View Profile: Hawk Diesel - Morrus' Unofficial Tabletop RPG News
  • Hawk Diesel's Avatar
    Today, 09:44 PM
    So we all know about how a normal Beholder's central eye creates an antimagic zone, and death tyrants create a zone where healing is impossible. But I was trying to think of something new for the beholder my players are about to encounter. I mean, the antimagic effect is powerful, sure. But nothing is more frustrating to a player than not having access to their abilities. It's one thing to...
    0 replies | 10 view(s)
    0 XP
  • clearstream's Avatar
    Today, 09:22 PM
    True enough. Dueling seems to me on the cusp, i.e. nearly good enough to take. Maybe it should be proficiency bonus, or +1d4 so that it can crit? As written, it adds about 2/4/5 damage per round (tier 1/2/3). Adding a +d4 would add 2/5/7 with the crit upside. Proficiency would add 2/6/11 damage. (That's all on a one-pristine-round analysis counting on Shieldmaster to sometimes give advantage.)...
    44 replies | 858 view(s)
    0 XP
  • clearstream's Avatar
    Today, 12:00 PM
    For that kind of project, remember that Archery and Dueling scale implicitly with Extra Attacks. Defense scales both with number of attacks received (the more received, the more damage it will mitigate) and at the margin... how to explain that? Say a foe needs 14+ to hit my Plate and Shield AC of 20. What is +1 worth in that situation? In one sense, it is worth 5%, but in terms of reduction of...
    44 replies | 858 view(s)
    0 XP
  • clearstream's Avatar
    Today, 11:48 AM
    Archery is probably the strongest fighting style, so I partly endorse your opinion, but if it came down to a straight choice between Archery and RAW Sharpshooter, I would always take Sharpshooter. The power-attack is that strong.
    44 replies | 858 view(s)
    0 XP
  • clearstream's Avatar
    Today, 11:38 AM
    For me, Intelligence isn't necessarily a key stat in combat. Experienced creatures whose lives depend on it (pretty much any that have lived long enough to challenge PCs), will fight effectively. As an aside, a house rule I have also, is that creatures in a fully magical world usually have some rudimentary understanding or sense for it, just as they can guess the shining, sharp end of a spear...
    67 replies | 1450 view(s)
    0 XP
  • clearstream's Avatar
    Today, 11:33 AM
    It seems like you are saying that melee party members will either be able to spread damage taken or deal significantly more damage than their ranged comrades because those will be provoking OAs and somehow stop them focus-firing. Is that right? To paraphrase Yoda, there is no "try and focus fire": there is only "focus fire". Taking OAs might end up with the ranged character out of the fight,...
    123 replies | 3913 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Yesterday, 07:42 PM
    Depends. I might rule that their fear prevents rational thought. Spellcasting is complicated and requires a degree of focus. If one is too terrified, they are more likely to fumble the spell or even forget that they have them. I mean, when you are scared think about how hard it can be just to get a key out and open a door, possibly dropping the key. If something that mundane can be so much more...
    11 replies | 192 view(s)
    0 XP
  • clearstream's Avatar
    Yesterday, 01:31 PM
    Repeated from the thread this thread originated with...
    67 replies | 1450 view(s)
    0 XP
  • clearstream's Avatar
    Yesterday, 01:29 PM
    An efficiency advantage can be gained, however. Say some opponents expect to deal 10 damage a turn, to a party HP pool of 100. While the party deals 10 damage a turn, to those opponent's HP pool of 100. Initiative will decide the outcome in this case, in the tenth turn. If through one member dodging, the party reduces their damage by 3, while reducing their opponent's damage by 4? Those...
    123 replies | 3913 view(s)
    1 XP
  • clearstream's Avatar
    Yesterday, 10:19 AM
    It can get a bit problematic, especially around feats like Sentinel. One approach is to let the dice decide. For example, in the case where a character wants to implicitly shape the behaviour of hostile creatures, I might rule that they need to make a Charisma (Deception) check, against those creatures' passive Wisdom (Insight) scores. Likely with disadvantage as I assume that creatures...
    67 replies | 1450 view(s)
    2 XP
  • clearstream's Avatar
    Yesterday, 09:53 AM
    I have encountered in play the following uses of Dodge - A. the caster who has a SoS holding down key or multiple creatures, or a clutch buff on their GWM Barbarian or whatever, backs off and dodges B. the character or foe that cannot both close and attack this turn, moves their Speed forward and dodges C. the dog-piled character that is tar-pitting multiple foes while ranged characters...
    67 replies | 1450 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Yesterday, 01:48 AM
    Dausuul If you look at the conjure X spells, the lowest level is 3rd (same as Animate Dead). So I think that is realistically the lowest level you could go to summon/create allies in combat. This is why I think a Necromancer needs a 2nd level spell for a 1 HP minion. Additionally, I agree about animate dead. The spell should allow creating small or medium humanoids, but it should allow...
    72 replies | 267946 view(s)
    0 XP
  • clearstream's Avatar
    Tuesday, 13th November, 2018, 10:22 PM
    Agreed, a half-elf also looks pretty good. Better, maybe, as half-elf stats are an ASI better than human. So although half-elf spends their feat at 4th on Prodigy, perhaps for the human that ASI is taxed away anyhow. And you get Darkvision. What's not to like?
    21 replies | 648 view(s)
    0 XP
  • clearstream's Avatar
    Tuesday, 13th November, 2018, 10:17 PM
    Shield + Defense style perhaps, +3 AC. Or Rage for Resistance. The party might want damage to fall on the Barbarian (if there is one) as healing put into them is doubled. An option for ranged characters is to carry a shield and one-handed weapon, ready to step in if needed. Mechanically, they could even stow their bow at the end of each of their turns, ready to make the switch.
    123 replies | 3913 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Tuesday, 13th November, 2018, 08:41 PM
    Part of this can be accomplished by some reflavoring of existing spells. For example, take Fireball. Instead, you could reskin it as Army of the Dead. Same damage and area of effect, but instead of fire you deal necrotic damage. And instead of a fireball, the necromancer summons a literal horde of zombies and skeletons to assault everyone in the area, only to disintegrate or sink back into...
    72 replies | 267946 view(s)
    2 XP
  • clearstream's Avatar
    Tuesday, 13th November, 2018, 08:22 PM
    I agree that he needs to count on spells, but also... Invisibility creates the possibility to Hide, but is not Stealth. Enhance Ability needs a reasonable Persuasion to work with, since it gives advantage. Knock is really loud! At 4th level, you can Levitate twice, and can't Fly. I mention this to say that I think for his character concept to work, he needs to think about which skills...
    21 replies | 648 view(s)
    0 XP
  • clearstream's Avatar
    Tuesday, 13th November, 2018, 08:18 PM
    Nerfing magic items won't break anything. It will reduce or nullify the pay off for some strategies. For instance, if Bob has a +2 Sword and a Ring of Protection, then Jane's Bless will read - ignore this spell unless you roll higher than existing bonuses. Unfortunately "higher" can differ between Attack and Saves, so it is a bit fiddlier than I think ideal. Anyway, the point I wanted to make is...
    70 replies | 1318 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Tuesday, 13th November, 2018, 06:46 PM
    I have never really had an issue with bounded accuracy. But I do things a bit differently than the average DM. I have an Excel spreadsheet that compiles a bunch of the numerical mechanics for each player. This includes Hit Points, AC, Attack Bonus, Spell DC, Saving Throws, and Skill Bonuses, just to name a few. I then have the sheet automatically calculate appropriate enemy AC, Attack Bonus, Save...
    70 replies | 1318 view(s)
    0 XP
  • clearstream's Avatar
    Tuesday, 13th November, 2018, 03:27 PM
    Re: my post above, looking more at spells I question whether you need Charisma (Persuasion) or (Deception). Enchantment Wizard has plenty of spells that simply make people friendly/cooperative/mindless-slaves to your will. A similar argument applies against Dexterity (Acrobatics) or Strength (Athletics) of course. Why struggle in a grapple when you can Misty Step out? Why climb when you can...
    21 replies | 648 view(s)
    0 XP
  • clearstream's Avatar
    Tuesday, 13th November, 2018, 02:55 PM
    I like the concept! When I envision characters, I think about how they will be from level 4 to level 12. I don't worry about higher, because one spends little time playing there, nor lower as levels 2 and 3 typically fly by. With that in mind, the first thing your idea makes me think about is its MAD nature. For instance, say we take - Variant-Human with Prodigy. That will get you one skill,...
    21 replies | 648 view(s)
    0 XP
  • clearstream's Avatar
    Tuesday, 13th November, 2018, 02:30 PM
    I've dialled my 3ed thinking on magic items way back, and am pretty happy now with 5ed. I like that even a +1 sword is a storied item, and a +2 sword should be legendary. Due to that, I've followed the path of adding more non-combat benefits on items, or combat benefits that don't translate directly into killiness. Tier 2 characters should probably have about one combat relevant item apiece....
    70 replies | 1318 view(s)
    1 XP
  • clearstream's Avatar
    Tuesday, 13th November, 2018, 02:25 PM
    Yes, it's annoying.
    48 replies | 1780 view(s)
    0 XP
  • clearstream's Avatar
    Monday, 12th November, 2018, 02:43 PM
    I like the generalising to all force damage type (probably want to reference "type" rather than effect, for consistency with other RAW). I dislike extending the duration, as Shield is very strong in play, in its current one-round form. I also dislike the up-cast preventing force spell damage altogether: that's way too extra. Taken together, the duration and force damage prevention would...
    11 replies | 548 view(s)
    0 XP
