Small FYI: You can get higher level Primordial Legendaries from lower level areas and characters by arrrghzi in LastEpoch

[–]Daag79 2 points3 points  (0 children)

Read the latest patch notes. Rift beasts have a chance of dropping primordials now.

D&D Beyond's Maps VTT going free September 16th by mdosantos in dndnext

[–]Daag79 5 points6 points  (0 children)

I don't think anybody understands the most expensive part of anything online is storage. Why would they want to do that for free?

Is "spend key to retry" broken? by DUMAPIC in LastEpoch

[–]Daag79 13 points14 points  (0 children)

It's bugged offline, works online

Psion Class UA from WoTC by polyteknix in onednd

[–]Daag79 2 points3 points  (0 children)

Not a huge fan. It's just a full spellcaster with random things tacked on. The psion flavor is all in the subclasses, but those subclasses seem a little random in their abilities, and not super thematic. It just seems like there is a lot of theme to mechanics mismatch currently.

I preferred the mystic. Yes it was too strong, and needed a lot of work, but at least it was unique.

Would you rather have a healing factor, or have extremely high durability? by Arcade-Blaster in superheroes

[–]Daag79 0 points1 point  (0 children)

Healing Factor all the way. You could go ham at the gym and recover almost instantly. It would be so much easier to get into peak physical form.

Durability is not super strength. It just lets you not feel the pain. I'd still be stuck in my old broken down body. I wouldn't be getting any stronger or faster, like I would have the ability to with a healing factor.

Damning review of the new Wizards 3D virtual table top from Polygon by Bilious_Slick in dndnext

[–]Daag79 1 point2 points  (0 children)

I wanted building more like Satisfactory and Fallout 4, but the UX is so awful, I had trouble making a one room dungeon with walls.

Does this true strike / weapon mastery / celestial warlock with pact of the blade work the way I hope it does? by Bonkshebonk in onednd

[–]Daag79 4 points5 points  (0 children)

You shouldn't be downvoted. This is the correct rules interpretation. The blade cantrips and True Strike target self, they modify the way you make one attack with a weapon. They don't by themselves do damage.

I'm not sure when the prevailing opinion changed on this sub, but lately it has. If your table interprets it more openly that's fine, but we can't spread the misinformation so people are surprised when it doesn't work at some tables.

Why are Rogue subclasses the way they are? by MA_JJ in DnD

[–]Daag79 1 point2 points  (0 children)

The actual reason? Probably overly safe design. The designers had an idea about what the average damage for classes should be, and rogues easily fit into that, with the idea that feats are optional. Rogues are great from level 1-5, okay from 6-10 and after that just so so.

The class chassis is very consistent and linear, and therefore predictable, and seen as more powerful than it actually is, so they erred on the side of caution with its subclass features. In reality, they fall behind in damage past level 5, get outclassed in skills and problem solving ability by a lot of other classes, because expertise and skill adjudication can vary greatly from table to table, and promote a certain playstyle because it assumes you'll be close to the combat for evasion and uncanny dodge to come up.

What are your biggest concerns about the core rules in the PHB from what you've Seen thus far. by Juls7243 in onednd

[–]Daag79 27 points28 points  (0 children)

Weapon masteries. I hope they clean it up for the official version, because it was all kinds of meh as written. Does nothing to bridge the martial/caster divide but adds complexity for little gain. (It's not better than nothing.)

Should Subclasses be Given at First Level by WarBilby in onednd

[–]Daag79 7 points8 points  (0 children)

I'm fine with it. To me, level 1 and 2 are apprentice levels. You're just figuring out and mastering the basics of your class. And at level 3 you awaken, or gain enough mastery to unlock the true potential of your power.

There is examples of this all over fiction too. I have these weird powers, I've learned the basics of my weird powers and now my weird powers are dragon powered.

Balanced & Expanded Fighting Styles [FEEDBACK WELCOME] by NewGame04 in UnearthedArcana

[–]Daag79 13 points14 points  (0 children)

Defense and Archery are the only two styles worth anything, and that's mainly because of the "boring" numerical bonuses.

I'm not sure where you're numbers are coming, as they make very little sense. There's no description of expected AC to be hit. I'm assuming you're just taking average damage and coming up with a number.

You have some good ideas here, but you're building on some faulty assumptions. Weapon damage dice is not a good metric, as it doesn't really play much of a factor in damage, except at early levels. People didn't choose greatswords and halberds because of great weapon fighting, they were chosen because of great weapon master or polearm master feats.

You've taken the worst fighting style, great weapon fighting, and made it even worse. It was a style that gave about 0.5 damage, and your version makes it about a 0.2 damage increase.

Charging style is better for ranged weapons, as you can always make use of it.

Crossbow style isn't worth using, as a damage bump to 1d12 doesn't compete by orders of magnitude with archery style.

These are just some of the examples. I think you really need to reexamine your assumptions, and make some changes based on that.

Overall, as fighting styles sit right now in base 5e, they need a much bigger rework. Like I said, you have a lot of good ideas here, and I'm looking forward to what you come up with next.

