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  1. jodyjohnson

    D&D 5E Hit points explained

    It's going to be so nice when Xanathar's comes out in a couple months and we have fresh topics of discussion. For the record I go down both sides of the flowchart - the left for monsters and the right for players. Anyone have a link to Mike Mearls' 'Hit My Points' article during the playtest...
  2. jodyjohnson

    D&D 5E The 200gp Elephant Mount in the PHB

    Does anyone actually let their players buy an elephant mount for 200 gp? How much is the upkeep? In my game that '200 gp' elephant is a draft animal with a high upkeep actually costing 2000gp (the same as a hippogriff). I'd charge about 4000 gp for a fully trained war elephant (the same as a...
  3. jodyjohnson

    D&D 5E Phantom Steed.

    We don't argue over preference (sometimes). Insert Monty Python sketch here: https://www.youtube.com/watch?v=Lvcnx6-0GhA True to moniker. This explains why Jeremy Crawford's rulings are not valid - unless you are at the 5e D&D Lead Designer's table.
  4. jodyjohnson

    D&D 5E Phantom Steed.

    I'm just glad we get an elephant in the thread. Even if he can't attack while controlled. Maybe I need to make a Battlemaster, buy an elephant and use Commanders Strike to get an attack out of him. I could see doing it with a Warhorse for sure.
  5. jodyjohnson

    D&D 5E Phantom Steed.

    This is one of the reasons Beastmaster Ranger receives such low marks for player satisfaction in the surveys. The rules grant mounts a better action economy than the PHB Beastmaster Animal Companion (it does get better Hit Points eventually, and improves later in the game). Let's make the...
  6. jodyjohnson

    D&D 5E Phantom Steed.

    Thanks for clearing that up. It helps to know that you are really interpreting it like I hoped you weren't. It's like a Ranger's Animal Companion but worse... at your table.
  7. jodyjohnson

    D&D 5E Phantom Steed.

    Can you clarify what "A controlled mount can move and act even on the turn that you mount it." means? "It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge." I'm really looking for any rationale that 'Move' and 'act/action' in this context are not...
  8. jodyjohnson

    D&D 5E Phantom Steed.

    Controlling a Mount, paragraph 2, sentences 4 and 5. All creatures get action and movement unless the rules state otherwise (in this case they have restricted actions).
  9. jodyjohnson

    D&D 5E Phantom Steed.

    Mounts are one of those things different DMs like or don't like. I like them so I'd probably allow more generous Phantom Steed but it is much more likely you can just buy a 75 gp Riding Horse and I'm not going to go out of my way to kill it. So spending the resources to create an Arcane...
  10. jodyjohnson

    D&D 5E Phantom Steed.

    Sage Advice for moving after damage: http://www.sageadvice.eu/2016/11/21/phantom-steed-it-lasts-for-one-more-minute-as-it-fades-away-correct/ Sage Advice for special movement: http://www.sageadvice.eu/2016/09/22/can-a-phantom-steed-walk-over-the-water-and-rough-terrain-normally/ Although with...
  11. jodyjohnson

    D&D 5E Training an Axe beak

    The default crafting rules let you create 5gp of value per day for mundane items. Assign a value to a trained Axe beak and then use Handle Animal to make 5gp of progress per day toward the value as downtime. Once it hits the value, you have a trained axe beak provided it has reached...
  12. jodyjohnson

    D&D 5E Phantom Steed duration beyond damage.

    Reading the effect of when the spell ends it seems like when the Steed loses it's '1' hp it still is useable for another minute. Is that how other DMs would rule the spell?
  13. jodyjohnson

    D&D 5E Is the Rogue the only reason TWFing needs a Bonus Action?

    I'd keep the bonus attack with 2WF and add an optional Combine Strike (Twin Strike) as an additional attack possibility when attacking with 2 weapons - 1 strike with the second weapon adding extra damage to the first attack (this was the 4th edition solution). So either 2 separate attacks or 1...
  14. jodyjohnson

    D&D 5E What non-combat abilities should fighters have?

    I feel like including Expertise for Rogues and Bards kind of wrecked skill use for other classes in a not so subtle way. A decent stat and a skill proficiency was supposed to feel like you were competent. In that system a fighter with all the traits mentioned above just has the background...
  15. jodyjohnson

    Creating magic items in 5e

    I like magic item crafting, keeps and armies, animal companions, and mounts. I think it provides more things for the campaign to play off of and provide goals outside of killing things and taking their stuff. The frustration is when those extra elements become the means of just killings things...
  16. jodyjohnson

    D&D 5E Does any one else think staff is overpowered and houserule it?

    This is redundant. All 2 handed weapons can be held in one hand when not being used for attacks.
  17. jodyjohnson

    D&D 5E Medium Armor Fix

    In a related version I prefer to cap stats at 18 for this and other reasons. Light<Medium<Heavy Sent from my VS810PP using EN World mobile app
  18. jodyjohnson

    D&D 5E Building a better Paladin

    Assuming this is a 'How would/do you house rule the Paladin?' and not a 'What should the 6e Paladin look like?' thread: 1. Concentration is a concern for a lot of Melee-based classes so we house rule Concentration - Only roll Con saves when crit'ed or rolling a '1' for saving on a damaging...
  19. jodyjohnson

    D&D 5E I'm really hating Constitution right now

    In general I think using any rule from a previous edition should be fine and a sort of 'no brainer' in regards to whether it would 'work' in D&D. I'd change the way concentration works as well. The melee classes might still take Con, but the spellcasters would still likely take 14's because of...
  20. jodyjohnson

    D&D 5E Healer feat

    I like that this thread was the year before launch during the playtest. The devs stuck to their guns - left in the damage language of hit point reduction. And then paired it with super easy hit point replenishment as the default. To do 'simulation' with the game you kind of need to mess with...
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