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File: Alex Horley.jpg (131 KB, 760x1024)
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WoW Edition

>2024 Core Rulebooks
https://mega(dot)nz/folder/d2ohSCSL#5HnqSMJncr9Queh8KDzbSQ

>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/

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

>List of changes between 5e and 5.5e
https://pastebin.com/p5jwkihk

Previous thread:
>>98853118

>TQ
Do you have any hopes for the WoW campaign book? Will it be better or worse than the 3.5 one?
>>
>>98893744
>WoW Edition
>Doesn't use any Warcraft art
>>
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>>98893773
1. I thought it was WoW artwork
2. It's by Alex Horley who has done many iconic pieces of WoW art
>>
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>>98893836
My dark sun guy I've been playing for about 5 years. Occasionally I get drunk and blogpost about my game. One anon thinks he's a cool guy that doesn't afraid of anything, so that's neat.
>>
>>98893804
>I thought it was WoW artwork
You know what they say about assumptions
Assumi build please
>>
>>98893804
I guess he's just never came to mind over Samwise, Lee, Rane, Gibbons or Wei Wang.
>>
I haven't played WoW since burning crusade. Blizzard went woke as fuck. The irony of saying that in the D&D general is not lost on me. My own campaigns don't have to be woke even if THEY are doing everything they can to push their propaganda into the game.
>>
>>98893876
Is this a case of you (un)intentionally demonstrating to the nogames chuds that being something most people would find very vanilla can actually be awesome because…
>gasp
It turns out it’s not the build that makes characters fun and interesting?


If so, based.
>>
>>98893744
>Do you have any hopes for the WoW campaign book?
My only hope is that it buries wotc
>>
>>98854753
This one is honestly a little nuttier than usual for him. are any of these character reocurring?
>>
>>98893744
You can tell a woman is all business when she's wearing a strapless push-up bra made of fingerbones.
>>
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>>98894047
That was actually the point a I was making with the group by playing a 2014 champion. My reputation has now spread throughout the tablelands, I have lead armies through the Silt Sea, climbed the Pristine Tower, and slain sorcerer-kings. My armor is made of the hide every type of drake Athas has to offer. With nothing, but a sharp stick. [sppiler] he is also a blatant achilles rip-off, and I think he has lived up to the inspiration
>>
>>98894263
Fucked up the spoiler tag, but don't give a fuck. I'm going to bed.
>>
>>98893744
>TQ
Literally all I’m hoping is that some of the character options being updated for 5.5 are poachable for my own 5.5 homebrew that I started before WotC. I have this sneaking suspicion that their Swashbuckler updates aren’t going to work with the direction I went, but maybe their Drunken Master will be better than what I ended up cobbling together.
>>
How do you build your dungeons in 5e?

I build my encounters using CR, despite some people telling me it´s broken, so far I had no problems with this and I think I will use Encounter genertaors for the future to utulize more of the already existing 5e content

But so far my dungeons have been like a pearl necklace
Around 2~3 Encounters with a skill check in between, failure at which could cause some damage
How can I improve on this?
I´m thinking about making the dungeon like a flowchart with optional encounters and treasures, maybe ways to make encounters more/less dificult

Do you have any pointers for this?
>>
It has come to my attention that 5e is now quasi-officially attempting to push into the "urban fantasy with vampires, werewolves, etc." space.

https://5e.tools/book.html#pl,0
>Gothic Earth. Gothic Earth is a setting like Earth of the real world, but full of terrifying monsters, supernatural horrors, and occult magic. Gothic Earth can be a term for a collection of Earth-like Domains of Dread or a whole, terrifying world for you to detail as you see fit.

Naturally:
>Reskinning Equipment
>Mordenheim Kinetics is a place of advanced technology and modern tools, weapons, and other equipment. Project_Lamordia refers to gear by its equivalent rules in the Player's Handbook but includes a note for how the gear would be referred to on Gothic Earth. For example, "Tinker's Tools (as engineer's toolkit)" indicates an item that uses the rules for Tinker's Tools but which would be described as an engineer's toolkit in Mordenheim Kinetics. Likewise, currency is represented in GP with the equivalent "dollar" value in parentheses. Items that don't mention a Gothic Earth equivalent are referred to by the same name on Gothic Earth as in other settings.
>Use these guidelines to create the veneer of technological marvels while avoiding complex details of realistic, modern gear.

