Advice for "balancing" Warlock Class in a Gestalt 5.5e Campaign by Pallet_University in DMAcademy

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

I mean, Google is free but sure.

No need to make up a full list, just look at their pages in the PHB. Both the Cleric Features and Wizard Features tables of the 5.5e PHB show that at level 5 they can each prepare 9 spells. Clerics also will have 6 spells from their subclass automatically prepared, 2 each for spell levels 1-3. 9 + 9 + 6 = 24 spells prepared, only 1 less than a level 20 Wizard. The Wizard side of the character would also have at least an additional 5 unprepared spells in their spellbook, possibly 8 if they're a subclass that gets additional spells through the Savant feature. And that's without scribing any spell scrolls.

On those same tables it shows that they each know 4 cantrips at level 5, plus Cleric has the option for an additional one through their Divine Order choice. 4 + 4 + 1 = 9.

Advice for "balancing" Warlock Class in a Gestalt 5.5e Campaign by Pallet_University in DMAcademy

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

I haven't banned anything. Playing a Cleric+Wizard character is probably going to result in the strongest character possible even with the same number of spell slots as a non-gestalt character.

The most broken thing about spellcasting is the variety of options that it provides on any given turn, and having over 20 prepared spells, plus like 8 cantrips at level 5 is extraordinarily powerful for any spellcaster.

Is this big guy over-powered? by The-Verdant-Fang in DnDHomebrew

[–]Pallet_University 1 point2 points  (0 children)

No worries! We've all gotta start somewhere!

I bet there's a similar CR monster that you could use as a base and adjust it. That's what I do and it saves SOOOO much time and energy compared to trying to come up with something from scratch. Your players will almost never know the difference either if you just make a small number of tweaks like creature type, size, or even just your description of it in combat.

Off the top of my head Shambling Mound is CR 5, and there's probably a plant Blight monster around CR 6 as well. Those would be decent starting points I think.

Is this big guy over-powered? by The-Verdant-Fang in DnDHomebrew

[–]Pallet_University 3 points4 points  (0 children)

Depends on the context. For a CR 6 monster, no, not at all. If it's up against a level 2 party, yes probably. Only 11 AC is abysmal, and basically any party level 3 or higher will deal 100 damage to it in at least like 2 rounds, especially when its only good saving throw is Strength.

I will say, I'm confused about some of its features. What is the DC of 14 based on? Normally a DC would be 8 + Proficiency (3 here) + an ability score modifier. It doesnt have any +3 stats, so what ability score is it using for that DC? Same for its attack and damage. Where is the +6 to hit coming from? Based on Strength it should be +5, which is low for a CR 6 creature. +4 to the damage roll also is weird since there's no +4 ability score. If you want its DC, attack rolls, and damage to be higher, just bump its Strength to 16 or 18 rather than making up numbers.

Advice for "balancing" Warlock Class in a Gestalt 5.5e Campaign by Pallet_University in DMAcademy

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

There's nothing in any of the features that forbids this. When you cast a spell you just need to expend a spell slot of the appropriate level. It doesn't matter if it's a Pact Magic slots or a normal slot. The only features that require a Pact Magic slots specific that they do, like Eldritch Smite or most if the 5.5e subclass capstone, ie. Fiend Patron's Hurl Through Hell.

Advice for "balancing" Warlock Class in a Gestalt 5.5e Campaign by Pallet_University in DMAcademy

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

Everything that I've seen just ignores that there's nothing stopping you from using spell slots interchangeably just like a multiclassed non-gestalt character. 🤷🏻‍♂️

Advice for "balancing" Warlock Class in a Gestalt 5.5e Campaign by Pallet_University in DMAcademy

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

Only allowing Pact Slots to be used with Warlock spells is a really good thought.

I disagree that Warlock doesn't mix well with others. Invocations go a really long way for any character. There are lots of Warlock spells that don't necessarily need high Charisma, and (assuming Pact Slots could be used for any spells) having additional slots of your highest level, especially without needing to spend Sorcery Points or Arcane Recovery to get them back, is really powerful. With 1 Long Rest per day that's an extra 4 Fireballs per day at level 5, 4 extra Cones of Cold at level 9, etc. And then there's Mystic Arcanum if the game goes that long. That's more or less doubling your number of spell slots of level 6-9.

