The “No magic items” rule just skews everything towards a wizard win. Fighters gain a bigger bonus from magic items than wizards do. For example, magic armor typically doesn’t have an attunement cost.
LMFAO. Bullshit samurai build doesn't work at all. I don't even have to bring up BS homebrew rules (which is what it relies on to work), because it doesn't work RAW. Perhaps people should learn to read rules as written, and what words actually mean?
LMFAO. Bullshit samurai build doesn't work at all. I don't even have to bring up BS homebrew rules (which is what it relies on to work), because it doesn't work RAW. Perhaps people should learn to read rules as written, and what words actually mean?
Mate, wouldya please watch your language? There's kids on these forums and also just respect the terms of service for the site.
Math is also wrong. RAW (go on, read them, check what the words mean), even if you could abuse Strength Before Death in such a way, you either make 15 attacks with advantage, 14 attacks with advantage and 2 normal attacks or 13 attacks with advantage and 4 normal attacks. With Elven Accuracy, advantage attacks always do more damage on average. Without, 2 normal attacks do more damage on average. 15 attacks with advantage gives you about ~260 total damage. Which isn't enough.
So that's pretty good going there, doesn't work on both RAW and math. Well done!
C'mon, dial down the aggression. You might right, I don't have the time or inclination to run the numbers just now but there's no need to be mean about it.
Math is also wrong. RAW (go on, read them, check what the words mean), even if you could abuse Strength Before Death in such a way, you either make 15 attacks with advantage, 14 attacks with advantage and 2 normal attacks or 13 attacks with advantage and 4 normal attacks. With Elven Accuracy, advantage attacks always do more damage on average. Without, 2 normal attacks do more damage on average. 15 attacks with advantage gives you about ~260 total damage. Which isn't enough.
So that's pretty good going there, doesn't work on both RAW and math. Well done!
Stop. Now. Please do not go around intentionally starting fights.
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Royalty among the charge kingdom. All will fall before our glorious assault!
I didn’t mean the arcane archer was as good. I just meant it, sniper samurai, and eldritch knight were the only ones anyone really considered for beating wizards. I am aware that eldritch knight is way better in most cases. The only thing the arcane archer can maybe do better is stop shapechanged rakshasa, because banishing arrow can’t be counterspelled or “I am immune to your attack”-ed. Situational, but just enough to keep it viable and in the debate.
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Royalty among the charge kingdom. All will fall before our glorious assault!
Monk/20 supremacy guys. Although I really think artificer is great.
Yeah, bonk them once with open hand then they save vs basically instant death on your next action (10d10 on a SUCCESSFUL save and “down to 0” on a failed one up to 6 times per short rest?) Tank 20 attacks from 1 hp with long death. Do things with other monks I guess.
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Royalty among the charge kingdom. All will fall before our glorious assault!
Monk/20 supremacy guys. Although I really think artificer is great.
Yeah, bonk them once with open hand then they save vs basically instant death on your next action (10d10 on a SUCCESSFUL save and “down to 0” on a failed one up to 6 times per short rest?) Tank 20 attacks from 1 hp with long death. Do things with other monks I guess.
Actually more like just kick them in the face then get out of range of most spells in one turn. Eat. Sleep. Repeat.
Math is also wrong. RAW (go on, read them, check what the words mean), even if you could abuse Strength Before Death in such a way, you either make 15 attacks with advantage, 14 attacks with advantage and 2 normal attacks or 13 attacks with advantage and 4 normal attacks. With Elven Accuracy, advantage attacks always do more damage on average. Without, 2 normal attacks do more damage on average. 15 attacks with advantage gives you about ~260 total damage. Which isn't enough.
So that's pretty good going there, doesn't work on both RAW and math. Well done!
Rapid Strikes only requires that you forgo advantage on the initial strike, it states nothing about the actual strike itself. Read the wording carefully:
If you [...] have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target ...
"for that roll" it is singular and only includes the triggering strike, it then states you make an additional weapon attack. Note that it does not have any restrictions put upon the additional attack, nothing says the additional attack cannot have advantage.
