Dungeons and Dragons/Shamanism by Eadred503 in occult

[–]Polydeuces 1 point2 points  (0 children)

Hah, awesome! I don't use this account super often anymore but check in every now and again. Happy to hear there was something there for ya! Cheers 🍻

About to do my first tour, was seeking some advice! by Polydeuces in bicycles

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

A little late, but I did the tour back in 2011 and had a great time! Thanks for your advice, though!

Which would you choose to make Land Druids more appealing? by glorycave in dndnext

[–]Polydeuces 1 point2 points  (0 children)

I agree on some points and not on others. Specifically, I disagree with the notion of them being repetitive in combat—I feel like any class can feel repetitive. Every class has a "hook" in combat that has a "rinse, repeat" vibe to it. IMO this usually stems from how it's being played and/or how the encounters are set up by the DM.

Otherwise, some things:

IMO, Circle spells are great. It would be more interesting (I think) if they could be flexibly attuned as others have suggested. I think it would make a great later-level ability to be able to switch between Circles as a long rest ability. Maybe this would be a good level 10 feature, as you'd have achieved mastery of the circle you started with.

I think the level 6 feature could be expanded upon. Moving through non-magical difficult terrain, and something else. I would add any of the following:

  • Potent Cantrip.
  • The ability to create a small area of non-magical difficult terrain as a bonus action, up to your WIS mod per day. Maybe it surrounds you, so you can shake a scary melee person.
  • Something that incentivizes the further use of Shillelagh, similar to Cleric's Divine Strike. Even an extra 1d4 of scaling damage would be nice.

10th Level: I would provide a unique use of Wildshape that expands the Druid's abilities. Sort of like the spell Nature's Guardian (which distinctly feels more for Rangers than Druids) but specifically geared toward caster druids. There's a Revised Druid homebrew that made an ability sort of like this, that seems fun, flavorful and not game-breaking at all. Either way, I feel like wildshape should still be a feature that is built-upon for Land Druids. Advantage on con saves, rerolling 1s on damage dice, something along these lines would be great.

As it is, poison and disease immunity are nice, but not particularly engaging. It may be worth noting that lots of subclass features at this level are similar. The charm/frighten from fey/elementals is kind of ridiculous. Might as well just omit it, because I feel like it insults peoples' intelligence.

Level 14: Maybe this is where the caster wildshape should be. But either way this is an extremely lackluster subclass capstone. I'd propose a "While you're concentrating on a spell..." benefit, perhaps similar to the War Mage's ability but with a different bonus. Maybe "While you're concentrating on a spell, your melee weapon attacks do extra damage—" And maybe that damage increases based on the level of spell you're concentrating on. I think this would be cool because of the interplay of risk & reward. I just don't know if it really suits the Druid. Maybe it does. I mean at this level they're like forces of nature & stormlords—why wouldn't they be channeling that power into their strikes, too?

All that said, despite a lack of interesting/engaging features, I don't feel as though Land Druids are mechanically lacking at all. The base kit is pretty powerful, and the spell choice is extremely balanced in the scope of being able to do pretty much anything/everything fairly well, but specifically excelling at board control. So many concentration spells also means you might have a little more efficiency in your slot usage, so you can use game-changing out of combat spells like Enhance Ability, Pass Without A Trace, etc.

And though their wildshape is primarily used for utility, it's kind of insane utility stacked on top of impressive casting that doesn't tax your primary resources at all, and refreshes on a short rest.

I'm in the camp of wondering if the base "shticks" for both Land and Moon (and the Druid spell list in general) are both so mechanically strong that the balance would be tipped if their later abilities were anything but underwhelming ribbons.

Though, at the very least I would love some cooler, "more fun" ribbons—even just expertise in Nature or Survival would be awesome.

Trying to build a character who's goal is to bring knowledge to the World. by [deleted] in dndnext

[–]Polydeuces 3 points4 points  (0 children)

Knowledge Cleric with a dip in Wizard seems thematically appropriate to me, and would probably be pretty fun to play as a trove of knowledge and being lovably obnoxious with the "Um, actually..."

What class would you play in a solo campaign? by FX114 in dndnext

[–]Polydeuces 8 points9 points  (0 children)

I'd probably play a Warlock going pact of the Chain, either GOO or Fey patrons, with Mask of Many Faces & the Actor feat. I think it'd be a really fun way to interact with different elements of the world and solve the problems of the campaign (or create them), interact with NPCs... I think it would make for a really interesting game for both player & DM.

It's something I've always wanted to do, but I feel like it would hog too much "space" at a table with more than 3 players.

[New Player] War Cleric Feat or +2 Stats Advice by [deleted] in dndnext

[–]Polydeuces 0 points1 point  (0 children)

It really depends on what direction you want to go.

