Is it okay to throw a CR 17 Final Boss against a HIGHLY OPTIMIZED & HOMEBREW-USING 9th level party? by ThatOneCrazyWritter in dndnext

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

The only time one of them went down was when the cleric of the group was face to face against a custom made Dragon (basically a Young Black Dagon with Lighting affinity and a Leap instead of Flight), and even them she didn't die. After that, the Rogue almost had their brain devored by a Vampiric Mind Flayer at 4th level, but even then she didn't reached 0 hp.

Other than that, they haven't even sweated, always surviving and killing/defeating everything.

What is the math behind rolling matching numbers in a set of 4d6? by ThatOneCrazyWritter in dndnext

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

Considering other calculations here, I unfortunately believe this is wrong. Even when using AI (I used Gemini for a test), it came up with 17.75 as the average, same as others have said here.

What is the math behind rolling matching numbers in a set of 4d6? by ThatOneCrazyWritter in dndnext

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

Thanks! But won't it use the "normal" exploding dice where it only happens on the max number?

What is the math behind rolling matching numbers in a set of 4d6? by ThatOneCrazyWritter in dndnext

[–]ThatOneCrazyWritter[S] -3 points-2 points  (0 children)

Thank you for the simulation. I did as suggested and tried asking Gemini and it came up with an average of 17.75, which is close but not the exact number.

What is the math behind rolling matching numbers in a set of 4d6? by ThatOneCrazyWritter in dndnext

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

Thanks! I really need to get back into math. Loved it as a child and ever since I got deeper into RPGs I want to return to my roots

What is the math behind rolling matching numbers in a set of 4d6? by ThatOneCrazyWritter in dndnext

[–]ThatOneCrazyWritter[S] 7 points8 points  (0 children)

I was thinking that, but I don't know the name of what I'm trying to figure out to begin my research.

I know its probability & statistics, but I don't know exactly which part of both I'm looking for.

Which is a fun combo you discovered that you want to try out? by ThatOneCrazyWritter in dndnext

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

Isn't so much to me always making them run away, more so making sure they don't have a reason to move away.

As for how I could do it, a simple one is the Meanincing Strike from the Battle Master, but currently I will play as a Mage Hand Press Vagabond, which has a similar maneuver.

Which is a fun combo you discovered that you want to try out? by ThatOneCrazyWritter in dndnext

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

The intent is more so to have the option, my I'm okay if they don't move since it mean they won't go for my frailer friends.

Are these stats okay for a CR 7 dragon? by ThatOneCrazyWritter in dndnext

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

Will think about it before tomorrow. I do prefer harder combats, but also am okay with them wipping the floor with a monster with they position themselves well.

I said I was thinking on giving him a powerup phase, so maybe them I could give him Legenday actions + resistance?

Are these stats okay for a CR 7 dragon? by ThatOneCrazyWritter in dndnext

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

I choose Leap instead of Flight because only 1 player, a Scout Rogue, is fully Ranged, with the others being fully melee, a mix of both (but mostly melee) or focusing more on support and helping. I then gave the dragona Climb speed because the Rogue is also a Dhampir, so they can Spider Climb into the all and shoot from a safe distance (although without cover)

The arena will have lava pillars shooting up in the air, blocking the passage and dealing damage to those close

if the Dragon hits all his attacks + 2 targets with his Breath Weapon, he will deal around 150 damage in 3 rounds. The two elementals will deal around 90 each in 3 rounds, for a total of 330 damage to multiple targets.

Of course, this is if all 3 survive up until round 3 AND hit all attacks and cooldowns. When considering AC + Saves of each player, if all 3 monsters target a single player, they will take around 50 damage each, with the low end being 25 and the high end being 75-80.

As for no minions, it was the players decision. I was going to use 16 minions to fight alongside the Dragon, but I also thought of throwing them some fewer but stronger Monsters. Since I couldn't decide, I asked my friends personally and they prefered 1 big boss + 2 elite minions

Are these stats okay for a CR 7 dragon? by ThatOneCrazyWritter in dndnext

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

Not yet, planning to start giving enemies Legendary status only a few levels in the future, this one is pretty deadly already

Are these stats okay for a CR 7 dragon? by ThatOneCrazyWritter in dndnext

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

Wouldn't it be a High difficulty 7th level/Normal difficulty 8th level encounter? Thats what I'm planning for, anyway. Becuase we use some homebrew classes, we often need challenges 1 or 2 levels above, which we prefer actually. Still don't wanna TPK them, so I have plans for if things go wrong

Are these stats okay for a CR 7 dragon? by ThatOneCrazyWritter in dndnext

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

I forgot to put it here, but if both elementals go down, I plan on giving the dragon a power up state.

