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NorseDM
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Добавлен 23 авг 2023
I'm here to teach you Rules, Monsters, and tips for your TTRPG
norsedm1?igsh=dzA2a2lhaDc0NHVh
norsedm92@gmail.com
norsedm1?igsh=dzA2a2lhaDc0NHVh
norsedm92@gmail.com
Don't Mess with THIS Frog!
So this frog is not only SUPER difficult to fight with no xp reward, but also if you kill the hag and come talk to it, it'll give you a reward. I forgot about this, and made the colosal mistake of killing it. Not the first mistake nor wil it be the last. If you wanna see what other mistakes I'll make be sure to subscribe so you'll be informed whenever I go live.
#baldursgate3 #dungeonsanddragons #gaming
#baldursgate3 #dungeonsanddragons #gaming
Просмотров: 12
Видео
Top 5 Things YOU NEED to be a good GM!
Просмотров 2014 дней назад
In this video I give you what is, in my personal opinion, the most important things you need to make it as a GM/DM. If you don't have all 5 that's ok. There is always room for improvement, and i will have even more DM tips in the near future. www.youtube.com/@DianaOfTheRose this creator has probably the coolest DM screen I've ever seen you should take a look. #dnd #dnd5e #dungeonsanddragons #ta...
Will the new Barbarian be the most played class?
Просмотров 7328 дней назад
So I saved the best for last (in my opinion). I think out of all the class changes they made the ones to the barbarian make the most sense. They buffed it in all the right places that it doesn't seem like a weird amalgamation of multiple classes. The honestly makes me excited for One DnD. Original video: ruclips.net/video/s9GthK7TcEQ/видео.html #dnd #dnd5e #dungeonsanddragons #onednd
The tragedy that is "The Ranger" class
Просмотров 88Месяц назад
I dove into the Ranger class, and I was unfortunately left unimpressed. I feel with the Ranger class they could have done so much to it, and made it a fun class to play. Unfortunately they were too busy patting themselves on the back for making it into a "brand new class" to realize this is the same uninspired dreck it had always been. Original video: ruclips.net/video/TF4-B9O0tyo/видео.html #d...
Let's breakdown the 2024 Druid changes
Просмотров 210Месяц назад
My wife absolutely LOVES Druids! So I, of course, waited forever to go over this video. If I'm being perfectly honest I can get on board with almost all of the changes, and additions made to this class. However, they didn't seem to take any steps towards uncomplicating the class at all for new players. Original video: ruclips.net/video/3uXJ8zIu7wQ/видео.html #dnd #dnd5e #dungeonsanddragons #one...
Did they REALLY change the Monk class?
Просмотров 48Месяц назад
I've been putting this video off for WAY too long, and I've been doing it because I dislike the Monk class. However here we are with the monk class in front of us, and if I'm being completely honest... I'm so incredibly underwhelmed. The few changes they did make seem rather pointless to me personally but the class as a whole seems unchanged. Original video: ruclips.net/video/HsiIgMutKKU/видео....
Let's check out One D&D's new Fighter class!
Просмотров 122Месяц назад
I walked into this video completely blind, and not knowing what to expect. I haven't seen or heard anything about the 2024 Fighter, as well as no real hopeful expectations that One DnD would bring anything new to this particular class. I was genuinely pleased to hear about some of the upcoming changes to the class though. Original video: ruclips.net/video/ZLq837P_o94/видео.html #dnd #dnd5e #dun...
Can I save the Injured Rogue class?
Просмотров 258Месяц назад
I asked you all your opinion on the upcoming changes to the rogue class in one dnd, and while I can't do anything about the optional class feat cunning strike (not that I want to, because I personally like it.) I may be able to fix the damage nerfing of the Assassin subclass. #dnd #dnd5e #dungeonsanddragons #onednd #ttrpg #ttrpgcommunity
The New PHB Controversy: Rogue's Downfall?
Просмотров 890Месяц назад
The New PHB Controversy: Rogue's Downfall?
Lets Play Baldur's Gate 3: It's Wizard Time!
Просмотров 43Месяц назад
Lets Play Baldur's Gate 3: It's Wizard Time!
Lets look at the 2024 Sorcerer!! It's new...ish
Просмотров 533Месяц назад
Lets look at the 2024 Sorcerer!! It's new...ish
Sorcerer VS Wizard: What's the better class?!
Просмотров 4382 месяца назад
Sorcerer VS Wizard: What's the better class?!
Is WOTC going to disappoint us again?
Просмотров 1292 месяца назад
Is WOTC going to disappoint us again?
Facing the Lord of Vampires: A Review
Просмотров 432 месяца назад
Facing the Lord of Vampires: A Review
Cleric VS Druid: Whos the better healer!
Просмотров 7183 месяца назад
Cleric VS Druid: Whos the better healer!
