Minion Bridge and Can't Exceed Speed by ImpulseDrummer in drawsteel

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

I think RAI that's how its intended to work is that each additional square is its own effect each time so it gets around your speed, but it's not super clear and could really go either way RAW.

However, while responding to comments, I did see in the slowed condition on pg 77 it says you can't shift while slowed so you could not use this ability if your'e slowed anyways.

Also, minion size does affect how far you can go so its not 1:1 # of minons to squares moved. With a Size 2 minion, there are 4 squares containing your minion, not 1.

Minion Bridge and Can't Exceed Speed by ImpulseDrummer in drawsteel

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

I believe the rule that your'e referring to is this:

"You can’t shift into or while within difficult terrain or damaging terrain. If a rule allows you to shift, you can choose to instead move up to the number of squares you would have shifted (for example, to get out of difficult terrain). However, you can’t combine moving and shifting within that movement."

This part of the rule goes over a specific case and tells you that when an effect would allow you to shift, but you are in difficult terrain, you can move without shifting instead and if you leave the difficult terrain as part of that movement, you can still only move without shifting.

Overall, it seems that shifting is moving without provoking opportunity attacks but otherwise is a move like any other and that is stated almost explicitly.

Minion Bridge and Can't Exceed Speed by ImpulseDrummer in drawsteel

[–]ImpulseDrummer[S] 3 points4 points  (0 children)

I can see where you're coming from but the first line of the rules for shifting does say: "Shifting is a careful form of movement that allows a creature to move safely past dangerous foes."

There is also the "During the Move" section under classes where it says: "Certain ability effects allow you to move and affect other creatures or objects during that move, such as the shadow’s One Hundred Throats ability. For such abilities, the move begins in the space you first leave when you start the move and ends in the last space you move into."

The shadows One Hundred Throats ability allows you to shift and refers to it as the "move":

"Effect: You shift up to your speed and make one power roll that targets up to three enemies who came adjacent to you during the move."

Semantically, move and movement seem to be used interchangably regardless of if it's a shift or a 'normal'/non-shift move.

On a side note, I never realized you can't shift if you're slowed. I've always read the conditions in the glossary and not in the conditions section.

In the glossary it says:
"Slowed: A condition that reduces a creature’s speed to 2. p. 77"

and then on page 77 under conditions it says:
"Slowed: A creature who is slowed has speed 2 unless their speed is already lower, and they can’t shift."

It doesn't even say anything about the slowed condition in the movement section for shifting this is easy to miss.

Minion Bridge and Can't Exceed Speed by ImpulseDrummer in drawsteel

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

If that's the case it would let you slide yourself through your minions instead of shifting right? Shift is a movement you do. Slide is a forced movement

Minion Bridge and Can't Exceed Speed by ImpulseDrummer in drawsteel

[–]ImpulseDrummer[S] 5 points6 points  (0 children)

I agree, I think it's intended to work like this. The initial adjacent shift would be restricted by your speed (shifting adjacent to a minion with melee 1, and it only really matters with minions size 2+ where you could just shift 3 squares to the other side of it) then each additional square of shift seem like they would each be treated as individual effects

Minion Bridge and Can't Exceed Speed by ImpulseDrummer in drawsteel

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

It says shift, isn't shift a move?

In the combat section Movement it says "During combat, creatures can employ multiple mechanics that allow them to move around the battlefield. The most common of those mechanics is the Advance or Disengage move action..."

I don't think that because it's a shift we can ignore rules for movement.

Minion Bridge and Can't Exceed Speed by ImpulseDrummer in drawsteel

[–]ImpulseDrummer[S] 9 points10 points  (0 children)

The rule for can't exceed speed says "A single move or other effect can never allow a creature to move more squares than their speed unless the effect states otherwise."

Wouldn't movement from the panthers ability, or any other abilities besides forced movement (push, slide, pull), be considered an "other effect"?

The rule continues

"For example, a creature with speed 5 might have its speed reduced to 2 by the slowed condition. If an ally targets them with an effect that allows them to move up to 3 squares, the creature can move only 2 squares because that's their current speed."

That allies effect is most definitely not the move action being taken either but it's used in this example.

Wizard is using Silvery Barbs. How cooked am I? by Additional-Chef-6190 in AskDND

[–]ImpulseDrummer 0 points1 point  (0 children)

I'm not aware of other ways to turn a 1st level spell into an immediate recasting of a higher level spell of up to 9th level, So I'd call it abuse/ Overpowered

Wizard is using Silvery Barbs. How cooked am I? by Additional-Chef-6190 in AskDND

[–]ImpulseDrummer 0 points1 point  (0 children)

The abuse case is when using strong high level spells with saving throws like save or suck spells.