  • clearstream's Avatar
    Monday, 12th November, 2018, 12:04 PM
    Relating to this question, I've been pondering Sharpshooter and Crossbow Expert. I believe it is highly justified to make Sharpshooter apply to heavy ranged weapons, just as Great Weapon Master applies to heavy melee weapons. Were that so, it can't stack with the Hand Crossbow bonus attack: forestalling the most egregious use. A residual question in my mind is if "Once-per-turn" is justified...
    123 replies | 3913 view(s)
    1 XP
  • clearstream's Avatar
    Monday, 12th November, 2018, 10:45 AM
    Vices sound like a fun element! A factor I can relay from my own homebrew experience is that when long rests are made longer and/or more conditional, short rest classes can become heavily advantaged. I think if one changes, the other has to be changed in tandem. Otherwise for instance Warlocks get to massively outcast Wizards and Sorcerers over a day. Barring Crossbow Expert / Hand Crossbow...
    123 replies | 3913 view(s)
    0 XP
  • clearstream's Avatar
    Sunday, 11th November, 2018, 11:36 PM
    The rest rules are definitely problematic. It seems like they were balanced around a six encounter adventuring day, with two encounters per short rest. Unfortunately, especially in an outdoor campaign, that doesn't really happen. I've switched to 24 hour long rests, 4-8 hour sleep/trance to refresh abilities, and 1 hour breather to spend HD. That's working reasonably well in balancing long rest...
    123 replies | 3913 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Saturday, 10th November, 2018, 08:26 PM
    Sword of Spirit I really appreciate this comment. It certainly gives me something to think about. I agree that there are certainly ways to build the current warlock that can make it feel like a spellcaster. But I still don't think that Warlock really fits the spellcaster mold. I still think it's more akin to the Rogue. A reliable striker with lots of utility. But that's not to say that's THE way...
    35 replies | 1242 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 10th November, 2018, 11:52 AM
    I'm curious about this. As written, it looks to me that Hexblades just barely keep up. What are you finding in play? What (if anything) is yielding distorting levels of damage?
    123 replies | 3913 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Saturday, 10th November, 2018, 08:30 AM
    Here are some of the new invocations I've developed. Some are new, others are ones I've previously developed and been using. I'm still working to redesign some of my other homebrew invocations since we are removing Pact Magic, and will be working on Invocations to replace Mystic Arcanum. Armor of Agathys As an action, you gain temporary hit points equal to your warlock level. These temporary...
    35 replies | 1242 view(s)
    1 XP
  • clearstream's Avatar
    Friday, 9th November, 2018, 11:23 PM
    I agree about that obviating the cover and range penalties completely seems a bit extra. Still, we also want players to have fun with their feats. So for me the goal is a feat that still feels very strong, but doesn't overshadow other strategies. It's to do with the interact with Crossbow Expert, that thoroughly breaks it. GWM requires a heavy weapon, so I think it is justified here. The...
    7 replies | 227 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Friday, 9th November, 2018, 11:02 PM
    Oops! Reread GWM. You are correct sir.
    7 replies | 227 view(s)
    0 XP
  • clearstream's Avatar
    Friday, 9th November, 2018, 09:39 PM
    I think the text captures that pretty well. It's before you make "an" attack, you can take -5 on "the" attack roll. I don't think GWM works that way. I believe you get to decide attack by attack.
    7 replies | 227 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Friday, 9th November, 2018, 07:09 PM
    So the one potential issue I see is, does the -5 happen for all attacks? Take a Longbow wielding Ranger with 2 attacks. They take the -5, and on the first strike they hit, adding the +10 damage. But since they can only do that damage once per turn, does the next attack also have a -5? GWM applies the penalty to all attacks, but also the damage. It makes it clean without much tracking. It's...
    7 replies | 227 view(s)
    0 XP
  • clearstream's Avatar
    Friday, 9th November, 2018, 06:03 PM
    The issues with Sharpshooter, especially in conjunction with Crossbow Expert, are well known (GWM damage at 120' away FTW!) As part of discussion about ranged in another thread, the following tweak suggested itself... Sharpshooter v2 You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose...
    7 replies | 227 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Friday, 9th November, 2018, 05:53 PM
    Sword of Spirit - That certainly looks like a detailed graph. I will take a look a bit later. But I agree that the Warlock could play more like a spellcaster with the right build. But if the Warlock is supposed to be a true spellcaster in the vein of the sorcerer or warlock, you shouldn't need to build it to make it feel or function like that. Which once again, at least to me, supports the idea...
    35 replies | 1242 view(s)
    1 XP
  • clearstream's Avatar
    Friday, 9th November, 2018, 01:42 PM
    We might be in greater agreement than appears on the surface. Here you point out that melee has better defense or (ignoring CEx/SS silliness) does more damage, or both. A direct comparison could be a Defense style, sword-and-board Battlemaster, with an Archery style, longbow Battlemaster. Sword-and-board will have +3 AC over the archer, all else being equal. Their damage is approximately the...
    123 replies | 3913 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Friday, 9th November, 2018, 06:46 AM
    Part of the fun I get from this game is tweaking it and redesigning it. Yea, the adjustments I've made to my game probably makes it fairly different from what you play. And in fact, I think redesigning this class whole hog to better reflect my vision for the warlock would be fun. I also think others might value what I produce and might like to participate in the process. So what you see as the...
    35 replies | 1242 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Friday, 9th November, 2018, 06:20 AM
    1) My experience included other players using classes that primarily rely on short rests. Even compared to them, I felt mostly useless. 2) In redesigning the warlock, it is not to increase its power, but rather to give it an identity that better differentiates it from spellcasters like the wizard and sorcerer. I personally don't feel like the warlock should be treated like a spellcaster. ...
    35 replies | 1242 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Friday, 9th November, 2018, 01:36 AM
    Personally, since its inception I hace really loved the Warlock. But after playing one in a long-term D&D campaign, I just found it underwhelming. This may have been in part because the game did not get many short rests, but I always felt like I never had enough spell slots. My warlock didn't really shine in combat or out of combat, and often felt overshadowed by the otger players' characters. ...
    35 replies | 1242 view(s)
    0 XP
  • clearstream's Avatar
    Thursday, 8th November, 2018, 05:43 PM
    I think it is useful to have pillar archetypes in a system: they help define the space for viable strategies. The question that CEx SS poses for me is whether it was a design error, or a pillar? I believe many would agree that it was a frank mistake, but why? Perhaps for many groups, the melee character who discards defense to go all in with the heaviest weapon they can wield, fits their...
    123 replies | 3913 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Thursday, 8th November, 2018, 05:39 PM
    Yea, I hadn't considered it at first, but it would go a long way to eliminating the palilocks and the coffeelocks. It's a fair question. I think the way it is presented is that Warlocks should play similarly with similar roles to Sorcerers or Wizards, when in reality I see them being more equivalent to Rogues or Monks. I don't know that I would go half-caster. I like thinking of...
    35 replies | 1242 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Thursday, 8th November, 2018, 04:12 PM
    So there has been a discussion I've recently engaged in regarding the Warlock and Eldritch Blast. And while having that conversation I realized that Pact Magic seems a bit strange for the Warlock. It places the Warlock in a role similar to a caster, but the Warlock is not really meant to be played like a caster. Additionally, because Eldritch Blast is such a useful aspect of the Warlock and so...
    35 replies | 1242 view(s)
    0 XP
  • clearstream's Avatar
    Thursday, 8th November, 2018, 12:02 PM
    Using the same assumptions I posted above, these are the values for CEx SS. I didn't post them before because I tend to politely ignore that character option. Battlemaster with Archery, Crossbow Expert, Sharpshooter, Precision, Hand Crossbow Tier 1 Maximum average/round = 20 Maximum average/day = 300 assuming about 3 encounters of about 3 rounds each Likely average/round = 11 at Tier 1, I...
    123 replies | 3913 view(s)
    0 XP
  • clearstream's Avatar
    Thursday, 8th November, 2018, 10:21 AM
    Hmm. Posting up values already produces a wall of text, and it is sometimes difficult to know where to strike the balance of what to include. First the characters are points buy, in order to compare like to like. Level required thought. People sometimes "prove" that something is okay (or not okay) by choosing an arbitrary level where the numbers stack up the way they want them (due to access...
    123 replies | 3913 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Wednesday, 7th November, 2018, 09:33 PM
    Yep. Much better than just sitting and watching.
    10 replies | 434 view(s)
    0 XP
  • clearstream's Avatar
    Wednesday, 7th November, 2018, 05:32 PM
    What on Earth do you mean?! (Me = puzzled.) The "likely average" includes the accuracy. The "Maximum (average damage)" does not. The reason for showing both, is that the former (likely average) takes into consideration accuracy and downtime, while the latter (maximum average) gives an indication of the potential to improve the damage if those factors can be ameliorated.
    123 replies | 3913 view(s)
