• D&D 4e: This edition sucks edition
    5,000 replies, posted
[QUOTE=elowin;48535808]no, everything that doesnt fuck in the water fucks on the ground geez get your elements straight[/QUOTE] But what's on the ground? That's right, AIR! And what's in the air? Oh yeah, it's Water!
[QUOTE=gufu;48535826]But what's on the ground? That's right, AIR! And what's in the air? Oh yeah, it's Water![/QUOTE] look at this guy, saying water is in the air. what a retard, lol. go somewhere else with your fancy schmancy "science," guy!
[QUOTE=elowin;48535840]look at this guy, saying water is in the air. what a retard, lol. go somewhere else with your fancy schmancy "science," guy![/QUOTE] Oh man, I bet you're one of those guys who's afraid that mages will disappear once the industry starts rolling.
[QUOTE=gufu;48535971]Oh man, I bet you're one of those guys who's afraid that mages will disappear once the industry starts rolling.[/QUOTE] those evil, unholy canons will put my fireballs out of business!
[QUOTE=elowin;48537258]those evil, unholy canons will put my fireballs out of business![/QUOTE] then major in necromantic magic!
[QUOTE=Zonesylvania;48538450]then major in necromantic magic![/QUOTE] but this fancy modern medicine stops people dying early!
[QUOTE=Mellowbloom;48538505]but this fancy modern medicine stops people dying early![/QUOTE] animate skeletons to serve as a cheap labor force perform autopsies (with spells) on people to find out where and how they died speak with dead if you can manage it and worse comes to worst, summon a demon to run a crime ring Though I doubt the cleric will ever go out of business as long as they keep those cure spells and neutralize poisons handy
My girlfriend and I recently started playing D&D at a local comic shop. Lots of fun! I grew up playing the Palladium games (especially Rifts and Heroes Unlimited), but this is my first time at D&D on a regular basis. I have been playing a Goliath barbarian called Hondo the Fist, who only fights with his bare hands, using grapples and throws. He is basically a luchadore, and it is nice. I just made another character that I really want to try out, though! A bird-person Rpgue Assassin who fights with two whips from the air. In theory, he just flies around and whips bitches in the face. Whips have reach and I can fly up to 100 ft per turn with dash, so theoretically I can just, like, zip in, attack from out of regular attack range, get my sneak attack bonus if a pal is nearby, and zip out. Right?
Well it really depends on your feat selection; Usually you can't attack in the middle of a move action; Only before or after. You'd want Fly-by-attack or something similar.
[QUOTE=Oliolio;48538689]Well it really depends on your feat selection; Usually you can't attack in the middle of a move action; Only before or after. You'd want Fly-by-attack or something similar.[/QUOTE] I'm still learning the rules, but is this not kosher? Rogue allows me to dash as a bonus action each turn, doubling my movement (flying speed base 50, 100 with dash) So, 1) Dash 50 feet to within range of target 2) Attack 3) Use remaining 50 ft of movement to leave range Page 190 of the 5e player's handbook deals with breaking up your movement before, after, and in between actions, and seems to confirm that this is just fine. "You can break up your movement on your turn, using some of your speed before and some after an action. For example, if you have a speed of 30 feet, you can move ten feet, take your action, and then move twenty feet." It goes on to explain breaking up movement in between multiple attacks or actions, assuming you can make multiple attacks or actions in one turn with feats or perks or whatnot.
[QUOTE=Big Dumb American;48538776]I'm still learning the rules, but is this not kosher? Rogue allows me to dash as a bonus action each turn, doubling my movement (flying speed base 50, 100 with dash) So, 1) Dash 50 feet to within range of target 2) Attack 3) Use remaining 50 ft of movement to leave range Page 190 of the 5e player's handbook deals with breaking up your movement before, after, and in between actions, and seems to confirm that this is just fine. "You can break up your movement on your turn, using some of your speed before and some after an action. For example, if you have a speed of 30 feet, you can move ten feet, take your action, and then move twenty feet." It goes on to explain breaking up movement in between multiple attacks or actions, assuming you can make multiple attacks or actions in one turn with feats or perks or whatnot.[/QUOTE] oh, for 5th edition he was talking 3rd edition/pathfinder it sounds like it's fine
[QUOTE=elowin;48538925]oh, for 5th edition he was talking 3rd edition/pathfinder[/QUOTE] Oh, I see! I guess I should have specified from the get-go.
