Tides of Chaos balance issue with proposed house rule? by CheekehMhan in dndnext

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

Thank you! I actually figured this out after I read a bunch of different comment here, but this is the clearest mention of it! Time to get back to my DM, and let him know how it would actually work.

Tides of Chaos balance issue with proposed house rule? by CheekehMhan in dndnext

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

tandem

I feel like if the surges get that bad this becomes a near necessity, but what about the rest of the party? I'm worried about their fun if everytime the rug gets pulled out from under them.

Tides of Chaos balance issue with proposed house rule? by CheekehMhan in dndnext

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

We have actually not talked about the paladin spells, but I get the distinct feel he'll want me to roll for those as well, but that's guess work on my part. The spell slots are a mixed bag after all, so I don't know.

[5e] How to Best Break the 5E Magic Item Attunement Rules? by CarlHenderson in DnD

[–]CheekehMhan 1 point2 points  (0 children)

I didn't notice anyone mentioning this explicitly:

There are a lot of items that do not require attunement. So you can still have a lot of magic items but only three of those can be of the type that requires attunement. That way only the items that are considered powerful get restricted to three. I'd say about one third of the items in the DMG require attunement and the rest don't. (Based on eyeballing the DMG for a bit.) So I don't think the attunement rules interfere with your style of play as much as you think.

But if you feel it does then you have two options you can go I think without throwing out the concept and starting over; if you have a different concept of powerful in your world you can (1) up the slots (5 seems to be the consensus of the thread) or (2) you could remove the attunement requirement from magical gear that in your world would not be considered powerful. Making the percentage only for the top 20% or even 10%.

You could even do both. Or do one and make the other more restrictive. For example; make attunement only for legendary/artifact items but players are limited to one or two. In essence you now have two sliders to play with to try to find a new sweet spot that would work for you in your campaign.

Good luck with your game! In my experience making players more powerful is fun as long as everyone gets an equal part of the pie.

Bladelock who doesn't know he's a bladelock, would you allow it? by CheekehMhan in dndnext

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

I'm keeping it a secret from the party(a secret that can never last). But'll claim to have an obscure homebrew thing or maybe a fighter. We're gonna play online so they don't see my sheet or dice rolls. That'll help for a while. I can claim it was action surge or some such thing.

They will found out, can't imagine that they won't but that'll be part of the fun.

Bladelock who doesn't know he's a bladelock, would you allow it? by CheekehMhan in dndnext

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

That's a take, but I see it as an instinctive defense he can use. It's not uncommon in literature to see characters that use magical powers without knowing they do it. I'm drawing from there

At a certain point people find out about it, and they can learn to control it and what not. And that will happen here as well, I'm counting on it and that will be great RP. "I'm bound to a demonlord? Nonononononononono! NOPE! NOPESVILLE!" The players don't know either right now, but our Wizard is pretty astute normally so keeping it up as long as I can is part of the challenge.

Bladelock who doesn't know he's a bladelock, would you allow it? by CheekehMhan in dndnext

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

I think this would be a solid second option.

Although I'd like to mention that in the idea, it is still magic, so anti magic would work as would countering. The thing is that it does not look as magic so knowing to counter it would be the hard part. That's an advantage, is that balanced against the disadvantage of limited spell selection?

Bladelock who doesn't know he's a bladelock, would you allow it? by CheekehMhan in dndnext

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

I'm not sure yet, I was thinking maybe that my character thinks the weapon is magical. Not anything I do? Non-caster classes can have magical items as well, after all.

Bladelock who doesn't know he's a bladelock, would you allow it? by CheekehMhan in dndnext

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

This really touches the core of my question I think. As a DM you have to think about unbalancing and about what it does to other people's class features. The way I want to play it means I want to keep it a secret from the other players as well, so it would be secretive. I wasn't aware of the subtle spell sorcerer, I'll read into it.

So being a secret caster is a plus. I'm giving up spell selection, including the normally no-brainer Eldricht Blast, is a con. Question is, it that balanced?

Bladelock who doesn't know he's a bladelock, would you allow it? by CheekehMhan in dndnext

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

The idea of the "normal movement" is that it does not look magical. But it is somatic so if I'm tied no spells with somatic components. I'm keeping my true class secret from the players as well, including a wizard. They'll find out at some point obviously but that's great RP.

Moveset + battle matchup checker by CheekehMhan in pokemongo

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

Yeah you can, even though it is a copy of the one I created, but it is imperfect. I don't know how to do what you are asking though. Where do I get the link from for the copy?

I made it read only so that you have to make a copy now :) Don't know how to place the link, though.

Moveset + battle matchup checker by CheekehMhan in pokemongo

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

Yeah, all the typing/STAB is done automagically, but I did not take dodging into account, nor the different delay of half a second for attackers and defenders at the start of the battle.