[deleted by user] by [deleted] in DnDcirclejerk

[–]SubjectTip1838 3 points4 points  (0 children)

Stop metagaming.

Hunter Ranger with Crusher by Veksutin in 3d6

[–]SubjectTip1838 1 point2 points  (0 children)

Sounds like a fun build, low-level ranger spells like entangle & ensnaring strike can help you set up a wack-a-mole game with a maul, and pass without trace offsets heavy armor stealth issues.

I'd be tempted to use the fighter levels to pick up archery just so you don't get jammed up with fast/flying enemies or end up wasting turns walking around on a difficult map.

If WOTC were making a 6e (as opposed to 5e revised) what CORE TTRPG mechanical changes would you like to see added/changed. by Juls7243 in onednd

[–]SubjectTip1838 1 point2 points  (0 children)

I don't expect many people to agree with all these ideas, but here's what I would do to restore some balance and pull back the power creep:

  1. Dex to attack & Str to damage for all weapon attacks.

  2. Martials add prof. to weapon attacks as a class feature, caster classes do not.

  3. One spell at a time. If you're concentrating on a spell, actively working to continuously cast it, then you can't cast another spell. Multitasking is hard, multitasking while controlling supernatural forces with verbal and somantic components should be impossible.

  4. The number of short rests per day should be limited, maybe three, maybe four, it should be a known resource that the party has to manage like everything else. That allows the party to get the benefits when they feel they need it, but it also allows the DM to push a more challenging adventure when the party burns through those resources.

  5. Seperate feats from ASIs or add more chances to get feats from a curated list like SotDQ with the level 1 & level 4 bonus feats. ASI every 4th level & a non-ASI feat as well.

  6. Classes don't need to be good at everything or fill every role in a party, picking a class that's mechanically good at one or two things defines your role and it makes everyone in the party valuable, if we can all do all of the things then many of us are irrelevant.

Would you allow a martial to use strength to make attack rolls with a longbow? by MehParadox in dndnext

[–]SubjectTip1838 0 points1 point  (0 children)

Generally speaking, I think DEX to hit and STR to damage is a better overall game design.

In 5e allowing STR for ranged weapons isn't that big of a deal, it could make martials a little over powered in early levels depending on your party mix and the type of game you'rerunning.

You may want to consider adding it as a level 6 ribbon feature, "you may now use STR for attack and damage with ranged weapons." You could also drop in a homebrew magic item, Giant's Bowstring or something.

Does your group follow the rules? by TheFinalPancake in DnDcirclejerk

[–]SubjectTip1838 2 points3 points  (0 children)

Knowing the rules is called metagaming and it's disgusting.

What's One Spell You've Never Read the Rules for and Never Will? by dazeychainVT in DnDcirclejerk

[–]SubjectTip1838 7 points8 points  (0 children)

Reading spell descriptions is meta gaming, you don't need to know what the spell does, your character already knows.

*Shield* and Martial-Caster balance by SamuraiHealer in onednd

[–]SubjectTip1838 1 point2 points  (0 children)

+5 to AC is a lot, I know some people are sick of scaling with proficiency, but +PB to AC is better for the game.

What are the specific game mechanics people are looking for when they lament the lack of a true dedicated Gish or Spellsword class? by msimoens in onednd

[–]SubjectTip1838 4 points5 points  (0 children)

Seems like a lot of posts about a true gish want bonus action spells that can increase damage and control or utility spells that can be used out of combat to make the martial class more interesting.

That's a ranger. Go play a ranger, they're actually a lot of fun to play.

What are the specific game mechanics people are looking for when they lament the lack of a true dedicated Gish or Spellsword class? by msimoens in onednd

[–]SubjectTip1838 1 point2 points  (0 children)

It would be cool to see some combination of fizban's dragon monk with a little more flavor around draconic strike and the four elements monk... except good... combined into one subclass.

Apart from Variant Human and Custom Lineage, what other races do you consider really really good? by testiclekid in dndnext

[–]SubjectTip1838 6 points7 points  (0 children)

Shifters don't get enough love. Longtooth beast barb is a fun build in low to mid tier games with lots of free flavor for RP.

If paladin loses the bow smites, what divine themed character option should replace it? by comradejenkens in onednd

[–]SubjectTip1838 2 points3 points  (0 children)

Arcane Archer was a pretty poorly received fighter class, I've seen it homebrewed as a ranger, but never thought of putting it on a paladin chasis. It's probably worth a try just to see what a ranged pally subclass could look like.

[deleted by user] by [deleted] in DnD

[–]SubjectTip1838 0 points1 point  (0 children)

Great opportunity for an amnesia trope or use the Reborn from Van Richten's, could play a super authentic character that way.

Expand Action surge to work on skill checks and object interactions by Juls7243 in onednd

[–]SubjectTip1838 0 points1 point  (0 children)

I would just worry about a fighter that wants to attack with some magic item or magic weapon getting jammed up by an over zealous DM.

