I like the idea of the critical healing being user-chosen. Kind of like how with Sharpshooter, before you roll you can take the penalty to hit in exchange for the boost to damage, the player could try a "risky heal" which activates the critical healing rules, otherwise you can treat it like normal. This way the gambling/risk aspect of it is per-player instead of per-table.
@dlawlz
8 күн бұрын
I am finding in nimble v1 that all players starting is very strong, they tend to kill half the enemies (maybe an encounter balance problem) atm were running a hybrid where init rolls give turn order and starting AP, with GM overriding turn order for any narrative reasons such as a surprise, sucker punch etc. Excited to run a nimble standalone game eventually.
@Pedromalagoli
8 күн бұрын
You can alternate turns between players and monsters to reduce this feeling, for example.
@samuelbroad11
8 күн бұрын
on Long Rests will there be expanded examples in the GM guide to help think of ways to insert them?
@Pedromalagoli
8 күн бұрын
Yes
@SuperFrostyice
8 күн бұрын
I still prefer Luck from ToV instead of Inspiration
@ksspang
6 күн бұрын
wholeheartedly disagree with Staff ruling. a staff is a pole weapon in all the cases I can think of. like you already said a one-handed staff is a club. However, because it's 2-handed and a pole weapon, the reach should be 10ft. I think this give is extra juice and feels correct compared to copying the 1-handed with STR from longsword
@iTylersupport
7 күн бұрын
i think the initiative is too clunky, "I rolled this # how many actions do I get?" I think its easier to just roll initiative the old way. The short rest: I guess i am confused??? "you may spend any number of hit dice to regain hp equal to the sum rolled? so wouldnt you always roll like 50d8 ??? and heal as much as you can? I am guessing spend is the key word here, not sure how you would "spend" hit die? does it take away from your maximum hp??? The Cheat subclasses: I dont think the sub classes are balanced. i dont have the pdf's in front of me so i forgot the names but assassin i believe the first subclass that lets you go invisible and something else at lvl 3 is really good, the other sub class though, that whole ability about getting advantage when you first meet someone but disadvantage when you meet again until you are friendly again, I like when abilities have something good and something bad especially at lower levels but i think the con should not be as bad or just not be there compared to the other subclass. and it is convoluted. just make it simple. advantage on first roll when you first meet someone, not this, oh did i get on his good side, did i meet this character before? too much to keep track of. simplify the skill, adv on first diplomacy roll, first time meeting someone. simple. and more of the assassin sub class moves seem to do dmg, while the second subclass for the cheat seems to be way less good. since cheat is dex and cha, could have one subclass more for dex the other for cha, but the cha skill on lvl 3 subclass not that great,
@Silverbane00
3 күн бұрын
Wish the armor just reduce damage like even without defending while shield add reduced damage while defending. Lets just say someone attacks you with a sling while your wearing a plate mail no matter how he throws a rock at you it will not get though except when he crits like hitting in between the seams. Stabbing someone in the back who wears a leather armor is not the same as stabbing someone in the back with no armor even without defending.
@ksspang
6 күн бұрын
could Studded Leather armor be Hardened Leather instead? studded leather isn't a thing, historically, and actually doesn't make much sense, tactically, whereas leather can be hardened to make it tougher
@thehubbleton
7 күн бұрын
Stop the bad dragon.
@RoandyForever
8 күн бұрын
How would bonus actions work? 0AP or 1AP?
@Pedromalagoli
8 күн бұрын
1 AP but when a class have a feature that turns an Action into a Bonus Action then that is 0 AP
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