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  1. Jack the Lad

    D&D 5E 5.0 necromancer

    There's been a lot of talk about the crazy number of skeletons you can summon, but not much about how few it takes to obsolete other classes. Here is the Fighter's DPR, on average, at each PC level and enemy AC: I made a comparative chart of how many skeletons it takes to beat that: I've...
  2. Jack the Lad

    D&D 5E 5.0 necromancer

    I'll reply in more detail later, but I want to quickly clear up what may be a misconception: I've deliberately avoided anything questionable or cheesy in my examples. I'm not talking about cast/rest/cast or cast/rest/control/cast/repeat, both of which greatly inflate the number of skeletons you...
  3. Jack the Lad

    D&D 5E 5.0 necromancer

    I could not disagree with this thread more strongly. The 5e Necromancer is wildly overpowered, and he and his skeleton army can easily defeat even the strongest (up to CR17) monsters we've seen so far in 1 round. A Necromancer's Animate Dead gets you 2 Skeletons at level 3 and 2 more for each...
  4. Jack the Lad

    D&D 5E Finally

    Thanks! That's a good change - flight from level 3 was a bit strong. Is there a limit on how often you can use the Enchanter subclass features Hypnotic Gaze and Instinctive Charm?
  5. Jack the Lad

    D&D 5E Finally

    Does Alter Self still allow you to grow wings and fly? Do Transmuter specialised wizards still get the ability to toggle between advantage on Con saves, Darkvision etc with their lesser (level 10, I think) feature? What are the save DCs for these, and is there a limit on how often you can use...
  6. Jack the Lad

    D&D 5E Finally

    Wow. Does it still last 2 hours, and does it now require Concentration?
  7. Jack the Lad

    D&D 5E Finally

    Is that all the features do? If so, great - as another poster mentioned there used to be a number of other extremely powerful effects (particularly on Master Transmuter - reducing creatures' age, resurrecting the dead etc). Also, is Master Transmuter still at level 14?
  8. Jack the Lad

    D&D 5E Basic already surprising us.

    I deliberately and specifically did not quote the part of your post about fun. To reiterate: This is the bit that's the opposite of the truth. I won't say that it's a lie, because a lie implies malice. But it's not true. The issue is not a numerical one. It's not a wash in actual game play...
  9. Jack the Lad

    D&D 5E Basic already surprising us.

    When I say that the limitations you keep referring to are game rules, I'm pointing out that they are only game rules. They're arbitrary. D&D is not Ancient/Medieval Europe + Magic. If we apply the rules of the real world to D&D - if we look at it in any kind of scientific way - it falls apart...
  10. Jack the Lad

    D&D 5E Basic already surprising us.

    I feel compelled to respond to this - it's really and truly baffling to me. You define being able to jump a long distance as 'superhero powers' when the Fighter does it. But you believe that the Wizard - who can: fly teleport stop time turn invisible alter reality with a wish read minds...
  11. Jack the Lad

    D&D 5E Is a +3 weapon needed...when it boosts damage by 53%?

    Wizards have at-wills in 5e, which they can cast 'multiple times a combat, all day every day.' Also, as Stalker0 notes, spell preparation far more flexible in 5e than in 3e, reducing instances in which you prepare a spell and end up never using it, essentially wasting that slot. 5e Wizards...
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