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Drive Edition

>2024 PHB Scan (Gencon copy, not DnDshorts)
https://files.catbox.moe/88h924.pdf
>Cropped and rotated, but more artifacty
MjAyNCBQSEIsIE5vIFRodW1icywgT0NSZWQsIEFub24ncyBCb29rbWFya3MgdHJhbnNmZXJyZWQgb3Zlci4gCgpodHRwczovL2Vhc3l1cGxvYWQuaW8vd2Fvcm9h

>2024 Official free rules
https://www.dndbeyond.com/sources/dnd/free-rules
>2014 Official Free Rules
https://www.dndbeyond.com/sources/dnd/basic-rules-2014

>2024 UA
https://www.dndbeyond.com/sources/dnd/ua

>2014 Errata
https://dnd.wizards.com/dndstudioblog/sage-advice-book-updates

>5etools (2024)
http://5e.tools
>5etools (2014)
https://2014.5e.tools/

>Trove
The Trove Vault (seed, please!): bit<dot>ly/2Y1w4Md

>Resources:
https://pastebin.com/X1TFNxck

>Previous thread: >>94272042

When was the last time anyone got any mileage out of vehicle proficiency in your games, /5eg/?
>>
>>94289455
>TQ
About 4 sessions ago, but only because I use it as the litmus for proficiency in siege weapons.
>>
name your bastion, i’ll start
>Glory Hold
>>
>TQ
Never, I forgot it was a rule.

Asking again since it was at the end of the thread. Do you have your players use the standard array or rolled skills? Why or why not?

I've always done array but I think for my next game I'm going to have the players roll. Rolling seems more fun and more conducive to roleplaying.
>>
Is there a good resource for seeing where various Drow cities are located on Greyhawk's map?

My character wants to expand the smuggling trade in Saltmarsh into Drow communities, but I'm not sure where they're actually located on the map, or the best routes they could be reached via seaway trade.

DM said I could just insert Forgotten Realms stuff as I wanted, but it would be best if I knew where things in the setting as-is were located. I know there's a "Vault of the Drow" with their capital being Erelhei-Cinlu, but it's very vague as to where it is.
>>
>>94289596
It's underground
>>
>TQ
Several sessions ago. We ended up angering some very powerful people and needed to make a hasty getaway. Everyone pretty much got on my horse, comically clinging on in whatever way they could. I think I only made 3 checks but it was very fun in the moment.

>>94289319
Lol, I'm the other way around. I always try to ask questions even if completely nonsensical, because I like to toss out ideas in character and hear how other characters react to it. It's all very interesting to me.
I'm also very direct, my DM has thanked me for getting to the point and being very predictable.
>>
>>94289603
Thanks. Under which ground?
>>
Is mutliclassing in the new rules basically just... pretty nerfed or even useless in some cases now? Feels like it's heavily discouraged.
>>
>>94289647
In what way? The biggest issue is probably that all subclassses are standardized to being at third level, so it's much harder to just take a dip into something without seriously damaging stuff like your feat progression. For example going for two multiclasses will probably sink six levels, then most likely eight if you want the level 4 feats on both, so you're taking a big investment.

