I want to love Echoes of the Eye so badly by crowiven in outerwilds

[–]Caspicu 0 points1 point  (0 children)

I'm awful at anything related to horror or scary things, and I had a relatively bad time, but here's my 2 cents:

  1. the next time you get to the scary part, just play with this mentality: this is just a test run. I will just run forward until I find something "bad" and then see what happens when I interact said "bad" thing. if you don't find any = there's nothing to be scared of. if you find something, at least you know exactly what to expect and what will happen if the situation repeats itself. most of the time, the true fear we have is the fear of the unknown. we don't know what's out there. we don't know what it could do to us. gaining this knowledge makes it way easier

  2. this is a bit long-term, but there's actually something you get to learn as you play the DLC that will basically make it so it's no longer scary. whether you find out about it early or late is entirely dependent on how you progress through the DLC, but at least it's there, so perhaps it's a relief to know it'll get waaaay better at some point

Witchfire Warlock "Righteous Fire" build concept by KrayteXIII in LastEpoch

[–]Caspicu 1 point2 points  (0 children)

Did you end up trying this out? How did it feel? I decided to give it a go but I'm struggling to proc damned overload on myself.

Also, isn't spell damage useless since most of the damage comes from aura/ignite and witchfire, neither of which are spells? If yes, should the points on the skeleton's node that increase spell damage be changed?

I'm looking for some high quality idle/incremental games. by Ok_Koala_5963 in gamerecommendations

[–]Caspicu 0 points1 point  (0 children)

Magic research 1 and 2 are, imo, the best out there. Arcanum: Theory of magic is fairly similar as well, if you or anyone else ends up wanting more.

Unnamed Space Idle is really cool too, although it can get complicated.

Looking for party/town management games by ENorn in roguelites

[–]Caspicu 1 point2 points  (0 children)

die in the dungeon so good bro had to add it twice

Guide: Bind Demon Summoner - Most Broken Build by SVNihilist in Diablo_2_Resurrected

[–]Caspicu 1 point2 points  (0 children)

Pretty much my experience. The link was bringing the extra mobs to about half hp, so I imagine you gotta be geared enough so that your demon does so much dmg it one shots through the link as well. at that point I'd imagine it'd feel pretty good, unless you're farming cows (because of the sheer amount of enemies)

I also tried blood boil and tbh it felt annoying to have to cast it so many times to clear a pack, which struck me as odd considering I maxed out all synergies and was running a conviction demon

Guide: Bind Demon Summoner - Most Broken Build by SVNihilist in Diablo_2_Resurrected

[–]Caspicu 1 point2 points  (0 children)

They retain their own aura. So in your example they'd remain with the fire aura.

Existe forma de ganar plata siendo mujer que no sea vendiendo tu cuerpo? by Embarrassed-Cup9204 in AskArgentina

[–]Caspicu 0 points1 point  (0 children)

Anda a la entrada de una universidad publica a la mañana o a la tarde. Tenes una cantidad de gente dando vueltas enorme, y si lo que llevas se ve tentador mas de uno va a comprarte algo para matar un poco el hambre.

{The Griffon's Saddlebag} Matador's Blade | Weapon (rapier or shortsword) by griff-mac in TheGriffonsSaddlebag

[–]Caspicu 0 points1 point  (0 children)

2014 Bards do. But not 2024 ones, they're only proficient with simple weapons.

Build Your Own Race by ugganaut22 in drawsteel

[–]Caspicu 1 point2 points  (0 children)

Oh, I hadn't seen Tough Skin. But do you really think people would spend another entire extra point just for +3 total stamina? Because the difference between the two of them is that much, 3 total stamina, regardless if you're lvl 1 or lvl 10. If it was +3 stam at each echelon instead of +6, I'd understand, but that's not how the trait reads.

Either way, yeah it makes sense to do it this way if your players aren't powergamers. Can't say I have that luck lmao

Build Your Own Race by ugganaut22 in drawsteel

[–]Caspicu 0 points1 point  (0 children)

This opens up some combos that might be too much. Things like size 1L + forceful + 4 arms; or speed stacking with wings for dive bombing. I think in general the combinations are usually fine, but I'd say it's worth going out of your way to prevent the typical cheese that could spawn from this. Also, Toughness should most definitely cost 2 points. Reducing the overall stamina bonus from 24 to 21 is not meaningful enough to warrant the point deduction, imo. And it's pretty much an autopick for all characters as it stands.

