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Messages - Kikkenass

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D&D 5e / Re: New 5E DM, What can be broken and what should I be aware of
« on: January 29, 2016, 07:15:20 PM »
From experience:

1. You have to get out of the 3rd/4th mentality of handing out magic items like candy. Like someone pointed out up there, they can break the game really fast. I would advise running your first campaign by rolling loot pretty strictly from the tables. This will help give you a better feel for what 5e means by "uncommon" and "rare." DO NOT let your players decide for you what kind of loot they get. Magic Mart is gone (note how magic items are in the DMG, not the PHB, and there is no more than a suggestion for setting prices), and magic items should not be treated as part of character builds the way they were in 3rd/4th. If you've got habits developed by the last 15 years of the game, your characters will be extremely OP by level 8. 

2. I would also hew pretty strictly to "one long rest per day, two short rests per day." This is what the DMG suggests. Many of the powers that recharge on a short rest are quite powerful---"recharge on a short rest" should not be read as a stand-in for 4e's "per encounter." If you let your characters take a short rest after every combat during a dungeon crawl, the Warlock, Druid, and Battle Master Fighter will be OP.

3. I would just not use the Unearthed Arcana at all. It really only took reading over their Eberron UA to realize how broken it was. Those should be viewed as beta software releases, and you should only be using them if you're experienced enough to adjudicate their flaws on the fly.

If you stick to the PHB, you shouldn't have to baby-sit builds much. The fact that Extra Attack doesn't stack, so many things are tied to the Bonus Action or Reaction, Concentration prevents casters from stacking effects, and stat boosts/feats are tied to class level means that the system has fewer interactions to be exploited by the players.

Thank you so much for the feedback! That is EXACTLY the kind of experience I was looking for. Do you have any feedback on the use of the Sword Coast Adventurer's Guide? I got it for Christmas and haven't even cracked it open yet but I have a player asking about it.

2
D&D 5e / Re: New 5E DM, What can be broken and what should I be aware of
« on: January 27, 2016, 10:40:03 AM »
Keep out the Ambuscade Ranger and the Awakened Mystic (really just Psionic Weapon) from Unearthed Arcana as mentioned.  They let characters nova hard.  Nothing in the PHB is unbalanced in a "too powerful" sense except maybe Wish > Simulacrum loops which are of questionable legality anyway.

If you're going to customize the magic items that are given out, things that give out + to AC, attacks, saves, etc. can get a little out of hand at higher levels.  Princes of the Apocalypse goes to 15, which is about where I noticed the + items making a big impact relative to what monsters have.

Can you expand on the relationship of magic to monsters in PotA? Are magic items something that they will need to survive the encounters or are magic items going to make the encounters too easy?

Any experience you have from this would be helpful.

3
D&D 5e / Re: New 5E DM, What can be broken and what should I be aware of
« on: January 27, 2016, 10:31:48 AM »
Cake Walk / Near Death can be influenced by how much you 'let' them short and long rest.

I don't think there's anything terribly broken to worry about, though I have no spoil to the adventures to warn about. There are some hard hitting combos out of Unearthed Arcana like Mystic Novaing and Ambuscade Ranger/ Rogue Assassin, but they don't rewrite reality.

The system will absolutely reward teamwork. So as a basic example, if you've got melee controlling the battlefield with polearms, and constrictor druids restraining things, and stealthy rogues ranging with stealth advantage and sneak attack, then it's entirely possible the party will melt things. The party can usually set themselves up to generate advantage/disadvantage better than random monsters, under plain circumstances.

Immediately after you commented about UA I went and downloaded all of the articles and subsequent updates and have started to read through them. Some of them look really fun and if I ever get a chance to play again versus running the game I am totally going to use one of those!

As far as the teamwork piece. I don't think I have to worry about them being that efficient but it may serve as a way to use the baddies against them if they start to melt though them too easily.

I am still a little fuzzy on advantage and disadvantage.... As the DM am I expected to know when someone has advantage or disadvantage or is it on a case by case basis?