So, it is indeed 4 attacks from action, 1 rapid strike (at normal), then action surge 4 attacks. That is 9 attacks, which is doubled with Strength before Death. 16 attacks, 2 without advantage. Note that Rapid Strikes has a once per turn restriction, and Strength Before Death calls it a separate second turn, therefore allowing you to use rapid strikes twice.
One of the attacks without advantage is used to make a Disarm attack which is an optional rule provided in the DMG. So, 17 attacks, 16 advantage, 1 normal.
As I state in my post, I don't particularly enjoy the Samurai build, the Strength Before Death cheese is a bit too much, and while it still succeeds if you spend an attack on itself, it does not succeed if you disallow the Disarm attack which is a optional rule in the DMG and not included in the game by default.
It's worth noting that muskets are also an optional rule in the DMG and thus fall under the same criticism.
And all this to just fail to the initiative build anyways.
Monk/20 supremacy guys. Although I really think artificer is great.
Yeah, bonk them once with open hand then they save vs basically instant death on your next action (10d10 on a SUCCESSFUL save and “down to 0” on a failed one up to 6 times per short rest?) Tank 20 attacks from 1 hp with long death. Do things with other monks I guess.
Actually more like just kick them in the face then get out of range of most spells in one turn. Eat. Sleep. Repeat.
Answer: Monks while interest are weirdly enough kinda just weak and while yes Stunning Strike, Openhanded Monk; Quivering Palm, and such are powerful they aren’t the strongest especially when you consider that Con saves are almost always very high due to like all creatures having decent Con scores and/or proficiency in not to mention a lot of creatures have advantage to being stunned or are just outright immune against being stunned. In addition there’s Legendary Resistances that can just auto win on saving throws.
Now for Quivering Palm while it is great it still takes a turn to set up then on the next turn the monk can use an action to activate it with a Con save… and since it is a Con save as I said Con saves aren’t that hard for most of anything.
As for PvP say against the SSS assuming the Monk goes first the Monk get like an action 2 attacks, the bonus action Flurry of Blows 2 attacks against the fighter for like 50 damage total if all attacks hit against the SSS (Mind you the SSS build doesn’t need to go full Nova since the Monk doesn’t pose the same threat as Wizard does if they get a turn). The SSS could easily afford to switch over to a full plate, shield wearer, Defense fighting style tank guy who specs into 20 Con and still holds an incredible DPR. But what I’m trying to say is that even against the fighter let alone the wizard the monk is gonna be against the ropes till he’s down for the count in a few rounds (could take a awhile longer if the Monk runs away or something).
That’s all I’ll say for now on the Monk as we have already argued over the monk and such.
That’s all I’ll say for now on the Monk as we have already argued over the monk and such.
Yep. One day, I'll have a strong monk build for y'all to critique but till then we'll leave this convo for another day. Although I would say Con saves aren't actually that useless, especially against other pcs. Sure they have the highest bonuses for monsters but only 4 character classes get it by default - same for dex and 5 for wis. And given that it's largely seen as a dud save it gets neglected and people out resilient feats into dex or wisdom most of the time. Making it more than acceptable for PvP (although most players won't make it a weak score anyway).
Don't think 'Starting at 15th level, you learn to trade accuracy for swift strikes.' allowing you to trade accuracy for an additional accurate strike sounds right, but unlike others on here I think that if one of the rules designers says it works a certain way, I'm okay with that. However, it still doesn't work as RAW. Read the rules again.
Don't think 'Starting at 15th level, you learn to trade accuracy for swift strikes.' allowing you to trade accuracy for an additional accurate strike sounds right, but unlike others on here I think that if one of the rules designers says it works a certain way, I'm okay with that. However, it still doesn't work as RAW. Read the rules again.
That's just flavor text. The actual text says that one of your attacks loses advantage, but you make an additional attack that is not restricted in any way. Therefore, the additional attack can have advantage because nothing says it can't.
Your interoperation is only true if you have advantage on a single attack (such as by Guiding Bolt), cause then the rapid strike wouldn't have advantage and you'd just have 2 normal strikes. However, the mounted combatant applies to all attacks, including rapid strikes, so tough luck for the wizard.