It hurts multiclassing for pure RP reasons and incentivizes min-maxxing for the best you can get with the fewest levels.
>>
>>94289647
They tried to make multiclassing less appealing, but plenty of powerful combos still exist they're just more finicky to execute or take more investment.
>>
TQ: We played through a modified version of the Descent into Avernus module, vehicles play a pretty big part in that so the Proficiency (technically Expertise since it's counted as a tool and the character who had it was an Artificer, but semantics) came up a decent chunk
>>
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If this was a spell what level would it be?
>>
>>94289742
Fourth
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so, will there be any 5.5e Dark Sun content?
both the PHB and the DMG mention Dark Sun
>>
Sending this again
>>
>>94289917
>makes claim
>nah bro just check it yourself
fuck you tell me why bastions get so much stuff compared to fighter
>>
>been out of tabletop games for a while since last campaign fizzled out
>return and start reading about 2024 changes
Fuck, is this what everyone will be using going forward? I don't like most of these changes. Or will it just chunk the 5e player base into 2014 and 2024 camps?
>>
>>94289934
It probably won't be widely adopted until the core set is completed, and even then, there'll probably be a sizable 5e community left from those who consider the 2024 changes unpalatable or unnecessary.
>>
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Made this custom monster for a oneshot. However, it's my first time making a creature, so I have no idea how to balance properly. Any suggestions?
>>
>>94289959
What's the size and level of the party that will be facing it?
>>
>>94289989
I was thinking maybe level 7-8, and 5 people? The amount of people is constant, but the level is obviously at my discretion for a oneshot.
>>
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>>94289924
>Why does a single system meant to be comprehensive for all classes have a lot of options?
>>
They adjusted the Session-Based Advancement Leveling rule in the DMG a little bit.
>>
>>94290077
What's funny is this does not jive with their encounter xp progression at all, unless they're assuming you get through 5 to 6 encounters in four hours.
>>
>>94289959
Does the organ take up space on the field? If so, what would happen if it rotated through or into a space occupied by a player?
>>
>>94289917
Glad they somewhat accounted for Artificers by grouping "use Arcane Focus or tool as Spellcasting Focus" together for the prerequisites. Whether they eventually get updated for 5.5 or just left to the backwards compatibility rules would have sucked to be left out there.
>>
>>94290077
>level up after one or two sessions
God that would be a fucking nightmare. Can you imagine progressing so fast as a player that by the end of the session you have to pick out all new features again and you have to do this every week.
Not to mention by the magic item distribution rules you'll be getting 11 magic items in the span of 6 sessions.
>>
>>94290179

As a fellow artificer enjoyer (and player of two of them in vastly different games...)

I think that at best, Artificer is going to come out late 25 or early 26 in the new PHB's Tasha equivalent.

...or, if somehow there's a Eberron revision, which I highly doubt it
>>
>>94289959
I see what you're trying to do, however there are some flaws in the design and things to iron out.
For starters, just reword Musical Weapons to Deafened creatures having resistance to Gregorious's damage or immunity to the choir.
Secondly, the AC needs a source: with 0 Dex, the +9 has to come from something, be it another stat and/or natural armor. The save DC and attacks are fine (though Soundwave seems to take from WIS instead of CHA), but damagewise there's a bit of a fuckery problem here:
The choir is clearly meant to escalate in damage but be cleared easily to AoE, which in theory draws someone's focus to that each round. It escalates each round though, meaning that a single choir does 6 then 12 damage across two rounds, or two choirs do 12 then 24. If you're aiming for level 7-8 that's half the HP of the average PC by that point, after only two rounds, without even getting into Gregorious's own (incredibly low for its CR) DPT. If they ignore the choir, then by the time they can focus on it someone's dropped and it's escalated.
The organ itself's effects are either worthless to worry about (healing and damage) or ridiculous (-3 to AC/save DCs) and the effect to rotate is very video-gamey and clearly intended to be one of the main interfaces of the encounter. However, when the effects are randomized and either not worth worrying about or debilitating, then the only interface the players will have with it is if it becomes a problem.
(cont)
>>
>>94290207
I wish, honestly. My group is going at a snail's pace right now, we literally cleared one room last session.

