tag:blogger.com,1999:blog-47829460893246648372024-03-13T08:45:20.974+08:00Questing GMOn a never-ending quest to find the Holy Grail of GamemasteringQuesting GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.comBlogger586125tag:blogger.com,1999:blog-4782946089324664837.post-11504399322721240512018-11-02T13:41:00.000+08:002018-11-02T13:41:37.183+08:00[Questing's Musings] The Fate of the Questing GM blog...<div dir="ltr" style="text-align: left;" trbidi="on">
<i style="background-color: #fefafa; color: #333333; font-family: "Trebuchet MS", Trebuchet, sans-serif; font-size: 13px;">Questing's Musings is a column where I give my disorganised thoughts about gamemastering, timely topics happening in the gaming community and gaming in general. Part of my wish for this column is, at worst, for it to be a place for me to rant, rave or speak out my random thoughts, and, at best, spark discussion and exploration of new discourses in gamemastering and gaming. Other than that, it is also most likely where I will put up posts that are not suited for any of the other columns on this blog. The posts here are mostly an unfiltered capture of my thoughts on the topic at hand and should be read as an opinionated soapbox, rather than one that tries to further any sort of agenda. As such, feel free to ignore this column if my personal thoughts on gaming does not interest you in the slightest. </i><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">I started this blog around 2008 when I was in university and at the birth of 4th Edition Dungeons & Dragons. Since then, I consider myself to be from the time of the explosion of the RPG blogs where I once again expanded my contact with the community and seeing RPG players from around the world.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">Even though I rarely contributed to the RPG bloggersphere and seeing some of the same bloggers I started out with have successfully moved on to be bigger players in the industry, I realized that times have really changed when the <a href="https://stargazersworld.com/2014/10/29/the-times-they-are-a-changin/" target="_blank">RPG Bloggers Network met its death knell</a>. As a result, the majority of my hits that I got thanks to the aggregated site, has now plummeted to the very small minority of those who actually followed this blog. </span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">Times have also changed for me as well since I graduated and having to mature as a responsible (and dreary) working adult.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">The edition that inspired the blog went by me without barely scratching the surface of the system. Not only has life put me in a gaming hiatus in all but name for several years, it also effectively put me off from being able to find time to even write for this blog. Despite having turned writing as my only means of income and a career, returning to this blog has been an arduous task, as I desperately try to realign my passion, time, energy, and motivation with the direction of this blog's continual survival and presence.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">That, if any have been following my numerous attempts, has failed in spectacular fashion, with me popping up with one or two posts in a year, promising for a comeback, and subsequently going silent in the next.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">I don't want to make this sound like an excuse. But what I have found is that it has been mostly impossible to balance my working adult life with maintaining this blog. That, and also the the type of content and quality that I initially planned to push out for this blog, but would be detrimental to my professional well-being. It was either I continued to develop my craft to comfortably squeeze my professional writing and my passionate writing together which could take more years (or decades), or I had to find another way to do what I had wanted to do with this blog.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">And now, I think I have found another way. With the rise of streaming and video platforms that have improved remarkably since the days of the RPG bloggersphere, it has become a strong alternative for many content creators to deliver RPG content to the masses. It takes less time to speak in front of a camera for 10 minutes (and even less time to edit, with low expectations for video quality) than it takes to plan, self doubt, draft, and edit a 1,000 word post that may or may not be read, if the writing itself is done terribly. </span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">Thus, you may see where I'm going with this. <b>I've decided to change my outlet of pushing out the content that I want to deliver on a video-based platform</b> (<a href="https://www.youtube.com/user/questinggm" target="_blank">YouTube</a> being my weapon of choice for now), and I have already started with an <a href="https://www.youtube.com/watch?v=ftDsLDlPAq0" target="_blank">introductory video</a> of it.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;"><b>What does this mean for the Questing GM blog? Is this the end?</b></span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">It may certainly sound like I'm all ready and hyped to jump on the streaming bandwagon altogether, but I do believe that this blog still has a purpose to serve yet, but not in a primary role as it used to. Though my plans are not concrete (based on past actions when has it ever been), I will still use this blog as a supplement to my content on my YouTube channel. Perhaps some topics or videos that I discuss there could use a supplement in a written format that could make the content more useful/helpful, or to place addendum/expansions of my thoughts that is more organized after the video post has been published.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">That's all I can see the Questing GM blog for now, and only time will tell of its eventual fate or demise.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">But until that time comes, I would like to sincerely thank everyone who has followed me along this journey that I did not realize has been 10 years ago. For the ups and downs that I have put you through for reading this ever inconsistent blog, you have my deepest appreciation and sincerest apologies.</span><br />
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<span style="background-color: #fefafa; color: #333333; font-family: "trebuchet ms" , "trebuchet" , sans-serif; font-size: 13px;">If you can ever find the heart to actually see my face and hear what I have to say, rather than read what I've written/blabbered here, you can now find me at: the <a href="https://www.youtube.com/user/questinggm" target="_blank">Questing GM YouTube Channel</a>. </span></div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-11050398787538321362018-03-29T22:01:00.000+08:002018-04-03T10:49:42.346+08:00[Questing's Musings] Reviewing Gaming Quests for 2017<div dir="ltr" style="text-align: left;" trbidi="on">
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<i style="background-color: #fefafa; color: #333333; font-family: "Trebuchet MS", Trebuchet, sans-serif; font-size: 13px;">Questing's Musings is a column where I give my disorganised thoughts about gamemastering, timely topics happening in the gaming community and gaming in general. Part of my wish for this column is, at worst, for it to be a place for me to rant, rave or speak out my random thoughts, and ,at best, spark discussion and exploration of new discourses in gamemastering and gaming. Other than that, it is also most likely where I will put up posts that are not suited for any of the other columns on this blog. The posts here are mostly an unfiltered capture of my thoughts on the topic at hand and should be read as an opinionated soapbox, rather than one that tries to further any sort of agenda. As such, feel free to ignore this column if my personal thoughts on gaming does not interest you in the slightest. </i><br />
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Once again after trying to commit myself to restarting this blog, I end up going silent for another year's worth. I know you all are tired of reading my excuses and resolutions to get back into blogging, so I will stop declaring my intentions and let my posts do the talking.</div>
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I had intended to make this my last post for 2017, so I'll be using this post to close my year of gaming for 2017 before I get into any 2018 content. Despite my silence on this blog throughout the year of 2017, it has been my best gaming year so far as a working adult, and I'm glad to report that gaming is now firmly back in my life again.<br />
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So I'll be going through my <a href="http://questinggm.blogspot.my/2017/01/questings-musings-gaming-quests-for-2017.html" target="_blank">Gaming Quest of 2017</a>, and report how well I've done by the end of the year.<br />
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Start running regular games again</h3>
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The good news is yes, I'm running regular games again. My current schedule as a DM is currently on a bi-weekly basis on the weekends and I'm currently my group through Out of the Abyss for 5th Edition Dungeons & Dragons. We managed to wrap up half of the module by the end of year 2017, and will be continuing to run the module for 2018. It was good to be back on the saddle to relearn old and new tricks, and I fully suspect this would get me on track to talk more about gamemastering and pondering on gamemastering subject for as long as it lasts. <br />
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Find a new regular gaming group</h3>
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By far my proudest achievement for 2017 is the current group that I am currently gaming with. Shortly after posting my quest to search for a new group, I was contact by a couple of players I met in 2016 that they wanted to meet up for drinks. What started out as a friendly chat turned into proper plans to start a regular gaming schedule and we got back together, with a few more additions. In the midst of our gaming schedule, we added a newbie player of RPG into our ranks, and we now plan ahead for our games as part of our routine schedule.</div>
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Things got much better with the group when I floated my intentions to try out new RPG systems, other than Dungeons & Dragons, and the group was receptive to the idea. So we were not a group that would stagnate with one system for too long.</div>
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The best part of this group, however, is that we have all decided to give GMing a go, and as of the end of 2017, every player has also DMed for the group, and we still have ongoing campaigns that each of us are still DMing for. This is my ideal group that self sustains itself, while also having the possibility of expanding our sights on the world of RPGs. A great group makes a world of difference when playing RPGs, which only solidifies my thoughts that RPGs are great when the people you are playing with are great company. </div>
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Complete an RPG project</h3>
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From here on is where my gaming quests for 2017 start to falter. While I have made small strides in some of my pending projects, none of which I would consider completed as the limited time that I have is taken up for prepping. Some I would consider are nearing the final stages, but the process itself has also helped me to refine my tools for gamemastering, as well as lay some foundations for future works that would not be as hard to startup. I have also learned to plan my time and resources a little better throughout the year, so I'm looking forward to be able to make much progress in some of the projects to end by 2018. </div>
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Start making content for the DMG</h3>
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In between all the time of prepping for games, this one has been laid on the wayside completely. It's starting to become a tough market nowadays, and I'm not sure how soon I can start making products without certain skills, and I'm not in the best financial position to afford commissioning for these expertise. I still myself in the learning stage at the moment, and hopefully some new resources in 2018 would help to kickstart my plans for making content for sale. </div>
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Start new columns on the Questing GM</h3>
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Second to my failure of making content for sale is the maintenance of this blog. The only consolation I have is that I've been collecting plenty of ideas to last me more than a year if I were pushing them out on a weekly basis for the rest of 2018. This doesn't mean that's my plan now, as I try to find my natural rhythm to be more consistent, but having nothing to write about would be the least of my worries. </div>
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However, all is not lost. As an alternative to the lack of my own content, I have been contributing to the <a href="https://www.youtube.com/channel/UCkT1vY_wBiCn8CO6B34wuVw" target="_blank">Faerûn History YouTube channel</a> and have been wondering if I should dedicate more time to increase my contributions there. Forgotten Realms lore has been one of my favourite topics since I got into the setting. </div>
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Learn to change my gaming mindset</h3>
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While I don't think much has changed for me on this front, but being able to interact with more gamers, I think I have seen more points of view of other gamers. If there's anything that I really learn from 2017 is that I can start differentiating what philosophies and mentalities are toxic to me as a gamer and to the community, and it's never worth trying to change someone's mind. So I've learned to distance myself from those who are unhelpful, and try to provide the best help to those who ask or willing to listen. Life is getting shorter to engage in discussion with anyone who are not open to explore different discourses, or who only entrench themselves further as though we are talking about politics. If anything, I've starting looking for like-minded gamers, and leave those who disagree with me alone.</div>
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Try a new game every month</h3>
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Given my already less frequent gaming schedule with my group, my gaming schedule was not filed to the brim with new games to try. However, I am still glad to report that my group has managed to try several games throughout the year. We've run short sessions of SpyCraft, the Lone Wolf Adventure Game, Numenera, and Tales of the Loop. Naturally there were hits and misses with the group, and it made clear to me that trying a new game every month is rather ambitious, given the amount of pre-reading and pre-planning that needs to be done before we can even try a sesion.</div>
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However, my happiest achievement is that I've found a group who is willing to experiment with me, and we have already suggested a few other games that we would like to try. I am looking forward to trying more games in the future.</div>
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So here are my ups and downs for gaming in 2017, but overall I would still think it's an extremely positive year for me in terms of gaming. My plans for 2018 look to be pretty much the same for 2017, with plenty of opportunities to make some real progress in some areas. So here's to hoping that 2018 would be a better year for gaming! </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-90834611578723915232017-01-01T23:32:00.002+08:002017-01-01T23:33:27.991+08:00[Questing's Musings] Gaming Quests for 2017<div dir="ltr" style="text-align: left;" trbidi="on">
<i>Questing's Musings is a column where I give my disorganised thoughts about gamemastering, timely topics happening in the gaming community and gaming in general. Part of my wish for this column is, at worst, for it to be a place for me to rant, rave or speak out my random thoughts, and ,at best, spark discussion and exploration of new discourses in gamemastering and gaming. Other than that, it is also most likely where I will put up posts that are not suited for any of the other columns on this blog. The posts here are mostly an unfiltered capture of my thoughts on the topic at hand and should be read as an opinionated soapbox, rather than one that tries to further any sort of agenda. As such, feel free to ignore this column if my personal thoughts on gaming does not interest you in the slightest. </i><br />
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With the coming of the new year, resolutions are often the most appropriate thing to be talking about as we face the potential prospects of a fresh start. While I'm not the firmest believer of having any sort of resolutions (gaming or otherwise), I do like the idea of having a semblance of what to do in the coming year in terms of gaming. Rather than listing them out as resolutions and giving myself the unneeded pressures of sticking to them and completing them, I have gone the way of making them my gaming 'Quests' that I strive to complete as any good adventurer should.<br />
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So if you are interested in what I'm planning to do for 2017, here are my gaming quests for 2017!<br />
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Start running regular games again</h3>
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I had ran through the <b>Lost Mine of Phandelver</b> twice since I bought it in 2015 and had taken a short break after my second run of it in 2016. The plan was to get back to running again shortly after that but then my life's routine took a turn and there were more important things to do than prepping and running games again. That's not to say that I haven't been gaming at all in the meantime (I was playing in 2 groups and had a weekly session of organised play), but it's about time that I get back on the saddle again for another rodeo. I am in the midst of re-prepping my notes <b>Lost Mine of Phandelver</b>, with some added personal mix to it for a more challenging experience, so it could be the start of my next campaign.</div>
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Then again, given my adult commitments and limited time, I have been entertaining the prospects of running regular one-shots for a regular group that is less straining than maintaining a long running campaign. I may delve a little deeper into why I think one-shots can be just as fun as a long term campaign (or even more so) in a future posts.</div>
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So those are my options at the moment, and I can't wait to start GMing again.</div>
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Find a new regular gaming group</h3>
2016 was a great year for me as far as meeting new players in the city where I'm living in at the moment. The growing numbers of the <a href="https://www.facebook.com/groups/RPGMalaysia/?ref=bookmarks" target="_blank">RPG community in this part of Malaysia</a> has seen some very encouraging signs of new players being interested in RPGs and helping to connect older players who may not have otherwise known each other over the years.<br />
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I've had the privilege of playing in new groups and look forward to meeting more players from the community, but my ultimate goal is to find or form that perfect gaming group that suits me. I have my own criteria of what I'm looking for in a gaming group and there is so much I want to do to test out some ideas. But it all has to begin with finding the right people to game with, who share my enthusiasm and wavelength about gaming to improve as a GM and a gamer.<br />
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This would probably be my hardest quest to complete this year, but this is what I want to do and I hope I will find that group by the end of 2017.<br />
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Complete an RPG project</h3>
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Since I have returned to gaming on a regular basis, I have been having new ideas and also revisiting some old projects of mine that I had worked on. Most of these projects are almost always daunting and time-consuming in nature, but they could have some long term benefits to my own gaming life and could benefit the community in some way.</div>
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The main trouble, of course, is having too much to do with too little time to complete it. Even by spending incremental amounts of time on each one would probably take too long to finish, so I have decided to select and focus on only one of these projects, in conjunction with my regular RPG-related works (this blog, running a campaign, and the other quests I'm planning) for the rest of 2017.</div>
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I may or may not reveal which project I will be working on eventually, but I will need to make a decision on what I want to do for the rest of the year. Hopefully by finishing just one of them this year will create some momentum for me to keep on doing more in the years to come.</div>
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Start making content for the DMG</h3>
With the proliferation of the <a href="http://www.dmsguild.com/" target="_blank">Dungeon Masters Guild</a>, I have started seeing it as an additional source of income to pay for my gaming habits. It's about time I learn to embrace the digital age of RPGs and accept the challenge of stepping up my game. This is probably my most ambitious quest to attempt in 2017. but hopefully it is the first step into becoming a game writer in the future.<br />
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Start new columns on the Questing GM</h3>
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As far as the number of attempted blog revivals I have done since I started this blog, this is probably the proudest achievement I've had so far in 2016; I'm finally able to return to a regular blogging schedule about my gaming life. To make things better, I am now able to share it with an audience much closer to home. Although according to my statistics, most of my readership is composed of those outside my home country (which I am very thankful for, for giving me reason to keep on blogging), but I have finally found a reason to share my gaming thoughts and revisit those that I have collected over year of absence on this blog.</div>
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I want to continue making a more consistent presence in the RPG blogging scene again. I already have seeds for new columns and content (including this new column) that would hopefully make this blog an enjoyable and helpful resource to GMs, players and gamers alike in enjoying RPGs. </div>
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Learn to change my gaming mindset</h3>
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Gaming can easily be a personal thing. It is easy to identify what we like and dislike about certain gaming styles and stick to the ones we like for the rest of our gaming life. However with the growth spurt in my local gaming scene, I think it would be a disservice to only stick to one gaming style without even trying to explore what is out there and help grow a healthier community.</div>
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For this reason, I'm challenging myself to be more open to adapt and adopt new horizons of gaming, and hopefully by doing so will help me to be a better GM. Being open and receptive to various gaming styles of different players and GMs alike could change how I have always thought about gaming all these years. It's not going to be easy, but I think it's worth for growing to be a better GM.</div>
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Try a new game every month</h3>
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Even after years of being a gamer, I can safely say that D&D and its iterations have predominantly been the game that I have played and run, and loved (and hated). But the truth is, there is a whole world of different RPGs out there and I want to finally spread my wings to go and find them and run a game with them. I don't see any of these games replacing D&D as my go-to system any time soon, but I certainly would need the exposure to improve my understandings of game design and my work. </div>
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If things go well in this department, it could be the basis for another column on this blog.</div>
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These are all the quest I'm setting myself on to complete and frankly, some of them are overly ambitious to be done within a year. I don't think I can really accomplish them all, but the experience points for completing some of them could help. Still, hopefully this would be a reminder for me as the year goes by, and I could start a new column for tracing my progress if you are interested in following them.</div>
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So what are your own gaming quests for 2017? </div>
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Last Updated: 01/01/17</div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-8304931501776705542016-12-20T21:52:00.000+08:002016-12-20T21:52:37.908+08:00[Unearthing the Arcana] Paladin: Sacred Oaths<div dir="ltr" style="text-align: left;" trbidi="on">
<i>Unearthing the Arcana is a column for me to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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Coming down from the monastery of the new Monastic Traditions in the last <a href="http://questinggm.blogspot.my/2016/12/unearthing-arcana-monk-monastic.html" target="_blank">Unearthing the Arcana</a>, it is time to take new <a href="http://dnd.wizards.com/articles/unearthed-arcana/paladin-sacred-oaths" target="_blank">Sacred Oaths as Paladins for this week's Unearthed Arcana</a>. Instead of giving us new oaths that would help banish evil, the designers have decided to turn a little to the dark side by giving us Oaths for evil-based paladins that I wouldn't be surprised that it is one of the most often requested subclass.<br />
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Let terror reign as new agents who have taken the <b>Oath of Conquest </b>and <b>Oath of Treachery</b> bring the darkness to all who would stand against them.<br />
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Oath of Conquest</h3>
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<li>On a flavor level, I can also see this being the Paladin equivalent for the War Domain of Clerics, so they may not necessarily bend towards evil per se. However, its tenets seem to remind me of tyranny since it considers holding the reins of power as important as defeating ones enemies. </li>
<li>Most of the <b>Oath Spells</b> seem appropriate except for some odd choices like <i>Blight</i> and <i>Insect Plague</i> that could have been swapped with <i>Compulsion</i> and <i>Planar Binding</i> respectively.</li>
