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Author Topic: D&D 5e: Adventurers of the Lost Isle OOC (Full up!)  (Read 112890 times)

Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #90 on: February 19, 2015, 01:23:28 pm »

Yeah, I think I'd just make it automatically trigger the first time you would otherwise fail a save, or miss an attack.

I would let you concentrate the night before on a specific future to help with just one thing, tho. "I try to sense what will happen when I climb the mountain tomorrow", for example, would help if you failed a climbing check, or were attacked while climbing. "I try to see my death" would only trigger to redo a save from something that would otherwise kill you. Stuff like that.

I would also allow you to give them to other players, but again, you have to prepare them beforehand. "I try to sense danger in Aldeth's future" for example.

I'll add this to your sheet. Any specific visions your character meditated on the night before?

*rolls*

You got a 7 and a 10.

Edit: Also, your sheet hasn't been saved yet to note the last minute swap.
« Last Edit: February 19, 2015, 01:25:03 pm by Dwarmin »
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scriver

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #91 on: February 19, 2015, 01:40:03 pm »

I'm also up for a shared backstory. It's probably best if we start out in a group already so we don't gave to do the always awkward introductions and such.

As for how my characters fit into stuff; since he left the army he's been doing low key mercenary work, caravan guardery, that sort of stuff. It's a bit hard for me to make things up without knowing where Dwarmin plans to start us.

And finally, thanks for letting me join despite not having finished. As I said before I don't be able to finish today, but I might be show to put up a fast draft later tonight.
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Love, scriver~

kj1225

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #92 on: February 19, 2015, 01:46:47 pm »

Oh yeah, I'm going to say it in thread so people don't have to actually look at my sheet to find the change.

Tadhg is the only exception to Akira avoiding the rest of the group. She doesn't say why though.
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Criptfeind

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #93 on: February 19, 2015, 02:26:33 pm »

Sure, I'd be well up for some shared backstory. My guy could have ended up anywhere in the world after his backstory, and would be pretty lost as to what to do. After seeking, and presumably failing to find, a way back to his home, it wouldn't be hard to imagine him falling back to the only skills he had, fighting, to survive and try to make his way forward. Working as a mercenary or guard or something. Presumably that could be where he met you scriver?
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #94 on: February 19, 2015, 02:43:42 pm »

I'm all in favor of starting as a group (because goodness are initial introductions always painful); we're 2nd level so it makes sense, too. If you two are going with the merc/guard thing for having met each other, my character could have met yours trying to hire them either as assistance during an expedition into some ruins, or in response to news about another bounty hunter after her. Though obviously things didn't work out as she expected.

--

@Dwarmin. That works. Though I'd also like a permanent contingency for good rolls not otherwise pointed towards defending another PC such that they apply to saves and checks which would result in Samara losing >50% HP or suffering significant harm of another sort (aka a nasty save-or-X).
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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #95 on: February 19, 2015, 03:00:00 pm »

Samara repeats herself in Celestial, turning to Aldeth, "Merely that if he is indeed another practitioner of the true art, his spellbook is mine. Purely to prevent him from continuing in his madness, of course."

My eyes! Aaah!

@Dwarmin. That works. Though I'd also like a permanent contingency for good rolls not otherwise pointed towards defending another PC such that they apply to saves and checks which would result in Samara losing >50% HP or suffering significant harm of another sort (aka a nasty save-or-X).

Fair enough.
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My Name is Immaterial

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #96 on: February 19, 2015, 03:25:27 pm »

I join the group whenever. I can be picked up by a single character or any group combination.

GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #97 on: February 19, 2015, 04:17:28 pm »

Oh yeah, I'm going to say it in thread so people don't have to actually look at my sheet to find the change.

Tadhg is the only exception to Akira avoiding the rest of the group. She doesn't say why though.
That could easily be more awkward than interesting. Be careful how you play that.
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #98 on: February 19, 2015, 04:38:45 pm »

You know, as I read through the spell list in the 5e PHB, I became solidly impressed by the work WotC have done in balancing casters.

Let me lay it out in terms of wizards:

Buffs:
+At-will cantrips. Ensures that they always have a 'default' action equivalent to plinking with a light crossbow, except that it actually does half-decent damage and scales with level. Also provides a lot of basic utility and flavor-magic, Light, Prestidigitation, &c.

+Schools are now wholly beneficial, although their benefits are by-and-large smaller than they once were, providing a number of thematic effects rather than extra spells.

+Partial spontaneous casting. Prepare a wide range of spells to allow for both general insurance and situation-specific ones, cast a more limited number of them as-needed.

+Spells now often have scaling damage, DCs, &c.

+No more exp costs for spells.

Nerfs:
-CONCENTRATION SPELLS. Holy shit. This one can be a subtle gotcha if you don't read carefully. More than half of the Wizard list is composed of concentration spells, which require the caster to continue concentrating for the entire duration of the spell, or as long as they want to keep it up. In addition to the old ways concentration could be broken, there is also a limit which prevents a wizard from casting more than one concentration spell at a time. If you start a new one, you must stop the old one in the same turn.

