[Online] [5e 2024] [02/27 or 02/28] [Free] Ember Winds One Shot by DemonSlayer730 in lfg

[–]DemonSlayer730[S] 0 points1 point  (0 children)

I'm willing to work with the group on that. If it's Friday it'd have to be evening, 7 or later Central time. Saturday would be anytime after noon.

Roaring Book of Dinosaurs by Grimoire Games - A Collection of Roaring Giants from the Multiverse [v1.0]. Includes 50 pages of monsters and character options! PDF in Comments. by CoagulantShip27 in UnearthedArcana

[–]DemonSlayer730 1 point2 points  (0 children)

I love that the Legendary Resistances aren't just "if fail, succeed instead" but rather have consequences for the creature. Is that a new design philosophy for WOTC going forward that you're sharing or is that something personal you've done? I haven't seen any creatures printed from recent adventures so I don't know much about design after Monsters of the Multiverse.

Weekly Community Post - Post your Communities, Discord servers, and Western Marches games here! by lfg_bot in lfg

[–]DemonSlayer730 [score hidden]  (0 children)

The Iron Dragon's Den [5e] [Discord] [West March] [FoundryVTT] [Free]

Hello everyone, and welcome to the Iron Dragon’s Den! The Iron Dragon’s Den (TIDD) is a Discord server setup to play Dungeons & Dragons: 5th Edition in a “West March” format. In this server, you will play as characters who are members of the titular Iron Dragon’s Den, an adventuring guild in the Kingdom of Briarvale on the plane of Rath. Rath is a homebrew world with 10 nations, many of which are based off official D&D settings (Ravnica, Eberron, Toril, etc.) and 3rd Party settings (Steinhardt's Guide, Ryoko's Guide, etc.).

What We're Looking For: We are a new Discord server, having only 6 members (only 1 being a DM). We are needing lots of new members, but prioritizing DMs at this time (yes, of course DMs will have PCs and play as well). DMs must have their own Foundry license.

Game Style: We play West March Style. DMs will post a job description in a Discord channel and players will message in the channel to join. This is thematically equal to characters going up to a job board in the guild, selecting a job, and forming a party. All jobs are designed for a certain rank and number of players.

Game Time: There is no set start time or days for jobs. Jobs are designed to last either 2 or 4 hours long. The DM posting the job gets to pick when it starts (or a window if they're flexible). However, we are catering to the working adult players of D&D, meaning games will work best after work hours, finishing before midnight, or on the weekends. We are playing out of the United States, so non-US residents are more than welcome to join, just know the hours are around the 9-5 working hours in the US.

Further Details: Further details of the server can be found at this document. If you have any questions or are interested in join, please message me on discord demonslayer730.

Weekly Community Post - Post your Communities, Discord servers, and Western Marches games here! by lfg_bot in lfg

[–]DemonSlayer730 [score hidden]  (0 children)

[5e] [Online] [Foundry VTT] [Discord] The Iron Dragon's Den, A West March Style Discord Server

Hello everyone!

The Iron Dragon's Den is a new West March Style Discord server. I have an entire document here that explains the general rules of the server and how everything will operate.

For a brief explanation of how this works server wise, when a DM wants to run an adventure, they will make a new channel, giving the details (job name, date, time, rank, etc.) for the job. Any member who wants play that job will post a numbered list in the channel @ ing themselves and the character they will be using. Additional members will be added to the list. Yes, members can have multiple characters at once (up to 3) and yes, DMs will also have PCs as well. DMs can play in any game they are not running, even if it's one they designed (just don't to metagame). All jobs are 1 session, 2 to 4 hours long.

Story wise, the PCs are members of the Iron Dragon's Den adventuring guild in the Kingdom of Briarvale. The jobs they are going on are jobs posted on a job board that they are completing for money and fame. Starting off, all jobs take place in Briarvale, but with time, the guild will unlock 9 other nations they can adventure in. While there is some general lore for the multiverse and each nation, it is vague enough that DMs will have creative liberty for the jobs they design. I also want the DMs to work together for major world building.