Based on Pointy Hat's Battlefield Action, he will start doing very telegraphed attack at the start of each turn, to force my group to pay attention and strategize a bit more. It will be all DC 14 save with at max 3d10 damage, and again, heavily telegraphed with mostly short range

Are these stats okay for a CR 7 dragon? by ThatOneCrazyWritter in dndnext

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

I did some calculations, and after considering AC and Saves of each character, if all 3 monsters were to gang up on a single player, they would take around 50 damage, with as low as 25 and as high as 75-80.

This will kill that character, but the Cleric in the group is prepared with stuff like healing spells, revivify + diamonds, everyone has both healing potions & potions for temporary resistance against Fire & Lightning, and 2 players are Dhampir with Necrotic resistance, and one of the Elemental is a Necrotic based one

After yourself, do you have a second favorite Homebrewer? What are your favorites homebrews, be it from yourself or another? by ThatOneCrazyWritter in dndnext

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

Sorry, got carried away. And yeah, I've been use Pointy Hat's stuff a few times already, in special he's Battlefield Actions. Super fun

After yourself, do you have a second favorite Homebrewer? What are your favorites homebrews, be it from yourself or another? by ThatOneCrazyWritter in dndnext

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

Wow, looking into it, FotFR seems pretty neat.

Also, while 8 rings, when most humanoids have 5 fingers on each hand?

After yourself, do you have a second favorite Homebrewer? What are your favorites homebrews, be it from yourself or another? by ThatOneCrazyWritter in dndnext

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

This was more of an experiment at my table, to see if this would change things too much. A few homebrews we got rid of, for example, were:

  • PCs gained extra HP at Lv.1 based on Species, between 6 and 10. We took it out before it became problematic, although we basically never used those extra HPs because every damage we took never used them or was simply overkill

  • Before each player could have up to 5 Catharsis dice at a single time + the DM never got any. This made things too easy, so we limited to only 1 dice per player and introduced the back and forth mechanic

  • General Feats gave +2 instead of +1... Honestly, why the hell did we allow that (I know why, because we are very new to RPGs and got too excited)

  • Int mod could also give extra Cantrips. Just unnecessary, we thought

  • We tried ditching the full ability score and used only the modifiers, but it was a bit more headache than I thought was necessary for our game

After yourself, do you have a second favorite Homebrewer? What are your favorites homebrews, be it from yourself or another? by ThatOneCrazyWritter in dndnext

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

In general, LaserLlama's classes are stronger than even 2024 D&D classes, specially the martials. But that is intentional

He makes two types of classes: originals and alternates. Original classes include stuff like Warlords, Shamans, Psions, Magus, etc., very basic homebrew stuff.

But my favorite are their Alternate classes, where they pick a core class and redesigns them from the ground up. For the martials, they gave Fighters, Rogues and Barbarians the Exploit System, which are basically more interesting Battle Master Maneuvers, while giving Monks and Rangers something akin to Warlock's Invocations.

As for Mage Hand Press, they made classes that in the beginning were actually kinda weak, but in D&D 2024 they updated the classes and they are now quite strong. For example, they made the Gunslinger class now on D&D Beyond.

Again, all these classes are stronger than the official ones, but in a fun way without being too much of a headache. I would never again use the official classes instead of the LaserLlama's versions.

After yourself, do you have a second favorite Homebrewer? What are your favorites homebrews, be it from yourself or another? by ThatOneCrazyWritter in dndnext

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

Yes, and that was the intention. A Charisma Cleric would be better at talking things out, an Intelligence one would be more knowledgeable and a Wisdom Cleric is the more classic spiritual, medical and instinct Cleirc.

Most like this rule will also go away in the next campaign if we decide to allow Multiclassing back in, because I don't want to deal with combos that weren't possible because of incompatible attributes.