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Monday, 31st December, 2018

  • 01:28 AM - Kobold Stew mentioned Leatherhead in post Does Rope Trick Heal?
    Leatherhead gets it. Whatever is truly behind this question, the spell is not a healing spell. If it were, then a Life Cleric casting it would additionally heal 4 points of damage to anyone entering. Though it is not a healing spell, I as a DM don't mind at all if players use it for a short rest, because I am not going to worry over a half minute in a non-combat situation, given how I spend my time in real life.

Saturday, 20th October, 2018

  • 08:32 PM - Satyrn mentioned Leatherhead in post Carnufex
    I'd give it a multiattack, letting it bite and tail swipe on the same round . . . But give it a recharge so that I wouldn't use it every round. I'd also make this a Badass monster (less than legendary, but the same idea, named from the Borderlands video game) giving it 1 use of legendary resistance and something - an attack or something cool - it can do as a reaction when somebody else finishes their turn. My Badass Elemental skags imbue another skag with elemental energy as a reaction. And I'd leave it at CR 7 despite these changes since other than the high attack bonus you gave him, this thing would be CR 5, and it's so melee dependant as Leatherhead points out.

Thursday, 23rd November, 2017

  • 02:00 AM - Bishop_ mentioned Leatherhead in post Loremaster Wizard's Arcane Tradition
    ...then throw some fire on it. Additionally, having expertise in the skill allows the Loremaster to be an actual Lore Master, instead of waiting for a Bard or a Rogue to do all the heavy thinking. My first version had a feature like you cited. To be true, I copied the 1st level Knowledge Domain feature, Blessings of Knowledge. But after some debate with other fellows and thinking, I abandonned that idea. First because it wasn't original, and second because, in my head, Expertise-like features are for specialists like Rogue or Bard. Wizards already focus on Intelligence, giving him Expertise on Intelligence-based skills places him above these "specialists". If I'm reworking the Loremaster concept, avoiding to enter niches well stablished in 5e (like Sorcerer Metamagic), I think isn't fair to give him a feature like that -- Yet that "Ritual Master" is a version of Warlock's Eldritch Invocation "Book of Shadows". But, sure, is a personal point of view. Regarding your other arguments, Leatherhead, about "Arcane Savant" and "Ritual Master" -- and SkidAce commented more or less in the same way --, I think I'm too influenced by my own playing experience when I developped these features. I agree with you that in a "magical rich" world, these features are less attractive (and mere gold saving). But if your DM is like mine, well these are gold (no pun intended). I have to think better to achieve something in the middle.

Thursday, 21st September, 2017

  • 03:28 PM - Coroc mentioned Leatherhead in post Aasimar & Tiefling offspring
    Leatherhead ... destroying another wet dream of the powergamer are we :) Powergamer to DM: I got a character concept for this half Tiefling half Aasimar who would make the ultimate Sorcerer / Paladin /Warlock MC DM: Yeah, well, you created some Mongrelfolk, there your charisma score is unfortunately limited to 6 with a racial Maximum of 8 :P

Wednesday, 21st June, 2017

  • 05:54 PM - Quickleaf mentioned Leatherhead in post Building a better Fighter
    This sounds like a really cool idea, but I think is a little powerful. I would say it should have a save but that becomes too fiddly with more dice rolls. One of the things it does is gives the fighter one cool trick they can do every round, rather than using Action Surge to alpha strike like Leatherhead points out. In many situations, it's not going to be that powerful (e.g. fighting gnolls on mostly flat surface without any hazards around). However, it encourages a fighter player to be aware of the terrain and circumstances of combat, and can be powerful in the right circumstances (i.e. holding a chokepoint, protecting allies, pushing monsters into hazards/ongoing spells, clearing a path, and so on). I would really have liked to see "tier 2" fighting styles. where whatever you chose at level 1 becomes a little more powerful, though feats tend to cover this. Interesting, yeah, I agree that feats mostly have this covered.

