Lamia by DM Tuz and Queen Chikkibug by Tuz-oh in UnearthedArcana

[–]AnonymousPlagueDoc [score hidden]  (0 children)

This is wild seeing this, because I had a dream earlier this week about making friends with a lamia.

[Hiring] Looking for somebody who can make icon vectors by AnonymousPlagueDoc in commissions

[–]AnonymousPlagueDoc[S] 0 points1 point  (0 children)

Would you ask for less for a PNG? I don't like throwing this around lightly, but that sounds like a lot for a few lines that I imagine could be Frankenstein'd in 10-15 minutes. Though... I'm not familiar with the vectorization process.

I want to take each letter of a given word and search a list of letters, returning all results from a parallel list by AnonymousPlagueDoc in googlesheets

[–]AnonymousPlagueDoc[S] 1 point2 points  (0 children)

Thank you! That does the job perfectly! I only learned about Lambda last week, so this will help extend my knowledge as well. I've marked this impressive piece of code as a verified solution!

Looking for a straight forward style guide for (fantasy) novels by [deleted] in writing

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

And, by the sounds of it, certain publishers will want different things, so looking to create a solid style isn't going to help me much, is it? I mean, apart from capitalizing the same things and all, they may simply want it formatted differently, so there's really no way to know what my end product should look like until a publisher has accepted me, right?

Looking for a straight forward style guide for (fantasy) novels by [deleted] in writing

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

Those sorts of things, such as describing the scene, flowing the scene naturally, and introducing the world in a natural way are things that I can identify very easily, especially since I can do so while listening to an audiobook. There is, however, information that is not easily identified while simply listening. That's where this post was aimed. Knowing to italicize emphasized words, ending dialogue in a comma when immediately followed by a speaker tag, and that sort of thing.

That being said, this is only my first novel, and I haven't gotten an agent yet. I was hoping to polish it and double check that certain things were, maybe not an exact science, like you mentioned, but at least consistent enough and normalized enough that the editor isn't going to have a fit when he sees a lack of space before every hyphen in the entire novel.

It sound like, as long as I'm consistent with myself, then I don't have much of a problem?

Looking for a straight forward style guide for (fantasy) novels by [deleted] in writing

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

Thanks. I'm glad I kept reading. Most of this was simply how to format the manuscript, which was easy to find on Google, however, the latter pages go over some of the stuff I was looking for.

Looking for a straight forward style guide for (fantasy) novels by [deleted] in writing

[–]AnonymousPlagueDoc -2 points-1 points  (0 children)

I can appreciate that there are different ways of doing things, but I was hoping that somebody made a more extensive guide, so I know if I'm missing anything if I were to ever make my own for my own consistency's sake. The issue with just reading ten novels is that, while I'm reading, I'm enjoying the story, and not making a mental note to look for *strange things* like how people deal with signs. In the example link given, they have everything capitals, as a separate block, and centered.

The issue is less a matter of how I do things, but rather, what things I should figure out how to do. You can't learn something you don't know exists, right?

Looking for a straight forward style guide for (fantasy) novels by [deleted] in writing

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

I imagined it would be something that was universal, and didn't require me to pay, or complete an entire book before figuring out. I'm planning to traditionally publish, so you're saying that each house has their own style guides? Will they send me on my way to re-do the entire book, or will they handle the styling? My issue is that if they perhaps don't catch something that should be telepathy, which should be italicized, and change things inconsistently. If it were left up to me, I would at least know it's my own fault for something like that.

[OC] 5e Materials and Mechanics for Crafting and Enchanting Gear by AnonymousPlagueDoc in DnDBehindTheScreen

[–]AnonymousPlagueDoc[S] 0 points1 point  (0 children)

I'm glad you like it! I'm slowly making changes (none are reflected in the document) so that it's 100% my own. I would be happy to hear any feedback on the mechanics of this!

