasn't present for it, we were running his character for him. But we're close to a city so it shouldn't be too hard to get them back, it'll probably just cost us all our savings (we don't have anyone who can cast greater restoration in the party).
>>
So my brother and his wife have very low attention spans and I was thinking of running a zombie survival horror game with them as Commoner npc's (to make it realistic and fun, and I'll just throw them another commoner or maybe give them a noble as they "progress" through the game, giving them different abilities and eventually graduate to magic user npcs) until finally, I unveil that this isn't actually how the game is played, and that the actual char gen gives them a lot more options.

Or should I just give them a premade and call it a day? I just figure this will be super casual and much more easygoing than just running a premade phandelver game.
>>
>>48363779
>paladin getting insta-petrified
Wat. He gets +5 to his fuckin' save if he doesn't build all retarded.
>>
>>48362989

Anytime as the DM I try and throw status affecting spells and crap at the party they have the Devil's Luck at rolling dice in the open. Even the players with low stats for saves end up with 15 or highers. I even made an encounter where the boss was three Medusa clerics and the players all passed every single save every round, every spell. That was so demoralizing as the DM.
>>
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>>48363805
>zombie survival horror game
fuck off
>>
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>>48363809
He rolled something like a 2 and the DC is around 14. I don't know the exact numbers of his build but it was close to just getting the first stage.
>>
>>48363859
The 2 would explain it. That sucks dick.
>>
>>48362989
She looked upon a divine-blooded Queen so beautiful that she was petrified for a few moments, if that counts. She's now dating the Princess.
>>
>>48363853
I recognize that bulge.
>>
Can you cast a spell on someone you see with Scrying?
>>
>>48363949
If they're in range and satisfy the other necessary conditions to cast on them.
>>
>>48363859
>>48363867
the dice care not for you plans or your builds. The dice roll where they may.

I had a plan fail because the course of 6 die rolls were
20, 2, 20, 1, 19, 1.
>>
>>48363805
You could make that more fun if they're actually adventurers but it's expected they won't survive the one-shot, and then you go balls to the wall with the horror tropes and undead monstrosities. Just run it Left 4 Dead style.

If you want to have them just burn out and die (which is boring IMHO), run them through All Flesh Must Be Eaten or Call of Cthulhu.
>>
>>48364071
No shit RNG is RNG.
Great insight Einstein.
>>
>>48364077

alright I'll think about it
>>
>>48364091
Gygax does not play dice
>>
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>>48364153
>talk about dice, listing some random rolls he rolled one
>"Gygax does not play dice"
>>
>>48362989
What are Werewolfs like in 5e?

I was thinking DR 5/silver, advantage on CON checks, and maybe +2 to a random physical stat.
>>
>>48364209
Monster Manual page 211.
>>
>>48364226
How about lycanthrope in general? I'm using an SRD and don't have pages. I can see a werewolf entry, but I don't know if there are actual templates available, and I'm interested in tweaking it towards something I need.
>>
>>48364273
Download the Monster Manual from the Mega. It's in the OP.
>>
>>48364273
MM 206-211.
>>
anyone ever play 5e using 2dX or something instead of d20
>>
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>>48364273
>>
>>48364353
Not 5e. The rules are pretty tight.
>>
>>48364283
>>48364297
Thanks for spoonfeeding me, m80s. I checked, nothing quite matched or looked like what I wanted to use.
Any suggestions as to a predatory desert-ish creature that could be used for were-template?
Flavor-wise, I have a tribe of marauding gnolls who worship the classic gnoll goddess of monsters, bloodshed, and barbarity. I was fondly regarding the idea of them deliberately infecting captives with lycanthropy to make them tougher while they worked them to death. (And keep them shackled with spiked silvered collars of course.)
>>
>>48364432
Were-hyena duh
>>
>>48364432
Were-hyenas. Were-coyotes. Were-monitors. Were-crocodiles. Were-scorpions. Were-bats. Were-tasmanian tigers. Were-koalas.
>>
>>48364432
>>48364470
>>48364474
Or were-lion maybe
>>
>>48364481
>>48364474
>>48364470
Lion's one I hadn't thought of. Hyena is... almost too cliche, given gnolls, but.. Well. Monitors kinda work, I guess. I'm not sure how I feel about were [reptiles] as opposed to were [mammal]. Same to scorpion, and I didn't think the last three were really 'arid/desert'?

But despite my whinging you've helped, thanks, anons.
>>
>>48364528
The last three do dwell in and around arid deserts.
>>
>>48364528
Make it were-lions, and then also put Wemics in your game as their enemies.
That'd be a good reason for them to really hate the gnolls.
I like wemics
>>
>>48364557
Wemics are the lion-people centaurs?
I didn't find them on the SRD (quick search) but I do kinda like them. I think I remember them from the 3e mm I had as a kid.
>>
>>48363047
>primalist barbarian
Charisma dependency makes this MAD.

I'd make it constitution based casting, because that hasn't been done before, and seems more appropriate. The spell list seems too small. Of note, I only count a few spells that even make use of the increased save DC/spell attack that your features provide.

>chaos cleric
This features wayyyyyy too much wild magic table rolling, which will both make that table boring sooner, and derail the campaign eventually. you may want to tone it down a tad.

>bushido monk
Level 17 feature is waaaaayy too powerful.

Also, as a general rule, messing with spellsave DCs and rolls the way a few of your classes do should be avoided.
>>
>>48364585
Basically yes

You could get one in your party in stone prophet, a super old ravenloft vidya.

I've had a soft spot for them since then. They'd pretty much be more exotic centaurs.
>>
>>48364528
OH SHIT SON. FUCKIN' WERECAMELS.
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>>48364710
Predatory. Want a little menace pls. (Though that might turn off the "I want to destroy civilization" druid.)

>>48364693
Sounds sweet. Any suggestions for culture or design, or should I make them as abusively weird as normal lions prides?
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>>48364710
OH SHIT!
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>>48364741
IS THIS SHIT NOT MENACING?
>>48364760
>>
>>48364741
Forget my ideas. Imagine dessert-roami ng, flesh-tearing, acid-spitting fucking were-camels
>>
>>48364760
>>48364779
>>48364853
I'm dealing with a druid who I think will be all "Lycanthropy? Oh, bitemebitembiteme-".

If she doesn't check to find out what it is first, it'll be camels. Otherwise I'm thinking jackal, hyena, or lion.
>>
>>48363442
I wish my DM would do that for me.

Managed to roll 2 1s and 3 sub-6s in a row last session, almost died on my very first encounter, having to go down to my last saving throw before being helped and could have been killed while not even there in one session I recently missed, only not having my character die because I wasn't even present for that session and my DM still has plans for him.

I hate my luck.
>>
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>>48364871
>If she doesn't check to find out what it is first, it'll be camels
>>
So tomorrow I've got a session and last week ended with us hitting level 5. I'm playing a wizard who I've been grooming to be a necromancer, so the obvious spell pick is Animate Dead, but I've been thinking of taking Haste for my secondary spell. Thoughts?

I know Counterspell/Dispel are both solid picks but we really haven't been doing much fighting against other magic-users, so I think I'm fine holding off on those for now.
>>
>>48365014
Haste doesn't benefit you much but if you have, say, a rogue or a fighter in the party then it is a great investment.
>>
>>48365059
Yeah, Haste isn't for my own benefit. I've mostly been trying to play a support caster rather than a blaster.
>>
>>48365014
Pick counterspell when you don't have anything else that's really competing for your memorized spells.
Having dispel in your spellbook is good, but I wouldn't prepare it every day like I would eventually prepare counterspell every day. Proactive > reactive.
Haste is an amazing buff, but it takes y our concentration. The only thing at fifth level though that's going to compete for your concentration is fly or occasionally invisibility though.
>>
So, the sorcerer.
I've never seen the Wild Magic Sorcerer in play, but it seems like it's very dependent on the DM remembering to have you make surge rolls, and even then you're hoping it doesn't happen too little or too often. But, like I said, I've never seen it in practice, so I dunno.
Anybody played one? How does it tend to work?
>>
>>48365073
I as a DM houserule that tides of chaos actives on a 6 on a d6 roll instead of just at my arbitrary discretion.
Six seems to be alright, though I've thought about doing a d4 and having it trigger on 4's before too.
>>
>>48365014
>I know Counterspell/Dispel are both solid picks but we really haven't been doing much fighting against other magic-users
I don't know man it depends on your DM's style. If he's trying to put some challenges together he'll HAVE to make some casters show up or else he'll clog the initiative. I'd say skip it for now, but go for Dispel next, because you'll need that to keep your summons up.
>>
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>>48365091
>go for Dispel next, because you'll need that to keep your summons up
>>
>>48365073
They're fine, just remind your DM about it or come up with a concrete policy about it.

As a DM I do d20 on every 1st spell or higher, with 1 = wild magic, and after Tides of Chaos it becomes 5 or less = wild magic instead of me deciding when to do it.
>>
>>48365072
>>48365091
I'm gonna want Counterspell eventually since if nothing else the big bad of the campaign is shaping up to be a wizard, but we're probably a few levels off from facing him. I did figure Counterspell was the better pick over Dispel though, but mentioned them both since they both have solid utilities.

Basically I'm wondering if there's a better buff to pick than Haste, though at the same time my DM's been pretty generous with allowing me to brew magic potions and craft magic items and such so Haste may be worth it anyway just to brew Potions of Haste.
>>
>>48365115
As a straight combat buff in most encounters, haste is generally your best bet.

There are outlier combats where, say, fly on your ranger against a bunch of enemies with no ranged weapons on an open field can be better (you have your whole party stay out of melee and have the casters kite around while the ranger rains unchecked death from above) but more commonly haste is better.
>>
>>48365137
And I'll mention that even then, haste doubles one's movespeed, so the ranger in question can kite them on the ground with haste on as well, generally even if the enemy is using their action to dash every round.
>>
>>48363047

>>48364603
i agree with this anon

cracked out wild mage just doesnt sound good to me, caster barb is really really super extra MAD, and bushido monk just seems OP.
>>
Preparing my first ever self-made campaign for a group of complete beginners. We rolled their characters already (starting at level 1) and I have planned arouns 4 encounters and a boss of sorts (with alternative peaceful solution) for the first arc. What do you think would be a good pace to get to the juicy stuff from level 5 onwards be? 1 level per 'prologue' encounterso that they have options going forward? Or more of a 'level 3 after the prologue' tempo to not go head-over-heels?