    2 XP
  • clearstream's Avatar
    Wednesday, 7th November, 2018, 04:53 PM
    Once spells get involved, it becomes difficult to predict what will happen. I think you can observe that crowd-control on the whole favours ranged attacks. Thinking about those specific spells, at level 4 a Bard probably adds more to most fights with Greater Invis. which gives advantage on attacks and disadvantage to attackers, unless they have truesight, or Haste. It's better to Haste a...
    123 replies | 3913 view(s)
    0 XP
  • clearstream's Avatar
    Wednesday, 7th November, 2018, 03:29 PM
    Ranger Hunter, with Archery, Hunter's Mark, Sharpshooter Tier 1 Maximum average/round = 20 Maximum average/day = 300 assuming about 3 encounters of about 3 rounds each Likely average/round = 7 Likely average/day = 106 Tier 2 Maximum average/round = 76 Maximum average/day = 1140
    123 replies | 3913 view(s)
    1 XP
  • Hawk Diesel's Avatar
    Wednesday, 7th November, 2018, 01:58 AM
    You could, but what would be the point of that? Seems like a boring way to spend playing the game. That's a situation when I as a DM might hand wave the plot forward, or provide the other players an opportunity to do their own downtime activities. Or maybe even use Sending Stones to allow the one using the Crystal Ball to be the "eye in the sky" to warn players about threats or have books ready...
    10 replies | 434 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Tuesday, 6th November, 2018, 10:11 PM
    Yes, cantrips are in themselves class features. But that also presumes that all cantrips are of a similar level of power. They are to some degree interchangeable. Just as all 1st level spells have some degree of balance against one another. But Eldritch Blast is mechanically different. Are there other cantrips limited to a single spellcaster list? Sure! We have Vicious Mockery for the Bard,...
    118 replies | 3831 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Tuesday, 6th November, 2018, 08:01 PM
    I disagree. We are talking about D&D in its 5th iteration. Each is built upon the last, and 5e seems to be the best example of an edition that took what works from the previous ones and tried to scrap what didn't. As such, we are not talking about a sacred cow like Ability Scores, and we are not talking about a game it is being built from the ground up in a vacuum without history or context to...
    118 replies | 3831 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Tuesday, 6th November, 2018, 06:17 PM
    This is more than just a feeling. If you look into my previous posts in this conversation, you will see that I go into extensive detail in the history of the Warlock since its initial appearance in 3.5. The key defining feature of the Warlock from the beginning has been Eldritch Blast and Invocations. While this may be true, does a Bard need to give up a spell known for Bardic...
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Tuesday, 6th November, 2018, 06:08 PM
    This seems like a good argument, as I take your point about spamming Sneak Attack or Martial Arts. They're pillar functions of their respective classes. So I can see one route for Warlock that doubles-down on a less diverse strategy. I want to think about that some more. Also true. The joined-up part of Warlock is the chosen attack (EB or Blade) and Invocations. In some test runs with...
    118 replies | 3831 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Tuesday, 6th November, 2018, 04:07 PM
    While those are viable options for a Rogue, I think you are missing some things. A 3rd level Rogue going Assassin has a means to auto-crit a surprised enemy. A 3rd level Inquisitive or Swashbuckler have new routes to make it easier to Sneak Attack more often. A rogue that simply uses basic Two Weapon Fighting rules (can be achieve at level 1) instantly increases there opportunities for Sneak...
    118 replies | 3831 view(s)
    1 XP
  • clearstream's Avatar
    Tuesday, 6th November, 2018, 11:20 AM
    Not really. I have extensive reasons behind what I suggest. A strategy I use to swiftly prop-up or knock-down a concept is to peg it out near the edge of the envelope. And avoid investing time in precision costings and so on, until after I can sound out if it is reasonable. To give some insight, if we ask ourselves "How might we cause more interactions across things Wizards can do" and consider...
    60 replies | 1724 view(s)
    0 XP
  • clearstream's Avatar
    Tuesday, 6th November, 2018, 10:07 AM
    I agree Eldritch Blast could be more of a class feature (see my question on that below), and for the sake of interesting play I am pursuing an intuition it that could be broadened to damage-dealing cantrips generally. Regarding Rogue maximising Sneak Attack versus Warlock maximising Eldritch Blast? I know the builds you mean and have played one, going the Riposte route. A Warlock needs to choose...
    118 replies | 3831 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Tuesday, 6th November, 2018, 06:10 AM
    Discover its true name. Many powerful binding spells can be accomplished should someone discover a demon's true name.
    13 replies | 361 view(s)
    2 XP
  • Hawk Diesel's Avatar
    Tuesday, 6th November, 2018, 02:43 AM
    Hex is another spell that I feel is more appropriate as a class feature rather than a spell. It's like the designers had all these ideas and didn't know where to put em, so they just made them spells. Hunter's Mark is another spell that shouldn't be a spell but instead a class feature. This way, favored enemy can function as an increased step in the damage die from Hunter's Mark. Hence making...
    118 replies | 3831 view(s)
    2 XP
  • Hawk Diesel's Avatar
    Tuesday, 6th November, 2018, 02:14 AM
    clearstream I'm curious your thoughts about the rogue. As has been mentioned, the history of the warlock would indicate that Eldritch Blast is more of a class feature than a traditional cantrip (to me the fact that it is a cantrip is a design flaw, even if technically it is exclusive to the warlock based on spell lists). So if a warlock largely relies on Eldritch Blast, is this not similar to how...
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 11:45 PM
    Please remember that I'm not arguing about Hex being good or bad, only about Eldritch Blast with the Agonizing invocation. As you say, at higher levels there are better casts than Hex. I also agree that Hex is not reliably "on", contrary to some analysis I've seen on these boards. In play, it's often down for some number of rounds. In an adventuring party, using the spell and concentration slot...
    118 replies | 3831 view(s)
    2 XP
  • Hawk Diesel's Avatar
    Monday, 5th November, 2018, 10:00 PM
    Not to make this a big thing, since this has been discussed ad nauseam on these boards, but Instantaneous does not mean all the magic happens all at once. It largely means that the magic cannot be dispelled. One good example is Animate Dead. That is an instantaneous spell, but the magic clearly lingers beyond an instant. So one way that Eldritch Blast can be conceptualized it that in the...
    118 replies | 3831 view(s)
    5 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 03:53 PM
    It's not a paucity of choices, but lack of interaction between them that concerns me. It's interesting to look at what came out after core. Bladesinger I think is a straightforward desire to support interesting and varied gish classes. Too strong, in my opinion, and treading in design-space best left to other classes, but indicative of intent. War Mage in Xanathar's seems quite joined up, albeit...
    60 replies | 1724 view(s)
    2 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 02:39 PM
    I agree with your sentiment! My goal isn't making Wizard's stronger. More instead of being a grab-bag of OP effects, make the class and its archetypes have a greater sense of purpose; features that interconnect across tiers of play. One can hand-wave that their purpose is utility. For me, doing everything isn't a purpose. Even doing everything in an OP way. One might argue more concretely...
    60 replies | 1724 view(s)
    1 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 01:57 PM
    Specifically in terms of features that connect up through multiple tiers of play. Of course Wizards are powerful (straight-levels in Wizard continue to be the bar for power in D&D), but the seem more like a toolkit than a coherent class. I wondered if they would get a whole lot more interesting if one could layer spells more? Great example! And Twinned spell applies the same spell to both,...
    60 replies | 1724 view(s)
    0 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 01:51 PM
    Bladesinger is stupid, even without it. I don't think there is much value in designing for capstones: the first few tiers are where almost all play occurs. Given identical effects can't beneficially stack, what is way, way too much? Greater Invis. on the GWM Barbarian and Haste on the 1HS Battlemaster? Double Dominate Monster? I mean, my intuitions match yours, but it would help to have some...
    60 replies | 1724 view(s)
    0 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 01:47 PM
    Interesting points. Hex and Hellish both are both conditioned on events: for the sake of argument lets call those satisfied. I think combats run about five turns, so... Tier 1 4th Warlock vs CR 2 creature Rebuke caps at 6d10 * chance of failed DEX save = say +3 vs Warlock's DC 14 = 50% = 17ish + Toll x5 = 32.5*.5 = +16ish = 33ish Hex caps at 4d6 * chance of hitting = say AC 13 vs Warlock's...
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 11:56 AM
    clearstream started a thread Bolstering Wizards
    Is it right to say that Wizards have languished a little, compared with the lustre of other classes in 5th? They seem (to me at least) not as joined up, with satisfying payoffs, as other classes (thinking especially about Battlemaster and Warlock). Given their possibly distinctive utility role, I wondered about bolstering them with something like - Dual Focus At 5th level, you develop the...
    60 replies | 1724 view(s)
    0 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 11:25 AM
    What is your example? I mean, I like things like Ray of Frost, yet they still seem to not stack up unless brought nearer Blast. With Maledictions, I could stick Lance of Lethargy on Ray, and stack Repelling, to push away 10' and slow 20'. I'd happily trade that off against better range and +3 points of damage.
