ShadowenSnores in the morningLoserdomRegistered Userregular
edited November 2019
A friend got me Rise of the Separatists and Collapse of the Republic for my birthday (they came in early). So that's my (next few) day(s) made.
For those annoyed that the Parry and Reflect ranked talents from Force and Destiny don't seem powerful enough until you get unreasonably high ranks in them to properly imitate what Jedi get up to in the actual stories, you should be happy with the Guardian of the Republic talent in the Knight tree, wherein two or more characters who each have the talent can render each other all but invincible. I only don't call it a broken talent because it requires two or more characters to take a very specific path for a significant chunk of their career to get it.
There's a lot of cool stuff in those books, and my only regret is that it's all so tailored to running a game set during the Clone Wars that I'll never get to utilize 99% of the stuff as a gamemaster... much less get to use them as a player.
-A lot of stuff to the Ranger:
-A domain-style spell list (replaces Primeval Awareness)
-Bonus casts of Hunter's Mark without using spells or concentration (replaces Favored Enemy)
-A set of 3 abilities that replaces Natural Explorer. Choose one at 1st, 6th, and 10th level. (one give two skill proficiencies, one gives 5 feet of speed and climb/swim speed, one gives you a source of temporary HP)
I Like the change to favoured enemy (but I do miss the tracking stats you can get) but dunno how I feel about this natural explorer. it seems to lack some theme and consistency for exploring.
The temp HP plus short rest to remove exhaustion is fuckin wild you can 1 dip ranger to get that. Fuck you could 1 dip ranger, grab this and the new favored enemy and you've got Wis mod uses of hunters mark a shit load of extra hit points, and exhaustion goes from one of the worst stacking debuffs in the game to a trivially removed problem
I wanna multi class this with fighter so I can have both the temp hp and second wind at my disposal.
-A lot of stuff to the Ranger:
-A domain-style spell list (replaces Primeval Awareness)
-Bonus casts of Hunter's Mark without using spells or concentration (replaces Favored Enemy)
-A set of 3 abilities that replaces Natural Explorer. Choose one at 1st, 6th, and 10th level. (one give two skill proficiencies, one gives 5 feet of speed and climb/swim speed, one gives you a source of temporary HP)
I Like the change to favoured enemy (but I do miss the tracking stats you can get) but dunno how I feel about this natural explorer. it seems to lack some theme and consistency for exploring.
If you read the actual text for the abilities, it represents your worldly travels (more skill proficiencies and additional languages), your years of traveling paying off by being able to move more efficiently, and the last one is about having built up tons of stamina over the years of traveling (and it allows you to recover a level of exhaustion from a short rest).
Shit there's almost too much good stuff in here to cover it all. This generates a bunch of new build possibilities and really gives some existing ones some much needed support. I really like what they did with pact of the chain for instance.
Shit there's almost too much good stuff in here to cover it all. This generates a bunch of new build possibilities and really gives some existing ones some much needed support. I really like what they did with pact of the chain for instance.
I want to play a Pact of the Blade Warlock now with fucking plate mail.
Shit there's almost too much good stuff in here to cover it all. This generates a bunch of new build possibilities and really gives some existing ones some much needed support. I really like what they did with pact of the chain for instance.
I want to play a Pact of the Blade Warlock now with fucking plate mail.
I finally want to play anything other than pact of the blade. Give me an imp that can attack twice a round that has a scaling DC to apply its 3d6 of poison damage. Like the second you take that invocation the DC on imp poison hopefully climbs to a DC 14 con save, and all the other special familiars for warlock have the poison debuff with a potential for immediate knock out on every attack.
A Fey pact warlock with a Sprite familiar that's just knocking folks unconscious with its little bow and arrow setup sounds amazing. The talisman pact seems super cool too.
Question for GMs: I am putting together a side quest where my players go into a lair to seek some rumored treasure. Too bad I haven't thought of what this thing could possibly be. When handing out such treasures, do you prefer to give a good item to a single player or a bunch of smaller improvement items to the entire party, or have it be some sort of storyline item that only helps move the plot along?
I currently like option 1 and 3 the best, but 2 has merits
-Every caster class can change their cantrips on a long rest
I'm not sure how I feel about this one. I like cantrips better as something you've committed to with the character, a medium- to long-term choice about play style. I don't quite get how this works in-universe either - you go to sleep with one bunch of well-rehearsed abilities and wake up with a completely different bunch? I mean, maybe for warlocks you could say their patron is downloading stuff into their brain overnight, but I don't see how it would work for wizards or sorcerers.
