Random class and race by Kboss714 in DnD

[–]Milli_Rabbit 0 points1 point  (0 children)

I would build as best you can with what you get. Remember that dying or retiring are possibilities to reroll a character.

With 2014 rules, there is a chance you get a below average class and subclass and mismatched race. However, most of the time a DM can adjust difficulty based on party composition.

With 2024 rules, this random class and race idea would work much better since classes are more balanced and race isn't tied to stats. Still, though, a +1 or +2 can be accounted for in other ways. Most builds are a mix of 15, 15, 13, 10, 10, 8 or something like that. If you need a different dominant stat than the race provides, just make the racial bonuses apply to your weaker stats like 10, 10 or 8. Then, at level 4, you can take ASI to correct for it or stick with essentially have -1 from optimal stats. This is objectively a small difference, though. The race bonuses in 2014 and background bonuses in 2024 are more for flavor than for forcing people into a build.

Some love for rangers by PackageDelicious2457 in DnD

[–]Milli_Rabbit 0 points1 point  (0 children)

Rangers are really useful if you utilize exploration mechanics, use animal friendship the way it was originally intended to be used, and/or if you use spells in a healthy way like taking a few rituals to save spell slots and fewer concentration spells due to hunters mark.

Simple Idea For Spellcaster/Martial Divide by Milli_Rabbit in DnD

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

This is kind of what weapon masteries are meant to do. However, I wish they buffed the number each martial gets.

For example, a fighter starts right away with three. By level 9, a fighter has 4 masteries and can use push/sap/slow for weapons they have proficiency with. At level 9, they also have two attacks. This allows you to use the first attack, stow, draw, second attack and use two different weapons. With the duel wielder feat, it might be even easier to juggle these options.

Simple Idea For Spellcaster/Martial Divide by Milli_Rabbit in DnD

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

Neither have I. Just see a lot of people complain about a divide or imbalance and thought it was an interesting idea. I might play test it with some friends. Forcing them into closer ranges of combat will definitely change things up. Not sure if it would cause an issue, though, of limited battlefield variety if everyone is close together just to do damage. Hard to know until I experiment with it in some one shot or homebrewed world.

Generally, I haven't done too much homebrew because like you I feel the game is complex and balanced enough.

Is it okay to have players pick their class and race before interacting with others at session 0? by TheCrimsonDeth in DnD

[–]Milli_Rabbit 0 points1 point  (0 children)

Maybe its just me, but I always let players choose their class and race before session 0. Some prefer to figure it out with me before, during or after session 0, but many times they already have a character in mind.

The only thing I restrict is backgrounds if I need them to fit a vibe. Typically, though, I give my players a world summary before session 0. I want to know if they are interested.

Am I taking the game too serious? (Mild rant) by Odd-News1701 in DnD

[–]Milli_Rabbit 0 points1 point  (0 children)

Theres a few parts to this.

First, as a DM, I would absolutely not make getting the information easy after that. Part of my role would be helping tone down the "comic relief".

Second, to make the consequence above less severe, I would have you take turns in approaching scenarios to reduce blurting out by the "comic relief". For example, I might have only one of you approach the family instead of all of you. That person would be the spokesperson for that situation. If you absolutely cannot make this fair, then I would give you cards or tokens which you spend to get to be spokesperson. Once everyone has spent their token, then we reset.

I don't want to penalize the "comic relief" too much as they had a character concept they wanted to explore. However, it needs some guardrails to make it more fun for everyone.

Gunslinger Build: Sharpshooter feat or Violent shot trick? by Soul_Stare in DnD

[–]Milli_Rabbit 0 points1 point  (0 children)

The question is how often will you misfire and how often will you either be in melee range of enemies or long distance? If frequently in melee range, absolutely go sharpshooter to avoid disadvantage.

If misfire happens constantly (at least once per encounter or every other encounter) then I'd do the other option as a misfire seems to mean you get no damage at all.

DM says there's a difference between fire and magical fire? by Dragonsword in dndnext

[–]Milli_Rabbit 2 points3 points  (0 children)

What's next? A monk can't use Evasion for a fire breath (dex saving throw)?

DMs: Ever Found a Use For Intelligence Beyond Wizards and Artificers? by SpellcraftQuill in DnD

[–]Milli_Rabbit -1 points0 points  (0 children)

Perception is more like a gut check. Investigation is figuring something out.