<li>While <b>Conquering Strike </b>works similarly to the <b>Oath of Vengeance</b>'s <b>Abjure Enemy</b>, I like that it has a different means of ending the <b>Frightened </b>condition.</li>
<li><b>Guided Strike </b>is the same feature as the War Domain Cleric's, which is a good place for both classes to have an overlap.</li>
<li><b>Aura of Conquest</b> seems pretty standard in the base Paladin's design, but causing Disadvantage to <b>Frightened </b>means it has synergy with its <b>Conquering Strike</b>.</li>
<li>Not as powerful as the Devotion Paladin's <b>Aura of Devotion </b>but <b>Implacable Spirit</b> might be stepping into too much toes of other Sacred Oaths.</li>
<li><b>Invincible Conqueror </b>can seem overpowered when compared to what the other 20th level Sacred Oath features can do in terms of combat, but somehow I feel that it fits with this Sacred Oath. If I had to adjust it, I might just reduce the Resistance to be similar with the Barbarian's normal resistances for Rage than getting the full package. </li>
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Oath of Treachery</h3>
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<li>While the flavor strongly reads to be an alternative to the Oathbreaker in the Dungeon Master's Guide, the features of both Oaths could not be any different. I'm guessing they wanted to make a subclass similar to the <a href="http://questinggm.blogspot.my/search/label/Unearthing%20the%20Arcana" target="_blank">College of Whispers for Bards</a> for paladins, but reading the gods that are worshiped by these Paladins doesn't seem to support that idea as well.</li>
<li>The <b>Oath of Treachery </b>has an interesting choice of <b>Oath Spells</b>. None that I would replace though but it certainly seem to encourage a more stealthy and less combative style of play for a Paladin.</li>
<li><b>Conjure Duplicate </b>has many similarities with the Trickery Domain Cleric's <b>Invoke Duplicity</b>, but it has a few nuances in the wording, which generally favors the Cleric's version more, since the Paladin's version has more limitations.</li>
<li>I'm not sure what the designers are trying to do with <b>Poison Strike</b>. Even though it requires a use of Channel Divinity, other Sacred Oaths do not deal as much damage as <b>Poison Strike</b>. I would have preferred if it stuck to the similar design with the other Sacred Oaths, causing the <b>Poisoned </b>condition and adding just extra damage according to the Paladin's Charisma modifier.</li>
<li>Another unorthodox design in the <b>Aura of Treachery </b>which has 2 features but can only affect creatures within 5 feet instead of the usual 10 feet. <b>Cull the Herd</b> would be deadly powerful if used in conjunction with <b>Poison Strike</b>. I might have been alright with this aura if it only had the <b>Treacherous Strike</b> ability, which might be something that you will see very often in future supplements or feats. Again, not a fan of a fixed number times of use.</li>
<li><b>Blackguard's Escape </b>seems to do as much as other 15th level Sacred Oath features, but it could be considered one of the weaker ones.</li>
<li>I guess looking at what prior Sacred Oath features are doing, it should be no surprise of what <b>Icon of Deceit </b>can do, which is effectively a <i>Greater Invisibility </i>without having to Concentrate. With the <b>Invisible </b>condition, it deals maximum damage for <b>Poison Strike </b>and the doubles the Paladin's level (which is 60 damage in total). </li>
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On a design perspective, I much prefer the <b>Oath of Conquest</b> but I can easily see how most people would want to play as an <b>Oath of Treachery</b>. However, while the <b>Oath of Conquest</b> does not require a strictly evil alignment, I can't say if DMs would appreciate having the <b>Oath of Treachery</b> being allowed on the table without requiring the DM's permission like the Oathbreaker. While I don't really care for imagining its impact on the Adventurer's League, but I probably wouldn't allow it on my table as it is now since I have more mechanic concerns. Even so, I don't think the <b>Oath of Treachery </b>would fit very well in most of my campaign ideas, which means I have to specifically design a campaign around this Oath, which is generally problematic in my eyes.<br />
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Wizards would be taking a break from their usual schedule for the next couple of weeks and so will I. I'm looking forward to see what would be introduced for the Ranger since the last <a href="http://questinggm.blogspot.my/search/label/Ranger" target="_blank">Unearthed Arcana which I had covered</a>. This could be my last post for the year, so I would like to wish everyone a Merry Christmas and a Happy New Year! And see you in the next Unearthing the Arcana!</div>
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Last Updated: 20/12/16</div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-39532560497460861572016-12-13T21:26:00.000+08:002016-12-14T09:30:41.580+08:00[Unearthing the Arcana] Monk: Monastic Traditions<div dir="ltr" style="text-align: left;" trbidi="on">
<i>Unearthing the Arcana is a column for me to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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Graduating from the fighters' school in last week's <a href="http://questinggm.blogspot.my/2016/12/unearthing-arcana-fighter-martial.html" target="_blank">Unearthing the Arcana</a>, it is time to meditate and learn about the new monastic traditions for this week's <a href="https://dnd.wizards.com/articles/unearthed-arcana/monk-monastic-traditions" target="_blank">Unearthed Arcana with 2 new Monastic Traditions</a>. I have often seen Monks being complained as one of the classes with some of the less attractive sub-classes compared to other classes, so let's see if these new Monastic Traditions could make Monks great again. Although, I have to say that I was a little surprised that we are only getting 2 new Monastic Traditions.<br />
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With study and practice, let's look into the <b>Path of the Kensei</b> and the <b>Path of Tranquility</b> to see if there is any enlightenment to be found from them.<br />
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Way of the Kensei</h3>
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<li>It was quite surprising to see the Kensei being made into a Monastic Tradition when I would expect to see it as a Martial Archetype as it has been for previous editions. Still if done right, the concept of the Kensei can fit right into the building blocks of the Monk class and give make it a little more attractive from the Fighter players to try out the Monk instead.</li>
<li><b>Path of the Kensei: </b>I'm not sure what is the reason for the distinction between Monk weapons and Kensei weapons, on the surface it looks perfectly fine to make the martial weapons that the Kensei picks for his proficiencies to be considered as Monk weapons, since they share the same benefits of the Monk's Martial Arts feature. The versatility to use the Kensei weapon to attack or to defend for the +2 AC bonus is a nice touch. The wording on the pummel ability might need better rewording, as by written it doesn't mention the range of the weapon, meaning it could be used for polearms or ranged weapons. </li>
<li><b>One with the Blade </b>let's the Monk's base feature Ki-Empowered Strike apply to their weapons, but it is the <b>Precise Strike </b>ability that seems interesting. I couldn't find any other class feature (not just the Monk) that let's it double the proficiency bonus to an attack, so this could be a huge boon to this Tradition. Instead of only allowing for one use per rest, I would have liked it to spent Ki points instead, as that is almost never used by this Tradition.</li>
<li><b>Sharpen the Blade </b>is also another solid feature to give the Kensei, it's simple but does quite a lot. I wouldn't mind if the Ki point cost was a little higher depending on how much bonus is given, perhaps something similar to the Way of the Four Element's Elemental Disciplines, since it lasts for 1 minute.</li>
<li><b>Unerring Accuracy</b> stands as one of the better 17th Tradition features compared to the other Monastic Traditions go, and the flexibility to select which attack to re-roll is appreciated. </li>
<li>As it is right now, the basic flavors delivered through the mechanics of these features have not much to complain about, but the mechanics themselves feel like they could be fleshed out a little more. I would have liked to see more usage of Ki points in some of the features, and also wondered if there are any goodies for players who decide to go for a ranged Kensei build. </li>
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Way of Tranquility</h3>
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<li>An 8 hour long <i>Sanctuary</i> spell that doesn't require a material component that can be cast again after 1 minute. Either I would put a Ki cost to <b>Path of Tranquility </b>or let it only be regained with a Long Rest. Even having the Way of the Open Hand's Tranquility feature at 3rd level instead of 11th level is already a considerably improvement from the other Monastic Traditions. </li>
<li><b>Healing Hands</b> works also exactly as the Paladin's Lay on Hands, except that the Monk gets a healing pool multiplier of 10, compared to the Paladin's 5. This significantly makes the Monk a better healer than the Paladin, though it might done this way to offset the Monk's lack of spellcasting abilities. I'm not quite sure why one would replace one of its Flurry of Blows Unarmed Strikes with this feature, unless it is properly worded that it can be used on the Monk or someone else. </li>
<li><b>Emissary of Peace</b> seems like an interesting way to make a social character out of the Monk, though the wording for the advantage might be a little too specific. Turning someone from Indifferent to Friendly might do a better trick.</li>
<li>Being able to <b>Douse the Flames of War</b> without spending any resources on the part of the Monk, despite the limitations of it not working and ending still seems a little too handy for my taste. I would have preferred something like a more enhanced version of the <i>Calm Emotion</i> spell that is more rigid and structured in its application, at a cost (since the Monk is probably not going to be spending a lot of Ki points anyway).</li>
<li><b>Anger of a Gentle Soul</b> could deliver up to 68 additional damage alone at 17th with Flurry of Blows (assuming all of them hit) on the next round, or up to 80 damage at 20th level. I'm not sure if there is any other class that can match that amount of damage with class features alone, ironically making this sub-class the most damage dealing of them all. It's triggering point of seeing a creature (note not only allies) reduced to 0 hit points could be prone to abuse too. </li>
<li>Outside of features like <b>Douse the Flames of War</b> and <b>Path of Tranquility</b>, I've never really liked the idea of this concept, which reminds me of the Disciple of Peace from the Book of Exalted Deed in 3.5 Edition. It could make the DM's job harder to plan their encounters when peace is always a very viable option that could end any sense of conflict, unless that is the sort of direction that the campaign was designed for. </li>
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While I can say that I'm pretty stoked to see the <b>Way of the Kensei</b> within the design framework of the Monk class, I feel like it could use more bite to make feel more than a straight-up Fighter in a Monk's clothing. I'm struggling to like the <b>Way of Tranquility</b> both in flavor and mechanics, but would still like to hear how excited (if they are) about the latter Monastic Tradition.<br />
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Next up on the line would most probably be the Paladin, and we could see the designers going with similarly flavored Oaths that they did for the Cleric. Until then, see you in the next Unearthing the Arcana. </div>
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Last Updated: 13/12/16</div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-62680835811072811012016-12-06T23:05:00.001+08:002016-12-06T23:05:42.345+08:00[Unearthing the Arcana] Fighter: Martial Archetypes<div dir="ltr" style="text-align: left;" trbidi="on">
<i>Unearthing the Arcana is a column for me to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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Coming off from <a href="http://questinggm.blogspot.my/2016/11/unearthing-arcana-druid-circles-and.html" target="_blank">last week's Unearthed Arcana for Druids</a>, this week we go into the pit with new Martial Archetypes for the Fighter. Fighters have been one of the few classes in <b>5th Edition Dungeons & Dragons</b> that I find to have endless possibilities. With the amount of ideas and concept that could fit into a Fighter's definition, it is one class that could benefit from having many different subtypes for players to find one that fits them. I think this is something that the designers realised and that is why we have 4 new Martial Archetypes for this class that feel a little more specialised.<br />
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So let's draw steel and find out more about the <b>Arcane Archer</b>, <b>Knight</b>, <b>Samurai</b> and <b>Sharpshooter</b> archetypes.<br />
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Arcane Archer</h3>
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<li>An old favourite of mine back in the 3.x days, and it is quite surprising to see it again given that it could have been replicated somewhat with the <b>Eldritch Knight</b> archetype. I wouldn't have complained if it had a racial restriction like the <b>Battlerager</b> had in <i>Sword Coast Adventurer's Guide</i>, but having it opened to other races doesn't feel too bad.</li>
<li>I would have preferred a more tiered progression to the number of uses of <b>Arcane Arrow</b>s that an <b>Arcane Archer</b> can use, rather than a fixed number of twice per rest which can feel too little in the long run. Maybe something structured to the <b>Battle Master</b>'s Superiority Dice could work better and have something to look forward to. </li>
<li><b>Archer's Lore</b> seems a little too generous to give 2 skill proficiency when compared to the <b>Battle Master</b>'s Student of War only grants proficiency to 1 tool. The selection for <b>Archer's Lore</b> is also too good since it also allows for the Fighter to pick some of the skills they didn't pick at 1st level.</li>
<li><b>Conjure Arrows </b>make it imperative that players and DMs are tracking the number of ammunition they have left on the table - which is not something every table will do. Might have preferred a feature that allows for something more magical to be done on the arrows.</li>
<li><b>Ever-Ready Arrow</b> has an effect that is supposed to feel like the Battle Master's Relentless, and it could use a different mechanic to regain a use of Arcane Arrow, rather than tracking for 1 minute. </li>
<li>Dealing 4d6 Force damage at 18th level with <b>Deadly Arrow</b> doesn't feel like too much to ask. No worries on that.</li>
<li>I'm generally alright with most of the <b>Arcane Shots</b>, with some slight concern for <b>Grasping Arrow</b> being a little overpowered and <b>Seeking Arrow</b> having some complications with Invisible/Hiding and line of sight rules. </li>
</ul>
<h3 style="text-align: left;">
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<h3 style="text-align: left;">
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Knight </h3>
<div>
<ul style="text-align: left;">
<li><b>Born to the Saddle </b>looks natural to have for a mount-based archetype.</li>
<li><b>Implacable Mark</b> reads like a combination of the Mark variant of combat rules from the Dungeon Master's Guide and the Sentinel feat. I wasn't a biggest fan of the Marking mechanic from 4th Edition because of the additional tracking in combat, but I guess it is an acceptable feature to differentiate it from the other Martial Archetypes.</li>
<li><b>Noble Calvary</b> is a strange feature to be getting at 7th level. I would have liked to see it at 3rd level, and only granting one skill proficiency.</li>
<li><b>Hold the Line </b>combined with <b>Implacable Mark</b> is almost effectively the Sentinel feat with some extra bonuses. This is an interesting design approach to the features, though I'm not sure if players are willing to wait 7 levels to get a free complete feat.</li>
<li>Some might think that <b>Rapid Strike</b> can be used together with <b>Implacable Mark</b>'s Advantage on Opportunity Attacks, but it requires a Bonus Action and not a Reaction, so it will need to gain Advantage from another source.</li>
<li>In the end, I might have been hoping the Knight archetype to be more of a mounted combat-based archetype, but instead what it looks like is a Defender type that is very good and tying enemies down. If the designers were looking to achieve that with the features, this archetype could easily be its own archetype without using the name of the Knight.</li>
</ul>
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<h3 style="text-align: left;">
Samurai</h3>
<div>
<ul style="text-align: left;">
<li><b>Fighting Spirit </b>seems a little too great to grant both benefits of Advantage and Resistance, and regained after a short rest. I would have preferred if it only grants one of the benefits or is only regained after a long rest. </li>
<li>Despite being able to add their Wisdom modifier to a specific Charisma check, <b>Elegant Courtier</b> only allows the Samurai to learn one skill proficiency or language. </li>
<li>No comments on <b>Unbreakable Will</b> except it is an interesting proficiency to give for Fighters, since they are not proficient with any of the 3 saving throws. </li>
<li>Again with <b>Rapid Strike</b>, but this one being able to benefit from the free Advantage it gains from <b>Fighting Spirit</b>.</li>
<li><b>Strength Before Death</b> is an interesting feature that lets the Samurai almost become a raging barbarian with Relentless Rage. A planned player might reserve an Action Surge to go with this feature, effectively giving the character two bonus turns. The calculation of damage after the end of the bonus turn<b> </b>might be a hassle afterwards, so it might benefit from having the effects made clearer.</li>
</ul>
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<h3 style="text-align: left;">
Sharpshooter</h3>
<div>
<ul style="text-align: left;">
<li><b>Steady Aim </b>has a component of the Sharpshooter feat and deals additional damage on each hit rather than the first attack, which can come in handy when the Fighter gets Extra Attack later on. Again, not in favour of having a fixed number of use and would preferred a tiered progression.</li>
<li><b>Careful Eyes</b> is an interesting feature that might be overlooked by many DMs. Not sure why Survival is among the selection though.</li>
<li><b>Close-Quarters Shooting</b> is another feature that is based on the Crossbow Expert feat with additional effects.</li>
<li> I'm not entirely sure why <b>Rapid Strike </b>is here again, but the Sharpshooter doesn't have a self sustaining means of granting itself Advantage.</li>
<li><b>Snap Shot </b>looks like an interesting feature that would amount up to 4 attacks with the Attack action on the Sharpshooter's first turn in combat at 18th level. </li>
<li>As much as I like the archetype, I'm not sure if I would enjoy the mini versions of Sharpshooter and Crossbow Expert, which doesn't give the full benefits of those feats. It could be quite a dilemma to decide whether to take those feats on top of the features, because there aren't a lot of other ranged related feats to take other than those two. </li>
</ul>
<br />
While I was most excited to see new Martial Archetypes, these 4 have only given me a mixed reaction. Some like the Arcane Archer and Samurai could use a little more thought and work put into them to make them more attractive, but others like the Knight and Sharpshooter just seemed more confused in the design. I would definitely expect to see more iterations of these archetypes and here's to hoping that other players feel the same when the next survey comes about.<br />
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Up next is the class that some have considered to have some of the most under-powered subclasses, so it would be interesting to see what the designers have come up with for the Monk. </div>
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Last Updated: 6/12/16</div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-44034965097945374252016-12-01T21:17:00.000+08:002016-12-01T21:18:43.362+08:00[Unearthing the Arcana] Druid Circles and Wild Shape, Part 2<div dir="ltr" style="text-align: left;" trbidi="on">
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<i>Unearthing the Arcana is a column for me to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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My <a href="http://questinggm.blogspot.my/2016/11/unearthing-arcana-druid-circles-and.html" target="_blank">last post</a> on the new <a href="http://dnd.wizards.com/articles/unearthed-arcana/druid-circles-and-wild-shape" target="_blank">Unearthed Arcana</a> for druids covered the new Druid Circles that were introduced. That wasn't the only new things that were introduced in the <a href="http://dnd.wizards.com/articles/unearthed-arcana/druid-circles-and-wild-shape" target="_blank">Unearthed Arcana</a>, however, as it also included an optional rule for druids to select their Wild Shape forms.<br />
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Initially I had thought it was going to be a variant of the Wild Shape feature, but after reading it through it was more of a codified way for DMs and players to decide on what Wild Shape forms that the Druid can have starting at 2nd level.<br />
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In the <b>Player's Handbook</b>, Druids were expected to seek out the beast form that they want to be able to Wild Shape into. In this optional rule, Druids can decide which beast forms they can wild shape into based on the terrain that the Druid is living in.<br />
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Without looking too deeply into the selection of beasts that the Druid can select from, I think this would be welcomed by any DM who wants to bypass the nitty gritty details of the Druid being able to wild shape into a certain beast or not. Not saying that some DMs or players would not find the original ruling in the <b>Player's Handbook</b> to be of less opportunity, but it's a fair alternative to have.<br />
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The rule that I appreciate more is how to gain extra beast shapes, which might not sit well with some players. Having to make an Intelligence (Nature) or Wisdom (Animal Handling) may seem to control the Challenge Rating of beasts that the Druid can take shape of, but also bear in mind that the highest Challenge Rating they can take is CR 1, so the highest DC that the Druid can shape into is 11. And for beasts with lower CR than 1, like 1/2 or 1/4, what should the DC be exactly?<br />
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So that's all I have to say about the new Druid Circle and the optional rules for Wild Shape. I'm already looking forward to the next Unearthed Arcana, which is for one of my favourite class.<br />
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See you in the next Unearthing the Arcana.<br />
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Last Updated: 1/12/16</div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-38668079214652611582016-11-29T22:44:00.000+08:002016-11-29T22:44:32.542+08:00[Unearthing the Arcana] Druid Circles and Wild Shape, Part 1<div dir="ltr" style="text-align: left;" trbidi="on">
<i>Unearthing the Arcana is a column for me to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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<div class="separator" style="clear: both; text-align: center;">
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Moving down the alphabetic order from last week's <a href="http://questinggm.blogspot.my/2016/11/unearthing-arcana-cleric-divine-domains.html" target="_blank">Clerics</a>, this week we have the Druids. Not only do we get <a href="http://dnd.wizards.com/articles/unearthed-arcana/druid-circles-and-wild-shape" target="_blank">3 new Druid Circles, but we also get a new optional rule for Wild Shape Forms</a>. So I will be doing a two-part series for this Unearthed Arcana, with this post covering my thoughts on the new Druid Circles, and the next one on the Wild Shape optional rules.<br />
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Now, onto joining the <b>Circle of Dreams</b>, <b>Circle of the Shepherd</b>, and <b>Circle of Twilight</b>.<br />
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<h3 style="text-align: left;">
Circle of Dreams</h3>
<div style="text-align: left;">
</div>
<ul style="text-align: left;">
<li>Introducing a dice pool mechanic with <b>Balm of the Summer Court</b> which already is deviating from the Druid's design from the <b>Player's Handbook</b>. Not always a big fan of new mechanics being added to the standard design, and it makes things worse with the additional calculations of how many dice does the Druid have and can spent, followed by how many hit points regained and temporary hit points granted. I don't mind the effects more than I mind how clunky and how many additional parts are added to do this. There is certainly a better way to do this. I would have preferred something more akin to Bard's Bardic Inspiration dice.</li>
<li><b>Hearth of Moonlight and Shadow </b>is an odd feature but it certainly does make this Circle more attractive to have in a party, although as a DM I don't often use a party's campfire as attraction for random encounters.</li>
<li><b>Hidden Paths</b> is effectively casting <i>Misty Step</i> on yourself or an ally, but I rather it be a feature that can only be used once, and then regained after a Short Rest than having to track 1d4 rounds later. </li>
<li>Not sure how the name <b>Purifying Light </b>has anything to do with the <i>Feywild</i>, and it is also feels out of nature to this Circle's flavor. The wording is also a little unclear whether the Druid has to spend two spell slots to cast the healing spell and <i>Dispel Magic</i> (I'm assuming the Druid doesn't have to prepare <i>Dispel Magic</i>) or gets to cast it for free with its level equal to the spell slot of the healing spell cast. Does that mean when casting a healing spell on more than one target, the Druid has to expended the use of this feature, along with the number of spell slots for each target? And what if the Druid use this feature when casting a healing spell with a spell slot lower than 3rd level? </li>
<li>This is the second class in this new series of Unearthed Arcana to have a <i>Feywild</i> flavor as a subclass, which is probably more fitting than the Bard. But I'm not feeling much of the <i>Feywild </i>vibe than I would like it to be. Maybe having some features related to <i>Charms</i> would spice things up a bit. </li>
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<h3 style="text-align: left;">
