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Post by Daos on Apr 23, 2021 18:36:02 GMT -8
I suppose that depends on setting and culture involved. I don't know enough about Forgotten Realms or the Sword Coast to really guess at what is considered a normal age of consent there. I sincerely doubt it's 13, though, just because that would cause quite a few problems for WotC if it were the case.
Most fantasy settings I'm aware of tend to reflect the norms of the real world culture they were created in (which are usually the States). So a tavern wouldn't serve wine to a 11 year old (even though in France that used to be a common practice), because here in the States the drinking age is 21. Likewise, I wouldn't expect to see an adult marry a 13 year old unless that adult was being coded as a villain.
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PotA OOC
Apr 23, 2021 19:33:12 GMT -8
via mobile
Post by Zero Prime on Apr 23, 2021 19:33:12 GMT -8
Totally correct, I'm throwing that out there as a real world, historical age some children were married at in that time period.
It would be a little squicky if fantasy tropes used those as well.
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Post by GravityEmblem on Apr 24, 2021 6:13:01 GMT -8
I was working under modern standards of adulthood, too. Like, 18, which is on the young side, but still an adult. Remember, this is technically the Misremembered Municipalities, so I can do whatever I want. (In my mind, you're still a teenager until your stops ending in "teen.")
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Post by Daos on May 5, 2021 14:50:23 GMT -8
Hey, we made it to the feat level. Should I take a feat? Healer seems appropriate.
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Post by GravityEmblem on May 5, 2021 15:12:32 GMT -8
If you want! Also, if I recall correctly, Iroas is now your highest levelled character, ever!
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PotA OOC
May 5, 2021 16:11:57 GMT -8
via mobile
Post by Zero Prime on May 5, 2021 16:11:57 GMT -8
Honestly, as a Life Cleric, I'd grab the +2 Wisdom over the Healing feat. One more level then you get Spirit Guardians+Spiritual Weapon, and that combo is brutal as you can full defense during it.
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Post by Daos on May 5, 2021 19:26:30 GMT -8
If you want! Also, if I recall correctly, Iroas is now your highest levelled character, ever! Almost. My highest leveled 5E character was the Human Champion I played in GorgonHeap's game, and he made it to level 4. So he and Iroas are now tied. Once Iroas levels again, then he'll be the highest. Honestly, as a Life Cleric, I'd grab the +2 Wisdom over the Healing feat. One more level then you get Spirit Guardians+Spiritual Weapon, and that combo is brutal as you can full defense during it. Will having a higher Wisdom make me a better healer, though? It adds an extra +1 to my Cure Wounds spell, but Healer will let me do non-magical healing with my healing kit... I'll take Mending for my 4th Cantrip, I'll take the average HP, too.
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Post by Zero Prime on May 6, 2021 2:28:38 GMT -8
Daos! Why would you ask such a controversial question ...
Ok, so first off, let me say I love & respect those players who choose to play support classes, and it is *your* character, so the following is my opinion only.
When I play a cleric, I tend to view Healing during combat as my *last* resort. Why, you may ask? Because it's a zero sum game, if you heal your buddy, you are gambling on Team Monster doing less damage than your heal, and in a typical encounter that isn't likely. So let's compare, at 5th level, your average encounter might look like a single CR6 opponent with two CR3 henchmen, so let's call it a wyvern & two knights.
Wyvern, 110 HP, 13 AC & 2 attacks per round: Bite (+7 to hit, 2d6+4 dmg); Sting (+7 to hit, 2d6+4 dmg, 7d6 Poison, save for half) Knight, 52 HP, 18 AC & 2 Attacks per round: Greatsword (+5 to hit, 2d6+3 damage)
So incoming damage per round is somewhere in the vicinity of 8d6+20, and that's not including the additional 7d6 from the poison. A Cleric cannot keep up with that damage, a 3rd level Cure Wounds from a life cleric is doing 3d8+8 assuming 18 Wisdom. However, a single Hold Person Spell, DC 15, will prevent 4d6+8 of that incoming damage, AND, inflict the Wyvern with Paralyze which causes all attacks against it to be critical hits. So for that round, Team Adventurer can put out significant damage, the fighter action surges for 4 attacks, and that's 16d6+16 without accounting for Great Weapon Master for an additional 40 static damage, and that's *just* the fighter. If a rogue happens onto that situation, he's pumping 8d6 into the Wyvern as well.
Spiritual Weapon lets you make an attack as a bonus action, Spiritual Guardians damages every enemy in a radius around you. My personal favorite is to get both spells up and running, walk into the middle of Team Monster, take the Full Defense action, let them try to hit my 18 AC with disadvantage while taking constant damage. When I play clerics I tend to use my slots for buffs and debuffs before dipping into heals. At 7th, my favorite cleric spell is Death Ward, it lasts 8 hours, doesn't require concentration, and let's you ignore the main tank until he dies, and pops back up at 1 hp. By that level a Life Clerics channel divinity hits for 45 healing, and suddenly fighter goes from dead to half hp's with hp's left for you to toss to other banged up characters.