Thanks

4
D&D 5e / New 5E DM, What can be broken and what should I be aware of
« on: January 25, 2016, 09:29:46 AM »
As the title says I am a new 5e DM. I have played 3.5 for many years so when the group decided to step away from 3.5 and its easily broken rules and go to 5e I agreed to take the helm.

SO ....... what can be broken in 5e?

What I am looking for is signs to watch for early on. We are starting at 1st level with the Starter Set and the Lost Mine of Phandelver module. So I don't think I have to worry about much at 1st level but as we progress what should I watch out for.

Let me be clear I don't mind a little optimization, as a matter of fact I encourage it. I find that if players do a little optimizing they know how to play their characters better.

What I don't want is a broken and unbalanced character compared to the rest of the party. We have an assortment of characters and I suspect we will end up going through every class and race combination at some point during our run with 5e. (Ok maybe not every one but still there will be diversity)

The party is 6 players so I am going to have to scale up a little on the Mines adventure but I don't want it to be a cake walk and I don't want the party near death all of the time either.

Any suggestions, advice, or experience you guys can offer would be appreciated. The goal is to run through the mines campaign and then transition into Princes of the Apocalypse.

Thanks in advance and please keep the advice coming. It will be really helpful


5
D&D 5e / First time running 5th Edition and need some advice!
« on: January 01, 2016, 01:42:37 PM »
So my long time D&D 3.5 group is making the plunge into 5th Edition. I could use some advise, I got wrangled into running the game and I know ZERO about 5th edition. I have the PHB and the Starter Set so far. Any advice is welcome. How different is 5th from 3.5 as far as game mechanics. I know there are advantages and disadvantages, what is the best way to use them? Can someone explain to me how Inspirations work? I am reading over the PHB and I will be getting the DMG soon but any advance help I can get is appreciated.

Thank you.

6
Min/Max 3.x / Re: Solid Build (Not Broken) V2.0 Sorcerer type
« on: November 25, 2015, 12:23:02 PM »
personally, when i had cause to be playing a sorcerer character for some reason, i usually went with the battle sorcerer variant. from unearthed arcana, i believe.

however, a beholder mage is the kind of casting class i would really prefer to play - having to be a beholder is a bit of a challenge though.

Beholder would be fun but my DM would immediately say, "Not just no but HELL NO" lol

7
Min/Max 3.x / Re: Solid Build (Not Broken) V2.0 Sorcerer type
« on: November 25, 2015, 12:21:42 PM »
Bracers of AC +8... basically gives you a non-dispellable Improved Mage Armor AC wise...

That would be ideal yes but they are also 64000 gp and my single item limit is 27500 gp since I am making a new character straight to 13th. So best I could get would be +5. Still nothing to shake a stick at but I can't help but wonder if that gold couldn't be better placed on a different magic item. Greater Mage Armor gives me a +6 to AC but can be dispelled.


8
Min/Max 3.x / Re: Solid Build (Not Broken) V2.0 Sorcerer type
« on: November 25, 2015, 12:27:56 AM »
Man, you don't check a thread for a few days and all hell breaks loose lol

OK

So I decided to just go straight Sorcerer 13 for now. It seemed to be the simplest solution and since this is my first time making a true spell caster I figured simple is good.

I looked more into the Beguiler and the Ultimate Magus (DM's Suggestion as well) but ultimately went with the straight sorcerer.

And yes I am stupid new to Character Optimization. So I really don't know my MAD from a portable hole. (ok maybe not that bad) But I am grateful to everyone of you who actually took the time to reply. No matter how off topic.

So here is where I am at. Straight Sorcerer with decent stats and most of my spells are "utility" vs glass canon.

Going forward I need to look into ways of being less squishy.

+2 Mithril Buckler of Moderate Fortification was at the top of my list but of course the DM nerfed that. He believes fortification shouldn't be able to be put on something the size of a dinner plate, armor yes but not a buckler or small shield. Makes sense I guess so I am not going to push it.

