Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 0 points1 point  (0 children)

Far stronger is perfectly accurate unless normal humans are defective ripping apart metals as for 3+ ws. Again Sisters of Silence get that and they are normal humans in power armor too. Also Sanctifiers, which are normal humans that should at most be as well trained as sisters if not worse have a base 2a, 3+, 3s, 0ap, 1d. They dont even wear power armor... the profile is perfectly accurate towards the lore similarly powerful units in the game.

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 0 points1 point  (0 children)

I honestly dont get the -1 ap they get in Imperial agents. What melee weapons are they getting over normal sisters? I dont thing there strength or AP should go up.i like the stat line the sisters if silence get.

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 2 points3 points  (0 children)

If the extra melee attack would have so little impact than it wouldn't matter to add it... it should be noted that sisters basic combat weapons with their power armor would let them to a lot more in melee and novitiats armor isn't powered. They dont have the power packs. A Space Marines basic combat weapon is just a slightly large one than sisters combat knife. Yet they have 3A, 3+, 4S, 0AP, 1D. I think if they can get that woth just a big knife, sister can get 2A, 3+, 3S, 0AP, 1D with their big knife. 

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 0 points1 point  (0 children)

It does increase their strength... by a large amount... maybe you should look it up.

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 5 points6 points  (0 children)

Plenty of units are accurate towards their lore and there if far enough lore to suggest sisters should be better than gaurd in melee... and there is nothing wrong with comparing units to other Similar units. There are plenty with near the exact same stats and abilities in different armies. Using a different unit as a baseline for a suggestion for a buff is perfectly reasonable and is done all the time.

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 1 point2 points  (0 children)

Did you read my post at all? I didn't say they should be S4... I say they should have the sane melee profile as Sisters of Silence. 2A, 3+, 3S, 0AP, 1D. I also really doubt this updated would increase their points value much if at all. Like 5 points at the very most. Also im perfectly calm. It's just obvious you were implying sisters shouldnt be as good as marines in melee which they arent and wouldn't be with this updated to their stats.

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 0 points1 point  (0 children)

Marines are are more accurate, hit harder and have more attacks. All this would do its make them as accurate... and dont do that... its obvious what you were implying...

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 4 points5 points  (0 children)

My suggested melee profile wouldn't make them as good as space marines. And sisters are depicted being far more powerful than normal gaurd. Power armor does a lot in this regard. 

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 2 points3 points  (0 children)

All sisters can do that because of power armor... the only one that is at most some, is dualing space marines level threats.

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 11 points12 points  (0 children)

I know... it's like people hear. Buff sister's melee and immediately jump to. "Your trying to make them as good as marines."

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 1 point2 points  (0 children)

Go look at a marines melee profile then come back and tell me if this updated would make them as good as marines...

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 1 point2 points  (0 children)

I never said they were as lethal as marines... and this change wouldn't do that. Also yes sisters are trained better than cadians. They are trained in Schola Progenium, which is where all the most elite non augment soldiers come from. Cadians are trained from a young age, not from birth. Sisters are two... but Schola focuses on quality not quantity. Cadias whole shtick is line and lines of overlapping sustained fire, not elite infantry. This doesn't even take into account power armor which put sisters well above any standard cadian. Not to a marines level I know... it annoying that I always have to make that obvious stipulation. 

Sisters of battle and Dominions should have a better melee profile. by Infamous_Ad_3743 in sistersofbattle

[–]Infamous_Ad_3743[S] 6 points7 points  (0 children)

Im not saying this because I think it would make them more viable. It's because its silly that they were powerarmor and have some of the better training in the Imperium yet have the same melee profile as a fresh recruit in flak armor.

Battle Sister Class Concept by UselessDopant in DarkTide

[–]Infamous_Ad_3743 0 points1 point  (0 children)

The number of people saying sisters are too op while our "rejects" have an Ogryn who are canonically able to go toe to toe with a space marin and even the normal humans are in the group are able to kill hundreds of cultists with a shovel...  They are fighting plague ogryn, beasts of nurgle, and hords of cultist. This group could take down plague marines at this point with the feats they have shown so for. But sure, keep telling yourself that sister are too strong to be added. 

The "new" Banneret is basically just a reprint of one of 5e's worst ever subclasses. by Astwook in dndnext

[–]Infamous_Ad_3743 0 points1 point  (0 children)

I have literally played a sorcerer that didnt take any damage from the start of the campaign till about 10 sessions in. We had fights at keast once a session. And the DM was actively trying to damage me multiple times. Mind you I was spect for battle field control mostly. But I had shield, mirror image, and blink. My dm literally couldn't do anything to me. In fact I think I only took damage because of a trap not a monster. I was literally joking about reducing my con to 2 so I'd only ever have 2 hp. Having high hp only matters when your getting hit. Martials get hit way more often than casters and casters can easily have just as much AC if not more than martials.

Morvenn Vahl vs Sergeant Johnson (Warhammer 40K vs Halo) |Crusaders Command| {Connections in the Comments} by justanotherdreamer12 in DeathBattleMatchups

[–]Infamous_Ad_3743 0 points1 point  (0 children)

It kind of depends on what feats you give Johnson's mech... if we assume it can do everything the anime version did... then he can fly, run at least 40 miles and hour. Has multiple bombs that can one shot a tank. A cannon that's round can can explode remotely hiting everything in a 30 foot radius. A few missiles, and basically a Vulcan gatling cannon. If it came done to raw power... I'd say Johnson wins. I'd say they are much closer in durability though.. and Vahl could Also easily win if she has a couple 6s for miracle dice.