You will use musket statistics for your modern-day rifle, and you will like it.
>>
>>98894520
Have been since 2015.
>>
>>98894489
I usually have ideas for encounters ahead of time, I come up with a vague map of a dungeon that would make a logical sense, then place the encounters in chokepoints where they can't be avoided (unless it's intended), then I finish fleshing out the map. If the dungeon is too open for chokepoints, create some by collapsing the tunnel or filling the section with so many traps the party reconsiders.
>>
>>98894489
I start with the map desu. I find something pretty someone else made in Dungeon Alchemist then edit the rooms etc to fit what I want. I've used some extremely large maps and some small ones. Dungeons can be as long or as short as you want really.

Even if you're doing theatre of the mind it can help to at least have a vague map to know where everything is and how big the rooms are.
>>
>>98893744
Where can I find fat smelly chicks to play with online that will eventually become my e gf? Discord is full of teenagers and trans
>>
>>98894616
roll20
>>
>>98894564
Can you show an example of such a map?
How do you decide on what traps to use?

>>98894567
How do you decide on what to put in the rooms?
>>
Have you ever played a mega dungeon, as player or DM, and had the party A) have fun the whole time and B) finish the dungeon and continue playing the same campaign?
>>
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What's better for a Fighter, knight or bodyguard type:
>Quarterstaff + Shield
or
>Trident + Shield
or
>Spear + Shield
Topple mastery looks really good, but maybe its something I'm overvaluing?
>>
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New Paladin spell in the World of Warcraft book. This seems like the perfect spell to craft for an Enspelled Armor or Staff, and for level 19 Spellcasters like Clerics, Wizards, Bards, and Druids a fantastic pick for The Epic Boon: Boon of Magic School Mastery.
>>
>>98895118
I'm sure there are better groups and DMs then me and my group that could pull it off, sadly when I tried to DM a mega dungeon it just didn't work, players refused to keep a map, the playmat we used was medium sized so I couldn't keep a running map of the area, and players started to get bored of constant combats and no real indication of progress and they kinda lost track of why they were even there in the first place.
>>
>>98895348
My experience as well which is why I asked. It seems like it’s a solid idea in theory but in practice I don’t know if anyone has ever truly enjoyed one.
>>
>Cleric: "Champion?! But you died!"
>Champion: "Yes! But I survived and became friends with the dragon!"
>>
>>98894520
Gothic Earth has been a part of Ravenloft since 2e, with the Masque of the Red Death. Though that was 19th century, not whatever this shit is.
>>
>>98895312
But is the 1-round duration enough to use a hearthstone?
>>
>>98895181
Main downside of Topple is that it does require a failed save in order to do anything. Ideally they fail the save on the first swing to give your second attack advantage, because otherwise you're just hoping initiative lines up.
Both Sap and Topple have an issue with hitting multiple times, though there's a lot of weapon masteries that don't really 'stack'.

I'd say Sap is generally better than Topple at least at low levels. Enemies are more likely to only have a single attack, and you won't have Extra Attack yet to follow up on prone targets.

More broadly though, a Spear has some good advantages here. You can throw it if need be, it can be used alongside Polearm Master, and as mentioned Sap is reliable since there's no saving throw involved. Plus if you go for Battle Mater, you can more easily get ways to knock enemies over.
I'd only suggest Quarterstaff if you plan on going for Eldritch Knight or otherwise multiclassing with a spellcaster.
>>
>>98895482
All I know is that the Hearthstone is an uncommon magic item that requires attunement.. Idk what it does in terms of action economy. If its like Teleport or Word of Recall its an action to use and thus yeah.
>>
>>98895660
>, it can be used alongside Polearm Master
As can the Quarterstaff. That bonus action attack can also trigger Topple. You can also use Action Surge to follow up the prone if you want.
>Plus if you go for Battle Mater, you can more easily get ways to knock enemies over.
Trip Attack cost a maneuver slot, burns a limited resource, is also a saving throw, and has a Large size limiter. Topple is automatically applied for each hit and has no size limitation. Arguably, Sap could compete with Menacing Attack for disadvantage- but it is a save while Sap just works for the next attack.
>You can throw it if need be.
True, so is a Trident which also has topple. You can throw a trident at a flying guy and knock them out of the air. You can carry a mass of tridents like you would Javelins for this.
>>
>>98895750
>Topple is automatically applied for each hit and has no size limitation.
Also works well with Sentinel. Your Opportunity Attacks drop the target's speed to 0 while having a chance of knocking the target prone.
>>
>>98895750
>As can the Quarterstaff
>so is a Trident
Meanwhile the Spear does both.

