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    D&D 5E (2014) When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?

    And there in lies the generosity portion. Calling their melee exclusive fire aura an AOE attack and treating it as such is being very generous. Their death burst wouldn't count because it doesn't happen once in every three rounds (per the examples of the DMG), it is only semi-sustained damage...
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    D&D 5E (2014) When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?

    Found the Balor stats on my phone from earlier so: I think, if you are extremely generous with how you calculate the Fire Aura, it could be CR 19. If you don't treat it like an AOE that hits lots of people every round over and over (anyone with a ranged weapon is basically immune to it, which...
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    D&D 5E (2014) When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?

    I can't get back to a book at the moment, but I came up with lower defensive CR's before because their hit points are way under CR'd and their AC helps, but doesn't bring it back in line. I will have to look again when I am at my books.
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    D&D 5E (2014) When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?

    And the Balor? Per the dmg, I do not get the same defensive numbers as you. I'll check again in a few.
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    D&D 5E (2014) When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?

    It isn't so much that they are miscalculated, that they are overly capable with almost no difference between the actual creatures. Each of them *barely* round up or down from CR 8 (CR 7.75, 8, 8.25), assuming you give Fear, Flight, Resistances, and Immunities absolutely no values. The biggest...
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    D&D 5E (2014) When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?

    I'm doing it slightly differently... I have been slowly re-writing all the CR10+ monsters in the monster manual to actually follow the CR rules. The fact that Dragons have wildly differing CR numbers and often have the same effective stats is what started me down the path (Blue and Green Dragons...
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    D&D 5E (2014) Legendary actions... should it be 3?

    I'm confused how this would fix any issues? You are saying get rid of initiative and combat rounds completely? Just have the DM handwave the results somehow? Something different? What do you mean specifically? I'm curious as to your idea on this.
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    D&D 5E (2014) Legendary actions... should it be 3?

    You do make a good point here about bumping the CR. My thought is that I am trying to get a single creature to actually meet their CR I think. It is possible that 5e (like previous editions) just really isn't built for solo encounters. The CR system just doesn't work for it be default. I think...
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    D&D 5E (2014) Legendary actions... should it be 3?

    I don't have an argument because I don't come on here to be a pedantic twit. If you are looking to argue, you will have to find someone more regular for that, I'm looking for a discussion. I do appreciate that you have added a new element to the discussion though, one that is actually relevant...
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    D&D 5E (2014) Legendary actions... should it be 3?

    But that is literally how it works currently in the "default" rules. The party is 4 players as the assumption, and the monster gets its action +1 legendary per player (Default 3), past the 1st. It can take one between every players turn unless it has one that costs multiple actions.
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    D&D 5E (2014) Legendary actions... should it be 3?

    Based on the concept of Legendary actions, should it most likely be based on the number of PC's in the fight vs just a fixed number such as 3? For example, a creature with legendary actions against 2 PC's would get 1 legendary in theory... but against 10 PC's would get 3. Should this scale...
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    D&D 5E (2014) Dealing with a Heavily Armored Paladin?

    Sorry I had assumed there were more than 8 creatures. Yes, in an example where there isn't a horde, this is true, but he said there was. Sent from my SM-G935T using Tapatalk
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    D&D 5E (2014) Dealing with a Heavily Armored Paladin?

    The horde of monsters should just assist each other for Advantage on attack rolls. Problem solved.
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    D&D 5E (2014) Survivor Campaign Settings- Birthright Wins?

    Birthright 11 (-3) Blackmoor 7 Dragon Fist 7 Jakandor 11 Lankhmar 13 Mystara 13 Pelinore 13 Thunder Rift 9 Wilderlands of High Fantasy 5
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    D&D 5E (2014) What do I need to build a world?

    Here is your mapping tool for building your campaign world: http://inkarnate.com/maps#/
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    D&D 5E (2014) DMing "Out of the Abyss"

    Yeah, I'm definitely going to be incorporating some Ravenloft elements tuned to OOTA for the campaign.
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    D&D 5E (2014) DMing "Out of the Abyss"

    I currently have the party traveling from Slooplidoop to Gracklstugh. Along the way they have met drow traders on their way to Velk. The drow warned them that their pathway leads them to the caves of the dead. A passage of caves that is a shortcut, but also a battlefield in recent times. The...
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    D&D 5E (2014) Out of the Abyss- Post your pre-set encounters *Spoilers*

    I ran one with the green hag specifically. She had taken the shape of a young female drow, shapely but in rags. She was a lonely source of light on a small island within the darkness. The party approached hoping to find help in the waters as they drifted. When they arrived the drow told them...
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    D&D 5E (2014) OotA - Arriving at Velkynvelve (Spoilers)

    I gave each of my players a quick story based on their histories, and backgrounds. Each was captured by the drow in some way, imprisoned and had been being transported by magic via different drow slavers. They all eventually made their way to Velk where they became prisoners.
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