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/5eg/ D&D Fifth Edition General

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>Latest News
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Previous thread >>50495650

What happens to the main enemy in your low-level campaigns (goblins, etc.) when the players become strong enough that fighting them is trivial?
>>
>>50502213
>What happens to the main enemy in your low-level campaigns (goblins, etc.) when the players become strong enough that fighting them is trivial?
I start applying their NPC racial traits from the DMG to higher-CR NPC stat blocks in the MM and VGM.
>>
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Which of these seems more promising for a Water Domain Channel Divinity?
Channel Divinity: Invigorating Waters
Starting at 2nd level, you can use your Channel Divinity to safeguard yourself and your allies.
As an action, you present your holy symbol and summon a barrier of magical water over a number of creatures within 30 feet up to your Wisdom modifier (minimum of one creature). These creatures gain temporary hit points equal to two times your cleric level. A creature protected by the barrier’s speed increases by 10 feet. The barrier lasts as for an hour, or until the temporary hit points it grants are depleted.
OR Channel Divinity: Churning Waves
Starting at 2nd level, you can use your Channel Divinity to tip your enemies’ balance.
As an action, you hold your holy symbol aloft and summon the force of a rushing river or crashing wave. Any hostile creatures within 30 feet of you must succeed on a Strength saving throw or be knocked prone. If any of these creatures attempts to move more than 5 feet on their next turn, they must make the saving throw again or fall prone and lose their remaining movement.
>>
>>50502104
I have yet to use Disarming Attack to actually dis-arm an enemy, but
Last session we were fighting a giant and I just wanted to apply the Blind condition. It was prone and Slowed, so I could reach its eyes, and I whipped out my pot of ink and tried smashing it in the giant's face. I figured it'd be 1d4+Str and maybe Blind, cool, mission accomplished.
>DM: wait, let me look up the damage for that
>Me: improvised weapons are just 1d4
>DM: there's another chart... here
>DM: give me 2d10
>mfw this giant is now rolling around (slowly) with ink and broken glass in his eyes and a jackass Warlock screaming rude things in its mind, utterly incapacitated
>>
>>50502273
Channel Divinity: once per day you can get on your knees and beg to suck a Kossuthan's dick so that he spares your miserable life
>>
>>50502213
Hobgoblins are best goblinoids.
>>
>>50502213
>What happens to the main enemy in your low-level campaigns (goblins, etc.) when the players become strong enough that fighting them is trivial?

Large groups are usually enough to keep them relevant for a bit longer, as long as they've got some CR 1 elites. Outside of that, you need to give them siege monsters to follow into battle, or make higher level NPC captains to lead the charge.
>>
>>50502320
Real talk here, what is it with you and Kossuth?
>>
>>50502213
The main enemy is, and always has been, humanoids.

>The elves, they're not sending their best.
>>
>>50502273
Alright, self-feedback, I think the first is a bit much.
>8th level, 20 Wis
>Give 80 THP spread out
>Life cleric is doling out up to 40
...Anyways, should it be an ally-buffing or enemy debuffing ability?
>>
>Dm for the first time
>Per players request, we start at level 7
>Firbolg Barbarian burts through the porticullis
>the grid drops. It wasn't locked
>Exposes the relatively weak team to a siege attack from an archer and a phantom warrior with almost no way in
>I bullshit a secret passage well enough to keep the plot moving forqard
>He rages through five more doors
>None of them are locked though
>It becomes a meme where the Barbarian Crack bursts through every door, one more spectacularly than the last
>Eventually followdled by a "when you realize that the door wasn't locked"
>>
Continuing my request for help with 5e setting world-building, reposting setting history as a fair warning.

>>Originally a high fantasy world
>Humans born from the raw magic of the world, also alongside dragons.
>Dragons, being uber-mary sues (in their own minds), achieve absolutely nothing.
>Humanity builds the first civilisation with the aid of sorcery, which eventually evolves into wizardry.
>Humanity spreads across the planet, eventually meeting the dwarves, who were born of elemental magic (fire, stone, metal, ice and storm).
>Humanity and dwarves make peace and trade; magic to dwarves, metalworking to humanity.
>Civilisations flourish, grow into "industrialised magic" type magitek world (ala Eberron).
>Elves show up on a flotilla of magical spaceships; species of arrogant fae necromancers & fleshcrafters, orphaned after their own world went kablooie.
>Humanity decides to be generous and let them move in, as there's plenty of untamed land still out there.
>Elves and dwarves promptly go to war with each other over usual realpolitik stupidity.
>Elves destroy a dwarven city with mutagenic plagues. Dwarves respond by mutating captured elf soldiers into first orks as expendable warrior-slaves.
>Orks get out of control and start fucking things up for everybody.
>Humanity gets sick of being caught up in crossfire; creates Warforged armies to bolster ranks and researches "megaspells" to wipe out whole armies at a time.
>Dwarves & Elves start work on megaspells too.
>Black Dawn happens; whole world is blown away in a storm of magical destruction and planar leaks, ala RIFTS.
>Generations later, survivors are trying to get shit back together in the mutated world left behind.
>>
>>50502297
Haha damn that's a generous DM
>>
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>>50502361
Remember back in the late 80s / early 90s when everyone got up in arms about D&D leading children into Satan's grasp and teaching them occult secrets?

I became an actual IRL Kossuth worshipper then as an edgy teen in order to learn real magical spells.
>>
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>>50502619
>Worshipping a fictional deity
>>
>>50502619
>IRL Warlock
>>
>>50502686
>he doesn't know Kossuth was a real historical figure
google it kouhai
>>
>>50502694
>Worshiping Hungarian filth
>>
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>>50502686
>fictional deity
Isn't that redundant?
>>
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>>50502726
But I can make an easy and remarkably safe living as a firefighter while saving lives and getting all the chicks.
>>
>>50502273
Twice cleric level is too weak at level 2 and too strong at later levels.

Double proning every creature within 30ft is also too powerful. Making it have two saves results in it far too reliably locking down enemy movement.

However, depending on the other cleric features (mainly the level 1) it may be alright to keep either of those abilities as they are.

I'd probably go for the 'prone enemies' sort of an ability, though. Just make it more suitable.

Say, make it a giant version of thunderwave that prones instead of deals damage.

Enemies must make a strength save or be pushed back 15ft and be knocked prone by a giant, magical wave, within a 30ft-edged cube.
Probably add a secondary effect so it still does something even if they make the save. Leaving behind difficult terrain for a whole round might be a bit too much and giving temporary HP doesn't make sense. So, any sensible not-too-powerful effect that takes place regardless of whether saves are made or not that doesn't screw over the enemies who made the save too much could be added, I guess.
>>
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>>50502619
You need jesus.
>>
>>50502803
And Jesus needs to get back to work on my hedges.
>>
>>50502803
Jesus is being deported. We worship Goldman Sachs now.
>>
>>50502823
>>50502885
Eeeeyyyyyyyyyyyyy.
>>
>>50502823
>>50502885
>>50502892
cringe
>>
>>50502731
Actually doesnt' have to, shintoism believes everything is divine, from plants, to animals, and those clearly aren't fictional.
>>
>>50502892
Macarena
>>
>>50502905
>he's not a solipsist
ha ha, silly me, imagining such a stupid Anon
>>
>>50502771
I don't want to get too close to the Tidal Wave spell, since I'm giving them that as a domain spell.
Maybe 30 foot radius save or prone, disadvantage on the save if within x feet of a source of water?
I was also thinking about some sort of water-purifying ability, but can't find a good way to go about it. Will likely dig into 3e or 4e books for possible inspiration tonight.
>>
>>50502911
Aaaaay.
>>
xth for standing still and attacking things for hours on end.

