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  1. Charlaquin

    D&D 5E (2024) Why doesn't D&D have fire arrows?

    Fire arrows weren’t generally used on individual opponents, but not because they wouldn’t have been effective. Rather, because they were expensive to make. Getting hit with a fire arrow is always going to be more of a problem for your target than getting hit with a normal arrow. But, in most...
  2. Charlaquin

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

    5 minutes is an exaggeration. And getting lore after an int check is not new to this campaign.
  3. Charlaquin

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

    Fair enough! Oh, for sure, and I didn’t take it that way. I do find it really interesting how starkly opinions on the campaign so far seem to diverge, at least here. Most people seem to either really like it or really not, and what’s especially interesting is that in a lot of cases it seems...
  4. 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...
  5. Charlaquin

    WotC D&D Universes Beyond

    True, but Universes Beyond is.
  6. Charlaquin

    D&D General Chef feat should be an origin feat

    I get that, but I think pick any feat would have been better
  7. 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...
  8. 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.
  9. 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...
  10. 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...
  11. 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...
  12. 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...
  13. 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...
  14. 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...
  15. 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.
  16. 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?
  17. 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.
  18. 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...
  19. 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.
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