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  1. M

    Unearthed Arcana Unearthed Arcana: Psionics and Mystics Take Two

    But I'm not comparing with non damaging spells for a reason. If you are a blaster mage, then you want blaster spells. And you want more than one of them. Fireball makes that impossible by making all choices but one completely suboptimal. No one takes lightning bolt because it has to start...
  2. M

    Unearthed Arcana Unearthed Arcana: Psionics and Mystics Take Two

    But ALL spells should remain a staple, not just one. I should have a reason to cast Magic Missile, Burning Hands, Ice Storm, or Shatter when I'm level 10. Especially if I'm using a 5th level slot to cast them. But I don't have any reason to do that because I could be casting a fireball...
  3. M

    Unearthed Arcana Unearthed Arcana: Psionics and Mystics Take Two

    The reason it needs to be changed is because it pushes out all other spells. We played a campaign from 1 to 15. At 15, 60% of all spells being cast were still fireball. Everytime someone went up a level and got new spells they said "Alright, 4th level spells! Hmm...nothing here is better at...
  4. M

    Unearthed Arcana Unearthed Arcana: Psionics and Mystics Take Two

    Lightning bolt and Fireball both suffer from wish fulfillment. They were both only 6d6 during the playtest and they were both suddenly increased to 8d6 in the final version of the game. With no real discernible reason for it. My only guess is that fireball was known as THE powerful killing...
  5. M

    Legality of AL adventures on Dungeon Masters Guild

    Wizards' announcement today of the Dungeon Masters Guild is exciting and will offer D&D players around the world more opportunities to play the game we all love. It also likely left you with a lot of questions about how this will impact your online, home, store, and convention based D&D...
  6. M

    D&D 5E (2014) [Forgotten Realms] The Wall of the Faithless

    A large amount of the FR material is written assuming that FR is the ONLY universe. Yes, periodically, some authors have written tie ins to other worlds and in 2e all the worlds were forcibly connected together using the Great Wheel. However, I tend to think of the words as separate universes...
  7. M

    D&D 5E (2014) [Forgotten Realms] The Wall of the Faithless

    What? Since when is that common sense? She doesn't move the rock. It fell in a way that it wouldn't hurt anyone. It was never going to hit that person. Unless they had bad luck, in which case it was. As it falls, it is in a quantum state where we don't know which way it'll fall....then...
  8. M

    D&D 5E (2014) [Forgotten Realms] The Wall of the Faithless

    Yes, in theory because the Weave organizes the universe and makes it accessible to people instead of being a primal force. Which, as far as we know all happened at the very beginning of time or possibly even before time existed as a concept. In which case, the idea of "the beginning of the...
  9. M

    D&D 5E (2014) [Forgotten Realms] The Wall of the Faithless

    That's too much thinking of metaphysical laws in terms of real life physics. In FR, the reason the die is random is because Tymora wishes it that way. Which is why some of her followers can roll higher more often than other people(as is evidenced by a number of class features, special...
  10. M

    D&D 5E (2014) [Forgotten Realms] The Wall of the Faithless

    *A* god is needed in order to "maintain" the universe, not necessarily the god that exists now. "Chance" exists as a primal force but the reason the chance of something occurring stays the same no matter where you are is because there's a god of luck who keeps chance running smoothly...
  11. M

    D&D 5E (2014) [Forgotten Realms] The Wall of the Faithless

    All of those gods got their power from other gods. Either by killing them an inheriting their powers or taking a small portion of the power of an existing god. But they were all, essentially given a divine domain by Ao or one of the other gods. They may have been mortal once but now...
  12. M

    D&D 5E (2014) [Forgotten Realms] The Wall of the Faithless

    I think the FR gods are much, much more powerful than people give them credit for. They have the ability to grant spells to their followers everywhere in the multiverse. Which means they have to be able to receive prayers from anyone, anywhere who gives them to them and they can channel the...
  13. M

    D&D 5E (2014) When to Roll Initiative

    Yes, that's exactly what I said. The problem is that the DM was rolling for initiative BEFORE combat started. They hadn't yet shot arrows at us. They were about to, but he was waiting for their turn in initiative order to do so. He didn't know how to use surprise properly so we were allowed...
  14. M

    D&D 5E (2014) is stealth an action?

    This is definitely a corner case that the rules don't cover well. But a strict reading of the rules, there would be "some signs" that the person was there. Maybe the wind would be blocked and therefore trees or plants wouldn't blow in the breeze nearby them. Maybe it's a void in the dust on...
  15. M

    D&D 5E (2014) is stealth an action?

    Here's the deal, the 5e PHB isn't written that explicitly. There's a dirty little secret to the system that those who played 3.5e and 4e (and especially if you followed the D&D Next playtests) extensively know: The designers barely changed the game from previous editions. A large portion of...
  16. M

    D&D 5E (2014) Sleep is not a save-or-die spell (minor rant)

    I'm just not sure what benefit you get from classifying it that way. The reason people refer to the class of "save or die" spells or "save or suck" spells at all is because of the two problems I mentioned. It sucks as a DM when a big, powerful monster gets taken down by one spell without...
  17. M

    D&D 5E (2014) Sleep is not a save-or-die spell (minor rant)

    The problem with abilities that bypass hitpoints are that: 1. You are playing a different game than everyone else at the table. If you are doing "Int" damage while everyone else is doing HP damage, then your damage and their damage don't interact. Whoever gets their total to 0 first wins and...
  18. M

    D&D 5E (2014) is stealth an action?

    Let's see what it says: "In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is...
  19. M

    D&D 5E (2014) When to Roll Initiative

    Yeah, that's what should happen. But I've had DMs roll for initiative when there was absolutely nothing to see or hear. Some enemies were hiding nearby. They were planning on attacking us once they got in position but weren't there yet. So he rolled for initiative. None of us made our...
  20. M

    D&D 5E (2014) Persuade, Intimidate, and Deceive used vs. PCs

    It really isn't. The DM does a lot of things differently than PCs. Monsters work differently than PCs. DMs set DCs at whatever they think is appropriate so they can set a DC 25 or 30 to something they think should be near impossible. They don't have to follow "rules" to do that. The DM and...
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