Search results

  1. X

    D&D 5E (2014) How many combat encounters per adventuring day does your group have?

    Even if the dungeon inhabitants are from a society where violence is commonplace, there are still the issues that (a) violence is likely a spectator sport thus drawing others to watch, and (b) the cries coming from an unscheduled brawl with another inhabitant or group of inhabitants of the...
  2. X

    D&D 5E (2014) How many combat encounters per adventuring day does your group have?

    Whereas I have a hard time imagining how a party can pull off separating the dungeon inhabitants' combatants into six different groups that can be defeated in detail. Maybe if the party has access to a permanent Silence effect and a lot of wall spells that lack verbal components? Or a dungeon...
  3. X

    D&D 5E (2014) How many combat encounters per adventuring day does your group have?

    I would say 0-2 combats per adventuring day is the norm at my table, with a very high variance. The variance stems largely from two factors: how willing the PCs are to resort to violence against particular foes, and how organized the opposition is. I think the highest number of combat encounters...
  4. X

    D&D 5E (2014) Starting to Hate Hexblades

    That seems a fair synopsis, yes. There's a slight caveat since I'm also actively seeking mechanical diversity at my table, but your description is still sound. And I entirely agree that both viewpoints are valid. I know I'm pretty far down the path of being pro-multiclassing. :)
  5. X

    D&D 5E (2014) Starting to Hate Hexblades

    I do the opposite, and actively encourage multiclassing at my table. I'll help to make sure all the characters are effective enough to be fun to play, but otherwise I'm fine with any combination of classes, including dips, even splits, and anything in between. Whether or not the player wants...
  6. X

    D&D 5E (2014) Spellcasters and Balance in 5e: A Poll

    Speaking only for myself, I choose D&D because that "minutiae" is sufficient to create the perception that the rules are modeling the game world, and because they provide enough detail to make mechanically modeling a character concept a fun exercise. In other words, the minutiae of D&D create a...
  7. X

    D&D 5E (2014) Is Treasure and Magic Items Important To You?

    It's hard to invent new magic items with 5e's default magic item rules, because how long an item takes to make depends on its rarity! A unique prototype is going to be (by definition) at least as rare as the rarest item, so the production would take as long as the rarest items: 20,000 days...
  8. X

    D&D 5E (2014) Is Treasure and Magic Items Important To You?

    In my campaigns, treasure is hugely important, because it gives the PCs the ability to start shaping the game world in an open-ended way. Whether they choose to do so by building their own home base, engaging in politics, upgrading infrastructure, building a network of contacts, engaging in...
  9. X

    D&D 5E (2014) It's Official! Most of my encounters are "Deadly" (now updated with info through the end of 2022!)

    All the time. And usually my PCs factor that in to their strategy, either by trying to learn enemy spellcasters' rest patterns and timing their attacks when the enemy is low on slots, or else engineering a situation where the enemy will want to use lots of slots and then attacking them after...
  10. X

    D&D General Is this a fair trap?

    "Choked flow" refers to the maximum speed at which a fluid can be driven through an orifice by a pressure differential. Increasing the pressure beyond that point doesn't increase the flow rate, and the fluid is said to be "choked". In liquids, the effect is caused by cavitation--increasing the...
  11. X

    D&D General Is this a fair trap?

    In the context of choked flow, there are a lot factors that go into determining how fast the liquid can go before becoming choked. Given that waterjet cutters are designed not to choke, I would assume that they can achieve higher flow rates than would be possible in the trap. (Also, critically...
  12. X

    D&D General [+] TRAPS! a positive thread

    In one of my 3.5 campaigns, in a tomb that the designers built to keep out tomb raiders, the funerary gifts were sealed in a partially evacuated stone chamber. The difference in air pressure made the stone door basically impossible to open by normal means. When the PCs finally just disintegrated...
  13. X

    D&D General Is this a fair trap?

    Since the block is falling downwards and the displaced dead cube stuff is going upwards, the net downward momentum transfer to the structure (and the ground below) must exceed the original downward momentum of the block by some factor X. There's no reason to assume that X=2, which is what would...
  14. X

    D&D General Is this a fair trap?

    This type of analysis doesn't work either, due to the issue of "choked flow". You can't simply make an opening smaller in order to increase the flow velocity arbitrarily high. I don't know enough fluid dynamics to calculate whether the flow would be choked here, but given the 99-1 ratio you've...
  15. X

    D&D General Is this a fair trap?

    I do! :) If there is no way for monsters in a given locale to get food, I simply won't put monsters there that need to eat. More broadly, I won't put any monster anywhere unless there's a good reason for it to be there.
  16. X

    D&D General Is this a fair trap?

    Of course, the farther it spreads the less dense the spray. Even if we assume dead cube stuff is still harmful (after being subjected to a sudden, massive pressure change no less) at some point it's going to be too finely dispersed to be dangerous. We're firmly out of the rules here, so the DM...
  17. X

    D&D General Is this a fair trap?

    But not quickly. See below. Note that shorter impact times necessarily happen over shorter distances. Shorter impact distances displace less gelatinous cube material during the impact. So the higher the dynamic pressure, the smaller the quantity of cube material that will ejected by that...
  18. X

    D&D 5E (2014) Can a hasted bladesinger cast a cantrip with the haste extra action

    I entirely agree that the errata is a useful clarification, whether or not it's functionally superfluous. Everything related to weapons and types of attacks would have benefited from being written much more clearly.
  19. X

    D&D 5E (2014) Can a hasted bladesinger cast a cantrip with the haste extra action

    I tend to agree with your conclusion, I'm just describing both sides of the debate. Note, however, that if all attacks are weapon attacks or spell attacks, then the errata would be superfluous--unarmed strikes would be (melee) weapon attacks simply by virtue of not being spell attacks, and thus...
  20. X

    D&D 5E (2014) Can a hasted bladesinger cast a cantrip with the haste extra action

    I believe the confusion surrounding "melee weapon attack" was conclusively resolved, but the phrase "weapon attack" is still (arguably) ambiguous. "Weapon attack" could be a superset that includes all "melee weapon attacks" and all "ranged weapon attacks" or it could mean "an attack with a...
Top