Join my Discord! discord.gg/B86WaSfKFn Thank you so much to everyone for watching this was an absolute blast! We realized after that the Dragon's lair action for the Slow effect was still supposed to be a Wisdom save, I misread the text in the moment! Sorry Colby! :P
I love the house rule about letting people move their speed before the encounter begins! I played in an encounter where we started on the map all clumped together. Three red adult dragons rolled better initiative than the whole party and each hit the entire party with their breath weapons. Everyone (DM included) was panicking, because half the party was already down (and it wasn't intended to be THAT deadly.) 😆
I think it makes sense when you're just dropping players onto a map completely blind. It was a big open area that they would have seen when approaching it, so they should get an opportunity to position themselves in a way that makes sense.
This is true but also, I just didn't even get it going most of the time - it's an interesting feature, but with the bonus action cost to get it going, it was hard to justify - do you want to do flurry of blows (two attacks) and push an enemy into your Conjure Animals, or get a feature going that *might* do some damage to an enemy and push them *if* they fail a Con save? On a longer fight, or one where the enemies start off really far away, etc., for sure. Otherwise? Not a no-brainer, at least :/.
2:37:53 For anybody here to see Pact Tactics cast Hallow as an action with Divine Intervention, this is the round where he casts it. He chooses Fire Vulnerability for creatures inside the area and Aberrations cannot move while in the area (while fighting a beholder) Also, I wonder how LaRusso feels punching the beholder while Johnny holds him down. Almost exactly the same thing Cobra Kai did to him on the beach
Honestly, this, to me, really showed the gap between caster and martial has decreased. Both martials and casters were doing cool tactical things and seemed to have different tasks in combat. Game is looking good. Monk looks good, druid looks good, cleric looks good.
Chris seems like exactly the kind of DM you would want. Even as a player he can’t hep himself try to keep everyone honest and having fun within the confines of the rules and structure.
Chris did absolutely amazing. As a fellow believer of martials, especially monks, you've given me so much hope for the future. Now I just hope wotc didn't see this video, or they may think monk is too strong and needs to be nerfed 😂
Also props to IC for being a great DM this game! Really moved the game along smoothly and handled all of the crazy shenanigans these DnD optimizers threw at him.
Great show, I really enjoyed it. I would like to point out that everyone pulled their weight, the casters, and the martials without too much fuss. Also, Pact Tactics used the Shield spell once, which did save him from lots of damage in that one encounter, yet did nothing for him in the very next encounter. Point being, Shield as a spell is imho fine, and there are certainly ways around it (as well as other "op/must have spells"), to damage and/or render characters ineffective. Congrats on the 5k+ subscribers. Take care all.
I knew being able to fly was powerful but I have never had a character that could. Watching Chris really makes me understand how powerful flight can be. A lot of fun watching all of you play. Glad to see some One D&D in action.
Great playtest, thanks! I wouldn't have minded though if the difficulty would have been higher. After all they mopped the floor with the monsters - despite Pack Tactics misfortune at some point.
Oh it definitely could have been more challenging in retrospect. There were a lot of things I was worried about happening where I fairly easily could have TPK’d them but it didn’t really happen.
@@InsightCheck I fully understand. It's hard to predict. And you'd certainly wanted to avoid a TPK as your main intention is good entertainment over the full course of the session and for the others to showcase the new playtest rules. So it's all good and wasn't boring at all.
So many things to love about this. Seeing Chris being incapable of defeating a saving throw was great as I played in a game of his and with my swarm ranger I never moved anything and I was trying to move bees!!! Also watching him blue falcon the other players was just the best. Poor homelander I cannot believe you just let that bulling happen. What is the point of laser eyes if you don’t use them?
Dm gone easy on them with the dragon. I would have kept borrowing . Sorry party of optimisers figure it out hahaha. Can go after them in the hole. You would be one on one down there. Or ready actions. Use insight to figure out ita next action where they will come out from. So many options it was a good fight. Scary optmisers . Colby brining out great utility. Gater ... Be gatering XD t monk is dassimating everything using party teamwork. Very nice. Would love to see more play tests ❤️❤️❤️❤️ thia super fun thanks for doing this
As someone who mainly plays monk, I can say with confidence that Chris absolutely represented for team monk today 😆 Can't wait to try out the new monk myself one of these days.
I think Packtactics/Gator was done a bit of an injustice at the very end of the game. The beholder slow ray normally isn't the full slow spell. It doesn't affect dex saves or AC. More importantly it doesn't have a 50% chance to slow a spell taking effect, so greater restoration shouldn't have been delayed by a turn and should have cured him of petrification.
I don’t understand why Chris said that they couldn’t ready actions during the dragon fight. Why couldn’t you just say I ready an attack action whenever the dragon comes within reach?
@TreantmonksTemple and it would have just been such a long drawn out nothingburger of a fight. There was no value or fun in just slowly killing the party.
@@InsightCheck I'm a little curious on a little thing, did the Deep Dragon not leave a hole behind when it dug underground? Or was the hole getting filled by the terrain thus making it impossible for the party to follow it?
@@Finalplayer14 I could be totally wrong but I’ve always understood the Burrowing feature to have the dirt fill back in behind it given that it’s only allowed in things like dirt and sand. Other creatures like Purple Worms for example have the Tunneler feature which allows them to move through solid stone and leave a tunnel.
@@InsightCheck I think you're right. The rules on Burrowing says "A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so." It doesn't clarify if they leave a tunnel behind. Features like the Earth Elemental's Earth Glide say "Earth Glide: The elemental can Burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through." So at the minimum the Dragon would disturb the terrain but I suppose leave no hole. I also just noticed that in Fizbans Dragon's get the optional feature Tunneler. "The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake." So yeah I think that settles that, unless a creature or the specific terrain specifies it makes a tunnel or hole it doesn't make one.
small character should get full cover reeeally easy, a 5ft square is huge for them. And the horse could squeeze to small and be guided into the tunnel if Gator dismounted.
WoTC shall have no more money from me. But I like Chris and Colby- exceptionally nice and kind guys- so I will watch a while and comment for the algorithm.
Nice. Very happy to see the monk not run out of ki points and finally contribute at a level equal to or better than other classes. This gives me hope for the monk. Although i am sure some nerfs are coming. Now that i see deflect attack in action its great! However I am not sure why it depends on reducing damage to zero to return any damage. That seems like an uneccesary restriction on this feature. Stunning strike is still plenty powerful for 1x per turn. It would have been great to see a cleric that had more updates, like trickery cleric. That way we could see the new features in action. Fun times.