    21 replies | 622 view(s)
    0 XP
  • clearstream's Avatar
    Monday, 5th November, 2018, 11:20 AM
    My thread title for obvious reasons lead initial posters to believe I was targeting a nerf. My goal is to broaden viable strategies. In play the 120' range is almost always sufficient to give 100% up-time. It's true Agonizing Blast is essential: it's an example of narrowing viable strategies by making one strategy over-shadow. We've discussed a few ways that it can be improved. One is to...
    118 replies | 3831 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Monday, 5th November, 2018, 01:50 AM
    Yea, I agree with the OP. The shadow captured is not really the soul per se, but rather a semblance of the creature killed. One way to think about it is to consider Peter Pan and his shadow. It was something that could be separated from Peter, perhaps even captured, but is not in itself Peter or his soul. At best it is a small piece of their life essence, but not a significant part or even the...
    4 replies | 300 view(s)
    0 XP
  • clearstream's Avatar
    Sunday, 4th November, 2018, 10:58 PM
    I like the idea of Blast being basic to the class so that it feels less like a cantrip/invocation tax. Even if the outcome is the same in terms of features count! Blast steps away from the other cantrips with each tier, until by tier 3 there's no real option. It even stands out in cross-class comparisons once up-time is considered. It doesn't give the huge hits of GWM, but outputs constant...
    21 replies | 622 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Sunday, 4th November, 2018, 09:51 PM
    So I'm thinking of the following changes to the warlock. 1) Eldritch Blast is a class ability, not a cantrip. Warlocks get it at level 1. It immediately adds charisma mod to damage. 2) Additional beams are given through the Improved Eldritch Blast class ability, gained at level 5, 11, and 17 similar to the Fighter's Extra Attack class ability. At level 5, Improved Eldritch Blast also...
    21 replies | 622 view(s)
    0 XP
  • clearstream's Avatar
    Sunday, 4th November, 2018, 02:29 PM
    The official upgrade will be 5.5ed or 6ed, right :) The concern is possibly more that Tome stays relevant. It is quite a big thing to pick from other classes, so limiting to Warlock list might be enough.
    21 replies | 622 view(s)
    0 XP
  • clearstream's Avatar
    Sunday, 4th November, 2018, 09:32 AM
    Let's see, the base Warlock has 2 cantrips in tier 1, 3 in tier 2, and 4 in tier 3. So that is quite constrained. Tome Warlocks end gain 3 more cantrips at tier 1. Our Tome Warlock also took Magic Initiate so had 7 cantrips by the end of tier 1! Others aren't so well off, so there does seem to be design space for an invocation that granted a cantrip. One question would be how to ensure that Tome...
    21 replies | 622 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 10:34 PM
    Yes, it's important to put forward plausible assumptions. As you say, there are often disparities between what is happening in play and what is being assumed in the analysis. Additionally, play varies widely group-to-group and some dissonance happens just because one group's experiences don't chime with another. Each group is playing the game and having fun in a way that makes sense to them, but...
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 09:36 PM
    Yes. As I noted, radiant damage gets a buff from the occasional creature that is vulnerable to it. That said, they're frankly rare. There's certainly no substitute for play iterations in getting a deep understanding of a game system. There is a correlation between game quality, and the time and effort put into playtesting. Where analysis helps is to cast light into vast game system spaces,...
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 03:21 PM
    Indeed, and I have focused on what is happening at the table. Which doesn't chime with ignoring creature resistances. For our group, we found the force damage type very valuable - nothing ever resisted it. I wouldn't say the rates of resistance to other things were especially high, but they were present. Especially in encounters with tougher foes. The most common to appear were bludgeoning,...
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 01:47 PM
    Some context... I didn't expect the campaign to end in this way, or even in this session. I had put a lot of work into the coming days of adventure and was looking forward to DMing it. My characters were enjoying themselves and looking forward to experiencing high-level play, which can be quite rare. No one looked for this result. I will stress that I spelled out what a 20 on the Time Warp...
    1 replies | 176 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 01:46 PM
    For the interest of other DMs, and for discussion, I thought I'd summarise how my campaign ended. The setup is that eight Demon Lords have appeared on Toril, most arriving in the Underdark. As written, this is resolved by the characters collecting components for a spell that, when cast by the drow mage Vizeran at the Tower of Araj, will banish all bar one of them. The last, gravely wounded,...
    1 replies | 176 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 12:51 PM
    My players found that OOTA felt epic, but dark and dire. From a DM's perspective it is a highly complex campaign that takes a lot of work to run well. Not helped by lack of clarity in the book itself. Often there is some cunning thinking behind what is laid out, but without solid DM-to-DM explanations to guide you! So you have to parse the whole thing and figure out what's afoot. OOTA is worth...
    22 replies | 740 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 12:31 PM
    So here is where I am this morning. Some posters might have misunderstood my goal as being about nerfing: to clarify, it's all about broadening viable strategies in response to concrete player concerns coming out of two years of regular play (64 sessions, two Warlocks). Maledictions (this is a new class feature) At 3rd level, your patron reveals the hidden power of certain cantrips—those for...
    118 replies | 3831 view(s)
    3 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 12:23 PM
    We did have a character who tried Magic Weapon. I recall that the party used it once against some gargoyles. After a few sessions of preparing it, the character stopped using it. I think this is due to the Concentration requirement. I suspect the spell is reasonable for a few levels (say 4-6): the cleric can prepare and cast enough spells they can cover some edge cases, and weapon-users don't...
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 12:06 PM
    So here is where I am this morning... Maledictions (this is a new class feature) At 3rd level, your patron reveals the hidden power of certain cantrips—those for which you make a ranged spell attack or that have a saving throw. These cantrips become “maledictions”, that can be enhanced by the eldritch invocations available to you. Agonizing Blast (pre-requisite: any malediction) When you...
    21 replies | 622 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 11:53 AM
    One can consider or ignore whatever factors one likes. For me, when a quarter of foes have a feature, then it's reasonable to suppose that feature will appear in sessions at a higher rate then others that only one percent of foes have. That supposition tallies with our experience over 64 sessions, two years of play. Thus, for me, it is a factor I cannot easily ignore. What weighs more heavily...
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Saturday, 3rd November, 2018, 11:08 AM
    I wasn't aware of that ruling. It's clarified in the DMG errata that mundane ammunition fired from a magic bow counts as magic. That seems good to me. The comparison is then as always, the caster's magical attacks are magical from day one. The archer needs to find a magic bow. That said, I feel like an archer at tier 3 should be assumed to have one!
    118 replies | 3831 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Saturday, 3rd November, 2018, 06:42 AM
    They already have this. It's called Potion of Giant Strength. Reflavor it as a can of spinach and you're golden.
    6 replies | 330 view(s)
    2 XP
  • Hawk Diesel's Avatar
    Saturday, 3rd November, 2018, 06:39 AM
    Sorry, but I disagree. Not about things being broken or not. But every play style and table is different. I think it absolutely is part of this hobby to tweak things to be more aligned with how you use the game or to maximize fun. There is not a class or feat or archetype that I haven't adjusted to some degree. So sure, you may not see these things as broken. And that's fine. Others do....
    118 replies | 3831 view(s)
    0 XP
  • Hawk Diesel's Avatar
    Friday, 2nd November, 2018, 08:56 PM
    Right. Which is why rather than have it be an invocation, it is rather an upgrade that all warlocks will have access to upon reaching a given level. This also ensures that anyone that dips Warlock cannot wait until they can access invocations and grab this. Will help make more investment needed for the Agonizing Blast effect, but without requiring the expenditure of an Invocation. I see...
    21 replies | 622 view(s)
    1 XP
  • clearstream's Avatar
    Friday, 2nd November, 2018, 08:51 PM
    Scenarios are always fiddly so thank you for pointing that out. One more try! 7th level Ranger with Archery, longbow, Horde Breaker and Hunter's Mark? 7th level Warlock with Agonizing Blast and Hex. Expecting AC 14. Ranger (with foes clustered for Horde Breaker) 0.8*(3d8+12+3d6) = 33.9 Ranger (without foes clustered for Horde Breaker) 0.8*(2d8+8+2d6) = 19.2
    118 replies | 3831 view(s)
    0 XP
  • clearstream's Avatar
    Friday, 2nd November, 2018, 08:35 PM
    Ah. Malediction was thought of as one new class feature, although considering Hawk Diesel comments there could be a case for just giving Warlock some of those invocations with the new feature. Well, without also having access to Invocations, as I've written it Malediction itself doesn't do much. It's just a hook into other mechanics. You know - it defines which cantrips the invocations can...
    21 replies | 622 view(s)
    0 XP
More Activity
About Hawk Diesel