I'd want to level up at least every two-three sessions or so, but we're still in the introductory area. So I'd guess two more sessions of that, then going to town, meeting all the characters and doing town shit, that could be two sessions right there before we even head out again. Hopefully the DM at least gives us a level after this intro.
>>
>>94289959
>>94290363
Likewise, if the players ignore it and there's no reason to rotate it, then it drives the LA decision to choir-based, which could be fine, but it could not be fine as well if the party doesn't have much AoE focus. Even if they do, opposite sides of the room mean the lair actions for Gregorius will draw two PCs attentions away from engaging with the rest of the encounter, each round, and it's not necessarily the most engaging when Gregorius can just...conjure the same groups the next round before his turn and inflict unavoidable damage with them.
Together I think these designs aren't going to get the desired results in a satisfying way; clearing mobs isn't a fun element to an encounter, and a centerpiece that changes every round and requires being attacked/targeted to rotate when its effects are unavoidable and in some cases debilitating or worthless, it's going to be a nothingburger. With 200 HP, a good party should be able to clean this guy up in 3 rounds, which is fine, but not very inspiring.
If you want some advice for things to change up to add more intrigue, I'd be happy to help.
>>
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Would anyone happen to have a homebrew pdf "Adventurer's Guide to the Sea"? I had it years ago from my dm at the time but have lost it. Would like to reread it for ideas on a campaign I'm about to play with some friends.
>>
>>94290207
>Can you imagine actually getting to play the game and experience level growth every month?
As a DM yes, that sounds like the right pace to me.
>you'll be getting 11 magic items in the span of 6 sessions
Oh no, multiple magic items that can be found in a dungeon, what awful pacing. The party might actually have fun.
>>
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Is sword bard still better than valor? i'm going fighter1/swordbard xx or warlock1/sword bard xx next monday.
>>
>>94290406
m8 just google it you fucking inbred faggot holy FUCK
>>
>>94290449
2024 Valor Bard is imo stronger than 2014 Swords Bard- strictly because the Valor Bard's extra attack lets them replace one of their attacks with any cantrip they know. Meaning they could use True Strike or Booming Blade or Green-Flame Blade or if you do the whole Warlock/Bard thing, Eldritch Blast then attack with their weapon. Its really powerful comboed with stuff like 2024 Conjure Minor Elementals.
Now if you homebrewed the 2014 Swords Bard to have the Valor Bard's extra attack feature then yes Swords Bard would be better imo.
>>
>>94289837
Hope not, I don't want nu-wotc getting their grubby hands on Athas. Hell, the less of you secondaries who know about it, the better.
>>
>>94290483
I'd prefer to not pay on dmguild, as it will cause me to buy more.
>>
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>>94290550
mother fucker, ITS FREE YOU RETARD. YOU HIT 0 AND IT GIVES YOU A LINK.
>>
>>94290538
>homebrewed the 2014 Swords Bard to have the Valor Bard's extra attack
No, sword bard already hve the flourishes wich are more powerful than the cantrips you mentioned imo, adding 1d6 to 1d12 to AC for the entire round as an action is totally nuts, which stacks with shield or defensive duelist.
>>
>>94290548
I'd like them to butcher Dark Sun specifically so to see how much butthurt it'd cause
>>
>>94290170
It does, but all it does it rotate in place, it should theoretically never move from that spot nor move through another player.

>>94290363
>>94290368
Hm. Do you think I should up the healing of the blast, then?
It was somewhat my intention for the party to purposefully take the damage from the red aura occasionally. This is because it's not a large amount of damage, and would full clear the entire choir if they didn't have AoE to clear it or couldn't use a turn on it. Another idea I was playing with was upping Gregorius's HP to a much larger number (~500) but make it so any damage dealt to a choir member reflects onto him as well, thus spending time dealing with the choir wouldn't feel 'wasted'. My only concern with that was that any martials would probably feel weak.
Gregorius's damage itself is, as you said, low because I expect the choir to output the rest of the damage. But maybe I could reduce the number of choir members, and instead give Gregorius more individual damage. Or maybe just up the player level so they aren't getting obliterated by an ignored choir.
>>
I love how the new DMG says some shit like "what's important is that you don't have bad faith interpretations of the rules" i.e. "don't you dare criticize or scrutinize the god awful rules text our retarded diversity hire staff write for us." They're terrible game designers. The 2014 PHB had at least some game design talent behind it, but today there's basically nothing. They realized that low effort itchio tranny narrative games written by mentally ill ex Forgites so they could make money from somewhere other than Starbucks, were all the rage and were a good excuse to not put any effort into the rules while straight up ripping off the x cards and veils and lines text whole cloth from other old games.

