It just occurred to me--different worlds have different definitions of a week. In the Forgotten Realms, a week is ten days, and there are three of them per month. How's that going to work?
I actually disagree with this. The DMG, Players Handbook etc. could easily say something like "here is the default that you should probably use if you are new, and here are some other ideas for alternative ways you could do things" that way new players could have a definitive to open with and veterans could have an alternative which they can revert to without having to house rule.
I think lingering wounds could be difficult to address. I would love to see something in the handbook/DMG regarding how to deal with say, broken limbs if you wanted to, but I don't know if it would be widely accepted/used. Also it would have to be something used with the discression of the DM.
Stinking cloud is a great example. Cloudkill looks like it is a bit much compared to something like Cone of Cold as well. Overlapping Meteor Swarms are awful. Wish producing wealth and magic items creates problems, especially when coupled with trap the soul. In your downtime, you create 1 25,000gp gem per day. Then, you have a virtually infinite supply with which to cast trap the soul, which allows you to save-or-die (or trap in this case) pretty much any foe with ease. Earthquake killing anyone...
View full commentStinking cloud is a great example. Cloudkill looks like it is a bit much compared to something like Cone of Cold as well. Overlapping Meteor Swarms are awful. Wish producing wealth and magic items creates problems, especially when coupled with trap the soul. In your downtime, you create 1 25,000gp gem per day. Then, you have a virtually infinite supply with which to cast trap the soul, which allows you to save-or-die (or trap in this case) pretty much any foe with ease. Earthquake killing anyone in its AoE in the 2nd round of use seems a bit too potent as well. And honestly, one of the most egregiously broken category of spells out there right now are the cantrips. No way those should scale at the same rate as fighter weapon attacks with deadly strike! And, unlike deadly strike, they can be used an unlimited amount of times per round, which means that it is smarter to haste a wizard (or cantrip casting cleric with a high spellcasting stat) than any martial character! These are just examples.
Cloudkill is basically Stinking Cloud using d8s instead of d6s and upping light obscurement to heavy. The damage is practically identical unless you cast them using higher level slots, but you'll never need both in your arsenal. Overlapping the 4 points/areas of a Meteor Swarm doesn't increase the damage at all by my reading of the spell, but it'll be interesting to see how others interpret it. The penalties for casting one Wish per day - not being able to cast any other spells and...
View full commentCloudkill is basically Stinking Cloud using d8s instead of d6s and upping light obscurement to heavy. The damage is practically identical unless you cast them using higher level slots, but you'll never need both in your arsenal.
Overlapping the 4 points/areas of a Meteor Swarm doesn't increase the damage at all by my reading of the spell, but it'll be interesting to see how others interpret it.
The penalties for casting one Wish per day - not being able to cast any other spells and strength of 3 for about a week - aren't really that onerous, since the first thing I'd wish for would be a belt of giant strength.
Trap the Soul is, indeed, pretty powerful, the Wisdom save would be easy to fail (even with advantage) and the big problem is there's no way for the prisoner to initiate an escape. Trapping the Soul of a Level 20 Balor, then dropping the gem in the ocean (maybe inside a locked and padded metal chest) is a rather unsatisfying way to earn 50,000 XP. Of course if it made its save you'd probably be toast...
I agree that Earthquake's closing fissures should probably trap not automatically kill creatures who've fallen inside them. (Though to be fair, a character can fail a check walking over a rope bridge and suffer a similar fate.)
Don't hasted cantrips and hasted deadly strike keep pace with one another? Deadly strike can be cast once a turn, so at level 5 it's a 2d8 cantrip versus a 2d12 + stat + magic weapon deadly strike?
Monster personalities that work with interactions outside of combat - sounds awesome! It's also a great way to help your bestiary come alive, so that the ~20 HP, ~5 damage monster on the left actually feels different than the ~20 HP, ~5 damage monster on the right.
Al-Qadim (aka Arabian Adventures)
Birthright
Blackmoor
Council of Wyrms
Dark Sun
Dragonlance
Forgotten Realms
Greyhawk
Hollow World
Kara-Tur (aka Oriental Adventures)
Maztica
Mystara (aka The Known World) -includes Savage Coast and Red Steel sub-settings
Planescape
Ravenloft -includes Masque of the Red Death sub-setting
Spelljammer