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  1. J

    D&D 5E (2014) Xanathar's Guide to Everything: Arcane Archer Subclass

    I hope so. During the public play test I saw lots of things that were rather broken. Hopefully they are all gone. Sent from my SM-T820 using EN World mobile app
  2. J

    D&D 5E (2014) Kenku - Poorly thought out race no matter how cool

    Two things. One there is a difference between being efficient and not reinventing when you don't have to and not being able to ever invent the wheel no matter how long you are given to try. Second magic is not spoken in Common. Bumblebee speech only works if the Kenku was around large numbers...
  3. J

    D&D 5E (2014) Kenku - Poorly thought out race no matter how cool

    I hate the Gensai, though it has mostly to do with the Water Gensai and their incredibly annoying Control Water ability. Sent from my SM-T820 using EN World mobile app
  4. J

    D&D 5E (2014) Xanathar's Guide to Everything: Arcane Archer Subclass

    My fear here is that there was little to no chance that they really properly vetted all these new subclasses in regards to multiclassing. So who knows how many OP game breakers they will be creating. Sent from my SM-T820 using EN World mobile app
  5. J

    D&D 5E (2014) Traps for Against the Giants

    My main thought is that Frost Giants are not likely to set up a bunch of traps. I would expect a race as aggressive as Frost Giants would be proactive and would sent out a well equipped war party to hunt down and attack the characters while they are traveling. Sent from my SM-T820 using EN...
  6. J

    D&D 5E (2014) Is Dying really hard?

    To me the solution is simple. Falling just like drowning should both do ability score damage. Want players to properly fear falling then rule that players take 1D4 CONSTITUTION damage and zero Con means dead, no death saving throws. Sent from my SM-T820 using EN World mobile app
  7. J

    D&D 5E (2014) Is Dying really hard?

    Or you can have death fails stay with a character until the player takes a short rest or has a healing spell cast on them specifically targeting the death fail(s). That way getting someone back up with just a couple hit points is quite a risk. Fails can accumulate and insta-gibbing becomes...
  8. J

    D&D 5E (2014) Is Dying really hard?

    You have never had an intelligent for collapse at 5 hit points and play dead so he could get in one last cheap shot before fleeing?
  9. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    Ever watch Critical Role, as the DM Matt Mercier has said on more than one occasion "you can always make a roll". The problem with telling you when a roll is straight up impossible can break the game on occasion. Imagine a situation where the party encounters what they think is a mook, in...
  10. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    Subtle spell removes the verbal and somatic component it does NOT remove the material component. Sent from my SM-T820 using EN World mobile app
  11. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    Yep and just so happens to be one that allows your power gaming sorcerer to thrive in. Enough said. Sent from my SM-T820 using EN World mobile app
  12. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    Why did I let him in when I dont let anyone in. I must be crazy, he reached into his pocket and pulled out that snake tongue and suddenly everything he said made perfect sense. Sent from my SM-T820 using EN World mobile app
  13. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    Yep, that is EXACTLY how someone in a world of magic would think. Now you are just being silly. You play your game I will play mine. Obviously they are different games. Sent from my SM-T820 using EN World mobile app
  14. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    Nope, it pushes them to not focus. A persuasion roll to get the guild accountant a copy of last weeks revenues succeeded, you think, he said yes and told you he would make a copy tomorrow and deliver it to you tomorrow night. At this point a smart balanced character make an INSIGHT check to...
  15. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    I was talking to Kenny yesterday, suddenly I did something rather out of character and let him in the back door of the guild Hall, normally I demand at least 50gp for that and yesterday I just did it for free. I better go question the bar wench, inn keeper, and bouncer to see if any of them...
  16. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    I am going to only address your first item. A player always gets the check. They always get to THINK they have a chance. If you make an impossible auto-fail demand you don't get to know that as a player. The NPC in question may play along with the PC for his own goal. Tell them they don't get...
  17. J

    D&D 5E (2014) Telegraph This

    I hate doing things like make a perception check, passed "you notice the grey dwarves eyeing your money pouch. First off it suggests that professional adventurers are dumb enough to have their money pouch openly hanging where it can get in the way of jingle when being quiet. To me a car better...
  18. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    Certainly, and then like any self respecting BBEG he immediately murders the architect, workers, the players, and anyone else that knows of his secret escape route to guarantee it is a secret. It is practically an evil villain trope it is so common in fantasy literature. Sure the players will...
  19. J

    D&D 5E (2014) Power Gamers and Balance - How to handle

    Persuasion is just about one of the most breakable aspects of the game. I handle it two ways, trivial characters can be tricked regularly, does it matter if you don't the innkeeper for something trivial. The only problem long term is people remember and if a character does this regularly they...
  20. J

    D&D 5E (2014) Counterspell - Do I know my foes' spell before I counter?

    From my experience counter spell saves a player from getting nuked or keeps a big baddie from escaping. These are both good situations that make the player doing the counterspelling feel like a hero and generally make all the other players at the table happy. Why take away this happiness AND...
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