Monday, 22nd May, 2017

  • 01:07 PM - Redthistle mentioned Leatherhead in post Reckless Attack / Mirror Image
    Although @Leatherhead raises valid points, I'm with @Rexwell on this one. Even with advantage vs. your PC, the images reduce the chance of your PC taking the damage from a successful hit. Reckless Attack has its consequences; mirror image moderates those consequences a little. Sometimes, a little is all you need.

Monday, 1st May, 2017

  • 11:47 PM - Gadget mentioned Leatherhead in post Unearthed Arcana Returns to Monthly With Some Revised Subclasses
    Well, well, well. Ancestral Guardian - Kind of like the story, but the protect other people with my ancestor Spirits does not really follow from the story and seems to be kind of meta-gamey ( A glorified mark). Okay I guess. Arcane Archer - Seems to be streamlined and cleaned up. Like how all your arrows are now magical, but I kind of miss the flavor of the never-ending quiver. @Leatherhead I think the following feature is meant to mitigate the addition of a Saving Throw: You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. So you never expend the ability when you miss your shot. Kensai - Okay, I guess. Favored Soul - Not really loving it. I liked the older version quite frankly. I don't see the point of the enforced healing angle really.

Wednesday, 29th March, 2017

  • 03:27 AM - Hussar mentioned Leatherhead in post Unearthed Arcana Takes On Theurgy & War Magic
    but you are implying that healbot is wrong, disgusting and you don't want it in the game, which also means you think healbot players are wrong defective and you don't want them anywhere near your precious d&D.... (Ok exaggerating here, sorry for that. But you implied being a healbot is wrong and somehow wrecks with the game. I was contesting that) Sorry if that was what you were thinking I was implying. I didn't mean to. My point was that thinking that clerics are healbots, nothing more, is a very poor reading of the class. Leatherhead said that the only point of clerics was to smooth out the healing cycle of the game and that they lacked identity. That was the point I was contesting. I've got to admit though. I always considered healbot to be pejorative. The idea that my character is so lacking in identity that I'm just a HP vending machine (a healing robot) was never something I would think is a good thing.

Saturday, 18th February, 2017

  • 01:11 PM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    ...also needs mega maggots, apparently. These get mechanics that are basically the same as the Spawn of Kyuss, but in a CR 1/2 format, so this looks like a good way to add some horror to an undead section of your campaign - Skeletons don’t really have much body horror to provoke, while having maggots burrow into your skin and try to gnaw on your heart most decidedly does. At CR 1/2 it is easy enough to add them to even tier one adventures, while they are quick enough to run that adding a bunch to tier two combats in undead dungeons isn’t going to slow things down too much. A solid entry, not that exciting but serving a definite niche, albeit one that the Spawn of Kyuss also fulfills at a higher CR. With that, we reach THE END. I’m not going to cover the NPC statblocks - both because they seem self-evident, and also because, to be honest, I don’t want to. Thank you for reading this far, and I hope that the discussion here between myself and others - with thanks to Leatherhead RotGrub Chaosmancer MechaTarrasque fuindordm dave2008 Hemlock Bitbrain ArchfiendBobbie and anyone else I’ve forgotten - helps you to use this fine book to improve your campaign. The first post now has hyperlinks to all the monsters covered in the series, so hopefully this can serve as a useful resource in the future, unless the forum falls over and explodes again or something. So long, and thanks for all the crits.

Thursday, 16th February, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for providing overviews of the basic Yuan-ti types, Leatherhead - it's a useful thing to do, and I don't want to make my posts too huge by trying to cover all that material. The variability of the Yuan-ti is kind of their unique selling point, in a lot of ways, but it is presented somewhat confusingly I think. ------ The Yuan-Ti: Nightmare Speaker are the torturers of the race, who delight in feeding their fell deity the fears and nightmares of their victims. The art in the book is really interestingly posed, with the Nightmare Speaker writhing around so much that no one part of her body is in a straight line. It’s a clever way of communicating the alien nature of a Yuan-ti, as well as suggesting the mindset of one of these. Among the Yuan-ti, already a very cruel race, the Nightmare Speaker is the cruelest, as she offers the suffering of her victims to her god. She feels very much like the kind of person that the p...

