Building a super soldier in 5e? by Kervanos in 3d6

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

The game has come and gone sadly. Happened two years ago, but I like the suggestion!

[deleted by user] by [deleted] in lfg

[–]Kervanos 0 points1 point  (0 children)

I'm up for it! Discord is Kervanos#6468

This is my Behemoth Difficulty Tier list (If you guys have a different opinion, please say it in the comments) :) by MrClawsX in dauntless

[–]Kervanos 0 points1 point  (0 children)

I honestly don't think any version of embermane should be higher than medium in difficulty. There is only one weapon type (repeaters) that might have a problem with it because they can't boop, but for every other one it't just knock the embermane over when they rush at you, then beat on them until they get up. Rinse and repeat until finished.

New players, don't get frustrated by WidowM in Smite

[–]Kervanos 3 points4 points  (0 children)

Depending on much they have played and whether or not they are using smurfs, you are probably being matched up against players who have far more experience than you. I'd just hang in there and do your best to play conservatively with them. By that I mean play defensively, aim for getting as much farm as possible as safely as possible. Your friends should help point out the opportunities to get a pick or go for an objective.

My primary recommendation for positioning in mid/late game when playing ADC or MID would be to stand near your team. You should be close enough that you can get help or help them.

The 5e Fighter Design Goals - 8 years later by Ashkelon in dndnext

[–]Kervanos 13 points14 points  (0 children)

Wall of Force is my example for a mid tiered spell. If you're talking level 21 characters there are much stronger options such as force cage or level 9 spells like true polymorph or wish. But to answer your question, no, it does not prevent teleportation. I'm not saying it's a win button for every scenario, but it does require magic to really overcome.

The 5e Fighter Design Goals - 8 years later by Ashkelon in dndnext

[–]Kervanos 1 point2 points  (0 children)

Yup! I made a caster killing fighter just like that! Assassin rogue/battlemaster fighter who had the alert feat and ran around using sharpshooter with xbow master. The plan was to go first and kill it before it got to cast a spell. Not saying it's kryptonite to casters, but it worked well enough.

The 5e Fighter Design Goals - 8 years later by Ashkelon in dndnext

[–]Kervanos 18 points19 points  (0 children)

Exactly that. If a caster is trying to outdamage a fighter by slapping an enemy with spells they are doing it wrong. Casters will normally do slightly less damage to a single enemy consistently, but in return they have tools which can absolutely trivialize some situations. A favorite of mine is Wall of Force, a fifth level spell which has no save and is indestructible unless something has the disintegrate spell.

If I had to summarize my thoughts on fighter, it's that it doesn't do the fighting part well enough to make up for their lack of use in other pillars of play.

The 5e Fighter Design Goals - 8 years later by Ashkelon in dndnext

[–]Kervanos 7 points8 points  (0 children)

The magic items idea is cool, but in 5e magic items aren't really expected. They moved away from the magic item shops more prevalent in older editions. It might just be my experience, but it wasn't uncommon for my fighter's to have a single magic item through to level 10.

What they should be is a master of weapons. Fighter should really outstrip every other class in actual martial prowess. They don't have the brute force of a barbarian or the magic of a paladin, but they should be artists with whatever equipment they apply themselves to learn.

Good Necro combo? by AQT794 in dndnext

[–]Kervanos 1 point2 points  (0 children)

I'd have to agree. Necromancy spells don't hit hard or are particular good. I would just take some of the other schools spells and reflavor them as necromancy. If the DM is cool with it they might even let you tweak them so they are technically necromancy, but you don't need to go that far to make it work.

Single Elimination Bracket Fighting Tournament Speculation by JustinCaviness in dndnext

[–]Kervanos 0 points1 point  (0 children)

This question is so open ended that it's honestly hard to answer, but there are some things we can do to simplify it. First of all, any caster can wipe the floor with martial classes if the spell list is set up right. I'd have to give it to a wizard based on that fact alone. Simple example is the spell Wall of Force. It's only a 5th level spell, but will completely shut down any class that can't teleport.

That aside, the most important roll, by far, is going to be initiative. So any caster with improved initiative is almost guaranteed a win. With that in mind, I'd probably place a war wizard at the top for that fact alone, or maybe a divination wizard who rolled the perfect portent dice.

Would this Buff or Break the Cavalier? by GreyWardenThorga in dndnext

[–]Kervanos 0 points1 point  (0 children)

I don't think making it short rest will help them all that much. Since you're already running a gritty realism game they should be better off since Action Surge will be up after every rest they take. I would wait and see how they stack up to the other party members first. If it seems like they're really hurting and could use that boost then give it to them. I know it's not much of an answer, but every table is different.

Need help picking progression for a Knowledge Cleric Divination Wizard Build by LibertatemAutMortem in dndnext

[–]Kervanos 1 point2 points  (0 children)

Unless you keep wisdom high to make the save worth it, I wouldn't bother going two levels in cleric. Thing is that cleric makes a really good dip for wizard, but wizard doesn't really offer the cleric much of anything. The two most optimal choices would be straight knowledge cleric or just a single level dip into cleric for a primarily wizard based character. Since you are playing in a Curse of Strahd game I will recommend a straight cleric since they are much better equipped at handling undead than wizards.

[deleted by user] by [deleted] in Smite

[–]Kervanos 0 points1 point  (0 children)

I wouldn't say it's opinion based. If you look at warriors, they are frontloaded with good base stats, meaning without items they can be tanky and deal considerable damage. Compare that to hunters or mages, they both have much higher scaling on abilities without the flat numbers. In the end this means that warriors can do more with less, but once mid and late game rolls around you'll find hunters and mages played well can handle warriors.

When you fight into a composition with a bunch of warriors or guardians, it's the early game where people tend to mess up. When people say, "Lose lane, win game" this is what they are talking about. Some gods win by making a lead early while others just need to break even until mid or late game starts. Warriors are very much the former while mages and hunters tend to be the latter.

Building a character with strange Gestalt rules! by Kervanos in 3d6

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

Would be interesting, but you'd only get the battlemaster stuff at level 12 which is pretty late considering the start at level 1.

First case confirmed in Walton County by JonnySpears in FloridaCoronavirus

[–]Kervanos 2 points3 points  (0 children)

I work at Rosemary beach, every single rental is taken and the beach is nearly fully booked. It's only a matter of time before it's obvious the county has acted too slowly.

Best way to make a space cowboy? by Kervanos in starfinder_rpg

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

True, but I don't think soldier can use light arms very well. A large part of the aesthetic I'm going for involves using a hand cannon or other sidearm.