this post was submitted on 12 Oct 2023
254 points (95.7% liked)

RPGMemes

10404 readers
431 users here now

Humor, jokes, memes about TTRPGs

founded 2 years ago
MODERATORS
 
top 50 comments
sorted by: hot top controversial new old
[–] Wootz@lemmy.world 31 points 1 year ago (3 children)

I'm curious as to how quickly BG3 rule changes will start making their way into tabletop house rules and 3rd party supplements.

My guess is pretty quickly, if my own group is any worthwhile measurement.

[–] Golett03@ttrpg.network 33 points 1 year ago (10 children)

Yeah. Larian made some really good changes to D&D, then they added crit fails to skill checks

[–] teft@startrek.website 27 points 1 year ago (11 children)

then they added crit fails to skill checks

Do you know how many times that has pissed me off? Especially on my rogue where even a 1 would have opened the damn lock.

[–] inasaba@lemmy.ml 17 points 1 year ago (2 children)

DC 10. You roll a natural 1, it modifies to 15. CRITICAL FAILURE

I feel like it's a bit ridiculous. A professional with expertise doing the worst they possibly can shouldn't be the same as any random untrained person doing the worst they can.

[–] snooggums@kbin.social 13 points 1 year ago

That is why they ditched critical failures and success in tabletop D&D.

My guess is they kept it in bg3 so there would be a chance of failure on everything including the DC 2 rolls, but to be honest I don't think that chance of failure really adds anything to the game.

load more comments (1 replies)
load more comments (10 replies)
[–] PhlubbaDubba@lemm.ee 6 points 1 year ago (1 children)

Are those actually "crit" fails or just auto fails?

Never bothered to check if a nat one fail is any different than a nat two fail

[–] DoomBot5@lemmy.world 5 points 1 year ago

Just auto fail. A rogue lock picking a DC10 door still has a 1/20 chance of failing the check. That's the difference.

[–] conditional_soup@lemm.ee 4 points 1 year ago* (last edited 1 year ago) (1 children)

[nervous sweating] I've always run my game with crit fail skill checks. That's normal.

Isn't it?

Isn't it?

[–] hedgehog@ttrpg.network 15 points 1 year ago (11 children)

It’s the second shittiest common house rule, assuming you mean that if someone with a +15 bonus rolls a nat 1 on a DC 5 check, they automatically fail (possibly with a worse effect than if someone with a -1 rolled a 2).

On the other hand, there are other ways to have crit fails on skill checks that are much more palatable, like:

  • having a slightly worse effect when someone rolls a nat 1 and would have failed anyway
  • having a worse effect when someone’s total is 1 or lower
  • having a worse effect when rolls are failed by certain thresholds, like by 10 or more (potentially, but not necessarily, only when the roll was a nat 1)

(The worst common house rule, btw, is crit miss tables for additional effects beyond an automatic miss when you roll a 1 on an attack roll.)

[–] DragonTypeWyvern@literature.cafe 4 points 1 year ago (1 children)

Some people do like crits on skill checks. Other people just like rolling dice as much as possible.

The best way I've seen it in game was a DM making it so a natural one that you'd succeed with anyways just means you succeed in the ugliest way possible.

Like, you picked the lock, but you cut your hand on a rough edge just enough to annoy you for the rest of the day.

You made the jump, but stumbled awkwardly on landing.

Etc etc

[–] hedgehog@ttrpg.network 4 points 1 year ago

That’s pretty close to the way I’ve seen it done when the DM wants a 1 to be a special number and I didn’t hate it.

A slight alteration of that is to have a successful 1 result in a complication - some of which would result in the attempted task becoming impossible or irrelevant. Maybe you pick the lock but the door is stuck or barred, or maybe you’re halfway through picking the lock when an ogre slams into it, shattering it into little more than splinters. Or you pick the lock flawlessly, but the thing you were after is missing because it was already stolen. It’s crucial that it’s something that’s out of your control with regard to the task you were performing, not that you slipped up in some way to cause the failure. It’s not perfect, but I personally like it a lot more than other implementations.

