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  1. Esker

    D&D 5E (2014) Making Thrown Weapon Attacks Melee Attacks

    I think we're on the same page. The third benefit (the -5/+10 part) already doesn't apply to thrown weapons. But as of now the first two (no disadvantage at long range; ignore half and 2/3 cover) do. If you make thrown attacks melee attacks, then they no longer would.
  2. Esker

    D&D 5E (2014) 2-handed weapons: damage delimma

    The comparison was between GWF (not GWM, since I'm excluding that) vs sword and board with dueling style: Edit: I forgot to modify the value of rerolling 1s and 2s to take the change to 1d10 into account. So we have: Dueling style is +2 damage per hit; shield is +2 AC. Greatsword (at the...
  3. Esker

    D&D 5E (2014) 2-handed weapons: damage delimma

    But keep in mind that it's on each attack, so it's +3 DPR if you don't have advantage. If you're a barbarian you have at-will advantage, so then it's more like 4.2 DPR. If you combine this with GWF style, we're talking about +5.2 or so DPR (more if you have a source of advantage) vs +2 AC. At...
  4. Esker

    D&D 5E (2014) Does Surprise round give you advantage to attacks?

    I almost always use a grid in combat. If you're running it TotM, then it's a judgment call on the DM's part whether you could make the attack from a position which is close enough to where you were hidden that it doesn't reveal your position until after the attack.
  5. Esker

    D&D 5E (2014) Making Thrown Weapon Attacks Melee Attacks

    But throwing a weapon is a ranged weapon attack, even though it's not an attack with a ranged weapon. Note the difference in wording between the first two features and the third one. This was clarified as the intent in Sage Advice.
  6. Esker

    D&D 5E (2014) 2-handed weapons: damage delimma

    I know you said you weren't too concerned about balance, but I'm curious (and others might be), so here's a back-of-the-envelope balance analysis of this. I'm assuming no feats, since heavy weapons are already favored for melee damage when feats are in play (as others have said). As a baseline...
  7. Esker

    D&D 5E (2014) Making Thrown Weapon Attacks Melee Attacks

    It occurs to me that this actually removes the ability to use sharpshooter with thrown weapons (the first two features; the -5/+10 part already doesn't work). I don't know if that's good or bad, but it's a thing.
  8. Esker

    D&D 5E (2014) Making Thrown Weapon Attacks Melee Attacks

    I don't see it being a big deal for GWM, since it would only affect the bonus action attack (there are no heavy thrown weapons). Barbarians would still want to get into melee, since they're usually tanks, plus dropping down to the d6 weapon cancels out most of the rage benefit they're getting by...
  9. Esker

    D&D 5E (2014) Does Surprise round give you advantage to attacks?

    But I've always played that if you can make your shot from within 5' of heavy obscurement or total cover (and had previously succeeded on your stealth roll) then you count as still hidden for the purposes of that one attack. Otherwise how could you ever have line of sight to make the shot (other...
  10. Esker

    D&D 5E (2014) Making every point count: Ability Mod Variant

    Yup, that would be pretty silly. Fortunately, there's no requirement that all rolls result from adding dice, so if you wanted a d40 mechanic you can just create one from a d4 and a d10, much as you can create a d100 from two d10s.
  11. Esker

    D&D 5E (2014) Does Surprise round give you advantage to attacks?

    In order to gain surprise, it first needs to be plausible that the party could approach unnoticed (i.e., there is some cover, or the enemy is sufficiently distracted/off their guard that they might not notice an approaching threat). Then, the whole party rolls stealth. Anyone on the other side...
  12. Esker

    D&D 5E (2014) Making every point count: Ability Mod Variant

    I was mostly joking about using 1d40, but actually 2d20 would change things quite a bit. It's essentially like replacing 1d20 with 2d10: medium values become much more likely, high and low values less. The net effect is it makes easy tasks easier, harder tasks harder, and bonuses overall matter...
  13. Esker

    Radiant Damage

    Yup, I'll second what @RogueJK said: for burst/single target radiant damage, a sorcadin would be the way to go (if multiclassing); for consistent/AoE radiant damage (and if needing to stay single classed), light cleric. As a light cleric, at level 10 you can cast spirit guardians twice a day...
  14. Esker

    D&D 5E (2014) Making every point count: Ability Mod Variant

    Or, you could just double proficiency, DCs and AC, make modifiers ability-10, and use a d40 (i.e., roll a d4 for the tens place, treating 4 as 0, and a d10 for the 1s place) to resolve everything in place of a d20. :-)
  15. Esker

    D&D 5E (2014) Making every point count: Ability Mod Variant

    It's an interesting system, but it's a massive overhaul with massive effects on balance; well beyond giving value to those in between scores. It also somewhat undermines the original goal in that it makes ability score differences not matter at all for more things (and in certain ranges).
  16. Esker

    D&D 5E (2014) Making every point count: Ability Mod Variant

    Hmm, so this would be equivalent to saying that your ability modifier goes up on even scores against even DCs and on odd scores against odd DCs (or vice versa, depending on whether proficiency is even or odd). It's mostly like giving you an extra 2.5% chance of success for each point of your...
  17. Esker

    D&D 5E (2014) Making every point count: Ability Mod Variant

    You could achieve your stated goal in a narrow way by (a) having modifiers go up on odd values instead of even ones, and (b) requiring a d2 to succeed on a tie if you have an odd score (essentially giving you an extra 2.5% chance of success for each point). It leaves absolutely everything else...
  18. Esker

    D&D 5E (2014) Making every point count: Ability Mod Variant

    I like the goal, but I think this approach has some (perhaps) unintended consequences. I take it by DC you mean spell save DC? And I take it you leave proficiency alone? This makes ability scores and AC upgrades matter disproportionately more than they did before. Not sure if that was part of...
  19. Esker

    D&D 5E (2014) Warlock Spell Combos

    Fear and Booming Blade combo well, and as a Hexblade you can use the same stat for both the save and the attack; plus as a Warlock you get more 3rd level slots per day than other casters, assuming a normal number of short rests. Add War Caster to the mix to help you maintain concentration and...
  20. Esker

    D&D 5E (2014) Warlock Spell Combos

    You may need to be a bit more specific. What are you wanting to be able to do?
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