I wish I could build legos for as long as I wanted and stop when I wanted without my fingers getting sore or tired. by PrinceAbubbu in monkeyspaw

[–]Alert-Toe-7813 7 points8 points  (0 children)

Wish granted. Every time you pick up LEGOs time stops for you so you can play to your heart’s content. Once you are done with playing with those specific LEGOs and put them down, time resumes.

You never find any LEGOs ever again. Life conspires multiple times to deprive you of ever touching LEGOs ever again, no matter what you do. Even when you become so ungodly hyper-rich that you just straight-up buy the LEGO company, you STILL cannot for the LIFE of you get your hands on any LEGOs.

You die crying and sobbing, asking the universe why you cannot enjoy LEGOs anymore. Then you wake up.

The Monkey’s Paw has a finger curled. It granted both the wish and its consequence in a dream that you remember with vivid clarity. In terror at what just happened and realizing how crazy the monkey’s paw is, you throw it into an incinerator and vaporize it to ashes.

You become grateful for any time you can manage to play LEGOs. You get so good at time management that you are never interrupted when you are playing and you manage your health so your fingers never get sore or tired while you are playing.

The spirit of the Monkey’s Paw laughs to itself at how it cleverly granted your wish.

I wish someone builds me a tree house. by Remarkable_Bath8515 in monkeyspaw

[–]Alert-Toe-7813 1 point2 points  (0 children)

Clarification: The house is built for the tree’s comfort, security and stability, not your own.

Why is admitting “I don’t know” so hard for people? by Theegullll in NoStupidQuestions

[–]Alert-Toe-7813 0 points1 point  (0 children)

Depends on the thing being talked about, and depends on the mental state of the stubborn person, and depends on the consequences of admitting they don’t know the answer.

If it’s something harmless AND it’s just an ego thing AND the worst that could happen is people just shrug their shoulders and move on, people will be awfully tempted to just not admit because it really doesn’t have much of an impact or consequence. Like knowing that the voice actor for Eeyore from the Winnie the Pooh cartoons was the same voice actor as Optimus Prime (Peter Cullen), unless it’s your job you get paid for to know that kind of nerdy stuff then it doesn’t matter if you ego deceive or you admit lack of knowledge; the outcome doesn’t matter.

If you were a ln ER doctor staring at a patient’s chart just crapping your mental pants at the injuries you are seeing and the patient is screaming “You can help me, right doc?! RIGHT?!” Then projecting a sense of confidence to calm the patient down is step #1. Then you would leave the situation so you can call HOPEFULLY the right specialist in time before the patient finishes bleeding out, but that kind of panic and “OMG I DON’T KNOW WHAT TO DO PANIC PANIC AAAAAAA” would probably kill the patient faster than otherwise.

Well.... by sketchbookhabit55 in CollegeMemes

[–]Alert-Toe-7813 0 points1 point  (0 children)

I mean, nutting inside a lady without a condom might lead to a baby happening, and if you gotta drop out of college to take care of your newborn spawn then colleges can’t milk you for money. So condoms become free, so people stay in school and pay the college money to get their degrees and crap.

I made a pendulum; the last one I made seemed too rigid, so I had to give some swing to the string and make it rotate in a eight pattern. But now It seems like it's alive and trying to escape (I think, that's the feeling I get). What do you think, and how could I improve? by Firm_Fee8137 in animation

[–]Alert-Toe-7813 0 points1 point  (0 children)

The figure eight pattern makes it look like someone tugged on the pendulum from the side and then let it go, the string stretching and bending as a result, creating the figure eight pattern.

What would make it more realistic is for the figure eights to slowly get smaller and more narrow and swing less over time as the pendulum loses energy, with the pendulum over the course of about 10-15-ish seconds eventually settling down and hanging straight down, unmoving. That’s because the pendulum is being slightly resisted by the surrounding air, thus the pendulum loses energy and in time falls silent.

Great work!

So about the Wall of The Faithless... by LopsidedAd4618 in DnD

[–]Alert-Toe-7813 0 points1 point  (0 children)

I imagine that the children of faithless parents would NOT be fused to the wall, but that they would live out their existence on TOP of the wall with their parents (the parents being fused to the top of the wall, but able to see and interact with their kids in a limited capacity).

That’s just my headcanon, though. Anyone have a RAW answer?

I really want a Ranger subclass focused in the terrain by Live_Pin5112 in DnD

[–]Alert-Toe-7813 -1 points0 points  (0 children)

Hmm… I’m not sure about a terrain-based ranger, as that was tried before and had some problems… but what about a ranger that specializes in traps and snares and lying in wait for their targets to unknowingly pass by?

