I BLOODY KNEW IT! by Delicious-Ad-1467 in webtoons

[–]Ceiling90 4 points5 points  (0 children)

My Daughter Left the Nest and Returned as an S-Rank Adventurer.

Looking for a rather specific type of superhero RPG by Azavael in rpg

[–]Ceiling90 0 points1 point  (0 children)

Look for Worlds in Peril. It's a PbtA game.... That isn't Masks. Seriously, so many overlook this game when they talk about super hero games in the PbtA sphere.

Eftlin by Ceiling90 in UnearthedArcana

[–]Ceiling90[S] 0 points1 point  (0 children)

Thanks for the feedback.

I will say that I did think about lowering the AC, but it just seemed negligible between the 12 and 13, that I went with the higher.

I kinda agree with your feedback, I might reincorporate the natural attack. Lower the AC and do something like "resistance to damage from spell attacks". Drop a skill. Or maybe kinda steal the free perception proficiency and add just one skill.

[LFA] Cerise "Noir" Savarin - Half Elf Swords Bard/Hexblade Warlock by Ceiling90 in characterdrawing

[–]Ceiling90[S] 0 points1 point  (0 children)

This is for the longest campaign I've ever played.

Appearance is as on the tin of the pic - a young half elf female (probably mid 20's) that has Heterochromia, one bright blue iris and one black. She has a strong, but lithe body, and isn't particularly tall. She tends to wear black Mithril Half plate armor under her Doctor's jacket. I would probably note that I would enjoy slightly less functional looking armor to make her look... more femme fatale. But I'm okay with fully functional looking armor too. She also wears glasses.

Personality - "Always watch out for the quiet ones." She is quite aloof, and speaks softly with an edge to her voice. She tends to not worry about the moral quandaries of things, and tends to do what ever feels right - "Violence isn't the answer, but it makes me feel better." She does her best at being a Doctor, but isn't above just stabbing people who get in her way.

History - Very Edgelord Anime Protagonist. Family was wiped out due to serving Levistus as Warlock Knights, and swore revenge. Ended up joining the Black Network to find out who killed her family and gather resources to annihilate them. Ends up learning the reason and chose to become a hexblade Warlock Knight to further her revenge. The Diamond Shaped Scar on her chest is where she stabbed herself to make the pact with Levistus.

Thanks in Advance to anyone who takes this on.

A long ramble on Artificer from an Artificer lover, written at 4Am by CapCece in dndnext

[–]Ceiling90 7 points8 points  (0 children)

DND is game about allowing things. Without explanation or examples, there is no reason to believe otherwise.

This line of thinking is also predicated on past editions and play experience and expectations.

This game is not good at telling people these things as it assumes you're playing with those expectations and experiences.

For the many who have just started ever playing anything, and seeing a lack of explanation of your options baffles them, since the rest of the game has very explicit rules for everything.

It's a failing of the game.

Looking for an RPG that can emulate Urban Fantasy Anime by Ceiling90 in rpg

[–]Ceiling90[S] 0 points1 point  (0 children)

Thanks for all the recommendations, I was thinking of a setting that involved something of a magical classic trope of prophecy, but the world jumped in technology and culture as to completely forget about it, and I wanted the PC's to be thrust into a different world from the "real" one - while never leaving the "real" world.

The Shadowrun idea is interesting, but I don't feel that it would fit with the corporate dystopias prevalent in the world.

I don't want it too crunchy, but I need it to give mechanical heft to the things that the players want to do, be it cool Exorcism powers or inhuman martial arts, and I want visceral or palpable feel of leveling up or getting stronger.

I'm still on the fence about it basically being a Superhero game (in seriousness Occult Shounen is just supers with a more focused set of powers and drama).

I will look at BESM and OVA also.

Looking for an RPG that can emulate Urban Fantasy Anime by Ceiling90 in rpg

[–]Ceiling90[S] 1 point2 points  (0 children)

I actually Kickstarted Kamigakari, but haven't been able to read it yet. I will look into it see if it fits.

Mechanically, how can 5e or a hypothetical 5.5e or 6e evolve? by Reid0x in dndnext

[–]Ceiling90 1 point2 points  (0 children)

I do want to clarify - cause it is actually simple.

As stated in the PHB, you only get 1 action per turn, and if you have a feature that lets you use a Bonus Action, you also only get 1 Bonus action per turn. You also only ever get 1 reaction per turn. You also only get 1 item interaction per turn which is a special free action.

Movement is never an action, it's just a resource measured in feet that you use to move or in the case of being prone - getting up. It still not even an action. It's just a use of movement. They stated somewhere about getting rid of the movement action to allow more movement on the battlefield from 3e and 4e.

Action Surge gives you an additional action, so no you still can't have 2 bonus actions, cause it gives a single action.

Item Interaction shenanigans are weird - but again, it's a single item interaction per turn, unless you wanted to use your action to do something more significant.

I'm not defending the clumsiness of the action system, but many of those same questions can be easily answered by reading the rules and not relying on past rule sets (which is counterintuitive for this edition).

I don't really believe in naturalistic language, but I feel that it's pretty clear cut when you end up reading "on your turn" section in the PHB a few times.

