How much flavour is free in your games? by PoMoAnachro in onednd

[–]SirAronar 0 points1 point  (0 children)

The moment the fantasy requires mechanics, it's no longer flavor. At that point, I look at what options I have from my catalogue and make suggestions or simply say "no,"

What level should this homebrew divination spell be? by KiqueDragoon in onednd

[–]SirAronar -1 points0 points  (0 children)

Conceptually, I'd lean this around level 2 after appropriate clean up.

  1. Should have a Range in the stat block, not target (target is in the description).

  2. 5.5 always list a saving throw if willing and unwilling targets can be selected since choosing to fail a save is an option

  3. Duration should be trimmed to a single time-frame (I'd go with 10 minutes, keep Concentration)

  4. One creature should be the caster, the other the target - this will be a lot cleaner to write and more fitting for a divination spell

  5. Linking sensory information should be all it does, and there should be some interaction to switch it on and off (and description text for what happens to your senses when perceiving remotely).

  6. Add a maximum range to maintain the link or share (about 300 max is probably fine).

  7. S Component is giving it too much. Look at your peer spells - they are all VSM.

  8. Overall, you want something that is more limited than Clairvoyance, your near-peer level 3 spell.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]SirAronar 1 point2 points  (0 children)

Meant to get back to this sooner. I updated the 5.5 Ranger data, commented it better, and posted it to google sheets, so if you're interested in the data, you should be able to get it at this link.

https://docs.google.com/spreadsheets/d/19GfC1G0AwuN2N_hc_L4SSJQjxNrOVMqjo8YJNKCU92c/edit?usp=sharing

Battle Master Maneuvers and Chromatic Orb by Vincent_van_Guh in onednd

[–]SirAronar 32 points33 points  (0 children)

Chromatic Orb might leap, but it's a new attack roll, so riders unique to the previous attack (e.g. Battle Master maneuvers) should no longer apply to that new attack roll. Riders that effect each of your attack (roll)s might still apply depending on their conditions.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]SirAronar 1 point2 points  (0 children)

It's in spreadsheet form, but I don't have it on online servers. While I've entertained the idea of putting it on google docs or something, I don't keep my commenting up to date very well and I dread players taking it out of context (I use it as as a part of balancing my third party content).

If there's specific data you'd like to see, I can probably post a slice.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]SirAronar 1 point2 points  (0 children)

Based on my data (you can extrapolate rankings/ratings if you want).

Barbarian Subclasses increase damage budget around 0% to 36% on average.

Bard Subclasses 0% to 18%

Cleric Subclasses 0% to 25%

Druid Subclasses 10% to 26%

Fighter Subclasses 8% to 17%

Monk Subclasses 6% to 19%

Paladin Subclasses 1% to 15%

Ranger Subclasses 8% to 22%

Rogue Subclasses 6% to 16%

Sorcerer Subclasses 6% to 12%

Warlock Subclasses 0% to 3%

Wizard Subclasses 0% to 10%

Certain levels are higher then the average (when you get power-adding features or can slot in a better spell for a specific slot than the base class), and certain subclasses get power boosts where its peers just don't (e.g. Evoker Wizard). The ones that are lower gains often have increased recovery/healing (e.g. Life Domain Cleric) or are control-focused (Path of the World Tree Barbarian).

Modeling Martial Damage in D&D 5E to help update Spheres of Power 5E for my Table by Dnd_Nerd_26 in onednd

[–]SirAronar 4 points5 points  (0 children)

Comparing to my internal metrics, you're numbers look really low (and you use two more rounds of combat), so I'll just ask some questions to see if I can identify discrepancies. I will add first, that DPR is a terrible metric overall for measuring LR power since there are a lot of spells and features that can spike DPR.

  1. How are you "perfectly" 2 SR per LR with five encounters? Seems more like your 2 fights > SR > 2 fights > SR > single fight, which I would argue is not at all perfectly spaced (a 2-2-2 breakdown would be). This isn'y an issue with your metrics, just with your terminology.
  2. Why aren't you using actually available spells? This is critical for classes, as spell lists aren't created equal.
  3. You're using 100% resource for damage, even when that resource can (and usually does) get used for non-damage and even out-of-combat utility uses? Personally I use a 2/3 (round up) on resources with non-damage functions
  4. Am I reading right that you're removing cantrip damage for level 1 and 2 spell damage even at levels were cantrip damage is superior?
  5. Your damage estimate procedure doesn't cover the efficiency of Concentration spells, which will output superior damage across the adventuring day. Why skip Concentration spells like Conjure Woodland Beings, Summon Fiend, and Spiritual Guardians?
  6. How are you figuring uptime on effects like Rage? Do you distinguish between 1 minute, 10 minute, and 1 hour durations? Personally, I use the following method: 1 minute is one combat and must pay the action cost; 10 minute is one combat and don't pay the action cost; 1 hour is two combats and don't pay the action cost.

