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    Most frustrating quirk of 5E?

    A minor quirk: someone that has both vulnerability and resistance to the same damage doesn’t have it cancel out completely because resistance comes first and the round down rule means that for odd hp damage you would still take one fewer hp of the damage. Would have been cleaner to have...
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    D&D 5E Multiple Concentration

    Have not read the whole thread but isn’t extra concentration the sorcerer’s thing via twin spell? Seems like giving it to other casters treads on the sorcerer’s toes.
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    D&D 5E Skeleton Berserker barbarian without exhaustion

    First I find someone I trust and leave the book my predecessor wrote explaining my status for them to read, then stick with that person and the other pcs. Either that or I join the party with the one good half-orc, the one good drow, the one good tiefling and the one good chromatic Dragonborn.
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    D&D 5E Skeleton Berserker barbarian without exhaustion

    This race is not official as a pc yet but you can get npc stats for the skeleton from the dmg so technically this is core. Perhaps due to memories of the Lost Worlds fighting game book “Skeleton with Scimitar and Shield” I have an urge to try one out. They have some downsides (low int is not so...
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    Character with Every Skill Proficiency

    I forgot about the feat by class level! My mistake.
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    D&D 5E What can a wizard do in that other casters can't?

    I think you both can agree at least that the wizard spells in question are useful to have to keep a character's hp resource from going to zero, especially if, for example, the party has no clerics, bards, druids, rangers, or paladins (either through misadventure or though party composition)...
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    D&D 5E What can a wizard do in that other casters can't?

    One allows one to take short rests safely, one allows one to take long rests safely, and one gives a huge buffer of hp in combat. Thus two spells allow for safe "natural" healing and one allows for free "temporary hp", which is not healing but is a close cousin to it, especially in combat.
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    Character with Every Skill Proficiency

    Well if you start with half-elf you get an extra skill over variant human (Nature?). You can take the skilled feat at level 4 so you lose nothing there, skill-wise. So Rogue 1 Ranger 1 (get Survival?) Then Cleric 1 and Bard 3 as you list above. So you lose expertise in Nature and Survival...
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    Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs

    Which, given the reasoning that "death spiral" is more realistic for gritty games, is kind of ironic. I am mulling over the "Death save for everything" for realistic games. Maybe ones with simpler chargen?
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    What races are left for D&D to do?

    A lot of races for NPCs are mentioned in the DMG but not all of them have been given PC stats yet. I would love it if the Skeleton were fleshed out.
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    Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs

    Well, for 3.5 there is this guy's death attack: http://www.d20srd.org/srd/prestigeClasses/assassin.htm If the assassin sets it up right, and hits, then it is a fort save or die. Pathfinder gives that ability out to other classes, including the 20th level rogue, and 10th level ninja and slayer...
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    Celestial Patron Warlock, Blade Pact

    Would hex blade be an option for you? I have heard good things about it.
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    Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs

    Four if you include those instances where one gets more powerful and capable when closer to death or risk of death. Some 4e bloodied effects are like this, as is the game Don’t Rest Tour Head. Sort of an extinction burst. Maybe tink tank boom?
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    D&D 5E Order domain cleric + diviner wizard = Mystic Theurge?

    I would guess that enchantments would be used more in combat and divinations between combats, with some exceptions both ways.
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    D&D 5E Order domain cleric + diviner wizard = Mystic Theurge?

    It would be a niche build then. Mind you, so was the original mystic theurge.
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    Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs

    A variant of 3.5 where level advancement stops at 6 and after that one buys feats with experience points.
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    Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs

    TTB wins for me. That said, a cap on hp a la E6 can mitigate the walking off a cliff issue.
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    D&D 5E Order domain cleric + diviner wizard = Mystic Theurge?

    A bit of a kludge, but the Order domain from Unearthed Arcana allows one, after 6th level, when casting a 2nd or higher enchantment spell, to get a lower level spell slot back (max. 5th spell slot back). This is very similar to the Expert Divination's Wizard ability to get spell slots back when...
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    It's All Fun Until You Poke an Eye Out, or Mike Mearls talks Erathis

    The ORDER domain is great. I will use it for a transplanted Sapphire Hierarch if given the chance and time.
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    Pathfinder 2E Are their simple options?

    Does Pathfinder 2 offer options where you can just add in the numerical advantages to your character sheet once (like just add to your saves or initiative or attack bonus or whatever) and then not think about them again? It is possible to design a whole character like that in this system? If...
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