Archive for the ‘5e D&D’ Category

Bastions: And How to Make Them Pay – Maximizing Profits for Bastions in the 5e 2024 DMG

Thursday, October 31st, 2024
The late 19th century was all about ducks, but in the early 21st century we know better

The late 19th century was all about ducks, but in the enlightened age of Generic Fantasy Times we know better

ANOTHER RORY GUEST POST!

With the release of the 5e 2025 Dungeon Masters Guide, Bastions are official and can be easily acquired at 5th level for any DM who sees fit to include them! Are they a little half baked? Perhaps! Is it mostly useless to recruit defenders and build walls for your Bastion? Yeah, pretty much! Are some of the facilities you can build almost entirely useless? YES (I’m looking at you Armory)!

On the other hand… Can Bastions actually make you quite a bit of easy money? Most Certainly! Are there actually quite a few facilities available that provide a host of useful buffs and abilities? Yes… but let’s go back to the easy money thing. Imagine if you will an adventurer motivated by the desire to make fat stacks of gold and platinum. Perhaps this adventurer has a kind heart and wishes to support the local orphanage. Or perhaps they simply want to buy a lot of sweet magic items and throw their money around like it was water, bribing their way to success, wearing the finest clothes, and throwing lavish parties. Either way, money is pretty useful in D&D and it’s no surprise players would want to acquire more of it, especially with the new rules for buying and crafting magic items. I’ve looked through all the special facilities in the new DMG, and below are the most profitable special facilities for each level range:

TLDR: Start with a Gaming Hall and Garden, pick up a Storehouse and Stable at level 9, and then grab a Guild Hall at level 17 for most impactful gains. Much longer explanation below!

Levels 5-8: At level 5 you can choose 2 specialized facilities at no cost. Every week that you spend with some kind of access to your bastion (generally being able to stop by in person at the beginning of the week is enough), you can give special commands to these facilities to make you that sweet sweet lucre. The most profitable at this level are:

Gaming Hall (73.5 gold/week): The payout is random each week, but if you do the math, this facility makes you 73.5 gold a week on average, which isn’t bad!

Garden (50 gold/week): You can make a lot of stuff with a garden, but from a pure profit standpoint selecting Poison is your best bet. You can create two vials of Antitoxin or one vial of Basic Potion a week. If you actually need those items, awesome, you’ve just netted 100 gold of value. If not, the standard rules let you sell those items for half price and net a pretty decent 50 gold.

Should you enlarge your garden? For a mere (lol) 2,000 gold you can expand the size of your garden to Vast size and effectively maintain two gardens instead of one, which would double your weekly profit to 100 gold. Probably this isn’t worth it unless you expect to stay in the 5-8 level range for quite some time, as it would take literally 40 weeks to recoup you expenses and turn this into a profitable endeavor. Probably don’t bother.

Total Profit per Week: 123.5 Gold!

Levels 9-12: At level 9, you unlock 2 more special facilities, increasing your total to 4! More importantly, you unlock some nice options for making substantially more money. Here are the top 4 most profitable facilities at this level:

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Do the 2024 5e Dungeon Master’s Guide XP Tables Work?

Tuesday, October 29th, 2024

Rory Guest Post!

Arguably one of the most impactful changes in the 2024 5e Dungeon Master’s Guide is the new XP Budget table for Combat Encounters. It has three notable changes from the original 5e DMG:

  • The old table had 4 categories of difficulty for encounters (Easy, Medium, Hard, and Deadly). The new table drops the old Easy encounters and has only 3 categories (Low, Moderate, High). So effectively, the old Medium is the new Low, the old Hard is the new Moderate, and the old Deadly is the new High. Considering how laughably trivial Easy encounters were, this is a pretty reasonable change.
  • The notorious Encounter Multipliers table for multiple enemies has been removed. This table was designed under the premise that multiple weaker enemies are more difficult than a single high level enemy. While single enemies are uniquely vulnerable to spells like Hold Person and Polymorph, it was a fundamentally flawed premise considering the prevalence of AE spells and abilities such as Thunderwave and Fireball, and it’s removal ensures less burdensome encounter calculations and more realistic difficulties overall.
  • The XP budgets start out the same (once you shift from 4 categories to the new 3), but increase at higher levels. Considering how powerful PCs become at higher levels, this is probably a good thing. For the hardest difficulties, the XP budget increases relative to the original DMG starting at level 9 and is almost double at level 20 (12,700 vs the new 22,000).

