mellored
Legend
Dead monster behavior changes a lot.How? Losing more hit points doesn't force a behavior change, unless that gives the monster the "dead" condition.
Dead monster behavior changes a lot.How? Losing more hit points doesn't force a behavior change, unless that gives the monster the "dead" condition.
Guide is pretty certainly Magic Initiate: Druid Edition.Speculation on the associated feats (the answers might be out there already -- some certainly are.
- Acolyte - Healer
- Charlatan - Skilled? Alert?
- Artisan - Crafter
- Criminal - Tough? Skilled? Tavern Brawler?
- Entertainer - Musician
- Guard - Alert
- Farmer - Tough
- Guide - Healer?
- Hermit - Healer
- Noble - Skilled
- Merchant - Crafter?
- Sage - Magic Initiate
- Sailor - Tavern Brawler?
- Soldier - Savage Attacker? (Lightly Armored?)
- Scribe - Magic Initiate
- Wayfarer - Lucky
Happy to be corrected!
Neither does toughness, fire resistance, skilled, lucky, or alert.Because the feat doesn't require them to do anything.
Maybe you should wait until you see the actual text.Because the feat doesn't require them to do anything.
It's the same rule as 2014. Same text as the 2014 feat.Proficiency with improvised weapons implies other characters don't have proficiency. In 2014 it was always "with the DM's permission". Maybe that's gone now?
Ok, you are looking at this from a gamist perspective. They seem fine from that point of view. My concerns are about how well they represent what they're supposed to in the setting.Neither does toughness, fire resistance, skilled, lucky, or alert.
I thought @Chaosmancer did give the actual text. Sorry.Maybe you should wait until you see the actual text.
In the UA, it was:Speculation on the associated feats (the answers might be out there already -- some certainly are.
- Acolyte - Healer
- Charlatan - Skilled? Alert?
- Artisan - Crafter
- Criminal - Tough? Skilled? Tavern Brawler?
- Entertainer - Musician
- Guard - Alert
- Farmer - Tough
- Guide - Healer?
- Hermit - Healer
- Noble - Skilled
- Merchant - Crafter?
- Sage - Magic Initiate
- Sailor - Tavern Brawler?
- Soldier - Savage Attacker? (Lightly Armored?)
- Scribe - Magic Initiate
- Wayfarer - Lucky
Happy to be corrected!
Because they literally don’t have to do anything. The Feat just says they get a 20% discount on non-magical items. They can just go to a town they’ve never been to before, walk into any store they want, and ask the shopkeeper for the employee discount, and according to this feat they just get it. They don’t get advantage on checks to haggle, they don’t have a guild that supplies them materials to craft their own stuff cheaper than market price, they just get an automatic 20% off, no questions asked, carte blanche to tell the DM, “nope, that plate mail only costs me 1,200 gold, it says it right here on my character sheet.”Not sure why you think the character isn't doing anything.
Following up on this, it’s the same problem the old Folk Hero’s rustic hospitality feature had. If you picked that background, the rules just told you the DM has to roleplay all poor people as liking your character. Doesn’t matter if you’ve ever met them before, or if you treat them like crap, you just have the thing on your character sheet that says they’ll always take in and feed you and five of your friends, treat you nice, and hide you from the cops if you need it.Because they literally don’t have to do anything. The Feat just says they get a 20% discount on non-magical items. They can just go to a town they’ve never been to before, walk into any store they want, and ask the shopkeeper for the employee discount, and according to this feat they just get it. They don’t get advantage on checks to haggle, they don’t have a guild that supplies them materials to craft their own stuff cheaper than market price, they just get an automatic 20% off, no questions asked, carte blanche to tell the DM, “nope, that plate mail only costs me 1,200 gold, it says it right here on my character sheet.”