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    D&D 5E (2014) The Shield Spell and Spell Points

    Well, the sort of stuff the OP is talking about for starters... Right... but you're measuring spell points, not "what the class does pre-spell points vs post-spell points". Pre spell point wizards have a growing stock of low level slots that tend to get used for defense and utility, and a...
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    D&D 5E (2014) The Fighter Problem

    I can kind of see people's points: Action surge is "do what you already do more" Indomitable is "do what you already do more" Fighting styles are "do what almost every martial class also does" Extra attacks are "do what you already do more" Most of the feats will get spent on "do that thing...
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    D&D 5E (2014) The Fighter Problem

    If we assume the default array: Paladins need to have a good strength and charisma in order to qualify for your 'proficient in all saves'. Barbarians need to have a good strength and dex (and will then be using medium armor, which you claim sucks! I disagree btw) in order to match the fighter's...
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    D&D 5E (2014) The Shield Spell and Spell Points

    As others have pointed out, spell points on warlocks radically change their balance, making them powerhouses of utility and (if they get the right spells) damage too. Ordinarily a warlock simply never casts lower level spells unless they have good scaling, which is a significant limiting factor...
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    D&D 5E (2014) Rogue's Cunning action: Double dash, etc.

    Unfortunately the chase mechanics make the median marathon runner (~48 feet/6s for 4 hours) into a superhero compared with a D&D character in absolute peak condition (ie - 20 con is not going to carry you far through the 2392 DC 10 con checks you have to make before you die, let alone before...
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    D&D 5E (2014) Teleportation circles costs *how* much?!

    Right - so teleportation spells could be anywhere on the continuum from incredibly common (because every spellcaster has the dough to buy the materials and make their own) to moderately uncommon (because hiring a spellcaster to make one is cheap, but the component cost is still expensive...
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    D&D 5E (2014) I Was Wrong!!!!!

    Which is fine, because they don't do everything that well.
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    D&D 5E (2014) How do players know they are in the "wrong" location in a sandbox campaign?

    Ways to telegraph an area that is too high level: 1. Start the dungeon(s) with something that can be escaped. Hopefully your players get the hint that they should run when one of them is one-shot to unconsciousness. 5e is fairly merciful when it comes to letting those people get back up and run...
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    D&D 5E (2014) Spells and Extra Attack Balance

    Look at the level of damage and range acheivable by cantrips. That's the expected level of non-resource-expending damage available to a full caster. If the damage dealt by extra attacks exceeds that average, then you've probably made the caster stronger by adding extra attacks. It makes sense...
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    D&D 5E (2014) Vision and Distance: Noticing the Concealed and the Unconcealed

    I'm pretty sure the purpose was "so the designers have less work to do that involves numbers". Most games can get away with the DM picking literally any number, and since the players will never know what it is, it will never matter. If the DM actually cares about setting DCs that make sense...
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    D&D 5E (2014) Attacking on an ally's space

    It's hard to say from your original post, but I think you mean that the fighter is holding the doorway, not literally holding a door. If he's holding a doorway, he's taking up the square to fight in. He needs that square to be an effective combatant and to block the orcs - the rogue cannot...
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    D&D 5E (2014) Does fire resistance protect you from smoke inhalation?

    Yeah, but the historical/traditional answer is "blindside your players with something that kills their character without giving them a chance to prepare or fight back, they can always roll a new character". That said: fire resistance should protect you against the "your lungs get burnt and you...
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    D&D 5E (2014) Chase scene: Ending turn on jump

    Being forced to cut a jump short because of your movement is a symptom of 5e having movement speeds that are roughly half real world, while having jump distances that are about 2/3rds real world. Really running movement should be about 120ft/round up to 240 and jump distances should be from...
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    Unearthed Arcana Unearthed Arcana Explores Downtime Activities

    Or... just use the existing one and ignore anything that says "you get drunk and..." Carousing sober is and should be way more effective at finding contacts than carousing drunk.
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    D&D 5E (2014) Meaningful traps

    Well... multiclassing is explicitly called out as optional. Critical hits are an assumed part of the game, as is allowing the monk class. Sure your DM can say "we don't do crits or monks", but it's a fairly big departure, and I think you'd be pretty miffed if you make a monk character and then...
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    D&D 5E (2014) How do you do secret doors?

    Have the dungeon inhabitants use them. Secret doors should be places that monsters disappear to when they flee the party. Secret doors should be places that loot is hidden ("Wait, why does the head of the goblins have no loot at all? And why does he have an empty bookcase up against the corner...
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    D&D 5E (2014) Meaningful traps

    The problem there is the observant feat. Passive checks are pretty much optional and arbitrary, so creating a feat to boost them specifically is silly. Instead it should have boosted checks to do the specific things it is trying to enhance (which I THINK is spotting traps, hidden doors and...
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    D&D 5E (2014) Would you do a skill check? If so, what kind? [Slight LMOP Spoiler]

    My point of view would be this: what would the result of a successful roll on the part of the skeleton-magic be? Negation of a cool plan for no real reason. Given that, I'd be happy to say that the skeleton-animating magic only works on an unattended object, and therefore fails if you grab a...
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    D&D 5E (2014) Am I missing something about Conjure Animal

    My recommendation would be to change the casting time of conjure animals and conjure woodland beings to the same as every other summoning spell: 1 minute. This makes it mostly useless for combat unless you're very, very prepared for a fight. It still remains a very useful and powerful spell...
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    Wereravens. Wereravens Everywhere.

    Yeah, counting up transformations would be a way to do it as well, although it does let you not transform in order to avoid the effects of the curse. As for what stat? Charisma is force of self, wisdom is force of will, constitution could represent how much your body wants to remain itself...
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