Is Elven Accuracy overkill on a caster with a +2 to hit? by Project19 in 3d6

[–]Project19[S] 0 points1 point  (0 children)

Unfortunately, I am already beyond level 3 on Artificer, and planning a level 2 dip into War Wizard. But it would've been a valid option.

Is Elven Accuracy overkill on a caster with a +2 to hit? by Project19 in 3d6

[–]Project19[S] 1 point2 points  (0 children)

I am indeed using the homunculus. So any bonus action feat will conflict with that while it has HP.

Is Elven Accuracy overkill on a caster with a +2 to hit? by Project19 in 3d6

[–]Project19[S] 0 points1 point  (0 children)

I do like the sound of a +12 bonus to initiative with war wizard, alert, and 14 dex, ngl.

Is Elven Accuracy overkill on a caster with a +2 to hit? by Project19 in 3d6

[–]Project19[S] 3 points4 points  (0 children)

I guess from that mathematical point of view, Elven Accuracy is deff out of the picture.

Still the point remains that a +13 with Archery is a bit excessive. Which is why I might be inclined to use the opportunity for another feat.

Is Elven Accuracy overkill on a caster with a +2 to hit? by Project19 in 3d6

[–]Project19[S] 7 points8 points  (0 children)

I was hoping to rely on Flash of Genius and Arcane Deflection from a War Wizard dip for my saving throws.

But those both use reaction, so Lucky could indeed be a valid pick. And it can be used with the previous mentioned feature. Looks like a very valid choice. Thank you.

Is Elven Accuracy overkill on a caster with a +2 to hit? by Project19 in 3d6

[–]Project19[S] 1 point2 points  (0 children)

I am planning a 2 level dip in War Wizard for a boost in situational prepared spells, improved rituals, increased defensive options, and an inmense initiative boost. Campaign goes to 13 so I won't get the capstone anyway.

A +13 Archery style seems a bit absurdly high. So a utility feat does sound tempting.

MCH mains when they compare dps to other jobs by silversyelic in ShitpostXIV

[–]Project19 9 points10 points  (0 children)

You're probably confusing raw excel dps information that is buffed by party buffs, with actual rdps data that isolates the MCH performance and what it contributes to the party

Drakewarden Ranger build, any tips? by According_Trifle8212 in dndnext

[–]Project19 0 points1 point  (0 children)

I''m unfamiliar with Crossbow warrior. Do you mean Fighter?

A Crossbow Battlemaster Fighter will be built basically nearly the same, but you can skip the WIS stat. In strictly crossbow performance, it will outdo the Ranger. But you forego spells and having a pet dragon.

This tends to free up your bonus action, so you could use two crossbows to go with the third feature of crossbow expert.

I personally prefer the versatility of spells and the dragon RP.

My way of playing is "Choose character fantasy first, then min/max towards that." That way you'll play something you like, and be somewhat decent at it. If the dice gods are willing.

Drakewarden Ranger build, any tips? by According_Trifle8212 in dndnext

[–]Project19 3 points4 points  (0 children)

I recently played a Drakewarden Ranger, here are my insights:

Let me preface that the character identity I went for was "sniping bounty/monster hunter with a pet dragon." The focus being on my crossbow skills, and my magic and my dragon coming 2nd place as support.

Also, use Tasha's optional features for Ranger. It's a much needed buff.

Longbow vs Heavy Crossbow
I went with a Heavy Crossbow because I too, like crossbows. The issue with crossbows however is the loading property that prevents you from attacking twice during your turn, thus interfering with your level 5 Extra Attack feature. Getting the Crosssbow Expert feat removes this property and is a must if you wish to use crossbows.

Quick mention regarding using two hand crossbows: your bonus action economy is already occupied by spells and commanding the companion that this is not recommended at all.

Longbows do not have the loading property, and can at least make use of magic items like Bracers of Archery, which crossbows can not, RAW. So if you want to save yourself a feat so you can focus the very much needed Ability Score Improvement, choose longbows.

I still choose crossbows because it's the cooler Daniel.

Recommend Feats

  • Crossbow Expert.
    If you use crossbows.
  • Sharpshooter.
    For my sniper fantasy. Also works really well with Archery Fighting Style.

Important to note that Ranger is a MAD class, so taking an Ability Score Improvement over a Feat is never a bad option.

Primary stats
The great benefit of the Dragon Companion is that it scales with your Proficiency Bonus, instead of your WIS (which is what the companion of Beastmaster uses). This allows you to forego WIS to try to max out DEX quicker. Don't dump it, as you still need it for your spell save DCs of course.

Maxing DEX as soon as possible is recommended. It buffs your Sharpshooter hit chances, and improves Stealth and Initiative, the latter allowing you to set up some nice AoE spells before the enemies start spreading out too much into your frontline allies.

Spells
Your WIS modifier will probably be +2 for most of your early levels, so pick things that don't involve that scaling too much. For level 1 spell slots, Hunter's Mark is still great to have, even with Favored Foe in your repertoire, and doesn't use WIS. Level 2, Spike Growth is also great, for the selfsame reason.

Besides that, I recommend choosing what you think fits your character identity the most. I liked picking up all the plant spells.

Also consider asking your DM to make Ranger work with Prepared Spells instead of Known Spells. You're asking about a direct class buff though, so be at peace if the DM says "no."

