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Recent content by Valdier

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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    So let me make sure I understand correctly. The player, who, can only roll, if they knowingly fail a roll (because that is exactly what it says), doesn't have the right to know, if they fail, even though, it's required for them to use it? That is kinda the entire point of the thread. RAW, the...
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    Agreed, which is why I said as much, in your initial post, when you suggested it as a way to handle it. It requires you to be a really bad sport as a DM, and I'm glad I don't play a table with a DM that would suggest such an option, like you did, on page 1. "Just set a DC to find nothing and...
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    That is certainly a good way to say the class is a complete failure at your table. To make sure they are out of psi points in the first three rounds of waking up every day. "You wake up, make a perception check. Yep, you failed to see anything... want to roll a die? Ok, dice was spent. There...
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    That isn't even "kinda" correct. It's in black and white when the condition can trigger. I copied the relevant text directly from the book above.
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    That is certainly a house rule your group can play with, but does not pair up with the rules as written. I think it's a good way to handle it at your table though. My concern though is rules as written, especially for environments like AL.
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    Except factually under the Knack write up, it explicitly says it does.
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    Yes, it does. It literally says it in black and white. No, that's not what's written. They can only spend the di when they fail a check. The DM MUST tell them for them to spend the die. And the DM has to tell them, right then, if they failed or not, so they can choose to then spend the die...
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    I get that as an option, but that isn't how it works. If you fail, you can spend a die, you don't declare it ahead of time, anymore than you declare shield ahead of time. You get to know before you try to spend it that you failed RAW.
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    That is a way to handle it, except under the ability it specifically says, "you can spend a die when you fail a roll". So... they know when they failed and succeeded?
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    D&D 5E <duplicate please delete>

    But that isn't how the ability is written to work? They know if they succeed or fail.
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    D&D 5E Soulknife Knack problems (Is it incredibly powerful?)

    So reading through the Soulknife I noticed, the can use this, anytime they fail an ability check. If they succeed they spend the point, if they fail they don't. As a DM, how will you handle this? Some examples: "I search for a secret door" "You don't find anything, but... you know you failed...
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    D&D 5E <duplicate please delete>

    So reading through the Soulknife I noticed, the can use this, anytime they fail an ability check. If they succeed they spend the point, if they fail they don't. As a DM, how will you handle this? Some examples: "I search for a secret door" "You don't find anything, but... you know you...
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    D&D 5E Off hand grappling?

    Sorry this was meant to be a 5e question
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    D&D 5E Off hand grappling?

    If a character grapples someone with the on hand and fails, can they bonus action to grapple off handed? I am assuming so based on the wording of the off hand attack. If so, do they suffer a loss of stat bonus when using the off hand? I know they do normally for damage, but is there any penalty...
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