Circle of the Shepherd</h3>
<ul style="text-align: left;">
<li>First off, I don't know how many players are not going to get laughed at for playing a Druid from this circle because of the name. I get the flavor the name is supposed to convey, and it is probably the animal companion Druid that 5th Edition has been waiting for, but it could certainly use a better name.</li>
<li>A good effort in imitating the Barbarian's Totem Spirit as a <b>Spirit Bond</b> which is slightly more powerful and boosts the party within a 30-foot radius.</li>
<li>The <b>Beast Speech</b> feature should be the same as the Warlock's invocation which is also called <b>Beast Speech</b>. </li>
<li>Have not much to say about <b>Mighty Summoner</b> as it gives a fairly minor boost to <i>Conjure Animals</i>, but it does give a nice touch of making the summoned animals' attacks magical, which is similar to the Circle of the Moon's <b>Primal Strike</b>. </li>
<li>No complaints for <b>Guardian Spirit</b>, which is comparable with the Circle of the Land's <b>Nature's Ward</b>.</li>
<li><b>Faithful Summons</b> is an interesting feature with an interesting trigger. For those wondering why only CR 2 beasts, because that is what can be summoned with a 9th level spell slot. I might not mind that the summoned beast be able to stabilize or heal 1 hit point to the Druid, because the default position is that the summoned animals would be to protect the Druid who would not be able to command them without another party member bringing the Druid back up.</li>
<li>Why doesn't this Circle give the Druid an animal companion? </li>
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<h3 style="text-align: left;">
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<h3 style="text-align: left;">
Circle of Twilight</h3>
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<ul style="text-align: left;">
<li>Again with the dice pool mechanic for <b>Harvest's Scythe</b>, with even more calculations to do and tracking for undeads killed and allies healed. No thanks.</li>
<li>Would have like to see <b>Speech Beyond the Grave </b>in the <a href="http://questinggm.blogspot.my/2016/11/unearthing-arcana-cleric-divine-domains.html" target="_blank">Unearthed Arcana Cleric's Grave domain</a> (I mean it's already in the name), and the Druid can have the Grave domain's <b>Eyes of the Grave</b> feature in return.</li>
<li><b>Watcher at the Threshold </b>is similar in design to the Circle of the Land's Nature's Ward and the Circle of Shepherd's Guardian Spirit, and the added Advantage to Death Saving Throws is huge.</li>
<li><b>Paths of the Dead </b>could potentially be the most powerful of the 14th level features that a Druid gets, and I'm not sure if it should be regained after a short rest. </li>
</ul>
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This being the third Unearthed Arcana since the new schedule, I'm starting to notice that the designers are trying to push for additional mechanics to classes. Personally, I'm not a big fan to that approach to design because it is likely for it to go down the path of making future options to that class to supersede those that are in the core rulebooks. I much prefer sticking to basics like they did with the new cleric domains, and I had certainly hoped that <b>5th Edition of Dungeons & Dragon</b> would have stayed with the standardize approach with more diversity than complexity. <br />
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I know this is still supposedly a very early draft of the new class features, but I will definitely be sharing my thoughts on this when the next survey comes. However, I would also like to hear what you have to say about this as well, so don't be afraid to drop a few comments.<br />
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Stay tune for my next post on the new Wild Shape Form rules!<br />
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Last Updated: 29/11/16</div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-71416590279251851582016-11-22T22:34:00.000+08:002016-11-22T22:34:11.550+08:00[Unearthing the Arcana] Cleric: Divine Domains<div dir="ltr" style="text-align: left;" trbidi="on">
<i>Unearthing the Arcana is a column for me to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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Before I start, let me just say a few things. As [Unearthing the Arcana] will be a regular column in the foreseeable future, I have decided to try and find a suitable format that would be able to keep up with the new releases and meet with my own regular writing schedule. So you will be seeing frequent changes in the format of presentation in the next few posts for [Unearthing the Arcana], as I try to find a balance to be insightful and fast (one of which is likely to suffer for the sake of the other). I would greatly appreciate if you, my readers, would let me know (in the comments) which format is more friendly to your reading eyes, as they are written as much for you as they are for me, so that it would make it easier for me to know where the sweet spot is.<br />
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Now back to business. <br />
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After my <a href="http://questinggm.blogspot.my/2016/11/unearthing-arcana-bard-bard-colleges.html" target="_blank">less than enthusiastic reception towards the new Bard Colleges</a>, we move to Clerics, with 3 new Divine Domains introduced in this week's Unearthed Arcana. Clerics have one of the most options from the get-go since the <b>Player's Handbook</b>, and the core design of Divine Domains has been consistent with slight variations for each domain. That might appear boring for some, but thankfully those core design principles have stayed with the <b>Forge</b>, <b>Grave </b>and <b>Protection </b>domains in the new Unearthed Arcana. So that's at least one less worry as a DM.<br />
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So let's see what the gods have bestowed on these Clerics.<br />
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Forge Domain</h3>
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<li><b>Domain Spells</b>: A good selection befitting the flavor and concept, especially with <i>Searing Smite </i>from the Paladin's spell list and a few Wizard and Sorcerer spells like <i>Fabricate</i> and <i>Creation</i>.</li>
<li><b>Bonus Proficiency: </b>No complaints. Makes a lot of sense for the flavor.</li>
<li><b>Blessing of the Forge</b>: As a player, this is a very good feature that gives Clerics a <i>Shillelagh</i> equivalent and a little bit more. This is well balanced by the ability to only be able to enchant one weapon or armor between a Long Rest.</li>
<li><b>Channel Divinity: Artisan's Blessing</b>: If read as an exception to the normal Crafting rules, being able to craft something what could take up to 20 downtime days, albeit it at full value of an item (rather than half), in the span of a Short Rest can feel a little excessive. I would probably like to see the value it can craft lowered, but require a longer period for crafting. However, given that it expends a use of the Cleric's Channel Divinity, it would probably go for the former. </li>
<li><b>Soul of the Forge: </b>Arguably one of the best domain feature to be gained at 6th level by a Cleric given the number of bonuses it grants, rather than an ability or Channel Divinity. </li>
<li><b>Divine Strike</b>: Standard issue for Clerics, but deals Fire damage. </li>
<li><b>Saint of Forge and Fire</b>: Similar to the War Domain's Avatar of War feature, with the additional benefit of being immune to Fire damage. Could make do without the Resistance to not overshadow the War Domain. </li>
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An exciting domain to play, but could use a few more tweaks here and there as it already feels to be better than most other divine domains from a mechanical standpoint.<br />
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Grave Domain<span style="font-weight: normal;"> </span></h3>
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<li><b>Domain Spells</b>:No complaints for the most part, with spells like <i>Ray of Enfeeblement</i>, <i>Vampiric Touch</i>, <i>Blight</i>, and <i>Antilife Shell</i> not from the Cleric's spell list.</li>
<li><b>Bonus Proficiency: </b>No complaints since Clerics from the Life, and Nature domains get the same proficiency in Heavy Armor. </li>
<li><b>Circle of Mortality: </b>An interesting twist when compared with the Life Domain's Disciple of Life. The combo with <i>Spare the Dying</i> is a well thought out feature to allow healing spells to be cast on the same turn.</li>
<li><b>Eyes of the Grave: </b>Works similarly with the Ranger's Primeval Awareness as it is in the <b>Player's Handbook</b>, though without having to spend a spell slot which is a fairer trade-off. Could also be a better replacement for <i>Detect Good and Evil</i> and slightly better than the Paladin's Divine Sense for detecting undead. Although I'm not sure what it means to learn the creature type of the undead, I could do with or without the ability to know the highest challenge rating undead detected. </li>
<li><b>Channel Divinity: Path to the Grave</b>: A very cool ability that is controlled by expended use of Channel Divinity. Could be potentially dangerous at low levels, but it could be the ability that is needed in most parties.</li>
<li><b>Sentinel at Death's Door</b>: Another cool ability that is unique, and being only able to do it once between Rests makes all the difference.</li>
<li><b>Divine Strike</b>: Same as other Clerics, but deals necrotic damage. </li>
<li><b>Keeper of Souls</b>: An interesting ability with the amount of hit points regained almost inconsequential by the time this feature is gained. It might seem underpowered in general as it certainly doesn't compare well against the Life Domain's Supreme Healing. </li>
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A concern of mine was how this divine domain was going to differentiate itself from the Life Domain, but the designers have certainly done a good job on this one. I would have liked to see a more powerful Channel Divinity ability to destroying Undead, but as it stands now this domain is fine as well. <br />
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Protection Domain</h3>
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<li><b>Domain Spells</b>: The expected usual suspects from the Abjuration school, except for <i>Slow</i>. Would rather see <i>Wind Wall </i>instead.</li>
<li><b>Bonus Proficiency</b>: Heavy armor proficiency seemed like a no-brainer for this domain. Wouldn't mind if it had Martial Weapon proficiency too.</li>
<li><b>Shield of the Faithful</b>: This is also the same as the Protection Fighting Style of Fighters and Paladins without the Shield requirement.</li>
<li><b>Channel Divinity: Radiant Defense</b>: An odd ability to grant protection to an ally, but this has similarities with the Light Domain's Channel Divinity: Radiance of the Dawn, except it deals the same amount of damage without any saving throws. </li>
<li><b>Blessed Healer</b>: Same as Life Domain.</li>
<li><b>Divine Strike</b>: Same as Life Domain,</li>
<li><b>Indomitable Defense</b>: Works similarly with the recent Barbarian's Ancestral Shield ability to grant resistances to an ally. Might have been better if it was granted at an earlier level then at 17th. Even so, in comparison with Ancestral Shield, it should be able to transfer that resistance as a Bonus Action, instead of an action.</li>
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The blandest of all the new domains and even the special features doesn't quite feel right with the theme of Protection. Most likely because of the same features it has taken from other domains that make it feel less distinct. I would say the designers for this domain are on the right track, but it hasn't been fully developed yet. <br />
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It's nice to see the designers sticking to basics, despite not having something remarkable. Clerics work best with only small differences between them and the makeup of their domain features is already robust and solid to let them stand on their own as it is. While the <b>Protection Domain </b>could use some more work, I don't expect the next iteration of it would differ wildly from what we seen here in terms of its structure. So, with 2 out of 3 hits, there are probably more good things to say, and still have room for some suggestions.<br />
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So until the next Unearthed Arcana that comes out next week for the Druid, see you in the next Unearthing the Arcana.<br />
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Last Updated: 22/11/2016 </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-9850228063221019062016-11-20T15:55:00.000+08:002016-11-20T15:55:51.661+08:00[Unearthing the Arcana] Bard: Bard Colleges<div dir="ltr" style="text-align: left;" trbidi="on">
<i>Unearthing the Arcana is a column for me to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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With the <a href="http://questinggm.blogspot.my/2016/11/unearthing-arcana-barbarian-primal-paths.html" target="_blank">new Primal Paths for Barbarians in the last installment</a>, the next class to have new class options would be <a href="http://dnd.wizards.com/articles/unearthed-arcana/bard-colleges" target="_blank">the Bard</a>.<br />
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The first thing that I noticed in these new colleges is that their design is quite different than the ones in the <b>Player's Handbook</b>. All of the college features do not give an immediate or simple bonus to a base class feature, but are abilities on their own. While it's an interesting way to create new bard colleges, it also makes it quite hard to make a comparison and evaluation of these new colleges without a benchmark to work with.<br />
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So let's take a look at the <b>College of Glamour</b> and <b>College of Whispers</b>. </div>
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College of Glamour</h3>
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I've always wanted to see a performance-based Bard College that lets the Bard play up their charms, so the Fey-trained <b>College of Glamour</b> looks like a good fit. <b>Mantle of Inspiration </b>looks to have some interesting combat and tactical application, although it works better for DMs who run with a combat grid, and there is the additional book keeping it incurs given how Temporary Hit Points work.<br />
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Part of my concerns with these new Bard Colleges is that they give features that are too on-its-own, that is hard to gauge its effectiveness and usefulness to a player and DM. <b>Enthralling Performance </b>shows that vague application. Taking at least 10 minutes to have any effect means it's practically not to be used in combat, and induces the Charmed condition with additional effects that relies on open interpretation by the DM and/or player. This isn't something that neither of the Bard Colleges from the <b>Player's Handbook</b> have, so it's usefulness depends on the campaign the DM is running.<br />
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<b>Mantle of Majesty </b>and <b>Unbreakable Majesty</b> seem a little under-powered to be able to cast 1st level Cleric spells at the level they are gained, and the additional benefits don't seem to add anything significant to its usability that can't be achieved with the <b>College of Lore</b>.<br />
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I can't say I'm all excited with the <b>College of Glamour</b> because it doesn't quite do the things that I was hoping it would do, and the unnecessary complexity of its abilities doesn't quite add up to the awe and fear aspects of the Fey. I'm more inclined to the more traditional design of the Bard Colleges in the <b>Player's Handbook</b>, with just a few skills proficiencies swapped around and a couple of features to boost a certain aspect that the College is aspiring towards. </div>
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College of Whispers</h3>
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If I found the <b>College of Glamour</b> to have some concerns, I would say the <b>College of Whispers </b>is even more so. While it could easily be said that its features are just changing the Charm effects of the <b>College of Glamour</b> to being Frightened, the implication of doing that may be dangerous if a DM is not prepared to handle a fearful situation. In many ways, I see this college as the anti-Bard, just as anti-Paladins, which while giving an 'evil' flavored Bard class, may not be especially welcomed by some DMs.<br />
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</b> While <b>Venomous Blades </b>is a straightforward and interesting feature, I feel that <b>Venomous Words</b> has the same problems as I stated for <b>Entralling Performance</b>. The second tier of features <b>Mantle of Whispers </b>and <b>Shadow Lore</b> are to me interesting features when used in a espionage-based campaign, but only creates more complexity in other campaigns.<br />
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As always I find the underpinning problem with both features is that there just too many moving parts that are open for DM and player interpretation that is hard to find a common ground on how it should actually work on the table. For example, given how <b>Shadow Lore </b>is worded, it could actually mean the Bard could extort shopkeepers to getting discounted (or free) services, thanks to the duration and its ability to be granted favors and gifts. Again, whether this is broken or not is entirely up to how the DM wants to handle such situations.</div>
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I won't say that I dislike both these colleges, especially the flavor of them (which I actually like in concept), but I dislike a design that creates more potential problems for the DM to control than necessary to cater to a very specific play style. Given the expectations I had with the Bard class, I would have liked to see more of the heavily subjective features to be weaker, or have its limitations very clearly worded. That's usually a treacherous path to thread down, but I'm not in charge of the overall design philosophy of 5th Edition Dungeons & Dragons. If I were in charge, I would have went for something that went along the lines in the <b>Player's Handbook</b>. </div>
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So that's all I have to say about the Bard Colleges, and would definitely like to hear someone give a contrasting opinion or how they would handle features like <b>Enthralling Performance </b>and <b>Venomous Words</b>, which can help me to appreciate them better.</div>
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See you in the next Unearthing the Arcana that is coming soon that most likely would be a few more domains for clerics. </div>
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Last Updated: 20/11/2016 </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-29208220505809996452016-11-17T22:54:00.001+08:002016-11-20T15:56:04.366+08:00[Unearthing the Arcana] Barbarian Primal Paths<div dir="ltr" style="text-align: left;" trbidi="on">
<i>Unearthing the Arcana is a column for me to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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<a href="http://dnd.wizards.com/articles/unearthed-arcana/barbarian-primal-paths" target="_blank">Some big changes have been announced for the Unearthed Arcana</a> column from Wizards recently at <a href="http://dnd.wizards.com/articles/news/gameholecon2016" target="_blank">Gamehole Con</a>. Instead of a monthly column, Mike Mearls and Jeremy Crawford have announced that they would be turning it into weekly column, which means there will be plenty of new rules and variants to play with in the coming months. I'm not sure if I and this column would be able to keep up with the schedule, so I most likely going to have a few gaps here and there, as new Unearthed Arcana rules are put out on faster rate.</div>
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Starting off in this new schedule is a new Unearthed Arcana with new <a href="http://dnd.wizards.com/articles/unearthed-arcana/barbarian-primal-paths" target="_blank">Barbarian Primal Paths</a>. The new Primal Paths are <b>Path of the Ancestral Guardian</b>, <b>Path of the Storm Herald</b>, and <b>Path of the Zealot</b>. Each of these are different flavored barbarians with some interesting mechanical features tied to them.</div>
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From a general outlook, I find that each of these Primal Paths imply a unique way of playing the Barbarian, as reflected by their mechanics and it would be interesting to see its iterations until it reaches official print. For this Unearthed Arcana, the designers do not seem to be setting out to change anything for the Barbarian but to give them new options. As a whole, these are definitely some welcomed options for the Barbarian class that can shift their role in the party.</div>
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Path of the Ancestral Guardian</h3>
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Bound and protected by the spirits of their ancestors, the Path of the Ancestral Guardian seems to have a lot in common with the Path of the Totem Warrior, in terms of the flavor, and even their mechanics can feel a little similar too.</div>
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<b>Ancestral Protectors</b> is essentially marking mechanism that ties down a creature to the Barbarian as a Bonus Action while raging, granting disadvantage to attack at anyone else but the Barbarian, and even making it harder for the creature to disengage from the Barbarian, who can easily catch up with the Barbarian's <b>Fast Movement</b> at later levels.</div>
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<b>Ancestral Shield</b> is an interesting mechanic that allows it to transfer its damage resistances while raging as a bonus action to allies. This calls for some tactical decision as the Barbarian can give away its resistances to anyone as long as they are within range and in sight, as many times as they want during combat. </div>
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<b>Consult the Spirits </b>looks like it was trying to be a variant of the Path of the Totem Warrior's Spirit Walker feature at 10th level. Rather than communing with the ancestral spirits, however, the Barbarian is granted advantage to its Intelligence and Wisdom checks as much as 3 times per Long Rest. </div>
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<b>Vengeful Ancestors </b>adds a damaging element similar to the <b>Ancestral Shield </b>which deals damage to creatures that hit you or an ally within range and in sight. The use of a Reaction already limits how powerful it can be in combat (1/turn), and 2d8 Force damage may not put a big dent to the monsters that Barbarian would be facing at 14th level.</div>
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Aside from <b>Consult the Spirits</b>, the <b>Path of the Ancestral Guardian</b> puts an interesting twist to the protective role of the Barbarian that is taken by the Path of the Totem Warrior. Rather than being a powerful absorbent of damage like the Totem Warrior, the <b>Path of the Ancestral Guardian </b>is more tactical is pinning down powerful enemies with <b>Ancestral Protectors</b>, while still being able to protect squishier allies with <b>Ancestral Shield</b>. This would certainly make choosing between the two paths a little harder for players, but they should be glad to have both options. </div>
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Path of the Storm Herald</h3>
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Using their primal rage as a conduit for primal magic to be centered around them, I personally find the name a little tacky, but generally think a weather themed Primal Path seems almost natural for the Barbarian.<br />
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This one shares some similarities with the Path of the Totem Warrior, the same way that they have to select 3 different variations of their features. Instead of animal spirits, the <b>Path of the Storm Herald</b> selects between three terrains; Desert, Sea and Tundra, which can generally be remembered as Fire, Lightning or Cold for their effects. However, instead of being able to pick a different animal for each primal path feature in Path of the Totem Warrior, once the element is chosen, future primal path features are based on the element chosen for the rest of the primal path.<br />
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This path introduces an aura-mechanic that are similar to the Paladin class, but instead of buffing party members, the 10-feet radius aura emanates negative effects or protections based on the chosen elements. This aura only appears when the Barbarian is raging, except for one of the feature.<br />
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<b>Storm of Fury</b> deals damage to a single or any enemies (depending on the damage type) within the aura based on the selected element.<br />
<b><br />
</b> <b>Storm Soul</b> grants the barbarian resistance against the chosen damage type, and an additional benefit against it. This is then granted to allies within the aura with <b>Shield of the Storm</b>.<br />
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<b>Raging Storm </b>turns the aura into dangerous area of effects that reduces mobility of enemies.<br />
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I personally have mixed feelings with the aura mechanic in general, so giving it to the Barbarian might seem like a logical choice of design, but not necessarily my favourite because of the additional book keeping it requires. The calculation of damage for <b>Storm of Fury</b> is very clunky, which could be refined with a tier-like structure or a similar mode of calculation that other classes and features might already be using. Having this feature early makes it significantly more useful (and powerful) than the <b>Path of the Ancestral Guardian</b>'s <b>Vengeful Ancestors</b> so I think the designers will be thinking more on how to get the right amount of damage output.<br />
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Path of the Zealot </h3>
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This one is probably the most surprising theme for the Barbarian, but the simplicity of its mechanics is also my favourite out of the three. This may not be the first time I'm seeing a divinely guided Barbarian, but I can myself doing away with the divine connection, and apply them to something more spiritual or frenzy.</div>
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This is the only Primal Path that gets 2 primal path features upon reaching 3rd level, with <b>Divine Fury</b> and <b>Warrior of the Gods</b>. <b>Divine Fury </b>is a much more straightforward but also likely to be a more damaging version of <b>Storm of Fury</b>, that I'm not sure how the designers are going to balance between the two. <b>Warrior of the Gods</b> is a very nice feature to have for a class that is most likely to get killed, although I could use to have it a higher levels when spellcasters in the party would have access to the more expensive spells for bringing back the dead.</div>