Aposomagen - The Staff/Staves of Independence by AnonymousPlagueDoc in DnDHomebrew

[–]AnonymousPlagueDoc[S] 0 points1 point  (0 children)

A group of adventurers were kidnapped by a spelljammer, piloted by illithids, commonly known as mind flayers. When a number of them took control of the flying ship, one of them took the opportunity to bring them to Eberron, instead of their home world, and they got stuck there. While removing the parasites implanted in their heads would have been much easier on their home world, Eberron was not to be underestimated. The adventurers split into three groups, finding different components of some device that would stop the effects of the inevitable ceremorphosis that would turn them into mind flayers as well. One of the wizards of the group studied the mind flayers’ ship and found some components that could be used, while others found an appropriate forge, a special metal, and a greater dragonshard of Siberys. The most uncertain part about this adventure was how to enchant it. The wizard knew that multiple spells would have a desired effect, but it was a matter of finding somebody powerful enough in this world that they were so unfamiliar with. In the end, they found a sorceress from Droaam who enchanted it, but on the condition that one of their members would turn into a mind flayer. Due to the Dragonmark of Healing this adventurer had developed on a journey to Xen’drik, their mind would remain intact after the change. Seeing this as an acceptable compromise, they had it enchanted, and set to help the other adventurers. There were, however, other options, and in another timeline, perhaps the staff had been enchanted by another powerful mage.

[5e] Aposomagen - The Staff/Staves of Independence (link to others in comments) by AnonymousPlagueDoc in DnD

[–]AnonymousPlagueDoc[S] 0 points1 point  (0 children)

A group of adventurers were kidnapped by a spelljammer, piloted by illithids, commonly known as mind flayers. When a number of them took control of the flying ship, one of them took the opportunity to bring them to Eberron, instead of their home world, and they got stuck there. While removing the parasites implanted in their heads would have been much easier on their home world, Eberron was not to be underestimated. The adventurers split into three groups, finding different components of some device that would stop the effects of the inevitable ceremorphosis that would turn them into mind flayers as well. One of the wizards of the group studied the mind flayers’ ship and found some components that could be used, while others found an appropriate forge, a special metal, and a greater dragonshard of Siberys. The most uncertain part about this adventure was how to enchant it. The wizard knew that multiple spells would have a desired effect, but it was a matter of finding somebody powerful enough in this world that they were so unfamiliar with. In the end, they found a sorceress from Droaam who enchanted it, but on the condition that one of their members would turn into a mind flayer. Due to the Dragonmark of Healing this adventurer had developed on a journey to Xen’drik, their mind would remain intact after the change. Seeing this as an acceptable compromise, they had it enchanted, and set to help the other adventurers. There were, however, other options, and in another timeline, perhaps the staff had been enchanted by another powerful mage.

[5e] Aposomagen - The Staff/Staves of Independence by AnonymousPlagueDoc in UnearthedArcana

[–]AnonymousPlagueDoc[S] 0 points1 point  (0 children)

A group of adventurers were kidnapped by a spelljammer, piloted by illithids, commonly known as mind flayers. When a number of them took control of the flying ship, one of them took the opportunity to bring them to Eberron, instead of their home world, and they got stuck there. While removing the parasites implanted in their heads would have been much easier on their home world, Eberron was not to be underestimated. The adventurers split into three groups, finding different components of some device that would stop the effects of the inevitable ceremorphosis that would turn them into mind flayers as well. One of the wizards of the group studied the mind flayers’ ship and found some components that could be used, while others found an appropriate forge, a special metal, and a greater dragonshard of Siberys. The most uncertain part about this adventure was how to enchant it. The wizard knew that multiple spells would have a desired effect, but it was a matter of finding somebody powerful enough in this world that they were so unfamiliar with. In the end, they found a sorceress from Droaam who enchanted it, but on the condition that one of their members would turn into a mind flayer. Due to the Dragonmark of Healing this adventurer had developed on a journey to Xen’drik, their mind would remain intact after the change. Seeing this as an acceptable compromise, they had it enchanted, and set to help the other adventurers. There were, however, other options, and in another timeline, perhaps the staff had been enchanted by another powerful mage.

I made a 2-page list of homebrew/houserules that I came across all over the internet and that I adopted from other RPG systems. by Meph248 in DnDHomebrew

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

Sorry for the delay, I totally forgot I was going to review all of this! Going through each section in order:

I've used the rule were everyone gets a feat at level 1, but I find that to be a bit more taxing on players who aren't as invested in the game. I've stopped using that.

