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*Dungeons & Dragons
The BG3 Effect. Control and Paralyzing 5.5 Meta?
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<blockquote data-quote="Zardnaar" data-source="post: 9621145" data-attributes="member: 6716779"><p>As some if You know I'm running 3 groups. I ended up with that many due to large numbers of newer players. I ran them through Stormwrack Isle and Sunless Citadel. </p><p></p><p> Games are now level 3 and 8. </p><p></p><p> Several spells in 5.5 seem to have been influenced by BG3. Thaumaturgy and Command come to mind. </p><p></p><p> The BG3 Meta seems to revolve around the wet condition, throwing things and fire acuity/control builds. And imposing vulnerability. Then you do honor mode and then try honor mode solo. </p><p></p><p> Most of those things are not applicable to 5E but a lot of combos still work. Generally most games don't go to level 12 but BG3 does. In BG3 S tier classes are generally Fighter. Cleric, Bards and Sorcerer with specific archetypes and the rogue (except a dip) being on the bottom. </p><p></p><p> Most of these new players are BG veterans. 5/6 or 4/5 players have played the game. If they haven't they know about it. Alot of those skills are transferable. </p><p></p><p> What I'm seeing. Lots of spellcaster heavy parties. 4/5 in group 1 and 3/5 group 3. </p><p></p><p>Group 1 Level 8</p><p></p><p>Dragon Sorcerer (lightning)</p><p>Way of Fists Monk</p><p>Bladelock Warlock</p><p>Light Cleric</p><p>Glamour Bard</p><p></p><p> Group 3</p><p></p><p>Land Druid</p><p>Berzerker Barbarian </p><p>Pact of Tome/Good Stuff Warlock</p><p>Lightning Sorcerer (4th one I've seen in 4 games 5.0 and 5.5)</p><p>Fae Ranger </p><p></p><p>Group 2 is 2E.</p><p></p><p> With changes to 5.5. </p><p></p><p>Lots more movement mundane and magical. Light Cleric spirit guardians+ glamour bard dice. </p><p></p><p>Lots more control spell being used. Command, Tashas Hideous Laughter, hold person and blindness being big offenders. Often twinned. CR 14 critter got 1 action off the other might being stun locked for most of it after they mopped up minions via wall of fire and forced movement. </p><p></p><p> Level 12 stress test. Kinda similar with upcast hungers of hadar, another lightning sorcerer and twinned hold monsters. Alert feat generally allows manipulation of initiative. </p><p></p><p> Anything lacking counterspell or a good wisdom save is going to get wrecked basically. One combat I added 4 counterspellers. It lasted over 2 hours. </p><p></p><p> Other change is true strike. Doesn't look to bad at first but it scales. And cantrips can be quickened. After you cast a twinned hold monster spell. Shillagh can also be involved via feat, tomelock or an actual Druid casting it. </p><p></p><p> I've also mentioned Chromatic Orb and how it works with advantage to hit via innate sorcery. What else grants advantage? Paralysis. And blindness (blindness, hunger of hadar). Also prone point blank. Sleep and Tashas grant prone. </p><p></p><p> Hex, command,sleep and tashas can easily be acquired via feat. Druid has sleep.</p><p></p><p> Spells that have attack rolls and are useful in 5.5. Sorcerous Burst, True Strike, Chromatic Orb, Scorching Ray. If something gets paralyzed free critical hit. Double rolled damage. At 6 dice of damage Chromatic Orb has a 92% chance of bouncing. Level 1 Chromatic Orb deals 6d8 damage vs paralyzed. Level 4 spell slot it's 12d8. 4th level scorching ray +hex it's 30d6 danage vs paralyzed. Level 3 barbarians critical is 10d6+5. I have compared Chromatic Orb to chain lightning at level 6 slot. This is before paralyzed is a thing.</p><p></p><p> If something isn't paralyzed it's getting hit with command/blindness/Tasha/sleep etc. With critical mass of spellcasters and spell regaining. One group has 20 level 3 and 4 spells available. Same level other groups only going to have 15. They're not running out any time soon in any reasonable number of encounters. I'm not doing 6-8. 4-6 is fairly typical usually 4-8 enemies per encounter. Rarely few eg 3 or more (10-20).</p><p></p><p> Any get paralyzed is basically a death sentence. If the enemies aren't getting paralyzed they're getting stun locked in effect sometimes literally stunned. Spellcasters will rush into melee to cast true strike, sorcereous burst, Chromatic Orb. </p><p></p><p> Spellcasters are interested in magical Daggers with any extra dice attached eg d4 or d6. Vs Paralyzed Sorcererous Burst 4d8+4 crits with exploding dice. Shillagh + true strike 2d10+2d6 radiant+ wisdom modifier. Flametongues and vicious weapons are great. BG3 +1d4 ones also good. </p><p></p><p> This is with reasonably new players as well. 1 very experienced player per group, 1 has 5 years experience in group 1.