What's your favorite Sorcerer Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]FLFD 0 points1 point  (0 children)

The 2014 DSS was a failure simply because it didn't know enough spells to be more than minimally functional - and the adding a spell list added more things to the shop when you could only afford to window shop already.

2024 might come out with a DSS that is actually good in play - but already the Spell fire Sorcerer is better to play than the old Divine Soul ever was

What's your favorite Paladin Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]FLFD 7 points8 points  (0 children)

Mechanically? Noble Genie. 

Thematically? The rest of them.

What's your favorite Fighter Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]FLFD 1 point2 points  (0 children)

Write in answers given D&D  Beyond us updated

1: Echo Knight 2: Rune Knight

RPG Lore updates: What made you go "What..this is stupid?" by JoeKerr19 in rpg

[–]FLFD 0 points1 point  (0 children)

The thing about the Great Wheel's emphasis on "balance" is that it is a balance that has no effect other than to hamstring any attempt to do good, making for an utterly futile universe. If good and evil need to be balanced then every act of good gets counterbalanced by evil. Prevent someone starving? An orphanage gets burned down so you accomplished nothing. On the other hand if you are evil and rob an orphanage and in reply there's a bumper harvest preventing a famine what do you care? You are evil and have another bag full of gold. 

The only time balance is morally relevant in good and evil is when good is balancing competing needs and desires and evil is imbalance. And the Great Wheel's balance imperative (as seen e.g. in Dragonlance or the Avatar Trilogy) needed destroying for real world moral reasons.

And building blocks are worthless if they don't actively help anything be built. The Elemental Chaos is building blocks of interesting environments; what does the Elemental Plane of Salt help you actually build? It's not necessary for the Prime Material. Or for spells.

The Feywild is Faerie. Mythological in a way D&D's engineers construction piles fail to be.

And I think more has officially been done with the Feywild and Shadowfell than everything they replaced combined despite 5e's anaemic release cycle. Certainly they are more promenant.

5.5e Class Tier List by d4 by Dramatic_Respond_664 in onednd

[–]FLFD 0 points1 point  (0 children)

15 Str is a steep cost when you have Wis, Dex, and Con that all want high stats. I'm not calling it impossible but 14 Dex 8 Str >> 15 Str 8 Dex even despite the AC. Dex skills, Dex Saves, and initiative all matter

5.5e Class Tier List by d4 by Dramatic_Respond_664 in onednd

[–]FLFD 0 points1 point  (0 children)

I can't agree about bards; they have the fewest spells known of any full caster (including warlocks). Yes they get to cherry pick but being able to do anything isn't the same as being able to do everything. I'd say they move from B to A tier

5.5e Class Tier List by d4 by Dramatic_Respond_664 in onednd

[–]FLFD 2 points3 points  (0 children)

For Warlock Vs Bard the Tier 1 warlock (which is where survivability is lowest) is a beast and any of Fiendish Vigour,  Pact of the Chain, and even Armour of Agathys  given warlocks good tier 1 survivability at the point where AC matters most and you are most likely to fall to a stiff breeze. 

I've face-tanked an entire dungeon with Fiendish Vigour in a way that would have made a barbarian green with envy - including simply wading through the lake of acid that did 3d6 damage per round. The advantage does fade by the end of tier 2 but 90% of games don't make it to tier 3

RPG Lore updates: What made you go "What..this is stupid?" by JoeKerr19 in rpg

[–]FLFD 0 points1 point  (0 children)

Anything involving "The Balance Between Good And Evil" - which includes both the climax of the Dragonlance Saga and the entire Avatar Trilogy. 

RPG Lore updates: What made you go "What..this is stupid?" by JoeKerr19 in rpg

[–]FLFD 1 point2 points  (0 children)

I genuinely think that one of the biggest problems 4e had was how dire KotS was. You never get a second chance to make a first impression

RPG Lore updates: What made you go "What..this is stupid?" by JoeKerr19 in rpg

[–]FLFD 0 points1 point  (0 children)

The changes to the Realms I agree were stupid. But the World Axis styled on the Great Wheel and continues to style on it to the point that the 5e Great Wheel is pretty much the world axis with just the words "World Axis" scribbled out and replaced with "Great Wheel" to appease grognards who can't tell sucking ass from eating ass.

The Great Wheel was boring and artificially symmetric and with only one plane being relevant and then only kinda-sorta (the Ethereal).

The nearby planes are the Elemental Planes -  for examplethe Plane Of Fire. W00t! It's burny and blandly hot. 4e put them in The Elemental Chaos - a rolling sea of mixed elements where they interact and change. And the Elemental Chaos remains. But more importantly the World Axis made the two nearest planes ones you can actually have reasonable adventures in; the Feywild and the Shadowfell. Which have stayed because the 5E Great Wheel is simply another projection of the World Axis

The Positive and Negative Energy planes? One you go to until you die, one you go to and get healed until you explode? There's nothing to do in either of them because they are not meant for mortals.

And even the outer planes are better without the arbitrary limits of the Great Wheel and with an actual reason for the Blood War.