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<b>Zealous Focus </b>is an interesting feature that could prematurely end the barbarian's rage, so it's hard to tell how effective it is without actually playing it on the table. If I was a player, I may only use it to end a Rage that is almost near the end of its duration, and I also save a Bonus Action to do that.</div>
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<b>Zealous Presence </b>looks a little out of place for me to fit with the flavor, but it's a feature that players would have no complaints about, especially since it doesn't require the Barbarian to be raging to use it. That is probably where the designers will look into, if they want to nerf it. There are no comparable class features at that level I could find that is comparable, so this one could be more on the high side of the power curve.</div>
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The idea of <b>Rage Beyond Death</b> is cool, but it completely makes the Barbarian's <b>Persistent Rage </b>base feature a level later redundant. It is possible that this was the intention of the designers to make this primal path more attractive, but I prefer class features to have more synergy. </div>
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Aside from the flavor, I like the <b>Path of the Zealot </b>for being a die-hard barbarian, which makes features like <b>Divine Fury </b>and <b>Zealous Presence </b>seemed like a tacked on idea to the theme of the <b>Path of the Zealot</b>. It would be great if the designers refined the features of the <b>Path of the Zealot</b> to make it tougher and harder to kill. <b> </b> </div>
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All in all, I like seeing these new Primal Paths for the Barbarians and granted that these are still first drafts, it is still too early to judge them for anything. There are certainly places that could be improved and refined for the mechanics, but the real work for me, I would think, is in hitting the right flavor of some of these Primal Paths. I'm in the direction I see the designers are taking with the class, so I would be interested to see where they would take it in the next iteration. </div>
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So share your thoughts about these Primal Paths here and if you haven't already, the feedback survey for these primal paths <a href="http://sgiz.mobi/s3/345d342a99d1" target="_blank">is already up</a>,</div>
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See you in the next Unearthing the Arcana where I go attend the new <a href="http://dnd.wizards.com/articles/unearthed-arcana/bard-colleges" target="_blank">Bard Colleges</a>. </div>
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Last Updated: 17/11/2016 </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-91670366190873402172016-10-16T20:04:00.000+08:002016-10-16T20:23:45.110+08:00[Unearthing the Arcana] Encounter Building<div dir="ltr" style="text-align: left;" trbidi="on">
<i>This column is to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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Encounter building, while one of the most fundamental skills to master as a Dungeon Master, is highly reliant on the tools provided to the DM at every edition. For 5th edition, I have seen DMs who either cannot comprehend, let alone utilize, the encounter building guidelines as provided in the <b>Dungeon Master's Guide</b>. Not only it may take some time to understand them, but even after learning how to use them, it can come up with some questionable results with large degrees of variance than what the DM can be expecting. So it was a pleasant surprise that the designers at Wizards had come up with an alternative set of guidelines to perform one of these essential tasks.</div>
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Although this new encounter building guidelines have some significant differences in its approach to creating encounters, the good thing is that it still relies on the underlying math of 5th Edition that uses the party size and level and the Challenge Rating and number of monsters, without adding another subset of math to make it any more complicated than it already is.</div>
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So to start off this examination of the new Encounter Building guidelines, let's see what this new guideline is aiming to achieve:</div>
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This encounter-building system assumes that, as a Dungeon Master, you want to have a clear understanding of the threat posed by a group of monsters. It’ll be of interest to any DMs who want to emphasize combat in their games, who want to ensure that a foe isn’t too deadly for a specific group of characters, and who want to understand the relationship between a character’s level and a monster’s challenge rating.</blockquote>
After creating a few sample encounters with the same party size and levels, using both the guidelines from the <b>Dungeon Master's Guide</b> and the Unearthed Arcana, it would seem that this new guidelines do achieve what it is made to do, but not without losing a few things in exchange.<br />
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So here's a few things I've noted.<br />
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It's easier to scale for smaller or larger party size</h3>
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The encounter building guidelines from the <b>Dungeon Master's Guide</b> is built on the assumption that the party size is between 3-5 characters. Although it has adjustments for smaller or larger party size than 3 or 5, it can make the calculation of the appropriate encounter level more confusing. This new guideline, however, has already have different party sizes taken into account in the tables, whether its picking the right monsters for a party of 6 or even a party of 1. This is mainly done with the benefit of its second advantage...</div>
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It's easier to find a combination of monsters with different Challenge Ratings</h3>
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A major drawback when I was using the guidelines from the <b>Dungeon Master's Guide</b> is that it tends to have a lot of grey areas that doesn't fit perfectly with the party size and level. Once you have calculated the XP threshold for the party for the various difficulties, it becomes a time consuming process to try and find the right combination of Challenge Rating in the right number of monsters, which can modify the XP threshold. This often leads to frustration for me when I have to test each combination to match within the threshold of the difficulty that I want it to be, and either come up short to match the XP threshold perfectly.<br />
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In this new system, you can easily create encounters with different challenge ratings because the number of monsters of a certain challenge rating has a ratio to the number of characters. This allows you to mix and match any combination of challenge rating and number of monsters until it matches with the party size, so it becomes far less time consuming to find the various right combinations. The other benefit is that it has a separate table for Legendary monsters since they are almost effectively one-and-a-half monster with two initiative counts. Although this would be unlikely to appear at the lower levels, but it's more accurate to gauge the right challenge rating for legendary monsters against the party. </div>
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There is more fine-tuning and DM assessment needed</h3>
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Off the bat when reading the new guidelines is that it is not built on a baseline of characters' power level at any given level. Before and after selecting the monsters that will be in the encounter, it cautions DMs to make their own assessment of what the monster is capable of against the characters in the party. Although the places to look are pretty standard (hit points, saves, attacks and damage), but from here you can tell that this system is not designed to be generic and able to cater for many situations without much of the DM's input. This may be an additional hassle for newer DMs who don't know how to assess a monster's capabilities beside its Challenge Rating. </div>
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<h3 style="text-align: left;">
It is more difficult to decrease or increase the difficulty of the encounter</h3>
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This is where the tradeoff between the new and old guidelines come in. You get more precision in exchange for flexibility. In the guidelines from the <b>Dungeon Master's Guide</b>, the DM can decide the difficulty level they want for the encounter and calculate the XP threshold from there. In this Unearthed Arcana, the difficulty is presumed to only be 'challenging', which by and large equals to a slightly more difficult composition than a Medium challenge in the <b>Dungeon Master's Guide</b>. </div>
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There are ways to increase or decrease the difficulty of an encounter by assuming a larger or smaller party, but again it falls into the vague territories as in the original guidelines where it could result in the encounter being overpowering or underwhelming than expected. I may suggest DMs using the new table to just use the next higher or lower Challenge Rating instead of the 'right' Challenge Rating to make it easier or more difficult, but I don't know how accurate that would be compared to increasing or decreasing party size.</div>
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<h3 style="text-align: left;">
It runs on different extra-circumstances</h3>
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It's hard to have a really fair comparison between both encounter guidelines beyond the number crunching because they run on different assumptions. The guidelines from the <b>Dungeon Master's Guide</b> also assumes you can use it to built encounters with multiple parts or waves, and also certain modifiers that could make the encounter more difficult (e.g., monsters having Surprise, environmental effects, terrain, sight, etc.), rather than just the number or Challenge Rating of the monsters. </div>
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On the other hand, this Unearthed Arcana has an additional step for the DM to consider the personality and relationship of the monsters which could end combat earlier, and assumes there are terrain factors and traps in the encounter. It even has an added consideration for random events that could happen before or during the encounter. So the encounters using this guidelines is not made to end solely through combat but gives a little more depth to it. </div>
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<h3 style="text-align: left;">
Final Thoughts</h3>
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It's fairly hard to conclusively say if this Unearthed Arcana guideline improves what is in the <b>Dungeon Master's Guide</b>. How I see it is that it is an additional tool in the Encounter Building toolbox, and it is a much needed tool for a more precise encounter building. I would definitely use the Unearthed Arcana guidelines for a more tailored encounter for the party, but would probably stick to the <b>Dungeon Master's Guide</b> when building a more open encounters or encounters in a campaign where players are not expecting everything to be tailored. It would be interesting to see if it is possible to mesh both guidelines together, and I think they might benefit from referencing each other in order to find the right level of challenge.<br />
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The more important part out of this Unearthed Arcana I will say is, know what you want your encounters to achieve and use the appropriate tool to make them. This is definitely a welcome set of Unearthed Arcana rules and I also like that it provides more insight into party size and levels and Challenge Ratings, which if better understood can help a DM to do away encounter building guidelines altogether. <br />
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See you in the next Unearthing the Arcana!<br />
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Last Updated: 16/10/2016</div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-4292407707168785212016-10-10T05:29:00.000+08:002016-10-10T05:29:34.739+08:00[Unearthing the Arcana] The Ranger, Revised, Supplement: The Beast Conclave's Animal Companion<div dir="ltr" style="text-align: left;" trbidi="on">
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<i>This is the first series for a new column to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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In my post on the <a href="http://questinggm.blogspot.my/2016/10/unearthing-arcana-ranger-revised-part-2.html" target="_blank">Beast Conclave</a>, I mentioned that the revised <b>Animal Companion</b> and <b>Companion's Bond</b> has vastly changed the animal companion and the companion's statistics that accompanies the <b>Ranger</b>. So to make a more meaningful comparison, I needed a post focused on just comparing what was changed for the animal companion.<br />
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For this comparison, I choose to take a <b>Black Bear</b> as the animal companion because it has the <b>Multiattack</b> action to demonstrate what happens when it is removed. I will be comparing the animal companion across different levels at 3rd (when the Ranger first acquires it), 7th (when it gets its second Conclave/Archetype feature) and lastly at 11th (for the 3rd Conclave/Archetype feature). This I think will give a wider picture of how the companion differs as it progresses as you will see.<br />
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As a disclaimer, I cannot guarantee that the math I've done is perfect so I'm open to anyone who can point out anything unusual or incorrect in the statistics I've derived, and if proven wrong, I would make the amendments accordingly. Of course, conversely, if there's any of the calculations that doesn't make sense to you, I can try to show you my workings.<br />
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So first off, here are the companion's stats when the <b>Ranger</b> is at 3rd level and first acquires the animal companion:<br />
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<table border="2" bordercolor="#000000" cellpadding="3" cellspacing="3" style="background-color: white; width: 100%px;"><tbody>
<tr style="background-color: grey; color: white; padding-bottom: 4px; padding-top: 5px;"> <th>Black Bear, Medium Beast</th> <th>Ranger's Companion (Player's Handbook)</th> <th>Animal Companion & Companion's Bond (Revised)</th> </tr>
<tr> <td><b>Armor Class</b></td> <td>13 (11+2)</td> <td>13 (11+2)</td> </tr>
<tr> <td><b>Hit Points</b></td> <td>19 (3d8+6)</td> <td>19 (3d8+6)</td> </tr>
<tr> <td><b>Speed</b></td> <td>40 ft., Climb 30 ft.</td> <td>40 ft., Climb 30 ft.</td> </tr>
<tr> <td><b>STR</b></td> <td>15 (+2)</td> <td>15 (+2)</td> </tr>
<tr> <td><b>DEX</b></td> <td>10 (+0)</td> <td>10 (+0)</td> </tr>
<tr> <td><b>CON</b></td> <td>14 (+2)</td> <td>14 (+2)</td> </tr>
<tr> <td><b>INT</b></td> <td>2 (-4)</td> <td>2 (-4)</td> </tr>
<tr> <td><b>WIS</b></td> <td>12 (+1)</td> <td>12 (+1)</td> </tr>
<tr> <td><b>CHA</b></td> <td>7 (-2)</td> <td>7 (-2)</td> </tr>
<tr> <td><b>Ranger's Proficiency Bouns</b></td> <td>+2</td> <td>+2</td> </tr>
<tr class="alt"> <td><b>Saving Throws</b></td> <td></td> <td></td> </tr>
<tr> <td><b>STR</b></td> <td>+2</td> <td>+4</td> </tr>
<tr> <td><b>DEX</b></td> <td>+0</td> <td>+2</td> </tr>
<tr> <td><b>CON</b></td> <td>+2</td> <td>+4</td> </tr>
<tr> <td><b>INT</b></td> <td>-4</td> <td>-2</td> </tr>
<tr> <td><b>WIS</b></td> <td>+1</td> <td>+3</td> </tr>
<tr> <td><b>CHA</b></td> <td>-2</td> <td>+0</td> </tr>
<tr class="alt"> <td><b>Skill Proficiencies</b></td> <td></td> <td></td> </tr>
<tr> <td>Athletics</td> <td></td> <td>+4</td> </tr>
<tr> <td>Perception</td> <td>+3</td> <td>+3</td> </tr>
<tr> <td>Stealth</td> <td></td> <td>+2</td> </tr>
<tr> <td><b>Number of Attacks</b></td> <td>1</td> <td>1</td> </tr>
<tr><td>Bite</td> <td>+5 to Hit: 1d6+4 Piercing</td> <td>+5 to Hit: 1d6+4 Piercing / 1d6+6 Piercing (Favored Enemy)</td> </tr>
<tr><td>Claw</td>
<td>+5 to Hit: 2d4+4 Slashing</td>
<td>+5 to Hit: 2d4+4 Slashing / 2d4+6 Slashing (Favored Enemy)</td></tr>
</tbody></table>
</div>
</div>
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Here's the animal companion when the <b>Ranger</b> is at 6th level. For the <b>Ability Score Improvement</b>, the player of the revised <b>Ranger</b> would increase the companion's <b>CON</b> score by 2. Also should be noted that the revised Ranger would have also gained the <b>Greater Favored Enemy</b> feature.<br />
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<tr style="background-color: grey; color: white; padding-bottom: 4px; padding-top: 5px;"> <th>Black Bear, Medium Beast</th> <th>Ranger's Companion (Player's Handbook)</th> <th>Animal Companion & Companion's Bond (Revised)</th> </tr>
<tr> <td><b>Armor Class</b></td> <td>14 (11+3)</td> <td>14 (11+3)</td> </tr>
<tr> <td><b>Hit Points</b></td> <td>19 (3d8+6)</td> <td>43 (6d8+18)</td> </tr>
<tr> <td><b>Speed</b></td> <td>40 ft., Climb 30 ft.</td> <td>40 ft., Climb 30 ft.</td> </tr>
<tr> <td><b>STR</b></td> <td>15 (+2)</td> <td>15 (+2)</td> </tr>
<tr> <td><b>DEX</b></td> <td>10 (+0)</td> <td>10 (+0)</td> </tr>
<tr> <td><b>CON</b></td> <td>14 (+2)</td> <td>16 (+3)</td> </tr>
<tr> <td><b>INT</b></td> <td>2 (-4)</td> <td>2 (-4)</td> </tr>
<tr> <td><b>WIS</b></td> <td>12 (+1)</td> <td>12 (+1)</td> </tr>
<tr> <td><b>CHA</b></td> <td>7 (-2)</td> <td>7 (-2)</td> </tr>
<tr> <td><b>Ranger's Proficiency Bouns</b></td> <td>+3</td> <td>+3</td> </tr>
<tr class="alt"> <td><b>Saving Throws</b></td> <td></td> <td></td> </tr>
<tr> <td><b>STR</b></td> <td>+2</td> <td>+5</td> </tr>
<tr> <td><b>DEX</b></td> <td>+0</td> <td>+3</td> </tr>
<tr> <td><b>CON</b></td> <td>+2</td> <td>+5</td> </tr>
<tr> <td><b>INT</b></td> <td>-4</td> <td>-1</td> </tr>
<tr> <td><b>WIS</b></td> <td>+1</td> <td>+4</td> </tr>
<tr> <td><b>CHA</b></td> <td>-2</td> <td>+1</td> </tr>
<tr class="alt"> <td><b>Skill Proficiencies</b></td> <td></td> <td></td> </tr>
<tr> <td>Athletics</td> <td></td> <td>+5</td> </tr>
<tr> <td>Perception</td> <td>+4</td> <td>+4</td> </tr>
<tr> <td>Stealth</td> <td></td> <td>+3</td> </tr>
<tr> <td><b>Number of Attacks</b></td> <td>1</td> <td>1 ,1 Reaction (Coordinated Attack)</td> </tr>
<tr><td>Bite</td> <td>+6 to Hit: 1d6+5 Piercing</td> <td>+6 to Hit: 1d6+5 Piercing / 1d6+9 Piercing (Favored Enemy)</td> </tr>
<tr><td>Claw</td>
<td>+6 to Hit: 2d4+5 Slashing</td>
<td>+6 to Hit: 2d4+5 Slashing / 2d4+9 Slashing (Favored Enemy)</td></tr>
</tbody></table>
</div>
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For our last comparison, this is the companion with the <b>Ranger</b> at 11th level. For the <b>Ability Score Improvement</b>, the <b>Ranger</b> increases the companion's <b>STR</b> by 2.<br />
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<tr style="background-color: grey; color: white; padding-bottom: 4px; padding-top: 5px;"> <th>Black Bear, Medium Beast</th> <th>Ranger's Companion (Player's Handbook)</th> <th>Animal Companion & Companion's Bond (Revised)</th> </tr>
<tr> <td><b>Armor Class</b></td> <td>15 (11+4)</td> <td>15 (11+4)</td> </tr>
<tr> <td><b>Hit Points</b></td> <td>19 (3d8+6)</td> <td>78 (11d8+33)</td> </tr>
<tr> <td><b>Speed</b></td> <td>40 ft., Climb 30 ft.</td> <td>40 ft., Climb 30 ft.</td> </tr>
<tr> <td><b>STR</b></td> <td>15 (+2)</td> <td>17 (+3)</td> </tr>
<tr> <td><b>DEX</b></td> <td>10 (+0)</td> <td>10 (+0)</td> </tr>
<tr> <td><b>CON</b></td> <td>14 (+2)</td> <td>16 (+3)</td> </tr>
<tr> <td><b>INT</b></td> <td>2 (-4)</td> <td>2 (-4)</td> </tr>
<tr> <td><b>WIS</b></td> <td>12 (+1)</td> <td>12 (+1)</td> </tr>
<tr> <td><b>CHA</b></td> <td>7 (-2)</td> <td>7 (-2)</td> </tr>
<tr> <td><b>Ranger's Proficiency Bouns</b></td> <td>+4</td> <td>+4</td> </tr>
<tr class="alt"> <td><b>Saving Throws</b></td> <td></td> <td>Has Advantage (Beast's Defense)</td> </tr>
<tr> <td><b>STR</b></td> <td>+2</td> <td>+6</td> </tr>
<tr> <td><b>DEX</b></td> <td>+0</td> <td>+4</td> </tr>
<tr> <td><b>CON</b></td> <td>+2</td> <td>+6</td> </tr>
<tr> <td><b>INT</b></td> <td>-4</td> <td>+0</td> </tr>
<tr> <td><b>WIS</b></td> <td>+1</td> <td>+5</td> </tr>
<tr> <td><b>CHA</b></td> <td>-2</td> <td>+2</td> </tr>
<tr class="alt"> <td><b>Skill Proficiencies</b></td> <td></td> <td></td> </tr>
<tr> <td>Athletics</td> <td></td> <td>+7</td> </tr>
<tr> <td>Perception</td> <td>+5</td> <td>+5</td> </tr>
<tr> <td>Stealth</td> <td></td> <td>+4</td> </tr>
<tr> <td><b>Number of Attacks</b></td> <td>2 / Multiattack (Bestial Fury)</td> <td>Up to 8 (Storm of Claws and Fangs), 1 Reaction (Coordinated Attack)</td> </tr>
<tr><td>Bite</td> <td>+7 to Hit: 1d6+6 Piercing</td> <td>+7 to Hit: 1d6+7 Piercing / 1d6+11 Piercing (Favored Enemy)</td>
</tr>
<tr><td>Claw</td>
<td>+7 to Hit: 2d4+6 Slashing</td>
<td>+7 to Hit: 2d4+7 Slashing / 2d4+11 Slashing (Favored Enemy)</td></tr>
</tbody></table>
</div>
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<br />
Overall, I think there's plenty to like for the new <b>Beast Conclave</b>. I hope these comparisons has helped you to see how the companion is now an effective party member rather than a meat shield. Given that it now costs time and money to bring back a dead animal companion, it probably justifies that these companions don't die as easily. Although its combat effectiveness isn't worrying, but it certainly makes the <b>Beast Conclave </b>seem more fun to play.<br />
<br />
This would pretty much conclude my study of the new revised <b>Ranger</b>, and I'm quite certain that this won't be the last time that the designers would be making another revision, so I'm already looking forward to see the next revision. I would definitely like to hear what you all have to say about this revised <b>Ranger</b>, so feel free to share your thoughts on them.<br />
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See you until the next Unearthing the Arcana!<br />
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Last Updated: 10/10/2016 </div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-23548179261078402632016-10-09T11:14:00.001+08:002016-10-09T11:14:39.222+08:00[Unearthing the Arcana] The Ranger, Revised, Part 4: The Deep Stalker Conclave<div dir="ltr" style="text-align: left;" trbidi="on">
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<i>This is the first series for a new column to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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In my <a href="http://questinggm.blogspot.my/2016/10/unearthing-arcana-ranger-revised-part-3.html" target="_blank">previous post</a>, I got disappointed that nothing much has changed from the <b>Hunter Archetype </b>of the <b>Player's Handbook</b> in the new <b>Hunter Conclave</b>, and pointed out some areas where they could have improved on it. Perhaps it was not a priority for the designers in this revision to make any revision for the <b>Hunter Conclave </b>Ranger, so all hope is not lost for another revision.<br />
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Moving onto the last <b>Ranger Conclave </b>for this revision, this isn't the first time that the <b>Deep Stalker Conclave </b>was introduced; it being ported over from a previous <a href="https://media.wizards.com/2015/downloads/dnd/02_UA_Underdark_Characters.pdf" target="_blank">Unearthed Arcana</a> to put in some Underdark flavor to some of the classes for <b>Out of the Abyss</b>. Though most of <b>Deep Stalker Conclave </b>features read pretty much the same as its previous iteration with some tweaks, but since this is the first time I will be mentioning it for this column, I will inspect it as though this was the first time I'm seeing it.<br />
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So let's get right into it.<br />
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<h3 style="text-align: left;">
Underdark Scout</h3>
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As it says in the description, the <b>Deep Stalker Conclave </b>Rangers are masters in the art of the ambush and this feature fully demonstrates that. Not only does it give additional speed for the <b>Ranger</b> to reach their target creature at its first turn, the <b>Ranger </b>gets to make 2 attacks against it (or another creature). Combine that with the revised <b>Natural Explorer</b>, the attacks can be made with Advantage on creatures that have not acted and that is potentially more deadly than a <b>Hunter Conclave </b>Ranger's <b>Hunter's Prey</b>. This is why I think the revised <b>Natural Explorer</b> is more overpowered than it looks and it only gets more powerful with features like <b>Underdark Scout </b>(again, I'm not even bringing up what happens when multiclassed with <b>Rogue</b>).<br />
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Even if the <b>Ranger </b>does not gain advantage from <b>Natural Explorer </b>for having the drop on unacted creatures, the addtional benefits of negating creatures with Darkvision to spot them in low light conditions or in hiding, can grant that advantage for being unseen.<br />
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<h3 style="text-align: left;">
Deep Stalker Magic</h3>
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It should be no surprise that all the spells given here are non-<b>Ranger</b> spells and none are above 5th level which they can't cast. The selection is seemingly random. With <i>Disguise Self</i> and <i>Seeming </i>being useful illusion spells, the <b>Deep Stalker Conclave</b> could be made for disguising himself or the party, rather than hiding outright (except for <i>Greater Invisibility</i>).</div>
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<h3 style="text-align: left;">
Extra Attack</h3>
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With this, the <b>Ranger </b>could make 3 attacks with <b>Underdark Scout</b> on its first turn, with or without Advantage.</div>
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<h3 style="text-align: left;">
Iron Mind</h3>
<div style="text-align: left;">
A seemingly random benefit to gain, but it's a good fit since the <b>Ranger </b>already relies on its <b>Wisdom </b>as its spellcasting ability. It is also understandable from a flavor perspective. Don't want to get charmed by a Mind Flayer while you're down in the Underdark.</div>
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<h3 style="text-align: left;">
Stalker's Flury</h3>
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An unusual combat feature that I could see being abused with some multiclassing, but only getting it at 11th level might stave off many of the potential builds. I'm not entirely sure how to explain this flavor-wise, but I generally don't really have a problem with this feature mechanically speaking because of the level deterrent..<br />
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<h3 style="text-align: left;">
Stalker's Dodge</h3>
</div>
<div>
