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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)LO
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2 yr. ago
  • Only for attack rolls. Ability checks and saves do not crit fail (or succeed) and reliable talent treats rolls for ability checks that add proficiency bonus as 10 at the lowest regardless, so even if a 1 were a crit fail, it wouldn't matter.

  • Reminds me of a friend who plays with two custom spells on quickslots the first chance he gets to make them. The first he calls "JUMP GOD" and the second is "I HATE FALL DAMAGE" with 2-300 points in jump for 1s and a couple seconds of feather fall, respectively.

    Who needs fast travel?

  • I can almost guarantee this was some stupid marketing exec's idea. Someone had to write the code that interprets that you're watching an episode that someone else has available for streaming. Any software dev worth their salt would have seen this request and said "This is the dumbest fucking idea I have ever seen in my life" and they probably had to make it anyway because it pays the bills.

  • D&D Next - 5e Discussion @ttrpg.network
    LoamImprovement @ttrpg.network

    House Rules

    What kind of rule changes have you folks tried at your tables, and how have they worked out for your games? Good? Bad?

    Two of the houserules I implement for every campaign I run:

    1. No multiclassing until after 5th level, and no further multiclassing unless you have at least 5 levels in all your existing classes. I do this for two reasons, the first being to ensure that every character has access to extra attack/third level spells and slots/some other equivalent before they start dipping elsewhere, and to keep the munchkins at my table from taking multiple 1-3 level dips into classes just to set up a niche wombo combo. Even then, I'm pretty stringent on what I'll allow from a storytelling perspective - I want to know what motivates your Paladin to dip into Warlock besides getting to use CHA for attack and damage modifiers.
    2. Instead of an ASI or a Feat, every ASI level gives a +1 and a feat. My players and I like this rule because it allows them to pick something fun at those lev