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May Rules Update

fba827

Adventurer
This has to be one of my favorite updates. Didn't really affect any of our characters in a negative ways, and then it solved one of the major discussions in our group - how to handle small step down type falls. I totally in love with the new Hop Down option under Acrobatics.

I like the "Hop Down" and the changes to Aid Another (I always wanted it to scale, and the fact that it has a small chance to impose a minor penalty is kind of nice too the more I think about it).
 

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MarkB

Legend
That's certainly a solid update, covering some long-overdue issues. I'm particularly happy that they finally spelled out the Charge rules, and allowed vertical forced movement.

I'm not entirely keen on the new take on Aid Another. It needed to be done (at 14th level, my Jack of All Trades wizard was incapable of failing an Aid Another check on any skill), but scaling it to character level doesn't feel right to me. I'd have much preferred to see it scaled to the difficulty of the skill check.
 

Kwalish Kid

Explorer
No discussion yet about infernal wrath--a core race ability--being turned into something completely different?

Was there something commonly-acknowledged as being wrong with the power that I wasn't aware of? This new version is somehow more "in line" with other racial powers?

They had to go down the line to update virtually every feat that augmented infernal wrath.
The change makes infernal wrath way better. It guarantees that it is useful rather than make it a hit-or-miss affair. (Pun intended.)
 


Obryn

Hero
Temple of Brilliance was nerfed so that it blinds everyone in the zone except for the target. It's not particularly good anymore.
Sweet! That power was giving me headaches already, and he's only had it one session. :) We both knew it was on the nerf list, so this is hardly unexpected.

but the swordmage loses the only thing that made her worth playing. Time for her to set off some traps...
Really? The swordmage in my group doesn't even have Sword Burst, and does a great job. Aegis of Shielding is a major thorn in my side.

-O
 

keterys

First Post
Auras & Zones

Tell me if this is correct.

Aura and zone damages stack, but penatlies (such as to hit) do not and you only take the worst penatly.

That is correct! It was the change that felt the scariest to me, by far, but I... 'get it' from the perspective of being able to predict how much damage creatures do.

It does make me want to go through the monsters and put in for some errata changes for the ones with zones and auras that are problematic (Bloodfire Harpies being the obvious example)
 

Markn

First Post
That is correct! It was the change that felt the scariest to me, by far, but I... 'get it' from the perspective of being able to predict how much damage creatures do.

It does make me want to go through the monsters and put in for some errata changes for the ones with zones and auras that are problematic (Bloodfire Harpies being the obvious example)

Thank you sir! That certainly does have a major impact for some creatures. The one downside to this is that player created zones now stack and from my experience players don't need this boost in damage. In our epic group, every PC is capable of creating a zone that increases damage. That is a scary though indeed.
 

keterys

First Post
True, but player zones could stack before as long as they did different damages or they could just use them in different encounters.

I don't think it'll be too strong for players. Worst case is probably for crazy frostcheese parties, where people can layer frost zones.
 

TAKERU

First Post
I can see a pratical issue here. WoTC errata often take the long way putting things that end being confusing. Lets take a look at Errated Paragon Paths. If they just don't want abusive multiclassing like everyone taking Daggermaster, D.of Caiphon or Pit Fighter, was enough to say that "multiclass feats do not qualify for paragon paths unless specfically noted in a paragon path entry requirements".

The way it is now, you can expect lots of PP nerfed to almost worthless.

See, as a Hybrid (that counts as both classes) can only take one chosen PP. A monk/rogue wielding a dagger will not benefit from daggermaster, at least not as often. So why to take a PP that's only useful with half (more or less) of his powers?

I hope they see that some combos are part of Role-Playing Games. Every time you kill something that work nice together, you kill the game a bit.
 

Akaiku

First Post
See, as a Hybrid (that counts as both classes) can only take one chosen PP. A monk/rogue wielding a dagger will not benefit from daggermaster, at least not as often. So why to take a PP that's only useful with half (more or less) of his powers?

The trend I'm thinking they are trying to do is that pure class characters with intended same class paragon path tailored to their pre-defined build is the max personal power a character can ever have. Any deviation from that you must sacrifice things for a nebulous 'versatility' claim.
 

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