« first day (2968 days earlier)      last day (2000 days later) » 
00:00 - 22:0022:00 - 00:00

Ben
12:25 AM
o/
@MikeQ "regains hp" - you mean once their hap rises above zero?
 
@Ben Yes. In the section about death saving throws, the PHB says you stop dying when you regain any hit points or stabilize. 5e doesn't have negative HP (0 is the minimum) so any amount of healing should bring you to 1+ HP.
 
Ben
@MikeQ Ohh ok\
 
12:56 AM
Did pre-3.5 versions of D&D have negative hp?
 
3.0 did, definitely. I think AD&D did?
 
3.5 β‰ˆ 3.whateverseealsopathfinderandhalfthegamesofthe2000s
 
3 .5
 
3.πŸ’₯
 
3.esque
 
1:04 AM
3&#_&$'
 
Ben
3=mc^2
 
^3\.\w+$
 
For once that isn't a swear word, it's just supposed to be some random unreadable thing
Oh I see you all got it on your own, good
 
So there's HP, negative HP, temporary HP, but no decimal HP. What about imaginary HP?
Ya know, for... um... a more rich and complex gameplay experience
 
D&D Ο€ edition
 
Ben
1:06 AM
@MikeQ That's called "ego"
 
InSpectres hack: Ghosthunterhunters.
@MikeQ I'm pretty sure that's what you get when a bard heals you.
 
@MikeQ as long as it stays where it belongs in D&D and nowhere else, sure
 
A friend says, D&D 3 Fast 3 Furious.
 
@MikeQ √-1 HP
 
An imaginary improvised weapon deals (1d4+STR) x 1i bludgeoning damage
 
1:09 AM
@BESW lol
I want a class that is immune to non linear damage
 
Ben
@BESW Speaking of F&F, ("F&F" - the rpg for revheads) I bet they're just building up to "F&F 10: Fas10 your seatbelts"
 
What if the damage is out of phase?
 
Ben
What about relativistic damage?
 
Nov 1 at 1:04, by Mike Q
To attack, roll m x n dice and then transform the result by your Attack Bonus matrix
 
They are immune to any damage that isn't measured as 1-10000000000000000000000
 
1:12 AM
@Ben If a character moves more than 5,901,426,527 ft per round, they cast the Light cantrip
also they die
 
If you did more than 1000000000000000000000 damage to them you cheated anyway
 
Ben
Way to go out in a blaze of glory
lol
 
@BESW I can confirm that AD&D 2E has an optional rule (which our group used, at least) with negative HP. Death occurred at -10.
 
Barbarians deal irrational damage.
3
 
Ben
@BESW Barbarian victims often berate them for the damage. [Lying on the ground with no arms or legs] "Come on, that's just ridiculous"
 
1:18 AM
I'm about to start running a 5e game. To make magic weapons more special, I'm thinking about giving them all minor magical effects (eg the stereotypical "faint glow"). Does anyone know where I might find a list of that sort of thing?
 
@Adeptus You mean besides DMG p. 142–143?
 
(I'm also thinking of giving them all names, but name generators are all over the place)
 
If they're all over the place, then they should be easy to find
 
@Adeptus Don't forget The Rule of Fantasy Apostrophes: All apostrophes in the middle of fantasy names are now to be pronounced "boing."
2
 
@BESW That's… a beautiful solution. May work well for Klingon and other conlangs too.
 
1:22 AM
@Adeptus I suggest that, depending on what "special" means in this context, the solution will be to make them matter more, not make them glow in the dark. Give weapons histories, prophecies, devotees, enemies... and instead of swapping them out as you level up, make them increase in power, 4e-artifact-style.
 
Ben
I had a sword like that - I may have told people about it before
 
If you want to make weapons special, give them feelings and character arcs
 
Ben
Greatsword was forged from 5 dwarven swords - wasn't meant to be special - it was just for the size.
However, we became aware that while the greatsword wasn't special, the swords it was made from were. Each one was "awoken" at various stages
 
[scribbles down "medieval weaponry dating sim" in crayon on crumpled napkin]
 
@PeterCooperJr. Clearly I need to re-read my DMG!
@BESW I'm not thinking, Exclaibur-special. Just more special than "it's a +1 longsword"
 
1:35 AM
@Adeptus It may help to think about the prevalence of magic items in your setting
 
Ben
@Adeptus It's a +1 Longsword that goes "shing!"
3
A +2 longsword makes lightsaber noises
 
@Adeptus So sort of like LotR special?
 