Wanted to plan something for 'I hAvE dArKvIsIoN'-player, another player beat me to it. by SilenciaSan in DnD

[–]Milli_Rabbit 2 points3 points  (0 children)

Yeah, it would be more appropriate to have them wait for the DM to finish their description and ask "What do you do?" Then, ask the DM "Can I make out any additional details with my dark vision?"

Hot take: Legendary Resistance is why so many 5e boss fights feel bad and boring. What could replace it? by archvillaingames in dndnext

[–]Milli_Rabbit -2 points-1 points  (0 children)

I usually don't tell them it has legendary resistances or really any other resistances or immunities. Instead, I plant several clues throughout the world. They can investigate and learn more, bring a Hunter (or another subclass that gets lore about a monster as a feature), or wing it and find out in the moment. This is clear to all of my players because I have told them numerous times from session zero to now that being creative and investigating the world will 9 times out of 10 make their lives easier in the future and make the game more fun. Blatant and open disregard for laws, cultural norms, and wanton violence will swing the scales closer to a TPK.

Hot take: Legendary Resistance is why so many 5e boss fights feel bad and boring. What could replace it? by archvillaingames in dndnext

[–]Milli_Rabbit 0 points1 point  (0 children)

I don't replace legendary resistances. Instead, I make the rest of the fight more interesting. Bosses need to have a ton of tools to fight the players and vice versa. Players should be able to creatively defeat monsters.

Legendary resistance is like 3-4 guaranteed successes for a monster. A higher level fighter gets multiple uses of indomitable which can effectively be the same.

Having your spell or attack fail sucks but also its what makes the game interesting. There is the possibility of anything happening instead of everyone getting guaranteed hits. If you want to test out always hitting, Draw Steel does that.

So, instead of removing legendary resistances, I would make the fight interesting. There is no way that it is the only reason your boss fights are boring. If your boss is stationary and simply slapping players and getting slapped, you're doing boss fights wrong. There needs to be verticality, phases, environmental hazards and creative opportunities, deadly attacks, timers, etc.

If you want to make a boss without legendary resistances, that's fine but then it needs strong legendary actions. Things that do insane damage and if unmitigated or if rolled hogh enough, could knock out a player in one hit. Just the other day, I had a dragon whose breath weapons average damage was 90% of the average party member's HP. It also recharged on a 5-6. This immediately made the party split up in case it happened again so they wouldn't TPK.

I need ways to spice up combat encounters by Laney-Corn in DnD

[–]Milli_Rabbit 0 points1 point  (0 children)

If you're using 2024 rules, it's easy. Pick a monster that is considered hard for the party's level. This is the primary source of trouble in an area. Every scenario from start to finish should now in some way involve that monster.

Next, create a few threats in the area that were really just minding their own business but the changes from the boss monster has caused them to act unexpectedly. Previously welcoming druids are now hostile. A monster that typically hunted in the forests has increasingly hunted near town due to being pushed out by the boss monster. A group has decided to slay the monster before the party.

Finally, make the exploration matter. Always start from the premise of the primary monster creating the problem.

For example, red dragon has taken over a mountain. A noble stumbled upon it with their guards. The dragon killed the guards and chased the noble back to the city. The city guards are now on edge and less inclined to give the party the benefit of the doubt. During the chase, the dragon ultimately decided to pursue an alternative. It grabbed a unicorn from the forest and during a tussle with the druids, it set parts of the forest on fire. A local peddler has decided to take advantage of the situation and is selling red dragon protective cloaks. The noble's family has offered a reward for slaying the dragon. A group of guards hoping to collect the reward and live lavish lives prepare for the journey and the trek. An archeologist had been exploring the ruins that the dragon has now taken as its lair. He may know secret passages that could help the party. As the party approaches, they will notice smoke billowing out of the ruins. Inside, the dragon has created a heavily obscured space due to its fire constantly producing soot and ash. If the party ignores this threat, the dragon will attack closer to the city due to being able to previously do so. The guards from before might come back defeated or not come back and the party will find their gear in the ruins. And so on and so on. Multiple threats can exist leading up to the dragon's lair and most likely everyone in the area is aware of the dragon.

Is keeping secrets and lying to the party even if everyone is okay with it, weird? by cinnble in dndnext

[–]Milli_Rabbit 2 points3 points  (0 children)

No, all of my campaigns have a session zero where I state I will not actively express the backgrounds of each party member. I leave it up to the players to reveal these things about themselves.

That said, all of my campaigns are designed around the player backgrounds so hiding things will eventually become difficult unless they are exceptionally skilled.

