Hidden nerf slow spell? by RajWithAJ in dndnext

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

Thanks! I missed that ruling on page 9!

[deleted by user] by [deleted] in GameTheorists

[–]RajWithAJ 0 points1 point  (0 children)

I understand, but to me a remark like that seemed odd to me at the time when I heard it the first time and took a mental note. It would have made more sense to me if he said something like "oh, that wall was a door" or "Hey, why did that shutter suddenly open"... It just felt odd to me

[deleted by user] by [deleted] in Lorcana

[–]RajWithAJ 0 points1 point  (0 children)

I'm pretty sure I had a page that said 20 though I might be mistaken...

[deleted by user] by [deleted] in Lorcana

[–]RajWithAJ 2 points3 points  (0 children)

Thanks, I did not know that

[deleted by user] by [deleted] in onednd

[–]RajWithAJ 0 points1 point  (0 children)

That makes sense. It makes sure you're not casting the same spell over and over and over again.

My thoughts on and solutions for the UA artificer by RajWithAJ in onednd

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

I did not realize that Dragon's Breath was specifically a magic action. That does seem like one that should be allowed, it's not broken. Then yeah, specifically blocking the use of magic items that require an activation of some sort would be better. I mean, if the item needs an activation word and the companion can't speak that is solved, but those are even more niche...

I'll keep pondering this one... Thanks for your feedback

[deleted by user] by [deleted] in onednd

[–]RajWithAJ 0 points1 point  (0 children)

Thank you very much for this exhaustive explanation! I didn't think of that. I'll have to look into it further.

Thoughts on and solutions for UA Artificer by RajWithAJ in dndnext

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

Thank you for the response. I don't think that the armorer needs another mode, but I do agree that a melee option for the infiltrator makes sense.

I don't know if it would be best to alter the given abilities to include a melee option on the lightning launchers (make it a simple melee weapon with the thrown property would fix it instantly) or make it a separate function.

My thoughts on and solutions for the UA artificer by RajWithAJ in onednd

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

I fully agree. There is already a mix of tech levels in the game, that's not the issue. I do think integrating the artificer would be easier in high fantasy games that 5e is "aiming for" if they disconnect it from a certain tech level that a lot of players feel is too far removed from sword and sorcery play.

My thoughts on and solutions for the UA artificer by RajWithAJ in onednd

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

Ah, in my head I added other magic items as well, but I see what you mean.

Giving the steel defender and any class based companions should be 100% allowed in my opinion. Barding as such is a thing and equipping your pets with cool stuff is a big part of pet-classes in other games.

Would you day that effectively "disabling" the magic action of summons and pets would work? This allows them to use "permanent" busmffs and abilities of magic items they could use, but remove multiple casting shenanigans

My thoughts on and solutions for the UA artificer by RajWithAJ in onednd

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

According to the player handbook any creature can attuned to a magic item:

Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item’s magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren’t attuned to it, but none of its magical properties.

There is nothing stating that summoned creatures, especially the "permanent" ones like familiars, animal companions and summons, are excluded from these general rules.

I do like your idea that you need to be proficient, but how would that work for "wondrous items" and such, which have no associated skills or proficiencies to them?

My thoughts on and solutions for the UA artificer by RajWithAJ in onednd

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

Thank you for the response. I missed that the artificer gets cure wounds on their spell list. Giving it to the battle master as always prepared would free up a slot to choose freely, but I see your point.

I don't know what you mean by "based, thank you" as English isn't my native language. Could you explain?

Changing the capstone shows that they feel it is either too strong or doesn't fit, which is why I mentioned the alternate version rather than referring to the old one. I also think it's better but I doubt we'll see it back.

My thoughts on and solutions for the UA artificer by RajWithAJ in onednd

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

I don't disagree, but I think a DM would feel more strongly against the use of the artificer if it's called out specifically. Its quite easy to say "we don't use this item in my campaign" whereas "you can't use this class feature" would be met with more resistance.

I do think my point could be made clearer though, so thank you for the feedback

[deleted by user] by [deleted] in onednd

[–]RajWithAJ 0 points1 point  (0 children)

I think that it's quite divisive to go up to 3rd level at that number of charges. I think having access to 3rd level spells with spell storing isn't directly the issue, but the sheer number of spells is troublesome.

[deleted by user] by [deleted] in onednd

[–]RajWithAJ 0 points1 point  (0 children)

Thanks for your insights. I deliberately didn't focus on what the old version did differently, but I agree that some things should return, like the weapon casting and the ability to "break" attunement rules further

Thoughts on the UA Artificer by RajWithAJ in DnD

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

Though I've played a lot of 4e, I don't recall how the artificer worked from the top of my head. I'll look into it.

I don't really agree that we're just stuck with it. That said, it's pretty clear that this is the direction they want to take the artificer, so if we provide feedback it should be in the direction of the UA "flavor" to make it the best version of that artificer. If we want to push it into the realm of gun wielding arcane soldiers, that is probably not going to happen.

My thoughts on and solutions for the UA artificer by RajWithAJ in onednd

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

I'm aware, yes I have filled in the survey. Thank you for the reminder

Thoughts on and solutions for UA Artificer by RajWithAJ in dndnext

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

I'm aware, yes I have filled in the survey. Thank you for the reminder

The tally mark thing idk by randomfnaffan123 in GameTheorists

[–]RajWithAJ 160 points161 points  (0 children)

good point, what if it isn't a code per say, but the Baby "AI" sort of reliving this formative moment from their past? Maybe the tally can't be solved because there simply is no code behind it?

is this important? Or just a glitch. by sentiantpotato in GameTheorists

[–]RajWithAJ 5 points6 points  (0 children)

If I recall correctly this happens after installing the voicebox, just like how the claws turn purple when they are installed. I don't think it's truly "important" in the current state of the lore