I assume that the 75% chance goes down to 50% and then 25% with the loss of the first two duplicates?
I assume that the 75% chance goes down to 50% and then 25% with the loss of the first two duplicates? Yeah I suppose that works.
What about using the BG3 version of the spell?
It creates 3 duplicates as normal, each duplicate gives you a +3 bonus to AC. Whenever you'd be hit, one of the duplicates vanishes and you lose its bonus to AC. So you get a +9 at first, but it drops to a +6 and +3.
I didn't imply that it did. I was trying to steer the thread away from arguments about weird rules cheese and more towards what DMs can do to encourage tactical thinking, if they want a more 4E-like feel.
And again... I'm not saying 'try and emulate a live play and run the game like it's a...
I'm aware of all that but you've yet to make it clear why his players' background in voice over matters to tactical combat. I brought up Mercer because he and Critical Role are the most common reference point for Actual Plays but there are plenty of other examples where the tables aren't full of...
Uh... what? I was just pointing out that he does a good job of making tactical combats. I think DMs can take inspiration from some of his encounters... I have no idea what his players (what's with the scare quotes?) being professional VAs have to do with anything.
A bit tangential to the current direction this thread is heading but I think Matt Mercer does a good job of making combats in 5E feel very tactical and using terrain, and his players often pick up the cues he puts down. Early in campaign 3, Liam's character used his battle master's kit to move...
I'm talking specifically about the issue where monsters of type aren't in the same place so you have to flip all over the book for them, IE demons, devils, aasimon, etc. Of course you get used to it, but it's the kind of hiccup you might not consider if you're usually playing with D&D Beyond...
I feel like the layout of the new books is one of those things where it sounds good in your head but you don't notice the problems it causes in practice, especially if you're like the designers, plugged into the online tools and everything.
Just be sure to use the standard D&D version of the portable hole. The A5E version has a weird trait where it automatically causes food and water to spoil for some reason?
I think it's mitigated by the fact that Heralds in A5E get Combat Maneuvers, which gives them a second list of options besides spells.
Right, like in 5.24. There's something of a drawback to the fact A5E was the first major rework of 5E. It means lot of the QOL features from later in 5E D&D's...