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2022-12-12, 12:11 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Hmmm I always viewed base DCs around 10 and then modified it upwards or downwards if the PCs RP or help eachother.
So if a barbarian needed to roll an intelligence test I would start at 10, consider how likely the PC is to know this information and modify it.
I don’t think I ever did a DC lower than 8 or so though … never a dc 5Last edited by Melil12; 2022-12-12 at 12:11 AM.
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2022-12-12, 12:17 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
I think that makes perfect sense. I tested a concept (and mentioned it sometime recently) about increasing the rate of proficiency, 1 at level 1-3, 2 at 4-5, all the up to 10 at level 20.
The purpose being that you will consistently get better at what you’re supposed to be better at, more clearly. Then auto-succeed if total ability mod + PB = DC.Something Borrowed - Submission Thread (5e subclass contest)
TeamWork Makes the Dream Work 5e Base Class Submission Thread
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2022-12-12, 12:36 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Plague Doctor by Crimmy
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2022-12-12, 12:36 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Do you also not permit rolls with DC 15, because the likelihood of success is just as bad as the likelihood of failure on the DC 5?
I would argue that the rolls do matter even at DC 5. Would you not make a DC 10 roll for a PC who has a +4 to the check for the same reason? Would you never call for a DC 15 roll if a PC had a +9?
It seems like strange decision-making to say DC 5 is something that should never be the DC for a roll "that matters," but DC 15 is totally okay for it.
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2022-12-12, 12:37 AM (ISO 8601)
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Plague Doctor by Crimmy
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2022-12-12, 01:13 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
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2022-12-12, 01:36 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Plague Doctor by Crimmy
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2022-12-12, 04:19 AM (ISO 8601)
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2022-12-12, 04:37 AM (ISO 8601)
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2022-12-12, 04:40 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Spoilering this tangent because we're drifting back to well-worn territory instead of anything to do with the cleric playtest.
Spoiler: Roll calling approach tangentProbably, it depends on the check.
Generally speaking, if I'm calling for a check that is DC 15 or higher, the expectation would be that not everyone in the party is effectively an untalented commoner with an 8 in the relevant ability score and no proficiency; rather, those checks are likely designed for the character(s) with relevant talent/training to shine, especially at low levels.
For example, if I was for some reason running a party of 4 barbarians with 8 Int and no Arcana proficiency, I probably wouldn't have the entire adventure hinge on them passing even a Moderate check to decipher some arcane runes. Or if it did, I wouldn't waste time with rolls, I'd let them know that they probably need to go get help, or find another way to progress the plot instead.Plague Doctor by Crimmy
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2022-12-12, 10:26 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
SpoilerI didn't say "everyone in the party." I said that some such characters exist. Is the only time that a roll is "meaningful" enough to make if "the entire adventure hinge on them passing" it? Because otherwise, I don't see what relevance that has to the discussion being had.
But you're right, this is drifting off topic, so I'll stop responding to it here.
Back on topic, guidance is not considered in the design of 5.0's skill DCs. It is not assumed that everyone will have it. 5.1 guidance as presented in this UA is... well, it's not as bad as the one in the prior UA. At least it isn't limited in (uses/day)/target. And I definitely get how some will find the fact that it's a reaction that doesn't use concentration is nice. But I fear it will make it even more likely that it's just treated as "always on" if you happen to have it, and it also reduces its utility as a party buff because now you have to be right there with the user of it when they do the thing, rather than being able to bless somebody with it before they go off to try something on their own. This is especially relevant to rogues, who are the most likely to be solo when they have a clutch roll they need to make.
Come to think of it, while I don't find 5.0 resistance worth taking because the times you know in advance a save might be upcoming are so rare, it probably was designed with sending the rogue out to disarm traps in mind.
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2022-12-12, 11:47 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
I agree with the latter but I'm not sure what basis you have for the former, did the designers say that anywhere? And even if the former was true for 5e, I'm not seeing what that has to do with 1DnD; given that they're redesigning both Guidance itself and the suggested DC system, they're clearly thinking about them both now.
There is an inherent contradiction here - you say 1DnD guidance will be treated as "always on", yet you also acknowledge that the buffer and buffee must be in physical proximity in order to employ it, meaning it won't be always on. And even if the Rogue grabs it themselves, that has a reasonable opportunity cost associated.Plague Doctor by Crimmy
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2022-12-12, 02:38 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Sorry I was unclear. Unspoken context change, there. "Always on" was more me thinking in terms of "you don't have to drop concentration for it, nor even have any forethought into whether you cast it or not." It'll apply to skill checks that there's no reason to have expected them to come up, because it's reflexive, now. It will apply even when the druid who usually casts it is maintaining pass without trace (making an enormous assumption that that won't be nerfed into the ground, of course; I never saw the spell used outside of 5e, and it only gets used now because of its enormous boost to stealth, in my experience). It may apply mid-combat to the rogue trying to hide while the cleric is maintaining spirit guardians. That's what I meant by "always on," though I totally understand why you took a broader interpretation of the phrase to mean "even when nobody is anywhere near the caster."
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2022-12-12, 02:41 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
The rogue "opportunity cost" question reminds me of SCAGtrips - you could argue that the added rogue damage from Booming Blade is fine because it's balanced by the opportunity cost of spending a feat (or picking a race or subclass) to get those cantrips, but there's a separate issue that it's annoying that you're locked into that specific gish flavor if you want to optimize your damage.
Same issue here - wanting to be The Best at skills (which is supposed to be your class forte) means you have to grab essentially a multiclass feat to learn some priest spells? Feels weird. And completely avoidable.
