The question is relatively simple and I have searched far and wide for an official ruling or good answer:
How many Pact Weapons can a Warlock create (have out) at the same time?
The RAW says:
You can use your action to create a pact weapon in your empty hand.
So the sentence uses singula...
> When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
@goodguy5 I definitely wouldn't allow it. The concept is that your charisma dictates the magnitude that your pact improves your combat prowess. Whereas Rage is a magnification of your Strength. I'd say you have to use one or the other
@DavidCoffron See, the reason I'd allow it is because it's a weird janky build anyway. 12 levels of warlock and some number of barb levels. which is already a MAD character.
I'd allow it with the stipulation that I might take it back later
@Medix2 That would work. Unarmed strikes are considered to be melee weapon attacks, although your hands don't qualify as melee weapons (for other spell purposes)
Normally that would not work with unarmed strikes, but if Paladin's can divinely smite that would also apply. I'm just thinking it's funny imaging a character's "Great Weapon" is their foot
Oh yeah, there's definitely a line. I usually prefer RAW for most cases, but if it's heavily implied that it should work a different way, or the RAW or implied way is just unfun...
@goodguy5 They are considered to be melee weapon attacks, but the fist is not considered a weapon for purposes of smite, etc. At least as I'm understanding the interpretations.
> Official rulings on how to interpret rules are made here in the Sage Advice Compendium by the game’s lead rules designer, Jeremy Crawford (@JeremyECrawford on Twitter). The public statements of the D&D team, or anyone else at Wizards of the Coast, are not official rulings; they are advice. Jeremy Crawford’s tweets are often a preview of rulings that will appear here.
The 2019 Sage Advice Compendium has been released. Previously, the SAC has indicated that Jeremy Crawford's tweets were considered to be official rulings. Is this still true?
> In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When a rule refers to something being magical, it’s referring to that second type.
@SirCinnamon Well it is magic, but you can access that magic without using magic yourself. Kind of like how some effects that access the Weave in the Realms don't actually count as magic for the purposes of things like Antimagic field
From a lore perspective I like this explanation (rules-wise it gets confusing). Dispel magic/Antimagic Field shouldn't be able to stop a dragon from flying or a golem/skeleton from animating
@DavidCoffron I'm talking about the mechanical confusion. The text states ki is magical and that monks use ki to produce magical effects, but the official interpretation we're meant to follow is that actually those effects aren't magical
and also that the magic that suffuses the multiverse that anti-magic field explicitly cuts off isn't cut off by anti-magic field
I wouldn't mind if they were capable of going "oh yeah we kind of messed this up" but JC's approach is almost always "no the rules make sense you're just reading them wrong"
@DavidCoffron I treat ki as magic because it is a limite resource, like spell slots or the variant spell points. The book calls it magic, and a form of access to the weave that creates magical effects. While I get JC's point, I do not find it consistent with what ki represents. You have to harness that magical thing to let loose with, for example, step of the wind. It's not an always on ability. I can also live with JC's ruling.
@DavidCoffron Yeah, I almost always wait and I do get frustrated when other users make big changes to questions that aren't theirs. I just want to at least give them the general answer and let them figure out how to make it work for them.
@NautArch Could always do the "ask and self-answer a stackable version of the question, and then request to change the close condition to duplicate". I did that once, but I did it on a much older question. Idk how good a solve that is here
@NautArch Could be people thinking "why would you want to do that?" or "that is a pointless burden on the gameplay". Or it could be that they don't think the question is important.
Idk. Guessing downvote reasons is a bit fruitless most of the time
@NautArch I think it's okay. I probably would have offered my own in-universe explanation, but honestly I think I'd think less of someone else's answer if someone else did, so I might need to stop doing that
The Survivor feat reads as follows:
Prerequisite: Con 13, Diehard, Endurance.
Benefit: You gain a +5 bonus on all Constitution checks made to stabilize while dying. Once per day, if you are struck by a critical hit or sneak attack, you can spend an immediate action to negate the critical...
@NautArch Although John's elaboration (minus the specific explanation) reads a bit kinder. Something like "The rules don't really concern themselves with realism to that degree; it's largely up to the DM and players to figure out how a given interpretation actually looks in-universe" or something
Takes the blame off of the person falling into the "trap" and onto the rules being lacking (not in a bad way, but just in a way that forces us to create our own explanations)
@DavidCoffron hehe :) I can try and think of a narrative for it, but ultimately that's my narrative, and part of the fun of monk is coming up with the crazy narratives for their moves.