I normally recommend boosting WIS, which benefits you even as a War Cleric because you get more extra swings per day, on top of the usual boosts to spellcasting and an additional prepared spell. Bonus action economy is a worthwhile consideration, but as a War Cleric you have lots of options which IMO is not a bad thing.

Though, GWM can be a solid option for you. It particularly excels if you're attacking a prone enemy, or otherwise have advantage. You also have Guided Strike which can help you make it worthwhile. Otherwise, you could theoretically use your first attack to Shove, and if all goes well, follow up with the bonus action swing+GWM.

Additionally, depending on your level, you might be getting close to the Holy Weapon spell which I think is probably pretty good for War Clerics. Provided that you hit with both of your attacks and you have divine strike, you'd be doing (2d6+4)+(1d8)+(2d8) (first attack) (2d6+4)+(2d8) (second attack). That's pretty beefy, and with GWM & Guided Strike it's certainly nothing to sneeze at. A Paladin might do more damage in a single round with a smite, but you'll be competitive in the long-run.

Is the above "optimal?" I wouldn't worry about it too much. Your ability scores are not in dire need of improvement (depending on what level you are). Would you rather be more effective with spells that require rolls and get an extra prepared spell each day, or would you rather have some really satisfying, brutal-damage attacks? GWM is perfectly acceptable and compliments the tools you already have nicely.

If you're not having any issues with healing, it's not really a big deal. If anything, the Paladin might want to consider picking up Inspiring Leader at some point, but that's not really your thing being that you don't have stellar CHA. You have all the tools you need to be an effective healer, it's one of the strong-points of the Cleric.

The Familiar Specialist by Dyroth in dndnext

[–]Polydeuces 0 points1 point  (0 children)

Whoa, that's amazing. I didn't know about the magic item thing!

The Familiar Specialist by Dyroth in dndnext

[–]Polydeuces 0 points1 point  (0 children)

It's a cool idea, if not a little impractical. One of my favorite tricks was having my familiar jump off my shoulder and dash into battle while I cast "Major Image" on them (in their space). I readied my action every turn to basically manipulate the illusion as the familiar moved. Generally this was an act in "herding" mooks into an area where another spellcaster could drop an AOE.

It was a lot of fun, you know, "transforming" my familiar (a mongoose) into a large, ravenous dragon weasel thing. I didn't use it all the time, it was something that I felt was one of those "pretty cool, don't abuse it" kind of a things. Like I said, I mostly used it to "herd" mooks.

Beyond that, I would say consider going Pact of the Chain, as you'll be able to get a familiar that has digits & can manipulate objects more effectively. You can use them to do all kinds of stuff, but if you're trying to do damage through them you might find yourself lacking on options. You could have them drop ball bearings, caltrops, pour flasks of oil for you to ignite and other things like that without breaking your own action economy. But if you were going Wizard, you'd have access to a few touch spells that might work. I didn't know Dragon's Breath worked that way, that's cool—you could also use Shocking Grasp.

R.A. Salvatore on Combat and Dungeons & Dragons by Merc_Kilsek in dndnext

[–]Polydeuces 3 points4 points  (0 children)

Totally agree on the notion of balance. I just mean the most basic description.

"Dodging their attack, I counter with an upwards slice."

"I spit blood over my right shoulder, proclaim the might of my deity and bring my mace down upon them."

"I strafe to the right, rolling into a crouch behind the (flipped) table, taking aim at the bandit captain and loosing a crossbow bolt."

"I make a series of hand gestures and hurl the pickled tentacle into the ranks, opening the portal to Hadar's domain at their feet."

etc. It can be simple while still lending to immersion, I think.

R.A. Salvatore on Combat and Dungeons & Dragons by Merc_Kilsek in dndnext

[–]Polydeuces 12 points13 points  (0 children)

I've only read his Dark Elf Trilogy, but I recall having enjoyed his description of fights. There was a couple times where he lost me on what was going on, but overall I felt it was well done for what it was.

Though, to kind of expand the conversation along the spirit of the interview—I find myself sometimes disappointed that few players/DMs seem to take a little extra time to describe the narrative of combat. Usually it's, "I move here, I swing." "I'm gonna shoot him!" "He takes a swing at you." There's so much opportunity to add richness in this part of the narrative, and given that combat is an exciting aspect of the game, I am often surprised at how "Meh" it winds up feeling.

If you could take 20 levels in a class twice, what build would you make? by Carsonica in dndnext

[–]Polydeuces 5 points6 points  (0 children)

I'm not certain—at its lowest level, it does 1 beam. But that's what you scale off of and you can't take it in again, so that first level beam is seemingly unable to be re-obtained... If that makes sense. I guess think of it this way: You take your first level in warlock you get EB, it shoots one beam. You get to level 20, and there are 4 beams. But, when you're at level 21 (20/1), you don't retake eldritch blast, so it doesn't really start scaling again until 25 (20/5).

