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I like to use a metallic grate on the ground covering a pit with the hinges near the wall; open it up and It makes a ladder up to a secret door.
There's the classic series of levers opening and closing grates and portcullises. They can be marked with "Runes" that indicate which ones are safe and which ones are traps. The "Runes" with 4 lines (#, XX, <>, M, W, L7, etc.) are safe, and the runes with 1 to 3, 5 to 10 lines (can goblins count that high?) are traps.
Definitely use the cover (AC) and concealment (miss chance) rules.
I would include a pack (or pride or whatever your favorite collective noun is for tigers) of tigers and dire tigers for the first encounter, then lots and lots more for the revenge encounter.
Maybe a Rakshasa companion to cast buffing spells? They're tigery and magical.
Trying out a witch got me to play an arcane full-caster for the first time in decades. And half-orc.
And I hate to admit it, but I'm liking 5th Edition. It's a bit overly simplified (I miss all the feats of PF, and mental ability score crunch), but it's REALLY streamlined and elegant and very very quick and fun.
Maybe pickup Combat Reflexes and Power Attack and 2-handed fight with a lance when not on horseback?
Using your feats to specialize in one circumstance may make you sub-optimal in other circumstances. For example, a sorcerer with Spell Focus and Greater Spell Focus evocation might have really effective fireballs, but less effective stinking clouds or suggestions.
We played Kingmaker from 1st to 8th with a Cavalier/Fighter, and he was very effective out in the fields and down in the dungeons. But that little bit of multi-classing might be the reason. I think he only spent 2 or 3 feats to horseback, and did a lot of Power Attacking and Cleaving, I think. Mostly with a greatsword.
Mounted Archery might work too. Most of the archery feats work on or off the back of a horse.
Right on, Kthulhu!!!
For example, I think it would be fun to have a feat that gives you Advantage when making the Shove combat action. Anyone could try it, but someone with the feat would be really good at it. It might also grant some other benefits, since that's how 5th Edition feats generally work, like maybe the option to make it as a bonus action or when you crit or something like that.
An elf archer alchemist/master chymist who turns into Mama Bear.
A human paladin with warhammer and shield, trying to be a combo of Ironman/Captain America/Thor...
An ultimate healer Aasimar Life Oracle....with murderous command!!!
An unarmed/unarmored barbarian that relies on claws, bite, elemental fists, etc.
A gestalt paladin//rogue with smiting sneak attack and lots and lots of defenses.
For the flail vs. shield trick, I was thinking of a feat called Advanced Weapon Training (or Exotic Weapon Training!) where you select a number of weapons equal to your proficiency bonus, and you learn a special use for each selected weapon. For example, flail would negate shield AC, whips would trip, rapier crits on 19 & 20, you can finesse hand axes, shove with arrows, etc. etc.
I want to see more feats, especially for spellcasters and +1 Int/Wis/Cha feats. I think there should be more feats that take advantage of the Advantage/Disadvantage chassis, more uses of your Proficiency bonus, and maybe even ways to get monster special actions, like blood frenzy or pack tactics or brute.
I want to see more archetypes, especially ones that emulate a lot of the Pathfinder classes, like alchemist-warlocks, cavalier-fighters, inquisitor-bard/paladin/rangers, magus-wizards, oracle-clerics, summoner-warlocks, and witch-sorcerers.
Of course new spells and monsters.
I would also like to have semi-official homebrew rules, like Arcana Unearthed. For example, my group gives PCs a number of Inspiration points equal to your Proficiency bonus. I would also like to see new uses of Inspiration, perhaps to power feats, like spend 1 Inspiration to gain blood frenzy for 1 minute. I would also like for there to be some more customization beginning at first level. Maybe something like Pathfinder traits, equivalent to 1/3 or 1/2 5th Edition feats, like a bonus skill or save proficiency. I would also like options for using weapons with more skill, like Shoving with a Greatclub crit, or being able to add the Finesse feature to a light weapon, such as the hand axe. Stuff like that.
I would also like to see a new campaign setting.
What if proficiency in shields gave you your proficiency bonus to AC?
For the avoid the shield trick, maybe you can automatically avoid the shield, but your opponent gets Advantage against you until your next turn? And the feat would prevent your opponent from gaining Advantage against you?
Pming, you have a very valid point about bonus bloat. I think there is space in the game for some bonuses, but I think you're right that for the most part, new feats and features and the like should be built on the Advantage/Disadvantage chassis.
I kind of like fighting monsters that require lots of teamwork and environmental manipulation.
We once fought a golem (Scout, Paladin, Aristocrat/Bard with gnome cleric/rogue cohort, Truespeaker/Wizard) along a cliff.
My scout lassoed the golem, the rogue/cleric stoneshaped a ramp below and behind the golem, the paladin bull-rushed the golem, the bard cast grease on the ramp under the golem, and the truespeaker/wizard was the bait. My scout got enlarged and jumped off the cliff to pull the golem down, using a one-use featherfall item he had carried for 5 levels.
Very, very fun.
I'm a HUGE fan of murderous command.
I've also had good luck with divine casters and Improved Counterspell. An ounce of countering is better than a pound of cure. ;-)
If your using a lot of shield other and the like, Toughness MIGHT be worth it. Or a Con boosting item...
I remember the old Ghostwalk campaign setting. It was really neat.
Why not allow ghost PCs to trade out their Living Feats for Ghost Feats.
