• D&D 5e: Nobody Talks about D&D
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[QUOTE=Oliolio;48860339]More like shitty Clerics. Actually, thinking about it, I remember it being built right into the Cleric class; Just play a not-Cleric.[/QUOTE] It affects every divine caster class that doesn't need to learn spells, with Shaman as the one exception I believe.
[QUOTE=Rents;48860290]If you're good aligned you can't cast spells with the evil descriptor, so good luck with that.[/QUOTE] My DM is actually OK with my using evil spells if they're used in not evil ways since the only Necromancy spell with an evil alignment is animate dead
[QUOTE=SpartanXC9;48860262]I'm rolling a Neutral Good/Neutral (I haven't decided yet) Necromancer (much to one players dismay because he thinks it's impossible to be a good Necromancer no matter what). I'm planning to go Cleric in the Death Domain or Wizard in Necromancy skills (thoughts?) and my general backstory for the character is that he lost someone he cared dearly for so he got into got into necromancy to bring them back. Any suggestions on what to work on?[/QUOTE] What edition are you playing?
[QUOTE=SpartanXC9;48860474]My DM is actually OK with my using evil spells if they're used in not evil ways since the only Necromancy spell with an evil alignment is animate dead[/QUOTE] Probably because raising the dead is evil as shit tho [editline]9th October 2015[/editline] also session 1 of dnd 5e complete the party is not yet aware I'm not a real cleric
[QUOTE=Glent;48860552]What edition are you playing?[/QUOTE] We're about to start okaying 5th
[QUOTE=SpartanXC9;48861614]We're about to start okaying 5th[/QUOTE] In fifth edition, Necromancy wizard is more "Necromancer" than death cleric, which doesn't really have any specifically necromancy-related abilities, they are more about death than undeath, dealing a lot of necrotic damage. There's also no alignment restrictions on anything either, though your DM can decide if necromancy is inherently evil in his world or not.
Holy shit. I may be late but Ive never seen this type of video + DnD [video=youtube;m8_nxDUDmXU]https://www.youtube.com/watch?v=m8_nxDUDmXU[/video] This could seriously be the coolest way to watch a game
Dungeons and Dragons 5e seems to have really poorly thought-out crafting rules. Which is to say, there are basically no crafting rules other than "you can craft up to 5gp of value in items per day," which means it would take you ten days just to brew up a single dose of poison. It gets increasingly more ridiculous as you look at armor and weapons. Beyond that, there don't seem to be any established guidelines for things like weapon modifications and improvements, crafting custom weapons, how skills and backgrounds might reduce crafting costs in GP or time invested, etc. Does anybody know of a [I]SIMPLE[/I] but intuitive house rule for this? Not just for the flat creation of weapons, gear, poisons, etc, but possibly for enhancing or modifying them? Adding small boosts to weapons and armor, making potions and poisons more potent, shit like that?
[QUOTE=Big Dumb American;48867725]Dungeons and Dragons 5e seems to have really poorly thought-out crafting rules. Which is to say, there are basically no crafting rules other than "you can craft up to 5gp of value in items per day," which means it would take you ten days just to brew up a single dose of poison. It gets increasingly more ridiculous as you look at armor and weapons. Beyond that, there don't seem to be any established guidelines for things like weapon modifications and improvements, crafting custom weapons, how skills and backgrounds might reduce crafting costs in GP or time invested, etc. Does anybody know of a [I]SIMPLE[/I] but intuitive house rule for this? Not just for the flat creation of weapons, gear, poisons, etc, but possibly for enhancing or modifying them? Adding small boosts to weapons and armor, making potions and poisons more potent, shit like that?[/QUOTE] Might be best to change it to something like 5gp x whatever your crafting roll is for that week. (I don't know the exact details on crafting in 5e but I'm assuming you still have to make a roll for each week of crafting.)
