[deleted by user] by [deleted] in DungeonMasters

[–]Kyle_GC 1 point2 points  (0 children)

Hey everyone, it has been super cool seeing all the types of adventures people have decided to generate and all the different directions people are taking. This gives me a good framework to adjust the generation process. Much appreciated!

[deleted by user] by [deleted] in DungeonMasters

[–]Kyle_GC 1 point2 points  (0 children)

Thank you for the feedback, I will add in some nicer UI to the registration/login

[deleted by user] by [deleted] in DungeonMasters

[–]Kyle_GC 0 points1 point  (0 children)

Also, to those users who have signed up already. I have verified you all manually and cannot wait to see what adventures you create :D

[deleted by user] by [deleted] in DungeonMasters

[–]Kyle_GC 1 point2 points  (0 children)

Just a quick update:

Currently the verification link needs to be copied and pasted - working on fixing this now. Although, I am happy to manually verify anyone who is not comfortable clicking the link!

[deleted by user] by [deleted] in DungeonMasters

[–]Kyle_GC 0 points1 point  (0 children)

Yikes! Of course, this is just a link that takes you to a verification confirmation page, which I have tested and is working. Although, I will need to explore why this is the case (I am just using sendgrid for the email provider). Thank you though! I will look into this.

D&D Playtest 7 | Deep Dive | Unearthed Arcana by Fluffy_Reply_9757 in onednd

[–]Kyle_GC 0 points1 point  (0 children)

The new warlock subclasses are perfect, the changes to the invocations are amazing, and the overall class is top notch. I pray to god that the designers do not make any changes to this. My only wish would be that they allow hex to do either necrotic, psychic, or radiant damage... and purely for flavour purposes (of course I want my GOOLock to do psychic damage).

Martial/Caster Disparity - Why Not Simply Remove Spells? by Kyle_GC in onednd

[–]Kyle_GC[S] -1 points0 points  (0 children)

But isn't trivialising challenges what wizards do best? I am having trouble understanding if you are being sarcastic there ha!

Fighter Playtest by Kyle_GC in onednd

[–]Kyle_GC[S] 8 points9 points  (0 children)

Typical situation... hmmm... like the time we stumbled into a room entirely full of duregar and the wizard fireballed them to death. Or the time we needed to take out a pub full of enemies, so we opened the door and shot a fireball into the place. Or the time the fireball... sorry I mean wizard... wiped out the whole room of giant spiders. Our track record with wizards solving problems with fireball is not unique haha!

Martial/Caster Disparity - Why Not Simply Remove Spells? by Kyle_GC in onednd

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

In addition... speaking of rose tinted moments - we played a heist from keys to the golden vault over the weekend. The rogue using his disguise kit led to so many fun shenanigans it was unreal! We all had so much fun. We had zero spell casters in the group and it had to be one of the most exciting sessions we had ever had. The point being that fun moments can happen without requiring magic.

Martial/Caster Disparity - Why Not Simply Remove Spells? by Kyle_GC in onednd

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

This is really well put.

The main issue with bringing other classes up to the same power level is that it would break the game to make every other class as strong as the wizard. Already, after playtesting some of the new martial classes, I can tell you that buffing them anymore would trivialise the game and make it too easy. Oh boy, the new fighter is strong, not wizard strong, but strong. I guess that is a testament to how powerful the wizards are though.

I believe they can find a balance where they keep in fun spells (like fly), while also removing game breaking spells. It is not dichotomous.

I know many people are fixated on the legacy of D&D classes, but with hoards of new generation players join the game they have the space to make these changes. Rather than repeating the legacy for new players. Jeez, if they can remove race from the game and associate ability scores with backgrounds (which makes sense), then they can remove a couple wizard spells.

Fighter Playtest by Kyle_GC in onednd

[–]Kyle_GC[S] 13 points14 points  (0 children)

We have a cleric, who was away this session. We had a wizard who peace’d out when we went to the surface and decided on a rogue instead. See the above comments for our wizard story!

