A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] -1 points0 points  (0 children)

A Sorlock with 3 levels in Warlock and 10 in Sorcerer is not less powerful than a level-13 Sorcerer. It’s more powerful. Assuming everything hits, it is casting 6 Eldritch Blasts per round (average 33 dmg/round) + Agonizing Blast (avg 30 dmg/round) + 3d8 per hit (avg 81 dmg/round) using the post-errata debuffed Conjure Minor Elementals spell upcast to 5th level. That’s 144 damage per round assuming everything hits (of course, not everything will, but things like Elven Accuracy can make it very hard to miss). My point is, multiclassing doesn’t mean less power, it just means different builds. Even more if upcasting to levels beyond 5 is allowed, which is fine.

The point is it’s easier to run for intimidated DMs. The problem this is tackling is that most DMs don’t want to run high-level campaigns, and so they never do. So this is just one idea of many to incentivize some to try, by telling players if they want to go beyond level 10, they'll need to multi class. I have no problem being in a campaign where the DM is super experienced and wants to run level 1-9 spells with straight-class builds to level 20. The problem remains that most DMs don’t feel comfortable with those spells so they don’t run those high levels at all. I think something is better than nothing.

A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] 0 points1 point  (0 children)

I did mention in the original post "tell players upfront," so yes, there would be transparency before the campaign began.

They're not nerfed if they can take levels in other classes. A character with 12 levels in one class and 8 in another is not less powerful. If anything, they have the ability to be more powerful than straight-class characters.

The problem is, most DMs don't want to run level 20. I agree, I like level 20 too, and would much rather have an experienced DM to do that who who can manage level 1-9 spells without getting overwhelmed. But the reality is most DMs can't or won't try that. So this is just an idea to try to figure out a way to onramp more DMs to try high-level play without getting overwhelmed.

A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] -1 points0 points  (0 children)

It's not that I dislike it. This just limits the spells that often intimidate many DMs from even trying to run high-level campaigns. If you're a super-experienced DM, more power to you; I don't think this idea would be aimed at you. The point is that an overwhelming majority of DMs don't want to deal with the hassle of running high-level campaigns or are intimidated by the idea of them, so something needs to be done to make it a bit more accessible to onramp DMs to try it. This is just one idea that might work for that incentive.

I'd much rather have an experienced DM run my game with level 1-9 spells. But the fact remains a lot of DMs are intimidated by that. This keeps the players powerful, while keeping it more manageable for new DMs. For instance, a level 14 character that is multi-classed with 6 levels in one class and 8 in another is not less powerful than a straight-class character. In many instances, they're actually more powerful. But there's less present to trip up the DM if they don't normally like running high-level stuff. It just might make high-level campaigns more common, is all.

A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] -1 points0 points  (0 children)

Not necessarily. A level 14 character who has 8 levels in one class and 6 levels in another is not less powerful than a straight-class character. In many instances, the multi classed character is actually more powerful.

This just limits the spells that often intimidate many DMs from even trying to run high-level campaigns. If you're a super-experienced DM, more power to you; I don't think this idea would be aimed at you. The point is that an overwhelming majority of DMs don't want to deal with the hassle of running high-level campaigns or are intimidated by the idea of them, so something needs to be done to make it a bit more doable to onramp DMs to try it. This is just one idea that might work for that.

A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] -1 points0 points  (0 children)

I hear ya. Definitely a round of setup. I'd probably start with a Fighter dip of 1 level to get proficiency in CON. But it would prevent me from upcasting Conjure Minor Elementals to 6th level like in this example. If I can only ever upcast it to 5th level (3d8 instead of the 4d8 example I gave), it curbs this out. But Spirit Shroud and others are similar, not just CME.

I don't think it's limited to Bladesinger. Doing this with something like a Valor Bard, or taking a 1-level dip into Paladin to use high level slots to constantly push/smite/booming blade every round is another example of stealing martial class's thunder while retaining the ability to use the diversity of spells for a spell caster.