Basic Information

Date of Birth
November 24, 1984 (33)
About Hawk Diesel
About Me:
I enjoy playing football, rugby, and I play D&D. I know... weird
Location:
Chicago

Statistics


Total Posts
Total Posts
1,002
Posts Per Day
0.25
Last Post
Beholder's Central Eye: Problems and Alternatives Today 09:44 PM

Currency

Gold Pieces
52
General Information
Last Activity
Today 09:46 PM
Join Date
Sunday, 3rd February, 2008
Product Reviews & Ratings
Reviews Written
0

3 Friends

  1. clearstream clearstream is offline

    Member

    clearstream
  2. Eddie Blanton Eddie Blanton is offline

    Member

    Eddie Blanton
  3. geb_thecold geb_thecold is offline

    Registered User

    geb_thecold
Showing Friends 1 to 3 of 3
Page 1 of 7 1234567 LastLast

Thursday, 15th November, 2018


Tuesday, 13th November, 2018


Sunday, 11th November, 2018


Friday, 9th November, 2018


Thursday, 8th November, 2018


Wednesday, 7th November, 2018



Page 1 of 7 1234567 LastLast
Page 1 of 2 12 LastLast

Saturday, 3rd November, 2018

  • 12:06 PM - clearstream mentioned Hawk Diesel in post Warlock Maledictions
    ...in a turn, you can move that creature in a straight line 10 feet closer to you. Lance of Lethargy (pre-requisite: any malediction) When a malediction you cast damages a creature for the first time in a turn, you can reduce that creature’s speed by 10 feet until the start of your next turn. Repelling Blast (pre-requisite: any malediction) When a malediction you cast damages a creature for the first time in a turn, you can push that creature up to 10 feet away from you in a straight line. Pushed Malediction feature out one level to address dipping concerns. Doing so is a nerf to level one and two Warlocks, which I assume impacts the first two sessions (DMG suggests, and I find in play, one session to level to 2, and one more to level to 3). Undid nerf to Agonizing Blast, so that it is as stronger than ever! This came out of contemplating cross-class balance, with Ranger archery added to examples to illustrate. Changed on-application effects to "first time in a turn", in line with @Hawk Diesel comments. I don't like changing RAW for small gains, but here I note two benefits - 1) ease of use (subtle differences in application between similar effects can become confused at the table), and 2) I noticed my Warlocks were all over Repelling, but sniffy about Grasp and Lance, and I think this was because applying two or three 10' pushes a turn on one target was so clearly stronger that it made the others non-viable. Looking back at my examples (updated on the first page) this change casts a Warlock as a master of fighting with cantrips. I think other cantrips look fairly castable, compared with Blast.

Friday, 2nd November, 2018

  • 08:35 PM - clearstream mentioned Hawk Diesel in post Warlock Maledictions
    First, do you know all maledictions? You broken them out from Invocations so it's not from that pool (right?) but I don't see anything about picking or number known. If so, it's a big boost to Warlocks - freeing up invocations + lots more options > loss of +CHR damage on later EB beams. Ah. Malediction was thought of as one new class feature, although considering Hawk Diesel comments there could be a case for just giving Warlock some of those invocations with the new feature. If you get all at 2nd it also becomes a nice cherry pick for other classes that might get cantrips. I already see Warlock 1 getting picked up a lot for Hexblade. For classes that get other cantrip boosters adding this on top could be a real boon - not sure if it's overpowered. Well, without also having access to Invocations, as I've written it Malediction itself doesn't do much. It's just a hook into other mechanics. You know - it defines which cantrips the invocations can buff. You can apply multiple at once, right? So you can attack at a greater distance, push, and increase damage, all on the same cantrip. Once per turn on your own turns is the debuff people are talking about, but also the debugff they aren't talking about when your cantrip damages outside your own turn. So Warcaster OAs no longer can push opponents away, a bit of a shame. Applying multiple at once ...

Tuesday, 23rd October, 2018

  • 05:12 AM - FrogReaver mentioned Hawk Diesel in post Shield Attacks and AC Bonus
    ...ance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). Reading Comprehension Check 3: This Paragraph answers the question of how to handle improvised weapons not resembling any weapon. In Conclusion, we know what improvised weapons are and how to handle the 2 categories of them. (Objects similar to weapons and objects that don't resemble weapons). So then let's go over a few questions. 1. Where is the rule that tells you how much damage an object that is similar to a weapon does? It's in the 2nd paragraph. (An improvised weapon that is similar to a weapon can be treated as if it were that weapon) 2. Where is the rule that tells you how how much damage an object that doesn't resemble a weapon does? It's in the 3rd paragraph and it says such a weapon does 1d4. 3. Ultimate question, where is the rule that tells you how much damage an object does that is not similar to a weapon but resembles one? There is no rule on this. @Mistwell , Hawk Diesel Why do you think there is no rule on this?

Friday, 13th July, 2018

  • 09:02 PM - Satyrn mentioned Hawk Diesel in post The Bullymong: A Symbiotic Player Race
    As an aside: Something about this thread made me realize how I can better model the goliaths in my Borderlands-influenced D&D. I'm already using the goblinoids in place of the bandits, since the hobgoblins can be the "standard" and the goblins the midgets (and it feels more reasonable that some monstrous race could be full of suicidal pyschos), which obvious means bugbears fit as the goliaths. But I hadn't landed on a way to model how the goliaths level up and enter a terrifying berserk rage on a headshot. I don't know what it was about this thread that had me land on it, but I'm gonna make bugbears vulnerable to crits (like, hitting a bugbear with a natural 16+ instead of just 20) and the crit is what triggers the rage. Thanks, @Hawk Diesel, for I don't really know what. :heh:

Wednesday, 23rd May, 2018

  • 04:30 PM - Gadget mentioned Hawk Diesel in post Flesh to Stone spell - why the poor rating
    Hawk Diesel I like your version of the spell, this definitely more potent. Some critiques: This pretty much guarantees ~3 round restraint, no matter the targets resistances or Saves. It could be a little too much to automatically inflict on an Ancient Wyrm/Orcus. This is also a good way to force a foe to burn through their Legendary Resistances, though they may not need to use them to through off the effects, as it is a Con Save. Might it not be better to follow Otto's Irresistible Dance and have the spell Immediately inflict the restrained condition, no save, then force the target to spend an action on their turn to make the initial save? If the target makes the save, then the spell is over, but at least they suffered the restrained condition for a partial round and wasted an action to overcome it. If they fail the save, then perhaps they need to make two saves before they fail two suffer petrification condition for the duration.

Saturday, 24th February, 2018

  • 05:20 AM - CubicsRube mentioned Hawk Diesel in post Expanding reactions in 5e
    Hawk Diesel - thanks! Thatd be really cool. I think wizards and a few other spellcasters dont necessarily meed them as they often have a few reaction spells, but as common in d&d, the martial classes miss out :(

Friday, 19th January, 2018

  • 08:19 AM - Lanefan mentioned Hawk Diesel in post Suggest different wild surge results
    Hawk Diesel - that table looks somewhat like mine, only about 1/5 as long. :) I'll be stealing a few of your ideas, however. One minor note regarding your 57-58 reverse gravity option: reversing gravity for 1 minute such that the target moves away from the ground as if falling would, if outdoors, put the target well into the stratosphere by the time it wore off. Running a 60-second fall through an online calculator (which in fairness I think ignores air resistance) gives a fall distance of slightly under 11 miles, assuming earth gravity. http://www.gravitycalc.com So if you want that result on the table to be flat-out deadly, you have it; but if you don't you might want to chop that duration down. A lot. :) Lan-"the first time I hit this was when I looked at the duration of the 1e-2e Reverse Gravity spell"-efan

Friday, 22nd December, 2017

  • 06:37 PM - CTurbo mentioned Hawk Diesel in post Using NPC Spellcasters
    I completely agree with Hawk Diesel in that not every encounter is winnable, and fighting is not always the answer. Especially at low levels. Choose your fights wisely. Now about NPC spellcasters, I like using them, and to help keep the prep time down, I usually don't prepare a spell list for them. I just cast whatever I think will fit best in that situation. You don't HAVE to follow any spell set when you're DMing. Do whatever you want. This also helps keep options available for you to control the battle if needed. If your party is wiping the floor with the encounter so far, you can attack their weaknesses. If the party is struggling a lot more than you thought, you can attack their strengths. Example, want to go easy on the 21AC fully armored Fighter/Pally? Ranged spell attack or something with a Str save like Lightning Lure. Want to be hard on the 21AC fully armored Fighter/Pally? Upcasted Magic Missile or something with a Dex save like Sacred Flame.
  • 12:32 PM - Gardens & Goblins mentioned Hawk Diesel in post Theme for my bard
    Ah ha! A classic case presenting as 'Character Performance Anxiety'. Friend, as @Hawk Diesel suggests, go with whatever sounds the most fun. Forget the numbers, comparing your character to others and trying to be the best. Simply make something as stylistically awesome as possible and try your best to play it to the hilt. For me, currently, it's a Triton - re-flavoured as a Fishman/Creature from the Black Lagoon - paladin, following the Oath of Conquest and played as a fishman-moustache twirling Spanish Conquistador, hell bent on ransacking the lands of the dry-feet in the name of the Queen, for the glory of his people's faith which is known as The Only Way. Style first. Numbers later. You can always remake/rework what you have with a new character - besides, you'll need a fair few characters made & played to really appreciate what you enjoy and the numbers that might contribute to such enjoyment. Good hunting!

