/5eg/ D&D Fifth Edition General: nobody else makes the fucking thread edition

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Last thread: No question, just a reminder that 4e was the worst edition. All hail 8 CHA sorcerers

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Paladin UA is today. What are your expectations? We already have a fey paladin and anti undead paladin in core, so I'm really on the edge of my chair.

So I normally play D&D Adventurer's League at a store but I can't make it for the next few sessions and the next time I can play is somewhere halfway in January. Should I try to find an online game somewhere? I've only played in real life before and I'm not sure playing online would work for me. What are your experiences with fifth edition one shots and short campaigns online?


Additionally, what is the most fun race/class/background combo to play at level one? If I'm going to do a short one-shot I want to do more than just hit something with my sword real good.

What kinda math crunch would need to be done to switch d20s to 3d6s?

Do you mean simulate a d20 roll using d6s ?

If you were to allow archetype-multiclassing (eg multiclass Dragon/Wild Mage Sorcerer), would you require players to start the class over the second time. Or would you allow them to start at the point of the new archetype.

Essentially, yeah. 3d6 results in a lot more stable results, but it does cut off the extremes. I suppose it'd mostly be a new crit system, everything else would be relatively unaffected.

Bardladin and paladin of magic like the swords of great one or grey guards or inquisitor type class

I read this question at least twice a month and I still don't understand why someone would want to do that.

But technically the average is the same. So you can just put critical miss on 3, and critical hit on 18, and you should be good. I guess Champions and Halflings got a bit better.

At the start of the feature unless they're getting double charges of their class features or something stupid

Try it, it's not like you lose anything.
I have never played online, though I plan to as soon as my schedule allows. But as always, the right group makes all the differente in the world: make sure you know where you're getting into.

At level one, all classes are complete crap, it's at level three when the fun truly starts. I'd say forget about mechanics and try to have the most fun by roleplaying.

While flying can you drop your altitude for free?

Let's say a dragon flies 100 feet above the ground, on his turn he stops flying which sends him falling, when he is 10 feet above the ground he start to fly again and should still have all his movement left.

Anyone get the Priestess class on DM's Guild that was promoted in the last issue of Dragon+?

Cool, that's what I was hoping you'd say

Falling takes time., his turn would be over before he falls 100 feet.

Without getting into unnecessarily complications with physics, I would say you could do the vertical equivalent of a 5-foot step downwards in a turn without spending movement.

>(1 in 20 becomes a 1 in 18 chance)
That's not how that works user. It would be 6*6*6 chance, 1 in 218. 10 times less likely.

>Dragon+

Is this worth reading?

You are... right.
That's enough posting for me today, will delete the bad math post.

Anyone got a good top view digital token of pic related?

3d6 has a different probability curve than 1d20. On the weird un-intuitive level of probability, 3d6 kinda rounds out your results.

Mostly it's nice because you don't run into extreme lows (though, unfortuately, extreme highs) nearly as much over the campaign as a whole.

>Essentially yes
Sounds like no given the rest of your post, maybe simulate was not the right word.

3d6 has the same average as 1d20, so you're good for all damage rolls

So either stick to d20 for attack rolls and ability checks and saves or
You'd need to adapt DC and AC accordingly. Use anydice.com to see the chance to succeed a given DC with 3d6.

Also modifiers would be stronger than they are now : with d20 and +0 mod you have 15% chance to roll 18, with 3d6 it is 1/216 to roll 18.

Any point in multiclassing as a Lore Bard 3?

I was thinking UA Ranger or Arcane archer but I don't see it being mechanically viable at all

I hear its actually a pretty popular substitute in countries without a big established market for RPGs which makes D6s easy to get while D20 made solely for Tabletop are much more rare

Buddy in 6 seconds of free fall you can already cover almost 580 feet.
3 seconds make it 144 feet, so the dragon has to fall for slightly less than that.

How do you guys rule on casters who stand in their own AoE. Are they subject to the spell's effects?

Your a Lore Bard what do you want to DO that a Ranger or AA would add to your character that isnt there already? Your also Lore not Valor so straight out basic combat seems out of sorts here

But you fall 147.6 feet in mere 3 seconds. The dragon would still have more than enough time to do other things in his turn. He should have at least half his movement left after falling for 150 feet.

Yes. That's not really a controversial point I believe.

only if they can choose the targets that are affected/unaffected via spell text or class ability

Depends on the issue, most of each issue is self fellating adds for the various D&D products and vidya. Early issues had exclusive content like stats for the demon bbeg from sword coast legends, but now each issue promotes some content from the DM's guild.