Warlock vs Sorcerer: Which Is The Better Spellcaster?
Просмотров 2,4 тыс.3 месяца назад
Warlock vs Sorcerer: Which Is The Better Spellcaster?
Monster Compendium Part 1: A Nightmare of Monsters
Просмотров 155 месяцев назад
Monster Compendium Part 1: A Nightmare of Monsters
Unveiling the Shadows - A Curse of Strahd Review
Просмотров 5187 месяцев назад
Unveiling the Shadows - A Curse of Strahd Review
Let's Play Baldur's Gate3! Bard Edition Episode 3
Просмотров 338 месяцев назад
Let's Play Baldur's Gate3! Bard Edition Episode 3
yea i don't know what you're talking about chief, i would NEVER grab an obviously cursed sword. nope. never.....
@@Nerooxidus hahaha yeah suuuuuuure!
My #6 is : Remembering that it is all a game, games were meant to be enjoyed, many people do not have fun with an adversarial DM or approach, we are all sitting around the table to play a fun time.
6.5 DBAD - 'Don't be a Dick' it goes along with the having patience :)
@@TheIncredibleHuls Absolutely! So many people forget that it's not the players versus the DM, and that kind of dynamic can ruin the game for some
The decisions made in the design of this class are nothing short of baffling to me. It really demonstrates an embarrassing lack of imagination, and total lack of willingness to even try understanding the basic fantasy of the Ranger. This Ranger will be able to deal damage. But it will always feel like a bunch of leftovers scooped off of the plates of other classes. It'll feed but It won't satisfy. You'll take it for the name on the tin and the ability to have a pet.... (at least that's my take)
@mattlazer902 I absolutely agree. It'll see more play then the 2014 version because of some of the changes, but not by allot. I do believe the class over all is better better than the 2014 version but that is a very low standard to beat
I liked the Barbarian when it was first introduced in 2e, but after TSR was bought out, the Melee classes starting getting all of these superpowers and subclasses I just couldn't keep up with.
@The_RealWilliam that's fair. The barbarian kinda got left in the dust back then though.
I wish Life Cleric’s channel did not require characters to be bloodied. Just reduce the healing to 3 hit points per level like Baldur’s Gate.
@solowolf7418 they are trying to be balanced but unfortunately the developers are being a bit overzealous in some areas
Cunning strike should have been proficiency bonus times per day without costing sneak attack dice.
That's not a bad idea, but they really wanted you to have the ability to use it as many times as you wanted without having to worry about how many uses you have left.
@@NorseDungeonMaster they could have perhaps done proficiency bonus times per long rest for free and then allowed them to sacrifice sneak attack dice for more. Or maybe made it so that a specific cunning strike was free PB times per long rest depending subclass. So assassin would get the poisoned attacks one etc. Their damage is just a bit lacking and I don't feel that giving up sneak damage for many of the strikes is really worth it. They could have given out an extra sneak damage dice at levels 5, 10, 15 and 20, and it would have been fine. It just feels like they don't understand that rogues still need to be able to do damage, and their old skill monkey traits are being walked all over by pretty much every other class now.
@@cronykil74 Oh I don't disagree with you at all. However I don't see cunning strike getting too much use regardless because in my mind the only thing worth using in that tool kit is knocking the target prone so all the other melee fighters get to attack the target with advantage
Literally the only reason anyone play fighter is to pick up action surge, and maybe some battle maneuvers.
@@justinacosta6212 hahaha I believe it
So, I see what you were going for. I do like the premise of Assassins being able to use poisons more readily. I do think they don't quite do the damage they need to compete in their class as the "Pure Damage-Based Rogue Subclass". I don't think this really does what I would want it to. Really I was hoping for a total overhaul of the way poison works in 2024 to choose an elemental damage and a specific creature type that it is designed to affect instead of just one generic 'Poison' damage for everything. But lets assume its the same as 2014 and I'll look at your numbers here. First, because the Assassin already gets an ability to apply a damage over time poison damage from its later level specialization of that option of Cunning Strike. Rather than a cool new ability, this ends up being the same feature but better, earlier. If I had a choice though, sooner would have been better for a feature of that type. Second, 1.5x Rogue level one its turn for 10 turns is 15x your level in damage. Which is actually quite a lot. That's 75 damage at level 5 if the target is affected and would be 300 at level 20. Thats not including the double dip of scaling you give them later to be 2x and 3x which is extremely overkill. With just the 1.5x damage venom, a level 15 Assassin that makes one successful Sneak attack against a CR17 Adult Read Dragon could be able to doom it to death with no ability to resist besides casting Protection from Poison on itself. With the damage being 2x from 7th level, this bring that one shot potential forwards by three levels. It just turns into make one attack vs AC19, apply the venom, wait 60 seconds, profit. So you certainly HAVE solved the problem of lacking damage likely overcorrected - unless the dragon were green, then it is utterly immune as so many creatures are (pause for "we havent seen the new Monster Manual yet"), which also leads into my next point. Finally, there are only 20 (out of 166) official published Undead creature statblocks that don't have Immunity to Poison damage already. And 5 of the ones left have Resistance to it. You do not need to write in an exception to Undead into your feature. So in summary: This is actually too much damage now. But Poison damage type is not reliable due to so many creatures having immunity. Let enemy statblock decide what they are immune to rather than writing it into the feature itself. If WotC really want to make Assassins use poisons better, make crafting them more cohesive. Make them able to tailor poisons to their target to bypass resistances and attack specific weaknesses - that's literally what toxins are evolved/designed for.
