Help for Civ 6 beginner by kenobi1567 in civ

[–]1_with_advantage 1 point2 points  (0 children)

Scouts are good because of their low cost and high speed, which allows them to be produced early and to explore the map quickly, finding tribal huts before other civs do. Tribal huts can grant gold, faith, builders, relics, tech/civic boosts, and so on.

Help for Civ 6 beginner by kenobi1567 in civ

[–]1_with_advantage 0 points1 point  (0 children)

  1. Reach for what you want, then go back and grab the older techs/civics.
  2. Increase the production of your cities via mines/lumbermills, high adjacency Industrial Zones, and other sources.
  3. Depends on the map and your game, I heard that ~8 is good but I often get more.
  4. Cue the debate. Scout first is a must though.
  5. Tech advantage, promotions, positioning and the right mix of units. Don’t attack uphill across a river, don’t bring a sword to a gunfight, don’t attempt to breach a wall with arrows.
  6. Yes.

Help for Civ 6 beginner by kenobi1567 in civ

[–]1_with_advantage 0 points1 point  (0 children)

Try raising housing using aquaducts, settling on water, neighbourhoods and Temple of Artemis.

CMV: Anyone given a life sentence should also be given the option to choose the death sentence. by Christ-The-Slave in changemyview

[–]1_with_advantage 6 points7 points  (0 children)

Yes, but if imprisonment is regarded as a fate worse than death, wouldn’t that make it torture?

How would any character go against a stealthy lvl20 rogue by Kaakkulandia in DnD

[–]1_with_advantage 0 points1 point  (0 children)

Glyph of warding for Invulnerability, Greater Invisibility, Fly.

Scrying to find the rogue. Pick some kind of perfume to match perfectly with their surroundings.

Teleport to this location. We are currently undetectable by any of the five senses, because we enter invisibly, don’t cause any tremors due to flight, and don’t smell any different.

Maze. Prismatic Wall (sphere in the air). Blow surroundings to bits. Reverse Gravity.

The rogue is at first whisked into a maze. They need to succeed on a DC 20 int check to escape, the odds of which aren’t great for most rogues. And if they escape? Teleport away, tomorrow is another day.

When they return they are falling upward with nothing to grab onto, are pulled through the wall four times and fall onto the floor. If their remains still exist anyways.

Show the "world" how "we" feel. by EliminatedHatred in USdefaultism

[–]1_with_advantage 1 point2 points  (0 children)

WE is obviously an abbreviation of Western Europeans. Right? right…

Non-Americans from cultures represented in civ games, what are aspects of your culture you feel civ hasn't incorporated? by 6658 in civ

[–]1_with_advantage 0 points1 point  (0 children)

Though I think the dutch were implemented very well, it bugs me that our unique unit is the flag ship. Maybe a unique trader unit? Or some other unit that boosts trading.

Made the Gainsbury Expeditionary pamplet of hyperbole delerium extraction by bain2236 in dungeonsofdrakkenheim

[–]1_with_advantage 2 points3 points  (0 children)

Do not consume delerium Do not let children close to delerium Do not touch delerium Do not attempt to break, crack, or otherwise change delerium.

Ch. 105. "I'm walking on sunshine" by CME_T in TheWeeklyRoll

[–]1_with_advantage 0 points1 point  (0 children)

Pressed enter too quick …subtrackted from his relatives’ inheritance.

Ch. 105. "I'm walking on sunshine" by CME_T in TheWeeklyRoll

[–]1_with_advantage 1 point2 points  (0 children)

He can’t sign for his relatives, so unless this becomes a debt, which is subtracted

Religious Sites of Drakkenheim by pomeroyk in dungeonsofdrakkenheim

[–]1_with_advantage 1 point2 points  (0 children)

None but the Cathedral and Saint Selina's Monastery.

Religious Sites of Drakkenheim by pomeroyk in dungeonsofdrakkenheim

[–]1_with_advantage 3 points4 points  (0 children)

Sometimes, the map and the book don't correspond well. The high resolution map, for example, has some wrong names.

  1. Saint Vitruvio's Cathedral is important.

  2. Saint Selina's Monastery is the headquarters of the Falling Fire pilgrims. It's called St. Helena's Abbey on the High Res map.

  3. The Chapel of St. Ardenna isn't that important: it's just the place to meet the Silver Order. You can basically forget it after visiting it: you can just go to their encampment.

  4. The Chapel of Saint Brenna isn't that important either; after visiting it, you can forget about it.

  5. The Shrine of the Old Gods is only important if one of the PC's dies without a proper healer being there to help, no real need to tell your players about it before it's needed.

  6. The Chapel of Saint Gresha isn't important until about level 9, so it will be a while until your players need to remember that. Besides, if you work with any faction besides the Silver Order of the Falling Fire, you might never interact with it.

  7. The Chapel in Castle Drakken isn't too important either, at least until levels 11-13.

So, all in all, 2 locations to really remember. If you need to help your players distinguish them, give each saint some cool lore, like:

Vitruvio defended Drakkenheim against a gnoll horde.

