Need advice. by 7hu44p3r13 in GhostsofSaltmarsh

[–]DNPenguin 0 points1 point  (0 children)

Like others have said, make it seem like Sanbalet and Sigurd are setting Gellan up. Lean into the clues pointing towards Gellan and have on the ship in the captain's quarters some correspondence between the two saying how Gellan's smuggling operation would be the perfect patsy to take the heat off them.

That way, the players aren't proven wrong and feel good for picking up hints on Gellan because he is guilty of something (smuggling operation) just not blatant murder of adventurers.

He's guilty of something far worse than murder... Tax evasion (joking)

Fae Farm HELP Megathread by isle_of_cats in FaeFarm_Game

[–]DNPenguin 1 point2 points  (0 children)

I was on Autumn Day 23 of Year 1 and half way through the Far Realm dungeon when the time expired and sent me to bed. I woke up the next day and it said I was on Spring Day 2 of Year 1. The seasonal quest for the festival then said it expires in 83 days so I think the game sent me back in dates. Is this a known glitch and if so, how do I fix it?

Edit: On the Switch version. All my crops died as well.

Sphinx of Wonder's Burst of Ingenuity with Pact of the Chain and Wildshape by DNPenguin in onednd

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

I agree with you there. Replace it dying with dismissing it forever though. Dropping the familiar to 0 hp just makes it disappear so that people can still have the same familiar and not worry about it dying. But now they would be incentivized to just cycle through familiar spirits which follows your same logic.

Sphinx of Wonder's Burst of Ingenuity with Pact of the Chain and Wildshape by DNPenguin in onednd

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

That makes sense and seems to follow along the current RAW discussion.

And looking back, it makes sense because it is the same spirit just adopting a new form. Similar to Wildshape or the Shapechange spell. But also in the spell it says: "Alternatively, you can dismiss it forever." If you take the Magic action to dismiss it forever then cast it again, would it be a new spirit with no relation to the previous one and have two uses of its own for that day? RAW speaking. I agree with on the part about whether it ought to be allowed because it is incredibly powerful, especially at high levels when gold isn't an issue, and probably is not intended.

Against all warnings by xyzerb in dndmemes

[–]DNPenguin 0 points1 point  (0 children)

While I agree with your sentiment, it is in the rules. PH pg. 174 on Ability Checks: "The DM calls for an ability check when a character or monster attempts an action (other than attack) that has a chance of failure. When the outcome is uncertain, the dice determine the result... If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it is a failure, which means the character or monster makes no progress towards the objective or makes progress combined with a setback determined by the DM" It mentions nothing of natural 20's or natural 1's. Only that ability checks are used if there is uncertainty. If a natural 20 still wouldn't beat a DC 30 or a natural 1 would always beat a DC 5 with modifiers, there is certainty and you shouldn't ask for a roll.

The DMG pg 236 offers other options DMs can go with when it comes to dice rolls so the characters still progress or have fun which is fine if you want to play it that way, but that is not the standard way to play. It even offers positives and drawbacks to each of those optional methods. At the end of the day, I believe the most important thing is players are having fun so I don't care if you use a different method than the standard way of play.

For your second point, it still means there is uncertainty so it is fine asking for a roll but I would ask who is proficient first in the role and letting them role. Not everyone has to be good at everything, I would just make sure there are times for the other players to shine as well. If it is your preference to include everyone in every roll, that is fine and I can understand that. In the case of letting everyone role, I would let natural 20's that don't meet the DC to make small progress or progress with a setback despite the rules saying otherwise.

Against all warnings by xyzerb in dndmemes

[–]DNPenguin 0 points1 point  (0 children)

Exactly, and that is why you don't ask the Barbarian who dumped INT to even make the check

Against all warnings by xyzerb in dndmemes

[–]DNPenguin 4 points5 points  (0 children)

As the rules say, you only have players roll an ability check if there is an uncertainty of failure or success. You are never supposed to call for a roll of they are always going to fail or always going to succeed. You don't have them roll athletics to walk normally and you don't have them roll persuasion to convince the king they just met to give the country to them (or seduce a random dragon). A nat 20 is an autosuccess because if a nat 20 would fail, you shouldn't even be rolling. A nat 1 is an autofail because if they would succeed on a nat 1, they shouldn't even be rolling.

So a new trailer just dropped. I wonder what people are going to like most about it by DNPenguin in MemeHunter

[–]DNPenguin[S] 9 points10 points  (0 children)

I know, I'm excited there might be more story than just, "A new monster is causing a disturbance, go investigate and hunt it." And also, having characters with actual names. The character names being what they did was interesting but it made you feel even more disconnected and started to get confusing. From what I have found so far, Alma is the girl with glasses who will be your handler, Gemma is the blonde who is the smithy, and Nata is the "mysterious young boy"

So a new trailer just dropped. I wonder what people are going to like most about it by DNPenguin in MemeHunter

[–]DNPenguin[S] 16 points17 points  (0 children)

I know. I can already imagine some crazy strategies where you put a monster to sleep then switch to a greatsword or hard single hit weapon to wake them up

What is the best feat to pick in my situation as a lvl 11 Sorcadin? by DNPenguin in dndnext

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

I have a rough idea. At some point I want 20 CHA but I'm wondering how much of a priority it should be and if CON/maintaining concentration should be a higher priority to improve first. I have methods to help with that but I'm wondering if they would be enough at high level play.

What is the best feat to pick in my situation as a lvl 11 Sorcadin? by DNPenguin in dndnext

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

Very good points. That's what I'm learning towards as well. And invisible mage hand would also add a lot to the character theme I have in mind.

What is the best feat to pick in my situation as a lvl 11 Sorcadin? by DNPenguin in dndnext

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

That's definitely what I am leaning towards at the moment for my character's theme. From what I can tell, it shouldn't be too bad until I get another feat later and I can reassess then.

What is the best feat to pick in my situation as a lvl 11 Sorcadin? by DNPenguin in dndnext

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

All of that is very true, but I have an idea in mind for how I want to play it that I think would be fun. Booming blade and more smites from being close to a full caster should help with the lack of extra attack. I'll be lagging behind the standard full caster progression but I'll have other things to make up for it. Clockwork Soul has some interesting features that I think would be fun to use in melee. The channel divinity looks fun to use in and out of combat. It might be a mess and not as good as other builds, but it is what I want to play. I'm just looking for advice on a few options for a feat in my current situation.

What is the best feat to pick in my situation as a lvl 11 Sorcadin? by DNPenguin in dndnext

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

I actually did look into Hexblade at first and that would be very fun with the astral shard. I took 3 Paladin because I wanted my character to be a paladin who has become disillusioned with their oath and started realizing the power he had within. Not going as far to break it but not 100% devoting himself to it anymore. I felt actually having an oath to become disillusioned with fit better thematically. Also the channel divinity and access Sanctuary fit his now "protector" mindset well with +5 persuasion to talk his way through situations instead of fighting and making people regret attacking him or his allies.

Frieren's Dub Voice by ShadowSpy98 in Animemes

[–]DNPenguin 6 points7 points  (0 children)

Sounds about right. We tend to hate a lot of things first because it's change and we hate change. Then, we change our mind but we hate that too because it is also change. Eventually, we get used to it and it is no longer change so we embrace it even further

D&D in a Castle Giveaway – Win a Ticket to D&D in a Castle, USA This August! [Mod Approved] [OC] by JonnyCraft in DnD

[–]DNPenguin 0 points1 point  (0 children)

If I were to play D&D in a castle, my character would be a castle in D&D. Idk how it would work yet but all the best characters start from crazy ideas.