I have the Greater Mage Armor spell in my list so I can use that but one good dispel and I am goo again.

What equipment/gear can you recommend to help make me less likely to die due to a strong breeze.

MIC is allowed so I am good there. I have a purchase cap of 27500 gp on any one piece (since I am starting a new character)

Thanks again everyone for the suggestions and support.

 

9
Min/Max 3.x / Re: Solid Build (Not Broken) V3.0 Tank build
« on: November 17, 2015, 01:29:40 AM »
Psionics are banned in my DM's game but I love the build. Also the Cleric 13 build is pretty  awesome. Sadly though someone else beat me to the punch on the tank spot in our group so I am going full on sorcerer. But please just because my own personal group isn't going to need me to make a tank doesn't mean this thread has to die. Keep the idea's coming. Someone will make use of them

10
Min/Max 3.x / Re: Solid Build (Not Broken) V3.0 Tank build
« on: November 15, 2015, 01:47:32 AM »
Cleric 4/Church Inquisitor 5/Divine Oracle 2/Prestige Paladin 1/Contemplative 1

No flaws makes you feat starved so you probably want to be Human. With no ToB I'd recommand just playing a Divine Metamagic Persistent Spell abusing cleric. Battle Blessing to reduce the casting time on your spells. Persist Divine Power, Mass Lesser Vigor, Righteous Might, etc.

Yea the no flaws thing is kind of a drag but I can understand why he doesn't do it.

The build looks cool but I would prefer to keep it down to two classes if possible because I don't want to be assessed the 20% XP penalty for the third+ classes

Thanks for the input though
Prestige Classes don't count for XP penalties/favored class rules.


And that's really a shame about the trip attacks... The game is boring enough for non-casters. Being able to do things like trip helps relieve some of the mundanity...


Thanks for that clarification!

I looked at the build Cleric 4/Church Inquisitor 5/Divine Oracle 2/Prestige Paladin 1/Contemplative 1 and it really looks like it requires a lawful good character. Having the Paladin in the group (looks like he isn't going to retire the character) really already fills our requirement of lawful good babysitters lol

Anything you can suggest that would work more in line with a chaotic good alignment build. I want to try to make this as simple to make as possible. The swift hunter build I made last time caused the DM to make special changes in the campaign to counterbalance the character because he ended up being more powerful than the rest of the party (guess he didn't like it when I dropped 50 damage with 1 arrow lol)

So this time around I want to try to make it simple but still solid.

Thanks again

11
Min/Max 3.x / Re: Solid Build (Not Broken) V2.0 Sorcerer type
« on: November 15, 2015, 01:41:07 AM »
Beguiler is a base class in the PHB 2.  They're very similar to a Sorcerer who specializes in illusions and enchantments, plus trapfinding and 6+casting stat skills/level.

Beguiler Handbook

Thank you very much for that link. That class looks super fun and if I didn't have a paladin (just found out he isn't retiring the character after all) in the group I would have no issues making a Beguiler.

Are there any others that you can suggest? I was looking at the Spellscale Sorcerer from Races of the Dragon. It looks fun but also looks like a huge pain to RP. My DM enjoys a good RP character but he doesn't like complicated. Its one of the reasons I wanted to go with just Two classes at most. Rogue 1/Sorcerer 12 might work so I can get the skill points and deal with traps and what not. Or is just a 13 Sorcerer going to be better?

Thanks

12
Min/Max 3.x / Re: Solid Build (Not Broken) V3.0 Tank build
« on: November 14, 2015, 11:51:52 PM »
Being the biggest threat is doing (or allowing) the biggest DPS/DPS. Tanks roles alone don't do that. If you want to be a double threat, you risk out-optimizing your party.

Tanking is defined as not dying despite waves of damage coming at them. In DnD you will have to be careful to actually take the damage or your opponents will realize they can't hurt you.

That is a really good point that I never thought of. I guess what I am looking for is a tank that can take a beating but still do enough damage to the Big Bad to keep their attention in combat.

