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    posted a message on 5E Eberron

    Keith Baker, the original designer of the Eberron campaign setting, has a great patreon-funded blog wherein he discusses his (unofficial) approach to Eberron in 5e. There isn't much rules conversion discussion per se, but rather he talks about how he interprets new subclasses and game features in Eberron. http://keith-baker.com/

    There's some indication that they might do more campaign setting books for 5e, in which case Eberron should be near the top of the list for popularity. Until then, scope around the homebrew pages and try your hand at micro game design!

    Posted in: Tips & Tactics
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    posted a message on Storm sorceror
    Quote from CaseyRowland >>

    Can anyone give me advice on optimizing my half-elf storm sorcerer? I am currently a level 3 storm sorcerer and level 1 bard. (Unfortunately, started with a different theme in mind and probably should've picked up fighter instead.) My DM is allowing me to use one of my feats to convert my spells to lightning/thunder damage no matter what the spell originally says. For example, if I were to cast chill touch, I could choose to make it lightning/thunder damage instead of necrotic. I'm extremely squishy with an AC of only 12. 17-CHA, 15- DEX, 14 CON, 12- WIS, 10- INT and 8- STR.

     As above, use the ASI to pump both DEX and CHA.

    More importantly, Bard gives you light armor proficiency. You can wear studded leather and still cast spells. I wouldn't bother with Mage Armor at that point.

    Posted in: Sorcerer
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    posted a message on Multiclassing Question.
    Quote from Meph >>The Hex spell has uses beyond combat as well.  Use Hex to make wisdom checks at disadvantage for someone you are about to pickpocket or sneak by.  Or nerf their Charisma checks while trying to deceive or persuade them.

     Normally, PC Charisma checks are opposed by Wisdom (Insight) checks. NPCs don't normally make Charisma checks.

    Posted in: Rogue
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    posted a message on The Mighty Bend Luck while the Rest are Bent by Luck?

    It costs you your reaction to use, so it's only once per turn. And you can use it three times per day at 6th level, at the expense of any metamagic. And the die is only a d4 to change the roll.

    Any time you can influence dice rolls is good, but it's not overpowered. Really it's more of a "feel good" ability, where you get to grin across the table and tell your friend that they did not actually fail that check. Bards are a better choice if you want to do this sort of thing regularly. Wild Mage needs every edge it can get compared to Draconic anyway, especially if your DM doesn't give you much chance to wild surge and replenish Tides of Chaos.

    Posted in: Tips & Tactics
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    posted a message on Advantaged Luck

    The RAI is to prevent players from ever rerolling a reroll, not to make the feature a metagaming headache. The new roll stands; but advantage/disadvantage rules still mean you take the highest or lowest of the two final rolls. The only reason you should ever choose not to reroll a 1 is if you think it is narratively preferable to fail at the task. Any other interpretation of Lucky is, pardon, asinine.

    Posted in: Rules & Game Mechanics
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    posted a message on When to use modifiers vs. dis/advantage

    As above, you always add the appropriate modifier for your intrinsic capability (ability score) plus your aptitude on the task (proficiency, if appropriate). Dis/advantage covers all circumstantial effects outside of those, generally. Any exceptions, like cover, are explicitly defined.

    Posted in: Rules & Game Mechanics
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    posted a message on Bag of Holding VS Handy Haversack

    It comes down to an issue with how the Bag of Holding is described, in that it does not give any indication how long it takes to pull items out of the bag. Many people thus assume it follows the usual interaction rules; however, the subtext is that it's supposed to take minutes rather than seconds to find something in the bag, or potentially requires dumping the contents out. The Handy Haversack is supposed to be exactly that - handier. The Bag of Holding is an ex machina to carry around all the junk you find; the Haversack is a backpack replacement that puts all your important gear close at hand. But as written, Bags of Holding remain the go-to item for storage because their implied drawback is not listed.

    Posted in: Rules & Game Mechanics
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    posted a message on Unconscious when leveling up

    Generally speaking, "leveling up" usually happens during some kind of downtime or between sessions. It's an abstraction of character growth, and not necessarily intended to happen the instant your XP reaches a certain point. I don't think there's anything to explicitly stop a DM from interpreting things how you have suggested, but it's definitely outside the usual RAI to level up mid-battle or have an increase in max HP change your dying status.

    Posted in: Rules & Game Mechanics
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    posted a message on Eladrin in Mordenkainen

    It makes more sense for their current background, and also gives us non-evil charismatic elves!

    Posted in: Rules & Game Mechanics
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    posted a message on Question: Space Combat

    Have you taken a look at Paizo's Starfinder for ideas of how to handle space combat?

    I played a Rogue Trader (Warhammer 40k) RPG awhile back, and your Idea 1 did very well for the squad. It lets every character have strengths they can play to, makes combat more narrative, and (unlike Idea 2) doesn't require individual characters to hang their butts out to be vaporized by errant plasma. One PC in charge of the helm, one of command, one handles mechanics, etc. - as long as everyone has something they can do each turn, and it has some nebulous effect on combat effectiveness, the whole thing's a blast.

    Posted in: Rules & Game Mechanics
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    posted a message on Can Aasimar have wings?

    If they're just for aesthetics, then make them non-functional - lifting a regular, nonmagical human would take more than some feathery wings out the shoulders, after all. Then Radiant Soul infuses them with magic to make flight possible for the duration.

    If the player wants to fly all the time, they should trade in a number of other abilities as the Tiefling does in SCAG  - replace Radiant Soul and their Light ability at the very least.

    Posted in: Rules & Game Mechanics
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    posted a message on Magic Item for Lvl 6 Rogue

    It depends on what's available and how expensive it is. In this edition, purchasing magic is not the baseline, so it's hard to say what your DM will charge for magic. That said, a simple magic dagger or similar finesse weapon is ideal. Advantage on Stealth (Boots or Cloak of Elvenkind) as well as any "of Protection" item can be helpful too, but secondary to finding a magic weapon (half damage on a sneak attack is such a pain).

    Posted in: Tips & Tactics
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    posted a message on Why are saving throw proffiencies almost never mentioned when talking about a class

    Getting back to OP's central question, CON saves are indeed one of the Sorcerer's few boons relative to other casters: concentration checks are definitely one of the most common and important saving throws. On the other hand, most substantial class guides do cover saving throws. Intelligence save proficiency, for example, is called out as almost completely useless in guides for those classes that have it. And most Sorcerer guides do mention their save bonus as being solid. But generally, since Dex and Wis saves are also common, and Str and Cha saves can be pretty clutch (restraint and banishment are not fun), everyone has something they're good and bad at and it mostly evens out.

    Posted in: Tips & Tactics
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    posted a message on Feats or Ability Increase

    Unless there is a feat that is central to your character concept, it is usually better to take the ASI until you max out your primary ability score.

    Personally, I think feats are overrated. But there is no wrong way to build a character the way you want to.

    Posted in: Tips & Tactics
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    posted a message on Forgotten Realms universities

    For sure - in Silverymoon or Waterdeep, you can either create a standalone institution, or make it a branch of either the Conclave or a Waterdhavian Guild. Bardic Colleges might also be affiliated.

    Keep in mind that the sourcebooks really focus on stuff that is of interest to adventuring - city history and sample institutions are geared that way, but that doesn't mean that nothing else is intended to exist. They also don't list individual wagonwrights in a large city, but DMs are always encouraged to add their own bits to cities to make them feel more real.

    Posted in: Tips & Tactics
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