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    D&D 5E (2014) SPIRIT GUARDIANS range clarification

    The point of origin is "self". The point of origin is included in the area of effect. A 10' radius centered on "self" thus includes "self", as "self" is the point of origin. A 10' radius sphere is at most 20' long on any axis. A 10' radius spell cast by a 30' by 30' creature has "self" as its...
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    D&D 5E (2014) SPIRIT GUARDIANS range clarification

    You are using radius wrong. More specifically, you are taking one geometrical use of radius that you happen to be aware of, and declaring that any other use is wrong. That isn't evidence you are right. That is evidence you only know of some uses of the word radius. Any wedge of a circle can...
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    D&D 5E (2014) SPIRIT GUARDIANS range clarification

    If you are using a mathemagical definition of radius, then no it is not limited to measuring a circle. Any arc has a radius. For example, take the points within 1 unit of a unit square: this is a rounded rectangle. The quarter-circle components that round the corners are described as having a...
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    D&D 5E (2014) SPIRIT GUARDIANS range clarification

    I'm basically quoting spirit guardians, just replacing spirits with flames and 15' with 5'. "You call forth spirits to protect you. They flit around you to a distance of 15 feet" vs "A flaming aura surrounds the air within 5' of the creature". How is that different? Spirit Guardians does talk...
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    WotC WotC needs an Elon Musk

    Purchasing of stolen goods for fair prices without bringing the heat down.
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    D&D 5E (2014) SPIRIT GUARDIANS range clarification

    But, "radius" is not defined as a circle around a point of origin that needs to be on a grid intersection. The entire grid rules of 5e are completely optional. Claiming that the definition of what spells do is defined by optional rules is sort of backwards. If your explanation of how a 5e...
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    D&D General Handling the Orc Horde as a key setting element

    I did that with all of the half-races. The Bael Turathian empire used magic to produce half-elves, half-orcs, muls, goliaths, and tieflings. The noble caste mixed their blood with fiends to enhance their ability to use magic, and bred special-purpose slaves using half-human stock. Half-orcs...
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    D&D 5E (2014) SPIRIT GUARDIANS range clarification

    So, "within a 5' radius" of a castle won't include someone touching the castle? Then, I will never understand you.
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    D&D 5E (2014) The adventuring day is based HP/Hit Dice as the primary resource.

    If spells are 30% better than his model indicates, then when you subtract away at-will, consumables are like 50%-75% better than the model indicates. The conclusion is not supported by the data. Like the data is great, the conclusion is way stronger than the data provide evidence for.
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    D&D 5E (2014) dndcombat.com retired, will stay down

    I'm just curious; why would it require significant server CPU -- with Java wouldn't the app that did the simulation be downloaded to the client system and run the sim there?
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    D&D 5E (2014) SPIRIT GUARDIANS range clarification

    Talking about a 15' radius is going to confuse the issue. Imagine a spell with a 5' radius around a creature. Like "A flaming aura surrounds the air within 5' of the creature". If you cast it on a dragon 20' by 20' dragon, does it cover some 10' diameter sphere? Or does it cover everything...
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    D&D General Handling the Orc Horde as a key setting element

    In my world building, I have an explicit Law-Chaos axis. Road and Wall societies are on the Law end of the axis. Hill and Sky societies are on the Chaos end of the axis. As I want extensive wilderness, but also want huge cities, I make my worldbuilding cause this. Road and Wall exploit...
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    D&D General Handling the Orc Horde as a key setting element

    They beat part of the "civilized" people. See, what if the elves and dwarves won the first centuries of the war? They pushed the orcs back and back, claiming more and more territory with magic and fortifications. Then the orcs found their own magics and ways to defeat the fortifications of...
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    D&D 5E (2014) The adventuring day is based HP/Hit Dice as the primary resource.

    He reproduced much of the WotC design with a bunch of errors. Those errors are usually bounded by 25% ish. The errors he gets include: 1. Spellcasters aren't worth the same XP as other classes. 2. Classes with rest-based resources are worth less XP than other classes. 3. Classes with...
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    D&D 5E (2014) Tremorsense as a spell - ideas?

    This kind of spell should require concentration. It is an extraordinary sense that cannot be gained through most other means. But I would probably roll it in with another effect, because completely separable magical effects are boring. Earthen Integration - Concentration (1 hour), self, 2nd...
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    D&D 5E (2014) The adventuring day is based HP/Hit Dice as the primary resource.

    Spending spells shortens fights and saves HP. You are finding one small part and grabbign onto it and ignoring the other parts. A PC's ability to kill monsters depends on spending spells. Spending spells both boosts the PCs damage which reduces enemy damage, because it makes foes die faster...
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    D&D 5E (2014) Is the Default Playstyle of 5E "Monty Haul?"

    Also, note that +X items are mechanically surprisingly powerful despite being very pedestrian. A +2 weapon (+2 to hit +2 damage) can easily do as much damage as a flametongue (+2d6 fire damage) despite the 2nd requiring attunement. Avoid giving out vanilla +X weapons. Avoid making their...
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    D&D 5E (2014) Is the Default Playstyle of 5E "Monty Haul?"

    Sure, I'm just explaining the problem. Either have your plots move at the speed of "the world is ending tomorrow/the invaders arrive tomorrow/etc, feel free to take a long rest but then the world ends" or use gritty rests and have plots move at the speed of "the world/etc ends in 10 days". Or...
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    D&D 5E (2014) Is the Default Playstyle of 5E "Monty Haul?"

    So, if your players are having 1 encounter/day, and your expectation is that fights are going to be close, a party of 6 level 3 characters can blow away CR 7 foes. Try adding up the level/CR of both sides. The default assumptions is that you'll have like 7 encounters where the typical one is...
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    D&D 5E (2014) Slaves - what they cost and why it matters

    The yield of an enslaved person is going to be less than a free person, or the cost to get that yield will be higher (in terms of supervision). Prior to the current era, people spent a good 50% of their income on food. You can give slaves worse food, but that will be another reason to reduce...
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