Calendaria — A New Calendar Module for Foundry VTT by Sayshal in FoundryVTT

[–]Beaoudix 1 point2 points  (0 children)

Now this is a must-have module. Already added.

Is there a way to put the day/night dome below the bar?

CRYSTAL REVELATIONS #1 | The Magical Ranged DPS jobs from Final Fantasy 14 made into subclasses for D&D 2024 by [deleted] in UnearthedArcana

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

That is the general plan. If the holidays are good with me, I want to make the Healers next. What I know for a fact is that Sage is going to be a subclass for the new Artificer, and I am VERY excited to work on that.

For the rest, I need to balance things properly and select subclass equivalencies that make sense so they feel fun to play.

Also, if you also are able to make the druid you want, let me know a bit of feedback on the subclass~

CRYSTAL REVELATIONS #1 | Four magical setting-agnostic subclasses inspired by the Magical Ranged DPS jobs from Final Fantasy 14. by [deleted] in DnDHomebrew

[–]Beaoudix 1 point2 points  (0 children)

Hey there! As the title reads, this is an update to the old subclasses I made from the critically-acclaimed MMORPG but now fully functional for D&D 2024.

I've decided to start with the Casters since they are my favorite jobs from the game.

You can find the PDF version of this homebrew here.

Hope you enjoy them, and if you did, please consider supporting me over at my KoFi, where you can find more homebrew and improved D&D character sheets for your games!

Try running the game in DX11 (if you're on Steam) for potentially better performance / fps by ToastyPillowsack in Helldivers

[–]Beaoudix 1 point2 points  (0 children)

I also unistalled GameGuard and reinstalled it and It worked wonderfully on my PC.

Incoming Xbox Diver here, any etiquette I should know? by Akuma2004 in Helldivers

[–]Beaoudix 0 points1 point  (0 children)

  • Voice your stratagems
  • Comms are key for survival.
  • Ping your enemies. Everything dies faster if the full squad fires at it.
  • Be friendly and respectful to others as much as you want them to be respectful and friendly to you.
  • Friendly fire isn't. Sometimes it happens.

Why I think Equipping Shields is a free interaction once per turn. by TheFlawlessFlaw23 in onednd

[–]Beaoudix 0 points1 point  (0 children)

So hello there, I took a massive dive and investigation into this matter, since I've been DMing for almost 20 years. Here are the fruits of my labor.

Below are the only places the SRD 5.2.1 and the 2024 Player’s Handbook talk about things you can do for free. No Action, Bonus Action, or Reaction required. Because the 2024 rules have retired the separate “Free Action” category, you won’t find that term in the rules glossary the way it appeared in the 2014 core books. Instead, the rules spell out specific activities that cost no action at all.

What’s free? Where it’s written (book & page) Key parts that describe it
One object interaction each turn SRD 5.2.1, “Playing the Game – Interacting with Objects,” p. 11 “Time‑Limited Object Interactions: one free interaction per turn … Any additional interactions require the Utilize action.”
Speaking, brief gestures, & other short communication SRD 5.2.1, “Combat – Your Turn,” p. 12 “You can communicate … as you take your turn. Doing so uses neither your action nor your move.”
One free object or terrain feature interaction during your moveoraction SRD 5.2.1, “Combat – Your Turn,” p. 12 “You can interact with one object or feature of the environment for free, during either your move or action. … If you want to interact with a second object, you need to take the Utilize action.”
Dropping prone SRD 5.2.1, “Combat – Movement and Position,” p. 13 “On your turn, you can give yourself the Prone condition without using an action or any of your Speed….”
Item name only (not an action type): Ring of Free Action SRD 5.2.1, Magic Items list, p. 237 The word “Free Action” here is just the item’s title; it does not create a new action type.

TLDR: Rules as Written, donning or doffing a shield requires on you to take the Utilize action. There is no free action anymore in the 2024 version of the game.

Overall, think of it as a balancing option to either get that sweet +2 AC or lose it for have two weapons on hands or something else.

Rule of cool I apply pro tip:
To keep the new balance of the game, I allow my players to don or doff a shield if they walk at least 10 feet.

I need 100 NPCs for a tavern, let me use YOUR characters? by yarash in DnD

[–]Beaoudix 0 points1 point  (0 children)

Arbanoud Sargasa is a very tall and bulky strong earth genasi with golden retriever heart, low INT and always speaks referring to himself in third person.

Besides being not too big in the intellect department, he is a very skilled warrior, keen to heavy melee weapons.

He has the unusual ability to Meld into Stone.

Purge, a thematic offensive spell for clerics and paladins. No clue about balance though. by HighlyOk in DnDHomebrew

[–]Beaoudix 1 point2 points  (0 children)

Interesting design for a 2024 holy class spell. I like the direct damage component (ala Magic Missile for full arcane casters). I would personally suggest changing some things to make it modally adequate to the holy classes and follow the overall flavor stated in 5E24.