But you are correct that there's not really much of a need to choose. A Fighter gets multiple weapon masteries, so he can easily pick Trident and Spear, carry however many of each, and use them as the situation demands.
>>
>>98895791
That's probably the right way, just get all three. Trident for throwing, Spear for Sap, Quarterstaff for Topple. Switching weapons around is done with the attack action and item interaction so swapping is easily done in the middle of attacks.
>>
>>98893947
Warlock and Felhunter minion I guess?
>>
A big boss fight is coming up and the enemy mage is going to come in prepped with spell buffs and wards. However I know a player is coming in with a Dispel Magic; how do I make it so he doesn't just dispel magic the mage undoing all the buffs and make the fight a cake walk?
>>
>>98896048
Counterspell.
>>
what are people's thougths on this monster.
>>
>>98896077
Counterspell is weird to me, it wastes the action but not the slot and there's always the chance they can make the save and still get the spell off. So even if you were to counterspell, eventually they're going to get that dispel magic off
>>
>>98896117
>>98896048
Wish, Spell Immunity, to become immune to Dispel Magic for 8 hours. Globe of Invulnerability? Alternatively, remember that Dispel Magic requires an ability check for EACH spell that is above its level to dispel. Also, carry Counterspell anyways even though the Dispel Magic will go off eventually.
I think its good to let players do the cool thing their spells are supposed to do. They prepared Dispel Magic and cast it on the right target- let them feel good about that.

Your Mage enemy should have a backup plan if their stuff gets dispelled.
>>
>>98894520
It's really funny just how aimless this edition is, they genuinely have no idea what they're doing.
Who the fuck asked for modern weapon stats in DnD 5e?
>>
>>98896174
Yeah I think I'll stick with just counterspell. I'll use this fight as a measuring stick for future encounters if I need to tune them up or down. There's 3 other beefy enemies there as well to monkey up players as well
>>
>>98896710
What's the mage's stat block look like and what level is the party?
>>
>>98896761
Party's level 7, I took an archimage and reduced it a bit, then I got 3 bodyguards, 2 frontliners that synergize and one ranged guy that I'm going to make body guard the mage. They'll be fighting on a volcano rim so circular arena.
>>
>>98896117
Counterspell used to be much better. They nerfed the shit out of it. Frankly I'm glad they did, it was so annoying to set up an idea for an encounter and get it buttfucked by one counterspell.
>>
>>98897413
skill issue lmao
>>
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>>98897109
Some blasting can go a long way, beyond just the spells. Arcana Burst is nice, but I like something like the Abjurer Archmage's Banishing Blast.
>>
What are anon's opinions on Large size player characters? I'm planning on allowing Wemics as a player race in my upcoming game and official rules never allow Large characters, even making Minotaurs medium to not break this rule.
I never ran much 3.5 but that edition seemed to account for Large players just fine (I know level adjustment had its own issues).
>>
>>98897911
Assuming we're talking 2024 5e. You've now a PC who can
>Grapple Huge creatures
>Has an effective 5-foot increase on Self ranged Emanations
>May easily supply half cover to multiple allies
At the cost of
>Not being able to fit in places that are for Small Sized creatures. They can squeeze into Medium Sized spaces.
>If they want to mount something it needs to be Huge Sized

