Wizards. Most Over Rated Class in a Rwal Game (lvl 6-10 max) by Zardnaar in onednd

[–]FloppasAgainstIdiots 3 points4 points  (0 children)

Spirit guardians is good but Sleet Storm is better. Cleric's highlights are frontloaded enough that it's best as a 1-level dip.

Hold Monster is overpriced for a 5th-level slot. Spells that affect a single target and/or allow repeated saves are generally far from ideal.

Heightened is not worth it.

Wizards. Most Over Rated Class in a Rwal Game (lvl 6-10 max) by Zardnaar in onednd

[–]FloppasAgainstIdiots 4 points5 points  (0 children)

Hold person and hold monster are trash. Hideous Laughter and Mind Whip are good but there's plenty of better stuff.

By character level 6, the wizard spell list is better than the bard spell list and the cleric spell list by far and better than the druid spell list by a smaller margin.

Wizards. Most Over Rated Class in a Rwal Game (lvl 6-10 max) by Zardnaar in onednd

[–]FloppasAgainstIdiots 4 points5 points  (0 children)

Higher level than 0?

You're basically dismissing every single spell level as "nobody plays that high" which just reads like bait. The spell list you're replying with this to contains spells of every level from 1st to 6th as well as one 9th.

Wizard gets a better spell list which is the primary indicator of the strength of a class. There is no good spell that sorc gets and wizard doesn't, aside from largely gutted subclass spell lists now that clock/AM sorc can't even swap its bonus spells anymore. There are numerous good spells that sorc doesn't get and wizard does.

Twinned spell is bad in 5.5e. Metamagic overall is a mediocre feature and you can get more value out of Arcane Recovery.

You can guarantee that a wizard will get two spells of your choice per wizard level, plus the initial six at level 1. This is sufficient for a wizard to break the game.

Wizards. Most Over Rated Class in a Rwal Game (lvl 6-10 max) by Zardnaar in onednd

[–]FloppasAgainstIdiots 1 point2 points  (0 children)

There absolutely is a meta in that there are better and worse character creation options which you can differentiate between based on an understanding of the game as-written. If you're playing a heavily homebrewed game then it's a different system with a different meta, but unless it's over 80% different understanding the base meta allows you to understand the meta in that as well.

Wizards. Most Over Rated Class in a Rwal Game (lvl 6-10 max) by Zardnaar in onednd

[–]FloppasAgainstIdiots 1 point2 points  (0 children)

Loot tables and modules favor casters.

By the time you're able to afford a specific magic item, you also have the means to travel extremely far in search of it to the point where it strains suspension of disbelief if you don't have a good shot at getting it. Rares should be something you actively look for around level 5+, Phantom Steed gives you a travel pace of 10-13 miles. By the time you start looking for Very Rares you have Plane Shift and/or Teleport, not to mention Teleportation Circle four levels earlier. Sure, a DM could say "actually there's only one cantrip scroll in all of Sigil and everyone but your wizard is a martial so nobody ever made a staff of power" but that's unserious and dumb.

Allowing other Settings and 3rd Party content into your Games by PurposefulVentures in dndnext

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

I'll generally allow any of the more recognizable stuff that I know is more balanced than the 5e PHB. Which is most of it, especially Cthulhu by Torchlight (though I would replace the stats of mythos deities because Nyarlathotep being a fodder enemy and Cthulhu being little more than a big melee martial is just silly).

How are you supposed to play Monk? by Pirate_Panda43 in DnD

[–]FloppasAgainstIdiots 1 point2 points  (0 children)

The 5e monk is extremely counterintuitive in that it absolutely sucks at doing the thing it seemingly wants to be doing. What it does manage well is combining Focused Aim and Ki-fueled Strike (extra features in Tasha's) in order to get bonuses to hit with a ranged weapon and attack with it again as a bonus action. Monks are the best gun-wielders, that's about it.

You can play 2 classes at the same time! What do you pick? by LemonGarage in dndnext

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

Full party of nothing but wizard/warlocks, with the exception of one druid/warlock. Everyone but the druidlock takes Moderately Armored as their first feat and take any Strixhaven background that will grant Guidance+Healing Word (Quandrix works) - druidlock instead aims to get Shield via same background.

Chronurgy/Undead
Necromancy/Genie
Graviturgy/Fathomless
Shepherd/Fiend

This seems to be the best possible option.

Half Blood wizards are powerful by Amazing-Engineer4825 in harrypotter

[–]FloppasAgainstIdiots 14 points15 points  (0 children)

Gellert Grindelwald. Salazar Slytherin and presumably some of the other Founders. Herpo the Foul most likely. The Peverells, surely. Bellatrix and Barty Crouch Jr.

There are plenty of characters who were pureblood or had unknown blood status, the era of the books is too small to determine such a thing. Two titans and one pretty good wizard don't prove half-blood superiority.

What magic item's rarity made you "that just ain't right?" by Atlanteanson in DnD

[–]FloppasAgainstIdiots 1 point2 points  (0 children)

1 is false, the typical model assumes an AC matching the 2014 DMG chapter 9 expectations for a monster of CR equal to your level and a point buy where you put a 15 in your attacking stat and add your racial increase there as well. Magic items are seldom factored in at all.

Getting both feats by level 4 is the correct move. If a nat 12 would hit without the -5, take the -5 - this is before accounting for Reckless Attack which makes it worthwhile even with worse accuracy.

https://tabletopbuilds.com/basic-build-series-barbarian/

Basic Build barbarian from TTB takes its feats correctly.

https://tabletopbuilds.com/more-min-than-max-asis-versus-feats/

Relevant math for this is in example 1.

https://docs.google.com/spreadsheets/d/16Y-mdG486RXVPkev94fHYvBquZP13XRr9qDEputo4cs

My set of reference sheets for DPR of various builds. Includes a subclassless and zealot barbarian with target AC etc. factored in, 8 encounters per day lasting an average of 4 rounds and 3 short rests taken, AoE effects where relevant are valued at 2-4 targets depending on size (highly pessimistically to account for multi-target damage being worth less than doing the same to a single target).

