Тёмный

L11E5: Efreeti 

d20Tactics
Подписаться 295
Просмотров 99
50% 1

This week I'm joined by AzureWolf, Fear_No_Equal, BlindOracle and LongFish as they blitz into the fifth encounter of a level 11 Elemental Djinn's Lair.
You can find the first encounter in this series here: • L11E1: Dao
Attributions:
Maps by Luke Seefuss, a.k.a Seafoot Games | www.seafootgames.com
Token Assets by Devin Night, immortalnights.com/
Assets by 2-Minute Tabletop at 2minutetabletop.com
Music by Matthew Pablo www.matthewpablo.com

Игры

Опубликовано:

 

9 фев 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 21   
@jiminyfatal
@jiminyfatal 5 месяцев назад
@d20tactics I’ve binged these videos this month and want to say thank you for making them! I’ve had a good time watching these, so much so that I made 6 encounter set for Level 5 characters and ran it for my buddies! That being said, if you and your crew would like to run through another set of level 5 rooms, feel free to reach out!
@d20tactics
@d20tactics 5 месяцев назад
It was my pleasure to make them, I'm glad you enjoyed your time with them. I'd love to take a look at them and see if they would fit our style, feel free to get in touch.
@leslierobinson8724
@leslierobinson8724 5 месяцев назад
Well played.
@d20tactics
@d20tactics 5 месяцев назад
That's kind of you to say!
@MRghowst
@MRghowst 5 месяцев назад
Good stuff
@d20tactics
@d20tactics 5 месяцев назад
Thanks!
@007ohboy
@007ohboy 5 месяцев назад
GGs! As always, great video and cool animations. Thanks for clarifying Sorc Points/spell exchange. I only need one spell this fight. I'll replace the fighter - no offense Fear No Equal! Action - Haste Bonus Action - Bladesong Extra Attack - hold my strike for if the Efferti draws near. Dex Save at advantage, Concentration check +9 DC 10 success! Wow! Thanks Mage for the flight. Now I have 120 feet flight speed. Move 60 feet Booming Blade + Extra Haste longsword Attack + Unarmed Strike Move 60 feet away provoke opportunity attack, whiff! If the Efferti moves it take 3d8 Thunder unless immune. Let's say Fire Genie chases me attacks and misses a 28 AC because I had to use a Shield spell. Action - Dodge, Extra Haste Attack - Longsword, Bonus Action - Unarmed Strike (fighting more defensively) Then fly 90 feet to rejoin party and wait. Fire dude chases, party finishes it off. Started really playing with Haste these last couple of weeks with this Arcane Monk I have, and I love it. If I want to go full offense, I can get in three attacks, one of which is a Booming Blade. If I want to fight more defensively, I can use my Dodge Action to gain disadvantage to being hit on top of a stupid high AC all the while still getting two attacks off using the Extra Haste Action to trigger the Bonus Action Unarmed Strike feature. We fought a Trollkin last night that was turning Invisible and hiding within the heavy obscurement granted by the spell. I used my Action to do a Perception vs Stealth check to spot the hiding Trollkin and call out its location to my party. So useful. Haste normally is a pretty "meh" spell but for gishes with great ways of mitigating/avoiding damage and having good Concentration saves, Haste is really a worthy spell. It makes you more offensive, more defensive, and adds a lot more utility. Being able to zip across the Battle Field to grapple and move a downed party member out of danger and leaping back into the fight as if nothing happened, not caring about opportunity strikes, feels extremely satisfying. One of my party teammates even gave me a compliment for "Battlefield Control". I was like, "hells yes! Thanks!" That's why I built her. She just gets in the monsters way, provokes them, and then either dodges or uses hit and run tactics.
@d20tactics
@d20tactics 5 месяцев назад
I don't like to speak for other people, but I'm pretty sure that Fear_No_Equal would also replace the fighter. Haste has a specific list of actions that the extra action can be used for, and Ready is not one of them. There is certainly a question about whether or not the Haste doubles the Fly speed, and the order they have been cast certainly doesn't help your argument, but I don't know the actual answer, or if it matters. I'm not sure who exactly you are referring to with the Oppy, but both shield and Oppy are Reactions, so you can't make both in the same round. I like Haste, I don't know that it's better than a Fireball, which is what it's competing with. Obviously the right choice if the enemy is immune to fire, or if there are not enough targets to justify the AoE. I like it on Rogues and Rangers and other things that get massive single attack hits, ensuring they are more likely to hit with them.
@007ohboy
@007ohboy 5 месяцев назад
@d20tactics @d20tactics You are right about holding the Haste Action. You are wrong about Haste not doubling your speed whether it's walking, flying or swimming. Haste just literally states it doubles your speed. If you have 40 ft movement, it's doubled. If someone casts flight on you even after you have casted Haste, it is still doubled. I checked up on all the forums and I'm not finding any one saying Haste doesn't double your speed. If I cast Haste, and then someone casts fly, they gave me a new fly movement that is still affected by the Haste conditions. I meant my character doesn't care about provoking opportunity attacks against her because her AC is so good. It also is a way to lessen attacks made on her by moving out of range to avoid the multi attacks. This is what I would use when hitting and running. If I need to lock down an area or a big beefy boss, I can take the dodge action and become even harder to hit. Sure, but then you are asking me to play a caster and I made a Gish. I already play two OP casters that can cast fireballs. I wanted a Mystical Monk Gish. You are highlighting the caster martial divide. I know it exists but don't care that my character would be better off playing a caster. I wanted a magical monk so I made this. Haste specifically