The goal is to make them memorable and give them some characterization, yeah?
e.g. "This is the legendary falchion Trollstriker, said to have slain over 500 trolls. You can tell by its unique shape, color, and subtle scent of cinnamon"
and not "This is a +2 longsword I crafted last week because I was bored. I'm gonna sell it for booze money."
 
@Miniman About like that, yeah. Sting is kind of special even though it doesn't have a (known) name when Bilbo finds it. Glamdring and Orcrist are more special because they have names (and are probably +2 or +3).
 
Ben
I like to give my weapons a history. Like the greatsword made from five, or a lucky axe
They don't have any special attributes, but there is an attachment to them
 
1:48 AM
@Adeptus Another fun way to stylize weapons is to give them an usual material
Like a dagger carved from a monstrous fang, or a mace that uses a magic meteorite as its head
 
In the past, I've handed out item cards that I make myself. Half a snapshot-size sheet of photo paper, with a picture I've found on the internet, and name & game stats of the item. So, I can make the dagger +1 looted from an orc look different to the dagger +1 found in a noble's tomb
 
Well again, you should consider magic item prevalence. Especially in 5e. If it's common to find a +1 weapon as random loot, then it may seem less special.
 
@MikeQ I've thought about it. Obviously I won't have a shop in the market selling shiny new custom-made magic weapons. P135 of Xanathar's looks about right, I think.
 
2:05 AM
@DavidCoffron Why do you say Quivering Palm's not magical? It uses ki points, and ki is magic (per "The Magic of Ki" in the monk description). It's not a spell, but it's still magical. (cc: @NautArch)
(esp. the alt-text)
 
Spaaaace ghoooost, err swooord
 
2:26 AM
14
A: Does ki count as magic for the purpose of an antimagic field, or is it only fluff?

user40184No, it is not magical Jeremy Crawford clarified this point on Twitter, using Sage Advice to support it. It is "background magic" similar to the breath weapon of a dragon. Grant Myers @realgrantmyers @JeremyECrawford ki is described as magical, but nothing in stunning strike says that it...

 
I'm going to call bullshit on Jeremy there. And not even self-censor as I do it.
From his Sage Advice article: one of the types of magic is "the concentrated magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect."
That type is the type suppressed in AMF, &c.
Ki is a class feature. You use various ki-powered things as an action. You spend ki points that recharge on a rest and grow in number as you level up in monk.
It's exectly what he's describing when he says "energy... channeled to create a... focused magical effect."
I may even go post that.
(But thank you, @DavidCoffron, for pointing that out to me!)
 
@nitsua60 Yeah; I don't understand why he ruled that way either... but every since then (which was back when I considered Crawford more important), I've just presupposed Ki is not magical (per the game term); I may need to revisit my presuppositions
 
I mean, the first time we see the word in the PHB it's in the header "The Magic of Ki."
Now, I'd be totally cool with a non-magical ki system. (As long as it were in a campaign that didn't allow any spells or caster classes/archetypes.) Say that ki's a thing, draw up a list of things that can be done with it, give some classes access to it...
Oh yeah, that's just inventing a parallel magic system.
And that's fine! Just don't do it alongside "standard" magic.
 
@nitsua60 how dare you turn your back on the order of self sensorship sir! I shall be contacting the council about this!
 
@trogdor I did giggle when I was helping my son learn how to do some altar-serving things and told him to (for a high mass) "censer yourself. Then incense the priest."
 
2:39 AM
Lol
Pun pun pun
Does he get to use one of those,.. how do I describe it
Censures
 
Once again, I really appreciated how 4e just threw out the needlessly complex interlocking mechanics for different kinds of supernatural powers.
 
The roundish thing on a chain with burning incense in it
 
Censer.
 
Sure
 
@BESW You mean they got rid of altar servers?
(he he he)
 
2:46 AM
Look like it's confusingly close to other words that all mean different things
 
@trogdor "Our censer sensor annoyed the censor, earning us censure"?
 
@nitsua60 indeed
I'm fairly good at spelling, but the words that are far too. Close to other words trip me up
And especially typing on my phone, I'm not always trying that hard to English correctly
Especially since it insists on doing things like adding punctuation in for me where it clearly doesn't go
Or replace one word I tried to use with a different word that I am not even sure I actually used more often
 
3:01 AM
Yeah, that one gets me. "Why did you replace 'pots' with 'pita'? I've never intentionally typed 'pita'!"
 