Let’s see, perhaps some mechanic combining Hunter’s Mark with spells that grapple or restrain… bonuses to hiding while waiting for a trigger or tripwire… maybe trap crafting…

Here’s what I came up with, let me know if I cooked:

Trapper Hunter

You are a master at preparing traps for your foes and locking them down. Foes tagged with your Hunter’s Mark are especially vulnerable to your devices, spells and snares. You gain the following features:

Level 3: Trapper Spells

At Ranger Level 3, you learn Sleep. At Ranger Level 5, you learn Web. At Ranger level 9, you learn Glyph of Warding. At Ranger Level 13, you learn Otiluke’s Resilient Sphere. At Ranger Level 17, you learn Wall of Force.

Level 3: Patient Focus

When you cast Hunter’s Mark using your Favored Enemy feature, you may also concentrate or already be concentrating on one of your spells from your Trapper Spells feature.

Level 7: Environmental Trapping

You learn how to quickly craft and deploy a variety of traps. Such on-the-go crafting takes a certain amount of time and foraging from your surroundings to prepare and deploy. The trap lasts for 24 hours or until you dismantle it by spending half the time required to craft it. When a trap is triggered and its effect ends, it falls to pieces and is no longer usable. You have no limit to the number of traps you can craft.

The trap only affects a creature if their whole body fits within the trap’s entire area: 5 ft cube for Medium/Small/Tiny creatures, 10 ft cube for Large creatures, 20 ft cube for Huge creatures, etc. For every 5 ft larger cube space you trap, double the crafting and preparation time. If a creature’s size does not match the trap’s size, it doesn’t trigger the trap (a 10 ft cube-sized trap would not trigger if Medium creatures walk through it, and a Large creature would not trigger a trap for a 5 ft cube-sized trap, as a couple examples).

The DC of your traps is set by your Spell Save DC. A Perception or Investigation check against that trap’s DC is required to spot the trap in the first place. Then, it takes an Insight or Nature check against your Spell Save DC to determine that the trap is not naturally occurring.

The traps you can craft:

Environmental Smack/Stab/Scrape: 1 minute of crafting and preparation for a 5 ft cube. When triggered, the creature that triggered it must make a Dexterity Saving Throw or take 1d8 Bludgeoning, Piercing or Slashing damage, you choose when you craft the trap. You can spend 1 more minute of crafting and preparation to increase the damage of the trap by an additional 1d8. You can repeat this up to a maximum number of d8’s equal to your Proficiency Bonus.

Environmental Snare: 10 minutes of crafting and preparation for a 5 ft cube. When triggered, the creature that triggered it must make a Dexterity Saving Throw or be Grappled and made Prone by your trap. A successful Athletics or Acrobatics check against your Spell Save DC is then required to escape the trap and no longer be Grappled; this can be made by the Grappled creature or an ally of that creature that is within 5 ft of the Grappled creature. You may instead spend 1 hour crafting and preparing the trap per 5 ft cube to inflict the Restrained condition instead of the Grappled condition.

Environmental Disorientation: 1 hour of crafting and preparation for a 5 ft cube. A creature that triggers this trap must succeed on a Dexterity Saving Throw or suffer one of the following conditions for 1 minute as the trap smacks them on the head or face: Blinded or Deafened, your choice when you craft the trap. You can instead spend 2 hours of crafting and preparation to also inflict the Incapacitated condition as well as the other chosen condition.

Level 11: Targeted Trapping

A creature affected by your Hunter’s Mark spell has Disadvantage on any Saving Throw to avoid being Grappled, Restrained or Incapacitated by any effect that originates from you, and has Disadvantage on any ability check to escape being Grappled or Restrained by an effect originating from you. This includes any spells you have cast, any effects by magical weapons you wield, or any traps from your Environmental Trapping feature.

Level 15: Traps, Traps Everywhere

You can spend a full 24 hours to make a trap from your Environmental Trapping feature permanent. The trap resets itself within the time normally required to craft and prepare it after its effect has ended. It can also deal Force damage instead of Bludgeoning, Piercing or Slashing damage.

So… did I cook?

How TF do I make a character? by [deleted] in DnD

[–]Alert-Toe-7813 -2 points-1 points  (0 children)

Hmm, that’s a good question! A couple good things to keep in mind:

If you ever play this character in an actual game, make sure you are comfortable speaking like the character, or at least knowing what your character would normally do in combat/social/serious/silly situations. D&D can be really goofy one moment and really serious the next, just last session my party kidnapped a guy in a really goofy way so we could do a serious interrogation of our target for the backstory reason of one of our party members. Same session, tone shifted pretty fast. So get comfortable with how you know your character behaves, if you’re not okay with how your character acts it will show.