Imo, Tiny Sized PCs are far more dangerous due to the Cover rules being really lax. And since they got rid of the whole 'Large weapon dice increase' thing from the DMG, there's really not many exploits I can immediately think of when it comes to large PCs.
>>
>>98896109
First I've seen it honestly, had to look up the statblock. I could see it being fun to use in a dungeon full of traps as some sort of Kevin McCallister expy, might toy with the idea of it being able to use a bunch of mage hands as an impromptu mini wall of force too.
>>
I really want to try that new elemental barbarian subclass from the WoW book. It looks fun as hell
>>
>>98897971
I'll be running 2014, but it doesn't look like that would affect much beyond the oversized weapon rule. I don't mind a player having access to a bigger damage weapon, I can always balance it but not handing out Large magical weapons. If a player wants to spend money on getting one custom made then that's a fun goal for them to work towards.
>>
>>98897911
>>98898396
>I can always balance it but not handing out Large magical weapons.
Magical weapons automatically resize to fit the wielder.
>I don't mind a player having access to a bigger damage weapon,
You really should, because it's double the damage dice. It's pretty much the sole defining reason why the official rules had to disallow Large characters purely because of how much extra damage it would offer.

All that being said, because a Wemic is akin to a Centaur in that it has a humanoid upper half, what you could more easily do is just make it Large, but simply give it a feature that has it use weapons as if it were Medium.
That's already how Driders and Centaurs work in the 2014 Monster Manual, where despite being large they've got 1d8 Longbows or 1d10 Pikes.
>>
>>98898366
>use your bonus action to deal some damage of a different damage type than you did last turn
>that's it, that's the entire subclass
What am I missing, here?
>>
>>98898484
yeah that's cool!
>>
>>98898493
Just play elements monk and change the damage type with every unarmed strike
>>
>>98894520

>Treasure. One of the office desks contains a Potion of Growth, a Book about computer engineering, and an envelope containing 100 GP (as 100 dollars).

>Treasure. If the characters search the neuroscan booths, they find the following treasures:
>1,500 GP (as 1,500 dollars)
>Cloak of Protection
>Spell Scroll of Aura of Purity
>A fine gold chain set with a fire opal (worth 2,500 GP)

I do not know what kind of dollars these are, but they must be very powerful if it is 50 dollars for a greatsword.

Okay, if this setting uses Player's Handbook prices, then it is 250 dollars for a pistol or 500 dollars for a rifle that uses musket statistics. That is expensive. On the other hand, it is 30 dollars for a greataxe, 50 dollars for a greatsword, 25 dollars for a light crossbow or a shortbow, or 50 dollars for a longbow or a heavy crossbow, so this is a setting where it is more economical to use archaic weaponry.
>>
>>98898626
they're ranged attacks that can crit or are saving throws, anon. it's just cool man what the hell
>>
>>98898686
>ranged attacks
yeah elements monk has extra 10ft reach
>saving throws
yeah just grapple with your extra unarmed strikes
>>
Do people have the rules already or are they just going off of shit streamers say
>>
>>98898706
I like that the Elements Barbarian gets Physical and elemental resistances while ranging and have less HP and that there's a cool gaminess to it

lvl 3
turn 1
>+5 @ 1d12 + 5 Slashing from a Greataxe
>+4 @ 2d8 Cold damage
turn 2
>+5 @ 1d12 + 5 Slashing
>DC12 for half 2d4 + 1d10 Fire damage
turn 3
>+5 @ 1d12 + 5 Slashing
>DC12 for half 2d4 + 1d8 Lightning damage

raw there's also no limit to the stacking, so the damage increases continually. the longer the fight the more damage you deal
>>
>>98898626
Yeah, but then he has to play a faggoty monk.
>>
>>98898832
Woaah woah dude monks are fucking awesome, especially 2024 Open Hand, I just like the idea of resourceless pseudo-spellcasting on a Barbarian
>>
>>98898435
>Magical weapons automatically resize
True. I think all things considered it is more fun to ignore that rule to fit Large PCs into a game. Pretty sure a hypothetical Barbarian PC would prefer the magical Frost Giant axe they found to stay big and do more damage and just eat the disadvantage. By the level that the players acquire such things, there should be plenty of access to other magical items to not throw off the party balance.
>>
>>98898841
No they aren't
>>
>>98898857
Well, a Frost Giant axe would be Huge, not Large, so not usable at all. And any Barbarian PC would be pretty happy to use an oversized weapon since they can simply Reckless Attack to overcome the disadvantage.