</p><p></p><p> The new players are mostly playing whatever they want. Charisma based spellcasters have a huge appeal 5.0 and 5.5. Great wizard extinction continues. At level 10 the cleric can make the foes vulnerable to a damage type sigh. </p><p>Vulnerability stacks with critical hits. Sigh.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9621145, member: 6716779"] As some if You know I'm running 3 groups. I ended up with that many due to large numbers of newer players. I ran them through Stormwrack Isle and Sunless Citadel. Games are now level 3 and 8. Several spells in 5.5 seem to have been influenced by BG3. Thaumaturgy and Command come to mind. The BG3 Meta seems to revolve around the wet condition, throwing things and fire acuity/control builds. And imposing vulnerability. Then you do honor mode and then try honor mode solo. Most of those things are not applicable to 5E but a lot of combos still work. Generally most games don't go to level 12 but BG3 does. In BG3 S tier classes are generally Fighter. Cleric, Bards and Sorcerer with specific archetypes and the rogue (except a dip) being on the bottom. Most of these new players are BG veterans. 5/6 or 4/5 players have played the game. If they haven't they know about it. Alot of those skills are transferable. What I'm seeing. Lots of spellcaster heavy parties. 4/5 in group 1 and 3/5 group 3. Group 1 Level 8 Dragon Sorcerer (lightning) Way of Fists Monk Bladelock Warlock Light Cleric Glamour Bard Group 3 Land Druid Berzerker Barbarian Pact of Tome/Good Stuff Warlock Lightning Sorcerer (4th one I've seen in 4 games 5.0 and 5.5) Fae Ranger Group 2 is 2E. With changes to 5.5. Lots more movement mundane and magical. Light Cleric spirit guardians+ glamour bard dice. Lots more control spell being used. Command, Tashas Hideous Laughter, hold person and blindness being big offenders. Often twinned. CR 14 critter got 1 action off the other might being stun locked for most of it after they mopped up minions via wall of fire and forced movement. Level 12 stress test. Kinda similar with upcast hungers of hadar, another lightning sorcerer and twinned hold monsters. Alert feat generally allows manipulation of initiative. Anything lacking counterspell or a good wisdom save is going to get wrecked basically. One combat I added 4 counterspellers. It lasted over 2 hours. Other change is true strike. Doesn't look to bad at first but it scales. And cantrips can be quickened. After you cast a twinned hold monster spell. Shillagh can also be involved via feat, tomelock or an actual Druid casting it. I've also mentioned Chromatic Orb and how it works with advantage to hit via innate sorcery. What else grants advantage? Paralysis. And blindness (blindness, hunger of hadar). Also prone point blank. Sleep and Tashas grant prone. Hex, command,sleep and tashas can easily be acquired via feat. Druid has sleep. Spells that have attack rolls and are useful in 5.5. Sorcerous Burst, True Strike, Chromatic Orb, Scorching Ray. If something gets paralyzed free critical hit. Double rolled damage. At 6 dice of damage Chromatic Orb has a 92% chance of bouncing. Level 1 Chromatic Orb deals 6d8 damage vs paralyzed. Level 4 spell slot it's 12d8. 4th level scorching ray +hex it's 30d6 danage vs paralyzed. Level 3 barbarians critical is 10d6+5. I have compared Chromatic Orb to chain lightning at level 6 slot. This is before paralyzed is a thing. If something isn't paralyzed it's getting hit with command/blindness/Tasha/sleep etc. With critical mass of spellcasters and spell regaining. One group has 20 level 3 and 4 spells available. Same level other groups only going to have 15. They're not running out any time soon in any reasonable number of encounters. I'm not doing 6-8. 4-6 is fairly typical usually 4-8 enemies per encounter. Rarely few eg 3 or more (10-20). Any get paralyzed is basically a death sentence. If the enemies aren't getting paralyzed they're getting stun locked in effect sometimes literally stunned. Spellcasters will rush into melee to cast true strike, sorcereous burst, Chromatic Orb. Spellcasters are interested in magical Daggers with any extra dice attached eg d4 or d6. Vs Paralyzed Sorcererous Burst 4d8+4 crits with exploding dice. Shillagh + true strike 2d10+2d6 radiant+ wisdom modifier. Flametongues and vicious weapons are great. BG3 +1d4 ones also good. This is with reasonably new players as well. 1 very experienced player per group, 1 has 5 years experience in group 1. The new players are mostly playing whatever they want. Charisma based spellcasters have a huge appeal 5.0 and 5.5. Great wizard extinction continues. At level 10 the cleric can make the foes vulnerable to a damage type sigh. Vulnerability stacks with critical hits. Sigh. [/QUOTE]
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