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Messages - Childe

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1
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: May 21, 2017, 09:45:46 PM »
For kitep's calculation, the one aspect missing is it is 20 bushels/acre, not just 1 bushel/acre. So 1 casting produces 268 servings of corn over 24 hours (assuming the plants are there to begin with).
That's not bad.

2
Handbook Discussion / Re: Recharge Magic Handbook (discussion)
« on: March 05, 2017, 03:06:09 PM »
I'm surprised this handbook doesn't mention Sanctum Spell [Metamagic]. It drops the effective level of the spell outside of your sanctum, which decreases the recharge time:
Quote
Spellcasters who prepare spells simply put the metamagic versions of the spells they want in the appropriate spell slots, and they’re cast at their effective level. For example, casting a quickened magic missile forces a spellcaster to recharge her 5th-level spells, not her 1st-level spells. Sorcerers and bards take a full-round action to add metamagic to any spell they know, and casting that spell forces a recharge of the effective level of the metamagic spell. For example, an extended haste spell cast by a sorcerer would require a recharge roll for a 4th-level spell.
Quote
Not only do specific recharge spells use higher slots if metamagic feats have been applied to them, but each +1 to the effective level of the spell doubles the recharge time. For example, a silent charm person spell takes up a 2nd-level spell slot and has a specific recharge time of 2 hours.

For specific recharge spells, by RAW, it has no effect, but it is beneficial for general recharge spells. Just make sure you're not in your Sanctum.

3
D&D 5e / Re: Unearthed Arcana: What kind of Magick is this? (Sorcerer)
« on: February 08, 2017, 12:17:56 AM »
Sea cheese: dip 2 levels of warlock, get Agonizing Blast and Repelling Blast.  Eldritch Blast, push back 10 ft. per beam, apply forced movement curse.  Quicken Eldritch Blast, push back 25 ft. per beam.  If you have 2 levels of fighter for Action Surge, do another Eldritch Blast pushing back 25 ft. per beam.  At level 17, that's up to 240 ft. pushed in one turn.
Curse only works once/turn.

"Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move."

Cantrips just keep the curse active for future turns rather than ending it.

4
D&D 5e / Re: Discussion of 3.5 to 5e (and what's secretly already in 5e)
« on: January 08, 2017, 02:01:45 AM »
For the 5e Tomes/Manuals, if you find you're in a 5e campaign using the optional Feywild time distortion rule and have access to interplanar travel (to/from the Feywild) and are an Elf or a high level Druid, stash your books somewhere incredibly secure and go to town... and then to the Feywild... and then back to town... repeatedly... :P

5
D&D 5e / Re: Unearthed Arcana: Paladin
« on: December 20, 2016, 03:30:14 AM »
I'm drawing a blank on what AS is supposed to be.
I'm fairly certain ze means Action Surge.

6
D&D 5e / Re: Discussion of 3.5 to 5e (and what's secretly already in 5e)
« on: December 16, 2016, 11:07:31 PM »
Wait isn't there something about casting classes stacking in a better way than they did in 3e due to borrowing the 3e psionics rules? I looked through the PHB, but found what appeared to be standard vancian limitations on slots, spells known, etc.
They stack better in terms of multiclassing, not necessarily in terms of group composition. Spellcasting classes advance spell slots/preparation and quantity of spells known, just not maximum spell level access. And since many spells progress based on the slot used, the higher level slots help even without the higher level spells. Granted, you still want 9th level spells, but it's not as bad as in 3.X to multiclass as a spellcaster.

7
D&D 5e / Re: Unearthed Arcana : Psionics V0.2
« on: December 15, 2016, 07:14:41 PM »
Archetypes offer an easy path to re-creating older psionic classes.  Soulknife and Lurk are probably more functional as archetypes of existing classes than they ever were as standalone classes.  Monks were a psionic class in 4e as well, and most people around here would have been familiar with Tashalatora builds that could be expressed as a monk archetype.
I would make Soulknife a feat. For the ability to conjure a magical weapon, there is already Warlock. So that really just leaves Knife to the Soul, which can be a feat for Rogues/Assassins.

Similarly, I'd actually just make Arcane Archer a feat, along with many other alternative base classes and PrCs, like Beast Heart Adept, Force Missile Mage, Spell Sovereign, Swiftblade, Spellthief, Warchief, and others. Most have a single 'shtick' and the rest is filler advancing base class features, or numerical upgrades.

(I actually did these before, along with a few other feat conversions.)