When reading the wording carefully, you would notice that this feature can be applied to all attacks without any limitations on the number of attacks, or how many times it can be used in the <b>Ranger</b>'s turn. While that may sound a little overpowered, it is also more likely that a creature would be given Disadvantage to their attack rolls in a different spell or feature, other than this feature, by 15th level. So I guess that balances it out on its own. Again, I'm not quite sure how the flavor of the <b>Deep Stalker Conclave</b> is suppose to grant this, but I find it acceptable, if not anything remarkable about it yet.</div>
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While it's always good to see more options for any class, especially for the <b>Ranger</b>, my reactions to the <b>Deep Stalker Conclave</b> is that it has some features to be excited about, but I feel that it needs a little more work in the flavor department. While its combat capabilities may be something to be cautious about, but I believe a little tweak to either the base class features or the <b>Deep Stalker Conclave </b>features would fix this without anyone knowing.</div>
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So that's all my thoughts on all the new <b>Ranger Conclaves </b>for this new revision and I hope you find what I had to say to be useful or insightful. Wizards of the Coast has already started gathering feedback on the revision with their <a href="http://dnd.wizards.com/articles/features/october-2016-dd-survey" target="_blank">October 2016 survey</a>, so don't forget to share your thoughts and experiences with the revised <b>Ranger</b> with them to make it better.</div>
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So that's just about it for my first series on the Unearthed Arcana, but just before I end this, I did promise to do a supplemental post on the <b>Beast Conclave</b> to examine the new animal companion. So look forward to that one. </div>
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[Unearthing the Arcana: The Ranger, Revised, Supplement: The Beast Conclave's Animal Companion]<br />
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Last updated: 9/10/2016</div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-13364590154696903602016-10-07T20:58:00.001+08:002016-10-09T11:15:13.226+08:00[Unearthing the Arcana] The Ranger, Revised, Part 3: The Hunter Conclave<div dir="ltr" style="text-align: left;" trbidi="on">
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<i>This is the first series for a new column to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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In my <a href="http://questinggm.blogspot.my/2016/10/unearthing-arcana-ranger-revised-part-2.html" target="_blank">previous post</a>, I noted on the major changes made for the animal companion between the <b>Beast Master</b> in the <b>Player's Handbook</b>, and the <b>Beast Conclave</b> of the revised <b>Ranger</b>. Though the differences would need to be looked into more closely with a supplemental post, but I wanted to move on to the rest of the conclaves before that.<br />
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For this post, I was going to look into the <b>Hunter Conclave</b>. But after reading through it, there is little to nothing to say about it. The conclave features for the <b>Hunter Conclave</b> are mechanically the same as the <b>Hunter</b> archetype from the <b>Player's Handbook</b>, and it was the most disappointing part of the revision for me. <br />
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It could almost confirm my suspicion that the main problem most were having with the <b>Ranger</b> class from the <b>Player's Handbook</b> were with the <b>Beast Master</b>, rather than the class as a whole. I would imagine if everyone only plays the <b>Hunter</b> archetype over the <b>Beast Master</b> archetype that appears to be weaker, there is a good case to be made that the class overall felt short of options.<br />
<br />
But I think this is a terribly missed opportunity in not making any changes for the <b>Hunter Conclave. </b>If the <b>Beast Conclave </b>was to make the <b>Beast Master</b> more combat capable, I think it would have been more interesting to see the <b>Hunter Conclave </b>have more non-combat related features than the <b>Hunter Archetype</b>.<br />
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Even with the new base class features, especially for <b>Favored Enemy</b> and <b>Natural Explorer</b>, I was hoping to see if the designers would have gone to capitalized on making it more related to the features of the <b>Hunter Conclave</b>. Maybe even enhancing what <b>Primeval Awareness</b> can do as a <b>Hunter Conclave</b> Ranger compared to other <b>Ranger</b> conclaves, This would have added a lot more flavor than just being a more combat type <b>Ranger</b>.<br />
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Now with the new <b>Favored Enemy</b> granting additional bonus to damage rolls, it only makes the <b>Hunter</b> Ranger more effective in combat (and even so, not all of its features synergize well with the rest of the revised base class features). That, to me, makes it competing directly with the <b>Beast Conclave</b> to be a better combatant, instead of a different flavored <b>Ranger</b>. This would have been a good conclave to allow for a third <b>Favored Enemy </b>to be taken, to add into the hunter theme.<br />
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So that's sadly my feedback for the <b>Hunter Conclave</b> (and I have mentioned this in the <a href="http://dnd.wizards.com/articles/features/october-2016-dd-survey" target="_blank">Wizards survey for the revised Ranger</a>) and hopefully the designers will take the opportunity to expand on the <b>Hunter Conclave </b>in the next revision for the <b>Ranger</b>.<br />
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Thankfully, this isn't the end of the series of looking into the revised <b>Ranger</b>. The revised <b>Ranger </b>also has an all new conclave added that may be the most interesting for this entire series.<br />
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So look forward to my next post when I look into the <b>Deep Stalker Conclave</b>. </div>
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<a href="http://questinggm.blogspot.my/2016/10/unearthing-arcana-ranger-revised-part-4.html" target="_blank">[Unearthing the Arcana: The Ranger, Revised, Part 4: The Deep Stalker Conclave]</a><br />
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Last updated: 9/10/2016</div>
Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-49682378801607001992016-10-06T21:25:00.000+08:002016-10-07T20:59:26.297+08:00[Unearthing the Arcana] The Ranger, Revised, Part 2: The Beast Conclave<div dir="ltr" style="text-align: left;" trbidi="on">
<i>This is the first series for a new column to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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In my <a href="http://questinggm.blogspot.com/2016/10/unearthing-arcana-ranger-revised-part-1.html" target="_blank">previous post</a> of this series, I explored the necessity of having a revised <b>Ranger</b>, what the designers were aiming to achieve with the redesign and took a jab at the base <b>Ranger </b>class features.<br />
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In this second post, I begin looking into new archetype features, now called <b>Ranger Conclaves</b> for the revised Ranger. Starting off with the <b>Beast Conclave</b> which would be compared and contrasted with the <b>Beast Master </b>ranger archetype from the <b>Player's Handbook</b>.<br />
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While comparing between the <b>Beast Master </b>and the <b>Beast Conclave</b>, it seemed almost quite apparent that this was the main focus for the redesign, and probably was the root of the dissatisfaction for many players playing as <b>Rangers </b>from the <b>Player's Handbook</b>. So let's get into the works.<br />
<br />
<h3 style="text-align: left;">
Ranger's Companion</h3>
<div>
What was once a single class feature for the <b>Beast Master </b>has been expanded and split into two class features for the <b>Beast Concalve</b>. Reading between the two has a marked difference, and to be honest the differences are so vast that I don't think I can cover it all without making a supplemental post to show the difference between the two.</div>
<div>
<br /></div>
<div>
For now, I will summarize the key differences between the two below, and will examine them more closely in a supplementary post with a few examples.</div>
<div>
<ol style="text-align: left;">
<li>An animal companion now costs 50 gp to gain and 25 gp to resurrect if it gets slain, in addition to the 8 hours needed. </li>
<li>The animal companion can only be an <b>Ape</b>, <b>Black Bear</b>, <b>Boar</b>, <b>Giant Badger</b>, <b>Giant Weasel</b>, <b>Mule</b>, <b>Panther</b>, or a <b>Wolf </b> (but there is a sidebar which gives guidelines on what criteria a Beast should have to be an animal companion)</li>
<li>While not specifically worded in the <b>Player's Handbook</b> version, the revised Ranger can only have 1 animal companion at any one time.</li>
<li>The animal companion acts on its own initiative and can choose to take any action decided by the player.</li>
<li>The animal companion does not have its <b>Multiattack </b>action. </li>
<li>The animal companion uses the Proficiency Bonus of the <b>Ranger </b>and also to its AC and damage rolls.</li>
<li>The animal companion gains proficiency in 2 skills.</li>
<li>The animal companion is proficient in all saving throws.</li>
<li>The animal companion gains the benefits of the <b>Ranger</b>'s Favored Enemy and Greater Favored Enemy, instead of allowing the <b>Ranger </b>and the companion to move stealthily at a normal pace at the <b>Ranger</b>'s favored terrain (from Natural Explorer).</li>
<li>The animal companion's hit points maximum increase as the <b>Ranger </b>levels up, instead of using 4 times the <b>Ranger</b>'s level or the companion's own hit points, whichever is higher. </li>
<li>The animal companion's ability scores increase when the <b>Ranger </b>gains the <b>Ability Score Improvement</b> feature.</li>
<li>The animal now has an alignment, personality traits, flaws, ideals and a special bond. </li>
</ol>
<div>
<br /></div>
<h3 style="text-align: left;">
Extra Attack</h3>
<div style="text-align: left;">
Instead of gaining the general feature of <b>Extra Attack</b>, the <b>Beast Conclave</b> Ranger gains <b>Coordinated Attack</b>, which lets the animal companion make a melee attack with a reaction if it can see the <b>Ranger</b> make an Attack action on its turn. A fairly good feature which allows the animal companion to attack more than once in a round, even if the <b>Ranger </b>and companion are not attacking the same target.</div>
<div style="text-align: left;">
<br /></div>
<h3 style="text-align: left;">
Exceptional Training</h3>
<div style="text-align: left;">
Another feature that has been replaced to <b>Beast's Defense</b>, which now simply grants advantage to all saving throw as long as the companion can see the <b>Ranger</b>.</div>
<div style="text-align: left;">
<br /></div>
<h3 style="text-align: left;">
Bestial Fury</h3>
</div>
<div>
Rather than allowing the animal companion to make 2 attacks or use its <b>Multiattack </b>(which is now lost for the <b>Beast Conclave</b>), the animal companion now has <b>Storm of Claws and Fangs</b> that lets it make a melee attack against all creature within 5 feet of it, with separate attack rolls for each. This one is also something that needs to be tested out to know for sure how effective it truly is, but it certainly puts an emphasis on the companion more than the <b>Ranger</b> commanding it.</div>
<div>
<br /></div>
<h3 style="text-align: left;">
Share Spells</h3>
<div>
Rather than letting your companion gains the benefit of a Self-targeted spell through <b>Share Spells</b>, the animal companion's <b>Superior Beast's Defense</b> can use its reaction to half the damage it takes from an attacker, if the companion can see it.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
As you can see, the designers have gone to place more attention to the animal companion for the <b>Beast Conclave</b> rather than what was afforded for the <b>Beast Master </b>in the <b>Player's Handbook</b>. While it looks like the animal companion has been made tougher overall with better Hit Points, Saving Throws and Armor Class, it balances it out with potentially less attacks with the lose of <b>Multiattack</b>.</div>
<div>
<br /></div>
<div>
To look at it another way, the animal companion of the <b>Beast Conclave </b>is effectively another character in the party that is controlled by the <b>Ranger </b>player. How this really plays out on the table would be what I will be exploring in the supplemental post. </div>
<div>
<br /></div>
<div>
Before I get to that though, I want to look at the rest of the <b>Ranger Conclaves</b> first. So the next conclave to examine through would be the <b>Hunter Conclave</b>.<br />
<br />
<a href="http://questinggm.blogspot.my/2016/10/unearthing-arcana-ranger-revised-part-3.html" target="_blank">[Unearthing the Arcana: The Ranger, Revised, Part 3: The Hunter Conclave]</a><br />
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Last updated: 7/10/2016</div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com1tag:blogger.com,1999:blog-4782946089324664837.post-68094783382616797222016-10-06T06:19:00.000+08:002016-10-07T20:06:39.832+08:00[Unearthing the Arcana] The Ranger, Revised, Part 1: The Base Ranger<div dir="ltr" style="text-align: left;" trbidi="on">
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<i>This is the first series for a new column to study the design and thought process of the latest <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a> rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.</i><br />
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So Wizards of the Coast have recently put out a <a href="http://dnd.wizards.com/articles/features/unearthed-arcana-ranger-revised" target="_blank">revision of the Ranger class</a> which has made some major mechanical changes to the class. While it is still an <a href="http://dnd.wizards.com/articles-tags/unearthed-arcana" target="_blank">Unearthed Arcana</a>; meaning that it may or may not become official in the foreseeable future, but it is probably one of the most major revisions since the start of <b>5th Edition</b>.<br />
<br />
Do take note that this revised <b>Ranger</b> is currently not planned to be a replacement of the <b>Ranger</b> in the <b>Player's Handbook</b>, but could appear as an option in a future sourcebook, as mentioned in the article:<br />
<blockquote class="tr_bq">
If this iteration of the ranger, or a future revision of it, grades high enough, our plan is to present it as a revised ranger in a future D&D sourcebook. Player can select the original ranger or the revised version, though DMs will always be free to use only one or the other. Both will be legal for D&D Adventurers League play, and players of existing ranger characters will have the options to swap to the revised version.</blockquote>
So for this inaugural series to this new column, I think it would be worth spending some time to study the new changes in the revised <b>Ranger</b> class, and compare it to the <b>Ranger</b> class in the <b>Player's Handbook</b>. However, before we get into the mechanical specifics...<br />
<br />
<h2 style="text-align: left;">
Why revise the Ranger?</h2>
<div>
I think it's important to first understand when reading the Unearthed Arcana article for the revised <b>Ranger</b> as to why the designers have decided to go ahead to do this. Bear in mind, this <a href="http://media.wizards.com/2015/downloads/dnd/DX_0907_UA_RangerOptions.pdf" target="_blank">isn't the first time that a revised Ranger has been presented in Unearthed Arcana</a>, so there must be an important reason why the designers are bringing this up (again).</div>
<div>
<br /></div>
<div>
From what I could gleam from the Unearthed Arcana article, the designers explain their reasons for revising the <b>Ranger</b> here:<br />
<blockquote class="tr_bq">
Over the past year, you've seen us try a number of new approaches to the ranger, all aimed at addressing the class's high levels of player dissatisfaction and its ranking as D&D's weakest class by a significant margin.</blockquote>
What this is generally saying to me is that the designers want to address two things. It's under-powered compared with the other classes, and it is not fun to play at higher levels. These I would assume would be the guiding principles for the design of the revised <b>Ranger</b>;<br />
<br />
<ul style="text-align: left;">
<li>to increase player satisfaction at higher level </li>
<li>increasing its power ranking among the classes.</li>
</ul>
<br />
When reading the rest of the article, the basic class features such as <b>Hit Points</b> and <b>Proficiencies</b> (Armor, Weapons, Saving Throws, and Skills) have not changed. So the bulk of the revision is mainly in not only the base <b>Ranger</b> features, but also to the <b>Ranger Archetype</b> features (now called <b>Ranger Conclaves</b>).<br />
<br />
While I would get to each <b>Ranger Archetype</b>/<b>Conclave</b> feature eventually, for this first post I thought it would be best to start off with the base <b>Ranger</b> class features, because there are also changes in there as well.<br />
<br />
In case you're not sure which of the base <b>Ranger</b> class features I'm talking about, here are the ones that all <b>Rangers</b> (from the <b>Player's Handbook</b>) get, regardless of their <b>Ranger Archetype</b>/<b>Conclave</b>.<br />
<ol style="text-align: left;">
<li>Favored Enemy (at 1st, 6th, and 14th level)</li>
<li>Natural Explorer (at 1st, 6th and 10th level)</li>
<li>Fighting Style (at 2nd level)</li>
<li>Spellcasting (at 2nd level)</li>
<li>Primeval Awareness (at 3rd level)</li>
<li>Land's Stride (at 8th level)</li>
<li>Hide in Plain Sight (at 10th level)</li>
<li>Vanish (at 14th level)</li>
<li>Feral Senses (at 18th level)</li>
<li>Foe Slayer (at 20th level)</li>
</ol>
<div>
There's lots of ground to cover to last a whole series. So now let's take a look at what has been changed for each of these features in the revised <b>Ranger</b>. </div>
<div>
<br /></div>
<h3 style="text-align: left;">
Favored Enemy</h3>
<div>
One of the main highlights of the Ranger that differentiates it from the other classes, so it wouldn't be surprising to see the designers make changes to this to make it more 'powerful'. In the <b>Player's Handbook</b>, choosing a <b>Favored Enemy</b> grants the following benefits against the favored enemy:</div>
<div>
<ol style="text-align: left;">
<li>Advantage to certain Wisdom (Survival) and Intelligence checks</li>
<li>Learn a language spoken by the favored enemy</li>
<li>Can select a favored enemy at 1st, 6th and 14th level out of 13 creature types at each level.</li>
</ol>
</div>
In the revised <b>Ranger</b>, the <b>Ranger</b> retains the first benefit, with some slight changes to the second, and quite a major one to the last.<br />
<br />
Instead of learning a free language spoken by the favored enemy. The ranger can now learn any new language. Period. Although the wording encourages the Ranger to learn a language spoken by the <b>Favored Enemy</b>, but they are not stopped to pick any other language.<br />
<br />
For the third benefit, the <b>Ranger</b> can only pick 2 favored enemies (instead of 3) on the 1st and 6th level, and only certain types at each level. The new list of <b>Favored Enemy</b> for the revised <b>Ranger</b> are:<br />
<br />
<u>At 1st Level</u><br />
<ol style="text-align: left;">
<li>Beasts</li>
<li>Fey</li>
<li>Humanoids</li>
<li>Monstrosities</li>
</ol>
<div>
<u>At 6th Level</u></div>
<div>
<ol style="text-align: left;">
<li>Aberrations</li>
<li>Celestials</li>
<li>Constructs</li>
<li>Dragons</li>
<li>Elementals</li>
<li>Fiends</li>
<li>Giants</li>
</ol>
<div>
Out of this list, there are 2 missing types (Plant, Ooze), which I'm not sure if its intentional, but for now let's say it is (because they both don't speak a language?).</div>
</div>
<div>
<br /></div>
<div>
There is also a major improvement when picking a favored enemy that is applicable in combat. At 1st level, they gain a +2 bonus to damage rolls with weapon attacks against the favored enemy, which increases to +4 at 6th level (but doesn't designate if it's for weapon attacks).<br />
<br />
Also at 6th level, the <b>Ranger </b>gains advantage to saving throws against spells and abilities of the favored enemy.<br />
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Overall, I would say the changes have made <b>Favored Enemy</b> a plus, even though they have one less favored enemy. The benefits they get against a favored enemy is quite substantial both during and outside of combat. Also notice that if a <b>Ranger </b>picks Humanoid as a favored enemy, the wording doesn't add that they have to pick two subtypes. This can be read that its <b>Favored Enemy</b> benefits applies to all Humanoid subtypes, which can be quite a significant boost to the feature. <br />
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My only observation to the number of <b>Favored Enemy</b> is if the intention of the design is to increase its value in high level play, I think players would prefer to have more favored enemies at higher levels, with less bonuses against them, instead of vice versa.<br />
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The damage increase may have been a throwback to the <b>Favored Enemy</b> feature from earlier editions, but I'm more concerned on where the bonus applies (for weapon attacks only or spell attacks too?). However, let's not forget that <b>Ranger</b>s can dish out some rather high damage rolls, depending on the <b>Ranger </b>archetype/conclave it takes, so this bonus might need to be watched over more carefully.<br />
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
Natural Explorer </h3>
</div>
</div>
<div>
Another significant class feature unique to the <b>Ranger</b>, and thus also given a major overhaul.</div>
<div>
<br /></div>
<div>
In the <b>Player's Handbook</b> version, the <b>Natural Explorer</b> works similarly with <b>Favored Enemy</b>, allowing the <b>Ranger </b>to gain certain benefits by selecting a favored terrain at 1st, 6th and 10th level. These benefits are mostly for out-of-combat usage, but it greatly increases the mobility and survivability of a party when traveling overland in the <b>Ranger</b>'s favored terrain.</div>
<div>
<br /></div>
<div>
For the revised <b>Ranger</b>, these benefits are kept but now it applies to all terrain as the <b>Ranger</b> no longer has to choose a favored terrain at any of the levels. The benefits can be applied to all terrain at 1st level.</div>
<div>
<br /></div>
<div>
In addition to that, the <b>Ranger</b> also gains some combat benefits at 1st level with the <b>Natural Explorer</b>.</div>
<div>
<ol style="text-align: left;">
<li>Ignore difficult terrain.</li>
<li>Advantage on Initiative rolls.</li>
<li>Advantage on attack rolls against creatures that have not yet acted on the Ranger's first turn in combat. </li>
</ol>
</div>
</div>
While it's pretty obvious that the <b>Natural Explorer</b> has been improved, I have my concerns about the combat benefits it grants. Granting advantage on Initiative rolls at 1st level can be quite devastating and it's not something that other classes can emulate at such low levels. For comparison, <b>Barbarian</b>s gain Advantage on Initiative at 7th level (Feral Instinct), and it cost an <b>Ability Score Improvement</b> to take an <b>Alert</b> feat only gives a +5 bonus. <br />
<br />
This is further compounded by the advantage it gains on creatures that haven't acted before. This re-opens another layer for those who remember the combat rules of 3.x (flat-footed), which can be overpowered in 5th edition and can significantly change the dynamics of combat. Imagine a multiclass <b>Ranger</b> and <b>Rogue</b> at 2nd level and you'll probably see what I mean.<br />
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My suggestion would be to keep the tiered structure of the <b>Natural Explorer</b> from the <b>Player's Handbook</b>, that grants each of the 3 combat benefits separately, instead of all at once to be more balanced. <br />
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I think its fair to have the traveling benefits applying to all terrains because it reduces book keeping, and it enhances the utility of the <b>Ranger</b> in a party to make it an attractive choice in an wilderness-based campaign.<br />
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
</h3>
<h3 style="text-align: left;">
Fighting Style</h3>
<div>
No differences between the <b>Player's Handbook</b> Ranger and the revised Ranger.</div>
<div>
<br /></div>
<h3 style="text-align: left;">
Spellcasting</h3>
<div>
No differences between the <b>Player's Handbook</b> Ranger and the revised Ranger.</div>
<div>
<br /></div>
<h3 style="text-align: left;">
Primeval Awareness</h3>
<div>
An often underused feature in my experience and maybe for good reason. So it was encouraging to see it going through some changes for the revised <b>Ranger</b>. This one is a little harder to spell out the differences without comparing the original and the revised word for word, so I would try to summarize the differences here:</div>
<div>
<ul style="text-align: left;">
<li>Doesn't require to expend a spell slot, just Concentrate for 1 uninterrupted minute.</li>
<li>A fixed 5 miles radius rather than 1 mile or 6 miles (depending on the favored terrain).</li>
<li>Detects only favored enemies instead of the 7 types in the <b>Player's Handbook</b>.</li>
<li>Reveals number, location, general direction, and distance of groups of the favored enemy.</li>
<li>Additional benefit: Can communicate simple ideas with Beasts and understand its mood, current state of magical compulsion, needs and how to avoid being attacked. </li>
</ul>
<div>
Overall, a positive change to the feature with the removal of requiring a spell slot, and the design is clearly affected by the design of <b>Natural Explorer</b> for the duration. The reduction of its scope to be tied with the <b>Favored Enemy</b> choices of the character is an interesting one, but I would say it's an acceptable exchange.</div>
</div>
<div>
<br /></div>
<div>
The last additional benefit of communicating with animals may verge on the territories of the <i>Speak with Animal</i> spell, but I personally like it for adding flavor and bypasses the <b>Animal Handling</b> check that would normally be needed to tell for such things. </div>
<div>
<br /></div>
<h3 style="text-align: left;">
Land's Stride</h3>
<div>
This feature has been replaced with a new feature called <b>Fleet of Foot</b>, which is not to be confused by the <b>Wood Elf</b> racial trait that gives a base speed of 35 ft. The revised Ranger's <b>Fleet of Foot</b> allows it to use the <b>Dash</b> action as a <b>Bonus Action</b> , like a minor version of the <b>Rogue</b>'s <b>Cunning Action</b>.<br />
<br />
This may look like a powered down feature, compared with the <b>Player's Handbook</b> <b>Land's Stride</b>, but its ability to negate Difficult Terrain has already been rolled into the revised Natural Explorer.<br />
<br />
The only thing lost here is that the revised <b>Ranger</b> can now be slowed by nonmagical plants without taking damage and do not have Advantage on saving throws against Entangle or other magically manipulated plants.<br />