All that said, if you do lock magic item sizes, it is a lot easier to compensate for, since you can just give out Flame Tongue weapons like candy and there's suddenly not that much to gain by having a 2d10 damage weapon by default.
I suppose the only real consideration you'd want to make there is limiting the starting gear for a large PC so that they've mostly got Simple weapons to start with, just so that by the time they can buy something bigger, the other PCs have had the chance to find some magical gear.

And ultimately it's probably going to be an overall positive for party balance for all the weapon-wielders to be dealing more damage.
>>
>>98898922
>limiting the starting gear
That is exactly what I'll do. Wemics will be the only Large race I'm going to include and they aren't exactly metalworkers. A Wemic PC can start with something like a greatsword but it'll be one made by and for humans.
>>
>>98898989
If they're the only Large race you plan on, I'd still say you could save yourself a lot of trouble by just having them use normal-sized weapons like everyone else. The oversized weapons don't make as much sense in the context of centaurs.
>>
>>98898768
>there's also no limit to the stacking
Except for the tiny detail that it’s “the next” time you deal damage of that type.
>>
>>98898734
I saw one guy who had a turbo-autistic nearly 4 hour video, so that one's probably pretty accurate.
>>
>>98894489
https://dysonlogos.blog/2022/07/04/on-the-five-room-dungeon/
Here's a random blogpost on a concept called the Five Room Dungeon that I've used many times.
Of course, it doesn't have to literally be five rooms, but the concept is useful as a framework for how the challenges of a dungeon can be paced.
If you are concerned about your dungeons being linear, remember that D&D can be thought of as a decision making game as much as a tactical combat or roleplaying game. Putting in one or two moments where the party has to make a decision on how to proceed is very valuable.
For example, pic rel. In the Skyrim dungeon example, if it looped so that room 3 and 6 were connected by an elevation change such as a cliff, the party could decide to either explore through the intervening rooms, getting into fights and collecting treasure or instead climb the cliff and preserve resources. That alone would make the dungeon more interesting to explore, without having to spend the time to add as many rooms or as much complexity as the Morrowind and Oblivion examples.
>>
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>>
so, hear me out on these core class revisions

>Barbarian: now gets resistance to everything while raging, and don't need to maintain rage. they also get twice as many hit dice, which they can spend to heal or deal extra damage
>Bard: bardic inspiration now lets you grant Heroic Inspiration. Vicious mockery is gone and cutting words is made a core class feature
>Cleric: mostly gets quality of life features. subclasses now have tenets that grant advantage when you follow them and disadvantage when you don't
>Druid: now select their wild shapes from a curated list, which also includes non-beats like owlbears. Each subclass gets an expanded wild shape list
>Fighter: can treat weapons as other weapon for the purposes of weapon feats (including fighting styles). gains stances that change the properties of their weapons. They have up to two favored weaons which gain special benefits. This all also applies to unared strikes
>Monk: gains multiple kinds of unarmed strikes using different body parts. Can chain them to perform combos
>Paladin: All smites are class features and use a separate resource from spell slots
>Ranger: gains abilities tied to traps and poisons. Can read a monster's whole stat block. Every subclass gets a pet
>Rogue: also gains abilities tied to traps and poisons. Cunning action can now also be used for all the normal actions except for attack, magic, dodge, and ready. They gain skill tricks
>Sorcerer/Warlock/Wizard: these three swap their entire game core game mechanics like so: warlock>sorcerer>wizard>warlock
>>
>>98899420
>Can chain them to perform combos
what does that mean, in practice?
>>
>>98899420
>agreed on the barbarian, would also change the AC to CON + PB to remove the MAD issue
>clerics and full casters in general are plenty good. I'd remove the scaling of damage cantrips, same for the wizards, druids and sorcerers since they have so many spells anyway (I'd remove cantrips altogether but not everybody would like it)
>fighters should get maneuvers as base class feature, and action surge at level 5. I've been wondering if it wouldn't be better to have 1d4 but have much more of them, like maybe progress from 6 to 12/16. Cleric can use aid as a cantrip afterall.
>monk I would change the AC to DEX + PB to remove the MAD issue

