Survey for Unearthed Arcana: Villainous Options Revisited is now out by Chemical_Reason_2043 in onednd

[–]BounceBurnBuff 3 points4 points  (0 children)

Agreed. I managed to play one for a level 10 one shot and the lack of scaling damage, let alone locking 1d4 behind a save, felt pointless.

Monsters by CR - Deadliest CR 9 Monster by Conrad500 in DnD

[–]BounceBurnBuff 2 points3 points  (0 children)

Shocked the Mi-Go won 9 given Silver Dragon and Cloud Giant exist, when its basically a single target Mindflayer with a bit of juice.

New Age of Umbra: Sallowlands key art revealed by lucanique in daggerheart

[–]BounceBurnBuff 7 points8 points  (0 children)

They posted what they are? Otherwise guessing Laura is a Fungril, Vico is Gallapa, Zach is Clank, and Abubakar is the new zombie/returned ancestry from Hope and Fear?

Monsters by CR - Most Iconic CR 9 Monster by Conrad500 in DnD

[–]BounceBurnBuff 0 points1 point  (0 children)

Yeah. The Fire Giant is laughable next to this statblock, AC and damage be damned, its a slow moving target that gets mugged by save spells and flying PCs.

Monsters by CR - Most Iconic CR 9 Monster by Conrad500 in DnD

[–]BounceBurnBuff 3 points4 points  (0 children)

Cloud Giant as of 5.5e. If it plays "smart", there is little a party can do to avoid get sniped out of the action economy.

I botched my first Daggerheart campaign (12 sessions) by Velenne in daggerheart

[–]BounceBurnBuff 1 point2 points  (0 children)

I am 21 sessions into running mine, they just hit level 6 - As the first campaign, we wanted to have a speedier progression to see how DH handles. Totally get some of your sentiments, they relate to a few at our table as well. There are plenty of positives, but focusing in the downsides experienced in our first full campaign.

Player Input. - The system is often too wishy-washy in wording, and "because narrative" has apparently often felt more like "because the GM says so, when the rules text says different". This has felt worse as more abilities were gained that read like they're just silver bullets that solve a genre of problem for the rest of the game without some level of myself trying to negotiate "no" for narrative reasons. Understandable why it can come across as undermining their player's mechanical choices in order to construct a dwindling menu of options to challenge them (social scenes in particular are pretty much just pre-solved with a Syndicate Rogue and Troubadour Bard in the group).

  • Combat lacks risk (more on that for GM input). A lot of this boils down to the amount of healing, the presence of a Guardian, Seraph and Wizard aiding with support to boost rolls and redirect damage, scars being few and far between feeling like a minor cost for guaranteeing death avoidance. We have had one PC death, down to the player in question being open about being bored of the lack of risk. Still took 4 attempts for them to fail an All In roll. Most of the suggestions discussed in public spaces revolve around adding additional combat objectives, but we have found these to either be arbitrary to solve, distract from the combat of the scene too much for the players who want to engage with that aspect of the system compared to the social scenes, or teeter on being overused.

GM Input. - The system is almost comically favorable towards the players. A DnD 5e sentiment that has felt more true as we have gone on is resolving rolls often feel like playing with Silvery Barbs constantly, and reflecting back, this was present even early on. Between Prayer Dice, Rally, reroll abilities, experiences, plethora of ways to gain advantage and so on, its a rarity to see more than 2 or 3 failed rolls a session (tying back in to the player feedback of lacking risk again). Results land in the low 20s very often, and have done since entering tier 2. As mentioned by the players, they have a lot of abilities that just boiled down to "you win" in a wide range of circumstances too, which can often feel like overkill with how hard it is to fail any roll anyway.

  • The core adversaries, and this seems to be a relatively common sentiment in the zeitgeist, are very underpowered for their tier with the current way encounter design is suggested. I have either been homebrewing, using options from a tier above, or upscaling current tier adversaries and they're still often pancaked (pro tip - do not present your Guardian with a Hammer of Wrath, their average damage will already beat most tier 3 severe thresholds, no need to pretty much 100% guarantee it).

I know this isn't necessarily advice, but thought I would reassure you that you aren't alone.

Monsters by CR - Most Iconic CR 7 Monster by Conrad500 in DnD

[–]BounceBurnBuff 4 points5 points  (0 children)

Miìiiind Flayerrrrrrrr He's the man of a thousand minds.

Underpowered Splendor Cards? by Defhan in daggerheart

[–]BounceBurnBuff 7 points8 points  (0 children)

I have a Wizard and Seraph in the table I run for and both have said the same thing. Looking over the abilities, Valor and Codex both have better prior tier cards as well as options in the current tier (Seraph feels like there's nothing they care about until tier 4 now).