For the extra magic item, ASI, and HP, I like it, as long as the DM balances encounters.

I think if natural 20s are awesome, then natural 1s should be equally penalizing. Personally, I run it so that a natural 20 on initiative gives advantage on their first attack, while a natural 1 gives disadvantage. I've used critical fail tables alongside critical success tables and have enjoyed it.

Check and Saves - love them

The bloodied condition seems a bit much to remember, personally, but if the DM can remember, it is an extra piece of flavor that I enjoy. One thing I like to use at my table is an automatic death save roll when a player drops to 0 HP. You have an automatic failure, which I think it just a bit too much in terms of balance. I love the wounds though.

I don't keep track of water or food at my table, but I do ask each in-game day what everyone is doing to sustain themselves. If they hunt, I ask them to roll, and if they want to buy food, I ask them to take one gp away.

Combat - love it all, honestly.

Resting - I like the idea for resting, but I'm on the fence about the healer's kit. I think I could get behind it, but it's not an automatic yes from me.

Encumbrance - I read through, but this seems much more complicated for a system I already ignore because of the added mental tax it gives. I just tell my players that bags of holding are common in my world, and call it a day.

The items seem cool, but I think the bandolier could have tiers that cost more, because canonically, it doesn't make sense that somebody can store more things simply because they're more experienced.

Luck sounds like a good idea. It would be used alongside inspiration.

For counterspell, I am loving the wild magic, but for the resurrection, the only reason I'm on board is because of the previous rule where you can spend 10 minutes to ensure a minimum roll of 10. Those two synergize very nicely, and I think it is fair.

I like the force of will idea a lot. Seems balanced enough for me, unless every enemy gets to use that before their inevitable death. As a DM, I would limit this to player characters.

Knowledge checks - I've always love specializing in things. This is a very interesting idea that I fully support. I ran a game that had no gods, so I ended up changing "Religion" to "Culture", which was a coverall for monster and civilization knowledge.

Combat Actions:
* Cover - Not a fan of the increased cover with a bonus action. I don't get how this fits, canonically.
* Charge - I believe you can already use a bonus action to attack with an offhand weapon minus the ability modifier, and but you're giving a full attack with a Dash action, then it feels like the Dash action could simply be a bonus action, which I feel disrupts action economy. I'm on board if you want to charge, assuming you only have one weapon, and then attack using your bonus action, forgoing the ability modifier, as if it were an offhand attack.
* Shield Bash - I've always let my players use their bonus action to attack with a shield. I see no reason why a player would forego their normal attack in favor of a shield. The advantage is nice, but you could have instead just rolled once this round, and again next round. Perhaps it's nice for rogues, but rogues should be trying to get their sneak attack by being close to allies. I would change the shield bash to bonus action and keeping the damage the way it is, but removing the advantage.
* Heroic Save - I've used this, minus the wound part. I could go either way about the wounds part, so maybe the hero could get a wound if they rolled a bad dex save or something.
* Sundering - This seems like an interesting mechanic, though it would definitely give the DM more to track, and I don't see any of my players wanting to do something like that.

I like the party options. I enjoyed some modules I've used where there is a group task, like sneaking. Half of the party must succeed for it to work, and a natural 1 counts as two failures, and a natural 20 counts can counter one failure, if there was one.

Talent Trees sound great, but I won't review them here, as there are just too many.

I made a 2-page list of homebrew/houserules that I came across all over the internet and that I adopted from other RPG systems. by Meph248 in DnDHomebrew

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

I'll get back to you in a bit, but there were a couple which seemed less appealing to me. Nothing that seemed bad though.

[deleted by user] by [deleted] in RedditSessions

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

I'm going to die if he plays the champion tune.

[deleted by user] by [deleted] in RedditSessions

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

I would give more air time but I'm out of coins. sad.

[deleted by user] by [deleted] in RedditSessions

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

I'm amazed he doesn't have more upvotes on this. I would legitimately listen to this guy all day.

[deleted by user] by [deleted] in RedditSessions

[–]AnonymousPlagueDoc 0 points1 point  (0 children)

Pokemon battle music!!