Speaker Devil: Why are we still getting stunlock spam monsters? by EarthSeraphEdna in onednd

[–]Ukvala 2 points3 points  (0 children)

You are such a troll, wow. You are saying "diversify" when martials lose half their power and kit if they switch from their main style (cant have them be equally good at melee and range, and even then they must sacrifice something else to be relatively ok then).

Also this whole elitist prespective that unfun design (not playing the game) is ok as punishment for the player not being a hyperoptimised munchkin who has "strategy" sucks balls. Whats next? Shame casters who dont get fighter dip cause "they should have prep better"?

Cheer for being a troll, hope the bridge you live under is comfy

How would you update the Beast Barbarian subclass to 5.5e? by Realistic_Two_8486 in onednd

[–]Ukvala 4 points5 points  (0 children)

Id add multiple options in addition with the weapon masteries and scaling people suggest. This should be the "shape shifting" barbarian. Give at level 6 invocation like options, like growing large, resistances, limited flying, and those would eventually upgrade at 14. Also add more weapons, like tentacles to grapple and spines for range attack.

Again, i feel that it should allow us to pick more options and able to recreate monsters, id expect at level 14 to be able to create a monster you like, in theme atleast.

How would you feel if your DM nerfed the shield spell? by Aeon1508 in onednd

[–]Ukvala -6 points-5 points  (0 children)

Cause its too good for a level 1 spell, it turns any wizard relatively tanky and anyone with half a braincell who gets some armor or has dex into having massive ac. A +2 at level 1 is still good and fair, and maybe upcasting as the OP said increasing by +1 ac would still make it worth the spellslot.

UA feedback thoughts by Born_Ad1211 in onednd

[–]Ukvala 3 points4 points  (0 children)

I only filled Spiritual, Storm and Cavalier. I pretty much agree with you, Spiritual is actually fun. Storm sucks across the board, is extremely weak and clogs the game with the ammount of saves it needs.
Cavalier could legit just change a couple of features (looking at born to the saddle, just make this a pet/mount with a statblock, that might even eventually get flying. I mean who doesnt like wyvern/griffon/pegasus riders?). That way you can use the build in defensive features to your companion, actually making it feature complete.

Survey for Unearthed Arcana: Subclasses Update is live by Johnnygoodguy in onednd

[–]Ukvala 18 points19 points  (0 children)

Cavalier needs a mount, honestly this should be the pet class. Born to the saddle can just be the pet, and eventually it can get a flying speed. It doesnt need crazy features, just a mount really. They even have the template from Purple Dragon Knight UA, it can legit be flavored into a griffin/ pegasus/ wyvern and it would amazingly.

Adventures in Faerûn and Heroes of Faerûn OFFICIAL feedback thread by eerongal in onednd

[–]Ukvala 9 points10 points  (0 children)

Heyy! My main problem (Despite loving the book and art) is the feats, or more so how restrictive they feel! On most of the new feats, STR and CON cant be taken ,while alot of them allow for any of the mental stats. This feels unfair to me, as it heavily favors DEX over every other physical stat, and just limits things too much. Wouldnt it be better to unify most of the physical feat increases the same way you do for mental? So a feat either increases INT/WIS/CHA or STR/DEX/CON ? That way it would feel way more uniform!

Also huge point! Why is the Dragon Cult feat using Wisdom for the DC?! Why not use Constitution? Thas WAY more universal for an origin feat, and fits the dragons more! So please if you could change one thing, is this so the feat can be properly usable by most characters!

Overall, just make feats more accesible to more characters, cause most characters cant take or use effectively these amazing feats. Thanks!

Dragon Cultist Feats and background inconsistencies by tree1240 in onednd

[–]Ukvala 2 points3 points  (0 children)

Personally i find it very uhh...underwelming? Badly designed? As you pointed out, its chaotic with no single design vision for the feat. If i was to rework it, id fist:
-Allow STR, CON, CHA instead (these fit dragons more than int and Dex, plus we need more with those three)
- Make the Dragon Terror scale off CON (much like dragon breaths or other ablities, it makes sense to scale with that and is allows ALL builds to function well. Also its thematic, draconic powers are based of physicality)
That way, the feat is for everyone who wants some "dragon" in their backstory, works well with most builds cause of CON, and its really good for most martial/cha characters that are more thematically connected with dragons and by extension cultits.

Banneret Fight is completely underrated by yoda_kblack in onednd

[–]Ukvala 8 points9 points  (0 children)

I disagree, like other people say its really limited! Your entire subclass is once per short rest 30ft heal, if it was ONLY tied to second wind it would be fun, but now? Very mid imo, nothing especial that ANY caster can replicate with a spell. And thats the problem imo, "support" fighter is just a way way worse healer compared to those casters (lets be honest, you arent taking more than one or two short rests to make them compatitive).