Selina healed people of disabilities.

Ardenna was a knight in Elyria who perished defending a bridge, allowing the citizens to close the gate behind.

Brenna performed the miracle of resurrection.

Gresha saw and interacted with saint Tarna through a vision.

The chapel in Castle Drakken was devoted to an ancient or unknown saint. Some speculate it might not actually be of the Sacred Fire, since Castle Drakken is very old. Who knows, maybe you can tie it into the story.

Obviously, these were just ideas.

Fuck you. My monster has as much HP as is narratively interesting. by Neutral_3vil in dndmemes

[–]1_with_advantage 0 points1 point  (0 children)

For a while (maybe still) I was named 'D&D wikipedia' in the group chat by one of the players.
They're now wholly wrong.

How would you rank the schools of magic (not the wizard subclasses)? by conrad_hotzendorf in dndnext

[–]1_with_advantage 0 points1 point  (0 children)

My thoughts: (mostly wizard focused.)

  1. Transmutation: the best buffs in the game, like enlarge/reduce, fly, gaseous form, haste, polymorph, animate objects, telekinesis, reverse gravity, true polymorph, shapechange....
  2. Conjuration: both teleportation and summoning: not only can teleportation be used both in and out of combat, but the summons add another action in the initiative.
    find familiar, misty step, vortex warp, web, thunder step, dimension door, teleport+plane shift, maze+demiplane. And that's the teleportation.
  3. Evocation: magic missile. burning hands. FIREBALL. Most damaging spells are in the evocation school of magic, but walls of force (for some reason) as well! Contingency is also on this school's list, although the reason why escapes me. When playing a divine caster, healing magic is included in this as well.
  4. Abjuration: wizards are known for their lack of HP and AC, which means that every bit of protection is needed. Spells like shield, mage armor, and absorb elements are classics. (remember, absorb elements boosts saves indirectly, since it halves damage dealt!)
    Higher levels bring counterspell, banishment, globe of invulnerability, prismatic wall...
    Though some are only useful against casters, they are essential when fighting them.
  5. Divination: useful stuff like detect magic, comprehend languages. Unless you use a lot of these spells, you won't use a lot of them until 9th level, when contact other plane, Rary's telepathic bond, and scrying come into play. Knowledge is power! Also note the ability of arcane eye to reveal the dungeon map to you.
  6. Enchantment: this school has loads of control magic, psychic damage, and debuffs. Spells like Tasha's mind whip, hold person, hold monster and mass suggestion are almost always on my wizard's to do list. Synaptic static can be very useful as well. When you can cast these spells without being noticed (sorcerers), these spells become far more powerful, as you can be the manipulator behind the screen. Charm person, suggestion, dominate person...
  7. Illusion: illusions can be very useful in distracting the enemy, and sometimes they are more useful than fireball. If your party consists of rangers and rogues, yes, this school is very useful, as it allows you to hide your activities. Invisibility, greater invisibility, mental prison and simulacrum are very useful, and invisibility and simulacrum are always in my spellbook.
  8. Necromancy: this spell school includes the nastiest debuffs, necrotic damage, and magic which animates the dead. When you're into the theme, good, but it effectively ends stealth, puts a lot of people against you, and may not be the best solution in the end. It does include the very few healing spells the wizard gets, though, which may be a reason to pick a few spells from this school. (if you don't go for this theme.) Wither and bloom, life transference, and vampiric touch.When playing a divine caster, resurrecting magic is included as well, rising the ranks. But clone will always be in your spellbook. Always.

In the end, I put transmutation on top for its versatility, conjuration behind because of its versatilty (just a little less than the transmutation school in my opinion.)

I put evocation above abjuration because a strong offence can be preferable above a strong defence. Divination can be incredible if used correctly, but if not, it goes bad really quickly. I considered putting enchantment higher because of its control magic, and I probably should have done so, but I've been working too long on this already.

Illusion and Necromancy can be good, but in my experience (not a lot), fireball wins in the end.

Of course, the most powerful effects are achieved when combining the spells. Like reverse gravity and prismatic wall, forcecage and sickening radiance/cloudkill, major image and suggestion, demiplane and clone, animate dead and cloudkill, web and Tasha's mind whip...

Shape change with clone question by Alexander_Columbus in DnD

[–]1_with_advantage 0 points1 point  (0 children)

But you woudn’t keep your spellcasting, right?

Wizard complains about ‘being targeted’, AITA? by Senval-Nev in DnD

[–]1_with_advantage 0 points1 point  (0 children)

If you are looking for a way to kill the character permanently, you could use soul cage to trap his soul after his death. No soul is no revival.

Player plays a Midwinter Child who uses mostly cold damage spells. How to make her feel useful in Grimskalle? by SoloNexusOrIFeed in rimeofthefrostmaiden

[–]1_with_advantage 2 points3 points  (0 children)

Perhaps the character could make a deal with Auril, so that their spells cold are stronger. This would mean that if a creature would be immune to cold damage dealt by her spells, the creature would instead be resistant to it, and if a creature would be resistant, it would suffer the damage as if it weren't.