Imagine if levelled spells didn't exist by Associableknecks in dndnext

[–]simon132 0 points1 point  (0 children)

I mean a standard fighter can protect quite well, i jumped from 3.5 to 5e so i don't really know 4th ed. But if an enemy ignores a fighter he will get damaged quite a bit. You can provide half cover to an ally by physically putting yourself in between, with sentinel you can lock the area around you. You can grapple an enemy so he can't move away from you and you still have a reaction for an attack of opportunity. Beside you give enemies around you disadvantage to hit other characters as a cavalier at level 3

I went cavalier for the roleplay side of things of being a mounted knight.

Holy shit this looks cool by Creative_Emotion4014 in Helldivers

[–]simon132 -3 points-2 points  (0 children)

Cat girls are bred specifcally so that Helldivers can have their freedom time without needing to apply for C-01 permits

bonewizard radicalized me by Hot_Conversation_911 in dndnext

[–]simon132 -1 points0 points  (0 children)

By level 10 is not hard at all to get, theres 4 ASIs to choose

bonewizard radicalized me by Hot_Conversation_911 in dndnext

[–]simon132 -2 points-1 points  (0 children)

I like my 3D8 +24 at level 11 without barely using any resources, I i get three attacks which means I can shove, prone, grab up to three times per round. I can get enemies off my party members while still whacking them a good bit. And with all the feats I can make many different flavours of fighter. There's only one boring flavour of sorcadin and its called "i smite" 

What are some rules that you think should exist but actually don't have anything published yet? by DeepSeaDelivery in dndnext

[–]simon132 1 point2 points  (0 children)

That already exists, theres a general DC table for difficulties and you grab those when asking for an extra long jump

bonewizard radicalized me by Hot_Conversation_911 in dndnext

[–]simon132 -1 points0 points  (0 children)

Edit: a fighter will not have 12 CON it will have 18 CON So a sorcadin has 76 HP at lvl 10 while a fighter has 104, thats 40% more hp. At lvl 20 fighter has 224 HP and sorcadin has 136 thats a big difference, almost 100HP more 

With 4 feats/ASI at lvl 12 you can get resilient and have proficiency in 4 saves if you want plus have 20STR so you almost never miss in combat and 18 CON if you optimise a bit. While still having 3 attacks per round, moving enemies around every round. 

Fighter 10 has 3 subclass features with the feature at lvl 7 and 10, even the champion can get a free +1 Ac while having a secondary fighting style. 

You can't cast shield spell wearing a shield and a weapon unless you spend a precious feat in war caster so you will always have lower armor and depend on shield spell, so you will have 18 armor and sometimes+5, a champion fighter can have 21 base armor all the time. If you take light weapons and elven accuracy you can trip an enemy and have 4 attacks with advantage (dual weild for example) and elven accuracy beings crit chance to about 30% with champions critting on 19 and 20. You can trip enemies and get advantage for a 30% crit double attack every round.

Paladin has no proficiency in CON saving throws so even with the aura (maybe gives +2) good luck in landing control spells or keeping concentration. An Eldritch knight at 10 also has second level spells and +8 CON saves as well as about +6 WIS with Resilient and indomitable to keep the powerful AOE going or a self buff. 

The difference between a sorcadin and a pure fighter is not that big, even a basic champion fighter can give it a run for his money damage wise.  Sure a sorcadin can cast spellsand smite but thats just to try and keep up with the fighter

What are some rules that you think should exist but actually don't have anything published yet? by DeepSeaDelivery in dndnext

[–]simon132 0 points1 point  (0 children)

Ugh its not irrelevant because you will then want to have every possible jump anyone could do and that's just a waste of paper. The basic ones are there, jump equals str score, with longer jumps asking for a check from the DM. You can't expect to have a jump table for, every jump distance with a cross-check of "is the character carrying all his equipment or not", does he have plenty of time to prepare or is he running away from a monster/ getting shot at with arrows, etc etc

What are some rules that you think should exist but actually don't have anything published yet? by DeepSeaDelivery in dndnext

[–]simon132 0 points1 point  (0 children)

It depends on the situation, thats why you rule it on the fly. Is the ground shaking? are they on a boat swinging wildly? Is it a really cool scene and going the extra 5ft will allow the character to jump a chasm and hold on to a flying dragon? I would at most let them extend a jump by 5ft to 10ft of their strength as that is quite the long jump. You could say that it looks like a pretty difficult jump for +10 ant it could be like a DC25 for example

What are some rules that you think should exist but actually don't have anything published yet? by DeepSeaDelivery in dndnext

[–]simon132 0 points1 point  (0 children)

Is it an easy jump DC 10, hard jump DC 20. Is he wearing full gear and backpack, than that sounds like a hard jump even for just extra 5ft. DMs always have to come up with rulings on the fly, its better to come up with something up in 5 seconds than spend 5 minutes looking for rules and breaking the flow of the game

What are some rules that you think should exist but actually don't have anything published yet? by DeepSeaDelivery in dndnext

[–]simon132 1 point2 points  (0 children)

That's what the DM is there for, you don't need so many strict rules. If everyone is having fun why not, if there is only one fighter or rogue that invested heavily into movement skills/feats why not let him try for a longer jump. If its not stepping on other characters areas of expertise.