@DesmondDentresti Thanks for the input! Maybe I'm misunderstanding what you mean by double diping of the scaling, but at 7th level you nonlinear have access to the 1.5x the rogue level and it becomes just 2x. And at the 14th level you lose access to the 2x damage and it becomes just 3x. The way I understand what you said was that I made it sound like it's 3x the rogue level plus 2x the rogue level plus 1.5x the rogue level. Please correct me if I'm wrong on my understanding
@@NorseDungeonMaster By double dipping on scaling, I mean you would already be adding 15 damage per level, but at 7th and 14th you are getting even MORE damage retroactively for each previous level as well as each new one. If you just had 1.5x level damage per turn for 1 minute (10 turns) from 3rd level to 20th, it scales from 45 - 300 damage. But at 7th level yours also goes from 90 to 140 damage, that's a spike of 35 more damage instead of the previous 15. And at 14th level it spikes again from 260 to 420 damage and maxes out at 600 Poison damage over 1 minute as a 20th level character.
@DesmondDentresti ah I understand now. But to be fair in the cases of Assassination poisons are meant to be lethal the DoT makes it so that other players have a chance to make themselves useful just. Plus you have a small amount of applications allowed and on top of that it can still be removed by a cast of lesser restoration. Maybe the damage is a bit much I can't know for sure until I see the new stat blocks in the new monster manual
I love the changes to turn and sear undead. Even if there were a lot of undead, I would hardly ever turn them because they weren't insignificant CR so destroy wouldn't work and my party would be annoyed as hell if suddenly their targets took off dashing out of AoE formation or requiring dashing to reach them.
@kevinsmith9139 this appears to be the general consensus. And yea I agree the fact they they were force to dash was dumb. Honestly if my players were having a hard time I used to make the undead trip before they could get too far away lol
New Rogue is just so bad compared to New Monk. For reference, here's where they're both at when class level 5 [early tier 2 or a decent time to start multiclassing out if you want to multiclass]: New Rogue at level 5 has bonus action dash/hide/disengage only [unless they spend a feat in character creation], Expertise and Thieves Cant [decent but minor overall], Steady Aim [good], Uncanny Dodge, 3d6 sneak attack, Cunning Strike [-1d6 damage to either poison for a minute or prone on a failed save or move half movement speed without provoking opportunity attacks], their level 3 subclass feature, and you get two weapon masteries. New Monk at level 5 gets extra attack, 6 options for bonus action [unarmed attack, grapple, push 5 feet, prone, disengage, dash] with 3 additional for focus points [dash plus disengage with jump distance, disengage plus dodge, or any two of the four unarmed attack options which means its actually _16 option configurations_ baked into one, _24_ if Warrior of Mercy or _36_ if Warrior of the Open Hand], deflect attack on physical damage types [worse than Uncanny Dodge at tier 3+, still decent], 1d8 martial arts die, first subclass feat, Slow Fall, Unarmored Defense, +10 ft movement, force damage on unarmed strikes [woof], *Stunning Strike* [only once per turn, but -15 ft movement and advantage on next attack on a *successful* save is brutal and you can fish for it off bonus action attack instead of being forced to use your attack action to proc it], and the new Uncanny Metabolism from level 2 which means up to 15 focus points per long rest if accounting for only one short rest/day despite a max of only 5. New Monk makes Rogue look like a joke. Paladin and Ranger both got bad beats as well with the change to Smite and Hunter's Mark still being concentration, but I think Barbarian is the only class around as weak as the Rogue now on paper and even they got some good stuff.
@TheSLATEcleaner thanks for this insight. I haven't watched the monk video yet. It's the next one on my list though. As of right now I'm not comparing classes with other classes that will come when I have the new PHB in hand so I can do all the research I need to do. I'm only comparing new rogue to old rogue. And in that comparison I do believe, in my opinion of course, the the new one is better. Even if only barely
BG3 mod :D
Yes! The artificer is soo much fun but the flintlock pistol and rifle are soo expensive
@@NorseDungeonMaster I can kinda imagine
@nickanderson55 2.5 hours of play and I still can't afford them lol
@@NorseDungeonMaster I’d imagine that the price should be around that of a high level crossbow with a smoke power bomb
There are things that are better.
rogues are overreacting cuase they buffed monk. if anything the bard could be brought down a peg
@@Staff7 I personally love the changes to the bard, but I am biased in that to be fair. And I haven't looked at the monk yet. That is going to be the next class I go over
@@NorseDungeonMaster fair but they can do skills are full casters with almost no spell limitations on what they can learn, the valor bard will be better then many pure martials.
