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bestastrologerinusa · 2 years
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Love Spells Caster in Jacksonville Florida
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lovespellstip · 2 years
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jaypea00101010 · 1 year
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A single design problem I have for each D&D 5e class
Made this a thread over on bluesky and figured might as well bring it over here. Not really big problems in most cases, but just, small things that I feel WotC should tweak in all current 5e classes.
Artificer: No clear weakness.
A single class that can make great a great support character, DPS character, tank, single target attacker, stealth character, etc
Obviously needs to be built spesifically for each of these, but every other class has at least one thing they can't do.
Barbarian: No force resistance
Slightly cheating because it's not inherently a problem with Barbarian, but recently more monsters have been using Force damage instead of B/P/S, and barbarians should absolutely gain resistance to it while raging at higher levels.
Bard: Full-casting
Bards are designed to be a jack of all trades, it's right there at 2nd level, but they seem to have missed the 'master of none' bit.
Full spellcasting up to 9th level, a pretty solid spell list, and spells they don't have they can take with Magical Secrets anyway, even 9th level ones.
Cleric: Turn Undead
A holdover from older editions, turn undead in my opinion just doesn't make for a good universal option on clerics.
I'd much prefer something like spirit guardians or spiritual weapon be reworked into their universal channel divinity.
Druid: Universal Wildshape
Probably controversial, but I have similar problems with wildshape that I do turn undead, it's good, but a weird universal option.
If I'm a druid getting my powers from stones, plants, or the stars, why can I also turn into a ferret? There should be a few options to pick from instead.
Fighter: Action Surge at Level 2
Action surge is such a good feature, usually it's just some extra attacks, but the fact you have the chioce is great....
That said, I think it coming online so early incentivises unintentionally incentivises multiclassing, casters dipping for 2 spells a turn mostly. They've somewhat fixed it by limiting what actions you can use it for in OneD&D, but I personally just feel it should be later level rather than limiting it.
Monk: Ki Dependancy
This doesnt' need explaining, everything for monks costs ki and it really doesn't need to, they should get resource free disengage and dash, or have ki recover faster.
I had an idea for a ki recharge of 1 min, but less points overall, so you have all points for every fight
Paladin: Oaths at 3rd level
You get your power as a paladin from a sacred oath you swear, so why do you only choose that oath at 3rd level?
That's like a warlock only deciding their patron at 3rd, or a cleric only deciding their god at 3rd (Yes 1D&D does this and I hate it).
Ranger: Spells Known
Why do rangers, the class that's meant to be about being the best prepared for the wilderness and natural areas not have prepared spells?
It just seems so obvious to me, and I've got no idea why it's not done like that already?!
Rogue: Is Pretty Good
If anything I'd say that I'm not a fan of skill floors like reliable talent, and expertise not letting you use it on other tools is a bit strange, maybe the large subclass level gap?
Yeah overall I'm a fan of rogues though, they're just solidly made.
Sorcerer: Spells Known
They tried to fix this in Tasha's with subclass spell lists, and I think that's good idea generally, but letting them swap them for (admittedly limited) options from 3 different spell lists is also weird
Just give them subclass spells they can't swap, or maybe can swap fron one list and you're good.
Warlock: EB is a Cantrip
Eldritch Blast is a good spell. Too good to be honest with multiclassing at least, it's one of the reasons PalLock is such a good combo.
EB should scale with Warlock level so be a feature not a cantrip, or cantrip scaling with warlock level like it was in that One D&D UA that they then reverted.
Wizard: Subclass Theming
Tying wizard subclasses to schools was a bad idea, and what we've gotten outside the PHB seems to be an attempt to go back on that.
