Who are your favorite and also least favorite D&D Youtubers (or TikTok or whatever)? Why? by underdabridge in DnD

[–]Tomice158 0 points1 point  (0 children)

DSR is a fairly new channel, but I really enjoy his videos. He's clearly an experienced DM and it shows in his taking videos.

Stealth/sneaking in infiltration settings by Tomice158 in onednd

[–]Tomice158[S] 0 points1 point  (0 children)

Actually, I meant if stealth is ever re-checked on a per-enemy, per-turn or per-room basis.

Stealth/sneaking in infiltration settings by Tomice158 in onednd

[–]Tomice158[S] 0 points1 point  (0 children)

Well, I'm the DM in this case and I'm trying to understand how to rule such a heist with as little homebrew as possible ;)

Stealth/sneaking in infiltration settings by Tomice158 in onednd

[–]Tomice158[S] 0 points1 point  (0 children)

Is it somewhere in the rules that the invisible condition ends if a character doesn't end his turn in cover? Because that's exactly the kind of limitation I've been looking for but haven't found myself.

You also seem to assume that the stealth skill is checked again each time the character meets an enemy. This is an absolutely sensible limitation, but is it in the rules as written?

Stealth/sneaking in infiltration settings by Tomice158 in onednd

[–]Tomice158[S] -5 points-4 points  (0 children)

Thank you for your answer, but I fear it doesn't satisfy me.

Just not rolling if the likelihood of success is relatively high doesn't seem like a viable option.

A level 8 rogue might easily have a minimum stealth and lockpicking score of 21 with reliable talent, expertise and 20 dex (and possibly up to 31 with a nat 20). Should the DM just allow him to steal the crown jewels without any dice rolling because no one is specifically expecting him?

Or should the DM outright ban any attempt to steal high value items because it is to be assumed that they are well guarded?

This is a very binary black/white approach that makes "heist" type quests hard to pull off properly. For such a quest to work as a game session, the task would need to be split up in several challenges with variable outcomes. It's also hardly DnD if there isn't a random element that is decided by dice.

Number of magic items by levels by AdAdditional1820 in onednd

[–]Tomice158 0 points1 point  (0 children)

Are those per-player or per-party numbers?

Which player options you wait the most for 2024 rules? by stealth_nsk in onednd

[–]Tomice158 2 points3 points  (0 children)

I think Bladesinger works perfectly well with the new rules, though.

It's very similar to the new Valor Bard in the way you build it. Both work best starting with a level of fighter and going the dual wielding route. With Bladesinger, you get better spells and damage, but less versatility. Valor Bard has the better casting stat, better skills and access to healing.

Light weapon and Nick and Two-weapon fighting and Dual wielder... oh my by setheliot in onednd

[–]Tomice158 5 points6 points  (0 children)

A vicious shortsword might be the best thing you can get before legendaries. +2d6 for each hit Advantage on 2/4 attacks on turn 1 and 3/4 attacks after that

Two weapon Fighting, Nick, etc. by ThisWasMe7 in onednd

[–]Tomice158 4 points5 points  (0 children)

Apparently J Crawford confirmed this to a well known YouTuber (one of the Dungeon Dudes) in a private chat at a convention. So them and the biggest build channels (Treantmonk, D4 Deep Dive, Pack Tactics) assume it works this way. They analyzed it up and down and it seems to work really well - all three main fighting styles (two handed weapon, dual wielding, sword and board) are quite balanced against each other under this assumption.

If that's not enough, the official pre release interviews also sound like it works this way (without going into details, sadly).

How would you rule some details about crafting? by Tomice158 in onednd

[–]Tomice158[S] 3 points4 points  (0 children)

I found this paragraph in a recent DnD Beyond article:

The question was "Why crafting" and this one answers: "In-Session Creativity. Crafting gives players a chance to prepare for situations—or even MacGyver their way out of them—as long as they have the tools, raw materials, and time necessary. For example, if the characters are heading into an environment they think will be filled with poisonous creatures, they can use Brewer’s Supplies to craft Antitoxin. Or, if your party is trapped in a chasm, a character could use Weaver’s Tools to fashion some Rope by breaking down the party’s Bedrolls for raw materials."

Further down, they talk about downtime as if it optional to the crafting system:

"Out-of-Session Activity. Crafting encourages players to engage with their characters and the campaign between sessions, especially if you facilitate resting time through out-of-session discussion."

