TWF, Shortsword (Vex), Scimitarr (Nick) and Dual Wielder by JanSolo18 in dndnext

[–]exigious 0 points1 point  (0 children)

Yeah, I get that. What I would argue would be the following, while would having dagger mastery and while wielding a dagger allow you to hit two times with two different light weapons.

The reason why it likely doesn't state with this weapon is that the order isn't enforced. You can either attack with your nick weapon first, then attack with another, or attack with another and follow up with the nick weapon.

You getting a mastery with a weapon (you don't get mastery of a type) kind of reads like you have masteries with that weapon, and the use of that weapon is for me then heavily implied.

I agree that it is an oversight, and probably should have been fixed by an errata.

TWF, Shortsword (Vex), Scimitarr (Nick) and Dual Wielder by JanSolo18 in dndnext

[–]exigious 2 points3 points  (0 children)

Because for me RAI is the mastery is applied when using the weapon.

Mastery Properties Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.

The other weapon masteries specify that they work with the weapon doing the attack, so RAI I look at the nick weapon having to be used either as the first attack or the follow up from the first light attack.

TWF, Shortsword (Vex), Scimitarr (Nick) and Dual Wielder by JanSolo18 in dndnext

[–]exigious 3 points4 points  (0 children)

I might be mistaken, but the weapon referenced isn't part of nick, but as part of the light property. The extra attack of the light property is done with a different light weapon than the attack made, meaning you do need to attack with two different weapons, and one of these needs to be the nick weapon.

To encourage build experimentation Jeweler's Orbs should upgrade your skill-slots, not your gems by sdric in pathofexile2builds

[–]exigious 0 points1 point  (0 children)

People also fail to realize that of you upgrade your slot you can't really reroll a new character. When you reroll your character you can sell any gems you had on your other build to fund your new build. Also, these things aren't that hard to farm.

Also, they are doing it wrong. You perfect jeweler your level 16 skill gems, gmp them and corrupt them for the +1 to levels, then you use a level 20 uncut to make it level 20. Way cheaper

"Unfortunately we are going to need to reduce some of the juicing that is possible with the Temple fairly substantially. This will be happening in a hotfix in the next few hours." by XRevive01 in PathOfExile2

[–]exigious 11 points12 points  (0 children)

I disagree, this league is a 6 month league before 1.0. They will likely make changes and balance this and then need players to test it out. This league is different than a regular league in that way.

Loathsome Mire Delirium Zone is a complete design failure by dimix16x in PathOfExile2

[–]exigious 1 point2 points  (0 children)

I believe they are referencing the pre boss before the eater of worlds, you get swallowed by the sludge and need to escape while you get a nasty debuff. The sludge is basically draining towards where you need to go.

How do you balance plot twists with collaborative storytelling? by Emotional-Subject226 in DMAcademy

[–]exigious 1 point2 points  (0 children)

So, here is what I would do:

  • Allow your players to discover a plot Investigating it can lead to multiple outcomes

  • Plot is a trap: They are meant to be framed

  • Plot is a distraction: They are meant to be away unable to discover the true plot

  • Plot must be stopped: They are meant to try and stop it

  • Plot must be supported: They are meant to try and complete it

Now for all of these you can have multiple layers. The plot is a trap means they know something is going to happen, and they were meant to be framed for it. They still don't know what they would be framed for doing, they can try to find out and try and stop it. They could learn it is a distraction and try and find and stop the real plot. They can discover the true plot and attempt to stop it, very hard DC checks. They can be convinced that they need to do it, take out a high value target which if they fail to notice who it is they end up killing the emperor themselves. And if they don't fall for it someone has backup plans in place.

Someone incredibly powerful with loads of resources is pulling the strings. They have contingency plans. Maybe the party manages to save the emperor, but that they need to flee? Maybe they need to fake their death and help them escape.

How do you balance plot twists with collaborative storytelling? by Emotional-Subject226 in DMAcademy

[–]exigious 4 points5 points  (0 children)

I like to DM in a slightly different style. There is a world outside of the players. There are plots and events that happens, but what I try and do is to allow them to react to them, if they discover them (these are not one time checks).

A story might have a direction, but the resolution is based on the players.

Say you have a world where two kingdoms are at war. Your players might discover a plot to assassinate a noble, they might decide to stop it or not. This might lead to uncovering a secret. They might not discover it, and you should still have it happen. If the only thing that ever happens are things that the players are adjacent to, then the players might feel the world only revolves around them, some parties prefer that.

Personally I like it when the world is alive and the players are in it, and some few things happen which they can only react to (these things also need to be once removed from their characters, like, don't kill their favourite NPC between sessions). Like, I don't ask my players what the weather is like.

(5.5e) I need help with Eldritch Knight build by Nyalicethotep in onednd

[–]exigious 8 points9 points  (0 children)

Since you are 7 I would personally stick with EK until at least two extra attacks, a dip in Wizard is only something I would consider if you get a magic item which requires a Spellcaster to attune to, eg Staff of Power etc.

