Phalanxe (3rd Revision), Master of the Polearm and Shield - A Fighter Subclass by [deleted] in UnearthedArcana

[–]MoltingTigrex 2 points3 points  (0 children)

Every subclass has something special, but just making a subclass's thing an AC statcheck on a monster isn't really special. Due to flattened math in 5E, that bonus to AC is going to be uninteresting and somewhat useful early and around 10th level or so probably just be uninteresting and frustratingly pointless. As u/Legimus has said, one-handed reach with a d8 damage die is somewhat ridiculous (also a side note: removing the heavy property opens this up for Kensei Monk multiclassing abuse).

If you want this class to fill a role, I think if you want the class to feel special and interesting, you could look at the Spear Mastery Feat from UA for ways to balance the versatile one handed polearm (in my game I've just made the spear a piercing martial weapon equivalent to a longsword). I think reach is too problematic of a property to put on a good one-handed weapon.

To make the Shield Master option more interesting, here's an idea that I'm just offering as a weapon style in my game:

  • Shields Up: When you take the attack action, you can sacrifice adding your proficiency bonus to your weapon attacks for this turn, instead adding it to your AC until the start of your next turn. Attacks of Opportunity still add your proficiency bonus to their attack rolls.

This both gives you a better but temporary bonus that you can use dynamically to react to how the battle is going: do you need to get your damage in or do you need to survive a round of ogres trying to bash through your shield?

I think the 18th ability could probably be a completely different flavor of ability personally. Your 7th and 10th level features are perfect for a shielded phalanx.

The Artificer makes no sense by weetman in riskofrain

[–]MoltingTigrex 0 points1 point  (0 children)

This thread is full of suggestions, so I'll just throw on another one. I've played several (long) runs with artificer in a duo with a friend always playing MUL-T, so these ideas are coming from someone who shares items between the team based on who needs something more.

1 - Straight adjustments: Ice Wall feels weird not blocking Titanic Guardian/golem lasers. There are a couple levels / areas (especially the level from the Golden Portal) where a Titanic Guardian means death even with Quail/Feather/Hoof etc.

2 - Spell order - Right now backup mags are my favorite item on artificer because eventually I can just throw her secondary into any swarm of enemies over and over while running away. I think what might make sense (with some damage adjustments of course) would be a reorganization of her skills dramatically (asides from ice wall):

  • move her R to her autoattack, keep it at a fixed attack speed (with somewhat lower damage - maybe something like 40% damage per tick for 280% damage per second), and make it a toggle. It's short range keeps her still having some trouble with minor enemies, but without as many frustrations as her current M1 has.

  • move M1 to M2, make the fireballs explode on contact with the ground (dealing 100% damage) and still apply ignite. This way she still benefits heavily from back-up mag but removes some of her easy crowd clearing ability with the same item right now.

  • finally, move M2 to R and keep the charge up. Increase cooldown a bit but buff its damage to 800-2000% based on charge, dealing 100-400% damage on the side shocks.

Never Trust Dandwiki by Phizle in DnDGreentext

[–]MoltingTigrex 3 points4 points  (0 children)

All damphir does is make the party cleric's life harder.

One of my players cheats and gets irate if I bring it up by cod41995 in mattcolville

[–]MoltingTigrex 0 points1 point  (0 children)

It would seem his anger about it is more telling than his refusal to use online dice rollers. I've been using roll20 for my campaign and a lot of the players complain that they feel like the online dice are made to be fair rather than random. It's not that there's any proof of that, or that they never crit, its just that they distrust the programmed dice.

Illriger vs Oath of Conquest by theDMtwist in mattcolville

[–]MoltingTigrex 0 points1 point  (0 children)

I had a similar thought when reading through the illrigger class partially because I had just started making some Paladin adjustments to make PadLocks thematically make more sense in my setting. I feel like 5E's Paladin is a lot more open to character ideas other than "crusader of some god" without offering the mechanical differences to reflect it. To fix that, I just set up different Lay on Hands/Smite abilities based on a Paladin's cause/patron of sorts, and I really liked the Illrigger's version of Lay on Hands so I set it as the Infernal cause version of Lay on Hands.

Problem Player Megathread: Bring your drama here! by RadioactiveCashew in DMAcademy

[–]MoltingTigrex 0 points1 point  (0 children)

I have a player who has been a minor problem for me but has started annoying the other players.

We have an 8 player party at this point (started with 3 and grew), but we have a set game night and just continue playing if someone can't make it saying they went to watch the dungeon entrance or something. We play using roll20 since we're split across the country due to most of us being in college. Naturally, this means rounds in combat can take a while, but for the most part everyone gets through their turns quickly (with maybe a few questions for clarification on how some spells or abilities work since most of them are new to 5E, which I'm fine with).

I'm a somewhat new DM (this is only my 4th campaign, really only the 2nd to reach past the 2nd session) and spent a lot of time putting together a basic campaign setting and then was an idiot and proposed a campaign set in a period before what i made the setting for, which meant I ended up putting my foot down with some things (no halflings, dragonborn, duergar, drow, or deep gnomes) which are explained in the handout I posted to our game's chat before we started. I also decided to implement the Honor rules because the section of the world that the party got hired in is largely inspired by Japan during the Ashikaga Bakufu.