I had some thoughts about making potion brewing more expansive for a homebrew addition to D&D 5e. Trouble is, armor upgrades/enchantments and potion/poison brewing is kind of wizard exclusive and yet horribly explained or simply not there at all. For potions, a feat about brewing specific simple potions with X amount of ingredients in one short rest, and maybe some sort of a table which elaborates on higher tier potion brewing. As for equipment crafting, it's a mixed bag. I'd say that you could fix that by speeding up base crafting time, accounting for how many people are working, if you're using portable tools or if you're in some sort of a manufactory/foundry, and if you actually have access to materials. For upgrading, I don't know. I feel it might break the balance a little, but spending extra money/material on a weapon that does more damage or an armor that has a slightly higher AC sounds good for the players. Upgrading and crafting could be worth it as a long term investment, however. You want to go up against a high CR enemy or traverse dangerous lands at a low level? Time to work the grindstone for a week, buddy.
[URL="https://drive.google.com/file/d/0B7CIGCMCtoETbEhVTy0zSnFJNEE/view"]Here's a nice homebrew focusing on alchemy crafting,[/URL] but I haven't found similiar for other kinds of crafting.
Well, you could probably work out the crafting system via a simplified input-output formula and some rules totally not lifted out of Wealth of Nations, but come to think of it [I]anything[/I] is better than what we have now. :v: [editline]10th October 2015[/editline] Holy hell, I actually managed to create P.E.R.L., the time-saving market-capable formula that makes crafting worth a damn. I calculated that a single man crafting a suit of plate in a foundry can make it in 52 days as opposed to 300 days. The formula, without added input and variables, corrects the days to 300, thus proving itself as accurate as the one from vanilla. More on this when I wake up.
I made a headless horseman based off the Death Knight, I'm not sure how I could differentiate the two more: [t]http://i.imgur.com/WnW0Om9.jpg[/t]
For starters you listed that it has 3 legendary actions, but there're only two beneath that?
First session of the first game I've GMed in forever went well, nothing died, PCs rescued a madman since I gave him a greatsword but the brawler grappled him, so he couldn't do anything but scream at them until she knocked him out.
[QUOTE=Rents;48878278]First session of the first game I've GMed in forever went well, nothing died, PCs rescued a madman since I gave him a greatsword but the brawler grappled him, so he couldn't do anything but scream at them until she knocked him out.[/QUOTE] I blame the lack of dying on me playing a sensible, non-douchebag wizard for once.
[QUOTE=elowin;48878282]I blame the lack of dying on me playing a sensible, non-douchebag wizard for once.[/QUOTE] Not only were you not an asshole, you've actually been useful to the party.
[QUOTE=cyclocius;48878270]For starters you listed that it has 3 legendary actions, but there're only two beneath that?[/QUOTE] I think that "take 3 legendary actions" is the number of legendary actions that he can take per turn.
[QUOTE=IrishBandit;48879192]I think that "take 3 legendary actions" is the number of legendary actions that he can take per turn.[/QUOTE] He can perform 3 actions per turn but he can only choose the two on the list?
Rule help, D&D5e: Dual wielding and multiple attacks. Dual wielding allows me to take a bonus action each round to attack with my off-hand weapon. Multiple attacks (earned from certain classes at level 5) allows you to make two attack actions each round. So, would that mean I get to attack twice with my main hand weapon, and then take a bonus action to attack once with my off-hand weapon, for a total of three strikes? Additionally, the Horde Breaker feature for rangers allows you to attack an enemy adjacent to your primary target each turn. It does not use the word "bonus action," so lemme see if I have this right: Two attacks from Multiple Attacks feature, bonus action attack from dual wielding, and another attack on an adjacent enemy within range, right? For a total of four attacks? Finally, I still have reaction. So, with the sentinel feat, I can use a reaction to make an opportunity attack between turns if a creature exits or enters my melee attack range, or attacks a target other than myself, ye? So that's as many as five potential attacks I can make over the course of one round, under perfect conditions?
I've only played 5e once, but that's exactly what I was doing and no one told me I was doing it wrong.
[QUOTE=Big Dumb American;48880999]Rule help, D&D5e: Dual wielding and multiple attacks. Dual wielding allows me to take a bonus action each round to attack with my off-hand weapon. Multiple attacks (earned from certain classes at level 5) allows you to make two attack actions each round. So, would that mean I get to attack twice with my main hand weapon, and then take a bonus action to attack once with my off-hand weapon, for a total of three strikes? Additionally, the Horde Breaker feature for rangers allows you to attack an enemy adjacent to your primary target each turn. It does not use the word "bonus action," so lemme see if I have this right: Two attacks from Multiple Attacks feature, bonus action attack from dual wielding, and another attack on an adjacent enemy within range, right? For a total of four attacks? Finally, I still have reaction. So, with the sentinel feat, I can use a reaction to make an opportunity attack between turns if a creature exits or enters my melee attack range, or attacks a target other than myself, ye? So that's as many as five potential attacks I can make over the course of one round, under perfect conditions?[/QUOTE] Within perfect conditions this is possible yes.