Don't want to force them through the super low-level sludge too long as that might bore them a bit.
>>
>>48365137
>>48365157
That's what I figured.

Our current group consists of a wizard (me), a cleric, a paladin, and a fighter, the latter two of whom are ripe for buffing. I even took a dip into cleric by way of Magic Initiate at level 4 just so I could cast Bless and have my familiar slap people alive with revivify.
>>
>>48365264
Bless is such a great level 1 spell. Even though you can't twin haste like a sorcerer can, it's still an amazing spell - your martials will do work with it.
>>
>>48365239
if they are complete beginners then you should take it slow, definitely don't rush through levels 3-5
>>
>>48365239
Do interesting milestones for each level before five, and then slow the pace down a bit afterward to match on with how long you're going to draw out the game to fit in everything you wanna fit in and that they'll have effects on.
>>
>>48365298
Yeah, though I can only cast it once per day sadly.

I also took the time to craft a Wand of Magic Missile in my off-hours to free up more spell slots for utility casting so I can still do damage when it's needed and there's nothing else to be done.
>>
Is there a lore reason for the limit on the number of spells a Sorcerer or is it just a mechanic?
>>
>>48365359
*knows
>>
>>48365359
They're just natural talents you happen to have developed. You can't learn more, because it's just not in your nature to be able to use more. You could always become a wizard if you wanted to develop the skill to cast other spells.
>>
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Please tell me the Harpers don't still exist in 5e and that these Mary Sue bitches are dead.
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>>48365389
Oh man are you going to be disappointed.
>>
>>48365389
All of the characters and factions you hate are back.
>>
>>48365409
>>48365415

Tell me the horrible details and where I can read them.
>>
>>48365386
At the very least sorcerers should be able to know as many spells as a wizard of the same level gets from their free spells they put into their spellbook while leveling. But NOPE. Wizards outclass them at virtually everything but twinned buffs.
>>
>>48365450
They're better at being dragons and you can't steal their spellbooks
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>>48365522
>They're better at being dragons
I like their flavor, yeah. I'll just specify mechanics.
Most of the time spellbooks are irrelevant. Even if you get your spellbook stolen and burned, you still have your spells memorized and can re-scribe them in a new book. And you have more spells memorized than a sorcerer has spells fucking known.
>>
>>48365298
Twin haste-ing Bless? That's what the life domain favored soul is for, the way to become everyones favorite team member.
>>
>>48365588
Twinning bless doesn't werk though. Twinned haste is god-tier.
>>
>>48365588
favored soul is for death domain
>>
>>48365443
I think the Harpers were in the dragon adventure that people didn't like.
>>
>>48365443
The Sword Coast Adventurer's Guide, and also the AL materials if you care for those.
>>
>>48365608
Can you twin Spiritual Weapon?
>>
>>48365690
Yes, but it'd be pretty pointless. You only get one bonus action a turn.
>>
>>48365702
Wait, nvm. No you can't. Spiritual weapon doesn't target anything.
>>
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Does anybody have the hi res ravenloft maps on DM's guild? Was it worth the price?

http://www.dmsguild.com/product/185990/Castle-Ravenloft-hires-colour-jpg-maps?hot60=1&src=hottest_filtered&filters=45469
>>
>>48365708
Isn't the attacked creature a target? From my reading, the first attack could target two creatures in 5ft of the weapon, but every subsequent attack would be as normal.
>>
>>48365588
>>48365633
i love favored soul, but do people usually allow it in games?

it's not in anything official, right?
>>
>>48364432
Werejackal
>>
>>48365763
No. It takes a bonus action to cast and on subsequent turns takes a bonus action to command to move and attack again. It does not target anything until after the cast, not as part of the cast which is the requirement for a twinned spell.
>>
>>48365776
http://dnd.wizards.com/articles/features/modifying-classes

It's per
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>>48365792
It's pretty neat and balanced.*
>>
>>48365798
idk it seems pretty busted

although the extra attack at level 6 seems completely pointless, the fug would i want to shoot a bow or swing a sword when I could 2d10 firebolt from 100ft away?
>>
I'm building an arcane trickster NPC. He's 4th level, and as for 1st level spells he'll have charm person, color spray and disguise self. I still have to choose a last one, from any school.

Not Find Familiar, because that would be way too good for an NPC and would mean more work for me. Shield seems like the obvious choice, but I'm not entirely sold on it yet. Should I choose a different spell? Grease, perhaps?
>>
Anyone have the monster a day homebrew as images or the pdf compendium?
>>
>>48365763
>>48365786
You also can target more than one creature with spiritual weapon, which any spell you can twin you explicitly can't.
Yeah I'm not a fan of the "melee favored soul" thing either, but they did it to fit in with previous renditions of the class which did have a melee component to them.
>>
>>48363047
MAD Barbarian, and the spell list is too limited. Make it a CON caster, and replace the spell list with choice of two spell schools from the Druid List, as with Eldritch Knight. Like This: https://docs.google.com/file/d/0B_73NA7vK-0ORjNLRWdxUmlQYUE/view?pli=1


Like others have said, the chaos domain intrudes too much with wild magic. I actually came up with the same idea a while back. Here's my take on it: https://drive.google.com/file/d/0B7ghKiNJA-nAVnZuTVdOa1o1Z1k/view?pref=2&pli=1
>>
My 5 PCs just reached level 5, and now I'm afraid the campaign will be fucked from a surfeit of dice rolls. I have 2 Dual-wielding Rangers, one of which is a Beastmaster, a Paladin, a Druid, and a Necromancer. Between Raise Dead, the Beastmaster Companion, and each Ranger having 3 attacks, am I condemned to see all of my sessions get bogged down by endless rolling? Is there a fix, other than literally killing myself?
>>
>>48365824
If you're going for general utility and what would be most effective to have on a regular basis, go shield m8.
>>
>>48365837
Just expedite the rolls m8. People can roll dice quickly. You can also just use a rolling app if you want and macro what their rolls are to belt them out as quick as possible.
>>
>>48365786
>When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon.

Isn't that part of the cast?
>>
Question for my fellow DMs.

Would you allow one of your players to craft a magic item WITHOUT them having a recipe to work from provided 1.) it wasn't an item beyond their level of expertise, 2.) they had a relevant spell to infuse it with, 3.) they had enough gold (arbitrarily decided by you) to cover the cost of labor and materials, 4.) took the time in-game to make it, and 5.) you okayed the item itself as not broken or overpowered?

Trying to decide for a future campaign I run how fast and loose I wanna be with letting my players make their own magic stuff. The DMG talks about item recipes that have to be bought/distributed but that just kinda seems like an artificial wall when I'd rather have my players surprise me with their crafting ability vs. "Here is the recipe for this one thing, I will let you craft these specific things."
>>
>>48365854
This, two of my players bring tablets to the table so they can roll their stuff faster via roll20
>>
>>48365859
Maybe. If it didn't say "you can" and instead said "when you cast this spell, make a melee...", you might be able to get away with the target thing... if spiritual weapon was incapable of targeting other things (which it's not - it can target other things, and thus it can't be twinned).
Even if you could twin it though, it takes a bonus action to command, and you only have one bonus action every turn. So you'd only be able to command one anyway (unless your DM ruled otherwise, which he could though I wouldn't do that RAW).
>>
>>48365854
>>48365874

Hmmm, I guess I could. I kinda like rolling though. That and I don't want everybody tied to their phone chargers all evening. Maybe I should just use the average damage for all NPC attacks, would that speed things up enough on its own?
>>
>>48365863
Yes. The biggest constraint for item creations in most game is the time investment, since by the rules magic items take fucking ages to make and most player characters have shit to do besides wait around.
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>>48365918
Would you let them make it while they travel (with a penalty to creation time or what have you)?
>>
>>48365913
I am heavily in favor of using averaged enemy damage in games. It does speed things up if you're in person doing physical rolls for shit.
>>
>>48365930
Yes, I would allow that. I'd double or triple creation time generally, maybe 1.5x if they had like a mobile caravan with a tiny workshop attached to it where the character in question could work during most of their down-time.
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>>48365932

Cool, will do. Thanks anon.
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I need to do something different for the next town I'm throwing my players in.. I'm thinking spoopy Horror stuff.

Anyone can help me out with a good story or something? It's not my strong forte, I'm the "Fist of the north Star" + High Fantasy happy heroic manly setting type of guy and I want to try something different.

Currently running 5E, if you want to know more details about my campaign or players, ask away

Thank you for the help. I really appreciate it.
>>
>>48365826
I have it, but it's too big to post here. You can download it directly from the reddit, though:
https://www.reddit.com/r/monsteraday/comments/3svbki/monster_a_day_hires_monster_pages_and_album/
>>
If a monk uses deflect missiles on a poisoned arrow and throws it back, who gets the poison effect?
>>
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>>48366059
Most of the people are dopplegangers
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>>48366072
Whoever gets hit by the arrow
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>>48366059
What level? I think someone putting a genius loci in 5e as a terrorizer of a town would be fun. Who's an ooze-slave and who isn't?
>>
>>48366084
Haha, that'd be something. How would the players figure it out?

Who are the dopplegangers, what are their motives and who sent them there?

