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The White Fang may also want to swap places with humanity, becoming the ruling race.
Adam's semblance is at play (or katanas are just the best weapons ever, but I'm going with the former), since we got the same special background as when he cut the giant robot in Blake's trailer. I thought he needed to absorb attacks on his blade to charge it, but maybe he just needs time to channel aura into his sword. It's hard to know since he was off-screen while Blake bought time for him in the trailer.
Yang doesn't focus on defense much since she relies on her semblance, expecting to overpower all challenges (like in her trailer). This was a humbling experience, you can't just charge a new opponent when you have no idea what semblance they have.
Agreed, I'd suggest against creating a new type of weapon. I definitely think there's a space in magic items to create traps though, as it's something players don't typically get to play with.
I also had a trap-maker in my reject pile last year, felt I couldn't tighten it properly.
The wielder can etch a needleglyph in place of a melee attack with the rapier in any square she threatens with it. Any creature ending its turn on a needleglyph or entering the square it is on activates it.
Upon activation, a copy of the rapier bursts from the needleglyph, making a single attack against the creature at the wielder’s attack bonus. If successful, the attack deals weapon damage to any creature it hits, plus the wielder’s sneak attack damage (if any).
A needleglyph lasts one hour or until it is discharged. The rapier can only maintain three needleglyphs at a time, as the oldest fades when a new one in excess of the limit is created. The rapier can be touched to a needleglyph as a free action to dispel it. The Perception DC to notice a needleglyph is 0 on the round it is created, then 25 afterwards.
I've been playing a fair amount of Darkest Dungeon lately, I think it's cool to have a stressing effect.
What you might actually end up with is a frustrating melee experience in which everyone just misses while the ranged characters put down the work.
In regards to Mikko's feedback on the map, I'd also highly recommend practicing a digital medium. I had no experience with them before the map round last season, but whatever wasn't intuitive in GIMP was fairly easy to Google.
Using digital makes it far easier to edit if you realize you want bigger bunks, or even a bigger ship and rooms.
Paladin crits are scary because they can choose to smite after getting the crit, and indeed double the smite dice (much like a rogue doubles SA dice). It hasn't been a problem in my experience, and in general now the system doesn't want you to waste resources when you miss (ex. you use stunning fist after you made the hit).
Sleep could be thought of as Power Word Sleep.
I had some trouble wrapping my head around strands of ice being woven. I like the idea of turning someone's monsters into YOUR monsters, though this is more of a Batman's anti-shark spray item. Would've liked it more if it had some other effect I could benefit from all the time since it's 42k and has to be fueled by spell slots. Could be more elegant if you just went with x/day, as well as more friendly for use. If you are burning slots, a bonus for spending more than you needed to would be good.
Here is a wondrous item I made!
A contact or inhaled type poison can be applied to the fan as if it were a weapon, the fan quivers as the poison is magically sealed into it. The fan can then be activated by a whispered command word and wave, causing the sealed poison to be dispersed in a 30-foot cone.
Also, the background features tend to allow you to skip the potentially tedious stuff to get to the main event.
Nobles just get to go to the ball, they don't have to worry about securing an invitation.
Glowing reviews. I recognize you on this forum, but otherwise as a consumer I'd want to know more about your scale, as you've only given 5/5 reviews so far.
My top half scale would be:
I do appreciate the disclosure that you had review copies, that's classy.
I'm at my book now. Looks like for one feat, you get: Advantage on melee attacks against unmounted foes smaller than your mount, force an attack targeted at your mount to target you instead (no action listed, so basically you can tank everything for it), and gives your mount Evasion (which in 5e is Improved Evasion).
Doesn't look like it needs beefing up to me.
Totally using up all their resources = 1 feat?
I think Mounted Combat is good enough. You get permanent advantage against most enemies. That's worth a feat alone.
I think that's fine, since the Scout pays heavily in archetype features for those skills, and doesn't get Expertise (well, he gets pseudo-expertise if he spends his Superiority Dice on the skills).
The Mounted Combat feat allows one to redirect an attack from mount to self (as a reaction?) I think, don't have the book in front of me.
I'm a fan of jesters (particularly from Stormlight), so it's cool to see. They get the most powerful bonus action dash (though Rogues and Monks have more versatile uses for their bonus action if it's not to dash). The level 14 feature seems pretty weak for its level however.
Swords is the selfish bard.
The Fighter archetypes seem alright (yay skills Fighter), and can benefit strongly from taking the Martial Adept feat to pick up a couple of the Battle Master's tricks.
I think that's fine. I don't like the first part of Storm Sense because I feel it's kind of like the Warlock's Darkness/Devil's Sight combo, it'll probably never come up unless you make it come up, and then it screws everyone else over.
