IggythePyro

joined 1 year ago
[–] IggythePyro@ttrpg.network 1 points 1 year ago

Jeremy Crawford's rules are also inconsistent dog shit. That's why we're here, looking at this meme :)

[–] IggythePyro@ttrpg.network 0 points 1 year ago (2 children)

I won't- per Jeremy Crawford, a thrown melee weapon isn't an attack with a ranged weapon, so by the same logic a melee attack with a ranged weapon wouldn't become a melee weapon attack.

 
 
 
[–] IggythePyro@ttrpg.network 1 points 1 year ago

Huge fan of having a bell curve for most rolls, my main concern is that in combat the random initiative might make it kind of swingy; the initiative system is that if the hope die is higher the players go next, if the fear die is higher the enemies do, for about a 46% chance of enemies going next each turn. So that's about a 15% chance of players getting three turns in a row- if the game is balanced for quick combats (which seems likely given what we know) that could make a massive difference in how hard a combat is- and in the counter situation, where enemies get three turns in a row (about a 9% chance) an otherwise easy encounter could go very wrong. This is all speculation, of course, but the initiative system being fully random does worry me, since the action economy seems like it would be a major thing in this system