[–] Prancingpotato@lemmy.world 4 points 1 year ago* (last edited 1 year ago) (2 children)

If a 1 is not a fail, why do you roll at all ? I mean if the DC is 5 and you have +15, your DM should just not make you roll (* you pass automatically). So a 1 should always be a fail.

[–] snooggums@kbin.social 7 points 1 year ago

In tabletop you shouldn't be rolling if there is no chance of failure, although some DMs roll to see how successful the outcome is instead of just treating it as pass/fail.

[–] hedgehog@ttrpg.network 4 points 1 year ago (5 children)

The DM doesn’t necessarily have your modifiers memorized and asking what they are every time slows down play. The DM also likely doesn’t want to share the DC. The easiest fair solution is to always ask for a roll (assuming it’s possible, generically, to succeed or fail) and to then consider passes to be passes. If you only avoid asking for a roll when you know the player will make it, then you’re likely to be biased toward the players whose characters you’re more familiar with.

So a 1 should always be a fail.

RAW this is not the case. From the DMG:

Rolling a 20 or a 1 on an ability check or a saving throw doesn't normally have any special effect. However, you can choose to take such an exceptional roll into account when adjudicating the outcome. It's up to you to determine how this manifests in the game.

My experience with having nat 1s being auto fails and is that this results in characters who are “erratically … tragically incompetent” as well as taking away player agency (Nick Brown on rpg.stackechange explained this well). Maybe you and your players like a game like that, but I certainly don’t.

load more comments (5 replies)
load more comments (9 replies)
load more comments (7 replies)
[–] fartsparkles@sh.itjust.works 5 points 1 year ago (3 children)

What changes have they made? I’d love to know as I’m always game to allow homebrew etc at my table (so long as I’ve read the material, everyone agrees, and we roll with it from the start of a campaign).

[–] Wootz@lemmy.world 19 points 1 year ago* (last edited 1 year ago) (2 children)

Off the top of my head:

Changes fall into two categories:

  1. Rule Tweaks
  2. New mini-systems.

Under 1:

  • Shove is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge.
  • Weapons are given unique weapon action attacks depending on the weapon type. These can be used once per short rest only if the wielder is proficient with the weapon.
  • Removed the requirement that attacks must be made using Strength to activate the benefits of Rage.
  • Removed the requirement that attacks must be made using Strength to activate the benefits of Reckless Attack.
  • Fast Hands simply gives you an additional Bonus Action with no restrictions.
  • Haste simple gives you an additional Action with no restrictions
  • Consuming a potion is only a bonus action.
  • If a creature throws a healing potion as an action, it will break and heal all targets in a small radius.

Under 2:

Numerous weapons and items have systems attached to them that create or consumes various "charges" to add additional effects

As an example, weapons and items with the "spark" ability builds Lightning Charges in the wielder when certain criteria are fulfilled.

If 5 Lightning Charges are built up, the next instance of damage done with an attack role inflicts an additional 1d8 Lightning Damage.

There are many more. See Here and Here

[–] fartsparkles@sh.itjust.works 8 points 1 year ago (1 children)

Thank you so much for this. These sounds like really reasonable tweaks and additions that I’d love to run a game with them!

I love this changes and I really going to struggle to back to martial in 5e without them.

No more I swing my sword end turn.

Instead I use my Lacerate skill and hit with my sword. Then I use my bonus action to shove.

[–] Klaymore@sh.itjust.works 7 points 1 year ago

Bonus action shove is so good, it lets you try shoving people off of edges or into environmental hazards instead of just whacking turn after turn. Also great for spellcasters and ranged attackers, but you need to roll for it so it's not too overpowered. Bonus action potion drinking is also really nice.

[–] Neato@kbin.social 7 points 1 year ago (1 children)

People on the same turn sharing initiative can go at the same time. Drinking a potion is a bonus action. Those are the ones I've incorporated.