I feel ya on deflect attack. Didn't come to argue, but I can kinda see where they are coming from. If you take damage then it means the attack landed. Kinda hard to say you hit me and yourself with one strike.
He didn't understand rest casting. He said he didn't want to burn spell slots. Said something about already used the Jump spell. It's just something he didn't get. It's okay as it doesn't really make sense and is kinda cheese.
Not a fan of the tactic - feels too cheesy to me. I know it works pretty well with Goodberry, thanks to the 24 duration, but I mean... how many spell slots did I use yesterday? I have no idea. Maybe we had a full adventuring day and I burned almost all my slots? So yeah, didn't rest cast it at all, just had a spell slot burned before the one shot even began.
Ogres in the Beholder battle could have jumped to attack or grapple Jhonny or Gator... people forget how useful jump can be, even 5ft makes a difference
I find the playtest rule that allows changing or stowing a weapon with each attack (not Action) a bit silly and it does not truly solve the needless complexity of the weapon swapping/free hand management. Unless they changed that already. I would prefer a simpler rule, with some explicit exceptions (like the good old putting on a shield requires an Action and possibly a rule for casting with a free hand or what not). These rules tend to create headaches and tabletop sessions tend to end-up ignoring them...
Yes but also no. It would have been a total guessing game as for where it would have popped up and honestly wouldn’t have added anything to the game. It wouldn’t have been fun for anyone involved.
@@InsightCheck thank you for the reply. I've run burrowing creatures previously and had a lot of fun with it. Although if there are no enemies on the surface to draw actions it can lead to a game play loop where everyone holds their action and just range attacks ad the creatures appears.
@craigseverance6235 yeah and that was exactly it. There was nothing left at that point if I remember correctly so it really just would have been a boring slog.
@@InsightCheckYou made the right call. No doubt. Burrow is a boring ability. I play it like it takes their interaction with an object to dig down or come up. That way they can't come up and hit then retreat underground in the same turn. Doing it this way they are present for at least half the encounter.
ב"ה I actually wanted to see how standing together in the area of spirit guardians and conjure animals, while the one not concentrating that have reach ready an action to attack, could handle a creature with borrow speed.
If you cast conjure animals after Spirit Guardians goes up, you can't then exclude the conjured animals from the effects of the Spirit Guardians, right? [Edit - Ah nevermind nee version it's not real animals just a spirit form with no hit points.]
The play test Conjure Animals spell doesn't have a stat block or HP (it's just "nature spirits that take the form of a Large swarm of spectral animals"), so they can't take damage, regardless.
Kinda confused why the party cant follow the dragon into the hole it creates when it burrows. It is bigger than they are and its burrow speed would be lower then their movement speed.
Burrowing does not leave a tunnel or hole behind. It can only be used on things like mud, dirt and sand which just fills back in behind the creature. Some creatures like a Purple Worm do have the Tunneler feature allowing them to go through solid stone and other things and that does leave a tunnel behind.
Lots of fun. Thanks for doing this. :) That being said, one piece of feedback: It is no fun having a party member just be a static picture when everyone else is live. Does not matter if that is the person's shtick. It just does not feel right. Just my opinion. If everyone had been like that, would not have watched at all. Good Luck going forward.
I dont like that drawing and stowing weapons on an attack at all. I'd allow you to pull one or put one away but not for every attack. It feels like he should be taking opportunity attacks against him at this point.
Burrowing only works (RAW) Through: -Earth -Mud -Sand -Ice This is why white dragons are good with burrow, they can make ice tunnels, but no you can't chill in a dungeon with stone walls and just walk through them freely with burrow, not how it works Edit: that was a heck of alot of fun to watch, monk is playable now, love it Also, Chris with the nerd slaying was so funny
The ground was dirt/earth in the encounter. I’m aware it doesn’t work through solid stone which did mean I messed up the first burrow but I was aware of that too. Lots to manage :)
I can’t understand what allowed Colby to stow his quarterstaff and then draw two weapons on one turn? As I understand it, the most recent iteration of the ‘attack action’ rules in 5.5 closed those loopholes - you can draw or stow on one weapon when you take the attack action, no? It’s one or the other. I’m also guessing Colby doesn’t have the dual wielder feat on his build? So even if you could draw one weapon and stow one weapon, he certainly can’t stow one and draw two…. Right?
So, the latest playtest has this to say for the attack action: "You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack." With extra attack this means each attack allows one equipping or unequipping of a weapon before OR after each of those attacks. Starting the turn, Colby has his nunchucks out already, before the combat even began. He attacks with the nunchucks then immediately unequips them as part of that attack AFTER attacking. Using extra attack, he makes another attack but this time he equips his shortsword before the attack, and then proceeds to use it to attack as normal. At this point, he gets another free attack from the nick weapon mastery, and since it is technically part of the attack action AND he is making an attack, he gets to apply the rule again and get another free equip. He uses this to equip a scimitar to his offhand and completes the nick attack. Thus juggling 3 weapons with 1 attack action. Kinda insanely good and as long as you are willing to do the bookkeeping required (and so is your DM/party), it seems super duper fun and flexible. Seeing actual plays like this make me think the martial/caster gap is definitely either really close to being or is just completely bridged.
Colby and I worked it out. He starts combat with quarterstaff and scimitar drawn. He takes the attack action. Attack 1: Attacks with quarterstaff, stows it Attack 2: Attacks with scimitar, draws shortsword (and since the scimitar has the light property, he can make his nick attack) Attack 3: Attacks with shortsword (and since the nick property says it becomes part of the attack action, he can stow the shortsword) Round 2: Starts with Scimitar drawn, other hand empty. Attack 1: Draws Quarterstaff, attacks Attack 2: Attacks with scimitar, stows quarterstaff Attack 3: Draws shortsword and attacks On round 3 he can't attack with the quarterstaff.
@@baronaatista My assumption is that the wording doesn't make it clear whether the individual attacks in the attack action each count for one stow/draw free action. The way it is written, I take it to mean ANYTIME you make an attack when you take the attack action. It could just as easily be interpreted as ONCE on your entire attack action.