Sunday, 5th February, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for reporting how the Slithering Trackers went in your game, Chaosmancer. I did suspect that they'd be wildly underwhelming. Also, you are right Leatherhead about the gain in power that you would get from the transformation. I suppose that D&D land is full of traumatic events that leave people messed up, and desperate enough to seek out a Hag... ---------- A powerful zombie of Orcus, the Spawn of Kyuss are one of the few undead that have a lot of creep factor. The image in the book is rather comical, and also has some very odd lighting issues, with the back figure being in darkness but the front two being fully lit. It’s not really that good. I think that the flavour text here hints at the Age of Worms adventure path from third edition, but I don’t know anything about that one so I cannot be sure. Kyuss was a high priest of Orcus, presumably from some kind of Egyptian culture to judge from the mention of necropolises, who managed to work out how to create undead worms that can burrow into a living person, turn them dead and undead, and yet still trap ...

Monday, 30th January, 2017

  • 01:40 AM - Chaosmancer mentioned Leatherhead in post Let's Read: Volo's Monsters
    The Red Fang can cast darkness on some bauble, put it around the neck of a giant bat, and become an amazing unit that not even the hobgoblins have an answer for: A stealth multi-role fighter. (A type of military aircraft, for those who want to google it) Presumably, the only thing keeping orcs from overrunning the place seems to be their culture of melee-centric brute force, which is fortunate for everyone else in the setting and helps with the status-quo. But dang, I want to see an orc go all Genghis Khan. The amount of synergy they have between their leaders and extensive range of coverage that their support units provide is crazy compared to any of the other tribes we have seen up till now. I don't get how you can impress me like this every day Leatherhead this is scary and gorgeous. Looking over the Red Fang, it is appropriate to talk a little bit about their bats. CR1/4, fly spd 60ft, 22hp and not a lot else. They have blindsight 60 ft, which seems odd to me. As a bat the size of a horse (they are Large) they've got to have incredibly good hearing and ears the size of plates, so I think 60ft is just their "perfect pinpoint clarity" range. Which, leads me to wanting an additional orc, a variant of the Red Fang that is a little more Ranger. Give them beast bond, and let them listen through the bat. Now, on top of providing stealth fighters, you've got incredibly good spies. Capable of swooping in with darkness, landing a good distance away, and listening to the war meetings and other interesting tidbits of your enemy. Honestly, this gives us all we need for a truly terrifying orc army sweeping the lands, and would offer a very complex challenge for the players to unravel even as high as 11th level I would guess.

Friday, 27th January, 2017

  • 10:47 PM - dave2008 mentioned Leatherhead in post 5e EPIC MONSTER UPDATES
    I have added the colossal frost giant Lakkar to the Primordials section (post #6). I inspired by the comments of Leatherhead about the Neverwinter MMO in Charles Rampant 's thread "Let's Read: Volo's Monsters" - I took the approach that by absorbing the power of the Winterforge, with its connection to the elemental chaos, Lakkar was transformed into a primordial. Anyway, this gave me a chance to tweak my primordial rules a bit. Let me know what you think.

Tuesday, 24th January, 2017

  • 02:08 PM - fuindordm mentioned Leatherhead in post Let's Read: Volo's Monsters
    I agree, this is a great implementation of the nilbog concept. Leatherhead, "Why would a hobgoblin horde bother with goblins?" I can think of several rationalizations, from religious duty to the need for low-value troops to absorb the first shock of an assault, but I think the main reason is probably logistics. The goblin component is an endless supply of people to do the grunt work of the camp, and as long as you accord the goblin "specials" a small measure of respect, the rest of them will stay in line. A prideful hobgoblin warrior can't be asked to dig latrines, and a bugbear wouldn't understand the need. Goblins will get it done, with the added bonus that one will probably fall into the hole. Cheers, Ben

