• D&D 5e: Nobody Talks about D&D
    5,001 replies, posted
[QUOTE=GastricTank;48994790]Care to explain?[/QUOTE] Are you playing Pathfinder, or something else? Assuming you're playing Pathfinder, it's often better to not multiclass when playing a caster, so you can reap the rewards of the higher level spells and class features. A Paladin is a very, very poor caster. Their spell selection is extremely limited, and doesn't even kick in until level 3 or 4, iirc. A cleric on the other hand, gets spells at first level and eventually gets ninth level spells , whereas a paladin will cap at 4. A paladin is arguably better than a cleric at melee, but this is only true if the cleric doesn't bother buffing himself with his considerable spell selection.
i'm like 90% sure he's talking about 5e
[QUOTE=GastricTank;48994659]Looking to build a character who specializes in fighting with Finesse weapons, as well as healing/dealing radiant damage. So I'm thinking of building a Paladin/Fighter. How many levels should I dab in each? I'm thinking starting as a Paladin, then sometime down the line dabbing 3 levels in Fighter to get an action surge capability some of those cool combat skills, and then go the rest in Paladin. Can Paladins create custom spells? I'd like to create some really wacky ones.[/QUOTE] What game/edition are you talking about?
If he is talking about 5e, Cleric with the War domain is the way to go. Warpriest clerics are fucking awesome.
[QUOTE=GastricTank;48994659]Looking to build a character who specializes in fighting with Finesse weapons, as well as healing/dealing radiant damage. So I'm thinking of building a Paladin/Fighter. How many levels should I dab in each? I'm thinking starting as a Paladin, then sometime down the line dabbing 3 levels in Fighter to get an action surge capability some of those cool combat skills, and then go the rest in Paladin. Can Paladins create custom spells? I'd like to create some really wacky ones.[/QUOTE] Play a multiclass fighter/light cleric and bring the fiery light of the heavens to all your foes
Oh yeah, sorry. I was talking about 5e. I was mostly leaning towards Paladin because they work off Charisma and get more HP, which suits my character idea perfectly. Forgot to mention that. Also what even is the point on using concentration spells that last for a single minute during battle? If you have a group of people and a group of enemies, the 1 turn = 6 seconds thing will deplete that time before you even get another turn in. If it was rounds, then sure. But it ain't.
[QUOTE=GastricTank;48996351]Oh yeah, sorry. I was talking about 5e. I was mostly leaning towards Paladin because they work off Charisma and get more HP, which suits my character idea perfectly. Forgot to mention that. Also what even is the point on using concentration spells that last for a single minute during battle? If you have a group of people and a group of enemies, the 1 turn = 6 seconds thing will deplete that time before you even get another turn in. If it was rounds, then sure. But it ain't.[/QUOTE] You've got it confused, 1 round = 6 seconds (PHB 189), so a 1 minute spell will last 10 rounds.
[QUOTE=GastricTank;48996351]Oh yeah, sorry. I was talking about 5e. I was mostly leaning towards Paladin because they work off Charisma and get more HP, which suits my character idea perfectly. Forgot to mention that. Also what even is the point on using concentration spells that last for a single minute during battle? If you have a group of people and a group of enemies, the 1 turn = 6 seconds thing will deplete that time before you even get another turn in. If it was rounds, then sure. But it ain't.[/QUOTE] Initiative order is an abstraction, everyone's supposed to be acting at the same time, with a whole round being six seconds. [editline]27th October 2015[/editline] I've always found it kinda funny that a round is 6 seconds in D&D and everyone goes once, but 3 seconds in Shadowrun but people can have three or four and possibly five turns in that period. Combat characters in SR are The Flash, with an assault rifle.
somehow in a few minutes I went from running a pathfinder game for my friends in the summer to running them a pathfinder game in which it's the 80's and they're the wizard department of the miami police force
[QUOTE=IrishBandit;48996602]You've got it confused, 1 round = 6 seconds (PHB 189), so a 1 minute spell will last 10 rounds.[/QUOTE] OH PBTH DOI Thanks for that clarification.