#martiallife
>>
>>50502273
The central theme of water is change and transmutation. It carves new paths, wears stone down to sand, gives birth to plantlife, and shifts from sea to air to cloud to rain to river and back again. It is cylical and an equalizer.

>Channel Divinity: Come Up With A Name
>Starting at 2nd level, you can use your Channel Divinity to cause a miniature river to spring forth.
>As an action, you present your holy symbol and water begins to seep out of a space that you can see within 60 feet, flowing in a direction you choose. You can cover a number of 5' tiles up to three times your Cleric level and need not expend all of them at once.
>The river follows the ground but can defy its slope. The river is treated as difficult terrain for enemies regardless of their direction of movement, and they have disadvantage on all checks made to avoid being grappled, shoved, or knocked prone; allies have advantage on checks made to avoid being grappled, shoved, or knocked prone, and their movement costs are halved in river tiles (they may move 10 feet for every 5 feet of their speed remaining). Prone enemies and dropped objects move one tile per round in the direction of the river's flow on the start of your turn.
>As a bonus action, you may shift the position of a number of river tiles equal to twice your level, but the river must remain contiguous.
>The river lasts for one minute or until you dismiss it as a free action.
Recharges on long rest, yada yada.

Hinder enemies from reaching the party, make a watery escape, bring items to yourself, put out fires or irrigate a field and other wacky non-combat stuff, encourage the party to run every enemy into the ground, sweep assholes off cliffs, etc.

>select all rivers captcha
gee
>>
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>>50502213
Related to OP, has anyone come up with an E6 equivalent yet?
>>
>>50503277
For what purpose?
>>
>>50502273
invigorating waters - change it to WIS + lvl
churning waves - remove the second prone
>>
>>50503334

same reasons as the original variant i would imagine, keeping power levels low but still allowing for continued character growth.
>>
>>50502619
Get on the level of Lathander.
>>
>>50503277
What are you aiming to get from an E6 equivilent?

That said, I think if your main aim is to prevent too much high level craziness, stop at level 11. It's where Fighters get their third attack, casters get a single 6th level spell, and is generally a good point to sort of have things capstone before the craziness begins.

After that, you can probably just do the same thing as E6 and give more ASI out. There aren't that many though, so people will probably max out at 20 in everything with all feats eventually, but you could solve that by allowing them to purchase Boons from the DMG or raising a few of the stat caps up to 24 to compensate.
>>
What are the best "Light-themed" classes, namely ones that churn out a shitton of radiant or fire damage or ones that prefer to illuminate than obscure. I figure Light cleric (duh), Ancient's paladin, Sun Soul monk, red dragonic blooded sorcerer and divination wizard?
>>
Is combat in this edition stale and boring or is that people shitposting again?
If it is stale and boring, how do we improve combat so it's not?
>>
>>50503412
There's also the Light Patron warlock from the Underdark UA. I'd say it, Light Cleric, and Sun Soul monk are the best for shooting lasers, Ancient's Paladin has the philosophy of liking it, and Red Dragon sorcerer can dish out fire well.
>>
>>50503431
I'd say to add in some variant rules from the DMG like Flanking and Marking, as well as just reminding people that you don't have to stand still to full attack.

Maybe just give everyone Mobility for free.
>>
>>50499738
You'd think by that guy defending it in the last thread that it's a class that doesn't need change at all and is completely viable in its role.
>>
>>50503431
It's all subjective. I haven't had much of a problem with boring combats, personally.
>>
>>50502501
make magical cancer be a thing
>>
>>50503431
It is. The recipes for fixing it involve giving monsters more possible reactions to things so that opportunity attacks happen less often. Same for players.

Make a few more mobility type tools as well, rebalance class design so that every class has fun and interesting at will abilities.

Right now anything that is at will is also boring, and anything fun and interesting is on a cooldown.
>>
>>50503441
Damn how could I forget the undying light patron? Way better than Red Dragon sorcerer, thanks!
>>
>>50503412
divination wizard?
>>
>>50499093
>>50499187
Nice, thanks dudes.

>There is a thing on the show that seems to line up with the parasitic ooze.
>Who released your ooze, anon? That is probably the real question.
Good question. How's this for an idea?
Was thinking that as above there is a lighthouse to ensure the safety of ships, so below is there also a lighthouse but its purpose is to keep the creeping dark water/oil and monstrous leviathans with too many appendages at bay.

Maybe this below lighthouse ceased functioning for a while, and so the ooze managed to flow from below?
What might be a good creature to crib from or just design something?
>>
>>50503466
I thought flanking and marking was an inbuilt function and requirement of the system?
Guess 4e spoiled me too much. And flanking having existed from previous editions.

Good idea on mobility.

>>50503513
Isn't opportunity attacks already happening way less than it does in previous editions?

And don't classes already get reactions to attacks? A free mobility feat might not be such a bad idea though.

What fun and interesting at will ability might you propose?
>>
>>50503431
If your players didn't want to do cool stunts before, they won't now, either. If they did want to before, but wouldn't because of the suboptimal mechanics of doing things other than attacking, it's easier for DMs to feel comfortable being generous this time around, because the scope of mechanics are tighter, and bounded accuracy gives you a better idea of what should be happening numerically at what level range.
>>
>>50503513
>so that opportunity attacks happen less often

They're already limited to once per round for each creature, how would you reduce that even further?
>>
>>50503627
In the playtest, there were martial dice. You could spend these during your turn or during another person's turn. You got back any spent at the beginning of your turn.

Imagine a warlord class that can use its reaction to add martial dice to an allies attack to boost it in a flavorful way. This means he can't opportunity attack, but it might be worth it.

Imagine legendary actions on monsters were just fluffed as reactions instead, so tactically baiting one out would free up People to move around it.

How about a sorcerer who can use meta magic on enemy and allied spells as a reaction?

There's lots of ways to spice things up. My rule is that every class should have one "simple" option as a containment class for indecisive it simple people. The rest should continually challenge players with complicated decision making.
>>
>>50503721
By offering competing reactions.

The problem is that even at once per round for each creature, they still almost completely shutdown players from moving in combat.

Two players are engaged in a melee with a dragon. The first thinks "golly, I want to do something interesting, but if I move, the drain will hit me, and attacking 4 times is penalty going to do more damage than whatever I would do anyways, so I'll stand still and attack."

The second player, seeing that the dragon still has an opportunity attack starts his turn thinking "golly, I want to do something interesting, but ...."
>>
Merry Christmas Thread

I made this for u: http://vocaroo.com/i/s1XW2PZgPpY2
>>
>>50503985
4 me?
>>
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>>50503570
>>
>>50503985
I appreciate you, anon.
>>
>>50502501
In terms of what I want to do, crunch-wise, I need some help with:

* Making PC stats for an expy of the Shin'hare.
* Reworking PC stats for Calibans (deformed, magically-created mutants originally from Ravenloft).
* Balancing out homebrew stats for a more personally satisfying Warforged and Kobold.
* Building some new Patrons for Warlocks, including Dark Mother (creepy, scary nature deity; Lamashtu, Shub-Niggurath, Zuggtmoy, etc). and Lifebringer (healer patron).
* Building some new "elementalistic" Sorcerer Origins.
* Possibly working on a Kensai (sword-saint) style for Monks.