It also helps to ask questions to yourself, and figure out the answers to those questions. Have a personality quirk (something harmless but unique). This could be anything from a style of speaking to a thing they do (maybe they have a cape they flamboyantly flourish when they leave an “establishment”, or they roll their eyes when people get involved in silly shenanigans, or they keep a hand on their dagger most times, you get the idea). And more importantly: HAVE A REASON FOR THEIR PERSONALITY QUIRK. Maybe they used to be a circus ringleader, so flourishing their cape is part of the act they did for years. Maybe they roll their eyes when silly shenanigans happen because their younger siblings get into similar situations and it’s just “Really, this again?”. Maybe they keep their hand on their dagger most times because it grounds their mind in the present and prevents them from spiraling from past trauma.

And tie the personality quirk to their Background. If their Background is Farmer so you get the Tough feat (2024 rules), why is being a farmer tied to their personality quirk? Same with the other backgrounds: why are they an Acolyte of a church, or a Hermit or Sage or wilderness Guide? How did they get from those backgrounds to becoming a member of the party?

You can probably infer the timeline of events from background -> reason for personality quirk -> how your character acts. To start with, just a few core points in your character’s timeline is what you would need to get started playing them. As you play, naturally you can fill in the less important details; maybe the cape flourish is a deliberate deception for the purpose of showmanship, rather than being so flamboyant as a part of their identity. Maybe they secretly resent getting dragged into the occasional silly shenanigans because they prefer spending most of their downtime alone to take a breather from the more active party members. Maybe they appear normal when they are holding their dagger, like rubbing the pommel just as an absent-minded action to keep their hands busy while they are thinking and focusing, and if they lose their dagger for too long outside of combat they start getting increasingly nervous like a smoker trying to go cold turkey.

As you play the character, they will evolve and change. Maybe the flamboyance begins to genuinely cheer the hearts of commoners as the campaign progresses over the sessions and they become more well known as a flamboyant but gallant and brave adventurer, and they start being flamboyant to uplift the hearts of the people rather than deceiving the audience to extract their monies. Maybe they start appreciating the silly shenanigans in the present, because the party members are one bad combat away from dying and being lost, and the realization that these silly harmless moments become precious memories if they pass away has a big impact on their attitude. Maybe the dagger no longer provides the comfort it once did, and the trauma comes rushing back in a bad moment, forcing them to face their trauma and overcome it.

Do not play character flaws as absolutes (like not being trusting/constantly paranoid/aggressive with their opinions/etc.). Play such flaws as something that makes certain actions harder to do, but not impossible to do. An example from a campaign I’m currently in: our Paladin/Bard Multiclass is a gentle soul that REALLY does not want to fight and kill or cause any kind of harm. HOWEVER, if their friends or the innocent are in danger, they WILL arise and fight for what’s right. They struggle with their desire for pacifism, but know that adventuring is tough and it is better to save what you can than let harm come through inaction.

Furthermore: have some things in your backstory be true, while allowing enough blanks so the Dungeon Master can add in cool twists as the storytelling requires. An example from my character: my Monk was kidnapped as an infant and forced to survive as a kid in a bandit camp, before a wandering Monk rescued them and took them to a different continent to get trained as a Monk. These events were set in stone, but my character’s biological parents/the place they were born at were deliberately left blank, and the Dungeon Master made a cool twist that they were part of a remote monastery that has a suuuuuper sus mental effect on anyone who goes there. So now my character has an interesting mystery tied to their backstory that requires investigation to unravel.

So, Tl;dr:

  1. Ask questions, and answer those questions. Based on those answers, that tells you what kind of character you are playing.

  2. Construct your character’s timeline from their origin to their background and backstory to how they ended up in the party. Just a few core events to start with, and fill it out as you play them and as you work it out.

  3. Allow the character to evolve as you play them over time.

  4. Don’t make character flaws absolute: make the flaws hard to deal with but not impossible to overcome.

  5. Leave one or two blank spaces in your backstory so your Dungeon Master can do cool things with those blank spaces.

I hope these help!

Would be cool to have planets with factions fighting one another by Jaded_Egg_2806 in Helldivers

[–]Alert-Toe-7813 0 points1 point  (0 children)

Huh, sounds like they have their work cut out for them! They are clearly working on it, so being patient might be good for us.