>>48366104
It's a fairly fresh campaign, level 7s the lot of them.
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>>48366072
>>48366097
>>
>>48366124
One of the few non dopplers tells them. They're kidnapping everyone and replacing them to sell them to mind flayers as slaves. When the whole town is gone they'll all dissappear and leave it empty.
the informant is also a doppelganger trying to get the adventurers for mind flayers as more valuable slaves
>>
How do I make a Witch Doctor for one of my players?
I'm new.
>>
>>48365776
its not balanced, its pretty OP seeming, i've never seen one actually played, but just getting twice as many spells as any other sorcerer makes it imo really unbalanced, and wizards took that out for the storm sorc from UA to SCAG. i imagine if they publish favored soul it will have the ability to take spells from its domain list, but won't automatically get it.
>>
>>48365443
It's one of the default factions for the game's Faction subsystem and they all have a preference in a lot of organized play stuff, including several of the published adventures.
>>
>>48366215
Warlock Hermit
>>
>>48366215
Pretty much all of the caster classes could fit the flavor for that, that's more of a background thing.
>>
>>48366166
Interesting! That could work.

Now if we could amp up the spooky from 3 to 10.. That'd be great.
>>
>>48366233
>>48366243
So he'd be able to have voodoo curses and have hoodoo rituals and raise dead with one of the classes already?
>>
>>48366226
It's not OP at all.
A favored soul sorcerer *STILL* knows less spells than a wizard can memorize from their spellbook at higher levels, and that's just known vs memorized.
>>
>>48366232
>preference
Derp, meant presence.
>>
>>48366257
As a cleric: yes, more or less.
>>
>>48366257
You might need to give him access to a few spells that would otherwise be outside his jurisdiction, but as long as you okay everything it's fine.
>>
>>48366257
Yeah. Pretty much any of the main spellcasting classes would do it. Wizard, Sorcerer, Cleric, Warlock or Bard
>>
>>48366275
Okay, I'll go looking for some necromancy type spells he'd need then. I'm DMing for a group that is a mix of new people and people that have only played once or twice before.

>>48366268
>>48366281
Thanks!
>>
>>48366097
>>48366132
Mechanically, you can't use deflect missile unless you are hit, and the monk's target is hit, so both?
>>
>>48366324
>Bad guy shoots at you with a poison dart
>You catch it between your fingers, spin it around, and throw it back at him
Bad guy gets hit and poisoned, monk is fine, IMO.

Anything else just doesn't make sense.
>>
>>48366260
i disagree and re: what i said about them removing the part that i think is OP from a similar archetype shows that the 5e design team agrees with me, imo. but we can agree to disagree.
>>
>>48366324
If you're hit by the arrow that means you can use deflect arrows. If you can only reduce the damage you take the poison.

If you can throw it back, you're no longer being hit and the second target takes the poison and you don't. The monk being mechanically "hit" in this case just means the arrow was originally flying true, and not an arrow that was just going past
>>
>>48366324
Amend it to "damaged by the arrow" - presumably an arrow that gets reduced to doing 0 damaged doesn't have the head make contact with the monk's body at all.
>>
>>48366346
I'd like for you to tell me why a sorcerer can be imbalanced for having more spells known than the base sorcerer while *STILL* knowing less spells that they can cast from in a given day from a wizard *AND SIMULTANEOUSLY* not being able to cast *AS MANY* per day as the wizard due to arcane recharge.
I want to know why the sorcerer becomes imbalanced while the wizard is perfectly fine.
>>
>>48366377
because you're not considering balance between archetypes, i'm just talking about favored soul versus every other sorc archetype.
but at this stage i'm pretty sure you're just trying to bait me into some weird wizard argument, and its late, so i'll politely decline further engagement...
>>
>>48366402
>i'm just talking about favored soul versus every other sorc archetype
They're all incredibly close. I think draconic and storm are generally *better* actually, because the sorcerer is better in a specialist niche and those archetypes give more unique bonuses toward specialization.
But that's irrelevant to the fact that the wizard is just a better class. You can like sorcerer fluff - I tend to like sorcerers *more* than wizards fluff-wise - but it's an objective factual truth that wizards are better mechanically than sorcerers, with the only actually decently mechanically good and unique thing a sorcerer can do is twinning certain concentration spells.
So to say "favored soul makes sorcerer imbalanced" when wizard is *STILL OBJECTIVELY BETTER* is fucking stupid if you don't hold wizards to be imbalanced (which they're really not in the first place).
Everyone shallow-ly reads shit on the forums and has no idea what the fuck they're talking about and it's annoying as balls to see the same bs malarkey brainlessly regurgitated everywhere by you retards.
>>
How would you homebrew a Serene Blade Runepriest in 5e? I'm thinking a Monk archetype, but I can see the case for Cleric or Paladin as well.
>>
>>48366513
Skipped 4e bruh, though I like the name of whatever that is.
>>
>>48366166
>>48366244
You can scare the shit out meta wise the pull their leg about getting into random combat.

like as you head back to the inn
Roll perception
whether they fail or not, all that appears is a nice old lady
point being that the doppi are check on the party and when the party notice they turn in a harmless person

or that you have random conflicting rumours so since they dont know whos a doppi or not
>>
Boy, my friends are uneducated. They think that the 60 foot per round speed of Featherfall is dangerous, so I sat down and did some math to explain how they're wrong.

Is this the start of a sign that I am destined to be a Wizard in every RPG?
>>
>>48366582
I've gotten to the point where I want to be a full caster in most of my games due to the sheer fact that nobody else seems to be able to get the most out of their spellcasting abilities.
>>
>>48366232

So you're saying they exist but the Sisters are gone and therefore someone could actually potentially threaten the Harpers' plans? Goodness gracious me, they used to be completely invincible.
>>
>>48366582
>They think that the 60 foot per round speed of Featherfall is dangerous
That's falling at under 7 miles per hour. Terminal velocity for a skydiver is about 118 miles per hour.

Your players are +2 strength retarded.
>>
>>48366513
>>48366524
Maybe something like 4 elements, but instead of spontaneous casting, you prepare runes during a short rest, to provide whatever effects. Possibly spending ki points and/or hit die to empower those effects.
>>
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>>48362989
Yes, in an Adventurer's League game my paladin was petrified. After doing nothing but charging head first into danger, casting buffs and heals all over my party, I get petrified and they literally left me where I stood. I had to figure out how to someone fix things during downtime, which ended up being having to pay a ton of gold to reverse the spell. Not sure how I was able to do it but fuck it, I don't play there anymore.

Bunch of dicks!
>>
>>48365835
I would be extremely cautious about letting stuff key off con, it risks moving the scale too much in the other direction of being 1-2 stat dependent.
>>
>>48366626
>After doing nothing but charging head first into danger
Usually that's a dumb thing to do. Low and behold - you were petrified.
>>
>>48366244
Go full investigation, no real combat for a session or two. Create scenarios where the buff PCs can use strength, and have plenty of DCs and thinkin puzzles and obfuscated shit so it doesn't get boring for them. Try making it so that attacking something doesn't damage it or wont do enough to matter (super high level shit is toying with them, or mobs of people that they can't kill completely). Make running away or delaying the best scenario multiple times. Party members can be purposefully split up (you'll protect them from BS but they'll be meta scared). Have one of the player characters die, only to be found soon after alive. Tell the player something like "You don't remember what happened." This works best if you use mind flayers or other mind magic with the doppelgangers. That will make for a fun "Tell me something only you would know" scenario
>>
>>48365863
I'd need to know more, honestly. If it's something like building a magic item to help with a current or upcoming problem, like an enchanted silver sword to kill werewolves with, then maybe. If they're just looking to fill out their character sheet then no.
>>
>>48366669
>If they're just looking to fill out their character sheet
What does that even mean?
>>
>>48366669
>If they're just looking to fill out their character sheet then no.
I follow Legend of Zelda rules as long as I can. I'd rather characters have one or two iconic items than a pile of bullshit that makes them OP (which is useless in a game with a human DM)
>>
>>48366646
The character was a stronghuge idiot, I didn't charge blindy into rooms or anything, but I would be up in front taking damage constantly
>>
>>48366694
>game is players vs DM
Fucking. Cancer.
>>
>>48366726
No, an RPG is DM makes shit interesting for the players, players make shit interesting for everyone. Giving players 30 fucking trinkets that they have to reference is for video games, tcgs and gambling.
>>
>>48366754
>No, an RPG is DM makes shit interesting for the players, players make shit interesting for everyone
Yes! That's why I find this statement
>which is useless in a game with a human DM
implying the super-cancer "player vs DM" mentality so stupid.
>>
>>48366774
>implying the super-cancer "player vs DM" mentality so stupid.
not any anon in this discussion yet, but i think what >>48366694 meant was that he doesn't like when players feel a need to stack up magic items for themselves, because he (or whoever) as DM will just readjust encounters to try and make them challenging/interesting without being too hard or too easy. not that hes dm versus players or what have you.
he would rather give them specific advantages (via magic items) then have them build tons of them to try and arms race him, which is pointless precisely because its NOT a game of dm versus players, hes not out for an arms race.
>>
>>48366832
A character can only equip so many magic items - attunment restraints literally make it impossible to keep stacking good magic items. It's a complete non-issue to begin with.
>>
Does anyone have a dump of collected maps from DnD modules and such? I'm trying to build a resource library for Roll20.
>>
>>48366841
Yeah, crafting is fucking stupid.
>>
>>48366862
I wouldn't say it *IS* stupid dead stop, but in most games it's certainly just not worth it, mostly due to the time constraints which are very hefty.
>>
Shadowfag here. Updated the core spells known and spell progression to something similar to the warlock style, goes up to 6th level spells and gains arcanum at lvl 13, 15, and 17. Thoughts?
>>
Speaking of magic items, what are some good, flavorful ideas for magical shields that don't involve pure bonuses to AC?

