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[[File:Halfling boys pinch.png]]
A rough and tumble bunch of good-for-nothings.
A rough and tumble bunch of good-for-nothings.


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|Acrobatics    ||++      ||+++    ||+      ||+
|Acrobatics    ||++      ||+++    ||+      ||+
|-
|-
|Animal Handling||        ||++      ||        ||++
|Animal Handling||        ||++      ||        ||+
|-
|-
|Arcana        ||++     ||-      ||-      ||-
|Arcana        ||+++    ||-      ||-      ||-
|-
|-
|Athletics      || +      ||+      ||        ||++
|Athletics      || +      ||+      ||        ||++
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|Medicine      ||        ||        ||        ||
|Medicine      ||        ||        ||        ||
|-
|-
|Nature        ||        ||-      ||-      ||-
|Nature        ||        ||-      ||-      ||+
|-
|-
|Perception    ||++     ||+      ||+      ||++
|Perception    ||+++    ||+      ||+      ||+
|-
|-
|Performance    ||        ||+      ||+      ||-
|Performance    ||        ||+      ||+      ||-
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|Sleight of Hand||+++    ||+      ||+      ||+
|Sleight of Hand||+++    ||+      ||+      ||+
|-
|-
|Survival      ||        ||+      ||        ||++
|Survival      ||        ||+      ||        ||+
|-
|-
|Stealth        ||+++    ||++      ||++      ||+
|Stealth        ||+++    ||++      ||++      ||+
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|Vehicles (land)|| ||+|| ||
|Vehicles (land)|| ||+|| ||
|}
|}
== Halfling Boys Tactics ==
=== Rule #0: Always Be Lucky ===
Be as lucky as possible and never be unlucky. Halflings live by [[Marfy Smallhair|Marfy]]'s Law:
<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 ====
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"
!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://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 (shared with Cutting Words)||+1d8||✓||✓||✓|| ||Must hear you
|-
|[https://roll20.net/compendium/dnd5e/College%20of%20Lore#toc_2 Bardic Inspiration (Cutting Words)]||-||Enemy attacking within 60' of Beldon||After roll||3/short (shared with Bardic Inspiration)||-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://roll20.net/compendium/dnd5e/Counterspell 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
|-
|[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 reducer, not at Four
|-
|[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/Spells:Shield/#content 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
|-
|[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 ===
[[File:HalflingTacticsDrawingInDirt.jpg|right|400px|thumb|''Halfling Tactics Discussion. Explained by Four: "Okay, let me see if I understand. I'm in the front hitting pine cone monsters and dodging their clumsy attacks. Beldon is in the back coughing-up magical help and healing flower petals as needed. Banner is 2nd line, blasting and punching these pine cones to death. And, this is Bobwhite hiding like a creeper behind this rock flinging twigs at the pine cones? Okay, I think I got it now. So when we're all riding doggos, I have to try not to get carried away and let pine cones hit Beldon too often? Okay, okay, it kind of makes sense now... What about when we're on a boat? Are the pinecones sharks?"'']]
* 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
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