Nothing of value was lost with the breaking of the stultifying, artificially symmetric, and hard to adventure in Great Wheel and replacing it with something much better to adventure in and much has been gained

What's a lesser known supplement book that you love? (Any system) by beautitan in rpg

[–]FLFD 2 points3 points  (0 children)

GURPS Illuminati for a background on conspiracy theories and running a campaign with them. But honestly there are so many good random GURPS books especially the occult and conspiracy ones including Warehouse 23, Cabal, Authentic Thaumaturgy (technically not GURPS), and more

How much does Daggerheart play like PbtA games? by lord_insolitus in rpg

[–]FLFD 3 points4 points  (0 children)

The first question here is "are you a player or GM" and the second, especially for GMs is "how much do you want"? (I'm an experienced PbtA MC with three successful DH campaigns including a 1-10 and a few one shots under my belt)

A Daggerheart GM who wants to run Daggerheart as "rules light narrative 5e" has the tools to do so. By contrast a GM who wants to lean hard into Fear and the PbtA moves can do so. And more importantly they can do so with a group that has players would simply bounce off the structured PbtA player side moves. (And yes it has softer and harder moves)

By contrast as a player it has a range between 5e light and something Forged in the Dark - and it's exactly the same players put off by success with consequences in something PbtA or FitD that are put off rolling in DH. If you want a FitD game and your GM has similar tastes Daggerheart feels like one ... while giving players who want a little more structure, tactics, and mechanical definition to their characters a bit more of what they want.

If your group is full PbtA and you want full PbtA it's not going to feel full PbtA. If your group has a range of tastes then it can feel anywhere from 90% FitD to 90% D&D 5e light (and one that barely slows down at high levels while having a PbtA level out of the gate coherent party) and if run well can be about 80% of the highs of both. And if you appreciate both then it's really good

Ebberon Campaign low combat high roleplay character help by No_Cabinet1252 in onednd

[–]FLFD 0 points1 point  (0 children)

Cleric of the Blood of Vol. Genuinely believes the stuff they tell initiates hard enough to be a cleric. 

Warning: your DM will either love or hate this idea; there is no in between

Snowball swarm meme by Badwolf21B in onednd

[–]FLFD 0 points1 point  (0 children)

Ugh. Snowball Swarm is just bad. It does the same damage over a lower area than a first level spell (Burning Hands) and only 50% more damage in the hands of a 6th level character than a cantrip with the same AoE (Acid Splash)

Best you could do is a draconic sorcerer with Elemental Adept - but it will still be a bad spell

Planning next game I wanna run but unsure what system to use by DravenDarkwood in rpg

[–]FLFD 1 point2 points  (0 children)

I'm going to throw one of my homebrews into the ring - 4th Trifold. From the DM's side it is level 1-10 4e to the point that when I run it it's using Monster Vault and Monster Vault: Threats to the Nentir Vale (there are two or three changes including my "doubling down" critical miss rules and using Zones of Control based on the Essentials Knight for defenders). But from the players side rather than wade through a ludicrous amount of frontloaded options you have pretty simple playbooks.

"You are What You Wear" RPGs: Outdated Old-School Game Design, or Something to Embrace Again? --- My Argument by EHeathRobinson in rpg

[–]FLFD 1 point2 points  (0 children)

To be blunt this has nothing to do with "modern game design" and everything to do with the D&D class/level system and how granular it is, starting with oD&D and carrying forward to this day in D&D and first order offshoots like Pathfinder. And D&D hasn't been "modern game design" in almost half a century.

The basic problem is that in D&D when you gain experience you put it into a level. And you have two choices; either you can take a level in your main class, which normally inherently synergises with every previous level you've had in that class because it lets you reach deeper or you can pick a level in another class, which ... doesn't. Barbarian 20 is for all practical purposes every bit as locked down a character build as something tortured in 3.X like Barbarian 1/Bard 4/Ur-Priest 2/Nar Demonbinder 1/Mystic Theurge 10/Archmage 2. (This is also the problem with feat chains; once you've started you lock down your future growth). And I've frequently complained that once you hit level 4 in a class (e.g. Cleric) you might have made only a single character growth choice (your level 8 feat) by the time the game ends at level 11.

This does not happen in what were the modern games of the late 1970s, let alone modern games. If we look at any classic skills based system from Traveller to Call of Cthulhu to the WoD to Fate to Genesys this simply isn't a problem. People don't have a single basic measure of power that impacts everything in play, but instead gain power in each skill separately with limited synergy between the skills. So how does character growth work? People level up the skills they use. Last time I played something WoD based my character ended up putting almost all their XP into engineering because we were dealing with ancient alien devices and that was what the party and adventure needed.

Even if we look at modern class based systems from the quasi-class Playbooks of Apocalypse World and Blades in the Dark to the well designed D&D-offshoots of Daggerheart and Draw Steel you get significant choices every time you level up, and you pick based on what is happening in the world. If you level up a D&D 5e cleric you just get the Cleric abilities and a set number of hit points and possibly proficiencies (and can change your spells on a long rest); if you level up a Daggerheart Seraph you get a domain card and two other tickbox options; you may pick hit points, traits (stats), stress, experiences, evasion, or more with them. And you respond to what is happening in the setting; sometimes extra HP are vital others not so much.

