OneDnD So, has anyone actually PLAYED the Expert classes?

tetrasodium

Legend
Supporter
If D&D is going the school path it needs to start describing how schools are different.

Things created with evocation and abjuration are pure magic and are subject to anti-magic, spell resistance, dispels, and disjunctions.
Things created with evocation are real, summoned from somewhere else, aand are subject to banishment and reality.
Things created with illusion are either nor real or made with shadow stuff and are subject to disbelief.
Things created with transmutation are transformations of real things and are subject to anti-magic, spell resistance, dispels, and disjunctions.
I agree entirely but you got evocation twice, looks like the second one was supposed to be conjugation. Mechanically I think 3.5's SR subsystem was probably the most elegant way of differentiating those points in a way that didn't feel arbitrary on a spell by spell level.
 

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Minigiant

Legend
Supporter
I agree entirely but you got evocation twice, looks like the second one was supposed to be conjugation. Mechanically I think 3.5's SR subsystem was probably the most elegant way of differentiating those points in a way that didn't feel arbitrary on a spell by spell level.
The second was supposed for be conjuration yes.

And it doesn't even have to be as complex as 3.5's either.
There could be a rule that says objects created by abjuration, evocation, and illusion are not real and disapper if damaged or distorted unless effected by transmutation to become real or permanent.

But if schools aren't nailed down to internally logic, then school limitations make no sense.
 

kapars

Explorer
We had another session and the players have now reached level 2. In a moment of stress / excitement I ruled that the Rogue could sneak attack as a Reaction when healed by the Order Cleric. Realized only afterwards that I had forgotten because I was getting worried about the character’s survival.

I’m not convincing the Monk to take advantage of the new Unarmed Strike rules to knock prone yet. We will see with Flurry of Blows coming online.

Also finding difficulty with role playing the inspiration on 1, it felt more natural to me on the 20, especially when the character already had it and handed the inspiration to someone else. It’s easier to say “You are inspired by X landing a flying kick that knocks the Y out of the air than” , “You see the Monk trip and miss by a mile again and resolve to do better yourself.” Easier to pass on good vibes personally.
 

Gorck

Prince of Dorkness
Also finding difficulty with role playing the inspiration on 1, it felt more natural to me on the 20, especially when the character already had it and handed the inspiration to someone else. It’s easier to say “You are inspired by X landing a flying kick that knocks the Y out of the air than” , “You see the Monk trip and miss by a mile again and resolve to do better yourself.” Easier to pass on good vibes personally.
That's why I mentioned in the survey that gaining "Inspiration" on a Nat 1 didn't make sense. Failing miserably doesn't usually inspire people. If anything, it should be called "Determination" as you are determined to do better next time.
 

Pauln6

Adventurer
That's why I mentioned in the survey that gaining "Inspiration" on a Nat 1 didn't make sense. Failing miserably doesn't usually inspire people. If anything, it should be called "Determination" as you are determined to do better next time.
Failure inspires you to redouble your efforts. Sorted your logic deficit without much effort. Or alternatively have you never heard the term learning from your mistakes?

Perhaps the issue is that you are applying an ordinary English definition to a term that is just a name for a game mechanic?
 

Gorck

Prince of Dorkness
Failure inspires you to redouble your efforts. Sorted your logic deficit without much effort. Or alternatively have you never heard the term learning from your mistakes?

Perhaps the issue is that you are applying an ordinary English definition to a term that is just a name for a game mechanic?
I learn from my mistakes all the time. I'm just not "inspired" by my failures. As I said, I'd be more inclined to be determined to overcome my ineptitude in such a situation. I am, however, inspired by my major successes and strive to continue achieving those successes. But all of this is moot, since I've never once been inspired to use the Inspiration rules anyway. And I'm determined not to use them in the future.
 

Pauln6

Adventurer
I learn from my mistakes all the time. I'm just not "inspired" by my failures. As I said, I'd be more inclined to be determined to overcome my ineptitude in such a situation. I am, however, inspired by my major successes and strive to continue achieving those successes. But all of this is moot, since I've never once been inspired to use the Inspiration rules anyway. And I'm determined not to use them in the future.

If it was called Re-doubled Effort, True Grit, or Deferred Success, would the exact same mechanic make more sense to you?
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Also finding difficulty with role playing the inspiration on 1, it felt more natural to me on the 20, especially when the character already had it and handed the inspiration to someone else. It’s easier to say “You are inspired by X landing a flying kick that knocks the Y out of the air than” , “You see the Monk trip and miss by a mile again and resolve to do better yourself.” Easier to pass on good vibes personally.

I would leave it to the players to narrate/describe what inspires them. It’s overstepping my DM boundaries to dictate that.
 



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