<br />
I'm seeing some would complain about the loss of overcoming botanic obstacles, but the only real loss for me is the flavor, because that could be the domain of <b>Druid</b>s.<br />
<br />
<h3 style="text-align: left;">
Hide in Plain Sight</h3>
</div>
<div>
While the names of the feature for the <b>Player's Handbook</b> and the revised version both look the same, but the designers have actually changed some of the mechanics. Again, this one is another where the difference is in the details, they have changed from granting a bonus to the <b>Ranger</b>'s Dexterity (Stealth) for hiding, to a penalty for creatures making their Wisdom (Perception) to detect a hiding <b>Ranger</b>.</div>
<div>
<br /></div>
<div>
This revision is the most interesting for me in terms of the base <b>Ranger</b> class, and it can have some significant changes to how well a <b>Ranger</b> can hide (or not) from a creature. To really access how beneficial it is to have a bonus for Dexterity (Stealth) or a penalty to a creature's Wisdom (Perception), you might want to read up on my <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_11.html" target="_blank">[D&D Raw Series] on Hiding</a>. My gut feeling tells me a penalty to Wisdom (Perception) is more beneficial because it practically reduces a Passive Perception to 0 without any modifiers, making even a barely average Dexterity (Stealth) check harder to spot. </div>
<div>
<br /></div>
<h3 style="text-align: left;">
Vanish </h3>
<div>
No differences between the <b>Player's Handbook</b> Ranger and the revised Ranger.</div>
<div>
<br /></div>
<h3 style="text-align: left;">
Feral Senses</h3>
<div>
No differences between the <b>Player's Handbook</b> Ranger and the revised Ranger.</div>
<div>
<br /></div>
<h3 style="text-align: left;">
Foe Slayer</h3>
<div>
No differences between the <b>Player's Handbook</b> Ranger and the revised Ranger.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
Overall, it is quite evident there is generally a positive push to the upside for the revised <b>Ranger</b> when only comparing the base class features, which pretty much increases the power level of the class significantly as the design was intended. How that compares to the other classes would require a deeper study, which I don't think I would be able to cover in this post or the rest of the series. So I would let the feedback survey decide on that.</div>
<div>
<br /></div>
<div>
Although I have to say that for the design intent to improve high level play for the <b>Ranger</b>, there doesn't seem to be much improvement on the base class features at later levels. Furthermore, the designers have opted to put a cap on the more prominent base features like <b>Favored Enemy</b> and <b>Natural Explorer</b>, by not giving out any extra abilities beyond 10th level, which the <b>Player's Handbook</b> version did, albeit with less powerful benefits than the revised <b>Ranger</b>.</div>
<div>
<br /></div>
<div>
That may be different until I read into the new <b>Ranger Conclave</b> features, which extends into the higher levels and so I would be looking into the new <b>Ranger Conclave</b> features for my next few posts in the series.</div>
<div>
<br /></div>
<div>
To start off, I would go for the <b>Beast Conclave</b>.<br />
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<a href="http://questinggm.blogspot.my/2016/10/unearthing-arcana-ranger-revised-part-2.html" target="_blank">[Unearthing the Arcana: The Ranger, Revised, Part 2: The Beast Conclave]</a><br />
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Last updated: 7/10/2016</div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-40293792112553256262016-09-25T22:59:00.000+08:002016-09-26T12:24:09.536+08:00Questing GM's Game Master Tools, Aids, Apps & Hacks<div dir="ltr" style="text-align: left;" trbidi="on">
<i>It has been years since I've participated in a <a href="https://roleplayingtips.com/rpg-blog-carnival/" target="_blank">RPG Blog Carnival</a>. My records show that my last entry went as far as 2010 when <a href="http://questinggm.blogspot.my/2010/04/march-2010-rpg-blog-carnival-how-to-be.html" target="_blank">I actually even hosted one</a> (gods, it feels so long ago that I had actually forgotten about it!). I remembered the times when the RPG Blog Carnival was in danger of dying out several times, but I'm glad it has now managed to find a new <a href="https://roleplayingtips.com/rpg-blog-carnival/" target="_blank">home</a> among the community.</i><br />
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With <a href="https://roleplayingtips.com/" target="_blank">Roleplaying Tips</a> hosting this September's <a href="https://roleplayingtips.com/rpg-blog-carnival/" target="_blank">RPG Blog Carnival</a> and the topic of the month being <a href="https://roleplayingtips.com/rpg-blog-carnival/game-master-tools-aids-apps-hacks-rpg-blog-carnival-september-2016/" target="_blank">Game Master Tools, Aids, Apps & Hacks</a>, I thought it was the perfect topic for me to share what I'm currently using to GM.<br />
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As much as I grew up having stacks of paper, scribbled notebooks and printed handouts during the early days of my GMing, I have always been on a quest to look for digital tools to help become more organised as a GM. Thanks to the proliferation of digital tools, web and mobile apps (some made for generic purposes, and some specifically with RPG users in mind), I think it would have been impossible to come up with a list if this was done about 6 years ago.<br />
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While I'm still on the quest to find that one perfect GMing tool/app (<a href="https://campaign-logger.com/" target="_blank">or has someone already done that?</a>), my current GM digital workstation is a hodgepodge of tools and apps that I used professionally, but have found uses for GMing.<br />
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Without putting in any real investment to any of the tools when it comes to digital tools, most of the tools that I am about to present here meet the following criteria to various degrees (except for the price point, which is the first thing that will make or break the tool for me):<br />
<ul style="text-align: left;">
<li>Zero price point</li>
<li>Comprehensive usability</li>
<li>Quick response</li>
<li>Structured organisation </li>
</ul>
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<h3 style="text-align: left;">
Pinterest</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhO4DHFiJfLC2kES1YQDj1m0jXDP4N4NoWpwgBYOWFvwHraPCahTT7k_wvkOUoBNt6sn62TBDXczUXkVSLMBBh0y_8G-GoxFzEkQ3-G3s5Wkd-xNl6-jJhy_4p1VN_M8OjLmvP93BMXCI8/s1600/pinterest.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="141" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhO4DHFiJfLC2kES1YQDj1m0jXDP4N4NoWpwgBYOWFvwHraPCahTT7k_wvkOUoBNt6sn62TBDXczUXkVSLMBBh0y_8G-GoxFzEkQ3-G3s5Wkd-xNl6-jJhy_4p1VN_M8OjLmvP93BMXCI8/s320/pinterest.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://www.pinterest.com/" target="_blank">Pinterest</a></td></tr>
</tbody></table>
Although not strictly a tool that I use while GMing on the table, but every game has to start with an inspiration and this is where I find them, curate them, store them and gloss over when I'm thinking about an NPC, a character description, a location, a map or just any gaming-related material. I still find it strange that the online gaming community was not set on fire when Pinterest first came out, but it has become an invaluable resource for me when I'm looking for that image or inspiration. Not only can it be an endless supply of images if you follow the right people, but it also allows you to sort and organise those images into Boards, which you can name to fit whatever type of images you want to keep them as. So far I've collected more than 24,000 pins, and I'm more than happy to let anyone peruse my pins and follow my Boards, which you can find <a href="https://www.pinterest.com/questinggm/" target="_blank">here</a>.<br />
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<h3 style="text-align: left;">
Evernote</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbtzG7gpEcBZFgwTYjhKjlvKxYEa8099KC9AitrISb-QDuh0EGRMfsHt8j2mcJROPUAnXT0m2pOfyoTGsSS_kPb1Vic40F8-ulW48ySkIxdn-NW6VsTDgeNgVy-7oVEX_MVWVP9-DxB8g/s1600/evernote.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="156" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbtzG7gpEcBZFgwTYjhKjlvKxYEa8099KC9AitrISb-QDuh0EGRMfsHt8j2mcJROPUAnXT0m2pOfyoTGsSS_kPb1Vic40F8-ulW48ySkIxdn-NW6VsTDgeNgVy-7oVEX_MVWVP9-DxB8g/s320/evernote.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://evernote.com/" target="_blank">Evernote</a></td></tr>
</tbody></table>
<div>
Of course, the bulk of my GMing work is usually writing and I've been using Evernote for my professional writing, so it was only natural that I would want to see if I could use it for GMing. EverNote is practically designed for organised writing. With its system of Notes, Notebooks and Stacks, it does allow me to manage my random ideas, and also for something more structured such as notes for an upcoming session. The Basic (read: Free!) is more than enough for me (both professionally and GMing, but I use separate accounts for each) to have a place where I can quickly jot down a quick thought or idea store them for later, which I can easily find through the Notebooks that I kept them. </div>
<h3 style="text-align: left;">
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Google Docs</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg876l3TsSwpNGISjMKIokM0WLRVFXcZH9I9kHuuohR8iLNy2m5W2ERt_9CE9UfQ2Q7vgoVcHle13ubCL1q93a3yGPUDE3gGjB0gktdFmemzUtj_Afdq6wo2Xii5ekrD4MzaQPDbuUwexM/s1600/google-docs-icons.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg876l3TsSwpNGISjMKIokM0WLRVFXcZH9I9kHuuohR8iLNy2m5W2ERt_9CE9UfQ2Q7vgoVcHle13ubCL1q93a3yGPUDE3gGjB0gktdFmemzUtj_Afdq6wo2Xii5ekrD4MzaQPDbuUwexM/s320/google-docs-icons.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://docs.google.com/" target="_blank">Google Docs</a></td></tr>
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<div>
Given the love affair that the RPG community has for all things from Google, it should be no surprise to anyone that this would be in my list. However, I would say that I have only recently started using <a href="https://www.google.com/docs/about/" target="_blank">Google Docs</a>, and not for the writing part of it (since I already use EverNote for that), but the online spreadsheets. The main strength that <a href="https://www.google.com/docs/about/" target="_blank">Google Docs</a> has for me is it is already kept in the cloud-storage of <a href="https://www.google.com/drive/" target="_blank">Google Drive</a>, so I can practically access it from anywhere. With the sheets, I mainly use it to create tables, especially for crunchier systems like 5th Edition D&D, and can share them with anyone who has a Google account. </div>
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TiddlyWiki</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj811EZySvtncEOhwINYyV69DshYmHEReIkLxz2GggePSzrv7eoP9SSCWL39tt9mQsoakgxSwqvr_XUyGvToivIv3NbdaxnqJjLlUqOxIsWCeuH2isNEut0SDrKHJhnKlzehcSuT84oMN8/s1600/tiddlywiki.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj811EZySvtncEOhwINYyV69DshYmHEReIkLxz2GggePSzrv7eoP9SSCWL39tt9mQsoakgxSwqvr_XUyGvToivIv3NbdaxnqJjLlUqOxIsWCeuH2isNEut0SDrKHJhnKlzehcSuT84oMN8/s320/tiddlywiki.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://tiddlywiki.com/" target="_blank">TiddlyWiki</a></td></tr>
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<div>
Wikis can be a very powerful tool for GMs. I once used <a href="https://www.obsidianportal.com/" target="_blank">Obsidian Portal</a> as a campaign wiki, but was halted by its <a href="http://questinggm.blogspot.my/2008/09/stepping-into-obsidian-portal-and.html" target="_blank">limited features and storage space with the free version of it</a>. I needed something that I could manage independently and discreetly without having to worry about storage space. Then I stumbled upon <a href="http://tiddlywiki.com/" target="_blank">TiddlyWiki</a> and my prayers have been answered. Although it took a little learning for someone as code illiterate as me, but I eventually got the hang of it and it is now one of my most powerful tools at my disposal. Not only have I exclusively used it to create a campaign wiki, I have rewritten entire rules into a wiki, with proper tags and links, so that I can easily reference them on the table, rather than having to remember where and flip through the rulebook during a session. With the right tags, it helps greatly when studying rules and find connections between them that you could otherwise miss. </div>
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Trello</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiraeJ_elH4f-K0WgTbZ67t1XN1UYzJXGheFmC2fwiOiuhwezsxy0XyCLOty0K_RzIh5R-FO8_h2B9FIAMk41rOP0FCSy1NsBq1bt03ddANJyB9aJj_YdzIi7ev1RNpleCE_8TaZRNS2c0/s1600/trello-logo-blue.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="98" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiraeJ_elH4f-K0WgTbZ67t1XN1UYzJXGheFmC2fwiOiuhwezsxy0XyCLOty0K_RzIh5R-FO8_h2B9FIAMk41rOP0FCSy1NsBq1bt03ddANJyB9aJj_YdzIi7ev1RNpleCE_8TaZRNS2c0/s320/trello-logo-blue.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://trello.com/" target="_blank">Trello</a></td></tr>
</tbody></table>
<div>
While I use Evernote as a place to put my improvised notes, they still need to be processed and put in an interface where they can actually be useful. This is where Trello comes in, and another tool that I stumbled upon from my professional writing. Although mainly devised as a project management, productivity, or to-do list app, it's incredibly versatile to do whatever you want it to do, after you have figured out how it works (and <a href="https://geekdad.com/2016/02/easy-dungeon-master-preparation/" target="_blank">GeekDad can demonstrate how to do that for GMing</a>). If I could run a session where there is an internet connection (which says a lot of how much I wish there was an offline app version available), I would probably use Trello as my GM screen, note-taking and information organiser all-in-one. The reason why I would use it over Evernote while on the table, is its interface of cards and lists, which gives you a wider picture that you need when running a game, rather than having to search for specific notes that you need when the situation arises. The free version has all the most basic functionalities you need (without restrictive limits), but paying for the premium version with the power-ups could increase its usefulness significantly. </div>
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<h3 style="text-align: left;">
XMind</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiJdUB9rcXnXrs7dUZwGGu0_UWZOcxP3-Kz-CKQkCbuPfgiUFbnNsj-5a8cHavz-bPoWwJhc3jhJ2_WW396PVXu-0ycM00vbVw0P3TU3_ZXknd48zDzFmHJ7ESchvAT8asdnMQS7elr1o/s1600/xmind-logo-128-v2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiJdUB9rcXnXrs7dUZwGGu0_UWZOcxP3-Kz-CKQkCbuPfgiUFbnNsj-5a8cHavz-bPoWwJhc3jhJ2_WW396PVXu-0ycM00vbVw0P3TU3_ZXknd48zDzFmHJ7ESchvAT8asdnMQS7elr1o/s1600/xmind-logo-128-v2.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://www.xmind.net/" target="_blank">XMind</a></td></tr>
</tbody></table>
Another indispensable tool for GMs is flowcharts. Narrative events, NPC relationship maps, timelines, these are some of the flowcharts or mind maps that can help a GM to plan and improvise better when they have the big picture in view. I will admit that I haven't really used XMind a lot, only coming to learn of it when I started DMing for 5th Edition Dungeons & Dragons, but I can't complain when it's free, and has numerous templates of flowcharts that doesn't need me to draw them painfully from scratch. I'm already loving what it does on the surface, and can't wait to see if there are any more surprises underneath it. <br />
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<h3 style="text-align: left;">
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<h3 style="text-align: left;">
Twine</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKjMmbZ237TFYWA_Fv3FAZkr4jTvxgLCHjMGYpka2tIDUpmIBNoj5Ezvajg1pWhVNPdyRe_vu2NH5mjP6piWpbFcTkeHFfepqWxwCoxydbn0i7IdLAC8MB4kurSNP89pUpJ8X8mTg4S3g/s1600/twine.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKjMmbZ237TFYWA_Fv3FAZkr4jTvxgLCHjMGYpka2tIDUpmIBNoj5Ezvajg1pWhVNPdyRe_vu2NH5mjP6piWpbFcTkeHFfepqWxwCoxydbn0i7IdLAC8MB4kurSNP89pUpJ8X8mTg4S3g/s1600/twine.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://twinery.org/" target="_blank">Twine</a></td></tr>
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Another tool that I once used but to never any great effect when it comes to narrative flow charts is <a href="https://twinery.org/" target="_blank">Twine</a>. Mainly used for writing gamebooks, you can appreciate the flowchart-like view that can be applied for GMing, but in my mind it doesn't really support the open-endedness that RPGs allow, so it is terribly not suited if you are running a more open game. Still, it wins out against XMind in some respects, because you can actually fit in an entire description into each node, and I have seen it being used by game writers to trace quests or plotlines for CRPGs.</div>
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yWriter</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGSm_gX24k46fs4dC2HzHbiHGwdxIhV-ja0In-uNaCe2up9TrrtsL0iNGQydBMTDEMIEJtz9JCk36yAMTrgoRwwXFREx61kdNkWI7bhzQk92OaABE4Gn1KxsZOMUo0QPU0-1ch7rdI3JI/s1600/yWriter5.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="88" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGSm_gX24k46fs4dC2HzHbiHGwdxIhV-ja0In-uNaCe2up9TrrtsL0iNGQydBMTDEMIEJtz9JCk36yAMTrgoRwwXFREx61kdNkWI7bhzQk92OaABE4Gn1KxsZOMUo0QPU0-1ch7rdI3JI/s320/yWriter5.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://www.spacejock.com/yWriter5.html" target="_blank">yWriter</a></td></tr>
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<div>
You may have heard many good things about <a href="https://www.literatureandlatte.com/scrivener.php" target="_blank">Scrivener</a> and <a href="http://www.gnomestew.com/game-mastering/gming-advice/scrivener-for-adventure-management/" target="_blank">how it can be used for GMing</a>. Well, <a href="http://www.spacejock.com/yWriter5.html" target="_blank">yWriter</a> is the free equivalent that I've found. Admittedly another tool that I haven't gotten the most use out of because it is probably the most connected. But I can see the potential for its novel style of organisation that differentiates between characters, locations, items, and scenes and allowing you to trace where and when they appear into 'chapters'. This one has a real potential to take over the jobs that I currently assign to EverNote and Trello, but I don't know how long would it take me to unlock its full potential. </div>
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Well, these are currently the digital tools that I'm using as a GM, and I'm definitely looking for more. I already have my eyes on a few free charting applications for my map making needs, so I will update this post when I find any new additions. <br />
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If time permits, I may even write a follow-up post to this to share my offline tools, or my traveling GM's kit when an internet connection or a power outlet is not available. I still love my pen and paper (with a twist!) </div>
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If you have any recommendations for tools (digital or otherwise), I would love to hear them, so sound off at the comments. </div>
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Last Updated: 26/9/2016</div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-53831538462546528712016-07-11T19:38:00.000+08:002016-07-11T19:38:49.970+08:00[D&D RAW] Hiding, Invisibility & Other Sneaky Business<div dir="ltr" style="text-align: left;" trbidi="on">
This is a compilation post of the entire Hiding, Invisibility & Other Sneaky Business series. Feel free to navigate the post that you need to refer from here. Although the post are written and intended to be read in the order I have set here, I try to make sure that whichever parts that are referred to in another post are hyperlinked in each post.<br />
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Hiding, Invisibility & Other Sneaky Business</h2>
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<li><a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_4.html">Part 1: Hiding</a></li>
<li><a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_5.html">Part 2: Unseen Attackers and Targets</a></li>
<li><a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_6.html">Part 3: Invisbility</a></li>
<li><a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_7.html">Part 4: Exceptions</a></li>
<li><a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_8.html">Part 5: Finding the Hiding</a></li>
<li><a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky.html">Part 6: DM Considerations</a></li>
<li><a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_10.html">Part 7: Summary</a></li>
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Last updated: 11/7/2016 <br />
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com2tag:blogger.com,1999:blog-4782946089324664837.post-42478013192819486992016-07-10T19:30:00.000+08:002016-07-10T19:51:02.409+08:00[D&D RAW] Hiding, Invisibility & Other Sneaky Business, Part 7: Summary<div dir="ltr" style="text-align: left;" trbidi="on">
<i>This is the 7th part of a running series on Hiding in my new column for 5th Edition Dungeons & Dragons rules. </i><i>You can read the previous post <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky.html">here</a>. I will post a complete index of all the posts of the series at the end of the series</i><i>.</i><i>.</i><br />
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<i><br /></i>In all my previous posts, I have addressed every known aspect I could find about how <b>Hiding </b>works, according to the rules found in the <b>Basic Rules </b>and <b>Player's Handbook</b>, and from official sources such as the <b>Sage Advice Compendiums</b> and the tweets of the designers. However, the whole picture might still seem disjointed since I addressed each one of them in their own post.<br />
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That wouldn't be helpful unless a DM has the full picture and know how to handle it in a proper order. So for this final post on the Hiding series of [D&D RAW], I try to compile all that I've written into this post to make it easier for to look at the <b>Hiding </b>rules as a framework.<br />
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<h2 style="text-align: left;">
1. Circumstances for Hiding</h2>
<div style="text-align: left;">
Before a character or monster can hide, it must meet the following conditions:<br />
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<ol style="text-align: left;">
<li>Can't be seen from a creature you are hiding from (e.g. becoming Invisible)</li>
<li>The DM decides that are appropriate circumstances to hide (e.g. obscurity and cover)</li>
</ol>
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Some exceptions to the conditions above are:</div>
<div>
<ol style="text-align: left;">
<li><b>Naturally Stealthy</b>.<b> </b>A Lightfoot Halfling can hide by a creature at least one size larger than the character even if it can be seen.</li>
<li><b>Mask of the Wild</b>. A Wood Elf can hide in natural phenomena that makes him lightly obscured even if it can be seen.</li>
<li><b>Skulker</b>. A character with the Skulker feat can hide under areas that are Lightly Obscured and not seen by the creature it is hiding from. </li>
</ol>
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<h2 style="text-align: left;">
2. How to Hide</h2>
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If the conditions above are met, the character or monster can make a <b>Dexterity (Stealth)</b> check. In combat, this requires an action (unless allowed by a class feature that makes it a Bonus Action) to make the <b>Hide </b>action.<br />
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This score should be kept and recorded whenever another creature is trying to look for the hiding character.<br />
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Until the hiding character is discovered or the character decides to stop hiding (e.g., approaching an enemy in combat in most cases), the <b>Dexterity (Stealth)</b> check is used as he score to contest against any <b>Wisdom (Perception)</b> checks, passive or not.<br />
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A character that has succeeded in hiding (i.e., beats the <b>Passive Perception</b> or <b>Wisdom (Perception)</b> of the creature), gains the benefits of becoming unseen as in the rules for <b>Unseen Attackers and Targets</b>, which are:<br />
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<ul style="text-align: left;">
<li>Attackers of an unseen/hiding character has <b>Disadvantage </b>to<b> Attack Rolls</b>.</li>
<li>Attackers that don't know the location of an unseen/hiding character must guess the location of the unseen/hiding character. A wrong guess results in an automatic miss.</li>
<li>Unseen/hiding characters have <b>Advantage </b>on their <b>Attack Rolls</b> on targets that can't see them (possibly activating any class features that requires an advantage on attack rolls).</li>
</ul>
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<h2>
3. Unseen vs Hidden</h2>
<div>
By default, if a character succeeds on hiding the first time, they are unheard as well, so they are hidden. To remain unheard, I would call for a separate <b>Dexterity (Stealth) </b>if they are moving, or taking an action that would cause noise. This could require the character to make a <b>Hide </b>action, but you may rule otherwise. </div>
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If this new <b>Dexterity (Stealth)</b> check beats the <b>Passive Perception </b>or <b>Wisdom (Perception) </b>of the creature, the hiding character is still hidden, with the benefits of being unseen and no one knows of its location, at the end of whatever action they were doing before.</div>
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If this <b>Dexterity (Stealth)</b> check fails, then the hiding character still has the benefits of being unseen, but has revealed its location. This could result a creature to actively search for the hiding character, but make an attack (still with disadvantage for being unseen) at the hiding character without needing to guess the location of the character.</div>
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Characters with the <b>Invisible </b>condition already enjoy the benefits of being unseen from the condition (and not from <b>Unseen Attackers and Targets </b>rules), but will still reveal their location if they do not make use a <b>Hide </b>action to make a <b>Dexterity (Stealth)</b> check to hide their noise, i.e., not hidden.</div>
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Unless the character has a class feature or feat that states otherwise (e.g, Skulker), attacking from hidden will reveal the character's location, though you are still unseen.<br />
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<h2 style="text-align: left;">
4. Finding the Hiding and the Senses</h2>
<div>