8
D&D 5e / Re: ... the calm before the UA Monk storm ...
« on: December 10, 2016, 12:59:01 AM »
I'll take partially charged wands for 400
This partially charged wand conjures a yuge hand. It conjures the best hands. And the Dungeon Master pays for its charges.

9
D&D 5e / Re: 5E SRD + DM'S GUILD!!!!
« on: January 14, 2016, 12:11:04 AM »
per Childe above, an ENworld dude posted :

It's the same OGL as has been around since 2000.
    Rule 0 is to work only off the SRD. Do not use the rulebooks when writing Open Game Content.
    Rule 1 is CLEARLY label any and all Open Game Content you are distributing.
    Rule 2 is update the damned copyright section (AKA S.15) with your copyright notice.
The SRD/OGL portions may be fine. I don't know, I don't care, I haven't looked. I'm talking about DMs Guild, the digital store. The agreement for it is a giant trap for content creators. It belongs in that episode of Strip Search where they intentionally give the comic artists a bad contract to teach them about cartoonishly evil things that can be hidden in contracts.

10
D&D 5e / Re: 5E SRD + DM'S GUILD!!!!
« on: January 14, 2016, 12:08:26 AM »
Hope they're ready to deal with users copy/pasting other peoples commercial IP.
You know, the youtube problem...

Beyond that, I have to wonder whether it will go the way of Valve/Steam's paid Skyrim mods, or not.
They "deal with" it by saying that's acceptable. You can literally take what someone else is selling on DMs Guild. All of it. Put it in your product. Then sell it. Sell it cheaper if you want to be a dick. Give it away for free. It cannot be any clearer how stupid the Community Content Agreement is for DMs Guild. Read it, people. This is not just OGL again. Any content you put in their digital store is granted license to all other users to do as they want. Not just OGL portions. Not just some of it. All of it. And they can sell it. They (other users) can sell your content you created.

Quote
6. Waiver of Claims; Waiver of Moral Rights.
In order to prevent legal claims that could be disruptive to the Program participants or impede the ability of you and other Program authors to participate in the Program, you irrevocably waive any legal claim you may have under any theory of law in any territory that your rights were infringed due to any use of your User Generated Content by us, the Owner or its affiliates, licensees and sublicensees, and/or any other Program authors, including copyright infringement. This waiver does not apply to royalty payments we may owe you under Section 7. You also irrevocably waive any moral rights in your Work and agree not to assert any moral rights in your Work against us, the Owner, and/or other Program authors. If, under any applicable law, this waiver of moral rights is not effective, you acknowledge that your Work is subject to the licenses you grant in Section 4 without any credit obligation, that you intend for your Work to be used in this way, and that this form of use will not be contrary to your moral rights.

Quote from: Mugatu
SHUT UP! Enough already, Wizards! Who cares about DMs Guild anyway? The store lets anyone steal your product, for Christ's sake! Claims? Moral rights? They're irrevocably waived! Doesn't anybody notice this? I feel like I'm taking crazy pills!

11
D&D 5e / Re: 5E SRD + DM'S GUILD!!!!
« on: January 12, 2016, 09:18:22 PM »
This is terrible. They take 50% of sales, a $2 withdrawal fee when you want to cash out. Those on their own are giant red flags. 50% is borderline insane. You never pay a digital retailer 50% of sales to sell your product.

On top of that, as worded, any other author can take your content, put it in their own product, and sell it because they get it licensed freely. Unless there's something buried in the Community Content Agreement that you need to register to even see, the FAQ clearly states and gives an example of someone using another person's IP in their own product. What would stop you from releasing a grand compilation of everyone else's material at a massively undercut price - or even free?

I want to be clear, even if the CCA does address the 2nd point - in which case their FAQ is misleading and that's a big problem since presumably the CCA will be a slog for content producers to go through and the FAQ is meant to make it easy to get into the process - that the first part is just economic abuse. You can sell your content elsewhere at a much better rate - at least 70%, and in some cases more.

EDIT: Found the relevant clause posted here - http://www.enworld.org/forum/showthread.php?475360-The-Day-Has-Come!-It-s-An-OGL!-And-A-Store-To-Buy-amp-Sell-D-amp-D-5E-Products!#ixzz3x5kbROcl

6. Waiver of Claims; Waiver of Moral Rights.
In order to prevent legal claims that could be disruptive to the Program participants or impede the ability of you and other Program authors to participate in the Program, you irrevocably waive any legal claim you may have under any theory of law in any territory that your rights were infringed due to any use of your User Generated Content by us, the Owner or its affiliates, licensees and sublicensees, and/or any other Program authors, including copyright infringement. This waiver does not apply to royalty payments we may owe you under Section 7. You also irrevocably waive any moral rights in your Work and agree not to assert any moral rights in your Work against us, the Owner, and/or other Program authors. If, under any applicable law, this waiver of moral rights is not effective, you acknowledge that your Work is subject to the licenses you grant in Section 4 without any credit obligation, that you intend for your Work to be used in this way, and that this form of use will not be contrary to your moral rights.

