The last game I played (briefly) was fully rolled, 4d6 drop lowest. I proceeded to roll 6 stats 15 or above. I got permission from the DM to trade rolls with other players and share the wealth.
Back in 2nd ed I remember a player whose character had a 4 CON - because they wanted to play a Diviner and that's the way the stats had to be placed - and they had a lot of fun describing how the character had to stop for breath at the top of a staircase and such.
Considering that prosthetic limbs exist in core rules, but magical extra hands don't - yes, saying the artifice wing only replaces a real one is a legitimate call.
Way back in 2nd ed., I had the local would-be evil empire learn a way to turn their elite soldiers into gargoyles. The campaign started with the PCs supporting an army discovering that their enemy was (a) flying and (b) immune to normal weapons. The players were fine. The army was screwed.
I found them to be a good example of what other worldbooks should do, in terms of evocative, original locations and plot hooks. But they're not some works of transcendent genius or anything.
I thought Wic would be a soldier because of Sam's "I just want to play with my friends and kill stuff" attitude following his hiatus. The other tables sound more like hard work.
I think you are demonstrating the need to make a distinction between the original SHOW "Critical Role" that first aired ten years ago, and the BRAND "Critical Role" that exists now.
I'll be watching the new shows, certainly, but I don't feel this to be a continuation of the previous product...
I'd like some feedback on the math for Nick/Hunter's Mark. (The missus is building a dagger monk)
Since you have to give up the monk's Flurry of Blows to cast HM/Hex in the first place, that would impact your average damage over two or more rounds, correct? And the risk of losing the spell due...
I've been looking at old monk subclasses (published and not) and at first glance, a lot of them seem to be built around giving abilities to monks that the monks have by default in 2024. So some rethinking might be in order.
Clever, but we have at least one magic item (Clockwork Amulet) that establishes that the Forces of Law inflicting balance on your attack roll makes it a ten.