Any of these particularly interesting to anons here?

>>50503481
Magical cancer? Done deal. Turning into Chaos Spawn expies? Done. Drink the wrong pool of toxic water and your flesh will slough off your liquefying bones as you dissolve into a lifeless puddle of glop, all whilst desperately attempting to delay the inevitable by eating human flesh? Sure, what else you want?
>>
>>50504093
thanks...
>>
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>>50503985
>>
>>50503985
is this you?

https://www.youtube.com/watch?v=n9KxuAWZwiA
>>
>>50503985
What mods do you have for Morrowind?
>>
>>50504224
i play modless on my original xbox lol
>>
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>>50504233
>morrowind
>console
>>
>>50504261
i kno
>>
>>50504233
Okay, that's fun too. I wish I wasn't addicted to video games and could be trusted to play just once.
>>
>>50504271
You can get mods working in the Xbox but it's even more hit or miss than normal modding.
>>
>>50504171
>https://www.youtube.com/watch?v=n9KxuAWZwiA
Dude this shit is amazing.
>>
>>50504303
>Dude this shit is amazing.
really? i could do that all day. ive done a million like that in threads in the last few years
>>
>>50504101
Oh! I just remembered/realized that I also need to work on Backgrounds for this setting, both in terms of "what canon ones are viable here" and "homebrew new ones to fit the setting" as part of my crunch-work.
>>
>>50504303
http://vocaroo.com/i/s0wxnN4mC2Z1

this is old
>>
>>50504312
And I hate myself for missing them now, anon.
>>
>>50502464
Is...is this not what everyone does to every door in the dungeon?
>>
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>>50502501
the last part of your campaign is also what my campaign world is dealing with

>magical apocalypse happened
>shit went crazy, every race went near extinct, some did go extinct
>survivors use magic to dome their last remaining cities and also put themselves into a timed stasis
>wake up some few thousand years later, outside world is wild, bigger, and untamed as fuck, elves tried to be tricksy and wake up early but get fucked over mentally for it cause magic 'cancer' in the air still.

i love the idea of how post-apoc works in fantasy settings, so it's taking some dark sun rules and such
>>
>>50502501
>megaspells
Don't think I don't know your ways.
>>
>>50503985
Are you a big guy?
Are you retarded? You sound retarded.
>>
>>50504629
i won't be trolled
>>
>>50504745
You do sound like a retard though.
>>
>>50503985
Illa fuck you in the ass Scooter Mcbeet, whet's yer ayydress, get me sum fukin' wengs.
>>
>>50504771
http://vocaroo.com/i/s1yZaDkVgz2c
>>
If I make Adv/Disadv stack, how many times should be the limit?
>>
>>50504859
dont
>>
>>50504859
2 or more in either direction should cancel it all out

Otherwise, 2-1 should still impose advantage/disadvantage imo
>>
>>50504859
>>50504868
>>
>>50504853
And now you sound you have literal autism.
Are you okay?
>>
>>50504868
I'm removing a lot of flat bonus and turning them in Adv/Disadv, I have to make them stack
>>
>>50504948
What bonuses are you removing?
>>
>>50504948
>I'm removing a lot of flat bonus
please stop
>>
>>50504859
Rather than that, turn it into Shadow of the Demon Lord's boons/banes. Makes adding good/bad modifiers less "and suddenly everything else is negated!", works out ok.
You add positive (for boons) or negative (for banes) d6s to your d20 roll and take the highest result. They cancel each out 1:1.
So a roll with 2 banes means you roll 1d20-2d6, taking the highest 2d6 (and throwing in normal mods like Str/Dex) If you threw in a boon, it'd be 1d20-1d6 as the boon cancels out a bane. There's no limit one way or the other, but beyond a few is pretty rare.

The math is fairly similari (a few % off or so) if it's just 1 boon/bane, but it starts changing more if you've more (eg 2 or 3 boons)

>>50504948
Wait, you're doing what now? What are you removing?
>>
>>50504903
http://vocaroo.com/i/s1tQKDq3BGg0
>>
>>50504982
>>50504993
>>50505002
Something similar to this
>>
>>50505034
There is nothing wrong with expertise and proficiency bonuses.
Please play the game before trying to revolutionize it.
>>
>>50505069
>Please play the game before trying to revolutionize it.
I played it a lot, just came here for the opinion of others for should I handle this change

>There is nothing wrong with expertise and proficiency bonuses.
I disagree, but it's not what I want to discuss here, so I'll not extend myself
>>
>>50504859
>>50504948
Don't
>>
>>50505094
Flat bonuses in the game are desirable in many regards, because there are things you characters can get *so good at* relative to the competition that they should far more consistently be able to accomplish them.

There is a reason in many sports it's the same few people who remain the proverbial "best" do in fact remain there.
It's the same with D&D - throwing everything to RNG is simply *annoying*.

BUT YOU DO YOU SENPAI!
>>
>>50505002
>Rather than that, turn it into Shadow of the Demon Lord's boons/banes
I liked this, but I think I would put this on top of the normal Adv/Disadv system, similar to the weak stacking in the pdf
>>
>>50505147
Expertise giving adv already makes the rogue be consistently good
>>
>>50505173
In nothing as reliable as flat~
But you do you!
>>
Do people really dislike advantage/disadvantage and want to go back to variable modifiers?
>>
>>50505244
No? Advantage/disadvantage works great. Trying to boil down literally everything to it by gutting parts of the system is dumb, though.
>>
>>50505147
The main problem with expertise, and to some extent reliable talent is that they apply to grappling and shoving.

Additionally, very few monsters actually are good at athletics (and realistically they should be), so grappling/shoving becomes the optimal strategy in all situations.
>>
>>50505259
Grappling and shoving aren't terribly strong game mechanics, so that's perfectly fine.
>>
>>50505269
Want to know how I know you're retarded?
>>
>>50505244
I'm literally trying to do the exact opposite
>>
>>50505291
Go ahead and make your really stupid statement.
Can't imagine it'll take me more than a moment to tell you why it's stupid.
>>
Going tavern brawler with barbarian, anyone have any experience punching your anger out?
>>
>>50505244
Like much of 5e, advantage/disadvantage is an over correction.

There should be some stacking of circumstantial modifiers, but advantage/disadvantage doesn't let you do this well.
>>
>>50505354
>advantage/disadvantage is an over correction.

Not really. It averages out to about +/- 3
>>
>>50505354
There already are circumstantial modifiers, through spells, class features, and cover.
>>
>>50505381
+/- 4.
>>
>>50505381
>>50505407
I thought it was closer to +/-5, or that's how I've always calculated it in my head.
>>
>>50505311
Imagine a spell that is basically hold person, but they can futilely attack while being held, and maybe teleport out if you don't have counterspell ready.

Now imagine that the wizard can cast this spell as a cantrip.

Next imagine that the wizard gets to add his proficiency bonus twice to the spell save dc to beat the spell.

That's grappling plus shoving.
>>
>>50505381
I mean it's an over correction to a problem. They're were too many stacking modifiers in earlier editions so they scrapped 99% of them.
>>
>>50505416
Oh and in addition to being hold person on a cantrip, it's by far the most efficient form of forced movement in the game.
>>
>>50505416
The only thing grapple does is set a creature's speed at 0.

It can attack, cast spells, use abilities otherwise completely as normal.