3:17 AM
@Adeptus It's not like I know the DMG particularly well myself, I just had happened to have it open to that page at the time while I was putting together a list of magic items that our party might be able to buy from Shady Character who had offered to try to find some stuff for them.
 
@nitsua60 I get the sense that'd incense ya.
Actually, just (ab)use your mod powers to replace "annoyed" with "incensed" to achieve true linguistic beauty.
 
such incensitive comments
 
@nitsua60 well even when I have used the replacement word before, what makes it think, when I fully typed out the word Fair, that it should go ahead and just replace that with Fanservice?
I'm sure I've said Fair far more often
Well typed, wtv
 
 
2 hours later…
5:44 AM
@nitsua60 This is among those many things that bug me when someone is creating low magic or no magic campaigns in DnD. Monks tend to be exempt despite being rather clearly supernatural...
 
This is among the things that bug me when a system asserts that its magic works in a certain way, but then the system mechanics have a lot of weird interactions that suggest otherwise.
 
Heh, that too
 
Generally I find fewer headaches with systems that split the power sources from their in-game effects, and don't try to unify all the "powers" under the same in-universe umbrella concept
 
Mmm
I take issue sometimes with magic being too defined as working a particular way
 
5:59 AM
Sorcerers, dragons, and fey have inherent magic. Druids have magic if they wear leather, and wizards have magic if they read the right books. +1 daggers have magic. Monks do, but they also don't, unless sometimes. Also bards exist.
Is it all the same magic?
 
But then sometimes I try to define it that way myself
 
@trogdor The question to ask is: How problematic is it when the players have different interpretations of how magic works?
 
Again, I love how 4e was like "Yeah, there's all these different sources of power," but lists "martial" right there alongside "divine" and "psionic" and "primal" and all the others, and doesn't give two figs about sorting out any kind of hierarchy or limitations between them.
"Sure you can shout at people until they regain hit points, why not?"
2
 
I'm trying to think of other systems that are entirely modular like that. e.g. You have {abilities} because of {sources}.
M&M 3e does this pretty well. Heroes have powers, and sources behind their powers, and the player fills in the why and how for their character. No power effects are inherently more or less supernatural than others.
 
@BESW hehe yeah
@MikeQ eh, I haven't had problems with that specifically but I can see it for sure
 
6:14 AM
@BESW @trogdor Does 4e have non-magical sources that enable effects that 3.x/5e typically reserves for magic?
e.g. a martial sneaky type who is effectively invisible, or a grenadier type who does elemental damage
 
@MikeQ would you say healing by shouting at someone who has taken damage counts?
 
Sure. Is that warlord?
 
Because yeah, he was serious, that was a way to heal someone in 4e
Yes
Purely martial class
 
And one of your Rogue 10 utilities is to become Schroedinger's Sneak. When you move from cover to cover, make a Stealth check without penalty at the end of the move. If it succeeds, nobody saw you during the move. And you saved the cat!
 
Lol
 
6:21 AM
4e has lots of "magic" for ostensibly non-magical classes, with the Warlord being quite prominent.
 
Oh, right, and then Rogue 16 just straight up activates your chameleon suit once an encounter, turning you invisible until you move or attack.
22 you go invisible 1/day and stay that way as long as you go slow and keep to at-wills.
 
@BESW I love it too. To me, a Fighter isn't just a guy with a sword. They're one of those legendary St. Georges or Miyamoto Musashis or similar legendary warriors with a mystic essence to reinforce their fighting
And I mean, given how DnD tends to love pointing out that a Fighter is not just a guy with a sword, it's probable quite close to developer intent too.
 
In M&M3e, your "expert swordfighter" is mostly equivalent to your "clergy type with a warrior blessing". Combat-wise, one isn't better than the other. No analogue of 3.esque casters using magic to out-fighter the fighter.
4e - How would a fighter and paladin differ, other than flavor and its effects on RP?
@trogdor I can consult the wikia to see the differences, but I'm curious about how those differences manifested in gameplay
 
6:38 AM
@MikeQ oh well they kinda present it as fluff
 
A fighter exerts melee pressure just by swinging a weapon at someone in the first place. Their options for taking advantage of it are kind of limited if they're not in weapon range, but they're good at containing people there.
A paladin exerts melee pressure by pointing at a guy and saying "fight me, by Kord!" And it doesn't matter where that guy is, if he fights somebody else, Kord's radiant brofist punishes all party fouls equally.
You don't leave Kord hanging.
 