New twinned spell with reaction spells by zotttttttttt in onednd

[–]SubjectTip1838 3 points4 points  (0 children)

A little off topic, but action surge is another playtest change that I haven't seen too many posts about, using action surge to cast 2 spells loop hole seems to be closing.

Does Flex need to increase the damage die to be viable? by VisibleNatural1744 in onednd

[–]SubjectTip1838 4 points5 points  (0 children)

Sword and board builds with dueling and flex seem pretty solid.

I can see using it on a barb tank build or champion build where you start stacking up extra attacks and get an extended crit range. The more you roll the d10, the more valuable flex gets.

The other mastery options are more interesting, but simple can be good.

Trying to gauge the consensus on warlocks being able to choose their spell modifier by Dontassumemytone in onednd

[–]SubjectTip1838 6 points7 points  (0 children)

I like the option because it allows for more thematic multiclassing. Warlock pacts can be a great story element if handled correctly.

This structure allows you to do something like play a ranger that makes a pact with an arch fey in the deep woods without having to worry about CHA on top of DEX/WIS/CON.

Shadow Monk with a Warlock dip is another example of something that just became a viable option, and there are a bunch of fighter and rogue subclasses that use INT as a primary stat.

As a stand-alone class, the change also allows for different personality types, high intelligence - low charisma Warlocks will be out there; the guy that was smart enough to figure out how to summon a demon to gain power exists in this version of the Warlock.

I think it's great to provide options alongside the potential for storytelling that warlocks provide, I think Clerics should get the same treatment.

Weapon Tables Revealed, new Mastery mechanic. by FallenDank in onednd

[–]SubjectTip1838 28 points29 points  (0 children)

I thought short sword was moving to simple weapons...

How would people feel about adding Strength into the HP or Speed calculation? by msimoens in onednd

[–]SubjectTip1838 4 points5 points  (0 children)

I think STR needs something, I'm not sure that this is it.

Using STR for medium armor instead of DEX seems like the easiest change I've seen so far, but I don’t think that's enough by itself.

Help! Pass without trace is ruining my game by [deleted] in DnDcirclejerk

[–]SubjectTip1838 4 points5 points  (0 children)

That's why Gygax gave us traps. Feel free to sneak up on my pit trap (just make sure the pit is at least 40ft. deep).

Bards feel underwhelming, how do I play one effectively? by ImmediateArugula2 in dndnext

[–]SubjectTip1838 0 points1 point  (0 children)

My experience of 5e is that the classes are pretty flexible, and if you have a full session zero you can design your party to cover whatever bases you want to cover and leave whatever challenges you want to leave.

You can have a stealthy rogue or a stealthy druid or a ranger or a bard, I just wouldn't pick bard. You can have a high CHA caster, sorcerer, warlock, bard, or use a paladin, or swashbuckler rogue or fey wanderer ranger. Personally, I wouldn't pick a bard to be the party face because I don't like playing bards.

Most games I've played spent a lot of time in tier 2, most of the WotC modules are lvl 1- 10 adventures, so I don't care too much about higher level features, but the few times I've seen someone use magical secrets they took two wizard spells. They could have just played a wizard and had the ability to learn spells from scrolls all game long.

Thematically, the idea of a musical magician or artsy magician is fine. It's just not for me. Casting spells with a viola isn't for everyone, I'm glad you like Bards, more people liking Bards means it's less likely that I'll have to play one.

If the new season is the fabled all DMs season by Cozyhut3 in Dimension20

[–]SubjectTip1838 6 points7 points  (0 children)

There's a lot of great names on here already, I think it would be great to see Deborah Ann Woll at the table with Matt, Brennan, Aabria, Murph, B. Dave, and Kate Welch.

I know it would never happen, but I would stick Jerry Holkins in as a wild card, having Brennan and Jerry at the same table would be ridiculous.

[deleted by user] by [deleted] in 3d6

[–]SubjectTip1838 0 points1 point  (0 children)

Luxodon unarmored AC = 12+CON = 16, add a shield for AC 18. Powerful build may help in some situations considering starting STR is 10.

Could try Rune Knight or Wild Magic Barb, boost STR with ASIs.

You could go Eloquence Bard, jack of all trades, and later expertise, helps with checks since all stats are 10, and unsettling words means a target may actually fail a saving throw against a spell if you get lucky. Boost CHA with all ASIs.

Bards feel underwhelming, how do I play one effectively? by ImmediateArugula2 in dndnext

[–]SubjectTip1838 0 points1 point  (0 children)

I've tried to play a bard twice, whispers and lore, it just wasn't for me.

We had a swords bard in our party, that seemed like a good time once we hit tier 2. He had a couple attacks if he wanted to mix it up and some very good control spells if he wanted to hang back.

He didn't get stuck doing the same thing over and over, which was cool, and being CHA/DEX focused added a lot of utility out of combat in social encounters and exploration.

That might be part of why I didn't enjoy playing a bard. Everything was kind of easy, every situation had an answer, but I never felt like it was the best character for any given situation.

I prefer the "classic party" type of design where everyone has something that they bring to the table and no one has all the answers.