"Dude just do whatever you want it's your game" is shorthand for "I suck at game design so if sometbing didn't work then just ignore it and don't blame it on me."
>>
>>94290596
From experience with Swords Bard/Fighter the high AC is nice but it also just kinda leads most creatures to ignore you- the damage is not all that high as well, unlike the Eldritch Blast + Agonizing Blast + Weapon + CME Valor Bard.
Don't get me wrong Swords Bards are still good (AC is nice, you can get some solid pushing out of Mobile Flourish too) you just don't have infinite Bardic Inspirations to keep flourishing until level 14 while the Valor Bard's cantrips are unlimited and can be abused a bit more with stuff like CME or Spirit Shroud.
>>
>>94290538
>Conjure Minor Elementals.
Bruh, that shit won't fly on 99% of tables.
>>
>>94290741
>>94290716
Vicious weapons are easy to craft now, 2d6 exra damage and no attunement, now add booming blade damage and masteries, how can eldritch blast even compete.
>>
>>94290596
Then you dip 2 levels into warlock for SAD and agonizing blast+ repelling blast on booming blade.
>>
>>94290754
I am talking about CME. Ain't no way that spell will survive longer than 1 combat at any table you join
>>
>>94290754
By casting Spirit Shroud or Conjure Minor Elementals. A 10 Bard/1 Warlock can cast a 5th Level Conjure Minor Elementals that deals an 4d8 extra damage per Eldritch Blast and you can use a Vicious weapon (or better yet two weapon fight with two vicious weapons) that also gets the extra 4d8 damage per attack. It adds up quickly.
Spirit Shroud at 5th level is doing an extra 2d8 per hit and is a bonus action cast making it easier to use in the moment.
>>
>>94290767
See but by building so hard into the Cantrips I question why play a Swords Bard at that point? You can only Blade Flourish with the attack action- not the Magic/Cast a Spell action.
>>
>>94290797
The cantrips are for valor bard, which unlike eldrtich knight works for any cantrip you have.
>>
>>94290811
Yes, sorry I wasn't clear. I meant "Why play a Swords Bard at that point over a Valor Bard if you're building so heavily into cantrips"
>>94290716
>From experience with Swords Bard/Fighter
I want to add- I played before 2024 Conjure Minor Elementals (hell before Silvery Barbs) was a thing. I did 17 Swords Bard/3 Battle Master Fighter and had a ton of fun. If 2024 CME existed at the time, I could see this build dealing a lot more damage than I was at the time. I was a Rapier + Shield PC with high as hell AC I think once I cracked 38 one time it was funny. But the problem was damage was low on my end- Conjure Minor Elementals coupled with Action Surge (Even 2024 action surge) would go crazy on this character. Even without cantrips for attacks being able to slap an extra 2/4/6/8/10/12d8 damage per two or three attacks is worth it and coupled with high AC and pretty solid CON saves you could maybe keep it going for a good while and deal good damage.
>>
>>94290840
CME is broken RAW. Build that use it do quadruple damage any other class can do.
>>
>>94290767
Jesus...
1d8 warhammer weapon damage
plus ability bonus from booming blade
plus cha bonus from agonizing blast
plus 2d6 from vicious
plus 2d8 or higher from CME
plus up to 3d8 dmg booming blade dmg
plus up to 4d8 dmg if the monster moves (probably will after all the push effects)


plus 10ft push from repelling blast
plus 10 ft push from push mastery
plus 5 feet push from crusher feat
>>
>>94290791
If you're bard 10 you're not using your concentration on spirit shroud when you can have spirit guardians instead, current game i'm playing since the gencon pdfs dropped, our group's war cleric get ridiculous damage from spirit guardians and pushing and SG lasts for 10 mins compared to shroud.
>>
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Superior 2014 rules query.

