Dex would be super important for them too. Cannons of all flavors aim with dex due to being ranged weapons.
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I have issue with almost all of your points.
- Dex & wisdom would be the important stats for sailors IMO (i am not saying strength and con are useless, but just not as important, they would be 3rd and 4th IMO).
- Darkvision wouldn’t do a damn thing, its range would barely get off the side of the boat.
- Poison resistance is not disease resistance.
- Some spoiled food would be poison, but some would also be disease (depends on how it spoiled and the food).
- In order for short stature to be relevant to ship design, they would need a completely custom designed ship tailor made for them, which would have benifits but sounds unlikely for what pirates would be sailing. (That being said, a dwarven merchant ship designed speciifcally for their stature would be a massive pain for normal height characters to battle on)
- lower speed means they swim slower too which means going overboard is even worse.
EDIT: dwarven submarines!
- short stature actually hugely relevant as submarines are notoriously cramped
- darkvision means no need for lights in the sub, beneficial for multiple (admittedly somewhat minor) reasons.
- honestly no clue what stats would be important for a sub, no argument here
- toxic gasses less of a problem thanks to poison resistance
- Dont even need to go to the surface, a fully underwater submarine port could be connected to existing dwarven settlements near the ocean with the correct design and planning.
- Also benefits from legendary dwarven engineering.
bam13302@ttrpg.networkto
RPGMemes @ttrpg.network•You have to let the first-timers have a little funEnglish
1·2 years agoHonestly, if they caught the hint, understood what it meant, and took action, that would be a miracle and would totally be worth some cheese.
bam13302@ttrpg.networkto
RPGMemes @ttrpg.network•You have to let the first-timers have a little funEnglish
0·2 years agoYou keep doing that to older DnD players too, except you drop hints that the enemies are in a cult that has been giving them power and when the wizard does fireball them, the wizard gets hit by a dozen hellish rebukes from all the young warlocks they just hit.
bam13302@ttrpg.networkto
RPGMemes @ttrpg.network•I don't actually know how controversial or not this might be, but it does annoy me mildly.English
1·2 years agoAs written in the spell description of dispel magic, a 3rd level dispel magic also can dispel a 9th level spell with only a check, that didn’t stop them from writing some things that explicitly stated that dispel only works for that effect if cast at 9th level.
TBH, 5e hates secret roles. (yes, i know this is not a 5e specific post, just a personal gripe)
There are way too many abilities that trigger on a failed roll or can be used after a roll that this kind of play style straight up conflicts with.
One of the worst ones for this kind of thing is the soulknife rogue’s Psi-bolstered knack (that they get at level 3), with both triggers explicitly on a failed roll and refunds if the extra dice if it doesnt make it succeed so you cant even include mystery if the reroll made it a success.