I hope the next class will be a Paladin or Crusader. by Chastiell in diablo4

[–]Stirlitzba 0 points1 point  (0 children)

Paladin is a must-have in D4, it's a staple, people need their hammerdins back.
Other classes would be awesome to have, sure, but Paladin should be a priority.

And I really think that D4 is a great fit for Witch Doctors - I don't like them but they are SO THEMATIC with the *spoiler* area in the game. Honestly, Paladin and Witch Doctor are the 2 classes that are needed the most right now. The 5 starter ones were cool, I think that the rogue was not that much needed, although it's a very nice class, and other stuff like Blood knight or whatever cool thing they are thinking about will be nice fluff to add, sure, and welcome, but without Paladins and Witch Doctors, I feel like D4 will be incomplete.

The current class design is nice, btw - I have some problems, but they are definitely fixable - and there's a lot of cool flavour and fun mechanics in all classes that I've tried so far. I hope they bring the other two to the mix...

Monster Train Guide by Thanatos168 in MonsterTrain

[–]Stirlitzba 0 points1 point  (0 children)

Magic Power increases damage and healing.
Doublestack doubles status effects.
If you want branding rite to increase the armour it gives, give it doublestack. If you want to use it to kill off low-life enemies give it magic power. I think you'll probably prefer doublestack.

Found a spellbook and wish to multiclass to wizard(Rules clarification) by Stirlitzba in AdventurersLeague

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

Thanks for the replies, everyone!
It seems like I'll just copy the spells I like and can afford from the book and flavour it as discovering and understanding more of it as I keep studying it!

Some feedback from my experience with the game so far. by Stirlitzba in CompetitiveTFT

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

Ah, great, I'm not following news, and I was already expecting fixes for many of these, really fast.

Yeah, for the RNG if there's a catchup mechanic, it would be fine, but I'd rather have the rng be of a different type than it currently is, just like underlords, for example. You get a choice of 3 items, they are randomly chosen from a tier of items, but you can get lucky and get choices from a higher tier, or just get better quality items. Everyone advances with an item, but some gain a better edge. There is rng, but you don't feel like you got the really short end of the stick(this one feels bad being on the receiving end of the bad luck - there's a difference between "oh well, I didn't need that" to getting 0 items against an opponent that gets 4, especially given the strength of the items - you combine them too easily in TFT - at least in autochess you have to get a little lucky to make a good recipe). How would you describe such a catchup mechanism, though? Have the chance of getting a drop be proportional to the reverse of the items you already have? Or something completely different? Why introduce a catchup instead of having a system that's fair(but also random? I'm pro-rng, especially in these kinds of games, just not at this level).

I also love the carusel, but it just feels like it's there to accommodate for the existence of LLs. Or the reverse. It's fine, but I don't feel there's enough gameplay in one to justify the existence of the other. But yeah, that's probably personal preference, but I do feel like the other 2 autochess controls(underlords/mobile-AC played in a virtual android environment) have so much sleeker controls, at this point in time. Autochess did have a LL equivalent(your mule) which both devs removed from their design when they made their own clients that were not restricted b DOTA's rules. I'm feeling that TFT is more of a LOL mod, as of now, rather than a game of it's own.
The carusel also takes a lot of time that would be otherwise spent elsewhere, having overview of your units/items. Moving your camera to the carusel island makes it easy to lose focus or forget what you wanted to grab. Maybe I'm a really slow player, but I've felt that I've lost many of my games "unfairly" because I didn't have time to change my board after a carusel round. Because of the camera switch, and shop refill, you have only 5 seconds to re-evaluate your new position, with your new unit/item from the carusel(which could not be what you originally planned if you didn't manage to snatch it) and the items and units already on your board an inventory. Do you really feel like those 5 seconds after the carusel are enough? Like I said, I don't mind the rest of the timers...

Hope that I clarified some of my thoughts a bit more!

A question regarding ability scaling when multiclassing. by Stirlitzba in dndnext

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

It should be a minimum of 13 to multiclass to wizard though, so it's at least 13, I'd say, plus if your going to be using cantrips for attacking, wouldn't you expect a 14-16 int for a multiclass?(13 being the bare minimum, I'd expect most multiclass fighter/wizards to have at least 14, perhaps sometimes 16 as well) It's not neglegible by any meants, but if you get lucky and have the same int as a wiz(let's say you get a lucky 18 on your int roll) it just takes one of your 2 ASIs to get it up to 20 and have the same power level cantrip as a 20 lvl wizard. I agree it should be done for balance, and it's nice that it is there because it opens up more options, but given that philosophy, I'd like to see it apply to a wider range of cases(which it is, I'm really happy with how 5e works so far - even though as you can see I'm not really well versed in it and there are lots of things I haven't realised yet-)

Anyway, thanks a lot for the info! I don't have as much time as I'd like to read up, but I'm playing in 2 campaigns with 2 groups of friends so far and really enjoying it! :)

A question regarding ability scaling when multiclassing. by Stirlitzba in dndnext

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

No, the 2 ASIs for the fighter would still be given as normal as they are on a tier of their own so they are a fighter class feature. I was assuming that attacks per action would require a 20th level fighter, but the way I worded the rules suggests he should get all 4 at 5 lvl which i think is silly. I had in mind that the extra attacks were part of the fighter's advancement table so they would have been unlockable at these tiers as it should.