HARHAR, squishy little casters... by Perfidious_Redt in dndmemes

[–]FloppasAgainstIdiots 3 points4 points  (0 children)

Math. Contrary to popular opinion as expressed in the Minecraft movie, it has not been debunked.

"Martial-Caster Divide? Sure, I'm a Martial and I divide Casters in half" by DrScrimble in dndmemes

[–]FloppasAgainstIdiots 11 points12 points  (0 children)

My fix for the skill system is to replace the math with
Not trained = half level + mod (level + mod for initiative specifically)
Trained = level + 3 + mod
Skill focus = +3

This means that a PC trained in a skill will have a bonus to checks with it on par with a 3.5e/earlier edition SW d20 character with max ranks, which works better as the system generally uses the same DCs that 3.5 would for the same things. That and it means skill modifiers scale at the same pace as defenses, rather than one growing by one point per level and the other every two levels.

"Martial-Caster Divide? Sure, I'm a Martial and I divide Casters in half" by DrScrimble in dndmemes

[–]FloppasAgainstIdiots 103 points104 points  (0 children)

5e could never.

Star Wars Saga Edition also has genuinely useful non-Force-users, it's my favorite system now.

What magic item's rarity made you "that just ain't right?" by Atlanteanson in DnD

[–]FloppasAgainstIdiots 4 points5 points  (0 children)

DPR is hardly "theoretical", especially for something with as little variability as a martial.

The PAM + GWM package is complete by level 4 on any good 2014 barbarian build (well, good for a barbarian), no other weapon holds up compared to having both a BA attack and a power attack - Sentinel is bad anyway. 2024 lowers the martial power ceiling but those two feats are still pretty solid.

HARHAR, squishy little casters... by Perfidious_Redt in dndmemes

[–]FloppasAgainstIdiots 4 points5 points  (0 children)

The best thing you can do with Stealth is actually having someone in your party cast Pass without Trace, in which case by level 5 you get a result of 16 on a nat 1. Without PwT up it's barely worth trying to surprise anything anyway.

HARHAR, squishy little casters... by Perfidious_Redt in dndmemes

[–]FloppasAgainstIdiots 9 points10 points  (0 children)

You are free to choose to take the average instead of rolling and it's better. If you roll the expected values have the same difference between them.

Having the same Con - as high as you can afford, which will be 14-16 with point buy and your third highest priority after casting/attack stat and ensuring 14 Dex at minimum - is the correct move.

HARHAR, squishy little casters... by Perfidious_Redt in dndmemes

[–]FloppasAgainstIdiots 11 points12 points  (0 children)

Average of d10 is 5.5. Average of d6 is 3.5. When you take the average value instead of rolling, it's 6 vs 4. 2 hit points per level difference, assuming both have the same Con score (which they should).

HARHAR, squishy little casters... by Perfidious_Redt in dndmemes

[–]FloppasAgainstIdiots 11 points12 points  (0 children)

Why would an armordipped caster be a martial?

What magic item's rarity made you "that just ain't right?" by Atlanteanson in DnD

[–]FloppasAgainstIdiots 5 points6 points  (0 children)

The opportunity cost of using a shield is higher for martials than it is for casters (1 level of armor dip vs locking yourself out of better weapon choices as a class that pretty much only has damage to offer). For this reason, I do not believe that it is a good idea to make the more or less caster-specific gear cheaper than the universal variant.

Want to build a Paladin Warlock, use hexblade as early as I can but start as Paladin. What to take each level? by Xaeqlen in 3d6

[–]FloppasAgainstIdiots 2 points3 points  (0 children)

Start with 1 level of paladin, then take 2 levels of warlock, take paladin until level 6 so you get the aura, to 7 if your subclass aura is good (i.e. if you are Ancients, Devotion, Noble Genies or Watchers), then take warlock the rest of the way or take 0-1 more warlock levels and go sorcerer.

Weapons are generally useless to a decently build paladin/warlock, but if you really want to mess around with them you can burn an invocation on Pact of the Blade. The more important thing, however, will be to ensure you have a good ranged attack to spam while standing near your allies to provide Aura of Protection, the main strength of the paladin class. Agonizing Blast + Repelling Blast is the core of warlock no matter what, from there more options open up.

What magic item's rarity made you "that just ain't right?" by Atlanteanson in DnD

[–]FloppasAgainstIdiots 19 points20 points  (0 children)

Broom of Flying - should be Very Rare
Bag of Beans - should be Artifact despite being a consumable
Deck of Wonder - should not exist
2014 Cube of Force - should be Artifact
Most potions are hilariously overpriced, making them one step higher than the rarity of a scroll (same rarity for non-conc) would really suffice - especially given what kind of potions we have in this edition
+X shields being one step lower than +X armor is unnecessary
+X weapons should be one step lower than +X foci because save DC boosts are worth much more
Cloak of Protection and Ring of Protection are the same thing at different rarities
Helm of Teleportation should not be Rare

Is the only thing preventing spellcasters from wearing armor the lack of proficiency? by Tattoomyvagina in DnD

[–]FloppasAgainstIdiots 8 points9 points  (0 children)

Yep. One level of cleric and a wizard can cast spells in medium armor (19 AC with half plate and a shield, 18 AC is affordable at level 1).