So, I like most of the changes to Rogues here. A lot of the changes in the 2024 PHB in general seem good. The thing with Rogue there is in comparison to the other significantly overhauled classes like the Fighter, Barbarian, Monk. Those classes got several things adjusted that just ADD ON to what they were already doing, to round them out to make them smoother to pilot and just directly better. Rogues have to trade things, like Sneak attack dice, for their improvements. Especially so with Assassin - there was a low bar to clear. The Assassin subclass mechanics used to literally not work 90% of the time due to the extremely elusive Surprised condition, even when you had something surprised to attack it was usually not on the target you wanted. But when Assassination did land right it was incredible. They just needed consistency really. The new version has BARELY managed to clear that bar and "improved" the Assassin subclass, which now has to be compared to the other new subclasses which also got a lot of very cool enhancements. Now its only like 2% of the time where the Assassin doesnt get to use their Assassinate on something, great. But that came at the expense of the damage bonus they actually receive which basically halved as well as meant losing all synergy they had with tons of cool spells, magic items, multiclass options which previously was the only way Assassin was even used. Even in the newly updated Surprised condition - they made it only Disadvantage on Initiative and totally dropped the "surprised creatures cannot take reactions" which means nobles can Parry as a reaction and enemy spellcasters (the exact kind of thing Assassins are looking for) can now cast Shield as a reaction to your attack and make you likely to miss... All that negativity and it doesn't even actually solve the real issue it had. For YEARS now I have said the fundamental flaw with the Assassin was that WotC have this idea that assassins don't WAIT. They say they have to act first, strike hard RIGHT NOW and if they don't, well then, go suck eggs. They are all about initiative, they want to attack enemies that havent taken a turn yet, they only have their Assassinate feature in their first turn of combat. But... why? Why not let them CHOOSE when to activate the Assassinate bonus damage after they hit with an attack? Why couldn't they spend the first turn of combat letting their target get distracted by a duel with the barbarian, let their bodyguards run past, why couldn't an assassin disguised as a guard spend the first turn deceiving their target to follow them to safety as an accomplice start conflict in the main room, THEN stab the target? Why do assassins, in contrast to every other class in the game, only exist in round 1 and only if they do one specific thing and only if they succeed that attack roll? And your 8th level Assassin get a grand total of 8 bonus damage out of their subclass when they do. Booming Blade, a cantrip cast by the Arcane Trickster EVERY turn, is 2d8 + 2d8 if the enemy ever moves.
@DesmondDentresti I like the majority of the changes as well. There are some changes I like, but they don't really fit with the subclass they were put into. As for Assassination was something I was always able to easily utilize by constantly sneaking around and being able to attack before combat began. If the enemy creatures can't see you then combat cannot initiate. That's how I always interpreted the rules as written at least. Though assassin's getting advantage on the initiative roll does make sense too
@@NorseDungeonMaster You have played a house ruled game. A very common house rule to let the aggressor act before combat is even established. And thank god you did otherwise you would be as frustrated as I am. RAW in 2014 PHB, when you declare your intent to enter combat, or something declares its intent to attack you, initiative is rolled. You don't get to attack outside of combat in 5e and the first step of combat is always initiative. You check if a creature could be surprised when rolling Initiative. They stop being surprised after they take a turn in initiative. So in Adventurers League, to do what you did. You first roll stealth, beat the passive perception of all your enemies (if you didnt, no surprise for you to use as they heard you coming). This includes all your allies. So better hope the Fighter wearing full plate with a +0 to Stealth rolling disadvantage is too far away to be counted as relevant to the encounter. Or maybe they just roll two incredible dice. Even after sneaking in... Assassin: I draw my bow and fire. DM: Roll initiative. Assassin: I got a total of 17. DM: The Necromancer rolled a natural 16 + 2 for dex, 18. DM: I go first then and for the necromancer's turn, he is Surprised, he cant take actions but turns to the entrance of the chamber, and says "I swear I closed that door for the ritual." That ends his turn, he is no longer surprised and it is now your turn, Assassin. Assassin: So I am hidden- wait, he isn't surprised any more... Why does it work this way? No idea. Maybe it was always played using the rules of an older edition because the DMs at WotC felt overconfident they didnt have to look up the rule, or didnt care to play RAW. "It worked fine how I remember it, so lets do that" is how a lot of D&D players transitioning editions play for the first few weeks. But thats the reality of how it was designed. Reality sucked.