@MikeQ basically, there were mechanics regulating what you could do, but there wasn't much saying what that looked like
 
@MikeQ It manifests in martial classes never feeling like they're "missing" something or having to pick magic items to make up for gaps that caster classes have.
It means you can have an all-martial party without it feeling samey.
 
Also,... You could make, for example one I live to talk about but wouldn't want to play, a Pixie rogue that did stuff that you would expect a Minotaur barbarian to do
 
Because the roles (leader/healer/buffer, defender/tank, controller/aoe/debuffing, striker/damage) have been divorced from power sources, you get ALL of those roles in ALL the power source groups.
 
6:44 AM
@MikeQ They don't differ as as they would in 5e, that's for sure. They have different powers and class features but the most important bit -- marking for defending allies -- works very similarly
 
You can be an arcane defender, a martial leader, a divine damage-dealer.
 
There's even some duplicates, eg. Cleric and Runepriest are both Divine Leaders
 
@kviiri While the mechanics on paper are shared between classes, the way they interact in play does not.
 
@BESW Right, yeah, that's what I'm asking about this time. I probably should have clarified that.
 
For example, paladins say "You, that one person there! You take -2 to attacks, and take damage, if you try attack anyone except me, no matter where you run!"
 
6:46 AM
@BESW Yeah, I think the "all classes play/feel the same" meme is exaggerated.
 
While certain swordmages say "You, that one person there! You take -2 to attacks and are teleported next to me if you try to attack anyone except me."
And guardian druids say "You, anyone next to me! You take -2 to attacks and are rooted to the spot if you try to attack anyone except me."
While fighters say "You, anyone I've attacked recently! You take -2 to attacks and I'm gonna smack you upside the head with a really big stick if you attack anyone except me, and you don't want that because I've stacked a ton of additional effects onto that sticksmacking."
 
Yea, exactly
 
Ok, so my understanding is: primal defender -> limited movement, arcane defender -> forced movement, divine & psionic defender -> damage, martial defender -> nothing extra but they can mark multiple targets. Is this roughly correct?
 
Don't try to extrapolate specific classes into power source guidelines.
Fighters, for example, get the "extra" that their opportunity attacks (in addition to marking their targets) stop you cold in your tracks if they hit you.
 
Hmm ok. So the gist is, there's different types of defenders, and they have slight variations in how they defend, but they're more or less equivalently powerful?
 
6:51 AM
And some swordmages, instead of teleporting you to them, they teleport to you.
 
Yep
 
@MikeQ sorry I was driving, so what I was saying was, I made this build once that mechanically was a Pixie Rogue, but all it wanted to do every round was make a charge attack, and when doing so the target would take all the sneak attack damage and be knocked prone
 
And anyway, some classes are more distinct than the others. Eg. Ranger and Rogue are both Martial Strikers and work rather differently, while you have to study them a lot to get an idea of the mechanical difference between a Wizard and an Invoker because it's a lot more subtle.
 
it was a one trick pony but was doing very un-rogue type things
at least if you have any pre-concieved notions of what a rogue should be
 
Yeah. Each has a niche--paladins are great single-target defending from a distance, with a solid sideline in healing; battleminds have to be next to their defense targets but are super good at personal mobility and have a sideline in debuffing.
 
6:53 AM
@trogdor boo hiss preconceptions about how players should play their characters boooo
 
there was no sneaking or stabbing in the back, it was charge into the fray every turn
and for the record it was disgusting damage
especially if the target already was or remained prone
 
Yeah, there's also some amusing rogue builds that basically say "I get sneak attack because you saw the attack coming but you're surprised I'm sneak attacking with such an unlikely weapon."
"Yes, I'm sneak attacking with a two-handed club. Deal with it from a prone position."
 
lol
this wasn't even that it was,... god I don't even remember half the things I used to cobble it together
 
Fighters are super customizable with weapon and feat selection--the traditional fighter is "I'm sticky: anyone who comes near me never gets away;" but we had a super-effective fighter who went "I'm rubber: anyone who comes near me goes very very far away from me and all my friends."
 
but the origional basis was a Pixie racial feat that gave combat advantage automatically if you did charge attacks
and I already knew how to weave some things together to make charge attacks better, some of which worked with rogue really well
as surprising as it was
 
