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  1. Charlaquin

    D&D General So… psionic powers are no longer purely mental?

    So? If it takes 20 surveys it takes 20 surveys. If it takes 100, it takes 100. It’s not like there’s anything stopping them from giving g it as many passes as they need. Except, you know, the guy who said “stop doing that and use Unearthed Arcana to advertise our next big book of subclasses...
  2. Charlaquin

    D&D General So… psionic powers are no longer purely mental?

    No, but they do tell the designers, “stop using Unearthed Arcana to test meaningful new rules changes. From now on, it’s just a way to build hype for the next ‘of everything’ book.” The thing is, all of that could be incorporated into subclasses of a psion class and/or psionic subclasses of...
  3. Charlaquin

    D&D General So… psionic powers are no longer purely mental?

    Nah, the real issue is that Hazbro suits are so out of touch they think asking the players for feedback on the direction of the game is a bad look.
  4. Charlaquin

    D&D General So… psionic powers are no longer purely mental?

    I agree with your post overall, but we do have some additional context about this now. According to @mearls, the original intent for Unearthed Arcana had been to use it to live-playtest updates to the core package and patch 5e over time, so that a hypothetical future edition change would feel...
  5. Charlaquin

    D&D General Rules that weren't...

    Correct; that is what “in ascending order” means. That makes it so weapons can use their damage die for their initiative die, and bigger weapons will be slower on average. The 1-12 scale also allows for some neat tricks like spells rolling 1d4 per required component, or items using 1d6 if...
  6. Charlaquin

    D&D General Rules that weren't...

    With my system, each player keeps track of their own initiative. Since action “speeds” determine the die you roll and there are no modifiers to the die roll, a player can simply leave the number they rolled face-up to remind themselves of their initiative count on the next round. Then at the...
  7. Charlaquin

    D&D General Rules that weren't...

    You could make it a “turns until I get to act” count instead of a “turn count I act on next round”. I don’t think it would necessarily be broken, it would just be a lot more complex, because everyone has to update their counter every single turn.
  8. Charlaquin

    D&D 5E (2024) An Optional Counterspell Metagame

    Don’t threaten me with a good time! I miss interactive metagames…
  9. Charlaquin

    D&D General Rules that weren't...

    Is it? I haven’t read Daggerheart, but it works well for Dungeon World.
  10. Charlaquin

    D&D General Rules that weren't...

    I’m a fan of initiative-free combat systems, but this isn’t how I’d prefer to handle it. Rather, I’d say just resolve combat actions the same way you resolve out of combat actions - ask a player what they do. If it can be resolved immediately, resolve it and then move to someone else. If it...
  11. Charlaquin

    D&D General Rules that weren't...

    Yes, very similar! I go to 12 instead of only 10 to line up with weapon dice, and I have spells be based on number of different components instead of whether or not you upcast them. But that’s just small details, the fundamental concept is the same. I actually had the idea independently around...
  12. Charlaquin

    D&D General Rules that weren't...

    I have, and I have mixed feelings about it. First of all, I strongly prefer @mearls’ Greyhawk Initiative from an old Unearthed Arcana for this than the Speed Factor initiative in the 2014 DMG, and would highly recommend giving it a try if you want a declare-then-act system. A lot of people worry...
  13. Charlaquin

    D&D General Rules that weren't...

    I ran it that way for a while too. Just made sense to me.
  14. Charlaquin

    D&D General Rules that weren't...

    I don’t think that’s a general rule, but it does make sense, since functionally half your movement is spent moving you up and the other half is spent moving you forward. I might actually start using that, as well as for slopes of ~45 degrees.
  15. Charlaquin

    D&D General Rules that weren't...

    To be fair, you do regain them all on a long rest in the 2024 rules.
  16. Charlaquin

    D&D General Rules that weren't...

    In your defense, DMs are intended to be able to grant circumstantial advantage and disadvantage whenever they want, and I think making ranged attacks from high ground is a perfectly reasonable circumstance to grant advantage got
  17. Charlaquin

    D&D General Ultimate Fencers of 5e DnD

    In general, I agree that reliable talent is a really valuable feature. It’s just that the parameters given were to make the best fencer, and an extra superiority die and two more maneuvers helps with that, while reliable talent doesn’t, 6/6 could arguably be better in the general case, but 5/7...
  18. Charlaquin

    D&D General Ultimate Fencers of 5e DnD

    Fencing is the technical term for the sport of sword fighting. Any kind of sword fighting. A fencer is someone who fights with swords.
  19. Charlaquin

    D&D 5E (2014) D&D adventure ‘Wages of Vice’ explores greed and grief in the Radiant Citadel

    Jeez, I thought this was finally an announcement of the next official campaign and that it was going to be a new one tied into the radiant citadel. 😖
  20. Charlaquin

    D&D General Warlocks' patrons vs. Paladin Oaths and Cleric Deities

    I actually wouldn’t lay out the terms in the beginning. That makes it more of a formal contract. I prefer the warlock/patron relationship to be more informal, like art patronage. There aren’t specific terms, just a gentleman’s agreement of quid-pro-quo. Indeed, I would have the patron start out...
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