If that creature is not searching for the hiding character, it should use its <b>Passive Perception</b> to see if it beats that <b>Dexterity (Stealth) </b>check. Otherwise, if the creature is actively searching for the hiding character, it should be allowed to make a <b>Wisdom (Perception) </b>check to beat that <b>Dexterity (Stealth)</b>.</div>
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<b>Darkvision</b> may disrupt a character's attempt to hide if they are trying to hide in darkness because Darkvision would see them as lightly obscured, instead of Heavily Obscured (unless they have the Skulker feat).</div>
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A monster with <b>Tremorsense</b> would always know the location of a hiding character, even though they are hidden, but a character can still be unseen from the monster.</div>
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Monsters with <b>Blindsight </b>behaves normally as though they have sight within their blindsight radius, regardless if the hiding character is obscured, but a character can be hidden from them through cover.</div>
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<h2 style="text-align: left;">
References</h2>
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Here are the rules and sources that I referred throughout this series. If I find any new references, I will add them here. </div>
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<ol style="text-align: left;">
<li>Hiding (page 60 of <b>Basic Rules</b>, page 177 of <b>Player's Handbook</b>)</li>
<li>Unseen Attackers and Targets (page 73 of <b>Basic Rules, </b>page 194-195 of <b>Player's Handbook</b>)</li>
<li>Hide (page 72 of <b>Basic Rules</b>, page 192 of <b>Player's Handbook</b>)</li>
<li>Stealth (page 60 of <b>Basic Rules</b>, page 177 of <b>Player's Handbook</b>)</li>
<li>Invisible (page 105 of <b>Basic Rules</b>, page 291 of <b>Player's Handbook</b>)</li>
<li>Vision and Light (Lightly Obscured & Heavily Obscured) (page 65 of <b>Basic Rules</b>, page of 183 of <b>Player's Handbook</b>)</li>
<li>Naturally Stealthy (page 17 of <b>Basic Rules</b>, page 28 of <b>Player's Handbook</b>)</li>
<li>Mask of the Wild (page 15 of <b>Basic Rules</b>, page 24 of <b>Player's Handbook</b>)</li>
<li>Skulker (page 170 of <b>Player's Handbook</b>)</li>
<li>Cover (page 74 of <b>Basic Rules</b>, page 196 of <b>Player's Handbook</b>)</li>
<li>Blinded (page 105 of <b>Basic Rules</b>, page 290 of <b>Player's Handbook</b>)</li>
<li>Darkvision (page 65 of <b>Basic Rules</b>, page 183-184 of <b>Player's Handbook</b>)</li>
<li>Tremorsense (page 4 of <b>Dungeon Master's Basic Rules</b>, page 9 of <b>Monster Manual</b>)</li>
<li>Blindsight (page 4 of <b>Dungeon Master's Basic Rules</b>, page 8 of <b>Monster Manual</b>)</li>
<li><a href="https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwiMjbmx2NTNAhUWSo8KHbmMBIoQFggcMAA&url=http%3A%2F%2Fmedia.wizards.com%2F2015%2Fdownloads%2Fdnd%2FSA_Compendium_1.01.pdf&usg=AFQjCNFaobcgVE3qVU3myftqaa6X8vcU6g&sig2=AjmCnpuRRB-o5YY0oUyLqA&bvm=bv.126130881,d.c2I" target="_blank">Sage Advice Compendium</a></li>
<li><a href="http://www.sageadvice.eu/" target="_blank">Sage Advice D&D</a> </li>
</ol>
</div>
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And that's all I have and I hope you've enjoyed this series. Do remember that although I tried my best to find official sources and official answers about hiding, my own rulings that I made here are by no means official. In other words, always check with your DM on how the <b>Hiding </b>rules works in their game (or point them to this series, if they need some references to make up their mind). <br />
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For DMs, I would like to hear how do you rule hiding in your game or do you have your own discoveries to share.<br />
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Do let me know what you thought about this column, or if there are any rules you would like me to explore as a whole in future series of this column.<br />
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Lastly, if there are any questions or you would like to run through any sample scenarios using the framework I have discovered, feel free to post them in the comments and I will try to answer them.<br />
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For the complete overview of the series, I will post up another post with the complete series.<br />
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Last updated: 10/7/2016 </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com2tag:blogger.com,1999:blog-4782946089324664837.post-10358361041590250462016-07-09T19:43:00.000+08:002016-07-09T19:43:01.406+08:00[D&D RAW] Hiding, Invisibility & Other Sneaky Business, Part 6: DM Considerations<div dir="ltr" style="text-align: left;" trbidi="on">
<i>This is the 6th part of a running series on Hiding in my new column for 5th Edition Dungeons & Dragons rules. </i><i>You can read the previous post <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_8.html">here</a>. I will post a complete index of all the posts of the series at the end of the series</i><i>.</i><br />
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</i>In the <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_8.html">previous post</a> of this series, I looked into some ways that a monster can detect a hiding character (and vice versa) and how their senses could work within the <b>Hiding </b>and <b>Unseen Attackers and Targets </b>rules.<br />
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For this post, I'm going to compile all that I've discovered about hiding and give a few notes on what should a DM think about when designing encounters or when handling scenarios when characters want to hide. To go further in this post, I would assume that you have read each prior posts to this one.<br />
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Why does a DM need to have these considerations? Well, for starters, the DM's role when it comes to hiding is imperative, as mentioned in the <b>Hiding </b>rules itself:<br />
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<blockquote class="tr_bq">
<span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;"><b>The DM decides when circumstances are appropriate for hiding</b>. Also, the question isn't whether a creature can see you when you're hiding. The question is whether it can see you clearly (</span><strong style="background-color: white; box-sizing: border-box; color: #333333; font-family: "Helvetica Neue", Helvetica, Arial, "Lucida Grande", "DejaVu Sans", sans-serif; font-size: 15px; line-height: 22px;"><em style="box-sizing: border-box;">Errata V1.1</em></strong><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">).</span></blockquote>
Read the emphasis as mine, but it highlights the importance of the DM when it comes to hiding. While most DMs could easily make their own rulings with a hand wave (they are the DM afterall), but hopefully what this series has helped you to think is that hiding can be a complex thing that needs some thought put into it.<br />
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So what does a DM need to consider when it comes to hiding? Here are some of my considerations.<br />
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<h2 style="text-align: left;">
Appropriate Hiding</h2>
<div style="text-align: left;">
The first thing that I think a DM should consider is whether there are any appropriate circumstances for any character to hide at any given location that the party finds themselves in. That might sound like a simply saying 'yes' or 'no' when a player assumes his character can make a <b>Dexterity (Stealth)</b> to hide, but I think there should be more to it than that when it comes to some of the rules.<br />
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If you remember your <b>Hiding </b>rules, the first main condition of whether a character can hide is if they are seen or not. One important thing to note also in the first condition is that the character cannot be seen by the creature he is hiding from, not everyone in the location. It is highly possible to allow a character to hide from someone who can't see the character, but could be seen by someone else.<br />
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Therefore, hiding is relative. When a player says they want their character to hide, it's best to ask the player who does the character want to hide from, and taking their perspective to determine if the creature can see the character or not.<br />
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<div style="text-align: left;">
Other than that, what else can give appropriate circumstances for hiding?</div>
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<h2 style="text-align: left;">
Obscurity</h2>
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One of the first ways a character cannot be seen is if they are obscured by the lighting of the location. An example of this can be found in the <b>Vision and Light </b>rules<b> </b>(Page 65 in the <b>Basic Rules </b>or Page 183 in the <b>Player's Handbook</b>), but this is derived from the <b>Invisible </b>condition (Appendix A of the <b>Basic Rules </b>and <b>Player's Handbook</b>).</div>
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From the <b>Invisible </b>condition:</div>
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<ul style="background-color: white; box-sizing: border-box; color: #333333; font-family: "Helvetica Neue", Helvetica, Arial, "Lucida Grande", "DejaVu Sans", sans-serif; font-size: 15px; line-height: 22px;">
<li style="box-sizing: border-box;">An <span style="box-sizing: border-box;">Invisible</span> creature is impossible to see without the aid of magic or a special sense. For the purpose of Hiding, the creature is Heavily Obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.<span style="background-color: transparent;"> </span></li>
</ul>
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<span style="font-family: inherit;"><span style="line-height: 22px;">From the <b>Vision and Light</b> rules on <b>Heavily Obscured</b>:</span></span></div>
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<span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">A h</span><span style="background-color: white; box-sizing: border-box; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">eavily obscured</span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;"> area - such as darkness</span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">, opaque fog, or dense foliage - blocks vision entirely. A creature in a h</span><span style="background-color: white; box-sizing: border-box; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">eavily obscured</span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;"> area effectively suffers from the blinded </span><span style="background-color: white; color: #333333; font-size: 15px; line-height: 22px;"><span style="font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif;">condition. A heavily obscured area doesn't blind you, but you are effectively blinded </span></span><span style="background-color: white; color: #333333; font-size: 15px; line-height: 22px;"><span style="font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif;">when you try to see something obscured by it (</span></span><span style="background-color: white; box-sizing: border-box; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;"><em style="box-sizing: border-box;">Errata V1.1</em></span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">).</span></blockquote>
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<span style="font-family: inherit;"><span style="line-height: 22px;">Which leads you to the <b>Blinded </b>condition (also in Appendix A of the <b>Basic Rules </b>and <b>Player's Handbook</b>):</span></span></div>
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<ul style="background-color: white; box-sizing: border-box; color: #333333; font-family: "Helvetica Neue", Helvetica, Arial, "Lucida Grande", "DejaVu Sans", sans-serif; font-size: 15px; line-height: 22px;">
<li style="box-sizing: border-box;">A <span style="box-sizing: border-box;">Blinded</span> creature can't see and automatically fails any Ability Checks that requires sight.</li>
</ul>
</blockquote>
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So you can see how these rules and conditions are interrelated and make for appropriate circumstances that lets you hide. So the available lighting of a location where the the party are can help inform whether there are any circumstances for hiding. You can find the different types of lighting that determine the obscurity of an area in the rest of the <b>Vision and Light </b>rules.<br />
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Do remember there are features (Mask of the Wild) and feats (Skulker) that doesn't require a character to be heavily obscured in order to hide.<br />
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One exception to this I would say is for monsters with <b>Blindsight</b>. They should not be affected by the obscurity of the hiding character, but a character can still hide from them behind another element...<br />
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<h2 style="text-align: left;">
Cover</h2>
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You might think that obscurity is the only way a character needs to hide (since it has all the rule correlation that comes with it), but it's easy to forget that characters can hide simply just behind C<b>over </b>(page . </div>
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Although there are no official association that I can find in the <b>Basic Rules</b> and the <b>Player's Handbook</b> between cover and hiding, but if you remember in the previous post, you can see that cover comes into play when it comes to hiding from a monster with <b>Blindsight</b>. </div>
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So this makes another consideration of a DM. If you are trying to encourage or allow hiding in a location, you should be aware of the cover that are available. The question that you will need to decide for yourself is in what degree of cover would you allow a character to make a hide.</div>
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Personally, I would only allow a character with <b>Total Cover</b> to try to hide, since they can't be targeted by an attack or spell, but anything less the cover confers bonus to AC and saving throws so that means they can be seen. </div>
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Now that I have pointed out some of the notes that a DM should consider, hopefully it would help you to design better encounters or make better rulings on hiding in your game. Of course, the ones that I mentioned in this post are just those found in the rules, and as a DM you are open to other circumstances to allow a character to hide. If in doubt, remember that the guiding principle of deciding whether there is an appropriate circumstance can be simply asked with one question: "Can the character be seen?"<br />
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We're almost there. I think I have covered pretty much the bases when it comes to hiding and how it works out for players and DMs. For my last post of this series, I will be compiling all that I've mentioned in the series thus far into a summary to give you the whole picture for DMs and players about <b>Hiding</b>.<br />
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[D&D RAW] Hiding, Invisibility & Other Sneaky Business, <b>Part 7: Summary</b><br />
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Last updated: 9/7/2016 </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-88825524628821562572016-07-08T19:43:00.000+08:002016-07-08T19:43:06.756+08:00[D&D RAW] Hiding, Invisibility & Other Sneaky Business, Part 5: Finding the Hiding<div dir="ltr" style="text-align: left;" trbidi="on">
<i>This is the 5th part of a running series on Hiding in my new column for 5th Edition Dungeons & Dragons rules. </i><i>You can read the previous post <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_7.html" target="_blank">here</a>. I will post a complete index of all the posts of the series at the end of the series.</i><br />
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<i><br /></i>In the <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_7.html">previous post</a> of this series, I looked into the exceptions to the <b>Hiding </b>and <b>Unseen Attackers and Targets</b> rules afforded by racial traits, class features and feats. This I think would have most of the bases covered, so it's time to look on the flipside of the Hiding coin; to detect a person in hiding.<br />
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This is an equally important set of rules to understand. As DMs, we are more likely to be on the finding end of the stick rather than actually hiding our monsters, because a cautious player (or one playing a Rogue character) are sure to try to make use of <b>Hiding </b>as it benefits their character. So this post is intended more for DMs, but players can benefit in knowing how a DM could make a ruling to detect your character in hiding.<br />
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There are several ways to find a hiding character.<br />
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<h2 style="text-align: left;">
Wisdom (Perception)</h2>
<div>
The most common way to discover a character in hiding is to beat their <b>Dexterity (Stealth) </b>with your monster's <b>Wisdom (Perception) </b>check. While this sounds straightforward, the confusion could arise when deciding to use your monster's <b>Passive Perception</b> or roll a <b>Wisdom (Perception) </b>check.</div>
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Looking back at the <b>Hiding </b>rules, it specifically mentions two types of scenarios when you make a <b>Wisdom (Perception) </b>check.</div>
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<ol style="text-align: left;">
<li>Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively search for signs of your presence.</li>
<li>When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's Passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties.</li>
</ol>
<div>
For me, the main differentiation between these two scenarios is how actively the searcher is looking for the hiding character. So to put it simply, if the monster is not actively searching (or given good reason not to), they would use their Passive Perception.</div>
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On the other hand, if the monster is on alert, they should be entitled to make an active <b>Wisdom (Perception)</b> ability check to find the hiding character. I would rule that a monster can be alerted if a hiding character fails their <b>Dexterity (Stealth)</b> check to be unheard or hidden, but it does not mean that the monster can discover a hiding character immediately. It is only switching from Passive Perception to making active <b>Wisdom (Perception)</b> check, to beat the <b>Dexterity (Stealth)</b> rolled by the hiding character. </div>
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I would also note that the <b>Dexterity (Stealth)</b> score of the hiding character is not changed until they are discovered, or choose to come out of hiding, and hide again. </div>
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<h2 style="text-align: left;">
Darkvision</h2>
<div style="text-align: left;">
On Page 65 of the <b>Basic Rules </b>or Page 183-184 in the <b>Player's Handbook</b>,</div>
<blockquote class="tr_bq" style="text-align: left;">
<span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">Many creatures in the worlds of D&D, especially those that dwell underground, have d</span><span style="background-color: white; box-sizing: border-box; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">arkvision</span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">. Within a specified range, a creature with d</span><span style="background-color: white; box-sizing: border-box; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">arkvision</span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;"> can see in darkness </span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">as if the darkness were dim light</span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">, so areas of darkness </span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">are only lightly obscured </span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">as far as the creature is concerned. However, the creature can't discern color in darkness, only shades of gray.</span></blockquote>
<div style="text-align: left;">
This sense does not have a terribly wide implication on finding hiding characters more than preventing them from hiding in the first place. Since the first condition to be able to hide is to not be seen, a character that would normally be able to hide because they are heavily obscured by darkness, would not be able to in the eyes of someone with <b>Darkvision</b>, since it sees darkness as lightly obscured.</div>
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<div style="text-align: left;">
That being said, however, a character with the <b>Skulker </b>feat should still be able to make the <b>Dexterity (Stealth) </b>to hide in the darkness from a monster with <b>Darkvision</b> because it only requires the character to be lightly obscured.</div>
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<h2 style="text-align: left;">
Tremorsense</h2>
<div style="text-align: left;">
Another sense that can discover a hiding character is through <b>Tremorsense</b>. The rules for it can be found in Page 4 of the <b>Dungeon Master's Basic Rules</b> or Page 9 of the <b>Monster Manual</b>.</div>
<blockquote class="tr_bq" style="text-align: left;">
<span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">A monster with t</span><span style="background-color: white; box-sizing: border-box; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">remorsense</span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;"> can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. </span><span style="background-color: white; box-sizing: border-box; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">Tremorsense </span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as Ankhegs </span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">and Umber Hulks</span><span style="background-color: white; color: #333333; font-family: "helvetica neue" , "helvetica" , "arial" , "lucida grande" , "dejavu sans" , sans-serif; font-size: 15px; line-height: 22px;">, have this special sense.</span></blockquote>
<div style="text-align: left;">
From the description of this sense, it does sound to me like it would be the ultimate bane for all hiding characters, but <a href="http://www.sageadvice.eu/2015/11/20/can-a-creature-with-tremorsense-locate-a-stealthed-character/" target="_blank">Chris Perkins</a> rule this differently.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDlP2n7Njnw-tlG4UJlKGVDwwj_00nGF4ydc6BW3GxI88SzvHsog8MxiiFLhh5YUhHSw13zv6lnL9vu9RO1ne3o0_FGIlOyeDm-BvOXa-BWaNWQqvB59R5yjCq6QXSSXb9rXwu8fd9x5o/s1600/Chris+Perkins+Tremorsense.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDlP2n7Njnw-tlG4UJlKGVDwwj_00nGF4ydc6BW3GxI88SzvHsog8MxiiFLhh5YUhHSw13zv6lnL9vu9RO1ne3o0_FGIlOyeDm-BvOXa-BWaNWQqvB59R5yjCq6QXSSXb9rXwu8fd9x5o/s1600/Chris+Perkins+Tremorsense.PNG" /></a> </div>
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<div style="text-align: left;">
Out of all the senses, I was unable to find any solid rules on it and there were few official sources that discussed this sense in relation to hiding. So this makes it an open territory for DMs to adjudicate between extremes. </div>
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A more balanced approach that I might suggest is that while a character can still hide as usual from a monster with <b>Tremorsense </b>to become unseen (and gain its benefits), it can never be unheard or hidden. So a monster with <b>Tremorsense </b>always knows the location of a hiding character, but still needs to make the needed <b>Wisdom (Perception) </b>check to discover the hiding character, or have <b>Disadvantage</b> on its <b>Attack Rolls</b> as it normally would for unseen characters.</div>
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<h2 style="text-align: left;">
Blindsight</h2>
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I kept this sense for last because it can be a little complicated, compared to the ones previously mentioned. First off, the rules for <b>Blindsight </b>can be found on Page 4 of the <b>Dungeon Master's Basic Rules </b>and Page 8 of the <b>Monster Manual</b>. </div>
<blockquote class="tr_bq">
<div style="background-color: white; box-sizing: border-box; color: #333333; font-family: "Helvetica Neue", Helvetica, Arial, "Lucida Grande", "DejaVu Sans", sans-serif; font-size: 15px; line-height: 22px;">
A monster with b<span style="box-sizing: border-box;">lindsight</span> can perceive its surroundings without relying on sight, within a specific radius.</div>
</blockquote>
<blockquote class="tr_bq">
<div style="background-color: white; box-sizing: border-box; color: #333333; font-family: "Helvetica Neue", Helvetica, Arial, "Lucida Grande", "DejaVu Sans", sans-serif; font-size: 15px; line-height: 22px;">
Creatures without eyes, such as Grimlocks and Gray Oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as Bats and true Dragons.<span style="background-color: transparent;"> </span></div>
</blockquote>
<blockquote class="tr_bq">
<div style="background-color: white; box-sizing: border-box; color: #333333; font-family: "Helvetica Neue", Helvetica, Arial, "Lucida Grande", "DejaVu Sans", sans-serif; font-size: 15px; line-height: 22px;">
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its b<span style="box-sizing: border-box;">lindsight </span>defines the maximum range of its perception.</div>
</blockquote>
Due to the reliance of sight as a condition for a character to hide, a character typically should be able to hide as though the monster is blind. But <a href="http://www.sageadvice.eu/2016/03/24/can-i-see-the-target-with-blindsighttremorsense/" target="_blank">Mike Mearls</a> still considers a monster with <b>Blindsight </b>to be able to 'see' a character within its radius.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLm_lRUsTNXapxM48SUD39Fqj2RPJl3Qug6kt2rLMWE0BefP2z0RvlJM442ujKPgKIS3yBlOyHO1dF12EFVZpMIpQeAgLN_yptqHqVxKK86DJUdNd7CWSAGYW3DQiQI05c7g2oA82WdTQ/s1600/Mike+Mearls+blindsight.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLm_lRUsTNXapxM48SUD39Fqj2RPJl3Qug6kt2rLMWE0BefP2z0RvlJM442ujKPgKIS3yBlOyHO1dF12EFVZpMIpQeAgLN_yptqHqVxKK86DJUdNd7CWSAGYW3DQiQI05c7g2oA82WdTQ/s1600/Mike+Mearls+blindsight.PNG" /></a><br />
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This is also supported by <a href="http://www.sageadvice.eu/2015/01/17/blindsight/" target="_blank">Jeremy Crawford</a> who gives the impression that a monster with <b>Blindsight </b>can perceive normally as long as the creature is within its radius and without cover.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiB7eUaAHqpKmRdKZqu3NQocloNHgqMJ2tAbQHoGTcRI46V1i14exsFRC78uw08a0QQejE7_-ib_hP48inHQmnByY05ZHkr5NpfQyhSIxaE-IAknDQJhbIco3hXspuxcoINS2buf1NjDTo/s1600/Jeremy+Crawford+Blindsight.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiB7eUaAHqpKmRdKZqu3NQocloNHgqMJ2tAbQHoGTcRI46V1i14exsFRC78uw08a0QQejE7_-ib_hP48inHQmnByY05ZHkr5NpfQyhSIxaE-IAknDQJhbIco3hXspuxcoINS2buf1NjDTo/s1600/Jeremy+Crawford+Blindsight.PNG" /></a><br />