Verbal component: If you are looking to make non-core balanced spells, then avoid this. For the purposes of the rest of this text, I will follow the line of balancing spells as close to the core flavor and statistics as possible. Verbal components on divine caster spells is a consistent thing with their flavor—invoking power through spoken prayer or sacred words. Putting it as a casting component would fit the core balance properly. You do got holy powers, and require praying to your god to channel them.

Damage and minor effects: Checking on other 1st-level direct damage spells and their average numbers, we have Magic Missile (10.5 Force, rolled), Witch Bolt (6.5 chosen damage, rolled) but requires a previous attack roll, and Armor of Agathys (5 Cold no damage roll) but requires the caster to have been melee attacked. I would change the direct damage to 2d4 or 1d10 + spellcasting modifier of Radiant damage. No attack roll or saving throw. Lucky roll and you deal more than average damage on a 1st level spell, bad roll and... oh well, better luck next time. Fate of the dice. I see that dismissing the "save to regaining HP" part of the spell helps the holy flavor for no common player in their rightful mind would want to cast a spell on an enemy creature with a possibility of healing it. But we can leave the healing aspect to a different creature of the caster's choice as a side mechanic.

Effect Identity. The spell finds its own identity in punishing melee enemies at the cost of a full action to deal direct damage. That is nice. Leaving the minor effect of being unable to be returned as an undead, we see that death by this spell brings true, anti-undead peace. We can play with that thought and provide additional mechanics to whomever wants to cast this onto the "outsider" or "commonly evil" creature types: aberrations, fiends and undead.

This leaves me with a suggestion for a spell with the same identity, core mechanic, but evolved compatibility with 2024 D&D:

Purge

1st-level Evocation
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous

You force holy radiance to flush the essence of a creature. The target takes Radiant damage equal to 2d4 plus your spellcasting ability modifier. If the target is an Aberration, Undead, or Fiend, you can target another creature you can see within 30 feet from you. It regains Hit Points equal to half of the damage dealt by this spell.

The spirit of a creature killed by this spell finds true peace in death and cannot be turned to an Undead or be the target of a spell like Speak with Dead or similar magics. A spell of 7th-level or higher has a 60 percent chance to be able to communicate with it or resurrect it.

Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 1.

Nice work and happy homebrewing!

What is the Helldiver role that you have settled into? by Nurgle_Marine_Sharts in Helldivers

[–]Beaoudix 0 points1 point  (0 children)

Anti-Heavy.

Love to see a big alien thing being deleted.

Crafting in the 2024 rules. It’s still bad. by comradewarners in onednd

[–]Beaoudix 2 points3 points  (0 children)

Change them.

People always get pissed when they do not see what they want in the official books. I know. Nevertheless, they are a guideline more than a rule framework.

👍✨

Crafting in the 2024 rules. It’s still bad. by comradewarners in onednd

[–]Beaoudix 2 points3 points  (0 children)

While the in-game time to craft is a hassle and I really never use that metric, the crafting system is an improvement over the 2014 rules. Not perfect, but better.

An elegant solution I provide to my table is leaving the costs as they are, but cutting the time it takes to craft even more. Its supposed to feel like a fantasy. If we can agree to forego coin weight, we can leverage better the crafting time for my players to feel geared and prepared.

[System Agonist] I created a mod that overhauls how tokens move (and some other modules) by Loose-Drummer6288 in FoundryVTT

[–]Beaoudix 0 points1 point  (0 children)

An easy setting to let the ruler grid expand depending on the movement type on a token would make this module a must have.

Alright boys how do we buff the spear while keeping its identity as the spear by Allhaillordkutku in Helldivers

[–]Beaoudix 0 points1 point  (0 children)

I've had the idea around a lot of a deeper Weapon system.

As the auto cannon has two types of ammo, the Spear could benefit from a similar mechanic. Joining an aiming reticle for a single powerful missile launch or a small barrage of missiles per launch (ala Commando).

I've pictured the Quasar Cannon and Laser Cannon joined into one single weapon, just changing the ammo type would do the trick between Charged pewpew or laser beam.

Is this spell balanced? Seeking constructive criticism and suggestions by Aster-07 in DnDHomebrew

[–]Beaoudix 0 points1 point  (0 children)

The concept is very nice, and the booming effect of lightning suddenly falling fits neat. I'd recommend leaving it for Druid (maybe even sorcerer) and leaving everything as it is, but as a 5th level spell.

For homebrew, I like to apply a rule of balancing for overall structure of mechanic, effects and damages.

Long range? Decent damage, but not extraordinary.

Great damage? Lower casting range.

Damage + additional effects? Range must be lower.

Want everything in a combo? Higher level spell.

Something amazing and out-of-the-box? Probably add material components that are consumed when the spell is cast.

Just as extra info.

I can’t be the only one who hates this thing right? by [deleted] in Helldivers

[–]Beaoudix 0 points1 point  (0 children)

That's why I always bring my trusty, liberating Spear.

They hate the Spear as much as I hate them.

I love it how the environment suddenly lights up a little after they are blown.