[–] fartsparkles@sh.itjust.works 5 points 1 year ago (2 children)

It makes much sense and avoids action spamming I’ve seen at tables that let a potion be used for free. I know Crawford intended potions to be an action since they’re “bottled spells” but it results in players never using them in fights. Also less squishy PCs makes for far for entertaining encounter design (read that as additional peril haha).

load more comments (2 replies)
[–] BenVimes@lemmy.ca 5 points 1 year ago* (last edited 1 year ago) (4 children)

There are quite a few, but a simple one that I've put into my own house rules is giving all Clerics proficiency with flails and morningstars.

load more comments (4 replies)
[–] kyle@lemm.ee 4 points 1 year ago (2 children)

Does BG3 do anything with overlapping extra attack features?

[–] Zoboomafoo@lemmy.world 7 points 1 year ago (1 children)

Regular Extra Attack and Pact of the Blade's extra attack stacks in BG3 IIRC

[–] GalacticCmdr@lemmy.world 7 points 1 year ago

As a mainline Pallylock I enjoy that, probably a bit too much.

load more comments (1 replies)
[–] HipsterTenZero@dormi.zone 14 points 1 year ago (2 children)

meanwhile in legally distinct dragon game: Hmm yes I will dip fighter for access to a lv 4 reaction strike on every single character i make.

[–] Kichae@lemmy.ca 6 points 1 year ago* (last edited 1 year ago)

Also in legally distinct dragon game: Watch in amazement as I use my staff/dagger/rapier as a shield!

load more comments (1 replies)
[–] FancyManacles@lemmy.world 12 points 1 year ago (4 children)

Back in my day we got an extra attack at 6th, 11th, and 16th level, and each one was at a cumulative -5 penalty, AND WE LIKED IT!

load more comments (4 replies)
[–] zakobjoa@lemmy.world 12 points 1 year ago (1 children)
load more comments (1 replies)
[–] gerusz@ttrpg.network 11 points 1 year ago* (last edited 1 year ago) (1 children)

TBF the only class that gets more than one extra attack is the fighter.

Now of course it would make sense to sum up the levels you have in classes that get multiattack, and if you have >=5, you get an extra attack. But since attack progression is far less regular than spell slot progression, getting something approaching regularity beyond that would be difficult.

Now if OneD&D wanted to boost martials and introduce some sort of a multiattack scaling across multiclassing, here is how that could work:

  1. Introduce features called Special Attack and Signature Attack. (Simply because just stacking extra attacks in a way that gives a bunch of half-casters extra attack at level 5-6 would give full martials a ridiculous number of attacks per turn at higher levels.) Special Attack is an attack that deals double weapon damage (which stacks with crits), but other extra damage sources like smites don't get doubled. Signature Attack is a Special Attack that can also force a save, either a STR save vs. being disarmed, a DEX save vs. being knocked prone, or a CON save vs. being dazed. You pick which one when you get the feature, and you can change it on level up.
  2. Introduce an attack progression table which details how many regular and special attacks you get per warrior level. (IDK if Lemmy's MD syntax allows tables in lists, so see the table below.)
  3. Like for spell slots, some classes (fighter, barbarian, monk) count as whole classes, others (paladin, ranger, artificer) count as half, and some caster subclasses (bladesinger, swords bard, hexblade, etc...) count as third.

The table:

Warrior Level Normal attack Special attack Signature Attack
0 1 - -
3 2 - -
6 1 1 -
9 2 1 -
12 1 1 1
15 2 1 1
18 1 2 1

So:

  • A level 12 single class fighter gets 1 normal, 1 special, and 1 signature attacks.
  • So does a fighter 6 / barbarian 6.
  • A level 12 paladin counts as a level 6 warrior so they get a normal and a special attack. (Also, in OneD&D the divine smite is a bonus action spell like every other smite, so the level 18 paladin can't go too nuclear with 3 smites per turn.)
  • A fighter 6 / paladin 6 counts as a level 9 warrior, 2 normal attacks and 1 special attack.