13
Min/Max 3.x / Re: Solid Build (Not Broken) V3.0 Tank build
« on: November 14, 2015, 11:49:37 PM »
Cleric 4/Church Inquisitor 5/Divine Oracle 2/Prestige Paladin 1/Contemplative 1

No flaws makes you feat starved so you probably want to be Human. With no ToB I'd recommand just playing a Divine Metamagic Persistent Spell abusing cleric. Battle Blessing to reduce the casting time on your spells. Persist Divine Power, Mass Lesser Vigor, Righteous Might, etc.

Yea the no flaws thing is kind of a drag but I can understand why he doesn't do it.

The build looks cool but I would prefer to keep it down to two classes if possible because I don't want to be assessed the 20% XP penalty for the third+ classes

Thanks for the input though

14
Min/Max 3.x / Re: Solid Build (Not Broken) V3.0 Tank build
« on: November 14, 2015, 11:46:41 PM »
As far as straight-up "beatsticks", I'm currently playing this guy, which I think is pretty solid. You could go in quite a few directions after this.

Goliath Barbarian 2 (Wolf and Lion (CChamp) Totem)/Fighter 4

Ability Scores (32 pb)
Str 18 (16+2race) (10)
Dex 14 (15-2race+1lvl) (8)
Con 18 (16+2race) (10)
Int 10
Wis 8
Cha 10

Feats: Power Attack (flaw: Unreactive), Combat Reflexes (Flaw-Vulnerable)Endurance (1), Improved Trip (Bar2 bonus), Improved Bull Rush (Ftr1), Knockback (Ftr2), Extra Rage (3), Shock Trooper (Ftr4) Steadfast Determination (6)

Tactics: Heedless Charge pounce with a 2-handed weapon, attacking twice.
Free Bull Rush against anyone hit, using Directed Bull Rush + Domino Rush to knock them into an ally, tripping both.
He'll also have tremendous reach (large + reach weapon), so will be pretty good at BFC as well (especially once I can actually pick up Combat Reflexes... maybe I should take another flaw...).

So he's basically like a gigantic cannonball of rage.

Later: Combat Reflexes, Leap Attack, Reckless Rage, ?

I personally like the flavor of this build but I know my DM and he has been burned by players who use trip attacks a lot in their builds. He would blow a gasket and has specifically said trip attacks are not allowed in his campaign. He hasn't ever used them on us so we aren't allowed to use them on him.

Wish I could but don't want to piss the DM off right out of the gate lol

15
Min/Max 3.x / Re: Solid Build (Not Broken) V2.0 Sorcerer type
« on: November 13, 2015, 01:31:12 PM »
Beguiler could work.  Full spontaneous casting, lots of skills.  Maybe go into Shadowcraft Mage?

This would be my first Sorcerer build. So How would this build look? I really am a noob on this class so please feel free to explain in as much detail as you want. I really appreciate it.

16
Min/Max 3.x / Re: Solid Build (Not Broken) V2.0 Sorcerer type
« on: November 13, 2015, 01:25:17 PM »
Solo's Sorc guide is a good starting place.

Sorc 20+ is Tier 2, and if you're paying more attention
to your build, it'll be as good as the Cleric Druid + Wiz.

Rogue 1 / Sorc 19+ is a standard > party skill+face build.
Rogue 1 could be Martial Rogue 1 or really any class with
Trapfinding at level 1.  Still go to Solo's guide, still Tier 2.
Picking spells is still where it's at.

Martial Rogue 2 / Battle Sorc 8 / Eldritch Knight prc 10 / Sorc +X
might just pull it down to Tier 3, not out-shining the other full casters
if you're aware you're pulling your relative punches a bit.
Supposing this is where the party is anyway, it works great.

Considering your other post, Fighter 2 subbing in
for the above build, would be an OK Tier 3 combat
some of the time, casting most of the time, build.
Again it's about picking the spells, and going
buff me 1/3rd , buff party 1/3rd , "W"in spells 1/3rd.

