Little bit bummed at the stats for Leonin and Satyr. They make sense for sure, but we already have plenty of STR/CON and DEX/CHA race options. STR/DEX and INT/CHA or WIS/CHA would have been nice.
My only issue is that we didn't get statblocks for the gods. I want to go into the Underworld and punch Erebos in his smug face, before tearing my way up to Nyx to punch Heliod in the face!
We basically never get stats for the gods. We only have Tiamat in 2 adventures. Wildemount didn't even give stats for the lessor idol creatures, like Uk'otoa.
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Little bit bummed at the stats for Leonin and Satyr. They make sense for sure, but we already have plenty of STR/CON and DEX/CHA race options. STR/DEX and INT/CHA or WIS/CHA would have been nice.
I'm fine with the Satyr stats, it makes sense, but the Leonin really should've gotten Charisma.
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Please check out my homebrew, I would appreciate feedback:
We basically never get stats for the gods. We only have Tiamat in 2 adventures. Wildemount didn't even give stats for the lessor idol creatures, like Uk'otoa.
Not to mention the stats for Tiamat are basically a huge tease...[spoilers below]
if a party ends up fighting Tiamat, especially if Arkhan is alive, they may as well just roll new characters after initiative. Although I suppose an epilogue fight between the party with Zariel and Nascius (the trapped planetar) would last a few rounds longer... the party being at most 15th-level, the planetar being CR 16, and Zariel being CR 26.
My only issue is that we didn't get statblocks for the gods. I want to go into the Underworld and punch Erebos in his smug face, before tearing my way up to Nyx to punch Heliod in the face!
We basically never get stats for the gods. We only have Tiamat in 2 adventures. Wildemount didn't even give stats for the lessor idol creatures, like Uk'otoa.
My only issue is that we didn't get statblocks for the gods. I want to go into the Underworld and punch Erebos in his smug face, before tearing my way up to Nyx to punch Heliod in the face!
We basically never get stats for the gods. We only have Tiamat in 2 adventures. Wildemount didn't even give stats for the lessor idol creatures, like Uk'otoa.
...Uk'otoa...
Hmmm?
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Please check out my homebrew, I would appreciate feedback:
Sorry, similar to "green flame" from Acquisitions Inc live shows, after one of the CR crew says "Uk'otoa", it is generally followed by the others whispering it in the background.
Sorry, similar to "green flame" from Acquisitions Inc live shows, after one of the CR crew says "Uk'otoa", it is generally followed by the others whispering it in the background.
Okay. I haven't really watched much critical role.
(At first I thought you were correcting my spelling, but I saw you spelled it the same way, and was confused. We got it right, too.)
Apologies if this question has been asked before but does anyone know how to apply things like supernatural gifts or the piety feats to my player's character sheets?
I'm disappointing that there weren't stat blocks for each of the deities in the book. Yes the stance is that they shouldn't be killed like mortals but it's not a far stretch for them to have a weakness or something. In a story where god's can kill god's and you can basically become god-like yourself it really should have had something more to go on with that.
I'm disappointing that there weren't stat blocks for each of the deities in the book. Yes the stance is that they shouldn't be killed like mortals but it's not a far stretch for them to have a weakness or something. In a story where god's can kill god's and you can basically become god-like yourself it really should have had something more to go on with that.
Or you just wanna punch Erebos in the face.
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Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Lacking stats for the Theros gods is kinda bizarre, actually, given the MtG plot regarding the plane is all about Xenegos becoming a god, threatening all of Theros, and only Elspeth and Ajuani working together were able to destroy him.
This is true and not only that, but in each god's section they go through the 'if you want to use this god as the villain in your story' spiel. To me if you're going to offer making one or more god's the villain of your story and then not offering a true conclusion to that it just fizzles some of the excitement out. Like "yay we stopped his evil plan! But isn't he just going to do it again? How do we stop him?" Says my players. Me - "shrugs"...
I'm glad that they patched Tritons to have darkvision. It's used too often but really, how else was a race that lived on the sea floor expected to function?
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I'm glad that they patched Tritons to have darkvision. It's used too often but really, how else was a race that lived on the sea floor expected to function?
Yes, this was a much needed change
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Please check out my homebrew, I would appreciate feedback:
This is true and not only that, but in each god's section they go through the 'if you want to use this god as the villain in your story' spiel. To me if you're going to offer making one or more god's the villain of your story and then not offering a true conclusion to that it just fizzles some of the excitement out. Like "yay we stopped his evil plan! But isn't he just going to do it again? How do we stop him?" Says my players. Me - "shrugs"...
When you provide a stat block for a god, it changes the way you think about opposing that god. It just becomes a matter of getting strong enough to defeat them in combat. Even if you don't usually take that approach to problems, that solution is always sitting there in the back of your mind.
No stat block means you get no 'default' matter of defeating the god, and it gets you thinking of other ways to foil a god outside of just killing him. I think that starts to open up a lot of interesting narratives. Maybe you convince the god to change. Maybe you make a deal with it. Maybe you get enough gods on your side that they keep the bad one in line.
I also think that the way these gods are described, you can't really kill them by punching them to death anyway. They are manifestations of belief. If you want to destroy them, you need to get everyone to stop believing in them.
This is true and not only that, but in each god's section they go through the 'if you want to use this god as the villain in your story' spiel. To me if you're going to offer making one or more god's the villain of your story and then not offering a true conclusion to that it just fizzles some of the excitement out. Like "yay we stopped his evil plan! But isn't he just going to do it again? How do we stop him?" Says my players. Me - "shrugs"...
When you provide a stat block for a god, it changes the way you think about opposing that god. It just becomes a matter of getting strong enough to defeat them in combat. Even if you don't usually take that approach to problems, that solution is always sitting there in the back of your mind.
No stat block means you get no 'default' matter of defeating the god, and it gets you thinking of other ways to foil a god outside of just killing him. I think that starts to open up a lot of interesting narratives. Maybe you convince the god to change. Maybe you make a deal with it. Maybe you get enough gods on your side that they keep the bad one in line.
I also think that the way these gods are described, you can't really kill them by punching them to death anyway. They are manifestations of belief. If you want to destroy them, you need to get everyone to stop believing in them.
Actually a stat block does not do that at all, especially from the players perspective. I also commented earlier and suggested not just a stat block but some overarching weakness that the players have to figure out or overcome before they can even be on par with the god (which goes beyond combat). Like learning their hair or the Achilles heel are the source of power.
Also, you haven't played with enough murder hobo parties yet, they want to kill everything. No negotiations. :)
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Little bit bummed at the stats for Leonin and Satyr. They make sense for sure, but we already have plenty of STR/CON and DEX/CHA race options. STR/DEX and INT/CHA or WIS/CHA would have been nice.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
We basically never get stats for the gods. We only have Tiamat in 2 adventures. Wildemount didn't even give stats for the lessor idol creatures, like Uk'otoa.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm fine with the Satyr stats, it makes sense, but the Leonin really should've gotten Charisma.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Not to mention the stats for Tiamat are basically a huge tease...[spoilers below]
if a party ends up fighting Tiamat, especially if Arkhan is alive, they may as well just roll new characters after initiative. Although I suppose an epilogue fight between the party with Zariel and Nascius (the trapped planetar) would last a few rounds longer... the party being at most 15th-level, the planetar being CR 16, and Zariel being CR 26.
Yeah, Tiamat is only in Descent into Avernus for lore and easter egg purposes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
...Uk'otoa...
She/Her Player and Dungeon Master
Hmmm?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Sorry, similar to "green flame" from Acquisitions Inc live shows, after one of the CR crew says "Uk'otoa", it is generally followed by the others whispering it in the background.
She/Her Player and Dungeon Master
Okay. I haven't really watched much critical role.
(At first I thought you were correcting my spelling, but I saw you spelled it the same way, and was confused. We got it right, too.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Apologies if this question has been asked before but does anyone know how to apply things like supernatural gifts or the piety feats to my player's character sheets?
It hasn't been implemented yet.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I'm disappointing that there weren't stat blocks for each of the deities in the book. Yes the stance is that they shouldn't be killed like mortals but it's not a far stretch for them to have a weakness or something. In a story where god's can kill god's and you can basically become god-like yourself it really should have had something more to go on with that.
Or you just wanna punch Erebos in the face.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Lacking stats for the Theros gods is kinda bizarre, actually, given the MtG plot regarding the plane is all about Xenegos becoming a god, threatening all of Theros, and only Elspeth and Ajuani working together were able to destroy him.
Yeah that too lol.
This is true and not only that, but in each god's section they go through the 'if you want to use this god as the villain in your story' spiel. To me if you're going to offer making one or more god's the villain of your story and then not offering a true conclusion to that it just fizzles some of the excitement out. Like "yay we stopped his evil plan! But isn't he just going to do it again? How do we stop him?" Says my players. Me - "shrugs"...
I'm glad that they patched Tritons to have darkvision. It's used too often but really, how else was a race that lived on the sea floor expected to function?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Yes, this was a much needed change
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
When you provide a stat block for a god, it changes the way you think about opposing that god. It just becomes a matter of getting strong enough to defeat them in combat. Even if you don't usually take that approach to problems, that solution is always sitting there in the back of your mind.
No stat block means you get no 'default' matter of defeating the god, and it gets you thinking of other ways to foil a god outside of just killing him. I think that starts to open up a lot of interesting narratives. Maybe you convince the god to change. Maybe you make a deal with it. Maybe you get enough gods on your side that they keep the bad one in line.
I also think that the way these gods are described, you can't really kill them by punching them to death anyway. They are manifestations of belief. If you want to destroy them, you need to get everyone to stop believing in them.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Actually a stat block does not do that at all, especially from the players perspective. I also commented earlier and suggested not just a stat block but some overarching weakness that the players have to figure out or overcome before they can even be on par with the god (which goes beyond combat). Like learning their hair or the Achilles heel are the source of power.
Also, you haven't played with enough murder hobo parties yet, they want to kill everything. No negotiations. :)