Academy Cafeteria

load previous
May 16, 2017 8:06 pm
Makes sense, most users would use a pair of them anyway (unless it's police using the PR-24 billy clubs). I like it. :D Tonfa it up.
May 18, 2017 4:07 pm
Quote:
There's enough explosion of material that everyone within the bubble takes 2 points of piercing damage. Gibbs, Miyamoto, and Xiranya are free from the blast radius. Everyone else make your CON saves.
So on a failed save, only 2 pts of damage from Miyamoto's Shatter spell and not the 25 he rolled?
May 18, 2017 5:04 pm
Nope, the 2 points is on top of the damage from his spell because of all the exploding glass, wood, and clay I'm the vicinity of the spell. Normally it wouldn't happen....but normally you don't toss that spell in the middle of a tavern. :l
May 18, 2017 7:15 pm
In that case I'll spend my Reaction to activate Crush's Deep Breathing feature to halve all the force damage taken this round
Last edited May 18, 2017 7:16 pm
May 19, 2017 2:21 pm
HypCo says:
@Jabes, Do I get any sort of save for the body slam thing?
Here's the exact text of that particular tactic:
[ +- ] Body As A Weapon
To be completely honest, I dove into this character without thinking too much about how it would play. I mean, that's the whole point of the Dojo, right? To test stuff out?

So looking at this closely now, if I'm reading it correctly, it looks like the core feature of this class is going to be ridiculously easy to beat.

Crush's Dirty Tactics DC is 17 So RyRy needs to beat that with either an Athletics or Acrobatics roll. Fine. BUT you subtract the damage done from the DC, so the more damage Crush deals with the feature, the easier it is to beat?! Somehow I feel like the damage should INCREASE the DC.

Here, Crush hits twice for 14 and 13 damage. So RyRy only needs a 3 and a 4 on his rolls to beat it. And if the attack rolls (17 for both attacks) beat Miyamoto's AC then he also takes 27 damage.

Am I interpreting correctly, Dramasailor?
May 19, 2017 5:34 pm
Sorry, that was poorly worded. The intent was to make your damage increase the DC. So you have a DC of 17, plus you hit for 14, which would make the check a 31. Which is tuned poorly the other way (looking at it mechanically). With it that way, there's no way for RyRy to actually resist being picked up and swung like a bat.

I see a couple of possible ways to tweak this:
Remove the save option altogether and make it if you hit you can pick them up. I don't like this one so much because it feels too strong.

Find a different modifier to add to the DC for this one (like your dice roll for damage, not including your stat or proficiency). It should be more difficult to resist, personally. This would make it a 22 and a 21 respectively.

Have it act like a simple grapple check with your attack roll acting as the DC (still just a 17 in this case).

Once we hash out a better feeling difficulty, I'll reword the entire entry to make it more understandable.
May 19, 2017 8:33 pm
I'd say make it be a contested grapple check between the two or keep the DC as his Dirty Tactics.

Also, while were on the subject of balancing, Brewer's Belch and Eye Thrust seem a bit unbalanced.
For Brewer's Belch: Disables most people as just a bonus action at no cost.

For Eye Thrust: As it is, 1 minute is WAY too long for no save and only 2 points. A round is only 6 seconds.
May 19, 2017 8:51 pm
BAAW: I'm good with either. Jabes, what's your feel on it?

Brewer's Belch:
Is it that most people can't make the CON save? I can get behind some sort of a limit. Can only recharge if you take another drink? Or perhaps like a dragon's breath, make it rechargeable on a 5 or 6 at the start of your turn?

Eye Thrust:
Agreed 1 min is possibly too long. Should probably read like the throat jab (dex save, if failed blinded until the start of your next turn)
May 19, 2017 10:11 pm
Doing a quick read through of the class page, it seems to make a couple classes useless; while it's fine for the current setting of just messing around, if you're looking to make a usable class I can see some problems. At 3rd level, Drunk and Disorderly already removes the need of three classes (Barbarian, Fighter, Monk). This was just a quick look so maybe I'm missing something. I can go into detail for the list down below, if needed.

