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    Level Up (A5E) What are your common house rules?

    Ok, but that's at your table. It seems like you're skipping the dimly lit area (which is ok if you want to simplify). RAW there are 2x2 cases: light source available/not available, and characters with/without Darkvision. Light source available: Within brightly lit area, everybody sees well, no...
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    Level Up (A5E) What are your common house rules?

    But that's the entire point of having Darkvision, no? Otherwise if you get the same disadvantages of not having darkvision, then there's really no point having it...
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    Level Up (A5E) acolyte squad casting sleep

    I did some digging in the math. First of all, the table for designing monsters has a very weird quirk at CR 7 an 8. Except at those levels, from CR 1 to CR 21 it's simply HP=15x(CR+1). If we were consistent with this rule, we'd have 120HP for CR 7 (instead of 125). This is 100% what I'm going to...
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    Level Up (A5E) acolyte squad casting sleep

    That's a very reasonable thing to do IMO However here there is a significant gap between HP and damage. Even fiddling with AC the squad will come out heavily min-maxed. In this case, we can find an in between solution as a CR6 "creature", with approx 50% less hp and approx 50% more damage.
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    Level Up (A5E) acolyte squad casting sleep

    I'm running some numbers and I think there may be a problem with the maths :/ Guidelines for squads indicate that they should be used with intelligent creatures with individual CR lower or equal to 3. Hit point, damage inflicted and healing is 5x the normal, and they have vulnerability to aoe...
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    Level Up (A5E) acolyte squad casting sleep

    My question exactly: if they casted Burning Hands, would they be able to inflict 15d6 fire damage? Or even just 3d6 but in a much wider area (like circle around the squad, partially overlapping areas of effect)? What about Force Punch (single target, 3d8 force damage)? Would it become 15d8...
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    Level Up (A5E) acolyte squad casting sleep

    Proper rules for group casting are still a design niche that needs to be tapped in a5e IMO. This is simple and reasonable, I may test it at my table
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    Level Up (A5E) acolyte squad casting sleep

    On top of @Morrus saying this is not how's supposed to work (I did ask for clarification though), I'd add that even if the affected hit points were to be multiplied (meaning multiple simultaneous casts of Sleep) the max hp of each creature affected still has to be below the max of a single cast...
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    Level Up (A5E) acolyte squad casting sleep

    So, a squad multiplies the damage of cantrips but not of leveled spells?
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    Level Up (A5E) Let's make Dangerous Strikes good on a Fighter

    ATM, mostly gut feeling (an ASI in str would give just +1 damage per attack and +1 to hit, this gives +4 damage per attack and no to hit bonus). If I have time this weekend I'll try to analyse more quantitatively if the gut feeling is right. Edit: also see what I wrote about chances to score...
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    Level Up (A5E) Let's make Dangerous Strikes good on a Fighter

    I'm gonna re-read those treads! Maybe we could revisit them!
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    Level Up (A5E) Let's make Dangerous Strikes good on a Fighter

    DPS is not everything. Spike damage IMO is a thing on its own, as well as "combo potential". First off, you can improve crit chance to 18-20 using Dangerous strikes as a stance by using a vicious weapon (like a 60gp elven thinblade, if available). For the cost of 1 exertion per day, with a...
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    Level Up (A5E) Let's make Dangerous Strikes good on a Fighter

    Not sure what is the question. Also, not sure if it's related to what you're saying, but I'm really not a fan of ASI. They're the most boring choice, albeit often the most effective. If anything IMO they set the bar for feats: if anyone preferred an ASI over a given feat, the feat is not good...
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    Level Up (A5E) Let's make Dangerous Strikes good on a Fighter

    Technical fighting and Maneuver Specialization make this maneuver OK, but as it stands I agree that it is a bit underwhelming. Turning it into a stance may be too good though: for the cost of 1 exertion you increase crit range by 1 for the rest of the day (would be a no brainer in that case)...
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    Level Up (A5E) Voidrunner's codex - 'Always Prepared' Maneuver, is this a broken feature?

    Not sure much harm can be done with that: spellcasting is always limited to 1 leveled spell per turn, and one must keep concentration on the ready spell.
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    Level Up (A5E) Voidrunner's codex - 'Always Prepared' Maneuver, is this a broken feature?

    That also makes sense, although it intervenes on a different aspect (that still needs some ironing out, of course). To be fair there may be rare instances when I want to react to something that is triggered by my own actions, like a counter-counter attack, but I guess those instances are both...
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    Level Up (A5E) Voidrunner's codex - 'Always Prepared' Maneuver, is this a broken feature?

    At least. I'd wager that with 2x the number of attacks per turn, combats will be shorter and PCs will take less damage, which means that Hit Dice could be used to regain exertion instead of Hit Points (this takes only 1 minute). In any case, even assuming the typical combat lasts the average 3...
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    Level Up (A5E) Voidrunner's codex - 'Always Prepared' Maneuver, is this a broken feature?

    The problem is not the additional number of attacks per se, but that they come without any form of qualification. Since you could benefit from Extra attack on this second action, if you were to use maneuvers, would you also gain the benefit of the second maneuver to all the secondary extra...
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    Level Up (A5E) Voidrunner's codex - 'Always Prepared' Maneuver, is this a broken feature?

    Regarding the use of this maneuver to get 2x Extra attacks in the acting character's turn for the price of action+bonus action+reaction+exertion cost, I'd say that it's not possible, simply out of balance issues. The Haste spell (3rd level) allows to take one extra action but only to perform a...
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    Level Up (A5E) Seed Bomb & Cobra's Spit Design

    I see your point, but on the flip side Cobra's Spit requires a ranged spell attack, no save. So in the occasions you're likely to hit, or have advantage you deal 4d8 and can potentially even crit, and automatically poison the target (no save). I'm not saying this balances out the subpar...
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