I like the Arrow-Catching Shield, for example, which gives +2 AC only against ranged attacks, and allows its wielder to choose to be targeted instead of an ally beside them.
>>
>>48366841
i'm just telling you my interpretation of one posters fears which we're deriving from a few lines of text. but i think his issue stems with wanting to both give players the power to create their own magic items, and fearing that this will lead to power imbalance. to which your post which i am now replying to is a good response.
>>48366862
i don't think crafting is stupid, but i would encourage said DM to make it that other characters can pursue other... uh... pursuits, such that say the barbarian might go spend time learning the nature skill, the rogue might schmooze his way into having a useful contact (or several), and the cleric might say learn a useful spell, and the paladin might get a squire who can help him out in some concrete ways. or what have you.
like if you're going to allow downtime bonuses, make sure they exist in a lot of avenues for every character more than just >wizard makes powerful magic item, fighter drinks and gambles through all his money. and if gambling is what your fighter wants to do, perhaps throw him something, such as a debt which turns into its own reward when seen to the end.
>>
>>48366892
I don't know what he meant. I interpreted it in the "I'm a vindictive and/or sadistic DM" way, since I do find that to be a very common (and cancerous) sentiment amongst many DMs. I don't know if that's the case, but if it is he can go fuck himself.
>>
>>48366681
It means people making items to fill open slots, like if they have less than three items attuned, wanting to make some to cap it out for the moment. Basically if they want a set of gauntlets of ogre strength just because it helps their build, then the answer is no. If there's a compelling story reason, then I'd be open to allowing it.
>>
>>48366879
A shield which absorbs a single magical blast effect once a day, and can release that magical blast effect later.

Good for nullifying a particularly nasty attack, but your players can also use it so store up an extra cast of a powerful spell by preparing.
>>
>>48366920
i feel it
>>
>>48366924
>Basically if they want a set of gauntlets of ogre strength just because it helps their build
How many martial str-based character concepts do people make that *WOULDN'T* want gauntlets of ogre strength? Only a very few, like super-anti magic types, types that "want to rely on their own strength" of a very few others. Most characters have a reason to make themselves better, and magic items *certainly* are a way they might be able to accomplish more of their goals.
>>
What would you find in a Wild Magic Sorcerer's home? For example, you might find Occult items and Ritual Tomes in a Warlock's dwelling or Spell Components/Spell books and magical research in a Wizard's.
>>
>>48366951
blastmarks
>>
>>48366951
It would differ wildly between the individual wild magic sorcerer, since how someone becomes a wild magic sorcerer or who they were before they came upon their magic is super widely open.
>>
>>48366951
whatever you fluff for it, your backround is more your character than your specialization

that being said, gambling and games of chance, maybe divination tools, more of the folk variety like throwing bones, tarot cards are all obvious "lel rng" shit
>>
>>48366951
A self-watering potted plant that has a 5% of turning into a Modron every tenth round.
>>
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>>48366964
>that spoiler
>>
>>48366071
...I don't even. It was removed from there a long time ago, why the fuck else would I even ask.

I was able to find an obscure website that had the file, great job being useless. I'll link the website if anyone wants it.
>>
>>48366964
>>48366965
The Sorcerer is an NPC, so I was more looking for stuff like >>48366962 and >>48366966 weird, memorable quirks.

He got his magic from some sort of Fey-dickery.
>>
>>48363047
Whats the point of stoneskin on a barb
>>
>>48367047
i was going to make a dick joke but honestly the more i thought about it the more i realized your post would still apply to anything i can think of
>>
>>48366949
right, see, this is exactly what I'm getting at. Just because it helps your build isn't valid enough reason. Remember, the initial anon even stipulated that they don't have the recipe for the item in question. I personally wouldn't allow my players to pick through the magic item list and create things just to have bigger numbers. Especially since 5e is (thankfully) a tad more sparse with loot than previous editions.
>>
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I just spent $3.85 on dmsguild stuff by B.A. Morrier. Even though I know there's a trove here, I still feel like throwing my money at these guys who do all this work.
>>
Does an elemental summoned through smashing an elemental gem require concentration to maintain allegence?
>>
>>48367069
Have you read the item creation rules?
The time and casting constraints are massive - by the time you're crafting powerful magic items *even in 5e* you should be at or near attunement cap. And you have to suspend doing any adventuring at all for fucking ages, and most games are time sensitive and it's tantamount to "game over" to do so.
>>
>>48367098
No. Consumable magic items that emulate concentration spells don't require concentration to maintain. They just last for the duration or until they're dispelled.
>>
>>48367098
I would say no.

>>48367090
What did you buy? Never heard of Morrier.

>>48367100
Fortunately you can change the rules if, as a DM, you feel like crafting their own magic items should be a viable option for your players.
Basically what Matt Mercer did.
>>
>>48367139
I just don't get the "omg magic item shop crafting" morons. There's no way in hell they've read the fucking rules.
>>
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>>48367139

35 Equipment Packs, Lingering Injuries by Damage Type, The Bestiary, The Bestiary pt 2, Secretum Secretorum (30some spells), and Individual Treasure and Gear.

Just "lazy 5e DM" stuff. It's good though. Check out Recipe Crafting for Consumables too that one's one of my favorites.

I'm also contemplating on buying some of Frog God Games's stuff. I've never bothered with Green Ronin or Kobold Press before, but I know they are popular. Are they any good, anyone know?
>>
>>48367152
Some people wanna make their own shit. I don't think that's too hard to understand.

That said the existing RAW is stupidly prohibitive with regards to letting you craft even common magical goods given how most adventurers work unless your DM specifically gives you downtime to spend time in your workshop, which most DMs won't.
>>
>>48367213
>Some people wanna make their own shit. I don't think that's too hard to understand
I don't either. But these guys do.
>>48367069
>>48366924
>>
How do you guys deal with shop's stocks? Even in a little hamlet I have to have four shops.
One halfling, traveling merchant, who's probably getting killed by the local doppleganger at some point.
One old ranger, hunting and leatherworking.
One trading post, since the village's main trade is exporting ore anti-magic gems named achromastos and the local fishermen need their fishing tools (lines, rods, etc.)
One smithie and his half-ogre sons, for all the miners' needs.
>>
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>>48367250
>Even in a little hamlet I have to have four shops
Why?
>>
>>48367177
Fifth Edition Foes (and the Tome of Lost Spells alongside it) are super-early third-party 5e stuff and are mostly not great. Their design is all over the place in both: underpowered spells, overpowered spells, shitty overcomplicated monsters, and so on. Track down a PDF before you buy.
>>
>>48367219
Ah, my bad, I misunderstood what you were saying with your post.

For real though, there are so many hoops to jump through to craft even the most barebones of magic items, if the players can justify the cost in time and materials, the DM should be accomodating.
>>
>>48367259

>Track down a PDF before you buy

well I did do that...thanks for the heads up though!
>>
>>48367257
Because I like my settlments to make a bit of sense. Every shop I listed is necessary for the economy to make a bit of sense. The ranger could be done without, but I want him in there for quest and roleplay purposes.

>>48367259
>>48367177
Fifth Edition Foes is amazing for inspiration I think. A cavern chokefull of giant crickets disturbing concentration was a lot of fun, last session.
>>
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>>48367328
>Because I like my settlments to make a bit of sense
>every single little hamlet having four specialized shops makes sense

>Every shop I listed is necessary for the economy to make a bit of sense
>despite the fact that most towns throughout all of time itself have had one or less of services like those
>>
I'm toying with the idea of a Wild Sorcerer who gained his magic after accidentally getting a powerful Wizards soul stuck in him. Anyone have ideas on how it could work or better ideas for a Wild Sorcerer?
>>
>>48367100
Are they though? I'd figure most sandbox/Points of Light style campaigns could handle it without too much difficulty. I think it's more of a problem with all the recent adventure paths and such reinforcing the idea that you have to be progressing a mile a minute.
>>
>>48367361
>Are they though?
Yes they're fucking oppressive as shit. Read them. DMG 128-129.
>>
>>48367347
I'd have this conversation but I can't take you seriously with you weeaboo shit.
Also, greentext one liners just reek of bait.
I'm sure you had an interesting input, though.
>>
>>48367392
>farming villages must have a blacksmith, dedicated trader, hunter-gatherer, and mine to "make a bit of sense"
How can you possibly be a DM when you're this dumb?
>>
>>48367359
Why can't it just work as a brute fact?
Of all the sorcerer archetypes, wild magic sorcerers are the most wide-open for how they can come to have their magic.
>>
>>48367406
I mean, I would answer your specific question since I have reasons for it to make sense - like the fact that there is no "farming" to be done because of terrible soil - but you're either baiting or being an ass on purpose.
Not every hamlet needs 4 shops, but this one does.

You don't need to care about the whys and the hows, specifically. I'm asking for help and starting a conversation on something very general:
> How do you guys generate stocks for your shops?

Everything else was just trying to situate what kind of shops I'm making and the size of the town they are in. I don't really care about your opinion on that.
>>
>>48367432
I'm having trouble thinking of a way to roleplay it without being LOL I'm possessed by a ghost or having it sit in the background doing nothing.
>>
>>48367434
>Not every hamlet needs 4 shops
MEANWHILE, 3 POSTS AGO
>>48367250
>Even in a little hamlet I have to have four shops.
Either English isn't your first language or you're just dumb as a rock m8.
>>
>>48367445
You could play it like gimmick in Pillars of Eternity, where the guy's soul causes his memories to impose on you. He wouldn't haunt you or be a ghost, but you might experience flashbacks to things you'd never yourself been through. How your character might take it would be up to whatever their personality might be.
>>
>>48367359
Plot twist: there's no Wizard, the guy is just fucking insane.
>>
>>48367460
I actually like that. Recognising places I've never been and knowing things I shouldn't possibly know could make a cool twist on it

>>48367462
This could also work.
>>
>>48367446
English isn't my first language, and that's not really what I meant. I apologize if I was unclear, even though I'm a bit baffled as to why you decided to focus on that instead of my question. Especially if you're just using this to insult me.

What I meant was:
- Not every hamlet needs 4 shops, but this one does.
- Even in a little hamlet, where I have to have four shops, I need to make a lot of widely different stocks.
Do you have any input as to how to do that?
>>
>>48367508
>English isn't my first language
That explains it. I had a feeling based on how you typed.

