Yeah, I decided to just keep the Shield +3. The Sentinel Shield would give me a better Initiative to get the Spirit Guardians up quicker, but the +3 to AC will be a phenomenal help to keep them up (SG is a Concentration spell).
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Nov 12, 2018Posted in: Rules & Game Mechanics
I've managed to snag two really great shields in my game. I know I can't just wield both shields, but can I carry both and switch shields as needed? Rules say it takes one action to don/doff a shield, that's all I can find.
What I'd like to do is wield my Sentinel Shield (advantage on Perception and Initiative), then switch to my Shield +3 at the start of combat.
I think it would require two actions. Roll initiative with advantage, doff Sentinel first round, don +3 in second round, then 3rd round I'd start casting and/or attacking. I'd only have Bonus Actions those first two rounds, but I'm a Life Cleric and could use my Spiritual Weapon those rounds. Although my preference is to open combat with my Spirit Guardians.
Nov 9, 2018Posted in: Dungeon Masters Only
Are the pre-gens customized to the adventure, or is it ok to tinker with them? One of my players wants to be more of a helpful scout type of rogue than the charismatic criminal rogue that comes with the set.
I know to swap out Charisma for Wisdom (and the associated trained skills), I just don't want to take away the criminal background and then find multiple points in the adventure that reference her criminal contacts or something.
Oct 24, 2018ChaunceyK posted a message on Has anyone done an analysis of the Wand of Wonder yet?Posted in: General Discussion
Ok then, guess it's up to me. Not a problem.
After studying the possible effects of the Wand of Wonder, I feel it's safest use is during the opening round of combat. The percentages I've compiled assume what I consider to be the best conditions during that first round & their most likely effects. They are as follows...
Your character is firing the wand towards a foe up to 120ft away (the Wand's max range) with none of your allies near them or between you & your foes.
It also assumes there may be allies between your character and foes who, despite being considerably closer to your character, still have a reasonable change of being caught in the effect. (Because the area of some results could still cover both allies and foes under the max range of 120ft, some results are listed as affecting "Anyone.")
Mixed means an area of effect could be created that is either helpful or harmful to those within it, depending on the goals of your foes/allies.
And remember, these are just my interpretation of results. Your interpretation could be different, for instance, depending on how/when you attempt to use your Wand of Wonder.
Foes - 66
Damage - 26
Benefit - 4
Penalty - 28
Mixed - 3
Harmless - 5
Self - 24
Benefit - 5
Penalty - 14
Mixed - 5
Anyone - 15
Mixed - 15
Oct 22, 2018ChaunceyK posted a message on Has anyone done an analysis of the Wand of Wonder yet?Posted in: General Discussion
I know the table already exists to show us all the possible outcomes of using the Wand of Wonder. But I'm talking about "x% chance of damaging an enemy, x% chance of a status effect, x% chance of harming allies," etc.
If so, please direct me to it. If not, I'll do it myself (to the best of my abilities) and post the results here.
Sep 6, 2018Posted in: Rules & Game Mechanics
Is this allowed at all like in 4e? Like if I decide a feat I took isn't very useful, I can swap it for another one on a level up? Or is it more like "choose carefully, because once you learn it, you can't unlearn it."
Aug 22, 2018Posted in: Arts & Crafts
I really like dice towers. The old school gamer in me says "just roll them with your hand, ya schmuck!" But I really like some of the more creative DIY towers I've seen. I've seen Lego towers, self-loading Lego towers, and towers made from Pringles potato chip cans.
That last one was actually really cheap to make IF you have craft supplies to begin with (hot glue gun, toothpicks, exacto knife, various paints), AND it looked like the traditional "Rapunzel" tower. I might actually be able to do that one.
But what about everyone else? Have you made any kind of cheap DIY dice towers?
Aug 22, 2018ChaunceyK posted a message on Feedback needed on Wooden Dice Boxes and Towers that im makingPosted in: Arts & Crafts
If money weren't a consideration (I have kids, so I bum dice/minis from my group), I'd be all over that dice tower. Are those magnets you've got holding it together for travel?
Aug 5, 2018Posted in: Arts & Crafts
Wasn't meant that way. Just saying I wanted something already painted (so I'd have to pay extra to whomever did it for me), and on top of that I don't have a 3d printer (which would save me money by printing it myself).
Sorry for the confusion.
Aug 2, 2018Posted in: General Discussion
I was just thinking how there are certain things I don't like in 5e. It's not necessarily a matter of "previous editions had it right, 5e got it wrong," or that I don't like 5e in general. I actually feel like 5e pretty much nailed it in having the old school feel that keeps the game moving, while providing enough choices in character build that you could play the same class in multiple games & still have each character function completely different. It's just that some things, I don't see much use for. I'll start the thread.
Help me like grappling. I like the idea of forcing movement on an enemy (or pinning him/her to one spot), but it seems like it might take a lot of investment to become decidedly good at it. Plus it's based on your Strength, so you're likely a melee Fighter type giving up either a two-handed weapon or a shield (either of which seems a necessity if you're in melee).
Aug 1, 2018Posted in: General Discussion
I've only been playing 5e for a couple sessions now, but I'm no stranger to D&D. My experience in 5e is mainly building characters to see what I like/dislike.
Like the OP, I prefer playing martial characters. I'd rather have powers that are always available than spells that I have to decide on every day. The idea of commiting to certain spells forever in a spellbook always makes me self-doubt that I picked ones that I'll end up getting any use out of (aside from damage spells). So in order....
- Rogue. He may be a little squishy, but his sneak attack makes him very useful in combat. Plus he's a skill monkey who can do a lot of things much better than anyone else, such as scouting, lock picking, trap spotting, etc. I feel very useful when I play a Rogue.
- Cleric. I loved playing my Basic Edition (yes, from the 80s) old school Cleric, and I'm playing one now. I can tank with my heavy armor, I deal out good melee damage, and I'm built as a heavy healer. I also like that with each spell level, I gain access to all spells. So if I know ahead of time that "when tomorrow comes" in the game, there's a particular spell that would be helpful, I can choose to pray for that particular spell instead of one of my usual spells. And I'll grant you that it's very situational, but the ability to turn/destroy undead sure as hell beats dealing with them head on, and it makes me feel ultra-powerful when it happens.
- Fighter. Again, going back to my Basic Edition experience, I loved being the Dwarf "class" (in Basic, there was no choice of demi-human race with class, if you were a Dwarf then your skills were pure Fighter combined with the natural abilities of being a Dwarf). Looking at Fighter in 5e, I like that there are so many styles to choose from, and that you can choose multiple styles as you progress. I generally like to be right up there in melee, so Fighter looks like it would be another fun choice for me.
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