It also means they don't have room to explore all of each school, I'd love a teleport or summon focused wizard but school of conjuration smashes them together weirdly
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adhsea · 2 years
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You should give Pathfinder 2e a shot
Given the state of everything surrounding WOTC and OneD&D, I figured that now was a good time to make a post like this. I know how things like this sound, so I’m going to promise up front that I’m not here to shit on D&D. I played 5e for years and had a lot of fun with it. This is a message from someone who decided to try out PF2e and found a new favorite system, and thinks you might enjoy it too. So without further ado, here’s a few reasons to give Pathfinder 2e a shot:
Tactics and Teamwork: Combat is incredibly rewarding in 2e. Every character has 3 actions, and abilities are balanced with the idea of each action being just as valuable. Attacking multiple times a turn imposes a penalty, so it's important to figure out what you can do besides attack in order to help your party members do great on their turns as well. Attacks of Opportunity are rare, so moving into a flank position is easy to achieve. You can use skills to learn about your enemy, frighten them, knock them into the ground, it's a lot to put in one tiny snippet. If you've wanted more dynamic and tactical combat, why not give this a shot?
Balance part A: This game is incredibly well balanced on pretty much every level. The math in this game is built around the crit system, where every roll that's 10 or more above the DC is a critical success, and every roll that's 10 or more below the DC is a critical failure. This means that even as the numbers get higher and higher, they're still consistent. As a result, encounter building is simple and can be easily adjusted to fit the challenge the DM wants to give the players. It's trustworthy and reliable math that rewards tactics and good playing.
Balance part B: The martial vs caster disparity is much less of a problem in this game. Spellcasters can’t trivialize encounters with a single spell slot, and martials can feel like they have an impact on fights. For some people used to playing spellcasters, this can feel like a huge nerf. There are ways to play blaster casters and do it well, but for the most part casting is balanced around versatility and support. Martials on the other hand are stronger than in any other sword and sorcery system I've ever seen. Seriously if you've never played a martial character because you've felt they're too boring or don't have enough of an impact on the game, try one out in this system.
Character Building part Classes: As of writing this post, there are 24 unique classes to choose from in the game. 12 were released in the core rulebook, and 12 more were slowly released over the game's 4 year life span. They're not done either, there's another class coming in late summer. 2e is a game that tries to make as many character concepts possible as it can. Will you play an Investigator trying to solve crimes, an Oracle who struggles with a divine curse, and Inventor trying to create the perfect weapon, or maybe a Magus studying to deliver powerful spells through the might of your blade? The possibilities aren't endless, but they're not stopping until they might as well be.
Character Building part Ancestries: Also known as Races in D&D, your choice of Ancestry is a more impactful choice than you might expect. At various levels, you'll earn meaningful Ancestry feats that allow you to define how your character's origin shaped them. Your dwarf might've spent so much time around a forge that things like fire and smoke are easier to handle, while your goblin friend might have such a fascination with fire that they get a small bonus to doing damage with it. You can even get versatile Heritages to further define your character. Have you ever wanted to play an elven tiefling, or a gnomish aasimar? There's a lot that you can do to make your character feel truly yours.
Ease of Access: All of the rules are available for free online. Legally. This isn't a piracy statement Paizo literally makes the rules freely accessible without having to spend a cent. There's a ton of tools made by the community available online to help you play too. Pathbuilder is a great character builder that's available for free. The Archives of Nethys for 2e have the rules from every single published book available, even adventure paths. pf2easy is another great catalogue you can search through and filter. I could go on and on. The only time paizo ever really insists on payment are the prewritten adventures, which is completely understandable. And speaking of which.
The Adventure Paths: Paizo's prewritten Adventure Paths are great. They're available in physical copies or pdfs, always in sets of 3 or 6 books, with the 3 book sets being adventures spanning 10 levels and the 6 books spanning 1 to 20. They're written with making things as easy for the gm as possible in mind, and you can expect them to be mostly prepared for player approaches to problems. And hey, if the campaign goes off the rails before you finish the first book, you don't have to buy anymore and can just keep things going however you want. If you're just starting out, the Beginner's Box is a great way to get introduced to the system. It comes with simplified rules and prewritten sheets to teach you the basics if all the rules feel like too much to wrap your head around.
