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Check Out The New Monster Manual’s Ancient Gold Dragon
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<blockquote data-quote="InkTide" data-source="post: 9552673" data-attributes="member: 7048463"><p>True, which is why I said it was "spending an action to force any targets that saved/avoided to make the save again, and meaningless otherwise" two sentences later. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>But remember, the only cooldown change is a split - the control breath and the damaging breath aren't actually on reduced cooldowns. The minimum possible "turns per control breath" and "turns per damage breath" is still exactly the same, it's just not "turns per [x] breath" now. So sleep breath still has a recharge of 5-6, assuming "twice as much breath" is accurate (albeit dubious to use as a justification for a nerf).</p><p></p><p></p><p>I just checked, and this is actually exactly the same as the 2014 ancient gold dragon breath weapon. So I may have been tilting at a windmill, unless chromatics have been buffed across the board for damage despite also gaining new control options. Still a little worried about a possible years-long pro-chromatic (and if that interview is anything to go by, explicitly pro-blue) bias looming over the RAW horizon. As much as I like for dragon types to be distinct, I don't like the idea of a huge mechanical <em>effectiveness</em> disparity between them, except perhaps for very specific bad matchups.</p><p></p><p>Unless the bronze dragon clean sweeps everybody as the strongest dragon ever, no contest, in which case it would be perfectly balanced because that one's my favorite. /s</p><p></p><p></p><p>"Rules aren't Physics" is RAW as of the 2024 DMG. Literally with that wording. D&D rules explicitly run on vibes-based physics unless the DM says otherwise. It's a game, not a simulation.</p><p></p><p>Also, it's just a surface area trick question assuming a constant force and suitable nail tips. If you step down with enough force, the increased surface area is not enough to prevent the nails from stabbing you. Similarly, if the points are sharp enough, you'll lower the stabbin' threshold force substantially. General use nails are not that sharp, as the force you're applying while nailing it is more than enough to push apart something porous like wood with a relatively blunt edge. Most of what you're doing is overcoming friction on the sides of the nail after the first hit if you're doing things right (that's what holds it in).</p></blockquote><p></p>
[QUOTE="InkTide, post: 9552673, member: 7048463"] True, which is why I said it was "spending an action to force any targets that saved/avoided to make the save again, and meaningless otherwise" two sentences later. :p But remember, the only cooldown change is a split - the control breath and the damaging breath aren't actually on reduced cooldowns. The minimum possible "turns per control breath" and "turns per damage breath" is still exactly the same, it's just not "turns per [x] breath" now. So sleep breath still has a recharge of 5-6, assuming "twice as much breath" is accurate (albeit dubious to use as a justification for a nerf). I just checked, and this is actually exactly the same as the 2014 ancient gold dragon breath weapon. So I may have been tilting at a windmill, unless chromatics have been buffed across the board for damage despite also gaining new control options. Still a little worried about a possible years-long pro-chromatic (and if that interview is anything to go by, explicitly pro-blue) bias looming over the RAW horizon. As much as I like for dragon types to be distinct, I don't like the idea of a huge mechanical [I]effectiveness[/I] disparity between them, except perhaps for very specific bad matchups. Unless the bronze dragon clean sweeps everybody as the strongest dragon ever, no contest, in which case it would be perfectly balanced because that one's my favorite. /s "Rules aren't Physics" is RAW as of the 2024 DMG. Literally with that wording. D&D rules explicitly run on vibes-based physics unless the DM says otherwise. It's a game, not a simulation. Also, it's just a surface area trick question assuming a constant force and suitable nail tips. If you step down with enough force, the increased surface area is not enough to prevent the nails from stabbing you. Similarly, if the points are sharp enough, you'll lower the stabbin' threshold force substantially. General use nails are not that sharp, as the force you're applying while nailing it is more than enough to push apart something porous like wood with a relatively blunt edge. Most of what you're doing is overcoming friction on the sides of the nail after the first hit if you're doing things right (that's what holds it in). [/QUOTE]
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