Sweet. Now I just gotta decide if I want Colossus Slayer (an extra 1D8 damage per round to my primary target), or Horde Breaker, which gets me a free attack on a different target. HmmmMmMMMMMMmm. [editline]11th October 2015[/editline] I wanna duel wield whips, so my single target damage would be 3D4+9, (three attacks, if every one hits) with either an additional 1D4+3 to a different target, or an additional 1D8 against my primary target. So my single target would either be 12-21 (16.5 median) or 13-29 (21 median). Or I could deal 1D4+3 up to five times in a round split between at least two targets. Do I wanna do big single target damage, or nickle and dime crowd control?
[QUOTE=Big Dumb American;48881079]Sweet. Now I just gotta decide if I want Colossus Slayer (an extra 1D8 damage per round to my primary target), or Horde Breaker, which gets me a free attack on a different target. HmmmMmMMMMMMmm. [editline]11th October 2015[/editline] I wanna duel wield whips, so my single target damage would be 3D4+9, (three attacks, if every one hits) with either an additional 1D4+3 to a different target, or an additional 1D8 against my primary target. So my single target would either be 12-21 (16.5 median) or 13-29 (21 median). Or I could deal 1D4+3 up to five times in a round split between at least two targets. Do I wanna do big single target damage, or nickle and dime crowd control?[/QUOTE] Depends. Honestly, both are good! Hordebreaker will probably come up more, though.
God bless exploding damage dice. Nothing like seeing the dualie-pistol wielder getting a chain of insane crits to do 54 damage in a single turn. In savage worlds. Where something like 20 is just about an instant kill.
[QUOTE=SiberysTranq;48881639]God bless exploding damage dice. Nothing like seeing the dualie-pistol wielder getting a chain of insane crits to do 54 damage in a single turn. In savage worlds. Where something like 20 is just about an instant kill.[/QUOTE] I'd say that's well within the holy tradition of the dual wielding order [IMG]http://i.imgur.com/PtOLZGQ.gif[/IMG] bad guys in Woo movies get fuckin [I]ventilated[/I]
What are some fun, short halloween themed campaigns to run for pathfinder?
So I dropped in a fight against a massive swarm of squirrels and one big squirrel, and died from one failed death save and taking damage. Only to remember I still had inspiration... [quote=Horseshoe colon](To Shawn E.): I didn't think of it before, but when I made my first death save I still had inspiration. If I use it, can I reroll the first one and roll off to see if I lived without medical attention? (To Shawn E.): so if I used my inspiration on the first roll, can I roll off to see if I lived all this time without medical aid? Only chance I got. Y/N? (To Shawn E.): I'd pretty much need to roll three 10s in row since I already have two Xs. (To Shawn E.): I sound like a broken record, but I only got hit once for -2. Using my inspiration, I could have granted myself advantage on the first saving throw. Then it'd just be three straight up d20s to try and live. Any fails, and I die anyway. Can I try? (From Shawn E. (GM)): do it. surprise come back!!!! (To Shawn E.): Luck don't fail me now! Joseph K.: (To GM) rolling 3d20 15 + 18 + 16 = 49 (To Shawn E.): FUCK YEAH[/quote] I can't roll constitution saving throws to save my life, but sometimes I have a horseshoe up my ass.
[QUOTE=SiberysTranq;48881639]God bless exploding damage dice. Nothing like seeing the dualie-pistol wielder getting a chain of insane crits to do 54 damage in a single turn. In savage worlds. Where something like 20 is just about an instant kill.[/QUOTE] Those damn ruskies can't run from my american lead God bless the USA and the M1911
my DM didn't account for the party splitting on a "side quest" (It had more depth than we were let on to) so me and our ranger had to spend about half the game doing side things. And shopping. Worst part probably came from the fact they didn't even accomplish anything, they just got the information but they couldn't get further without me and the ranger so they just went back to the inn we were staying at.
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