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!! | !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|| | |[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|| | |[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|| || |||| | |[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/ | |[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)|| || |||| | |[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 |