The fact that you just compared it to hold person - which causes *PARALYSIS* - is so insanely laughable.

Spotting someone who doesn't know jack shit about optimization is so pathetically easy.
>>
>>50505354
>>50505435
It's a streamlined correction to the game that really will bog down the game. It's a roleplaying game not maths simulator 2016.
>>
>>50505470
to the game to something* that will* really bog down the game, rather.
>>
>>50505413
10.5 -> 15
7 <- 10.5
>>
>>50505464
You're forgetting shoving, retard.

Grappling/shoving is definitely optimization. It's the most efficient way of attacking most monsters, since their athletics scores rarely get proficiency bonuses, and it confers advantage to your entire team.
>>
>>50505515
Moving a creature 5 feet with an attack that you could've used to bring it closer toward not being able to take any actions at all is *incredibly* rarely the best option.
Shoving a creature prone is alright sometimes, but generally not worth it unless you're in a party of melee attackers or you get it as a bonus action (like shield mastery).

These are op-facts.
>>
So far I've only played a fighter in 5e, but our group is going to be starting up a new campaign in the near future and I was thinking of rolling up a wizard. I didn't do so the first time around because how much smaller their spells per day winds up being. For those of you who have played wizards (or other casters) have you found yourself running into this problem, or is it not an issue?
>>
>>50505549
Wizards are either the best or the second best class in 5e.
>>
>>50505354
There should be some differences though, I can't believe a mosquito bite gives you the same penalties than missing both arms.
>>
>>50505561
A mosquito bite shouldn't be imposing any penalties unless your DM is a fucking asshole
>>
>>50505573
what if the the mosquito was 2 feet tall
>>
>>50505536
The fact that you think anyone would ever shove someone five feet away while grappling them betrays your ignorance of the system. Shoving away breaks the grapple.

Shoving prone is the only relevant discussion. Try to keep up.

And shoving prone is always worth it. It gives you safety, gives you advantage, and if your ranged players don't feel like getting into melee range, they can target other threats while much more secure that the most threatening is going to have a doubly hard time moving towards them at all.
>>
I am converting a Pathfinder adventure to 5E and I am seeing equivalent monsters in 5E have higher health.

Does this sound right or am I going to need to start arbitrarily dropping monster health top prevent a deaths?
>>
>>50505573
It was a malaria mosquito, and they failed the survival/medicine checks.
>>
>>50505604
You'll want to rebalance by encounter, not by individual monster. Use http://kobold.club to make things easier.
>>
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>>50505603
Who are you even talking to?

>And shoving prone is always worth it
Everyone read this. Read this and laugh.
>>
>>50505626
Ah, smug anime, the sign of someone with no argument.
>>
>>50505626
shoving prone is cool but i'd rather just deal damage most of the time
>>
>>50505510
http://anydice.com/program/168e

Oh. Well, it seems like it wasn't anywhere near 5 after all.
>>
>>50505660
http://andrewgelman.com/2014/07/12/dnd-5e-advantage-disadvantage-probability/
>>
>>50505626
But he's right though. Shield Master is great for that reason, if you land the prone before your attacks with a Fighter then you get to roll a ridiculous number of dice. Especially good for Champion because you can fish for crits all day.
>>
>>50505626
>Not grapple+chokeslamming niggahs into the ground

Stay bad
>>
>>50505699
Shield master is great because you get the shove as a bonus action, and don't sacrifice any actual attack for the shove action.
>>
If you're prone and hit by Booming Blade, does standing set it off?
>>
>>50505719
http://www.sageadvice.eu/2015/11/09/booming-blade-stand-up/
>>
>>50505719
No. Getting up from prone doesn't count as moving for the purpose of effects that specify. Basically to count as moving, you have to move to a different square.

http://www.sageadvice.eu/2015/11/09/booming-blade-stand-up/
>>
>>50505684
Now consider how the odds look if you let the advantage/disadvantage stack.

http://anydice.com/program/9fa2
>>
>>50505684
http://onlinedungeonmaster.com/2012/05/24/advantage-and-disadvantage-in-dd-next-the-math/

>Let’s take an example from the table. Assume you need to roll an 11 to succeed. With a straight d20, you have a 50% chance of success. With advantage, this goes up to 75%. That’s the equivalent of a +5 bonus to the roll, since you would also have a 75% chance of success if you only needed a 6 or better on a single d20.

I probably got the 5 from here.
>>
>>50502213
>obvious time pressure
>PCs take multiple short rests

every time
what should I do about this

I know the objective of the game is fun but short rests are really making the threats I throw at my PCs seem trivial and routine
>>
>>50505760
Well damn, that's almost exactly +/- 5 average
>>
>>50505626
>Battlemaster/Rogue with Tavern Brawler and Athletics expertise
>attack with fist using Trip Attack and get free grapple
>use weapon in other hand to Disarming Attack (which you'll hit thanks to advantage)
>drag enemy into the bushes and finish them off
>remember the basics of CQC
>>
>>50505549

meh it's not usually a huge deal. wizards, as full casters, have a pretty decent amount of spells to cast per day. and you've got to remember, while your cantrips may seem boring, they are solid damage every turn and help to save slots for the big spells
>>
>>50505760
Wouldn't they just cancel each other out?
>>
>>50505778
why not have the bad shit that is being threatened happen? Add some shorter time pressures, maybe?

got any examples?
>>
>>50505760
>Now consider how the odds look if you let the advantage/disadvantage stack.
Better than flat bonus imo
>>
>>50505760
But I don't care though.

>>50505786
I'd rather take polearm master/GWM or just GWM with a greatsword with precision if I needed it desu, since attacking something is more efficient in reducing something's threat level than reducing its speed
>>
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>>50505778
So make the time actually matter.

What I do is use the clocks from Apocalypse World. PCs stop for a rest? Clock moves forward. PCs decide to go to the dungeon and free the prisoners before confronting the BBEG? Clock moves forward. When the clock fills, bad things happen.
>>
>>50505778

have your enemies be more prepared when the players come back/come to them. if they're just taking a stroll through a dungeon, the enemies will figure out that someone is there
>>
>>50503570
This is fucked up.
>>
>>50505778
Whatever is time sensitive completes
>>
>>50505779
One thing to consider is that due to bounded accuracy, a ±5 in 5e is much more significant than it would have been in any other edition.
>>
>>50505778
If they're time pressured and they waste enough time, they're gonna not succeed at the thing they're time pressured in regard to.

It's that simple.
>>
@50505818
>Still pretending grappling plus shoving is only a movespeed reduction.

Just beggin for the (you)s at this point aren't you.
>>
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>party has to infiltrate a bandit tavern
>only the baddest of the bad can get in
>saltyspitoon.jpg
>roll disguise check to make my humble merchant character seem like a much more manly man
>nat 1
>end up putting on a frilly dress and makeup by accident
>walk into bar
>''i'm hankering for a fight, which one of you lads wants to rumble?''
>>
>>50505884
True, but the ±5 from advantage/disadvantage is still capped at 1 or 20.
>>
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>>50505964
>le natural 1 story
>>
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>>50505964
>end up putting on a frilly dress and makeup by accident
>by accident
>>
>>50505931
Different guy, and I'm honestly just asking here, wouldn't doing that stuff only be effective in taking enemies down one at a time? (Or having a lot of melee party members) Not to mention, that's already a short list of things you have to do to get there, and that seems irritating to have to go through if you just want to RP a specific character.
>>
>>50505931
You use an attack to grapple. You use an attack to shove.

