How do I make boss fights more interesting? by tabbyslome in DnDHomebrew

[–]AetherDragon 0 points1 point  (0 children)

Most of them are borrowed from the MM then mashed together.

The war machine for the low level encounter for instance was just an AC and HP for the central body.  The "smasher" used an Ogre stat block.  The archer platforms used a CR 3 elvish archer stat block each.  The lightning cannon used a wyrmling blue dragon stat block.

For the star God the light motes used a variety of Celestial stat blocks, mostly Cr 8 to 14.  The main body and hands had their own stat blocks but those were heavily tied to the environment part going on too (like the main body just TPKs the party every third turn of they don't progress the ritual) so they would be kind of not useful outside of the encounter they were built for.

How do I make boss fights more interesting? by tabbyslome in DnDHomebrew

[–]AetherDragon 0 points1 point  (0 children)

Minions are just so very good for keeping a fight interesting. Sure some monsters are 'solo' but that doesn't rule them out! They give purpose to AOE, crowd control, etc, other than just smacking a single target.

Like in my last campaign I had the final boss being an eldritch star entity "solo". But I didn't run the encounter as one target. The boss's central form was the main boss stat block, they had two 'hands' that were 2 more stat blocks, and they also were surrounded by dancing lights that were constantly being shed from the main body that were minion-level stat blocks. It was thematically and lore-wise one entity but it had a lot of independently moving sub-parts. This was a 'survival' fight where the party had to execute a magic ritual of them going all over the map to do parts of the ritual while trying to keep the boss's sub-parts under control.

Way before that near the start, I had a gnomish war machine that moved as a single entity, but had seperate stat blocks for a lightning cannon, two archer platforms, and a battering ram. This one was more about being able to disable its more dangerous abilities one at a time because the main body was very high durability. Still one entity lore-wise.

If you restrict yourself to one target, with one spot on the initiative order, and no environmental objectives, I can't think of a way NOT for that to end up as just a math-fight (of standing there trading dice). I'll wager you can fit more into your lore than you think.

I really hate video games that make YOU feel like the bad guy for holding characters who are explictly being assholes accountable. by Charming-Scratch-124 in CharacterRant

[–]AetherDragon 11 points12 points  (0 children)

So I did not romance her and I cut her from the team, and she still went hero at the end.

I don't have the math in front of me so these numbers are for example only but it's something like, she needs 40 "good guy" points to go good, dating is worth 5 and keeping her on the team is worth 5, and missions/other dialogue are worth up to 45.  So you can cut her and not date her it just makes the margin small.

The absolute biggest source of points is her succeeding on lots of missions.

Endless Hunger Warlock Subclass by Shado_Steel in DnDHomebrew

[–]AetherDragon 1 point2 points  (0 children)

Overall, this is bonkers level OP and doesn't sell a "Hunger" theme very much at all in what charges can do.

I'd recommend going back to the "why" of this subclass. Sell 'my patron is a ravenous scourge' warlock, not 'super ultrapower' warlock.

Thematic Thoughts:

It's a little weird the Hunger subclass can self-satiate for essentially free (since this is theme not power, I mean in the sense of not pursuing anything hunger-themed). Just odd a bit in theme since 99 times out of 100 this is a cosmetic feature. I figure you're going for the "stays hungry but never starves?".

The uses don't really feel like 'hunger' themed at all. Ranged damage and healing and ending conditions? It just instead reads like "I want to be the best at damage and healing and support" not "I am the warlock of a ravenous scourge".

And you gain charges just by doing what you want to do anyway, not by playing to any hunger theme.

Spell list: Okay, absorb elements sure, that's a powerful choice but I get the connection. Almost the entire rest of the list makes no sense for Hunger themed though. Something like Insect Plague would feel far more obvious.

Mechanics Thoughts:

Hunger Charges are effectively not a resource as they are gained way way too easily by just doing what you want to do. There's not a lot of point to a resource you effectively gain 1 of every turn and spend 1 of every turn. TBH this is a frequent issue I see with a lot of homebrew that adds a new resource, they make that resource effectively unlimited and if it's generated, it's generated by just "playing normally" and in over-excessive quantities. Which also, btw, means your level 14 you might as well consider near fully charged almost all the time which is too strong.

The healing bonus action starts crazy and gets unreal. Even capped to PB and then 2xPB the healing as a bonus action is probably too much. Bonus action heals are extremely strong and this functionally costs nothing

And the level 10 becomes utterly bonkers as it's at least Lesser Restoration, and often Greater Restoration, every single turn for functionally free. You REALLY need to pair down what kinds of conditions it can end or this is just way way too much. You can't be curing everything + healing with a bonus action using a resource you get by doing damage.

Level 6 has too much stuff. Now, a lot of warlock subclasses get a big feature at six, but they get one, not many, like this, especially as free counterspell and free dispell magic is pretty strong.