Here is my argument: Fog Cloud heavily obscures an area, which renders the blinded condition on anyone attacking a target within the cloud. There is no penalty to anything outside of the cloud

You can shoot at targets on the other side of the fog normally, rules as written, which means if you are inside of a fog cloud you can see out fine but people cant see you
And on pg 184-185 you get advantage* when a target cant see you (edited)

So my argument is that you can pop a fog cloud down and attack out with advantage
But anyone targeting you has disadvantage for being blinded to you

People are misinterpreting this I feel because they say you get disadvantage from being blinded within the fog cloud, but heavily obscured says you only suffer effectively from blinded condition when targeting a creature inside the heavy obscurement- you would not count as blinded on another creature or characters turn when you were no longer targeting something.
>>
>>94290904
Oh yeah for sure, it's just a different feel. Spirit Guardians imo is stronger than CME since its really abusable by just having your party play rugby with your body and take an entire room of monsters out- crazy stuff.
Get both! You're a Bard take advantage of that and get both Conjure Minor Elementals and Spirit Guardians- use them when needed.
>>
>>94290982
>When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.
You cannot see a target on the out of the Heavy Obscurement so you'd have disadvantage but they can't see you either so you have advantage - canceling each other out to neutral. There's a reason why people call Fog Cloud the 'Great Neutralizer'.
>>
Anyone have any good guild names for a new group of level 1 PCs? We have quite the spread of classes... Half of the party are Chaotic Good elves, but otherwise there isn't much in common.
I tried AI generating some for ideas, but they are pretty lame.
>>
>>94290692
You write like a schizo.
>>
>>94290677
Protip, healing in a boss fight affecting a boss is typically a bad move, as it's the most direct undoing of the PCs' actions. Especially if the boss is gonna be a sack of hit points anyway, which I also don't recommend; glass cannons are more fun to fight than tanks, 3 rounds IS a good and average length for combat, that wasn't meant as a slight, just average. Making the choir overflow damage back to him is an idea, but it isn't a particularly engaging one. RPGs biggest draw is choice. You have the concept of that with attention to the choir and switching the organ, but it lacks the infrastructure to make those choices appealing and known, and the organ itself's function feels like a FF XIV mechanic turned into a 5e one, if that makes sense. Upping the player level a bit is maybe a good idea, but maybe not necessary with some retooling.
What you could do is make playing the organ an obvious interaction for Gregorius and make the organ a targetable object that, while not taking damage, at least has to maintain concentration on its effects. Gregorius could change the song between a ghostly choir doing damage on a lair action timing (so the PCs can clear them ahead of time as a choice), a spirit guardians-like effect to punish melee PCs targeting the organ, and some other effect like inflicting a lingering poison that does damage at the end of a target's turn. Probably no AC or save reduction effects, those cripple a PC way more than a boss monster and arbitrarily weakens them in a way that isn't that interesting. If the song can be disrupted, you can have a legendary action change the song or even a proper action to escalate it if it's continued for a bit. Something like "Crescendo" to escalate the effects to a higher stage, like from 2d8 spirit guardians damage to 4d8, the choir raises from say 2 damage each to 4 damage each (keeping the choir count lower in this case, maybe 5 or 5 tops).
>>
>>94290677
>>94291256
For the man himself, his single attack/special move for an action doesn't give too much to think about; maybe give him a melee and a ranged option. Throw in a unique reaction for Gregorius too, something like getting to opportunity attack someone who attacks the organ (since damage or not, interfering with the song makes them irate), as well as something stronger and scarier that the PCs can then try to bait a reaction attack by hitting the organ with to prevent the stronger reaction; the opportunity attack could be his only melee in that case. Something like:
>Shattering Fist: +12 to hit, range 10 feet. Hit: 3d8+6 radiant damage. Hit or Miss: Each creature within 5 feet of the target other than Gregorius takes 1d8 thunder damage.
While a song is playing, maybe he's got a slight AC boost and buff to his saves that clearly and visibly empowers him with glowing rune armor, so the PCs can instantly see the benefits for breaking the song.
With all this, the focus is still clearly Gregorius but the organ is an integral role, with a choir of summons being able to draw attention when used as well.
>>
>>94289647
Multiclassing is not the intended progression. So it makes sense.
>>
>>94291256
>>94291266
I think, ideally, it'd be a 5-6 round fight; the reason being, this guy is intended to be the final boss of the oneshot, and I have to take into account the fact that the players will not know what the colored effects are nor perhaps even that the organ can be rotated as well, unless I throw them a bone as the DM or Gregorius uses a LA to rotate it himself. And thus they will need some time to get acclimated to the mechanics of his fight (also, as the creator, I kinda just want them to see everything, and have at least a little time for them to play in the space where he's below a certain threshold and they have to decide which effect to take and which to send at Gregorius).
So with that in mind, maybe I increase his HP to about 300, the dual effect organ threshold to 150, reduce the choir size to 4, remove the Summon Ensemble LA, give him another 1 cost LA to make a melee attack with his conductor's baton, reduce the blue/yellow debuffs to 2 for both Greg and the party, and give him a reaction to make an opportunity attack on someone who strikes the organ because I like that idea. Maaaaybe also take away the ability for him to flip the organ as well, since I'm not sure I want him messing with player choice in that way, and because as written with a LA, he could just save one until it's right before it's his turn to guarantee it faces the direction he wants (even though I personally wouldn't do that). Maybe change it to an ability to re-randomize the effect.
I'm not sure about removing the blue/yellow effects entirely, since (presumably) they'll be going at Gregorius more often than at the players, so they should feel pretty good for the players to see. I like the idea of a Crescendo effect though... I'll have to think of some way to integrate that.
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>>94291020
>just having your party play rugby with your body and take an entire room of monsters out- crazy stuff.
>everyone moves you in six seconds
No right-thinking DM will allow this.
>>
>>94289375
Nope, 3d prints off etsy. WotC minis are 25mm if I remember right
>>
>>94289537
Rolling is more fun, but beware of bad rolls. Either have a minimum total or let them point but if they're unhappy.
>>
Anybody familiar with the 3rd party book Valda's Spire of Secrets? I'm about to be making an evil character for an all evil one-shot and I want to make a poison witch but I'm not sure which subclass that means I should take. Black talks about necromancy but that's not really poison.
Then red describes itself as "magic that ruins and burns" but that sound more like straight up plain of fire magic.