I mean, even with advantage on all attacks, you are indeed trading accuracy on one attack in order to make a swift strike, it just turns out the swift strike is also a super accurate strike.
If you're talking about the muskets & grappling attack, I don't really know if optional DMG rules fall under RAW or not. I mean, they are rules that are written in official material, but at the same time few people optimize builds around optional DMG rules and for good reason.
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Don't think 'Starting at 15th level, you learn to trade accuracy for swift strikes.' allowing you to trade accuracy for an additional accurate strike sounds right, but unlike others on here I think that if one of the rules designers says it works a certain way, I'm okay with that. However, it still doesn't work as RAW. Read the rules again.
That's just flavor text. The actual text says that one of your attacks loses advantage, but you make an additional attack that is not restricted in any way. Therefore, the additional attack can have advantage because nothing says it can't.
Your interoperation is only true if you have advantage on a single attack (such as by Guiding Bolt), cause then the rapid strike wouldn't have advantage and you'd just have 2 normal strikes. However, the mounted combatant applies to all attacks, including rapid strikes, so tough luck for the wizard.
I mean, even with advantage on all attacks, you are indeed trading accuracy on one attack in order to make a swift strike, it just turns out the swift strike is also a super accurate strike.
If you're talking about the muskets & grappling attack, I don't really know if optional DMG rules fall under RAW or not. I mean, they are rules that are written in official material, but at the same time few people optimize builds around optional DMG rules and for good reason.
Feats are technically optional but nobody doesn’t use them to the point where they are basically the default. DMG stuff is less loved. And the only things I could see being legal of the dmg firearms are renaissance firearms, which are roughly balanced with PHB options, not the modern firearms that are meant to be clearly better than bows and crossbows from the PHB, and certainly not the antimatter rifle which hits harder than a +3 PHB weapon against most ac values, unless we are allowing magic items.
And honestly the laser rifle is a better option for making 15 attacks in 1 turn because the antimatter rifle consumes your bonus action every 2 shots, cutting the number of attacks in the samurai’s cheesy turn to a whopping 6, while the laser rifle can make 30 before needing a bonus action reload, way more than needed for 1 round.
Edit: I would call DMG optional rules “alt-RAW” because they are rules written into an official sourcebook, but explicitly optional and not always used.
Don't think 'Starting at 15th level, you learn to trade accuracy for swift strikes.' allowing you to trade accuracy for an additional accurate strike sounds right, but unlike others on here I think that if one of the rules designers says it works a certain way, I'm okay with that. However, it still doesn't work as RAW. Read the rules again.
That's just flavor text. The actual text says that one of your attacks loses advantage, but you make an additional attack that is not restricted in any way. Therefore, the additional attack can have advantage because nothing says it can't.
Answer: Correct, all rapid strike does is sacrifice one attack's accuracy to make another nothing says that the additional attack can't have advantage.
Your interoperation is only true if you have advantage on a single attack (such as by Guiding Bolt), cause then the rapid strike wouldn't have advantage and you'd just have 2 normal strikes. However, the mounted combatant applies to all attacks, including rapid strikes, so tough luck for the wizard.
I mean, even with advantage on all attacks, you are indeed trading accuracy on one attack in order to make a swift strike, it just turns out the swift strike is also a super accurate strike.
Answer: I see nothing wrong here.
If you're talking about the muskets & grappling attack, I don't really know if optional DMG rules fall under RAW or not. I mean, they are rules that are written in official material, but at the same time few people optimize builds around optional DMG rules and for good reason.
Feats are technically optional but nobody doesn’t use them to the point where they are basically the default. DMG stuff is less loved. And the only things I could see being legal of the dmg firearms are renaissance firearms, which are roughly balanced with PHB options, not the modern firearms that are meant to be clearly better than bows and crossbows from the PHB, and certainly not the antimatter rifle which hits harder than a +3 PHB weapon against most ac values, unless we are allowing magic items.
Answer: RAW is just Rules As Written whether those rules are optional or not techniqually don't matter. As for antimatter rifle it isn't a magic item so it can techniqually be used but I used my reason just to say while I could use the modern/futuristic weapons I'll choose not to.
