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  1. K

    Sage Advice (18 May 2015)

    I never interpreted it as needing two crossbows in the first place, so I don't see it as a buff. It didn't hurt the core of the combo at all, though. In addition to hurting rapier plus hand crossbow (which I think was fine), this clarification about needing a free hand for loading does at...
  2. K

    Sage Advice (18 May 2015)

    You choose which two of the three dice to use -- you still need two die rolls because you have disadvantage, and you still take the lower of the two rolls you keep. Lucky plus disadvantage is still worse than Lucky on a normal roll. I agree the article was worded poorly, which is especially...
  3. K

    D&D 5E (2014) Extra attacks for barbarian and fighter

    Hunter's Mark doesn't work very well with TWF. Most rounds you'll need your bonus action to cast it or transfer it to a new target, which means you won't get your extra attack from TWF. Horde Breaker is also very situational -- most combats I've been in don't have enemies directly adjacent to...
  4. K

    D&D 5E (2014) Extra attacks for barbarian and fighter

    At 5th level, the fighter and barbarian can only make two attacks per round on a sustained basis (three with dual wielding or a feat like Polearm Master), which is the same as a Ranger. The fighter and barbarian have ways of boosting their number of attacks temporarily, while the ranger can get...
  5. K

    D&D 5E (2014) In your opinion, what is the most underrated spell in the PHB and why?

    How did you pick them off when they were heavily obscured? Was it all with attacks at disadvantage?
  6. K

    D&D 5E (2014) What's a monster to do?

    The players could be something like revenants, sworn to slay a human king for wiping out their tribe. Instead of fighting and planning to survive, they keep going, dealing as much damage as possible to superior forces before they die. Each time they gain more experience and claim new bodies.
  7. K

    D&D 5E (2014) What's a monster to do?

    I like your "monster elixir" idea -- instead of having it as a trap in their lair, the monster PCs could go out to kidnap humans to convert them into more monsters. If you want it to be less dark, you could make it so the elixir only works when drunk voluntarily and the monsters have to use...
  8. K

    D&D 5E (2014) Are monks very samey?

    Hammer and anvil is a tactic where you use a mobile, destructive force (hammer) to crush an enemy against your other tough, static force (anvil). Another way to put it would be anvil=tank, hammer=dps.
  9. K

    D&D 5E (2014) Are monks very samey?

    I think the biggest issue with the comparison is that the spells for an Eldritch Knight or Arcane Trickster come in addition to everything the class can normally do. For an elemental monk, the spells cannibalize the base monk abilities by drawing from the same resource.
  10. K

    D&D 5E (2014) Are monks very samey?

    Yes, monks have the same problem as warlocks in that they're heavily dependent on short rests, and many (most?) campaigns have fewer short rests than the designer-expected one per two encounters. It puts a big strain on ki and makes ki-intensive powers less attractive. I think the problem with...
  11. K

    D&D 5E (2014) Are monks very samey?

    For me, I think the sameness comes in the physical description more than anything mechanical. If I think about a character, the most basic sketch of what they look like comes from race, armor, and weapons. Monks will generally all be unarmored, and they'll all spend at least some time...
  12. K

    D&D 5E (2014) What are the limits of True Polymorph?

    Wild Shape has that restriction, but I don't see any language to that effect in Polymorph or True Polymorph.
  13. K

    D&D 5E (2014) Dual hand crossbows, poison and hex warlock

    The main issues I see are: There's no way to apply the imp's poison to a crossbow bolt -- it has to be delivered directly via the imp's attack. Your DM could choose to allow you to apply it to a weapon, though. Casting Hex (or applying it to a new target) uses your bonus action, and the extra...
  14. K

    D&D 5E (2014) Multiclassing stat requirements

    I think there are some things it prevents that are worth preventing, e.g. a fighter with 8 Cha and 8 Int might want to dip into Warlock for one level to get Hex twice per short rest plus telepathy (GOO) and then dip into Wizard for one level to get access to Shield plus ritual casting. That...
  15. K

    D&D 5E (2014) Convince me we're doing the Warlock wrong

    I hadn't really thought about it that way... but adding the 3rd spell slot at, say, 5th level would go a long way towards fixing things IMO. Of course, my experience is that short rests are more often 1/day than 2-3/day and that the "important" combats tend to come clustered together instead of...
  16. K

    D&D 5E (2014) Trading AC for DR in 5e

    Here's another thought. Simple and seems like it might work out okay: Every point of AC above 12 turns into 1 DR. Instead of DR, plate grants resistance. The DR and resistance only apply to damage that's the result of an attack roll (i.e. only when AC would have helped you). Shields still...
  17. K

    D&D 5E (2014) Trading AC for DR in 5e

    HP per round is definitely strongest when you're fighting a single opponent. The main reason (for me) to have it per round rather than per combat (or per short/long rest) is to make it still feel like armor. Why would my armor completely stop working part way through a long fight? I can...
  18. K

    D&D 5E (2014) Trading AC for DR in 5e

    I like that idea, and it also gives an opportunity to scale things in a more nuanced way without adding more math to each attack. Perhaps something like: Each point of AC gives you temporary HP equal to 0.5 + 0.2 per level at the start of each of your turns. If you want, these could be in a...
  19. K

    D&D 5E (2014) Ultimate Barbarian....should I multiclass?

    I agree -- if I were to build my ideal "barbarian" for high levels, it would probably include barbarian 7 and fighter 11. However, for the same total number of levels you could have barbarian 14 and fighter 4, and Retaliation from Path of the Berserker may be almost as good as a third attack...
  20. K

    D&D 5E (2014) Ultimate Barbarian....should I multiclass?

    The build that looks strongest to me is Barbarian 5, then Fighter 4, then go back to Barbarian. This assumes Great Weapon Mastery, and you can use the -5/+10 with Reckless Attack on almost every attack (except high-AC targets). There are lots of reasons for multiclaasing Fighter, but Battle...
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