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Best thing of course, it's super easy to change depending on your needs. You could carry a rapier and a couple of daggers, and over time figure out which works best. There's no entry-cost to TWF competently in 5e, after all.
My first game of 5e was with an Assassin Rogue, and I expected to be a switch hitter. Opening with an arrow, then closing with the rapier. But in the end, I almost always just used the longbow, because it's easier to get SA at range. Something I didn't expect after playing lots of 3.x.
It has been mentioned before, but although 5e has 6 saves, the translation form FORT / REF / WILL is iffy at best. I wish STR / INT / CHA saves had more use.
That's true, the saves have two tiers. Con/Dex/Wis are common, Str/Int/Cha are rare. Each class has prof in a common save, and a rare save, so this seems to be intentionally balanced.
I rather like it this way to be honest, I'd probably feel a lot more vulnerable if all six were frequently targeted.
I like to give them what they can use. It's no fun to present loot and have players be unexcited about it because they'll have to sell it.
A couple of weeks ago I had a scene in which the fighter could take any weapon from the baron's armory, and the coolest thing there was a Frost Brand.
"So it's a longsword?"
Is it a recurring issue, or poor rolling? Monk (and Oracle if using that Divine Grace feat) should have stellar saves, Gunslinger and Magus do pretty well too.
But if direct spells are proving too swingy, perhaps use other spells to aid the monsters that they normally tear down. Walls to separate them in particular.
Lincoln Hills wrote:
"The gunslinger approaches! Minions, load the water balloon catapult!!!"
Edit: Didn't read the full thread, but the double guns are just ridiculous. I suggest pretending they don't exist.
He's already kicked some ass while they were on night watch, allowing them to get their rest undisturbed.
I've got no problem with them breezing through, if you guys think you'd enjoy it as players, they might as well.
My current plan is to hand him off to the Warlock (if he wishes, or another party member if he doesn't) to run in combat.
The dungeon has a pair of ghosts which may succeed/fail to possess him, but at least the PCs will keep agency of their own characters even if the NPC is possessed. Then, depending on their exploration, they might bump into the boss too early and need to beat a hasty, covered retreat.
If you need some exposition to rationalize the situation for you:
The archer is famous, they recognized him. The archer's arm was cursed. The Warlock offered up his own arm via a primal magic to restore the archer's arm. The Warlock literally paid an arm (but not a leg) to bring this guy to operational status. I did not expect him to make that kind of sacrifice.
He kinda owes them.
The upcoming dungeon is undead, but I'll see about working in some wind wallin'.
His bow is a magical relic, easier said than done. Also, he's a capable switch-hitter.
I'm considering a scenario in which he has to hold off a bunch of enemies or something like that, but the PCs are crazy and might opt to stay with him.
Maybe if I give him to the PCs to control, to make it more like the Scorpion in Halo? Since that empowers the player, rather than having it done for them (at least, a compromise between the two).
So, my players saved a powerful NPC (something I did not expect). Now they're storming a dungeon and have asked for his help, which he has agreed to provide.
So I'm puzzled with how I can have him participate without stealing the spotlight. On one side, they earned his aid, and it can be cool seeing someone demolish enemies for you. On the other hand...that gets old quick.
If you were a player in this situation, what would you want?
If you've DMed a circumstance like this, what have you done/how was it received by the players?
The party is level 5, their ally is a lvl 8 archer.
As others have mentioned, combat is a significant portion of the game, because you're playing an adventurer.
Your character may be great at lore, but there's a reason he's facing dangers instead of staying at the university/library/temple. He has to be able to face those challenges.
That's the big thing to realize I think. Your character actively seeks adventure, and thus, danger.
Knowing whether or not this is a PFS character or not would help greatly...
He was talkin' to chb.
Won't die, or won't stop coming back? The self-reincarnating druid is good for the latter.
The hardest to take down (assuming you put yourself in harm's way rather than avoiding it as a caster should) would probably be a tiefling paladin with fey foundling (tiefling for the alternate favored class bonus).
Poison and disease isn't interesting (to me, obviously), it's just a debuff.
Interesting is an environment that matters for more than just cover. Stuff like:
A battlefield with spots of wild magic, that teleport you from one spot to another.
Basically, I think a battle is interesting if I can contribute meaningfully to it without the sword (unless it's to cut the counterweight to something).
Mm, I don't think that's a part of firearms I'd want in 5e. Especially since rays don't get advantage against opponents simply because they used to target Touch.
But at the moment I don't really know what I'd want out of another ranged style that isn't covered by feats like Sharpshooter and Crossbow Expert.
It may be intentional, so that monsters will actually attack them rather than lower HP party members.
I never get armor for animal companions for stylistic reasons. It's a wild creature, I don't want to put it in the trappings of civilization.
June 2015's Unearthed Arcana is here!
1: Players roll everything (ex. their defense against attacks, rather than DM rolling monster attacks).
Don't see the appeal here, players take long enough to take their turns as is, I wouldn't want them to take over rolls which the DM makes.
3: Custom Alignments.
Spoilered since I don't want to bias anyone else's first impressions.