6:57 AM
There's a barbarian class that starts each fight as a martial defender who controls his local area effectively, but can choose to turn into a primal-powered striker (massive single-target damage) for the rest of that fight.
 
yeah basically the point is, even within a class where certain things were expected of that class, 4e had built in ways to make that class actually do something completely different
or at least very different
completely is a little exaggerated
 
@MikeQ So, you can have the same "a mark is a debuff which gives the target -2 to all attacks which don't include the source of the debuff," and "all defenders can apply marks and have a feature which triggers when marked creatures do certain things," but the application and trigger conditions are vastly different between each class so having the same base mechanic doesn't make the classes samey.
Some classes are just "everyone adjacent to me is marked until they're no longer adjacent." Others are "anyone I attack is marked" or "that one guy I choose is marked."
 
I don't really have a problem with preconceptions about how a class should be played, at least in the 4e sense in particular
 
And some classes are "My mark trigger forces movement," while others are "my mark trigger causes damage" or "my mark trigger applies a debuff."
 
5e (and I'd believe other editions of DnD as well) has those preconceptions too, it just doesn't state them as openly, which is worse.
 
7:10 AM
And then there's feats and items and powers and high-level features that can be chosen to further customize the experience in unique directions.
 
Swordmages even have at least 2 or so different kinds of marks
you choose which one you want to be the one you use, you don't get to use the others
but you have that choice
 
Yeah. Most classes have at least one "pick one from this list of two to five options which dramatically changes how you play."
 
I think it was between, moving yourself to the marked target or moving them to you
obviously that would have an effect on how you built the rest of your character and how you played
 
For Swordmage? Yeah, it was "teleport to the triggering marked creature and attack them" OR "teleport the triggering marked creature to you and they grant combat advantage" OR "reduce the triggering attack's damage based on your Constitution."
And which of those you picked then opened up specific feat/path options to double down on that playstyle.
The first option opened up damage-based paths; the second one led to debuff-based paths; the third to healing/buffing paths.
Usually, those class options also determined your stat spread.
Most D&D 4e classes got to pick two of three stats to focus on, and since AC/Fort/Ref/Will were each tied to "higher of two stats" rather than just one stat for each, those were real choices.
A warlock, depending on their pact, might use either Constitution or Charisma to attack, and then use Con, Int, or Cha to determine the effectiveness of their secondary effects.
Fighters almost always used Strength as their primary, but could easily go with Con, Wis, or Dex for a secondary stat and it'd totally change how they played.
 
Have to be gone for a while --> toodle-doo
 
7:25 AM
I wonder if, in general, class-based systems are better suited if the gameplay is meant to be more combat-centric
 
I think it depends entirely on what the classes are there for.
 
Let's say "class" = "track you pick early on, and then progress along that track". Packaged benefits.
 
Golden Sky Stories has that; you pick what kind of hengeyokai you are, and you can learn more of that particular henge's set of features as you play.
 
Could you give an example?
Like I play as a bird, and then I get flight at a later point, how does that design choice benefit the gameplay?
 
As a bird, you start play with the ability to fly, but it costs 2 Wonder each scene you use it.
Later on you might pick up Found It: for 10 Wonder you can use your exceptional sight to automagically find an object or person from a distance, but you're night-blind and can't make Animal checks at night.
You'll never be able to pick up a dog power like Sorry (for 8 Wonder you can be forgiven of nearly anything if you ask, but you're also incapable of lying).
 
7:47 AM
Why not? What would happen if a bird could take the dog's late-progression abilities?
 
It stops being a story about magical animal-kids whose personalities are derived from Japanese traditions about those animals.
 
So the classes mainly serve to keep the player characters within some bounds of an existing lore?
Oh it's quite late here. I will need to think on this later.
Adios for now
 
Isn't that what D&D classes do too?
Isn't that exactly why 3.5 didn't have martial healers?
Classes tell you what roles you play in the story, and give form to game lore about what a single person can and can't do, and how those abilities are related to each other.
They do other things too--in D&D they try to create a balance of agency within diversity by separating unreasonably synergistic features--but mechanical balance isn't a necessary quality of classes while I think it can be argued that narrative definition is.
 
8:14 AM
ah nice, GSS example
XD
 
 
2 hours later…
10:13 AM
0
Q: Would this structure of my homebrew question be acceptable?