Friday, 20th January, 2017

  • 11:58 AM - Charles Rampant mentioned Leatherhead in post Let's Read: Volo's Monsters
    Thanks for bringing those up, @Leatherhead - I'm not really touching on the Chapter One stuff as much, so it's good to have it mentioned here. -------------------------------- ​ Almost the last of the Mind Flayer-themed entries, the Mind Witness is a pretty strange customer. Created by a fusion of all that is nasty and wrong about Mind Flayers and all that is nasty and wrong about Beholders, it is a Large floating tentacle eyestalk monster with psionic abilities. The art in the book is really unpleasant. It has a sticky, moist quality to it, and the almost symmetrical alignment of its limbs just highlights how odd it is. The milky white eye also draws the gaze, and it makes it seem even more unpleasant. All in all, a well done horror image. As I mentioned above, these creatures are a fusion of Mind Flayer and Beholder. They are created by stunning a Beholder and putting it through the same transformation that (when done on Humanoids) makes Mind Flayers. I can only i...

Thursday, 19th January, 2017

  • 11:38 AM - Plaguescarred mentioned Leatherhead in post Green Dragon Lair
    Vegepygmie minions! How about Grungs? They're both in the Volo's Guide to MonstersI'll have to look into those but they could be what i'm looking for, either as is or slightly refluffed as blighted plant creature or something. A massive hedge maze. Regional effects include closing off and opening up new paths.I like the idea of a thicket maze dungeon a lot. Banyan Trees / fig trees can have aireal roots that can grow back into themselves giving them a realy strange look. A drageon would have plently of time to have these pruned and guided into growing into it's lairHumm that's wicked looking and could be incorporated into @Leatherhead 's maze idea perhaps. Yan D&D Playtester

Monday, 9th January, 2017

Sunday, 8th January, 2017

  • 05:40 PM - 77IM mentioned Leatherhead in post Master Lich Challenge
    The first things that pop into my head are time stop and globe of invulnerability. If he knows the party is coming and has a minute to prepare, conjure elemental is decent, too (it does not require concentration). Ditto for mirror image. Concentration is actually a huge problem for the lich; if you want to cheat your head off, letting the lich concentrate on multiple spells would really amp up the danger. Leatherhead: polymorph only allows beast forms, so it's not quite as good as being a solar or a dragon or something. I think T-Rex is the best option there, and giant gorilla is not bad. Plus, it's dispellable, so it's not quite as deadly as two-encounters-in-one. The rest of your spell picks are spot-on; wall of force is particularly nasty when used well. With three casters in the party, I'd imagine this devolving into a counterspell showdown, so focussing on staying out of sight is pretty important. Greater invisibility is good, but simply having a lair with lots of nooks and crannies and making good use of misty step should work too.

Thursday, 22nd December, 2016

  • 10:33 PM - LordEntrails mentioned Leatherhead in post New Creature Critique - Dagonspawn
    dave2008, Leatherhead, Thanks guys. I knew the stat block wasn't clear, and I just didn't know how to clarify that. I thought about making it two separate stat blocks, one for the cocoon state and one for the birthed state, but, obviously, I didn't go that way. Should I? To clarify, this creature starts off as something like an egg with tentacles. It comes from a ritual and the evil priests "feed" it victims. It takes several months for it to actually emerge (and many dead sacrifices). The adventurers are here at the end (predictable huh?) to either prevent it from emerging or kill it once it does. So, I wanted the abyssal drain to take time, That's where the ability drain comes in. It should take a long time for this to kill someone otherwise it would be going through victims in minutes and emerge in a matter of hours or days. The embryonic form starts with fewer hit points (~45) and it's hooked up to a dozen victims that are now all unconscious and have various numbers of remaining ability points. A ...

