Dungeons and Dragons Megathread

Sweet succor, after days of browsing unearthedarcana I have found a legit conversion for draconians that's actually balanced along with one for shardminds from 4e, really neat stuff, Additionally I just found out that Ardlings exist, anyone have any experience with them?
 
Sweet succor, after days of browsing unearthedarcana I have found a legit conversion for draconians that's actually balanced along with one for shardminds from 4e, really neat stuff, Additionally I just found out that Ardlings exist, anyone have any experience with them?
Considering they got mentioned for the first time in one of the OneDnD playtests then got dropped, I don't think we have anything for them beyond 'animal headed part celestials, like the Egyptian gods'.

We'll be waiting until OneDnD actually releases to get anything more.
 
Shoonies are easily the worst addition to Golarion in all of 2e. I don't know why they decided to give us a pug race or why they've not given us any other dog/wolf race, whether a new one or the Rougarou form 1e.

I respect that they're trying to play up nephilim (aasimar/tiefling combination) as the catch all part-animal option in the remaster, but it isn't the same.

Seriously, two humans ascended to godhood and decided to commemorate their pet dog witht heir new magic. Why are we stuck with the shoony as player options instead of the cayhounds?
 
Disregard Ardlings, acquire Shoonies.
Shoonies are easily the worst addition to Golarion in all of 2e. I don't know why they decided to give us a pug race or why they've not given us any other dog/wolf race, whether a new one or the Rougarou form 1e.

I respect that they're trying to play up nephilim (aasimar/tiefling combination) as the catch all part-animal option in the remaster, but it isn't the same.

Seriously, two humans ascended to godhood and decided to commemorate their pet dog witht heir new magic. Why are we stuck with the shoony as player options instead of the cayhounds?
...Wasn't there a third part D&D (or at least D&D-inspired) TTRPG that came out a few years back, where all the characters are dog-people? Was Paizo referencing that?
 
Yeah my friend brought in pugmire for our Tuesday session a week or two ago, not my cup of tea but it certainly can work for a light hearted one shot or short campaign, s'not bad.

Considering they got mentioned for the first time in one of the OneDnD playtests then got dropped, I don't think we have anything for them beyond 'animal headed part celestials, like the Egyptian gods'.

We'll be waiting until OneDnD actually releases to get anything more.
Very true, I just hope that if they come back they will with a stronger identity, because if they are actually developed right they could be pretty cool, besides, high time we got more playable celestials that aren't hombrew.

Speaking of hombrew, which one is your favourite and what would you recommend? I personally love the weaveknight and tamer on unearthedarcana and I think that a dedicated class that's all about mixing sword and spells or taming big critters are really neat.

Then again that's maybe because they let me cosplay as a jedi and a pokemon trainer.
 
I do appreciate how many ways you can configure a class even (or maybe especially) without archetypes in PF2, though i do still occasionally trip over assumptions held over from 5e. I was agonizing over wanting to make a monk work with charisma up until I remembered that there is no expectation for monks to have high wisdom unless they use offensive ki spells or wisdom skills.
 
I do appreciate how many ways you can configure a class even (or maybe especially) without archetypes in PF2, though i do still occasionally trip over assumptions held over from 5e. I was agonizing over wanting to make a monk work with charisma up until I remembered that there is no expectation for monks to have high wisdom unless they use offensive ki spells or wisdom skills.

Yeah, though Ki-Spells are actually really cool when you wanna do that kinda thing. But yeah, a Monk can do without much Wisdom if you want to go a different route.
 
Played a D&D game this afternoon. Met in the spare room of a local bakery/ice cream place that had advertised it. 16 people with three tables and one of the employees was organizing the whole thing. Cost five bucks which went to the DM, though pretty much everyone bought at least one snack from the bakery, so they turned a good profit on the whole deal. I was at a table with a guy my age as the DM and an older guy, a boy in his early teens and a girl in her late teens as the other players. As far as I know, none of them knew each other but most of them, at least, had plenty of D&D experience. Had the stoplight cards system for troublesome content but it never got used.

