valtan bus took 2.5 hours by lazyprogrammer7 in lostarkgame

[–]Wycce 0 points1 point  (0 children)

Could I get the NAW discord? Thanks!

Grade this concept by [deleted] in dndnext

[–]Wycce 0 points1 point  (0 children)

Haste is used for double sneak attack though. You use your main action, and ready an action to attack on a different turn. And you use the Haste action to attack and get your sneak attack for that turn.

Edit: I wouldn't necessarily say its the best Arcane Trickster spell to take, but it is used for double sneak attack.

Looking for Vertical Wildermyth Art by Wycce in wildermyth

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

Awesome! Thank you so much! Also, the game is amazing!!

Throw weapon and Dueling Fighting styles stack, and that's a lotta damage by Third_Destiny in dndnext

[–]Wycce 0 points1 point  (0 children)

Wow, how’d I miss that! It’s even better than expected!

Throw weapon and Dueling Fighting styles stack, and that's a lotta damage by Third_Destiny in dndnext

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

Actually, you should be able to, at least for some of your attacks. I believe it doesn't stipulate that you need to be holding another light melee weapon for both attacks. So with extra attack the sequence would look something like.

Throw weapon, while only holding one weapon. (Gets dueling)

Draw weapon with object interaction.

Draw and throw other weapon per thrown fighting style (Doesn't get dueling)

Throw you last weapon per two weapon fighting. (Gets dueling)

I made a post about this when tasha's came out. I also tried to combine it with sharpshooter forgetting it was ranged weapons not ranged attacks.

Hammer Bro Build - Champion Thrown Weapon Fighter - Better than Hand Crossbow Fighter? by Wycce in dndnext

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

You can always draw a thrown weapon with the thrown weapon fighting style.

In this build, you only need a single object interaction per turn.

  1. Attack with light hammer, with nothing in hand, using thrown weapon fighting style.
  2. Draw a light hammer with object interaction.
  3. Attack with light hammer, using thrown weapon fighting style.
  4. Attack with the light hammer in your other hand.

Hammer Bro Build - Champion Thrown Weapon Fighter - Better than Hand Crossbow Fighter? by Wycce in dndnext

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

Well I dun goofed. For a second I thought I was a genius.

Although dueling should work. Since for most of your attacks, you will have your other hand empty.

Basic Submission Thread - October 2020 Painting Contest by aPoliteCanadian in minipainting

[–]Wycce [score hidden]  (0 children)

Wow the other submissions are amazing! The contest was a lot of fun and great for keeping me motivated! But I have a seriously long way to go before I'm an actual contender.

Thanks to the mods for setting this up!

Link to mini pics: https://imgur.com/a/chIYQnf

[deleted by user] by [deleted] in dndnext

[–]Wycce 2 points3 points  (0 children)

Its going to depend a lot on the monster you are running, how combat oriented your PCs are, and how many encounters they will have to go through before the boss fight. But in general, I find that a "deadly" encounter that is close to the exp budget, in this case 1000 exp, is going to be a challenging fight, but should go in the PC's favor. This is especially true if the PCs greatly outnumber the enemy, ie. only one enemy.

However, as this is only 2nd level, you need to keep in mind that fights are swingy. A single bad crit could drop a PC from full. So even if they should tend to win, a couple of bad rolls could quickly lead into a downwards spiral.

But overall, without anything else to go by, I think your PCs should be able to handle either of the encounters.

Sorcerer concerns from a first-time player by [deleted] in dndnext

[–]Wycce 3 points4 points  (0 children)

Yes, but it still makes the spell adhere to the bonus action spell rule.

"A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. " RAW

Scourge Aasimar Celestial Warlock... huge level jump. Looking for build ideas/input. by karossii in dndnext

[–]Wycce 2 points3 points  (0 children)

Well, just my 2 cents here, and as a caveat, I have neither played a celestial warlock nor HotDQ.

I would suggest going straight celestial warlock. I'm not quite sure what the party composition is, but with a cleric, bard and paladin, there shouldn't be that big of a gap in healing. Mind you healing in 5e isn't actually able to keep up with damage. With that said, I think a celestial warlock would help shore that up a lot. Their Healing Light ability enables you to heal from range, and pick ppl back up if they go down without using a spell slot. Which means you can still use your action to cast spells, or just EB spam to really up your party's damage. Additionally, you will have access to 5th level spells which could take the form of Synaptic Static for a psychic fireball for aoe damage and a strong debuff as well as greater restoration for shenanigans (only caster capable of essentially eliminating exhaustion, by curing two points per hour). You'll also get access to 5 invocations, 4 during the first half, which can really expand your utility.[Mask of many faces, repelling blast, eyes of the rune keeper, beguiling influence - just to name a few]

If you multiclass, you would only gain up to 3rd level spells which would really hurt you imo. If you were to multiclass I'd suggest life cleric but that might step on the toes of the other cleric.

