SkyyHigh

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[–] [email protected] 4 points 1 year ago (1 children)

They probably mistyped "immoral".

[–] [email protected] 13 points 1 year ago (2 children)

The closer we get to release, the more I worry that their decision to make this a backwards-compatible revision that also has its own entire set of rules changes, subclasses, magic items, monsters, and adventures is going to leave everyone unhappy.

[–] [email protected] 4 points 1 year ago

You say that's a problem, but it just sounds like you can double up your meme with a greentext

[–] [email protected] 4 points 1 year ago

I don’t mind having to make “tough choices” in general, only when the obviously correct choice is boring and the suboptimal one is the cool fun one.

This perfectly sums it up. The problem is that increasing your scores needs to be pretty darn strong, strong enough to compete with a feat...but as you said, it's usually pretty boring. A couple of +1s certainly add up and make your character more powerful on average, but a feat that grants entirely new functionality just feels so much more impactful and fun.

I would have preferred them to entirely separate stat growth and feat selection, but the OneDnD method of just making most (all?) feats into "half feats" is acceptable as well.

[–] [email protected] 8 points 1 year ago

I genuinely hope this results in healthy competition for D&D. That can only result in better content and games for us as players.

 

Originally posted by David Nett on Twitter, the “I Know A Guy” house rule is intended to give all players a way to influence the story without handwaving away any difficult narrative situation the DM might want to put them in. The comparison that David used was the moment in Empire Strikes Back when Han decided to go to Lando for help, but wasn’t actually sure how Lando would receive him. In other words, the PC knows this person, but they don’t get to control what they do. The text of the rule is as follows:

In any situation (where it makes sense), a PC can declare “I know a guy,” and then quickly sketch that NPC & the relationship. Fewer details are usually better - that leaves room for the DM & PCs to play. Upon declaration, the NPC exists. Then, when the PCs try to interact with the NPC, the player who created that NPC makes a Charisma roll to see how the NPC reacts. Depending upon the situation, the DM may decide advantage/disadvantage applies.

Another Twitter user suggested implementing the rule with uses equal to a PC’s charisma modifier, minimum 1. I don’t like that version, because I think one of the benefits of this rule is to allow players with characters that don’t usually have as much to do in social interactions (read: martials and/or characters with low charisma) to participate in the story, as long as they are engaged and thinking about their characters. I might instead tie it to expending a heroic inspiration, which has some synergy with rewarding a deep connection to one’s character (through good RP) with a new way to shape the story.

 

The EC team put together this breezy and accessible overview of the legal, financial, and creative history of DnD, from its creation in the 1974 to the OGL fiasco of early 2023. It’s sad but a little funny how cyclical the licensing situation has been for the past 50 years. Here’s hoping that the community’s protests earlier this year helped break that cycle.

[–] [email protected] 6 points 1 year ago

Love this classic.

[–] [email protected] 2 points 1 year ago

In order for subclasses to feel impactful and varied, they do need to change how you play pretty significantly...but that means they need to have a pretty hefty set of abilities right when you first get the subclass. I don't think it's a coincidence that the classes that are the worst offenders as "most abused multiclass dips in 5e" all get their subclasses at levels 1 or 2.

[–] [email protected] 2 points 2 years ago

Oh for sure that’s why they’re doing it. Subclasses require a bucket of features when you first get them in order to substantially differentiate themselves from the main class, which means it’s a big power jump. All the most common dips in 5e (warlock, cleric, sorcerer) are classes that get their subclass at 1st level.

 

Crawford says it’s the biggest yet, with 7 classes (Experts: Ranger, Rogue, Bard; Priests: Cleric, Paladin, and Druid; and Monk confirmed), spells and weapon mastery tweaks, capstones back at lvl20 (epic boons will be pushed to another UA), and subclass progression reverted to the 2014 cadence after lvl3. Notably, rogues are seemingly getting another feature at lvl5 to make up for the fact that they get very nothing from their subclass between 3 and 9.

[–] [email protected] 2 points 2 years ago

Thanks for the shout-out!

[–] [email protected] 1 points 2 years ago

I mean, it’s right in the name isn’t it? Seems perfect.

[–] [email protected] 1 points 2 years ago

Honestly it sounds a lot like the Heroic Inspiration system from the OneDnD playtest material. Mostly the part about getting one every session (human characters get one for free every long rest) and having more defined reasons for a DM to hand it out.

[–] [email protected] 2 points 2 years ago

This feature really is lackluster, especially given how it initially looks pretty strong.

How about something like the Nature Cleric’s 6th level ability, Dampen Elements, reworked into an Aura?

Starting at 7th level, when you or a creature within 10 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to creatures of your choice within 10 feet of you against that instance of damage.

So, it’s more limited in range than the cleric’s (10’ vs 30’), but you have the option of applying it to multiple people if they all get hit by the same elemental damage, so it should still work for spells. Shame it won’t work against Magic Missile or other force / bludgeoning damage spells anymore though. Maybe you could put “force” in there as another option…but that could probably lead to cheese, since on-demand resistance to force is likely to open up some abusive interactions (like make Staff of the Magi a much less suicidal nuke).

It’s also balanced somewhat by the fact that a paladin’s reaction is more useful than a cleric’s usually.

 

Up until 4e, DnD (and TTRPGs in general) were pretty much only spread through the game itself. You either knew someone who played, or maybe you heard about it on the internet and you were interested so you sought out a local game shop, something like that. Regardless, your first experiences with what DnD was like (ignoring fear-mongering movies and other negative media) was likely to be from playing it.

That seems to have changed with 5e. DnD media is bigger than it's ever been. Actual play podcasts and shows are everywhere. Speaking personally, though I had been in lots of LGS from playing a ton of MtG growing up, my first direct exposure to DnD was finding The Adventure Zone (way back when it first started as a "one-off" side thing from MBMBAM). From there, I learned about Critical Role, and it only took a few watches of that before I resolved to actually find a group to play with.

How about everyone else? Did you get into the game because a friend invited you to play, or did you get hooked on some DnD show and decide "I want to do that, too!"

 
 

To commemorate the opening of this server, and in the interest of preserving information, I thought I would re-post the all-time top homebrew thread from the subreddit, courtesy of /u/obsidiandice:

This rule came out of discussion with some fellow DMs, and several of us have adopted it to great effect.

Flashing Before Your Eyes

Any time you are incapacitated for your turn, the DM will ask you a question about your character or their history. If you answer the question, you get inspiration.

This has been amazing for reducing the frustration of characters getting stunned or knocked out without reducing the drama or impact. The player gets 30-60 seconds of spotlight time that keeps them emotionally engaged in the battle, and a mechanical reward that will help them shine when they return to the fight.

Here are some examples that have come up so far:

  • Is this the nearest you've ever come to death? What are the closest calls you've had before?

  • If you die in this battle, what is your proudest accomplishment?

  • What is your biggest regret?

  • What memory do you draw upon as you try to shake off the mind flayer's influence?

This gives players an avenue for sharing backstory that's memorable and dramatic rather than dry exposition. Anything you introduce will be great fodder for the DM to bring back in subsequent sessions.

Update: After playing with this rule for a few more months, I have revised it to, "The first time in a battle you are incapacitated for your turn..." I've found that the second time usually feels more forced and artificial, and granting inspiration every single round makes death saves too trivial.---

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