That said, I would be in favour of being able to swap out one cantrip every time you level up. This would better reflect the gradual evolution of your playstyle, and your character's use and disuse of their own capabilities. And it would also mean that as, say, a level 20 wizard, you wouldn't still be stuck with the same three cantrips you picked at level 1.
Question for GMs: I am putting together a side quest where my players go into a lair to seek some rumored treasure. Too bad I haven't thought of what this thing could possibly be. When handing out such treasures, do you prefer to give a good item to a single player or a bunch of smaller improvement items to the entire party, or have it be some sort of storyline item that only helps move the plot along?
I currently like option 1 and 3 the best, but 2 has merits
Honestly, this is what I use the encyclopedia magica for and I let the dice decide. I mean I overrule when the dice hand me crazy shit. Like the time it handed me me a tardis (there's definitely a tardis in the encyclopedia magica). However this is totally a time to roll some dice to figure out how important or comprehensive or powerful the stash is and what you want to do for theming of the dungeon environment it's contained in.
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WearingglassesOf the friendly neighborhood varietyRegistered Userregular
-Every caster class can change their cantrips on a long rest
I'm not sure how I feel about this one. I like cantrips better as something you've committed to with the character, a medium- to long-term choice about play style. I don't quite get how this works in-universe either - you go to sleep with one bunch of well-rehearsed abilities and wake up with a completely different bunch? I mean, maybe for warlocks you could say their patron is downloading stuff into their brain overnight, but I don't see how it would work for wizards or sorcerers.
That said, I would be in favour of being able to swap out one cantrip every time you level up. This would better reflect the gradual evolution of your playstyle, and your character's use and disuse of their own capabilities. And it would also mean that as, say, a level 20 wizard, you wouldn't still be stuck with the same three cantrips you picked at level 1.
Point of order:
Bards, Sorcerers, Warlocks and Rangers can swap one spell on a long rest, as long as they're on a similar level.
Wizards, Clerics and Druids can swap one cantrip per level up; they don't have long rest swap abilities. My bad.
-Every caster class can change their cantrips on a long rest
I'm not sure how I feel about this one. I like cantrips better as something you've committed to with the character, a medium- to long-term choice about play style. I don't quite get how this works in-universe either - you go to sleep with one bunch of well-rehearsed abilities and wake up with a completely different bunch? I mean, maybe for warlocks you could say their patron is downloading stuff into their brain overnight, but I don't see how it would work for wizards or sorcerers.
That said, I would be in favour of being able to swap out one cantrip every time you level up. This would better reflect the gradual evolution of your playstyle, and your character's use and disuse of their own capabilities. And it would also mean that as, say, a level 20 wizard, you wouldn't still be stuck with the same three cantrips you picked at level 1.
Point of order:
Bards, Sorcerers, Warlocks and Rangers can swap one spell on a long rest, as long as they're on a similar level.
Wizards, Clerics and Druids can swap one cantrip per level up; they don't have long rest swap abilities.
The "point of order" bit is confusing me, are you saying they should work like this or that they already can?
-Every caster class can change their cantrips on a long rest
I'm not sure how I feel about this one. I like cantrips better as something you've committed to with the character, a medium- to long-term choice about play style. I don't quite get how this works in-universe either - you go to sleep with one bunch of well-rehearsed abilities and wake up with a completely different bunch? I mean, maybe for warlocks you could say their patron is downloading stuff into their brain overnight, but I don't see how it would work for wizards or sorcerers.
That said, I would be in favour of being able to swap out one cantrip every time you level up. This would better reflect the gradual evolution of your playstyle, and your character's use and disuse of their own capabilities. And it would also mean that as, say, a level 20 wizard, you wouldn't still be stuck with the same three cantrips you picked at level 1.
Point of order:
Bards, Sorcerers, Warlocks and Rangers can swap one spell on a long rest, as long as they're on a similar level.
Wizards, Clerics and Druids can swap one cantrip per level up; they don't have long rest swap abilities.
Wizards, Clerics, and Druids can already swap every leveled spell on a long rest, because they're prepared spellcasters.
The UA "enhanced" option for spontaneous casters allows them to swap one leveled spell on each long rest and blurs the line between prepared and spontaneous casters.
(I don't like the new UA. I think all the "enhanced" options are unnecessary power creep that will invalidate the PHB if allowed to go forth, because why would you ever choose a non-enhanced version of the feature? The enhanced version is strictly better, the non-enhanced would be a trap. Though I don't have a problem in theory with many of the abilities, they should be errata, not presented as options.)