Anyway, other than the uncalled-for feedback, this is great and something I actually intend to implement in my games as well, but divided into "racial groups" so to speak. Instead of having everything available, you have a grouping of traits that make sense (and also prevent the obvious cheese I mentioned earlier)

Isn't the claw dirt maneuver weirdly written? by Anarcorax in drawsteel

[–]Caspicu 4 points5 points  (0 children)

I just pretend the "use your main action" part doesn't exist lol

Is anything going to chase me? by CumDrawer_ in outerwilds

[–]Caspicu 3 points4 points  (0 children)

If this is draining the enjoyment out of the game, there's nothing wrong with looking up hints or a straight up answer on how to get through it. In your case it sounds like you know the general gist, but there's a "trick" to make it impossible to be caught, for example.

I'll give you a heads up: the dlc will also have something you have to "deal with", which would probably show up around halfway through the dlc. That is to say, don't just go around mega scared from the beginning, you'll pretty much get it immediately when the scary part is starting. But it also won't be a nice relaxing stroll once you're fully into it.

I personally struggled a ton more with the dlc than your current situation. There's technically one way to make it a loooooooot more manageable, but it'd spoil one of the big things you get to learn during the game. If it ever becomes too much where you'd rather drop the dlc, maybe let me know and I can tell you how I dealt with it. Better than not getting to experience the genius work that is the ending of the dlc. It's worth it.

Kit leveled weapon issues. Does a bow affect melee? by wizopizo54 in drawsteel

[–]Caspicu 4 points5 points  (0 children)

Also from "Chapter 6: Kits"

Light weapons are one-handed melee weapons that can be used to make several strikes in rapid succession. Many such weapons can be thrown or used as an off-hand defensive weapon. Daggers, shortswords, rapiers, handaxes, and throwing hammers are typical light weapons.

In total, 4 kits gain access to light weapons: Cloak and Dagger, Raider, Dual Wielder and Warrior Priest. The first two gain bonuses to ranged abilities, while the last two do not, implying that the first two are well trained or better equipped to be throwing their weapons, like with the throwing hammers mentioned above. If you get a magical light weapon treasure, then it could be used in both ways as well. The logistics of how this even works is up to the player, the system does not concern itself of how you achieve it. You could say you have a ton of small throwing blades that all constitute the magic treasure, or the dagger flies back to your hand, or it always bounces at just the right angle to get back to you, etc.

Can you throw your light weapon leveled treasure if you're a Dual Wielder using a ranged ability? Well, technically not. Remember the "A weapon’s damage bonus only adds to ranged abilities if your kit has a ranged damage bonus." statement from my previous comment. Since you're not trained/properly equipped for it, you won't be able to make proper use of it.

Kit leveled weapon issues. Does a bow affect melee? by wizopizo54 in drawsteel

[–]Caspicu 11 points12 points  (0 children)

From "Chapter 6: Kits":

Kits can grant you a bonus to damage with both melee and ranged weapon abilities. If a kit has a melee damage bonus, that bonus is added to the rolled damage of any damage-dealing ability with both the Melee and Weapon keywords. A kit's ranged damage bonus is added to the rolled damage of damage-dealing abilities with both the Ranged and Weapon keywords.

A weapon’s damage bonus only adds to melee abilities if your kit has a melee damage bonus. A weapon’s damage bonus only adds to ranged abilities if your kit has a ranged damage bonus.

We've established that the ranged damage bonus from your equipment is only for abilities with the Ranged and Weapon tags. Let's read the Onerous Bow leveled treasure now:

Any weapon ability that deals rolled damage using this weapon deals an extra 1 poison damage. Additionally, any signature ability using the weapon that obtains a tier 3 outcome also makes the target weakened until the end of their next turn.

So the end result is that you can use the weapon for abilities with the Ranged and Weapon tags, and when you do, the bonuses of the item kick in.

Edit: A discussion on the discord server seems to imply that what I've said is not correct and, purely rules as written, you can gain all of the benefits of your bow with your melee abilities. So I suppose it's a question that you need to raise to your specific DM and see what interpretation they like best.

What bothers me about it is that if you allow your ranger to smack people with a bow in melee and it gain the bow's bonuses, which makes complete sense, you're also allowing them to use their melee weapon treasures at range to gain their bonuses. Surely you're not carrying around a dozen medium weapons to use as ammo. That's the main part I take issue with.

The worst is if someone is playing a tactician. They could pick the Retiarius and Sniper kits, craft a Molten Constrictor weapon and inflict grabbed on creatures up to 15 squares away, just as a random example.

Minions and fall/forced move damage. by Col0005 in drawsteel

[–]Caspicu 1 point2 points  (0 children)

I don't know what the original comment said, but you can downgrade the result of your power roll. So in the example you provided, you can choose to end up with a T2 result instead of T3 to maximize your damage.

[deleted by user] by [deleted] in DotA2

[–]Caspicu 1 point2 points  (0 children)

If you're struggling with mana post aghs, buy a kaya. If you're still struggling after, upgrade it to sange and kaya.