Pre-level five, it takes two round - with no damage done - for a character to do this. And if your shove is only to knock something prone, it stands up (if it even wants to) on each of its turns and ends the prone condition.
On top of that, both your shove and your grapple aren't ever guaranteed in the slightest. You do a contest. And - most of the time - you'd have a higher chance at hitting a creature's AC with an attack than grappling or shoving a creature, which is hilarious since hitting a creature is *more valuable* than grappling/shoving it in virtually all circumstances

This is the basics of tabletop RPGs - the best tactic is that which actually takes enemies out of commission, which neither grappling nor shoving does in any regard. You just lose your own action economy war.
>>
>>50505989
Don't you love that 5% chance you have every morning that you accidentally put on a frilly dress and makeup instead whatever you normally wear?
>>
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>>50505931
>@
>>
>>50505995
You can grapple/shove at least two things at a time. Then just drag then through hazards. You get to keep dangerous melee opponents off your team, while doing damage.
>>
>>50505995
In exchange for giving up 2 attacks (half a round for a fighter, one action for most other melee characters), you impose the following on one enemy

-can't move
-disadvantage on all attack rolls
-advantage on all melee attack rolls against
-free forced movement

And all this requires is a free hand and a small bit of investment. Use this on the biggest guy in the fight, and he'll be a lot easier to focus down. Use it on one of the smaller guys in the fight, and you can basically ignore him.

And you can do this as many times as you want.
>>
>>50506012
I just use my 1 daily use of luck from being a halflin- I mean a manlet when that happens.
>>
>>50505995
It depends on how long downing a single target takes and how many allies you have who melee. It's a waste of time to shovegrapple a kobold that'll die in one hit, but shovegrappling the dragon is going to make it a sitting duck. Shovegrappling when you only get one attack a round and your allies are in another castle is dumb, but shovegrappling when the target has three stabby murderhobos next to it is pretty much a save-or-die.

It's not a sure-win tactic, but it's very applicable to anything that involves strong single enemies that you can gang up on.
>>
>>50505931
>@
stop this
>>
>>50506034
>>50506038
>>50506070
Interesting. I'm not sure if that's enough to convince me to drop expertise/whatever and replace them with stacking advantage, but I see your point. Seems like a "depends on your group" kind of problem.
>>
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>>50506006
So many misunderstandings here.

First, let's tackle the odds statement. You are more likely to succeed on a grapple/shove than an attack on most monsters, assuming you are athletics proficient and putting points into strength. This is because most monsters are not proficient in athletics. So you're rolling 1d20+str mod+proficiency, and they're rolling 1d20+STR mod. In an attack, you're rolling against AC, which for most monsters is higher than their average athletics roll.

More importantly, this original discussion was about how expertise in athletics breaks grappling. It should be trivial for even the smallest mind to see that expertise makes a grapple far more likely to succeed than an attack against most monsters.

If a creature is grappled and shoved prone, it cannot get up, because it's speed is zero.
>>
>>50505786
>playing a Tavern Brawler Battlemaster with a Rod of Lordly Might
>turn rod into inert rod form
>technically not a weapon, so improvised attack applies
>trip them with the hit and engage my free grapple
>rod turns into a fucking flaming sword which I shove up their butthole
feels real good
>>
>>50506174
>You are more likely to succeed on a grapple/shove than an attack on most monsters
No, because the average AC in the monster manual is 13. So wrong.
>>
>>50506198
lol why would anyone ever want advantage to hit an enemy, 13 is easy enough to land every time, c'mon lmao xD
using all those features to get advantage or grant it to party members when you could just be doing one extra damage with an ASI or more optimized attacking build!! baka desu senpai ^_^
>>
>>50506185
>not putting the rod in their butt, then activating it

D&D 101: Not everyone can make a DC 80 Escape Artist check, you have to accommodate them too.
>>
>>50506198
14 actually. Now figure out the average str mod. You can do it anon!
>>
>>50506116
Expertise is a godsend for skillmonkeying, since it lets you be distinctly better. It's abusable as fuck, but it's also very fun when not abused. The guy who expertises Hide and Perception is fine. The guy who expertises Deception and Atheletics is a red flag.
>>
>>50506231
A *chance* to gain a +4 to hit against an enemy is not worth a an attack - which has a greater than 50% chance most of the time - in the vast majority of fights.

Action. Economy.

>>50506256
No, it's 13.
Average strength is >+3 if you take out the wisps and other shit that are immune to being grappled and prone to begin with~
>>
What's the average AC of monsters in the MM when you weight it by things actually used by anybody
>>
>>50506284
>talking about the action economy as if you're the only fighters on the field
If you're actually 1v1ing, the guy who prones and grapples the other first wins.

In a group situation, you're ensuring the rest of your party has a much easier time eviscerating this baddie without any danger to themselves.
>>
>>50506313
That would be an utter waste of time to attempt, since all you're going to rightly get is complaints about your arbitrary choices.
>>
>>50506323
>If you're actually 1v1ing, the guy who prones and grapples the other first wins
Jesus Christ you don't know jack shit about this game's math.
>>
>>50506273
Deception is easy, you can just GM override that shit. You're right on athletics, but I would hope most people who get expertise on that just want to do silly things like wrestling a giant's toe.
>>
>>50505004
How's it going in texas?
>>
>>50506346
Athletics is for jumping 20 feet into the air and throwing bookcases at people, not grappling, silly.
>>
Which GM would you prefer /5eg/

>really laid back GM, prioritizes fun and rule of cool is in full effect. Somewhat inexperienced. Levels his players fast and gives them a reasonable amount of treasure and such. No critical fails/successes on skill checks, and for attack rolls a nat 1 doesn't mean your Paladin chucks his greatsword at the Wizard. Nat 20 attack role deals max damage and will have some other effect, like allowing for an Intimidation check to scare off some enemies. Often rules in favor of the players, pulls punches. Light RP but doesn't fully RP NPCs. Campaign isn't very well prepared or laid on, and has an almost improvisational tone, but no matter what it's always moving and the players will never feel lost or without something to do.

>super strict GM. Has dozens of house rules, have to follow them or he'll punish your character. Been playing weekly since 1980. Four sessions in you'd be lucky to make it to level 1, if you're not already dead. Runs a brutal campaign and is completely neutral on rulings, plays enemies to the best of their ability. Magic items may as well not exist in the setting, because your character will never own one. Critical fails/successes on any and all rolls; nat 1 at a low level pretty much means your character is dead. critfail on an attack roll means you're probably dealing damage to yourself or an ally, or you're breaking your own equipment or something. Conversely critical successes are insanely beneficial; a Fighter might cleave through two enemies on a nat 20, a Wizard might not actually expend a spell slot on that casting. Fantastic RP, every NPC is played fully. Meticulously planned and detailed campaign, that the GM will not help the party complete in any way. Very often, the party will feel completely lost as to what they need to do to complete their goal, and the way to complete that goal may be extremely obtuse to anyone who isn't the GM.
>>
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>>50506367
Ah, right, my bad.