I've been thinking of putting some of my homebrew stuff on the DM's Guild, but I'm not entirely sure how it works. Like, they only take Forogtten Realms material, while all of my homebrew classes are "setting-agnostic" (i.e. I've made no reference to any particular setting). I don't really know FR realms lore in much detail (beyond playing Baldur's gate and NWN), so altering it all to be in line with FR lore might be hard, especially when my homebrew tends to be on the "weird" side. Also, should I remove any illustrations I've just found around the internet and therefore don't own myself? What's the policy for taking monsters WotC owns but hasn't updated to 5th edition and making rules for them?

I guess I misunderstood- I thought he was asking about going from flight to falling, not starting his turn in free fall.

...

u goin 2 jail dud

The only Paladin sub-classes I could think of would be something like a Dragonslaver or maybe something with a Raveloft/Castlevaniaish Inquisitor vibe

That's what I thought, but our bard keeps making an issue about Sleep, saying it's impossible for him to fall under the effect because he's the one casting it.

Weighing my options on my build from last time. I'm thinking of investing in Tanking instead. Is AC worth investing in?

I was thinking of boosting my Dex to 20 at level 4, having Riposte and Parry from Battlemaster, Getting Studded armor and a shield and Basically petitioning my DM to respec my fighting style from Archery to Defense so I'll have 20 AC in total.

I was thinking snatching Defensive Duelist at 6, Tough at 8 and then focusing on my Con from there. What do you guys think?

Maybe you misunderstood and he has Fey Ancestry (elves, half-elf) ?
If not, he's mistaken. There is no such rule in 5e.

he's right though. you have to choose the targets for the sleep spell. unless he tries to put himself to sleep it wont affect him

ACTUALLY i think i misread it, my bad.

let someone who isn't retarded verify

I think it's a common thing nowadays to have a heavily specialised character, probably inherited from video games.

I also think Battlemaster has so much potential, it's a shame to go for Riposte & Parry just to accomplish what an Eldritch Knight could do.

But yeah. AC is worth investing in. Just don't throw a fit when your DM decides to never attack you, or when you take a shitload of AoE damage every combat.

>Leefield gimpsuit edition

You choose the point of origin of the AoE, and then each monster (starting with the lowest HP) has to roll.

If he asks "can I cast Sleep in a way that only the enemies are subjected to it ?" then the DM can take a decision. Otherwise, per the rules, if he's in the AoE, he's subjected to the spell.

i'd still go with duelist weapon style personally, your ac will be plenty high even without defense style and then you can actually do some damage. you also have to think about how you'll make sure enemies concentrate on you.

I'm trying to make my own setting for my own campaign, and i'm trying to come up with a pantheon. It's pretty generic, but nobody seems to mind. So far, I have 2 major gods, the 2 polar god and goddess of Night and Day, Light and Dark, Life and Death essentially. Minor gods include a smith god of war, a god of knowledge, and a goddess of storms and water. So far I have at least one covering for each domain, but it feels lackluster. What else should I add?

look at ancient pantheons for inspiration. what would the everyday person pray for? and who would answer their prayers?

How and how much do the gods interact with mortals?
Is it a Greek-like pantheon, constantly fucking people and things up, possibly in bull form, more like the Lightwalkers, that left humanity behind but with some rituals worshippers can tap into their power anyway, or what?
What rules/morality do they impose on their worshippers?

If you're not going for anything original, why not just take the FR pantheon, shorten it and give the remaining gods other names.

Or just make 1 for each cleric domain.

How did you guys convince your groups to finally jump ship from Pathfinder and move on into 5e?

I am the DM and they trusted my call. After one session, nobody really cared going back to 3.5/pathfinder.

My players aren't as into the hobby as I am, mind you.

Why do you need to convince them, though? Are they particularly adamant they don't want the change, or are you personally fed up with Pathfinder?

I said, "I'm running 5th ed."

If a creature has Legendary Resistance, can it choose to fail against it? Or must it always pass?

We didn't. We took one look at 5e and immediately realized that it was not just bounded accuracy, but also bounded campaigns. Same issue with 4e. You can go this arbitrary distance far....and no further, start over.

Fuck that shit.

Ask them if they want to math or want to have fun.

everyone i know is the type to just play the latest edition no matter what it is

>Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

What is it that you do not understand here, user?

And it's bounded martials in PF.

And you just took looks at 5e and 4e, if you actually tried playing them like a normal person then you'd stop spazzing out.

Well ok then. Cheers.
That wording could go well for a tragic villain.

Dragon paladin

Does anyone here have any experience with D&D Adventurers League? I'm new in my area and I want to play in a game in person, and my FLGS hosts it on Wednesdays. How much different is it from playing in a home game?

He's probably just baiting, you know. I'd much rather have a slow /5eg/ than yet another moronic thread.

