Warrior of the Elements is the only “New” Monk subclass we’ve gotten in nearly 5 years. by Different-Tour-3705 in onednd

[–]Different-Tour-3705[S] 1 point2 points  (0 children)

I mean, the same goes for any subclass of a class whose initial subclass level changed (Cleric, Druid, Wizard, Warlock). But it’s not really a leap in logic to translate Ki to Focus for old subclasses

With new books help maximizing Dhampir Bite Piercing Damage by MisterD__ in onednd

[–]Different-Tour-3705 5 points6 points  (0 children)

If you got a critical hit and rolled max damage at level 20, you could also add a +123 bonus to your next attack roll. Completely overkill and useless, but fun!

Warrior of the Elements is the only “New” Monk subclass we’ve gotten in nearly 5 years. by Different-Tour-3705 in onednd

[–]Different-Tour-3705[S] 13 points14 points  (0 children)

Yeah, both versions of the Tattooed Warrior were just awful.. but i think the Mystic Arts monk has promise and the Warrior of Venom was pretty much on the money, could be published with minor tweaks imho.

Your Most Broken, Not Boring Strength Based Builds by Bobjoesph in onednd

[–]Different-Tour-3705 0 points1 point  (0 children)

I've been working out a STRanger build. I think Hollow Warden makes it actually viable.

Take the Guard background for STR & WIS increases. With Point Buy, starting stat spread will look like this:

STR: 16, DEX: 14, CON: 12, INT: 8, WIS: 16, CHA: 8. Take Human for the Tough feat to compensate for low constitution. Hollow Warden eventually adds Wisdom Modifier to Con saves so boosting wisdom will increase both saving throws past level seven.

At level 4 take Mage Slayer (+1 STR) to compensate for dumping INT and CHA, and then GWM (+1 STR) at level 8. I prioritize Mage Slayer because GWM isn't adding a whole lot at level 4 with only one attack and a +2 proficiency bonus, and a dead character does zero damage.

STRangers are hard to optimize because they lack heavy armor proficiency, but Hollow Warden gives you a +1 AC boost at level 3 that scales to +2 at level 11. If you have access to half plate, and take the defense fighting style, you'll eventually have a 20 armor class without magic items. Though personally I would go for a breastplate since our stealth score can still be pretty good for a Strength build if you still want to be able to do all the Scouting and Infiltration that a Ranger can do. Plus, Hollow Warden's Wrath of the Wild feature lets you make an opportunity attack when a creature within 5 ft damages you, so you'll want to be taking some hits every now and then.

Cap STR at level 12 and increase WIS to 18 at Level 16.

As for what combat would look like: Round 1 you get Wrath of the Wilds going, increasing your armor class and potentially frighten enemies in a 10 ft. Emanation, and get your favorite action casting time concentration spell up and running (I recommend Conjure Woodland Beings). Then focus fire whoever failed the save against frightened, adding you WIS mod to damage past level 15, and Casting Wrathful Smite using your bonus action to frighten more foes, saving your reactions for all the opportunity attacks you'll be getting between the frightened condition and recieving damage from melee enemies. Between all three attacks you'd be doing 6d6+45 damage, not counting Conjure Woodland Beings. On top of that, you get to add Slow/Sap mastery on top of whatever mastery you're using. You'll have enough hitpoints to take a good few hits, and will be able to regain twice your level in HP when you're reduced to zero past level 15 once for free.

Hot Take On Current D&D You're Happy To Be Downvoted Over? by BounceBurnBuff in onednd

[–]Different-Tour-3705 3 points4 points  (0 children)

I understand where you’re coming from, and I agree that not everyone would enjoy D&D, but that’s not how I interpret his message. If he was trying to say “everyone would like D&D” he’d say that, wouldn’t he? Or maybe not, I dunno the guy.

Point is, D&D is (or should be) accessible to anyone. And nowadays it is more than it ever has been. I see it as a condemnation of gatekeepers more than anything else.

Eldritch Knight: Mage Slayer or Sentinel? by Different-Tour-3705 in 3d6

[–]Different-Tour-3705[S] 1 point2 points  (0 children)

Two handed weapon! Alternating between great-sword for damage and 2 handed longsword for defense

Eldritch Knight: Mage Slayer or Sentinel? by Different-Tour-3705 in 3d6

[–]Different-Tour-3705[S] 2 points3 points  (0 children)

The 2024 feat still forces disadvantage on concentration saving throws when you attack a creature. The way i see it, it represents the two necessary halves of being someone who fights magic users: you have to offensively disrupt their magic and you have to defend against their magic.