Barbarians: Same Hit Points, Better AC; Completely Outshines when Rage is used up
Fighter (Battle Master, in particular): More Hit Points; More beneficial AC; Dirty Tactics
Monk: More Hit Points, More beneficial AC stats
May 20, 2017 2:12 am
BAAW: I feel like it should be the Dirty Tactics DC.

Brewer's Belch: Definitely impose a limit. Possibly even make it replace an attack. I'm unfamiliar with dragon breath mechanics. How does it work?

Eye Thrust: Yeah, like Drama said.

Overall: Agree with HypCo that it feels incredibly strong. It's a load of fun for this particular setup but I don't know if it should be allowed in a regular game. :-)
May 20, 2017 2:37 am
Assuming he's talking about Dragons Breath from the dragons in the MM. Basically, roll a d6 if the outcome is a 5 or 6 you can use it again.

Just a thought: Maybe make it a bonus action to recharge after using it. So,
Turn 1: Bonus Action, Brewer's Belch
Turn 2: Bonus Action, Brewer's Belch Recharge
Turn 3: Bonus Action, Brewer's Belch
Maybe throw in like a d4 of poison damage along with the incapacitated condition so the every-other-turn recharge isn't too harsh.

Or give it an ammo function, where you have a set amount of "ammo" before needing to "reload".
Turn 1: Bonus Action, Belch
Turn 2: BA, Belch
Turn 3: BA, Belch
Turn 4: BA, Belch
Turn 5: BA, "Reload"
May 21, 2017 7:13 pm
Or just make it your action but have it be like the grapple or shove action where it only uses one of your attacks if your get multiple attacks during a turn such as from the Extra Attack feature.

Also, can only be used once per round.
Last edited May 21, 2017 7:14 pm
May 21, 2017 7:14 pm
That will leave your bonus action for other things and it keeps the feature at a decent action economy without being OP.
May 22, 2017 2:04 pm
DM_Apexwolf says:
And I am pretty sure I am too far for Crush to pick up Ryry drag him over to me and then swing. I made sure to stay as far away as I could.
OOC:
That's thing with theater of the mind. I don't exactly how far away anybody is. Unless I missed it, nobody specified any distances. All I know is that Miyamoto is outside of the Shatter spell's 10' radius. That could conceivably be well within Crush's 25ft movement speed.
May 22, 2017 5:37 pm
I don't think BaaW allows you to drag your target. I think I was waiting for a verdict on the DC to see what to roll but I'll use my reaction to cast shield to avoid the attack altogether.
May 22, 2017 6:11 pm
Quote:
you can forgo your immediate damage to attempt to pick the enemy up and use them as a bludgeoning weapon against another enemy within 5 feet of you
You guys are absolutely right! Entirely my bad! Sorry, fellas!

What viable targets are available then, Dramasailor? Random thug is fine if that's all there is.
Last edited May 22, 2017 6:12 pm
May 22, 2017 6:21 pm
We might have to retcon my turn, too. Brynn's goal was to attack the ones drawing blades. His secondary goal would be to attack RyRy because, well, because he's really, really horrible. An obvious monstrosity. Brynn attacked Crush only because Crush was attacking Jackson. If Crush can't attack Jackson (and he's swinging RyRy around), Brynn would pick a different target.
May 23, 2017 2:14 pm
Yeah, I think if you are scooping Ry up, random thugs and possibly Noserg would be in range. He's just been drinkin' and dodgin' the whole time.

That said, if Ry casts Shield, the attack would miss. Would you try to hit him again or would you see a magical effect and instead grab someone else?
May 23, 2017 9:09 pm
If he misses Ry with the first grab, he'll try for Norseg with the second.
load next

You do not have permission to post in this thread.