@DesmondDentresti Whenever I see it ruled that way it's never made sense to me. In the real world a combat scenario wouldn't start without both parties knowing their enemy is in the same vicinity as them, preferences within some form of line of sight. I'd have to double check the rules, as it's been roughly 10 years since I read the rules revolving around the start of combat, but I don't think it specifies that combat automatically starts when an unseen entity wants to attack something. However I am not perfect and cannot remember every minute detail so you may very well be right
@@NorseDungeonMaster Yeah, Surprise is a mechanic INSIDE of a combat encounter in 5e. Always good to double check. From the SRD, dashes indicate I have cut lines that I think dont add to the literal translation of the rules; "Combat Step by Step 1: Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised. 2: Establish positions The GM decides where all the characters and monsters are located. --- 3: Roll initiative --- 4: Take turns ---" "Surprise --- The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares ---- Stealth ---- of anyone hiding with the ----- Perception ---- of each¹ creature on the opposing side. Any character or monster that doesn’t notice a threat² is surprised at the start of the encounter. If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t." The superscript marked 1 & 2: Here the use of 'each' and 'notice a threat' means if any individual in the encounter isnt trying to hide or hides badly, the enemy isnt surprised.
@DesmondDentresti was this copied from the book? If so this doesn't directly say that a player can't make an attack before combat is initiated. I always used surprise as a form of ambush like the party jumping out at the enemies as they walked by
But why even bother with new phb if you guys already have 5e?
@morionlomiete7735 What do you mean? Despite what WoTC has tried saying this new PHB feels like 6th edition. It will eventually become the standard no matter how much we stomp our feet and complain. So anyone who plays in adventure league will eventually have to use this. New players will more than likely want to start playing with the newest edition. No matter how much we fight it change is inevitable. Besides there is a handful of really fun sounding mechanics in all of the classes so far
Sorry if I sound negative about some of the changes, this is probably my own personal bias. If you ever get the chance again try the Soulknife over the Arcane Trickster... it's newer and the features are fun (having a pool of psionic dice to use on different features etc.). I'm curious, what were some of the things you heard online about the new Rogue? Until I see the final version of the PHB. and what all the changes are I will try to keep an open mind and a more positive attitude.
@arcanerecovery2567 You didn't sound negative at all. We all have concerns about upcoming changes, and it's good to voice them. I don't get a chance to be a player very often if at all but I'll keep that in mind should I get the chance. As for what I read online there wasn't a whole lot of specifics. Basically just a cacophony of people saying the class has been nerved to unplayability and it does drastically less damage. And after watching the video I think they may have just misunderstood points
Concerning the subclasses: Assassins - they no longer get an auto crit from their Assassinate feature, they just do an amount of damage equal to their level in addition to their regular damage and sneak attack... so 3 more damage at level 3, unless they've switched it again between their last UA and final printing... we will soon see as more previews will be made from Aug. 1st going forward. Arcane Trickster - sorry to hear you found this boring as it's literally one of the only Rogue subclasses that can't be boring... because of the spellcasting, what spells does each player take, what do you do with them, the combinations are virtually limitless... and now they've removed those limitations... WOW! Soulknife - was always great and now some of the few things holding you back hve been addressed, get to use the psychic weapons a lot more, able to make more attacks with them. Thief - now you get to use Fast Hands to activate magic items, and can maybe sneak attack and not get detected if you're hidden. Doesn't that make them the best at assassinating someone now?
@arcanerecovery2567 I'm not so sure about the auto crit since they pointedly avoided that in this video. The advantage on initiative rolls makes sense though Arcane trickster I'm very much looking forward too with the few changes they announce. I don't really know why I just didn't have fun with it before. But hey to each their own right? Soul knife has always sounded fun to me but I've never had a chance to play it, but it definitely seems alot more fun now. And as for the thief subclass a handful of the new feats are questionable. As in they feel like they belong in the other subclasses. I got the feeling that they couldn't think of any changes to make for the thief other than the fast hands change, but they want to give it new stuff so they took things from the other 3 subclasses and shoe horned them into the thief subclass
Trading away sneak attack dice sucks... BIG TIME! Want BIGGER sneak attack dice... want MORE sneak attack dice... want to be able to do sneak attack more!!!
Trading away sneak attack dice is 100% optional. I'm sure there are lots of people that won't trade away damage for effects. But it's not something you ever HAVE to do
@@NorseDungeonMaster I like the feature and the option of getting to do some more Rogue-like stuff... just not a fan of trading away SA dice. Also, if you choose not to use the feature maybe stick with the 2014 Rogue and not lose anything? Choosing not to use a feature isn't much of a choice... everyone else gets to do something with their feature and your best option is to choose not to use yours? This Rogue is way worse than what people are making out online, they are just knee-jerk reacting to what's on the surface. Just wait until they see the 'Iceberg' lurking beneath the surface.
