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I don't understand how "mark deity" works... Its description says it remove necessity for somatic component and free hand requirement but some spells still ask for it...
I've no real problem with that, but devs should modify description as it's pretty confusing...
It's a discussion about how the rules would better serve the game. I know you specified the 5th edition, but the game rules evolve. That's why we aren't all moving miniatures around, via 1st edition. And this isn't about your one player in the party being an ♥♥♥♥♥♥♥ by whining that he should be able to do X, Y and Z despite the rules. Soooo... maybe get over it?
That's the stupidest argument I've ever heard. The rules aren't made up, like in the spirit of chess. They reflect real life ability. WTF are you about with, "the rules are the rules"? Sorry you think Gygax came down and handed them to your DM on two stone tablets *eye roll*.
I agree. You're horrible,
You're right, my bad ;)
But if you want to know why some spells still spaz out you have to go back to maybe page 1 or 2 where we solved the proper ruling on this:
short answer, you can only has both somatic and material and material spells but not somatic only spells.
BTW I submitted a barbarian class my own self which a player uses at my table and really enjoys.
And I never said not to reward your players. All I said was if you are going to respond respond with an answer that goes verbatim by the rules and not a personal opinion or homebrew.
If I remember correctly there is an item in Xanathars guide that turns armor into 1 action to don and 1 action to doff. So I just make that into a rune that a player could attach and re-attach to a weapon or armor. Easy peasy.
Also how are you going to tell me that picking up a weapon is not donning a weapon if the intention is to attack with it or defend yourself with it?
Sure I would allow you to "simply" pick up the weapon but it would still require you use an action to be able to defend yourself or make attacks with it (donning). So either use an action to don it, or wait a whole turn to be able to equip it properly as part of your attack action.
there is a reason the only mechanics for doing such things is rare, as far as I know, these are the only two in 5e:
Eldritch Knight: Bonus action to return weapon to hand
Dwarven Thrower: Legendary Tier Weapon
Completely disagree. Guiding Bolt misses 2/3 of the time, don't know why but it does. I really remember the times it actually hits because it is so rare.
As for Sacred Flame, it is about as useful as Flaming Bolt. 1 damage, 1 damage, 1 damage...
Sure you might get a good hit ONCE IN A WHILE, but a good weapon and some decent STR the cleric can dish it out and support.
Perhaps I am just really unlucky or have a whack play style.
I'm right there with ya, man. Daylight, Spirit Guardians, then put on the shield so you cut down on the chances to get disrupted.
I have actually never taken Spirit Guardians. Not even once. I really have no idea why. Maybe it's time to roll up another party :)
I have dice that are like 6 or 7 years old and the are made out of metal, the edges have become smooth due to the amount of rolls I have done with them. I roll pretty high with them too. They are made out of metal. So if you are using ♥♥♥♥ plastic dice I recommend you swap to metal or stone asap or even to game science plastic dice. otherwise you are buying plastic dice that have bubbles inside of it and it messes with the rolling.
I do like the spell, it's just for some reason my cleric never hits with it. I usually cast it for the damage. The advantage shot is gravy. I really wish I wouldn't roll so low in game with that spell.
And yeah, I did have some good dice back in the day. I think it is just me because my rolls seem to be more extreme than most people. Even had comments on it during several different types of games with different people.
Either I am literally falling on my own sword or stabbing everyone in the eye. Rarely an in-between average wise for myself.
I also dislike plastic miniatures for much the same reason, plus their tendency for awful casting and detailing as well.
Both plastic die and figures also tend to go out of shape in our Aussie hot temperatures. They don't so much melt but go bendy and re-harden out of shape.
Metal die last much longer, are more likely to roll within the standard deviations for randomness and, like metal miniatures with their sharper casting and longer lasting detailing, do far more damage when thrown at the heads of control-freak, anal-retentive GMs who insist the rules are the rules when the whole point of games is to have fun and entertainment.
Yeah, drop the plastic, go metal...