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RE: 5e Spelljammer game - GM Anthraxus - 11-24-2020 (11-24-2020, 04:17 PM)GM Marvel Wrote:(11-24-2020, 01:43 PM)GM Anthraxus Wrote: Yeah, your build is just fine. I was working under the assumption you were wanting to rejigger your equipment to make use of the Medium Armor proficiency. No worries, I'm the same way. Often Athletics and Acrobatics can be interchanged, but Vitkyng has a good breakdown there. Athletics covers applications of strength such as:
RE: 5e Spelljammer game - GM Marvel - 11-24-2020 (11-24-2020, 04:50 PM)DM Vitkyng Wrote: Athletics = climb, jump, swim. Acrobatics = jump, tumble Athletics have tangible things you can do with it like climb, jump and swim; while Acrobatics basically only has balance . There's apparently an optional rule for Tumbling but the DM will have to let us know if he's including those options in the game. But Acrobatics says, Quote:"Acrobatics. Vour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips." In an adventure, dives, rolls, somersaults and flips will rarely do more than let you look cool. There doesn't even seem to be any kip up rules in 5e to get you out of the prone position, which currently costs half your move speed to stand. You can also resist a grapple with acrobatics but you initiate one with Athletics. It seems like it would require a lot of creativity on the part of the player and DM to get more out of Acrobatics than just balancing on stuff. RE: 5e Spelljammer game - Rupert Gladestone - 11-24-2020 Some artistic skills, like smithing painting, drwing, can use acrobatics or dex as an alternate check, as opposed to str to represent the high level of manual dex required to perform the task. RE: 5e Spelljammer game - Melville - 11-24-2020 Working on Melville's signature.. 1st test post RE: 5e Spelljammer game - Rupert Gladestone - 11-24-2020 So he is a wizard always dressed in a tuxedoe RE: 5e Spelljammer game - GM Anthraxus - 11-24-2020 (11-24-2020, 05:26 PM)GM Marvel Wrote: It seems like it would require a lot of creativity on the part of the player and DM to get more out of Acrobatics than just balancing on stuff. It really depends on the focus of the character. I've found that the characters that have proficiency in Acrobatics tend to find ways to use it. In Wildspace there are more opportunities for Acrobatics, particularly when moving from ship-to-ship freestyle or when tossed overboard for whatever reason. In my view, if the player can make a solid argument for why a given skill check should be done with Acrobatics vs Athletics then I can be pretty flexible on that. RE: 5e Spelljammer game - Melville - 11-25-2020 HP for level 2" HP Level 2 [1d6+2] = 2+2 = 4 Not sure if you are doing a similar houserule to other games with a minimum HP per die or not.. so just noting the 4 for now. RE: 5e Spelljammer game - Rupert Gladestone - 11-25-2020 it is standard in most games that the min = d/2+1, so fighter min/lvl = 10/2+1 = 6. most the online software for 5e Character builders operate that way ie Herolab and D&DBeyond RE: 5e Spelljammer game - Melville - 11-25-2020 Signature done and chareacter ready.. we just need a game RE: 5e Spelljammer game - Melville - 11-25-2020 (11-25-2020, 12:13 AM)Rupert Gladestone Wrote: it is standard in most games that the min = d/2+1, so fighter min/lvl = 10/2+1 = 6. most the online software for 5e Character builders operate that way ie Herolab and D&DBeyond It might be standard but still needs to be an official DM call |