Why can't everyone have fun y'know?

I recommend this: inkwellideas.com/worldbuilding/worldbuilding-religion-design/
Religion exists to ease people's minds and to explain the inexplainable. In fantasy the gods are real, but humans will still have mostly the same goals for worshipping them, so keep that in mind.

Is it weird that I'm a staunch atheist irl but really like the D&D gods?

It still depends a lot on the GM and other players in the group you get. Some GMs are shit because it's voluntary and unpaid, and there are bad players because it's the easiest way to play 5e so it's where you find the most casuals and people that want to do what they do in Critical Role etc. It's also unstable and you won't necessarily have the same group from session to session.

One of the things I really liked about 4th was how Fighters and Paladins and other Defenders really *felt* like they were on the front lines slugging it out and toughing through huge wounds. Do any classes in 5th have the same feel?

In D&D they are guaranteed real which is nice and easy, everyone wants (good) gods to exist so it's also nice because of that.

...

If that feel came from the defender punishment mechanics, no way.
The best you can do is planning around the Sentinel feat, but it won't be the same 'I'mma brick wall, you can't pass' feeling.

Partly the punishment, partly moving enemies and inflicting effects and all the other stuff powers let you do, and partly all the powers and features that let the classes shrug things off in various ways.

Maybe the new Knigh or sentinel+PAM+tunnel fighter battlemaster is probably the closest you're going to get.

Take the list of backgrounds, and decide on a primary and secondary god for each. They don't have to all be different, the primary god for monks could be the secondary for a ton of others, but you get the idea.

Controlled flight vs. Freefall. There's going to be some cost to pulling out of a dead drop, in either movement or falling damage.

What would you add to 5e to make it great?
We have too goddamn many armchair designers.

To better something, you need to identify flaws and shortcomings.

I have yet to see a consensus on these.

Have you?

A thing to note about polytheistic religions:

They usually didn't START that way. Many times, a people had a singular cult, like a patron of the tribe that expanded from a single, mystic aspect(blacksmithing) to accomodate more over time to reflect the people's beliefs.

Polytheism occurs at an advanced stage where these people have lived with each other long enough to develop advanced myths reconciling their different patrons with each other.

Don't be afraid to tack on strange, seemingly contradictory aspects to otherwise typical gods.

Dualistic life/death gods might be considered a married couple in one region, siblings in another, a singular being in another region.

A god of knowledge might also be a god of healing, or a god of trickery.

A goddess of storms and water might be a secondary war god, or a god of merchants.

A god of war that is also a blacksmith is pretty distinct, too. Think about how they worship. Do soldiers treat their weapons differently? What must be done with the weapons and armor of the fallen? Do followers prefer to build walls and siege rather than slug it out? If so, is it also a god of FARMING?

Battlemaster has the manoeuvres which allow them to trip and taunt, trigger attacks from allies, give everyone temporary HP and so on. Moving enemies is very limited, shrugging things off will mostly be relying on AC and HP (bear barbarian is the tankiest so you could look at that, but it's otherwise quite boring and you don't have any special actions or anything).

People seem to like expressing their opinions all the time, is this just verbal/written diarrhea.

> just reach level 7
> campaign is put on hiatus due to holiday
> postpone to February due to other players schedule

It...it's going to be okay right anons? My campaign won't breakapart right?

I think there's a consensus that 5e's combat lacks punchiness. That is to say that in 4e, everyone got to feel like they were contributing significantly, unless they were constantly whiffing(which was sadly too common).

Now that the whiffing problem is over though, a lot of the swingy, satisfying things to do in combat are gone, and are sort of the exclusive domain of casters.

Fighter types don't get the kind of satisfying aggro management mechanics they got in 4e, and while they are pretty good at pouring out multiattacks, they have to specialize to do exotic shit. Battlemaster is it, really. Although Paladin gets a little stuff due to smites.


So basically, I think the game is too hyperfocused on delivering 4 balanced combat encounters a day. You get the ability to deal even damage and punishment to all PCs, but they are going to shred enemies, even if they are significantly more powerful, unless they are massively outleveled. If you don't throw out four distinct waves, some combatants hog all the spotlight, and some don't do much. Individual combats aren't very exciting.

The lack of tactical depth really kills the ability for doing less combats a day.

All that fiddly stuff is more of a 4e's thing, especially the forced movement.

They cut out way too much of the 4th edition heritage, so just add that back in from the playtest.

Like, would something like this be passable for DM's Guild? I feel my "let's do monsters and class variants based on Cthulhu Mythos" compendiums would probably not be fine, since they're obviously in Forgotten Realms.