@@naturesforce10 Yeah I follow now. I’ve been looking at that rule for months and not understanding why people thought it meant you could draw or stow on every attack
Choosing Tarrasques for that Conjure Animals swarm really made a lot of crits pop up. But it's still a terrible idea to make a summon spell into an AOE effect. it's pretty clear 5E spells are being changed into generic 4E Powers
In my humble opinion, Conjure Animals and Spirit Guardians could or should be changed to doing damage once per turn against a particular creature that moves in a second time during the same turn. And I hope they make Conjure Animals simpler and more direct, similar to a Spiritual Weapon, which would also make that spell more immersive or cool. But that second bit is just my opinion: I understand the current version is more powerful.
My group isn't allowed to strategize during combat nearly as much as these guys do. Not more than a sentence or two of in-game talk per turn. It's 6 seconds after all! I like it as it's challenging, and encourages roleplay. I can see the fun in their more optimized metagaming style as well though.
Well, your characters are more experienced than you are at level 15- you're essentially legendary at that point. It makes sense for them to just... know this stuff by default.
@@FallenFromGlory Knowing and discussing what each others abilities and spells do is fine, but discussing tactics as situations are unfolding is not. There's a spell for this level of metagaming, and it's called Rary's Telepathic Bond if you want instant communication in the heat of the moment without the enemy reacting to what you're talking about. This session is a shit-show anyway with all the precasts, retcons, metagaming, and bending the rules, so it doesn't really matter. This can hardly be called a serious playtest with all of that.
Retcon was pretty meme but it didn't change much- in fact it made sure pack tactics was MISSING one of his death wards- and that's big. And you're misunderstanding, these discussions would be in character, it'd just be something the character already knows. Otherwise you might as well but a timer for every turn- and that's not great. I agree that it wasn't a superb playtest because of how they weren't utilizing the abilities... but rule bending? Metagaming doesn't have to be bad- here it sped the gameplay up, which is important for a one shot being streamed. @@norandomnumbers
@@FallenFromGlory characters are limited to very little communication during their turns, that's a written rule in the game: "You can communicate however you are able, *through brief utterances and gestures*, as you take your turn." Having full blown tactical discussions is against the rules. You can't talk at all outside of your turn, or if house-ruled it should at least take a reaction to reply with a couple of words. A timer for talking isn't necessary, but trying to limit yourself to 6 seconds is a good idea.
Do people not realize how easy the Beholder is to beat up? It's one of the weakest mobs there is. In case you dont know all you have to do is cast Darkness on yourself. If you are in Darkness the eyerays cannot target you. If it looks at you then the antimagic cone prevents the eyerays as well. It has a pitiful bite attack so no need to worry. All it can do is bite and fly away... Slowly.
We didn't have darkness or fog cloud. D4 might have had fog cloud but idk. There wasn't really to much to worry about anyways, like worse case if we couldn't get to the beholder, the 2 monks could just use ranged attacks to stun the beholder.
@@PackTactics My favorite creator! Yeah man. I see it was no problem, but also wanted to point out how horribly weak the mob actually is. It has this feeling of dread to a ton of players... But it's easily undone... Banishment on a Kraken.
43:40 so in six seconds you can now move, attack, stow a weapon, draw another weapon, attack, stow that weapon, draw a third weapon, then make another attack, and then a bonus action? Nothing broken with that...
Is changing reality with wish then completely fine? Or is casting both hypnotic pattern and slow via you and your simulacrum not broken? Is action casting hallow okay? Literally get a life.
@@nikcantsnipe Wish was always meant to change reality, like it's literally the purpose of the Spell and it's function in myth and legend. Simulacrum creates a duplicate. That means there are two of you. Two is twice one. Hallow? It takes 24 hours to cast. I challenge you to go outside with three "weapons" stowed on your body and in the span of six seconds run at a target and attack with all three items four total times. Me get a life? Ok. I typed this response after getting up at 5am, prepping my lunch, feeding the pets, going to work, and checking my phone at break. I think I'm living plenty outside of DnD. Edit: after work I'll go home, shift some laundry around, get dinner ready, then go watch our daughter play soccer. Yeah, I've got a pretty full life.
@@genxmonk70 If you have to explain your schedule to me. You don't have one. If you have to cry and appeal to realism about D&D you have no life. Grow up. I can't tell if you have never seen anime or any superhero films. Aren't just warriors in novels sometimes capable of hitting four people so fast that they can't see and before they even notice, not only have they been disarmed but the guy is holding onto their weapon? Is this some new concept? Are you just plain dumb? Ah yes. You see. These spells? Pure fantasy. They're spells. What? People with superspeed? Doing exceptionally fast combat? My brain is melting. You average joe can't do it? Therefore it is impossible!! Even though by agreeing to be just a level 1 character you're buying into the fantasy of not being a normal human. Oh I'm sorry, is traveling 8-10 hours everyday while strapped to 200 lbs realistic? Do your characters also regularly clean and oil their armor? Careful. It's going to rust. Your characters must also refuse to travel at all because it is drizzling. Do they catch cold? What kind of headass stupidity is this? Appeal to realism in a fantasy setting is not only a logical fallacy but only brought out to argue in either bad faith or just a brazen display of denseness. Also Hallow is literally an action cast with divine intervention.
It kind of made my skin crawl a bit when Pack Tactics said "Are you sure you're running that correctly?" It's just really disrespectful saying that when a monster steps out of the white room you do all your dpr calculations in. And yeah like you said, don't live as long as they do by playing fair.
@TheGoldCrow I will maintain that not having the dragon continue to burrow was the “right” thing to do. If you want to know how it would have gone if I kept burrowing, just pretended there was either a TPK or an incredibly long drawn out and boring fight involving grapples and one attack per turn that also still probably ends in a TPK. Neither situation is particularly fun or does what we wanted to do, which was to show off new toys and have a good time. This wasn’t a “real” session. Them dying or having a boring fight serves no function.
Yet another proof that martial-caster divide is made up problem. Not following the rules cause 99.9% of the problems DMs have with spell. Like castings two reaction spells on one turn ("very broken" shield btw). Or material components and all rest casting shenanigans. Plus everyone in good faith understand that Hallow interaction is clearly not RAI, and will be fixed. And on a martial side- here at 1:00:53 is slug of a turn, were even optimizer who professionally play this game overwhelmed by all features and feats. And this all without magic items with extra effects or boons and any other boost that player would normally collect in campaign by level 15. Now imagine how it will play on normal table with non-optimizers, half of the players will quit. Now imagine maneuvers on top of that that "community" wanted.