GPPKI recently asked this question on what level a homebrew spell/item would be in D&D 5e. I want to ask a follow up question on how to balance it better and add/remove some of the features that make it so powerful. Before I go to the effort of writing the question up I wanted to check that it is o...

 
 
3 hours later…
1:30 PM
Ah, good ol' Deck of Many Things questions reminding me of the horrors of that fiendish item.
 
yea. it's a fun one
I've had a business plan for years to get 52 vistaprints so I can make 300 mini decks of many things
omfg, I just realized that the name of the product is "Deck of Mini Things"
 
1:59 PM
@goodguy5 amazing lol
 
It would *only* cost me ~$765 to get 500 sets of 22 cards.
I wonder how much it costs to get tiny boxes made...
 
@goodguy5 that's about 7 Pinkie Pies
 
I don't know what that means
 
sorry, my bad, that was lacking context
 
2:39 PM
I'd like for a better answer to that invisible cover question.
 
I need an ISO 8601 style format for the Forgotten Realms Calendar of Harptos, so that I can name my campaign notes files correctly.
 
@PeterCooperJr. YYYY-DD (Just use "days since start of year")
It will mostly be easy to calculate what month, tenday and day it corresponds to, you just need to remember what day midwinter, greengrass, midsummer, shieldmeet, and feast of the moon are
 
3:10 PM
1. I wanted to comment on that invisibility positioning post
What is the Difference of the Absolute Value of 'C' from the Absolute Value of 'T' from the Absolute Value of 'Y'?
because of the way they formatted.
2. Do I remember right about relative distance to cover being a factor in whether or not you receive cover?
ah, I was thinking of this:

https://rpg.stackexchange.com/a/93444/34716
 
@goodguy5 So I'm typing up a section about the optional cover rules and there are some interesting questions raised here.
 
like what if you have multiple enemies in a straight line?
[a] [b] [c]_____________________________[you]
You aim at [a]. It has +2 ac. You miss because of that, but does [b] also have +2 ac?
 
I usually dont give cover based on enemies being in front unless they are doing something specifically to provide cover
 
@goodguy5 No, do you think the invisible creature gets advantage against the ranged attack that happens to hit them?
I may ask it as a distinct question if I can't think of a clear answer
 
It seems like the issue is more around line of sight and targeting.
 
3:30 PM
@NautArch Do you think my answer sufficiently answers that?
 
@Rubiksmoose beautiful answer. have an upboat.
 
@NautArch Thanks! I'm kind of stumped about the optional rule part though. Do you think the attack has disadvantage on the invisible creature? Or is the rule for hitting cover more specific to override it? Or something else I'm missing?
 
@Rubiksmoose I think that's probably good for it's own question :)
 
@NautArch Yeah, I was afraid of that. lol
 
it's a weird interaction
 
3:36 PM
Writing it now
 
If I used that variant, I'd probably just take a flat -5 against the roll.
but that's a houserule solution :)
What do you think of my changes in my answer to the double bonus action question?
 
@NautArch checking now.
@NautArch So I like it, but I think you are using Meteor Storm as a comparison point right? not as an example as a bonus action? If so, I would find some way to adjust that flow since it is talking about bonus action stuff, then MS, then more bonus action stuff comparing to MS.
 
@Rubiksmoose I was more using Meteor Storm as an example of the most powerful damage dealing spell.
 
@NautArch Yeah that is what I thought.
But I think it is a little weird where it is placed.
Not a huge deal, but it was kind of hard to follow the logic because of where it is placed and the formatting even though I knew what you were doing. Also you may want to change your "Two example" header/footer. Ot am I misunderstanding how you organized thigns?
 
@Rubiksmoose made a change to be clear in my measuring stick
 
3:55 PM
@NautArch Better, but i still find it a bit confusing because your level 2 header says "here are two examples" then it goes through those two examples (good so far) then it keeps on going with a control example then more exmples compareing more features that benefit to that. Maybe add another header level 2 in there in between the SW/HM e xample and the MS control?
Something like "Damage spells would become much more powerful as well"
Does that make sense? To be clear I think it is a great answer still but I think if you clear this little bit up it makes it much better.
 
Yup, tried again on an edit :)
but feel free to take a crack if you have an idea
 
@NautArch Like it. What do you think of that title though? I found the old one a bit confusing.
The organization is great now though
 
@Rubiksmoose I agree with the flat -5 (or ac+5), if you were to implement something like that, but it's still a weird solution.
 
@Rubiksmoose yeah, how's that?
 