5e combat is lighter than 4e, if you're running normal plain encounters ofc it's going to compare badly to the old edition.
You have to put in waves, traps, object interactions, or it won't feel right. Killing things dead is easy, repetitive, and particularly boring, this time.

I'd say the system is too focused on combat to be able to handle other things satisfyingly. Skills are quite weak, almost no features explicitly affect anything but combat (even things like Fast Hands just makes an action into a bonus action). This leaves spells as the only thing in the mechanics that can do things out of combat, leading to the good old caster supremacy. When it claims to be as much about interaction and exploration as combat, this is ridiculous, and even if I don't value those things too high and am fine with very combat-heavy campaigns, I think it's a shame it's so obsessed with the mechanical combat benefit that it almost never bothers giving any other benefits. This one is not easily fixed though, there's no single thing to add to fix the problem.

Combat is fairly boring for martials, I'm sure the 3.PF faggots are happy but at least in my opinion once you are experienced with the system spellcasters will just be more fun. Give back maneuvers to all martials and it's better, especially Champion is strictly a noob magnet that is strictly worse at everything than battlemaster if you can tackle the complexity. I have yet to play 4e but from what I have read, the martials are a lot more interesting and have more options there. Combat is also quite slow while also being too simple to be worth that slowness (more tactical combat might be even slower but that is a trade-off at least), but it's hard to tell without having played the games that supposedly do the crunchy, tactical combat well (Fantasy Craft and 4e).

Dump stats are a thing, Intelligence and Strength are just bad stats while Dexterity is the god stat. It's not imbalanced, but it makes for boring optimized characters - wizards will never have good strength and will always have decent con and dex. It's fine when a class is MAD, like I don't expect monks taking high int to be good, but it makes a lot of classes more MAD as well which isn't great (Pally needs 5/6 stats).

>probably not be fine, since they're obviously in Forgotten Realms.
Far Realm covers all that shit, and Lovecraft is public domain.

But I like Pathfinder as well as 5e.

4e was a lot of fun too

>"let's do monsters and class variants based on Cthulhu Mythos"
PLEASE POST

Skills are so weak that the book pretends they don't exist, in most chapters.

I often have to hunt down the skills list in the damn PHB because the game wants to try its damnedest to just pretend everything is an attribute test.

>Only played two sessions before, been super stoked for more
>For emotional and later technological reasons our DM has been unable to host for two weeks and yesterday just kind of didn't say anything and didn't do it.
Why me

This is the more complete one, and what I'd consider my "best" homebrew.
I'd like to put it up to the DM's guild so people might actually see it (I do have it on my own megaupload, but nobody's going to find that unless I link it), but as you can see it's for the most part based on actual Cthulhu mythos entities, which would make it hard to stick into FR (I know far realms are a thing, but that's essentially not-Cthulhu knockoffs, rather than the real thing).

Looks better than 90% of the shit my players show me from DM's guild asking if they can play.

As for legality i have no clue but put it up there anyway

Here's the other one, which is pretty much an expansion to the first one. I think it's kind of unpolished, though, and probably should add more stuff. Mostly spells, but coming up with spells that are at least sort of balanced is hard.

good shit, only given a quick glance through them but they're really cool looking

These are fucking awesome. Good job.

I've resumed campaigns after a year of hiatus, no problem. Just believe in yourself, user

Perkins' favourite faction is the zhents. His favourite monsters are Yuan-ti. Snakes snakes sneks.

Yuan-ti run the Zhentarim.

If I put them up, I'd at veyr least have to remove the cover art from the Lovecraftian stuff, because it's just some fan-art I found online.

I also made this...thing, which I think is fun but pretty weird, and some minor stuff I wouldn't consider putting up on DM's guild, due to being too short (like I did a druid variant that's basically a dwaf-themed druid with earth- and stone-related powers, but it's like half a page), based on non-public domain property (like a class based on Warcraft death knights; I could probably edid that slightly to make it a generic "evil necro-knight" class, though), or just generally unsuited for publishing.

Inquisitor and holy archer feel like sure things. Wouldn't be surprised to see an Oath of the Elements though.

Bell curve of 3d6 breaks the entire fucking system, what the hell has to be wrong with someone to even propose this? Encounter building and how an encounter plays out gets skewed possibly to the point of being irreparable, some builds end up flat out not working as a result, AC would have to be revised as would just about every DC, and mods+proficiency would probably need a reworking as well.

I get it man, haha d20 sux!!!! Yeah we've seen the thread a million goddamn times by now and it is a flawed system, but you can't just throw a new fucking dice with a different curve into a game and expect it to run anywhere near as fluid as it does already.

3d6 faggots need to fuck off and play a system where it's the standard and everything is built around it rather than try to tackle the problems of a system with a solution that breaks more than it fixes.