5E XGTE Errata - Page 10
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Thread: XGTE Errata

  1. #91
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    Quote Originally Posted by 5ekyu View Post
    EDIT Oh and its a ROUND that is 6 seconds not a TURN.
    I think in most (almost all) situations a turn might reasonably be considered to map onto a time span of six seconds or whatever the length of a round might be in your game. However, there are instances where a creature can have more than one turn in a round and, therefore, a turn couldn't be six seconds.

    We don't often (ever?) consider how much time a player's turn actually takes. We just know that if they can do it in a turn it can't be more than six seconds. I know I don't care how long the actions a players takes actually last if the player can perform them in one turn. D&D maps simultaneous actions onto a sequential resolution system so things are inherently askew from the start.

  2. #92
    Quote Originally Posted by Nevvur View Post
    Temple of the Gods only appears on the Cleric spell list. It affects Divine Soul and College of Lore if they really want to spend one of their known spells on it, but I don't see that happening often (I would actually posit that less than 1% of either archetype would choose it, but that's wild conjecture)

    Even if they do, Wisdom is the closest thing we get to a "divinity" stat, and being a sort of consecrated ground, I think it's fine that the measure of its healing bonus is based on the caster's "divinity" rather than his aptitude at spellcasting. All this is to say, I don't think it's a typo. Regardless, I tweeted JC for clarification.

    (Unfortunately he doesn't have a good track record of answering my tweets)
    The cleric spell list is apart of the Divine Souls spell list.

    Temple of the Gods is awesome, it's a magical, custiomizable , temple fortress, that can be made permanent, for any Divine Soul I make it's an automatic take, one of the best cleric spells.

    Combat wise it's better then mighty fortress against everything, except for the disintegrate spell.

    There are all kinds of clever uses for the spell.
    Last edited by gyor; Wednesday, 31st January, 2018 at 06:53 PM.

  3. #93
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    Feat: Second Chance Jeremy Crawford confirmed that you have to take the second roll (which completely prevents me from ever taking this feat as it has a 1/20 chance of turning a hit into a crit) https://www.sageadvice.eu/tag/xanath...=reject_mobile

    Seriously why don't they let me balance things, then at least I would make things that would be used. These feat is 100% worse than Lucky and shouldn't racial feats actually be something that you might even chose a race to take the feat?

    Edit-to be fair I might take this feat on a character that already had Lucky, as i can't find anything that says I can't rr that the rr if it was a crit, but I wish the feat would stand on it's own better and I'm sure there are people that would still take the feat on it's own, but I don't feel it's quite on the proper feat power lvl.
    Last edited by Lillika; Friday, 20th April, 2018 at 09:07 AM.

  4. #94
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    Quote Originally Posted by Lillika View Post
    .... These feat is 100% worse than Lucky and shouldn't racial feats actually be something that you might even chose a race to take the feat?...
    It is not 100% worse than Lucky. First, you get to improve an ability score by one. Second, it recharges when you roll initiative (or take a rest), which *potentially* allows more uses per LR than Lucky. I've had 8 encounters between long rests in a game.

    Also, I'm not sure you want to see people taking a race just to get access to a feat - you should take a feat to enhance your racial tendencies. That was the stated goal of the racial feats. If a racial feat is so good that people will play the race just to get the mechanical benefit, I think we're giving too much benefit to the feat. A racial selection should be a role playing choice, not a mechanical choice.

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    Quote Originally Posted by jgsugden View Post
    It is not 100% worse than Lucky. First, you get to improve an ability score by one. Second, it recharges when you roll initiative (or take a rest), which *potentially* allows more uses per LR than Lucky. I've had 8 encounters between long rests in a game.

    Also, I'm not sure you want to see people taking a race just to get access to a feat - you should take a feat to enhance your racial tendencies. That was the stated goal of the racial feats. If a racial feat is so good that people will play the race just to get the mechanical benefit, I think we're giving too much benefit to the feat. A racial selection should be a role playing choice, not a mechanical choice.
    That's nice logic and all, but I do see a lot of dps threads that are all about Half-Drow for Elven Accuracy.

  6. #96
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    Quote Originally Posted by Lillika View Post
    That's nice logic and all, but I do see a lot of dps threads that are all about Half-Drow for Elven Accuracy.
    Not sure that helps your case

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    Quote Originally Posted by Mistwell View Post
    Not sure that helps your case
    it does if my case is that I want Second Chance to be as powerful

    but really I was just rage posting after finding the Crawford post about it, I was hoping it was a chose which dice reroll like similar rerolls in the game. I will still probably take it on my latest halfling character, which means it can't be all that bad.

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    Quote Originally Posted by Lillika View Post
    That's nice logic and all, but I do see a lot of dps threads that are all about Half-Drow for Elven Accuracy.
    Keep in mind the optimization community has a tendency to make mountains out of mole hills when it comes to comparing relative power levels.
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