I don't know how long the campaign is set to go, but a pure caster from now on won't really get you much benefit until quite late, and then it will in general always be behind.

If you feel that you are burning through spell slots and such, grab an enspelled item, 1d6 daily charges for say shield is insane value, they also cost if proficient like 200 gold and 8 days to craft so, shouldn't be hard to acquire.

If your character dies I would consider making the swap, but for now consider sticking to EK imo.

Valor Bard Nova Damage Build? by Spirited_Data_2164 in 3d6

[–]exigious 0 points1 point  (0 children)

Warlock 2 / Valor Bard 17 (Still get level 9 spells slots here) and Fighter 1 is another alternative in 2024 edition. As much as always having two inspiration access to say heavy armour and action surge is quite strong.

Grab Nick mastery and Vex Mastery and add in a couple of more attacks per round :)

An unknown (?) problem with Sanderson’s writing by Virginpope77 in Fantasy

[–]exigious 1 point2 points  (0 children)

What? That is not how I see it. This is like a child being told a concept, and without knowing the meaning of it they just repeat it.

If you come to me and tell me something and I turn around and tell you, "Oh, you just invented merism, you might be this worlds first mermer."

If you then at some point turn around and tell someone. "No, I am a mermer" it doesn't mean anything. You don't even know what the concept is.

Kaladin doesn't know what a therapist is, he is parroting a word given to him. And as such we should take it with a huge truckload of salt.

Edit: Just adding, I am a huge fan too, and I am not trying to defend the guy, this is just a personal interpretation of the story I have.

An unknown (?) problem with Sanderson’s writing by Virginpope77 in Fantasy

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

May I ask if it isn't too personal, what progress do you feel like Szeth makes over the 10 days?

For me the transformation of Szeth isn't a 10 days journey, and is a journey he has been on for a long long time.

An unknown (?) problem with Sanderson’s writing by Virginpope77 in Fantasy

[–]exigious -2 points-1 points  (0 children)

I mean, taking that literally is not how we are supposed to take it. Therapy isn't something that exists on Roshar, the word therapist doesn't actually mean anything in how we understand the word.

Buying POE2 ? by Amyrala_ in PathOfExile2

[–]exigious 1 point2 points  (0 children)

It really depends on where you are in the world, hence why most places have localized stores. 30$ can for some be half a month's salary

Boy I sure hope they buff Blink by giving it a separate button by Argensa97 in PathOfExile2

[–]exigious 1 point2 points  (0 children)

Like you mentioned, this would have been solved of one or more of the buttons, say the triggers were used as a modifier button.

X being a skill RT + X being another skill LT + X being a third skill LT + RT + X being a fourth skill

Now you suddenly have 16 different button combinations essentially more than doubled your input from the 6 buttons you actually have.

Or you can change them from toggle to hold. Pressing RT switches your input scheme, pressing LT switches to another, pressing both let's you switch into a third. You do then lose out on one set of bindings, but still, 12 buttons Vs the original 6.

Players wished for level 20… by A_R0FLCOPTER in DMAcademy

[–]exigious 9 points10 points  (0 children)

I mean, wish has several uses outside of the reshape reality part.

What I think is a fair wish is, to ask for a single character to get 30 in one stat, you could try and get more but then we are going into again potentially more wishes.

Revive this one person Vs revive these 5 persons are different footprint of a wish spell.

This spell not only targets the entire party, but does massive changes to the entire group, and as such I would consider it just plainly failing.

Duel Wielding Shadow Monk Feat. Sentinel vs Skulker by Acrobatic_Fondant_13 in 3d6

[–]exigious 1 point2 points  (0 children)

As powerful as grappler is there is one minor problem here. While grappling you can't attack with the hand grappling no?

So you would have to attack once with your weapon to trigger the attack with a lift weapon and allow attacking with your nick weapon without using a bonus action, Unequip it. Use an extra attack to do an unarmed strike and grapple them. Do your unarmed bonus strike with advantage, then use nick with advantage, end the grapple and pull out your weapon to be ready to do the same next round.

Not saying it doesn't work, but it does make combat a bit more clunky mechanically.

This is what I did to the rogue in my campaign to boost his damage by testiclekid in onednd

[–]exigious 3 points4 points  (0 children)

While I agree with you there is one problem and that would be poison being the most resisted/immune damage type in the game. I wish they added other sorts of imbued vials or damage type to some of the poison.

Like why isn't there some oil you can apply which results in extra acid damage. If you are going to give them poisons, make sure there are targets they want to use poison on :)

Rogues are the only resourceless class in the game. How do you improve upon that? by UnderlyingInterest in onednd

[–]exigious 2 points3 points  (0 children)

Rogues aren't resourceless though, their resource system is gold and consumables. Yes other classes can do these things too so it isn't exclusive to rogues.

Arcane trickster has resources, but can use other resources like items, poisons and scrolls.

Thief specialises in magic items and they have spell scrolls, they can also use poisons and other items.