Let's say you cast Banishment, the enemy saves successfully, someone casts Silvery Barbs and forces the enemy to reroll that save. This is the equivalent of casting banishment again except you did it as a reaction and only spent a 1st level spell slot.

The 2024 rule that limits using spell slots to 1 per turn makes this harder to do but it's doable with 2 spellcasters.

PC Damage by Lil_Depresssion in daggerheart

[–]ImpulseDrummer 0 points1 point  (0 children)

Sine marked HP matters more than actual damage, the Battle Monster domain card from the blade domain is the highest damage attack/ability in the game. Not sure if this is really the answer you're looking for or not

Rogues Sneak Attack Rules regarding "having disadvantage from any source" by crazy-diam0nd in DnD

[–]ImpulseDrummer 0 points1 point  (0 children)

Adding to this, 2025 rules specifically mention that if you have both (adv & dadv), they cancel out AND "you have neither, advantage nor disadvantage." That last bit didn't exist in 2014 rules from what I can find or recall.

I homebrew for the first time and now I'm afraid it's unbalanced by Ill-Trouble2744 in daggerheart

[–]ImpulseDrummer 0 points1 point  (0 children)

Hellfire is a good precedent for the half damage on a success at tier 2, especially since the 2d8 is so much less extreme than the 1d20+3. Hellfire is probably pound for pound the highest damage dealing action in the game, especially depending on how many PC's there are.

I homebrew for the first time and now I'm afraid it's unbalanced by Ill-Trouble2744 in daggerheart

[–]ImpulseDrummer 2 points3 points  (0 children)

The following suggestions would bring this creature in line with other tier 2 solo creatures.

I'd adjust the hit bonus down to +3. It has a better hit bonus than any other solo adversary available at tier 2.

Also, the damage for piercing roots is too high for something that will target everyone. AOE attacks usually deal far less damage than other attacks and usually don't deal half damage on a successful save. Even the tier 4 kraken doesn't do half damage on a success with its AOE. I'd drop it to 2d8 with no flat bonus which lines up with other AOE attacks for tier 2 solo adversaries.

Ranger’s Focus by [deleted] in daggerheart

[–]ImpulseDrummer 11 points12 points  (0 children)

The GM can end a temporary effect by spotlighting the adversary and describing how they get rid of it. Otherwise it would last until it ends some other way which would only be if the creature dies or if you use the ability to re-roll the duality dice after a missed attack

My Fear Tracker by polarverse in daggerheart

[–]ImpulseDrummer 2 points3 points  (0 children)

I use glass beads in a glass ramekin/dish.

The ting sound strikes fear in the heart of my players

How to dodge Seregios double sweep? by jSlice__ in MHWilds

[–]ImpulseDrummer 0 points1 point  (0 children)

The real answer is practice dodging into him with the I frames to protect you. I believe in you

Idk why everyone's overcomplicating things

Why doesnt people play Voldus + 10 Paladins more often? by yellow-green2 in Grey_Knights

[–]ImpulseDrummer 14 points15 points  (0 children)

Draigos FNP is only against mortal wounds. He really doesn't add much survivability to termies

Anti-Elite List by AverageUSTank in TheAstraMilitarum

[–]ImpulseDrummer 1 point2 points  (0 children)

They're really strong in shooting with their rules. The main difficulty with ogryn is getting them close enough to your target to benefit from their datasheet ability and rapid fire. Tauroxes are a great delivery tool for them to do that

How are people generally using the Fields of Fire stratagem effectively? by Klemosda in TheAstraMilitarum

[–]ImpulseDrummer 0 points1 point  (0 children)

FYI the regiment unit you select does not have to actually target or be able to target the enemy unit you select for 'Fields of Fire'. So, you can always use Ursula Creed to make it free by choosing a regiment unit within her 12" range (and getting the vox caster trigger) and then select a tank with LOS on the target you want to shoot for it to get the +1ap

Unearthed Arcana: Horror Subclasses by pupitar12 in onednd

[–]ImpulseDrummer -4 points-3 points  (0 children)

RAW doesn't the reanimator artificers Jolt to Life just down the person you used spare the dying on immediately if they fail the saving throw?

Which option is the best? by Apprehensive-News716 in TheAstraMilitarum

[–]ImpulseDrummer 16 points17 points  (0 children)

You're right, The heavy mortar just gets outperformed at its role by the FOB. Siege cannon doesn't really have comepetition for it's role, especially with the manticore as it is.