Lmao, cause Clerics are pretty weak- despite what Pack Tactics like to say. The martial divide absolutely exists, please note that Colbys build is literally mostly full caster
@darkestlight660 also, if the martial/caster divide wasn’t on full display here that’s a really GOOD thing! This is a new rule set, this is what we’ve been asking for :)
@@darkestlight660 i know that he is mostly caster, but on marked time he struggled with his martial features- weapon masteries, amount of attacks of each type, tavern brawler (he also forgot that he can reroll his 1s with this feat) and failed his saves because of his caster levels. On top of that it would be a not a good build in real play. You hit power spike at 6, and than for the next 4 level, aka 12+ weeks of session you have to level druid and have almost nothing from it, because it is never worth it to cast 1st or 2nd level spell instead of 3 attacks with a magic weapon. Then you have to suffer a bit less for 5 more levels, to just get that one conjure elementals combo that will work like twice.
not sure if you're being entirely fair in the second paragraph. his turn took ~5 minutes (for a complex multiclass 15th level PC) but he was constantly moving through it, not stopping dead to buy time to think, or argue rules or even to roleplay his effects. you're right that a campaign at 15th level would be even more complicated- with items, boons etc but those players would also have been playing those PCs for 15 levels! this is a high level one shot playtesting new rules. don't you think you're being a little merciless in your expectations?
I can't tell what your argument is for this playtest - of only combats - with completely new features that were in many ways explicitly trying to fix the martial-caster divide is proof that the entire history of the problem in the past is made up...
Circles are squares, and Pack Tactics continues to be one of the worst DnD youtubers. You can't justify incorrect ranges by using an optional rule (playing on a grid) which has a solution that actually works (every other diagonal square is 10 ft.) I understand not using that rule in live play when you manually have to count the squares, but in online play there's absolutely no excuse. Worthless. Edit: Jesus, add in the weapon juggling... OneDnD looks to be a circus. Good riddance to this system I say, it was fun while it lasted.
Chris is probably the first person to say on video that Circles are squares and it's absolutely correct, I think his example came from a math book defining what a radius actually is. Me and Colby had the correct radius. Why would we use a circle in roll20 when circles suck on a grid? Squares are just better visually.
@@PackTactics Also on the video he shows how the circles can be properly used on a grid with the alternating diagonals, and even has a neat outline for it that fits the grid perfectly. You can play the game as you like of course, but I'm also free to judge you for it.
@norandomnumbers it seems a bit unfair to “judge” someone for the way they play a game. We had discussed it prior and settled on “circles are squares” because it’s much easier to play that way. The DMG also says in Chapter 8 under the “Areas of Effect” section that “if an area of effect is circular and covers at least half a square, it affects that square”. It’s a far less enjoyable experience to break out the ruler to determine whether something is exactly half or more of a square is being covered and, thus, “circles are squares”. I’m not saying you have to play that way, but that’s how we collectively decided to. As far as the weapon juggling goes… sure? It’s the first time anyone had played with these characters and had to experience it, it’s obviously going to have some awkwardness to get used to. For clarity I don’t think that weapon juggling is great either but seems a bit much to just write it off based on that.
@@norandomnumbers Lol. I think its silly that Chris has a pass on this because he showed a circle option for you on a grid, I thought you said there was no excuse in your first comment? What happened to that? Did you change your mind? And I also think its silly that when you got a response, you immediately back down with "You can play the game as you like of course". You can't say that when you don't have that opinion dude. Let me remind you what your first comment was: "You can't justify incorrect ranges by using an optional rule (playing on a grid) which has a solution that actually works (every other diagonal square is 10 ft.) I understand not using that rule in live play when you manually have to count the squares, but in online play there's absolutely no excuse. Worthless." You clearly contradicted yourself and you ignored half my comment.
Join my Discord! discord.gg/B86WaSfKFn
Thank you so much to everyone for watching this was an absolute blast!
We realized after that the Dragon's lair action for the Slow effect was still supposed to be a Wisdom save, I misread the text in the moment! Sorry Colby! :P
When can we see another collab game?
Just found this today because of Pack Tactics! So glad I did. 4 of my favorite DnD tubers all in one game. So awesome
"Killing everyone is what my character would do." - Chris 🤣🤣🤣
Best one-liner of the one shot.
2:19:10
@PsyrenXY such a great quote lol. I forgot about this entirely!
I love the house rule about letting people move their speed before the encounter begins! I played in an encounter where we started on the map all clumped together. Three red adult dragons rolled better initiative than the whole party and each hit the entire party with their breath weapons. Everyone (DM included) was panicking, because half the party was already down (and it wasn't intended to be THAT deadly.) 😆
Hahahaha that’s absolute chaos! Definitely not a great idea to let 3 Adult Dragons unleash their breath weapons on a clumped party!
So would any caster??? Why would you want a monk.@jamesdeer3129
I think it makes sense when you're just dropping players onto a map completely blind. It was a big open area that they would have seen when approaching it, so they should get an opportunity to position themselves in a way that makes sense.
I don't want to be THAT guy? But against 3 dragons. 🤔 Sounds pretty deadly no matter how you slice it.
Kobold fight club says that it's deadly for 6 lvl 20 characters...@@lloydlineske2642
Colby forgot to use that wrath of the sea end of turn damage *A COUPLE OF TIMES*
They really should've added an aura to his character token
@@oicmorez4129 Yuuuup. Visual markers are the best reminders.
This is true but also, I just didn't even get it going most of the time - it's an interesting feature, but with the bonus action cost to get it going, it was hard to justify - do you want to do flurry of blows (two attacks) and push an enemy into your Conjure Animals, or get a feature going that *might* do some damage to an enemy and push them *if* they fail a Con save? On a longer fight, or one where the enemies start off really far away, etc., for sure. Otherwise? Not a no-brainer, at least :/.
That 95 damage unarmed hit was not a punch.
The was a signature miyagi-do crane kick to the face of that ogre
One punch man vibes
Conjure Animals seems very strong, but much more manageable than the 2014 rendition. I really like it.
I need more of these optimizers and One D&D, absolutely loved the one shot!
