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== Halfling Boys Tactics == | == Halfling Boys Tactics == | ||
===Playbook=== | |||
*Red Door - party drinks with extreme fervor | |||
*Honey Hag - party pretends to be enthralled by an enchanter to get close, launches a coordinated attack | |||
*Lizard Head - party flies into a facility with hostile surrounds under the cover of night | |||
=== Rule #0: Always Be Lucky === | === Rule #0: Always Be Lucky === | ||
Be as lucky as possible and never be unlucky. Halflings live by [[Marfy Smallhair|Marfy]]'s Law: | Be as lucky as possible and never be unlucky. Halflings live by [[Marfy Smallhair|Marfy]]'s Law: |
Revision as of 18:08, 17 October 2021
A rough and tumble bunch of good-for-nothings.
Spreadsheets
Skills, etc
Ubrekti | Flanneri | Fresian | Primordial | TBD | |
---|---|---|---|---|---|
Banner | x | x | x | x | |
Beldon | x | x | x | ||
Bobwhite | x | x | x | ||
Four | x | x | x |
Skills: - Particularly terrible at, no proficiency and a bad main attribute <blank> Not particularly notable + Proficiency or high main attribute ++ Proficiency and high main attribute or expertise +++ Expertise and high main attribute ++++ Some crazy god-level bullshit lemme tell you
Bobwhite | Beldon | Banner | Four | |
---|---|---|---|---|
Acrobatics | ++ | +++ | + | + |
Animal Handling | ++ | + | ||
Arcana | +++ | - | - | - |
Athletics | + | + | ++ | |
Deception | ++ | ++ | - | |
History | - | - | - | |
Insight | ||||
Intimidation | ++ | - | ||
Investigation | ++ | - | - | - |
Medicine | ||||
Nature | - | - | + | |
Perception | +++ | + | + | + |
Performance | + | + | - | |
Persuasion | + | ++ | - | |
Religion | - | - | - | |
Sleight of Hand | +++ | + | + | + |
Survival | + | + | ||
Stealth | +++ | ++ | ++ | + |
Tools: <blank> Not proficient + Proficient
Bobwhite | Beldon | Banner | Four | |
---|---|---|---|---|
Thieves' Tools | + | |||
Disguise Kit | + | |||
Forgery Kit | + | |||
Carpentry | + | |||
Pan Flute | + | |||
Vehicles (land) | + |
Halfling Boys Tactics
Playbook
- Red Door - party drinks with extreme fervor
- Honey Hag - party pretends to be enthralled by an enchanter to get close, launches a coordinated attack
- Lizard Head - party flies into a facility with hostile surrounds under the cover of night
Rule #0: Always Be Lucky
Be as lucky as possible and never be unlucky. Halflings live by Marfy's Law:
Anything that can go wrong will typically work out okay. Here, hold my drink!
Halfling Luck
No matter what the boys are doing, they live and die by their luck almost as much as their skill.
Improve the odds
The team has a number of proactive and (mostly) reactive mechanisms to minimize failures and lure successes. Keep the below in mind when trying to optimize rolls:
Ability | Enable? | Who? | When? | Often? | Roll? | Attack | Ability | Saving | Damage | Notes |
---|---|---|---|---|---|---|---|---|---|---|
Inspiration - Advantage | - | Self | Before roll | 1/inspiration | Advantage | ✓ | ✓ | ✓ | ||
Bless | Spell+Concentration | 3 allies in 30' | Before roll | charges | +1d4 | ✓ | ✓ | |||
Bardic Inspiration (Base) | Bonus Action | Ally in 60' (Not Beldon) | After roll | 3/short (shared with Cutting Words) | +1d8 | ✓ | ✓ | ✓ | Must hear you | |
Bardic Inspiration (Cutting Words) | - | Enemy attacking within 60' of Beldon | After roll | 3/short (shared with Bardic Inspiration) | -1d8 | ✓ | ✓ | ✓ | Must hear you, charm effect | |
Sari's Mark of Fortune | - | Beldon or his attacker | After roll | 1/long | Reroll | ✓ | ✓ | ✓ | ||
Counterspell | Reaction | Enemy within 60' of Beldon visibly casting a spell | Before spell goes into effect | Level 3 or higher spell slot (3/long) | Auto-interrupt spell ≤ 3rd level, roll for >3 | must be able to see spell casting | ||||
Lucky/Halfling | - | Self | After rolling 1 | ∞ | Reroll | ✓ | ✓ | ✓ | ||
Spirit Shield | Reaction | Enemy attacking (not Four) | After hit by attack | ∞ | -2d6 | ✓ | Pseudo-luck, damage reducer, not at Four | |||
Uncanny Dodge | Reaction | Bobwhite's attacker | After hit by attack | ∞ | ½ | ✓ | Pseudo-luck, damage reducer | |||
Shield | Reaction | Banner's attacker | After hit by attack | Level 1 or higher spell slot (2/short & 2/long) | -5 | ✓ | Pseudo-luck, +5AC until your turn | |||
Deflect Missiles | Reaction | Banner | After hit by missile | ∞ | -(1d10+6) | ✓ | Pseudo-luck, damage reducer, on 0dmg reflect | |||
Strength of the Grave | - | Banner | After damage to 0hp | 1/long | CHA Save=1hp | ✓ | Pseudo-luck, damage reducer |
Rule #1: Always Be Ridin' (Proposed)
Riding on a dog gives you a few distinct advantages:
Halfling + Dog
is likePB + J
- Mount can dash/disengage without impacting your own actions
- Potentially better movement speed than your own
- Single round movement burst option (technically possible?)
- Mount moves (+N feet)
- Mount dashes (+N feet again)
- PC dismounts (costs half your move)
- PC moves (+M/2 feet)
- PC could then dash or use bonus action movement options (e.g. rogues) to get even farther.
- Can hide behind the dogs for stealth
Some disadvantages:
- Dogs are weak and will probably get squashed often
- We cannot move through squares of larger creatures while mounted (i.e. no Halfling Nimbleness)
Rule #2: Play to our Strengths
- See Rule #0 and Rule #1
- Take full advantage of the party:
- Four's primary combat role: Act like "temporary hit points" for the rest of the party. Ideally no one else takes damage until Four is bloodied or down.
- High hit points, hard to hit, resists most combat damage
- Debuff physical attackers to reduce damage to the rest of the team
- Reduces damage dealt to the team
- Consistent physical damage
- Banner offers essential flexibility: Can nuke from a distance or transition into a front-line hellraiser
- Eldritch Blast -- Reliable force damage at range every round it's needed (>5 ft away)
- Flurry of blows, burst survivability, great AC, Strength of the Grave
- Bag of tricks (Flame damage, illusions, Thunderwave aoe/cc, movement bursts, darkness/silence, persuasiveness)
- Bobwhite offers incredible ranged DPS and rogue versatility
- Sneak attacks at +3d6, init bonuses
- Object acquisition/manipulation (invisible mage hand+ sleight of hand, etc)
- Incredible stealth/perception/cleverness
- Beldon keeps everyone else alive with critical buffs/debuffs, luck, heals, and lance shards
- Blessings, buffs, and heals keep everyone alive
- Area effect and/or control spells (shatter, fear, dissonant whispers)
- Bardic Inspirations to amplify the boys and reduce damage in a pinch
- Dispel Magic and Counterspell to remove effects or prevent them from ever coming into effect
- Four's primary combat role: Act like "temporary hit points" for the rest of the party. Ideally no one else takes damage until Four is bloodied or down.
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