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Unlike <b>Tremorsense</b> though, if a hiding character is within its radius and is behind a cover, it still can become hidden, as <a href="http://www.sageadvice.eu/2015/01/19/stealth-invisibility-and-blindsight/" target="_blank">Jeremy</a> <a href="http://www.sageadvice.eu/2015/01/14/blindsight-against-cover/" target="_blank">Crawford</a> also supports this with these rulings:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDYmUtZQO7DC_s6-MeE2YghQ9yvAsJayx_OqMdF1kpIy6SZCcm0bckIpVCbwoKd-Csc34BWkXlwwRYtYplzIpzJH-AcLbmokiXSWOMxgJpP0SWyVZOKgkrGbpKMsCg5wWWrya_UFrND2s/s1600/Jeremy+Crawford+Blindsight+Cover.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDYmUtZQO7DC_s6-MeE2YghQ9yvAsJayx_OqMdF1kpIy6SZCcm0bckIpVCbwoKd-Csc34BWkXlwwRYtYplzIpzJH-AcLbmokiXSWOMxgJpP0SWyVZOKgkrGbpKMsCg5wWWrya_UFrND2s/s1600/Jeremy+Crawford+Blindsight+Cover.PNG" /></a><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQh8ADGtHyp1-ojSKuc3YHkGF9bx2EjztEUAUhvSVGyemSEvVU2ABz9WFAOEC34DRgCI7gQpoNWA5XqdEC7dKn0DekRcsUo59cue6zzkaaJTlnBxvIdlPreYHh72Tt9CCmb7mRY9gN4_Q/s1600/Jeremy+Crawford+Blindsight+Cover+2.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQh8ADGtHyp1-ojSKuc3YHkGF9bx2EjztEUAUhvSVGyemSEvVU2ABz9WFAOEC34DRgCI7gQpoNWA5XqdEC7dKn0DekRcsUo59cue6zzkaaJTlnBxvIdlPreYHh72Tt9CCmb7mRY9gN4_Q/s1600/Jeremy+Crawford+Blindsight+Cover+2.PNG" /></a><br />
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So this helps to narrow down the limitations of <b>Blindsight. </b>For all intents and purposes, a monster with <b>Blindsight</b> behaves normally as a monster with sight, as long as the hiding character is within its radius. However, I would say that monsters with <b>Blindsight </b>should not be affected by obscurity<b> </b>when it comes to decide if the monster 'sees' the character trying to hide. <br />
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However, there is another element that can allow a character to hide from a monster with <b>Blindsight</b>, but I will talk about in the next post.<br />
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I hope this post would be helpful for DMs to figure out what do they have in their arsenal to discover hiding characters. But as you can see, there is not a lot of official rulings when it comes to these senses, so you may want to take your own time to study them before making your own rulings.<br />
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Speaking of making your own rulings, I'm about to bring all that I've learned together and put down a list of things a DM should consider about using the <b>Hiding </b>rules in their games. So see you in the next post!<br />
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[D&D RAW] Hiding, Invisibility & Other Sneaky Business, <b>Part 6: DM Considerations</b><br />
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Last updated: 8/7/2016 </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-32180009375041101392016-07-07T19:38:00.000+08:002016-07-07T19:38:28.663+08:00[D&D RAW] Hiding, Invisibility & Other Sneaky Business, Part 4: Exceptions<div dir="ltr" style="text-align: left;" trbidi="on">
<i>This is the 4th part of a running series on Hiding in my new column for 5th Edition Dungeons & Dragons rules. </i><i>You can read the previous post <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_6.html" target="_blank">here</a>. I will post a complete index of all the posts of the series at the end of the series.</i><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhynxxurLwnignTC8urF1Gw4t9T3LzPm1EIlrRA8L9TaQ6zbrYEaBFE-JcRwtmeI_KWmk_lYumEm3yuWYtlBo9KhD56CN4909Jzq1sbR77TvEh2os_8AkUmvqyuYDOHJYemByMBlKYeP3U/s1600/036dabddb1c154fae54535a666ed97ae.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhynxxurLwnignTC8urF1Gw4t9T3LzPm1EIlrRA8L9TaQ6zbrYEaBFE-JcRwtmeI_KWmk_lYumEm3yuWYtlBo9KhD56CN4909Jzq1sbR77TvEh2os_8AkUmvqyuYDOHJYemByMBlKYeP3U/s400/036dabddb1c154fae54535a666ed97ae.jpg" width="400" /></a></div>
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<i><br />
</i> In the <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_6.html">previous post</a> of this series, I addressed how <b>Invisibility </b>works within the framework of the <b>Hiding </b>and <b>Unseen Attackers and Targets </b>rules.<br />
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Invisibility, however, is by far not the only exception to the rules. There are many ways that a character could bypass some limitations of the <b>Hiding </b>rules, in one way or another. This could be done through a racial trait, a class feature, or spells and magic items. While I didn't scour for every exception there is, especially for spells and magic items, but I have managed to scout out a few exceptions made through races, classes and feats.<br />
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These aren't necessarily difficult to adjudicate once you've got the basics down, but this post is intended to help DMs have some ideas on how they could possibly make their own rulings.<br />
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<h2 style="text-align: left;">
Naturally Stealthy</h2>
<div>
Let's start with something easy. This racial trait for Lightfoot Halflings can be found in Page 17 of the <b>Basic Rules </b>and Page 28 of the <b>Player's Handbook</b>, which reads:</div>
<blockquote class="tr_bq">
<b>Naturally Stealthy. </b>You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. </blockquote>
This just adds a new condition of when a Lightfoot Halfling can hide, which can be behind a creature of Medium size or larger, if the halfling's size remains at Small. This is supported by <a href="http://www.sageadvice.eu/2015/09/22/halfling-hiding-behind-a-creature/" target="_blank">Mike Mearls</a>. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjut6c8P0CXLlyF60J3loSaHEjuQm79Pmt1LCyDzCmPX8Pa-5c0pVweKz0Bhy2XDH_FmZAVjvpS7oWoSHhxEQkRx36pIOXuklB-dSXZGhCTXur_xLLbufCkyaqCWd-Sxu_-0UkIQioEigw/s1600/Mike+Mearls+halfling+hide.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjut6c8P0CXLlyF60J3loSaHEjuQm79Pmt1LCyDzCmPX8Pa-5c0pVweKz0Bhy2XDH_FmZAVjvpS7oWoSHhxEQkRx36pIOXuklB-dSXZGhCTXur_xLLbufCkyaqCWd-Sxu_-0UkIQioEigw/s1600/Mike+Mearls+halfling+hide.PNG" /></a><br />
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While it may sound that Mike Mearls is trying to say that all prior conditions in addition to having a creature one size larger must be met (e.g, cannot be seen by the creature you are hiding from), this has been clarified in the <a href="http://media.wizards.com/2015/downloads/dnd/SA_Compendium.pdf" target="_blank">Sage Advie Compendium</a>. This trait is an exception to the rule that you cannot be seen first in order to hide, so you are allowed to hide behind a larger creature even when seen. <br />
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From the <a href="http://media.wizards.com/2015/downloads/dnd/SA_Compendium.pdf">Sage Advice Compendium</a> (Page 2-3 under Racial Traits):<br />
<blockquote class="tr_bq">
Normally, you can’t hide from someone if you’re
in full view. A lightfoot halfling, though, can try to vanish behind a creature that is at least one size larger...</blockquote>
<h2 style="text-align: left;">
</h2>
<h2 style="text-align: left;">
Mask of the Wild</h2>
<div>
Now onto something a little more challenging. This Wood Elf trait is on Page 15 of the <b>Basic Rules</b> and Page 24 of the <b>Player's Handbook</b>, which says:</div>
<blockquote class="tr_bq">
<b>Mask of the Wild. </b>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</blockquote>
Similar to the Lightfoot Halfling's <b>Naturally Stealthy</b>, it gives another condition as to when the Wood Elf can try to hide, as also clarified in the <a href="http://media.wizards.com/2015/downloads/dnd/SA_Compendium.pdf" target="_blank">Sage Advice Compendium</a> that this can happen even when the Wood Elf is seen.<br />
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From the <a href="http://media.wizards.com/2015/downloads/dnd/SA_Compendium.pdf">Sage Advice Compendium</a> (Page 3 under Racial Traits):<br />
<blockquote class="tr_bq">
...a
wood elf can try to hide simply by being in heavy rain, mist,
falling snow, foliage, or similar natural phenomena. It’s as
if nature itself cloaks a wood elf from prying eyes—even
eyes staring right at the elf!</blockquote>
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The confusion for this racial trait comes when it comes to reading 'lightly obscured' and the mentioned examples, which includes other 'natural phenomena'. Many have asked does it mean that the condition is only 'lightly obscured' or the source of the obscurity must come from a 'natural' source such as fog or foliage.<br />
<br />
If you remember your <b>Vision and Light</b> rules (Page 65 of the <b>Basic Rules</b> and Page 183 of the <b>Player's Handbook</b>) , an obscurity isn't always caused by the brightness of a light source in the surroundings, but can be from other factors as well.<br />
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Based on this answer from <a href="http://www.sageadvice.eu/2014/09/02/mask-of-the-wild/" target="_blank">Jeremy Crawford</a> and the Sage Advice excerpt above, it seems to be the latter.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUFxzy-ARrWN12bX13N4zEqHqC-q_zXwDPPZg1BtfenYlZLMT4gFeSYnvcgUduocwPMA6qMNPZAlKtz-B_prPb4dAVHOtOynPnWuhWw4aiN0XU-H1SkSu5WMJOnHCan_PPlkASGQPDQ8s/s1600/Mask+of+the+Wild.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUFxzy-ARrWN12bX13N4zEqHqC-q_zXwDPPZg1BtfenYlZLMT4gFeSYnvcgUduocwPMA6qMNPZAlKtz-B_prPb4dAVHOtOynPnWuhWw4aiN0XU-H1SkSu5WMJOnHCan_PPlkASGQPDQ8s/s1600/Mask+of+the+Wild.PNG" /></a><br />
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Is that important to distinguish? Yes, because this brings us to the next exception...<br />
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<h2 style="text-align: left;">
Skulker</h2>
<div>
Unlike the racial traits above, <b>Skulker </b>is a feat that cannot be found in the <b>Basic Rules</b>, so I cannot put the complete text here. You will find it at Page 170 of the <b>Player's Handbook</b>.</div>
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<div>
Firstly, the feat lets you hide when you are lightly obscured without mentioning any specific examples (unlike <b>Naturally Stealthy</b> or <b>Mask of the Wild</b>), which could mean that as long as you are lightly obscured by anything, you can attempt to hide. However, this feat hasn't been clarified in the <a href="http://media.wizards.com/2015/downloads/dnd/SA_Compendium.pdf" target="_blank">Sage Advice Compendium</a> that it bypasses other conditions for hiding, so it would be safe to say that it needs to meet those conditions as well, in addition to being lightly obscured. </div>
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Although the <b>Skulker </b>feat is still technically<b> </b>better than either of the Lightfoot Halfling's and Wood Elf's racial traits, but remember that it cost a feat to do so. So I would say it has been balanced.</div>
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<div>
The <b>Skulker </b>feat not only gives new conditions to hide, but it also clearly makes an exception to the <b>Unseen Attackers and Targets </b>rule, when it comes to revealing their location after an attack. </div>
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These are some of the obvious features that have exceptions to the <b>Hiding </b>rules, and I'm sure there are many others that I have missed. So feel free to bring them up so that I can study them within the framework.<br />
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In my next post, I will go into the other side of hiding; how to spot when someone is hiding from you.<br />
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[D&D RAW] Hiding, Invisibility & Other Sneaky Business, <b>Part 5: Finding the Hiding</b>.<br />
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Last updated: 7/7/2016 </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0tag:blogger.com,1999:blog-4782946089324664837.post-75294382411641310972016-07-06T19:30:00.000+08:002016-07-06T19:44:38.850+08:00[D&D RAW] Hiding, Invisibility & Other Sneaky Business, Part 3: Invisibility<div dir="ltr" style="text-align: left;" trbidi="on">
<i>This is the 3rd part of a running series on Hiding in my new column for 5th Edition Dungeons & Dragons rules. </i><i>You can read the previous post <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_5.html" target="_blank">here</a>. I will post a complete index of all the posts of the series at the end of the series.</i><br />
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In the <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_5.html">previous post</a> of this series, I've finally set down the foundation rules of how <b>Hiding </b>rules and what are the benefits and additional conditions of being <b>Unseen Attackers and Targets</b>. That's not all a DM needs to know, because as a game built on exceptions, there are many areas that can work against the fundamentals.<br />
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I don't think I have discovered every exception that are in the game when it comes to hiding (individual magic items and spells are the biggest exceptions in the game), but I think I have managed to scratch the surface of the most common exceptions there are when it comes to hiding.<br />
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So for this post, I intend to address one common exception that a DM should be prepared for in answering on how to make a ruling.</div>
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<h2 style="text-align: left;">
Invisibility</h2>
<div>
By far one of the most common scenario that a DM is likely to encounter. An unprepared DM who hasn't worked out how Hiding works in their game is most likely going to make Invisibility overpowered (not to mention even more confusing) than it needs to be.</div>
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Perhaps it was intended from the beginning in the design, but in 5th Edition Dungeons & Dragons, Invisibility does not have it own set of rules, and works well in the framework formed by the <b>Hiding</b> and <b>Unseen Attackers and Targets </b>rules. This is because Invisibility and most of the spells that confer it are simply wrapped up in one condition: <b>Invisible</b>.</div>
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According to the condition in Appendix A of the <b>Basic Rules </b>(Page 105) and the <b>Player's Handbook </b>(Page 291):</div>
<blockquote class="tr_bq">
<ul style="background-color: white; box-sizing: border-box; color: #333333; font-family: "Helvetica Neue", Helvetica, Arial, "Lucida Grande", "DejaVu Sans", sans-serif; font-size: 15px; line-height: 22px;">
<li style="box-sizing: border-box;">An <span style="box-sizing: border-box;">Invisible</span> creature is impossible to see without the aid of magic or a special sense. For the purpose of Hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.</li>
<li style="box-sizing: border-box;">Attack rolls against the creature have d<span style="box-sizing: border-box;">isadvantage.</span></li>
<li style="box-sizing: border-box;">The creature's attack rolls have a<span style="box-sizing: border-box;">dvantage</span>.</li>
</ul>
</blockquote>
Recalling back on the <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_4.html">post for <b>Hiding</b></a>, you might remember that a character who is <b>Invisible </b>can <b>Hide </b>at any time, but it gives an additional link between being heavily obscured and hiding.<br />
<br />
You may notice that in the <b>Unseen Attackers and Targets </b>rules that it mentions among the ways to be unseen is to be <b>Invisible</b>, but with the <b>Invisible </b>condition, you already enjoy the benefits of being unseen. This double effect of being <b>Invisible </b>and <b>Unseen </b>doesn't cause any clash as advantages and disadvantages do not multiply, but it would be helpful to be aware that being unseen<b> </b>and <b>Invisible </b>are not quite the same thing in a mechanical sense, but effectively similar.<br />
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<h2 style="text-align: left;">
Invisibility & Hiding</h2>
<div>
A common question that would arise with Invisibility in the context of <b>Hiding</b>, is that since you already gain the effective benefits of being unseen, why do you need to <b>Hide</b>? This is a valid question as asked <a href="http://www.sageadvice.eu/2016/01/20/does-invisibility-spell-auto-hide-you/" target="_blank">here</a>:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEdQnwmuJZbr-QMn1HaSeuUpaEBBdRqpUQnUCfXJ7wYJnWFodTW9c6cVgA3Bqy0noMb9Bp-R4oiGvdqsDWPHLN6NzUagm5wFVTXo1RZEACCjNAvMyRc-qXqTjCNxI4U-5oG95zgYYsz7k/s1600/Invisible+Hide.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEdQnwmuJZbr-QMn1HaSeuUpaEBBdRqpUQnUCfXJ7wYJnWFodTW9c6cVgA3Bqy0noMb9Bp-R4oiGvdqsDWPHLN6NzUagm5wFVTXo1RZEACCjNAvMyRc-qXqTjCNxI4U-5oG95zgYYsz7k/s1600/Invisible+Hide.PNG" /></a></div>
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<div>
This is, again, where you can be unseen but still heard unless you are making that <b>Dexterity (Stealth)</b> check to conceal your noise and not reveal your location. You would still need a <b>Hide </b>action to make the <b>Dexterity (Stealth)</b> check, otherwise you would be discovered as your normally would as per those noted in the <b>Hiding </b>rules.<br />
<br />
One main benefit of being <b>Invisible</b>, however, is you can always attempt this check at anywhere, as mentioned in the <b>Hiding </b>rules. </div>
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<div>
If your <b>Dexterity (Stealth)</b> is successful, I would consider you to be <b>Hidden</b>, as in the <b>Unseen Attackers and Targets </b>rule, but are still subject to revealing your location if you make an attack (even with the <i>Greater Invisibility</i> spell). </div>
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So as you can see, Invisibility is already covered in the rules for <b>Hiding </b>and <b>Unseen Attackers and Targets</b>, although it does require a little study ahead. You would be unable to see how <b>Invisibility </b>works together with these rules without a formative understanding, and hopefully this post has helped you to make better adjudications.<br />
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In my next post, I will tackle other exceptions to the rules of <b>Hiding</b> that will help to inform even further on how it works.<br />
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[D&D RAW] Hiding, Invisibility & Other Sneaky Business, <b>Part 4: Exceptions</b>.<br />
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Last updated: 6/7/2016 </div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com2tag:blogger.com,1999:blog-4782946089324664837.post-3943294020038251312016-07-05T20:31:00.002+08:002016-07-05T20:31:55.988+08:00[D&D RAW] Hiding, Invisibility & Other Sneaky Business, Part 2: Unseen Attacker and Target<div dir="ltr" style="text-align: left;" trbidi="on">
<i>This is the 2nd part of a running series on Hiding in my new column for 5th Edition Dungeons & Dragons rules. You can read the previous post <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_4.html" target="_blank">here</a>. I will post a complete index of all the posts of the series at the end of the series.</i><br />
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In the <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_4.html" target="_blank">previous post</a> of this series, I specifically dealt with he <b>Hiding </b>rules and break it down a little. While it is the main rule that needs to be referred to when it comes to <b>Hiding</b>, it is not the only rules in play when trying to understand it fully.<br />
<i><br />
</i> For this second part, I will introduce the second rule that is often associated with <b>Hiding</b> and where players would pay attention to it; <b>Unseen Attackers and Targets</b>.<br />
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Found on Page 73 of the <b>Basic Rules </b>and Page 194-195 of the <b>Player's Handbook</b>, the rules states:<br />
<blockquote class="tr_bq">
<blockquote class="tr_bq">
<b>Unseen Attackers and Targets</b> </blockquote>
</blockquote>
<blockquote class="tr_bq">
<blockquote class="tr_bq">
Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness. </blockquote>
</blockquote>
<blockquote class="tr_bq">
<blockquote class="tr_bq">
When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target’s location correctly. </blockquote>
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<blockquote class="tr_bq">
When a creature can’t see you, you have advantage on attack rolls against it.</blockquote>
</blockquote>
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<blockquote class="tr_bq">
If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.</blockquote>
</blockquote>
You can see how this rule is related to <b>Hiding</b> because it mentions 'hiding' in its first paragraph, but I found its mechanical relation in the <b>Hide </b>action under <b>Combat </b>in Page 72 of the <b>Basic Rules </b>or Page 192 of the <b>Player's Handbook</b>, which states:<br />
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<blockquote class="tr_bq">
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.</blockquote>
<h2 style="text-align: left;">
Becoming Unseen</h2>
<div style="text-align: left;">
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<div>
Based on the <b>Hide</b> action description, you must succeed on the <b>Dexterity (Stealth)</b> check before you can be considered <b>Unseen</b>, and get its benefits. Therefore, before taking the <b>Hide </b>action, I think it should meet to the conditions that were mentioned in my <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_4.html" target="_blank">previous post</a> on when can a character try to hide in the first place.</div>
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The benefits of being <b>Unseen</b> is found in the second and third paragraph, but the wording is a little muddled, so to make it clearer, I reorgansied it here:<br />
<br />
<ol style="text-align: left;">
<li>The attacker of an <b>Unseen</b> has <b>Disadvantage</b> on their <b>Attack Rolls</b>.</li>
<li>An <b>Unseen</b> has <b>Advantage</b> on their <b>Attack Rolls</b> on targets that can't see them (i.e., those that failed their <b>Wisdom (Perception)</b> against the <b>Unseen</b>'s <b>Dexterity (Stealth) </b>but that can change as explained later).</li>
</ol>
<div>
The first benefit is always good when being attacked, but the second benefit of granting an <b>Advantage </b>to <b>Attack Rolls</b> is where defining how one becomes <b>Unseen </b>is vital to understand, because this opens up class features that might rely on this condition, most commonly the Rogue's <b>Sneak Attack</b>.<br />
<br />
Another important aspect of being unseen from a rules' perspective is also explained in the second paragraph, which is a creature that is attacking an unseen target must guess the location of the unseen, and could automatically miss if this is guess wrongly. This places an importance of knowing the rules of when an <b>Unseen</b> reveals their location at any given point, but can still be unseen. This is where I mentioned in my <a href="http://questinggm.blogspot.my/2016/07/d-raw-hiding-invisibility-other-sneaky_4.html" target="_blank">previous post</a> that if you made noise or are just Invisible, you are not (yet) discovered, but you revealed your location through noise.<br />
<br />
Adding on to that, the third paragraph mentions that if you attacked from being unseen (and unheard), you also reveal your location, which still means that you remain unseen (if your <b>Dexterity (Stealth)</b> still beats their <b>Wisdom (Perception)</b>, but they would know your location with a <b>Disadvantage </b>to your <b>Attack Roll</b>.<br />
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<h2 style="text-align: left;">
Becoming Hidden</h2>
<div style="text-align: left;">
<div>
</div>
<div>
Many could argue that there is a distinction between being simply <b>Unseen</b>, and Unseen and Unheard, otherwise known as being <b>Hidden</b>. I think it's a DM's choice to make it a distinction, but in my case, I do think there can be another layer added on being Unseen and being Hidden.</div>
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<br /></div>
<div>
While I don't think it should grant any additional benefit of being <b>Unseen</b>, but it could help to distinguish an <b>Unseen </b>as being unheard, and this would mean it would not reveal their location through sound (whether invisible or not).</div>
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By default, I would say that once a character has successfully won the first <b>Dexterity (Stealth) </b>and <b>Wisdom (Perception)</b> contest, the character can be considered <b>Hidden </b>(unseen and unheard). But I would think it would be fair to call for another <b>Dexterity (Stealth)</b> check from the character<b> </b>if they would want to stay unheard (most likely when trying to tread from spot to another), and depending if their spotter is actively searching for them or not, to use their passive <b>Wisdom (Perception)</b> or make a contest roll.</div>
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<div>
A likely scenario is when a <b>Hidden</b> character<b> </b>is trying to approach an enemy in combat, where they would ordinarily be spotted immediately (as stated in the last paragraph of the <b>Unseen Attackers and Targets </b>rule), but if they succeeded on their <b>Dexterity (Stealth)</b> check, a DM may reward them by giving them the benefits of being <b>Unseen </b>(i.e., <b>Advantage</b> to <b>Attack Rolls</b>) until the character makes their attack. </div>
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Should that require another <b>Hide </b>action in combat? <a href="http://www.sageadvice.eu/2016/04/07/can-i-hide-in-movement-action/" target="_blank">Mike Mearls</a> seem to think so, but you are free to rule otherwise. By ruling that it requires a <b>Hide </b>action, it benefits class features like the Rogue's <b>Cunning Action</b> to be able to <b>Hide </b>as a bonus action, and still have a spare action to use in the same turn. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhir2zqCsAtHlxsGHIJzcgKC0pHVObPDsAX-F32CObYtk4aPMrH8_iL81GJ5y0LZ0HRsuxXbult0TwpWp6vDTA_BEA794MmeAJDEAWNrNLGgrv5O6bU1jJ1A4b1Mux4pOU7IQTCZZrkvJQ/s1600/Mike+Mearls+hide+action.PNG" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhir2zqCsAtHlxsGHIJzcgKC0pHVObPDsAX-F32CObYtk4aPMrH8_iL81GJ5y0LZ0HRsuxXbult0TwpWp6vDTA_BEA794MmeAJDEAWNrNLGgrv5O6bU1jJ1A4b1Mux4pOU7IQTCZZrkvJQ/s1600/Mike+Mearls+hide+action.PNG" /></a></div>
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For me, understanding the <b>Hiding </b>and <b>Unseen Attackers and Targets </b>rules together builds the foundation of sneaking around in 5th Edition Dungeons & Dragons. Next, I'll look into the exceptions to these rules, and see how they work within the framework I've established. <br />
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[D&D RAW] Hiding, Invisibility & Other Sneaky Business, <b>Part 3: Invisibility</b>.</div>
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Questing GMhttp://www.blogger.com/profile/08498040036123327415noreply@blogger.com0