not fond of the switching around of mechanics, the warlock is nice and fits the flavour imho. sorcerer and bards should get fundamentally different mechanics to better fit their lore adn make them more unique, here's my pitch:
>bards get chanting, which is mostly buffs and debuffs within voice range. vicious mockery and bardic inspiration chants like other instead of standalone feature. at higher levels you can mix several chants together to stack multiple effects : vicious mockery to deal damage + dissonant whisper (no longer a spell, now stuns on a failed throw) for example
>sorcerer no longer has tiered spells but it now based around cantrips + improvements à là battlemaster. you throw your firebolt and can add additional dices per metamagic point, or can switch the secondary effect, the range, etc (clerics, wizard and druids wouldn't have the improved cantrips in this version so only the 1d10 ones at best, the wizard could go 4d10 + metamagic effects and subclass effects)
>>
>>98893744
>Leshay are an incredibly powerful race of elves, so much so that even an average shitty Leshay could destroy demigods and conquer worlds.
>they were only ever mentioned in the 3rd Edition Epic Level Handbook.
funny
>>
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>>98899823
A lot of the races from the 3.5 psionic handbook never made their way to other editions too. Like the vulcan rip offs. Still better than Kender but maybe they've only been forgotten because Dragonlance is forgotten.
>>
>>98899420
Would need more details on Cleric tenets (there is a risk where it can end up leading to too much negotiation with the DM if they are too vague) and Monk (what would combos do?)
Stuff like Barbarians and bard sounds good.
For druid, a curated list sounds good, but I would limit some stuff like Owlbears and weird monsters to the Moon Druid, and keep the unique use of the wild shape ressources of the other subclasses who don't need to turn into beast as a main mechanic.
Sceptical on ranger getting pet with all subclasses, would at least require that every bet synergize/completes the mechanics of the subclasses; at least it gives a specific identity as the "pet class".

I don't see the point of switching mechanics around, it doesn't fits more one or the other; better to rework each one and expands on the mechanics; though wizards are fine; warlock just needs their third spell slots sooner.
As for sorcerer imo they definitly need something unique regarding their spellcasting besides meta magic; them getting straight up named spells feels like it goes against their flavor as natural spellcasters
>>
>>98899420
>Barbarian
I personally like the idea of just adding Force to the default resistances, and then adding distinct Resists to various subclasses.
>Bard
Feels like you're going to run out of inspiration really often. Can't say I'm a fan of Vicious Mockery though.
>Cleric
Questionable as to how often this would even apply.
>Druid
Solid and thematic.
>Fighter
I'd need to see this in practice, but I'd be worried that it'd either homogenize all the weapons, or there would be one dominant weapon that steals every niche.
>Monk
So like, you do Elbow, Elbow, Kick and it gives you some spinning crane kick or something? Feels a little messy.
>Paladin
Depends on how many resources it is
>Ranger
Similar enough to other Ranger reworks I've seen
>Rogue
Kind of boring to give both Rogues/Rangers traps/poison.
>Sorcerer/Warlock/Wizard
I've seen people justify swapping Sorcerer and Warlock mechanically, turning Warlock into the one leaning secret ways of modifying spells in ways other casters are unable to, while the Sorcerer gets a handful of at-will and short rest spells that they get to spam all day. But I'm not sure how Wizard enters the picture.
>>
On a whim played this last night and people seemed to groove to it:

https://www.youtube.com/watch?v=PreNh7UU68g

Now it actually has me considering getting a youtube premium account so I don't run into ads. But any other dungeoneering/adventuring ambient music you guys like to play/listen to when you game?
>>
>>98900499
>youtube premium
don't waste money on that anon; might as well put a decent adblock; or just use Brave when playing youtube during your session; it automatically gets rid of ads
>>
>>98893744
Does or did anyone use that 'Fifth edition character sheet' app? Does anyone have the custom files for 5.5e?
Alternatively, is there any other similar app? I really like that one, it made building characters pretty convenient.
>>
>>98893947
DnD’s future rests on how good the Draenei stats are and what they can be built into.
>>
>>98900615
Is that that the one with a bunch of typos and misspellings in it? If so, yeah I used it a bunch, but never bothered to do custom files.
>>
>>98900615
if you mean on PC, aurora builder ? works with 5.5 if you download the relevant git links
no clue on phones
>>
>>98900536
Didn't know Brave did that, good to know!
>>
>>98900719
It was this one. I liked it because it was pretty quick and convenient to use like I said, but unfortunately it never got updated to 5.5e. I also allowed for custom classes and races to be imported into it, but unfortunately I haven't found anything to bring the updated classes and stuff into it.

