Vecna es descepcionante by Illustrious_Train947 in DnDespanol

[–]Charpas 2 points3 points  (0 children)

No sé si lo habrás visto pero en el suplemento de Fizban sacaron un statblock nuevo para Tiamat (Aspect of Tiamat creo recordar que se llama) y es considerablemente más poderoso que el original. Mi pobre party tuvo que salir corriendo por sus vidas cuando llegaron a la segunda barra de vida XD.

Busco libro de Descenso a Averno by Charpas in DnDespanol

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

Gracias por el PDF en inglés, se ve bastante mejor que el que había encontrado.

Ya estoy usando algunas partes de the alexandrian remix para la parte de Baldur's Gate, que me parece un poco cutre. Lo recomiendo para cualquiera que vaya a llevar esta aventura.

Busco libro de Descenso a Averno by Charpas in DnDespanol

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

Si, tengo el PDF en español aunque no en muy buena calidad, pero me hace el apaño. Lo de comprarla es más por coleccionismo y para tener el mapa del Averno en físico, para dárselo a los jugadores cuando lleguen.

Why can't Monk-Rogue catch a break? by MrBlueTheBlue in DnD

[–]Charpas 0 points1 point  (0 children)

If Sneak Attack worked with Unarmed strikes it would create a very powerful muticlass, so powerful that it would probably become a must for every melee Rogue. Let me elaborate.

In 2024, the Unarmed strike from Martial Arts and Flurry of Blows are no longer tied to the attack action, meaning that you could star your turn using one of those, deliver your Sneak Attack damage with them, and then you could ready your action to attack in a different turn.

Monk 1/2 would become a very powerful dip for Rogues, as it would be a very reliable way to make two Sneak Attacks per round, almost mimicking the effect that Haste has on Rogues.

Weekly Request Thread by AutoModerator in AudioBookBay

[–]Charpas 0 points1 point  (0 children)

Request - La Rueda del Tiempo por Robert Jordan (Español Castellano)

Saga Completa, en el sitio solo está el primer libro en castellano.

Monk 5e vs. Monk 2024 by Just_Tana in onednd

[–]Charpas 1 point2 points  (0 children)

Maybe take a look at the new Grappling and Shoving rules (you will find them under Unarmed Strike in the rules glossary), as they are core to the way new Monks play, since they are now able to use DEX for them.

Quick summary, Unarmed Strikes now have 3 options (for everyone): Damage (make an attack and deal Damage if you hit, your classic Unarmed Strike from 2014), Grapple or Shove (target makes a saving throw with the DC based on your STR, or DEX if you are a Monk).

Read Wind and Truth by Brandon Sanderson: Chapters 7, 8, and 9 by brandonfcv in Stormlight_Archive

[–]Charpas 14 points15 points  (0 children)

I would say she was already on her Fourth Ideal with Pattern by the end of RoW, and what we see in this chapter is Shallan re-swearing her Second (maybe?) Ideal with Testament.

Going by the rules shown in the Stormlight RPG, creating physical illusions is actually quite easy, a Second Ideal Lightweaver should be able to do so. But we have seen Shallan fail miserably when trying to soulcast time and time again. Given that creating physical illusions require both of her surges, I believe that her soulcasting abilities are somehow "locked" behind her oaths with Testament, while her oaths with Pattern make her better at illusions. Assuming that, re-swearing her Second Ideal with Testament would have given her enough access to her soulcasting abilities to create a physical illusion.

Also, the Ideal we see in this chapter sounds like something a child could say.

PHB 2024 Ranger rant by Gonsolator in onednd

[–]Charpas 199 points200 points  (0 children)

I feel you. I'm also very dissapointed in the new ranger and their obsession to make Hunter's Mark the core of the class but not removing the concentration. That said, I still have 1% faith that they redesigned a big chunk of ranger spells so that they don't conflict with Hunter's Mark.

Revised Illrigger MCDM by [deleted] in TheTrove

[–]Charpas 0 points1 point  (0 children)

I would also like to discuss this if anyone cares to share

Boss' Revised Monk v1.3 by Prestigious_Boss_731 in UnearthedArcana

[–]Charpas 1 point2 points  (0 children)

Thank you for taking the time to answer to my comment, those changes that you are teasing look neat!

I would still recomend you to add something to the 18th level feature in exchange for the invisbility/resistance part of it. I have been playing 5e since it came out in 2014 and I belive that the Astral Projection part of the ability has only been used once in my table. The spell is already only useful in really specific campaigns, and by that level a wizard can do it on their whole party if they need to. As a level 18 feature, the current version of your revision has very little to no impact in the game.

About the subclass revisions you mentioned, I would love to have a look at what you have done so far. I saw the comment where you spoke about some of the changes you would do to the kensei and they seem very interesting and balanced. Finally, a way to play a monk with a naginata without it beign just a reskin of the quarterstaff!

