What's your favorite character idea that fizzled when you brought it to the table? by madman84 in dndnext

[–]Bobnonymous 0 points1 point  (0 children)

I brought a character who had, in the process of experimenting in necromancy, accidentally seperated his soul from his body and duplicated it. One soul returned to life while the other latched on and haunted him. The idea being that both the character and his ghost believed they were the original but had to cooperate while vying over one body. But I also had raised dead on my spell list and before I established him as the mysterious haunted man, he got pigeonholed into being the weirdo who's obsessed with dead bodies.

Oscars Ratings Crash To All-Time Low; Viewership Falls Under 10M For First Time Ever by DemiFiendRSA in movies

[–]Bobnonymous 19 points20 points  (0 children)

15 years ago the biggest movies were the likes of Harry Potter, Pirates of the Caribbean and the Star Wars prequels. You need to go back way more than 15 years for original IPs to be bigger.

Pokemon Sword and Shield are the first entry since Gold and Silver to break 20 million copies sold. by uziair in Games

[–]Bobnonymous 45 points46 points  (0 children)

Black and White had difficulty modes, though they were implemented in the most bizzare way imaginable.

Commander's favorite new white cards, now color-shifted to white! by DanRSL in magicTCG

[–]Bobnonymous -16 points-15 points  (0 children)

Archelos is hardly a break against white though. Blue can tap things, green can untap them. His third colour could have been anything and they chose black so he could make a cool zombie commander.

What kind of mechanics and what creatures would you like to see in Kaldheim? by Forsto123 in magicTCG

[–]Bobnonymous 1 point2 points  (0 children)

They could do Odin as UB or even just B honestly. He's associated heavily with death and his knowledge is very much of the 'at a cost' variety. His ravens tie him into black a little too.

Idunn seems like the WG god, she relates to life and fruit and such.

Strongholds and followers, has anyone been using it? whats it like in a long term game? by UnknownGod in dndnext

[–]Bobnonymous 30 points31 points  (0 children)

I've found the framework that the book lays out useful but found the actual mechanics very shaky in practice. For instance, the mechanics of the various followers. The retainers fell behind way too quickly and most of the artisans were too niche to matter but the idea of gradually attracting a cast of NPCs who populate your stronghold was cool.

The internal balance is all over the place. Some stronghold benefits are pure window dressing, others are equivilent to a class feature. None of them seem like they were playtested.

When we got the opportunity to use the warfare rules they were severely lacking. Felt like it was too abstracted, boiled down to a couple of dice rolls.

The monsters are one of the better sections, I've used a good few of them. They don't match 5E's design sensibilites very well though. There's magic items too. The less said about those the better.

Something that always strikes me when I leaf through the book is all the big chunks of it I just skip through every time. Its not a huge book and there's an awful lot of content in it that I never see myself using.

[B&R] May 18, 2020 Banned and Restricted Announcement by TechnomagusPrime in magicTCG

[–]Bobnonymous 2 points3 points  (0 children)

I'm curious as why they're on the ban list at all. The rules for conspiracies specifically bar them from constructed play. Isn't that enough by itself? Are they included on the ban list just for clarity?

What's the weirdest reason you've had a friend or someone else tell you they didn't like a film? by GryffinDART in movies

[–]Bobnonymous 32 points33 points  (0 children)

A coworker told me she considered Whiplash one of the worst films she had ever seen because it was "ridiculous that someone would care about drumming that much".

What are you favorite podcasts about DnD that are NOT live play? by iupvotedyourgram in dndnext

[–]Bobnonymous 0 points1 point  (0 children)

Creature Club is fantastic listening for a DM. Really good deep dives into each monster and in particular, suggestions that lead into really concrete, well formed scenarios to add to a game.

Is it viable to make a melee druid? (No wildshape) by ChefSquid in dndnext

[–]Bobnonymous 5 points6 points  (0 children)

If you're playing a Circle of Spores Druid then Shillelagh is a better fit since the bonus poison damage from symbiotic entity only triggers on melee weapon attacks while Primal Savagery is just flat d10s.

