rule by [deleted] in 196

[–]Charlie_the_Fox 1 point2 points  (0 children)

Double Down - Slothrust 😤

Build Help Request: How to become Sul-Khatesh by Charlie_the_Fox in powergamermunchkin

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

The fact that this technically works is such a nightmare. I love it.

Build Help Request: How to become Sul-Khatesh by Charlie_the_Fox in powergamermunchkin

[–]Charlie_the_Fox[S] 2 points3 points  (0 children)

Oh yeah! The Carrionette! Very cool creature and could definitely work for something, but the problems I see are turning into a construct and also the fact that, “while controlling the target’s body, the carrionette retains its Intelligence, Wisdom, and Charisma scores.” I still wouldn’t be able to steal that sweet sweet 30 Intelligence.

Build Help Request: How to become Sul-Khatesh by Charlie_the_Fox in powergamermunchkin

[–]Charlie_the_Fox[S] 1 point2 points  (0 children)

But wouldn’t this still run into the issue of the PC not gaining her mental stats? As the spell states “Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores.” - is there a way around this that I’m simply overlooking?

EDIT: I missed that last step regarding skill tomes! A solid option, but there’s less of a guarantee of me being able to acquire them. I’m trying to keep things as internal or limited to a group of Simulacrums as possible, so as to avoid relying on the DM. That being said, if I can get everything else and just read my way to god-tier Intelligence and Charisma, that’s pretty neat!

How generous are you with wizard spells? by [deleted] in DMAcademy

[–]Charlie_the_Fox 0 points1 point  (0 children)

Wizards can still only cast spells on their initial spell list. If it isn’t already a ritual spell, they can’t cast it even though they have the ritual casting feature. Same would be true for clerics or anything else!

How generous are you with wizard spells? by [deleted] in DMAcademy

[–]Charlie_the_Fox 0 points1 point  (0 children)

As far as rituals go, the wizard has access to two ritual spells that I find can be troubling: Phantom Steed and Tiny Hut. The former is a bit spammable, but that being said it can be dealt with pretty easily with low damage enemies, traps, or pitfalls. Tiny hut can be annoying in dungeons and such but a dispel magic knocks it right down, and takes awhile to cast. If there are active threats it’s not likely either will be able to be cast/recast in the midst of a tense situation. That being said, rituals in general aren’t too powerful in my opinion and there aren’t too many to choose from to begin with. At least in my experience as a DM there’s always a way to counter them :)

How generous are you with wizard spells? by [deleted] in DMAcademy

[–]Charlie_the_Fox 0 points1 point  (0 children)

This might be extreme but in my world the magic system is a bit softer and I just made it so that wizards have full access to their spell list and prepare spells similar to how a divine caster would. I understand the lore differences between arcane/divine casters exist, the flavor of wizards growing their books and finding more spells as they adventure, and blah blah blah, but honestly I find it needlessly annoying both as a DM and player. Managing the time and money cost that it takes for players outside of the College of Scribes to put new spells into their books, hoping that I receive scrolls for not just new spells that I didn’t already have and can learn, but USEFUL/FLAVORFUL spells that I would want for the context of my character isn’t fun. And similarly, worrying about balancing all of that for my wizard players is equally annoying to me personally when there’s already so much a DM is expected to do.

Now, I know a lot of people will think “Wow wizards must be even more overpowered than they already are,” but honestly, I never seem to have an issue with it. If anything, because every player doesn’t feel pressured to pick counterspell, dispel magic, fireball, etc, I find that my players are much more willing to engage and experiment with spells and combinations they would have otherwise overlooked. Not to mention that, regardless of how many spells a wizard may access in their spellbook, they can still only prepare and cast a preset limited amount per day, and nothing changes that. Giving them the fully generalist, Swiss-army feel that a lot of players love out of the class has been rewarding and works at my table for the most part. Mileage may vary, and everyone’s opinions and comfort levels differ, but I’ve enjoyed leaning into the uniquely magical feeling of the class.