You guys can record (or practice) your own sound effects for your spells and play them. Asmo can have a creaking cart for the farmer, marching boots when a patrol runs by etc.
[Tabletop] Enter Iris - Page 4
Forum Index > Closed |
Duvon
Sweden2360 Posts
You guys can record (or practice) your own sound effects for your spells and play them. Asmo can have a creaking cart for the farmer, marching boots when a patrol runs by etc. | ||
jcarlsoniv
United States27922 Posts
| ||
AsmodeusXI
United States15536 Posts
| ||
jcarlsoniv
United States27922 Posts
| ||
AsmodeusXI
United States15536 Posts
On December 05 2014 04:41 jcarlsoniv wrote: I wish Roll20's token library wasn't complete ass T_T I might buy some, depending on how much we use the board to represent actual combat. There's a sweet sprite based one that I really like. | ||
WaveofShadow
Canada31494 Posts
| ||
jcarlsoniv
United States27922 Posts
| ||
Requizen
United States33802 Posts
| ||
WaveofShadow
Canada31494 Posts
If I'm not watching that in 4k then why watch at all? + Show Spoiler + I'm kidding plz guise buy a super cheap webcam. You can be 3 flesh coloured pixels and a blue one but St least you could plaaaay | ||
jcarlsoniv
United States27922 Posts
no more | ||
Goumindong
United States3529 Posts
On December 04 2014 21:04 TheYango wrote: Past about level 5/7 Rogues cease being better than Wizards/Clerics at "skill challenges" because spells start getting stupid (well technically past level 3, but the Cleric can only cast Divine Insight like twice at that point and the Lorecalls don't do everything yet). Well that kind of isn't the case unless you're not interspersing things well. While it looks like wizards and clerics take the mantle, the necessity to have foreknowledge of when to cast detection/skill spells will often make the rogue effectively better. Then again, a lot of this depends on the GM specifically setting up the game to deny wizards/clerics those advantages or force them to use a lot of resources scrying in order to figure it out, and additionally force time constraints to prevent the 10 minute day(and preventing metagaming in order to figure out when to cast those spells) Anyway, since this is clearly going to be a low power game i am going to outline some of the things I see in 5e which seem a bit problematic to me, so people won't stumble into them The core problem of d20 is how large the maximum differential between the weak player and the strong player in a particular aspect. Anything over 10 and you've got significant issues because now a hard task for your best player (50% success rate) becomes an impossible task for your weakest player. Because characters often have other aspects which make this type of thing easier/harder[more HP, more damage, more attacks, I.E. race/class features] the effects stack quickly to potentially obsolete other characters Ideally the largest differential you can stand between your players should be about 9 and that should be the extreme. 9 means that an easy task for your strongest player (75% success) is hard but reasonable for your weakest(30%) For the core tasks in 5e the max difference(ignoring rogue and bard double proficiency skill bonuses) looks to be 12 (-1 base stat to +5 base stat and + 6 proficiency) which is problematic as soon as you start getting into those high proficiency areas. (starts being an issue at +3/4) Which means that, if you want to have a reasonably balanced party, at the end of the game the difference between your characters base stats needs to cap at 1 or 2 for every stat. Which looks to be ridiculous even with the stat caps. If people put any points into anything besides taking feats and racial stats they have to run the 13/13/13/13/13/13 stat package in order to achieve this. The easiest solution to this is to cap proficiency bonuses at +2/3 and either give players a +1 bonus to everything when their proficiency bonus would increase or give monsters a -1 penalty to everything when that bonus would increase. Characters will naturally have divergent stat lines and these lines (and tool use) will naturally define the differences in core ability. At no point will the 12 strength wizard ever compete with the 20 strength fighter for melee damage. The fighter will be attacking 2+ times/round and the wizard will have -4 to -6 to attack compared to him. That doesn't need to be -4 to -10. From that, it should be obvious that things which give proficiency bonuses to important aspects (like the monks diamond soul which gives you proficiency in all defenses, and the feat which gives you +1 to a stat and proficiency in its defense) become outsized important as the game goes on. Without them, you're a sitting duck against spells/abilities which target the 4 non-proficient defenses and a super sitting duck against spells/abilities which target off-ability non-proficient defenses. That or you're effectively immune to things which hit proficient on-ability defenses. Similarly anything that gives a +1/2 bonus becomes outsized important. A fighter can hit 21 base AC(Full Plate, Shield, Bonus Defense when armored ability) compared to a max of 18 base for a wizard with a realistic AC for the wizard around 13 to 15(lower without mage armor). This kind of makes the fighter nearly invulnerable to anything that doesn't just paste the wizard immediately, especially when the fighter will more likely have higher HP (due to constitution and base HP) and other defenses. On the other hand a fighter without a shield and that feat caps at 17/18 base defense. Which is a much more reasonable difference between that and a wizard(given the other defensive bonuses they will have) Bonus damage appears to be sparse and most things require damage to kill, so anything that lets you add bonus damage is particularly strong. So Great Weapon Master/Sharpshooter* are really good(a lot of it is because it lets you abuse what I expect to be the high difference in defense between different types of enemies). Sharpshooter is especially strong because is also negates all cover bonuses, so enemies can no longer body block for their low defense allies. Elemental Adept is particularly strong because it negates the primary weakness of wizards against certain foes and increases damage. Multiclassing dips (especially starting as a fighter for 1 level as a mage to pick up heavy armor proficiency, saving the mage a lot of worry about AC) seem problematic as well for various reasons So basically i would suggest + Show Spoiler + 1) Avoid having a final ability score(post racial increase) at level 1 above 16. 