@arcanerecovery2567 I get where you're coming from, but there are also new things that are very usable. And while giving up a sneak attack die to do something more isn't ideal poisoning or knocking your target prone could prove more useful than that extra d6 damage. They didn't specify in the video how many sneak attack dice you have to sacrifice in order to do an extra effect but it did sound like you will still be doing bonus damage. We won't really know for sure until the book comes out
@@NorseDungeonMaster Again, I agree for the most part and love the new options... tripping, poisoning, free disengage etc. I just don't want to have to trade sneak attack dice to do it. And the UA had it at 1d6 for most of the early and minor effects, 2d6 for later and more powerful effects. So yeah, they're not going to stray far from this, probably not at all.
@arcanerecovery2567 exactly and in the grand scheme of things I would argue that giving up 1d6 damage to give the Paladin/ Barbarian/ Fighter advantage by tripping your target knocking them prone opens up the possibility of WAY more damage
You go on your magical adventure with asses chaps and racist goth girl :D
What more could you ask for on a magical journey?
@@NorseDungeonMaster a Twink vampire on a quest of vengeance , Gale the magical glutton a self-righteous warlock and the Hells Dommy mommy lol
Sorry for coming late great game series
@@nickanderson55 better late than never 😀
@@NorseDungeonMaster yes :D
13:01 from what i am understanding is that they cant dash anymore. Since dash as you said is an action
@harryweatherford8411 correct. However the old version forced them to use the dash action so they already couldn't use other actions. Bit because they were being forced to use the dash action they couldn't be incapacitated so I didn't understand why they were saying that it was implied that they were incapacitated
@@NorseDungeonMaster well, at my table, incapacitated means just that, can't even move lol. Maybe it is a slip. We will see.
@@harryweatherford8411 that how it should be. But the rules as written describe incapacitated as unable to do any actions but does not interfere with movement
What he said about the rules "grinding" is when you try to go the other way and use a 2024 character in the 2014 rules that weren't designed for them. Bringing 2014 into 2024 works with no real issues.
@dbzrevenge just out of curiosity where was it said that way? Cause in the article it doesn't give any information on what exactly they mean by the rules will grind, and I haven't been able to find where this is explained more indepth. I would however like to be able to do more research into this in the hopes that WoTC is truly listening to it's player base
Finish reading the spell descriptions. It specifically states in Cure Wounds that the spell has no effect on undead or constructs.
Huh. I just double checked. I guess I never noticed that because it's a dumb stipulation considering the playable species and backgrounds that can make your character undead. My apologies
no offense but if you want good mechnaics analysis go to Treantmonks Temple, very insightful and no favortism byass and year sof expeirence with zero clickbait rage.
Hey no offense taken, treantmonk is a great guy. A font of information really. I've actually seen his videos. And I do my best not to have any favoritism in any of my video just give my honest opinion on changes that are being made. I try to give each subclass the same amount of time and attention but sometimes there just isn't enough changes in a subclass for that. Which is also why treantmonk looks like he's has a clear favoritism bypass for the illusionist subclass giving it a whopping 13 minutes of his wizard video. As for years of experience I have been DMing for 12 years, which may not seem like a lot but I'm only 31 for context. And I don't see how my thumbnail or title could be seen as "click bait rage" could you explain why you feel that way so I could do better in the future?
I once had my players go off on an island called children’s paradise where they had to meet a woman called the divine lady who used magic to summon the player’s favorite meals one player used an ability to determine their evil intent and the divine lady was one of the most evil creatures he’s ever met he was nearly overwhelmed by the evil 2 of the players chose not to eat while one scarfed down his pizza and after they talked with the divine lady she revealed herself as baba yaga and she revealed the meal was the chopped up corpse of a child they met a day earlier and they were traumatized however one of them kept the skull of the child and wants to use it as an offering to his dead dog
@dylanr5156 this got way darker than I expected. And I love it! Keep up the horror it's amazing
As a dm, a cursed item is background storytelling as well as character development. Veteran players love interesting cursed magic items and beginners will have yet to realize that failure IS part of the fun as much as the successes. Why is this weapon cursed to stick to your hand? Was it supposed to be a counter to something in the environment? There sure was a lot of grunge here that stole the party's magic items and in the moment, the curse wasn't so bad. Or, was it intentional? If they can't have this magic item, then no one can! Or was it cursed because of poor word choice? A magic item that was doomed from the beginning. A helmet that can read all minds around you isn't bad at all, right? You don't really need an off switch if you can ignore people, what's the worst that could happen? This experience is fun, and is at the expense of those ready for the consequences (or not)
@@boatghost2543 I absolutely agree with this. That's the whole reason I pepper in as many cursed items as I do in my campaigns. It just always somehow surprises me when players don't even attempt to check if the item in question is cursed before attuning to it.
