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good breakdown of multiclass vs single class for 5e?
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<blockquote data-quote="Neonchameleon" data-source="post: 8622333" data-attributes="member: 87792"><p>Um... why? Do all monsters in your universe fight to the death every time? Especially when they know their allies are dead and they can make things worse for you by alerting their allies there are adventurers around.</p><p></p><p>This is why Fear is a situational spell. There are a lot of times you don't want people running for help and screaming.</p><p></p><p>And ultimately all that happens is you've cleared the room and that there are a collection of gargoyles wandering around either waiting to ambush you or alerting the other monsters in the dungeon. It solves the tactical problem but makes the strategic problem worse. Meanwhile dead monsters don't come back to wreck your day later. Indeed one of the most common battlecries is "Don't let any of them get away".</p><p></p><p>This is neither more nor less than the <a href="https://tabletopjoab.com/the-legend-of-the-peasant-railgun-in-dd-5e/" target="_blank">Peasant Railgun</a> abuse of D&D's simplifying a living universe to a turn-based game. For players to try this sort of cheese that allows messages to break the sound barrier let alone throw things would be silly. For the DM to deploy this sort of exploitative physics-based cheese to nerf a player ability is nothing more than prime grade douchbaggery. If the DM wants to automatically win they can just throw an asteroid or tarrasque at the players.</p><p></p><p>You've bolded the wrong words. They each act <strong>at the same time.</strong> Which means they each start their action at the same time and they each finish their action at the same time. While the first one who saved is raising his hand to act the second one is staring at the pretty lights. Then the first one slaps the second and the second one blinks awake. They each act at the same time - but <em>the first one has already acted</em> which means that the second one can't take their action at the same time as the first because the first one's action has finished.</p><p></p><p>It doesn't lose a turn <em>after</em> it recovers. It loses the turn <em>it started hypnotised</em>. It hasn't recovered until the action on its own initiative is over,.</p><p></p><p>It doesn't have to. Its action is happening<strong> at the same time</strong> as the action freeing it. Its action time has passed.</p><p></p><p>Nope. What is happening is that you are twisting the rules to give NPCs initiative-juggling superpowers. If you had eight goblins at initiative 13 you'd effectively have them acting on initiative 13.8, 13.7, 13.6 ... 13.1 so they each act in order. Which would be fair enough. But where the superpowers come in is that you arbitrarily allow the goblins to assign their initiative orders in any order on any turn. To add insult to injury the reason you use multiple identical monsters on the same turn is they are unimportant so it saves tracking.</p><p></p><p>As I say your interpretation is the same interpretation that the peasant railgun relies on, and it's the same exploit in both cases. And you're doing it all to make the PC abilities as uncool and ineffective as possible.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8622333, member: 87792"] Um... why? Do all monsters in your universe fight to the death every time? Especially when they know their allies are dead and they can make things worse for you by alerting their allies there are adventurers around. This is why Fear is a situational spell. There are a lot of times you don't want people running for help and screaming. And ultimately all that happens is you've cleared the room and that there are a collection of gargoyles wandering around either waiting to ambush you or alerting the other monsters in the dungeon. It solves the tactical problem but makes the strategic problem worse. Meanwhile dead monsters don't come back to wreck your day later. Indeed one of the most common battlecries is "Don't let any of them get away". This is neither more nor less than the [URL='https://tabletopjoab.com/the-legend-of-the-peasant-railgun-in-dd-5e/']Peasant Railgun[/URL] abuse of D&D's simplifying a living universe to a turn-based game. For players to try this sort of cheese that allows messages to break the sound barrier let alone throw things would be silly. For the DM to deploy this sort of exploitative physics-based cheese to nerf a player ability is nothing more than prime grade douchbaggery. If the DM wants to automatically win they can just throw an asteroid or tarrasque at the players. You've bolded the wrong words. They each act [B]at the same time.[/B] Which means they each start their action at the same time and they each finish their action at the same time. While the first one who saved is raising his hand to act the second one is staring at the pretty lights. Then the first one slaps the second and the second one blinks awake. They each act at the same time - but [I]the first one has already acted[/I] which means that the second one can't take their action at the same time as the first because the first one's action has finished. It doesn't lose a turn [I]after[/I] it recovers. It loses the turn [I]it started hypnotised[/I]. It hasn't recovered until the action on its own initiative is over,. It doesn't have to. Its action is happening[B] at the same time[/B] as the action freeing it. Its action time has passed. Nope. What is happening is that you are twisting the rules to give NPCs initiative-juggling superpowers. If you had eight goblins at initiative 13 you'd effectively have them acting on initiative 13.8, 13.7, 13.6 ... 13.1 so they each act in order. Which would be fair enough. But where the superpowers come in is that you arbitrarily allow the goblins to assign their initiative orders in any order on any turn. To add insult to injury the reason you use multiple identical monsters on the same turn is they are unimportant so it saves tracking. As I say your interpretation is the same interpretation that the peasant railgun relies on, and it's the same exploit in both cases. And you're doing it all to make the PC abilities as uncool and ineffective as possible. [/QUOTE]
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