@DavidCoffron yeah, that's a good point. THe trap bit is bordering on not nice. fixing.
Mmmm.... do we have a precedent for that sort of question? There's a lot of differences, and some aren't evident or relevant to some points of view (Monster stats and abilities aren't super visible to a player, but make GM lives vastly easier and more interesting)
It feels like it might be wandering near too-broad; it might actually be easier to ask what the similarities are, really
Of course, by "Pathfinder 2e" I mean the new version of Pathfinder that has currently been released by Paizo for playtesting; Version 1.6. The type of answer I would prefer is an unordered list which lists the primary differences between the two RPG systems from a systemic level. Such as differen...
To be fair, question standards have changed since many of those other difference-detectors were asked, so it might be closed again. Probably worth bringing up in meta
Looking for a short, sweet, and authoritative answer as to the tone/theme power level of characters in 5e in comparison to 4e and 3.5e.
I'm looking specifically for theme of the power level presented - 3.5e in my view was zeroes to demigods, characters that literally reshaped the setting and the...
I also know that I've seen a couple discussions on Reddit on the differences, and even the high-level summaries of some differences... end up very large
What's a good word to describe a position where a person is in charge of a civilian fleet of ships? I assume "admiral" etc have too much military connotation
@kviiri Something that's happening a lot in the States recently is corporations giving mundane occupations more impressive sounding names, like Sales Associate for clerks, and Media Distribution Officer for a paperby; you could just use some flowery language
@DavidCoffron That's been happening for quite some time by my perception. I'm essentially a sysadmin right now, but my title is Senior Systems Integration Analyst.
@DavidCoffron You're assuming that the corporations are giving those titles, rather than employees taking those titles on and the company not caring enough to change them (if HR asks a tester what their title is so they can hire another one, and they tell HR it's "Quality Assurance Engineer, Supreme", that'll be roughly what HR puts on the ad)
Over time, those seem more professional or great, so people put that on resumes too
Happens in smaller corps > person from a smaller corp job hunts with that title on their resume > bunch of recruiters or corps see that > naming conventions drift towards those more "impressive-sounding" names
It's evolution of language and vernacular; it starts smaller in more flexible environments, and less flexible environments (large corps) eventually either accept the convention over time or the upcoming convention doesn't get uptake and dies off
We just don't notice the ones that never got taken up
@Carcer I'm an "analyst" because I don't have an engineering degree. Engineers always have engineer in their title, even if they essentially do the same job.
@Delioth well see the thing is that nobody gets to be a sysadmin because the larger org outsources its IT to a third party so literally does not directly employ sysadmins
except I work for a bit of the org which does our own IT in-house
In my mental model, engineer is not a degree but a person who has that special je ne sais quoi that makes them really good at problems they've never encountered before
Eg. I consider my SO an engineer, she has the gift of practical smarts
So...question. Since PF 2.0 was released today, do we need a pathfinder generic tag, a 1e and a 2e tag? There are already pathfinder and pathfinder 2e playtest tags.
Isn't the one for "any-D&D version" mostly in existence for historical reasons since there's a somewhat cohesive history of how D&D evolved concepts? I'm not confident that we need one for Pathfinder-general unless we start getting world-lore things (which should be under [golarion]
It'd also force us to take another look at the [dungeons-and-dragons] tag, since that one includes [pathfinder] since it's a fork
@kviiri To be fair, though, almost all of those are lore-questions (which we already have a tag for, [golarion] since that's the setting for lore in pathfinder, both versions), or they're ones about the whole overarching system and history, which [dungeons-and-dragons] still covers in general
Or they're ones that are secretly system-agnostic, but with a tag to help guide answers to the goal-context
@Delioth There are some pleasant exceptions to certain rules. The understood rule is that humans in NY are jerks, but there are some very nice people there too
Pretty straightforward question. Pathfinder's 2nd edition has just been released, and correspondingly there is a pathfinder-2e tag (as well as the pathfinder-2e-playtest tag for the playtest version(s) of the 2nd edition).
The tag pathfinder has traditionally been used for the 1st edition, namel...
Pretty straightforward question. Pathfinder's 2nd edition has just been released, and correspondingly there is a pathfinder-2e tag (as well as the pathfinder-2e-playtest tag for the playtest version(s) of the 2nd edition).
The tag pathfinder has traditionally been used for the 1st edition, namel...
@Delioth I don't think that differences question is really viable, despite the upvotes. For the same reason teh playtest one was closed, it will be an ever expanding list question.