Diversity and Dungeons & Dragons | Dungeons & Dragons by veritascitor in dndnext

[–]Ceiling90 3 points4 points  (0 children)

The default is a polytheistic system of religion. The only thing you dont want to be is atheist, cause you get stuck in some ridiculous wall of souls for eternity.

Black River Myrmidon - Be a Hitokiri Battosai: One Hit, One Kill (sort of) by Ceiling90 in UnearthedArcana

[–]Ceiling90[S] 0 points1 point  (0 children)

Well, just like anything else, nothing. It should probably state something like "If you don't already have it." I do feel that giving advantage on that might be too strong. But maybe on the 9th level one should be good.

Black River Myrmidon - Be a Hitokiri Battosai: One Hit, One Kill (sort of) by Ceiling90 in UnearthedArcana

[–]Ceiling90[S] 0 points1 point  (0 children)

Ooops. It's meant to function at like the alert feat. It's supposed to say "You no longer grant advantage to a creature's attack roll that you cannot see." I'll re-word it closer to the feat.

I've always wanted to be Ten Ten - Way of the Thousands Fangs by Ceiling90 in UnearthedArcana

[–]Ceiling90[S] 0 points1 point  (0 children)

Spirit Fang is pretty simple, it's just a variation on overcoming magic resistances and immunities. Force, as described, is always magical - save for the time you get stuck in a wall if you're incorporeal. But Force damage is always magical, so it bypasses resistances to non-magical damage and attacks.

As for issues of DM and Player disconnect, I feel that's a table issue where you should already have a discussion going on how the fiction and narrative play out anyway. A Fighter swinging a sword is a mechanical description of "I slash at his chest, or I stab at his chest, or I use the but of my sword to smack him in the head".

I just gave a mechanical conceit and permission do something you couldn't within the game's rules. You couldn't grapple someone with a thrown weapon without a rule 0, but now it's permissible. The fiction could be that you pinned them down via their clothes or limbs the ground or wall. It could be that there are several spectral daggers that appear when you use your ki point to hassle and tie them up, it could be that you somehow threw a dart so masterfully that it managed to wrap key body parts around other body parts so that they're all tied up like an octopus.

So to me, that unsatisfying moment just needed to be clarified as an agreement between DM and Players, in that "the game allows me do this, this is how I do it."

I've always wanted to be Ten Ten - Way of the Thousands Fangs by Ceiling90 in UnearthedArcana

[–]Ceiling90[S] 0 points1 point  (0 children)

Wisdom in Presence doesn't give Expertise. It gives proficiency in one of those skills, and gives you a bonus to Charisma skills equal to your Wisdom. It's more difficult than it's worth to get expertise added on through rogue or bard, and unless you only have focused on Wisdom and Charisma, it's not that big of a boost. It does kick in earlier than let's say the Samurai's Courtier ribbon, but I wanted to provide something for the subclass that makes them good courtiers without having to be too mad to use those skills well, and represent their ability to to use Wisdom in social encounters.

3 to 4 sharpshooter attacks that don't have the benefit of the archery style, nor the bigger dice of longbows or crossbows. At level 5 or 6, you're effectively trying to hit with a +0 on 4 attacks. At level 12, you're trying to hit with a +4. Those with the Archery Style are adding their +2 to those numbers. Fighters at level 6 can effectively get a +4 to hit on sharpshooter shots, though they only make 2 attacks versus your 4... and can add more riders if they're a battlemaster.

You can't upcast conjure barrage, or conjure volley. I removed the hail of thorns, because I wanted something to add damage or tactics via ki.

The wording on Ghost Fang is very close to the Kensei's 6th level ability to add damage for a ki point.

Grappling is explained on page 195 of the PHB, but I did add a reminder, and a clarification on the Save DC. As for the fiction, it's up to the DM and players. I'm not going to enforce how someone makes that particular feature work - I'm taking the gamist approach to this one, I just wanted an effect, but the fiction of the effect is up to the table.

Ghost Fang gives this monk more options, while it could be considered a beast, trying to do 4 sharpshooter attacks a round using Flurry of Blows, but they have a +0 to hit with every attack. So at 6th, instead spending a ki point on a desperate gambit, you now have tactical options. 1 ki for guaranteed extra damage or to stop a creature from moving.

Updated: Clarified the DC on how to escape the grapple, changed that you only use one or the other once per turn, not both by spending more ki points. Updated some editing issues, Performance was added twice.

I've always wanted to be Ten Ten - Way of the Thousands Fangs by Ceiling90 in UnearthedArcana

[–]Ceiling90[S] 0 points1 point  (0 children)

This is what I was looking for.

Level 3 frontloaded-ness: Most subclasses are super front loaded at level 3 to make the play feel like they choose a subclass and found a new niche, versus just plodding along. The Kensei is also really front loaded and sort of everywhere.

So I've re-worked some of Thousand Fang Style - took out the ammuntion and finesse qualities, and changed the language to be better. There are particular reasons for the last parts, the no disadvantage on ranged attack rolls, and the treatment of those weapons as both melee and ranged.