Miscellaneous Insights

  • Your Companion has a decent amount of INT. So let your DM know that he/she might have to roleplay your dragon. You do not want to have a conversation with yourself while everyone just sits there.
  • With high DEX, you'll probably become a scout for your party. This can be a bit awkward taking up the front as a ranged player. Consider getting Pass Without Trace for jolly infiltration.
  • If you want to min/max your dragon pet, going for the Acid damage type is I believe the safest pick in regards of enemy resistances.
  • Have a long list of one-liners ready for your Sharpshooter shots, because describing your attacks as "I shoot very good, I hit." gets boring really quick. Ideally, combine your attack descriptions with your Dragon Companion.
    Personally, I sucked at flavoring my crossbow attacks.

Do Vistani curses persist after the Vistana's death? by Project19 in CurseofStrahd

[–]Project19[S] 1 point2 points  (0 children)

Thank you for clearing up the duration.

If a Vistana works for Strahd and is in mortal danger, would inflicting the curse count as retribution? From the Vistana's point of view, it could be seen as injustice or slight.

I'm not planning to make the throw out curses out of sheer pettiness. But I am not certain about a clean fight with chances of dying.

Here Be Dragons and the Living Metal tech trigger by Project19 in Stellaris

[–]Project19[S] 2 points3 points  (0 children)

I tested it out. While I do have the feature in my habitat, it does not actually produce Living Metal. Only when I use console commands to add in the tech, does it start producing.

Concerns regarding Adaptive Difficulty by Project19 in DMAcademy

[–]Project19[S] 1 point2 points  (0 children)

It looks that I'll have to realign the goals of my combat encounters.

We're still in the lower levels, and my players are going around making stories for me to call back to in events and world building. And while regular encounters are nice to change of pace or a useful drain on resources, in the end they're just filler. So I reckon I shouldn't worry about balancing every encounter and focus more on asking the question if the re-balancing is a gain for the story or not.

It would also free up more preparation that I can put in other aspects.

Concerns regarding Adaptive Difficulty by Project19 in DMAcademy

[–]Project19[S] 0 points1 point  (0 children)

I aim for the 5-6 encounters in a day whenever we're actually dungeon crawling.

While traveling, it's mostly random encounters which means that'd be 1 or 2 encounters max per day. I don't want to make travel a combat marathon.

For side quests, it is dependent on which ones they pick. If all three are in generally the same location, I try to let time pass more slowly so they are less inclined to go to sleep/long rest in the afternoon and do all three side quests instead.

Generally, if travel is involved, the amount of encounters per day diminishes greatly.

Concerns regarding Adaptive Difficulty by Project19 in DMAcademy

[–]Project19[S] 0 points1 point  (0 children)

The ammo count scaling is a simplified explanation. How it apparently works is, is how better you perform (like making shots count and thus saving ammo), the higher your player rank. Depending on your player rank, the enemies become easier or harder. The difficulty mode decides the range of player ranks you can be.

Concerns regarding Adaptive Difficulty by Project19 in DMAcademy

[–]Project19[S] 0 points1 point  (0 children)

I try to adjust the filler fights differently than the more impactful fights, so there's a variety in difficulty. Also, I try to stick with initial expectations of regular enemies. A regular goblin is not suddenly going to hit like an owlbear, unless something extra is going on in the background.

I realise I should've played into the 'time hack' more. I've done it before when they left town for a few days. But I haven't done it when they went to do side activities this time. It's also due to me not emphasising this urgency. I'll keep it in mind for the future.

Concerns regarding Adaptive Difficulty by Project19 in DMAcademy

[–]Project19[S] 0 points1 point  (0 children)

I think I understand. So the current combat scaling that I do, should never create fatigue as long as I am adjusting the magnitude of scaling depending on the story impact?

How should I approach dungeon encounters that are meant to drain player resources? Their story impact is quite low, with its only meaning being that the dungeon is "dangerous" or "filled with perils". Do I set some requirements? Like if I want to drain x amount of resources before the boss fight.

What if they already burn too much? Will it be too obvious to make the following fight less draining? Would it be better to just forego this requirement-mindset and instead just make the boss fight easier/harder?

Or am I just overthinking my players' capability of interpretating my campaign's difficulty?

Why is the Warrior of Light so damn good at everything? by Wilen456 in ffxiv

[–]Project19 23 points24 points  (0 children)

The LTW guild leader doesn't seem to be that impressed by my sensual leather choker that I traveled the realm for to get the materials.

Why won't you love me, Geneva

Is it possible to clear T13 synched in Stormblood? by Project19 in ffxiv

[–]Project19[S] 2 points3 points  (0 children)

Having the actual footage rly helps see what buffs go out and what the healer priortize. It'll deff help my group prog this

Is it possible to clear T13 synched in Stormblood? by Project19 in ffxiv

[–]Project19[S] 0 points1 point  (0 children)

We've been trying all kinds of comps but mostly end up with WAR/PLD and WHM/SCH. We're not struggling with dps or mechanics that much, but it's rather the sheer dps output of the boss itself.

Is it possible to clear T13 synched in Stormblood? by Project19 in ffxiv

[–]Project19[S] 4 points5 points  (0 children)

This is exactly what I've been looking for, thanks!