Wednesday, 20th December, 2017

  • 02:07 AM - Gadget mentioned Hawk Diesel in post At my table: Hexblade removed, Pact of the Blade enhanced
    @Stalker0, @Hawk Diesel, I really like the eldritch blast modification for pact of the blade. I have often thought that the blade'locks lacked a decent incentive to actually be in melee combat with all the sweet benefits of EB blast just hanging there, and thought there aught to be an equivalent melee cantrip for pact of the blade. Some more flavor text that explains how the cantrip takes the form of a melee weapon of the caster's choice (but does not change the damage), and you're good to go. This accomplishes a few things: 1) the melee spell attack does not require MAD to be competent in melee (though decent DEX, and to a lesser degree STR, are still desireable). 2) with the EB scaling number of bolts nicely gives the blade'lock scaling number of attacks, there by eliminating the need to take the 'additional attack' invocation. Perhaps and armor proficiency invocation could replace it? 3) Agonizing Blast and...

Saturday, 2nd December, 2017

  • 05:32 AM - Failed-saving-throw mentioned Hawk Diesel in post High Level Zealot Barbarians Immortal?
    Hawk Diesel You don't need to multiclass to use a ring of spell storing or many other items. Then the inability for a barbarian to cast spells is also only while the barbarian is raging. It's possible to start a fight, action spell then bonus action rage. Don't know why you would think its not possible for that to happen and not be 1v1? Also on the relentless rage and endurance the way the wording is read I can see an argument being made that it can occur whenever you suffer damage while at 0 HP and still have rage not being broken by dropping unconscious. Also even just the combo of rope trick and the 15th level ability is enough to keep a barbarian unkillable for 40 rounds. Personally have never been in or even really heard of a 1v1 combat lasting that long, travel time in a fight notwithstanding. Then there's the fact that a 3 man party of zealot, wizard and cleric at level 15+ becomes essentially unbeatable with the wizard being able to prep safe spaces, the cleric heal and the zealot ju...

Sunday, 26th November, 2017

  • 09:35 PM - Failed-saving-throw mentioned Hawk Diesel in post High Level Zealot Barbarians Immortal?
    Hawk Diesel Yeahp still only lasts one minute but fighting most bosses 1v1 you essentially have a round leeway at the end that you can use things like the half orcs return to 1 hp, relentless rage, potions etc. That doesn't even consider using safe space tactics like mordenkainen's mansion, rope trick, leomund's hut etc. With this barb you are unkillable for those 10 rounds of combat. That means there's only 1 round every 10 that you need to worry about dying and with proper prep you can have that round completely secured. Just with being a half orc you would have 20 rounds of combat guaranteed. Pretty much all fights will have ended long before that.
  • 09:22 PM - Failed-saving-throw mentioned Hawk Diesel in post High Level Zealot Barbarians Immortal?
    @Hawk Diesel @OzDragon Yes, but let's consider for a moment. 9 times out of 10, a barbarian is going to rage before entering combat. They wade into the fray already carrying the largest pool of HP to soak damage. They got toe to toe with one or more combatants. Let's say 3 rounds in they take a blow that would leave them at or below 0 HP. Barbarians already have an ability to make a special constitution save and instead go to 1 HP. Let's say the barbarian makes that save twice, maybe 3 times (as more attacks hit) before finally failing. We can say 4-5 rounds pass total since the start of combat. Now instead of going unconscious, they can stay up. Yes they can continue to fight and soak up damage, but they have 5 rounds max before they finally succumb. And by the end of it you have to A) hope you have a healer with spells left, B) have a cure wounds potion, goodberry, or healer kit ready, or C) hope you have a cleric with Raise Dead (since the Zealot doesn't need the material cost for the spell). ...

Thursday, 23rd November, 2017

  • 01:27 AM - Eddie Blanton mentioned Hawk Diesel in post Level 20 Capstone Abilities
    Eddie Blanton There are definitely things I like about it, but it also doesn't feel like a capstone. It's definitely useful and within the approximate power level, but it is also a number of distinct abilities that aren't really unified. Most capstones provide a single new ability or enhancement. Those that don't are more thematically linked, such as the Paladin capstones. Sorry I don't have more concrete feedback. I think it's an interesting attempt, but could use some refinement. Hey Hawk Diesel, Here is an updated version of the Ranger capstone I previously presented. I removed the first three features, as they were wildly different, and went with a few more flavorful features instead: Unstoppable Predator At 20th level, you become an unparalleled hunter. You gain the following benefits: ~ You have advantage on Wisdom checks. ~ Once per turn, when you make an attack roll with advantage and hit a creature, you can treat each damage die as having rolled the maximum value. ~ Magical effects can neither reduce your speed nor cause the you to be paralyzed or restrained. You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Being underwater imposes no penalties on your movement or attacks. The thought here is to create a fun and flavorful capstone that's fitting of the Ranger. You can pursue your prey without restraint from even magical means, and you have a supernatural ability ...

Thursday, 16th November, 2017

  • 01:33 PM - pemerton mentioned Hawk Diesel in post The "L" Word (Lazy) and Armchair Quarterbacking
    Hawk Diesel - I don't think I've read the particular threads that prompted this one, so I don't know the exact context - but if you think something is lazy writing, or lazy design, then I don't see what's wrong with saying as much. I mean, you should expect counter-arguments from people who like the stuff, but that's the nature of criticism.
  • 11:27 AM - Lanefan mentioned Hawk Diesel in post The "L" Word (Lazy) and Armchair Quarterbacking
    Bob the wealthy, well-to-do, kindly noble, with a loving wife and doing children. vs. Bob the noble.Yeah, there's certainly a difference between those two - particularly when one takes the wonderful typo in the first line at face value. :) --edit: I have no idea why mention tags aren't working for me. Bah.You have to spell the name right. Hawk Diesel tries to mention you first thing in post 3 but it fails because your name is misspelled... Lanefan

Wednesday, 25th October, 2017

  • 11:06 PM - OB1 mentioned Hawk Diesel in post Barbarian Archetype: Path of the Hulk
    Hawk Diesel - I think this is great as is, but do have two more small things you may want to consider Consider making the additional 1d4 damage from growing apply only to Slam attack. Clean way to encourage use of the Slam attack by not having it add to weapon damage or a multi-class monk unarmed strike. Consider allowing a grapple as a bonus action at 3rd level and require the opponent to be grappled first for the 14th level ability. Smash could then be renamed SMASH and GRAB! Either way, I'd say this is a great candidate to be published in the DMs Guild!

Sunday, 30th July, 2017

  • 05:05 AM - Quickleaf mentioned Hawk Diesel in post Building a better Fighter
    ...easier to qualify). Many classes nowadays in comparison to the fighter can take a beating (slightly less so) and dish one out (maybe moreso-especially 4e Strikers). Things are more "balanced", designers feel every pc needs to contribute roughly equal in combat (and I agree and understand why) and the fighter has become "the newbie class" or the "easy class". I think that is fine, but the fighter can be simple, not resource driven, and still exciting.. I think they should still be the baddest mofo on the battlefield and stand out in their own way. That has been missing for a long time. One of the things I was impressed by in Matt Colville's video was how he pointed out the fighter as the "gear head." Between carrying lots of weight, starting with better wealth, being able to use magic swords...it's an interesting form of "resource management." I've been listening to his articles and taking notes, going back over some of my old homebrew fighter attempts, and especially some of Hawk Diesel's concepts...seeing if I can make something sleek (i.e. not 30+ pages!) that incorporates "baddest mofo on the battlefield" while staying true to the modern precepts of balance. Action Surge is pretty cool – I saw an 11th level PC dish out 88 damage on the first round with an Action Surge (and would have been more if monster wasn't resistant to fire from his flame tongue)! That's a lot of damage! It's great if you enjoy the alpha-striking play style...and your group can get enough short rests in. One of the points of my homebrew design I was proud of was "cracking" Action Surge by establishing assumptions and determining how many attacks it granted the fighter per day. I realized I could design features a player could swap-out for Action Surge that enabled other play styles such as Against the Horde (modeling older editions multiple attacks vs. weak foes) & Stalwart Defender (modeling the 4e fighter & 3e fighter with Combat Reflexes). I do think that Hawk Diesel is onto somet...

Thursday, 25th May, 2017

  • 07:37 PM - Gadget mentioned Hawk Diesel in post Spells: the Good, the Bad, and the Downright Orcish Grandmother
    Hawk Diesel you're right, I completely misread Bestow Curse. That makes Bestow Curse fairly weak for a 3rd level spell, IMHO. I'm not sure I agree that my changes would make RoE better than Heat Metal. While Heat Metal has the limitation of someone wearing metal armor (or holding a metal weapon), at the cost of a bonus action, the caster can do 2d8 fire damage every round and cause disadvantage on attacks and all ability checks. That's a bit better, imho. Like I said, I just don't rate a bonus/penalty to ability checks that high compared to other types of rolls made in combat.