That’s awesome! I’m really glad you did :)
2:37:53 For anybody here to see Pact Tactics cast Hallow as an action with Divine Intervention, this is the round where he casts it. He chooses Fire Vulnerability for creatures inside the area and Aberrations cannot move while in the area (while fighting a beholder)
Also, I wonder how LaRusso feels punching the beholder while Johnny holds him down. Almost exactly the same thing Cobra Kai did to him on the beach
Honestly, this, to me, really showed the gap between caster and martial has decreased. Both martials and casters were doing cool tactical things and seemed to have different tasks in combat. Game is looking good. Monk looks good, druid looks good, cleric looks good.
Chris seems like exactly the kind of DM you would want.
Even as a player he can’t hep himself try to keep everyone honest and having fun within the confines of the rules and structure.
It would be great seeing this happen more often! Thanks!
Glad you enjoyed it!
Sorry Kobold, you're meant to use the template measure.
Chris did absolutely amazing. As a fellow believer of martials, especially monks, you've given me so much hope for the future.
Now I just hope wotc didn't see this video, or they may think monk is too strong and needs to be nerfed 😂
Also props to IC for being a great DM this game! Really moved the game along smoothly and handled all of the crazy shenanigans these DnD optimizers threw at him.
Glad to see you are getting growth from this! I'm a big fan of treantmonk and your content is a great supplement to his
Thank you so much for the kind words! I’m glad you enjoy it and I’m happy to have you!
Props for the battle music. It is sick!
By a guy named Michael Elliott! It’s really good! I linked his profile in the description if you want to check it out.
This was fantastic! I was so looking forward to johnny getting RPed.
I’m glad you enjoyed it :)
Phrasing...?
Great show, I really enjoyed it. I would like to point out that everyone pulled their weight, the casters, and the martials without too much fuss. Also, Pact Tactics used the Shield spell once, which did save him from lots of damage in that one encounter, yet did nothing for him in the very next encounter. Point being, Shield as a spell is imho fine, and there are certainly ways around it (as well as other "op/must have spells"), to damage and/or render characters ineffective. Congrats on the 5k+ subscribers. Take care all.
Loved this. Thank you so much for running this playtest.
I knew being able to fly was powerful but I have never had a character that could. Watching Chris really makes me understand how powerful flight can be. A lot of fun watching all of you play. Glad to see some One D&D in action.
Absolutely bonkers combos, haha! Especially in that final fight. Amazing
Great playtest, thanks! I wouldn't have minded though if the difficulty would have been higher. After all they mopped the floor with the monsters - despite Pack Tactics misfortune at some point.
Oh it definitely could have been more challenging in retrospect. There were a lot of things I was worried about happening where I fairly easily could have TPK’d them but it didn’t really happen.
@@InsightCheck I fully understand. It's hard to predict. And you'd certainly wanted to avoid a TPK as your main intention is good entertainment over the full course of the session and for the others to showcase the new playtest rules. So it's all good and wasn't boring at all.
So many things to love about this. Seeing Chris being incapable of defeating a saving throw was great as I played in a game of his and with my swarm ranger I never moved anything and I was trying to move bees!!! Also watching him blue falcon the other players was just the best. Poor homelander I cannot believe you just let that bulling happen. What is the point of laser eyes if you don’t use them?
Didn't Chris say he's gonna pack a shortbow exactly for those kinds of circumstances (restrained)
Yeah, but I didn't have both hands free because I was holding PT's character
@@TreantmonksTemple oh I would've dropped Gator in a heartbeat 🤠
All that Gator needed to do to avoid petrification was to walk into the anti-magic cone
Dm gone easy on them with the dragon. I would have kept borrowing . Sorry party of optimisers figure it out hahaha. Can go after them in the hole. You would be one on one down there. Or ready actions. Use insight to figure out ita next action where they will come out from.
So many options it was a good fight. Scary optmisers . Colby brining out great utility. Gater ... Be gatering XD t monk is dassimating everything using party teamwork.
Very nice. Would love to see more play tests ❤️❤️❤️❤️ thia super fun thanks for doing this
As someone who mainly plays monk, I can say with confidence that Chris absolutely represented for team monk today 😆
Can't wait to try out the new monk myself one of these days.
I was very happy with how it turned out.
@@strawbellebelle you might consider trying some decaffeinated brands. You know, they're just as tasty!
I think Packtactics/Gator was done a bit of an injustice at the very end of the game. The beholder slow ray normally isn't the full slow spell. It doesn't affect dex saves or AC. More importantly it doesn't have a 50% chance to slow a spell taking effect, so greater restoration shouldn't have been delayed by a turn and should have cured him of petrification.
I don’t understand why Chris said that they couldn’t ready actions during the dragon fight. Why couldn’t you just say I ready an attack action whenever the dragon comes within reach?
Because it can pop up out of reach, breathe on you, then pop back down until the breath recharges.
@TreantmonksTemple and it would have just been such a long drawn out nothingburger of a fight. There was no value or fun in just slowly killing the party.
@@InsightCheck I'm a little curious on a little thing, did the Deep Dragon not leave a hole behind when it dug underground? Or was the hole getting filled by the terrain thus making it impossible for the party to follow it?
@@Finalplayer14 I could be totally wrong but I’ve always understood the Burrowing feature to have the dirt fill back in behind it given that it’s only allowed in things like dirt and sand.
Other creatures like Purple Worms for example have the Tunneler feature which allows them to move through solid stone and leave a tunnel.
@@InsightCheck I think you're right. The rules on Burrowing says
"A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so."
It doesn't clarify if they leave a tunnel behind. Features like the Earth Elemental's Earth Glide say
"Earth Glide: The elemental can Burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."
So at the minimum the Dragon would disturb the terrain but I suppose leave no hole.
I also just noticed that in Fizbans Dragon's get the optional feature Tunneler. "The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake."
So yeah I think that settles that, unless a creature or the specific terrain specifies it makes a tunnel or hole it doesn't make one.
I'm looking forward to the builds they made.
I'm looking forward to the jokes they made!
I’m looking forward to the friends they made along the way!
small character should get full cover reeeally easy, a 5ft square is huge for them. And the horse could squeeze to small and be guided into the tunnel if Gator dismounted.
WoTC shall have no more money from me. But I like Chris and Colby- exceptionally nice and kind guys- so I will watch a while and comment for the algorithm.
What gave Johnny hover? The Elements monk feature doesn't mention it.
You're right, I remembered wrong. we both should have fallen. Of course for me that would have been 0 damage.
