this post was submitted on 06 Oct 2023
132 points (94.6% liked)

RPGMemes

10424 readers
218 users here now

Humor, jokes, memes about TTRPGs

founded 2 years ago
MODERATORS
 
all 21 comments
sorted by: hot top controversial new old
[–] WoodenBleachers@lemmy.basedcount.com 22 points 1 year ago* (last edited 1 year ago) (2 children)

Explanation so I don’t have to look it up please

[–] Godthrilla@lemmy.world 16 points 1 year ago (3 children)

True strike givs bonus to attack based on spellcasting stat

[–] gerusz@ttrpg.network 16 points 1 year ago* (last edited 1 year ago) (2 children)

Not really, it replaces the attack stat with the spellcasting stat, kind of like shillelagh but only for a single attack, and then stacks some radiant damage on it at higher levels (+1d6 from level 5 then cantrip leveling). It can also replace the damage type with radiant. Useful for any weapon-using caster class that doesn't get multiattack:

  • Clerics would be a great target audience for this, except it's not on their spell list. *sigh* Magic Initiate (Druid) it is.
  • It could be useful for non-hexblade warlocks too.
  • It's a great damaging cantrip for bards who severely lack those.
  • It's good for even a sorcerer or a wizard, it turns the light crossbow into a long-range radiant-damage cantrip.
  • Arcane tricksters: could be useful depending on the build, probably pairs really well with a headband of intellect. (Edit: Or an extremely INT-focused Arcane Trickster with a 2-level wizard dip for the bladesong.)
  • Eldritch knights: really useful at levels 1-4 if you're running into some monster that resists or is straight-up immune to nonmagical damage. Markedly decreases in usefulness once you get multiattack and/or a magic weapon.
  • Probably good for artillerist artificers (they are not in the UA so it's unknown whether they'll get this cantrip), might be good for alchemists, OK for battlesmiths until they get multiattack, and redundant for armorers.

How I'd improve it further:

  1. Make its casting time 1 attack and limit it to once per turn in the fluff. That way it stays useful for eldritch knights, ~~bladesingers~~ (scratch that, bladesingers can cast this in place of an attack already), valor and swords bards, and the two multiattacking artificers (less so for the armorers, but even then, it gets them a good ranged attack in a guardian suit or a good melee attack in the infiltrator).
  2. Add it to the cleric spell list. They are the full casters most likely to go into melee even without the multiattack.
[–] Royal_Bitch_Pudding@ttrpg.network 2 points 1 year ago (1 children)

Cleric's Potent Spellcasting would allow it to double dip on Wisdom. I suspect that's why it's not on their list.

[–] gerusz@ttrpg.network 1 points 1 year ago* (last edited 1 year ago)

That's only for the blaster-caster subclasses though. The subclasses that are more likely going to go into melee (mostly the ones who get heavy armor proficiency: Forge, Life, Tempest, Twilight, War, and many other subclasses) get Divine Strike instead. So a cleric build that takes 8 levels of the subclasses that get Potent Spellcasting would be unlikely to use True Strike by then, they'd likely hang back and spam Toll the Dead or Sacred Flame (or a ranged spell).

(Even with a heavy crossbow (that most blaster clerics aren't proficient with, but they can gain proficiency from racial features or multiclassing), at level 8: True Strike + 20 WIS + Potent Spellcasting = 1d10 + 1d6 + 5 + 5 = 19 average damage with +8 to hit; Toll the Dead + 20 WIS + Potent Spellcasting = 2d8/2d12 + 5 = 14/18 average damage with a save DC of 16. Not very much more powerful. And then you get to level 11 where TTD with Potent Spellcasting jumps to 3d8/3d12 + 5 = 18.5 / 24.5 average while True Strike with the heavy crossbow is 1d10 + 2d6 + 10 = 22.5. The cleric will more than likely spend the first turn setting up a buff/debuff/control spell, so the d12 damage dice will apply most of the time.)

THAT IS SICK

Thank you

[–] VentraSqwal@links.dartboard.social 4 points 1 year ago (1 children)

Are these new playtest updates for the next version?

[–] chuckleslord@ttrpg.network 3 points 1 year ago

Yeah, this is UA testing for the 2024 version

[–] Lazerbeams2@ttrpg.network 16 points 1 year ago

It's a good cantrip now, but it's not True Strike anymore. It doesn't make you more likely to hit or anything, it just changes the ability score for the attack. It also adds radiant damage for some reason

It's basically a mix between Shillelagh and Green Flame Blade. Both good cantrips, and a good combination that's not broken, but not True Strike

[–] Treczoks@kbin.social 14 points 1 year ago (1 children)

I remember the times when a core rule about cantrips was that they cannot deal any damage.

[–] gerusz@ttrpg.network 20 points 1 year ago (1 children)

Ah, yes, the good old days when the level 1 wizard became useless after the first two rounds of the day.

[–] xyzzy@lemm.ee 6 points 1 year ago (1 children)

Exactly, the single session where wizards are level 1 in an inaugural battle that likely lasts 2-3 rounds

[–] lord_ryvan@ttrpg.network 3 points 1 year ago (1 children)

I mean, back in 2nd, they would not be 1st level for only one session.

[–] xyzzy@lemm.ee 6 points 1 year ago* (last edited 1 year ago) (1 children)

Yes, OK, two sessions, maybe three since wizards level slower. In AD&D your GM should be awarding for good ideas, role play, encouragement of other players, etc. though, as well as enemies slain. And it's common to be a little generous with XP in those first sessions.

There was a reason wizards carried daggers and slings as well in early levels.

I just get tired of magic users complaining that they need to do equal damage to fighters from the beginning at range and also be able to warp reality in higher levels.

[–] Zennyker@ttrpg.network 3 points 1 year ago (1 children)

Tbf, problem is most never get to the reality warping stuff

They should not warp reality at high levels or martials should have more power at later levels

[–] xyzzy@lemm.ee 1 points 1 year ago

I agree. I think both should be completely redesigned from the ground up, but they're not interested in doing that in 6E.

  • Wizards should be boosted in early levels and nerfed in later ones, and should be split into multiple classes focused around illusion, commanding undead, AoE damage, control, buff/debuff, etc. (but not all of them simultaneously).
  • Fighters should get maneuvers and cleave damage focusing on one or few targets.
  • Rogues can continue occupying their niche of single target, high risk / high reward critical damage (but note key phase: high risk). Etc.

Everyone should have a clear specialization with a little overlap. A class should be the best at a thing and adequate at something else.

[–] BedbugCutlefish@lemmy.world 5 points 1 year ago

I think it should just crib notes from PF2e; make it a bonus action, and also a 1st level spell. Though, they should also rewrite the confusing 'no slotted bonus action spell with non-bonus action slotted spell' bandaid too.

[–] The_Cleanup_Batter@ttrpg.network 3 points 1 year ago (1 children)

Great choice for Arcane Tricksters. Near mandatory I'd say.

[–] gerusz@ttrpg.network 6 points 1 year ago

Dunno. Arcane Tricksters tend to have a higher DEX modifier than INT (and then pick spells that don't care about the spellcasting modifier), so they are better off with Booming Blade (if stealth is already off the table) or Green Flame Blade unless they run into something that is resistant or immune to nonmagical damage at levels 3-4 and don't have magic weapons. Might work well with a maxed INT Arcane Trickster / Bladesinger build though.