Tuesday, 23rd May, 2017

  • 11:25 PM - Gadget mentioned Hawk Diesel in post Spells: the Good, the Bad, and the Downright Orcish Grandmother
    ...ng to the Pact of the Blade such that: "You know the Eldritch Blade cantrip, if you already know it, you gain on Warlock cantrip of your choice. You do not need to maintain concentration on this spell and it does not use your concentration slot." This would keep other classes from poaching the blade'lock shtick by just picking up the cantrip (via Arcane Initiate, Magical Secrets or a one level dip). I'm not seeing that much of an improvement in Mordenkainen's Sword, other than you don't have to spend your bonus action every round to have the Sword keep attacking the same target. I'm not sure that is enough. I really like your Witch Bolt solution, both the 2d6 and especially the part about grappling the target. I would limit the grapple effect to creatures of large size or smaller and require the target the to make a Strength (Athletics) or Dexterity(Acrobatics) check against the caster's spell DC to escape. This might make it too powerful against Legendary opponents though. Hawk Diesel Your Witch Bolt update may be more balanced, but I kind of like the aesthetics of grappling the target. It's hard to say. True Strike certainly seems like it is powered up. I would probably limit it to: "Choose a target, including yourself, their next attack roll before the end of your next turn is made with advantage. Still useful, but not quite as devastating. I like your Ray of Enfeeblement, but I would almost take adding concentration back in if it also gave disadvantage on STR, DEX (& perhaps CON) ability checks as well.


Page 1 of 2 12 LastLast
No results to display...
Page 1 of 26 1234567891011 ... LastLast

Tuesday, 13th November, 2018

  • 08:15 PM - dave2008 quoted Hawk Diesel in post Breaking Bounded Accuracy: Proposed Fix
    I have never really had an issue with bounded accuracy. But I do things a bit differently than the average DM. I have an Excel spreadsheet that compiles a bunch of the numerical mechanics for each player. This includes Hit Points, AC, Attack Bonus, Spell DC, Saving Throws, and Skill Bonuses, just to name a few. I then have the sheet automatically calculate appropriate enemy AC, Attack Bonus, Save / Skill DCs, ect. It's set to churn out easy AC / DC (will succeed 75% of the time), Medium (succeed 50% of the time), and Hard (succeed less than 25% of the time). Using this not only helps me create encounters that are appropriate challenges, but it lets me throw together encounters very quickly on the fly. The only time this might break is when one player has a an attack bonus or AC that is very high or low compared to the party average, but such players are building their characters in that way. It throws off the numbers a bit, but thus far it has been a pretty successful system. Encounter building...

Sunday, 11th November, 2018

  • 08:35 PM - TwoSix quoted Hawk Diesel in post Revamping the Warlock
    But as I have been designing revamped invocations to better work without Pact Magic or Mystic Arcanum, I am beginning to see a flaw in the design. A warlock of this kind could potentially take all at-will invocations, all short-rest, or all long-rest. That can pose problems. So perhaps invocations should be divided into Lesser Invocations (at-will), Invocations (short-rest), and Greater Invocations (long-rest). Lesser Invocations could be taken in place of Invocations or Greater Invocations, but not vice versa. This would place a cap on short-rest and long-rest abilities. While this doesn't exist in the system now, one way to implement this would be to create invocation chains. A low-level at-will invocation becomes the prerequisite for a mid-level short-rest ability, which in turn becomes the prerequisite for a high-level long-rest ability.
  • 03:56 AM - TallIan quoted Hawk Diesel in post Revamping the Warlock
    [MENTION=6677017]But as I have been designing revamped invocations to better work without Pact Magic or Mystic Arcanum, I am beginning to see a flaw in the design. A warlock of this kind could potentially take all at-will invocations, all short-rest, or all long-rest. That can pose problems. So perhaps invocations should be divided into Lesser Invocations (at-will), Invocations (short-rest), and Greater Invocations (long-rest). Lesser Invocations could be taken in place of Invocations or Greater Invocations, but not vice versa. This would place a cap on short-rest and long-rest abilities. That tends to be the problem with "a la carte" character development systems. There are only so many good options you can come up with and it is hard to balance more than two or three to the same level. Spells show this quite well, where you mostly see a few good spells taken for each level over and over again and the lesser spells are relegated to treasure scrolls. For the most part I would not want to s...
  • 12:37 AM - Savevsdeath quoted Hawk Diesel in post Revamping the Warlock
    @Sword of Spirit I really appreciate this comment. It certainly gives me something to think about. I agree that there are certainly ways to build the current warlock that can make it feel like a spellcaster. But I still don't think that Warlock really fits the spellcaster mold. I still think it's more akin to the Rogue. A reliable striker with lots of utility. But that's not to say that's THE way a warlock should be perceived, that's just how I personally envision them. But as I have been designing revamped invocations to better work without Pact Magic or Mystic Arcanum, I am beginning to see a flaw in the design. A warlock of this kind could potentially take all at-will invocations, all short-rest, or all long-rest. That can pose problems. So perhaps invocations should be divided into Lesser Invocations (at-will), Invocations (short-rest), and Greater Invocations (long-rest). Lesser Invocations could be taken in place of Invocations or Greater Invocations, but not vice versa. This would place a ...

Saturday, 10th November, 2018

  • 07:31 PM - Sword of Spirit quoted Hawk Diesel in post Revamping the Warlock
    Sword of Spirit - That certainly looks like a detailed graph. I will take a look a bit later. But I agree that the Warlock could play more like a spellcaster with the right build. But if the Warlock is supposed to be a true spellcaster in the vein of the sorcerer or warlock, you shouldn't need to build it to make it feel or function like that. Which once again, at least to me, supports the idea that a Warlock shouldn't be a spellcaster. The mechanics don't really support a strong enough identity for players to know how to build a functional warlock build without a good deal of system mastery. To me, that seems like a problem, since a player using a sorcerer or a wizard does not need advanced system mastery to play those classes as they are intended to play by the designers. So, the choice seems to either lean into the spellcasting aspect, or disregard it. I am more in favor of the later. It sounds like you want to revert to a more 3e warlock, which I enjoyed, so I'm sure that would be fun. I a...

Friday, 9th November, 2018

  • 09:39 PM - clearstream quoted Hawk Diesel in post Sharpshooter - updated attempt at revision
    So the one potential issue I see is, does the -5 happen for all attacks? Take a Longbow wielding Ranger with 2 attacks. They take the -5, and on the first strike they hit, adding the +10 damage. But since they can only do that damage once per turn, does the next attack also have a -5? I think the text captures that pretty well. It's before you make "an" attack, you can take -5 on "the" attack roll. GWM applies the penalty to all attacks, but also the damage. It makes it clean without much tracking. It's all or nothing. This instead creates potential issues, since a character with multiple attacks now has to be much more strategic with each attack. I don't know if that's a feature or a bug, but something to consider. I don't think GWM works that way. I believe you get to decide attack by attack.
  • 06:35 AM - ad_hoc quoted Hawk Diesel in post Revamping the Warlock
    3) If you disagree, that's fine. But if you don't think the warlock would benefit from some tweaking or redesign, why would you want to participate in this discussion? Just trying to help. Instead of creating an entire new class (and probably new game while you're at it) it is better to just fix the root of the problem. but the Warlock is not really meant to be played like a caster. You're just wrong. They are a very powerful caster. Only rivaled by the Sorcerer.

Thursday, 8th November, 2018

  • 06:09 PM - TwoSix quoted Hawk Diesel in post Revamping the Warlock
    I don't know that I would go half-caster. I like thinking of Warlocks with tons of at-will spell abilities, which is where cantrips and most invocations come in. And with the elimination of Pact Magic at first level, it creates design space for Eldritch Blast as a separate ability with Patron choice and cantrips. Then level 2 you get access to invocations plus Hex as a class ability (1/short rest, lasts a minute, no concentration). That's fair. I don't know if you're open to third-party, but I'm currently playing a warmage, which is a class focused on cantrips and additional at-will or short rest abilities.
  • 05:58 PM - 5ekyu quoted Hawk Diesel in post Revamping the Warlock
    Yea, I hadn't considered it at first, but it would go a long way to eliminating the palilocks and the coffeelocks. It's a fair question. I think the way it is presented is that Warlocks should play similarly with similar roles to Sorcerers or Wizards, when in reality I see them being more equivalent to Rogues or Monks. I don't know that I would go half-caster. I like thinking of Warlocks with tons of at-will spell abilities, which is where cantrips and most invocations come in. I agree that the spell granting invocations can be a problem. But I think the best way to solve that would be to wrap those into your patron. Currently, patrons provide options for bonus spells that warlocks could select (but don't have to) with their Pact Magic. Instead, provide level appropriate spell invocations themed around their Patron bonus spells. This limits the number that they can get, but also doesn't force the choice while allowing Patrons to have themed invocations. Then the only other way to gain spell...
  • 04:47 PM - pogre quoted Hawk Diesel in post Revamping the Warlock
    So there has been a discussion I've recently engaged in regarding the Warlock and Eldritch Blast. And while having that conversation I realized that Pact Magic seems a bit strange for the Warlock. It places the Warlock in a role similar to a caster, but the Warlock is not really meant to be played like a caster. Honest question: How is the Warlock meant to be played?
  • 04:25 PM - 5ekyu quoted Hawk Diesel in post Revamping the Warlock
    So there has been a discussion I've recently engaged in regarding the Warlock and Eldritch Blast. And while having that conversation I realized that Pact Magic seems a bit strange for the Warlock. It places the Warlock in a role similar to a caster, but the Warlock is not really meant to be played like a caster. Additionally, because Eldritch Blast is such a useful aspect of the Warlock and so many invocations support it, it can make players feel like if they don't use their invocations to improve Eldritch Blast that they are losing out. So, what if we removed Pact Magic and increased the number of Invocations and cantrips a Warlock gets? Some of the invocations that grant access to spells would need to be changed to perhaps allow the spell to be cast once per short rest instead (so similar to Pact Magic but requires an invocation). Additionally, this would make it easier for your Patron to grant an extra themed invocation. Those Patron invocations would be along the lines of casting a certain sp...