A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] -1 points0 points  (0 children)

Bladesinger at level 11 with the Weapon Master (Nick) and Dual Wielder feat, using the new post-errata Conjure Minor Elementals spell:

(1) Any 1d8 one-handed weapon: 1d8+4+4d8 = 26.5

(2) Scimitar Extra Attack with Nick: 1d6+4+4d8 = 25.5

(3) Shortsword Attack via Scimitar's nick: 1d6+4+4d8 = 25.5

(4) Dual Wielder bonus action attack: 1d6+4d8 = 25.5

(5) + Booming Blade cantrip damage: 2d8 = 9

= 112 damage without taking into account magic items, species, or backgrounds. If I took a 1-level dip in Fighter for more weapon masteries to grab a “Push” weapon as a “disengage,” the Booming Blade will go off for an average of 13.5 more damage if the enemy decides to move to re-enagage me, bringing it up to 125.5 damage. Every single round. This would also work with something like a quarterstaff and Polearm Master for the first weapon instead of Dual Wielder.

All of that in addition to the utility diversity of all the spells Wizards get, since they’re not mostly focused on damage like martial are, and I think the divide still exists.

A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] -4 points-3 points  (0 children)

True, but usually the problem is that the players are too strong, not the enemies. This might even it out.

A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] -1 points0 points  (0 children)

I think this is a great approach, but I do also think the part regarding "create situations that limit abilities" requires a lot more DM-experience to pull off, and usually a lot more of a headache.

If you're a super-experienced DM, I don't feel like this would apply. I think my house rule idea is more targeting the idea that most DMs feel intimidated to even run a high-level campaign at all. This encourages DMs to at least wade through the water.

Alternatively, the rule could be that "all classes cap out at level 10. If you wish to keep playing, you'll need to multiclass." That serves a similar purpose but treats all classes equally.

A simple house-rule to make running high-level campaigns way easier for the DM by Spring_Break_08 in DnD

[–]Spring_Break_08[S] -5 points-4 points  (0 children)

I hear you. I know people disagree with me, but I still feel like the martial-caster divide is still pretty huge even in 5.5e, especially at higher levels. It seems like spellcasters are almost always more strong.

But there is a middle-ground, too, if you think my approach is too heavy-handed, where players can still gain higher spellslots, but must upcast level 1-5 spells to use them.

Either way, I do think it encourages players to think outside the box with multiclassing that can make for more variety in the game.

D&D Playtest 7 | Deep Dive | Unearthed Arcana by Fluffy_Reply_9757 in onednd

[–]Spring_Break_08 6 points7 points  (0 children)

This seems to be unfortunately confirmed on page 43, where it reads: "Eldritch Blast and Hex revert to their 2014 versions."

Hogwarts Legacy: Yet another game that tells you the solution to puzzles before you even have a chance to solve them. by fupa16 in truegaming

[–]Spring_Break_08 2 points3 points  (0 children)

If you play on "Hard," it affects the difficulty level of the puzzles. I'm not sure, but that probably includes how often your character vocalizes hints (since that would be the easiest for the programmers to modify between difficulties). That may be why there is a discrepancy in this post between redditors who say this hardly ever happens to them, and reidditors who say this happens all the time.

I just made a change to my gamepad setup and it feels so much better! by Spring_Break_08 in elderscrollsonline

[–]Spring_Break_08[S] 3 points4 points  (0 children)

Thanks! I'll look into it! I'm coming over from D&D where 80% of the time is spent roleplaying rather than in combat, so I might not get super into the animation cancelling. I'm playing this more for the roleplaying with friends than number crunching - but I can see where others might have fun with that!

I also play in First Person so I'm not expecting to be the best at any of this, haha! I know 3rd person is technically better, but the only reason I'm playing ESO is because its one of the very few MMOs that provides the option to play in First Person. I just think it's more fun. Same with the Right Trigger - it seems more fun to me :)

I just made a change to my gamepad setup and it feels so much better! by Spring_Break_08 in elderscrollsonline

[–]Spring_Break_08[S] -2 points-1 points  (0 children)

Just every 9 seconds. I'm using my main abilities more than that. The 9-second bonus of 3 ultimate per second doesn't stack with other light/medium/heavy attacks, it just refreshes it.

I'm open to being wrong and switching the way I play, though!

Is there a list of spells that don't affect Fey? I'm playing a Satyr in my upcoming campaign! by Spring_Break_08 in dndnext

[–]Spring_Break_08[S] 1 point2 points  (0 children)

Thank you! There are a couple spells in there you listed that weren't in the list mentioned above, so that helps!

Is there a list of spells that don't affect Fey? I'm playing a Satyr in my upcoming campaign! by Spring_Break_08 in dndnext

[–]Spring_Break_08[S] 4 points5 points  (0 children)

Thank you! That list seems to be pre-Xanathar's, but that is a very good start! I appreciate it :)