Of course this could be refined a bit further, e.g., instead of a generic "special attack" they could pick power attack (must be a strength-based attack), precise strike (must be a dexterity-based melee attack), or pinpoint shot (must be a dexterity-based ranged attack) and they could swap this one on level-ups too. But I think this should be a start.

load more comments (1 replies)
[–] conditional_soup@lemm.ee 8 points 1 year ago* (last edited 1 year ago) (2 children)

Not going to lie, I'm already taking notes. I like that in general, if you make the right choices, it's easy to make even wizards feel a lot less squishy, which would make me feel a lot more comfortable not pulling punches in my game. One of my favorite changes so far is the wild shape recharge on short rest for druids.

It's gotten me thinking about how to fix some other broken classes again, like making Ranger not fucking suck, and fixing the MADness of Barbarian. Fight me IRL, having the Barb's unarmored defense dependent on dex instead of strength is dumb as hell when the barbarian is clearly a STR/CON class, that would be like having the Monk's unarmored defense being dependent on Constitution. "So, what, Barbarians should just deflect attacks by flexing extra hard?" Yes.

[–] Lazerbeams2@ttrpg.network 6 points 1 year ago (3 children)

Didn't druid already get wildshape on a short rest? I do agree that barbarian Unarmored Defense is a bit lackluster though.

I get what they were thinking. Monk gets to add Wisdom because their awareness let's them dodge, so it should be roughly equivalent to let a barbarian add Constitution because their natural durability makes them harder to hurt. Dexterity being one of the main Ability Scores for monks throws this out the window though

load more comments (3 replies)
[–] Crozekiel@kbin.social 5 points 1 year ago (1 children)

Ummm... Barbarian Unarmored Defense is based off Con, not Dex. They just didn't take away the default Dex bonus to AC that every class in the game gets. They shrug off damage by having a high Con. Barbarians are pretty good as it is, if you let them completely dump Dex and give AC from Str, they would be broken AF... 18 AC at level 1 with a shield under point buy system, and immediate jump to 20 AC at level 4, with no reduction in damage output at all. Possible to be 20 AC at level 1 literally completely naked (no shield) with rolled stats, and 18 isn't even entirely unlikely...

[–] conditional_soup@lemm.ee 4 points 1 year ago (3 children)

The reason that it's broken (in a bad way) as Dex+Con compared to the Monk's Dex+Wis unarmored defense is that monks absolutely CAN get broken as fuck AC from Dex + Wis, especially as the game goes on. Kinda on a related note, in BG3 I re-specified Astarion as a thief/monk, gave him a few mid-tier magic items, and now he's my front-line tank with an AC of 21 at level 7. No sane Barbarian PC is going dex barb, so realistically the barbarian's unarmored defense is going to cap out at AC 15-16 minus shield (which, come on, what barbarian won't be rocking two handed weapons?). So, while the Monk gets unarmored defense based on both of its chief stats, Barbarian gets unarmored defense based on just one of its chief stats.

Having a barbarian with a broken AC to start with doesn't bother me too much, but then I also tend to not run gritty/from dark style games, and that's also bearing in mind that the martial classes don't really scale as well as the casters do after level five. Giving the barbarian a ludicrous AC to aspire to at high levels might help balance that out.

load more comments (3 replies)
[–] iAmTheTot@kbin.social 7 points 1 year ago (3 children)
load more comments (3 replies)
[–] Brutticus@lemm.ee 7 points 1 year ago (2 children)

I usually offer players with multiple instances of extra attack a +1 to their to hit, and Im considering offering +1 crit range as well. This is a real sticking point to me in 5e, the lack of viable build variety.

load more comments (2 replies)
[–] uralsolo@hexbear.net 5 points 1 year ago

Fractional BAB wins again. I like D&D 5 just fine but for stuff like multi-classing and creating really complex builds D&D 3.5 is the superior system.

[–] bouh@lemmy.world 4 points 1 year ago (1 children)

Spellcaster doesn't get spell of higher level in this case, only spellslot. A martial still get the proficiency up.

load more comments (1 replies)
load more comments
view more: next ›