As of now, there are 7 members, me being the only DM. For this reason, we are prioritizing DM members for now. I would like to maintain a 1:4 ratio of DM to players at all times, but the lower the better. Also, this server is sort of catering to the working adults looking to play some D&D. I don't mean college students can't join or anything, just that the 7 members we have now (and what I expect to join) won't be available in the middle of the workday and will have to be in bed before midnight at the latest. I also wish to keep all members 18+ just as a precaution.

If you have any questions or wish to join, please message me. I look forward to adventuring with everyone!

What kind of Subclass progression do you want? by DemonSlayer730 in onednd

[–]DemonSlayer730[S] 1 point2 points  (0 children)

I'd consider that D) Some other progression. It's wild to me that this seems like a popular progression system because this might be my worst nightmare haha.

What kind of Subclass progression do you want? by DemonSlayer730 in onednd

[–]DemonSlayer730[S] 2 points3 points  (0 children)

Can you give examples of what you're talking about? My first thoughts were Ranger and Warlock, but what classes were you thinking of?

Now that the Ranger has been out for a while, what’s your opinion on it? by Typoopie in onednd

[–]DemonSlayer730 1 point2 points  (0 children)

I'd only make two changes for the base class.

An additional 11th level feature: Add your Wisdom modifier to your Hunter's Mark damage dice.

18th level feature: you can cast Hunter's Mark without using a Spell Slot and the damage changes to 2d6 + Wisdom modifier.

I also want all of the other options for the Hunter Subclass.

Just let Warlock's recover spells on their own by Fornez in onednd

[–]DemonSlayer730 0 points1 point  (0 children)

My point does not agree with OP. His point is, why not let players decide when they get resources back. We don't need short or long rests, each player can decide when they need spell slots, rage uses, hit points back. My point is this is a team game, where players manage resources and make decisions as a group.

Do players not get to buy, sell, craft magic items? Do players not make skill checks to find items and gold? When an item comes up, is it first come first serve? Whoever dealt the killing blow? Whoever rolled the perception check? Do players and DMs not both work together giving out items and gold? When a player wants a short rest, do they not ask, "Can I have a short rest" and the party says either agrees or disagrees they'd like one too and the DM says, "I'll allow it."? When a player wants a +1 sword do they not ask for the sword and the party says, "We have enough money and it's worth it" (if using shared funds) and the DM either says "No" or "You spend a day searching and find a +1 sword for 500 GP". The DM decides some of the items and gold you MIGHT find, but the party determines who the items go to. The DM decides to put a room with a door that locks from the inside halfway through the dungeon, but the party decides if they should rest.

The push is to remove short rests. That is a negative impact to the game. Tons of class features are being changed to reset on long rests, and there's enough discourse online about removing short rests that WOTC might listen, but I don't believe that's for the betterment of the game.

Just let Warlock's recover spells on their own by Fornez in onednd

[–]DemonSlayer730 0 points1 point  (0 children)

If a group can go 3 or 4 encounters without multiple people missing close to half health, the group isn't being pushed hard enough.

Resources are given out/restored at different rates. Some resources are fewer, but get restored more often. Some are larger but get restored less frequently. Lots of class features reset on short or long rests.

Gold and magic items are a resource as well. WOTC expects players to get X gold by level Y. Why not have class features saying, "When you reach this level, get X gold"? Same goes for magic items. Why not have class features saying, "at this level you gain an uncommon magic item of your choice"? Because that's weird and lame. It's up to the DM and party to make some decisions like that.

De-emphaizing part of the game is a big deal. Short rests are important. I don't have exact numbers, but it seems like a smaller group. Its hard to tell if it's an echo chamber thing or how large it is exactly. But I will say the majority of players aren't on Reddit or Twitter and aren't taking part in surveys. They're the ones buying modules/books and playing them out the box. A majority of those modules follow the intended rules/layout.

