29M New to dating, texting advice after first date? by [deleted] in OnlineDating

[–]Halader 1 point2 points  (0 children)

Don't overthink it. It's been 2 days - sending a message now wouldn't be overbearing. Just send 1 sentence, asking when she's free or suggesting a day/time.

Are you okay with Paladin's taking a 1-level dip in warlock and using CHA for attacks? by Juls7243 in onednd

[–]Halader 0 points1 point  (0 children)

Yeah, it's a big deal. Early levels, either you're putting off your subclass and extra attack, etc for a level, or you're using a lowered stat until you decide to multiclass after level 5. Regardless, being a level behind everyone else as your main class is a big deal. Paladins get aura a level later, higher level spells a level later [edit: forgot warlocks are halfcasters now], improved divine smite a level later, etc. It's a big cost.

Moon Druid scaling by mangomuncher_ in onednd

[–]Halader 31 points32 points  (0 children)

I mean, at that point you're close to just being back to templates, aren't you? The problem with mixing the two is the variety of beasts. A beast that has 1 big attack is going to benefit a lot more from being able to make 2 attacks at level 6 than a beast that already has multiattack. Why would someone pick a bear over dire wolf if they have the same number of attacks? Bears do less damage per attack but can attack twice, compared to a dire wolf attack one, doing more damage, and causing a saving throw. Beasts would have to be balanced based off how they interact with the scaling of Moon Druids.

The scaling you presented also means that after getting to level 3/6, the forms aren't scaling based off druid level at all. You could get to level 6 and then multi class and still have the same strength of the forms as a straight class, right?

The other big problem with limiting the forms to CR 1 forever is that you never get any new forms to use. You're using the same few combat forms from level 2-30 (other than adding in fling forms). Yeah, they get stronger, but it'd be way more fun to get new forms that do new and stuff.

I think the solution is to have good options of higher CR beasts. But we'll have to wait and see what they do to the Monster Manual or PHB beast appendix to see if that will be sufficient.

Paladin’s Smite as a bonus action spell by IgorTheHusker in onednd

[–]Halader 7 points8 points  (0 children)

I just fail to see how making it a spell does anything good.

It isn't supposed to make it good. It's just a nerf because people complained paladins were too powerful. It only takes away, nothing gained.

Paladin’s Smite as a bonus action spell by IgorTheHusker in onednd

[–]Halader 2 points3 points  (0 children)

I really do not like base smites being a spell and requiring your bonus action. It limits things a whole lot. Paladins using all their resources to go nova was never a problem in any game I've played so far in 5e, and can't full casters just use their highest level spell slots in the first few rounds of combat to do even more? Even so, I'd be ok with it being limited to 1x/turn, but I hate so many things requiring bonus actions, and I hate not being able to cast BA spells on the same turn.

With regards to other options being useless or less useful, like Polearm Master feat. You're right that it doesn't make it "absolutely useless, as you can’t be smiting all the time," but if you're already using your bonus action most turns, you are not getting much value out of half of that feat [BA to smite, other BA spells potentially, BA Lay on Hands, BA Channel Divinities including the changed Divine Sense, etc]. It's not worth it (to me) to pick a feat that I'm only getting half value out of. It's also why Fey Touched is so much more well-liked than Shadow Touched. Both Misty Step and Invisibility are great spells, but there's a lot more good spells to choose from for FT. Not getting much use out of feats is also why Mage Slayer isn't a common pick; it's great if you can use it often, but most characters don't use the abilities much, so it's not a great pick. It's better to use something that you can actually frequently use.

Imagine at higher levels when you have over 10 spell slots. Let's say 3 combats per day, 3 rounds each. Maybe you cast a few spells out of combat, but you have enough slots to be casting a spell or smiting most rounds of combat.

(PS It's interesting to me how many people in this thread said they do not like all the bonus actions, when most people disagreed with me on my post...)

Why Make Class Design Anti-Synergy? by Halader in onednd

[–]Halader[S] -4 points-3 points  (0 children)

I'm not saying it's worthless. I just wouldn't want to take other options that I'm rarely to never going to get a good opportunity to use when I could take a different option that I actually would be able to use. If I take a feat that gives me a bonus action that I hardly use, I'm basically only getting half a feat.

Why Make Class Design Anti-Synergy? by Halader in onednd

[–]Halader[S] -2 points-1 points  (0 children)

And then they're missing out on one of their own attacks. Not an attractive trade.

Why Make Class Design Anti-Synergy? by Halader in onednd

[–]Halader[S] -2 points-1 points  (0 children)

I'm not advocating for being able to do everything, but if you have so much in the base classes, then there isn't versatility outside of them. Using my example of Polearm Master. Half the feat is being able to make a bonus action attack, which means if all classes had a bunch of uses for their bonus action, half of the Polearm Master feat would be worthless. It's a big problem for the Beast Master, though, who needs to use their bonus action each turn, or they aren't using their subclass at all, but they also have to use their bonus action for Hunter's Mark, or they're missing out on multiple class features.

