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D&D 5E Discussion

DavidBVal

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You are wrong, Assasinate does not require surprise. It works as long as the enemy hasn't taken a round in combat yet. So winning initiative should be enough to attack with advantage, and autocrit. Bam!!! 6D6+Dex.

It would be fixed by limiting the autocrit to surprise attacks I think.

KvaxHrl.jpg

It was one paragraph, and I wasn't able to read it rite.

There goes my internet pride.

but at least the universe has balance again.
 

DavidBVal

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You are wrong, Assasinate does not require surprise. It works as long as the enemy hasn't taken a round in combat yet. So winning initiative should be enough to attack with advantage, and autocrit. Bam!!! 6D6+Dex.

It would be fixed by limiting the autocrit to surprise attacks I think.

Reread the book, hell I'll even quote it for you
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

So you get the advantage by going first, but not the autocrit

This is embarassing.

:shredder:
 

Lhynn

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Hohoho, i had the party lvl 4 go against 3 halfling assasins lvl 3, in their own dungeon. that was funnn.
 

DavidBVal

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so just to asume my complete tardness, uncanny dodge has a caveat I don't see?

taking 1/2 damage on 1 attack per round as a reaction sounds like crazy tanking, but maybe I'm just underestimating the usefulness of reactions
 

Sam Ecorners

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Also, if you wanna talk OP, then how about the fact that rogue's sneak attack is per turn. So it can be used on the regular attack and on AOO. Done that already with our bard's help, ended up dealing close to 30 points of damage in a round.
 

DavidBVal

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so just to asume my complete tardness, uncanny dodge has a caveat I don't see?

taking 1/2 damage on 1 attack per round as a reaction sounds like crazy tanking, but maybe I'm just underestimating the usefulness of reactions
well you lose your AOO for the rest of the round, for one

Yeah that's the only one I could think of. But AOO are less frequent than... well, being hit. It is a consistent way to soak damage. And I don't like it, not just a matter of balance, doesn't feel like part of the combat system. If you dodge, why you take half damage. Why always, why from every attack no matter how skilled. why not a simple bonus to AC
 

Sam Ecorners

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so just to asume my complete tardness, uncanny dodge has a caveat I don't see?

taking 1/2 damage on 1 attack per round as a reaction sounds like crazy tanking, but maybe I'm just underestimating the usefulness of reactions
well you lose your AOO for the rest of the round, for one

Yeah that's the only one I could think of. But AOO are less frequent than... well, being hit. It is a consistent way to avoid being hit. And I don't like it, not just a matter of balance, doesn't feel like part of the combat system. If you dodge, why you take half damage. Why always, why from every attack no matter how skilled. why not a simple bonus to AC
For rogue the consistent way to avoid hits is disengage via cunning action and gtfo
 

DavidBVal

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Also, if you wanna talk OP, then how about the fact that rogue's sneak attack is per turn. So it can be used on the regular attack and on AOO. Done that already with our bard's help, ended up dealing close to 30 points of damage in a round.

It only affects one attack per turn, doesn't it.
 

Sam Ecorners

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Also, if you wanna talk OP, then how about the fact that rogue's sneak attack is per turn. So it can be used on the regular attack and on AOO. Done that already with our bard's help, ended up dealing close to 30 points of damage in a round.

It only affects one attack per turn, doesn't it.
That's attack per turn, not per round. My own attack happens on my turn and the AOO happens on the enemy's turn(pairing up with a bard, to get those dissonant whispers, works out nicely here)
 

Lhynn

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Hohoho, i had the party lvl 4 go against 3 halfling assasins lvl 3, in their own dungeon. that was funnn.
the outcome?
Near whipe, the only reason they got out alive was because the only player character that wasnt incapacitated managed to kill one of them with a proyectile, and they failed their morale check and fleed with the body.
They were extremely cowardly and brothers, so they retreated and attempted to save their brother.
Would have been a whipe if they didnt think they could save him.

They did play the encounter poorly tho, triggering traps they supposedly already knew were there, for no good reason. The players paniqued because of the ambush i guess.


Also, if you wanna talk OP, then how about the fact that rogue's sneak attack is per turn. So it can be used on the regular attack and on AOO. Done that already with our bard's help, ended up dealing close to 30 points of damage in a round.

It only affects one attack per turn, doesn't it.
AoOs are reactions, therefore outside of your turn to act.
 

DavidBVal

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Well, it's good but limited to AOO availability. It had no limitations in 3e, you could sneak attack some guy with four arrows by just winning initiative. True that, now, sneak attack is crittable damage, but crits are now more rare.
 

Lhynn

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Game is fine as it is, only ranger kinda sucks. Im more worried about the supplements than anything.
 

Spectacle

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After reading most of the PH, I have to say I like the system very much, but maybe they added too many special powers to classes, making it a bit messy to handle.

The sorcery points are an example of this, you already have the magic system and slots, why adding another layer of resources to spend. Not that it's terrible, but as every class has so many special rules/powers in it, it's not as "intuitive" as I had anticipated. for instance, if I introduce an encounter with level 3 rogues, I have to remember that they'll "uncanny dodge" out half the damage they take, as a reaction. It's like a "parallel system" built on top, because there's already the concept of evasion/dodging incorprated into AC. so why not just give them a +2 AC instead, and keep it all inside a more elegant and simple system.
In general you shouldn't use PC classes as NPC's, as you have noticed many of them are complicated by design. That is intentional to make them interesting to play for a tactically minded player.

Instead use one of the NPCs from the back of the Monster Manual, tweaked as needed. For example if you want the players to fight against a "rogue" you can take the Bandit from the MM and give him the Rogue class' Sneak Attack and Cunning Action ability, but just increase the AC a bit to emulate Uncanny Dodge.
 

LeStryfe79

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I making the players roll their stats using 3d6 in order. They can keep rerolling until the OST to Pool of Radiance on NES finishes playing.

 

Lhynn

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Stats are not that important, you only need a high primary and secondary stat to work well, the others come up too rarely to matter, and there arent save or die spells, so failing for example a charisma saving throw will only make the fight harder.

Its a good way to go to avoid people with ultra high stats having a big advantage over people with low stats. and to avoid stat arrays which are boring as fuck. Having high stats favors multiclassing somewhat.
 

LeStryfe79

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I think it's entirely possible to play 5ed like a super hero game too if that's what you want. Game supports a very wide range of styles.
 

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