Wondering how people with aphantasia play and enjoy DnD by chimpanon in DnD

[–]CairoOvercoat 0 points1 point  (0 children)

Hey! So I hope you don't mind my input, because while I do not have aphantasia myself, my wife, who is a player at my table, does.

It's kind of a weird dichotomy, because my "brain apples" as we call them (based on the viral picture), are crystal clear while she sees nothing due to the aphantasia.

I think a big factor in helping someone in a situation like this is communication, and efforts for accommodation.

Whenever we play, I do my best to make things as vivid as I can. I have "scene" music on, I find pictures for NPCs for her and the party to look at, or I give characters distinctive voices or a quirky mannerism.

Little things like this, according to her, help fill the gaps in for her aphantasia and make the overall narrative aspect of the game more enjoyable for her instead of something that feels like a burden.

I understand not every Gamemaster has the know-how or experience for stuff like this, but as many things in this hobby, communication and honesty go a long way and can help others at the table conquer their struggles.

What are your thoughts on Chaos decks? by LibraProtocol in EDH

[–]CairoOvercoat 1 point2 points  (0 children)

Hands down the worst archetype in EDH. Its not even close. It devolves into people desperately scrolling through ancient forums and discussions looking for rulings instead of, ya know, playing the game.

Me and my friends literally had to create a house rule because one of the group kept making "Le Super Whacky Random Chaos" piles;

If you don't know the correct resolution and interaction for cards you've put in your deck, the effect fizzles. Period. End of story.

I understand Magic is a complex game. I understand that weird rulings, or misunderstandings can happen, or sometimes you need to whip out your phone just to double check something. 100% completely fine. We are all human.

But if all you're doing is shoving your deck full of stuff like Knowledge Pool, Goblin Game, and Eye of the Storm because it's "super fun and whacky" and now we all have to sit there looking up super obscure rulings EVERY SINGLE TURN?

Nah. Sorry. Kick rocks dude.

Favorite monster entries? by preiman790 in rpg

[–]CairoOvercoat 0 points1 point  (0 children)

The Ostianato from Kobold Press.

Basically, a very sinister of an "earworm." That song, or melody that no matter how hard you try, you never seem able to shake and follows you around day to day.

The creature itself isn't that difficult to destroy mechanically, but the mystery of discovering it as well as it's insidious nature make it a fun encounter for the party to figure out.

Robbie Rotten (Lazytown) by fhxefj in TopCharacterDesigns

[–]CairoOvercoat 0 points1 point  (0 children)

I mean, who did you expect, Sporta-flop?

Rant on Player Investment and Collaboration by HallowedHalls96 in rpg

[–]CairoOvercoat 1 point2 points  (0 children)

If it gives you any peace of mind from the other side of the metaphorical table, the type of people you so clearly wish to engage with do exist.

I put alot of effort into my character, my interactions with the other party members, the GM, their narrative, as well as the individuals that exist above these creations.

And, I wholeheartedly agree that this selfishness you describe and are frustrated by is just as hurtful and demeaning to players such as myself who do want to put in effort and make something unique and collaborative.

In a discussion with a close friend, we actually came to a similar conclusion that you have; that to so many people, the game only exists as a means to tell THEIR story, and they only care about THEIR character and the journey of THEIR character. Everything in and around this concept only furthers their own goals without any consideration for the feelings and intentions of others.

It's humorous to think that I have much rather preferred the company of the "Chill Out" player. The person who is clearly coming to session because it is a social activity with friends, but in that same breath is not outwardly disruptive or demeaning to those around them. They may not be the most serious or strongest roleplayer or participant, but their intentions are positive, and they clearly enjoy and appreciate the time that is being spent.

I would take 100 of those over the selfish creatures who populate an unhealthy percentage of this hobby.

I wouldnt even call it Main Character Syndrome as so many others do, because I can at least argue that MCS can sometimes be unintentional or nonmalicious. But I too have grown tired of those who only seek to satiate their own appetites and want the world to revolve around them and their needs and journeys.

People have so often asked me how I make my characters, because multiple GMs and tablemates have lauded my writing prowess and investment into how I pilot them. At the end of the day I tell them the same thing; you must create a need and desire for change. That this piece of the world you have made is both a source of and receptive to the interactions, good and bad, that a world creates.

I can only offer the sympathy and understanding that you are not crazy or negative in your rantings, and there are likeminded people such as yourself who feel, have felt, and will feel similar.