Nice. Very happy to see the monk not run out of ki points and finally contribute at a level equal to or better than other classes. This gives me hope for the monk. Although i am sure some nerfs are coming. Now that i see deflect attack in action its great! However I am not sure why it depends on reducing damage to zero to return any damage. That seems like an uneccesary restriction on this feature. Stunning strike is still plenty powerful for 1x per turn. It would have been great to see a cleric that had more updates, like trickery cleric. That way we could see the new features in action. Fun times.
I feel ya on deflect attack. Didn't come to argue, but I can kinda see where they are coming from. If you take damage then it means the attack landed. Kinda hard to say you hit me and yourself with one strike.
Congrats on the 5k subscribers
Thank you so much! Still can’t believe it!
This was so awesome
Thanks
Still really confused about DnDDeepDive not rest casting goodberry? What did he do with those slots o:?
Would say they are not into it as it can be a cheesy mechanic
He do it though, just not enough- which is why I'm confused. And it's hardly cheese.@@birchtree14
He didn't understand rest casting. He said he didn't want to burn spell slots. Said something about already used the Jump spell. It's just something he didn't get. It's okay as it doesn't really make sense and is kinda cheese.
Again, hardly cheese.@@lloydlineske2642
Not a fan of the tactic - feels too cheesy to me. I know it works pretty well with Goodberry, thanks to the 24 duration, but I mean... how many spell slots did I use yesterday? I have no idea. Maybe we had a full adventuring day and I burned almost all my slots? So yeah, didn't rest cast it at all, just had a spell slot burned before the one shot even began.
Ogres in the Beholder battle could have jumped to attack or grapple Jhonny or Gator... people forget how useful jump can be, even 5ft makes a difference
I find the playtest rule that allows changing or stowing a weapon with each attack (not Action) a bit silly and it does not truly solve the needless complexity of the weapon swapping/free hand management. Unless they changed that already. I would prefer a simpler rule, with some explicit exceptions (like the good old putting on a shield requires an Action and possibly a rule for casting with a free hand or what not). These rules tend to create headaches and tabletop sessions tend to end-up ignoring them...
Couldn't the party have held their actions and wait for the dragon to pop up from burrowing?
Yes but also no. It would have been a total guessing game as for where it would have popped up and honestly wouldn’t have added anything to the game. It wouldn’t have been fun for anyone involved.
@@InsightCheck thank you for the reply.
I've run burrowing creatures previously and had a lot of fun with it. Although if there are no enemies on the surface to draw actions it can lead to a game play loop where everyone holds their action and just range attacks ad the creatures appears.
@craigseverance6235 yeah and that was exactly it. There was nothing left at that point if I remember correctly so it really just would have been a boring slog.
@@InsightCheckYou made the right call. No doubt. Burrow is a boring ability. I play it like it takes their interaction with an object to dig down or come up. That way they can't come up and hit then retreat underground in the same turn. Doing it this way they are present for at least half the encounter.
ב"ה
I actually wanted to see how standing together in the area of spirit guardians and conjure animals, while the one not concentrating that have reach ready an action to attack, could handle a creature with borrow speed.
Colby should have taken the guidance cantrip.
I think he had guidance.
I did, along with resistance. Tough to remember to use them with a reaction but also, I was using my reaction pretty much every round for deflect :).
@DnDDeepDive especially with the new range being 10 feet.
If you cast conjure animals after Spirit Guardians goes up, you can't then exclude the conjured animals from the effects of the Spirit Guardians, right? [Edit - Ah nevermind nee version it's not real animals just a spirit form with no hit points.]
The play test Conjure Animals spell doesn't have a stat block or HP (it's just "nature spirits that take the form of a Large swarm of spectral animals"), so they can't take damage, regardless.
Correct yes, it’s just spirit form! No HP!
I fast forwarded to six points in this video and Colby was on his turn in every single one. I mean weird luck or did Colby take really slow turns?
lol probably yes to both questions
Kinda confused why the party cant follow the dragon into the hole it creates when it burrows. It is bigger than they are and its burrow speed would be lower then their movement speed.
Burrowing does not leave a tunnel or hole behind.
It can only be used on things like mud, dirt and sand which just fills back in behind the creature. Some creatures like a Purple Worm do have the Tunneler feature allowing them to go through solid stone and other things and that does leave a tunnel behind.
@@InsightCheck got it ok.
YAY ! GATOR!
Lots of fun. Thanks for doing this. :)
That being said, one piece of feedback: It is no fun having a party member just be a static picture when everyone else is live. Does not matter if that is the person's shtick. It just does not feel right. Just my opinion. If everyone had been like that, would not have watched at all.
Good Luck going forward.
I dont like that drawing and stowing weapons on an attack at all.
I'd allow you to pull one or put one away but not for every attack.
It feels like he should be taking opportunity attacks against him at this point.
Why is punishing the go to for most of you people? No wonder there are so many RPG horror stories about terrible DMs.
Good game.
Burrowing only works (RAW)
Through:
-Earth
-Mud
-Sand
-Ice
This is why white dragons are good with burrow, they can make ice tunnels, but no you can't chill in a dungeon with stone walls and just walk through them freely with burrow, not how it works
Edit: that was a heck of alot of fun to watch, monk is playable now, love it
Also, Chris with the nerd slaying was so funny
The ground was dirt/earth in the encounter. I’m aware it doesn’t work through solid stone which did mean I messed up the first burrow but I was aware of that too. Lots to manage :)
@@InsightCheck ah good clarification, well in that case simply a good ruling to disallow the dragon encounter from sucking xD
Couldn't the party have held their actions for when the dragon emerged from burrowing?
Rad
I am aware this is an old discussion - but is rest casting really universally accepted and played?
We had just agreed on it beforehand. I don’t really know how most people do it. I don’t typically do it in my games though.
@@InsightCheck Cool, thanks! Was just wondering because it definitely makes the PCs a lot stronger.
Could not find any attribution. Is the D&D tool D&D Beyond? Ahh. Colby mentioned Roll 20. That's the one?
We were playing on Roll20 if that’s what you’re asking?
@@InsightCheck Yes. Was wanting to know who provided the interface. Thanks. :)
I can’t understand what allowed Colby to stow his quarterstaff and then draw two weapons on one turn? As I understand it, the most recent iteration of the ‘attack action’ rules in 5.5 closed those loopholes - you can draw or stow on one weapon when you take the attack action, no? It’s one or the other. I’m also guessing Colby doesn’t have the dual wielder feat on his build? So even if you could draw one weapon and stow one weapon, he certainly can’t stow one and draw two…. Right?