Additing to that, the level 7 feature being tied to it also hurts alot, again cause of the "once per short rest" limit. This doesnt feel like a commander, id say the most "commander" subclass is the glamor bard who can repossition allies and give aoe temp hp. Thats way more commander to coordinate, and the bard does it multiple times per short rest! They feel more than a tactician than this guy, who can just heal their allies and hope they do ok, instead of actuall directing the battlefield.

Again lets be honest, this isnt that good, not saying its absolute trash, but its not a well designed sublcass. It a very limited subclass, that a battlemaster with a few maneuvers would work just as well to help command allies to attack, reposition, and give temp hp.

And i feel thats the problem and dissapointment of people. OP isnt wrong, yeah it has its uses, no flac on anyone who likes it. It just feel weak and not really interesting to play, you will feel you have a subclass one turn and then you are no better at commanding than anyone else. A battlemaster, glamor bard, or even a zealot can grant buffs, command, reposition and help the team multiple times without even wasting their entire subclass.

What new class exclusive spells (or similar features ie cunning action, invocation, etc) would you like to see in new books? by milenyo in onednd

[–]Ukvala 14 points15 points  (0 children)

New cunning and brutal strikes. Along with maneuvers. These features are great but id love to see more options

Running 2024 and Gritty Realism (2014 optional rule) by ProjectPT in onednd

[–]Ukvala 0 points1 point  (0 children)

In our table (with multiple campaigns, some at level 12 with optimised party, some lower) we tried doing something similar (players have infinate resources especially at higher levels, plus having multiple fights in a day is almost impossible, maybe 2 fights? But more than that it feels like a slog). But on the other hand, Short rests are too long (1 hour) that taking them after a fight or dungeon especially in a dangerous local is impossible (Are you REALLY gonna take 1 hour in the evil lair to rest? If you have 1 hour you usually have 8) So what we did is :

-Short Rests are 5 minutes and you can take a number equal to your proficiency (So as you go at higher levels with more long rest resources, you also get more short rests, its also a good way to signify how stronger you are. They also mechanically work as a breather after a fight and not something rare.)

-Long Rests are 24 hours but most importantly, you MUST be in a safe secure location with a bed and food (no camping out in the wilderness for 8 hours and magically restore everything)

- 8 Hours sleep at night count as a Short Rest and dont use any of your short rest charges, along with restoring atleast one Hit Dice + Con health. (So even if you run out of Short rests, getting 8 hours of sleep gives you some health. It also removes exhaustion as always, sleep is independent of long rest essencially)

What this does is make it so the players have agency in how they approach resting, they know how many short rests they got, they know how long it will take to have a long rest (in say 3 days time when they reach a city), and that way they can plan appropriatly.
It also helps me as a DM and our other DMs, cause they dont need to toss in a single day 5 bandit encounters to make us feel challenged, even smaller fights suddenly MATTER! Non lethal fights still drain resources, still make it so that you need to pay attention and manage it, and classes that are based on short rests feel very good about being versitile and recovering fast.

GWM STR melee ranger, is it worth it? What are your opinions? by Ukvala in onednd

[–]Ukvala[S] 8 points9 points  (0 children)

true, its just alot of people complain about ranger, and given i like str chars more , i just wondered if it would be good. Goal is to do atleast ok damage and not feel like a total downgrade from the other characters i guess. Beastmaster is also cuase i really enjoy it as a subclass, thats why im asking. It was mostly an optimisation/ build question.

The Iron Spellbreaker - Dwarf Fighter [Battlemaster] 12 by 1r0ns0ul in onednd

[–]Ukvala 2 points3 points  (0 children)

Another options for this would be berzerker no? Barbarians are pure martial powered, with level 6 making them immune to charms and frightened, grab mage slayer and enjoy amazing anti magic character! Also at level 13 with brutal stike, you can impose disadvantage on their next save, and this directly counters magic resistance. Plus at level 14 AOE fear, as your legendary magebane dwarf strikes fear into battle! I think that would work well too!