And honestly the laser rifle is a better option for making 15 attacks in 1 turn because the antimatter rifle consumes your bonus action every 2 shots, cutting the number of attacks in the samurai’s cheesy turn to a whopping 6, while the laser rifle can make 30 before needing a bonus action reload, way more than needed for 1 round.
Answer: Yeah the Laser Rifle is incredibly strong since 3d8 = 3 x 1d8 (4.5) which totals up to 13.5 base damage with dice alone even twice the average damage of the Musket. As for the futuristic weapons (and renaissance weapons) It's not like they are impossible for a medieval character to have since renaissance weapons aren't to far into the future and futuristic weapons while the are from the future the DMG even talks about them as they could be some alien tech or from some lost civilization and remember magic exists so who says a rip and spacetime cant occur or some strange asteroid fall to earth with otherworldly items aboard. What I'm trying to say is the at least futuristic/renaissance weapons are explainable but as for modern weapons I don't know how you would realistically explain how they would fit into a medieval setting and although the counter is "it's a whiteroom" is valid it leaves one wanting a better explanation.
Edit: I would call DMG optional rules “alt-RAW” because they are rules written into an official sourcebook, but explicitly optional and not always used.
Answer: Well I get your sentiment but I would say they are and should be see as RAW for all intents or purposes. Even more so when you consider that Feats are used by like everyone and things like Shove Aside, Disarm, and Tumble are used in a lot of games (Disarm, and Shove Aside being the most notable) additionally if we don't allow the DMG that means other classes wouldn't have certain subclasses available like the Death Domain cleric or the infamous Oathbreaker Paladin.
Give the sniper a laser rifle and their damage compared to what the longbow did goes up by 2d8(9) per hit. For reference, each hit before did 1d8+5(9.5).
Wizard goes first, shapechanges into some cr20
Samurai shoots 15 attacks for 3d8+5 each and novas down the form and leaves the wizard on very low health, simply hoping their next spell allows them to win instantly, because otherwise the next volley kills them
This is not meant to be taken seriously, I did no math and barely bothered to prove anything. I still think futuristic firearms should be treated like magic items, because they are stronger than many of them.
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Royalty among the charge kingdom. All will fall before our glorious assault!
This is not meant to be taken seriously, I did no math and barely bothered to prove anything. I still think futuristic firearms should be treated like magic items, because they are stronger than many of them.
Answer: I know you said not to take it seriously but... imma respond anyway ;)
Answer: Against the Abjuration, yes the SSS does amazing but still doesn't get past the 50% win rate bench in fact the SSS could deal 3000 damage as he is now (the current build as of post 1052#) and he still wouldn't get past 50% since... initiative. The Fighter needs high damage and high Initiative and as the SSS is right now he can't but if we give the Fighter the Laser Rifle that means he can get rid of Fey Touched and such Feats to compensate for the rise of damage and instead use those ASI's/Feats to add to initiative so he gets past the 50% benchmark to beat the Abjuration build. And then if the SSS can defeat the Abjuration Tank Build
Give the sniper a laser rifle and their damage compared to what the longbow did goes up by 2d8(9) per hit. For reference, each hit before did 1d8+5(9.5).
Answer: The origin total damage jumps up from approximately 415 (Piercer doesn't work so I lowered the damage according) up to about 534 so an increase of 119 damage.
Wizard goes first, shapechanges into some cr20
Samurai shoots 15 attacks for 3d8+5 each and novas down the form and leaves the wizard on very low health, simply hoping their next spell allows them to win instantly, because otherwise the next volley kills them
Answer: Let us assume that yes the fighter (somehow) bursts down a like 300hp, 20 AC dragon, or a creature with resistance/immunity to radiant/non magical damage (etc), then also almost kills the wizard. Let the scene play out:
Wizard: "Urg... that suicidal maniac! H-he defeated my greatest transformation spell of 9th level!" He regains his composure.
Fighter: Coughing up blood "how'd you like that!"
Wizard: "Not bad... you will be useful for experimentation you certainly can't be human with that power"
Fighter: "Experimentation you must be Jok-"
"FORCECAGE!" resounded throughout the battlefield of white as the wizard spoke his spell then silence. The Fighter stood mouth agape he was trapped he tried to move forward but hundreds of invincible bars surrounded him and he realized what it was... it was an invisible prison of pure magical force an insurmountable obstacle all the fighter could do was stand still.