With a more-smooth release than I expected. Said it'd be out at 7AM PDT; dummy site with the notice of that went down at ~6:55AM, site with all the info came up ~7:06AM
@JohnP Yeah, this was roughly my thought as well; it feels like it just needs some more clarification. There's a lot of differences from many points of view
Like the differences to a GM are completely different from the differences a PC gets to deal with, which are completely different from the differences on the game-design side of things
And archetypes and multiclassing are on the same framework now, which is like neither multiclassing nor archetypes from 1e
To be honest, it'd probably be simpler to enumerate the similarities from 1e to 2e; there's too many big changes to really even give a decent broad-strokes transition
Yeah, Rangers Hunt a target, which I think is better than "yeah, we're not playing against undead for this campaign so that feature's worthless", or "oh yeah, you get +2/4/6 against everything you fight"
imho it's fine for the answer to that question to be that the system is so wildly different that making a concise comparison is impossible and there will be no easy translation between the two editions
"these bits are the same and basically everything else has changed" effectively answers the question
I know I have a few notes about the biggest major differences from a GM point of view, maybe reviewing that will put me in the right mindset to give similar broad strokes from a more general POV
Eh, at Core it's easier to understand... and it's also built in a much more evolvable way; so many of the parts are definitely built to handle expansion gracefully
Chapter 1 is the "I've never played RPGs, wat do?"
And Chapter 1, at least, is laid out in a really intuitive manner to actually just... read. Which feels weird with a rulebook
Bonuses to rolls have been standardized from "Cowabunga it is" to a singular proficiency system of Untrained/Trained/Expert/Master/Legendary
That thing a ton of the newer classes got where they got new features every couple levels, but got to choose them off a list... is now standard and called "Class Feats"
@Delioth Awww, I liked "Well, I have Ability X and Feat Y which stacks with Feat Q and this racial ability gives me effect Z so... +23, I rolled an 18, so 41?"
That's good to hear. One of my hangups with 1e is trying to remember all the conditional penalties, which are defined in various places across the rules
Also I'm an idiot for not noting the action economy as a major change as I was iterating some of them, since that's probably one of the top 2 most important changes
@JohnP Admittedly, a lot of that is pure options so doesn't need to be read or parsed immediately. Like you don't need to know what all the 15th level items are on starting out
I think it'd be a lot more tractable if the Q was split up that way, since there are a bunch of improvements on both sides of the screen... but there's also a fair number of cross-cutting things that would be repeated in both (TEML making math & setting DC's easy, 3 actions making combat smoother, etc)
And GM book has been said to be mostly optional rules and guidance; everything you need to run the game is in either CRB or Bestiary
Some days ago, I created for someone a barbarian dwarf character sheet.
Everything gone well, and the sheet is complete.
As I'm very new to D&D, I decided to read through the barbarian class to get what could be nice this future player to have, as I know pretty much know what she's looking for ...
Handy tip: you never have to use the mechanical term to describe a mechanic. You can call a success a badger and so long as it meshes with the narrative aesthetic people will roll with it.
[writes game where every roll 4-6 in the dice pool is a badger and you spend mushrooms to modify the dice pool in order to get more badgers than the GM has snakes opposing you]
Only for people who are already familiar with the vocabulary and the game design assumptions you're associating with that vocabulary.
For example, Golden Sky Stories could've used the term "XP" to describe the points you get during play which are accumulated and spent to advance your character's numerical effectiveness.
But GSS called those points "Dreams" instead because they're not anything like traditional XP: you get them when each person at the table decides to give them to you based on how cute or helpful you're being, and you spend them between scenes to improve relationships with PCs and NPCs. Dreams push a totally different narrative than XP usually does, so calling them XP would just add unnecessary confusion--there's no actual "experience" that awards points anyway.
On the other hand, Roll For Shoes DOES use the term "XP" to describe the points you get during play which are accumulated and spent to advance your character's numerical effectiveness, despite XP not being associated with experience in that system either.
It's a game that assumes people are already comfortable enough with RPGs that a bare-bones set of rules can rely on players being able to draw on existing knowledge structures even when those structures aren't actually good fits for the game being described.
...and that's created problems in people being able to understand the system, because those assumptions lead to inaccurate readings of the text.
So, it's a matter of who you're designing for and what context you want to bring to your game by using terms that have pre-existing meanings.
i.e. here:
https://roll20.net/compendium/dnd5e/Spells%20List#content
According to this:
https://www.dndbeyond.com/spells/searing-smite
it's listed in the PHB on page 274.