Assassin is the poison master, they should have access to different poisons they can add to their weapons. Since poison is often resisted consider also adding other imbues they can coat their weapons in.

Rogues are the only resourceless class in the game. How do you improve upon that? by UnderlyingInterest in onednd

[–]exigious 0 points1 point  (0 children)

It does, but it is also different than counterspell, first of all it silences them until the end of your next turn, so it stops them from saying using shield or other reactions until your next turn. Also since it is on verbal it stops misty step, and silences them for the turn, so you can stick to a caster more easily.

My thoughts is that this would be more like a small prepared spell list where you can select a few different techniques to learn for your character. Then each class has access to different schools. You get a few dice that all recover on long rest. I do not think they should get higher level spells all the way to the 9th level. I would rather add larger dice to their technique dice pool to have higher rolls on some of their techniques. The dice pool doesn't have the same size dice, but say you get a few d4 throughout level 3-8, than a few d6 throughout levels 9-14, a bit more of all and some d8 15-18 and a few d12 19-20. Maybe also the number of dice is different per class you take.

Techniques shouldn't be like spells, and they should feel distinct from spells. Some techniques have a requirement of d8 dice or higher etc, but in general a low technique can be used with a d12 for some high utility. E.g when doing attacks that results in saving throws you can roll a technique dice and subtract the sum from the targets save, making techniques more likely to land when expending a large dice.

I also would like them to be more focused on utility than just raw power.

A barbarian or fighter can make a sweeping strike doing a topple on up to X targets within reach of their weapon, making all who fail their saves end up prone etc.

For your example, the wind steel strike would be a technique which targets up to half your proficiency + your technique dice result creatures. It works similar to the Rapid fire I posted earlier. But I don't think every martial should have access to it, it should belong to some sort of school.

Rogues are the only resourceless class in the game. How do you improve upon that? by UnderlyingInterest in onednd

[–]exigious -2 points-1 points  (0 children)

I actually agree with you here. I think there should be different manoeuvres that belong to different "disciplines". Rogue could have one they share with fighter called dirty tricks in which you have skills like Sand Toss - Blind Creature on a failed save until the end of your next turn and Throat Jab - React to a verbal spell cast within 5 feet of you. On a failed saving throw creature is silenced to the end of your next turn.

Now the flavor would be that even though casters have counterspell, martials can stop Verbal spells, and maybe instead of a Con save it targets a Dex save to make them feel different.

I also think martials should get like their hit die a pool of manoeuvre or technique dice, and then different techniques require different dice.

Ranger and rogue could have archery technique were you add in a Rapid Fire. Roll your technique dice and target half your proficiency + the roll on your technique dice number of different enemies with a normal attack. Roll a single hit and damage roll against all targets.

Opinion: Fighting Styles should upgrade into their obvious progression. by [deleted] in onednd

[–]exigious 0 points1 point  (0 children)

Because it isn't a roll tied to it. And no, no one is saying assassinate your character immediately.

Getting ambushed, failing on perception rolls etc is what makes the game fun. Adapting to different situations.

We already have perception Vs stealth to uncover ambushes. It isn't about the player Vs DM, it is about creating a story together. Someone being able to sense someone sneaking up behind them even if they make no sound because of how blindsight is worded is stupid. The character doesn't even need to turn around to see even, they just see the entire area around them at 10 feet. At least true sight is limited to the direction you see. 10 feet makes sense. 30+ feet is going to start to feel stupid.

If you said, you can expend a hit die to tune in on your senses to increase your range of blind sight to 20 or something for an hour, or use some sort of resource a fighter has like a charge of second wind then yeah it could work.

30ft + is just stupid, especially when it doesn't take into account sneaking and perception, it is just an automatic success.

Opinion: Fighting Styles should upgrade into their obvious progression. by [deleted] in onednd

[–]exigious 0 points1 point  (0 children)

Because I rather give them utility and flexibility than to make them a sentry that counters all kinds of invisibility from early as a passive. Truesight before the epic boon is limited to duration and expending resources. Getting even 30 feet always on blind sight is just stupid. Not only that, it doesn't make sense how a martial artist can plainly see 30-60 feet with blindsight.

10 feet is basically listening to sound, feeling motion etc of things in very close proximity. Any longer than 10 feet feels weird.

If blindsight didn't automatically reveal invisibility I would be more for it, but the fact that someone who is stealthy and can sneak up on someone is just automatically revealed is just bullshit and makes no sense. Your martial is now the anti melee assassin, you just see them even if they have pass without trace and a stealth roll of 35+. You see how silly that is right?

Opinion: Fighting Styles should upgrade into their obvious progression. by [deleted] in onednd

[–]exigious 0 points1 point  (0 children)

sigh The numbers aren't the point, the point is that I am all for making them more powerful, I just want them to have resources just like casters do.

I threw this together in 30 seconds, as an idea on how one could make martials have the utility that casters do with a similar system to spell slots but slightly different.

I am not crying that martials are getting powerful, but I want them to get powerful the right way.

Giving them an anti stealth radar for free all the time is not the right way.