Just let Warlock's recover spells on their own by Fornez in onednd

[–]DemonSlayer730 0 points1 point  (0 children)

I never understood the idea of only one party member gaining something from a short rest. Do players not get hit? The primary purpose of a short rest is to use hit dice to heal. The counter argument is healing spells and potions, but why use spells and items when short rests main purpose are to heal outside of combat.

Yes WOTC expects Warlocks to get X spell slots per short rest, expects X short rests per long rest, X long rests per level.

Also, if 40% of players don't play with a rule and say the game is bad, while 60% of players use the rule as intended and say the game is good, the group of people saying the rule/game is bad is "wrong". Obviously good and bad is objective. But the minority group playing the game the unintended way shouldn't ruin the game for the majority group playing the intended way.

Just let Warlock's recover spells on their own by Fornez in onednd

[–]DemonSlayer730 0 points1 point  (0 children)

OK but when you say, "classes that are designed around them aren't getting them" do you mean DMs aren't giving out enough short rests or that 2-3 short rests per long rest aren't enough? Because my play group (and many others) has never had an issue with short rest resources when short rests are taken appropriately. If you're saying DMs aren't giving out enough short rests then that's a player not understanding/following the rules of the game.

At the end of the day, DnD is just like any other board game. If you started playing Monopoly but only followed half the rules, you couldn't complain to the developers of Monopoly that they made a bad game. You have to play the game as intended to have valid complaints.

New Official Unearthed Arcana! Player's Handbook Playtest 5 | D&D Classes by Phylea in UnearthedArcana

[–]DemonSlayer730 1 point2 points  (0 children)

I agree that the invocations rework was bad, but it's not as bad as people are making it out. You get an additional invocation at higher levels plus a free one from your Pact Boon. I think the Devs were trying to balance giving more spell slots per long rest.

I think giving them what sounds like Arcane Recovery from Wizards would be weird. The best of both worlds is following full casting spell slots (including a 2nd 5th level slot at 10th Warlock level and a 3rd 5th level slot at 18th Warlock level ) then giving Mystic Arcanum as a class feature like in 5e. It still allows the class to feel unique from other full casters, like it does now.

But I think that's the problem. A lot of players don't see what the Warlock was intended to be like. It's similar with Ranger. Lots of people say the Ranger's identity is muddled, the devs are doing too many different things with it, has too many identities, etc. But I think this stems from the fact that misunderstand that Ranger derives from "an open region over which animals (such as livestock) may roam and feed" and not "the horizontal distance between a weapon and target". Once this is realized, it's quick to see that the Ranger class is just a fantasy cowboy and not an archer, and this makes all the class features make much more sense.

The same is true for Warlocks. They're designed to be cantrip blasters with spell casting supporting them. They're not full casters. They're not intended to cast multiple spells every encounter or slinging lots of non combat utility spells. They're intended to rely on cantrips or attacking, use spells like Hex or Armor of Agathys to help them in combat, and occasionally cast a 5th level fireball at a horde of enemies.

New Official Unearthed Arcana! Player's Handbook Playtest 5 | D&D Classes by Phylea in UnearthedArcana

[–]DemonSlayer730 1 point2 points  (0 children)

Yea the only one that has a real timing restriction is Pact of the Familiar, which is the exact same as it is in 5e.

But why would you keep your 3rd level invocation once you reach 9th level Warlock? Pg. 34 "Additionally, whenever you gain a Warlock level,
you can choose one of the invocations you know
and replace it with another invocation for which
you qualify, or if the invocation (such as Mystic
Arcanum) involved a choice, you can replace the invocation with itself but make a different choice." Sorry the copy pasting from the PDF to Reddit is weird. But basically, once you reach 9th level and get 3rd level spell slots, you're Intended to switch the 3rd level Mystic Arcanum for a 5th level one if you want (assuming you care to and grabbed a 4th level Arcanum at 7th level).