>Do you have any input as to how to do that?
Think about what they sell, then use (or not use) items listed in the PHB/DMG and add them in appropriate numbers to the respective shop's inventories. Add whatever isn't there that you think might be or should be and come up with your own prices for them.
>>
>>48364603
>>48365158

Changed Barb to CON caster, then going to play test it before making any more changes.

Instead of enemy missing the attack, Bushido Monk just gets to make a single bonus attack. That seems on par with other 17th level abilities. Going to play test before any more changes.

>>48365835
Nice! I really like those. I'm going to be working in some changes to my Chaos Mage. May or may not borrow some inspiration from yours. I'm trying to make it a more spellcasting focused archetype.

Really appreciate the feedback guys. Going to have some new versions up by next thread hopefully.
>>
>>48367508
More than enough stuff to divide this amongst 4 different shops in the same locale:

https://drive.google.com/file/d/0B0Qx4NeOkTzTSjEwMWJVRWhvTWc/view
>>
>>48367739
Thanks!

I may use https://roleplayingtips.com/tools/excel-file-generates-shop-inventory-for-you/ as well, if only partially.
>>
>>
Is Sentinel really that good on an Oathbreaker with PAM? It sounds pretty good but if I have to choose between 20 Str or 18 Str and Sentinel, what do I go.
>>
>>48367381
seems to me like the scaling is off, is all. with two people it takes a little over 3 months to make a rare item. An uncommon item can be made alone in 20 days, which is not at all unreasonable downtime.

Seriously, modern adventure paths/xp per day charts have warped people's expectations. Back before the wizards forums shuttered someone worked out how fast you'd hit level 20 with the normal xp per day recommendations and it was retarded, it took like 3-4 months to go from "moderately trained professional" to "Living legend".
>>
So /tg/, how do we fix the trickery Cleric?

>>48363681

On account of intimidation
>>
>>48368431
Multiclass into rogue
>>
>>48368282
It depends on if you have another Frontliner that takes lots of hits. If there is then it's pretty much always a 33% damage boost. If not it's iffy, though, since +2 are is about 10%
>>
>Submit application to Roll20 game
>Basically just "average midwestern people" are drawn into a fantasy world and gain fantasy powers
>Almost all of the applications are either straight up fantasy characters or thinly veiled fantasy characters

Now I see why GMs have applications on Roll20
>>
How hard is it to drown in 5e, and is it better/worse than previous editions?
>>
>>48363442
One fight I missed every attack roll and when the authorities showed up I said I didn't hurt anyone and they believed me. I think there might also be bardic epics about my skill in combat, if that counts.
>>
>>48365105
My policy is if tides of chaos has been used, you get a surge. Fuck the auditors. If you want less surges, use tides of chaos less.
>>
>>48365105
How about, whenever you cast a sorcerer spell, you surge if you roll under the spell's level, or twice the spell's level if you've used Tides of Chaos.
>>
>>48368764
I always count my blessings that I have a group of friends going all the way back to high school to play with.
>>
>>48366442
Wizards are the better specialists. Sorcerers are only better for doing a few different weird things that aren't all covered by wizard's better spell list and school specialization.
>>
>>48368781
I would say it's no better, people just keep dying once they've drown. What a travesty.

>SUFFOCATING (Player's Handbook, page 183)
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round).
At the start of its next turn, it drops to 0 hit points and is dying.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes.
If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
>>
>>48369210
The reason I ask is I have a campaign where the inland sea is a sleeping water elemental that subtly tries to drown people, and I'm not sure how to get the mechanics of that right.
>>
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>>48369327
>subtly tries to drown people
>>
>>48367250
I mean, it depends a lot. Like, a lot. Pseudo-medieval peasant farmers are going to be a lot more self-sufficient than we're used to. It might not make sense to have JRPG-style shops in every town. People might barter with each other or depend entirely on traveling peddlers or the owners of the land they work on. Not every town is going to have a mine nearby, and the ones that do will be totally transformed by its impact on the economy.
>>
Do you think it would disrupt gameplay if a PC had a very large number of cantrips? Say, ten or more?
>>
>>48366442
Why is wizard objectively better?

Most of the spells are just refluffed versions of each other, while metamagic enhances every spell in the sorcerer's list.

Do you absolutely have to make an enemy fail a save or suck spell? i'd rather have the sorcerer each time.

Need to do damage? Sorc is better for that too.

Need utility? Well hey, charisma is your main skill, you're the party face, and you have spells!

Int is the most useless stat to have as a casting stat.
>>
>>48369412
Not really. Seems like a bit of a waste though. There are better options than what you would need to take to get that many.
>>
>>48369412
Only if the player isn't prepared to declare his actions and take his turn within 20 seconds. I have some players who couldn't handle it. They would agonize over whether casting Gertrude's Booty Blaster would be more optimal in this situation compared to Elrond's Titty Pincher.

But if you're prepared to not slow down the game with senseless tactiKOOL optimization, then it could be an interesting character concept.
>>
>>48369412
Honestly? Not really. As is you get 4-5 so you can cover your damage types if you want to be combat only for cantrips. The fluff cantrips like prestidigitation and stuff don't really matter from a gamist standpoint, and don't have an impact on balance. They do often enhance roleplaying a lot though.
>>
I got a character alignment question for you guys. The concept for my cleric is a non-evil tempest cleric with Talos as his patron. Basically the story is as a mercenary on a merchant ship he was sacrificed to Talos during a storm. Talos offered to spare him if he became a cleric of Talos and sacrificed the priests which threw himvin the sea instead. He agreed out of desire to live and to get revenge. However after getting his revenge Talos demanded he go out and find more sacrifices or Talos would destroy my cleric's home and kill everyone he ever loved. So now he wanders trying only to sacrifice the guilty and evil doers. However it isn't uncommon for him to have to sacrifice people guilty of small or meaningless crimes. He loathes Talos for this and tries to do good, to aid and protect the innocent whenever he can but inevitably has to commit evil deeds or lose everyone he ever loved. What alignment would you guys say this is? I was thinking lawful neutral but he isn't fully committed to law he simply is confined by a pact, and his sacrifices aren't exactly legal.
>>
>>48369635
Alignment hardly matters in 5e, but if you really care, think of it like this:

A group of paladins approaches you in order to smite & cleave the shit out of you.

One of them wields a holy avenger, which deals extra 1000 damage to evil foes. He strikes you. Do you explode?

One of them wields a holy avenger, which deals extra 1000 damage to chaotic foes. He strikes you. Do you explode?

If a scourge of evil would be effective against you, that means your alignment is evil no matter what your beliefs are. Forced alignment change is a thing.
>>
>>48369689
Yeah but - but I put ao much thought in.
>>
So after a roll on an altered table forl eincarnation, I'm needing to role play a a different sex for my character.

Any advice on RPing someone of the opposite sex in a way that's not offensive or a caricature?
>>
>>48369794
Ignore the fact you're the opposite sex. You're still you, just in a different body.
>>
>>48369794
*for reincarnation
>>
>>48369868
That was my general plan.
Worried it'd come out as a cop out, as nothing changes from my side.

I guess other people will react differently to me, which creates the impact.

Cheers.
>>
Where can I find more info on Arch feys and other fae creatures? They play a huge part in my setting and 5e books are currently lacking in any good informations
>>
>>48368301
Each day is supposed to cover an adventure or half an adventure, depending on level. It's not unreasonable to be epic when you've done that much. There's clearly supposed to be downtime between them.
>>
>>48365415
>implying I hate the Zhentarim

Everyone loves some evil scheming merchant bastards.
>>
>>48366226
Favored Soul is one of my favorite classes. It seems powerful, but really no more powerful than some of the more powerful PHB classes IMO.

The extra spells are powerful, but the other perks have poor synergy with the rest of the sorcerer class.

They add some melee combat skills to a class with a d8 hit die. So the spells are really sweet but the rest is situational at best.

I don't really get the general and automatic disdain for UA around here. I tend to roll with a 'you can try it but if it's goofy OP you'll have to retcon it' approach and it's been working fine.
>>
>>48370063
i know, that's my point. Someone is complaining that crafting takes too long, and my counterpoint was that it's really not. Realistically I'd expect adventurers to go on one adventure a month on average.
>>
>>48370079
I'd guess it's because the "if it's goofy" part tends to translate to disruptiveness, and there are many players reluctant to give up their toys. It's more painless to simply bar it from the start so expectations are appropriate.
>>
>>48370068
AFAICT the only difference between the Zhentarim and the Lord's Alliance is the Alliance is in power.
>>
>>48370154
Right. I just like to tallk sometimes. It does take ~50 years to make a legendary item.
>>
>>48369892

I think it's a cop out. Sure, you're mostly the same, but I think one's gender identity and sexuality do, in part at least, help form one's sense of self.
>>
>>48370315
yeah, legendary Items would need adjusting if people wanted to make their own. I would hazard a guess that it's assumed you'd have a shitload of people working on one of those, and you'd probably be able to afford the help since you're supposed to be 17th level before you can craft them. It's still not a great system though.
>>
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>Con is now the Concentration stat
FUCKING WHY
>>
>>48370423
...what else would it be? Int? yeah, let's let wizards be even *more* mono-stat.
>>
>>48370342
Any advice, then?
>>
>>48370474

Sadly, I've not gotten the chance to role play something like that and it'd be fairly magical realm for me, so I will actively try to avoid it, but it's more than just people you know reacting differently to you, you should also react differently to people. Are you shorter than you were before? You might develop a height complex. Did your sexuality change? You might think about playing out the new attraction and how awkward it might make your character feel. If your character was vain about their masculine looks before, it might be fun to have that clash with their new looks. Just things off the top of my head.
>>
>>48370464
It makes Con a MUST TAKE stat for ALL characters. That is by far the dumbest shit, and it inexplicably gives spellcasters a shitton of HP
>>
>>48370423
>>48370517

What was the concentration stat in the past? Int?
>>
>>48370534
It was always con. 4e didn't have concentration, but in 3rd ed it was a skill, so people just made sure to cap it out and forgot about it.