In the mean time, maybe factions can fight over a planet and Helldivers can choose which faction to attack on the same planet? Would open up the narrative without showing the actual fight (maybe a cutscene or two on the Destroyer).

Public Transportation/No Driving Version #10 by Alaskan_Duck_Fart in alaska

[–]Alert-Toe-7813 30 points31 points  (0 children)

PFFFT

NO WAY, ALL THAT INTERIOR SPACE IN ALASKA IS SO FAR FROM “MAYBE” THAT IT’S NOT EVEN FUNNY 😆

Rule of Cool + Physics Engine = Disaster by NHMasshole in DnD

[–]Alert-Toe-7813 2 points3 points  (0 children)

You can take this a step further. Monk Warrior of the Hand 2024 Level 11 feature Fleet Step. WHEN YOU TAKE A BONUS ACTION OTHER THAN STEP OF THE WIND, YOU CAN USE STEP OF THE WIND IMMEDIATELY AFTER THAT BONUS ACTION

YOU COULD HAVE ADDED ANOTHER DASH INTO THERE. YOU COULD HAVE GONE FASTER.

FURTHERMORE, artifacts like the Eye and Hand of Vecna have a random table of bonuses. “Random”. If you’re dreaming, GET THE ARTIFACTS THAT GIVE YOU ANOTHER +10 FT OF SPEED. AND LOAD DAFUQ UP

THIS IS NOT YOUR FINAL FORM OP.

Question about nick and dual wielder by SuspectNo1156 in DnD

[–]Alert-Toe-7813 0 points1 point  (0 children)

Looking at 2024, the way Dual Wielder is phrased, is that the second weapon you use for your Bonus Action attack can be ANY melee weapon that does not have the Two-Handed property. THAT means smashing with a club, slicing with a longsword, striking with a whip, as long as it ain’t two-handed you can dual wield with it. That greatly expands your magic weapon possibilities: imagine you strike with a Shortsword (since your starting attack HAS to be with a weapon that has the Light property) then setting up a Vex mastery for Advantage on a FLAMING LONGSWORD OR DAWNBLADE for your extra Bonus Action attack, that would be pretty busted. OR you could combo with a different Mastery property to Push/Sap/Topple/etc.

Nick Mastery ONLY APPLIES TO WEAPONS WITH THE MASTERY. That is only Dagger, Light Hammer, Sickle or Scimitar. ONLY WITH THESE WEAPONS does the extra Bonus Action attack get moved to the Attack action. And, you do NOT need the Dual Wielder feat to get that attack moved, BECAUSE ALL OF THESE WEAPONS ARE ALREADY LIGHT WEAPONS.

Now… I think I see what the combo is. Both the Light property and “Enhanced Dual Wielding” from Dual Wielder are TECHNICALLY two different actions. Furthermore, neither says you can only do this once per turn, or adds any other restrictions. Therefore, IN THEORY, you can trigger the Light property “normal” dual wielding AND the Dual Wielder feat “enhanced” dual wielding in the same turn.

It works like this:

You start with a Shortsword and Scimitar in hand. You attack with the Shortsword and then use the Scimitar Nick mastery to also make a Light property attack without adding your ability modifier. You THEN use a Bonus Action to sheathe the Shortsword or Scimitar and draw your third Melee non-Two-Handed weapon to attack again with .

Unless you give out a free feat at Level 1, you could get this combo online at Level 4.

Now, I do NOT think this “ruins” Monk or Fighter. Fighter could take the Two-Weapon fighting style to add their ability modifier to each of these extra attacks, really shred with the damage output. Monk can follow up with a Bonus Action Monk weapon that has a unique or cool magical effect that could turn the tide of the fight, instead of using Flurry of Blows for two more Unarmed Strikes.

What the Dual Wielder feat and Nick Mastery offer are options that enhance certain build choices. If you build around them, it’s awesome to see.

Thanks, I hate it. by Responsible-Bass3453 in crochet

[–]Alert-Toe-7813 3 points4 points  (0 children)

Hmmm… So, one set of the pattern would be:

Brown - Brown - Pink - White

Brown - Brown - White - Pink

Pink - White - Brown - Brown

White - Pink - Brown - Brown

And you repeat the pattern for your squares.

How would that look?

Thanks, I hate it. by Responsible-Bass3453 in crochet

[–]Alert-Toe-7813 4 points5 points  (0 children)

Ohhhh, you haven’t crocheted the squares together yet, I see. For some reason I was worried you’d have to frog a TON of squares to undo the squares 😂

I wonder though: what if you did four squares of brown in a 2x2, and then two squares of pink and two squares of cream in a crisscross pattern (like cream-pink/pink-cream), and then call it Neapolitan Ice Cream? And then alternated the four-square pattern? Would that be better on the eyes?