Wednesday, 7th November, 2018

  • 07:48 PM - Satyrn quoted Hawk Diesel in post Crystal ball: unlimited power?
    You could, but what would be the point of that? Seems like a boring way to spend playing the game. That's a situation when I as a DM might hand wave the plot forward, or provide the other players an opportunity to do their own downtime activities. Or maybe even use Sending Stones to allow the one using the Crystal Ball to be the "eye in the sky" to warn players about threats or have books ready to provide Intel. That sounds cool. Batman and Robin out in the field, Oracle or Alfred scrying in.
  • 01:59 PM - Ancalagon quoted Hawk Diesel in post Crystal ball: unlimited power?
    You could, but what would be the point of that? Seems like a boring way to spend playing the game. That's a situation when I as a DM might hand wave the plot forward, or provide the other players an opportunity to do their own downtime activities. Or maybe even use Sending Stones to allow the one using the Crystal Ball to be the "eye in the sky" to warn players about threats or have books ready to provide Intel. Knowledge is power.

Tuesday, 6th November, 2018

  • 09:40 PM - WaterRabbit quoted Hawk Diesel in post Banishing Eldritch Blast
    Right. I am not talking about best options for damage. I am talking about having the mechanics of the Warlock align with 1) How Warlocks have been presented in the past. How would it look if Rogues were designed in 5e without Sneak Attack, or Sorcerers without Metamagic, or Druids that couldn't Wildshape? We are not talking about a cool ability, but something that from the beginning has been one of the primary aspects of their identity. Sorcerers with metamagic wasn't a thing in previous editions (well maybe 4e, since I skipped that one). In 3e both wizards and sorcerers had access to metamagic feats, but arguably metamagic was more of a wizard shtick than sorcerers because they had better access to metamagic feats in general. Just a nit pic. Also, druidic wildshape has always been kind of lame in previous versions. With Circle of Moon in 5e they at least get a lot of versatility. Personally, I have always disliked the warlock class since its inception as a one note Sally type of ...
  • 09:35 PM - 5ekyu quoted Hawk Diesel in post Banishing Eldritch Blast
    I disagree. We are talking about D&D in its 5th iteration. Each is built upon the last, and 5e seems to be the best example of an edition that took what works from the previous ones and tried to scrap what didn't. As such, we are not talking about a sacred cow like Ability Scores, and we are not talking about a game it is being built from the ground up in a vacuum without history or context to guide design decisions. We are talking about the common interpretation of what makes a Fighter, a Rogue, a Wizard, and so on. Each have their respective identities. You cannot have a Barbarian without some ability to rage. You cannot have a Rogue that does not Sneak Attack. You cannot have a Monk that does not use Martial Arts. Now how these things are reflected in the mechanics may change, but these are each core aspects of their class identity. The only exception I see when it comes to 5e is with the Warlock (and probably the Sorcerer given that all casters are now spontaneous casters by 3.x standards of m...
  • 06:41 PM - 5ekyu quoted Hawk Diesel in post Banishing Eldritch Blast
    This is more than just a feeling. If you look into my previous posts in this conversation, you will see that I go into extensive detail in the history of the Warlock since its initial appearance in 3.5. The key defining feature of the Warlock from the beginning has been Eldritch Blast and Invocations. While this may be true, does a Bard need to give up a spell known for Bardic Inspiration? What does the Fighter give up for Action Surge, or a Rogue give up for Sneak Attack? Yes, I agree that being restricted to the Warlock spell list means it is technically a Warlock-exclusive (which is fairly weak because the only way to get a Rogue's Sneak Attack or a Fighter's Action Surge is through multi-classing, whereas a Bard can gain it through Magical Secrets or anyone could gain it through the Magic Initiate feat), but this is not the same as a core class feature. This is especially true because some many invocations are designed to support Eldritch Blast (and no other cantrips). Meaning that unl...
  • 06:08 PM - clearstream quoted Hawk Diesel in post Banishing Eldritch Blast
    While those are viable options for a Rogue, I think you are missing some things. A 3rd level Rogue going Assassin has a means to auto-crit a surprised enemy. A 3rd level Inquisitive or Swashbuckler have new routes to make it easier to Sneak Attack more often. A rogue that simply uses basic Two Weapon Fighting rules (can be achieve at level 1) instantly increases there opportunities for Sneak Attack. I think I have mentioned this previously in this conversation, but the point of Eldritch Blast is more consistent damage, while Sneak Attack offers a MUCH higher damage ceiling with the trade off of being less consistent. So fewer builds around Sneak Attack are able to replicate that more reliable damage since that is not what Sneak Attack is intended for. But still, while a valid counter-point, it also misses the overall point. Which is that class features such as Sneak Attack and Martial Arts, as core features of their classes of origin, function as intended when they are used often and perhaps ev...
  • 04:58 PM - 5ekyu quoted Hawk Diesel in post Banishing Eldritch Blast
    While those are viable options for a Rogue, I think you are missing some things. A 3rd level Rogue going Assassin has a means to auto-crit a surprised enemy. A 3rd level Inquisitive or Swashbuckler have new routes to make it easier to Sneak Attack more often. A rogue that simply uses basic Two Weapon Fighting rules (can be achieve at level 1) instantly increases there opportunities for Sneak Attack. I think I have mentioned this previously in this conversation, but the point of Eldritch Blast is more consistent damage, while Sneak Attack offers a MUCH higher damage ceiling with the trade off of being less consistent. So fewer builds around Sneak Attack are able to replicate that more reliable damage since that is not what Sneak Attack is intended for. But still, while a valid counter-point, it also misses the overall point. Which is that class features such as Sneak Attack and Martial Arts, as core features of their classes of origin, function as intended when they are used often and perhaps ev...
  • 10:07 AM - clearstream quoted Hawk Diesel in post Banishing Eldritch Blast
    @clearstream I'm curious your thoughts about the rogue. As has been mentioned, the history of the warlock would indicate that Eldritch Blast is more of a class feature than a traditional cantrip (to me the fact that it is a cantrip is a design flaw, even if technically it is exclusive to the warlock based on spell lists). So if a warlock largely relies on Eldritch Blast, is this not similar to how a rogue is constantly trying to maximize their use of sneak attack? In fact, their are archetypes out there that allow rogues to sneak attack under broader circumstances, or in the case of the scout even sneak attack twice a turn. I agree Eldritch Blast could be more of a class feature (see my question on that below), and for the sake of interesting play I am pursuing an intuition it that could be broadened to damage-dealing cantrips generally. Regarding Rogue maximising Sneak Attack versus Warlock maximising Eldritch Blast? I know the builds you mean and have played one, going the Riposte route. A Warlo...

Monday, 5th November, 2018

  • 07:22 AM - ClaytonCross quoted Hawk Diesel in post Banishing Eldritch Blast
    2 things. 1) Eldritch blast is a ranged cantrip. Casting it while an enemy is within 5' means it is made at disadvantage even if aiming at an enemy that is not within 5'. So a warlock will always want a melee cantrip in their pocket (shocking grasp, green-flame blade with shillelagh <a popular combination for tomelocks>, ect). 2) If a warlock already has eldritch blast + a melee backup cantrip, why would they not choose strictly utility cantrips with their remaining slots? Message, mage hand, minor illusion... all useful. I personally don't think eldritch blast needs to be nerfed or banned. It is one of the unique aspects of the warlock and is often one of the things that makes the class fun. If your player is not using their other offensive cantrips, perhaps it makes more sense to allow them to trade them out for defensive or utility cantrips instead. If on the other hand the player is feeling bored because he's spamming eldritch blast, perhaps that is not a problem with the player bu...


Page 1 of 26 1234567891011 ... LastLast

Hawk Diesel's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites