If you really want to shake things up, play a goblin wild sorcerer, a "Boohyah Boohyah Boohyah." All their spells, including cantrips, trigger a wild surge. DMs with one of these in their party may want to use expanded surge effects tables because frequent surges invariably repeat. I turned to expanded surge effects after a goblin character grew almost 2 feet (permanent) from rolling the same surge effect twice in a row. The character became size (M) & I altered his race feature to "fury of the not so small." after a few surges almost killed the entire party he's now afraid to cast spells-he alted to ranger, then later to rogue.
And that’s why I ban Wild Magic Subclasses in my campaigns.
We modified it. It wouldn't auto trigger every spell, but I did have to roll a d20 every time. And if I used Tides of Chaos, I could still only use it once until a surge, but he could bank multiple surges and just call them at will. And ruled that multiple cast things like magic missile and scorching ray, would roll for each dart/ray. I triggered all 3 rays once and polymorphed myself into a sheep, cast mirror image, and gained resistance to all damage. I was useless in that fight.
I use it as a specific geographic anomaly that affects everyone in the area. Wanna talk about players getting creative under some crazy circumstances? Try that out sometime, they have to cross through an area like that for 3-7 days in game....
If you really want to shake things up, play a goblin wild sorcerer, a "Boohyah Boohyah Boohyah." All their spells, including cantrips, trigger a wild surge. DMs with one of these in their party may want to use expanded surge effects tables because frequent surges invariably repeat. I turned to expanded surge effects after a goblin character grew almost 2 feet (permanent) from rolling the same surge effect twice in a row. The character became size (M) & I altered his race feature to "fury of the not so small." after a few surges almost killed the entire party he's now afraid to cast spells-he alted to ranger, then later to rogue.
And that’s why I ban Wild Magic Subclasses in my campaigns.
We modified it. It wouldn't auto trigger every spell, but I did have to roll a d20 every time. And if I used Tides of Chaos, I could still only use it once until a surge, but he could bank multiple surges and just call them at will. And ruled that multiple cast things like magic missile and scorching ray, would roll for each dart/ray. I triggered all 3 rays once and polymorphed myself into a sheep, cast mirror image, and gained resistance to all damage. I was useless in that fight.
I use it as a specific geographic anomaly that affects everyone in the area. Wanna talk about players getting creative under some crazy circumstances? Try that out sometime, they have to cross through an area like that for 3-7 days in game....
It happened in another campaign in the underdark lol.
If you really want to shake things up, play a goblin wild sorcerer, a "Boohyah Boohyah Boohyah." All their spells, including cantrips, trigger a wild surge. DMs with one of these in their party may want to use expanded surge effects tables because frequent surges invariably repeat. I turned to expanded surge effects after a goblin character grew almost 2 feet (permanent) from rolling the same surge effect twice in a row. The character became size (M) & I altered his race feature to "fury of the not so small." after a few surges almost killed the entire party he's now afraid to cast spells-he alted to ranger, then later to rogue.
And that’s why I ban Wild Magic Subclasses in my campaigns.
We modified it. It wouldn't auto trigger every spell, but I did have to roll a d20 every time. And if I used Tides of Chaos, I could still only use it once until a surge, but he could bank multiple surges and just call them at will. And ruled that multiple cast things like magic missile and scorching ray, would roll for each dart/ray. I triggered all 3 rays once and polymorphed myself into a sheep, cast mirror image, and gained resistance to all damage. I was useless in that fight.
I use it as a specific geographic anomaly that affects everyone in the area. Wanna talk about players getting creative under some crazy circumstances? Try that out sometime, they have to cross through an area like that for 3-7 days in game....
It happened in another campaign in the underdark lol.
I love my Goblin (open hand) Monk who is now level 12.
I think the nimble escape is more beneficial for monk than for most other classes dispite theoverlap with step of the wind. As someone said most classed don't need to disengage as often as monks and it often happens when you are desperate to tie down the enemy boss with your stun and he makes all his con saves, so you need all the Ki you have left to try again in the next round(s)
His back story is he was a slave to a group of bugbears until a group of adventurers killed or the bugbears but showed mercy on him, he was so amazed at their kindness he helped them on there quest as best he could ask asked if it would be possible for him to become an adventurer and do good things like them. THey said it would taker a lot of training, and while they doubted he could learn enough of the arcane to become an effective wizard or have the strength of the barbarian he might eventually become an effective monk, so they took him to a monestry they knew of where he could be trained.
I dislike that interpretation of Magic Missile, mainly because it basically only applies to that spell and if they wanted to make it that way it would have been clear. It is not, and relies on a suspect Sage advice twitter answer.
Actually, Magic Missile has always worked that way since at least AD&D2e.
Roll a single damage die and apply it to all missiles? No, it has never worked that way.
I dislike that interpretation of Magic Missile, mainly because it basically only applies to that spell and if they wanted to make it that way it would have been clear. It is not, and relies on a suspect Sage advice twitter answer.
Actually, Magic Missile has always worked that way since at least AD&D2e.
Roll a single damage die and apply it to all missiles? No, it has never worked that way.
It's not how I recall ever playing it, and while this isn't authoritative, it's not the way it worked in games that tried to implement D&D (e.g. Baldur's Gate for 2e, Neverwinter Nights for 3e) which was certainly a deliberate decision, all hits doing the same damage would probably have been easier to implement than all hits rolled separately.
the relevant ruling in the PHB in regards to Magic Missile: "If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast." Magic Missile is multiple simultaneous damage points from one origin, meaning it follows this rule. you roll one damage die, and all Magic Missile Darts use it because Magic Missile can deal damage to more than one target with each dart. per RAW.
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!"
the relevant ruling in the PHB in regards to Magic Missile: "If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast." Magic Missile is multiple simultaneous damage points from one origin, meaning it follows this rule. you roll one damage die, and all Magic Missile Darts use it because Magic Missile can deal damage to more than one target with each dart. per RAW.
That is taking a rule intended for conventional AE's and trying to apply it to a spell with allocated damage. It is an exception to that rule. Edit: To give an example how it fails, if you cast Fireball, you do not roll 1d6 and multiply it by 8. You roll 8d6 and everyone gets hit by that same total damage. If you cast Magic Missile and allocate the damage 2 darts to one target and 1 dart to another, you do not roll 3d4+3 and allocate the total to both. The difference is that fireball hits all targets equally, whereas Magic Missile clearly states that it does not unless the number of targets allows such and you choose such (i.e. 1 dart to each of three targets, which is impossible if there are only 2 targets)
This is literally the rule that even the moderators on the Discord server for Beyond cite as well. It's clearly intended to apply to magic missile as well. you roll 1d4+1 damage, and that single roll applies to all darts.
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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!"
Ranger: Nimble escape makes it harder to pin you down and allows you to create advantage for your ranged attacks
Moon Druid: Nimble escape is a skill and not a physical atribute, so it carties over to your wildshape. Eg tiger: disengade move 20 ft away and pounce your target.
the relevant ruling in the PHB in regards to Magic Missile: "If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them.
Magic missile only deals damage to more than one target if you split the missiles. Doing damage three times to the same target is not doing damage to more than one target.
I hope I'm not over-stepping, but I actually started a thread about Magic Missile specifically for anyone who wants to discuss the topic so this thread doesn't keep getting derailed by the topic:
I use it as a specific geographic anomaly that affects everyone in the area. Wanna talk about players getting creative under some crazy circumstances? Try that out sometime, they have to cross through an area like that for 3-7 days in game....
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It happened in another campaign in the underdark lol.
YASS!!!
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I love my Goblin (open hand) Monk who is now level 12.
I think the nimble escape is more beneficial for monk than for most other classes dispite theoverlap with step of the wind. As someone said most classed don't need to disengage as often as monks and it often happens when you are desperate to tie down the enemy boss with your stun and he makes all his con saves, so you need all the Ki you have left to try again in the next round(s)
His back story is he was a slave to a group of bugbears until a group of adventurers killed or the bugbears but showed mercy on him, he was so amazed at their kindness he helped them on there quest as best he could ask asked if it would be possible for him to become an adventurer and do good things like them. THey said it would taker a lot of training, and while they doubted he could learn enough of the arcane to become an effective wizard or have the strength of the barbarian he might eventually become an effective monk, so they took him to a monestry they knew of where he could be trained.
His name is Droop
Roll a single damage die and apply it to all missiles? No, it has never worked that way.
That’s how we used it back then.
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It's not how I recall ever playing it, and while this isn't authoritative, it's not the way it worked in games that tried to implement D&D (e.g. Baldur's Gate for 2e, Neverwinter Nights for 3e) which was certainly a deliberate decision, all hits doing the same damage would probably have been easier to implement than all hits rolled separately.
the relevant ruling in the PHB in regards to Magic Missile: "If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast." Magic Missile is multiple simultaneous damage points from one origin, meaning it follows this rule. you roll one damage die, and all Magic Missile Darts use it because Magic Missile can deal damage to more than one target with each dart. per RAW.
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!"
This is literally the rule that even the moderators on the Discord server for Beyond cite as well. It's clearly intended to apply to magic missile as well. you roll 1d4+1 damage, and that single roll applies to all darts.
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!"
Back on topic about goblins:
Ranger: Nimble escape makes it harder to pin you down and allows you to create advantage for your ranged attacks
Moon Druid: Nimble escape is a skill and not a physical atribute, so it carties over to your wildshape. Eg tiger: disengade move 20 ft away and pounce your target.
Magic missile only deals damage to more than one target if you split the missiles. Doing damage three times to the same target is not doing damage to more than one target.
I hope I'm not over-stepping, but I actually started a thread about Magic Missile specifically for anyone who wants to discuss the topic so this thread doesn't keep getting derailed by the topic:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/70723-how-many-rolls-do-you-make-for-magic-missile
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