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You Can Now Get Minis For The D&D Combat Wheelchair
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<blockquote data-quote="Bagpuss" data-source="post: 8069405" data-attributes="member: 3987"><p>Yes several, (I suggest you read the google doc linked at the start of the first post, but in summary) three extra attack forms, two additional proficiencies, able to ignore difficult terrain, levitate 30ft in any direction (just by thinking), advantage on saves to be knocked prone, double movement rate going downhill (although this has a drawback). All for 20gp.</p><p></p><p>That's before you get to the upgrades...</p><p></p><ul> <li data-xf-list-type="ul">30gp - get advantage on all Dexterity saving throws.</li> <li data-xf-list-type="ul">50gp - +2 AC, but disadvantage on Stealth, Acrobatics and Dexterity saves.</li> <li data-xf-list-type="ul">60gp - double your Tyre Strike damage dice making it 2d6.</li> <li data-xf-list-type="ul">25gp - Advantage on Stealth checks.</li> <li data-xf-list-type="ul">30gp - Float on water and just move as if it was dry land.</li> </ul><p>Only disadvantage is without aid it takes your full movement to get up from prone, oh and stopping if you decide to go downhill at double speed.</p><p></p><p></p><p></p><p>Well that's up to your DM but if they allow it, you would probably want to take it as it has one drawback, and if you are able-bodied you could just hop out if you get knocked prone, ignoring that.</p><p></p><p></p><p></p><p>More than nullifies it for almost every case, generally improves on walking.</p><p></p><p></p><p></p><p>Well within a adventurers budget, but don't expect commoners to own one.</p><p></p><p></p><p></p><p>Your going to deny a disabled character a wheelchair based on rarity?</p><p></p><p></p><p></p><p>Yes. Because while I'm completely on board with the concept, (and those miniatures are super cool) the actual rules are just not well thought-out IMHO.</p><p></p><p><strong>EDIT: </strong>Seems there a multiple different versions of the rules about, as the one I referenced was on my phone and the mobile version seems it might be still an earlier version as the costs are all lower by a factor of 10, and some effort has been made to make it more balanced.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 8069405, member: 3987"] Yes several, (I suggest you read the google doc linked at the start of the first post, but in summary) three extra attack forms, two additional proficiencies, able to ignore difficult terrain, levitate 30ft in any direction (just by thinking), advantage on saves to be knocked prone, double movement rate going downhill (although this has a drawback). All for 20gp. That's before you get to the upgrades... [LIST] [*]30gp - get advantage on all Dexterity saving throws. [*]50gp - +2 AC, but disadvantage on Stealth, Acrobatics and Dexterity saves. [*]60gp - double your Tyre Strike damage dice making it 2d6. [*]25gp - Advantage on Stealth checks. [*]30gp - Float on water and just move as if it was dry land. [/LIST] Only disadvantage is without aid it takes your full movement to get up from prone, oh and stopping if you decide to go downhill at double speed. Well that's up to your DM but if they allow it, you would probably want to take it as it has one drawback, and if you are able-bodied you could just hop out if you get knocked prone, ignoring that. More than nullifies it for almost every case, generally improves on walking. Well within a adventurers budget, but don't expect commoners to own one. Your going to deny a disabled character a wheelchair based on rarity? Yes. Because while I'm completely on board with the concept, (and those miniatures are super cool) the actual rules are just not well thought-out IMHO. [B]EDIT: [/B]Seems there a multiple different versions of the rules about, as the one I referenced was on my phone and the mobile version seems it might be still an earlier version as the costs are all lower by a factor of 10, and some effort has been made to make it more balanced. [/QUOTE]
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You Can Now Get Minis For The D&D Combat Wheelchair
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