>>98900760
I might try this one, but I'd prefer a mobile one since I liked to create characters on my phone just to pass the time
>>
>>98901061
never found a mobile one that quite made it for me, although to be honest no apps or site ever did since it's quite easy with them to go over some features you have access to, or misunderstand them
DNDbeyond is imho the least worse one but
>wotc
>>
I'm very autistic. I hate digital tools. I wish I could make everyone put their phones by the door and only have rulebooks, notebooks, paper, and writing utensils with 1" grid paper as maps.
>>
>>98900615
Just use Excel. With enough VLOOKUPS and INDIRECTS, you can build a template that includes all racial and class features and automatically lets you choose between them and outputs their full text.
>>
>>98901125
My group does this, with the exception of the art guy who’s allowed to keep his tablet and laptop.
>>
>>98901061
It was great when he was updating it. He'd be quicker with it than the pdf uploads sometimes.
>>
>>98900499
yt-dlp and play it locally
>>
>>98901125
Are you hosting? Or are you the DM? You can just bring it up even with the group. And it isn't like you need to keep the phones actually by the door, leave them on a table in the table so that if an emergency actually happens they are within earshot.
>>
>>98901125
You don't have to be autistic to want this. There's something nice about being unplugged. I used to play games in a dark room with candles, snacks, and my bros. Nothing but character sheets and the core WoD rulebook of whatever we were playing. You never realise you're in your golden years until they're long gone.
>>
>>98899598
>>98899665
>>98900353
>>98900376

Here's some examples of tenets and combos.
>>
Monk combos sounds like a lot of work for something that will be immediately optimized to best 2 or 3 combos, with nothing else even being used.
>>
>>98902671
Sins of Life really should, at a minimum, exclude Undead from the trigger.
Even carving out that exception though, Sins of Life is the sort of feature I would homebrew if I wanted a feature that turned a PC into an unlucky pariah that the rest of the party hates.

Imagine rolling up an archer, excited to shoot some arrows at goblins, but every time you kill one the Cleric forcibly applies disadvantage to your next attack (since you can't knock out enemies with ranged attacks).
Even in the best case scenario where the entire party is playing along with the bit, all they're going to do is ask the Cleric to stand outside while they finish off all the prisoners.

I could see giving the Cleric themselves a penalty for not upholding their god's ideals, or the Cleric giving a blessing to those nearby for going out of their way to do something their god approves of, but automatically punishing others nearby for not being as devout as the Cleric is just backwards no matter how you slice it.

As for the Monk combos, basically what >>98902691 said. Every Monk would just Tiger's Pounce for an unarmed strike, use that to trigger Toad's Kick to do a High Jump. The height you get doesn't really matter, since then you just land and knock the enemy prone for free, and then take their two attacks at advantage. If they're feeling spicy, they make those attacks unarmed strikes as well, so they can Long Jump away for free and repeat the whole thing next round.
I feel like to make this system work, there needs to be more branches. Combo effects that trigger on a miss rather than a hit, for instance. Of if Falcon Dive pushed an enemy if they avoid the Grapple, so that you might need to get creative with your follow-up.

Basically make it so that the variety is built into each move so that the moves don't become rote.
>>
>>98902904
>Imagine rolling up an archer, excited to shoot some arrows at goblins, but every time you kill one the Cleric forcibly applies disadvantage to your next attack

it's only forcible when the cleric triggers it, not when the archer does. Is this more clear?

>Basically make it so that the variety is built into each move so that the moves don't become rote.

I thought about that. It might be a good idea to detach the maneuvers from each other so players can learn to mix and match them



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