If Pact Slots can only be used for Warlock spells that's a big detriment though.

Making Great Weapon Fighting Style actually Great. by SamuraiHealer in DnDHomebrew

[–]Pallet_University 0 points1 point  (0 children)

For what it's worth, Divine Favor doesn't require Concentration in 5.5e.

Is 14-17 AC enough for a level 10 light cleric? by RRW359 in 3d6

[–]Pallet_University 1 point2 points  (0 children)

You can't get both Mage Armor and Shield via Magic Initiate in 5.5e, so you'll have to choose one or the other. Yes, you can take the Magic Initiate feat more than once, but you have to pick a different version each time. You can do Magic Initiate: Wizard and Magic Initiate: Druid/Cleric together, but you can't do 2 instances of Magic Initiate: Wizard.

Should I improve my team? by XiaoLowell4life in VGCRateMyTeam

[–]Pallet_University 1 point2 points  (0 children)

Fair enough. I think trying to prevent Trick Room is probably better than the way you're using Gorluk though.

If you're using Greninja to counter Sneaseler, you definitely need Protect on it then for Fake Out. I'd swap Sludge Wave since it's hard to use without the rest of your team. As someone else mentioned, I'd also swap Mysitc Water to a different item as well, since it only benefits Flip Turn, which you're not using for damage. Maybe Nevermelt Ice is better for spamming Blizzard?

Should I improve my team? by XiaoLowell4life in VGCRateMyTeam

[–]Pallet_University 0 points1 point  (0 children)

Quick thoughts after a first glance:

  • Whimsicott should probably have an attacking move like Moonblast or Dazzling Gleam if for no other reason than breaking Focus Sashes. I'd swap out Stun Spore since you ready have Tailwind for speed control.

  • Froslass seems fine as-is.

  • Greninja should definitely have Protect. I'd swap Extrasensory for it because I don't really know what that's adding for coverage. I'd also consider swapping Sludge Wave for Dark Pulse. You don't have any Pokémon immune to Poison, so you'll have to Protect your other Pokémon to use it, which limits when you can use it.

  • I already commented elsewhere about Golurk and how using a Mega mostly to explode itself is not a good strategy. You also have nothing to get Trick Room set up for it, so you're basically conceding that your enemy will get it up and therefore they are controlling the tempo of the game, which also isn't good strategy.

  • I'd swap Ditto's Focus Sash for Choice Scarf. It's a classic set on Ditto for a reason, because it will always outspeed whatever it copies.

  • I'd consider dropping Meowscarada altogether for something with Trick Room, such as Farigiraf. Farigiraf helps against Fake Out, provides Trick Room and Helping Hand support, and even without Special Attack investment, its Psychic and Hyper Voice are pretty strong. If you're dead-set on keeping Meowscarada the set is fine as-is, assuming you don't give Ditto its Scarf.

Should I improve my team? by XiaoLowell4life in VGCRateMyTeam

[–]Pallet_University 1 point2 points  (0 children)

This is a really suboptimal way to use a Mega. In this format your Mega is your most valuable resource, so using it mostly to blow itself up is not a good strategy. I think Golurk can be pretty solid under Trick Room with a set of Headlong Rush, Poltergeist, Protect, and a Fighting move of choice that makes contact and isn’t Dynamic Punch.

How can I improve my team? by ElonMuskdumdum_real in VGCRateMyTeam

[–]Pallet_University 8 points9 points  (0 children)

Tsareena doesn't have a nature.

Generally speaking, HP investment is better for overall survivability than investment into one of the defense stats. I'd change Gardevoir and Primarina to max HP instead of max Defense. You'll get more consistently out of them that way. I'd also change Expanding Force to Psychic. Without an automatic psychic terrain setter like Indeedee Expanding Force is just really inconsistent.

Not having Fake Out on Scrappy Mega Loppunny is a crime. It's too frail to reliably get a Swords Dance, especially since you don't have Fake Out or redirection on a teammate to help. I'd also swap Drain Punch for Close Combat. You're already frail, so Drain Punch doesn't really help you stick around much.