Base line wizard got a few features, but the Illusionist was the big winner.
@Mark-ki7ic I'm personally excited to see all the subclasses get used to be honest. But you're not wrong illusionist got some big buffs
I just cannot believe they nerfed the clockwork and aberrant mind so much by taking away the spell versatility and forcing you to use the spells they chose. I loved both of those classes from Tasha’s and Aberrant was my favorite. I could remove the stupid spells with the tentacle themes and make it more psychic. I will just keep playing what I have. Really easy they kept saying small changes but they are HUGE changes and really disappointed. Why would I want to pay for something that is much worse than what I have. I was lucky that I could by the classes in DnDbeyond. Sadly they removed the a-la-cart option as well. Just really sad they took away all thing things I liked about the classes and always what I liked about DnDbeyond letting you just buy what you want and not full books. (Big if you spend enough in a book you got it for free if paid for) Just disappointed:(
I'm sure any DM worth their salt will be able to properly convert the old subclasses into one D&D. That's actually something I plan on working on when I get the ne PHB. As for them removing a-la cart options from dndbeyond it's because they caught a lot of flak for "micro transactions " when they introduced it and enough people complained about it loud enough that they put a stop to it. I liked it too but unfortunately that's the way of things
@@NorseDungeonMaster it was dumb to complain about it being a micro transaction. Once you bought enough parts of the book to total up the full price you could get the book and everything else for free. It was pretty awesome. Just buy what you want, and if you spend enough you just get it all. Way better. Now you have to spend the full amount just to get the few things you may want. So sad.
@@mikegilkey preaching to the choir
I get that losing that versatility sucks but I also get why they did it. Sorcerer is going to have the most prepared spells in the game (even more than wizard even though they will have more in their book), adding spell versatility on top of that is a little much and kind of the wizard's wheelhouse. They are *Wizards* of the Coast after all.
@@XanderHarris1023 hahaha touché
Why do you assume I dont want my character to experice your curse?
Hahahaha I love this
You beat me to it
@Captain_Shadow10 please continue grabbing obviously cursed objects. It makes things more for the DM lol
Well, that is pretty par for the course for a barbarian
So true hahaha
I was a little letdown with the draconic sorcerer as well. They didn't necessarily address the issues of some dragon elements not having many spells, which was a main thing for some like black or green dragon. Aside from that I would much prefer to able to transform into a dragon rather than summoning one, it makes more sense in my head.
Yeah. Don't get me wrong the draconic bloodline was very solid so it didn't NEED any huge changes but they definitely dropped the ball
I see that you turned off your hearing the second they mentioned restricting the spell lists. The point he was trying to make was that, although it is more limited now you can, from then on, keep selecting spells from the other spell lists without limit! Which is a HUGE boon. Now, I will say that I do not think that the LORE bard's beefed up magical secrets are that worth it. It would be cool, for example see this spell list limitation lifted off in addition to being able to swap spells at every level, making the Lore bard the absolute master of magic versatility. Now THAT was an opportunity missed.
It's possible I misinterpreted what was said. However, the way I interpreted it is that the bard will only ever be able to have access to the bard, wizard, cleric and druid spell lists. Being able to continue picking from those lists is cool though. I just really liked the ability to pick from any class spell list. Just me being picky and stuck in the past hahaha
@NorseDungeonMaster I understand, still in the long run he will have access to way more spells that way. I was also let down especially with the lore bard gaining very little from it's prime ability.
@fallenprometheus If I'm being perfectly honest, I wasn't expecting any big changes for the college of lore or college of valor. They were pretty solid from the get go since they were the only subclass choices in 5e.
@@NorseDungeonMaster Not being able to poach unique half caster spells and then being better at them then they are because you are a full caster was kind of the point (Yes, even for the Lore bard). Edit: Magical Secrets was always level 10 so I don't where that rant came from. Multiclassing is definitely sticking around, a one level dip in Paladin or Warlock is going to be as good as ever.
Keep cantrip limit, but learns more cantrips like spells.
@hellerdjoplup2652 you mean like learn cantrips but be able to scale their damage with use of spell slots? That's an interesting idea.
bg3 and divinity got me into dnd lore but im in a counrty were no one plays
I'm very sorry to hear that. If you want to start there are lots of fairly cheap tables to play at on startplaying.games I've also been thinking about starting a Discord channel of my own so people could find new people to play with
@@NorseDungeonMaster sound good will check it out the closest i have goten to playing is bg3 lan with friends im south african most folk here dont even know the name D&D but have a firm grip of the lore and rules of 5e and table top gaming maners Bg3 is great but i think it has nothing on a good dm
@user-vq1bl7bi8c I personally love bg3, but you're absolutely right. Having a good dm gives you the freedom to make any choice you want and they will be able to improvise based on your decisions. I hope you get to play soon!