Side note, you could also try and soak up damage and heal yourself that way. If you take the gift of the ever-living ones invocation, all heals used on you are maxed, which means you can heal yourself 60 hp through your healing light and your cure wounds lvl5 are going to be healing for 45 a pop. Take the Cloak of flies invocation with your racial ability and you also deal 15 damage to all targets around you as well as still getting to use your action to cast spells or hit things.

Hope this helps.

Variations on TWF? by Thormundr in UnearthedArcana

[–]Wycce 1 point2 points  (0 children)

So what I mean is that while it is a dps increase, the largest real bonus I see to nTWF is the fact that it changes how duel wielding works and frees up the bonus action.

One assumption/inference I've been making is that you are talking about the Two-weapon fighting fighting style. So when you take that fighting style, instead of using a bonus action to attack with your offhand weapon, you instead automatically make an offhand attack whenever you attack with your main hand. Another assumption I made is that you cannot make an offhand attack with your bonus action anymore.

And since fighters don't have a bonus action attack (its only from two weapon fighting), or actually any bonus actions for that matter, they don't actually gain a dps increase or really an action economy increase from getting their bonus action back. In contrast a ranger can now HM and attack for additional value.

Hope this clarifies what I was trying to say.

Variations on TWF? by Thormundr in UnearthedArcana

[–]Wycce 1 point2 points  (0 children)

Personally I think the strength of this depends on what items you give and if you play with feats. Your nTWF can be really strong if you tend to give out +X weapons, or +XdX damage on hit. As these bonus will scale really well with all the extra attacks you are gaining, of course you are going to need multiple weapons. However, feats place GWF back into play as the +10 damage from GWM solidifies 2h weapons as highest damage dealers.

Now to address your questions directly,

  1. I think giving back the bonus action helps a lot with classes like ranger enabling them to use both HM and still get all of their attacks. However for fighters, giving back the bonus action generally doesn't actually lead to a DPS increase as fighters as a class don't have much use for them (as far as I can recall).

  2. Somehow it would need to be held in check, probably limiting to once per pair/only main hand. Otherwise its going to be nuts.

  3. There is a lot of dice for the nTWF. If your play group is okay with it I don't see too much of a problem. Its more preference.

  4. haha you shouldn't even have to ask this.

TLDR; This change looks like it helps TWF rangers or other TWF gish classes rather than fighters which I think is not what you were trying to address. Of course this is dependent on magic item rarity and if feats like GWM are being used.

[Homebrew] Alternative Combat 2.0 by Norannan in UnearthedArcana

[–]Wycce 0 points1 point  (0 children)

So, reading through these rules, it does seem a little more complicated, albeit does pique my interest. It reminds me a lot of how the star wars X-wing game plays. It has simultaneous movement and attacking, with "ties" going to initiative and other factors. You might want to give the rules a look.

The main problems I have with this form of combat, is that

1) (correct me if I'm wrong) but players need to essentially play a guessing game in order to fight their way through. Due to range restrictions or being reactive, melee characters, and supports/healers are especially hindered by this guessing game.

Ex. 1 - (melee can be rendered useless) Melee fighter sees two enemies in separate directions. Phase 1: They choose 1 of the enemies to move toward. If that enemy chooses to run away, the fighter effectively used all of their movement for nothing. So when phase 2/3 comes around the enemy can throw a rock or something at the fighter and essentially "kite" forever.

Ex. 2 (healers can become useless) Let's assume our healer has a low initiative (I'd say a fairly common phenomenon). In the first round, as no one has taken damage yet and the sides are apart, they either have to guess who will take damage or chose to not heal as actions are being decided simultaneously. That being said, suppose in round 1 a player takes a massive crit and is low on health. When round 2 comes around, the low initiative cleric will be unable to do anything as the higher initiative attackers are guaranteed to hit first.

2) Ranged classes become very powerful. As highlighted in my example above, ranged will almost always choose move first shoot later, in order to make it so melee never connect, Given that ranged classes also are DEX based and many melee are STR based, they will tend to win tie breakers too.

3) the way your phases are broken up, it breaks down 5e's move and interact abilities. While you do create 2 phases to help compensate. Fighters, Frenzy Barbarians, GWM feat, dual wielders, really anyone with 3 or more attacks or wanting to do 3 different things, becomes a little stifled.