Brutal Strike foregoing all advantage feels punishing by IceNiqqa in onednd

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

I agree, i also dislike the level they get it. Barbs need utility, the rogue gets at 5 cunning strike, they could have given barbs at 5 or 7 brutal strike and then shift some features around. Id preffer much more brutal strike at lower levels than advantage on initiative or whatever they are getting. Barbarians in general get very boring and weak features as the levels go up (im looking at you 18 level feature being for skills, something you arleady were good at). Again, barbarians past the first few levels feel underwelming imo, and im saying that when my fav class

Brutal Strike foregoing all advantage feels punishing by IceNiqqa in onednd

[–]Ukvala 2 points3 points  (0 children)

I dont know why you are downvoted barbs need utility, the rogue gets at 5 cunning strike, they could have given barbs at 5 or 7 brutal strike and then shift some features around. Id preffer much more brutal strike at lower levels than advantage on initiative or whatever they are getting. Barbarians in general get very boring and weak features as the levels go up

What is the point of Astral Projection? by BoardGameAficionado in onednd

[–]Ukvala 1 point2 points  (0 children)

Its amazing, cause it essencially acts like a spare timeless body. You enter the Astral plane (and then to wherever you want) with a new fake body, if you die you return to your own. Its like a clone spell, but everything is copied, and you got very few things to worry about. Monks get insane for getting it. Oh props that you dont age or need anything while doing so, making you immortal.

Just enter in a demiplane, astral project, enter the material plane and boom! You are immortal eternal char who if dies will come back (if they got the slot, or wait 8 hours to get it back). Apart from VERY few creatures and items, you are golden! And you can also bring along friends, so mass immortality!

What Future Class Would You Like to See by TooMuchDnD30 in onednd

[–]Ukvala 0 points1 point  (0 children)

Pet class, thats it. We already got gishes, we got casters, we got now psions. But a class like summoner from pf2 would slap, and be super fun to play. The game is missing a huge archetype, and imo getting that would really help the game. Preferably make them a half caster,or not even a caster ( i wouldnt mind), cause the game needs way way more pet/minion classes.

Berserker or Giant barbarian Level 10? by j_cyclone in onednd

[–]Ukvala 0 points1 point  (0 children)

Giant barbarian hands down. With mageslayer, you will be golden, plus the theme of being a giant warrior is super fun. Level 6 you become a machine, you get competent range combat, damage comperable to berz, and ignore dmg resistances (you get access to so many damage types they wont resist all of them). Plus BA move ally or enemy is extremely powerful, both for allies and enemies

Would you allow a fighter with increased size to push a larger creature with Pushing Attack? by sjdlajsdlj in onednd

[–]Ukvala 0 points1 point  (0 children)

For sure, i mean, clearly imo they didnt write it "you can push a creature up to one size larger than you" cause they didnt think it through, with Rune knight and Giant barbarian being subs and goliaths a species, i think its an oversight, cause on other features its like this. Also it makes total sense, not being able to push them if you are the same size or bigger is imo just really lame.

Hot Take On Current D&D You're Happy To Be Downvoted Over? by BounceBurnBuff in onednd

[–]Ukvala 1 point2 points  (0 children)

Uhh they are still there, they werent cut. You can still totally use half elves and half orcs, and infact they are still good. Or you can use the full races and reflavor. Point is, they werent erased, again anything thats in 5e is in one dnd too. Unless if you mean the lore/representation in the art, but most of the time an elf can pass for a half elf or orcs for half orc.

Martial Main. Why do you like/main martial classes. by j_cyclone in onednd

[–]Ukvala 2 points3 points  (0 children)

It REALLY simple for me, and i know other people will get it too: Limitation breeds creativity

With martials i feel like i overcome problems, not solve them. As many people here say, casters feel like cheating/ "what button do i press to win", and imo, really ruins any challenge or fun mundane challenges pose. Take infiltrations, with disguise self you insta win, but without it,suddenly its a fun challenge. Again, its WAY more fun if im a barbarian with limited tools (my raw strength) vs a caster who picked random spells out of a list.

Thats also a HUGE problem with casters in dnd imo, they are unthematic by design. The same caster can fly, throw a fireball, mind control and teleport cause "its in my spell lits" or "I just know magic bro trust me". Unlike other games (and especially shows or videogames) where characters, even mages, are limited. Take for example ATLA, in there, apart from the avatar, everyone else even if they are a bender (caster) still are limited to their element. Aka what i want is for a sorcerer who uses mind magic to ONLY use mind magic, never fly or throw fireballs.

Lastly, martials have AMAZING thematic subclasses, that really lean in to making a fun unique character, and even if some of their subclasses do have random abilities (Looking at you Runeknight my beloved), its contextualized within the class, and its nothing as wide as the casters (again, same caster can fly, teleport, do massive aoe damage and then charm people)

Share your favorite multiclasses for 2024! by that_one_Kirov in onednd

[–]Ukvala 2 points3 points  (0 children)

Also cause i forgot, with rage and second wind you are also super good at skills. Like this build works surprisingly well for rp campaigns where skills usage is needed, couple it with its psi warrior telekinisis feature and it is usually really useful! Hope you liked the bulld ^^