I was a cleric, the older guy was a ranger, the boy was a fighter and the girl was a paladin, all at level five. Very much a one-shot where we all arrived in an isolated town with no way out. The fighter and the ranger both refused to accept that and wasted a lot of time and hit points trying to cross a flooded river. I earned some goodwill with the locals by offering healing at the local church, which did not have anyone living there. I got conflicting reports on why that was and that raised my suspicions. Meanwhile, the other three had gone down to the abandoned village docks, which had two half-rotten and sunken boats there. Soon zero boats and no dock as the ranger kept on trying to make an escape work, after she had poked around some wagons that had been there for a long time and that belonged on a road, not a little pit stop like this.

After finding out that nobody could remember who owned the docks, boats or boathouse, I went to visit the living quarters of the local priest and found a very large hole in the wall right above their bed, in easy sight of the village square. No signs of what had happened. And if I asked the villagers, they wouldn't have seen anything wrong at all, not thinking it strange that there was a hole where it was. The paladin was watching the fighter and the ranger trying to drown themselves or possibly get eaten by gators. Around this point, I actually guessed what was happening, though the DM played it cool and denied it.

I went to the village mayor who was busy drawing the same picture over and over again on many sheets of paper. A sloppily drawn set of five pale faces looking at the viewer, with ranting along the edges about them watching. He wasn't exactly relieved to have a stranger interrupting him but with no other options and not seeing any harm I could do, he gave me permission to investigate the wizard's tower (though there had never been a wizard), the church (there had never been a priest living there) and anywhere else where I wouldn't bother people.

Figuring that people who both had weapons and who didn't live here would be better than the local help, I went back to the inn where the rest of the group was, ignoring the faint singing I and the others had heard from time to time and planning to visit the wizard's tower in the morning, once we had all our spells back.

In the morning, some of the other guests had vanished and the innkeeper was telling the truth when he said he couldn't remember anyone but the four of us staying there. I wasn't surprised by that and we went to the tower. Rather than try to break down the magically sealed door, the ranger got a rope up into the large hole at the top of the sixty-foot tower and the paladin and I climbed up. The fighter was off wrestling gators for reasons.

Inside the tower, we found that the hole was right above the wizard's bed and the only sign of him was a lot of blood and a severed hand resting on a research journal. Consulting it showed that the wizard was worried over something a month and a half ago and that whatever was on their mind was a word that our minds refused to read, try as we might. Further downstairs, we found the wizard's security system, four creatures called the Lost or something (off of an official stat card, at least). Spirit Guardians proved to be very helpful as I strode down the stairs into the middle of them, killing two of them while the paladin and the ranger both accounted for another.

Sadly, that was all that we could really find of use in the tower, beyond the way to unlock the front door to get in and out easily. Though the singing was becoming louder and more frequent now, with the ranger failing a few CON saves to think that this was a nice place and maybe he should settle down and live here.

There were certainly enough abandoned houses for him to settle down in, that nobody could remember anyone ever living in. Checking them out, we found holes next to shattered beds, all of them leading down into the ground for ten feet or so before collapsing in on themselves. That was enough for me to go back to the village chief and ask about any tunnels, cellars or the like underneath the town.

That led us to the mine at the edge of town. In addition to the expected shaft, there were many, many smaller tunnels everywhere, about four inches wide or so, angling towards the central chamber underneath the village well.

In fact, there was a vast cavern underneath the village well, which was occasionally leaking some water down into the empty chamber. The fighter had finally rejoined us and walked right into an invisible wall that then pushed him against the quite visible cavern wall. The singing, when we noticed it, was extremely loud by now and more mingled screaming than actually singing. I fired a divine bolt which hit nothing but also did not fly through empty air to hit the cavern wall. A followup to blow down the bulging chamber that the well drew on got a deluge of water coming down to outline nothing again before pooling on the floor.

As we were busy swinging our weapons around and prodding at thin air, a village guard came down to ask us what we were doing and tell us to stop it. Then he vanished, only for blood to start raining down on us from nothing in particular.

The DM got increasingly less subtle with his statements about the singing until the paladin finally covered her ears. That was when she saw what was in the center of the chamber. Three of the beast's heads were eating the guard, while a fourth was trying to do the same to the paladin who could finally see it. That finally got us all into proper gear to fight against it.

