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    Missing Rules

    This is %100 true, however i use jump ALL the time, especially as a martial PC. Jump over that difficult terrain, on that table and then off again to attack from above (and ask for a bonus to damage from DM), jump to get next to the bad guy in case the floor is trapped, etc. As a DM I always...
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    Missing Rules

    That’s not how it works. There is no penalty for failing to jump a distance, you just don’t jump as far. What is underneath you doesn’t matter for the purposes of the jump check, your check determines the distance you jumped for that effort. Think about it, as a DM you say “it’s 20’ to...
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    Extreme self-preservation

    The situation you describe is essentially the paradox of thrift. The paradox in layman’s terms is if everyone tries to save money, economic growth slows down so everyone gets poorer by saving,not richer. In D&D, if everyone plays to not to die then no one lives. HP is a resource that must be...
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    Missing Rules

    The idea is make quick fast decisions at table to keep the flow going along.
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    Missing Rules

    I also give a bonus to jump distance if you are running base on speed. This is to help the super fast monks with low strength scores to give them a bonus for their velocity in the vector of movement.
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    Missing Rules

    He can’t fail a jump. A 1 is not an automatic failure unless there is a penalty for failure. Therefore there is no chance of him failing 7’ running long jump. So it’s your roll plus your athletics score is your minimum, any athletics proficient PC will have a 3‘ minimum jump. As a DM you...
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    Missing Rules

    I don’t agree. What if you have a raging barbarian (advantage on STR checks like athletics) with a ATH skill of +10 or more? If they want to try let them. I don’t want to cap them by saying only 30 STR need apply. Or an enlarged human (12’ tall) would have a 6’ stride, a standing jump of...
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    D&D 5E (2014) Anyone else finding character advancement pretty dull?

    Being a long time player (40 years) role playing growth of the PC is important to me. Every PC has a background and backstory and motivation different from all others, and plenty of things to do during downtime. The goals and motivations are a great addition, although ignored by many who see...
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    Most powerful feature at each level???

    Not a feature but getting herbalism kit proficiency leads to 5 gp herbalism kit use which leads to Healer feat healing large amounts of HP at minuscule cost. You can also make potions at half price, which can help the parties in many ways. Like Find Familiar, it requires work and imagination...
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    D&D 5E (2014) Lore Bard Debuffer: Spell Selection and Choice of Dip

    Whatever MC you pick make sure you work out a theme and background and backstory that pulls it all together. Grounding your PC that way glues it all together and makes it all flow better.
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    D&D 5E (2014) Anyone else finding character advancement pretty dull?

    4e just had awesome names and paths for martial characters. For 5e I wish they had little things like that they got, like weapon styles that had minor benefits in very specific situations.
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    D&D 5E (2014) Lore Bard Debuffer: Spell Selection and Choice of Dip

    As a Bard always check out Paladin spells. The spells given to Paladins are balanced around them being half casters and thus getting them later. For example although you don't need it, a Paladin gets Aura of Vitality at level 9 to heal 20-120 HP at range over 10 rounds. You can get at level 6...
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    Missing Rules

    We had a thread on this before. I use 4e rules, the DC is the number of feet you want to jump using a running start, with your minimum as STR score. You add your athletics modifier also. So 25 feet is DC 25 with a running start of 10’ or 5’ with Athlete feat. Standing jumps are half those...
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    Advice: Overpowered Abilities

    "Standard" isn't standard, its recommended, and the designers themselves have said then game is not balanced that way in various places. Not all the encounters are combats like I stated. There is a thread on this board that running more encounters makes the games better and makes the play...
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    Advice: Overpowered Abilities

    Yes. You can only concentrate on one spell, and its so important that you have to make sure you have a good concentration score and probably take warcaster or resilient (con) to make sure you can make those concentration checks. Concentration is HUGE, it is a balancing factor in every spell...
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    Advice: Overpowered Abilities

    I don't know any DM that would let players in combat run through a square on their turn to heal them without the enemy chasing them through the same square on their turns (or camping on it) on their way to attacking the concentrating caster (he is the one in the back row doing little.) Maybe I...
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    Advice: Overpowered Abilities

    If the enemy is intelligent why in the world would they not recognize the affect and then try to get he caster, including taking opportunity attacks to do so? Force those concentration checks.
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    Advice: Overpowered Abilities

    That’s not the spells fault, that’s encounters that are not challenging enough for the group and/or not enough encounters. With any group I run 4-6 encounters per short rest minimum, not all combat. Usually 1-2 will include a damaging trap or a combat with a hazard, like a heat metal hallway...
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    Advice: Overpowered Abilities

    Nothing that restores HP is immune to having an extra encounter to erase those HP.
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    Advice: Overpowered Abilities

    As far as healing spirit..Healer feat is level + 4+ d6 as an action per rest. At the level you would get Healing Spirit that average would be 10.5, or 42 for a group of 4, and costs no resources. For 2 rests it’s 84 in healing and costs just the healing kit. Inspiring Leader heals you before...
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