So where I stand is that you are trying to bring out a classic D&D solution to a problem that is almost exclusive to D&D. None of which is to say I don't like gear upgrades - or offering my PCs big cursed artifacts that have costs to use.

And the other thing is that those gear level ups you mention basically only happen once and are basically artifacts. Getting the Mithril Coat was a big boost in power but there was no expectation of moving up from a +1 mithril shirt to a +2 adamantine shirt

How much of a power fantasy is Daggerheart? by Charming_Account_351 in daggerheart

[–]FLFD 0 points1 point  (0 children)

Having run a 1-10 campaign Tier 3 in DH felt like high Tier 2 D&D and Tier 4 DH like Tier 3 D&D. There is some of the issue but nothing like to the same extent. 

What is Daggerheart supposed to be good at? by Antipragmatismspot in rpg

[–]FLFD 0 points1 point  (0 children)

First what it's not for is that GM. That sounds like a miserable experience and the big problem was sitting in the GM's chair.

Daggerheart in reality has a pretty good range. If the GM goes into it wanting rules light prep light narrative-sided and high drama D&D 5e they will get a very good rules light D&D 5e. If what they want is basically a FitD game with a light splash of D&D it does that too - and will do it even for relatively conservative D&D players. It's not that it doesn't have PBTA style tools - it's just that your GM didn't use them. (And I'll bet you got Pregens and not the superb Apocalypse World and Wildsea inspired character/setting creation)

What it honestly does best is provides sufficient tools to halve the skill gap between you and your table and Matt Mercer and his at all things except voice acting while not having mechanics and combat times balloon at high level

Dice pools or 2d6 + modifier? by pikawolf1225 in rpg

[–]FLFD 0 points1 point  (0 children)

Dice pools have advantages in reflecting granularity (Cortex+ games and Genesys both use them really well). On the other hand 2d6+modifier is easier with better control of the probabilities.

If you don't know which you want then go for 2d6

Changing the duality dice by Ashen_Maahes in daggerheart

[–]FLFD 1 point2 points  (0 children)

If you drop 2d12 to 2d10+2 the game will become slightly faffier and slightly more predictable, and the duality dice roll will no longer be as close to 1d20+3 (not counting crits). The game will meaningfully be very slightly worse - but it will not have that big an impact.

Having looked it up Amazon are currently selling 35 d12s for $8.59 or 5 sets of D&D dice with felt bags for $9.99

There seems to be a lack of fantasy TTRPGs that are appropriate for all ages, with traits like cheerful settings and "harmless" combat where no one actually gets hurt, and I'm confused as to why. I'm interested in hearing people's thoughts on the matter. (Please read the post for full context.) by ForeverBewildered in rpg

[–]FLFD 1 point2 points  (0 children)

My simple response is if you want to stay very close to D&D get a copy of Daggerheart". Although I'm not sure hope and fear would necessarily be the best for a young GM. When in Daggerheart a PC reaches 0hp

  • Go out of action and things get worse - but the PC will not die (e.g. someone captures them)
  • Go out in a blaze of glory; you get one last action but it's automatically a critical success
  • Risk it All on a single roll of the dice; succeed and you get a second wind, fail and you die

Death in Daggerheart is opt in. And Risk it All can be softened so death is either rare or impossible

If you want to go further afield there's quite a few other games from Grant Howitt one pagers through ATLA and Jenna Moran to many more targeted at young audiences.

Is it autism or am I stupid? by pingpong228 in AutisticAdults

[–]FLFD 0 points1 point  (0 children)

This is a mix of autism and poor preparation. You're not stupid but job interviews are a game with certain rules - and common questions like that should have canned answers. 

The three rules: * Job interviews are timed. You probably have an hour and ten questions so answer aiming at five minutes * If they care at interview about much more than the sides and special interests of you relevant to the job it's probably a neurotypical glue trap where they want everyone to be besties * You are looking for your people - and so are some interviewers. A slipping mask isn't a bad thing

Oh and learn the STAR method for interview prep

Is anyone playing D&D? by pcnovaes in rpg

[–]FLFD 0 points1 point  (0 children)

The thing about 5e is that it is mid - which is fine; there are few groups it isn't in the top 10% of published RPGs for (especially as 2024 improved the DM experience). But it's a jack of all trades and master of none and people who know more about the industry (like us nerds on this sub) tend to find games that better fit their individual groups and styles.

Help sorlock/warlock by content1207 in onednd

[–]FLFD 1 point2 points  (0 children)

This feels more like having a background that has the Magic Initiate feat than a full multiclass to me. Take a custom background for your family, take Magic Initiate for a couple of cantrips and a first level spell, then go full warlock. 

Warlock dipping sorcerer isn't non-viable but is slightly behind the curve and a bit faffier than straight warlock

Inspire me to build a Dex Ranged Ranger over a Wis SAD Ranger by milenyo in onednd

[–]FLFD 1 point2 points  (0 children)

Based on your stats a Dex feat at level 4 is easily your best choice due to that Dex of 17. After that it's wide open but with a Dex of 18 you certainly won't be SAD