If anything, I think wizards need more restrictions, and I say this as someone currently playing one. The magic schools as they stand are too wishy-washy, for the most part your choice of school doesn't have a huge impact on how your character plays compared to the spells you choose to learn, and there's no real incentive to choose spells from your particular school when you level up.
When I rolled my necromancer Zemog I gave him the flaw of "unnatural devotion" - at each level he has to learn all available necromancy spells before taking spells from any other school. This has made for a build that's... well, I'm going to call it an acquired taste, but in all honesty I think if it were mandatory to take at least one spell from your chosen school at each level (when possible) that would make choosing a school a lot more meaningful. And maybe as a trade off for the loss of flexibility, you could have a permanent +1 to attack and spell save DCs for all spells from that school, upgraded to a +2 at level 10.
I mean I think generic wizards should be super versatile still
but I think the school-focused wizards should get way way cooler powers in exchange for being less versatile overall.
I really need to finish my current homebrew changes to each class (and my Warlord) and the campaign-specific subclasses so I can actually share them here for some hot takes and serious critique, haha
I mean I think generic wizards should be super versatile still
but I think the school-focused wizards should get way way cooler powers in exchange for being less versatile overall.
I really need to finish my current homebrew changes to each class (and my Warlord) and the campaign-specific subclasses so I can actually share them here for some hot takes and serious critique, haha
Oh yeah that would be cool too, in addition to the eight specialisations have a ninth school called I Do What I Want You're Not My Dad, where you can learn whatever with no buffs and no restrictions.
-A lot of stuff to the Ranger:
-A domain-style spell list (replaces Primeval Awareness)
-Bonus casts of Hunter's Mark without using spells or concentration (replaces Favored Enemy)
-A set of 3 abilities that replaces Natural Explorer. Choose one at 1st, 6th, and 10th level. (one give two skill proficiencies, one gives 5 feet of speed and climb/swim speed, one gives you a source of temporary HP)
I Like the change to favoured enemy (but I do miss the tracking stats you can get) but dunno how I feel about this natural explorer. it seems to lack some theme and consistency for exploring.
If you read the actual text for the abilities, it represents your worldly travels (more skill proficiencies and additional languages), your years of traveling paying off by being able to move more efficiently, and the last one is about having built up tons of stamina over the years of traveling (and it allows you to recover a level of exhaustion from a short rest).
Yeah, I know I read it, to me though, the flavour reads as someone who travels on roads all the time and hangs out with people, not people who explore the Forrest and stuff. The temp hit points is dope, but an extra proficiency and some more languages don’t feel super rangery to me.
Question for GMs: I am putting together a side quest where my players go into a lair to seek some rumored treasure. Too bad I haven't thought of what this thing could possibly be. When handing out such treasures, do you prefer to give a good item to a single player or a bunch of smaller improvement items to the entire party, or have it be some sort of storyline item that only helps move the plot along?
I currently like option 1 and 3 the best, but 2 has merits
I personally like 1 best and would do 3 as needed. If the campaign needs a mcguffin, then sure, stick it in there.
But the clear best option is to steal from the adventure "Madness of the Rat King":
There are rumors of an armor of invulnerability in the lair. But in the end it turns out to be an Armoire of Invulnerability which is a completely indestructible wardrobe. You probably do need some sort of backup plan if the PCs decide to lug that thing around, though.
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GrogMy sword is only steelin a useful shape.Registered Userregular
Question for GMs: I am putting together a side quest where my players go into a lair to seek some rumored treasure. Too bad I haven't thought of what this thing could possibly be. When handing out such treasures, do you prefer to give a good item to a single player or a bunch of smaller improvement items to the entire party, or have it be some sort of storyline item that only helps move the plot along?
I currently like option 1 and 3 the best, but 2 has merits
I personally like 1 best and would do 3 as needed. If the campaign needs a mcguffin, then sure, stick it in there.
But the clear best option is to steal from the adventure "Madness of the Rat King":
There are rumors of an armor of invulnerability in the lair. But in the end it turns out to be an Armoire of Invulnerability which is a completely indestructible wardrobe. You probably do need some sort of backup plan if the PCs decide to lug that thing around, though.
Fun fact
the same magic item was featured in Steven Spielberg's Indiana Jones and the Kingdom of the Crystal Skull (2008)
Grog on
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StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
I mean I think generic wizards should be super versatile still
but I think the school-focused wizards should get way way cooler powers in exchange for being less versatile overall.
I really need to finish my current homebrew changes to each class (and my Warlord) and the campaign-specific subclasses so I can actually share them here for some hot takes and serious critique, haha
Oh yeah that would be cool too, in addition to the eight specialisations have a ninth school called I Do What I Want You're Not My Dad, where you can learn whatever with no buffs and no restrictions.