So, the latest playtest has this to say for the attack action:
"You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack."
With extra attack this means each attack allows one equipping or unequipping of a weapon before OR after each of those attacks. Starting the turn, Colby has his nunchucks out already, before the combat even began. He attacks with the nunchucks then immediately unequips them as part of that attack AFTER attacking. Using extra attack, he makes another attack but this time he equips his shortsword before the attack, and then proceeds to use it to attack as normal. At this point, he gets another free attack from the nick weapon mastery, and since it is technically part of the attack action AND he is making an attack, he gets to apply the rule again and get another free equip. He uses this to equip a scimitar to his offhand and completes the nick attack. Thus juggling 3 weapons with 1 attack action.
Kinda insanely good and as long as you are willing to do the bookkeeping required (and so is your DM/party), it seems super duper fun and flexible. Seeing actual plays like this make me think the martial/caster gap is definitely either really close to being or is just completely bridged.
Colby and I worked it out. He starts combat with quarterstaff and scimitar drawn. He takes the attack action.
Attack 1: Attacks with quarterstaff, stows it
Attack 2: Attacks with scimitar, draws shortsword (and since the scimitar has the light property, he can make his nick attack)
Attack 3: Attacks with shortsword (and since the nick property says it becomes part of the attack action, he can stow the shortsword)
Round 2: Starts with Scimitar drawn, other hand empty.
Attack 1: Draws Quarterstaff, attacks
Attack 2: Attacks with scimitar, stows quarterstaff
Attack 3: Draws shortsword and attacks
On round 3 he can't attack with the quarterstaff.
@@naturesforce10 the attack action includes any number of attacks you make with it. Extra attack is not another attack action.
@@baronaatista My assumption is that the wording doesn't make it clear whether the individual attacks in the attack action each count for one stow/draw free action. The way it is written, I take it to mean ANYTIME you make an attack when you take the attack action. It could just as easily be interpreted as ONCE on your entire attack action.
@@naturesforce10 Yeah I follow now. I’ve been looking at that rule for months and not understanding why people thought it meant you could draw or stow on every attack
beaut!
Choosing Tarrasques for that Conjure Animals swarm really made a lot of crits pop up. But it's still a terrible idea to make a summon spell into an AOE effect. it's pretty clear 5E spells are being changed into generic 4E Powers
In my humble opinion, Conjure Animals and Spirit Guardians could or should be changed to doing damage once per turn against a particular creature that moves in a second time during the same turn. And I hope they make Conjure Animals simpler and more direct, similar to a Spiritual Weapon, which would also make that spell more immersive or cool. But that second bit is just my opinion: I understand the current version is more powerful.
My group isn't allowed to strategize during combat nearly as much as these guys do. Not more than a sentence or two of in-game talk per turn. It's 6 seconds after all! I like it as it's challenging, and encourages roleplay. I can see the fun in their more optimized metagaming style as well though.
At higher levels especially, meta-gaming and strategizing mid-combat can really help a group embody a well-oiled adventuring party.
Well, your characters are more experienced than you are at level 15- you're essentially legendary at that point. It makes sense for them to just... know this stuff by default.
@@FallenFromGlory Knowing and discussing what each others abilities and spells do is fine, but discussing tactics as situations are unfolding is not. There's a spell for this level of metagaming, and it's called Rary's Telepathic Bond if you want instant communication in the heat of the moment without the enemy reacting to what you're talking about. This session is a shit-show anyway with all the precasts, retcons, metagaming, and bending the rules, so it doesn't really matter. This can hardly be called a serious playtest with all of that.
Retcon was pretty meme but it didn't change much- in fact it made sure pack tactics was MISSING one of his death wards- and that's big. And you're misunderstanding, these discussions would be in character, it'd just be something the character already knows. Otherwise you might as well but a timer for every turn- and that's not great.
I agree that it wasn't a superb playtest because of how they weren't utilizing the abilities... but rule bending? Metagaming doesn't have to be bad- here it sped the gameplay up, which is important for a one shot being streamed.
@@norandomnumbers
@@FallenFromGlory characters are limited to very little communication during their turns, that's a written rule in the game:
"You can communicate however you are able, *through brief utterances and gestures*, as you take your turn."
Having full blown tactical discussions is against the rules. You can't talk at all outside of your turn, or if house-ruled it should at least take a reaction to reply with a couple of words. A timer for talking isn't necessary, but trying to limit yourself to 6 seconds is a good idea.
Do people not realize how easy the Beholder is to beat up? It's one of the weakest mobs there is.
In case you dont know all you have to do is cast Darkness on yourself. If you are in Darkness the eyerays cannot target you. If it looks at you then the antimagic cone prevents the eyerays as well. It has a pitiful bite attack so no need to worry. All it can do is bite and fly away... Slowly.
We didn't have darkness or fog cloud. D4 might have had fog cloud but idk. There wasn't really to much to worry about anyways, like worse case if we couldn't get to the beholder, the 2 monks could just use ranged attacks to stun the beholder.
@@PackTactics My favorite creator! Yeah man. I see it was no problem, but also wanted to point out how horribly weak the mob actually is. It has this feeling of dread to a ton of players... But it's easily undone... Banishment on a Kraken.
Really enjoying this but Chris loves playing other people’s characters doesn’t he… Anyway, subscribing, good fun.
43:40 so in six seconds you can now move, attack, stow a weapon, draw another weapon, attack, stow that weapon, draw a third weapon, then make another attack, and then a bonus action?
Nothing broken with that...
Is changing reality with wish then completely fine? Or is casting both hypnotic pattern and slow via you and your simulacrum not broken? Is action casting hallow okay? Literally get a life.
@@nikcantsnipe Wish was always meant to change reality, like it's literally the purpose of the Spell and it's function in myth and legend.
Simulacrum creates a duplicate. That means there are two of you. Two is twice one.
Hallow? It takes 24 hours to cast.
I challenge you to go outside with three "weapons" stowed on your body and in the span of six seconds run at a target and attack with all three items four total times.
Me get a life? Ok. I typed this response after getting up at 5am, prepping my lunch, feeding the pets, going to work, and checking my phone at break. I think I'm living plenty outside of DnD.
Edit: after work I'll go home, shift some laundry around, get dinner ready, then go watch our daughter play soccer. Yeah, I've got a pretty full life.
@@genxmonk70 If you have to explain your schedule to me. You don't have one. If you have to cry and appeal to realism about D&D you have no life. Grow up.