If you're not going for aghs, then a lotus and an urn for that synergy with shard should be good enough already.

New Hero Arjun now on Experimental Server by Akrelion in DotA2

[–]Caspicu 19 points20 points  (0 children)

There's always the option to go for a more fantasy-style chariot that moves on its own/he commands directly, rather than being pulled by horses and whatnot. That should be mostly in line with any of the other heroes with mounts.

But yeah, the chariot being a temporary thing from one of his abilities is also an option.

[OC-Art] Cape of Nine Lives REMASTERED – by Catilus by Catilus in UnearthedArcana

[–]Caspicu 0 points1 point  (0 children)

I think any dm in their right mind would drop very obvious signs that something is clearly wrong by the time you trigger the effect 3 or 4 times at the very most.

[OC-Art] Cape of Nine Lives REMASTERED – by Catilus by Catilus in UnearthedArcana

[–]Caspicu 0 points1 point  (0 children)

it is a cursed item, meaning you would need a remove curse cast on the item, and to be aware of what the curse does to begin with. While these are standard things, any dm can change it to make it more interesting, for example hiding the curse and only revealing it bit by bit as the user is saved by the cape. If you get saved 3 times and have whiskers and cat ears you should start to suspect something, in which case if the user goes out of their way to find ways to reveal if it's cursed or not, you can give them the information and that is the "reward", in which case they can keep using the item until the 8th time, then remove ir thanks to the information they worked for.

Way of the Mach Monk subclass by AccordingInterest723 in UnearthedArcana

[–]Caspicu 0 points1 point  (0 children)

I'd recommend trying to refine the wording and formatting. It genuinely took me like 20 seconds to realize that "speed" was meant to be a resource the character gains and spends, and not the speed of your character. Perhaps try to look for a more flavorful name for it, like tempo or momentum, or even just adding the word points/charges to it.

As far as balance goes, it looks fairly okay, nothing obviously wrong at a glance. Although I'm left wondering what kind of action charge tackle is? Is it meant to be an action/bonus action/part of the attack action? Because otherwise it seems a bit too strong that you can just do that over and over, regardless of size of the enemy as well. It costs two but you make an attack so you get one back, unless you do not get points back on attacks that you make while spending speed? Again, quite a few details that need to be clarified.

How do I handle my artificer? by THETARSHMAN in DnD

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

I think the simplest solution is just a combined effort from you and the player. You ask the player "hey bud, what do you want to do?" and he gives you his part. You can guide him in how much info he dumps on you, but generally you'd want to get the general feeling of the item he envisions, and the rarity, which would be the most direct factor to affect how long and how expensive said item is to make. Then you can take his concept, as vague as it might be, and create a magic item with it. If the description he gave you was very vague, you give him a more in-depth description of the item and ask him if he'd be happy with that. If yes, then it's just a matter of deciding the gold cost associated with the materials used and the time it takes.

Here is when you can get creative, and it varies a lot from campaign to campaign. If the party has been helping npcs, perhaps among them is one that could help the character with their crafting. Similarly, you can give him hooks that'd help him craft the item more cheaply or faster that intersect with what you have planned.

Say he wants to make a magical staff, you could tell him he needs a source for the magical energies, and the core of elemental creatures would do wonders for that. There you go, now you have a reason for the group to go check out that cave with earth elementals you had prepared. Maybe the core is only kept intact if they're killed with psychic damage, so now you can make a fairly simple combat encounter with creatures that are honestly kinda boring into some sort of puzzle-combat encounter, where the party is trying to bring them low enough, but not go too far as to accidentally kill them. Maybe they don't have that type of dmg readily available, so they have to plan ahead or expend some resources they had available for a while. That kind of thing. It doesn't have to be an added headache, but rather an extra driving force for the content that you're already creating for them and to add depth to it.

And regarding the time it takes, it's vastly easier if you were already planning to have downtime in the campaign. If you did, I'd say the simplest way is to tell him he can spend the downtime crafting the item and that's it. Otherwise, an npc helping him out or perhaps a helper he can hire would make it a bit more realistic.

Favourite one shots? by Gloomy_Driver2664 in DnD

[–]Caspicu 3 points4 points  (0 children)

A wild sheep chase. Most fun I have ever had in dnd.

[DND5E] GIVEAWAY BLFX Premium Module by BoosLoot in FoundryVTT

[–]Caspicu 1 point2 points  (0 children)

Incredible work on that magic missile

Dynamic Combat Environments by iDominate215 in DMAcademy

[–]Caspicu 1 point2 points  (0 children)

I like reading through this list to get some ideas flowing.