The Wizard merely smirked as he cast his next spell...
END SCENE
Besides my horrible scene writing I think you get the point the Wizard in most if not all cases will still be able to win even against all odds and if it wasn't a whiteroom it would even be a competition.
If piercer is no longer needed, what feat would the samurai take instead?
Poisons, by the way, should get the same treatment. The only trait they all share is being too expensive compared to what you actually get to be practical. I’d allow magic items before letting the guy coat 15 arrows in poison that costs over a thousand gp per dose and is only used once. How much do they pay these people that they can do this without running out of money instantly?
The “No magic items” rule just skews everything towards a wizard win. Fighters gain a bigger bonus from magic items than wizards do. For example, magic armor typically doesn’t have an attunement cost.
LMFAO. Bullshit samurai build doesn't work at all. I don't even have to bring up BS homebrew rules (which is what it relies on to work), because it doesn't work RAW. Perhaps people should learn to read rules as written, and what words actually mean?
Mate, wouldya please watch your language? There's kids on these forums and also just respect the terms of service for the site.
Chilling kinda vibe.
Math is also wrong. RAW (go on, read them, check what the words mean), even if you could abuse Strength Before Death in such a way, you either make 15 attacks with advantage, 14 attacks with advantage and 2 normal attacks or 13 attacks with advantage and 4 normal attacks. With Elven Accuracy, advantage attacks always do more damage on average. Without, 2 normal attacks do more damage on average. 15 attacks with advantage gives you about ~260 total damage. Which isn't enough.
So that's pretty good going there, doesn't work on both RAW and math. Well done!
C'mon, dial down the aggression. You might right, I don't have the time or inclination to run the numbers just now but there's no need to be mean about it.
Chilling kinda vibe.
Stop. Now. Please do not go around intentionally starting fights.
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
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I didn’t mean the arcane archer was as good. I just meant it, sniper samurai, and eldritch knight were the only ones anyone really considered for beating wizards. I am aware that eldritch knight is way better in most cases. The only thing the arcane archer can maybe do better is stop shapechanged rakshasa, because banishing arrow can’t be counterspelled or “I am immune to your attack”-ed. Situational, but just enough to keep it viable and in the debate.
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
Ctg’s blood is on the spam filter’s hands
Yeah, bonk them once with open hand then they save vs basically instant death on your next action (10d10 on a SUCCESSFUL save and “down to 0” on a failed one up to 6 times per short rest?) Tank 20 attacks from 1 hp with long death. Do things with other monks I guess.
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
Ctg’s blood is on the spam filter’s hands
Actually more like just kick them in the face then get out of range of most spells in one turn. Eat. Sleep. Repeat.
Chilling kinda vibe.
Rapid Strikes only requires that you forgo advantage on the initial strike, it states nothing about the actual strike itself. Read the wording carefully:
"for that roll" it is singular and only includes the triggering strike, it then states you make an additional weapon attack. Note that it does not have any restrictions put upon the additional attack, nothing says the additional attack cannot have advantage.
Not only is this RAW, it's also RAI.
So, it is indeed 4 attacks from action, 1 rapid strike (at normal), then action surge 4 attacks. That is 9 attacks, which is doubled with Strength before Death. 16 attacks, 2 without advantage. Note that Rapid Strikes has a once per turn restriction, and Strength Before Death calls it a separate second turn, therefore allowing you to use rapid strikes twice.
One of the attacks without advantage is used to make a Disarm attack which is an optional rule provided in the DMG. So, 17 attacks, 16 advantage, 1 normal.
As I state in my post, I don't particularly enjoy the Samurai build, the Strength Before Death cheese is a bit too much, and while it still succeeds if you spend an attack on itself, it does not succeed if you disallow the Disarm attack which is a optional rule in the DMG and not included in the game by default.
It's worth noting that muskets are also an optional rule in the DMG and thus fall under the same criticism.