As worded the repercussions are exactly how it sounded before. You have no legal recourse if someone takes the entirety of something you've put on DMs Guild and reproduces it wholesale in their own product on DMs Guild. They can then price it however they want, undercutting you, giving it away free, or whatever.

The CCA is a giant mess. I would not advise any content producers to use it to sell products.

12
Every character of mine will now be Bard 6 (Satire). Damn it.

Also, being really anal, the Satire 3 feature can net you 5 or more proficiencies. The RAI is blatantly obvious (just 3), but technically it says, "If you are already proficient with thieves' tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have," not "for each of those proficiencies you already have." So if you have 3 (Bard), one of which is thieves' tools or Sleight of Hand, then you gain proficiency in the other of the two, one other skill, and then 3 more proficiencies since you already had 3.

If you had more (via race, background), then those would get you more proficiencies too. By this method you could probably be proficient in every skill in the game (18). Bard gives you 3 (Sleight of Hand and two others), a background gives you 2 (whichever), Variant Human gives 1 (any) plus a feat (Skilled), which nets you 3 more (any). Then Satire 3 nets you 1 (any), thieves' tools and then doubles your pre-existing number of skill proficiencies: (2 x ( 3+2+1+3 )) + 1 = ( 2 x 9 ) + 1 = 18 + 1 = 19. So you actually end up with an excess skill proficiency.

Note: this is absolutely clearly not RAI. RAI is "for each of those proficiencies you already have."

The amazing thing is that line isn't even needed, although the relevant rule is buried in an obscure place in the PHB. Rather than being in the section about skill proficiencies, this little tidbit is tucked into the Backgrounds section: "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead." While technically it would function very slightly different, the difference would go unnoticed by most players. Namely, as written for the Satire feature (assuming the RAW is adjusted to match the obvious RAI), you can trade a duplicate thieves' tools proficiency for a skill proficiency, whereas the base rule would make you trade it for a tool proficiency instead.

13
D&D 5e / Re: I'm just not all that excited by 5e
« on: December 27, 2015, 10:38:21 PM »
It was addressed in the PHB errata: http://media.wizards.com/2015/downloads/dnd/Errata_PH.pdf

See the Combat section on the right.

14
D&D 5e / Re: I'm just not all that excited by 5e
« on: December 26, 2015, 05:43:11 PM »
As a sidenote, is anyone else a but puzzled by the apparently inconsistent approach to riles writing in 5e?

On the one hand, some rules are vague or simply 'ask your DM'.

On the other hand, others go into tremendous detail, whuch reminds me of tabletop wargames (like FFGs X Wing), like having a distinction between 'melee weapon attacks' and 'attacks with a melee weapon', with some abilities working for obe, but not the other.
That's just a sign of poor editing and rules management. They wanted to divide spell attacks from other attacks and decided those other attacks would be "melee weapon attacks," disregarding that the category includes many melee attacks made without weapons. It's a problem for reader/player comprehension that they created and could have been prevented. Frankly, given it's done solely to isolate spell attacks, it would have been more sensible just to call them non-spell melee attacks (for better flow) or melee non-spell attacks (for order consistency with melee/ranged spell attacks). If I was editing it, I'd err towards the latter just to avoid confusion as to if the order changes the meaning or not.

The whole melee weapon attack thing was in reference to the latest Rules Answers article, where they explain in detail that you can use Savage Attacker with unarmed strikes because it is a melee weapon attack but can't use Sneak Attack because an unarned strike is not an attack with a weapon (with the finesse property).

It's just an example, and not the only instance of inconsistent rule complexity. Some are pretty complex and detailed while others are vague and requirung DM interpretation.
I've read the article. I'm not defending them (and am actually confused what point you're trying to make with this post).

15
D&D 5e / Re: I'm just not all that excited by 5e
« on: December 26, 2015, 10:36:25 AM »
As a sidenote, is anyone else a but puzzled by the apparently inconsistent approach to riles writing in 5e?

On the one hand, some rules are vague or simply 'ask your DM'.