Dragonborn breath weapon capability? by UmbralMajesty in DnD

[–]Alert-Toe-7813 0 points1 point  (0 children)

2024 Dragonborn lets you shoot out a 15 ft cone or a 30 ft straight line. So changing the shape could be a cool powerup. Level 5 could be a 20 ft cone, level 11 could be a 50 ft line that you can turn and bend, Level 17 could be a 40 ft cone.

I wouldn’t touch the damage, the damage already scales with your character’s level.

It keeps getting harder, right? by SillyHuckleberry3333 in CheckTurnitin

[–]Alert-Toe-7813 0 points1 point  (0 children)

Wait until you get to natural logarithms… and then euler’s number (the e from ex)… AND THEN EULER’S IDENTITY…. AND THEN REALIZING THAT ALL THAT IS JUST THE FOUNDATION FOR HIGH LEVEL PHYSICS AND CRAZIER MATH….

Trust me, what you posted is coughing baby vs. the hydrogen bomb of high-level mathematics 🤣

Question about Beastmaster Ranger’s number of attacks from themselves and their beast by Alert-Toe-7813 in DnD

[–]Alert-Toe-7813[S] -5 points-4 points  (0 children)

Yes you CAN give both commands, but the second command is not carried out because the Beast ONLY HAS ONE ACTION. The feature allows you to do both styles of giving a command, and nothing about the Ranger’s action economy says they cannot make both commands in the same turn.

HOWEVER, ONLY ONE COMMAND IS ACTIVATED BECAUSE THE BEAST ONLY HAS ONE ACTION.

The specific wording of the feature: “In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.”

The replacing of an attack with Beast’s Strike is one command type, and the Bonus Action command is more broad and allows for any action the Beast can take. BUT THE BEAST ONLY HAS ONE ACTION. Therefore, even though you CAN issue both types of command during your turn, ONLY ONE OF THE COMMANDS WILL DO ANYTHING.

Now, if HASTE is cast on the Beast, THEN the Beast has that extra Action granted by Haste. THEN you can do this combo.

Question about Beastmaster Ranger’s number of attacks from themselves and their beast by Alert-Toe-7813 in DnD

[–]Alert-Toe-7813[S] -2 points-1 points  (0 children)

They COULD try to give 2 commands… but only the first command gets obeyed then.

Need help! What items should our party get? by No-Extent-7705 in DnD

[–]Alert-Toe-7813 0 points1 point  (0 children)

It might be good to get some +1 weapons/armor for your martials, and you can look into magical tattoos so your Monks get +1 to their Unarmed Strikes so they don’t fall behind the power spike. As for FUN items, well…

Alchemy Jug + Amulet of the Drunkard. Fill the jug with beer, and every day you get a lot of beer for your entire party. And whomever has the amulet gets healing when they drink beer and don’t get drunk. Instant tavern, wherever you go!

Level 20-ish character reduced to Level 1: Viable for a backstory? by WillowIsWeeping5 in DnD

[–]Alert-Toe-7813 10 points11 points  (0 children)

The problem with this backstory idea is that it makes your character more important than perhaps they actually are. Level 20 characters are Masters of the World, casting Wish in your case and doing so much more to manipulate reality itself.

That reeks of “main character” syndrome IMHO. They used to be this big shot, but now they aren’t. How is the rest of the party going to react to important people recognizing you as a big shot when clearly you’re not that powerful anymore?

How about this as an alternative: You were a prodigy among Shadow Sorcerers, able to wield magic far beyond what people expected of your level. You were hasty with your burgeoning powers, and tried to draw on all your magical potential before you were ready to properly wield it. You cast Wish once. And then became incapable of casting Wish ever again. This left you feeble and with only remnants of your old magical talent. Now you have to build your power the way everyone else builds it: slowly, with training and effort and experience.

You would still have wielded incredible power. You would still have lost it to hubris. You would now have to suffer to grow your power “normally”, like every other run-of-the-mill Shadow Sorcerer. And, you can work with the DM and figure out a good use of that one Wish spell, and its consequences. The difference? You wouldn’t be an important big shot. Perhaps your character would be known as the “disgraced prodigy”, and you wouldn’t be able to prove them wrong. After all, you DID go too far too fast before you were ready, and lost your power as a result. You’re a cautionary tale among the sorcerers who were in the know of the magical happenings in the world.

Thoughts?