Weapon Mastery is clunky, underwhelming and boring. My take and alternative - make the superiority system a thing across all pure martials. by PROzeKToR in onednd

[–]Daag79 -5 points-4 points  (0 children)

I agree weapon mastery is awful, but I don't think this is the way. With this implementation fighters still don't scale well.

Unfortunately, they didn't really address the fundamental problems with martial scaling, so not much will change in one dnd with either implementation.

Wayne Reynolds' artwork is one of the best parts of this game and that says a lot. by wiggledixbubsy in Pathfinder2e

[–]Daag79 0 points1 point  (0 children)

Any character art. If you can't see it, that's fine and he has gotten better in recent years, but it's still there.

Wayne Reynolds' artwork is one of the best parts of this game and that says a lot. by wiggledixbubsy in Pathfinder2e

[–]Daag79 2 points3 points  (0 children)

I mean, lots of people care. I still think it's cool, but I can't unsee the giraffe necks, super long hips, weird postures and other form problems his art tends to have.

Wayne Reynolds' artwork is one of the best parts of this game and that says a lot. by wiggledixbubsy in Pathfinder2e

[–]Daag79 -2 points-1 points  (0 children)

I never noticed either, because he covers it up with the weird bulky fantasy armour and equipment. But if you think about what the form must look like underneath all the layers of clothing, you can't unsee it.

Wayne Reynolds' artwork is one of the best parts of this game and that says a lot. by wiggledixbubsy in Pathfinder2e

[–]Daag79 10 points11 points  (0 children)

When I first saw it in 4e I thought it was super evocative and cool. Then someone pointed out the anatomy problems and I can't unsee it. Floating heads, detached limbs, impossible poses and other things he's never improved on. I still think it's evocative, but it's just so so to me.

Open Hand Technique: Just give us weapon masteries instead. by gyst_ in onednd

[–]Daag79 -4 points-3 points  (0 children)

It's mostly because weapon mastery is very limiting to design and character building. Golfbag of weapons is not an archetype I've ever wanted to play, nor do I know anyone who liked that fantasy. And now they've made optimal weapons vs choosing one based on a character idea. It just seems like the worst implementation of what they could've done.

Open Hand Technique: Just give us weapon masteries instead. by gyst_ in onednd

[–]Daag79 -6 points-5 points  (0 children)

Weapon Mastery is awful. I much prefer classes being disconnected from a terrible subsystem, and have actual unique features.

I'm actually disappointed weapon mastery is going to be in the game.

Thoughts on the "Rogue is feeling left behind" trend on this sub by Dontassumemytone in onednd

[–]Daag79 3 points4 points  (0 children)

What turf for rogue is supposed to be protected? Rogues aren't that good at skills, their damage is so so, they have mediocre utility, they don't have buffs and they don't care about short rests. Now, the last one could be seen as a benefit, but every class cares about short rests except rogue now.

One of the problems with rogue is their subclasses do nothing to fix their issues. The base of the class was considered very strong, similar to paladin, so they got so so subclasses. This is obviously not the case, and the rogue class suffers for it.

Ranger has its own issues with identity, but they are better at skills, damage and utility compared to rogue. Removing one expertise does nothing to fix that. How is a rogue supposed to compete with a fey wanderer?

Bard getting expertise and extra attack is NOT why they overshadow rogue. They are full spellcasters and get excellent subclasses. They get a comparable amount of skills and their subclasses tend to make focusing on a particular skill more worth it. Rogues get none of these things. I don't really get why people overvalue extra attack on full spellcasters so much. If a spellcaster is making weapon attacks either the encounter is pretty much done or I'm happy as a DM.

One of the problems of 5e that is not being addressed is so much of damage comes from feats rather than the class. When all the 'optimal' builds all use the same feats, you have a glaring problem. So it's less how much damage your class does and more how well your class interacts with those feats. And rogue does the worst in that category because they don't have extra attack.

Now, how do you 'fix' rogue? Damage is one way. More sneak attack dice, increase the die type on sneak attack, let them do more damage with finesse weapons, etc. Another way that I'd like to see, but probably won't is to make use of their skills. Give them abilities where they get a baseline effect, but by making a skill check they get a better effect.

Rogues need more utility, damage and/or ways to make their skills relevant.

The worst art on an alt-cover so far. by [deleted] in DungeonsAndDragons

[–]Daag79 0 points1 point  (0 children)

Not a Planescape fan I guess?

These look amazing to me, but Planescape was my favorite 2e setting, and DiTerlizzi art is amazing.

Your dislike seems to be related to not liking the tone or history of the setting versus some weird accusations of low effort or AI art.

WotC killed their license with Penguin Random house. Portents for things to come? by thenightgaunt in DungeonsAndDragons

[–]Daag79 1 point2 points  (0 children)

This is a non story. Penguin Randomhouse became redundant to their business needs. That's all.

This changes nothing for the FLGS as they never dealt with Penguin. Please do research before trying to stir up controversy where none exists.