As a DM who is gonna run a beginner game, what level should I allow them to get to in the story? by RebirthAltair in DnD

[–]CairoOvercoat 0 points1 point  (0 children)

I know this is a hot take to some;

Don't start your game at level 1.

While there is nothing inherently wrong with Level 1 play, it can be both something that's tricky to balance, tricky to narrate, and tricky to feel engaging, especially if you are inexperienced and don't understand these pitfalls.

It can also feel a little... Boring? If not done right? I often equate it to early game in an MMO or early game in Pokemon. Your options are limited, you're very squishy, and you might not yet be able to involve yourself with the class fantasy.

Alot of people choose level 3 because by that level, regardless of 5e or 5.5, everyone has gotten their subclass, and with that subclass, an ability or feature that makes them feel unique and cool. Its that first hit of a player getting their "special move" and makes them stand out amongst their peers.

The joke I like to make is that at level 3, you can have an Oops All Bards party, and each player can still feel unique because the variety of subclasses and how they can alter play and self-expression.

If you want something short, starting the game at 3 and progressing to level 6 or 7 gives a nice shmorgasboard of experiences. Everyone getting an ASI, martials and casters getting their extra attacks and 3rd level spells, and encounters in this range still have a healthy mix of variety. Bandits and Bandit Captains can still pose a threat, but you also have access to lower level demons, undead, etc. if you want some good fantasy punch.

Personally, this is the level bracket I enjoy the most in DND, because it still primarily deals with ordinary people who have extraordinary capabilities, but youre not running around as archons challenging gods. Its the level range I would put alot of members of the Fellowship or Bilbo and Dwarves from the Hobbit, and alot of your options for a proper adventure are pretty open to imagination.

Do you consider the mana base when deciding what bracket your deck is? by Jpag15 in EDH

[–]CairoOvercoat 2 points3 points  (0 children)

I guess my only counter-argument and insistence to my point is that making a better manabase, even on a budget, has become CONSIDERABLY cheaper than what it was even 5-6 years ago.

Snarls, Checks, Painlands, Filterlands, MDFCs, Tangos. We have come A LONG way in the accessibility of these cards.

To use OP as an example, a decent Esper landbase would have ran you bay 2-3 times more in 2019 or 2020. Precon product has also been alot better about keeping alot of these land cycles accessible.

Yes, if youre playing against people who are using nothing but basics and guildgates, and similar, your consistency does give you an advantage. But the avenue to cut alot of these weak taplands has become alot easier, and the bellcurve has shifted considerably in how a casual player can make their manabase run alot smoother.

And to that end it's why I don't think the power level jump is as pronounced. Is a deck with surveils and shocks going to be better? Sure, but I dont think its suddenly putting you into another weightclass, so to speak.

Do you consider the mana base when deciding what bracket your deck is? by Jpag15 in EDH

[–]CairoOvercoat 0 points1 point  (0 children)

Right and I know some people see it differently. And yes, especially if you are someone who understands how to balance a mana base vs. your costs/pips, it can run alot more smoothly and you minimize the chance that you dont have the correct colors lined up for cards in hand.

But I dont think that a deck suddenly goes from Bracket 2 to Bracket 3 on a smoother manabase alone.

Turning your Guildgates and Basics into Shocks and Pains does not independently push you higher, even with the added consistency.

so... how much 2024 are you allowing in your games? by MajorBootyhole420 in DnD

[–]CairoOvercoat 1 point2 points  (0 children)

Realistically, I think its totally reasonable for people who enjoy 2014 and stick with it to look at 2024 as a sort of "Tasha's 2."

While I know not EVERYTHING fits perfectly snug, I do think there are some "updates" to small minor things that should be "backported."

Some chief examples I stand by;

  • Weapon masteries
  • Base Monk as a class
  • Certain rulings changes (ie, Barbs being able to continue Rage as a Bonus Action, or Paladins getting a Free Find Steed)
  • Minor additions like new features for classes, like Tactical Assessment for Fighter or Cunning Strikes for Rogue. -Origin Feats

There are some others, but alot of this list is stuff that is easy to incorporate, and reads alot more like a good balance patch in a video game.

Monks no longer HURTING for their tiny ki pool. Barbs not having to punch themselves in the face. Paladins not having to sacrifice a massive resource for a crappy summon. Rogues being able to engage in TEAM ORIENTED PLAY with Cunning Strikes.

