mamba
Legend
or you end up in their square, don’t really care, what does not happen is that you keep them at a 5 ft distanceSo you get to pull them 5' when you grapple?
or you end up in their square, don’t really care, what does not happen is that you keep them at a 5 ft distanceSo you get to pull them 5' when you grapple?
Feels like you'd run into the "ending a turn in the same square" rule. Possibly being able to prone them for free.or you end up in their square, don’t really care, what does not happen is that you keep them at a 5 ft distance
Oh yes, it definitely is a problem. I did not mean it is great, it's just... fine. You can live with this, you can make use of this, it's just not a reliable tool (so it's usually not worth it unless you have the bloody Spike Growth up). The closest you get to a dedicated Grappler is someone who was going to make regular unarmed attacks anyway (so, Monk)... though there is (not optimal) wiggle room with for instance Lizardmen getting a bonus action bite prof amounts per day.I don't think it's quite "fine", because grapplers having no real ability to increase the DC feels like a problem to me
It is. It uses your same save DC, but now the NPC rolls with their skills? Which the NPCs don't tend to have... but it makes you check anyway.Like I've said before, I don't think it is fine that initiating grapple and maintaining grapple use different formulas.
That is just unnecessarily confusing and inelegant.
It's easy to draw and stow weapons, and all you need is Str to grapple.The closest you get to a dedicated Grappler is someone who was going to make regular unarmed attacks anyway (so, Monk)... though there is (not optimal) wiggle room with for instance Lizardmen getting a bonus action bite prof amounts per day.
I'm okay with the standard part of grappling being in adjacent squares (with the idea being both combatants are crossing the "line" - but if you're carrying them around? Again, I think it's fine to "let them go" into a hazard (ending your turn with them in a different square) but drag them through? I don't know. Seems cheesy. Seems particularly cheesy if there's NO CHANCE of you stepping into the area. In particular, when Spike Growth (for example) isn't something that's obvious as to where it's boundaries are - given that you have to roll a perception check to be aware of it.Feels like you'd run into the "ending a turn in the same square" rule. Possibly being able to prone them for free.
Personally, I think the "drag into the square you just left" works perfectly. I'm going to steal that for my game.
Especially since Push is now more widely available.
Same. It's an awesome ability for clerics that also put's a huge target on their back with intelligent enemies to counterbalance it.I'll be quite honest and not gonna sugar cost it: I actually PREFER Spirit Guardians working like the way it does in BG3.
Falling damage tops out at 20d6.fall damage stop at 10d6, so your pegasus is not doing any more damage than Monk running up the wall. And "no save" was about fall damage.
Well, the Monk now has reason to dash even further up that wallFalling damage tops out at 20d6.
Still curious how you find 200' walls.Well, the Monk now has reason to dash even further up that wall