Rules and Conventions

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Jun 22, 2024 6:11 am
I vote both. I’m usually good about remembering things in my DnD games (thank you weird mental focusing on random things), but I forget sometimes more specific things I can do and despite playing pbp for a long while, I’m still honestly new to DnD and don’t have all the basic things memorized yet.

I know I’d appreciate the ability to go "oh shit, I forgot I could use an advantage roll with this" *tosses a second roll onto my post before hibernating my phone*
Jun 22, 2024 6:42 am
The inspiration mechanic does'nt really work that well in 5e. I remember reading the D&D One rules where they were given more often, and thus more used. Humans start the day with inspiration for instance. I don't precisely remember how it went, but I believe it has worked as you describe. As an advantage or a reroll. Both are useful, as the rouge can get his sneak attack in using a inspiration, and the figther can use his reroll when he fumbles the heroic act.
Jun 22, 2024 6:45 pm
I don't think inspiration is very useful if the point is to get people to role play. I think everyone (except me) has been doing a pretty good job. I've never had inspiration, so I won't vote
Jun 23, 2024 12:08 am
Honestly, I'm not a fan if inspiration in general. It's a limited resource, and while it's intended to let you make sure you come through in the clutch and provide these awesome moments your group will talk about for years...

Using it usually just ends up feeling bad.

Either you roll a 2 and a 5, seriously missing the shot you had to make, or the opponent saves anyway, or some other result that just makes it feel like you wasted it -- the exact opposite of the feeling it's intended to create.

...that's all a discussion for another time. Anyway, voted for the houserule to give a little more versatility to using Advantage.
Jul 5, 2024 10:30 am
The "table" games I play in use the latter option. No one ever remembers they have the inspiration until there is a critical moment and their roll wasn't optimal and then they start scanning their sheet for a "what can I do now to try and fix this" option. Being able to "wait let me try again!" before the result is announced has been the norm for me in most games I've played.
Jul 5, 2024 3:23 pm
can Ishi use his BeaSt sense nd Speak with Animals rituals with the Druid in bear form? also could he collect hair from the bear to make his totem spirit smulet,

We could role play thus with Ishi being extra polite and obsequious,
Jul 5, 2024 11:40 pm
Lol. Morik would be like "wtf?" But I think that’d be fun, I’m game for it.
Jul 9, 2024 1:27 pm
Hey Spaceseeker, I has a question about the adventure card benefit thingys. What exactly do you define as a session? One in game day, one IRL day, once per adventure section?
Jul 9, 2024 2:04 pm
Kilikina says:
Hey Spaceseeker, I has a question about the adventure card benefit thingys. What exactly do you define as a session? One in game day, one IRL day, once per adventure section?
Thank you for drawing this to my attention. I realize now that I hadn't added this to the list of conventions, though I did address it in the original post. The answer is: for the purposes of those cards, it's once per long rest, which is about once every 24 hours in-game.
Jul 10, 2024 1:51 am
Do the benefits stack? (Benefit from last level usable at this level as well?)
Jul 10, 2024 6:13 am
grifter730 says:
Do the benefits stack? (Benefit from last level usable at this level as well?)
Yes, each benefit is permanent, and each can be used once per long rest (if they say "once per session" - which I think they all do).
Jul 15, 2024 4:46 am
About the Steel Defender's Deflect Attack ability: I was considering whether it makes sense for the Steel Defender to be able to Deflect an attack when it is restrained. While it makes a little sense that it wouldn't be able to Deflect if it can't move (restrained) because you might imagine that it is jumping to interpose itself, at the same time I thought of the Paladin's Interception fighting style. The Paladin can intercept (mechanically and narratively similar to the Deflect Attack) even when restrained, as long as the paladin is armed. Well, the Steel Defenders armaments are part of its body. So here's what I'm considering: if it's adjacent to the attacker, it can still Deflect (using Adran's reaction) even when it cannot move from grappling/restraint (also including when prone??), but it would NOT be able to when unconscious, stunned, paralyzed, or otherwise incapacitated. If we agree, this will apply to all such similar reaction-based abilities. What do you think?
Jul 15, 2024 5:09 am
One question: Would it be the Artificer's reaction?

You already have to use a bonus action to instruct it to do anything beyond dodge. (I assume that includes telling it to use its Deflect Attack ability if the situation presents itself.) If Deflect Attack also takes your reaction, that's effectively two actions to use an ability. The way it's worded, I always read it as the Defender uses its own reaction to utilize Deflect Attack.

That seems a bit stiff. 🤷 That said, as the GM it's entirely your call.
Jul 15, 2024 6:07 am
Quote:
Steel Defender TCE p18

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Jul 15, 2024 2:24 pm
MaJunior says:
One question: Would it be the Artificer's reaction?
Yes, that's Rules as Written for the Deflect Attack ability.

My question is about which conditions might affect such an ability.
Jul 15, 2024 2:39 pm
I understand your question, but I'm not currently addressing that as I have one of my own.
spaceseeker19 says:
Yes, that's Rules as Written for the Deflect Attack ability.
I don't think it is though. The write-up says the Steel Defender can use its reaction.
I'm certainly open to seeing the rule that confirms that it has to use the Artificer's reaction, but in its own write-up it doesn't seem to specify.
Jul 15, 2024 3:55 pm
MaJunior says:
I don't think it is though. The write-up says the Steel Defender can use its reaction.
I'm certainly open to seeing the rule that confirms that it has to use the Artificer's reaction, but in its own write-up it doesn't seem to specify.
OOC:
I stand corrected. Yes, it is the Steel Defender's reaction. I'm leaning toward the idea that it can take that reaction on its own initiative, separately from whatever action the artificer instructed it to take with their bonus action. What do you think?
Jul 15, 2024 6:11 pm
That's fine by me.

I was mostly just trying to be sure because 1) I'm always happy to learn, and 2) action economy being what it is, knowing what takes what action can be important.

Also... RAW can be weird and Jeremy Crawford isn't always helpful. Lol
Jul 16, 2024 6:08 am
I actually feel that the rules are very clear on this point.
The Steeldefender act as a separate creature, with its own movement and reactions. But if you want an attack then the action economy dictates that the artificer uses a bonus action.
Quote:
Steel Defender TCE p18

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Aug 16, 2024 2:26 am
It's been maybe 14 hours since the party took their last long rest in the Grayhaven bolt hole. The 5e rules say that "You can only take one long rest in a 24 hour period," which is one of the two reasons I have been tracking time in the "Passage of Time" thread.

The phrase can be interpreted in one of three ways (that I've seen in D&D5 games):
1) A minimum of 24 hours must pass between long rests (the long rest doesn't count as part of the 24 hours)
2) A minimum of 16 hours must pass between long rests (the long rest counts as part of the 24 hours)
3) A party can take a long rest only once between one midnight and the next, ie. only once each day (the 24 hours is considered independently of when the long rest happens).

I prefer #2, but I am suggesting that we run with #3, both for ease of timekeeping and because the party may want to rest now, without having to idle for a couple more hours. What do you think?
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