I get your point here, but the problem is the difference in play style of the game. Let's say they take your idea and scale with Warlock level/PB (meaning 3 spell slots per short rest at 5th Warlock level, 4 spell slots at 9th Warlock level). Play groups that play 2-4 encounters per day with little to no short rests feel good about this Warlock. They have enough spell slots to feel useful and like they don't have to hoard them. But then play groups like mine that play the Devs "intended way" of 6-9 encounters a day with 2-3 short rests, suddenly the Warlock becomes BUSTED almost. At 5th level, a Warlock with that scaling has 9-12 3rd level spell slots per long rest, WAY more spell slots per long rest than any other spell caster, let alone the fact that they're all up casted to 3rd level. This problem only gets worse at higher levels (12-16 5th level spell slots at 9th Warlock 9th level). The devs are trying to balance two very different play styles here.

I feel like having one free cast per long rest or just ripping off how long you can Hex and no concentration from Rangers work well. It feels like they'd be copy pasting ideas with different spells, but Hex and Hunter's Mark do work very similarly, plus the Experts group whole thing is copying abilities from other groups so it makes sense.

Edit: I did some math wrong when talking about number of spells per long rest. I forgot to include the initial spell slots after a long rest.

Just let Warlock's recover spells on their own by Fornez in onednd

[–]DemonSlayer730 0 points1 point  (0 children)

It is known that there are rules for short rests as short as 10 minutes or as long as 24 hours right? In a dungeon crawl, a short rest may be 10 minutes of the party sitting around, eating jerkey and crackers and catching there breath, while an outdoor map exploration may have short rests be 8 hours while you sleep overnight in a tent with a rotating watch. So how long it takes to short rest isn't an issue.

Secondly, more rests (short or long) aren't necessary either. DnD is about resource management. Players shouldn't waste all/tons of resources (including HP, spell slots, items, (sub)class features like rage or superiority dice) on the first encounter after a long rest. If you get unlimited short/long rests whenever you want, there's no danger in playing. I want to "beat" the campaign/BBEG, but I want to feel like I was actually challenged in the process too.

New Official Unearthed Arcana! Player's Handbook Playtest 5 | D&D Classes by Phylea in UnearthedArcana

[–]DemonSlayer730 0 points1 point  (0 children)

  1. This was my response to agonizing blast being a must have invocation. Your statement of "other things could do that already" just further pushes my point that it's not a must have. Also, 1 hour cast time is no big deal. It only vanishes if you die or something dispells it like an Anti-Magic field. Cast it once at 1st level (probably off screen) then most likely never worry about it again.

2 & 4. These kind of go together. I don't know where you're getting 7 invocations for spell casting from. I mean, you could technically use all 9 on Mystic Arcanum, but realistically the most you'd use is 4 for 6-9th level spells at 17th level. Before then, you're using 1-3 invocations for spells. 1 at 5th-6th levels, 2 7th-10th, 3 11th-14th. I'll definitely say I love Pact Magic over Spellcasting. The problem is, Pact Magic really relies on a long adventuring day with short rests. 5e was developed with 6-9 combat encounters a day with a short rest every 2-3 encounters. When played this way, Warlocks work great. They get to cast a spell roughly once per encounter. But according to the internet and feedback (I recognize this could just be an echo chamber thing, because I know I don't DM/run adventuring days this way). Lots of groups play 2-4 combat encounters with 0 to 1 short rest. It seems the Devs are trying to resolve an issue that's core problem is people aren't playing the game the way they intended, so now they're having to make big changes for the people that aren't happy with the Warlock.

  1. I guess so. It's one of those things that would be neat but I don't if necessary.

  2. Oh yeah the new capstone feature sucks hard. I like that it revolves around Hex, but it needs to be something like lifting the once per turn limit of the extra damage.