I managed to get the fourth head to drop the paladin (only damaging her a bit in the fall) while the fighter finally stepped up to the plate (and the monster) and started carving huge chunks out of it. It did not appreciate that at all and quite soon, pretty much the entire village was coming down to help out, only on the wrong side. The ranger intimidated all by two guards into leaving, which was good, but less good was that the paladin removed the cloth from her ears to show them what to do. And was promptly enchanted by the singing. Thankfully, she whiffed both of the attacks she made against us. The ranger shot one of the guards while the fighter and I focused on the monster. He struck the killing blow and sliced its guts apart.

Cheers all around as I brought the guard back to life and healed us up and then we went back to the village. Which was in even worse shape than expected, with large holes in the ground everywhere and shattered walls, rotting corpses and all that. Still, while they might not have a working well or fewer living friends than they thought, at least the villagers had peace of mind. Or all of the pieces of their mind now.

One of the biggest changes compared to playing Exalted online was the relative lack of stunting. Maybe it was the format, maybe it was the system but there was much less description of how a thing was done and just that it was done. Lasted for about five hours with a break halfway. Enjoyed myself, all in all, and would do it again.
 
That annoying feeling when you're waiting for a major update. Not a lot of people are eager to release homebrew stuff for Pathfinder 2e, considering it's just a month before basically everything gets updated/overhauled.

So it's kinda stuck in waiting mode on that side of things.
 
Generalist 5e question, but I have been making minute adjustments to my ongoing games based off of play history and some of the 5.5 playtest stuff that's come out that I like. And I really like the new Rogue's updated Sneak Attack, with Cunning Strike. For those of you who haven't read Cunning Strike, it goes as follows:
-
5TH LEVEL: CUNNING STRIKE
You have developed cunning ways to use your
Sneak Attack. When you deal Sneak Attack
damage, you can add one of the following
Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt.

If a Cunning Strike effect requires a saving
throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.

Disarm (Cost: 1d6). The target must succeed
on a Dexterity saving throw, or it drops one item
of your choice that it's holding.
Trip (Cost: 1d6). If the target is Large or
smaller, it must succeed on a Dexterity saving
throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the
attack, you move up to half your Speed without
provoking Opportunity Attacks.
-
Now personally, I think this is brilliant. Sacrificing some of the big damage of Sneak Attack to apply additional effects to your attack is a great way to make Rogues feel more tricky and tactical, and generally just helps them make more interesting decisions and spice up their turn. But I also looked at this and thought wow, sucks for every other martial or half-martial who doesn't have such a cool feature, especially since I know plenty of people who think Battlemaster Fighter should just be the baseline. So I did what plenty of DM's do, and tried to spitball what a more universal Martial feature in this vein would look like. Though it's not tested at all and nowhere near complete, I came up with something like:
-
5th Level: Martial Versatility

If you have the Extra Attack Feature, you can choose not to attack twice when you take the Attack action. Instead, you modify your attack in one of the following ways:

(And then give a similar list to Cunning Strike here, perhaps with different classes getting different focuses like Barbarians getting a Menacing attack, stuff like that)

And to keep up with the damage curve, perhaps the single attack gets a Martial Versatility die, starting at a d4 and getting to d6, d8, and finally d10 as they level up. This would also stack with the Fighter's multiple Extra Attacks, allowing them to make two Versatile attacks or one Versatile attack with 3 effects when they hit level 20. Fun stuff like that.

So, would you play with this feature? Do you see any obvious problems with it? Lemme know your thoughts, if you please.
 
So, would you play with this feature? Do you see any obvious problems with it? Lemme know your thoughts, if you please.
I think if you want it to be a viable option, the most important considerations are opportunity cost and ease of use. One thing that leaps out at me is that the way you have the Martial Versatility feature currently worded, the player would have to decide to forgo their extra attacks before they actually hit, whereas Cunning Strike is something applied after an attack has already succeeded, which I think is a better design space. If you do keep it the way it is now, I think you probably want to have any effects it imposes not allow a saving throw, because otherwise you're requiring too many things to line up in order for it to do anything on top of sacrificing damage output. For everyone other than level 11+ fighters, using this feature would require making only a single attack that might still miss, which would be an extremely all-or-nothing tactical option that I suspect would very rarely be worthwhile if the rider effect might fail.
 