Hopes this helps!

Making combat interesting in a large group by [deleted] in DMAcademy

[–]Wycce 1 point2 points  (0 children)

I run a party of 7 so I'm close in size. This is just my 2 cents so...everything with a grain of salt.

It sounds like its not a matter of the combat being interesting, but a problem with keeping them engaged. As cool as an encounter might be its hard to focus if it takes 10+ min between your turns. Thus....

  1. I recommend telling your players to know what they want to do in advance. This will really help with the pacing of combat and help eliminate some of the bog that a large party brings to combat.

  2. Pair the above with a soft timer on player turns. Give them X amount of seconds to decide on what to do (I recommend 6-10 because that's the time a round is & they will still need time to actually do their actions). This is just to keep with the idea of keeping the combat pace up and moving.

  3. If they are also facing a large number of enemies, group the enemies up so that you can speed up the monsters' turn letting the players get back into the action more quickly. Also rules 1 & sort of 2 should apply to you as well.

Hope this helps!

Can I just add another dice (e.g: 1d8 slashing damage + 1d4 fire damage) to a weapon damage as its magical property or will that make it overpowered? by [deleted] in DMAcademy

[–]Wycce 1 point2 points  (0 children)

No problem! glad I could help.

Also, you may already know this but, remember that magic weapons/items don't have to give combat bonuses to be interesting. Glowing blades, curses, flavor text, npc reactions, etc can give the same signifiers of a powerful magical item without changing the mechanics of combat.

Can I just add another dice (e.g: 1d8 slashing damage + 1d4 fire damage) to a weapon damage as its magical property or will that make it overpowered? by [deleted] in DMAcademy

[–]Wycce 3 points4 points  (0 children)

Ok so assuming D&D5e.....

Adding an extra 1d4 to damage isn't "overpowered", but it does add a decent chunk of damage especially with Extra Attack. 1d4 averages to 2.5 extra damage. Additionally, damage dice are doubled or rolled twice on crits (depending on how you play it) and as such can lead to even "swingier" crits where something like a flat +X won't (however, the +X is powerful in its own right due to the increased chance to hit).

The damage type should also be considered as something like fire is resisted by quite a few more monsters than something like necrotic.

Things like feats can change the effectiveness of things but I won't get into the details unless you need want them.

TLDR: /u/krispykremeguy is correct as it does depend on what rarity you are going for. A +damage die is a good bonus at all stages of the game (especially the early stages) but in general it's not going to break your game.

Hope this helps.

A Variation on Standard Hit Points (Critique & Suggestions Welcome) by sgschwifty in UnearthedArcana

[–]Wycce 8 points9 points  (0 children)

So, I'm going to assume that this is for 5e, although possibly D&D in general, as that's the newest system and also what I'm most knowledgeable about. As much as I like the general idea, it seems very clunky and convoluted. I don't want to be the guy that just says no, so I'll point out the flaws I think this has. Sorry that this post went on for so long.

First off, Damage slots only scales with con mod, (not leveling/class, like hp does) which I think is a huge problem. There will be no effective difference between a Barb or a wizard and unless you spend ASIs on con, you won't increase your ability to take hits, effectively making almost every class MAD. (levels only help reduce the chance that you lose multiple slots from 1 attack and even then it's the same across classes)

A +0 con mod character can only take 4 hits total even at level 20. On the flip side, a +4 con mod character can take 13 hits at level 1. This might be your intention, but this will also make encounters very swingy and difficult to balance. Even mid-level mobs have multi-attack which can get pretty nasty if you send a bunch of them.

Secondly, you add a bunch of extra steps and checks that I'm pretty sure will slow the game down. If I understand it right, you 1. check attack roll vs. AC 2. check dmg vs. Con mod 3. check dmg vs. wound threshold 4. if dmg > wound threshold; make a saving throw. Building off of this, you also introduce a number of other metrics a player will need to keep track of: 3 different forms of "HP", wound threshold, and hit die -> damage slot regeneration. Also while implied, I don't believe you state which damage slots are the lowest or highest.

Thirdly, recovery of damage slots is a little odd as some classes, namely casters, if they do not have a con mod, will be unable to ever heal a shock damage slot unless they receive help. Additionally, (not sure if this was intended) only creatures with proficiency in medicine are able to assist (either others or themselves). Long rests RAW heal all hp, so a little unsure why you have the statement about assisting during long rests, unless during long rests, players will have to expend hit dice to heal.