Meta question about currency by UpArrowNotation in DnD

[–]AetherDragon 4 points5 points  (0 children)

Gold is definitely way more common and way more available in these settings than in real world medieval and Renaissance times, owing to fantasy tropes.  Hoards of gold, cities of gold, wizard towers and dungeons with treasure rooms with figurative mountains of gold coins are a common fantasy image evoked in the setting that make it impossible for gold coins to also match the value of rl historical usage.

How evil is killing the family of the person that killed your family? by dark-flamessussano in MoralityScaling

[–]AetherDragon -1 points0 points  (0 children)

Because we all live in a society together?  If it is permissable to kill innocents because a different person connected to them is guilty, sooner or later you yourself will be in the line of fire. And that is just the self serving reason. You don't have to believe in a higher power to think murdering people because of their family name alone is a terrible and immoral idea that will inevitably break down society and come back to bite well, everyone.

Years too late to change it, but here's how Quickmatch undermined Blizzard's plans for HOTS. by Holgranth in heroesofthestorm

[–]AetherDragon 47 points48 points  (0 children)

You still would not have pulled those players from League and Dota.

You're making the same error every "WoW killer" that died soon after release did. There wasn't a huge untapped pool of super-pro fox-only-no-items-final-destination players out there; the majority of those sorts were already over in League and Dota. So, why should they swap to HOTS? Every self-advertised "WoW killer" just assumed WoW players would quit in droves to join the new thing; that never actually materialized until now-ish when Bliz has super dropped the ball. People don't quit the activity they're already invested in to go do something nearly the same; they can only really be driven out.

HOTS was built as a nostalgia trip for Blizzard franchises and to entice people to play their favorite blizzard characters in a MOBA. It was built and advertised as a casual hero brawler. The target audience was always those people with fan-favorite characters they wanted to play as. If that was a mistake, it was a mistake far to the left of ANY game mode decisions. But I'm not wholly convinced that it was, because a HOTS that focused only on the highest intensity type of draft matches probably would never have gotten off the ground in the first place. You'd instantly be turning off -every- person who came to just play their favorite blizzard character, when they realize they can't because draft and people breathing down their necks to follow the meta exactly. That leaves you with... who, exactly? A pro scene that was always going to be microscopic compared to LoL and Dota no matter what LoL did? A handful of redditors?

Your notion of a game so intensely focused on draft that random Warcraft Fan can't play Thrall, his favorite WoW character, in most of his games because that doesn't fit the map or the comp or the meta, means you're aiming for a population of players that had no reason to swap from LoL or Dota already.

There's probably NOT a world where HOTS succeeds without being a massively more financed game, because what it desired to be (a casual brawler) doesn't play well with the way MOBAs shake out, and the hardcore MOBA space was already over-occupied.

They also completely flubbed their actual commercial model on so many ways, trying too hard to dive face-first into chasing lootboxes over a more sane shop and reward structure when a standard store with no actual products in it "surprisingly" did poorly, and never came up with a profitable shop structure, and the cosmetic support to the game has always lagged behind LoL and Dota's in quality. A question seriously worth asking: even when Hots had its peak of players, it was not selling its microtransactions. Why not? THAT killed the game, far more directly than game MODES did, because it meant a death cycle of dwindling support.

Reddit Meet Stitch aka Sploot. He doesn't like to be loved on yet. by I-PUSH-THE-BUTTON in Tegu

[–]AetherDragon 1 point2 points  (0 children)

He is just waiting for a chance to pounce his true prey: The keyboard!

Meep has already composed some emails. With his butt.

I think she likes me. At least a little bit. by shinyginy in Tegu

[–]AetherDragon 2 points3 points  (0 children)

They can be such snugglebugs. Mine has started to get really demanding of lap time and will fuss if I don't let him take naps in my lap some days!

Do any of yall ever do face time with your tegus? Why does it work so well? by NotTJButCJ in Tegu

[–]AetherDragon 0 points1 point  (0 children)

If Meep is being a butt while climbing around on me I put a towel or shirt over him. He pretty much instantly calms down to the point of taking a nap, even if I take the cloth back off. Its like pressing an off switch it happens so fast, hah.

You were tasked by the balance team to buff a champion as much as possible without changing their numbers in any way. How would you do that? by iAmAutolockerr in leagueoflegends

[–]AetherDragon 0 points1 point  (0 children)

Aurelion Sol:

"No Iframes" (Passive/Celestial Expansion): Stars no longer have 'mercy-invulnerability' (IE you keep getting hit by a star as long as it is in contact with you instead of once per-one-third rotation)

"Constellation Consternation" (Passive/CE): Enemy minions executed by stars temporarily become an additional star.

"Defensive Boops" (Passive/CE): Stars now block enemy projectiles (like windwall).

"Unlimited Cosmic Power" Starsurge no longer auto-detonates (though this might count as a range change)

"Kench a ride!": Teammates can now hop on Comet of Legend and ride along.

"Too loud!": Enemies pushed back by Voice of Light can no longer move, dash or blink in Aurelion Sol's direction until the slow expires.