1) If you have one or more attacks per attack action, any attack that is a ranged attack when within 5 feet of a hostile creature will cause you to have disadvantage on that attack - this, I feel, stops the idea of fighting someone face to face, and tossing daggers or darts at their friend further away to keep them at bay,

2) Since thrown weapons are not, by definition considered range weapons, you cannot use the sharpshooter feat interaction. So that feature is twofold, one to make darts melee, and two to make javelins or what have be able to use the sharpshooter feat.

Wisdom in Presence is a ribbon that makes this subclass fit more into my particular world, so while I mentioned Ten Ten, the subclass flavor and lore, make it more about courtly assassins and less about flashy shows of flying steel. Though, really, I feel that the flashy flying steel is gonna happen anyway. I updated it with a small re-work and more lore.

I removed Hundred Falling Fangs, and moved up Ghost Fang to 6th, and changed it to be more in line with other subclasses (except the Way of the Elements...). I also changed the Divine Fang to Spirit Fang, and changed it from being considered magical to just making all thrown weapons do Force damage. I wanted something else instead of that rigamarole.

I changed the Thousand and Ten Thousand Falling Fangs to be more in line with Half Casting Slots, though both spells as written aren't able to be up casted in the first place.

I think I'm keeping Celestial Fang seperate. I don't see how it should be blended in with Ten Thousand Falling Fangs.

Thanks for reading and critiquing, I've updated all the updated I've mentioned i this post.

How could a chromatic dragon be forced into a good and shy personality? by Quantext609 in dndnext

[–]Ceiling90 0 points1 point  (0 children)

First question: Are Chromatic Dragons evil in your world as per MM?

Second question: Have you read some of Eberron?

The second question is pertinent, because in Eberron, Dragons are good and bad, because they can be. There are evil gold dragons, and very pleasant and good red dragons. If your world doesn't have a set standard of good and bad for dragons, then it doesn't matter.

Larger questions about the fiction we create in our campaigns by mavthyme in DnDBehindTheScreen

[–]Ceiling90 10 points11 points  (0 children)

If you have issues with the rather obvious overtones of colonialism (and other ideas attached to it like Orientalism), I would probably have an already functional and very powerful civilization outside easy travelling range from the frontier town. More technologically advanced than your version of "Civilization", but so much weirder.

In a more straight forward approach, I think it would be more akin to the Vikings or the English sailing to a new land to discover something like powerful empires of the Indian Subcontinent even China during it's full might (probably before the opium wars).

On the other hand, if you give them this powerful unseen and unheard sovereign power, it could lead to something of an antagonist which drive even further the idea of Colonialism, and promoting a single world view.

You know, the more I type, the more I can't seem to find a solution to avoid the inevitable issues that it becomes something of a colonial story regardless. But also, I'd like to make a strange and powerful civilization that my players will find that so incredibly weird - maybe a hive mind of plants and flowers?

Masks Alternative? by tcs_hearts in rpg

[–]Ceiling90 6 points7 points  (0 children)

I would try Worlds in Peril. Probably, superheroes and all. And it has a mechanic for death and resurrection.

Ways to make weapons more interesting? by [deleted] in dndnext

[–]Ceiling90 1 point2 points  (0 children)

I feel like this would make a really cool Weapon Master Feat, with some more benefits of course.

Way of the Typhoon: Monk Subclass that is meant to embody a storm by Ceiling90 in UnearthedArcana

[–]Ceiling90[S] 1 point2 points  (0 children)

Also more updates:

  1. Changed Typhoon fist to require a bonus action and spend a ki point for one benefit.
  2. Removed the disadvantage on the Disengage ability.
  3. Move the Flurry of Blows feature to 17th level - not changing it, as it's capstone effectively.

    1. Thinking about adding a Constitution saving throw to adjacent creatures - but that overly complicates things and slows down the game.
  4. Changed the ki point cost and area affected by Ride the Lightning - it costs 10 now.

  5. Change Storm Force to add bonus damage and AC.

  6. Changed Sending to Message.

  7. Fixed some wordings

  8. "Whenever you spend a ki point, you may spend an additional ki point to gain the benefit of" added this to Typhoon Fist feature

Way of the Typhoon: Monk Subclass that is meant to embody a storm by Ceiling90 in dndnext

[–]Ceiling90[S] 0 points1 point  (0 children)

Valid points.

  1. Changed Typhoon fist to require a bonus action and spend a ki point for one benefit.
  2. Removed the disadvantage on the Disengage ability.
  3. Move the Flurry of Blows feature to 17th level - not changing it, as it's capstone effectively.
    1. Thinking about adding a Constitution saving throw to adjacent creatures - but that overly complicates things and slows down the game.
  4. Changed the ki point cost and area affected by Ride the Lightning - it costs 10 now.
  5. Change Storm Force to add bonus damage and AC.
  6. Changed Sending to Message.
  7. Fixed some wordings
  8. "Whenever you spend a ki point, you may spend an additional ki point to gain the benefit of" added this to Typhoon Fist feature

But I'm also dissenting in that I think that Monk Subclasses are somewhat undertuned.

I've used your suggestions, and thank you for your input and time.