works well with this build/concept because it gives her so many options in melee fighting which is what she does - she doesn't throw fireballs and her DC would suck anyway. All her spells are Gishy and buffs. Later on with her Bladesinger levels, I will grab a few DC spells like Blindness/Deafness because her Int is actually decent. The Sorc spells are all about non DC buffs and utility. So, yes, fireball is better. Hypnotic Pattern is more optimal. Taking the fighter you are playing and balling the character sheet into a ball to throw in the trash to be replaced with a Clockwork. Sorcerer or a Chrono Wizard would be optimal because they can do more damage and be less squishy than most fighters can, but if someone really wants to play a martial, more than likely, they are doing it for flavor and a love for the RP associated with martial classes. I like both. I also have Improved Invisiblity for situations where I think Haste might not be as optimal. But for most situations, Haste works well with this Gish. It's helped me dodge dragon breaths, do more damage, boosted an already high AC and so forth. Yes, the Rogue combo works well. But Gishes are also made for Haste.
@007ohboy
@007ohboy 5 месяцев назад
@d20tactics "Until the spell ends, the target’s speed is doubled..." Which means it is continuous. If my base speed somehow increases for walking, then Haste doubles that. It even works with longstrider and Monk speed. Haste doesn't give you a static movement speed, it says whatever your speed is - walking, flying, swimming, climbing - it is doubled. Why it would matter in what order the spells were cast doesn't make sense to me. It's not like Haste only doubles your speed when it's cast on you and then never doubles again. It doesn't say only the first round is speed doubled. It says that until the spell ends, your speed is doubled for whatever movement you have. Fly gives you a fly speed that can then be doubled. This is such a universal combo that it's a meme videos are made on. 🤣 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-cqPN4LDdK8M.htmlsi=H_UjiorNlEvlvxSI
@007ohboy
@007ohboy 5 месяцев назад
@d20tactics I could see a DM ruling against haste doubling fly speed or haggling over the order of casting but it's no DM I've run into yet until today. I've only played at 9 tables but all of them accepted the haste + fly combo. RU-vid videos from well known optimizers to whole articles have been written about the haste + fly combo. When I'm wrong it's usually pretty easy to find out with a quick search - sorc points was the exception - but ai kept checking over and over to see if I'm wrong and I can't find any evidence to support the notion that fly + haste, no matter the order of casting, doesn't give you a fly speed of 120. It's even worse because you can movement - move for 120ft + haste action - dash for 120 ft + Action - dash for yet another 120 ft for a total fly speed of 360 feet per turn. Ha! "Combined With Haste Haste is a spell that doubles the speed of a target. Your 60 feet of flight speed turns into 120 feet. You also gain an additional action that players can only use to make an Attack (one weapon attack), Disengage, Hide, Dash, or use an Object action. tabletopden.com/dnd/fly-5e-guide/
@d20tactics
@d20tactics 5 месяцев назад
I'm certainly not wrong about what I said regarding Haste and Fly, which was "I don't know the actual answer..." I'm 100% certain that it was true when I wrote it. Knowing what I know now, I would revise it. Under Combining Magical Effects on page 205 of my Player's Handbook, it says "The effects of different spells add together while the durations of those spells overlap." It doesn't matter which spell what cast first, they combine while they are in effect. I'm not asking you to play a caster, you're playing a caster. Opportunity cost is a legitimate concern when discussing mechanics. If the question were which looks cooler, feels cooler, or has more role-playing opportunities, I agree that Haste is better. I'm not likely to find the arguments, "This RU-vid video says it works," "This GM says it works," or "This blog post says it works," compelling. It's also odd that the actual answer is three lines from the Player's Handbook, a resource mostly available for free, and instead everything else except that is being quoted as the source of truth. That being said, one of the goals on this channel is to provide tactics to players that they can use, and if everyone and their brother says it works that way, even if it doesn't, then that would still qualify.
@Jellyhead9000
@Jellyhead9000 4 месяца назад
Loving the efficient gameplay. Are these clips edited down or do you all just know your stuff really well? A minor note, wall of fire only offers a dex save when it appears. After that it simply deals its damage when creatures enter it or end their turn in it.
@d20tactics
@d20tactics 4 месяца назад
These are pretty heavily edited. We try to play fast, but the actual encounter is about 3x longer than the video. That being said, we try to get through 6 combat encounters in 4 hours, which is faster than any other group I've been in or seen. As for the Wall of Fire, it looks like you are 100% right. I saw "takes the same damage" and referenced the wrong line. Good catch.
@Jellyhead9000
@Jellyhead9000 4 месяца назад
Super impressive to get 6 done in 4 hours. Any advice on how to achieve that kind of efficiency, or ground rules you implemented ahead of time?@@d20tactics
Далее
L11E6: Fire and Earth Elementals
17:36
Просмотров 147
L12E6: Arcanaloth
9:07
Просмотров 190
Tom🍓Jerry 😂 #shorts #achayanarmyfamily
00:14
Просмотров 14 млн
Strong cat !! 😱😱
00:19
Просмотров 2,6 млн
Gothmog, Lord of Balrogs - Epic Character History
9:11
L14E1: Behir
15:03
Просмотров 259
I visited all the extremities of Great Britain
31:26
Просмотров 14 тыс.
Why Tolkien Hated Narnia
9:50
Просмотров 27 тыс.
DnD Tricks DMs Use To Engage Their Players
7:06
Просмотров 474 тыс.
L12E4: Horned Devil
11:23
Просмотров 141