Tuesday, 20th December, 2016

  • 06:50 AM - Chaosmancer mentioned Leatherhead in post New UA Paladin Sacred Oaths are Oath of Conquest and the Oath of Treachery
    ...u enforce the laws others must follow. It seems evil, because history and the literature that followed it, but it is possible to be “good” in that you believe in this organization, and its tenants… hard to make that a PC that plays well with others though. Mechaniclly, I agree that the aura and the 15th level ability are lacking. Most paladins are practically immune to effects by the time you get that charm immunity, and I feel these guys should also make it harder for others to be charmed or frightened. Maybe in addition to causing the enemy to have disadvantage on frighten, you grant allies advantage against being frightened, because you are so terrifying that the enemy looks more manageable by comparison? Both the capstones for these subclasses are amazing. Just, ridiculously good. Aura of Treachery is interesting, because it makes the Paladin very, very good at fighting by themselves when outnumbered. Seems appropriate for these guys. I do have to agree with Leatherhead with some of these observations, this is a paladin who is better if they can stealth at least a little, due to illusions and invisiblity. Maybe this is the guy who wants medium armor master and goes dex based, same as wearing plate and using a longsword? Also the fact that getting advantage makes their crits weaker if they used Poison Strike is probably an oversight. My first thought was if they have advantage they get to deal max damage, they could probably add a line about a bonus for critting…. But is it really necessary? Getting the 23 to 40 damage (remember it is 20+lv) and double dice on your actual attack and the smite you are most likely dropping? Plus another 20 if you have Icon of Deceit active. That it a lot of damage to be flinging around, even for a paladin. Too bad it is poison for the Channel Divinity, but they can chose not to use it if fighting something immune. So, I think so re-flavoring of the Conquest, to make it more super LN instead of LE, and I think th...

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Friday, 17th May, 2019

  • 01:08 PM - collin quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    They are basically "Magical MacGyvers", filling a niche in a party that would traditionally go to a Rogue, or perhaps Ranger. Interesting analogy. I always thought of them as more like support characters, like bards: not terribly strong on their own, but can assist and make the rest of the party stronger in combat.
  • 06:06 AM - Kurotowa quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    They are basically "Magical MacGyvers", filling a niche in a party that would traditionally go to a Rogue, or perhaps Ranger. ...that's an interesting perspective to tackle the class from. They can easily cover trap and lock duty with Thieves' Tools and Perception. Instead of Skill Expertise they bring Tool Expertise. There's a lot that's different, of course, but if you're just looking to have that one party member who can detect and disarm traps then Artificer covers it nicely.

Wednesday, 15th May, 2019

  • 06:35 PM - Kobold Avenger quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    Archivist! Now, everyone can play with your invisible friend! Totally a psionic class that didn't make it into the psionic playtest. I definitely think it's a psionic subclass, as the revised Psion was being discussed they were certainly ideas discussed for psionic subclasses in other classes, like Soulknives in Monk and Psychic Warrior in Fighter.
  • 03:27 PM - CapnZapp quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    TWF itself is known to be a problem. In fact, TWF is such a huge problem that it caused the Devs to doubt the entire Bonus Action mechanic itself.Bonus Actions work just fine.
  • 01:04 PM - 5ekyu quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    TWF itself is known to be a problem. In fact, TWF is such a huge problem that it caused the Devs to doubt the entire Bonus Action mechanic itself.As I recall, it was one dev and whenever he started to dive into options in depth it got ugly quick. In my experience, the morning after musings rarely turn out to be worth much without putting in the work to again see "why we did this and didnt do that". But that's me.
  • 11:53 AM - UngeheuerLich quoted Leatherhead in post New Unearthed Arcana: Revised Artificer
    TWF itself is known to be a problem. In fact, TWF is such a huge problem that it caused the Devs to doubt the entire Bonus Action mechanic itself. See my reply above.

Friday, 26th April, 2019

Thursday, 25th April, 2019

Friday, 12th April, 2019

  • 01:48 PM - Dausuul quoted Leatherhead in post 'Cure Wounds' is D&D's Most Popular Spell
    Something is wrong with the wizard top-10 cantrip list. It says "top 10 cantrips" but there are only 8. Also, mage hand isn't on it, which is theoretically possible but seems highly unlikely. Likewise Mage Hand shows up as popular on Warlocks and Sorcerers, but not the other arcane casters (no I don't count the Artificer, it's still in playtesting). Both the Sorcerer and the Warlock can get lots of cantrips at t1 of play. This would imply that Mage Hand isn't a first string pick, but rather something that people gravitate towards as their 3rd or 4th cantrip and they have all the other stuff they want. I wouldn't read too much into the absence of mage hand for wizards. We know for a fact that the wizard list is missing two of its top-10 picks, and the two spells I would expect to top the list are missing. Every other caster class except druids has its best PHB damage cantrip at the top of the list (and druids would have theirs at the top of the list, except that players evidently disagree on whet...