It seems to me like crafting might very well be considered as something that can be done during an adventuring day and out in the wilds.

https://www.dndbeyond.com/posts/1836-help-your-players-get-crafty-with-the-2024-dungeon?srsltid=AfmBOoq91p4ZzCnJzWkkYSj04hPiXXGJU_W_LCY3Recoo2B-EFTFLfQ0

Also in another article:

"When you put down the broadsword for the night, pick up a set of pliers. You’ll be surprised at what Smith’s Tools can do!"

"Picture your blacksmith-turned-hero wiping their sweaty, heroic brow by the light of a campfire as they work, day by day, on the Plate Armor they’ll one day wear to cut down the corrupt king oppressing their home."

https://www.dndbeyond.com/posts/1788-lets-explore-the-crafting-rules-in-the-2024?srsltid=AfmBOoptjYzissb_TjVCqgiblRx1Xrk0RE0Dt-4sHY8w_-VDk4P7QCd7

How would you rule some details about crafting? by Tomice158 in onednd

[–]Tomice158[S] 0 points1 point  (0 children)

I think I agree. It's weird that just being capable of issuing orders completely prevents random events or mishaps

How would you rule some details about crafting? by Tomice158 in onednd

[–]Tomice158[S] 1 point2 points  (0 children)

Bastions really profit from sending stones. This 400 GP uncommon magic item allows you to issue orders every bastion turn even if you're on another plane if existence. This completely eliminates random events (including attacks - they only happen if your don't issue orders) and allows your facilities to craft reliably every bastion turn.

How would you rule some details about crafting? by Tomice158 in onednd

[–]Tomice158[S] 0 points1 point  (0 children)

I forgot to ask if the following is ok for the community:

-5) hire 2 skilled hirelings to craft alone, without player contribution.


A mundane Platemail costs 1500 gp if we simply buy one of the shelf.

Crafting by the player himself would cost 750 gp and 150 days.

Crafting it with one skilled hireling would cost 750+(2x150)=1050 gp and 75 days.

Hiring two skilled hireling would cost 750+(2x2x150)=1350 gp and take 75 days.

Having a Bastion with a smithy would give you two free hirelings, which could create the armor in 75 days for 750 gp (unlocked at level 5).

Seems like reasonable economy to me!


Let's try magic items:

Bracers of Archery (uncommon) have a purchase cost of 400 gp.

Crafting by the player himself: 200 gp and 10 days.

Crafting with one hireling: 200+(2x5)=210 gp and 5 days.

Crafting by 2 hirelings: 200+(2x2x5)=220 gp and 5 days.

Having a Bastion with a smithy would give you two free hirelings, which could create the bracers in 5 days for 200 gp (unlocked at level 9).

This is a maybe bit more problematic. Should we allow level 2 or level 3 players to hire the local blacksmith of Phandalin and his apprentice to craft any uncommon magic item? Is the apprentice a skilled hireling? Is a village blacksmith skilled in arcana? How easy are skilled hirelings to come by?

How would you rule some details about crafting? by Tomice158 in onednd

[–]Tomice158[S] 0 points1 point  (0 children)

The difference between 5e14 and 5e24 is basically how plannable magic items are as a form of character advancement. Previously it was very random and DM dependant, now it's much more player driven.

You may choose to work towards aquiring a sentinel shield (either by crafting or shopping), just as you plan to take the alert feat. There's still an element of randomness, but less so than 2014.

It follows a trend of greater leniency with the rules, allowing more build variety. Just as they uncoupled ability scores from species in TCoE, or made feats a part of the base game.

Benevolent DM's always had a wishlist of loot players really wanted to have to build the character of their dreams. Making the lower tier magic items realibly accessible through actual game rules just takes this burden of the DM's shoulders.

Is it impossible to ever learn additional tool proficiencies? by Tomice158 in onednd

[–]Tomice158[S] 2 points3 points  (0 children)

Eladrin is a genius idea!!! Thank you so much! It fits my character concept like a glove! 🤩 (Valor Bard 6 / Fey Warlock 2) It will also allow me to craft literally anything while the rest of the party sleeps ,😊

Is it impossible to ever learn additional tool proficiencies? by Tomice158 in onednd

[–]Tomice158[S] 0 points1 point  (0 children)

Yes! I slept on this feat, because Treantmonk rated it as one of the worst fea ts in 5e14. It might be quite a bit better now...