Also, it would take a lot of work, but you can also make Ghostly archetypes for each class, and possibly even Ghostly racial features to replace stuff like the High and Wild from the elves, or the Hill and the Mountain from the dwarves, etc.
Natan Linggod 327 wrote:
The 5th E monk you haven't seen is obviously the ninja kind.
I've been playing a lot of 5th Edition lately, and they made some nice changes.
Maybe give the monk the ability to move their speed and make full attacks, and choose to use Str, Dex, or (maybe) Wis to their attack and damage rolls.
I think it would be neat if monks could add their Wisdom bonus to attack rolls whenever they get a situational attack bonus due to positioning, such as flanking, higher ground, or Aid Another.
I think it would be cool if monks could pick two out of the following abilities and apply them to unarmored AC instead of just Dex: Con, Dex, or Wis. So some would be Dex and Con, some Dex and Wis, and some Con and Wis.
And increase the number of Ki points! Level + Wis mod would be neat.
Also, For ki strike, make it an actual enhancement bonus of +1 at 4th, 8th, 12th, 16th, and 20th levels.
13 people around a table at church??? Better bring some Easter candy...
Anyways, you seriously need to have multiple tables. If this was a basketball team, all 13 wouldn't be playing at once.
You need 2 or 3 tables.
I think there are some easy 1-shot modules on line. Find some super easy ones and let one of the newbies run it. Just pick a random newbie's name from a hat.
It sounds like games I've played in when we only had two or three players, so each player had to play 2 PCs. I usually had mine have different ethical alignments, but similar moral alignments, so they would have some conflict, but still able to work together. For example, in my first 3.0 game, I played a LG Human Cleric/Paladin and a CG Halfling Ranger/Rogue. In PF game, I played a Diplomacy-based CG chaos gnome dragon shaman wannabe PI and a terse N shadow-creature template whisper gnome ninja (3.5 conversion, not official PF version).
I had a human paladin (15 point buy) that was super awesome at healing!
1. Fey Foundling
At 5th or 6th level, my lay on hands did 4d6 (+8 to me).
Emmit Svenson wrote:
"Depth perception? We don't need no stinking depth perception!"
Murderous command might be a fun spell for this guy. Might have to Heighten it to pump up the Save DC, or come up with a variant that affects multiple targets!
Kobolds like bugs, right? Maybe use lots of giant vermin AND swarms of vermin. The Army Ant swarm is pretty nasty....in some circumstances, it causes double damage. Maybe an evil druid archetype that specializes in vermin, with vermin wildshape, summon swarm, vomit swarm, etc. etc.
Or just use them in traps.
Lots and lots of traps.
Alchemist. He can give out potions to his allies. I'm a fan of giving a tribe of kobolds the Swap Places teamwork feat, so they can each take a hit, swap places, and drink a potion. Allies can use Aid Another to boost the low attack rolls of minion-types. The Swarming special ability plus sneak attack for roguey minions might be cool.
I used to play a druid in 3.5, and I got a lot of use out of Improved Counterspell. I would basically trade out prepared flame strikes to counter my enemies' fireballs and lightning bolts and empowered magic missiles, etc. Especially since you're not really a healer cleric, that would be a way to negate damage from occurring to your allies instead of healing them after the fight.
An ounce of counterspelling beats a pound of curing. ;-)
And if you get Quicken Spell, you can use your swift action to cast a Quickened spell that would let you buff or attack. And if you have a favorite low level spell to cast Quickened or altered by other metamagic feats, that Magical Lineage trait (or whatever one lowers metamagic spell slot level by 1) for that preferred spell. Because Readying an Action to Counterspell is a full-round action.
Quicken Spell would be really useful. You could Quicken divine favor to get +3 to hit and damage without "wasting" a turn to cast it.
Do you channel positive energy? Quicken Channel or whatever it's called would let you heal and do something else in a pinch....even more healing!
What is the rest of your party? Did you want to get Combat Expertise and Whirlwind Attack?
I played a dwarf barbarian 1/magus X for a while. Got him up to 8th level, I believe, but I think I only played him up to 7th level.
Anyways, I wielded a dwarven waraxe and had rage and Power Attack, so I had A LOT of combat options. One-handed or two-handed, raging or not raging, buffed or not buffed, shocking grasp or just Arcane Strike? Or Enlarged, Arcane Striking, Raging, Two-handed Power Attack with Shocking Grasp? (obviously, I had to cast before raging, hold the charge, and then rage, and then possibly do a different kind of charge....)
He also discovered how to get Aggro: 6 Charisma and really bad Diplomacy rolls. ;-)
We were playing a PF conversion of a 1st Ed module, and we all had a henchman and a PC. A new player got control of a named NPC, a ranger/rogue of some kind. Anyways, relatively Perceptive and Stealthy, probably 4th level+. Anyways, about 30 minutes later, NPC did not botch Stealth or Perception, but still got one-shotted as croc=chow. :-(
I can see kobolds getting a variant of the tiefling's Fiendish Sorcery racial feature, but applying to the Draconic bloodline.
Also, I've had a lot of fun with alchemist kobolds ruling over warrior and rogue kobolds. Give them some Teamwork feats, like Swap Places, and cheap potions of cure light wounds. Take a hit, swap with a healthy ally, drink your potion. Rinse, repeat. Also, lots of cheap alchemical items for general mayhem.