Category:Mattiverse Next: Difference between revisions

Jump to navigation Jump to search
No edit summary
(→‎Halfling Boys Tactics: more expansion)
Line 96: Line 96:
Be as lucky as possible and never be unlucky. Halflings live by [[Marphy Smallhair|Marphy]]'s Law:  
Be as lucky as possible and never be unlucky. Halflings live by [[Marphy Smallhair|Marphy]]'s Law:  
<blockquote>''Anything that can go wrong will typically work out okay. Here, hold my drink!''</blockquote>
<blockquote>''Anything that can go wrong will typically work out okay. Here, hold my drink!''</blockquote>
 
==== 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 ====
==== 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:
{| border="1" cellspacing="0" cellpadding="3" style="text-align:center"
{| border="1" cellspacing="0" cellpadding="3" style="text-align:center"
!Ability!!Prep?!!Who?!!When?!!Often?!!Roll?!!Attack!![https://5thsrd.org/rules/abilities/ability_checks/ Ability]!!Saving!!Damage!!Notes
!Ability!!Enable?!!Who?!!When?!!Often?!!Roll?!!Attack!![https://5thsrd.org/rules/abilities/ability_checks/ Ability]!!Saving!!Damage!!Notes
|-
|-
|[https://5thsrd.org/rules/inspiration Inspiration - Advantage]||-||Self||Before roll||1/inspiration||Advantage||+||+||+|| ||
|[https://5thsrd.org/rules/inspiration Inspiration - Advantage]||-||Self||Before roll||1/inspiration||Advantage|||||||| ||
|-
|-
|[https://roll20.net/compendium/dnd5e/Bless#content Bless]||Spell+Concentration||3 allies in 30'||Before roll||?||+1d4||+|| ||+|| ||
|[https://roll20.net/compendium/dnd5e/Bless#content Bless]||Spell+Concentration||3 allies in 30'||Before roll||[https://wiki.proteststand.com/index.php?title=Lance_of_the_Wolfen-Khan#Second_Piece_.28Blessed_Day.29 charges]||+1d4|||| |||| ||
|-
|-
|[https://roll20.net/compendium/dnd5e/Classes:Bard/#h-Bardic%20Inspiration Bardic Inspiration (Base)]||Bonus Action||Ally in 60' (Not Beldon)||After roll||3/short||+1d8||+||+||+|| ||Must hear you
|[https://roll20.net/compendium/dnd5e/Classes:Bard/#h-Bardic%20Inspiration Bardic Inspiration (Base)]||Bonus Action||Ally in 60' (Not Beldon)||After roll||3/short||+1d8|||||||| ||Must hear you
|-
|-
|[https://roll20.net/compendium/dnd5e/College%20of%20Lore#toc_2 Bardic Inspiration (Cutting Words)]||-||Enemy attacking in 60'||After roll||3/short||-1d8||+||+|| ||+||Must hear you, charm effect
|[https://roll20.net/compendium/dnd5e/College%20of%20Lore#toc_2 Bardic Inspiration (Cutting Words)]||-||Enemy attacking in 60'||After roll||3/short||-1d8|||||| ||||Must hear you, charm effect
|-
|-
|[https://www.dndbeyond.com/races/halfling Sari's Mark of Fortune]||-||Beldon or his attacker||After roll||1/long||Reroll||+||+||+|| ||
|[https://www.dndbeyond.com/races/halfling Sari's Mark of Fortune]||-||Beldon or his attacker||After roll||1/long||Reroll|||||||| ||
|-
|-
|[https://www.dndbeyond.com/races/halfling Lucky/Halfling]||-||Self||After rolling 1||∞||Reroll||+||+||+|| ||
|[https://www.dndbeyond.com/races/halfling Lucky/Halfling]||-||Self||After rolling 1||∞||Reroll|||||||| ||
|-
|-
|[http://dnd5e.wikidot.com/barbarian:ancestral-guardian Spirit Shield]||Reaction||Enemy attacking (not Four)||After hit by attack||∞||-2d6|| || ||||+||Pseudo-luck, damage reduced, not at Four
|[http://dnd5e.wikidot.com/barbarian:ancestral-guardian Spirit Shield]||Reaction||Enemy attacking (not Four)||After hit by attack||∞||-2d6|| || ||||||Pseudo-luck, damage reducer, not at Four
|-
|-
|[https://roll20.net/compendium/dnd5e/Spells:Shield/#content Shield]||Reaction||Banner's attacker||After hit by attack||3/short||-5||+|| |||| ||Pseudo-luck, +5AC until your turn
|[https://roll20.net/compendium/dnd5e/Rogue#toc_10 Uncanny Dodge]||Reaction||Bobwhite's attacker||After hit by attack||||½|| || ||||||Pseudo-luck, damage reducer
|-
|-
|[https://roll20.net/compendium/dnd5e/Monk#toc_12 Deflect Missiles]||Reaction||Banner||After hit by missile||∞||-(1d10+6)|| || ||||+||Pseudo-luck, damage reduced, on 0dmg reflect
|[https://roll20.net/compendium/dnd5e/Spells:Shield/#content Shield]||Reaction||Banner's attacker||After hit by attack||3/short||-5||✓|| |||| ||Pseudo-luck, +5AC until your turn
|-
|[https://roll20.net/compendium/dnd5e/Monk#toc_12 Deflect Missiles]||Reaction||Banner||After hit by missile||∞||-(1d10+6)|| || ||||||Pseudo-luck, damage reducer, on 0dmg reflect
|-
|[https://merovia.obsidianportal.com/wikis/shadow-sorcerer 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:
* <code>Halfling + Dog</code> is like <code>PB + J</code>
* Mount can dash/disengage without impacting your own actions
* Potentially better movement speed than your own
* Single round movement burst option ([https://rpgbot.net/dnd5/characters/mounted_combat.html 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, 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
25

edits

Navigation menu