I just wanna play a sexy seductress poison witch.
>>
>>94291454
I would. The spell triggers once per turn and your team does have to be in the right spot to move then grab you move you 5-10 feet then move you out so the next person can do it.
>>
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Ooga booga! Tell me about your Summons anons.
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>>94291711
You're a no game no dm.
>>
>>94291763
I am a DM. I also don't expect most groups to want to do this too often as it would get boring. I could see someone using the move + ready action thing though- that's two triggers of damage which is fine by me. Still if they want to do this I'm not going to stop them. Dispel Magic & concentration exists for a reason.
>>
>>94291783
Not to mention some players don't want to do this-not strictly cause its a bit cheesey but because it doesn't really fit their image of their character. A grappler for sure I could see doing this but everyone- ehh they might want to do other things rather than play rugby with the body of the party Wizard, Druid, or Bard. If the player wants to abuse this to maximum they could by themselves they'd need stuff like Animate Dead and a lot of bones or some magic item that summons stuff.
>>
>>94291045
You in fact can see the target outside of heavy obscurement, heavy obscurement only apllies to targets within the heavy obscurement and does not say anything about it applying when targetting a creature that your line of sight goes through heavy obscurement to target, including if you yourself are within the heavy obscurement and targetting outside of it.
>>
>>94291817
>A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see Conditions ) when trying to see something in that area.
I read this as saying you cannot see outside or inside the Heavily Obsured area while inside it and you cannot see within the Heavily Obsured area while outside it.
>>
>>94291827
That is the logical way to rule it for sure, but I think it is technically incorrect.
>>
>>94291834
It does say "Blocks vision entirely" which would imply that you cannot see through it at all unless something says otherwise.
>>
>>94291848
This was my initial thought as well, that an area of heavy obscurement blocks line of sight into it, out of it, and through it- but I have been told that is not the case- and Ive tested it in BG3, Larian also has it so you can draw of sight directly through but not into heavy obscurement effects.
>>
>>94291865
BG3 is a video game though not 5e.
>>
>>94291875
I understand, and I disagree with their ruling here- but that ruling does have a wide consensus in most places I check including this website as well, some one explained it to me as such a few threads ago.
>>
what are some adventure/oneshot modules that you took inspiration or outright steal from? I'm gonna be running a campaign centered around a cult that seek to erase death, i've got the big stuff down like the bbeg and some mini bosses, but when it comes to the other stuff, I'm shooting blanks. the modules doesn't have to be based on dnd 5e.
>>
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>>94292036
not modules, but games and tools designed for solo can be useful to figure out plot points and how to connect them.
pic is from the pdf here >>94264852
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>>94291848
It completely depends on DM fiat.
A darkness that snuffs out light can be seen through. Think dark corridor.
A thick fog cannot be seen through.
I mean this is just intuitive.
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So I'm not the smartest crayon in the Crayola box, so maybe someone can help me understand something. In both the 2014/2024 DMGs we have Gunpowder (Powder Horns) that are worth 35 GP and if they are set on fire they explode in a 10-foot radius sphere, causing a DC 12 DEX save for 3d6 damage while we also have a Bomb thats worth 100 GP and can be thrown as an action to a space within 60 feet, exploding in a 5-Foot Radius, DC 12 DEX save for 3d6 damage..

