• StinkyFingerItchyBum@lemmy.ca
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        1 day ago

        Have you considered 3 giant miniature space-terrasques in a trenchcoat? The were 3 wild terrasques minding their own business in the wild, when they stumbles on a druid orgy who were all tripping on shrooms. They magically shrunk the terrasque family not realizing that their int was inversely proportional to their body size. Now the clever tiny devils are on a quest to reverse their shinkification. Without their enourmous size they must rely on their wits to survive in a land of humanoids. The only tools at their disposal are 3 pairs of women’s undies and a trenchcoat.

        1st the clever crew must find the rare Psilocybe semilanceata, the mushroom that powers the druid magic. Then they must find the elucive druid and his circle. Finally they must recreate the original conditions by seducing an entire druid circle into an orgy without being discovered.

      • edgemaster72@lemmy.world
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        2 days ago

        Unless your DM is a stickler for the updated 2024 rules, then in that case it can’t, because they changed Twinned Spell to require that the spell let you target additional creatures when cast at higher levels, which Suggestion does not.

          • edgemaster72@lemmy.world
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            2 days ago

            The group I’m playing with now we’re using 5.5. Anyone still playing Adventurer’s League doesn’t have a choice, 5.5 is mandatory there.

              • Squirrelanna@lemmy.blahaj.zone
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                6 hours ago

                First, I found melee combat excruciatingly dull in 2014. While it’s not super different, the weapon masteries in 2024 add enough crunch and flavor for me to find it far more interesting and fun.

                Second, druid is my favorite class in terms of flavor, specifically specializing in wild shape, and ‘14 is probably my least favorite iteration of it. I think’ 24 improves upon circle of the moon immensely regarding mechanics and, even if the list of beasts is smaller, the streamlined design to their attacks makes them feel more potent as more than just a chunk of animal flavored temp HP.

                There’s also a lot of things that really should have been added earlier as quality of life. Off the top of my head, steady aim for rogues. Tasha adds it for '14 as an optional feature but it really needed to be the default.

                Also, cure wounds actually feels potent now. Healers rejoice, you have a reason to use it over the more action and spacing efficient healing word.

                • jjjalljs@ttrpg.network
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                  6 hours ago

                  I hadn’t read about the new weapon masteries. I am shocked they didn’t make these limited per day powers. That’s usually how anything fun in DND goes- you can do this cool thing but only once or twice.

                  • Squirrelanna@lemmy.blahaj.zone
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                    3 hours ago

                    I think of them like melee cantrips. Not gamechanging, but they add spice to your basic kit and they can synergize really well with what you’re good at. One of my favorites is the soul knife rogue’s knives having vex. If you hit with vex, your next attack is at advantage against them, so it becomes a new way to proc sneak attack that incentivizes active participation, doesn’t penalize you and doesn’t rely on the positioning of allies and enemies both.