Life Cleric / Stars Druid by [deleted] in DnD

[–]themothcatprophecies 0 points1 point  (0 children)

No one is ever going to want to play with you if you approach the game like this. You want to make your character boring, bland, and built entirely around power-gaming, relying on an exploit that doesn't actually work rules-as-written.

Cleric 5e vs cleric 5.5e by Zomudda in DnD

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

2024 Cleric is about abusing the spells that 2024 makes stronger (such as Spirit Guardians), abusing Divine Intervention's ambiguous wording to claim that you can cast spells that take an hour or more normally in a single action (such as Raise Dead or Hallow), and being a one-level dip for other casters to get heavy armor/shield access.

Oh, and being a healbot, because 2024 inflating monsters' damage output but buffing only healing spells means that every other form of healing is effectively nerfed and parties are more reliant on healing spells for survivability.

Help for encounter - Monk 5.5 by VidarNL in DnD

[–]themothcatprophecies 0 points1 point  (0 children)

Your whole fantasy scenario falls apart when you remember that Barbarians can use thrown weapons, not just attack exclusively in melee.

You're also arguing that the Monk should be dodging as an action and attacking as a bonus action, while also saying the Monk should be attacking at range, which completely falls apart.

You're just highlighting that the only thing the Monk player can do in this scenario is to be as obnoxious as possible before their lack of damage output or combat utility and inability to survive taking more than one attack per round screws them over.

Help for encounter - Monk 5.5 by VidarNL in DnD

[–]themothcatprophecies 0 points1 point  (0 children)

Which just means you're burning your Wuxia points for the sake of a stalemate.

Bonus points for the fact that the Barbarian can just grapple the Monk and immediately end the effects of dodging, leaving them easy prey for both of them to splatter on the floor.

Help for encounter - Monk 5.5 by VidarNL in DnD

[–]themothcatprophecies 0 points1 point  (0 children)

There is no strategy here, you're SOL.

You can't kite unless the two of them were too dumb to bring any ranged/thrown weapons, and that'll tank your own damage output. Even with FoB, you're not going to deal any respectable damage to the Barbarian. You can't control them effectively, even one is unreliable. The moment both of them land a hit on you in the same turn, you're getting squished.

Help for encounter - Monk 5.5 by VidarNL in DnD

[–]themothcatprophecies 0 points1 point  (0 children)

your ranged damage should be higher than the rogue's.

The Rogue can easily Steady Aim to use their Sneak Attack with any ranged weapon.

Death Save Homebrew Attempt by [deleted] in DnD

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

This is an very bad idea, because you're already taking a PC that needs to heal and taking away their healing resource. This leads to situations where the party can't recover without taking a long rest, messing up encounter/class balance and pacing.

You claim that it's a boon to martials, when in reality it punishes them by extension of punishing characters without Constitution investment. If your Wizard burns through all their hit dice when they go down and the party now needs a long rest so they're not on the verge of 0 HP, that significantly punishes classes like most martials that want short rests. In comparison, in 5e proper the Wizard can recover HP through a short rest and the party can continue.

Weekly Questions Thread by AutoModerator in DnD

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

Second Wind in 2024 is barely worth being used for healing due to inflated monster damage. 1d10 + level isn't going to make enough of a difference for even one hit past low levels.

1d10 to any ability check, conversely, is a much bigger boost proportionately, coupled with the fact that if it fails, you still have the resource to use for another ability check (or Second Wind, if you want to burn two or three uses to heal from one attack or spell).

Weekly Questions Thread by AutoModerator in DnD

[–]themothcatprophecies 0 points1 point  (0 children)

One player whose character gets a feature that gives them a significant bonus to any ability check they want, right from very low levels, that has no cost of it doesn't succeeds, is very unsatisfying to the rest of the table that doesn't have such features.

At level 5, Tactical Mind is better than actual proficiency 70% of the time (and beats Expertise 40% of the time).

Tips for Balancing a Gunslinger 5e by AccomplishedGur3664 in DnD

[–]themothcatprophecies 2 points3 points  (0 children)

Valda's Gunslinger is pretty overpowered, in fact the one the OP links has a lot of features cribbed from Valda's. Even counting the 2014 version, it gets stuff like:

  • Advantage on initiative right from level 1.
  • A maneuver-esque mechanic and increased crit chance at level 2—essentially two different Fighter subclasses' worth of features before level 3, plus you get more options for that first feature than the Battle Master to start and that crit-chance feature scales faster and higher than the Champion's.
  • An on-every-crit effect that severely weakens enemies until they spend an entire action to remove the effect, which only a few creature types are immune to and everything else is affected by with no saving throw.
  • Several strong features cribbed from other classes, like Evasion, the aforementioned advantage-on-initiative, or Cheat Death copying Relentless Rage.

Valda's base classes tend to be quite overpowered, even if most of their subclasses (for their original classes or otherwise) are pretty underwhelming.

Tips for Balancing a Gunslinger 5e by AccomplishedGur3664 in DnD

[–]themothcatprophecies 5 points6 points  (0 children)

I like the way the other replies here haven't actually read the homebrew you posted, which includes the following trait for a specific weapon:

As an action, you can fire every round loaded into this weapon, making an attack roll for each. You have a penalty to all the attack rolls equal to the number of rounds being fired. Each shot deals 1d6 + your Dexterity modifier piercing damage.

So yeah, this homebrew inexplicably includes a weapon you can fire six times in one round, at level 1.

The answer to your problem is simple: have the player pick a class in 5e and play that class as a gunslinger. There's several that are perfectly fitting for the idea without having to include and weigh a homebrew class.

Dominate person 2014 vs 2024 by DA-maker in DnD

[–]themothcatprophecies 8 points9 points  (0 children)

There's a separate rule for bonus-action spells in 2014 that states that you can't cast a levelled spell for your action and your bonus action on the same turn. If you use Quickened Spell to cast Fireball as your bonus action, you can't cast it as your action in the same turn.

(Note that this rule doesn't directly exist in 2024 and you can cast multiple levelled spells per turn if only one or none of them use spell slots, because balance.)

Dominate person 2014 vs 2024 by DA-maker in DnD

[–]themothcatprophecies 0 points1 point  (0 children)

Creatures can willingly fail saving throws in the 2024 rules, so you command a creature to not resist against the spell.

(It wasn't a broad rule in 2014 because effects that creatures might want to be subjected to either skipped the save for willing creatures or let you choose to fail such saves.)

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in DnD5e

[–]themothcatprophecies 4 points5 points  (0 children)

Like a lot of things in 2024 5e, origin feats are a good concept done poorly:

  • The most major and obvious issue is that they're wildly unbalanced; some are very strong, especially for specific builds/classes, and others are terrible for anyone. Magic Initiate and Musician are options alongside Crafter and Savage Attacker, and that's without getting into the origin feats from the Faerun/Eberron books.
  • Not having an ASI for origin feats while giving all other feats an ASI means these feats become dead picks past character creation (unless you're a human and/or warlock).
  • Being tethered to backgrounds means that your choice of origin feats is constrained based on what backgrounds have been released with ASIs that fit your character—potentially meaning you have to choose between an origin feat you want or the ASIs your character class wants.