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  1. Charlaquin

    WotC D&D Universes Beyond

    They were, but they were generally better Accepted because it’s still WotC IP. In general people seem more ok with UB sets that are other fantasy IPs. I don’t really like any of them, but I tolerate D&D and LotR. Yeah, that’s why Universes Beyond is doing so well, despite dedicated Magic...
  2. Charlaquin

    WotC D&D Universes Beyond

    True, but Universes Beyond is.
  3. Charlaquin

    D&D General Chef feat should be an origin feat

    I get that, but I think pick any feat would have been better
  4. Charlaquin

    D&D General Chef feat should be an origin feat

    It should totally be an Origin Feat. To be honest though, I don’t think there should be a distinction between Origin Feats and other Feats. If the only difference is that Origin Feats don’t give +1 to an ability score, just remove the ability score increase from all Feats, and say at ASI levels...
  5. Charlaquin

    Critical Role Campaign 4, Episode 2: Celestial Horrors and Powerful Houses Emerge as Potential Threats

    It certainly can, I just don’t think that’s what’s happening in these episodes.
  6. Charlaquin

    D&D 5E (2014) "You Can Do 3 Things" - My Nephew's D&D Houserule

    Works, but only if there’s a target within 5ft already, and it survives all those attacks. Can’t do that cause one spell with a spell slot per turn. You could fireball, firebolt, firebolt, I guess. Again, only if there’s already a PC in melee range. Yeah, I probably wouldn’t use this rule in...
  7. Charlaquin

    D&D 5E (2014) "You Can Do 3 Things" - My Nephew's D&D Houserule

    That would get stronger the more moves you’ve already used on your turn. I’d go with something like once per turn spend a Focus/Ki point to make two unarmed strikes as a single move. Interesting. Why add two instead of just adding one? I might note the Haste restriction on what kinds of...
  8. Charlaquin

    Critical Role Campaign 4, Episode 2: Celestial Horrors and Powerful Houses Emerge as Potential Threats

    I don’t think “exposition” means what some of y’all think it means. I’m not trying to invalidate your concerns, obviously if you’re finding the lore too dense and struggling to get invested that’s real and valid. It’s just that I don’t think “exposition” is the right word for that. This lore is...
  9. Charlaquin

    D&D 5E (2014) "You Can Do 3 Things" - My Nephew's D&D Houserule

    As far as houseruling this into 5e, the problem is it severely nerfs any character that relies on Extra Attack, especially Fighters. Unless you allow them to get two (or three for level 11+ fighters) attacks for one “thing,” in which case it’s a huge buff to them. EDIT: I suppose you could...
  10. Charlaquin

    D&D 5E (2014) "You Can Do 3 Things" - My Nephew's D&D Houserule

    The other game was Pathfinder 2nd edition. This is basically identical to their action economy, though PF2 has certain activities that “cost” multiple actions. Some spells cost variable numbers of actions and get stronger the more actions you spend. For example, the Heal spell lets you heal one...
  11. Charlaquin

    D&D General Two Simple Ways to Make Combat More Engaging

    This is why I encourage players not to ask questions but to declare actions that would result in them learning the answer. Oh, yeah, I don’t have ability scores/mods affect it other than having Dexterity be the tiebreaker when it’s between a PC and a monster/NPC. Partly because lower rolls are...
  12. Charlaquin

    D&D 5E (2024) Rank 5e skills from most useful (1) to least useful (18)

    Thieves’ tools proficiency gives you advantage. I’m not a fan of this change, but that’s how it works.
  13. Charlaquin

    D&D 5E (2024) Rank 5e skills from most useful (1) to least useful (18)

    Lmao why is it harder to restrain someone with manacles - tools designed specifically and exclusively to restrain people with?
  14. Charlaquin

    D&D 5E (2024) Rank 5e skills from most useful (1) to least useful (18)

    In the 2024 rules it’s the skill used for picking locks. And presumably for disarming traps as well.
  15. Charlaquin

    Critical Role Campaign 4, Episode 2: Celestial Horrors and Powerful Houses Emerge as Potential Threats

    I’ve only seen clips from other APs Brennan DMs, I’ve never really watched him before, but so far I already like his approach MUCH more than Matt Mercer’s. Matt puts on a good show with his incredible voice work, entertaining characters, and world building, but as a dungeon master, his style...
  16. Charlaquin

    D&D 5E (2024) Rank 5e skills from most useful (1) to least useful (18)

    Tracking is highly DM dependent. I recall there being a (semi-facetious) saying that tracking never works except when the DM wants you to track something, in which case it never fails.
  17. Charlaquin

    D&D 5E (2024) Hellfire Club Starter Set

    That one is very dependent on where you live. My understanding is that in Australia it’s pretty socially acceptable, whereas in the US, it’s… still considered highly inappropriate by most, but not as much so as it used to be.
  18. Charlaquin

    D&D 5E (2024) Hellfire Club Starter Set

    How “Stranger Things-y” are the adventurers? Like, are they referential to the point of being distracting, or do they seem like they could slot into a non-Stranger Things related setting pretty easily? Somewhere in-between?
  19. Charlaquin

    D&D 5E (2024) Rank 5e skills from most useful (1) to least useful (18)

    1. Perception 2. Investigation 3. Arcana 4. Insight 5. Stealth 6. Persuasion 7. Intimidation 8. Deception 9. Sleight of Hand 10. Athletics 11. Acrobatics 12. Survival 13. Medicine 14. Nature 15. Religion 16. History 17. Animal Handling 18. Performance I ranked Arcana near the top because I know...
  20. Charlaquin

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Random encounters don’t have to just be wandering monsters. Any complication you want to be able to occur at repeated but unpredictable intervals can go on a random encounter table.
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