[QUOTE=Rents;48996649]Initiative order is an abstraction, everyone's supposed to be acting at the same time, with a whole round being six seconds. [editline]27th October 2015[/editline] I've always found it kinda funny that a round is 6 seconds in D&D and everyone goes once, but 3 seconds in Shadowrun but people can have three or four and possibly five turns in that period. Combat characters in SR are The Flash, with an assault rifle.[/QUOTE] Yeah, my group made it a rule not to mention the 3 second combat turns in Shadowrun because of how ridiculous the idea was.
That's p. Much why most gms cut you off at 1 extra turn, that way it's reasonable cause you're a fast motherfucker. 2+ is just retarded and you should be ashamed to allow it tbh
Any system that allows you extra turns without it being, super-endgame limited shit (like Time Stop in PF/D&D) is pretty fucking broken in my opinion it just turns combat optimization into 'get maximum turns, any other combat ability is more or less secondary' which is ridiculous especially in Shadowrun, where getting first-hit is already a huge enough bonus thanks to wound penalties, having high-initiative characters get extra turns is just insult to injury, and I've had no problems with cutting that aspect out entirely from my game
Some selected quotes from my Werewolf the Forsaken group's trip to a mental hospital: [quote]"I'm Ruben. We're, Ruben, and the Condiments." Jon Dubois grabs badge #1 and writes "Ruben" and "Condiment #1-3" on the sign-in sheet. "... and now we're a sandwich in a mental hospital" "Do you like to do anything when you're alone?" "I like to be alone in my office, and not interrupted by sandwiches." "Okay, good, I suggest you continue to do that until you are next interrupted by sandwiches."[/quote]
[QUOTE=Rents;48996649]Initiative order is an abstraction, everyone's supposed to be acting at the same time, with a whole round being six seconds. [editline]27th October 2015[/editline] I've always found it kinda funny that a round is 6 seconds in D&D and everyone goes once, but 3 seconds in Shadowrun but people can have three or four and possibly five turns in that period. Combat characters in SR are The Flash, with an assault rifle.[/QUOTE] Shadowrun characters are ridiculously fast, but ones in D&D are fucking snails, though. Imagine standing right next to some guy trying to kill you and only swinging your sword every 6 seconds.
The whole one-standard-action molasses combat of D&D and basically everything else is one of the reasons I like OaT's combat point system so much. You can actually use the damn time in your round to do things.
[QUOTE=Pax;48997640]Yeah, my group made it a rule not to mention the 3 second combat turns in Shadowrun because of how ridiculous the idea was.[/QUOTE] The combat timer in shadowrun has to be the most homebrewed rule ever, I've seen people make it up to even a minute per turn on high init campaigns :v:
In all honesty, the original misconception that 3 seconds pass for every individual initiative is almost genius in a way. It'd be a bit of a pain to keep track of how fast time is actually passing, though.
[QUOTE=No Party Hats;48997888]That's p. Much why most gms cut you off at 1 extra turn, that way it's reasonable cause you're a fast motherfucker. 2+ is just retarded and you should be ashamed to allow it tbh[/QUOTE] [QUOTE=SiberysTranq;48997930]Any system that allows you extra turns without it being, super-endgame limited shit (like Time Stop in PF/D&D) is pretty fucking broken in my opinion it just turns combat optimization into 'get maximum turns, any other combat ability is more or less secondary' which is ridiculous especially in Shadowrun, where getting first-hit is already a huge enough bonus thanks to wound penalties, having high-initiative characters get extra turns is just insult to injury, and I've had no problems with cutting that aspect out entirely from my game[/QUOTE] Just because my street sam with rating 3 move-by-wire can draw and fire faster than the ~300ms a real person's brain takes to react to what's happening doesn't mean they're OP. Although seriously, it's toned down in 5th edition, you can easily get a second pass without augs/magic, and those don't boost you by as much any more and get very expensive fast. Except magic, it's not too hard to boost your whole team up to 3 passes if you're focused on casting spells.
The problem with magic though, is that say you're using increase reflexes on every single person in your group(Let's say 4 people including you), that's -8 dice for pretty much anything you do if I remember the rules right.
[QUOTE=Crimor;48999955]The problem with magic though, is that say you're using increase reflexes on every single person in your group(Let's say 4 people including you), that's -8 dice for pretty much anything you do if I remember the rules right.[/QUOTE] Or -4 if you're taking psyche, plus that gives you +1 logic and intuition, but even if your drain stat is charisma that's very handy.