>>48370517
Not really. It helps even out the lower levels which are already rocket tag, and anything that helps get casters to care about other stats is a huge plus.
>>
>>48370513
>and it'd be fairly magical realm for me, so I will actively try to avoid it
I know that feel too well

>>48369794
It mainly depends on what your character was like before. However, show massive amounts of distaste for your new female body, or strut your stuff to piss off any female party members.
Watch that one Futurama Episode where they all swap genders (S06e108), and you'll have a pretty good idea of what you should do (probably)
>>
>>48370474
Well, roleplay having a physiological response to your old gender, and having no phyisological response to your new gender, and how disconcerting that is for your character initially. No personality shifts, just basically, who you're attracted to. maybe if it was boy to girl, a pregnancy, or a girl to boy, lamenting that you will never be pregnant (or rejoicing, depending).

Etc.

That's mostly assuming your character was straight.
>>
>>48370079
>I don't really get the general and automatic disdain for UA around here.
i'm not generally disdainful of ua, thats just my impression of the favored soul. to be honest.
>>
>>48362989
Yes. Luckily there was an NPC in town to cure it. We fought a medusa and the party trapped she in a darkness spell. I was a warlock so I could blast her without problem thanks to my devil sight. Then she charged me, which ultimately led to her demise, but petrified me in the process. JUst last session the same character almost got petrified again by a Beholder, but I rolled a good save to shake it off after the initial hit.
>>
>>48370206
And that the Lord's Alliance are overt, while the Zhents are covert. LA are more about FRONTIER JUSTICE, while Zhents stab you in the back over a caravan contract.
>>
>>48370423
Idk about 4e, but Con was also the concentration stat in 3.5. Plus, its not like you are going to dump con anyways, unless you want to die to any amount of damage thrown your way, so I really don't see an issue.
>>
How do Psonics line up with the other classes, overpowered, underpowered, or balanced?
>>
>>48371271

I had a psionic in my party during PotA. They're fairly OP. Massive nova rounds, on-demand, adjustable Shield spell, regeneration. A little crazy.
>>
>>48371271
I've played a telepath mind-controller, and it feels weird. In some ways I'm ridiculous, in others I'm completely helpless.
I don't think they're OP or UP, just unbalanced. Too good in some ways, too weak in others.
>>
FrogGodAnon/EN5IDERanon here with the latest two en5ider issues.
https://mega.nz/#F!rAoGFBBJ!7oaBSiTtMQl5uDnevTEzHw

Reposting frog god mega, have Quests of Doom 3 (still looking for some others, like Chuck's Dragons)
https://mega.nz/#F!TUJwTZgY!XaKAS9xK0QDkYuGualBs_w
>>
>>48366290
Check out the death domain cleric in the DMG under villainous archetypes
>>
>>48371186
>he doesn't yolo with an 8 con
casual
>>
Monk here.

Do I add my damage modifier to all of my secondary monk attacks?
My DM seemed to think so but I was doing something like 6d6+30 damage w/ flurry of blows & 20 dex at level 5.
>>
>>48372655
>six attacks

How?

>Attack
>Extra Attack
>Bonus action Flurry of Blows first attack
>Bonus action Flurry of Blows second attack
>???
>???
>>
>>48372655

Shouldn't be 6d6. With Flurry, you only get 4 attacks (unless you're also a level 11 Fighter). You also shouldn't have 20 Dex at level 5 either.
>>
>>48372699
>roll 18
>Elf/Bird/Variant Tiefling racial +2

>roll 18
>Human/Gnome/Halfling/Half-Elf racial +1
>level 4 ASI or +1 DEX feat +1

>roll 17
>Elf/Bird/Variant Tiefling racial +2
>level 4 ASI or +1 DEX feat +1

>roll 17
>Human/Gnome/Halfling/Half-Elf racial +1
>level 4 ASI +2

>roll 16
>Elf/Bird/Variant Tiefling racial +2
>level 4 ASI +2

>doesn't even include the fact that he could've stumbled upon a tome for +2
>>
>>48372782

>Rolling for stats

You shouldn't have 20 Dex at level 5.
>>
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>>48372685
Isn't it part of Martial Arts that I can make a second attack as long as my initial attack uses a Monk Weapon?
I attack, get a secondary
Attack again and get another secondary
Spend a ki and flurry twice?
Or is it dependant on bonus actions?

>>48372699
Variant Human, Athletics Feat & level up bonus.

I've never made a Monk before
>>
>>48372796
Rolling for stats is RAW. We're not all babies who need point buy/array. Some of us actually follow the rules, sempai.
>>
>>48372812
It's dependent on your bonus action.

You get a bonus unarmed strike for free or two if you flurry.
>>
>>48372828

You can use whatever excuses you want, rolling for stats is still retarded. No, I did not think it was fun destroying CR 13 creatures with a level 5 party, I thought it was retarded.

>>48372812

That what I thought. Neither you nor anyone you're playing with know what a bonus action is. Shame.
>>
>>48372812
I actually forgot Variant Human in my list of shit.

And no, you don't. Martial Arts' additional attack is a bonus action and you only get one bonus action. So you can:

>Action to attack
>Extra Attack
>1 ki Flurry of Blows bonus action unarmed strike attack 1
>Flurry of Blows unarmed strike attack 2

Or

>Action to attack (monk weapon/unarmed strike)
>Extra Attack
>Martial Arts bonus action unarmed strike attack
>>
>>48372812
As a level 5 monk, you have the Extra Attack feature, which means when you take the Attack ACTION, you attack twice.

As part of your Martial Arts feature, whenever you take the Attack action, you can make one unarmed strike as a bonus action. Alternatively, you can expend 1 ki point and make two unarmed strikes as a bonus action.

Which means that, by taking the Attack action and expending 1 ki point to Flurry, you can attack 4 times in your turn, for 4d6+20 damage.
>>
Do you believe chronomancy has a place in a standard Forgotten Realms campaign?
>>
>>48372812

4 attacks are the most you'll be getting without haste.

Also, get a quarter staff and 2 hand that bitch so 2 of your attacks will be d8s.
>>
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>>48364900
>>
>>48373054
>quarterstaff
>two hand it for a d8

>quarterstaff
>Shillelagh for a d8
>two hand it for still a d8

this still annoys me
>>
>>48373050
no more than my shadowcaster does, and thats because the shadowcaster has historical precedence.
>>
>>48373158
Shillelagh means you can get a shield in your other hand
>>
>>48373304
Then you lose unarmoured defense, tho
>>
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So I want to make an encounter where a bunch of small/weak monsters are fighting a very strong one, and the players are smack in the middle. I have a few questions about the best way to do it.
Should I wait for the players to enter the room to begin the in-fighting? It makes sense for monsters to actually start before they show up or at least be on some sort of timer, but doing it that way would mean I'm rolling a bunch and dividing my attention with whatever they players are doing. In either case since there will be so many should a use static damage instead of rolling? Should I play through the fight before hand, track the turns they take to get there and whenever the players enter refer to my notes of Little Monsters killed and Big Monster Health?
>>
>>48373353
For a start, use the average /set damage for each monster, so you're not rolling damage dice for them
Say the fight is in progress, but abstract the HP loss out rather than stimulating it at the table, to save time - just take a few HP off some of the monsters, and describe the battle scene to demonstrate some being weaker than others due to wounds or exhaustion.
Let the players hear the battle before they arrive, if they are being cautious, or have good passive perception.
Don't spend too much time 'fighting yourself' at the table. Narrate what's happening with as few die rolls as possible when going monster v monster to keep the players active for more of the time. And Narrate the fighting properly! Don't just say, 'the minotaur hits the goblin for ten damage', go for something along the lines of, 'as the minotaur lashes out, its axe brings the goblin in range to be gored by his horns!'.
Hope it goes well!
>>
>>48373353
You need a reason for the players to get involved quickly, rather than just wait for one side to wipe out the other. There's got to be some kind of objective that all three parties want to achieve but only one can have.
>>
>>48368301
I don't know in what world two spellcasters level six+ doing basically nothing other than sitting in a room trying to craft an item for >3 months straight to put out a *SINGLE* rare-quality magic item is "OP nerf pls".
And give up on anything greater quality than rare, because you're not spending years creating it. The world is moving. Things are happening. The bad guys are winning in the shadows and you're afk in the brain. Tick fucking tock.
>>
>>48369184
Sorcerers are better buffers (twinned buffs), better save-or-suck users (heightened) and *VERY SLIGHTLY* better evokers (quickened + empowered + cantrip in the same round possibly with elemental affinity from draconic) over extended fights (obviously overchannel usually wins in a one-round nuke, though actually not by that much).
But yes - wizards are better. Which is why when people complain about "omg favored soul unbalanced" I mourn for the world's mean IQ.
>>
>>48373990
Back in the day we used to have sometimes huge gaps between in-game adventures. If the party didn't have any humans it would sometimes be years.

The bad guys may be acting, yes, but you don't always get a lead on what's going on as soon as you finish up with one adventure. Our characters had lives outside the dungeons.

Getting back together and having a good laugh because the womanizing dwarf is now married with a kid, or the elf's son has finally gotten his act together, etc, etc. It's good times. It gives you a reason to fight, beyond "I want more loot."
>>
>>48373352

That just means shillelagh isn't that great for monks, which is fine

just take mobile.
>>
>>48369463
>Why is wizard objectively better?
Here we go!
Wizards have:
- 92 more spells to choose from than sorcerers
- can know literally every spell a sorcerer can
- can cast *more spells per day* than a sorcerer *EVEN IF* the sorcerer converts *EVERY SINGLE ONE* of their sorcery points into spell slots (lol) due to arcane recharge at most levels
- has access to disgustingly good archetypes like divination and illusion, with portent from divination being objectively better than any heightened spell and the level 14 illusionist feature being arguably the best battlefield utility and control feature in the entire game
- signature spell and spell master are simply better end-game capstones than any of the last sorcerous origin features or sorcerous restoration (lol)
- wizards memorize *more spells in a single day* than sorcerers *EVEN HAVE KNOWN* at any given level
- ^ what the fuck
- access to ridiculously good spells in particular that sorcerers don't get like watery sphere, wall of force, foresight, maze, imprisonment - the list goes on and on.

