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General Tabletop Discussion
*Dungeons & Dragons
good breakdown of multiclass vs single class for 5e?
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<blockquote data-quote="Neonchameleon" data-source="post: 8621985" data-attributes="member: 87792"><p>That depends what you mean by "clears a room". And whether you're talking about <em>Fear</em> or <em>Cause Fear</em>.</p><p></p><p>First, Fear does not drop people in the room. It <em>clears</em> the room - the foes run away and fight you later. Second foes under Fear may have disadvantage - but can still attack. Dead is the best control condition there is.</p><p></p><p>Not by the Rules as Written unless the mooks are of different types. <a href="https://www.5esrd.com/gamemastering/combat/" target="_blank">From the 5e SRD: </a></p><h3><p style="margin-left: 20px">Initiative</p> </h3> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Initiative determines the order of turns during combat. When combat starts, every participant makes a <a href="https://www.5esrd.com/using-ability-scores#TOC-Dexterity" target="_blank">Dexterity</a> check to determine their place in the initiative order. <strong>The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.</strong></p><p>So all the generic goblins act on the same initiative. You don't have multiple rolls to beat them.</p><p></p><p>And before you say something, this isn't a rule for identical clones. Those are rare enough that you wouldn't bother to have a rule for clones in the general rules, you'd instead place it in the statblock of the clones. It is instead for mechanically identical creatures.</p><p></p><p>This analysis ignores two important things.</p><ul> <li data-xf-list-type="ul">Groups of identical creatures act on the same initiative. So only one of them is active on their turn unless either this is a weird group or the DM is houseruling.</li> <li data-xf-list-type="ul">The wizard has allies. The wizard hypnotic patterns all but one or two of the targets <em>and the rest of the party's job is then to take down those one or two foes.</em></li> </ul><p>It's not a perfect spell but it works.</p><p></p><p></p><p>Please stop confusing your homebrewed initiative rules for RAW. What most DMs who aren't homebrewing do is say that "each member of the group acts at the same time" - as the RAW says. Which means that their turn has already started by the time their fellow NPC is shaking them awake. And because it took that NPC's action to shake them awake and they are acting simultaneously they don't have an action left.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8621985, member: 87792"] That depends what you mean by "clears a room". And whether you're talking about [I]Fear[/I] or [I]Cause Fear[/I]. First, Fear does not drop people in the room. It [I]clears[/I] the room - the foes run away and fight you later. Second foes under Fear may have disadvantage - but can still attack. Dead is the best control condition there is. Not by the Rules as Written unless the mooks are of different types. [URL='https://www.5esrd.com/gamemastering/combat/']From the 5e SRD: [/URL] [HEADING=2][INDENT]Initiative[/INDENT][/HEADING] [INDENT][/INDENT] [INDENT]Initiative determines the order of turns during combat. When combat starts, every participant makes a [URL='https://www.5esrd.com/using-ability-scores#TOC-Dexterity']Dexterity[/URL] check to determine their place in the initiative order. [B]The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.[/B][/INDENT] So all the generic goblins act on the same initiative. You don't have multiple rolls to beat them. And before you say something, this isn't a rule for identical clones. Those are rare enough that you wouldn't bother to have a rule for clones in the general rules, you'd instead place it in the statblock of the clones. It is instead for mechanically identical creatures. This analysis ignores two important things. [LIST] [*]Groups of identical creatures act on the same initiative. So only one of them is active on their turn unless either this is a weird group or the DM is houseruling. [*]The wizard has allies. The wizard hypnotic patterns all but one or two of the targets [I]and the rest of the party's job is then to take down those one or two foes.[/I] [/LIST] It's not a perfect spell but it works. Please stop confusing your homebrewed initiative rules for RAW. What most DMs who aren't homebrewing do is say that "each member of the group acts at the same time" - as the RAW says. Which means that their turn has already started by the time their fellow NPC is shaking them awake. And because it took that NPC's action to shake them awake and they are acting simultaneously they don't have an action left. [/QUOTE]
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good breakdown of multiclass vs single class for 5e?
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