Virtually every buff, debuff, and battlefield control spell is concentration. This means that the old dynamic from 3.5e of stacking up buffs before a fight and then layering debuffs and BC is no longer possible. Want to cast Haste on the party fighter? Okay, for as long as you're doing that, there's no Evard's Black Tentacles (of Forced Intrusion), Web, Flesh to Stone, &c. being cast, and vice versa. It also killed the possibility of a caster-tank who buffs themself up massively and then rushes in to hit things.

-Much more limited spells/day, basically no way to increase that apart from leveling up; you really are stuck with one 9th level spell/day.

-No metamagic. It's all a Sorcerer class feature now.

-No Truestrike in the same turn that you cast your rays, though that's somewhat alleviated by it being a cantrip.

-Wish is a much riskier proposition. Sure, there's no exp or material cost, but using it for anything other than replicating an 8th circle or lower spell carries a 33% chance of never being able to cast Wish again.

Washes:

| Greater Teleport is gone. Teleport has the same issues as always, but can be refined to perfect accuracy if the destination has a permanent magic circle that the caster is keyed into, or if the caster possesses material from the destination which has been taken no more than 6 months ago.

| Evocation wizards are actually viable now, in part because the nerfing of BC/buff/debuff spells, in part because of scaling damage and the addition of Int to damage with the Evocation school, and in part because of useful damage cantrips. Sorcerers are probably still better at it, though.


The long and short of it is that the biggest issue with 3.5e casters (overpowering everything else with massive stacks of buffs/debuffs/battlefield control) is impossible now unless you've got half a dozen casters or more as permanent party members. In addition, the general utility and direct-damage aspects of casters have been buffed, such that the loss of their primary role doesn't cripple them, it just makes them more generalist less specialist.

Finally, the large number of spells known and prepared (in the case of wizards) combined with the extremely limited number of spell slots per day and the concentration rules means that decisions are less false difficulty re: resource management (which spells do I prepare? ALL THE SPELLS, because of hyperspecialization in one of the three strongest schools + various items &c.) to real difficulty (Do I cast a real spell now, or save it, knowing that I can contribute in a minor way if I save it? Do I blow my sole 9th level slot to Prismatic Wall this army into the canyon while our allies pepper them with arrows and spells, or save it to Power Word Kill the BBEG once we pound on him a bit? Or to Wish that NPC hero back to life? Do I drop concentration on buffing the Barbarian to hit the newly appeared enemy caster with something nasty, or do I hold off and keep buffing? &c.)
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #99 on: February 19, 2015, 05:05:24 pm »

Is CoDzilla still up and strong, or do mundane classes actually match up in later levels?
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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #100 on: February 19, 2015, 05:09:41 pm »

I've read that Druids are still pretty strong, but that it has been really toned down.
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #101 on: February 19, 2015, 05:15:51 pm »

Is CoDzilla still up and strong, or do mundane classes actually match up in later levels?
I haven't read through Cleric or Druid stuff too much, but they're the same Re: Concentration, so they can't really do the thing with stacking buffs and going melee godmode, since something will inevitable interrupt them while in melee.

Actually, from what I've heard, Bards are sort of OP, not least because they're the only class that can even half-jokingly consider multiclassing as a good idea, and because he can learn spells from other classes' lists. From what I've heard a Bard with the right build and a couple levels of Warlock can get really strong. IIRC they can get some spells from other classes before those classes would get them.

Paladins were allegedly great damage dealers.

I've also heard things about Moon Druid/Monk synergy.

Thing is, though, that even the things people point to as being the strongest (for actual reasons, as opposed to old OMG X OP kneejerk reactions) is still questionable. 5e balance isn't perfect, but it's a hell of a lot better than 3.x was without doing the stupid shit 4e did.
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #102 on: February 19, 2015, 05:17:56 pm »

Or people haven't had enough time to find the really broken combinations.
Still, they seem to have nerfed the right things from the look at it.

Do monks still suck at everything?
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #103 on: February 19, 2015, 05:22:03 pm »

Nah, they're pretty decisively shut down the avenues for abuse. No extra spell slots, no layering spells, none of the old abuses of action economy.

Monks in 5e actually look pretty good.
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Criptfeind

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Re: D&D 5e: Adventurers of the Lost Isle OOC (Full up! Game starting soon)
« Reply #104 on: February 19, 2015, 05:24:23 pm »

From what I've seen, the power difference still seems to be there, but a bit squashed. Everyone seems a lot weaker. Casters loose out on a ton, and the customization that made non casters possibility strong is almost non existent. Casters, in my eyes, still seem the strongest, but maybe them being so much stronger that non casters not being able to meaningfully mechanically contribute to the party is going to be less common of a concern.
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