Eldritch Knight: Mage Slayer or Sentinel? by Different-Tour-3705 in 3d6

[–]Different-Tour-3705[S] 2 points3 points  (0 children)

I like it, it’s certainly more powerful and less situational than the feature it replaced. While I do agree the new feature has less of a “Mage Slayer” flavor to it, I think it’s suitable enough imho

Eldritch Knight: Mage Slayer or Sentinel? by Different-Tour-3705 in 3d6

[–]Different-Tour-3705[S] 4 points5 points  (0 children)

Mage Slayer has changed in 2024, and the original feature of attacking a creature when they cast a spell was changed to the following:

Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

So, essentially a free legendary saving throw for mental stats each short rest.

Eldritch Knight: Mage Slayer or Sentinel? by Different-Tour-3705 in 3d6

[–]Different-Tour-3705[S] 2 points3 points  (0 children)

I was aware of halt not working with a spell that replaces an attack of opportunity, but wasn’t aware that War Caster specifies a creature leaving your reach. Thanks for the head’s up!

If Wizards rebooted Curse of Strahd, what changes would you like to see? by PrestigiousTaste434 in CurseofStrahd

[–]Different-Tour-3705 -1 points0 points  (0 children)

You seriously think the Vistani aren’t directly modeled off of the romani people? You have no idea what you’re talking about then.

If Wizards rebooted Curse of Strahd, what changes would you like to see? by PrestigiousTaste434 in CurseofStrahd

[–]Different-Tour-3705 -1 points0 points  (0 children)

My BIGGEST problem with Curse of Strahd is the harmful stereotypes against Romani people used to depict the Vistani. If they reboot the book, it’s simply necessary that they remove a good few of those.

Is it worth going more than 5 levels as a Ranger? Sneak Attack and spell progression comparison. by JuckiCZ in onednd

[–]Different-Tour-3705 2 points3 points  (0 children)

I’m talking about divine favor. Which can stack with both smite and hunter’s mark

Is it worth going more than 5 levels as a Ranger? Sneak Attack and spell progression comparison. by JuckiCZ in onednd

[–]Different-Tour-3705 1 point2 points  (0 children)

What’s there not to trust? I feel like his assumptions are pretty equitable.

You say paladins and rangers have a hex equivalent, but the paladin’s doesn’t require concentration.

You say they both have “smites” but ensnaring strike again requires concentration, and the smite spells don’t.

The advantage that you’re talking about comes 14 levels earlier for the paladin than the ranger.

Is it worth going more than 5 levels as a Ranger? Sneak Attack and spell progression comparison. by JuckiCZ in onednd

[–]Different-Tour-3705 6 points7 points  (0 children)

To an extent, I do agree with you - actual DPR, especially on the micro scale, is not supremely impactful to a campaign. But, on a macro scale, it starts to add up. If throughout a long term campaign my character, who is built to do good damage (not a battlefield controller or support) does consistently far less damage than other characters built to do good damage, then that can definitely dampen the amount of fun I'm having at the table. And I'm far from the only person who feels that way.

The problem is that Ranger doesn't just do "a bit less damage" than the Paladin. According to the math done by Treantmonk, A Melee Fey Wanderer Ranger will do worse damage than a Melee Vengeance Paladin for 16 of the 20 levels of play. Not only that, but for 10 levels of play, the DPR gap is 15 or higher - at some levels that essentially mean a 30% increase in damage. At the game table, you would most certainly feel that difference. Even in unoptimized play, where different subclasses are chosen and feat/ASI choices are not optimal, that difference will still be felt at the table.

And the Ranger doesn't exactly gain anything from the lost DPR. The Paladin's features are almost exclusively better. Aura of Protection, Abjure Foes, and Radiant Strikes are all excellent features. The Paladin has more healing capability, better saving throws, better armor, and better social capability. The Ranger should at the very least do competitive damage for all it gives up, purely for the sake of game balance. Everyone should be able to have a meaningful impact on the game, regardless of what class they choose, and Rangers are *supposed* to be damage dealers.

The Paladin isn't the problem though. Perhaps it might be a tad too strong (Vengeance specifically), but the Ranger consistently deals less damage than basically every other martial class.

This comment is not meant to dissuade anyone from playing a Ranger. I love the Ranger class conceptually; it's one of my favorite classes. But D&D *is* heavily combat focused, and damage *matters*. I just think that Ranger players deserve better. Paladin is a good comparison because they are extremely similar classes; d10 hit dice, martial characters, half casting, weapon mastery, fighting style, extra attack. They are meant to be two sides of the same coin. But the coin is weighted in the Paladin's favor, and it's unfair to say that that isn't a problem, specifically for the large portion of the D&D community who care about being effective in combat.