MEANWHILE, SORCERERS GET:
- certain twinned concentration spells (great)
- heightened save or sucks (neat but portent does it better)
- quickened spells + cantrips for slightly better sustained damage over the course of a few rounds than wizards can usually manage manage

In no world do the benefits of sorcerer beat the benefits of wizard when looking at general strength and what each is able to bring to the table over the course of a whole game.
>>
>>48370517
>It makes Con a MUST TAKE stat for ALL characters.
...When wasn't it?
>>
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You the anon that posted this.
You're a pretty cool dude and I would love to read the rest of your guide.
You lovable writefag you.
>>
>>48374126
Doesn't work in games where individual party members have their own objectives and goals, such that the incentive to wait around 3 months to create a single rare item (which are good but not great) which only one guy uses beats out what they need to be doing. Your games might have a ton of downtime, but you can't ever treat it like it's a fucking given, which is what retards do when they completely retardedly say "OMG MAGIC ITEM CRAFTING OP HOW COULD YOU ALLOW THAT". Read the rules and think about them you fucking retards.
>>
>>48374391
Scratch watery sphere - sorcerers do get it.
Points stand undeterred.
>>
>>48374463
The only reason EVER to use magic item creation rules has always been "The DM is a dick and won't let us find the item I want."
>>
>>48374591
This is why 3e spell casting was broken. They normalized experience requirements and assumed that all spell casters would be going for magic item creation, thus draining their experience and causing them to level up more slowly than the rest of the party. So a 4th or 5th level wizard would be teamed up with a 7th level fighter and balance would be maintained - But oops, magic item creation was a joke since you would pretty much get whatever you wanted from adventuring.
>>
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I'm sure they're unbalanced as fuck but is there anyone here who at least thinks this race is interesting concept wise? You can ignore the shitty fluff, I was just trying to match the PHB in style

Was made with the homebrewery btw
>>
>>48374591
And, hilariously enough, the people who complain the most about players wanting to craft their own magic items are shitty and dumb DMs.
>>
When you cast create undead, where do the undead come from? Like, if you're calling in a lich, are you creating a new existence from whole cloth? Can you "create" a magic caster with centuries of experience?
>>
>>48374391
Sorcerers ALSO get:
- pussy
>>
>>48374780
Wizards get dominate person too senpai.
>>
>>48374771
I'm quite positive you can't make a lich with create undead. I'm also quite sure you need a corpse when casting create undead or animate dead.
>>
>>48374756
"Vinea who adventure do so to further their pursuits"

I was skimming over the fluff until I noticed that. Then I noticed a whole other bunch of vagueness.

you've made possibly the vaguest race imaginable

Giving expertise in a race is overpowered.

Conceptually, I think they're fine. Plant people? Tree people? Something like that. It's okay.
>>
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Is there any fucking reason to actually use this abortion?
>>
>>48374391
Sorc and Wiz seem to be more about character choices than anything else honestly. At least, that was how I'd always viewed it in the past. I don't really understand why the sorc spell list is so much smaller, though being able to twin or distant cure wounds is nice
>>
>>48374100
>Sorcerers are better buffers (twinned buffs)
Very expensive on sorcery points. Copied by Simulacrum. Mostly unique ability though.
>better save-or-suck users (heightened)
No save just suck is better, which wizards get in a few exclusive spells and can do to anything with portent.
>*VERY SLIGHTLY* better evokers (quickened + empowered + cantrip in the same round possibly with elemental affinity from draconic) over extended fights
Extended fights are going to quickly run them out of sorcery points here too. Evokers eventually get the same damage boost, and a better careful spell and have exclusive spells to use their bonus action too. Evokers slightly edge out dragon sorcerers.

On the other hand, a dragon sorcerer is only slightly edged out by an evoker but could massively outclass that evoker in save-or-suck and buffing. Sorcerer tricks are flexible. Wizard tricks are specialized, but more powerful within that specialization.
>>
>>48374756
I think the base racial features are fine. I think venom is stupid. Base DC 15 for a racial feature and potentially that much extra damage at low levels is broken, and the fact that you can potentially use it so many times a day and that it can potentially keep going a number of rounds equal to one's level is dumb.
Bark skin is stupid overtuned in letting it stack.
Spines is also stupidly over-good.
>>
>>48374803
Fuck that. Then fuck the perfect waifu you made with True Polymorph. Or perfect hooker, if you only want an hour.
>>
>>48374880
I'm the guy you're responding to - I play sorcerers more often because I prefer the fluff more.
Sorcerers don't suck. They're just not as good as wizards all around.

>>48374888
>Very expensive on sorcery points
Yes it is, but it's still actually a good and unique feature to the sorcerer, which I'm glad they get.

>No save just suck is better, which wizards get in a few exclusive spells and can do to anything with portent
I agree.

>Extended fights are going to quickly run them out of sorcery points here too
Yes it will, but for those fights they can dish out a bit more damage round-to-round until they run out, which is a benefit, just not a huge benefit.

>and a better careful spell
It actually makes me upset, comparing careful spell to sculpt spells. Like, WotC, what the fuck were you thinking?

>Evokers slightly edge out dragon sorcerers
In a single round burst they usually will due to overchannel, but not in sustained fights where quickened spells + cantrips will edge them out on dpr. But not significantly.
>>
>>48374960
Sorcerers don't get true polymorph - wizards do ;)
>>
>>48374875
When you want to get into the enemy camp, but plan on crashing the camp with no survivors.
>>
>>48374960
>True Polymorph
>Get to level 17
>Learn True Polymorph
>Immediately retire from adventuring
>Open Bigby's Cosmetic Sorcery or whatever
>People pay you to sit for an hour in a room while you concentrate, so they can look like whatever they want to.
>>
>>48375006
It's actually careful disables that are another amazing sorcerer feature. Careful Web, Stinking Cloud, Fear, Hypnotic Pattern.
>>
Wouldn't Sorcerers' power level be on par with Wizards if you could cast 2 spells in one turn, due to quickened being that much stronger?

Isn't Careful Spell better early on, while Evokers' Sculpt Spells is better later on?

I feel like Charisma being the class' spellcasting ability is overlooked in most of these whining about Sorcerers, lately. I'm not saying it makes up for Wizards' (or Bards') advantages, but, in D&D, I think having Charisma as your best ability score is a notable thing.
>>
>>48375067
>>Open Bigby's Cosmetic Sorcery or whatever
Cosmetic wizardry. Or warlockery. Or bardery. But not sorcery, because it's not a sorcerer spell.
>>
>>48375083
Lots if not most of the time you can just space the spell so that your enemies are hit but your allies aren't though =/
And you're generally not taking careful until after twinned -> heightened/quickened -> one of the previous you didn't choose, and even then you might want to take empowered (or even subtle in rare cases) instead.
>>
>>48374889
Conceptually it makes sense to stack naturally tough skin with something like unarmored defense, but maybe not wearable or magic armor. I wasn't sure if it was a good idea to make it only work with one armor source though

Venom I had at DC 10 at first but I wasn't really sure what to compare it to.

Spines I mean I guess reducing the damage could work, maybe get rid of the shooting thing too

>>48374853
Well, they're supposed to be as prolific and varied as humans in terms of culture and personality. I probably made them vague in trying to avoid building a particular culture like elves/dwarves etc. have
>>
>>48375093
The other class ability (that's kinda not as good as it should be because their list of good concentration spells is a lot smaller than the wizard's) is getting Constitution as a proficient save at level 1.
>>
>>48375067
The businesswizard's dream, and he has to go through the bullshit of adventuring and questing to get to level 17. That'd actually make for a fun character.

Too bad you'd have to play him as a Transmutation wizard
>>
>>48375093
If you could cast two actual spells in one turn with quickened, yes - that would push sorcerer near the cusp of wizard. But given you're still limited by your number of spell slots and how 5e adventuring days and size + strength + frequency of encounters are supposed to be, it's not actually as much of a benefit as you might think to be able to do that.
>>
>>48375131
Easier to hit enemies if you can just throw it over your allies in melee and easier to keep enemies in the dangerous zone if they have to provoke OAs to leave it.
>>
>>48375139
Just have it be DC 8+ proficiency + ability mod (I'd think con would be most appropriate) like other similar racials that force DCs from their abilities. Don't make it last rounds = to character level though - just have it do damage once and then inflict the poison condition until they make a save or a minute passes or something.
>>
>>48375182
Yeah, that's true, but most of the time it's not super relevant, while you've still got the "other metamagic are going to be more applicable far more often" thing going on.
>>
>>48375139
True, but the statement: vinea adventure to further their pursuits has no content.

Let's put it another, simpler way, so we can get at the meaning of this statement: vinea adventure because they want to.

That doesn't flavor your race. You just described something true for every sentient being in the universe: that they do things because in the moment of decision, it is their desire to do those things.

Answer why vinea do the things they do. Answer why they want to do those things. Etc, etc.
>>
>>48375116
>because it's not a sorcerer spell
Fucking WotC man.
>>
>>48375215
Yeah I had it at 8 + Prof + Con but figure that might over-complicate the entry. Poisoned condition sounds good, thanks!

>>48375256
...Yeah, that line's worthless. it's gone now
Is the stuff in the yellow box on that page more informative than that bit? I could move part of it it there instead, make the box smaller
>>
>>48375387
figured* as in past tense, it makes the most sense to me but I was afraid to go with it at first
>>
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Strahd cast himself back as the black haired Jackie pulled himself up on top upon the roof of the castle, having tossed a vase at him. Strahd hissed with a smirk as he dodged it.

"You think you can contest with me mortal?" It began to pour rain, and lightning struck in the far distance of the Barovian countryside. "You cannot escape the mists. You will die here."