I'd say diviners and evokers are both popular wizard subclasses, but they definitely attract different sorts of players
Very true I suppose. I hope some of my players pick up the diviner class now
I was under the impression that divination wizards were one of the most popular subclasses, largely because of the portent feature
Really? I've only ever seen one in actual play. I love the diversity of tables!
@@NorseDungeonMaster I'm playing a diviner wizard with the lucky feat right now. Being able to change the outcome of die rolls in a game about rolling dice to see what happens is crazy powerful and fun! Comes in clutch every session, and frequently it's outside of combat.
@alvynlifts That sounds super fun!! I so glad to hear you're having a good time with your character!! That easily one of the most important things 😀
While Paladins do not have an extensive spell list, in general, spells are more valuable than smiting. Bless, Shield of Faith, Protection from Evil and Good, Command, Aid, Revivify. Any of these can be more effective than just smiting.
@user-dy1nl3gf2d I truly hope spell casting is used more often now. In my 12+ years as a DM I very rarely saw a paladin player use their spell slots for anything other than smite
@@NorseDungeonMaster that’s a shame, because even when you could smite more, it’s often not as good as casting a spell. I think it’s less to do with changing smite and more about giving the Paladin good spells, or tweaking the spells they have. For example if they make Bless a bonus action you’ll see it a lot more often, followed by a smite on round 2.
@@DrenosNDragons I feel the reason smite has always been preferred over spending spell slot on spells is because nobody wants to lower the amount of damage they can do in a fight. But the small spell list and limited slots didn't help either
The reason people are upset is that divine smite is a spell and bonus action. It being a spell means it can be counterspelled and does not work on things with resistance/immunity to spells or in anti-magic areas. It also effects multi classes like barbarians who can’t use smite in rage or Druids who can’t smite in wildshape now. It being a bonus action means you cannot smite as often even with a free smite per long rest. You can only smite once per turn and limits you from taking feats that give bonus action attacks or casting other bonus action spells. You also cannot smite on attacks of opportunity now. While the class got buffs over all it is not over powered compared to any full casting class. Adding these limitations on smite were unnecessary since it was already limited by how few spell slots Paladins get.
@user-dy1nl3gf2d these are all fair points and I'm going to attempt to address the I'm order. Please keep in mind these are just my opinions: While it may not have been a spell before it was still magic and therefore I personally didn't allow it's use in anti magic field areas. Describing it as "the magics bestowed upon you by your god/goddess are beyond your reach". However I would also argue that any immunity or resistance piercing it had before I would still allow it to have. The ability to using it while raging or in wild shape would still be allowed at my table as smite should still functionally be the same. I feel that the making it so it can only be cast once per turn was a, failed, attempt at balancing smite. It may limit your desire to take feats that allow you to do things with your bonus actions I'm certain Dms are working on house rule work arounds to try and make our players happy. As for it being used on an attack of opportunity that's another thing I didn't allow as a reaction doesn't allow you time to focus on your gods/goddesses holy essence. Just a little flavor that in my opinion makes sense.
@@NorseDungeonMaster That may be how you would run it in your games, but some people are more by the book and they just changed the book to make these things not work.
@user-dy1nl3gf2d Unfortunately some DMs are going to be force to either adapt to keep their players happy. Or otherwise have irritated players. It's our jobs as dungeon masters to pick up the slack for the game designers to make the game more enjoyable for our players. At least that's how I see the role
Celestial Warlock is trong after the updates. +Charisma to firespells means you can double dip agonizing blast. (Triple with sorcerer) Go dragon sorcerer to get transmute spell and spell slots Go celestial for pact of the tome, agonizing blast, and pact of the blade. Three builds: Pact of the blade + Green flame blade / Boomingblade Weapon damage + 3d8 + Cha +Cha +Cha Eldritch blast transmuted 4 bolt + Cha +Cha +Cha +Cha +Cha +Cha Acid splash Transmuted 4d6+Cha+Cha+Cha in an aoe It is also the only 5.5e build for coffeelock if it keeps greater reatoration
@Razdasoldier I'm by no means saying the celestial warlock won't see play. In fact I'm looking forward to fun builds like this. However if someone is going strictly warlock no multi class fiend or great old one are most likely to be most played. I was actively avoiding talking about multiclassing because they haven't posted the videos for all the classes yet
Warlocks only get 4 spell slots. I have NO IDEA where I was getting the number 9 from I apologize
You got it from our hopes and dreams
@Razdasoldier big facts! Hahaha honestly I blame it on the fact that I usually record around 2-3am cause that's when it's the quietest in my house. But that's more of an excuse than a reason