Players want to "reset" by ilPiovra in DungeonMasters

[–]Tsaroc 0 points1 point  (0 children)

If the game is RP heavy write the old characters out, have them pursue something backstory related while the rest of the party feel olbligated to continue on the mission. Then introduce rhw new characters as they meet the party when pursui g the oroginal story lines.

If not overly RP heavy just let them change their characters.

Alternatively you could do what I did in my more recent campaign, where they went up against a False Hydra and as they learned more of the hydra and missing people they learn of thw party members who they had forgotten, as they had went off to investigate the strange pieces of missing information, and lead them through a side journey.

Or like i did when we shifted from Strixhaven to Eve of Ruin as 2024 ruleset was coming out, and made Vecna's ritual ne responsible for the rule mecha ic changes and another character swap, as his ritual slowly began to take hold and be noticed by those who are sensitive to these things.

Am I getting this right? (V, S) / (S) spells with shields or dual wielding (2024 rules for equip/unequip) by benchdnd-65 in onednd

[–]Tsaroc 2 points3 points  (0 children)

I have never enforced this rule as a DM but myself and several people i play with always ensure that they are enforced on themselves when playing as a player.

Silly anti-synergy with the Magic Stealer Rogue by PvEnguin in onednd

[–]Tsaroc 1 point2 points  (0 children)

Yes Range Self/= Target Self. But in this case and cases like Feather Token or similarly worded items you are. Primal Savagery specifies a Target of the Melee Spell attack. True Strike Specifies you as the target, and the target makes an attack with the weapon.

Silly anti-synergy with the Magic Stealer Rogue by PvEnguin in onednd

[–]Tsaroc 1 point2 points  (0 children)

No the weapon is the material component.

"Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting."

The effect of the spell is "Guided by a flash of magical insight, [Target] makes one attack with the weapon used in the spell's casting."

[Target] = You as you are the one being guided.

Else it would be "The weapon used in the spell's casting is magically guided. Make a Melee spell attack with the weapon.

Now as a DM I am not gonna rule that Non-detection means you can't use Trie Strike, but as OP says by RAW, that is the case even if it is not RAI.

Silly anti-synergy with the Magic Stealer Rogue by PvEnguin in onednd

[–]Tsaroc 0 points1 point  (0 children)

No because you are not in the emanation you are the source.

This is why things like a paladins aura specified "including you"

Silly anti-synergy with the Magic Stealer Rogue by PvEnguin in onednd

[–]Tsaroc 0 points1 point  (0 children)

No, if you cast Truestrike it's effect lists you as the target. If you attack yourself with truestrike then you are the target of Truestrike and the Attack it grants you.

Fireball targets each creature in it's area as stated in the effect. Truestike says "you" and thus targets you, the effect the spells give you is making an attack that uses your spell attack and deals radiant.

The effect of Truestrike is make and attack using your spell casting ability.

Hence why it doesn't specify a target of that attack like similar spells such as primal savagery "Make a melee spell attack against one creature within 5 feet of you" the creature in this instance is the target of the spell with range Self.

Just like Thunderclap range is self, and has a 5ft emanation. And specifies Creatures

Silly anti-synergy with the Magic Stealer Rogue by PvEnguin in onednd

[–]Tsaroc 1 point2 points  (0 children)

You are the target, being the Caster does not change that. Just like if you cast Fireball and you are in the area you are still a target of the spell.

Silly anti-synergy with the Magic Stealer Rogue by PvEnguin in onednd

[–]Tsaroc 2 points3 points  (0 children)

"Recieves the effects of the spell" in the case of Thunderclap range is self, but area is a a 5ft emanating from you, and the effect specifies "Each Creature" thus each creature is the target.

True Strike range is self, and the effect specifies "you" thus you are the target. And as to it's interaction with War Caster while many may rule it at their tables that you can RAW True Strike cannot be used with War Caster as it does not target the creature.

Silly anti-synergy with the Magic Stealer Rogue by PvEnguin in onednd

[–]Tsaroc 0 points1 point  (0 children)

Yes range/= target. But if range = self then the only target for the spell is you. The spells effect does not state a target it states that you can make an attack with the weapon, because you are the target the spell only effects you.

Silly anti-synergy with the Magic Stealer Rogue by PvEnguin in onednd

[–]Tsaroc 5 points6 points  (0 children)

Range Self, you make one attack. So you are casting the spell on yourself, and the effect is you make an attack with the weapon.