@NautArch perfecto
 
4:09 PM
someone with AL backgroudns...can you purchase magic items whenever you want?
 
@NautArch From what I'm reading looks like it can be bought any time, but some advenures can ristrict this depending
 
@NautArch I believe you have to use your downtime days to buy them, but it is possible
 
@GreySage I don't think this is the case any more with the major changes this season
You now get treasure points to spend
 
4:52 PM
some good questions rolling in this morning!
 
Ugh that scroll question is probably a dupe of this: rpg.stackexchange.com/questions/50054/…
But I hate duping to that since the top answer is just wrong :-/
 
@Rubiksmoose and xirema tried to reach out last week about it
 
@NautArch Yeah. That question has been bugging me for a Long time
I mean we could try bountying it and hoping that people downvote the top answer but usually the opposite happens
The other issue is that there isn't IMO a great answer there to redirect to.
 
i don't think i'd allow someone to have multiple mirror images ongoing.
 
I've been planning to open a new question and try to get the old one flagged as a dupe of the new one if we couldn't get significant action on the old one, based on what a Mod suggested on the Meta for questions like that.
 
5:04 PM
@Xirema Honestly, I think the question was too broad.
And I would have VTC it if it had come up
In fact, I still might for that reason
The two main questions should be separated and also the argument could be made that even then it would be too broad because of the range of abilites you have to cover.
I convinced myself. I put in my VTC for this being too broad. Too many questions, too many possibilities and none of the questions fully even answer the question because of its broadness.
 
Could I get some pointers on how to make my answer about justifying class features less subjective?
 
@MikeQ I think there was a section in the DMG discussing the part about leveling up and obtaining all the features instantly
 
@Rubiksmoose Seems like the answer is generally "yes, if the phrasing of the item is 'you cast[...]' and the class ability's phrasing is '[...] when/if you cast [...]', otherwise no". With some corner cases around if a requirement is that it's a {class} spell.
I feel like, much with the popular Attack action vs. attack question, we could probably use a Cast a Spell action vs. cast a spell question to help with some of these types of questions (if that doesn't already exist). I'm not sure there's many triggered effects that actually specifically care about the former.
 
5:26 PM
 
0
Q: Can we close this old question as too broad?

RubiksmooseThis question: Does casting a spell from an item allow you to apply class abilities that are used when casting a spell? The question asks two hugely broad questions: Do abilities that trigger from casting a spell activate when casting a spell from an item? and Can the character modify ...

 
ah. thanks Oracle lol
 
 
1 hour later…
6:51 PM
at what level?
 
Just for curiosity. Can I ask which spell slot combination is better (D&D5e)? Note: Imagine the hypothetical case that you only have these spell slots (similar to warlocks than only has 5 slots of 5th and recover after short rest).
1) Have 3/short rest slots of 3rd tier and 2/long rest slots of 6th tier.
2) Have 3/short rest slots of 4rd tier and 2/long rest slots of 5th tier.
3) Have 5/short rest slots of 3rd tier and 2/long rest slots of 5th tier.
4) Have 3/short rest slots of 3rd tier and 3/long rest slots of 5th tier.
@SirCinnamon That would be at level 20
 
And by tier you mean level?
 
Oh, yes
I thought in english it was Tier
 
Nope, in the English version of the rules, there are player levels, and spell slot levels. It's confusing.
 
i would probably say option 1 would be best
instinctively
 
6:55 PM
Agreed. Higher level spells tend to have more powerful types of effects.
 
@SirCinnamon Because it is able to archive a higher spell slot?
 
yeah
And 3 per short rest is probably enough to get to the next short rest
If its only level 3 slots its probably mostly utility usage (counterspell, levitate, etc.)
depends on exact spell list i suppose
 
I need to double check, but I think i've found a lot of 6th level spells underwhelming and would likely prefer the 5th ones (unless I want the 6th fdor an upcast)
 
(I'm obliged by my moderator agreement to link that whenever it comes up.)
 
hmmm, eyebite, harm/heal. nevermind. 6th is good :)
more fun ones in 5, though
 
7:00 PM
@EnderLook Option 1, higher level spells tend to be more worth it than a higher number of lower level spells.
 