Solo's guide has been an entertaining read and may very well serve as my build structure.

Is Rogue 1 Sorc 11 still going to be the best way to go if I want to stick to 2 classes?

Is there a Sorc X / PRC X that would be better?

I am really open to suggestions.

What about Spellwarp Sniper? Is that doable?

17
Min/Max 3.x / Re: Solid Build (Not Broken) V3.0 Tank build
« on: November 13, 2015, 01:10:14 PM »
Toughness
Troll-Blooded

Take any extremely lethal class you want.  :rolleyes

For a serious answer:
This sounds like you're looking for a tame facesmasher. I'd roll a dwarven barbarian and PrC into Bear Warrior (CW maybe? One of the Completes anyways). Then run with a power attack->leap attacking->pounce build. Slight grapples at the end for when the enemy doesn't die instantly~

This tactic also solves all "traps and locks and what not" problem because you are a bear and doors do not stop the mighty bear.

This build looks really fun!

I have never made a barbarian before. How would this compare to a Dwarven Battlerager?

What would this build look like or can you point me in the direction on how to properly build a barbarian?

Thanks

18
Min/Max 3.x / Solid Build (Not Broken) V3.0 Tank build
« on: November 12, 2015, 01:40:27 PM »
Hey Guys,

I am in need of assistance in building a solid combat character dish out some pain and take a beating too.

We are currently playing in a Forgotten Realms setting.My party has been decimated and half of us are starting new characters. The surviving characters are Wizard/Blood Mage and Cleric and Druid. We have a Paladin currently but he is going to retire that character and bring in something new (possibly a Bard) The characters that died were Swift Hunter (mine) Half-Giant Fighter (DM Run NPC) and Raptorian Fighter (Ranged).

What D&D books you can use? PHB, PHB II. DMG, DMG II, Complete Adventurer, Complete Arcane, Complete Champion, Complete Divine, Complete Mage, Complete Scoundrel, Complete Warrior, Complete Psionic (Non Psionic Feats only), Magic Item Compendium, Miniatures Handbook, Races of Destiny, Races of Stone, Races of the Dragon, Races of the Wild, Spell Compendium, Player's Guide to Faerûn

What type of character you want it to be? I want to make a TANK, the kind that is seen as the biggest threat on the table and can go toe to toe with the meanest baddies. Druid tanks are not allowed as we already have a druid in the group and the DM has seen how a broken tank druid can be played.

What levels will this character be played at? My character would be level 13 with intent to go to epic levels.

Any house rules or particular details about your DM or the other characters in the game? There are a few house rules Psionics are not allowed, Repeatable trip attacks are not allowed. Flaws are not allowed. Since there is a druid in the group currently we cannot have a second druid. No Undying Barbarians, No Psionics and No Broken Characters (The DM made sure my Swift hunter can never come back again)
 
What specifically you are looking for help with? I have never made a tank so I really am open to suggestions. My main goal is to be a BAMF without being broken. I would like to limit the character to a single class or no more than 2 classes. I don't want to create a broken character, I do however want to make a character who is "Solid"

Since my swift hunter was also our utility character I don't want to leave the party without any means of dealing with traps and locks and what not. So I am willing to sacrifice "some" things to make sure that I am a good utility character if possible but this is not a priority.

My DM is not the Monty Hall type who just gives us free reign on magic items. Most have to be either acquired via structured shop inventory or "ordered" and delivered at a later date.

Since I will be building this character straight to Level 13 to start I will have 88k gold to spend and he utilized the rule that no starting character can spend more than 25% of their starting gold on a single item (which equals 22000 gp iirc)

I have already rolled out the stats and did extremely well

Level 1 attributes came out to be, 17 13 12 17 16 18. I will have two ability points to add to this as I level up the character as well.

I wanted to build a different character that would be more balanced and solid in both the areas of combat and skills (I don't want to die because I can't swim) so I am open to suggestions.


Thanks in advance for all your help.

