Recent content by NotAYakk

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    D&D General Mike Mearls says control spells are ruining 5th Edition

    ATK goes from +5 at level 1 to +12-14 at level 20; call it +13. A foe with 13 (level 1) to 21 AC (level 20) is then hit on a 8+; a 65% hit rate (or ~68% if we model a crit as 8/5 of a hit). 1/Damage d Damage / dAC is then about 7.5%ish. So we can calculate EHP (HP accounting for accuracy) as...
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    D&D General Mike Mearls says control spells are ruining 5th Edition

    Yes; against high level monsters you wanted a wide selection of damage types (to avoid immune) and save-for-half damage spells. A 25% save rate vs 90% save rate with a "save or suck" spell is 7.5x better/worse. The same save rates with "save for half damage" is 1.6x better/worse. So "fireball"...
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    D&D General Mike Mearls says control spells are ruining 5th Edition

    Actually don't throw +1/2 out the window. Your ATTACK roll is always 3+1/2 of your level. It ignores your attribute. And bonuses to ATTACK from feats and items are capped at +1; any bonus is +1, further bonuses is ignored. (weapon proficiency bonuses are +2/+3 as usual). I call this...
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    D&D 5E (2024) Thoughts on New Bladesinger?

    I'm curious about Warlock 2 vs Wizard 2. 4 adventuring days with even odds: (1 fight) (2 fights) (1 fight, 1 short rest, 1 fight) (2 fights, 1 short rest, 1 fight) 16 casting stat, 14 con, 14 dex Level 2 Wizard. 14 HP No armor (12 AC, or 15 if use Mage Armor) 3.5 1st level spell slots/day on...
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    D&D 5E (2024) For a setting that emphasizes the five power sources

    I might be tempted to start with rubber meets road and work out how power sources interact after that. What do I want class X to feel like, regardless of its lore? How do I want Warlocks to feel? That should tie to their power source. And what are the Fey? The...
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    D&D General Mike Mearls says control spells are ruining 5th Edition

    How about replacing Legendary Resists with "Get +X bonus to a save in exchange for a level of exhaustion" (which is now -1 on all d20 checks). This is a real cost. Second, add "on a successful save" effects on spells, even if it is only damage. Level 1-2: 2-5 damage on a successful save Level...
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    D&D General Gaining spell slots (and other resources) during the fight

    This is something I'm playing with to discourage alpha striking: Extended Casting: Starting at level 5, when a Wizard casts a spell that requires a bonus action or an action to cast on their turn, they can choose to extend the casting. The spell does not go off until their next turn when they...
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    D&D 5E (2014) Thoughts on bonus action potions?

    My favorite mechanic is that people in the world have figured out ways to make potion injectors; one on each arm. These let you "drink" a potion as a bonus action. But only 2, and reloading each of them is an action. This makes expensive potions well worth considering, spamming cheap potions...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    So my heartbreaker mod for D&D tries to understand and accept this. 1. PC damage grows super-linearly. Weapons deal 2[W] at level 5, 3[W] at level 11 and 4[W] at level 17. 2. Monster HP scales with the above super-linear PC HP. Monster damage scales with PC durability. A level L monster...
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    2024 D&D Core Rulebooks Off to "Strongest-Ever" Start for D&D Books

    Marvel uses comic books to provide decent content for its movies and shows. Here, we see TTRPG providing content for video games.
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    D&D 5E (2024) Class and Subclass Design: What Works

    So, I dislike Hunter's Prey. Colossus Slayer is an ability that is ok at level 3, but quickly falls off to irrelevancy. Tracking that 1d8 remains the same work at every level, yet becomes less and less important. Horder Breaker is a "DM may I"; having foes be within 5' is almost always a...
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    D&D 5E (2014) Durable feat

    So with 1d6 HD and 19 con, you have (4+4)+(3.5+4) = 15.5 HP/day. Add +1 con and you gain +2 HP/day/HD (each +1 on average gives +1 HP/day/HD, but parity gives you an advantage). Add Durable (+1 con, min roll 10) and you have (4+5)+(10+5)=24 HP, or 8.5 HP/day/HD. The non-+1 con part gives 6.5...
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    D&D General Hit Points are a great mechanic

    I mean, after you run out of attributes, maybe you add +0? Or maybe ... you loop around! Looping around isn't bad. The 6th hit is the most constrained, which is a bit artificial. An alternative is to get rid of the "once per turn" rule and roll 1d6 to find out which attribute can be used to...
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    D&D 5E (2014) Durable feat

    I'm not sure why people are ruling it insanely conservatively. It is a half feat, and as written not that strong. The die you roll (the d10) gets a min roll of (Con bonus*2). You usually then add your Con. So a fighter with 16 con (+3) has a min roll of 3*2 (6), so heals 9 to 13 HP (usually...
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    D&D General Hit Points are a great mechanic

    Sure; but by tying it to an actual narrative construct (a skill or an attribute) where the defender has to describe how the skill prevents the deadly blow, I think it can help? Limiting reuse is ideal, but doing so without making it overly costly is hard. Hmm: Letting you choose the attribute...
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