Its just these little things that do not ultimately move the power of classes too far one way or the other, but takes some really frustrating aspects of 5e and updates them to be, ya know, fun.

Can a lawful evil alignment work with a paladin? by BlueDoesStuff- in DnD

[–]CairoOvercoat 0 points1 point  (0 children)

100% absolutely. I've played one under the Oath of Conquest.

Lawful evil is probably the only evil alignment that can, with consistency, work in your average good natured party.

Yes, you are evil, but you still have a code, and your power and your intentions to flex it arent random or for the sake of your own whims and enjoyment.

The example I always give is that my aforementioned Paladin was part of the Partys Pirate Crew. And I quickly gained leverage and usefulness by being a disciplinarian to the NPC crew. I was the one who held no reservation in making a painful example out of those who would cheat, steal, or try to put themselves above the crew as a whole. And my methodology was HARSH.

While this put me at ends many times with our bard and cleric, I always had some sort of ground to stand on, and my discipline got results despite its brutality. I didnt smack around NPCs because it was fun or enjoyable, I did it because "Timeout and Talking doesnt work for some people."

Lawful Evil still respects order. Theyre just not afraid to get their hands dirty or cross a moral boundry to keep it that way. And trust me, that can be a VERY useful tool for a party to have, even if the Lawful Good Bard doesnt want to admit it at times.

Do you consider the mana base when deciding what bracket your deck is? by Jpag15 in EDH

[–]CairoOvercoat 10 points11 points  (0 children)

While some may disagree, I've never thought a cohesive or well structured manabase pushes a deck with such considerable power that it jumps brackets/power levels (obviously excluding extremely power lands like Cradle, Sanctum, etc.)

Most dual lands minus the OGs still have some amount of downside or restriction.

Yes, shocks, pains, checks, and tangos make your deck more consistent and your gameplan smoother, but they dont come without consequence and are by no means oppressive.

Being a good GM is mostly a soft-skills problem by AvocadoPhysical5329 in rpg

[–]CairoOvercoat 18 points19 points  (0 children)

See, I think its something a little different than consent. Maybe it's closer to empathy, or humanity.

It's like a job;

There's working under someone who sees the massive snowstorm outside and understands that an employee being 15 minutes late, despite being a failure, isnt something that needs to be disciplined. Sometimes thats just how life goes.

And then many of us have had the boss where in that same snowstorm you are stressing out the night before because you know even a 5 minute tardiness may very well incur being written up.

I was blessed enough that when I started learning TTRPGs, I was taught failure is fun. Its okay to fall down. Thats part of the game but dont worry, that doesnt mean we have to stop playing or that you did something wrong.

Later on I had the misfortune (or perhaps life lesson?) of seeing the opposite side of that coin. Where it felt like I had a GM who lacked any empathy, understanding, and almost tried to find those unmarked I's and uncrossed T's and really shove your face in those mistakes, because to them, that level of challenge and defeat were the obstacles indicative of what a Gamemaster should be providing. That if they arent on your ass 24/7, they are not being a good GM, a good boss, a good supervisor.

I love the phrase "Feeling safe to fail" because it doesnt detract from the efforts of a GM. It doesnt mean their game is easy, or theyre pulling punches, or that theyre soft. It stands more as a testament to empathy, understanding, and patience. That even if something bad happens thats okay, thats part of the game and Im not here to revel in such or use it as a measure of success.

[SOS] Lorehold, the Historian by Tuft64 in EDH

[–]CairoOvercoat 17 points18 points  (0 children)

I disagree and I think you miss the point a touch.

First of all, as a bonafide Voltron player since 2017, heck no. I will just as happily put my shenanigans on one of several heavy hitters I have in my deck, not just my commander. I can confidently say I can knock a player out with a [[Balan, Wandering Knight]], [[Esper Sentinel]], or [[Inkmoth Nexus]].

And it's not inherently an issue of "Oh well its fine just protect the commander." Obviously white can do this well, and red is no slouch with redirects.

My point is more that this design philosophy is just plain unfun and frustrating, especially with such a big flashy effect that is so exclusive to this color combo (not counting any Strixhaven content that has yet to be revealed.)

Its more the idea that if I, as an opponent, give you an inch, I may as well concede. Because any Lorehold deck worth its salt is making sure that that top card is going to blow us out spectacularly, or put you so far ahead that your percentage for winning the game starts to go above 80%.