Pic marginally related, my next party once our group realizes we can do that.
>>
>>50506412
>Fantastic RP, every NPC is played fully. Meticulously planned and detailed campaign, that the GM will not help the party complete in any way. Very often, the party will feel completely lost as to what they need to do to complete their goal

clearly the superior choice
>>
>>50506412
I prefer the first so much I'd rather have him even if it meant the games could only be once a month vs. twice a week for the second asshole.
>>
convince me not to go 12-battlemaster/8-rogue(no path picked yet) with me kobold rather than just 20 battlemaster.
>>
>>50506485
Sounds like you already want to do it, so just do it.
>>
>>50506412
only imbeciles would pick the second one
>>
>>50502501
that build up is more interesting to me than the magical apocalypse DESU

If I were doing a campaign, maybe start it with the PCs as lowly footsoldiers right before the cataclysm.
>>
>>50506284
You're taking out more than wisps.

Strength scores rarely approach acs. And even then your entire argument is that grappling without expertise has roughly the same chance as an attack, while the discussion was expertise.
>>
Someone dm a game so I can fucking play for once.
>>
>>50506602
You can have a +10-30% chance extra to succeed at a grapple all you'd like. It won't take away from the raw fact that reducing an enemy to 0 hp is virtually always a better option. You know what I'd rather my fighter be doing? Hitting things.
He doesn't need to grapple things - the casters can handle battlefield control *far better* than them - their job in 5e is to pump out DPR.
>>
>>50506642
Go outside and make some friends
>>
>>50506643
>casting Maximilian's Earthen Grasp when you could have just Scorching Rayed
Apply yourself
>>
>>50506665
I have friends and none of them want to DM.
>>
>>50506643
Casters don't get battlefield control at will, and have to worry about concentration, which should be used for buffs, instead of things that fail to legendary resistance or just normally fail.

Moreover, after the grapple/prone succeeds, the martial can go back to dealing normal damage, and still outpace most casters.
>>
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I need your most magical music for an encounter against a powerful wizard.

He may or may not beat the party with his staff
>>
>>50506691
The caster doing it is fine, because they're better at it and outside AOE that's their jobs.
The fighter wasting his time doing it is suboptimal.
Sub. Optimal.

>>50506698
>which should be used for buffs
Says the man who has never used hypnotic pattern, forcecage, or wall of force in his entire gaming career.
>>
>>50506701
https://www.youtube.com/watch?v=gXUTQV3UNUA
>>
>>50502213
>What happens to the main enemy in your low-level campaigns (goblins, etc.) when the players become strong enough that fighting them is trivial?
That's actually a hot point in my current campaign. The players were primarily dealing with bandits, hostile fauna and goblin camps.

The bandits are dead but a larger crime family is now moving in to cover the vacuum left behind, the animals might be gone but now shit is getting deforested hard and the elves are pissed, and surviving goblins are currently making deals with bigger nasties to team up with them in exchange for getting their old haunting grounds back when the horde finally marches.

The PCs are in the midst of learning why you follow up on your murder quests and we're all having a blast with it.
>>
>>50502213
>What happens to the main enemy in your low-level campaigns (goblins, etc.) when the players become strong enough that fighting them is trivial?
The adventure takes the PCs to a different part of the world where the goblins and other enemies are palette-swapped and have inexplicably higher stats.
>>
>>50506718
Hypnotic pattern is good, but again, legendary resistance, a higher normal failure rate than grappling, and ending on a hit all make it strictly worse than just grabbing a guy.

I'd rather have haste on the grappler and a hazard type spell to drag the grapplee through to maximize damage.
>>
>>50506755
You're not hypnotic patterning the BBEG.
You're hypnotic patterning a whole group of mooks, which gives you a significantly higher success rate than grapple against far more targets, and gaining you a far better return.

>ending on a hit all make it strictly worse than just grabbing a guy
It is so hard to believe people as dumb as you exist.
>>
>>50506793
>Bbeg just runs through his mooks slapping then awake.
>Aghast wizard wonders aloud if there was anyway to prevent him from moving.

Your plan has obvious flaws.
>>
>>50506793
>CCing several enemies when you could have just fireballed them and had the Open Palm Monk run through all of them with Flurry of Blows, Stunning Blow, and knockdowns for the CC
man i'm glad your dumb ass isn't at my table
>>
>>50506822
>all mooks will die to a fireball
Being hit with hypnotic pattern is virtually the same as dying.

>>50506814
So you're using the BBEG's action, or else the BBEG is literally using attacks against his allies, which and losing the action economy war by a mile for a single third level spell slot.

You ever play a caster bruh? Doesn't sound like it.
>>
>>50506854
>Slap somebody for one unarmed damage
>They slap another person
>Repeat.
>If after level five, this arbitrary horde still probably has one attack left for each member.
>Proceed to crush action economy again.
If only you could have nullified the likelihood of any attacks happening.
>>
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>>50506892
You mean by casting wall of force around them?
>>
>>50506701
https://www.youtube.com/watch?v=aKnHxGShpk0
>>
>>50506896
Why not just kill them?
>>
>>50506896
You mean a fifth level spell that could be good damage instead of you'd only stop being a faggot about grappling?
>>
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>>50506917
But why do that when you could grapple them?
>>
>>50506928
Because grappling doesn't cost resources that are better spent obliterating huge chunks of HP or several enemies at once.
besides, I'm going to grapple this enemy and then throw him off a cliff
>>
>>50506917
In the world of smug anime, wizards always have all their resources to burn trying to be as good as martials at single target cc.
>>
>>50506923
>bro you could do 8d8 damage bro
>bro why would you completely separate and make useless the mooks from the BBEG or the BBEG from the mooks when you could do 8d8 damage
>bro why

This is why I play a full caster.
>>
>>50506942
>blasting is the proper job of a full caster
Why do I come here?
Min/max please come back.
>>
>>50506950
I do too. I play a grappling Bard.

Expertise, increase size, etc. While disabling the bbeg for free, I blast the minions. Ez.
>>
>>50506504
well, i mean the next 8 levels don't exactly seem that impressive. by not going full 20 i'll lose out on 1 extra feat or attribute increase, an extra use in 2-3 abilities, a higher maneuver die increase along with an extra die and 2 maneuvers, and an extra attack (though that comes at level 20).

while rogue will give me 4d6 sneak attack damage, and every level is a new ability
>>
>fight has a "puzzle" mechanic
>My character is KO'ed but I figure it out almost immediately
>have to sit and watch as my idiot party flounders about

These guys are decent folk but god damn. Six sessions in and the Cleric is still like "uhh ok I cast sacred flame...let me make an attack roll real quick... what do you mean it's a save? It's an attack"

and god help them if they have to do more than brute force our way through something
>>
>>50506978
If you think that's triggering you're sadly mistaken - I played in groups with monks and samurai in them in 3.5.

Nothing you can do in 5e is even possibly as terrible as that.
>>
>>50506998
No, that's legit one of the best builds you can do in this game. You wouldn't understand, because one hundred posts into this thread I suspect you still think grappling plus shoving is just movespeed to zero.
>>
>>50506950
>creating a dome which requires all the enemies to be grouped within roughly a 4x4 area, or your entire party on top of the BBEG
>or a 20 foot high wall that's only 10 tiles wide and can be circumvented in two turns, possibly by the same movement needed to get to the party in the first place
>or killing
The guy you're defending was just whining 50 posts up about how DPR is all that matters and CC is useless baby shit.
>>
>>50507019
I could play with you through a thousand deadly encounters and I guarantee I'd do more with a non-retard bard in every single one~
>>
>>50506950
>ending concentration on Haste
for what purpose
>>
>>50507031
He said casters are battlefield controllers and martials are dpr actually.