I think if you want it to be a viable option, the most important considerations are opportunity cost and ease of use. One thing that leaps out at me is that the way you have the Martial Versatility feature currently worded, the player would have to decide to forgo their extra attacks before they actually hit, whereas Cunning Strike is something applied after an attack has already succeeded, which I think is a better design space. If you do keep it the way it is now, I think you probably want to have any effects it imposes not allow a saving throw, because otherwise you're requiring too many things to line up in order for it to do anything on top of sacrificing damage output. For everyone other than level 11+ fighters, using this feature would require making only a single attack that might still miss, which would be an extremely all-or-nothing tactical option that I suspect would very rarely be worthwhile if the rider effect might fail.
Oh, that's an excellent point. Like with Cunning Strike, the point where you decide to forgo your Extra Attack should come after your first attack hits. That way even if your first attack misses, you have a chance to land your second and keep up in damage even if you're not applying any conditions.
 
I put more thought into it and tried to create a sort of generalist feature for 5e Martials that would keep up with Cunning Strike. I don't think this is quite it but it's heading in the right direction imo, and I'd appreciate any feedback people would like to offer.

5th Level: Martial Versatility

Once per turn when you take the Attack action and your Attack successfully hits, you can choose to make a Versatile Attack. A Versatile Attack uses your Versatile Dice for damage instead of your weapon's damage dice (but it still uses your Ability Modifier and has the benefits of a magical weapon's modifiers, if the weapon is magical), and it gains a Versatile Effect.

Your Versatile Dice is a d6. Your versatile die changes when your character reaches higher levels, becoming a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

If a Versatile Effect requires a Saving Throw, the DC is 8 + Your Proficiency Bonus + Your Strength OR Dexterity Modifier (Chosen when you achieve this feature).

All Classes with this feature have access to the following Versatile Effects.



Disarm: The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it's holding.

Trip: If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Mark: You mark the target, giving you assistance on opportunity attacks against it. Until the end of your next turn, any opportunity attacks you make against the Marked target don't expend your Reaction.

Each class with the Extra Attack feature have an additional feature that gives them more Versatile Effects that are unique to them. These feature are:
-
Barbarian: Enraged Strike

Hurl: if the target is Large or smaller, it must succeed on a Strength Saving Throw or be moved a number of feet equal to your Strength score in a direction of your choosing.

Terrify: The target must succeed on a Wisdom Saving Throw or be frightened of you until the end of your next turn.
-
Monk: Flowing Strike

Reel: The target must succeed on a Constitution Saving Throw or be Dazed until the end of its next turn. A Dazed creature can Move or take an Action on its turn, not both.

Discombobulate: The target must succeed on a Constitution Saving Throw or be Blinded until the end of its next turn.
-
Paladin: Steadfast Strike

Goad: The target must succeed on a Wisdom Saving Throw or have Disadvantage on all attack rolls against creatures other than you until the end of your next turn.

Stagger: The target must succeed on a Constitution Saving Throw or lose its Reaction until the end of its next turn.
-
Ranger: Hunter's Strike

Hobble: The target must succeed on a Dexterity Saving Throw or have its speed reduced by twenty feet until the end of its next turn.

Bleed: The target must succeed on a Constitution Saving Throw or bleed, taking 1d4 extra damage from all attacks until the end of its next turn.
-
Fighter: Trained Strike

Fighter has extra Versatile Attack features. Fighters can make two Versatile Attacks at Level 11, and three Versatile Attacks at level 20. In addition, a Fighter can choose to use its weapon damage die or its Versatile Dice when it makes a Versatile Attack. Lastly, Fighter has access to the following Versatile Effects.

Maneuver: The target must succeed on a Strength Saving Throw. On a failure, you and the target move up to half your speed in a direction of your choosing. Neither you nor the target trigger attacks of opportunity with this movement.

Distract: The target must succeed on a Wisdom Saving Throw. On a failure, the next attack against the target by a creature other than you has Advantage.

Redirect: The target must succeed on a Dexterity Saving Throw. On a failure, it must roll your Versatile Dice and reduce the damage of its next attack by that amount. If the damage is reduced to 0 and the attack has any other features, such as a Ghoul's paralyzing claws, those features do not take effect.
 
I was going to point out on your previous version that the damage given up by sacrificing an Extra Attack was a lot more than the 1d6 that the Rogue was giving up for their Cunning Strike, but you've handily solved that.

