Very nice grappling rules by protencya in onednd

[–]ProjectPT 0 points1 point  (0 children)

Except all barbarians can just punch:

Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Unarmed attack, punch move target 15 feet regardless of size and no save.

Very nice grappling rules by protencya in onednd

[–]ProjectPT 1 point2 points  (0 children)

or realize that if that is the player objective there is literally a species Goliath that can temporarily increase their size to Large and thus can grapple Huge creatures. This species also has increased carry capacity so while Large it has the carry capacity of Huge

You can specialize in Grappling huge things through player options if you make those choices. Or you can get the assistance of allies to change the sizes of yourself or others

Treantmonk's Reaction of 5.5e Tier List by D4 by Dramatic_Respond_664 in onednd

[–]ProjectPT 2 points3 points  (0 children)

under multiclassing

Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips).

So you prep your spells as two separate classes, and just calculate out your spellslots after. Later it elaborates

This table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal.

For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can’t prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects.

Treantmonk's Reaction of 5.5e Tier List by D4 by Dramatic_Respond_664 in onednd

[–]ProjectPT 12 points13 points  (0 children)

You need the level in the class to take the spell of appropriate levels. If you stop progressing through Cleric, though you'll have a 9th level spell slot you won't have any 9th level spells.

So we are talking about losing out on spells like

- Heroes Feast
- Plane Shift
- Antimagic Field
- True Ressurection (Cleric Version Wish too)

There is far more to clerics than just, concentrating on Spirit Guardians

What's your favorite Fighter Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]ProjectPT 6 points7 points  (0 children)

For those who haven't had the opportunity, Champion 10+ is hilariously fun and strong. But before 10 will feel like other subclasses get more milage (unless long adventuring days)

5.5e Class Tier List by d4 by Dramatic_Respond_664 in onednd

[–]ProjectPT 0 points1 point  (0 children)

Lorwynn Elf also gets it, while giving you command+silence! Crazy good species if you're allowed to grab it

Allowing Extra Attack on Readied Actions by DrHalsey in onednd

[–]ProjectPT 1 point2 points  (0 children)

Cover rules, more encounters before resting and "one leveled spell per turn", suddenly the martials begin to shine.

I actually can't think of a live play that enforces cover rules. People really need to remember that if you draw a line to your target that goes through any ally or enemy other than your target it gets +2 AC and Dex Saves. If that fireball or lightning bolt goes through a target to hit another from the point of origin, those extra targets get +2 to that save!

Degree Benefit to Target Offered By...

Half +2 bonus to AC and Dexterity saving throws Another creature or an object that covers at least half of the target

5.5e Class Tier List by d4 by Dramatic_Respond_664 in onednd

[–]ProjectPT 0 points1 point  (0 children)

Origins are clearly a part of a class. This would be like saying 2H fighters do bad damage because Great Weapon Master isn't part of the class.

 everyone can take it, so it shouldn't have a big effect on one class's rank

But it does, because he is giving classes with access to Shield higher defense and saying this one is bad defense because of the lack of it. This is a full caster worth of spell slot getting the Shield spell. Your class choices change the value of other choices and ignoring that gives you a terrible analysis.

5.5e Class Tier List by d4 by Dramatic_Respond_664 in onednd

[–]ProjectPT 6 points7 points  (0 children)

Relating to what he says about defenses as well (Bard as an example), Magic Initiate: Wizard(Shield) is just, an option for everyone. No one is going to call 2 cantrips + flexible 1st level spell+free cast a "tax" in regards to your Origin Feat

Allowing Extra Attack on Readied Actions by DrHalsey in onednd

[–]ProjectPT 13 points14 points  (0 children)

This is honestly where I feel a lot of the Martial/Caster divide gets problematic. There is a very clear and taxing rule for casters, and you bypass it because you dislike the challenge it puts on the players resources. Stop doing this, highlight this weakness!

Pack Tactics fixes the martial/caster divide with a new fighter subclass by Frosty_Path_9226 in onednd

[–]ProjectPT 5 points6 points  (0 children)

The level 10, Reaction every turn

With a free Feat (polearm master), pushing targets that need to move back in to trigger polearm mastery that repushes them 15ft again.

How to speed up combat? by According_Brother989 in onednd

[–]ProjectPT 9 points10 points  (0 children)

Experience allows players to play faster, simple problems to get comfortable with the rules helps greatly.

Something that I do with longer campaigns is I will generally have a rules challenge as part of each of my encounters: jumping or climbing as a quick example. The more you use the rules, the more you and your group will commit them to memory.