I can't tell if you have never seen anime or any superhero films. Aren't just warriors in novels sometimes capable of hitting four people so fast that they can't see and before they even notice, not only have they been disarmed but the guy is holding onto their weapon? Is this some new concept? Are you just plain dumb? Ah yes. You see. These spells? Pure fantasy. They're spells. What? People with superspeed? Doing exceptionally fast combat? My brain is melting. You average joe can't do it? Therefore it is impossible!! Even though by agreeing to be just a level 1 character you're buying into the fantasy of not being a normal human.
Oh I'm sorry, is traveling 8-10 hours everyday while strapped to 200 lbs realistic? Do your characters also regularly clean and oil their armor? Careful. It's going to rust. Your characters must also refuse to travel at all because it is drizzling. Do they catch cold? What kind of headass stupidity is this? Appeal to realism in a fantasy setting is not only a logical fallacy but only brought out to argue in either bad faith or just a brazen display of denseness.
Also Hallow is literally an action cast with divine intervention.
@@genxmonk70 get a life. This is not even worth addressing. You point out the problem with your own argument without realising it.
The Dragon not burrowing every turn because it would be "unfair" was bullsheet, it's the Players job to figure out how to deal with it
It kind of made my skin crawl a bit when Pack Tactics said "Are you sure you're running that correctly?"
It's just really disrespectful saying that when a monster steps out of the white room you do all your dpr calculations in.
And yeah like you said, don't live as long as they do by playing fair.
@TheGoldCrow I will maintain that not having the dragon continue to burrow was the “right” thing to do. If you want to know how it would have gone if I kept burrowing, just pretended there was either a TPK or an incredibly long drawn out and boring fight involving grapples and one attack per turn that also still probably ends in a TPK. Neither situation is particularly fun or does what we wanted to do, which was to show off new toys and have a good time.
This wasn’t a “real” session. Them dying or having a boring fight serves no function.
Yet another proof that martial-caster divide is made up problem. Not following the rules cause 99.9% of the problems DMs have with spell. Like castings two reaction spells on one turn ("very broken" shield btw). Or material components and all rest casting shenanigans. Plus everyone in good faith understand that Hallow interaction is clearly not RAI, and will be fixed.
And on a martial side- here at 1:00:53 is slug of a turn, were even optimizer who professionally play this game overwhelmed by all features and feats. And this all without magic items with extra effects or boons and any other boost that player would normally collect in campaign by level 15. Now imagine how it will play on normal table with non-optimizers, half of the players will quit. Now imagine maneuvers on top of that that "community" wanted.
Lmao, cause Clerics are pretty weak- despite what Pack Tactics like to say.
The martial divide absolutely exists, please note that Colbys build is literally mostly full caster
@darkestlight660 also, if the martial/caster divide wasn’t on full display here that’s a really GOOD thing! This is a new rule set, this is what we’ve been asking for :)
@@darkestlight660 i know that he is mostly caster, but on marked time he struggled with his martial features- weapon masteries, amount of attacks of each type, tavern brawler (he also forgot that he can reroll his 1s with this feat) and failed his saves because of his caster levels. On top of that it would be a not a good build in real play. You hit power spike at 6, and than for the next 4 level, aka 12+ weeks of session you have to level druid and have almost nothing from it, because it is never worth it to cast 1st or 2nd level spell instead of 3 attacks with a magic weapon. Then you have to suffer a bit less for 5 more levels, to just get that one conjure elementals combo that will work like twice.
not sure if you're being entirely fair in the second paragraph. his turn took ~5 minutes (for a complex multiclass 15th level PC) but he was constantly moving through it, not stopping dead to buy time to think, or argue rules or even to roleplay his effects. you're right that a campaign at 15th level would be even more complicated- with items, boons etc but those players would also have been playing those PCs for 15 levels! this is a high level one shot playtesting new rules. don't you think you're being a little merciless in your expectations?
I can't tell what your argument is for this playtest - of only combats - with completely new features that were in many ways explicitly trying to fix the martial-caster divide is proof that the entire history of the problem in the past is made up...
Circles are squares, and Pack Tactics continues to be one of the worst DnD youtubers. You can't justify incorrect ranges by using an optional rule (playing on a grid) which has a solution that actually works (every other diagonal square is 10 ft.) I understand not using that rule in live play when you manually have to count the squares, but in online play there's absolutely no excuse. Worthless.
Edit: Jesus, add in the weapon juggling... OneDnD looks to be a circus. Good riddance to this system I say, it was fun while it lasted.
The juggling is a lot but fine really.
Pack Tactics does remain tiring.
Chris is probably the first person to say on video that Circles are squares and it's absolutely correct, I think his example came from a math book defining what a radius actually is. Me and Colby had the correct radius. Why would we use a circle in roll20 when circles suck on a grid? Squares are just better visually.
@@PackTactics Also on the video he shows how the circles can be properly used on a grid with the alternating diagonals, and even has a neat outline for it that fits the grid perfectly. You can play the game as you like of course, but I'm also free to judge you for it.
@norandomnumbers it seems a bit unfair to “judge” someone for the way they play a game. We had discussed it prior and settled on “circles are squares” because it’s much easier to play that way. The DMG also says in Chapter 8 under the “Areas of Effect” section that “if an area of effect is circular and covers at least half a square, it affects that square”.
It’s a far less enjoyable experience to break out the ruler to determine whether something is exactly half or more of a square is being covered and, thus, “circles are squares”. I’m not saying you have to play that way, but that’s how we collectively decided to.
As far as the weapon juggling goes… sure? It’s the first time anyone had played with these characters and had to experience it, it’s obviously going to have some awkwardness to get used to. For clarity I don’t think that weapon juggling is great either but seems a bit much to just write it off based on that.
@@norandomnumbers Lol. I think its silly that Chris has a pass on this because he showed a circle option for you on a grid, I thought you said there was no excuse in your first comment? What happened to that? Did you change your mind? And I also think its silly that when you got a response, you immediately back down with "You can play the game as you like of course". You can't say that when you don't have that opinion dude.
Let me remind you what your first comment was: "You can't justify incorrect ranges by using an optional rule (playing on a grid) which has a solution that actually works (every other diagonal square is 10 ft.) I understand not using that rule in live play when you manually have to count the squares, but in online play there's absolutely no excuse. Worthless."
You clearly contradicted yourself and you ignored half my comment.