Why are you strawmanning? To what end?
>>
>>50507031
The anti grapple guy changes his position on secondary things to support his arbitrary conclusion that grappling isn't good with every few posts. You're replying to him there.
>>
>>50507046
>ending concentration on wall of force for haste
Pft
>>
>>50507052
He's invented a situation where there are several enemies he can hide trap within a force wall. This is exactly the situation where a caster's DPR blows the martial's out of the water. Martials are only damage kings when we're talking about single targets or an unreasonable and unrealistic amount of sustain. The moment AoE-able groups come into play, it's the caster's time to blast away.
>>
>>50507067
Or you could try reading ^_^

>>50506718
>>50506643
> the casters can handle battlefield control *far better* than them - their job in 5e is to pump out DPR

It's really funny when people strawman on online forums, since you can always just quote yourself ^_^
>>
>>50504101
Considerations for the monk...

-Fighting Style
-Flurry of Blows may be with weapon instead of unarmed strikes
-Spending Ki to empower your strikes in some capacity. Perhaps you can use battlemaster maneuvers?
-Being able to call/bond to a weapon as an Eldritch Knight or Warlock
-Special ability for the weapon of choice? Acts as a magic weapon, gains elemental damage or something idk
>>
>>50503570
More you bastard.
>>
>>50507081
Damage taken minimization is a value in a TRPG.
So when you remove half of a force from a combat to deal with in later rounds, generally you're doing better than dealing less than half of those enemies health in damage. When you grapple, you don't remove anything from combat. It can still cast spells. It can still use abilities. And it can still damage you with attacks.

There's a reason why "no save just suck" spell uses are held in high esteem. I'll repeat it - again - casters are battlefield controllers
>>
>>50507088
Except you were wrong on both points, because spells are resources, grappling is not, and in the scenario you posted, spells do more dpr. According to your reasoning, the casters should focus on dpr when they do it better than martials.
>>
>>50507140
>control doesn't matter, mitigating damage taken doesn't matter, only damage dealt matters
>except nevermind it's the reverse now
Holy shit, pick a fucking argument and stick to it if you want people to respond. Your goalposts are moving faster than the Tabaxi Flash meme.
>>
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>>50507143
The fact that there's resource expenditure has nothing to do with the point at all actually. I'm right about everything. And always have been. And always will be.

>According to your reasoning, the casters should focus on dpr when they do it better than martials
You could've just said
>I don't know what comparative advantage is
and that would've sufficed.
I'm gonna go eat now - bye bye!

>>50507164
Stribbidy strawman gonna stribbidy straw~
>>
>>50507191
We beat him! He got tired of pretending to be not mad and hiding behind smilies and cute animus and fucked off!

Party at my house.
>>
>>50507164
I liked when he pretended attacking was more likely to succeed on monsters than grappling, then in all likelihood read the monster manual for the first time and realized he was wrong. Now we're on casters for control and martials for damage.

What will the next one be after he realizes halving damage for one round is dpr neutral with the statistical accuracy increase from advantage after just a couple more rounds?
>>
>>50507199
Based on resource expenditure you should have just stopped feeding him (you)s
>>
>>50507234
But we had the action economy advantage
>>
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I have to say, nothing gets a thread moving like two people talking just past each other.
>>
>>50507243
We should just automatically ignore people who post anime.

Seriously, what is it good for in these threads?

>Somebody posts a picture of a Jojo character or DBZ character and asks what class to play. It either doesn't occur to them to play a monk variant or they are trolling.
>Someone uses an anime image instead of elaborating on their point in a discussion, substituting reason for condescension.
>Just fetish b8.

That's the only three things I've seen involving anime posters.

Ignore those who post anime.
>>
What's being happening these past few threads?

Are we really that autistic and socially dysfunctional?
>>
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>>50507298
>>
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>>50507304
>>
>>50507304
majority of those i met playing D&D irl are indeed autistic and socially dysfunctional
>>
>>50507243
What would we do without two autists with ideological differences in their approach to the game screaming at each other like it will somehow change the others mind?
>>
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Fuck this shit, post character concepts you'd like to play.

>tabaxi totem barbarian with a huge fuck-off sword
>>
>>50507350
8 int wizard
>>
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>goblin trickery cleric
>>
>>50507350
Warforged forge cleric monk who forges himself into the ultimate weapon

Kender forge cleric who sneaks around transforming metals in warehouses into statues if his good and some useful stuff.
>>
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>kenku ranger
>>
>>50507365
with a diamond pickaxe
>>
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>kobold sword-and-board devotion paladin
>>
>>50507350

>Human Barbarian (bear totem) with enough Moon Druid levels to wild shape into a bear
>>
In honor of all these character concepts, how do you deal with players who are obviously furries?
>>
>>50507365
>>50507395
Are you ok? Do you need psychiatric help?
>>
>>50507414
Does he sleep with bears?
>>
>>50507417
Are they making the other players uncomfortable? If so ask them to hide their power level. If they can't after a few sessions, Ditch them, but explain why.
>>
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>>50507379
>>
>>50507417
They can play whatever they want. They wanna be a cat person or lizard folk then so be it.

As long as they don't mention neon highlights or working at subway with spyro, anyways.
>>
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>shifter rogue-barbarian
>>
>>50507458
Anon, show me where the 2007 deviantart page touched you.
>>
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>boarbarian
>>
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>>50507481
>turkeybarian
>>
>>50507298
Can we post /m/ anime as long as we're talking about golems, warforged, or Blackmoor?
>>
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>haughty warforged noble/swashbuckler
Named Cutlass, of course.
>>
>>50507507
Nope. People need to feel superior about their hobby over your hobby. Anime is banned.
>>
>>50507507
/m/ anime is superior to most other types, so I'll allow it. But if I see anything remotely slice of life, I'm revoking your privileges, /m/ or not.
>>
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>>50507557
I agree
>>
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>cool-mannered Hitman-style assassin rogue
>>
>>50507112
Hmm... very useful suggestions! Many thanks!
>>
>>50507631
I played a game with a soccer hooligan dwarf (monk) with Tavern brawler.

Just picking up shit and throwing it at people.
>>
>>50507646
is he also nihilistic and with a wicked sense of humor
>>
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>an aasimar cleric/paladin who tries to hide their nature out of shame
>>
Running Curse of Strahd right now and I'm trying to figure out how to steer my players at the crossroads to go toward the fortune teller woman, without seeming too obvious. Any ideas?
>>
>>50507706
this probably isn't the place to ask, but since i saw the logo in the image

did they ever find that path?
>>
>>50507706
Are these meant to be one and the same?
>>
>>50507721
They have found many paths. Top paths, really. Not going to lie, some were, in fact, just trails and roads.
>>
>>50507716
Did you have the Vistani in the Blood of the Vine tell them to get their fortunes read at Tser Pool? The crossroads have a sign.
>>
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>orc samurai
>>
>>50507716
Subconsciously prime them to think of gypsies and fortune tellers by mentioning the mouth-watering scent of a freshly-baked pie.
>>
>>50507458
I miss Spyro.
Spyro 2 was great.
>>
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>unarmed bear totem bearbearian bear
>>
>>50507850

>>50507414
>>
>>50507775
>Orc Far-Traveller Battlemaster
ftfy
>>
Post archetypes you want.
>Weapon spec Monk
>Pick a weapon for your school and you get proficiency with it and bonuses as you level up

>a proper Spy rogue, though this is already pretty feasable as an Assassin

>Unarmed spec for Barb and Fighter

>Elemental Traditions for Wizard and Sorc for themed characters
>>
>>50508089
>a proper Spy rogue, though this is already pretty feasable as an Assassin
See also: Mastermind in SCAG, Inquisitive in Gothic Heroes.
>>
Is there any good way to play a tanky monk or should I just play a Barbarian with Unarmed feats for my meat mountain of fists?