[QUOTE=Rents;48999929]Just because my street sam with rating 3 move-by-wire can draw and fire faster than the ~300ms a real person's brain takes to react to what's happening doesn't mean they're OP. Although seriously, it's toned down in 5th edition, you can easily get a second pass without augs/magic, and those don't boost you by as much any more and get very expensive fast. Except magic, it's not too hard to boost your whole team up to 3 passes if you're focused on casting spells.[/QUOTE] You'll need quite a few hits on each casting, and then you still need to sustain all those spells. And deal with the drain, of course, unless you drop money on reagents. [editline]28th October 2015[/editline] [QUOTE=Rents;48999982]Or -4 if you're taking psyche, plus that gives you +1 logic and intuition, but even if your drain stat is charisma that's very handy.[/QUOTE] drugs are bad m'kay
Drugs are great. The custom drugs from Chrome Flesh are even better.
Drugs are not great my troll decker is a shell of a meta-human being at this point. Although that might just be the opiates
So since my group and I are starting to get hyped up about Star Wars again, I'm about to start a new SAGA Edition campaign where we'll be playing through the movie timelines. That is, the first 3-4 sessions will be set during Episode 1 time (though completely separate from the actual events - no damn Gungans), and then we'll do a ten year jump to AOTC time, etc, all the way through to ROTJ (though my good buddy keeps insisting this'll be at least a 7 parter. That has "We'll see" written all over it). Since I'm trying to keep about the same tone of each movie, I've really had to reign in my sick mind. First idea was brain spiders. And then self-transplanting vampire heads, Jojo style. Yeah. So I'm starting the Episode 1 portion on Friday. Any crazy ideas for things I should include? My players are pretty used to my tricks, so I thought I'd solicit some crazy internet ideas.
[QUOTE=Pax;49007630]So since my group and I are starting to get hyped up about Star Wars again, I'm about to start a new SAGA Edition campaign where we'll be playing through the movie timelines. That is, the first 3-4 sessions will be set during Episode 1 time (though completely separate from the actual events - no damn Gungans), and then we'll do a ten year jump to AOTC time, etc, all the way through to ROTJ (though my good buddy keeps insisting this'll be at least a 7 parter. That has "We'll see" written all over it). Since I'm trying to keep about the same tone of each movie, I've really had to reign in my sick mind. First idea was brain spiders. And then self-transplanting vampire heads, Jojo style. Yeah. So I'm starting the Episode 1 portion on Friday. Any crazy ideas for things I should include? My players are pretty used to my tricks, so I thought I'd solicit some crazy internet ideas.[/QUOTE] Enemy that shoots weak (but dont tell them that) jedi crystals out a slingshot or something. If players are jedi they can try and catch em and get some extra loot. If he dies (depending on the actions of the players/descriptions) he'll probably fall over and his sack of crystals will be crushed. [editline]29th October 2015[/editline] Guy challenges players to podrace. Bets are oddly low and track is simple, finish line is in the middle of an ambush of highwaymen.
another session of 5e done, they still don't know we're forming a band for fucks sake and they still think I'm a cleric they're really glad a bard is joining the party next week
[QUOTE=Mellowbloom;49007860]another session of 5e done, they still don't know we're forming a band for fucks sake and they still think I'm a cleric they're really glad a bard is joining the party next week[/QUOTE] Do you think the bard will figure it out?
[QUOTE=Eonart;49008165]I'm looking at the D&D5E rulebook and I'm having trouble wrapping my head around spell preparation. Do sorcerers need to prepare spells? There isn't even a mention of the word "prepare" or any variation on it anywhere on the sorcerer pages even though it's in a lot of the other spellcasters' pages but in the page for spellcasting rules it says that the number of prepared spells is dependent on your level in "every case". The sorcerer's pages doesn't have a process of preparing spells unlike the others, so I'm kinda confused on the wording. Do sorcerers need to prepare spells or not? If so, how much?[/QUOTE] No, sorcerers don't prepare spells. They have a Spells Known instead. They gain new spells when they level up, and can also swap one of their existing spells on level up.
[QUOTE=croguy;49008039]Do you think the bard will figure it out?[/QUOTE] as it's his first time playing probably not
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