I will say on this version that beyond a certain level (and which level depends on what weapon you're using), there's no reason to not use a Versatile Attack, because the Versatile Die is equivalent to or greater than the weapon die. I'm not necessarily saying that's a problem (I can hardly call it overpowered when the spellcasting classes get to do things like "do an average of 50 damage and inflict a debuff" or "take someone out of the fight entirely"), just that it means that this will be a little bit different than Cunning Strike's "sacrifice a little damage for a combat maneuver" design.

The Monk's options seem like the most potent, but I suppose the Monk needs all the help it can get.

The Ranger's Bleed option seems to work different than how I'm used to seeing bleed damage done (which is usually ongoing damage once a round), but that might be a PF vs. 5E thing. At first I was thinking that it was really powerful, since it would do extra damage every time they were attacked from then on, but then I saw that it was until the end of its next turn. So how good that it really depends on the initiative order. If the target goes right after you, then it does almost nothing. If the target goes right before you, then every other PC gets their chance to do extra damage. Maybe change it to until the player's next turn? That way everyone definitely gets a chance to take advantage of it and the player isn't penalized for winning initiative against the monster.
 
Anyone find it weird that there isn't a official wolf folk race of some kind? I mean, we have the tabaxi, leonin, lizardfolk and dragonborn and a few more but we don't exactly have a canine equivalent to the tabaxi.
 
The Ranger's Bleed option seems to work different than how I'm used to seeing bleed damage done (which is usually ongoing damage once a round), but that might be a PF vs. 5E thing. At first I was thinking that it was really powerful, since it would do extra damage every time they were attacked from then on, but then I saw that it was until the end of its next turn. So how good that it really depends on the initiative order. If the target goes right after you, then it does almost nothing. If the target goes right before you, then every other PC gets their chance to do extra damage. Maybe change it to until the player's next turn? That way everyone definitely gets a chance to take advantage of it and the player isn't penalized for winning initiative against the monster.
Until the end of the player's next turn is probably the best option there, yeah. I didn't consider how reliant it would be on initiative order by placing it on the creature like everything else. And I while the common bleeding effect would just be free damage, I'm trying to avoid stuff that requires the DM to track ongoing effects on creatures (as a forever DM myself, I can't be assed). So I figured I'd instead make it a weak Hunter's Mark that any creature can benefit from, flavored as an existing wound being made worse, somewhat like BG3's Gaping Wound condition.
The Monk's options seem like the most potent, but I suppose the Monk needs all the help it can get.
Monk is definitely by far the strongest, but at the same level they are picking up Stunning Strike, which is basically the same thing except you can use it multiple times a turn at the cost of Ki points, so I don't think it's TOO out of line. The main issue is that Blindness in particular is either useless (because the creature has other senses) or crazy (because it's a spellcaster who needs to see to See A Creature to cast a spell on them, or See A Point to throw a fireball there). But then again, Blindness, 2nd level spell, Con save or be blind for up to a minute (with a repeating save)? I dunno I'm not a game designer, I just know my first ever character was a Monk and when I got picked up by a Young Red Dragon and was half in and half out of its mouth and asked the DM if I could punch it in the eye to try and help out my friends below and she said yes I felt like a genius.
I will say on this version that beyond a certain level (and which level depends on what weapon you're using), there's no reason to not use a Versatile Attack, because the Versatile Die is equivalent to or greater than the weapon die. I'm not necessarily saying that's a problem (I can hardly call it overpowered when the spellcasting classes get to do things like "do an average of 50 damage and inflict a debuff" or "take someone out of the fight entirely"), just that it means that this will be a little bit different than Cunning Strike's "sacrifice a little damage for a combat maneuver" design.
Yeah, I'm a little worried about that part but I have no idea how to address it. If you're a 5th level Fighter, sure, your dagger can have a d6 damage die, maybe people would actually use whips and such with that sort of ability, but fundamentally these just give Martial a once-per-turn power, except for Rogues, who have to give a d6 of damage to achieve the same effects. Maybe the solution would be just rolling Rogue into the same Martial Versatility sphere, letting them apply it to any attack and not just Sneak Attack, and getting rid of the damage penalty. Makes things more samey though, but I'm just flailing here.
 
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