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  1. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    Taking away Eldritch Blast from the Warlock is like taking smites away from the Paladin. The point of the Warlock is to fill largely the same functional role as a martial class, i.e. as a heavy damage dealer with both ranged and melee options, but with an overall more magical bent. If people...
  2. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    Just remind players that Guidance does not have a Reaction timing.
  3. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    For infantry combat, yes, not for defeating fortifications. For that, you've Passwall. But seriously, though, if you've got "everyday magic," you've certainly got exploding powder of some kind. Call it what you will. I'm sure they'll find some use for it.
  4. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    I don't even understand his reasoning. "Because magic." Well, there's alchemy. And why not make an explosive magic powder that can be used to fling a lead ball out of a tube? I can come up with a better reason: In a world with combat magic, the first firearms would be so ineffective that the...
  5. fearsomepirate

    D&D 5E (2014) Working around Spirit Guardians

    My point is that you don't really have enough high-level spell slots to use the SG trick to its fullest very often, and it's really only particularly good in specific situations, so you should probably expect to rely more on EB. YMMV.
  6. fearsomepirate

    D&D 5E (2014) Working around Spirit Guardians

    This is what you said: "1 divine sorcerer/1 hexblade/5 divine sorcerer/2 hexblade/x divine sorcerer" That's 3 levels of hexblade. Did you mistype it? With the above build, at 11th level, your highest level spell slot is 4th. That's 4d8. You don't get your 5th-level slot until 12th level, and...
  7. fearsomepirate

    D&D 5E (2014) Working around Spirit Guardians

    Because you took three levels of Warlock. You've come up with a gimmick that you can't do until 6th level, has pretty limited uses until 10th, l and doesn't compare all that favorably to something that consumes fewer resources, has fewer tradeoffs, comes online as early as 3rd level, and can be...
  8. fearsomepirate

    D&D 5E (2014) Working around Spirit Guardians

    This sounds like an awful lot of work to do damage that's doesn't, at a first glance look much better than just spamming Hexed Eldritch Blast, at least not better enough to build your world around it, and is really a very specific trick for a specific sort of enemy (melee enemies at tenth level...
  9. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    Yeah, by the same logic, if Mold Earth could be used to change the world, then the Fighter's ability to swing his axe twice every six seconds should radically change the lumber industry.
  10. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    Fair enough. If I were to be more thorough, I would say there are likewise many cases where it's higher than martials, particularly when there are large numbers of enemies. But even then, their power ceiling is lower than it used to be. This is fairly important because the old paradigm of the...
  11. fearsomepirate

    D&D 5E (2014) Greyhawk: Pitching the Reboot

    I would like to see a Greyhawk DIY kit, not a storybook adventure. Basically, take the 1e Greyhawk box, update it to 5e, and fill in things provide other materials that made it something of a disappointment, particular more detail on the different countries and what's in them. I would include...
  12. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    Why are you talking to me as though I said casters are underpowered and need to be buffed? I said casters aren't overpowered and don't need to be nerfed. Those aren't equivalent.
  13. fearsomepirate

    AD&D 1E Giving an AD&D feel to 5e

    IMO gold for XP and having a reaction table matters more than 99% of that other stuff. Fundamentally changes the flow of the game.
  14. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    At most levels, they overshadow primary casters in single-target damage, especially over more than maybe 3 rounds, and the abilities that allow them to do so are Action Surge, Sneak Attack, Extra Attack, Hunter's Mark, Reckless Attack, etc. And, of course, it's not just theoretical white-room...
  15. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    So it's pointless book-keeping for no functional change? As I said, either you're nerfing the casters hard, or you're making the resource plentiful enough that there is no meaningful difference between what you did and just making cantrips at-will other than needing to do more book-keeping in...
  16. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    In many situations, it isn't.
  17. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    To put it another, very simple way, 5e brought the caster power ceiling down a lot, but also raised the floor. By getting rid of damage cantrips, you're dropping the floor basically back to what it used to be, but the ceiling is still lower.
  18. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    At lower levels, crossbows are on par with cantrips, if not a touch better, as long as your DEX is at least 14. As you level up, though, problems start to appear: You just nerfed Quicken Spell into the ground. Realistically, your only option when casting a bonus action spell is Dodge. Druids...
  19. fearsomepirate

    D&D 5E (2014) Greyhawk: Pitching the Reboot

    Basically. From a publicly traded corporation's perspective, buying an IP you can't fully control is like buying a house where the original owners never fully move out. It's why you'd often rather have publishing & distribution rights rather than full ownership of a creative work.
  20. fearsomepirate

    D&D 5E (2014) Cantrip nerf (house rule brainstorm)

    Cantrips do 1/3 to 1/2 the damage of martial attacks, and the wizards need something due to how much they got nerfed. Are you going to get rid of Concentration and bring back spells increasing damage with caster level? If you're going to do this without breaking things, the resource is going...
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