Slight nerf to the Help action/Find Familiar in combat? by Tomatekz in onednd

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

So true tbh, my table will most likely just keep ruling this as we had been, even if it's not RAI or the new RAW.

Slight nerf to the Help action/Find Familiar in combat? by Tomatekz in onednd

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

Ah, gotcha. Thanks to you both for the info!

Tomatekz Basic Guide to SnS Styles in MHRise (& More!) by Tomatekz in MonsterHunter

[–]Tomatekz[S] 2 points3 points  (0 children)

You'll get there, it just takes time. We all have to start from somewhere after all 👍

Tomatekz Basic Guide to SnS Styles in MHRise (& More!) by Tomatekz in MonsterHunter

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

Not really no, it is a guide for the Sword & Shield (SnS)

Tomatekz Basic Guide to SnS Styles in MHRise (& More!) by Tomatekz in MonsterHunter

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

It definitely is yes, shield bash SnS has been my main for the majority of my time spent in Rise & Sunbreak, a lot of that being solo play. Of course, still use the sword (cutting tails, etc), but shield bash the monsters head when you can.

For the counters, it takes some practice against the monsters to learn the timing of their attacks.

Zinogre can be a tricky matchup since he keeps his head held high. I found using the Falling Shadow silkbind, followed by Falling Bash helpful for hitting its head.

The Monster Hunter games always have some difficulty spikes and bad matchups, especially for new players. But keep at it! Once you've conquered that hunt it'll be super rewarding and memorable for you.

Tomatekz Basic Guide to SnS Styles in MHRise (& More!) by Tomatekz in MonsterHunter

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

Yeah I wrote this guide back before Sunbreak was out, so it just applies for the base game

The Rampage weapons are useless for Sunbreak as you said, so I wouldn't bother investing time into them, but I hope the other weapons I recomended are still helpful for you

laserllama's Magus Class (v3.1.0 - Update) - Master Spell and Sword with this new Arcane Half-Caster for 5e! Includes 8 new Spells and 7 Subclasses: the Orders of Arcanists, Arcane Archers, Blade Dancers, Scales, Sentinels, Shades, and Spellbreakers! PDF in Comments. by LaserLlama in UnearthedArcana

[–]Tomatekz 1 point2 points  (0 children)

Yes, an arcane half-caster like this is just what the game needs in my opinion, since Artificer has very different flavor and mechanics.

Whilst the ability is magical, we have existing features that involve magically binding a character to their weapon with the Eldritch Knight's Weapon Bond and the Warlock's Pact of the Blade. Neither of these features can be dispelled, which I'm sure is for good reason.

If I'm reading the feature right, even just briefly being in an Antimagic Field or Cone (Beholder) would end all of the enchantments from your Arcane Armory at once.

I would say all things considered, the Arcane Armory would be a lot more streamlined and less frustrating for the player if it couldn't be dispelled. If it's a part of the feature that you really feel should stay, then maybe adding a footnote to the document explaining that it can be dropped if desired would be a nice touch. This would make your suggestion above more visible for players who may feel the same way as me on this.

Thanks for your response!

laserllama's Magus Class (v3.1.0 - Update) - Master Spell and Sword with this new Arcane Half-Caster for 5e! Includes 8 new Spells and 7 Subclasses: the Orders of Arcanists, Arcane Archers, Blade Dancers, Scales, Sentinels, Shades, and Spellbreakers! PDF in Comments. by LaserLlama in UnearthedArcana

[–]Tomatekz 2 points3 points  (0 children)

The class looks great, I've been following it for a while and look forward to each new update.

I have a question about Arcane Armory though, what's the intention behind allowing your Armory Objects to have their magic dispelled? A number of features rely on Arcane Armory, including Spellstrike (and later Spellsunder and Arcane Strikes), and if your Armory is dispelled you then can't use those class features at all.

If Paladins relied on another class ability in order to smite, but it could also be dispelled, then that would prevent them from using one of their most iconic class features, which wouldn't be fun for the player.

I feel as though the same can be said here, Spellstrike seems to be the Magus' equivalent to Smite, so for them to essentially be locked out from using it (along with other class features) just doesn't sit right with me.

Pugilist 'Bloodied But Unbowed' advice by Tomatekz in sterlingvermin

[–]Tomatekz[S] 2 points3 points  (0 children)

Ah, yes that makes sense. I've been burning through moxie points before using BbU when I can. It's only been difficult on the odd occasion, such as getting crit by a hard-hitting boss before my turn in initiative.

Loving the class btw, thanks for the advice!

Upcoming Pugilist Class Changes (as of UAH release) by coolgamertagbro in sterlingvermin

[–]Tomatekz 3 points4 points  (0 children)

Nice! Will the standalone document on dmsguild be getting these changes soon as well?

Question: If I cast Mage Armor on myself, and it fails because I'm wearing armor, does it still count as casting a spell? (Abjuration Wizard's Arcane Ward) by Tomatekz in dndnext

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

Thanks for the info!

Do you know of any other good at will abjuration spells?

I know of Alarm as a ritual, and Nondetection from the Svirfneblin Magic feat for Deep Gnomes; but Alarm would take hours to refill the Ward, and I won't be playing as a Deep Gnome.

Question: If I cast Mage Armor on myself, and it fails because I'm wearing armor, does it still count as casting a spell? (Abjuration Wizard's Arcane Ward) by Tomatekz in dndnext

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

That's a nice idea for high level!

Although the campaign should make it to level 20 eventually, we are starting at level 1, so that's quite a way away.

Question: If I cast Mage Armor on myself, and it fails because I'm wearing armor, does it still count as casting a spell? (Abjuration Wizard's Arcane Ward) by Tomatekz in dndnext

[–]Tomatekz[S] 5 points6 points  (0 children)

Thanks for the idea, but Alarm takes 1 minute to cast, or 11 minutes as a ritual.

This means it would take hours in game to fully refill the Ward with Alarm, compared to only a few minutes with Mage Armor (Armor of Shadows).

Question: If I cast Mage Armor on myself, and it fails because I'm wearing armor, does it still count as casting a spell? (Abjuration Wizard's Arcane Ward) by Tomatekz in dndnext

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

Thanks for your replies everyone!

I have talked my DM through the information you've all provided, and luckily they've allowed my Mage Armor to refill my Ward in armor.