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2022-12-12, 02:53 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Next Subclass for rogue should be a Divine gish that gives them guidance :-)
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2022-12-12, 04:00 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
It's definitely stronger now that it doesn't compete with your concentration - but again, I have no doubt that a lot of groups were forgetting that drawback in practice anyway, so getting rid of it makes sense.
Well sure - a Rogue who starts with Magic Initiate is going to have an edge that a rogue without that doesn't... but then so is a Rogue with Lucky, or a Rogue with Skilled, or a Rogue with Alert, or a Rogue with Squire of Solamnia etc. And I have no doubt we'll get even more cool options even before 1DnD launches.Plague Doctor by Crimmy
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2022-12-12, 09:08 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Ardling rogues, everywhere.....
Cat girls, dog boys, everywhere. Guidance'ing everything, controlling everything....
Arrrrggghhh!!!!!
Although, until we get an AT subclass, an Ardling or High Elf or Cloud Goliath Rogue with Magical Initiate does sub-in pretty well at lower levels for now. I actually hope they make them into half casters, with 1/3rd casters being a thing of the past.Last edited by sambojin; 2022-12-12 at 09:17 PM.
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2022-12-13, 02:15 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
In 5e, a level 17+ rogue with access to Booming Blade does between 3d8 and 7d8 extra damage every round; up that to 14d8 if he has Warcaster and gets an opportunity attack. That's a huge damage boost! You can argue that rogues aren't overpowered dealing that much extra damage, but my point is that there is no NON-magical way for a rogue to get near that much extra consistent damage out of a single feat, so if you want extra consistent damage you're "stuck" casting spells to get it. Same with guidance/resistance - if you want to juice your skills and saving throws you have to take some divine flavor along with it.
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2022-12-13, 09:52 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
I am so tired of the hate on guidance. It doesn't pose problems at our tables, and never has. Half the time players forget to use it, and sometimes when the it is used it is beneficial and everyone gets a grin out of it. I had one Dm (MaxWilson) ask me to ensure that I always spoke a small blessing when I offered guidance to a fellow player ) and I did. The deity I was aligned with had a relationship with stars and the sky, so my little blessing was something along the lines of "May the stars guide you in your endeavour" (I'll go and find it, I it's somewhere in a discord chat).
Guidance is fine.
Or one of your allies if they are within range.
Suggest that you rid of your dismissive "only" in that first sentence.
Eating a reaction is still a resource eaten.
Also: opportunity cost of another cantrip not selected.
Which is a bummer since that was the kind of thing that enabled / aided / folded in role play.
But you don't have to break the game ... hyperbole is not a useful approach here.
Tend to agree.
It sure is smelling that way.
works fine.
Who reads?Last edited by KorvinStarmast; 2022-12-13 at 10:28 AM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2022-12-13, 09:43 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Guidance is not fine if D&D insists that expertise is a powerful feature that a group of classes can be designed around it. Either expertise needs to be buffed or guidance will need some tuning down.
Because a cantrip that is basically proficiency/expertise on every skill until nearly the end of t2 means expert groups major defining feature is crapola.
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2022-12-13, 09:45 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Plague Doctor by Crimmy
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2022-12-13, 09:57 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Roll for it 5e Houserules and Homebrew
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2022-12-13, 10:55 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
As often as the DM says so. When I DM the player who came up with the idea to warrant a check makes the roll. Everyone gets to participate in anything, not only the player with an 18 and proficient in that Thing. They have a harder chance of succeeding as expected for the 8 and not proficient, but they get the chance.
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2022-12-13, 11:43 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Last edited by Marcloure; 2022-12-13 at 11:44 PM.
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2022-12-13, 11:53 PM (ISO 8601)
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2022-12-13, 11:59 PM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Last edited by Atranen; 2022-12-14 at 12:00 AM.
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2022-12-14, 12:27 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
And if you have a -1 total modifier, +1d4 is hardly going to make you a savant even in low tiers.
Experts generally want to be good at sneaking and/or influence, the two situations where reaction guidance is likely to be least useful.
Most people won't know what you're casting. And even if they do, that's all the more reason to be suspicious, because they can't know if you're trying to make yourself better at persuading them or deceiving them.Plague Doctor by Crimmy
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2022-12-14, 12:58 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
In a world where magic is extremely common, I would hardly think everything would be extremely frowned upon and perceived as influence and control. In a world where magic is real and known, I’m sure NPCs likely have witnessed some basic magic that is neither aggressive nor manipulative.
Or making somebody smell bad, or improve the taste of your food, or lighting up an object.
There are just so many encounters that I’ve used so many different spells in different ways that I find it hard to believe NPCs are overwhelmingly suspicious any time a spell might be cast near them, unless they are familiar enough with spells (more particularly ones used against them) to be as such.
The friends cantrip specifically states that the target of the spell knows and becomes hostile… Why specifically mention there if the NPC always knows and always becomes hostile no matter what the spell is?Last edited by animorte; 2022-12-14 at 12:59 AM.
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2022-12-14, 01:06 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
I think the opposite. There's no way to really tell, as magic does not exist. But we might analogize with mind affecting substances. If I have a meeting and serve alcohol to make my counterpart more amenable, it's no problem. But anything beyond that would be a major problem, and possibly criminal. Guidance could fall into either category.
If they ask me what the spell does, and I say 'it helps me persuade you I'm right', I would expect them to be upset.
I think 5e majorly lacks detail on the topic of using spells in social scenarios.
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2022-12-14, 01:16 AM (ISO 8601)
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Re: OneD&D UA - THE CLERIC AND REVISED SPECIES
Plague Doctor by Crimmy
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