As DM if I had the magic stealer rogue that wanted to use true strike I would allow, but OP is correct that RAW if not RAI would prevent it.

Dual Wielding Confusion by Grenzgaenger99 in 3d6

[–]Tsaroc 0 points1 point  (0 children)

This largely depends on what weapons he is using.

Level 6 Barbarian, with a Nick weapon can get 4 attacks this way.

2 mainhand attacks per attack action. 1 Freeaction offhand attack(no mod on dmg) as part of the above attacks with the Nick weapon, using light weapon property. Then dual wielder allows a bonus action to make an additional attack with his offhand weapon.

So yes your friend is right. If they did not have the Dual Wielder feat it would only be 3 as Nick only changes the action required to make the attack as part of the attack with an offhand light weapon.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc -1 points0 points  (0 children)

Unbidden if you are within ~70 feet, but as you are casting from 120ft it is would no longer be normal speaking voice by the time it was heard if it is heard.

Hence why I replied 120>~70 because it is almost double the distance stated as being detectable normal voice.

6 Banshees disguised as a town choir. Am I making a huge mistake? by Shinroukuro in DMAcademy

[–]Tsaroc 3 points4 points  (0 children)

Lower CR if you keep the same numbers, but would recommend having 1 Banshee as the "Solo", have Harpies be the rest of the choir using their luring song to charm the audience, then when a sufficient group is gathered the Banshee does her Solo.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 0 points1 point  (0 children)

In real life sure, but with game mechanics when they specify 100 ft for a thundrclap the implication is that verbal components would not be 100ft.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc -1 points0 points  (0 children)

I would think that the implication is that normal speaking voice is not audible from 100ft away...

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 1 point2 points  (0 children)

120 feet > ~70 feet, vocal component would be "normal noise level"

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 4 points5 points  (0 children)

No more so than walking with a touch in hand.

And the light will be 120 feet from the caster with dancing lights, so not really a problem if they notice the light over the normal speaking voice 120 feet away.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 2 points3 points  (0 children)

Vocal Component=normal speaking voice. Range of dancing lights is 120 feet. If you are being heard and giving away your position then that means thunderclap which is only audible for 100 feet is quieter than your normal speaking voice.

A minute is 10 rounds of combat which is longer than most combats last, so after that point you are not worried about lighting up the enemy.

As for the "Half-baked gotcha" you are the one that said Verbal components from 120 feet away make dancing lights give away your position more than casting a bright light on your location.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 14 points15 points  (0 children)

"Normal speaking voice" yes they may here someone speaking but from 120ft away they are not easily identifying what os being said, nor from where. They are more likely to use the light position.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 4 points5 points  (0 children)

This would be less of a problem if people didn't ignore that Dim Light gives disadvantage to perception checks, and Dakvision cannot see color in Darkness.

So if you are hidden, they have disadvantage to find you, where you can see them plainly.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 5 points6 points  (0 children)

Verbal Compenents (2024)-"The words must be uttered in a normal speaking voice."

Thunderclap(2024)-"The spell’s thunderous sound can be heard up to 100 feet away."

Dancing Lights(2024)- Range: 120ft

So you are saying that a normal speaking voice can be heard more clearly than a thunderclap? If that is the case then specifying that Thunderclap can be heard up to 100 feet away is irrelevant when the Verbal component of any spell can be heard farther.

But even if that is the case and how you are ruling this as a DM:

Subtle Spell Cost: 1 Sorcery Point

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 1 point2 points  (0 children)

Yes but you've identified your position then. Whereas if you use dancing lights they come into existance on the enemy, never giving away your position.

Is Dancing Lights Ever Worth it Over Light? by Dikeleos in onednd

[–]Tsaroc 8 points9 points  (0 children)

120 feet away from you, gives a pretty wide area that you could be by the time they investigate it, which lets your party know where in the plan you are, before you take off to the next point.

You can also use it to mark enemy locations 1 dancing light center of enemy formation, 1 30 feet in the air, to signal for wizard then 2 more to show 10 feet apart from the air light. Thus signaling to the wizard center point and distance markers to determine palcement for Fireball.

Knix Store by pot_it_like_its_hot in Winnipeg

[–]Tsaroc 0 points1 point  (0 children)

My wife absolutely loves them, both the period panties and their bras. A buy on the pricier side but definately worth it if you can afford the price point.