We are now wondering what level the spell Pudding Form is, and if it's chocolate, should it give young monsters advantage on bite attacks against those in that form?
I have an answer for you, it may even be the truth.
We are now wondering what level the spell Pudding Form is, and if it's chocolate, should it give young monsters advantage on bite attacks agaisnt those in that form?
"Yeah, um, I was trying out this new spell, and then your dog ate my foot and died."
We are now wondering what level the spell Pudding Form is, and if it's chocolate, should it give young monsters advantage on bite attacks agaisnt those in that form?
"Yeah, um, I was trying out this new spell, and then your dog ate my foot and died."
LOL!!!!!!!
Ahh, so THIS is where I can add a sig.
Remember: Killing an ancient God inside of a pyramid IS a Special Occasion, and thus, ladies should be dipping into their Special Occasions underwear drawer.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
Steal 'failed death save just means you take moar damage' from next, and track negative hp?
Meh, Chumbawumba still exists in D&D Next last I checked, because a single heal brings you up to 0HP before healing is applied (How to Play, p.13).
Except in-combat healing is far smaller.
So sure, you can be knocked down and get up again, but only if you have a cleric, and only if he uses a daily resource.
Given the spell progression, and the assumption that a lot of the powerful healing spells would be back, and the assumption that clerics will eventually reserve their level 1 slots for Cure Light Wounds or Healing Word, I'm pretty sure it'll be awhile before the Chumbawumba-ness would stop.
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
Steal 'failed death save just means you take moar damage' from next, and track negative hp?
Meh, Chumbawumba still exists in D&D Next last I checked, because a single heal brings you up to 0HP before healing is applied (How to Play, p.13).
Except in-combat healing is far smaller.
So sure, you can be knocked down and get up again, but only if you have a cleric, and only if he uses a daily resource.
Given the spell progression, and the assumption that a lot of the powerful healing spells would be back, and the assumption that clerics will eventually reserve their level 1 slots for Cure Light Wounds or Healing Word, I'm pretty sure it'll be awhile before the Chumbawumba-ness would stop.
I don't think we will have the 3.5 spell progression. I imagine you'll only ever get ~4 level 1 slots, 4 level 2 slots, 4 level 3 slots...
Also, as damage increases, being at 3 HP is a more and more dangerous place to be. You only get +1 to your death range.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
a better question seem when i read the dd next rules could be what u want not changed from dd4: - fixed defenses ( why rolling d20 for will and not for ac?), just take 10 and its equal, just less rolls - adv/dis system, cuz +2/-2 is simple and dont give too big advantage (2d20 just give big chance to success with advantage and big chance to fail with disavantage), - dd4 spell/power formalization (its just clear and efficient... ok, its like Magic, but we dont write rules in ancient greek just because magic cards aren't written in ancient greek... - please not the vancian system of magic... Why dont use, for example d2.5 system skills and power with magical points?
I have some gripes that I wouldn't mind if 4e changed:
-I would have eliminated feat taxes, and made inherent bonus-based progression available from the start. I love not having to make magic items mandatory, but instead feel like an actual reward.
-Feat-bloat. God, feat-bloat. I like how 5e seems to do it, by making feats provide options, and not simply increase power. That way, no feat is particularly weaker than another, or at least by a large margin, but they simply provide different options
-Along a similar vein, I felt like there was a disincentive to pick more flavorful options for feats, and powers, even if optimization wasn't a huge priority. I think I would have had more flavor-based feats and utility powers, potentially as a separate choice, so as not to compete with combat feats (i.e. pick combat feats on even levels, and flavor feats on odd levels)
I am currently raising funds to run for President in 2016. Too many administrations have overlooked the international menace, that is Carmen Sandiego. I shall devote any and all necessary military resources to bring her to justice.