2) Avoid the feats Crossbow Expert, Elemental Adept, Great Weapon Master, Mounted Combatant(too powerful if you're mounted, not powerful enough if you're not), Observant(Bonus passive perception is too strong, means DM either has to increase rolls accordingly which negates the feat, or you almost automatically sense everything), Spell Sniper, and Resilient**. Potentially avoid Alert. 3) Do not Multiclass (especially a MC dip). 4) Try to take feats instead of ability ups** when planning your level up path. 5) Avoid choosing "raw to-hit/defense bonus" abilities in classes like Archery, or Defense for Fighters/Rangers 6) Avoid using shields if you have high AC already, "Protection" for fighters and paladins should not require shields 7) Avoid Monks, especially the way of shadow and way of the open hand. 8) Avoid making a ranged rogue. Especially avoid a Fighter/Ranger dip ranged rogue. (alternately it the adjacency sneak attack bonus could be removed for rogues using ranged weapons and/or ranged sneak attacks could be limited to surprise). 9) Sorcerers should avoid quickened spell metamagic 10) Wizards should avoid the school of divination or have a substitute for divination mastery(level 6), the school of enchantment or a substitute for reactive charm(level 6) or Reactive Charm should be once/day if successful rather than once/day/attacker, the school of evocation or Overchannel(level 14) should only apply to spell SLOTS of 5 or lower not the actual spells level. 11) Warlocks should avoid Agonizing blast 12) Mages/Sorcerers who get +damage on spells should avoid Magic Missile/Scorching Ray/Any spell which has multiple beams, since the bonus damage will be applied to all, making the spells outsized powerful compared to other instant damage spells. 13) As I see it, potentially problematic spells are Hold Monster/Person(AoE Save or Die when heightened, especially against low wisdom save groups), Power Word Kill(no save), Polymorph (maybe, depends on of there are super abusive forms but it doesn't look like it to me since its limited to beasts and has a duration of concentration), and Mage Armor (cast on Monks and Barbarians due to stacking defensive abilities) 14) DM might want to place limits on the fighters bonus action. *Especially the combination of crossbow expert and Sharpshooter. Because you can ignore adjacent enemies creating disadvantage for ranged attacks and shoot right through the cover they create in order to hit more important targets(for super high damage). **Unless Asmo decides to change the proficiency rules | ||
ComaDose
Canada10345 Posts
On December 04 2014 11:48 TheYango wrote: For Alert, I'd probably just change or remove the "you can’t be surprised while you are conscious" part--not even necessarily because of the feat's power (though that's a concern), but that becomes really stupid to have to DM for every damn encounter. i understood your largest gripe was the massive bonus to initiative for heavy spell casters? would you care to elaborate? | ||
Kupon3ss
時の回廊10066 Posts
No amount of out of book balancing and suggested tweaks will make a game run the way you picture; its just up to the DM to create unique situations more than anything else. | ||
AsmodeusXI
United States15536 Posts
| ||
Goumindong
United States3529 Posts
On December 05 2014 09:10 Kupon3ss wrote: sounds like we're removing anti-fun things from a version of DnD that already tries to be simple and accessible No amount of out of book balancing and suggested tweaks will make a game run the way you picture; its just up to the DM to create unique situations more than anything else. Well you can either create characters which make it easier for DM's to do that or you can create characters which make it harder for DM's to do that. I just outlined a few of the ways its easy to break things in 5e. I am assuming you mean "fun" and not "anti-fun" because almost as an axiom you should remove anti-fun things from games. | ||
Kupon3ss
時の回廊10066 Posts
Removing all anti-fun elements does not leave your game fun, contrary to what a lot of people believe | ||
Goumindong
United States3529 Posts
On December 05 2014 12:12 Kupon3ss wrote: that's the quintessence of 4e, removing everything that made 3.5 anti-fun Removing all anti-fun elements does not leave your game fun, contrary to what a lot of people believe 4e was so so much more fun to actually play than 3.5 its not even funny. | ||
Holyflare
United Kingdom30774 Posts
it's cool if you want to favour the off topic pplz though, wave just told me to sign up ^^ | ||
JonGalt
Pootie too good!4331 Posts
I will use this limerick So as to function My introduction For Asmo's D & D schtick I am a chaotic-good Tiefling Warlock and am looking to leave Shorenshao for the first time to see the wonders of Iris. I hope there is room for me in your questing! | ||
ComaDose
Canada10345 Posts
On December 04 2014 00:39 WaveofShadow wrote: I'm really interested to know how many people are actually interested in this. Somehow I get the feeling that the number of people looking to play will be pretty much exactly the number he's looking for. looks like its at least twice as popular as that! | ||
| ||