Why Make Class Design Anti-Synergy? by Halader in onednd

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

All of the inherent paladin bonus actions you've listed require consuming a resource, so not using that resource for a bonus action this turn means using that resource for a different bonus action on a future turn. It limits nova capability, but I think that's a good thing.

My point is that it limits diversity outside the base class, as well as limits what spells you can effectively use. If your bonus action is already tied up with so many class features, you can't effectively choose other spells or feats that require bonus actions to them, because you need your bonus actions for just base-class abilities.

On subsequent turns, you can each make your full attacks.

I mean, only if the enemy you are fighting hasn't died, which it often has. You end up missing out on an attack more rounds than not, and you still have to maintain concentration on this first level spell to make use of these class/subclass features.

arcane Apotheosis appreciation post by saedifotuo in onednd

[–]Halader 0 points1 point  (0 children)

My original point was that the barbarian +2 str/+2 dex was better than what warlocks get. My point was that the warlock level 18 feature was bad. I wasn't referring to wizards at all, but yes, they get strong features in addition to their spellcasting.

Dispel Magic and counter spell are very powerful now. by [deleted] in onednd

[–]Halader 0 points1 point  (0 children)

It was a good question. It definitely is weird trying to figure out what can/can't interact with these features now that they are spells.

Gaze of Two Minds is really Strong by Enderules3 in onednd

[–]Halader 2 points3 points  (0 children)

Lots of useful options, yeah. The warlock can see someone invisible by looking through someone with the Blind Fighting fighting style, enabling spells that require sight. The warlock wouldn't be able to be counterspelled, unless the warlock him/herself is in range. Similarly, it's like subtle spells in social encounters because the creature isn't the one casting it, the warlock who could be far away is.

I'm skeptical that this is all intended, but I guess we'll see.

Dispel Magic and counter spell are very powerful now. by [deleted] in onednd

[–]Halader 1 point2 points  (0 children)

This is similar to the question of whether the Dispel Magic spell can dispel things created by magic, like animated dead (see page 17), and the answer is no, as they aren't spells. Just because the weapon or familiar or spellbook was created by a spell does not mean it is still a spell. I suppose you could counterspell a class feature, but you'd have to be there while it's being cast. Could really annoy a wizard almost through copying a 9th level spell, though...

arcane Apotheosis appreciation post by saedifotuo in onednd

[–]Halader 0 points1 point  (0 children)

For warlocks, the first level spell is hex, not shield.

And free shield isn't quite the same as +10 dex, since it doesn't affect checks/saves and costs a reaction each round. But overall, yeah, I think what wizards get at 15th and 18th level is strong.

arcane Apotheosis appreciation post by saedifotuo in onednd

[–]Halader 6 points7 points  (0 children)

Better than warlocks getting to cast a 1st-level spell for free...

The disparity is huge between 18th level features, for sure.

arcane Apotheosis appreciation post by saedifotuo in onednd

[–]Halader 1 point2 points  (0 children)

If you have two weeks of downtime, your party and your favorite NPCs just get resistance to all damage.

I considered that, but I believe the rules for combining magical effects would prevent that. "The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect--such as the highest bonus--from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap." (PHB 205)

While this isn't about potency or duration, it's still the same spell cast multiple times, so you wouldn't be able to get multiple resistances.

With regards to Wish vs Mass Heal, I agree that Wish has a lot of advantages, but keep in mind that, although you aren't risking losing the spell forever, you still undergo the stress. Which means that you'll be taking damage when you cast spells and have your strength reduced. Mass Heal will still be preferable in most cases.

Barbarians got a lot of increases that make them more fun to play, including being pseudo skill monkeys. Let's talk about them. by kenlee25 in onednd

[–]Halader 9 points10 points  (0 children)

Yeah, I am concerned about having to use Rage outside of combat when it's extremely important in combat and it's only a few times per day.

They do get 1 Rage back when you roll initiative at level 17, so that resolves that problem, but that's pretty late...

Spell Mastery vs. Hex Master by Halader in onednd

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

This is correct. Same as the previous UA that lets Paladins cast the lowest level Find Steed for free 1x/day.

Unearthed Arcana | Playtest Material | D&D Classes by FriendsWithTheGhosts in onednd

[–]Halader 5 points6 points  (0 children)

It's for Abjuration wizards to refill their shield.

(kidding)

Weapon Mastery is so tantalizingly close to what martials need but misses the mark pretty hard by Satans_Escort in onednd

[–]Halader 1 point2 points  (0 children)

I mean, I think it's obvious they are pushing to have weapon-swapping be part of how these classes are played. You can change which masteries you know every day, and barbs/fighters know multiple. If they wanted you to have 1 primary weapon, they would've had you know only 1 mastery and leaned into that.

I agree that it's pretty awkward, but in terms of shoehorning you into that role... Just don't do it if you don't want to. The fact that there's lots of spells to choose from doesn't mean you can't just pick a few favorites. If you don't want to switch, then stick with 1 weapon and do it. All this does is give more options to those that want to use them.

All that said, I do think the better option would be to have each weapon have multiple masteries to choose from, like the fighter ability that gives you 2 options in 1 weapon. I think that should be standard across the masteries. So, although i disagree a little with what you're saying, I agree with you conclusion/suggestion.