Friday, 22nd March, 2019

  • 12:25 PM - Bagpuss quoted Leatherhead in post VTMB Bloodlines 2 trailer released -- will it incline?
    I'm still watching the reveal stream. But did I see that date right? March 2020? A year out is quite a long time away. You are joking right? ...waiting for Cyberpunk 2077 (first announced in 2012). If this isn't delay I'll be amazed, that wasn't even a game footage trailer.

Sunday, 10th March, 2019

  • 01:10 AM - NaturalZero quoted Leatherhead in post WotC Considering NPC Stat Format Change
    I almost never have to open up another book to look up stats. I consider doing so a failure. If an adventure forces me to have to turn to some other page to routinely run encounters it is a bad adventure. I really like the core 5e system. I like the streamlined math. One place where they absolutely dropped the ball and kicked it down the :):):):)ing street was when they went away from the 4e monster statblock that included everything you needed to run the monster. They went back and gave monsters spell lists, with rules on multiple pages... in an entirely different book! It was one of the reasons i hated running high level caster monsters in 3.5 and always truncated or altered the mechanics to be more forward. Controversial Opinion: 4e had the best monster stat blocks. Yes, yes, yes. I like running 5e as a system, but the more i do, the more i notice how many evolutionary enhancements that 4e proposed that worked better but got chucked out the window. I'd like a concise 4e statblock, wi...

Friday, 8th March, 2019

  • 04:14 PM - Hawk Diesel quoted Leatherhead in post The Knight Eldritch (Eldritch Knight decoupling onto the Wizard) [very early version]
    However, the Hexblade is arguably a better Gish overall. Even with all the extra abilities that aren't very Gish-like, the core ability Hex Warrior is the most solid starting point for such a character. Perhaps this is a conversation for it's own thread, but the Hexblade is really OP if you compare it to other warlock options. Not only do you get a unique hex ability (which outright steals a portion straight from the Fiend patron), but on top get to use your best stat for melee. Why would anyone going Warlock not choose Hexblade? And for that matter, why would anyone going bard or sorcerer not dip a level into Hexblade? At least with the Bladesinger they tried to put the 2nd level ability on par with the other archetype options. And likely they justified a slight power increase due to the racial restriction. Hexblade does neither. So I would start with a variant "Arcane Warrior": You gain proficiency in Light Armor, Simple Weapons, and Martial Weapons. You may bond with a weapon to use...
  • 08:55 AM - Ash Mantle quoted Leatherhead in post The Knight Eldritch (Eldritch Knight decoupling onto the Wizard) [very early version]
    I'm going to have to add this to the pile of ill-fated attempts at the wizard-warrior. Of which, the Bladesinger is still the best. However, the Hexblade is arguably a better Gish overall. Even with all the extra abilities that aren't very Gish-like, the core ability Hex Warrior is the most solid starting point for such a character. Heh, yeah, I also quite like the bladesinger and hexblade a fair bit, but wanted to try out something that was more durable and could better blend magic with attacks. What may be a better idea would be to approach this with creating a new subclass, or subclasses, entirely with the original class features serving only as inspiration. So I would start with a variant "Arcane Warrior": You gain proficiency in Light Armor, Simple Weapons, and Martial Weapons. You may bond with a weapon to use it as a spellcasting focus, and use INT instead of DEX or STR for weapon attacks (only with that weapon). You may add your Proficiency Bonus to Concentration checks if you ...