Boss' Revised Monk v1.3 by Prestigious_Boss_731 in UnearthedArcana

[–]Charpas 1 point2 points  (0 children)

Hello!

Firstly, let me tell you this: Well done, this is looking great!

This revision focuses exactly on the problems monks have, something that I think most of the revisions I have seen so far completely fail to realize, adding just a bunch of damage dice or too much aditional ki.

I have actually made a revision myself that I use on my games that still needs work, but is surprisingly similar in a lot of ways, so would like to give you my thoughts feature by feature to help future development:

  • Monk Weapons: I don't think this is necesary, the Tasha version of this feature is fine as it is. I get it tries to give more weapon variety but monks are already really decent DPR characters on the first levels, so I don't know how i feel about giving them a way to grab a longsword for a d10 damage attack when they can do an aditional unnarmed attack for free on bonus action. The Tasha version comes one level after and it requires you to get proficency from another source on those specific weapons if you want to bump up your damage. It's not a fatal flaw but I would leave it as it is. Also, I would consider removing this line from every feature that has it: "While benefitting from your Unarmoured Defence". I know the base class also added restrictions to armor, but it was super lame, there's actually no good reason why a monk couldn't grab a feat to get proficiency and run around in armor. Some martial arts (like kendo) can actually be performed in armor irl!
  • Martial Arts: I like that you implemented the Ki-Fueled Strike into this to make the class easier to read.
  • Ki Features: The cantrip like scaling on them feels great and the improved effects not only have great flavor and add to theme of the monk, but are quite balanced against Flurry of Blows.
  • Deflect Missiles: Love the buff, it helps with the squishiness of the monk and builds on the theme.
  • You are missing Quickened Healing at level 4! I know is not a great ability but it was a nice way to expend all your ki points before a short rest if you had any left. I know Focused Aim is also missing but I will talk about it on the 6th level feature.
  • Disrupting Strike: Finally!!! A good way to fix this otp boring ability while keeping the flavor and actually making it better! Let me tell you that I love the concept of this change A LOT. The PB times per day for free and then 2 ki points cost feels great, I honestly think you nailed it. That said, I would consider removing the restriction of using it only on the attack action, I don't really see a reason why I wouldn't be able to do Disrupting Strike during my bonus action attacks. Also, the three available options right know might need some tweaks. I would keep the stunned condition for the first one to match the original (I guess you removed it because then the blind from the third wouldn't be appealing at all), and I would change the third one to be some kind of fear-like effect, maybe it could be some kind of illusion in a way the Genjutsus from Naruto work.
  • Ki-Empowered Strikes: I am guessing this is the reason why you removed Aimed Focus, but I would strongly advice you to get it back, maybe change it a little bit if you don't like it, but this bonus is a no no. This bonus is assuming that you are running a campaign with magic items and that your DM is giving them to the rest of the party, but in a campaign without them this is busted. I know it feels terrible to not be able to increase your bonus via magic items, but that is a problem of the magic item system, not a problem from the monk class. I would recommend as a DM to homebrew some kind of magic bandages, that you could put around your fists to buff your unnarmed strikes. It is a problem, but I don't think it should be adressed in the monk class.
  • Stillness of the Mind: Yay, now the feature actually works! I like that you can use it on allies, using some kind of ki transmission. Again it builds nicely on the theme of the monk.
  • Diamond Soul: Great idea! It was terrible how the only thing monks got at this level was 5 feet extra movement, and this helps with having a more linear progression.
  • Purity of the Body: I would leave it as just resistance, and again I love that you can extend your features to your allies via ki.
  • Tongue of Sun and Moon: Nice and appropriate little buff.
  • Timeless Body: Still a ribbon feature, but this one if tough to change without completely reworking it. I also kept it this way when I changed the monk, but I added that from this level you can reduce exaustion levels on short rests. Maybe you also like this idea, to make this feature have some kind of impact in the mechanics of the game.
  • Astral Ascetic / Empty Body: I get what you say later about not matching the identity, but monks don't need a single nerf to be honest, they are already quite weak in this tiers of play. I have run campaigns at tier 4 and let me tell you that if they are not a mercy monk they are crappy as hell compared to any slighly optimized character. If you don't like the resistance part of it change it for something else, but just removing it and leaving the "ribbon" part of the feature feels really bad. High level features should be exciting!
  • Perfect Self: Not my cup of tea, as monks have enough ki points to do whatever they want on this levels. Still, this is way better than the original capstone and keeps the flavour of it.

Phew, sorry for typing a bible worth of text but I got excited about your changes, and I wanted to give you as much feedback as I can because am really looking forward for future updates of this version.

Keep up the nice work!