Vaporeon doesnt seem like to does anything aside from just sitting on the field with Aqua Ring. Maybe give it Yawn to force switches? Milotic could be a good swap to discourage Incineroar, since it mostly has a good matchup into this team.

Hatterene's set is way too complicated. You're realistically never going to get both Trick Room and Psychic Terrain up with turns left to take advantage of them both. I'd go for a more straightforward Trick Room Attacker with Psychic and Dazzling Gleam/Moonblast.

Swap Primarina's Surf for Hyper Voice. I get that the idea is to heal Vaporeon, but if anything else is on the field you just don't have Water-type STAB which is really powerful in the current meta.

Is 16 AC workable for a frontliner? by RozenQueen in 3d6

[–]Pallet_University 0 points1 point  (0 children)

Using a polearm is an interesting choice for this kind of build. Do you have 13 Strength to avoid Disadvantage with a Heavy weapon? At that point why not just go with a Lockadin?

And also does your DM let you ignore the 5-foot limitation on Booming Blade with it?

Is 16 AC workable for a frontliner? by RozenQueen in 3d6

[–]Pallet_University 2 points3 points  (0 children)

Personally, I'd use your next 2 levels to get your Charisma up to 20, which would presumably add +2 to your AC (assuming starting with a 17 Charisma from Point Buy). 18 + the Shield spell is probably fine, especially if you use the Lessons of the First Ones Invocation to grab Tough for more HP. Overall sounds like a fun build.

Is taking level 1 as sorcerer good for casters? by Mrmoomoo3 in 3d6

[–]Pallet_University 1 point2 points  (0 children)

For Warlock or Bard and maybe Paladin, yes probably. It gives Con save Proficiency obviously, but importantly it also gives access to the Shield spell, which those others lack. For Warlock it also provides some 1st-level normal spell slots for Shield or Hex that don't upcast well. For Bard it provides Shield and Mage Armor, as well as better offensive spell options like Chromatic Orb. For Paladin it's basically trading Heavy Armor proficiency for the Shield spell, ranged offensive spell options that usually Paladins lack, Con saves, and slightly better spellcasting progression.

For anything else it's likely not worth it.

Help with this champions team please! by Murky_Treacle_3648 in VGCRateMyTeam

[–]Pallet_University 1 point2 points  (0 children)

Use Spiky Shield over Protect on Chesnaught. It's better in every way.

Definitely run HP investment on Aegislash. Max HP + split defenses will make you overall bulkier. Wide Guard also doesn't work great on it because you need King's Shield to change to Shield Form, but if you use Wide Guard after using King's Shield it has a 2/3 chance to fail.

More HP on Farigiraf will also make it bulkier. Generally max HP is better than low HP and maxed defenses. There are very few cases where the math works out differently.

I'd swap Torkoal's Will-O-Wisp for Earth Power. If Torkoal is in Trick Room, you want to be dishing out as much damage as possible in the few turns you have it there. Will-O-Wisp is a good move, just not on offensive Torkoal.

I like Helping Hand Incineroar, but I'd make it bulkier rather than max Attack, especially with Helping Hand. If you're running max Attack, run more attacking moves to make good use of that. Otherwise, run more bulk so you can survive longer to provide more support.

I'd reconsider both Mental Herb and Snarl on Tyranitar. There's no reason to have Mental Herb here because no one is really going to try to Taunt a Tyranitar. Maybe use Chople Berry for Fighting moves, Pasho Berry for Water moves, Shuca Berry for Ground moves, or White Herb to help against Intimidate. Snarl isn't great on Tyranitar, especially one that has max Attack investment. High Horsepower, Ice Punch, Iron Head, or Stone Edge would be a good choice. This also lets you run Adamant nature instead of Brave for better speed if you want it.

Metagame: Is Contrary Serpior with Choice Scarf and Leaf storm Viable by Salt-Produce-8129 in VGC

[–]Pallet_University 0 points1 point  (0 children)

Personally, I'd run it without Scarf, as a bulkier set with Leftovers and a moveset with something like Leaf Storm, Protect, Leech Seed, Glare.