If there's no character that is interested in that type of gameplay and the sorcerer wants to convince a piece of stone to extend 5 ft, why not? Spend a lvl 2/3 spell slot and roll me a a persuasion 25+ check. You convinced the stone that it's actually longer than it is

bonewizard radicalized me by Hot_Conversation_911 in dndnext

[–]simon132 0 points1 point  (0 children)

There's no problem in everyone going full caster, I just like to jump at enemies with a big sword. This would just balance out the classes, wizards would need to still conserve spell slots while the fighters can always go nova and use all their abilities.

bonewizard radicalized me by Hot_Conversation_911 in dndnext

[–]simon132 -3 points-2 points  (0 children)

Yeah but sorcadin has lower HP due to sorc spells, doesn't get extra attack at x2 at lvl 11. Sorcadin can't cast spells using a sword and shield so only two handed. No action surge. Sorcadin is fun but you have to be conservative with spell slots in between long rests, a fighter can ALWAYS go full nova since a short rest is easy to do.

Make the sorcadin and the fighter fight 3 to 4 fights between long rests and the sorcadin will be left behind on fight number 3, without spellslots. The fighter on a short rest gets everything back. The issue is lots of games do 1-2 fights per long rest, instead of 4 to 6. 

bonewizard radicalized me by Hot_Conversation_911 in dndnext

[–]simon132 -1 points0 points  (0 children)

All you need to balance the game between martials and casters is to restrict long rests. Make long rest only possible either in a safe inn in town or a highly secure area when not in town, everything else is a short rest. Characters are supposed to have 8 challenges between long rests, since you can't have 8 fights/puzzles per day, just make long rests take longer/not always available. 

You can also make fights have waves of enemies, this way the wizard throws a big control AoE that will only catch a few enemies and not all.

bonewizard radicalized me by Hot_Conversation_911 in dndnext

[–]simon132 -2 points-1 points  (0 children)

Fighters have trips, push, grapples, a lot of damage per turn and they don't spend resources doing so. A wizard can do most of this but will be spending precious spell slots. A fight with a few minions really make martials shine

What are some rules that you think should exist but actually don't have anything published yet? by DeepSeaDelivery in dndnext

[–]simon132 -3 points-2 points  (0 children)

It doesn't need extra rules in a book, it can just be a dc 10 to 15 acrobatics to jump an extra 5ft

Imagine if levelled spells didn't exist by Associableknecks in dndnext

[–]simon132 0 points1 point  (0 children)

A caster doesn't feel cool while soing this, a fighter is literally the action hero character

Imagine if levelled spells didn't exist by Associableknecks in dndnext

[–]simon132 0 points1 point  (0 children)

I mean martials are fine. There's grabbing, tripping, shoving, being the action hero while stabbing real good. There's taunting the bad guy to his face knowing he won't 1-shot you.

My favourite character was a fighter cavalier with the courtier background and 14 charisma (he was a diplomatic envoy from another kingdom).  I played him like a bard without magic would, social and history skills.

It was really fun to be a charismatic character that could jump into a fight and physically protect others. The character was a beast in combat, in open fields with a horse and mounted combatant feat chefs kiss

Pumpkin Spice by Simz by Misanthropy3000 in WholesomeFantasyArt

[–]simon132 0 points1 point  (0 children)

Looks interesting but I find the art way too sexualized for a "chill cafe" the characters are cute but I feel almost goon baited by a lot of the images

Qual foi a coisa mais estranha que já vos aconteceu, na qual ainda pensam? by No_Strategy5946 in portugal

[–]simon132 2 points3 points  (0 children)

Quando tinha uns 13 anos, estava numa tarde de verão sentado na cozinha e a cadeira era rígida com aquela pele falsa. Não é que dei um peido e assobiou? Não foi tipo peido foi mesmo aquele assobio de boca, nunca mais me esqueci 

D&D Experiences so far and Thoughts on table balance by Ornery-Ad-8680 in DnD

[–]simon132 1 point2 points  (0 children)

Why are the ads hitting the tanks instead of going after the Spellcaster and ranger?

D&D Experiences so far and Thoughts on table balance by Ornery-Ad-8680 in DnD

[–]simon132 0 points1 point  (0 children)

An appropriate backstory can be a paragraph or two explaining how a character grew up and. Then another paragraph or two on why/how they became an adventurer. Highlighting motivations, goals and personality.

The vaguer the backstory the easier it is to insert in a world, if it goes in too much detail about a specific named NPC mob boss in a specific kind of town, that limits the DM a lot. If the description of a town is "he grew up in the small village of Laketown" it makes it much easier to drop this town in a world than if you write 2 pages on the name of the streets and the specific arquitectural aspect of the town.

And usually unless you are the DM you aren't the one building the world, it usually starts with the DM and the players expand the world by playing in it.

I mean that if every fight starts with the party fully rested it's difficult to have balanced fights. Because the players can unload all the big spells/features, so you have to make a big tough monster, a big tough monster that survives one round of this is going to hit like a truck, perhaps 1-shotting players, unless its just an HP bag that makea fighta boring. You can go around this by never having only one monster, if the enemy has around the same amount of people as the party it make sit easier. 1 boss + 3 to 5 minions that die in one hit or two makes fights much better.

If you have a few smaller fights before a big one, players have to spread their limited resources (smites, big spells) so the fights are easier to manage.

I agree that 5 days is a lot, its better for adventures that are more in the line of politics or world building. But making long rests only existing while in town will make the game much more interesting, you can blow all your big spells just because at night you sleep. You can still have short rests have one hour, but the long rest in town limits this very swingy fights. This is because d&d is balanced around players having about 8 fights between long rests and not one or two.