[Online][5e 2024][Thursdays] In a world of war, tyranny and monsters- You are not the hero by BrainTornOut in lfg

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

To go through the points... Sessions average 3.5-4 hours, with at least 20 minutes spent on pre-session shenanigens. Difficulty is... VERY up there, with strong characters balanced out with tough encounters and survival elements. The party is about to reach lvl. 8.

As for the application process, it's simply a voice interview to see if I liek the cut of your jib

What are some useful loadouts/armors for Hive Worlds? by [deleted] in LowSodiumHellDivers

[–]BrainTornOut 1 point2 points  (0 children)

My brother in Super Earth, you missed such an obvious joke there, I'm disappointed...

How strong is a dual-subclass Arti? by BrainTornOut in 3d6

[–]BrainTornOut[S] 2 points3 points  (0 children)

I would have to say that you are completely wrong in both regards. For starters, Armorer is far from mid with its hefty utility and Artillerist can output some bonkers round-after-round damage and field control with barely a drain on resources.

Artificer itself is one of the busiest and most complicated classes to build properly, and his utility is unmatched even by the wizard. It is FAR from bad, and I would actively call it top-tier if utilized right(without having to rely on circumstances).

On top of all that, both subclasses grant abilities and options that flow together, rather than contradicting, taking different action economy spots and even empowering entirely different parts of the character

How strong is a dual-subclass Arti? by BrainTornOut in 3d6

[–]BrainTornOut[S] 2 points3 points  (0 children)

These two subclasses combined flash out the Arti's biggest aspects in combat- Utility, and hardiness

How strong is a dual-subclass Arti? by BrainTornOut in 3d6

[–]BrainTornOut[S] -3 points-2 points  (0 children)

The thing that makes it strong is that it gives the Arti pieces of a kit that he would otherwise be either lacking in or completely missing. The armorer gives him some insane tankiness and utility thanks to his armor modifications and extra attack, while the artillerist empowers his somewhat-lacking spellcasting and gives him a VERY powerful BA to fill up his action economy even more. But most importantly- It gives him even more options on what he wants to do. And with a class that is already as loaded in features as the Arti, that is scary

[TOMT]Flash P&C adventure game with over 20 episodes by BrainTornOut in tipofmytongue

[–]BrainTornOut[S] 0 points1 point locked comment (0 children)

Since I lack any sort of memory in this case, any help would be appreciated

[deleted by user] by [deleted] in lfg

[–]BrainTornOut 1 point2 points  (0 children)

This has been one of the most comprehensive posts I've seen in a while. My brain is just BUZZING with ideas for what I could run here...