@EnderLook I only skimmed a lot of the conversation; but I can attest that that wouldn't be a great idea - new concepts can be fine, new concepts that only exist to serve as a weaker version of an existing concept are less fine
It could work though, depending on your specific table (saying there's such a thing as partial resistance that lowers damage by a third works better at a table of mathematicians than it does at a table with not-math-nerds)
Though if you want to get that granular, 5e might not be the right system (it may very well be and it's probably not worth investigating if this is the only time that you've had to fight the system - but if you come into clashes like this a lot where you want more lateral space to design into, other systems could be worthwhile)
e.g. Fate gives you total freedom for those bonus+penalties (compels on "the Sun is my enemy", invoking that aspect for a bonus during nighttime activities, enemies invoking that aspect to leverage their sunlight-magic, etc)
Pathfinder gives similar lateral space; it often likes bonuses at a penalty (Power Attack and variations thereupon, ++- stats, Vicious weapons), and incremental bonuses rather than standard ones (resistance == has a number that you reduce damage by)
Yeah. It's always good to remember that the concept of "balance" that work in board games and computer games aren't necessary sufficient for RPGs. Neither are they always necessary, but I'd say it's more common that you want a more strict view on balance than a looser one.
The chief concern: everyone should have fun, as close to through the whole session as possible.
@kviiri Obsidian is pretty brittle, it could be shattered from being struck hard enough. (which is also what I pointed out in a comment to that question)
But anyway, regarding balance: everyone should have the minimum amount of boring parts, which makes balance more complicated. In computer games, situations tend to resolve relatively fast, so it doesn't really harm the overall experience to have someone be underpowered for a fight or two. But in DnD, a single encounter seldom resolves under fifteen minutes, and the longer ones drag on for over an hour.
@Xirema An unconventional solution who wants to prevent shenanigans: a carefully constructed weave of fine threads that supports the weight of adventurers but tears easily after being ruptured. Have a nice fall to the floor below :)
@Carcer It's way more fun to cast one into a volcano (i.e. drain volcano > create mold level by level > let magma refill to cast one layer of the fortress > repeat)
I always got bored of Dwarf Fortress fairly quickly. It's an impressive effort and a source of many laughs because of the proc gen madness, but I don't really enjoy it much as a game
That said, I did write a report on it for a computer culture mag. A report which was later embellished a lot by the editor :P
One of the things that DF's future may hold is a better system for fortifying one's fortress (including more ways said fortifications can be breached) which might appeal to me. There's not enough variety in games concerning siege defense
@kviiri You could always build your "walls" as layers of doors that are kept locked. Building destroyers would path to and break them and force you to react to the breach. Maybe specific tunnels of them through your walls would make it more interesting
Though I think "diggers" and things which can tear down constructed walls are in the works
@NautArch Since the original comes from Pathfinder that may be what that comment is referring to. The original DC 18 could indeed be 10 + spell level + ability mod
DC 18 from a spell cast would make it level 5 at most. You actually can't get a DC 18 save with minimum stat for casting (you need 10+spell level in the casting stat to be able to cast the spell at all)
@NautArch well maybe they forgot about the score requirement that Delioth was mentioning. (I was forgetting that part too) but concluding 8th level spell is regardless wrong. Could just as well be a cantrip cast by someone with a +8 mod
@Sdjz not what i expected. There's a series of steps before you can even use it that don't seem to be gimmes and that all but one of the spells is the one they want. The 5e version is just...not that.
Yeah, DC 25 Spellcraft to recognize there are spells at all; then a puzzle to figure out; then a DC 25 Spellcraft to collect a word, and only after collecting 5 words successfully (where a failure still looks like a success), you can cast the spell reliably
The material component of the summon lesser demons spell is
a vial of blood from a humanoid killed within the past 24 hours
If a creature is killed and brought back to life, could their blood (if collected before their resurrection) still be used for the material component for the spell?
Before I ask on the Stack, is there anything obvious stopping me from using Quivering Palm on the same creature five or six times and then activating them all in succession?
@DavidCoffron " But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap."
@BESW numbers are at a critically low level for its breeding needs. The reasons for this dire situation include... predation by foreign species... including the bald eagle and sasquatch.
@DavidCoffron pretty sure multiple applications wouldn't stack. The ability says you start "imperceptible vibrations", then you end them with an action and kill/deal damage. Starting the vibrations multiple times still ends them all at once.
You might be able to get a whole team of monks to stack Quivering Palms, but that is more ambiguous. I'd allow it, but I am far from certain on that ruling.
The Way of the Open Hand monk subclass contains the Quivering Palm feature, which has this rule:
You can have only one creature under the effect of this feature at a time.
However, it doesn't specify if you are allowed/forbidden to apply several Quivering Palms on the same target.
If you a...