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    D&D 5E New raise dead. thoughts?

    Monetary costs are relative to what else they can purchase. 500 gp in 3.X is chump change; while in 5e it is looking to be a good chunk of change. I mentioned in another thread talking about Raise Dead that a 500+ gp Diamond is the equivalent of sacrificing a Rare magic item.
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    D&D 3E/3.5 Warlord built more like 3e bard or 4e skald

    That sounds more like a sense of direction rather than any true leadership ability.
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    D&D 5E Is It Time to Partition Ritual and Non-Ritual Spells?

    Which is why I like skill check based Ritual casting systems: As long as the characters have the skills to successfully complete the Ritual (no matter what class they are) they have a chance to complete the Ritual.
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    D&D 5E I hate expertise dice as a universal mechanic.

    Uhm, that is pretty much exactly what I was saying... I was not arguing with you. I was just stating my opinion.
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    D&D 5E Is It Time to Partition Ritual and Non-Ritual Spells?

    I'm not suggesting that Rituals be siloed like how 4e siloed combat and utility spells or that all non-damaging spells should become Rituals. I just want to have more complex magic that doesn't just take prepare spell in a level X spell slot or expend a level X spell slot. I want to have the...
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    D&D 5E I hate expertise dice as a universal mechanic.

    The various spells known and used by casters do the more to separate, help distinguish and define the various magic using classes than features like having a spellbook. In 3.X classes such as the Sorcerer, Beguiler, Dread Necromancer, Wu Jen and Warmage were thought by many to be little more...
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    D&D 5E Is It Time to Partition Ritual and Non-Ritual Spells?

    I believe that Ritual Spells should be detached from Combat Spells and that they should have one or more complex skill checks, a non-trivial resource cost and should take a non-trivial amount of time to perform. One of my favorite mental images of adventurers using a ritual is one where the...
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    D&D 5E I hate expertise dice as a universal mechanic.

    That problem lies with the fact that currently the Social and Exploration pillars have no structure. With out structure they can't be given proper abilities to work in that structure.
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    D&D 5E The Rogue: Are skills enough?

    I think that the Rogue needs maneuvers like Jab and Snap Shot to allow them to participate in combat while doing other things and also maneuvers that let them make multiple skill check rolls per round (i.e. pick multiple locks per round or make multiple checks to disarm a complex trap).
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    D&D 5E Exploration Rules You'd Like To See

    They want a different type of exploration content. They don't want to track food, drink, arrows and spell components; they want to climb mighty cliffs, cross raging rivers, find secret passages in ancient ruins, uncover hidden treasure rooms, infiltrate the royal palace, rappel into the volcanic...
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    D&D 5E Exploration Rules You'd Like To See

    Many groups (but not all) did not track food, water, arrows, spell components and other supplies because they found tracking them annoying and fiddly and that they got in the way of the fun parts of D&D. Many DM just handwaved them away in order to get to the dungeon or combat faster. 1e, 2e...
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    D&D 5E More maneuvers at low level.

    The Wizard already gets 7 options at first level and gains 2 more each level with the possibility of getting more as treasure.
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    D&D 5E More maneuvers at low level.

    I would give the Fighter Deadly Strike, an expanded version of Mighty Exertion (one that grants bonuses to Str, Dex or Con skill checks), a choice of Great Fortitude or an expanded Lightning Reflexes (one that grants bonuses to Dex saves and Initiative checks), and one signature maneuver for...
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    D&D 5E Exploration Rules You'd Like To See

    The idea was to have the mechanical structure to cover fliers and levitators carrying more than just themselves. Do you think a Wizard or Psion should be able to levitate a horse up a cliff as easily as he levitates himself? Do you remember the scene of Luke trying to levitate his X-wing in The...
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    D&D 5E I hate expertise dice as a universal mechanic.

    Rogue Styles Sneak Style - Gain extra expertise dice if you are currently hidden. Improvised Style - Gain extra expertise dice if you performed an improvised action last turn. Opportunist Style - Gain extra expertise dice if you currently have advantage over an opponent. Fighter Styles...
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    D&D 5E Exploration Rules You'd Like To See

    Okay. It seems that we are arguing cross-purposes because we are not in semantic agreement about the phrase "Skill Challenge." I'm using the phrase to mean complex and simple skill checks, and you are seem to be using it to mean the mechanical structure where success or failure of an objective...
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    D&D 5E Exploration Rules You'd Like To See

    This is my idea of what a Cliff Climb could be mechanically:
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    D&D 5E Exploration Rules You'd Like To See

    Or you could divide it into several full encounters each with their own varied skill- and combat-based challenges. What you just described amounts to distilling an adventure down to 12 rolls, which some players like the idea of while others don't.
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    D&D 5E Exploration Rules You'd Like To See

    That turns exploration into something akin to a browser based game like "Echo Bazaar!" or "Billy vs Snakeman": Do I have the point/fuel to make a check? If yes, I make a check or checks. If no, I have to wait until I can make a check. We actually want to increase the prevalence and use of...
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    D&D 5E Exploration Rules You'd Like To See

    What you have there is a Skill-based adventure not just a skill-based challenge or encounter. There is a difference in my mind between a skill challenge and skill-based encounter and a skill-based adventure. A Skill-based Adventure would be something like Climbing a Mountain. It would have...
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