19
Min/Max 3.x / Solid Build (Not Broken) V2.0 Sorcerer type
« on: November 12, 2015, 01:31:44 PM »
Hey Guys,

I am in need of assistance in building a solid combat character who can blow stuff up but also serves as a good support character

We are currently playing in a Forgotten Realms setting.My party has been decimated and half of us are starting new characters. The surviving characters are Wizard/Blood Mage and Cleric and Druid. We have a Paladin currently but he is going to retire that character and bring in something new (possibly a Bard) The characters that died were Swift Hunter (mine) Half-Giant Fighter (DM Run NPC) and Raptorian Fighter (Ranged).

What D&D books you can use? PHB, PHB II. DMG, DMG II, Complete Adventurer, Complete Arcane, Complete Champion, Complete Divine, Complete Mage, Complete Scoundrel, Complete Warrior, Complete Psionic (Non Psionic Feats only), Magic Item Compendium, Miniatures Handbook, Races of Destiny, Races of Stone, Races of the Dragon, Races of the Wild, Spell Compendium, Player's Guide to Faerûn

What type of character you want it to be? I am looking to make a Sorcerer (Or any variant of) I want to really serve as a crippling force against our opponents and to help support the group with buffs and damage. I would like to limit the character to a single class or no more than 2 classes if possible.

What levels will this character be played at? My character would be level 13 with intent to go to epic levels.

Any house rules or particular details about your DM or the other characters in the game? There are a few house rules Psionics are not allowed, Repeatable trip attacks are not allowed. Flaws are not allowed. Since there is a druid in the group currently we cannot have a second druid. No Undying Barbarians, No Psionics and No Broken Characters (The DM made sure my Swift hunter can never come back again)
 
What specifically you are looking for help with? I want to really serve as a crippling force against our opponents and to help support the group with buffs and damage. I don't want to create a broken character, I do however want to make a character who is "Solid"

Since my swift hunter was also our utility character I don't want to leave the party without any means of dealing with traps and locks and what not. So I am willing to sacrifice "some" things to make sure that I am a good utility character if possible

My DM is not the Monty Hall type who just gives us free reign on magic items. Most have to be either acquired via structured shop inventory or "ordered" and delivered at a later date.

Since I will be building this character straight to Level 13 to start I will have 88k gold to spend and he utilized the rule that no starting character can spend more than 25% of their starting gold on a single item (which equals 22000 gp iirc)

I have already rolled out the stats and did extremely well

Level 1 attributes came out to be, 17 13 12 17 16 18. I will have two ability points to add to this as I level up the character as well.

I wanted to build a different character that would be more balanced and solid in both the areas of combat and skills so I am open to suggestions.


Thanks in advance for all your help.

20
So, what's the answer you found?

Complete Champion Page 53
 
DIVINE FEATS
First introduced in the Complete Divine supplement, divine feats are the province of those who are able to turn or rebuke undead. Instead of attempting to affect an undead creature, you expend a turn or rebuke undead attempt to trigger the benefit of a divine feat you have. You can activate only one divine feat per round, though overlapping durations might allow you the benefits of more than one divine feat at a time. Activating a divine feat is a supernatural ability, requires a type of action or an amount of time depending on the feat, and does not provoke attacks of opportunity unless otherwise noted in the feat's description. Activating a divine feat is not considered an attack unless doing so would directly deal damage to a target.
 
 
Rules Compendium Page 119
 
SUPERNATURAL ABILITIES
Supernatural abilities are magical. They don’t function in areas where magic is suppressed or negated, such as in an antimagic field. However, these abilities can’t be disrupted in combat, as spells can. Supernatural abilities aren’t subject to spell resistance, counterspells, or to being dispelled by dispel magic.
 Just like spell-like abilities, supernatural abilities might have a use limit or be usable at will. A supernatural ability takes a standard action to use unless otherwise noted in the ability description. Using a supernatural ability doesn’t usually provoke attacks of opportunity. They never require Concentration checks.  Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice.

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