Random Thoughts.....What Are You Thinking? |
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Random Thoughts.....What are you thinking?
I should also point out that I don't dislike 5th Edition. What you see on the last page is mostly nitpicking. I just think it could be tuned-up a bit. And that's why I'm saying that I'm glad I'm making my own game. Rather than just sit here and whine, I'm planning to do something about it. :)
I seem to be straddling both sides of this D&D argument. On one hand I get that you're supposed to base spell selection around a character's traits (my most recent character was a cleric that focused on light-emitting spells due to their fear of the dark). From a more pragmatic standpoint, though, there are a lot of spells that are highly situational, and it's very rare that a DM will divulge details that will make any of those spells worth preparing over things that have more universal value. I would prefer having more flexibility to use known spells than what is currently in the rules.
Valefor.Prothescar said: » Bahamut.Negan said: » THANK YOU FOR RESCUING, PROTH!! I meant to tell you that when you posted the petfinder links, but these pics filled my heart. Big shout out to the Wenatchee Valley Humane Society Garuda.Chanti said: » Bahamut.Ravael said: » I seem to be straddling both sides of this D&D argument. And again, maybe that's an issue with the people I play with. Or maybe it has to do with my poor ability to improv lol Bahamut.Negan said: » I think next one I get I'm gonna walk in and ask for the oldest, worst shape dog they have, so it can live what life it has left not in a cage. Ragnarok.Jessikah said: » I learn all 23 of these spells automatically. Ragnarok.Jessikah said: » My character doesn't have to know Fire Bolt, they can just learn Fireball. I can cast Fireball, but I can't shrink it down to cost less or turn it into a cantrip. mhomho said: » Looks like you only learn 7. Player's Handbook said: You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. mhomho said: » You shouldn't be just changing them around all willy nilly. Player's Handbook said: You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. mhomho said: » If you were a fire adeptus of some sort you would know both. It demonstrates your mastery over the element. Whereby you can use your flames for gigantic onslaughts against hordes of foes, but you can also use it to gently start a fire or for more targeted approaches. Again, character develop related. And what if I don't want to be a "fire adeptus"? What if, as a wizard, I know it's smart to adventure with a library of knowledge from tons of different sources? What if I picked Fireball as a solitary damage-inflicting spell as backup while the rest of my kit relies on buffs and enfeebles? Why can my wizard not say half cast a Fireball, using a lower-level spell slot for less damage? Rules are great because they allow a system for new players to grasp absolutes. If the enemy is 61 feet away instead of 60 feet away, you cannot cast that spell. But because D&D 5E is so reliant on rules instead of mechanics, anything it doesn't have a rule for has to either not make sense or be homebrewed. Ragnarok.Jessikah said: » Why can my wizard not say half cast a Fireball Ragnarok.Jessikah said: » The game also doesn't want you to take just fire-elemental spells because there are 13 different damage types, with each one of them being resisted by certain creatures. Again, reflects on the character. Maybe they literally studied on the library of tomes to learn such a multitude of spells or maybe they've traversed far to learn them. Ragnarok.Jessikah said: » What if, as a wizard, I know it's smart to adventure with a library of knowledge from tons of different sources? Character development. The players hand book is the rule book or guide book. It sets limitations on players so they don't go all crazy. It's like a subset of rules that are agreed upon. You can certainly use them like a rules lawyer to swap your spells around however you want. It could be part of who your character is, always in the lab tinkering away. The rules aren't something to get frustrated about and you can certainly push them to their limits. The nature of the game is to encourage homebrewing as every adventure is supposed to be unique in it's own right. You can play really strategic campaigns like Risk. Those are cool, too. It just depends on the player group. she already stuffing her face down mole holes
Happy Pi Day, all! Also, happy Monday-after-time-change! xD
Talking about Square (Spoiler, greed)
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Ragnarok.Jessikah said: » Happy Pi Day, all! Also, happy Monday-after-time-change! xD Hap-π Day Asura.Eiryl said: » Asura.Eiryl said: » Talking about Square (Spoiler, greed) this pupper too smart, already knows how to sit for her treats
I'll have you know I thought my autobiography was a solid read!
I just disabled the reaction notification in microsoft teams. Because its nocive to live expecting approvals or fearing disapprovals.
Despite how much loved or hated youre, you sure can contribute with something new if youre free from the chains of public opinion. Unless im receiving money for each “like” i receive, i really dont care if im pleasing you or not. Funny how people are quick to dismiss the behaviorism to explain human actions because supposely we are thinking beings, but even the most raw form of behaviorism can perfectly express how people react to likes and dislikes in social medias.
I mean, thats nothing “rational”. Thats the most visceral instincts acting. Welcome back turtleburger!
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