All things considered, I would say it’s pretty obvious these are all good changes. My question though, is does it go far enough?! With that in mind, let’s explore some scenarios at various tiers of play using the High difficulty, which is meant to provide a meaningful chance of death for one of more characters. We’ll have to work with the old Monster Manual, so perhaps we can revisit these numbers when the new MM is out:

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D&D PHB 2024 – Ranking of all Origin Feats

Friday, September 6th, 2024

Guest Post by Rory!

The D&D 2024 Player’s Handbook is out, and now everyone gets an Origin Feat at level 1 (plus a bonus feat if you go Human!). There are a lot of them and they vary wildly in power level, so here are my current rankings:

EDITS: I’m shifting around my valuations of Alert (to A-Tier), Lucky (to B-Tier), Musician (to S-Tier), and Tavern Brawler (to C-Tier) due to some early feedback. I will probably continue to modify this list based on feedback and my own experience during play.

  • S-Tier: Top of the line option, arguably “must take” ability.
    • Musician (Edit to boost to S-Tier): I originally rated this a lower because it’s probably not a feat everyone needs to take, but Heroic Inspiration got such a boost in this edition (turning from Advantage into a reroll) that this belongs in S-Tier. This is the kind of feat that at least one member of the party really needs to take, and at low to mid-levels (or large parties), you wouldn’t go wrong having two people with this feat. Arguably, if you have mostly Humans and/or your DM is really free giving out Heroic Inspiration, this goes down in value, but in my experience almost no DM regularly remembers to give out Inspiration, and players usually forget to remind them so this is quite strong. And hey, you get some instrument proficiencies too.
    • Tough: This feat is so boring and so good it legitimately makes me upset; it’s the closest thing to a “forced choice” on the list, and a strong draw to playing a Human. It’s just really hard to say no to such a huge boost of hit points. Even a beefy Barbarian with 16 Constitution sees a 20% boost to hit points every time they level, never mind a Wizard with a 14 Con who sees a massive 33% boost to overall survivability. I mean, this is a feat most builds eventually took at higher levels before you could get it for free at 1st level. It’s honestly a little dumb that it’s an option, and I won’t fault folks who take something more interesting. I got some pushback from folks saying they think this is overrated, but I have trouble agreeing. Hit Points are just so foundational to the game, and this is such a significant boost to survivability AND it is so useful for literally every character, I have trouble rating this any lower. This is the kind of feat that keeps low HP characters alive AND that has excellent synergy with defensive abilities such as Barbarian Rage and Heavy Armor Mastery that reduce damage and wring out extra value out of each point of HP.
  • A-Tier: Excellent option, worth strong consideration.
    • Alert (Edit to boost to A-Tier): This is a very strong feat, and it’s nice the Initiative bonus scales with level. The ability to swap is a nice bonus that allows much needed coordination that has been lacking with the removal of the delay option in 5e. It’s just a fact that so many combats are decided by who goes first as the ability to lock down enemies, move to a safe distance, or just plain eliminate opponents before they can act is massive, not to mention class specific perks like the Assassin’s Surprising Strikes. And in an environment where the majority of combats are decided in about 3 rounds of combat, going early can literally be a 33% boost to overall effectiveness. This is always going to be a decent option, either giving you a fighting chance or helping ensure you act early in every round. I got some feedback that many consider this S-Tier. I am not sure I agree considering how high variance Initiative rolls can be, but the boost combined with the option to swap Initiative to position a timely Fireball or let the Assassin sneak in a Surprising Strike makes this really attractive.
    • Magic Initiate (Edit to list extra options suggested by Reddit): There are a lot of possibilities with this feat, and getting it for “free” opens up a lot of attractive build options. The most obvious choice for your level 1 spell is just grab Find Familiar. You can cast it as a ritual so you can neatly bypass the once per long rest limitation, and you can do the usual cheese of giving yourself or an ally Advantage on an attack roll each round in combat (until the DM murders it anyway, in which case you can recast when you have an hour to kill). Plus, you can use it for scouting and fetching far away objects. Other strong options include Shield, Shield of Faith, Healing Word, Goodberry, or Charm Person. For Cantrips, I had it pointed out to me that Shillelagh opens up the ability to use Intelligence, Wisdom, or Charisma for your attack rolls, which can unlock all sorts of fun gish builds or just leaning into using non-standard attributes in melee. Otherwise, if you go Wizard I would tend to prioritize Minor Illusion and Mage Hand for utility and fun times. And for Cleric or Druid make sure to pick up Guidance for that sweet bonus to skill checks, especially if no one else has taken it.