Jackie felt for the corked liquour that the gypsy had given him, and pulled the top, downing the entire skin in large, quick gulps. Strahd raised an eyebrow as the rain began to downpour. "What are y-"

"Blaaaaah" Jackie spat, gasping for air, and his head lolled. He threw the skin away lazily, and then pulled his loose limbs together in his Drunken Fist stance.

"I...I don' wan' no trable..."

>tfw Jackie Chan will never do a movie where he fights vampires

2016 sucks dick
>>
>>48375941
Strahd is so fucking evil. Holy shit he's not even a bit subtle.
>>
>>48375981

I know how Strahd is in the book, but, in Hollywood, that shit don't matter.
>>
>>48374756
>hermaphrodites
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>>48374756
>focused masters

GAIN EXPERTISE IN ALL YOUR SKILLS AND YOUR FAVORITE WEAPON

are you retarded? Fucking idiot Jesus

>Barkskin
Oh an extra +2 C for everyone? Yea, yes you are retarded. Kill yourself immediately
>>
>>48374756
>Bark Skin
That's really stupid. Please don't.
>>
>>48376332
The idea was it balances out by having less skill proficiencies... I threw that in after writing the fluff and wanting a mechanical method of representing their obsessive nature, but I can see it being unbalanced, yeah

>Barkskin
Is natural armor just not acceptable anymore?
>>
>>48362989
From last thread:

>Rogues get double climb speed. This somehow implies they should also not have to roll to climb.

Can someone explain this to me?
>>
>>48376497
>Is natural armor just not acceptable anymore?
Read draconic ancestry. Or mage armor. Or unarmored defense. Or base armors.
They overwrite one another - you use only one formula. Giving a +2 to armor flat is completely off of 5e design intent with AC - you giving enemies a +10% miss chance against that race that stacks with every other armor formula in the game *just for being that race* is completely off-kilter.
>>
>>48376616
You tell me how a thief is twice as fast a climber while having no change to strength score first.
>>
>>48376656
>How do they climb faster?
They have to make half as many climb checks, and go twice as far in a round.
>>
Are eldritch knights any good? if so would you str or dex?
>>
>>48376683
Climb checks are at a DM's option. They're optional to impose. Otherwise climbing is literally exactly the same thing as difficult terrain. Guess who's not making my high-level acrobatic super-burglar have to make climbing checks? KEK-JEK.
>>
>>48376631
i would note, just to be contrary though, some monsters do have natural armor, its just completely ignored and unmentioned, just stapled onto their stat block. but thats obviously because of ease of use
i would also mention, Natural armor follows the "doesn't stack with XXXX" rules apparently, despite it never being mentioned in the rules, so even if he was just given something called natural armor, it would indeed overwrite and/or be overwritten
>>
>>48376656
Question revised.

How does double climb speed imply not having to roll?

I'm looking for the rules explanation, not a justification of why you might implement such a houserule.

I'd be more inclined to let them make a Dex based athletics check to climb than remove the rolls entirely.
>>
>>48376743
>How does double climb speed imply not having to roll?
Where is it implied you ever have to roll at all?
Hint: it's not.
>>48376716
>>
>>48376700
Str is my eldritch knight. Sword and board with dueling fighting style. Fluff, he's a Ex knight who wanted to continue serving his country and try to help the common ppl.
>>
>>48376716
>>48376758
>Climbing is not an action that requires rolls in 5e unless your gm is being a dick.
As someone new to 5e I have to say:

Wait, really?

Because in older editions, particularly 3.x (yes, I know) you explicitly roll to climb once per round.
>>
>>48376717
Monsters are a seperate thing entirely from PC classes in D&D. What they have doesn't translate to what PCs have at all.
>>
>>48376819
PHB 182 - it's entirely optional.
Fucking faggot MAD-loving rogue-hating faggots and their bullshit can go fuck themselves.
>>
>>48376700
they're decent, they have near the strength of the other fighters, with extra utility.
Str might arguably be better, what with 2handing, but dex is also easier and cheaper, like it is with every other class. they dont NEED massive int if thats what you're wondering about.

compared throughout each fighter, they probably do the least single target, (completely on par if you're using sword coast cantrips) but trade that for utility/aoe damage, which for the most part fighter doesn't get otherwise
>>
>>48376824
which is true, i just wanted to add it to the list, since it follows all the rules you mentioned, but was left out. They could theoretically add it to a class, and it would follow exactly what was said. And since you can armor theoretically any mount, it could easily come into play for a pc
>>
>>48376936
That's the equivalent of saying "DMs can do what they want" though. Duh.
>>
I don't make people make climb checks unless it's necessary or they want to do something crazy like climb stealthily or some shit. Then there's checks.
>>
>>48377052
Hear hear. I'd add that when they must in edge-line circumstances, I'm going to allow acrobatics as a substitute.
A world in which the super dextrous halfling who weighs less than a dog can't scale a parapet just because he doesn't have a high strength score is a fucking stupid world.
>>
>>48376837
It says 'at the dms option' and then tells you of some example situations when it suggests you call for checks.

It seems pretty clear they're saying "it's up to the gm to decide if a climb is difficult enough to require a check, and here are some examples why you would call for a roll, and what that roll would be."

Not "optionally your gm can force a roll to make climbing more difficult that it would otherwise be. He can either call for rolls, or allow you to climb anything you want with no check".

I mean obviously the gm can do what he wants, and the rules are more vague than they should be, but what they are saying still seems pretty clear to me.
>>
WHERE IS THE UA
>>
>>48377155
I'm arguing for the "don't be a dick to your rogue faggot DM" position dude. I don't think you should force your rogue to make athletics checks to fucking climb, and the rules don't say you must to be in conformance with the normal rules - they say it's optional to do so.
>>
>>48377171
Wotc is too busy sucking Cocks.
>>
>>48377303
Sucking wizard cocks.
>>48374391
>>
>>48377195
And I'm saying that it seems pretty obvious to me that they mean "when a climb would be difficult enough to call for an athletics check is at the gms discretion", as opposed to "normally you can climb a sheer oil slicked wall with no tools or handholds without any kind of check required, unless your gm applies an optional rule to nerf climbing". Acting like it is the latter seems disingenuous to me.

Whether the latter is more or less favorable to the rogue is irrelevant to the point, afaic.

Even if you go with the (imo ridiculous) reading that by default you don't roll to climb under any circumstance, you're a cunt if you decide on a per character basis (instead of a per task basis) when to call for rolls and how hard those rolls should be.
>>
>>48377171
Next Monday.

If not, the Monday after that.

If not, the Monday after that.
>>
>>48377333
RAW it says "at the DM's option". You can RAI all you want - when something is an option it's an option - the DM can do it or not RAW at their complete arbitrary discretion. The default is not to do it.
It wouldn't be a per character basis, it'd be either I have occasional climb checks that everyone is subject to in which you can use athletics *OR* acrobatics (fucking MAD cunts), or else no roll at all.
Rogues/monks/whatever will not need both strength and dex just to do their shit - that's fucking stupid.
>>
>>48377384
>"The default is not to do it, ever".
Yeah, that seems very clearly "interpreting RAW the way least like the very obvious RAI possible, because it benefits me to do so."

>It wouldn't be on a per character basis, if be consistent about it.
Well that's good.

>Athletics or acrobatics to climb.
That is a reasonable houserule, as is allowing a Dex based athletics check. But it's not an interpretation of RAW, or of RAI.
>>
>>48377473
It says optional - I won't optionally read a rule that fucks over my players in such an annoyingly unintended way. You know Wizards never intended rogues/monks to need to have a high strength score to be able to scale climbing obstacles more effectively - I take that intention as trumping whatever intention they may have had with the bit we're discussing now.
They worked really hard to eliminate MAD from classes in this edition, and I'm not going to take an optional rule and make a whole character concept MAD when it's completely unnecessary by RAW and RAI.
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>>48374780
true
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>>48374960
hmmmm if i ever start doing doujins i want to make one about an ugly hooker who loves going to a wizard because he likes being turned into a hot chick for the time she spends with him.
>>
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Hey /5eg/, what's the best Fighter martial archetype?
>>
>>48377620

Paladin. Hit hard and have magical abilities.
>>
>>48377637
But I'm playing a Fighter.
>>
>>48377620
Champion by base mechanics barely over battlemaster if you're mostly doing dpr/surivability calculations.
Eldritch knight gets magic which can be handy obviously but isn't as straight combat-effecitve as the other two, + MAD kind of sucks.
The purple dragon knight archetype isn't bad imo - the aoe second wind is neat.
>>
>>48377473
>>48377384
>Coming up with a, bizarre, literal interpretation of RAW that can be read multiple ways, which works out in your favor.
>Pretending other literal interpretations of the RAW don't exist, even if they make more sense in the context of the rest of the game.
>Nobody can actually know what the designers intended, even if it's tremendously unlikely it's the bizarre reading.
>People will continue to argue over it until/unless an errata is issued. Then, the ones with the bizarre reading, will most likely be butthurt that the other RAW reading was the correct one.

Yep. This is a ttrpg alright.

It seems likely the "when something is difficult enough to climb that a roll is called for is at the gms option" is the intended interpretation, and it's only there to preface the explanation of what to roll. Does this reading of RAW make Rogues and Monks more MAD than the other reading? Yes,

Would I go with the "no climb checks by default" interpretation in order to change this? No. Not a chance. Difficult tasks require checks, climbing included. Would I consider houseruling climbing to either let you use Dex instead of Str, or Acrobatics instead of Athletics? Yes.

I'd probably go with uncoupling attributes and skills, and allow a Dex based climb check, personally.
>>
>>48377675
I thought champ had to do an unreasonable number of rounds of combat in order to come out on top?
>>
>>48377797
The funny thing about "in your favor" is that in my case I'm trying to reduce MAD and make my PCs in my games *not* be MAD, while the other people for some reason want their rogues and monks to need strength as well as dex as well as con as well as wisdom to do their shit.
Any interpretation that quite literally departs from *exactly* on of the core design goals of 5e in such a stupid way I'm going to ignore the fuck out of when I can reasonably interpret it otherwise. I'll do that without fail.
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