And all this to just fail to the initiative build anyways.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Answer: Monks while interest are weirdly enough kinda just weak and while yes Stunning Strike, Openhanded Monk; Quivering Palm, and such are powerful they aren’t the strongest especially when you consider that Con saves are almost always very high due to like all creatures having decent Con scores and/or proficiency in not to mention a lot of creatures have advantage to being stunned or are just outright immune against being stunned. In addition there’s Legendary Resistances that can just auto win on saving throws.
Now for Quivering Palm while it is great it still takes a turn to set up then on the next turn the monk can use an action to activate it with a Con save… and since it is a Con save as I said Con saves aren’t that hard for most of anything.
As for PvP say against the SSS assuming the Monk goes first the Monk get like an action 2 attacks, the bonus action Flurry of Blows 2 attacks against the fighter for like 50 damage total if all attacks hit against the SSS (Mind you the SSS build doesn’t need to go full Nova since the Monk doesn’t pose the same threat as Wizard does if they get a turn). The SSS could easily afford to switch over to a full plate, shield wearer, Defense fighting style tank guy who specs into 20 Con and still holds an incredible DPR. But what I’m trying to say is that even against the fighter let alone the wizard the monk is gonna be against the ropes till he’s down for the count in a few rounds (could take a awhile longer if the Monk runs away or something).
That’s all I’ll say for now on the Monk as we have already argued over the monk and such.
Yep. One day, I'll have a strong monk build for y'all to critique but till then we'll leave this convo for another day. Although I would say Con saves aren't actually that useless, especially against other pcs. Sure they have the highest bonuses for monsters but only 4 character classes get it by default - same for dex and 5 for wis. And given that it's largely seen as a dud save it gets neglected and people out resilient feats into dex or wisdom most of the time. Making it more than acceptable for PvP (although most players won't make it a weak score anyway).
Chilling kinda vibe.
Don't think 'Starting at 15th level, you learn to trade accuracy for swift strikes.' allowing you to trade accuracy for an additional accurate strike sounds right, but unlike others on here I think that if one of the rules designers says it works a certain way, I'm okay with that. However, it still doesn't work as RAW. Read the rules again.
That's just flavor text. The actual text says that one of your attacks loses advantage, but you make an additional attack that is not restricted in any way. Therefore, the additional attack can have advantage because nothing says it can't.
Your interoperation is only true if you have advantage on a single attack (such as by Guiding Bolt), cause then the rapid strike wouldn't have advantage and you'd just have 2 normal strikes. However, the mounted combatant applies to all attacks, including rapid strikes, so tough luck for the wizard.
I mean, even with advantage on all attacks, you are indeed trading accuracy on one attack in order to make a swift strike, it just turns out the swift strike is also a super accurate strike.
If you're talking about the muskets & grappling attack, I don't really know if optional DMG rules fall under RAW or not. I mean, they are rules that are written in official material, but at the same time few people optimize builds around optional DMG rules and for good reason.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Feats are technically optional but nobody doesn’t use them to the point where they are basically the default. DMG stuff is less loved. And the only things I could see being legal of the dmg firearms are renaissance firearms, which are roughly balanced with PHB options, not the modern firearms that are meant to be clearly better than bows and crossbows from the PHB, and certainly not the antimatter rifle which hits harder than a +3 PHB weapon against most ac values, unless we are allowing magic items.
And honestly the laser rifle is a better option for making 15 attacks in 1 turn because the antimatter rifle consumes your bonus action every 2 shots, cutting the number of attacks in the samurai’s cheesy turn to a whopping 6, while the laser rifle can make 30 before needing a bonus action reload, way more than needed for 1 round.
Edit: I would call DMG optional rules “alt-RAW” because they are rules written into an official sourcebook, but explicitly optional and not always used.
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
Ctg’s blood is on the spam filter’s hands
Not arguing Rapid Strike, already said I'm fine with the RAI you linked. Even using that, RAW, it still doesn't work. Now, why would that be?
Answer: Correct, all rapid strike does is sacrifice one attack's accuracy to make another nothing says that the additional attack can't have advantage.
Answer: I see nothing wrong here.