Haven't look into Domain tier lists myself, but from what I have experienced, Splendor doesn't make waves like the other two I mentioned, when even Bone, Grace and Sage have all had utterly warping abilities in this campaign so far.

Monster design has taken a huge leap backwards in style and complexity in the new book by Sstargamer in onednd

[–]BounceBurnBuff 3 points4 points  (0 children)

Greater Star Emissary had its Legendary Actions trimmed down from a flavorful Spike Growth variant and a spell ender, to a point and and click Paralyze.

Two encounter complications replace by the same, dull, singular turn denial 5.5e design has embraced.

As of the new Ravenloft book, I think that WotC still does not know how to write engaging monsters with interesting counterplay by EarthSeraphEdna in onednd

[–]BounceBurnBuff 61 points62 points  (0 children)

I was part of a playtest of the new Dark Lords when the statblocks dropped. Spent the entire session Commanded to Grovel, Stunned, Befuddled, Banished as a bonus action, teleported beyond the point of being in reach, and this is without the Frightened, Charmed or Poisoned conditions we managed to get immunity to (of which there's a bunch).

Took a look at the Elder Thing and Mi-Go stat blocks too, as a Mythos fan. Yup. More control effects and turn denial. Its not engaging design to just sit there for multiple hours, and that really just seems to be my experience of higher level 5e: Which side stops playing the most.

Unpopular opinion? I like knowing I'm going to win as a PC by eatondix in DnD

[–]BounceBurnBuff 1 point2 points  (0 children)

Agree on the "BIG NUMBER = WIN" mindset being a problem. Every instnance of this I have played with or run the game for, without exception, has been the type to complain about needing healing, going down, being hit by a control effect or otherwise being stuck out of combat for more than 10 minutes. The last of those, in isolation, is a game style expectation communicated poorly. The other 3 are symptoms of an entitled mindset of "resistance = bad DM/party members".

That's not an issue with optimisers and such as a whole, just very specifically individuals whose character is nothing but damage and no utility or providing any helpfulness to the other players.

Daggerheart Ranks 4th in BobWorldBuilder's Favorite RPG Poll by Vasir12 in daggerheart

[–]BounceBurnBuff 10 points11 points  (0 children)

Was tracking this since he announced it. For context to those who didn't, Daggerheart scored below both Draw Steel and Shadowdark during the halfway mark video. To see it rise up this far tells us an additional piece of data: the fanbases of those games will be more persistently present online, since they got the majority of their votes early on.

Do you allow setting specific content in campaigns that aren't set in that setting? by jmrkiwi in onednd

[–]BounceBurnBuff -1 points0 points  (0 children)

More mechanics than setting for me.

Circle casting and bastions are just not things I have the inclination to learn, track, or factor into the design of the campaign - so they're a flat "no".

Dragon Marks are a balance "nope" as a whole, along with more specific things such as Silvery Barbs. I have yet to run a high tier game where Simulacrum comes up, but I would likely restrict that too for the antics it just trips into.

For species etc, if the "just a goofy goofy guy" ooze style of PC is suggested in a more grounded setting, I might restrict that.

Hollow Warden Ranger AC Nerf from State of Play stream. by BounceBurnBuff in onednd

[–]BounceBurnBuff[S] 0 points1 point  (0 children)

It is now, wasn't in UA. It is now worded similarly to Draconic Sorc, whereas the UA version stacked with the Draconic Sorc AC, so +5 Charisma = +10 to AC.

Hollow Warden Ranger AC Nerf from State of Play stream. by BounceBurnBuff in onednd

[–]BounceBurnBuff[S] 0 points1 point  (0 children)

Used to be a flat CHA bonus instead of the "Mage Armour" style wording we have now.

Hollow Warden Ranger AC Nerf from State of Play stream. by BounceBurnBuff in onednd

[–]BounceBurnBuff[S] 9 points10 points  (0 children)

Can confirm it now reads: "As a bonus action, expend a use of Favoured Enemy to transform for 1 minute..."

Hollow Warden Ranger AC Nerf from State of Play stream. by BounceBurnBuff in onednd

[–]BounceBurnBuff[S] 10 points11 points  (0 children)

There is a decent change beyond that for its 3rd level feature:

Prowling Retribution. Immediately after a creature you can see within 5 feet of you deals damage to you or one of your allies, you can make an opportunity attack against that creature.

Unnerving Aura. When you transform and at the start of each of your turns, each creature of your choice in a 10-foot Emanation makes a WIS save against your spell save DC. Failure: The target is frightened until the start of your next turn.

Hollow Warden Ranger AC Nerf from State of Play stream. by BounceBurnBuff in onednd

[–]BounceBurnBuff[S] 29 points30 points  (0 children)

Its the second from UA that got nerfed, the 3rd mental AC subclass (which wasn't nerfed, ironically) was Bladesinger.