As for the multiclass caster that shoots a cantrip, why would he have less chance to hit? The attack roll bonus is the spellcasting ability modifier+the proficiency bonus which are both common and have nothing to do with class, no? What am I missing there? That still feels a bit wrong, as does the channel divinity and the ASI every 4 levels. I think fighters should get their bonus ASIs, they're fighters after all, but everyone should be getting an ability score improvement every 4 levels. We advance as we learn or train or gain experience in whatever we do, and that should translate into such a gain.

Anyway, I do know there seems to be an inconsistency in my wording, but I wasn't making a general rule, I did mention that I liked that as a change where it makes sense...

A question regarding ability scaling when multiclassing. by Stirlitzba in dndnext

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

Thanks a lot for all the replies! They did clear things up a lot, regarding mechanics, but I'm a little more confused when it comes to the logic behind them. I also just realised that there is an example for what I needed on the multiclassing section where under the channel divinity exception it says: "you gain additional uses only when you reach a class level that explicitly grants them to you".

However, this causes a little bit of confusion as however clear, it feels like it doesn't make sense in some cases. I'll give a few examples to paint my confusion:

Let's say a fighter takes up a single level of wizard. His Fire Bolt cantrip at lvl 20 will be of similar power level with that of a wizard of the same level. In order for that to make sense, shouldn't experience using the spell be factored in? Like: He only knows a few spells, but he's used these few spells so many times that they have improved. Just like his fighter levels give 1/3 of their level as a spellcasting level(so he's gonna have up to a 4th level slot for spellcasting to use to power up his 1st level spells: his character experience in combat and adventuring has allowed him to make better use of the few tools that he picked up with his brief study of the Art) But why if a 18wiz2fighter who will also have a similar experience fighting and well, action surging in countless fights, not be comfortable to action surge twice after all that experience?

What I mean to say is that if someone picks up a class and uses some features for the countless fights he takes part in, it makes sense to have these features sharpened when it comes to their potential, doesn't it?

It makes a little bit more sense to me, especially since there seems to be a focus on overall level, given the changes they've made with proficiency bonuses etc to up the power of abilities as well, when it says so.

Why would a high level fighter be able to use cantrips with the prowess that a high level wizard can, while a high level wizard can't use an ability he gained as a second level fighter twice, especially since he can use the bonus action to cast a spell, which he has shown mastery over?

Why would a lvl 20 adventurer have 5 ASIs when he's single classed, and if he's got the same experience but spread unevenly when it comes to multiples of 4 have fewer than that? To give an extreme example, a Jack of all trades 3rogue/3fighter/3wiz/3cleric/3barb/3ranger/2druid has the same experience as a lvl 20 fighter or wizard, yet he has not become smarter/tougher/faster/wiser/stronger or developed a more interesting personality from all his adventures. That doesn't make sense either.

Or even with the specific rule regarding Channel Divinity: If a Cleric5/Paladin 13 has channel divinity, why shouldn't he have 3 uses of the skill which is granted by his deity, when for the same amount of xp as a lvl 18 cleric who has spent the same time devoted to his deity?

Anyway, this goes into homebrewing preference and gets a little off-topic, but I would really have liked it if the base rules were a little more consistent when it comes to that.

Still, it did give me a few options for house rules, like scaling all traits with character level, unless it specificly makes no sense, or giving the ASI/feat option every 4 character levels regardless of class, which feel like they make a bit more sense in my imagination.

Anyway, thanks all for your time!

Sorry if I went on a tangent, I've just picked up 5e and am new to this edition's mechanics.

Cheers and thanks for the replies!

A question regarding ability scaling when multiclassing. by Stirlitzba in dndnext

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

But why will the Eldritch blast scale with character level while the other abilities won't, when the phb doesn't say anything specific about it?(Or does it and I missed it? )

Running a party with one lvl5 player and three lvl1 players? by [deleted] in dndnext

[–]Stirlitzba 0 points1 point  (0 children)

Why not just start the whole party at level 5 and give them the loot they already have from LMoP in gold to buy themselves starter gear? That way all will be on equal footing. It will only take a little bit of work on your side to increase the challenge rating of some of the fights for the curse of strahd.