  • B-Tier: Solid option.
    • Lucky (Edit to bring down to B-Tier): This version of Lucky is massively nerfed compared to the original Lucky Feat, but the original Lucky Feat was arguably pretty broken, so that’s not saying much. Dice manipulation goes a long way even if you have to do it ahead of the roll. Securing advantage on a key attack roll (such as a spell attack with a high level spell) or a crucial skill check is still really valuable. And of course you’ll remember when you use this to keep your PC alive when they are being attacked and low on health. This is an option that probably feels pretty strong by level 5 when you can use it 3 times, and you’ll be spending it like candy at higher levels.
  • C-Tier: Some utility but mediocre compared to other options or very niche/campaign specific.
    • Crafter: This is a cute feat, and I could imagine someone having fun with fast crafting even if it’s actual utility is somewhat limited in most campaigns. The 20% discount to non-magical items definitely catches the eye. The most obvious use case is saving 300 gold on a set of Full Plate, which could be handy at lower levels, especially if two or more PCs need a set. Now, this would be really powerful if Vehicles or Structures counted as an item, but considering the definition of “Object” in the DMG, I am thinking it does not apply, which limits its value at higher levels. Now, there may be certain “nation building” campaigns where going into the logistics of, say, outfitting an army with weapons, armor, food, gear, etc. is a big focus on the campaign; if you’re trying to squeeze value out of every gold piece, then a 20% discount on all mundane gear might go a long way, but I don’t expect that to be a very common campaign theme.
    • Healer: This feels like it should be a feat for parties light on healing, though rerolling 1s does have some utility for characters looking to maximize their healing powers (note, the benefits are fairly minor, representing less than 0.5 HP per die of healing). In combat, however, this is pretty clunky, requiring a normal action to use for fairly modest healing, really only useful for bringing someone back from unconsciousness (which sure, you’ll do in a pinch, but you aren’t exactly excited about it). Out of combat, it still expends hit dice, which really only makes it useful when you don’t have time to do a short rest between combats. Don’t get me wrong, extra healing is always appreciated, but as an option this feels a little underpowered. Now, there is one obvious use case I can think of here that might push this up in power; a Rogue with the Thief subclass can take Utilize as a Bonus Action, which makes this pretty attractive for some classic whack a mole style healing in combat. With the limit being literally a target’s hit dice, that’s a lot of unconscious teammates potentially brought back into action.
    • Tavern Brawler (Edit to boost to C-Tier): Thematically, this is a fun feat, and I guess I won’t fault someone who just loves the ideas of getting into bar fights, but none of the benefits are all that impactful. Annoyingly, this might be best for a Monk to pick up for a small increase to damage and the ability to push 5 feet a turn, which has some situational positional uses and frees you up to move away from enemies without using disengage. The Bard College of Dance might also pick this up for kicks (since they get an unarmed strike whenever they use Bardic Inspiration), and I might be missing one or two other uses. But again unless your DM likes positioning all their enemies right at the edge of high cliffs, there are probably better options.
  • D-Tier: Overall weak and a bit of a trap compared to other options.
    • Savage Attacker: So the best case scenario here is using it with a Greataxe or other 1d12 weapon, which equates to just under a 2 point damage bonus. At lower levels, when a fighter might be doing 10 damage on average, a 20% boost is pretty attractive, and I’d definitely rate this way higher for one shots or campaigns unlikely to hit 5th level. At higher levels as you do more damage on average and make multiple attacks, the utility goes down since you can only use this once per turn. By 5th level, a Fighter with Great Weapon Master is doing at least 2 Attacks a round (potentially more with Hew and Cleave) for an average of 14 damage per hit (potentially higher with a magic weapon or other buffs) before applying this feat and likely has multiple ways to secure Advantage on attack rolls, which makes Savage Attacker a lot less attractive. It’s really night and day compared to other static damage bonuses that scale with multiple attacks and ability score increases, such as Fighting Style: Dueling and Two-Weapon Fighting (now much improved due to the somewhat confusing Nick + Dual Wielder ruling), which always feels strong even at high levels.
    • Skilled: Skill and Tool proficiencies are the kind of thing where the first four or so (which everyone gets access to) are really useful towards building to your strengths, and pretty soon you are filling in gaps that will likely be tackled by other characters anyway. And there are other ways of snagging an extra Skill or Tool proficiency or two through subclass and species selection that you don’t really need to resort to burning an Origin Feat for this. In short, there are much better and more impactful options.