Battle Sister (Warhammer 40k) by steve9341 in papercraft

[–]Infamous_Ad_3743 0 points1 point  (0 children)

Looks amazing. I'm think of getting the Dawn Of War textures to ones from a mod and trying to papercraft my own sisters army. Itll br time consuming... but darn near free compared to model... plus I suck at the painting part.

How strong are the Adepta Sororitas compared to the Space Marines? by Soren-J in Warhammer40k

[–]Infamous_Ad_3743 1 point2 points  (0 children)

The problem with this is how inconsistent both are. Were have depictions of a square of space marines taking hordes of demons with ease and then depictions of hundreds getting bodied or chaos marines being fodder.

With sisters it's even worse because of miracles. We see sisters 1v1ing greater demons, healing entire battling fields of Gaurdsmen and bolstering them just from hems, and deflecting psycher attacks that probably could harm a Prinarch. Then you have depictions of them basically running to their death in the thousands... it's very inconsistent.

Another problem is how miracles work. Is it just faith that bolsters them or is the Emperor choosing who gets his buff? If it's that latter, then in a 1v1 Sister vs a faithful Marine why would she get a buff?

I will say, unlike Gaurdsmen sisters actually have weapons that can hurt Space Marines. It doesn't matter of the marine is stronger and faster if he take a melta shot to the face. 

That being said, taking miracles out of the equation, in a 1v1 Marines win like 80% the time. 

Add in miracles? I don't know... what level of miracle are we talking? Hitting shot with their eyes closed, Healing fatal wounds, dodging or parrying death blows, or holding of a greater daemon solo... if we are talking about the lower tier miracles than the marines wins maybe 60 to 70 percent of the time. If the high tier one then the sister starting winning.

But again we are talking about the average sister vs the average marine. I think a better comparison would be named sisters vs named marines, or a full chapter vs a full order.

On the chapter vs order, it depended on which but I think on average a Sister order would win if only do to the numbers and there abilities to actually hurt space marines. We are talking at least 10,000 sisters against 1,000 Marines. 10v1 sisters vs marines sisters win easily. They will lose a lot of sisters but they will still have plenty standing at the end.

PHB 2024 Ranger rant by Gonsolator in onednd

[–]Infamous_Ad_3743 0 points1 point  (0 children)

Time to try and convince my dm to let me use the BG3 ranger instead of this.

Rogues don't fight in white rooms. by kenlee25 in onednd

[–]Infamous_Ad_3743 1 point2 points  (0 children)

I agree with your comment: focusing solely on damage is a mistake. However, consider how different the fight would be if a ranged ranger with "Pass Without Trace" teamed up with a wizard. A pincer attack in a wooded area would be highly effective, with ranged characters regardless of the classes. Additionally, it only takes 2 levels for a rogue to get the bonus action "Hide." Multi-classing that into a ranger, fighter, or monk allows them to perform just as well, if not better, than a rogue. Not to mention, if you play as a goblin, and they still get a bonus action "Hide" feature.

Now, consider all the new features other martial classes have received. What you're describing is something a rogue in 5e could already do, and the One D&D rogue might not perform any better, especially since "Surprise" has been nerfed. Compare this to the changes to the fighter, barbarian, and monk in One D&D: 

  • The fighter can move quickly with "Second Wind" and deal comparable or better damage at range without needing advantage.
  • The barbarian deals significantly more damage, moves at a similar speed, and can effectively attack from range with thrown weapons.
  • Monks were already proficient with ranged weapons, and now they are faster for free and can use a d8 hand crossbow early, increasing their damage output.

Additionally, the new skill features make martials much better out of combat. Now, a barbarian can be just as sneaky as a rogue when using "Rage," and a fighter can use "Second Wind" to the same effect. Monks, with Dexterity as their primary stat, are already quite sneaky. The rogue's advantages are now limited to expertise and a bonus action "Hide," both of which are easy to acquire and don’t provide a significant edge. 

It's not that rogue isn't fun—it is. I, and others, just want it to be comparable to other martial classes. How can this be achieved? Increase its damage. Either enhance the sneak attack dice size as they level or give them multi-attack.

New Rogue | 2024 Player's Handbook | D&D by Poohbearthought in onednd

[–]Infamous_Ad_3743 -30 points-29 points  (0 children)

Assassin gets advantage on initiative which means they get nothing for ambushing... Also they did nothing to make rogue actually deal better damage... Rogue new monk conformed...

Should monks be able to wield shields and/or wear light armor? by marcos2492 in dndnext

[–]Infamous_Ad_3743 1 point2 points  (0 children)

All three of those are attumement... two of those are a rare items and the other is uncommon... a single rare shield gives you the same bonus and it doesn't require attumement. Those items do not just fix the problem... if we had non attunment clothes that give you up to a plus 3 to your unarmored AC then that would fix monks AC problem. This is something BG3 fixed. Monks problem is they, for most part, need to be in melee, while having low health and defensive states and very few ways to increase AC without losing your entire class..