The quoted text is a bullet point/"feature checkmark" for their $ 35 USD/month plan (the cheapest paid one).
Does this actually mean that they have a lesser manual for the "freeloaders", and a better written one for their paying customers?
If so, this is a new level of sadism which I never thought any company would admit to openly. None of the points are explained further from what I can tell.
The rules for Travel Pace in the PHB and Basic Rules are good and straightforward, with players able to travel on foot for 8 hours per day without over-exerting themselves, choosing a pace of Slow (2 miles/hour, 18 miles/day; can move stealthily), Normal (3 m/h, 24 m/d) or Fast (4 m/h, 30 m/d, take a penalty to pass Perception).
In this same section, there are two paragraphs about mounts and vehicles; they specify that mounts can gallop at twice the normal fast pace for an hour, and with frequently freshened mounts – typically only available in highly populated areas – a rider can travel fast over long distances. However when it comes to vehicles, only water going vessels or flying mounts get you travelling faster; for commonly available forms of transport:
Characters in wagons, carriages, or other land vehicles choose a pace as normal.
Is this right? Rules as written it seems there is no benefit to travelling by wagon or carriage, and certainly it takes the same amount of time as walking. In my current game of Dragon of Icespire Peak, the players have spent quite a bit of time demanding horses or a carriage in order to travel the 65 miles from Phandalin to Butterskull Ranch, believing it would get them there faster (as the quest there seems urgent). But looking up the travelling rules it really seems there’s no speed benefit to them paying for a ride or hiring horses, except that they might shave an hour off their travel time each day in the latter case. That makes sense for a wagon which is designed only for hauling stuff, not speed, but what about a carriage or a riding horses?
I’d like to know if there are any additional benefits (beyond the purely narrative) that I am missing for travel by carriage, or any ways that mounts or vehicles can decrease their travelling time (beyond the double fast pace for one hour).
I’m also interested in any house rules you may have used to give players a speed boost through riding over walking.
Can we get an exhaustive list of ways to reroll, or change the result of, a die?
I’m currently only concerned with yourself or your allies rolls.
If log in to Amazon website using VPN does this offer 100% security and hide static IP address? OR does some data leak through and show , making Amazon suspicious?
As suggested in the title, I ran into Gurt’s Greataxe. I was looking up magic items in my free time since I was curious, and I thought why not search for magic items related to greataxes, since my character is a Half-Orc barbarian who is currently a barb-fighter 4-2. I accidentally ran into Gurt’s Greataxe while searching, which is offered in the Storm King’s Thunder campaign that I’m in with my group. For further information, Gurt’s Greataxe gives:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you can cast a version of the Heat Metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Based off of this rather immense power that the axe has between the 3d12 slashing damage, the extra 2d12 if attacking a human, and the cold version of the Heat Metal spell, although subjective to the DM, what is a reasonable level range that this weapon could be offered in? Because with this weapon, I’d say there’s a point where it would be rather overpowered if given too early, and I just needed some outside input on this thought. Much appreciated!
The Cambion monster in the MM p.36 has the trait Fiendish Bleesing:
Fiendish Blessing The AC of the cambion includes its Charisma bonus.
Would it be unbalanced to offer my player’s tiefling paladin a reskinned version as a racial feat (Feat as in instead of ASI)?
Fiendish Blessing The blood of your fiendish ancestors protects you just as it does them. You gain a bonus to your AC equal to your Charisma modifier.
So I’m creating a campaign and the hook is gonna be the players being recruited by a King’s knight captain to assist him in destroying a warlock summoning beasts from the void(my version of hell/chaos/abyss etc) and hiding out in a ruined keep on the northern border of the country. The captain believes the warlock is somewhat dangerous but not a serious threat however he wants to destroy him before he can become one, hence him hiring professionals (the players, hopefully) on behalf of the kingdom as opposed to siccing his soldiers on it.
How much money should the captain offer them to assist him in defeating the warlock? Under the belief that it’s a relatively simple and easy quest what would he reasonably offer to the party?
I found this question: Additional, optional fee on Woocommerce Checkout that may work for me except that I would need to use a 2.5% fee and not a flat $ rate. The 2.5% fee would be calculated for each minim order sub-total of $ 100.
Can this be done using a percentage fee and a minimum order amount?
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