Is there a reason you can't just take the powder from a Powder Horn, pour it into a sealed jar or something, light it and throw it say 20 feet like you would an alchemist fire or acid? It seems cheaper than spending 100 for a smaller explosion. Again I'm not smart I could be missing something obvious.
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>>94292154
no the prices are just wack
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>>94292197
Hm, I think you're right.
In other funny news, if Gunpowder's in your game a 14th Level Creation Bard could conjure 5 Kegs of Gunpowder as an action within 10 feet of themselves then run as far as they could then detonate them with some fire damage (or have an ally do it). 7d6 per keg.
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>>94292118
It feels bad having to down to GM ruling but me and the other GM in my group (We trade off GMing so both get chances to play) have been talking about it and agree that heavy obscurement should provide heavy cover through and within heavy obscurement unless they logically can argue otherwise.

Also a lot of people argue that you get advantage and disadvantage against targets in heavy obscurement since you both count as blinded- but thats just flatly wrong, you only count as blinded by heavy obscurement when trying to see or target something, meaning you arent blinded during some one elses turn or action. Heavy obscurement only applies disadvantage.
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>>94292277
Sorry, total cover, so you cant even target through or within heavy obscurement unless the GM allows it.
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>>94290207
IT's good pacing if it is what the book says, meaning the party does engage with 2-3 encoutners per session and progresses accordingly along the dungeon or area.
Most tables, however, are slow as fuck and a single combat agaisnt 1 medium-big enemy or handful of weak ones takes years. I don't know why so many players have analysis paralisys and every turn has to be perfect or they'll die. Whenever I'm a player my turns are abrely a minute even with all the class feature juggling.
In the time my alternate Barbarian rages, moves into position, attacks and does an exploit, the cleric still doesn't know which spell to cast or if to move.
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>>94292413
People should be spending the time when its not their turn to figure out what they're going to do on their turn. Its understandable for people who are new to RPGs, but totally unacceptable for anyone whos been playing for more than a year. This applies to all TTRPGs too, not just DnD
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>>94292413
The warlock in my party can never seem to figure out what spell he wants to cast, he only knows 8 and half of them don't do anything in combat. Sure he has some cantrips and whatever but everyone knows if he wants to use a cantrip he'll use EB.
The only times I get tripped up by combat is when things get introduced shortly before my turn starts. I don't know how you make a character and not have a game plan for when you actually get into combat. I've made a control Wizard before and the only time I spent more than a minute or two on my turn was when I couldn't decide if I wanted to cast Tasha's Hideous Laughter on a vampire spawn or Hold Person on this really beefy guard.



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