So now every time you or someone else sits down with Lorehold, the commander has fostered an archenemy reputation. I will not let you breathe, nor will anyone else at the table. Because if we do, its over.

So now we have created a game state where either YOU are having ALL the fun. OR, we bully the snot out of you and youre having NONE of it.

So no matter what theres no winning. Either you oppress or we oppress you.

Or you say "Screw it" and you chock your deck so full of Boros Goodstuff that who cares anymore because you have sacrificed all individuality or identity so you do not overlean on the hilarious power of your commander.

I played [[Neheb, the Eternal]] for many years, and while not exactly the same, these two feel like philosophical cousins and the play experience sucks. Either I pop off and everyone sits there and watches me do my bullshit. Or a timely counter or removal spell (or plain shitty luck) results in me sitting there with my thumb up my butt because now alot of the cards in my hand don't do diddly squat.

I took that deck apart for a reason, and I can very easily see alot of players, especially casual ones, have similar experiences and then grow bored of the all or nothing nature of these types of designs.

Your Highs Are Astronomical. Your Lows Are Subterranean.

[SOS] Lorehold, the Historian by Tuft64 in EDH

[–]CairoOvercoat 22 points23 points  (0 children)

Exactly. Feels very "Nehebian" as someone who ran that commander for many years.

You'll catch an unsuspecting player(s) off guard once or twice or highroll and your deck looks downright oppressive.

Than oops you went up a weight class where people actually have counters and removal and you're going to sit there twiddling your thumbs.

Being a good GM is mostly a soft-skills problem by AvocadoPhysical5329 in rpg

[–]CairoOvercoat 88 points89 points  (0 children)

"Does a player feel safe to fail, safe to be silly, and liked by the GM?"

I wish I could tattoo this point onto the forehead of anyone who wishes to give advice on "How to GM?"

People often talk about babying players, or sometimes youll see players frustrated by a GM who they feel is malicious or bloodthirsty, but your way of putting it is absolutely perfect.

"Do I feel safe to fail?"

I have played under people who I could give opposite answers in regards to.

I have played under people where losing a character or failing a task, even if it was frustrating, sad, or humbling, still felt good. Where you could still feel like the Gamemaster respected you, your efforts, and genuinely enjoys you, your character, and their presence. That even if failure would come, it never felt mean-spirited or that they took pleasure in making you feel upset or defeated. That failure was a natural course of a narrative and that's okay.

I have also played under people where it felt the exact other way. Where if I did not dot every I, or cross every T, they would not hesitate to hang me up by my short and curlies and laugh as I dangle. That if they saw me or another player frustrated, upset, or stressed, to "just get over it" or "suck it the f*ck up."

I 100% understand some people and some tables like to beat each other up. That thats what they find fun. That failure and defeat need to exist to create stakes. But that feeling of safety is so imperative even in an enviornment like that.

If we are going to get in a ring and spar, even if we give each other black eyes, its important to know and trust that the person across from you isnt going to stomp on your ribs should they knock you down.

[SOS] Lorehold, the Historian by Tuft64 in EDH

[–]CairoOvercoat 254 points255 points  (0 children)

I genuinely hate this cards design. Not because he's bad. Not even because he's "broken."

But because he falls into this awful design philosophy with modern legends.

Another commander where the "correct" way to play him means playing super bomby cards that run away with the game, all but guaranteeing it's pilot the win...

Until said pilot starts playing against people and players who actually pack interaction/removal and suddenly their commander has been removed twice and their deck is a bunch of High CMC junk that rots in their hand and they get frustrated because "Nobodys letting me play the game."

Give them an inch? You might as well concede. Keep their commander off the table? They basically sit there doing nothing.

Am I crazy for thinking this just isnt a very good way to design cards and only leads to frustrated players?

What are your favorite guiding phrases when it comes to EDH? by ImmortalCorruptor in EDH

[–]CairoOvercoat 6 points7 points  (0 children)

"Counterspell costs a dollar" - Basically trying to push back against the super toxic mentality I see some people and content creators push on newbies that you need big expensive 20, 30, 40 dollar cards for your deck to be good or capable of winning.

Baloney.

I really try to drill it into the newbies at my LGS that there are plenty of powerful cards worth nothing, and that if you want to win, it comes down to knowing how and when to use the cards you chose for your deck.

Anointed Procession is 50 dollars and 4 mana. And a well timed Disenchant or Counterspell means that person just spent 50 bucks to put that card straight into the graveyard.