Other options I'd consider:
Cast Thunderwave or Shatter 1/day instead of Thunderbolt (I don't think big crits when I think of Storm Genasi).
Alternatively, if keeping the bonus crit damage and making them hit as hard as a storm, change the Dex bonus to Str (to differentiate them from Air Genasi).
Like Blayde, I also think Ironwood isn't intentionally helping Cinder.
Yang often loses her temper in fights. If she had displayed that level of cruelty before, she would've been arrested before. Has to be a tipping point somewhere, why not against Merc?
I've played a bit of EE before the DM got too busy. It definitely is more sandboxy, but there's still a proper order to do things in (because of the challenge ratings of encounters in different areas), and our group ended up trying to clear a place beyond our weight class initially. There wasn't really a way to tell that until we got into combat either.
There was also another annoying aspect
All the cultists are able to bite off their tongues when captured so there's just no interrogating them
Re: bookrat's copypasta:
-Hit Points/Sleep: Weird, I'm told hit points can go down really quickly, especially at higher levels. Sleep also depends on current hit points, so if hit points are higher, it's harder to use. A lot of SoBS effects require concentration to maintain, which means you can't also be buffing yourself/an ally.
-Minions can definitely be relevant, but you start getting enemies resistant to non-magic weaponry (or just flat out immune to it). I usually summon creatures that grapple on hit, and that costs my concentration. Maintaining your zombie army costs you slots now, as otherwise you lose them after a day.
-I mean, if you're assuming it's a level 1 fighter and there's at least two hobgoblins. You have to adjust to the new CR system because it ain't like 3.x. Putting a lvl 1 against a CR 1/2 1v1 puts it as an "Impossible" encounter.
-I made a thread asking about how the game goes at lvl 10+, and I've heard PCs tend to kill monsters very quickly. Putting a lvl 20 character against a CR 20 monster proves anything, the DMG tells you that's an "Impossible" encounter.
I think these statements are made with expectations/assumptions based off 3.x, but that's not a proper way to evaluate the game.
Gold in 5e can't be taken for granted, because it's no longer part of expected progression as it once was. 1.5k is a lot. Then the spell takes you half a day to cast, so you essentially need downtime to do it, and the close eventually outlives its usefulness if it is a caster, as it runs out of spell slots and cannot regain them. I won't disagree, it's definitely a powerful spell nonetheless.
Were groups of enemies harder for lack of AoE spells in the party, or were the AoE spells inadequate at high levels?
Lairs add mysticism to legendary creatures with some non-offense effects (ex. in a Unicorn's lair, good creatures that cast healing spells on good creatures get the effect maximized for free), and sometimes some oomph to the creature, especially if it's to be used as a solo combatant against the party. In those cases, the lair has its own turn in initiative, and the legendary monster can choose one out of several effects (and generally has to use all of them before being able to repeat one).
I've only experienced them in one fight (against a green dragon, its lair created a wall of vegetation to split the party at the start of the fight) and it certainly added some oomph to the dragon as a solo encounter, since we couldn't mass against it from the beginning.
Shield isn't really above curve, it just becomes more valuable at higher levels when you've got more slots to play with. Bless annoys me partially for the power, but mostly for using bonuses at all.
On the other hand, I'm fine with the ranger not being able to go for situational spells, since they're not primary spellcasters. Then again, if they have primary casters taking the necessities, maybe they can go for the situational stuff.
Hm, it's supposed to Heighten automatically (no choice involved on either party once the cobra is targeted) at no slot increase, like a metamagic rod. The goal is to break higher level darkness spells.
I'll have to pay closer attention to formatting and style.
I think on a redo, I would amp it to CR 2 (lvl 7 improved familiar), and use that space to come up with some cool new abilities to compete with the spell-likes such familiars usually get.
Thanks for the detailed review, Mikko!
Edit: I'd keep the two different types of feeding because I like how it distinguishes wild vs. domesticated.
I think that means that using a magic item such as the healing potion is never a free action as opening a door/drawing a weapon is.
The entire thing about Cunning Action is that it allows you to do something that's normally an Action with your Bonus Action instead.
So, I'm quite sure that I've got it right (Fast Hands would be really disappointing the way you use it). I'm interested to know what other people think though, or if there's a clarification on twitter.
Edit: Okay, looked it up in the DMG and you're correct regarding magic items. I think that makes sense for stuff like wands (which could be very difficult to balance for Fast Hands), but stopping potions is wacky to me.
Edit 2: This guide does say you can use potions with it, while acknowledging the restriction on magic item activations. So maybe there is some provision for it.