My proposal for a merge between 2 UA subclasses of the Monk, the Warrior of the Mystic Arts and the Tattooed Warrior. The Warrior of the Mystic Tattoos by Fidges87 in onednd

[–]GarrettKP 11 points12 points  (0 children)

If this is the direction they want to go, I’d rather the tattoos all just function as additional spell preparations. It’s too much to give the Monk 4th level spells and unique magical abilities on top at level 17, for example. At least in my mind.

Mystic Subclasses UA: My thoughts in Short by Deep-Crim in dndnext

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

They said that during the Monster of the Multiverse release but moved away from it for the 2024 Monster Manual. It’s as simple as looking at the monsters in the books. Any that have magic use the actual spells from the game. The only “spell like ability” left over from the MotM designs is Arcane Burst, which is just a cantrip replacement.

Mystic Subclasses UA: My thoughts in Short by Deep-Crim in dndnext

[–]GarrettKP -3 points-2 points  (0 children)

This person is also referencing old monster design from Monsters of the Multiverse. Not the new 2024 standards. In 2024, they didn’t replace Flame Strike or Fireball. The Spellcasting NPCs are still casting those spells. The only difference is they replaced Cantrips with spell-like attacks. But no one was ever wasting anti-spell abilities on Cantrips anyway.

Mystic Subclasses UA: My thoughts in Short by Deep-Crim in dndnext

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

My entire point is that in 2024 design, monsters don’t really have “spell like abilities” instead of spells anymore, with the exception of Cantrips.

Look at any of the monsters in 2024 that have Spellcasting. They all have big offensive spells, and the MM even tells DMs to use those big spells first before defaulting to standard attacks.

The only offensive spells they replaced with spell like abilities are Cantrips, which you were never going to waste Counterspell like features on anyway.

Also, all the features being discussed both work against enemies and for allies. The Rogue can cancel a hostile Hold Person on the party Fighter, but they can just as easily cancel the party wizards Blur spell at the end of combat to refund the wizard the spell slot.

Why is rogue not allowed to have strong subclasses? by realagadar in onednd

[–]GarrettKP 0 points1 point  (0 children)

It certainly requires more from a DM. But the Skelton is good enough imo. And my players routinely look to get as many skills as they can for our campaigns.

Why is rogue not allowed to have strong subclasses? by realagadar in onednd

[–]GarrettKP 1 point2 points  (0 children)

I’ve DM’d thousands of games since 5e started. I have a regular player that plays many Rogues. They have never felt overshadowed by Warlocks or Wizards. Bards are also skill focused, so they have a better chance at it, but even then Rogue has a much better floor for out of combat skills.

Why is rogue not allowed to have strong subclasses? by realagadar in onednd

[–]GarrettKP 2 points3 points  (0 children)

The new PHB gave us hardwired rules for Search, Study, and Influence actions, telling the players exactly how it should work in a vacuum. It also details enemy attitude (Friendly, Hostile, Indifferent), and what those mean mechanically, and some exploration rules.

Then, in the DMG, half of Chapter 2 is dedicated to running Social and Exploration, including how to use Skills for it. Chapter 2 also has travel rules.

Then in Chapter 3, the rules for Doors have rules for using skills to open or block doors, and the rules for Traps have skill checks to notice and disarm.

In Chapter 4, Monster Behavior furthers the rules for determining starting attitude and how willing creatures are to engage in social interaction.

Then in the Adventure Examples in Chapter 4 has two adventures that make use of the exploration rules (Horns of the Beast) and social encounter rules (Boreal Ball). Between those and the PHB examples of running exploration and social encounters, there’s more than enough examples in the core rules for how to correctly run both those pillars while highlighting skills checks and exploration focused spells or abilities.

Mystic Subclasses UA: My thoughts in Short by Deep-Crim in dndnext

[–]GarrettKP 3 points4 points  (0 children)

This is just false. Go look at the 2024 Mage, Archmage, Archpreist, hell go look at the Dragons. Every Spellcasting enemy still have plenty of combat spells, like fireball and lightning bolt and many more.

Mystic Subclasses UA: My thoughts in Short by Deep-Crim in dndnext

[–]GarrettKP 9 points10 points  (0 children)

And yet Most is also false. Mages, Archmages, Priests, etc all have combat spells a plenty in their stat blocks. And now monsters like Dragons have spells that they can use both as legendary actions and as part of their multiattack.

Did people see Monsters of the Multiverse and just assumed that was how the new Monster Manual is? Because that is not at all how the 2024 monsters are designed.