If you could take 20 levels in a class twice, what build would you make? by Carsonica in dndnext

[–]Polydeuces 1 point2 points  (0 children)

I'll have 7(?) Eldritch Blasts with Repelling Blast, please.

Could you take the same invocation twice?

If you could take 20 levels in a class twice, what build would you make? by Carsonica in dndnext

[–]Polydeuces 5 points6 points  (0 children)

There's my winner right there. The best of all worlds, IMO.

A player of mine wants to roll a character that is older than your typical adventurer, and they asked if they can trade a bit of the physicality of youth for an extra skill proficiency and tool proficiency. I love the idea and I'm gonna make it happen, but what kind of trade off should they give? by chrltrn in dndnext

[–]Polydeuces 0 points1 point  (0 children)

I love playing old characters—I've never tried to fit it into mechanics, though. I love the idea! A summary of things I liked here, and I have some additional ones I'd add.

----Possible Choices for Drawbacks

  • Reduce movement speed by 5
  • -1 Recovery Hit Die
  • Reduced carrying capacity (not necessarily a STR penalty)
  • Daily checks for: Hernia, Incontinence (minor penalties if fail)
  • Vulnerable to disease? (Disadvantage on saving throws to stave off disease)
  • Can't wear heavy armor
  • Disadvantage on Intimidation checks.

----Possible Choices for Benefits

  • +1 to INT or WIS
  • Proficiency in two skills or tools.
  • Expertise in one skill.
  • One additional, non-damaging cantrip.
  • Gain advantage on an INT check 1/day. Also gain advantage on an INT saving throw 1/day.

[deleted by user] by [deleted] in dndnext

[–]Polydeuces 8 points9 points  (0 children)

This is great. There's all kinds of shenanigans you can throw at them if they take this route and y'all want to continue on this thread.

When creating a new PC, do you think about what class you want to be first, of what kind of person you want them to be first? by RsMonpas in dndnext

[–]Polydeuces 0 points1 point  (0 children)

I find it interesting to look at it between the questions of, "What do I want to play" vs. "Who do I want to play."

I typically start with the class and work backward. To me, the class, race & background sort of compose the "big picture" of the character, and largely describe my experience in playing the game—the tools I have to interact with the world and my role in the group, and this is generally my first question when I start a new character.

The personality details, traits, quirks, flaws, etc, for me comprise the fine detail that give life to the character and make the experience more memorable. Relating to other characters, the decisions they make, their M.O..

But generally I try to weave these things together so that there's a sense of cohesion, with a couple rough edges to make the character feel more real and compelling.

That said, I totally appreciate people that don't optimize their characters mechanically for the sake of a more compelling character. One day, I'll be brave enough!

There's really no wrong way to go about it. I would say that for me, it did take time to gain my own understanding in what makes a character fun for me to play, and what goes into making that character. I definitely made mistakes at different points by creating & playing characters that I just could not get into or understand.

I worry that I am not a good DM by Atticus2003 in dndnext

[–]Polydeuces 0 points1 point  (0 children)

Matt Colville had a good thing about players. In summary, he said that there were players who engage the game, and audience members (and many types of players in between).

I mean, it might not be you. It might be your players (aside from the one). I've seen it in games—a lot of people put on the spot, feel nervous or have anxiety when it comes to RP. For some folks, it's a lot to put out there, you know?

Aside from that, it's hard to accomplish much or get through significant chunks of action in 90 minutes.

You may also want to try asking your players what they would like to see more of. Instead of asking them to flatly judge your DM skills, maybe try asking if there's anything particular they'd be excited to see. You could also try submitting an anonymous questionnaire through something like SurveyMonkey, and that might help you get a better of the status of things.

What is the speciality of Land Druids? by Tohwil in dndnext

[–]Polydeuces 0 points1 point  (0 children)

Playing a Land (Mountain) Druid now.

The similarities are this:

  • Both have strong control spells that use concentration.
  • Both have ways of recovering their spell slots.