Looking into playing a Goliath Monk (not necessarily the class) and being squishy as a giant mountain man seems counter intuitive to what I want to make.

Not sure if my DM cares about multiclassing or I'd look into doing that.
>>
>>50508105
Never heard of Gothic. Is it an UA?
>>
>>50508154
Yeah. Gothic Heroes includes the Revenant race variant, the Monster Hunter fighter, and the Inquisitive. The Inquisitive is based on the job of the same name in Eberron, where inquisitives are detectives or private investigators.
>>
>>50508154
https://dnd.wizards.com/sites/default/files/media/upload/articles/UA%20Gothic%20Characters.pdf

got you senpai
>>
>>50508105
>>50508154
Inquisitive is pretty shit though

>>50508146
Sadly you either ask your DM to make some changes on Monk, or you're left with going Barbarian. Asking if you can trade some of Barbarian's features (reckless attacks maybe?) for Monks' Martial Arts is also a possibility.
>>
>>50508179
Inquisitive would be good for a spy looking into domestic affairs (obviously since its an inquisitor) and Assassin looks better for infiltration in foreign areas so that covers it pretty well, maybe I'll give that Inquisitive a try sometime.
>>
What are the best classes from the UAs and from core?
>>
>>50508194
I love Inquisitive in concept, but it is utterly outclassed by Swashbuckler. The first two abilities are good, but Insightful Fighting needs to be buffed big time, and the two abilities after that are underwhelming.
>>
>>50502213
Come up with some taunts for an evil batshit insane halfling mage
>>
>>50508237
define "best"
>>
>>50508237
define "best". do you mean DPR, versatility, or fun to play?
>>
>>50508274
Insightful Fighting can be used at range, unlike the Swashbuckler's features that force you into melee.
>>
>>50508294
>>50508296
Most powerful, most versatile, most fun to play.
>>
>>50508301
It forces you into melee but attacking a creature allows you to move away from it without an AoO. Play a High Elf and pick up Booming Blade, and at level 5, you're potentially doing an extra 4d8 on a hit on top of your 3d6 sneak attack damage.
>>
Would a purple dragon knight and oath of the crown be a good multiclass build?
>>
>>50508352
Very thematic, and mechanically sound, but I question what your objective in multiclassing like that would be?
>>
Thoughts?
>Greatbow
>Martial weapon
>1d12 damage
>Heavy, Two Handed, Finesse, Special, Range: 200-600
>Requires 16 STR and 13 DEX to use

A massive bow used in a distant land rumored to be used for hunting Dragons.

Special: Greatbow- This massive weapon must be anchored in place to be fired by most users, you cannot move before attacking on your turn with this weapon and you have Disadvantage on attack rolls against Small or Tiny creatures within 10 feet. (This restriction is lifted on sufficiently large characters, such as Goliath or Minotaur race characters or at your DMs discretion)

Ammunition: Being significantly larger than normal bows, the Greatbow fires Javelins in place of Arrows. Javelins must be modified to be effectively fired, either by adding feathers, cutting notches, or trimming the length down. Regardless of how you do it, a Javelin takes 1 minute to convert into a Greatarrow.

The goal here being to make a non-loading alternative to a Longbow for STR characters without being flat out better than a Heavy Crossbow.
>>
>>50508321
Bard is pretty widely considered the best class in these 3 categories.
But it's honestly only fun if you've got a good character idea, if you roleplay it well, if that's your style, etc.

Most spellcasters, including Warlocks, are pretty versatile due to cantrips, but martial classes are pretty damn effective at what they do (and that's not always a simple "i attack", especially if your DM understands what being a martial class is about).

And honestly I've seen more people being happy playing a stupid barbarian than happy-go-lucky spellcasters.
>>
>>50508321
>Most powerful
Paladin.

>most versatile
Bard.

>most fun to play
Rogue.
>>
>>50508431
Too many negatives, not enough positives. Why would I give up so much just for an extra d4? I'd rather have my 1d8 and move around.
>>
>>50508431
5e doesn't do "funky weapons with special effects". Just slap Finesse on a Heavy Crossbow and call it a day.
>>
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>>50508366
Pretty much pic related. A tank who can buff his party.

Would oath of devotion be a better multiclass due to the access of healing spells?
>>
>>50508501
Paladins have access to healing spells regardless, Devotion just has some of them as Oath spells, meaning they're always prepared. If you want fantasy Cap, stick with Oath of the Crown.
>>
>>50508501
Don't forget to use "Language!" conservatively.
>>
>>50508431
Your darksouls is showing, friend.
>>
>>50508472
I generally try to make homebrews weaker rather than stronger since it's less likely to fuck over core rules, and I don't really want to go above a d12 since thats the highest damage of any core weapon, I could maybe make it 2d8 damage or something.

Maybe I'd give it something to make it stronger against large and bigger critters to balance out being harder to hit little ones, or make it fuck over Flying creatures.

>>50508479
I'm making a mini-homebrew that's just that.

>>50508542
Monster Hunter bows too, Dark Souls ain't the only one with giant ass bows.
>>
>>50508577
I would say 3d4. Same max damage, but the average and minimum rolls are higher than 1d12 or 2d6. Also gives it the "more dice" feel, which is always nice.
>>
Anyone got that pdf that lists all of the playable races, classes, archetypes, and backgrounds?
>>
>>50508501
>>50508352
What would be some good feats for the build? I have my eyes on shield master and inspiring leader. Would resilient be a good one to take?

Would sentinel be good for a sword and shield build or does it best work with only polearms?
>>
>>50508652
You won't be able to pick a whole lot of feats (unless your DM gives you some, and boy I'd like a DM that does that), so 2 feats is already a lot.
You'd want to buff your main stats at 4th, normally.
>>
>>50508797
Was thinking of 2 feats and 3 if I pick human variant. Just listed the ones I liked and was on the fence about.
>>
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>>50508843
Inspiring Leader as your first is very good, and is pretty fun if you can inspire other players in roleplay.

Shield Master is pretty neat, although you can only shove with your bonus action (not knock prone).

Sentinel is indeed better if you have reach, but it still is a 3 features wrapped into one kind of deal. It's good.

Resilient is pretty boring and is only useful if you need a +1 in a stat with a very good saving throw (so Dexterity and Wisdom I'd say)
>>
>>50508888
Shoving an enemy can be pushing it away or knocking it prone. Shield Master lets you do either.
>>
>>50508888
PHB 195 states "you can make a special melee attack to shove a creature, either to knock it prone or push it away from you"
>>
>>50508904
>>50508912
Indeed. Don't know where I got that from, uh.
>>
>>50508939
>>50508939
>>50508939
>>50508939

New thread
>>
>>50505778
Punish them in small ways.

I had players that rather than pushing forward to free the last of the prisoners while their attack was still a surprise, retreat to rest.

With the knowledge that someone broke in and killed 1/4th of the guard, the drow killed all the non necessary prisoners and worked the rest to try and dig their escape before the players came back. Players won in the end but didn't save all of the prisoners.
>>
>>50508636
>>50508636
Thread posts: 334
Thread images: 46


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