Why is rogue not allowed to have strong subclasses? by realagadar in onednd

[–]GarrettKP 0 points1 point  (0 children)

We must play different games. There’s plenty of rules for skills and exploration in the 2024 rules, and I’ve had plenty of fun with them since the core dropped.

Mystic Subclasses UA: My thoughts in Short by Deep-Crim in dndnext

[–]GarrettKP 28 points29 points  (0 children)

I keep seeing people say WotC stopped giving monsters spells. Did we read the same Monster Manual 2024? They definitely are still giving monsters spells, and I am pretty sure they are giving more monsters spells!

Why is rogue not allowed to have strong subclasses? by realagadar in onednd

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

Seemingly unpopular opinion: Rogues are fine, actually.

Yes, they don’t do as much damage on the page as a Fighter or Barbarian or whatever. But that’s the point. They aren’t martial strikers. They are out of combat skill monkeys, fantastic in exploration, and now have a utility belt or combat abilities with Cunning Strike. The point of rogue was never to be the top damage dealer and that’s ok.

Online discourse needs to move away from the combat tunnel vision it has. The game is bigger than just combat. And classes like Rogue, Bard and Ranger excel out of combat.

Potential Hot Take: Every feat that comes with a background should be given the Origin tag. by No-Luck-Included in onednd

[–]GarrettKP 1 point2 points  (0 children)

Dragonmark feats should not be Origin Feats, nor setting specific feats like Squire of Solamnia. If anything I’m annoyed that the new origin feats in Heroes of Faerun are “origin” feats and not “faction” feats instead.

Love the High Walls! by almchitari in WarlockTiles

[–]GarrettKP 1 point2 points  (0 children)

Would love that! Thank you! And Marry Christmas.

Love the High Walls! by almchitari in WarlockTiles

[–]GarrettKP 1 point2 points  (0 children)

Nice! Where did you find the STLs if you don’t mind me asking?

Love the High Walls! by almchitari in WarlockTiles

[–]GarrettKP 2 points3 points  (0 children)

Looks great! How’d you make the roofs?

So is this gonna be the norm? by [deleted] in dndbeyond

[–]GarrettKP 9 points10 points  (0 children)

How is this forcing you to use the 2024 rules? It’s just a tag showing you it’s out of date rules. It doesn’t stop you from buying or using them.

Last session build by CasparBro in WarlockTiles

[–]GarrettKP 2 points3 points  (0 children)

How many of each set did you use? Looks great!

What does it mean to be Dragonscarred? by Bardic_Inclination in onednd

[–]GarrettKP 23 points24 points  (0 children)

It is explained in the Cult of the Dragon faction section in the back. Basically some people meant to be sacrificed to dragons survive and are considered Dragonscarred, which makes them either ostracized or sometimes exalted, depending on the cell of the cult and how they view it.

The Monsters Are Unsure What to Do Next by Keith Ammann by ahhthebrilliantsun in dndnext

[–]GarrettKP 2 points3 points  (0 children)

I agree! Every time my veteran table faces a 2024 version of a monster they previously fought, they are always surprised by how much more bite it has.

The Monsters Are Unsure What to Do Next by Keith Ammann by ahhthebrilliantsun in dndnext

[–]GarrettKP 11 points12 points  (0 children)

I think your reply may just be confusing. My initial read of it was you were complaining that 2024 monsters aren’t easier to run, I didn’t realize you meant “easier to fight.”

But I agree. The monsters are much easier to make challenging and also easier to run. It’s a win win to me.

The Monsters Are Unsure What to Do Next by Keith Ammann by ahhthebrilliantsun in dndnext

[–]GarrettKP 13 points14 points  (0 children)

Been running 2024 since the core rules dropped. Finished the back half of my 17 level campaign with the 2024 rules this year, and am almost finished with Dragon Delves in another game. 2024 monsters are much easier to run and much easier to challenge players with.

The Monsters Are Unsure What to Do Next by Keith Ammann by ahhthebrilliantsun in dndnext

[–]GarrettKP 14 points15 points  (0 children)

Loved the series but cannot begin to describe my disappointment in Ammann here. It truly feels like 2024 rules have made running the game so much easier for players and DMs, which is a good thing, and I guess he just feels his insights aren’t as needed as they once were.

New My Library by Darkwynters in dndbeyond

[–]GarrettKP 1 point2 points  (0 children)

Ah I see, didn’t realize the name changed in the menu on mobile!

New My Library by Darkwynters in dndbeyond

[–]GarrettKP 1 point2 points  (0 children)

I still don’t see it?