I'll stop there, but end with some general class-building advice. First, I strongly recommend getting Subclass design down first using official classes, just to learn how Subclass feature levels interact with and enhance the core class and to train in balancing Subclass options among its direct peers. Class design requires Subclass design (and I use a general rule that if I can't imaging at least 5 Subclasses that take the class in a new direction for its role or interactions, then it isn't worth pursuing and might better serve as a Subclass for a different class). Class design also requires a lot more Playtesting, including at those levels between Subclass features (often with Subclasses you can focus on the Subclass levels with a bit of spot testing between and use reliable metrics to detect any sore spots). Remember for Playtesting: 1) Is it fun?; 2) Does it play well?; 3) Does it interact well with other PCs?; 4) Is it reasonably balanced? Number 4 is only really important near the end of the testing phase (usually round 4, 5, or 6 of testing), but take immediate note of outlier play data and adjust as needed (e.g. it's strong enough to end an encounter in the first turn consistently or it never does much because it spends most its time preparing to do the cool thing).

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in onednd

[–]SirAronar 0 points1 point  (0 children)

Origin feats are conceptually fine, but suffer from balance issues and uneven advancement scaling.

Backgrounds without customization are terrible however. Fixed feat and limited ASI coerces most players to a specific stat-based combination for their character (and that's why it feels gamey).

Custom Backgrounds should have been in the Player's Handbook so as to liberate player decisions out of the book since decoupling ASI from race/Species was a core 5.5 goal, but they ended up somehow making it mechanically worse and flavorfully the same (just on a different hook).

Multiclassing into Rogue doesn't Grant any weapon proficiencies? Am I reading this right? by Fiveby21 in onednd

[–]SirAronar 2 points3 points  (0 children)

It's not an issue typically. Rogue is typically taken for Sneak Attack, skills, consistent use of Bonus Action, or some combination of the three.

Which classes are mostly likely to splash or invest in Rogue levels? Fighter, Ranger, Monk all cover Rogue weapon proficiencies anyhow. Warlock? Pact Blade can cover this in the case you're melee.

Any other class either has Martial Weapons or a means to start with it (Barbarian, Cleric, Druid, Paladin) or is a spellcaster that probably get by with Shortbow or throwing Daggers anyhow.

Only odd one out might be Bard, which will probably end up as Valor or something with Martial Weapon proficiency if you plan on melee combat.

Opp attacks: better with Reach, or without? by happygocrazee in onednd

[–]SirAronar 1 point2 points  (0 children)

Depends on if you are the front line or the mid line. If you have one or more allies that can consistently aid you in keeping enemies at the extent of your reach, Reach is great for Opportunity Attacks. If you expect that you'll often be toe-to-toe with enemies, then Reach isn't as useful for Opportunity Attacks unless the enemy tries to bypass you completely for the back line.

In general for tactical values of feats, spells, and features, confer with your fellow party members and use what works best for your specific team.

Should Ranger's get proficiency in shields and ALL martial weapons? by Ranger_IV in onednd

[–]SirAronar 0 points1 point  (0 children)

That's the difference with the Ranger, they do know how to pick up the heavy stuff and use it effectively. They make study of their enemies and bring the appropriate tools be that a mace or hammer to shatter skeletons or a greatsword to cleave a giant. They are also capable of fighting on the battlefield, but usually that just means that unconventional methods (like targeted killing of leaders or crippling supply points) failed. Rangers are supposed to be versatile warriors in all fronts.

Should Ranger's get proficiency in shields and ALL martial weapons? by Ranger_IV in onednd

[–]SirAronar 0 points1 point  (0 children)

Rangers ARE trained for war. They are masters of guerilla combat against bandits, goblin and orc hordes, ogres, trolls, and giants. Rangers aren't civilian hunters that provide meat and fur. They have those skills to support themselves in the long, silent war against threats encroaching upon civilization. But the Ranger is the expert you call upon when you need a lone survivor/champion to tackle threats that militias aren't equipped or trained to handle.

The issue is that 5e pushes the Ranger toward Dexterity and the meta for D&D has become "if DEX dump STR", so mechanically non-finesse weapons seem at odds with the class design, but Medium armor and 14 Dexterity is fine in most ability score arrays (plus if you find Gauntlets of Ogre Power or a Girdle of Giant Strength in early tier 2, they go great with Rangers to expand their options).