I'm cutting myself off because this post is long enough, and I'll just keep on writing run on sentences if I don't. If you've made it all this way, I hope I've convinced you to try out 2e. It's an incredible system that more people should know about. You can sometimes find people willing to run the beginner's box for free online, and there's no shortage of people willing to help answer questions about the system. And if you're willing to take the plunge right away, I'll leave you with the Rules Index on AON. Just click the tab that says Core Rulebook, and boom you have access to everything you need to get started. Good luck and have fun.
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alicelufenia · 4 months
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Another week, another update on the Chosen of Eilistraee playthrough
We sneak through Grymforge picking off the wandering guards and the scrying eye (which is stupidly resistant to damage in tactiction, but vulnerable to thunder so Gale blows it up with a chromatic orb)
After all the stragglers are dealt with, we try to take some of the duergar in the main room with Nere, but aggroing them, even by drawing them away, aggros the rest of them. We manage to take out one, and then run away, with plans to long rest to reset their aggro and be fresh for the big battle (no negotiating with slavers this run)
Also backed off on my rule of using no gameplay mods and added UA6 Invoke Duplicity, 5E Mirror Image, and UA8 Healing Buffs, to make Shadowheart slightly more viable as a Trickery cleric. I gotta tell you, UA6 Invoke Duplicity ROCKS! It's basically a misty step that leaves a duplicate that you can opt to cast spells from, including melee ones if they're next to enemies. Moving it is a bit clunky, as it uses Tabletop rules for moving it on your turn with a bonus action, but the fact that Shadowheart can just rush into the midst of it, Fear everyone, then bonus action fuck off to a hidden corner, where she can cast spells with impunity from the duplicate (and enemies will occasionally try to attack it, but favors easier targets usually). The fact it now only grants advantage to the caster if she's next to it and the enemy isn't that big a deal, it's now so much more fun to use! Zero regrets with this one.
Dream Visitor is back, explaining how the True Souls are controlled. Finally the seed is planted that they may yet be saved, though visitor wants her to try to work with them by using the tadpole powers, which Tav doesn't wanna do.
Tavierra now has dual wield. The start of her main playstyle is coming together (just two more pieces needed to bring it online) For now she wields a rapier in the off hand, Phalar Aluve in the main. Which gives her pseudo extra attack at Character Level 5, not bad for an early multiclass.
Time to prepare everyone for the fight.
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Karlach you're not yourself before you've had your medicine.
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MUCH better! (we also throw in our 2nd to last soul coin, it's gonna be a long day)
Sadly I have no screenshots of the battle but, let's just say do you know what's better than a Hunger of Hadar cast on all the enemies grouped up by a Minor Illusion, from hiding, making everyone trapped in the HoH surprised for a round? Not much. We easily dispatched the duergar from a high point, Karlach happily chucking spears, javelins, chairs, at everyone while Wyll knocked them back into HoH with Eldritch Blasts. Did you know Warlock is a really good class?
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The gnomes are understandably happy with this result (I very nearly got Laridda here caught in the Hunger of Hadar, but luckily she was just out of it, and all the duergar were too busy focusing on us and getting out of the pain zone to care about the gnomes.
Time to break Nere out with the Runepowder Vial. Now, here I tried two paths, and while one is arguably more interesting, I went with the one with the best in-game reward. However:
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With the Duergar defeated, we have a way to negotiate with Nere, even influencing him to let the slaves free, and he's none the wiser.
He tells us about his mission to find an alternate route to Moonrise, but the cavein lead to failure. We tell him he can inform the General himself, but he's stuck here too with his moonlantern broken. So he gives us a spider lyre which we can use via the mountainpass route. So this is an alternative to working with Minthara that still lets you take the super shortcut to Moonrise at the start of Act 2.