It's ok, one time someone was talking about "5th edition" and I assumed they meant Shadowrun 5e rather than D&D, and got very confused.
[QUOTE=Big Dumb American;48538776]I'm still learning the rules, but is this not kosher? Rogue allows me to dash as a bonus action each turn, doubling my movement (flying speed base 50, 100 with dash) So, 1) Dash 50 feet to within range of target 2) Attack 3) Use remaining 50 ft of movement to leave range Page 190 of the 5e player's handbook deals with breaking up your movement before, after, and in between actions, and seems to confirm that this is just fine. "You can break up your movement on your turn, using some of your speed before and some after an action. For example, if you have a speed of 30 feet, you can move ten feet, take your action, and then move twenty feet." It goes on to explain breaking up movement in between multiple attacks or actions, assuming you can make multiple attacks or actions in one turn with feats or perks or whatnot.[/QUOTE] Yeah you can do this, the aarakocra race is pretty overpowered though (because it's the only race that can innately fly), so check with your DM to make sure he's allowing it. However, rogues are not proficient with whips by themselves. You'll have to either take the Weapon Master feat or multiclass into/from a class that has Martial Weapon Proficiency (like fighter). Also, if you want to dual wield, making a second attack takes your bonus action, so you can either dash and attack once, or not dash and attack twice. Also, many creatures have 10 ft. reach, it won't work against them because you'll be in their reach (so they'll get an opportunity attack against you when you try to fly away).
[QUOTE=Glent;48539174]Yeah you can do this, the aarakocra race is pretty overpowered though (because it's the only race that can innately fly), so check with your DM to make sure he's allowing it. However, rogues are not proficient with whips by themselves. You'll have to either take the Weapon Master feat or multiclass into/from a class that has Martial Weapon Proficiency (like fighter). Also, if you want to dual wield, making a second attack takes your bonus action, so you can either dash and attack once, or not dash and attack twice. Also, many creatures have 10 ft. reach, it won't work against them because you'll be in their reach (so they'll get an opportunity attack against you when you try to fly away).[/QUOTE] I was hoping the DM would let me trade two of my starting proficiencies for whips, because whips r cool. I did just notice the bonus action thing, though! Looks like I might have to play with the concept some more. May be better to stick with a rangrd character, but then no whips, which (as I may have mentioned) r cool. I guess I could stick to one whip and pick up a feàt other than duel wield, though.
I may have spent the last few hours breaking Mekton to the point I can create a mek for under 300cp that can roll 1d10+29 to hit and it does 20 kills of damage with scatter shot, armour piercing, tracer, disruptor. Etc. Oh and it's accurate at like 36 hexes out and has 360 degrees of rotation despite being motionless. So uhh. GG game, too bad I already calculated a way to defeat it using other bullshit mechanics or it'd be perfect. I think the authors knew it was impossible to play test their game properly with how stupidly complex it is so they gave up and just never revised anything.
[QUOTE=draugur;48546180]I may have spent the last few hours breaking Mekton to the point I can create a mek for under 300cp that can roll 1d10+29 to hit and it does 20 kills of damage with scatter shot, armour piercing, tracer, disruptor. Etc. Oh and it's accurate at like 36 hexes out and has 360 degrees of rotation despite being motionless. So uhh. GG game, too bad I already calculated a way to defeat it using other bullshit mechanics or it'd be perfect. I think the authors knew it was impossible to play test their game properly with how stupidly complex it is so they gave up and just never revised anything.[/QUOTE] no balance is the best kind of balance
has anyone tried building a character that uses a Daihatsu-Caterpillar Horseman in Shadowrun 5e? what kind of dope ass mods can you throw in that bad boy
[QUOTE=No Party Hats;48546601]has anyone tried building a character that uses a Daihatsu-Caterpillar Horseman in Shadowrun 5e? what kind of dope ass mods can you throw in that bad boy[/QUOTE] well, the rigger splat isn't out yet, so, like... nothing. except shit you port from 4e, or homebrew, ofcourse
Anybody here played Anima: Beyond Fantasy? It's got some pretty heavy (but reasonable) crunch, and the book and character sheets are pretty badly formatted (character creation spans 4 chapters for some reason), but I love the combat rules.
