solidork
2024-01-13, 01:20 PM
People who have played extensively with the Mobile feat, how much has the ability to ignore difficult terrain come up? I'm trying to think back on my own games, but for the last few years we've been playing two pretty low combat games so my memory is fuzzy.
I'm planning on playing an Orc Bladesinger (makes perfect sense for our world) starting at level 5 and I'm kinda excited about using the Adrenaline Rush bonus action dash with the associated ability from Mobile. I think it would be overall better to start with an intelligence half feat or Resilient: Constitution but I'm tempted to try something a little left of optimal for fun, so long as it turns out to actually be fun.
The rest of the party is shaping up to be a Barbarian, a melee Swords Bard and a melee Ranger. Having so many other melee combatants means that I wont be forced on the front line but also that I'll likely be able to hang out at a safe distance unless I want to put myself at risk.
Options I'm considering:
1. 16 Dex, 14 Con, 16 Int - Mobile, planning to take +2 Int at 8 and 12
2. 16 Dex, 14 Con, 17 Int - Int half feat, take another half feat at 8
3. 16 Dex, 14 Con, 17 Int - Resilient Con, take an Int half feat at 8
4. 16 Dex, 13 Con, 18 Int - Int half feat, planning to take Resilient: Con at 8 and then max Int
1. Interests me because I've never played with Mobile, and I get a lot out of imagining what ignoring difficult terrain looks like. Parkouring effortlessly through a crowded marketplace is just cool.
2. This will have the biggest power spike at 8 out of all the options.
3. This feels like the safest choice.
4. Strongest to start out with, but riskiest.
I could also just give up on having 16 Dex and not really plan on attacking much, but that seems like a waste. If I'm going to play a Bladesinger, I want to lean in.
I'm planning on playing an Orc Bladesinger (makes perfect sense for our world) starting at level 5 and I'm kinda excited about using the Adrenaline Rush bonus action dash with the associated ability from Mobile. I think it would be overall better to start with an intelligence half feat or Resilient: Constitution but I'm tempted to try something a little left of optimal for fun, so long as it turns out to actually be fun.
The rest of the party is shaping up to be a Barbarian, a melee Swords Bard and a melee Ranger. Having so many other melee combatants means that I wont be forced on the front line but also that I'll likely be able to hang out at a safe distance unless I want to put myself at risk.
Options I'm considering:
1. 16 Dex, 14 Con, 16 Int - Mobile, planning to take +2 Int at 8 and 12
2. 16 Dex, 14 Con, 17 Int - Int half feat, take another half feat at 8
3. 16 Dex, 14 Con, 17 Int - Resilient Con, take an Int half feat at 8
4. 16 Dex, 13 Con, 18 Int - Int half feat, planning to take Resilient: Con at 8 and then max Int
1. Interests me because I've never played with Mobile, and I get a lot out of imagining what ignoring difficult terrain looks like. Parkouring effortlessly through a crowded marketplace is just cool.
2. This will have the biggest power spike at 8 out of all the options.
3. This feels like the safest choice.
4. Strongest to start out with, but riskiest.
I could also just give up on having 16 Dex and not really plan on attacking much, but that seems like a waste. If I'm going to play a Bladesinger, I want to lean in.