Honestly I'd probably just remove the generalist as a solution there.
You want to play a wizard that tells organized academies of learning and their strict curriculum, "Fuck off, I'll teach myself magic?" Sounds like a sorcerer to me.
-A lot of stuff to the Ranger:
-A domain-style spell list (replaces Primeval Awareness)
-Bonus casts of Hunter's Mark without using spells or concentration (replaces Favored Enemy)
-A set of 3 abilities that replaces Natural Explorer. Choose one at 1st, 6th, and 10th level. (one give two skill proficiencies, one gives 5 feet of speed and climb/swim speed, one gives you a source of temporary HP)
I Like the change to favoured enemy (but I do miss the tracking stats you can get) but dunno how I feel about this natural explorer. it seems to lack some theme and consistency for exploring.
If you read the actual text for the abilities, it represents your worldly travels (more skill proficiencies and additional languages), your years of traveling paying off by being able to move more efficiently, and the last one is about having built up tons of stamina over the years of traveling (and it allows you to recover a level of exhaustion from a short rest).
Yeah, I know I read it, to me though, the flavour reads as someone who travels on roads all the time and hangs out with people, not people who explore the Forrest and stuff. The temp hit points is dope, but an extra proficiency and some more languages don’t feel super rangery to me.
I would totally allow a ranger to learn bird, mammal, fish or lizard as a language if they were pure nature focused. The caveat being the same as the speak with animals spell, in that animals think differently than people do, so you still might not get what you want out of it, and if you travel youll have an accent. :P
I hope someone tries to disguise themselves as a familiar and enter the fights.
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BroloBroseidonLord of the BroceanRegistered Userregular
edited November 2019
so my wife has been following this creator on instagram who has been making fancy dice:
and they just started their kickstarter today:
she was a little worried since she wasn't sure if they would meet their goal and that the set she was interested in was waaay at the bottom of the stretch goals
I saw some one time that were like matte black and dark blue that looked amazing but I looked them up and they were like 90 bucks and I could never justify that.
webguy20I spend too much time on the InternetRegistered Userregular
yea I'm keeping an eye on it too. There are some amazing sets. I wish they were doing just d20 buys, but I can see why they are selling whole sets only. It's going to be crazy enough trying to produce these dice quickly. Apparently they will be all hand polished and touched up. It's nuts.
yea I'm keeping an eye on it too. There are some amazing sets. I wish they were doing just d20 buys, but I can see why they are selling whole sets only. It's going to be crazy enough trying to produce these dice quickly. Apparently they will be all hand polished and touched up. It's nuts.
"hand polished" can actually mean "loaded into and removed from a polishing machine by hand", to be fair. They do look VERY pretty, though!
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webguy20I spend too much time on the InternetRegistered Userregular
yea I'm keeping an eye on it too. There are some amazing sets. I wish they were doing just d20 buys, but I can see why they are selling whole sets only. It's going to be crazy enough trying to produce these dice quickly. Apparently they will be all hand polished and touched up. It's nuts.
"hand polished" can actually mean "loaded into and removed from a polishing machine by hand", to be fair. They do look VERY pretty, though!
Posts
For those annoyed that the Parry and Reflect ranked talents from Force and Destiny don't seem powerful enough until you get unreasonably high ranks in them to properly imitate what Jedi get up to in the actual stories, you should be happy with the Guardian of the Republic talent in the Knight tree, wherein two or more characters who each have the talent can render each other all but invincible. I only don't call it a broken talent because it requires two or more characters to take a very specific path for a significant chunk of their career to get it.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I Like the change to favoured enemy (but I do miss the tracking stats you can get) but dunno how I feel about this natural explorer. it seems to lack some theme and consistency for exploring.
Satans..... hints.....
I wanna multi class this with fighter so I can have both the temp hp and second wind at my disposal.
If you read the actual text for the abilities, it represents your worldly travels (more skill proficiencies and additional languages), your years of traveling paying off by being able to move more efficiently, and the last one is about having built up tons of stamina over the years of traveling (and it allows you to recover a level of exhaustion from a short rest).