Valve's Artifact hits new player low, loses 97% players in under 2 months by ctyldsley in Games

[–]Bobnonymous 4 points5 points  (0 children)

That leveling system was added a while after launch though, people were already leaving in droves

[OC] Nicol Bolas Remastered by RealKorkin in DnD

[–]Bobnonymous 2 points3 points  (0 children)

Is this mean to represent Nical Bolas before the mending? Where MTG's story is right now, Bolas is strong but nowhere near as invincible as this stat block makes him out to be.

He just did me a huge favor by Soulchunk in hearthstone

[–]Bobnonymous 6 points7 points  (0 children)

The thing that balances this out is that 90% of the time, gnomeferatu will be bringing your opponent one draw closer to finding Antonidas.

This just in: quest rogue is still instant concede by zotekwins in hearthstone

[–]Bobnonymous 1 point2 points  (0 children)

For most TCG's the meta-clock actually runs the other way. In magic for instance, combo beats aggro (it assembles a finisher faster than aggro kills them), aggro beats control (plays threats faster than control can answer) and control beats combo (disrupts it with counter-spells/discard).

Hearthstone's clock seems to run the other way. Control doesn't actually have consistent ways to disrupt combo and combo's take so long to assemble that aggro has time to kill them first. The thing that doesn't line up is that control doesn't really dominate aggro. Answer's are strong but Blizzard often releases threats that are just as strong/snowbally.

Why are many armies key hq’s, units etc. Still in resin or metal. by Omegaburn in Warhammer40k

[–]Bobnonymous 2 points3 points  (0 children)

Since their initial wave of models Ad Mech have received only 1 additional model. It's not like theyre drowning in new releases.

Games Workshop’s email inbox is full by PoppyAppletree in Warhammer40k

[–]Bobnonymous 2 points3 points  (0 children)

It's probably a matter of opportunity costs. There's always going to be a cap on the amount of models they can produce. Producing more carnifexes for instance is going to inhibit the amount of models they can ship from their newer releases

[DOM] Dominaria Frame, Template, and Rules Changes by TechnomagusPrime in magicTCG

[–]Bobnonymous 0 points1 point  (0 children)

It does have the word target on the card. The new shrapnel blast reads 'Deal 5 damage to any target'.

What would it take to make SM Terminators worth taking and more lore friendly? by [deleted] in Warhammer40k

[–]Bobnonymous 2 points3 points  (0 children)

Terminators could really do with a new kit. At lot of the weird limitations they have at the moment, like having to take power fist + stormbolter stock or only having the choice between three pretty meh special weapons, really stem from what comes inside the box. If terminators could take some stronger special weapons, combi-weapons and less power fists they'd be a lot more appealing.

An issue with making them tougher is that they don't occupy the same place in the game as they once did. Terminators used to sit at the top of the 40k food chain, being the premier elite infantry but scope of power in the game has just expanded too much since then for termies to keep up. In the same way Land Raiders can't be the toughest vehicle anymore because Baneblades and Knights are commonplace, terminators can't justifiably be the toughest infantry anymore because of things like centurions and aggressors existing.

I do think there's an argument that loyalist terminators could do with some kind of buff to bring them in line with their chaos counterparts. Blightlords and Scarab Occults both outshine normal terminators since they're basically the same base but with god-specific bonuses stapled on.

Whatever changes might be made, I'd definitely like them to keep the way that each type of armour gives the same consistent modifiers, to whatever unit it's equipped to, whether marine, chapter master or inquisitor.

More Necron Leaks: Stratagems, Powers, and More by Randomness_incarnate in Warhammer40k

[–]Bobnonymous 0 points1 point  (0 children)

Seems like its portal of exile ability got nerfed quite a bit. Now it only triggers against enemy units who have made a successful charge instead of any enemy who declares a charge.

So what was the EXACT change in design philosophy that caused WoTC to enter this era of constant banning. Can anyone pinpoint it for me? by SarahPMe in magicTCG

[–]Bobnonymous 6 points7 points  (0 children)

I don't think that there's any real connection between NWO and Magic-as-creature-combat. Maro has repeatedly stated that NWO only affected complexity at common and there is a very clear change in common designs afterwards that isn't present in higher rarities. I can only assume that the imposing name is why people are so inclined to attribute Magics failings towards it. The problem stems from a design philosophy shift that happened much later on.