Friday, 1st March, 2019

  • 07:30 AM - Kurotowa quoted Leatherhead in post Artificer UA has been released!
    Speaking of wands, you can use them to cast Any Cantrip In The Game, with a damage bonus. Did you want to Eldritch Blast like a Warlock? Good news! Really want to pick up Druidcraft because you like flowers? No problem! This isn't right, I don't think. When you do so, you invest it with one artificer cantrip of your choice — even one you don’t know — that has a casting time of 1 action. Or is there another class feature I'm overlooking?

Tuesday, 26th February, 2019

  • 07:46 AM - Sword of Spirit quoted Leatherhead in post Backgrounds: Use 'Em or Lose 'Em?
    Yes and no. The WoD system is a bit more complex, non-optional (or rather, less optional), and lets you stockpile the resource. Additionally, the PHB and DMG really undersell the system. In both books the first thing you read about the system is how you can totally ignore it and be fine. In contrast, Feats are also an optional rule, but the rules governing feats don't repeatedly mention that fact every time you look them up. I see what you're saying. In order to really do it the same way they'd have to have more codified traits though. The archetype specific type of willpower gain conditions in WoD would require them to either limit archetypes or have players/DMs create conditions for each traits. Unless you are meaning basing that on your Background, rather than Ideal/Bonds/Flaws. Even with custom backgrounds being supported, that's actually much more doable. It would have been interesting if they had put something like that as an optional rule in XGtE. (Coming up with rules for every one sente...

Monday, 25th February, 2019

  • 11:45 PM - Sword of Spirit quoted Leatherhead in post Backgrounds: Use 'Em or Lose 'Em?
    Here is a thought: If playing out your Ideals/Bonds/Flaws was listed as awarding Inspiration, (like the Virtue and Vice system from WoD) both systems would probably see more play. Unless I'm misunderstanding you, you just described exactly the default mechanical impact of those traits. The PHB specifies that role-playing those traits is how you get Inspiration. I believe the DMG might suggest a couple of alternative methods for gaining Inspiration (I don't recall exactly), but most of the space it spends discussing Inspiration assumes the PHB mechanic.

Saturday, 23rd February, 2019

  • 06:07 AM - OverlordOcelot quoted Leatherhead in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    Yep and of all those the only one you would use in battle instead of before or after (as a rule) is Cure wounds, which you can ignore with lay on hands....? If you have a DM who always lets you know that combat is coming up in exactly a few rounds but not many rounds and exactly what you'll be fighting, then you can pre-cast one minute buffs before combat. I have never met a DM who always tells you when the next combat will be, and never has the bad guys run away, talk, activate something that takes time to deal with before you can get to them, or call in allies after combat is joined, however, so I certainly wouldn't count on never casting one minute buffs during combat. Similarly, if you have a DM who never gives you nasty magical effects that you want to dispel in combat, more injury than your LOH alone can cure, or any kind of curse or restorable condition that you want to remove during combat, then you'll never cast those in combat. But, again, it's not reasonable to assume that every DM avo...
  • 04:36 AM - FrogReaver quoted Leatherhead in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    You can only use a free action (or in this case, an object interaction) on your own turn, not during another's turn. The only risk is that you drop your sword in acid, or down a cliff, or something else like that. DM: Okay Paladin McSwordDrop - roll me a d20 and let's see if something randomly bad happens to your sword upon dropping it...

Thursday, 21st February, 2019

  • 11:27 PM - iserith quoted Leatherhead in post Here Are The Most Popular D&D Feats (War Caster Leads The Pack!)
    For some reason, people on message boards always forget that 2/3rds of Sharpshooter is dedicated to boosting accuracy. Despite the accuracy boost being the most powerful and impactful part of the feat (which makes it head and shoulders more powerful than it's cousin, GWM), the -5/+10 mod is all people talk about. It really shows you that people only pay attention to big numbers, despite the little ones adding up to more. In my experience, most DMs don't really make a big deal about cover, so I bet many people don't see that as the best benefit since cover doesn't come up as much as perhaps it should. (With all the usual caveats about how a game "should" be.)

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