Vaalingrade
Legend
Like the fact that the start of those feat chains was inevitably 'overcome this penalty we imposed so we could make you take this feat'.All those feats had plenty of problems on their own.
Like the fact that the start of those feat chains was inevitably 'overcome this penalty we imposed so we could make you take this feat'.All those feats had plenty of problems on their own.
If I remember properly, dire elephants had a high enough climb modifier to reliably hang upside down from horizontal surfaces.I had honestly forgotten 5e had rules for darkvision you were supposed to pretend to care about instead of just 'you can see in the dark'.
And inherently good climbers due to their Strength.
Ninja-phants.
This is amazing and I disagree with anyone trying to change this. most vehemently.If I remember properly, dire elephants had a high enough climb modifier to reliably hang upside down from horizontal surfaces.
Sure, some. They could certainly be abused, but if you played with players who abided by the social contract, that didn't happen. Power levels could also dip, but the DM could easily adjust the encounter difficulty if something rare and extreme happened.All those feats had plenty of problems on their own.
That's one perspective. Another is that they didn't impose a penalty so that you could take a feat. They took something that was innately very difficult and created a feat so that you could do well with it in the game.Like the fact that the start of those feat chains was inevitably 'overcome this penalty we imposed so we could make you take this feat'.
Whatever the reason, they need to never do that again because it's not reasonable for a game about badass home invaders and not sad nerds who get winded by typing.That's one perspective. Another is that they didn't impose a penalty so that you could take a feat. They took something that was innately very difficult and created a feat so that you could do well with it in the game.
The penalties already existed as a reasonable result of something very difficult to perform. The penalties were not created in order to make a feat that could overcome them.
I think that depends on how many feats characters get. As it stands, I agree with you, because there just aren't enough to go through a chain where the first feat doesn't do a lot. If the game changes to allow more feats, then chains are okay, because you have 1) the extra feats to use, and 2) the choice to engage a chain or just get individual feats. Nothing forces you down a chain.Whatever the reason, they need to never do that again because it's not reasonable for a game about badass home invaders and not sad nerds who get winded by typing.
This isn't true.Because, from where I'm standing, gnomes have zero presense. No major elements in most settings (Eberron and Krynn being exceptions)...
There were apparently five types of gnome ship (although one was more of a lander type of thing for ground exploration). They also created autognomes and the best monster of all time: the giant space hamster. Which they used to run in the giant hamster wheels that powered their most common ships.I'm not extremely familiar with Spelljammer, but I do have the initial boxed set. I remember that gnomes were one of the relatively few races to have at least one unique craft of their own, and I'd be surprised if they weren't well represented within the setting.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.