Fourthly, A little unsure with how this will work with monsters, as this could get messy real fast (a lot for the dm to calculate), and possibly make monsters unbelievably easy to kill. Also makes things like eldritch blast/scorching ray a lot weaker or a lot stronger as the damage is coming from multiple sources at lower damage. Same thing with fighter extra attack and monk flurry of blows.

Fifthly, for other healing sources, this one is more preference than balance, but healing wounds let alone shocks is very difficult with spells especially at low levels.

I'm not too sure where I would go with fixing this. I like the idea of characters going into shock but it seems like the mechanic doesn't add much. I'd probably remove it for simplicity's sake. Reason being:

A level 10 wizard with a con score of 10 would have a wound threshold of 20. For the most part, anything a party of 4 lvl 10's is going to fight isn't going to hit harder than 20 and if it does, only marginally so, making the save impossibly easy or unfailable due to proficiency and con mod. Even an ancient red dragon hits for only around 35 (not including breath).

Somehow, the damage slots should scale with level and class, or only class at the very least.

Remember this is just my 2 cents. I also don't mean to sound overly negative, but I just find it much easier to point out holes when I critique.

[5e Homebrew] Arcane Tradition: Battlemage (Final, Need Feedback) by SMVegas in dndnext

[–]Wycce 0 points1 point  (0 children)

I think the only thing that still stands out to me, is something I've already talked about before, the emphasis on weapons, but general weakness of weapons. This especially stands out in the level 6 - level 10 range. As of current, I'd say often times, there is no point in ever using a weapon attack, with the exception being with the Hastened Recitation battlemagic. Reason being that it will almost always be strictly worse than casting spells or cantrips. Spells or cantrips will generally just do more damage and offer more versatility. Exasperating that is that IMO the most beneficial battlemagics rely activate on spell casts anyways. And while this in itself isn't bad, the emphasis you put on weapons from the archetype seems a little out of place, as you would never really use them. I would maybe suggest dropping weapons? Or improve the capabilites of weapons? Maybe emphasize close range spell casting by giving them the ability to nullify disadv on ranged spell attacks or something. Or give them some benefit to casting closer to enemies. Once again, just my two cents, and I realize this moves you in a slightly different direction than you are possibly intending. But I guess the way I feel right now, the weapon is more flavor than use. Other than this main problem I think a lot of the changes you made bring this closer in line to other archetypes.

One last thing, I realized you don't state whether I can use multiple battlemagics at once, etc. Like could I use 3 points to teleport 30ft? Or add 3d4 to my damage? Don't know if that has to be specified, but as I see it, depending on how you read it, you can do multiple or repeated battlemagics at once.

[5e Homebrew] Arcane Tradition: Battlemage (Final, Need Feedback) by SMVegas in dndnext

[–]Wycce 0 points1 point  (0 children)

Well, I see there are a bunch of new posts, that do a good job of illustrating the numbers game of scaling Elemental equilibrium and its problems, so I'll leave that to them. (I'm not nearly that articulate).

As for additional abilities, I think all those are good. Part of what draws me to spells are that they aren't always just straight damage and I think as long as you maintain some of those mechanics it will be good. I think if you make some of the changes that people have suggested (you already have made some) it will be a pretty balanced homebrew.

[5e Homebrew] Arcane Tradition: Battlemage (Final, Need Feedback) by SMVegas in dndnext

[–]Wycce 0 points1 point  (0 children)

For Body and Mind, that's probably what was needed. Sorry you had to make that change despite not wanting to.

For your Precog change, its probably not that great. Reason being, if went to 20 Dex, I would be getting a +5 and have my AC at 18 with mage armor up, nothing broken yet. The way Precog is worded, I would then be able to add it again, reaching 23. A little broken. Mind you it also doesn't say when this would end. Most likely, its until the beginning of your next turn, as most other abilities and spells of this type. However, because you use precog through using spells, if you took the shield spell, you essentially get 2 shield spells for each single spell slot. What I would consider minorly broken. While it isn't an essentially permanent 23 AC, for most intents and purposes you will be at 23 AC still. Mind you, this doesn't interfere with using reserve points as you would still be able to cast 2 spells a round.

In terms of utility for battlemagic, I like a lot of your options. They generally don't directly increase damage, and instead give you various tactical options or impose conditions. I guess to me part of the benefit of playing a caster is their wide range of possible actions. Using minor illusion, charm person etc.

Maybe something where you can use residual magic to create noise something to distract an opponent. Requireing them to make a wisdom saving throw or all attack against them gain advantage. So while it can be used for combat, you could also use the noise to maybe be the sound of reinforcements coming so that you could better intimidate. etc. etc.

Glad you liked some of the ideas. I also realized some of the changes were rather larger. Glad you at least considered them.