So sure, you can go for the Healer feat, but I feel there are other options. Though we have different play styles and experiences, so either point is really valid.
Another option would be to grab Heavy Armor Master, increasing your strength by 1, to 16, and allowing you to subtract 3 from incoming weapon damage. You then cast Warding Bond on Braedon, he gets +1 AC & +1 to Saving Throws, and has resistance to all damage. You take equal damage to him though, however, if a Knight hits him for 20 damage, it gets reduced to 10, and you take 10, but Heavy Armor Master kicks in and you take only 7. This effectively doubles the life expectency of your tank, and once cleric & fighter dip below half, you use channel divinity to top yourselves back up.
Sorry, that's a long winded take on clerics and how I play them.
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Post by GravityEmblem on May 6, 2021 5:18:16 GMT -8
don't confuse the man, Zero, he knows nothing about 5E
I always found Healers more fun as blaster/supports than as Healers. I have a Cleric in my IRL version of this campaign, and he pretty much just spams high-level Inflict Wounds, haha.
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Post by Daos on May 6, 2021 14:18:47 GMT -8
I enjoy playing healer/support, personally. Even in videogames, that tends to be the role I lean toward. In STO, I play a medical officer. Back when I played DDO, I was a cleric and when I played FF11 and FF14, I was a White Mage. If I had wanted to be a blaster, I feel like there are probably classes better suited to that than cleric; like wizard or sorcerer or warlock. Anyway, when I was playing that Champion, I took the stat boost instead of a feat. I was never sure if it was the right choice or not, and since the game ended shortly after, I never really got a chance to find out. I guess I'm just worried about making the wrong choice, because if I do, it will be a loooong time before another opportunity arises. So incoming damage per round is somewhere in the vicinity of 8d6+20, and that's not including the additional 7d6 from the poison. A Cleric cannot keep up with that damage, a 3rd level Cure Wounds from a life cleric is doing 3d8+8 assuming 18 Wisdom. This assumes, though, that my objective is to constantly top everyone off. Even if I had infinite spells, that likely wouldn't be possible. Most healing is done between battles, which is why I thought of the Healer feat, which lets you heal people non-magically, like you can in 2E with the healing proficiency. The faster and more efficiently I can get everyone back into fighting form, the less downtime is needed. Plus, this means I could rely less on magical healing, allowing me to save my spells for other things or for emergencies. I generally only heal in battle when someone is down or about to go down, to quickly get them back on their feet. Especially nowadays, when there's no penalty for magically healing someone who is down (back in 2E, it wasn't really that practical, but in 5E, a person revived to positive HP is able to jump right back into battle like nothing happened). For instance, in the manticore fight, the only healing spell I used was when Migor was about to die. However, a single Hold Person Spell, DC 15, will prevent 4d6+8 of that incoming damage, AND, inflict the Wyvern with Paralyze which causes all attacks against it to be critical hits. How do you use Hold Person on a wyvern? I thought it only worked on humanoids? In any case, I usually make these choices more from a roleplaying perspective than a strategic one. Iroas isn't a blaster, because he's all about relieving suffering, not causing it (because of the whole Ilmatari thing). Which makes that Warding Bond thing you mentioned sound interesting, because it feels like it would make Iroas share in someone else's suffering, and that fits his character pretty well. I'll have to think about that one. What is everyone else doing for 4th level, out of curiosity?
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Post by Zero Prime on May 7, 2021 2:27:48 GMT -8
Braedon will be snagging the Sentinel feat, to give him the opportunity to make Off Turn attacks if an adjacent opponent strikes at my companions, and if that attack hits, it zero's their movement, potentially wasting their turn if they wanted to move past me and attack one of you fine folks.
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Post by Igordragonian on May 7, 2021 7:27:17 GMT -8
I was thinking of the feat that give you cantrips and spells of another class. Mostly for wider possibilities. Are we simply waking up leveled up?
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Post by GravityEmblem on May 7, 2021 8:53:32 GMT -8
Yes! (D&D generally doesn't have you grow more muscular in a blinding flash of light, as little "LEVEL UP" text appears next to you...)
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Post by Daos on May 7, 2021 15:19:56 GMT -8
Thank goodness level training isn't a thing anymore, eh?
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Post by GravityEmblem on May 7, 2021 17:37:08 GMT -8
It's actually an optional rule in the DM Guide, but it says it should be used for games that give you lots of downtime.
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