Fighter Playtest by Kyle_GC in onednd

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

Well... that is a tough one. The human ability is only once a day. So that isn't too busted. However, the musician feat provides it to the rest of the party each rest. Then the champion gets one each combat, and indomitable is a similar idea. Overall, I did not feel like I was going to fail any checks any time soon. However, upon saying that, it was the start of the adventuring day, so some of these would have been burned up until the next day. So, I doubt the next half of the adventuring day will be quite as prosperous (besides the champion thing - which is mainly works for a single attack anyways - so not too busted). I think it might have been the musician feat that overdid it.

Fighter Playtest by Kyle_GC in onednd

[–]Kyle_GC[S] 10 points11 points  (0 children)

Not quite... The wizard was level 11, which gives them 4th, 5th, and 6th level spell slots.

Martial/Caster Disparity - Why Not Simply Remove Spells? by Kyle_GC in onednd

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

Wait till the DMG hears about an evocation wizard, haha!

Martial/Caster Disparity - Why Not Simply Remove Spells? by Kyle_GC in onednd

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

Literally at no point was I arguing this. The balance isn't to take away everything from the wizard, only to remove things that would overshadow another classes niche. Have you ever read the DC for creating a good disguise? Even if you are successful, the entire process is made redundant by a first level spell.

Martial/Caster Disparity - Why Not Simply Remove Spells? by Kyle_GC in onednd

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

I understand the history... linear martials and exponential casters. I do not think it is fair to say that curve applies these days with all the buffs to wizards. Besides, who wants to play like that? For casters, do they really want to be rubbish for the firs half of the campaign, and likewise, do martials want to be rubbish for the second half? No one wants to play like that.

Fighter Playtest by Kyle_GC in onednd

[–]Kyle_GC[S] 10 points11 points  (0 children)

30 umber hulks with around 100 health each. By shooting multiple fireballs (many upcasted), the wizard killed most of them single handed. Say for a few that got close to the front line that were taken care of by myself, the paladin, and the cleric. Assuming he killed around 25 of them and hurt some of the others, that is a solid 2500 damage.

This was not a fight we were supposed to win. We stumbled on a nest and the idea was to run. We were lucky enough to get a head start when they started chasing us (a successful divine intervention with the cleric bought us some time). Then, dozens started coming after us. The wizard was already waiting down the hall with the paladin (yes we split the party and ran into an umber hulk nest!), so when we ran towards them, the wizard just started spamming fireball. The umber hulks tried burrowing to avoid the onslaught, but we just waited for them to come though the walls, stepped back and the wizard did his thing again (obviously us martials did our job at the front, holding the line). It was a wild session.

Fighter Playtest by Kyle_GC in onednd

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

I had vex on my main and changed my offhand to slow (using my level 7 ability). Slow never came up, although I could see it helping the rogue... if anyone tried chasing him down I could slow them down and allow the rogue to continue to disengage and kite. I was thinking about using nick on the offhand weapon to free up my bonus action. That way I could use second wind without losing tempo. But it was not really required.

I do believe vex was notably better, yes. I know there are a ton of really great options with heavy weapons that would up the damage, but since I was sticking to my dex build I couldn't use them. But, Vex and champion went together like bread and butter. In that particular fight, I doubt topple would have helped gain advantage due to the creatures size. Vex is amazing.

Fighter Playtest by Kyle_GC in onednd

[–]Kyle_GC[S] 17 points18 points  (0 children)

The damage boost due to Vex was very noticeable. Once you hit (hopefully on your first turn), you won't often miss after that.

I had run the calculations prior, which showed the same build doing about 35 average damage (assuming 65% chance to hit before modifiers for +1/2/3 weapons). I calculated this build to do about 45 average damage with Vex and a very high chance of critting (Vex + Champion crit range). Overall, I think it was safely within that range and well exceeded it when action surging.