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Does the Artificer Suck?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8396191" data-attributes="member: 6704184"><p>Hell yeah. If the DM doesn’t need Rogue-Haste, hasting the Rogue is pretty killer. Especially if the rogue is a swashbuckler or has mobile, so they’re less likely to need their reaction for Uncanny Dodge. </p><p></p><p>In a rolled stats game, I did a Cobalt Soul Monk/Bladesinger. Very good. Shadowblade was usually more worth the cost than haste because each attack wasn’t <em>that</em> big so 1 more wasn’t as big a deal as it would have been for the Barbarian. </p><p></p><p>Unless there is a beefy tank, in which case it’s their job to soak up hits and survive to take a short rest. In general I want enemies to want to hit me, and be punished for even trying, and have hard choices between me and the other PCs. </p><p></p><p>Unless backing off forces the enemy to attack the Barbarian who won’t really care, attack the fighter and get smacked by the sentinel Barbarian, or try to chase you and risk sentinel OA from the Barbarian and get boomed by your booming blade.</p><p></p><p>The mobility of the BS opens up rather a lot of very strong group tactics. </p><p></p><p>Again, this only works if you’re running enemies with a fairly low hit chance against even a basic heavy armor fighter with no shield. As much as I like 5e, the monster design and CR are terribly designed, and even the best guidelines out there are barely usable. When making an encounter, I use the Deadly threshold as the floor, unless it’s a “trash mob” fight to make the group feel badass, or a string of fights with no time to rest or even throw heals between fights. When making enemies, I use AC and to hit numbers based on creatures with the same effective proficiency bonus as the PCs, as a baseline to see if my encounter will be challenging or not as is.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8396191, member: 6704184"] Hell yeah. If the DM doesn’t need Rogue-Haste, hasting the Rogue is pretty killer. Especially if the rogue is a swashbuckler or has mobile, so they’re less likely to need their reaction for Uncanny Dodge. In a rolled stats game, I did a Cobalt Soul Monk/Bladesinger. Very good. Shadowblade was usually more worth the cost than haste because each attack wasn’t [I]that[/I] big so 1 more wasn’t as big a deal as it would have been for the Barbarian. Unless there is a beefy tank, in which case it’s their job to soak up hits and survive to take a short rest. In general I want enemies to want to hit me, and be punished for even trying, and have hard choices between me and the other PCs. Unless backing off forces the enemy to attack the Barbarian who won’t really care, attack the fighter and get smacked by the sentinel Barbarian, or try to chase you and risk sentinel OA from the Barbarian and get boomed by your booming blade. The mobility of the BS opens up rather a lot of very strong group tactics. Again, this only works if you’re running enemies with a fairly low hit chance against even a basic heavy armor fighter with no shield. As much as I like 5e, the monster design and CR are terribly designed, and even the best guidelines out there are barely usable. When making an encounter, I use the Deadly threshold as the floor, unless it’s a “trash mob” fight to make the group feel badass, or a string of fights with no time to rest or even throw heals between fights. When making enemies, I use AC and to hit numbers based on creatures with the same effective proficiency bonus as the PCs, as a baseline to see if my encounter will be challenging or not as is. [/QUOTE]
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