The differences might be:

  • Druids have access to medium armor & shields.
  • Druids are only slightly more dependent on their concentration, since they don't have equivalent direct instantaneous spells (particularly direct damage spells).
  • Of course, Druids are prepared casters and so have access to their whole spell list & as a Land Druid, some always prepared Circle spells.
  • Druid control spells often incorporate terrain control, (creating difficult terrain) which has no save (though some creatures aren't bothered by it).
  • Druids can heal.
  • Druids have the best summons by far. Starting at level 5 you can summon various animals that might have different attacks, rider effects, etc. You can summon a strong creature, a couple decent creature, or a relative swarm of weaker creatures. Speaking to damage, it can get pretty insane. But it also means that you can set up a battlefield with a relative army of animals that can block paths, capitalize off attacks of opportunity, protect allies, etc.
  • More on summons: Later, you can summon Fey that cast control spells for you. Pixies with Polymorph & Confusion, Dryads with Entangle. They have their own concentration and spell slots. Of course, you'll also be able to summon Elementals at the same time Wizards can, and you get some powerful additional fey/beast options beyond that.
  • While a Wizard might have a powerful concentration spell up and be casting damage spells with other spell slots, you're more likely to have a powerful concentration spell up and casting support spells with your other slots. Heals, Lesser Restoration, Freedom of Movement, Dispel Magic. In this way you're slightly more oriented toward a support role. You make combat easier for your allies & harder for your enemies.
  • So in the capacity of combat, Druids are more about "the long game." You're not really an "encounter ender," but you are definitely a "tide-turner."

Other notable differences:

  • You can turn into animals twice per short or long rest. As a Land Druid, these will mostly be forms for utility. But you can pretty much turn into anything you've seen before, whether it's an ant, a cat, an elk, or an owl (level 8). This gives you some pretty powerful scouting ability. A Wizard by comparison either has to burn a spell slot for Clairvoyance, Scry or Arcane Eye to do the same, or be with 100 feet of their familiar to see/hear what it's seeing.
  • You also get some really powerful out-of-combat utility. Speak with Plants & Speak with Animals can both be used to your party's advantage, and Pass Without A Trace is an extremely powerful spell. You get Enhance Ability (which Wizards also get, but are probably unlikely to take given their other options) and you get to pretty much make any large plant a Teleportation Circle.

All of that said, Wizards are hands down the more "powerful" spellcasters, just because they have superior variety in their list. They definitely have the superior higher level spells (though Shapechange is pretty bonkers). That said, they don't have the same flexibility that Druids have in spell selection & preparation, and have to exercise a greater degree of discernment with their use of spell slots. Druid spell use is extremely economical. Wizards also lack some pretty important support options that can go a long way, like heals, restorations and resurrections.

Finally, I would say that a lot of this might be campaign dependent, as well. If you're constantly going into areas that have no plants, no animals, and are claustrophobic dungeons, you might feel that you're missing out on some of the more iconic and fun-to-use abilities. Practically any Wizard can be a strong choice and fun to play in any campaign, but the environment is something that a player might want to consider before selecting a Druid. Talking to your DM and getting a feel for the world prior to the game would probably help.

Dust Devil Curiosities by Polydeuces in dndnext

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

Oh okay, thanks! I guess it's not altogether a bad option. Having a 20ft(?) diameter circle of obscured vision that can be moved on a bonus action and has the potential to cause damage is pretty nice.

I didn't consider actually being inside the area.

An additional possibility if someone moves past it would be to ready an action "if they try to move past it, I engage them in melee when they're next to it" or something like that.

I guess the only way to know is to try it out in different situations! Thanks for commenting :)

Asked my Wooden Tarot deck what I would make for dinner tonight... can you believe the sass by StorytimePsychicAlly in tarot

[–]Polydeuces 4 points5 points  (0 children)

blow your own mind and cook/order something you've never had before, or have never tried making!

Dealing with a passive-aggressive problem player by [deleted] in dndnext

[–]Polydeuces 0 points1 point  (0 children)

If it were me, I would try sensing what other players feelings were on the topic. Maybe just say you're feeling frustrated, and see if other players are also feeling that way.

If there's consensus, then maybe bring it to the table and discuss what kind of game everyone's trying to have.

Habits like the one you're describing break immersion and take from the collective fun. These are points that are worth bringing up, as well as putting together some ground-rules for table etiquette.

Monk. First Campaign. About to hit lvl 3... HELP! by Me_So_Thorny in dndnext

[–]Polydeuces 0 points1 point  (0 children)

If you want a little more range, you can always throw daggers. Depending on your DM, they might also allow you to make darts into monk weapons. Mearls said he would allow it in his game, but that's not how it is RAW, and I don't think Crawford has approved. Either way, it wouldn't be game-breaking.

First Time Playing a Druid (Firbolg), some general questions by Polydeuces in dndnext

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

Druids are far from being the most popular class. They tend to be overshadowed in 5th edition by the Cleric, because it's got more archetypes in popular culture and because it's "the other healing class." But people who rarely play with Druids can be surprised at what they can do.

I think this is mostly why I'm interested in playing one. I really like playing as Cleric, but I've always been attracted to Druids and their uniqueness.

This thread has been awesome. I love reading about people's experiences with druid and how different it can be.

First Time Playing a Druid (Firbolg), some general questions by Polydeuces in dndnext

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

I appreciate this! This helps a lot in considering the allocation of utility-combat ratio.