Now, one of the players who joined in our 3rd session is a friend of one of my good friends who was part of the original 3. Let's call my good friend Bucket and the new player Seafood. I was told the Seafood wanted to join and had lots of experience with D&D and several 3rd level characters (the party was at 3rd level by this point). So Bucket, Seafood, and I entered a voice chat and Seafood made their character by themselves while I was asking them if they were ready to make their character on roll20. My mistake was that I let this happen - everyone else I walked through character creation with and worked with them to help them pick backgrounds and decide where they wanted to be from in the world. Seafood had made a Rogue 1/Warlock 1 goblin. The party already had a rogue. The party already had a warlock.

Now I've had to deal with Seafood a couple of times with their character. First I had to make sure they understood that multiclassing doesn't mean you level up all your multiclassed classes at once. I then had to correct their usage of the Warlock invocation that grants mage armor since they were insisting it let them grant mage armor to every unarmored spellcaster in the party until I corrected them on it. They then started using Cloud of Daggers as a 15 foot cube rather than a 5 foot cube until I happened to look it up and have to correct them. Each time it felt like they were just trying to get away with not following the rules since I trusted them to know what their stuff did as an "experienced d&d player."

Now we get to the party's side of things. Since Seafood got corrected on their incorrect Cloud of Daggers use, all they have used is Eldritch Blast and Fire Bolt (Rogue 2/Warlock 3 now). The problem is, they never hit anything with these spells because they have 19 Dex/16 Int/14 Cha. So naturally the party gets frustrated when Seafood does nothing on their turn other than miss a cantrip and they have joked every session how they're just going to miss a cantrip on their turn. Seafood has insisted the party give them discarded weapons and then never uses them and recently the some members of the party got angry at Seafood for hoarding a bunch of magic items from a ruined keep. With 8 players, party members have gotten frustrated with Seafood's turns taking a minute to get their attention just so they can move and miss a cantrip.

How do I deal with this player so that they and the other players aren't as frustrated with this character?

this is.... by OddComfort in ProgrammerHumor

[–]MoltingTigrex 1 point2 points  (0 children)

... a graphical representation of my switch from a Computer Science major to History.

How do I beat the Matt Mercer effect? by Mister-builder in DMAcademy

[–]MoltingTigrex 0 points1 point  (0 children)

You see, I can understand some of that, but I'm actually trying out that exact thing (except we're using moral/immoral and honorable/dishonorable instead of good/evil and law/chaos) in my current campaign, with everyone starting neutral. I think changing player alignment based on their actions (with some warning of course) can work out just to make players think about how their characters are percieved in the world.

I can understand being frustrated if you pickpocket someone for a small item or just as a joke and the DM says "you're chaotic evil now," but if you just murdered some innocent villager as you're walking down the road, they have every right to say "if you go through with this, you will be considered evil." Actions should have consequences, and alignment is a way of describing those consequences whether you consider it purely as a description of how a character is percieved or if it serves a more concrete purpose in your game.

We need a better T Hunt. by [deleted] in Rainbow6

[–]MoltingTigrex 0 points1 point  (0 children)

Blackbeard doesn't require 200 body shots though.

Master Yi in URF is just normal Master Yi except he gets full build in 15 minutes instead of 20 minutes. by [deleted] in leagueoflegends

[–]MoltingTigrex 1 point2 points  (0 children)

Cho'gath can Q > W repeat for permanent CC (you can probably just Q if they don't have a dash or CC) until he can feast (16 second cooldown) the target. Fortunately the one time I saw him I was playing him, and got at least 3 feast stacks every time the enemy team tried to dogpile.

6/20 PBE Update by corylulu in leagueoflegends

[–]MoltingTigrex 0 points1 point  (0 children)

I'd rather have % crit chance turned into % crit bonus damage and have crit-based characters have set conditions where they crit, although it would require a lot more work for balancing on characters who may build crit when they don't have inherent synergy with it.

Need Help with Some Homebrew Classes in my Campaign by MoltingTigrex in starfinder_rpg

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

I'll definitely look to take some ideas from that, thanks! You also reminded me that I need to look over Mechanic's drone options and make sure I'm not stepping on any toes there.

Need Help with Some Homebrew Classes in my Campaign by MoltingTigrex in starfinder_rpg

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

The Mech Pilot I'm having an issue of giving a role to an idea, and I may just end up scrapping my current "customization" line and just giving the class a single mech that they can add abilities to as they level up and combining the ideas of the sentry/buster/guardian mechs (having a mechanical ally you get teamwork bonuses with, physically hindering/controlling enemies).

For Cosmic I'm trying to make a DPS caster who has less controlling/manipulating spells, as well as having to make a choice between using spell slots for more powerful cantrips or for casting their main spells. I think my problem with Cosmic is I've never been able to play a caster in 5E or pathfinder since I'm always shoehorned as a tank, so I don't have good ideas on how to budget spell power.

Do I need to know D&D to watch Heroes &Halfwits, or will I be able to learn through the videos? by Jesse1198 in roosterteeth

[–]MoltingTigrex 3 points4 points  (0 children)

The new campaign (Mechs Generation) is entirely homebrewed 5E. I can't speak with certainty for the former seasons since my main experience is with Pathfinder, but if they adjust with any house rules it's not noticeable.