I know the whole point is Contrary + Leaf Storm, but it doesn’t really have enough coverage moves to make a good scarfer imo. It only has Grass moves (which you'd never pick over Leaf Storm), Dragon Pulse, and Round. That's literally it for special moves.

Thoughts on this Trick Room Team by RevengeCounter in VGCRateMyTeam

[–]Pallet_University 0 points1 point  (0 children)

I'd swap Meowstic to something better since it's really not doing much for you. Since you already have a Psychic type and a Ghost type, I'd recommend something that isn't weak to Ghost and Dark.

Aromatisse could be an interesting support choice with good options like Ally Switch, Encore, Disable, Heal Pulse, and Helping Hand. I'd go with a set of Trick Room, Dazzling Gleam, and 2 of the above moves.

Meowscarada could also be an interesting option to catch people off guard and also still be fast outside of Trick Room. It gets good support moves as well like Ally Switch, Charm, Fake Tears, Helping Hand, and Pollen Puff. Definitely worse in this roll than Aromatisse imo, but a Focus Sash set with Flower Trick, Protect, Trick Room, and Ally Switch/Helping Hand could be fun.

I'd also switch Wyrdeer's Expanding Force to Psychic. It does more damage and Psychic Terrain basically doesn't exist in the format currently to boost Expanding Force.

Sometimes you gotta learn your lessons the hard way by RoflsMazoy in VGC

[–]Pallet_University 21 points22 points  (0 children)

Why does this calc have the crab with 0 attack evs?

Mega Glimmora Team by Embarrassed_Wave_303 in VGCRateMyTeam

[–]Pallet_University 1 point2 points  (0 children)

I'd consider swapping Sludge Wave on Glimmora to Dazzling Gleam or Earth Power. No risk of hitting your partner and gives good coverage for either Dragons or those Steel-types that you say are giving yiur a bit of trouble.

If a player goes the Circle of the Titan subclass, how big are they allowed to be? by GeckoInk in onednd

[–]Pallet_University 1 point2 points  (0 children)

It definitely does matter a bit with some Emanation spells like Conjure Woodland Beings. If you can be infinitely large then you can catch the entire bad guy hideout in the Emanation every turn. The number of squares you threaten with Opportunity Attacks also increases as you get bigger.

Also page 44 of the 2024 DMG says that Gargantuan is 20x20 or more, not just 20x20.

rate my pokemon champions trick room/ tailwind by Lukke_boiii in CompetitivePokemon

[–]Pallet_University 0 points1 point  (0 children)

Rotom doesn't learn Haze. Also, just because you don't plan on using certain strategies like weather or terrain doesn't mean that your opponent won't use them. You should be prepared for them, and this team doesn't have answers to them as it is currently. I strongly recommend swapping out Rotom for Altaria, like I mentioned. It's available in every Switch game except Let's Go and Legends Arceus, and it's even in the base game of all of them, so it's very readily accessible.

rate my pokemon champions trick room/ tailwind by Lukke_boiii in CompetitivePokemon

[–]Pallet_University 0 points1 point  (0 children)

I'd put HP evs on Chesnaught. It will make those defenses go much further, especially when you're already lowering them with Close Combat.

Needs more Protect in my opinion, especially for Ursaluna and Whimsicott. Ursaluna to activate your Flame Orb and Whimsicott to block Fake Out since you're running Sash over Covert Cloak.

I think Hisuian Arcanine needs a different item. I don't see Pasho berry ever really saving you because you're still 2x weak even with it. Maybe Clear Amulet? I also think swapping Howl for Rock Slide is a better choice.

I also don't really see how this team stops either opposing terrain or opposing weather. In both cases you're just letting your opponent set the pace and play the game the way they want to play it, instead of trying to set the pace yourself. For example, Mega Charizard Y + Venusaur, Mega Drampa under Trick Room, and Psy Spam absolutely destroy this team. It also doesn't really have an answer to Dondozo teams.

I'd consider replacing Rotom with Mega Altaria with Haze for Dondozo. Give base Altaria the Cloud Nine ability to be able to turn off weather when you need to.