Ok, but so I have to make a clarification. This homebrew class is able to "purchase" some upgrades when it levels up. One upgrade let you learn a 7th spell (once a day) and another upgrade lets you an 8th. Also, another upgrade increases the slot amount of the higher slot by one. Another upgrade increases the slot amount of the lower slot by one (can be bought twice). Of course, there are more purchases, so you must choose focus on magic instead of another stuff like tank, warrior or tactic choices
 
@EnderLook Even more the same, since you can upgrade the number of 6th level slots.
 
@GreySage ahaha, Ok, thanks
 
Also, because action economy is limited, it is usually more efficient to have a few high-level slots than many low-level slots
For example, if I have a bunch of 1st level spell slots, then I could cast every turn. But that means the enemies have more turns to do stuff to me and my allies.
It would be better to use a single 4th level spell slot to win the fight on round 1.
 
@MikeQ Plus you have cantrips if you need a low-impact spell every round.
 
7:11 PM
Interesting
 
@MikeQ but suppose its 4 fights - whats better 3 first level spells per fight or 1 4th level per fight, and a fight where you have none
 
Depends on the spells, the other party members, and the threats in the fight.
 
7:58 PM
Argh. I seem to have completely messed up my gravatar.
I joined a scientific blog, for which I wanted to add some photo as avatar. So I had to add it to my gravatar because it's wordpress-based. In the process, I tried to sort out the email addresses associated with that account, partly because I was there anyway and needed to add a separate mail for that blog to show a different avatar there.
I have about 4 email addresses: Google (G), professional (A), private (P) and an obsolete one which I don't have access to any more (O). Turns out, O is the main address on one gravatar account, which also claims G. G is the main address on the other account.
Because I am not aware of this, I add A to one of them, then try to make G the main adddress and drop a manipulated image on O, so I will recognize it as β€œOh, this website uses my obsolete email address, I should probably update it”.
Go to Stackexchange and notice exactly that image as my profile picture. But nearly all my Stackexchange emails (login, profile, …) are G and only in one place O, so I play around with the settings on Stackexchange and Gravatar until everything is really messed up.
And now apparently my old me-sitting-at-a-desk is back and I have absolutely no idea where from.
Now, my stackexchange profile shows obsolete-picture, with no option to choose a picture from Gravatar (which is where it got that picture from, however). The chat shows at-desk. Blog shows new-photo. Gravatar-account 1 appears empty-G-default. Gravatar-account 2 shows at-desk. What in the name of all the virtues is going on.
Oh, and visiting my profile in an anonymous browser window shows a red identicon, while the Change-Picture dialog shows a blue identicon.
 
8:18 PM
That sounds like a mess.
 
It is! What's my avatar showing for you? A sixth different thing, maybe?
 
The little one on the side of the chat shows a stick figure at a desk. Clicking on it shows a red pattern
 
@Delioth Same
 
Yeah I'm seeing a red pattern right now. Worth noting that here it takes a while for the change to propegate.
And chat will happen after the mainsite changes
 
Have you tried clearing your browser cache
 
8:22 PM
@Anaphory For me it just looks like an incantation in Old R'ylehian. Should I read it out loud?
 
@nitsua60 Can you make all the sounds in there?
 
Hang on... lemme grab my talk box.
 
@nitsua60 the original autotune
 
@Anaphory It just changed from XKCD guy to red swirly
 
@Anaphory I don't think (hope) this was your intent, but at first glance of your red avatar...i see a swastika.
 
8:30 PM
@NautArch Nope. Red thing should be replaced back by XKCD-style me in some minutes if all goes well.
 
which is even weirder because when i expand it...it's not at all a swastika
 
@NautArch And not XKCD-style me either but inverted-photo-style-me?
 
I think just that bigger, the "bent parts" of the "swastika" aren't as striking or clearly defined
At least that's how I see it - swastika small, not so much big
 
I've got XKCD-phory.
 
@nitsua60 hehehe
 
8:54 PM
I'm pretty sure that "help" link between "Role-playing Games" and "chat" won't do what I'd need it to do.
@Anaphory I think you need to call the Harlem Globetrotters of the future to sort that out.
 
9:43 PM
Wait now Anaphory is blue?
 
@Delioth They are.
 
That wasn't one of the options D:
 
@Delioth The madness spreads
 
@Anaphory now looks like a blue trivet, in case you're still keeping score.
 
@Anaphory yes, @Delioth, that was one of the options indeed.
 
9:53 PM
Right, the change-picture dialog showed a blue one
 
00:00 - 22:0022:00 - 00:00

« first day (2968 days earlier)      last day (2000 days later) »