Running a Dragon Chess Tournament

Tuesday, October 4th, 2016

Last year, I ran a Dragon Chess Tournament in my D&D 5e game, and it was a lot of fun. The event was a huge tournament that attracted people and powerful monsters from across the land to compete for fabulous treasures. I created an abstract system to simulate several days of play in the tournament, culminating in an epic final match. The rules I used are below:

Dragon Chess Tournament

Premise: A Dragon Chess Tournament is being hosted in the Crystal City, an ancient Metropolis of crystal spires whose best days are behind it. Hundreds of challengers have journeyed across the lands to compete for the grand prize, a mysterious and valuable treasure.

What is Dragon Chess?

Structure of Tournament:

  • 500 GP Entry Fee
  • 8 Rounds of Swiss Pairings
  • 1 Point for a Win
  • ½ Point for a Draw
  • Only players with greater than 6 points at the end of 8 rounds proceed to the Top 8 Finals.
  • Top 8 is single elimination (with the top players paired against the bottom players)

Prize Payout:

  • 5+ Points: Roll on Individual Challenge 11-16 (pg 136)
  • 5th-8th Place: Roll on Treasure Hoard Challenge 0-4
  • 3rd and 4th Place: Roll on Treasure Hoard Challenge 5-10
  • 2nd Place: Roll on Treasure Hoard Challenge 11-16
  • 1st Place: Roll on Treasure Hoard Challenge 17+

GamePlay:

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5e Dungeon Masters Guide: The Paradoxical Economy of D&D

Wednesday, December 17th, 2014

10313383_10152396043486071_5167317756165026174_nThe D&D Dungeon Masters Guide is out now, and it’s a very cool resource filled with lots of new rules for treasure, magic items, world building, new downtime activities, and optional rules! Also, my name is in the play-tester credits, so that’s pretty fun :).

Anyway, instead of doing something ridiculous, like review an entire book, I’d like to focus on one specific element I found interesting, the rules for running a business during your downtime!

The idea of running a business and making extra money during downtime is pretty appealing. It’s a great way to engage with the campaign world, a fun “simulationist” way to make money, and it opens up some cool adventure hooks for the DM. For example, maybe some mysterious cloaked figures show up at your Inn, clearly wounded and seeking shelter for the night, OR maybe a group of bumbling first level adventures meet up for the first time, planning a raid on a dragon lair that will surely result in their deaths!

However, running a business is a tricky mechanic to get right. You probably don’t want it to be TOO profitable, or else your PCs will be scratching their heads, wondering why they ever go on adventures. Conversely, if it doesn’t really make you any money, why even bother? Sure, running an Inn sounds cool, but if it’s not profitable, maybe you’re better off spending your character’s time elsewhere.

The folks at Wizards of the Coast gave running a business a decent shot that may work for casual play, but unfortunately it suffers from a few serious flaws when you dig into it:

  • Running a big business is less profitable than running a small business: If you look at the table for running a business, you’ll see that lower results penalize you by forcing you to pay some percentage of your upkeep every day you spent running a business. Your upkeep can range from 5SP a day for a farm to 10GP a day for a trading post. That makes sense. If your business does poorly, you still have to pay your workers and keep your property in shape. What is pretty counter-intuitive, however, is that if you roll higher on the table, you roll a set amount of dice to determine your profit. This profit is in the same range no matter the size of your business. So a small farm makes the same profit as a large inn, but since the large inn has an upkeep that is 20 times larger, you’ll end up making a lot less money overall since it will hurt a lot more when you roll poorly and need to pay that upkeep. (more…)

