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  1. K

    Level Up (A5E) What spells count as a Haven

    On meld into stone, I see it more like the earthglide of xorn & elementals more than frozen in Carbonite. RAW says "You are aware of time passing, and may cast spells upon yourself." There's no restriction there so you can do verbal, somatic & material components. Somatic m3ans you can move...
  2. K

    Level Up (A5E) What spells count as a Haven

    I have only read LU, not played so I did some googling. The A5e blog says "A haven is a place where you can rest, get a meal, a full night’s sleep, be protected from the elements, and are at little risk of attack. An inn is a haven; a campsite is not (although you can still take a long rest at...
  3. K

    D&D 5E Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)

    It was a straight forward "go kill some guards" bit. We didn't use any big powers, just weapons and maneuvering. The rogue-20 did some pretty brutal hits, barbarian/cleric PAM+Sentry kept them at arms reach, StarDruid sniped steadily, and sor-lock-adin could EB while closing to flank then...
  4. K

    D&D 5E Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)

    We ran a one-shot because one player had covid and another had to work. So we made some "I've had an idea" characters at 20th level. Lots of "where's the rule on THIS power? How does THAT work" The first fight was pretty straight forward but we were far from optimal. There was a second...
  5. K

    Why PCs should be competent, or "I got a lot of past in my past"

    I think a lot of the definition of "competent" varies by edition. In 1e, a fighter only knew how to use 4 weapons, a caster has 1 spell per day and both have a very nebulous background. In 5e fighters can use almost every weapon, casters can throw cantrips all day and both have a skill or...
  6. K

    D&D General The Not-Cleric Class for the Other Powers

    I ran a game with "non-divine beings of god like power." These spirits were like the Incarnations. They were beings that fully grokked a concept that had no current spirit so that became their domain. There were still clerics because of the domain but the clerics were people who grokkked some...
  7. K

    D&D 5E High DPR Paladin-Rogue-Bard Will it work?

    Do you mean three weapon attacks or 3 eldritch bolts? Because cantrips, like EB, scale with character level. Take magic Initiate at 19 and the cantrips do 4 dice of damage. I wouldn't do the Warlock smite Invocation, I'd go for Maddening Curse. You will be using Hex as a damage boost anyway...
  8. K

    D&D 5E High DPR Paladin-Rogue-Bard Will it work?

    This is where the paladin/bard/hexlock-1 pops up. It cuts down MAD as melee attack & spell bonus is Cha, you get a 1/rest combat boost with Curse, Hex is a sneak-attack-like boost, and eldritch bolt handles most ranged combat with Cha. Warlock doesn't blend spell levels with other classes but...
  9. K

    D&D 5E Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)

    I am not going to post the notes from yesterday's 15h level game as the GM got multiple phone calls that stalled the game and I can't readily identify how much time that was through DDB given some players roll physical dice. I will say we had what was perhaps our slowest fight ever with 6 PCs+2...
  10. K

    D&D General Minion Battles are Fun Battles

    Recently our 14th level party ran into bandits. They weren't werewolves or anything, just randos with crossbows. We were so confused. And then amused. Every so often you should have an enemy from 5-6 levels ago make a resurgence (a BBEG who escaped, their lieutenant, etc) just so the PCs can...
  11. K

    D&D General Ollie’s has Campaign Cases for $3 and Warriors of Krynn for $10

    The closure flap folds over the rope handles with a cutout so the handle helps keep the case from opening.
  12. K

    D&D 5E How much should it cost to use a permanent teleportation circle?

    Not if the free space was under a Forbiddance, as I stated. They can't arrive in the circle because it is occupied and they cannot arrive in the nearest unoccupied spot because it is Forbidden. As the teleport circle only bypasses occupied spots ("instantly appears within 5 feet of the...
  13. K

    D&D 5E Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)

    Yeahhh....every table has one of those. Ours is my brother. He attempts to find a "perfect" action. As a fighter-champion 12/Wizard-warmage 3 with the Mobile & Fey Touched feats, that get's complicated. Does he pinball across a battlefield making attacks to avoid AoOs, use Misty Step to bypass...
  14. K

    D&D 5E Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)

    So comparing that to our easy level 15 cultist fight, we had 20ish turns averaging 18 minutes. That is 54s/turn. Given the extra attacks per turn and the greater density of enemies requiring more saves/paperwork (i.e dragon breath on a familiar hit 3-4 foes, lightning javelin caught a line of 6...
  15. K

    D&D 5E Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)

    My group is pretty special in that most campaigns either die in 2 months or are multi-year affairs. I had to drop out for a while so I missed the start of this game and came in at 8th level in spring 2022. We game 6ish hours every other week, plus some light planning via DDB messages...
  16. K

    D&D 5E Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)

    Yes, but keep in mind a) 6 players (plus pets) and b) 12 enemies of 5 different types. Even doing group initiatives for creatures of the same type, That is at least 13 initiatives for 20 creature turns. All the non-casters got 2+ attacks for 30+ attack rolls each round (at least until foes...
  17. K

    D&D 5E Are some Fighting Styles worthless, and how could they be fixed?

    I don't think fighters need to be nerfed compared to other classes, which is what weakening their strong styles would achieve.
  18. K

    Tell me about your Bossfights! What went right, what went wrong?

    Boss fights have to be powerful enough to challenge the party. One side can be forcing a long attrition (aka a lot of hp), alternately the bbeg can be nearly unhittable (AC 90), you could have chaff (minions), some environmental constraint that limits the number of attackers, or some event that...
  19. K

    Tell me about your Bossfights! What went right, what went wrong?

    Something you need to do is consider what the party's top 2 tactics are and be prepared for them. Which is NOT the same as nerfing them. Let's be clear, one trick ponies need to run into their kryptonite occasionally (an army of blind morlocks in the land of the mole people ignore the Medusa...
  20. K

    Tell me about your Bossfights! What went right, what went wrong?

    that's not an oops, that's effectively two dragons plus a kobold. Which is fine, they didn't know there were two dragons and it's a good trick. But for all the existential handwaiving, the encounter is a dragon, a hidden dragon and a kobold that pops out when the first dragon falls.
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