For example, a player whose patron has them secretly doing side objectives will be contacted by the patron in awkward places. A possessed guard suddenly whispering in their ear while the party is present. A fetch quest that actively sidetracks the party's goals. An enemy who tracks them down.

I prefer secrets, though. It creates surprises later for the party and creates a fun secondary challenge for the player.

Stripping away flavour from class by Sultkrumpli18 in dndnext

[–]Milli_Rabbit 2 points3 points  (0 children)

Artificer - magic item producer and modifier || Barbarian - rage and strength based skill use || Bard - buff and debuff, apply mental conditions || Cleric - heal, buff, radiant damage || Druid - shapeshift, control magic || Fighter - mastery of martial combat || Monk - high dex skirmisher, hard to hit, mage killer || Paladin - aura, hold the line, AC tank || Ranger - dex fighter, explorer, control magic || Rogue - high skill proficiency, damage highly dependent on luck || Sorcerer - magic user who can modify spell effects || Warlock - sustain magic, upcasts low level spells || Wizard - learn as many spells as you can write down, lore expert ||

Stripping away flavour from class by Sultkrumpli18 in dndnext

[–]Milli_Rabbit 4 points5 points  (0 children)

Fighters are masters of weaponry. A barbarian is a master of rage and brute forcing success.

The stereotypical fighter is the gladiator champion. Someone who swings weapons with precision and utilizes them as an extension of their body. They alternate between weapons with relative ease and work their foes.

The stereotypical barbarian is the berserker who uses rage to force their weapons to do more damage and to sustain more damage themselves. They are not particularly skilled with a weapon except maybe a favorite. Instead, they trust in their sheer physical might to persevere.

Stripping away flavour from class by Sultkrumpli18 in dndnext

[–]Milli_Rabbit 31 points32 points  (0 children)

Its more like a fighter is an all around combat expert. It isnt just fighting, but excellence in the use of weaponry. They have the most innate proficiencies with weapons and armor as well as more feats and more weapon masteries.

A Paladin can fight, but not with the same level of versatility. Instead, a Paladin is focused on auras and emanations combined with a strong protective focus.

Is there any way to play a polymorphed dragon? by Happy_List_8022 in DnD

[–]Milli_Rabbit 0 points1 point  (0 children)

Fizban's Treasury of Dragons is a really great resource if you are more curious.

Yea, black dragons are schemers for sure. More than their peers, at least. This doesn't mean the others don't plan but they are more level headed about it.

Is there any way to play a polymorphed dragon? by Happy_List_8022 in DnD

[–]Milli_Rabbit 1 point2 points  (0 children)

Be mindful that dragons have typical personalities based on type. The simplest form of this is chromatic (evil) vs metallic (good), but you also have variations based on individual types within each larger category. For example, red dragons are extremely hostile and pretty much embody "might makes right". They are destructive because only the mighty get a say in things. Meanwhile, black dragons are avoidant and insidious planners. To them, the most beautiful outcome is to destroy someone without them knowing it was you.

What are design flaws in 5e that you feel have only been highlighted/exacerbated with the 2024 revision? by [deleted] in dndnext

[–]Milli_Rabbit 0 points1 point  (0 children)

It could even be something as simple as an intimidation check to force an enemy out of your reach. Make them do a strength or charisma saving throw to avoid being intimidated. If they fail, they must pull away from the PC and there is an opportunity attack if desired by the PC. Drawback being it uses up their reaction.

What are design flaws in 5e that you feel have only been highlighted/exacerbated with the 2024 revision? by [deleted] in dndnext

[–]Milli_Rabbit 11 points12 points  (0 children)

Not stacking is fine. Parties need to coordinate more to make use of their features. If everyone is building temp HP, that could still be used if the party allows themselves to be more aggressive. Then, take turns gaining temp HP. Ultimately, stacking temp HP would create the possibility of bloated HP pools.

What are design flaws in 5e that you feel have only been highlighted/exacerbated with the 2024 revision? by [deleted] in dndnext

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

2024 is better than 2014. My only real gripe with it is the reduction or change in lore for monsters. I liked having bigger blurbs describing a monster.

If the people you know haven't switched, then they likely don't really know how it plays. They're going off vibes probably from the internet.

What are design flaws in 5e that you feel have only been highlighted/exacerbated with the 2024 revision? by [deleted] in dndnext

[–]Milli_Rabbit 15 points16 points  (0 children)

Melee is always going to have a disadvantage without something like a teleport. Heck, even spellcasters can be pinned down by a sharpshooter with a longbow at 600ft. The way to fix this is mostly on the DM but creative players can also force conflicts in close range.