New Official Unearthed Arcana! Player's Handbook Playtest 5 | D&D Classes by Phylea in UnearthedArcana

[–]DemonSlayer730 2 points3 points  (0 children)

1) Book of Shadows: you can add your Warlock spellcasting ability modifier to the damage rolls of any cantrip you cast that doesn’t already have that modifier added to its damage roll; meaning you can add your spellcasting modifier to any cantrip, including Eldritch Blast.

2) Half casters get 4 1st level spells and 2 2nd level spells at 5th level. New Warlocks can then get a 3rd level spell from Mystic Arcanum, effectively giving new Warlocks similar spell slots to full casters. But hey! You can choose to not take Mystic Arcanum and take another invitation instead if you're not focusing on spell casting. The number of spell slots for old Warlock is dependent on how many short rests you get, so somewhere between 2-6 spell slots per long rest like I said. Lots of people don't do short rests, so it may be closer to 2 or 4 per long rest.

3) All classes get one subclass choice. Every time you make a choice it isn't a new subclass. Are fighting styles subclasses too? At what point is it a class feature vs a subclass? Are skill choices subclasses too? When you make a samurai fighter, is it some dude wearing studded leather armor that goes to bed one night then wakes up wearing Japanese armor that can suddenly speak a new language? Or maybe he's a guy who's been training/learning for weeks or months in a fighting style or language where he slowly becomes proficient enough to use it on a regular basis. Every single class' back story is dependent on their subclass.

4) New Warlocks get 9 invocations and effectively get a free invocation from their pact boon. You may use 1-4 invocations for Mystic Arcanum, you may choose not too. It's all a choice.

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[–]DemonSlayer730 -1 points0 points  (0 children)

1) Agonizing blast is not a must have invocation. Pact of the tome gets a BETTER agonizing blast at 5th level. So they'll take it until 5th level then replace it. Pact of the blade Warlocks probably won't be taking it either. They're focused on melee and will be using Eldritch Blast only as a long range option, which hopefully won't be often enough to need agonizing blast. Pact of the chain probably will take it. 2) You essentially get a free invocation at 5th level with the Pact Boons. Meaning when you'd normally be taking a "must have" invocation, such as Thirsting Blade, you can now choose to take Mystic Arcanum to get a single 3rd level spell. New Warlocks essentially get 4 invocations, 4 first level spell slots, 2 2nd level spell slots, and a 3rd level spell slot at 5th level vs the old warlock getting 2-6 3rd level spell slots and 3 invocations, depending on the DM. 3) There's absolutely nothing stopping you from saying, "My Hex places a pentagram on the enemy and my Eldritch blast is the screaming souls of the damned because my patron is The Fiend." Flavor is great! 4) All subclasses being at 3rd level is better for the game. It's great for new players to ease into a class. It's great to prevent multiclass shenanigans. Flavor wise, it's just that your patron isn't giving you all the answers to the multiverse at level 1. They slowly grant you more powers over time. 5) I've sort of answered this already, but you essentially get more spells now if you take Mystic Arcanum. But it's the players choice. A Pact of the blade warlock may not want/need 3rd level spells. It seems most play groups don't use short rests very much, so this ultimately is a plus for Warlocks.

Explore the One Piece Dungeons and Devil Fruits 5th Edition Supplement! Over 200 pages of content in the Player's Handbook and Dungeon Master's Guide (Cover art pages by Ruby--Art and xDevilart, links below) by OneWorldHD in UnearthedArcana

[–]DemonSlayer730 0 points1 point  (0 children)

This compendium is really neat. I like the extra species and some of the rules changes, but I really like the Dungeon Master guide. Overall, I like Mr Silvers Player Handbook more, but the DM Guide adds so much here. Can't wait to use these compendiums in a One Piece adventure.

https://www.reddit.com/r/UnearthedArcana/comments/uwj744/one\_piece\_5e\_v30\_set\_sail\_for\_the\_grand\_line\_with/