BlackJack Weasel wrote:
There was no negative impact on the party as spending/losing a few thousand gold worth of creature parts (dragon teeth and vials of old dragon blood) at character lvs of 12+ isn't that much of a loss.
What about Edding or Feist?
You could just as easily remove the minimums for extreme cases instead of not having them at all.
Its probably just theory crafting but I'm see alot of characters posted that dont come close to following the unlisted minimums. One example was 4 int 20 wis wizard.
Why do you think there aren't any stat minimums in 5e? Why do you think this is a good/bad thing?
Personally I think its not a good thing mainly because it doesn't make since to me. Lets take wizard for example. I don't think any master would take on an apprentice who doesn't have the potential to be at least as good as he is, there are exceptions of course but (my opinion) extremely rare (everyone else is dead and he needs help so he training the int 4 surviving person. Collages would be close to the same thing.
The wizard example would work for most classes I think.
At least this is my opinion on why I think no minimums is not good.
"Multiple Ability Checks"
'Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so: the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating a check allows a character to turn an impossible task into a successful one.
Now I had a question on this and was hoping that the learned and experienced people of this forum could help.
What is role assumption and how is it different from role play?
Also wanted to see what peoples opinions on this article were.
I agree, dex should have been to hit and str should have been to damage, but we're stuck with what we've been give for the last 30ish years.
For me dex to damage doesn't make sense from the precision aspect as we already have that to explain why thieves get extra damage when they sneak attack.
I'm fine with using dex to damage in our 5e game but it just doesn't make all that much sense to me.
Does ammunition fired from a magical projectile weapon gain the benefits of the weapons magical enhancement or abilities?
It says 'regains additional hit points equal to 2+ the spells level.'
Is it talking about the spells actual level or the spell slot used?
Cure wounds is 1st, prayer of healing is 2nd, mass cure wounds is 3rd, etc or cure wounds cast at 3rd lv?
Is what I'm asking clear enough or should I explain more?
Damon Griffin wrote:
So in the comics was Henshaw a telepath? That was the impression I got from the lastest episode.
Turin the Mad wrote:
Did you remember the stat at 4th level? Didnt see it listed, make int 20 for an extra 1st lv spell slot
Jacob Saltband wrote:
Ok I think I got it. The 2nd paragraph talks about finding a teacher which means training always takes 2/3 of normal year.
Dale McCoy Jr wrote:
Yes, this is why I asked, to see how others read it and if anyone else saw that it was somewhat unclear.
Thsnks all for the responses.
An asside, Heirloom Weapon trait could get you the prof. you'd need.
Bump, sounds like stuff I be interested in.
Just curious, where do you get the proficiency for the longspear or lance?
Kirth Gersen wrote:
Ok I agree with what your for the most part. Probably, I havent encounter the problem some have with the rogue, because I havent been in groups that were considered high powered.