On the other hand, others go into tremendous detail, whuch reminds me of tabletop wargames (like FFGs X Wing), like having a distinction between 'melee weapon attacks' and 'attacks with a melee weapon', with some abilities working for obe, but not the other.
That's just a sign of poor editing and rules management. They wanted to divide spell attacks from other attacks and decided those other attacks would be "melee weapon attacks," disregarding that the category includes many melee attacks made without weapons. It's a problem for reader/player comprehension that they created and could have been prevented. Frankly, given it's done solely to isolate spell attacks, it would have been more sensible just to call them non-spell melee attacks (for better flow) or melee non-spell attacks (for order consistency with melee/ranged spell attacks). If I was editing it, I'd err towards the latter just to avoid confusion as to if the order changes the meaning or not.

16
:banghead
2. If your character possesses the Elemental Evil story origin, however, you have one more choice to make.  Your character may choose to use either the Elemental Evil Player’s Companion OR the Sword Coast Adventurer’s Guide as a source that is legal for your character.
<snip>
The “Winged” option granting a fly speed for tieflings is not legal for D&D Adventurers League play. Cosmetic wings from the “Appearance” option that don’t grant a fly speed are fine.
The first part is dumb but unsurprising. The second part... they shouldn't publish material they're effectively going to ban. It sends really confusing signals to DMs for home games.
Its a direct signal: "we are not going to bother creating low level adventures that can't be solved by unlimited flight ever, an you should do the same"
I can guarantee there will be DMs confused by it. The signal it's going to send isn't "don't make adventures solved by flight," because that's not what they're doing at all. They're banning the flight, not allowing it and changing how they structure adventures. This will signal to DMs to ban the content as well, which defeats the point of publishing it and is frankly dangerous for the brand. If they want everyone talking about the same D&D, they need it to be clear what the fair content is. Pre-banning content does not support fostering a unified conversation about D&D.

17
:banghead
2. If your character possesses the Elemental Evil story origin, however, you have one more choice to make.  Your character may choose to use either the Elemental Evil Player’s Companion OR the Sword Coast Adventurer’s Guide as a source that is legal for your character.
<snip>
The “Winged” option granting a fly speed for tieflings is not legal for D&D Adventurers League play. Cosmetic wings from the “Appearance” option that don’t grant a fly speed are fine.
The first part is dumb but unsurprising. The second part... they shouldn't publish material they're effectively going to ban. It sends really confusing signals to DMs for home games.

18
D&D 5e / Re: Unearthed Arcana: PRAISE THE SUN!
« on: November 05, 2015, 09:05:07 PM »
Shadow Sorcerer 13, Paladin 7. Whenever you're about to be reduced to 0 hit points, roll your Con save (+16 with max Con and Cha) vs 5+Damage to instead just be reduced to 1. Can do 14/6 instead if you want.

Minimum is Con save proficiency, 1 level of Shadow Sorcerer and 6 levels of Paladin, so you can even go 13/1/6 of something
May as well dip something like Barbarian for Resistance so only a hit of 26+ can even potentially kill you.

Also, the Ioun Stone of Mastery, which raises proficiency by 1, will boost your damage survival threshold by 1 more (2 with resistance).

19
D&D 5e / Re: Fun Finds: 5e Edition
« on: October 31, 2015, 05:49:20 PM »
I don't think that's what it's saying at all. I think it's saying "based on what 0th level spells they had in 3.5, choose similar cantrips for them in 5e."
Maybe.

Yeah I see what you're meaning, but
(I seriously wish I had more than four seconds to spare a thought to any one subject today)

Read this for me

Quote
Spells
Pick spells known as if creating a new character of the appropriate level. You can base the choice of spells known on those from previous editions. Similarly, you can base your choice of cantrips on at-will powers the character knows in fourth edition.
The DM is the arbiter of whether and how a spell that doesn’t exist in fifth edition can be converted.
Read, and I don't think it changes anything. Basing your choice of spells known in 5e on at-wills from 4e doesn't mean you just make a 4e power become a 5e spell. If there's no analog, you can work with your DM to convert and modify appropriately, but there's no blanket equivalence rule.

20
D&D 5e / Re: Fun Finds: 5e Edition
« on: October 31, 2015, 05:06:18 PM »
And I like the direct port on every 3rd Edition Cantrip/Orison. That opens a ton of "new" content to mess with.
I don't think that's what it's saying at all. I think it's saying "based on what 0th level spells they had in 3.5, choose similar cantrips for them in 5e."

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