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  1. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    I had a TWFing rogue that used shuriken and daggers back in 3E. The ability to dual wield hand crossbows kind of threw that style out the window.
  2. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    I don't know about that: my sister's ex-husband is a locksmith and he's a total idiot. Hah!
  3. Xeviat

    D&D 5E (2024) Fixing General Feats

    I've been considering divorcing ability scores from offenses (attack, damage, and DCs) and just having offenses scale with level. Then have feats be tied to ability score prerequisites, so a strong fighter gets access to different feats than a dex fighter or an int fighter.
  4. Xeviat

    D&D General Multiclassing Shouldn't be Treated as the Default

    I've long considered mixing a little 4E and Cantrip scaling into 5E. Instead of giving out Extra Attack, have weapon damage scale by dice at 5th, 11th, and 17th, and then replace extra attack with thematic abilities for the classes (fighters get weapon specialization/mastery, barbarians get half...
  5. Xeviat

    D&D 5E (2024) The Problem with Healing Powercreep

    Healing spells in 5E did less healing than damaging spells. They didn't even match the DMG spell creation guidelines, and damage spells often did more damage than those guidelines. Healing has to be more than damage to make it worth doing over just killing the enemy faster.
  6. Xeviat

    D&D 5E (2024) Fixing General Feats

    I like your idea number one. 4 feats, 4th, 8th, 12th, and 16th, let's a character boost a 16 to a 20. If they feel they really need to boost two stats, they can use ASIs, which does mean Monks, Paladins, and Rangers feel like they lack feats though.
  7. Xeviat

    D&D 5E (2024) Help me with the wording for a homebrew Origin Feat

    Origin feats shouldn't give ability increases. I do like the idea of some ability score flexibility, but I don't think that should be a feat by itself. Yes, it will open up different multiclass combos, but it should be mostly balanced. Personally, I'd keep casting stars to Int, Wis, and Cha...
  8. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    Thanks for all the input! In my experience, Charisma gets dumped unless someone is using a Charisma class. I want to see more people think about putting their 10 or 12 in Cha, even when it's not part of their class, just for decision variety. I do think contacts and fame/infamy is the way I'm...
  9. Xeviat

    D&D General Multiclassing Shouldn't be Treated as the Default

    This is an interesting concept. I wonder if Eldritch Knight/Arcane Trickster could be adjusted into multiclass subclasses. Like, you can take your class's subclass or you can take a different class as a subclass. I remember in Baldur's Gate 2 having to decide between being a single class with a...
  10. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    That's probably an issue with rogues not having great feat support. But Dual Wielder probably helps, I'd have to crunch some numbers elsewhere. Rogues haven't felt weak in my games, but we're usually not heavily optimizing.
  11. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    A damage Fighter is (2d6*+4)x2, or 24, or 16 with a 65% hit chance, and can double thet once per short rest. A TWFing rogue is 5d6+5, or 23, or 16.3 with 65% miss chance. They lack the fighter's action surge, though.
  12. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    I feel like Rogues are often underestimated because people don't see just how much TWFing and advantage boost sneak attack hit chance. A level 20 rogue has one attack for 1d6+5 and one for 1d6 and 10d6 sneak attack. 12d6+5 is 47, which looks like less than the fighter's (2d6*+5)x4, or 48, plus...
  13. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    I'm fine with that. Wizards should be skilled at a lot of things; a limited class skill list that has at least 8 skills would make sure there's always a choice even when you have Int 20 (5+2), or even reduce base skills on Wizard to 1+Int or Arcana+Int since they're going to have high int. But...
  14. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    Or split Dex into Agility and Dexterity, and split Wisdom into Wisdom and Perception. This was something I always wanted to do back in 3E.
  15. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    I feel like Str and Dex come with their own penalties for dumping them. Sure, heavy armor characters can have high AC with a low Dex, but they still feel that bad initiative and bad Dex saves (I felt this constantly with my dwarf life cleric). Low Str is felt in my games because I used the...
  16. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    My old thought for this is to have spellcasting have "skill taxes" if I were to tie skills to Int. Sure, wizards get extra skills, but they need to spend them on Arcana and Concentration to be useful at spellcasting. Not sure if I actually want that, though. (Also thought once about how some...
  17. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    I just saw this. I'm currently thinking of a way to adjust that, so weapon Cantrips scale properly with attacks.
  18. Xeviat

    D&D 5E (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

    That would only benefit 18 or higher, and not penalize 8. I've been thinking of changing attunement slots to Proficiency Bonus, or just ignoring the number.
  19. Xeviat

    D&D 5E (2024) Ranger 2024 is a bigger joke than Ranger 2014:

    My very simple Ranger patch: Deft Explorer adds Proficiency in Survival, or Expertise in Survival if you already were proficient; all rangers should have Survival. Move Relentless Hunter to 5th level. Replace it's text with: "When you cast Hunter's Mark, you can choose to remove it's...
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