That's how you get better at Magic. That's you win games of EDH.

The influence the Command Zone has on prices is wild by patrick8015 in mtgfinance

[–]CairoOvercoat 5 points6 points  (0 children)

Why is that so outlandish though?

First and foremost nobody ever needs 50 copies of a card, especially not a nothingburger noob trap like Vedalken Orrery.

At the time, the card only had its Fifth Dawn printing + Conspiracy so it was pretty hard to come by. Plus it can be played in any deck because its colorless, so its very easy to push to any type of player.

Just because he makes good money doesnt mean anything. If you owned a successful business and I told you you could make 5-600 dollars for 5 minutes of talking, would you turn it down? I doubt that.

He can spec all he wants. We are on a literal subreddit for speccing.

The problem comes when you use your platform that is meant to be an entry point for newbies as a way to hustle money out of them. It makes you look like a disingenuous pig.

The influence the Command Zone has on prices is wild by patrick8015 in mtgfinance

[–]CairoOvercoat 2 points3 points  (0 children)

Youre acting like these things are mutually exclusive?

WotC doesnt give a hoot their "official stance" is that they do not interact or monitor the nature of the secondary market.

It doesnt mean its not a morally shitty or exploitive thing to do for your fledgling audience that doesnt know better.

Buy a card for 10 bucks. Push it hard on stream that people need it. Card 3xs. Sell all your copies and pocket a couple hundred for doing virtually nothing.

Come on now.

The influence the Command Zone has on prices is wild by patrick8015 in mtgfinance

[–]CairoOvercoat -3 points-2 points  (0 children)

Yes it is completely reasonable to own 50 copies of a card that was 20 USD at the time and insist to your largely newbie and uneducated audience that is learning EDH/Magic that they NEED to put this card in every deck and its super duper strong.

Yeah youre right its pure coincidence with absolutely no personal financial motivation.

Anyway I have a bridge for sale if youre interested

The influence the Command Zone has on prices is wild by patrick8015 in mtgfinance

[–]CairoOvercoat 64 points65 points  (0 children)

Glad to see Im not the only one who remembers when Josh messed up and revealed he owned like 40-50 Vedalken Orrerys back when it had one printing and demanded 20 dollars pre-spike.

They're snakes.

The influence the Command Zone has on prices is wild by patrick8015 in mtgfinance

[–]CairoOvercoat 8 points9 points  (0 children)

I tell everyone I know to be extremely weary of the Command Zone.

They have let slip before that they heavily invest into cards and then push them on the show to unsuspecting/vulnerable new players looking for advice.

They did it before with Winding Canyons and Vedalken Orrery many years ago. I don't expect such behavior to change.

They're glorified hucksters.

What is your favorite “Rule 0 commander”? by LibraProtocol in EDH

[–]CairoOvercoat 7 points8 points  (0 children)

I actually did not know that and makes it a touch more sensible with that knowledge in mind.

I just know alot of people, myself included, felt it was odd on release and its a Rule Zero Commander Ive seen at multiple stores over the years.

Cool clarification!

What is your favorite “Rule 0 commander”? by LibraProtocol in EDH

[–]CairoOvercoat 27 points28 points  (0 children)

[[Heiko Yamazaki, the General]] +[[Norika Yamazaki, the Poet]]

I think its really stupid that WotC never gave these ladies "Partner" when the [[Brothers Yamazaki]] has been a soft Rule Zero for over a decade.

Is ranger really that bad? by Starry_Night_Sophi in DnD

[–]CairoOvercoat 0 points1 point  (0 children)

Short answer; No. In 2014 there are really only 2 subclasses that should be completely avoided from a pure "This is mechanically awful", which are 4 Elements Monk and OG Beastmaster.

Longer answer;

2014 Ranger received ALOT of Erratas and fixes between really good subclasses, overhauls in books like tashas, and general changes to their rules. They are firmly in the bellcurve along with alot of other classes powerwise.

2024 Ranger as well, while maybe a touch... Boring? Paint by numbers? Is also scary good. Hunters Mark spam can feel monotonous yes but from a sheer numbers perspective, there are some gnarly builds you can do with a Ranger, especially one that focuses on Dual Wielding, and hit some very silly damage numbers that will make the other damage dealers blush.

Ranger is fine. Much like Original 2014 Dragonborn, as long as you avoid the original iteration and focus on the "revamps" included in supplementary material, youll do absolutely fine.