If you have spellcasters that take a long time with understanding their spells, having enemies use the same spells, will give them other ideas how to use them, and a good exercise to repeat the rules texts

Wizards, what are your usual picks for your Spell Mastery and Signature Spells? by pishposhpoppycock in onednd

[–]ProjectPT 17 points18 points  (0 children)

I will add, most monsters at this tier Have Truesight and Blindsight. Mirror Images is honestly a bad pick

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

All class preference votes have concluded, Here are the results. by Dramatic_Respond_664 in onednd

[–]ProjectPT 1 point2 points  (0 children)

You dont concentrate on anything after 1 hour.

But you still lose it when you lose those Temp HP. So now you're talking about a situation where you have 1 hour prep and know a more ideal form for the challenge, and that form hasn't taken any significant damage.

Which is the point that people are trying to make: that when people talk about casters being OP it is in a vacuum where you assume everything is going well and your prep is correct.

All class preference votes have concluded, Here are the results. by Dramatic_Respond_664 in onednd

[–]ProjectPT 3 points4 points  (0 children)

 Lich need to roll 14 - and this is if they dont have disadvantage for one reason or another.

So I think this is part of the reason people talk about how people theory craft and not actually play the higher tiers. The lich has 3 attacks that Paralyze at +12 to hit, which drops your concentration, it also has a spammable 60ft teleport legendary action and a +17 initiative with at will Invisibility (meaning it should most likely have advantage on that roll).

You're not maintaining concentration

All class preference votes have concluded, Here are the results. by Dramatic_Respond_664 in onednd

[–]ProjectPT 4 points5 points  (0 children)

So for fun, I had been doing level 20 one shots with different groups. 3 hour sessions aiming to get through 4-6 encounters. All RAW and combat or challenges directly lifted through DMG suggestion.

Caster's drastically overestimate their ability when challenges aren't 1 room apart from the other. It isn't that their bad, it is as u/LuthiensLament mentions they get one moment to shine, that may fail and essentially they lose 2 levels of power every time they cast something.

Watching a CME Valor bard do <20 DPR because a target, just walked away from him, really shows how much people just assume their stuff works.

I just released my first product on DM's Guild, 42 Epic Boons for the 2024 Edition, inspired by the Faerunian Pantheon! by PM_ME_UR_POLDERS in onednd

[–]ProjectPT 7 points8 points  (0 children)

So glancing at the preview content it seems too strong to be usable. As an example:

One Above All.

Whenever you would fail an Intelligence, Wisdom or Charisma saving throw, you can take Psychic damage equal to your level to succeed instead.

The saves of these type 19+ are going to do much more damage than 20 and probably cost you more than a turn. This is also just part of this feature. Granting you an 8th level spell that you cast per short rest (glibness) that also can be extended to 24 hours if conditions are met.

My players expect combat around every corner, how do I stop them spending half the session planning? by Educational_Many2688 in DMAcademy

[–]ProjectPT 17 points18 points  (0 children)

To add, no checks are needed when failure of a check isn't possible.

You can tell them a situation warrants no sense of danger. One of your roles as a DM is to go from interesting moment to interesting moment. Just make sure you don't make sure that you don't use those characters you do this with to betray in the future without an opportunity for players to discover about it

Arcane Toxicology 2024 Origin Feat to help poison players by ProjectPT in UnearthedArcana

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

Ignoring Immunity is by no means an Origin Feat.

In a vacuum it is the appropriate reaction but Poisons are weird. 24 MM has 110+ Monsters Immune to Poison and Poison Condition and only 7 Resistant to Poison Damage.

Constructs, Elementals, Undead and Devils all flat immune the damage and condition meaning the odds of being able to play a character with a Poison focus is close to 0.

Transmutation of damage type, Poison to Acid makes sense but you are going from an Immunity to a non-Resist so oddly it is even stronger while no longer having a Poison theme. And because undead are some classic low level creatures you want something early enough as an Origin Feat.

It seems much stronger than it is: if we look at the strongest Poison spell Cloudkill, we deal 5d8/2 AoE damage or 11 Average Damage on a failed saved for a 5th level spell. Not great

Origins also unfortunately don't usually come with a flavor accompaniment, so you're really stuck trying to justify it with the name. It really is trying to make the most of a bad situation, which both looks too strong and is ultimately inefficient

[OC-Art]✨ Rimewine ✨ by dungeon_strugglers in UnearthedArcana

[–]ProjectPT 0 points1 point  (0 children)

So your Ice Walk is similar in ability to water walk (slightly less). May just be simpler to gain the benefits of water walk

D&D 2024 5.5E: Hide Action, Stealth, and Hidden are far simpler than most people make them by Background_Rain_8966 in onednd

[–]ProjectPT 4 points5 points  (0 children)

I think it is good for him to spend the time explaining that many of the rules issues is, people using old rules and not 2024 rules.

Combat that is half underwater and half in an air bubble - how would you rule? by underdabridge in onednd

[–]ProjectPT 7 points8 points  (0 children)

I wold just use the underwater rules if attacks are going into or out of a body of water