More importantly, now that we've had him talking for some time, he's noticed something:
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Damn wish it worked this fast with Minthara. We explain how the Absolute is a front for mind flayers, and that we're protected. Just spill the beans right away.
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So here's where we diverge in how we can deal with Nere. We can either goad him to fight, or convince him that he should leave the Absolute. That latter option is the interesting part. This is basically doing what we do with Minthara but way earlier and easier. Which is probably due to Nere being not as motivated to stay with a religion—unlike Minthara who has an EXTREMELY devout personality.
Convincing him to leave nets us his gratitude, and a reward of... a +1 Dagger. An insult, really. This makes you miss out on his rapier which is decent at this level, and the BEST GENERAL BOOTS IN THE GAME. And this is before we've even MET the Myconids, so we've no motivation to take his head right now. It wouldn't be so bad if he did show up later like Minthara did, but nope, this is the last we see of "Twat Soul" Nere. Had he showed up later and gave his boots as a reward, this would probably be the best outcome.
All that being said, he DID kinda murder one of the gnomes in cold blood after being rescued. So I think, after getting threatened by him for our blasphemy, it's fair to say Tav is through trying to save this guy, and is ready to kill him instead, if only to give the one gnome whose sister is killed some closure and justice. She's been Chaotic Neutral for the most part, but she's trending more towards Chaotic Good as this crisis she's in starts to feel more like a pilgrimage on behalf of her goddess.
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Tavierra equips the shoes she'll likely use for the rest of the game.
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Also, Astarion is interested in the tadpole powers even if Tav isn't. I make sure he gets Luck of the Far Realms and make a mental note to find enough tadpoles to ensure Minthara can get the same later. Guaranteed crits on both of them are godsends.
After dealing with Nere and talking to the gnomes, I head back to the Emerald Grove cause I completely forgot to talk to Zevlor after killing Kagha! He gives me his gloves, which are going on Shadowheart at least until she starts getting the pieces for her future radiating orb build put together.
I also decide to just Item Spawn the ring of protection into my game. My justification is: it's my game and you have no power over me, also I did successfully steal the idol, I just didn't know that NOT accepting the quest from Mol locks you out of the reward, and giving her the idol later doesn't do anything. So lesson learned, but I still want it cause Tactician Mode.
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Also got Wyll this absolutely stylish mid-tier armor! The dye is modded, but I think red and gold suits him well.
Next step: deal with the Goblins once and for all. Tav is fresh off failing to get anywhere with Nere, and is considering what other options she has with these True Souls now. She knows that they're not necessarily willingly serving, by virtue of being tadpoled, but that doesn't change the fact they're zealots right now. She'd ask for more guidance, but aside from a few days ago when she first met Minthara, and she was guided to a singing blade, there's been nothing else from Eilistraee, no obvious signs at least. What to do?? (also she really should go find Halsin, he's still locked up lol)
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gururksharma · 2 years
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Free Love Spell Caster
Free love Spell caster
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Love Spell is the most wonderful gift for those who are in love. It is useful for making the love bond stronger.  Not only girl friend or boy friend, but Love Spells works for every married couple also. If you want to make your bond stronger with your partner then consult the Free Love Spell Caster in India. The love Spell caster can provide the best love spells that help you in your relationship.
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bestastrologerinusa · 2 years
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Love Spell Caster in Washington
Free of charge online Love spell caster in Washington helps people to get their relationship back by solving the breakup disputes between them with mantras.
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mgangakenya · 4 months
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astrosrinivas · 9 months
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In your quest to find your old partner, you may feel demotivated and dissatisfied with the ordinary method. Here comes the importance of a love spell caster in Brisbane. If you are wondering how a love spell caster can solve your problem, then it is important to understand exactly what a spell is. It is a special ritual and practice aimed at balancing love and relationship matters.
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professormandela · 9 months
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bestastrologerinusa · 2 years
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Love Spell Caster in New Jersey
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mgangakenya · 4 months
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pgarvin-me · 1 year
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