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
https://www.youtube.com/watch?v=LT3g51f25qo
Kick to the groin, knee to the face, bang, bang
And this is story of how my wife is going from dipping her toe gently into D&D into the full 16 foot wave pool that is WoD
I want to play a Pact of the Blade Warlock now with fucking plate mail.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I finally want to play anything other than pact of the blade. Give me an imp that can attack twice a round that has a scaling DC to apply its 3d6 of poison damage. Like the second you take that invocation the DC on imp poison hopefully climbs to a DC 14 con save, and all the other special familiars for warlock have the poison debuff with a potential for immediate knock out on every attack.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I currently like option 1 and 3 the best, but 2 has merits
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
I'm not sure how I feel about this one. I like cantrips better as something you've committed to with the character, a medium- to long-term choice about play style. I don't quite get how this works in-universe either - you go to sleep with one bunch of well-rehearsed abilities and wake up with a completely different bunch? I mean, maybe for warlocks you could say their patron is downloading stuff into their brain overnight, but I don't see how it would work for wizards or sorcerers.
That said, I would be in favour of being able to swap out one cantrip every time you level up. This would better reflect the gradual evolution of your playstyle, and your character's use and disuse of their own capabilities. And it would also mean that as, say, a level 20 wizard, you wouldn't still be stuck with the same three cantrips you picked at level 1.
Honestly, this is what I use the encyclopedia magica for and I let the dice decide. I mean I overrule when the dice hand me crazy shit. Like the time it handed me me a tardis (there's definitely a tardis in the encyclopedia magica). However this is totally a time to roll some dice to figure out how important or comprehensive or powerful the stash is and what you want to do for theming of the dungeon environment it's contained in.
Point of order:
Bards, Sorcerers, Warlocks and Rangers can swap one spell on a long rest, as long as they're on a similar level.
Wizards, Clerics and Druids can swap one cantrip per level up; they don't have long rest swap abilities. My bad.
The "point of order" bit is confusing me, are you saying they should work like this or that they already can?
Wizards, Clerics, and Druids can already swap every leveled spell on a long rest, because they're prepared spellcasters.
The UA "enhanced" option for spontaneous casters allows them to swap one leveled spell on each long rest and blurs the line between prepared and spontaneous casters.
(I don't like the new UA. I think all the "enhanced" options are unnecessary power creep that will invalidate the PHB if allowed to go forth, because why would you ever choose a non-enhanced version of the feature? The enhanced version is strictly better, the non-enhanced would be a trap. Though I don't have a problem in theory with many of the abilities, they should be errata, not presented as options.)
DIESEL
Against the Fall of Night Playtest
Nasty, Brutish, and Short
When I rolled my necromancer Zemog I gave him the flaw of "unnatural devotion" - at each level he has to learn all available necromancy spells before taking spells from any other school. This has made for a build that's... well, I'm going to call it an acquired taste, but in all honesty I think if it were mandatory to take at least one spell from your chosen school at each level (when possible) that would make choosing a school a lot more meaningful. And maybe as a trade off for the loss of flexibility, you could have a permanent +1 to attack and spell save DCs for all spells from that school, upgraded to a +2 at level 10.
but I think the school-focused wizards should get way way cooler powers in exchange for being less versatile overall.
I really need to finish my current homebrew changes to each class (and my Warlord) and the campaign-specific subclasses so I can actually share them here for some hot takes and serious critique, haha
Oh yeah that would be cool too, in addition to the eight specialisations have a ninth school called I Do What I Want You're Not My Dad, where you can learn whatever with no buffs and no restrictions.
Yeah, I know I read it, to me though, the flavour reads as someone who travels on roads all the time and hangs out with people, not people who explore the Forrest and stuff. The temp hit points is dope, but an extra proficiency and some more languages don’t feel super rangery to me.
Satans..... hints.....
I personally like 1 best and would do 3 as needed. If the campaign needs a mcguffin, then sure, stick it in there.
But the clear best option is to steal from the adventure "Madness of the Rat King":
Fun fact
Honestly I'd probably just remove the generalist as a solution there.
You want to play a wizard that tells organized academies of learning and their strict curriculum, "Fuck off, I'll teach myself magic?" Sounds like a sorcerer to me.
A Wizard can be totally self-taught
I would totally allow a ranger to learn bird, mammal, fish or lizard as a language if they were pure nature focused. The caveat being the same as the speak with animals spell, in that animals think differently than people do, so you still might not get what you want out of it, and if you travel youll have an accent. :P
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
and they just started their kickstarter today:
she was a little worried since she wasn't sure if they would meet their goal and that the set she was interested in was waaay at the bottom of the stretch goals
but apparently... that was not a problem:
I saw some one time that were like matte black and dark blue that looked amazing but I looked them up and they were like 90 bucks and I could never justify that.
Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
"hand polished" can actually mean "loaded into and removed from a polishing machine by hand", to be fair. They do look VERY pretty, though!
In the FAQ they specifically say no machines.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981