[QUOTE=draugur;48546180]I may have spent the last few hours breaking Mekton to the point I can create a mek for under 300cp that can roll 1d10+29 to hit and it does 20 kills of damage with scatter shot, armour piercing, tracer, disruptor. Etc. Oh and it's accurate at like 36 hexes out and has 360 degrees of rotation despite being motionless. So uhh. GG game, too bad I already calculated a way to defeat it using other bullshit mechanics or it'd be perfect. I think the authors knew it was impossible to play test their game properly with how stupidly complex it is so they gave up and just never revised anything.[/QUOTE] that's gotta at least partially be the legacy of Interlock, the cyberpunk 2020 system they used as the base which is a game that has absolutely 0 limits on starting stats or skills and you get a point pool you gotta spread across 10 skills...or just pour most of 'em in one and start with it at 10, which is the highest level and shoot everyone in the face with a pistol held in one hand while cranking out a sweetass sax solo with the other Entropy never forget [editline]26th August 2015[/editline] I still love the system tho, it works really nice if you houserule some chargen limits up aside from the wall-o'-skills syndrome, but hey, it still doesn't hold a candle to GURPS's [IMG]http://puu.sh/jPCdf/421565cf3a.png[/IMG] [IMG]http://puu.sh/jPCez/2887093973.png[/IMG] [IMG]http://puu.sh/jPCfL/d3a37d6900.png[/IMG] :wow:
[QUOTE=Alsojames;48546913]Anybody here played Anima: Beyond Fantasy? It's got some pretty heavy (but reasonable) crunch, and the book and character sheets are pretty badly formatted (character creation spans 4 chapters for some reason), but I love the combat rules.[/QUOTE] Yeah, it's pretty cool. There's basically no one who plays it, though. And it's got a lot of flaws to go with the really cool shit.
Does this thread cover board games or would that require a separate thread?
So this Sunday marks the 80th session of my still-running Magical Burst game. Which somehow hasn't had a single person drop. God save my soul, this demon just won't be put to rest.
[QUOTE=M.Ciaster;48547291]I still love the system tho, it works really nice if you houserule some chargen limits up aside from the wall-o'-skills syndrome, but hey, it still doesn't hold a candle to GURPS's [IMG]http://puu.sh/jPCdf/421565cf3a.png[/IMG] [IMG]http://puu.sh/jPCez/2887093973.png[/IMG] [IMG]http://puu.sh/jPCfL/d3a37d6900.png[/IMG] :wow:[/QUOTE] is there supposed to be a list of skills here it's just a blank space to me
it's just the scrollbar if I were to screencap the whole site it'd be hell to scroll past and would probably require me to stitch together like 20+ screencaps :v:
[QUOTE=M.Ciaster;48547678]it's just the scrollbar if I were to screencap the whole site it'd be hell to scroll past and would probably require me to stitch together like 20+ screencaps :v:[/QUOTE] oh, i see they're a little overly specific with the skills for sure when you have a skill specifically for using a cape as a weapon, you're probably going a bit far. or maybe not far enough
[QUOTE=elowin;48547781]oh, i see they're a little overly specific with the skills for sure when you have a skill specifically for using a [B]cape as a weapon[/B], you're probably going a bit far. or maybe not far enough[/QUOTE] I don't believe there's a skill for that. Surely you can't be serious.
[QUOTE=Joekirk;48548069]I don't believe there's a skill for that. Surely you can't be serious.[/QUOTE] It's essential to building the matador character you've always dreamed of building.
use knot-tying (an actual skill in gurps) and grappling skills for a character that solves combat via forced slipnots
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