D&D 5e: The Many Shapes of the Druid

Friday, August 15th, 2014

Druids get right down to business in D&D 5e, gaining Wild Shape as an ability by level 2. Wild Shape is a really awesome ability in this edition with a ton of utility both in combat and in general exploration. Here are a few of the obvious perks:

  • Turn into any beast with of a certain CR or lower. Extremely versatile ability that is useful for blending in, getting into small spaces (think wild shaping into a mouse), and bringing force to bear in combat, among other applications.
  • Unlock ability to gain a fly speed or swim speed at higher levels.
  • Whole new set of hit points while in wild shape. You switch to use the hit points of whatever you transform into. If you take more damage than you have, you transform back at your previous hit points, minus any excess damage you took. So essentially the Druid can take a lot more damage than many of the other classes, which is a little crazy and borderline overpowered.
  • Can wild shape 2 times between short rests! Considering that you can stay in wild shape form for one or more hours, this is pretty generous.

The Circle of the Moon sub-class really exemplifies this feature, gaining a number of abilities that makes their wild shaping stronger, more useful, and quite capable in combat. As they level, they can transform into higher level beasts, heal themselves by expending spell slots as a bonus action, treat their natural weapons as magical, and even transform into Elementals. They also can cast alter self at-will, but that’s kind of its own thing.

As combat is a bit easier to analyze than all the crazy stuff you can do with wild shape outside of combat, I thought it could be fun to take a look at some of the obvious choices for wild shaping throughout the levels. I’m focusing on the Circle of the Moon’s options since they are the obvious choice if you want to really take advantage of this feature:

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D&D 5e 10th Level Bard Hack

Wednesday, August 13th, 2014

I’m a big fan of the Bard in D&D 5e. Recently, while playing around with different builds, I discovered a pretty silly hack to make them a very powerful (arguably overpowered) choice for ranged combat by level 10. If you already know about Bards, feel free to scroll past my general overview to see how it works.

However, for those who don’t have the new PHB yet, here’s a short list of some of the nice perks the Bard gets to give you a little background:

  • Full caster class: Bards get the same number of spells as Clerics and Wizards. This is nice because it gives them a core competency to build off of, something they lacked in 3.5 and previous editions, where the bard was okay at everything but not particularly good at anything.
  • Inspiration: In place of bard songs that all do wacky things and have always felt a little awkward to actually use, bards have inspiration dice. They can pass these to allies, who can use them to add the die as a bonus to attack rolls, ability checks, and saving throws. Sub classes allow them to be used in other ways, such as reducing an enemies attack roll, adding to AC, or adding to a damage roll.
  • Jack of all Trades: Super fun ability that gives bards half their proficiency bonus to skills they aren’t proficient in. It’s a great thematic ability, and it encourages Bard players to try things outside their character’s normal areas of expertise.
  • Song of Rest: Grants extra healing when the Bard or allies regain hit points during a short rest.
  • Good Melee/Ranged Subclass: Bards get to choose from two options for subclasses. The College of Lore emphasizes the “jack of all trades” aspect of the bard, granting extra skills and extra cross class spells, along with some other very solid perks. However, I am more attracted to the College of Valor, which legitimately makes the Bard a solid melee or ranged combatant, granting proficiency with martial weapons, medium armor, and shields, along with a bonus attack at level 6 and a nice perk at 14 to allow casting a spell and making an attack as a bonus action. So this means by level 6, the Bard is basically on par (or close enough) with all the other melee/ranged classes, such as the Barbarian, Fighter, Ranger, Paladin, and Rogue.
  • Magical Secrets: The bard spell list is pretty focused. It has a lot of stuff you might expect from a bard: charms and enchantments, some utility spells, and good options for travel, along with a healthy mix of “fun” spells you’ll certainly enjoy playing around with. It also sports healing spells, which are always going to be useful. However, at 10th level and again at 14 and 18, you get to choose two spells from ANY class to round out your list a bit. The only requirement is that the spell level is one you can cast. This is very cool. For example, you could pick up fireball (which can be cast at higher spell levels for more damage) to add a nice AOE spell to your list, since Bards don’t normally have any.

The “Hack” Explained

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