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[D&D 5E] Coastal Troubles / Re: Dice Rolls
« on: November 09, 2018, 08:19:44 AM »Survival 1d20 : 15, total 15
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So you mean they are doing exactly what you want and being over shadowed at higher levels thanks to people not using Wands of Magic Weapon or Weapon Augments and you not wanting to adept Quick Loading to work with firearms?The thing that screws firearms at higher levels are weapon enchantments. Where easily reloaded bows and x-bows make it easy to double-dip weapon enchantments + ammo enchantments, the draw, fire & drop routine of firearms necessitated by the long reloading times makes only ammo enchantments feasible.firearms are weapons of mass battle mostly thriving for logistical reasons, the thing that gets put into the hands of Commoner and Warrior conscripts, not something you will find used by a mid- to high-level Swift Hunter or other dedicated archer builds.And I suspect it'll continue.
Well, I'm thoroughly unimpressed by whoever wrote that part of the adventure. "Succeed on a save or stop taking part".Isn't that called "death" in most cases? Cus like Teferi is over halfway there thanks to a downhill slope.
Addendum after this received a lot of flak on the MMX discord:And I suspect it'll continue. Like I'll just take the Quick Draw Feat and spend 800gp on Flintlock Pistols to deal up to 2d4+10 (15 avg) using Touch AC per Attack Action half way through the game. Why would anyone use a bow unless their Strength is over 30?Quote*Special Notes for all Firearmsfirearms are weapons of mass battle mostly thriving for logistical reasons, the thing that gets put into the hands of Commoner and Warrior conscripts, not something you will find used by a mid- to high-level Swift Hunter or other dedicated archer builds.
Firearms add the number of Hit Dice of their user to their total damage.
Flintlock weapons take two Full Round Actions to reload (rapid reload reduces this to one).There, instead of 6th level Fighters with ITWF dealing an average of 52 damage against Touch ACs he's lucky to do half of his 44 average potential by missing normal AC. With Rapid Reload a good pistol or poor rifle can deal the same as a normal longbow too (2d8 every 2 rounds vs 1d8 per round), but it's when you get to using multiple guns their 2d8+ base damage allows them to significantly outpace all but really expensive composite longbows in the hands of great archers.On a Natural 1, if it's raining, it misfires and needs to be cleaned (10 minutes).
Name Range/Damage Year Snaplock Pistol 10ft/2d4 1580 Blunderbuss Pistol 5ft/2d8 1680 Dueling Pistol (.50 cal) 20ft/2d6 1775 Snaplock Musket 30ft/2d8 1570 Blunderbuss Musket 5ft/2d10 1654 Brown Bess (.75 cal) 5ft/2d10 1690
Chugging bleach to die is such an idiotic thing to do... One of the most painful ways to die, and if you live, you're scarred for life, myriad of problems to deal with.Right? It seems like every teenage girl wants to OD on Tylenol too, like several months of agony is exactly the solution they need.
Premise: A more active spellcastery system. Not quite at-will, but not encounter resources like ToB/Spellshapers. Rapid casting, with multiple spellcasts per round, and different spells leading into each other.There are a few official options for stuff this but none like your Homebrew goes on to do.
Evocationist Prerequisite: Sorcerer 1st. Benefit: You use the Spellpoint System out of Unearthed Arcana and casting any non-Evocation Spell costs twice as many spell points. However when ever you deal damage to an enemy during a combat encounter using a cantrip you gain your 1/4 your spellcasting level in spell points. After the 10th level, you can also generate spell points off of 1st level spells. |
I'm beginning to think II need to get high on LSD before work. It can't be any worse.idk, in my nice current run of being a shit magnet I just had to deal with someone who took multiple prescription pills before chugging bleach. Needless to say vomit was everywhere.
The Outer planes that celestials call home foster an astounding variety of good creatures. Despite their great diversity, all celestials unite to battle fiends from the infernal realms or to assist lost travelers. Guardinals (neutral good) and eladrins (chaotic good) are invariably creatures of great beauty, though their appearances vary. Creatures they've helped on the Material Plane sometimes refer to them simply as “angels.”
As with the evil planes (as discussed in the Book of Vile Darkness), you can create your own cosmology of the good planes. You might prefer not to deal with the in-between planes of Arcadia, Bytopia, the Beastlands, and Ysgard, sticking with the planes that directly correlate to alignments. Conversely, you could have just a single plane of good, called Heaven, where archons, guardinals, eladrins, and angels coexist with little distinction among them (perhaps they are all called angels).And if you include them, the Celestial breakdown is Archon (LG), Guardinal (NG), & Eladrins (CG). Sort of like Devils (LE), Yugoloth (NE), & Demons (CE).
QUICKLY YOU MUST EAT ALL THE CHEETOS DON'T ASK ITS FOR NATIONAL SECURITY THE WORLD IS COUNTING ON YOU GO GO GO!He was drunk, not high on THC and MDMA.
Let's roll to see if you'd find out this is a lie.Pffft. I knew you would lie before you posted it.
"I'm glad you recognise how magnificent my chest is,So it's been an interesting morning so far.
I sense interesting times in my near future.Write a script about the various events and maybe Netflix will make a show about it.
Out of curiosity what is different now?That's the difference
Disclosure: I have not done anything for Halloween in over 15 years, not even receive any trick or treaters.
i love how no one argued about me calling you all grumpy old menGet off my lawn!