Answer: RAW is just Rules As Written whether those rules are optional or not techniqually don't matter. As for antimatter rifle it isn't a magic item so it can techniqually be used but I used my reason just to say while I could use the modern/futuristic weapons I'll choose not to.
Answer: Yeah the Laser Rifle is incredibly strong since 3d8 = 3 x 1d8 (4.5) which totals up to 13.5 base damage with dice alone even twice the average damage of the Musket. As for the futuristic weapons (and renaissance weapons) It's not like they are impossible for a medieval character to have since renaissance weapons aren't to far into the future and futuristic weapons while the are from the future the DMG even talks about them as they could be some alien tech or from some lost civilization and remember magic exists so who says a rip and spacetime cant occur or some strange asteroid fall to earth with otherworldly items aboard. What I'm trying to say is the at least futuristic/renaissance weapons are explainable but as for modern weapons I don't know how you would realistically explain how they would fit into a medieval setting and although the counter is "it's a whiteroom" is valid it leaves one wanting a better explanation.
Answer: Well I get your sentiment but I would say they are and should be see as RAW for all intents or purposes. Even more so when you consider that Feats are used by like everyone and things like Shove Aside, Disarm, and Tumble are used in a lot of games (Disarm, and Shove Aside being the most notable) additionally if we don't allow the DMG that means other classes wouldn't have certain subclasses available like the Death Domain cleric or the infamous Oathbreaker Paladin.
Well in that case fighter wins!
Give the sniper a laser rifle and their damage compared to what the longbow did goes up by 2d8(9) per hit. For reference, each hit before did 1d8+5(9.5).
Wizard goes first, shapechanges into some cr20
Samurai shoots 15 attacks for 3d8+5 each and novas down the form and leaves the wizard on very low health, simply hoping their next spell allows them to win instantly, because otherwise the next volley kills them
This is not meant to be taken seriously, I did no math and barely bothered to prove anything. I still think futuristic firearms should be treated like magic items, because they are stronger than many of them.
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
Ctg’s blood is on the spam filter’s hands
Answer: I know you said not to take it seriously but... imma respond anyway ;)
Answer: Against the Abjuration, yes the SSS does amazing but still doesn't get past the 50% win rate bench in fact the SSS could deal 3000 damage as he is now (the current build as of post 1052#) and he still wouldn't get past 50% since... initiative. The Fighter needs high damage and high Initiative and as the SSS is right now he can't but if we give the Fighter the Laser Rifle that means he can get rid of Fey Touched and such Feats to compensate for the rise of damage and instead use those ASI's/Feats to add to initiative so he gets past the 50% benchmark to beat the Abjuration build. And then if the SSS can defeat the Abjuration Tank Build
Answer: The origin total damage jumps up from approximately 415 (Piercer doesn't work so I lowered the damage according) up to about 534 so an increase of 119 damage.
Answer: Let us assume that yes the fighter (somehow) bursts down a like 300hp, 20 AC dragon, or a creature with resistance/immunity to radiant/non magical damage (etc), then also almost kills the wizard. Let the scene play out:
Wizard: "Urg... that suicidal maniac! H-he defeated my greatest transformation spell of 9th level!" He regains his composure.
Fighter: Coughing up blood "how'd you like that!"
Wizard: "Not bad... you will be useful for experimentation you certainly can't be human with that power"
Fighter: "Experimentation you must be Jok-"
"FORCECAGE!" resounded throughout the battlefield of white as the wizard spoke his spell then silence. The Fighter stood mouth agape he was trapped he tried to move forward but hundreds of invincible bars surrounded him and he realized what it was... it was an invisible prison of pure magical force an insurmountable obstacle all the fighter could do was stand still.
The Wizard merely smirked as he cast his next spell...
END SCENE
Besides my horrible scene writing I think you get the point the Wizard in most if not all cases will still be able to win even against all odds and if it wasn't a whiteroom it would even be a competition.
Lol
If piercer is no longer needed, what feat would the samurai take instead?
Poisons, by the way, should get the same treatment. The only trait they all share is being too expensive compared to what you actually get to be practical. I’d allow magic items before letting the guy coat 15 arrows in poison that costs over a thousand gp per dose and is only used once. How much do they pay these people that they can do this without running out of money instantly?
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
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