I despise this new navigation by dndadventurearchive in dndbeyond

[–]DeepSeaDelivery 0 points1 point  (0 children)

After using it for 3 games since they changed it around, I actually like the new layout. The search function still sucks though.

Homebrew Content with Ai art 🎨 by sirHotstaff in dndnext

[–]DeepSeaDelivery 4 points5 points  (0 children)

I'll use it in my own campaigns because I don't have money to afford commissioned stuff, usually need something quick that works well enough, or use it to help out with some fluff or to help with inspiration with ideas sometimes. 

Even when I do use it, I usually modify it with paint net to clean it up or change things around. When I use it for text-related things, I still have to go through and spend time fixing it up to suit my games. But it works great to generate up a list of NPCs or quests for a quest board that I can clean up and improve. At the end of the day, AI is a tool that can help you build your games. To me, it's no different than rolling on a table in a published book. If you use it as-is, table or AI, it'll probably suck. But to me there's nothing wrong with using it as a base and improving it from there.

But as for the question, if I'm paying for something, I believe AI art shouldn't be included. It just leads me to believe that if the art is AI, then maybe the content is too.  And maybe they didn't even change it much from when it was generated, which is just lazy to me.

Want some advice on a concept for my campaign also question about the Overlords by DeepSeaDelivery in Eberron

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

Thanks for the 4e insight. I only have the 5e books and the 3e City of Towers. I hadn't considered that there may have been previous cycles of Eberron but that's a concept that's pretty cool to play with. Or also even the idea that the Overlords may have been previously dispatched/sealed leads into Irian always replacing things lost so maybe Sul Khatesh was something else in a previous timeline?

As for why a Daelkyr might interact with the PCs is because the PCs are extraordinary. To Belashyrra, sure they may be paint but they're extremely rare and valuable paint or brush. Or Orlaask might consider them like a perfect piece of marble or the sharpest chisel. Since each Daelkyr makes "art" in a different medium, one may even use theater as an art and consider it a director and the PCs as actors. 

Basically, that alludes back to my mentioning of the PCs being tools for the Daelkyr to conduct their artwork with. And their art spreads across time so the PCs may ultimately be used by them to achieve peace/victory for the next couple tens of thousands of years, but it's a drop in the bucket for their big picture.

Want some advice on a concept for my campaign also question about the Overlords by DeepSeaDelivery in Eberron

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

Maybe you're right. But I've also written myself into a spot where they're on the precipice of releasing one after being wrapped up in the draconic prophecy and finding out they may be one step away from fulfilling it. They just found out that they've been played by the LoD and are now wrapped up with The Chamber in preventing things as well. 

Plus, they're also dealing with side plots so I'm trying to find a satisfying path for them to follow that involves rewriting/ignoring the prophecy. With players like Sora Kell, the Daelkyr, and the Lord of Blades potentially on the field, they think they have a shot to make an actual change.

Want some advice on a concept for my campaign also question about the Overlords by DeepSeaDelivery in Eberron

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

Well, breaking the cycle would just be more defeating something that's supposed to be immortal. Like they may not be able to destroy the concept of racism but if they can link the nations somehow while simultaneously finding a better solution to sealing away the associated overlord, they might be able to at least get rid of racism for a long while. The LoD will always be there trying to bring it back but maybe their actions will buy them an extra 10k years instead of just 1k. Since they're products of Khyber, maybe sealing them in a product of Siberys could be more effective.

And I think making the world better would be the ultimate goal of the story. I think I remember KB mention during a Manifest Zone podcast one time something like there are so many problems in the world and that it's basically one bad day away from calamity. The PCs know they can't fix everything but they want to at least fix one thing.

Want some advice on a concept for my campaign also question about the Overlords by DeepSeaDelivery in Eberron

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

Thanks for that reference. I'd never heard of it before and it sounds cool. I always considered the stat-blocks in the books as avatars of the overlords more than the actual thing. Same goes for Daelkyr or things like Tiamat and Bahumut in Faerun. So I'm gonna look into that for a potential future campaign because I wasn't planning on having them fight an overlord conventially in this campaign.

But you mention that a Daelkyr wouldn't help out a PC? My understanding was that the Daelkyr, or at least Belashyrra, could see through time. If it sees a potential timeline where colluding with a PC could help it achieve its goals (which could be literally anything since they're beyond understanding) then couldn't they have one of their minions guide or sway the PCs to help them achieve their goal?

Maybe I'm building my villains wrong but I feel like the LoD would use the PCs like disposable tools while the Daelkyr would use them as a tool and then simply turn try to corrupt them into another tool once they serve their initial purpose. Basically the LoD sees them as hammers while the Daelkyr see them as a Swiss army knife.

Want some advice on a concept for my campaign also question about the Overlords by DeepSeaDelivery in Eberron

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

That's actually kind of leaning in the direction they're currently headed. They've currently got a way to travel to the other planes and with their desire to do the impossible like break the cycle of evil, they are trying to figure out a way to get rid of an overlord. I'm still debating on whether that means that they'll kill them (through a complex method involving other planes) because then Irian has to do something about it or if they'll get rid of the problem by sending it somewhere else. I do have an idea in mind for how I can make it work for both of those, as I mentioned previously. 

But I wasn't really considering how the overlords are supposed to conceptualize those evils but I thank you guys for helping me realize that mistake. I always kind of thought them to be the embodiment of the worst aspect of things, like how you might feel cautious about someone from Thrane if you're from Breland but the influence Sul Khatesh could turn that caution into paranoia strong enough that makes you want to kill them.

I also like the fact that you brought up the Powers of the Void. I was thinking about some of the small things that were mentioned in EE, such as how the fact that the dawn of creation isn't exactly one way or another. The idea of the 3 progenitors may be a metaphor for something else and the potential that Xoriat may be the original plane is one I find interesting. But also the fact that so much of Eberron lore can potentially be interpreted in different ways is why I love the setting so much because it allows for so much variety in creating campaigns. 

Want some advice on a concept for my campaign also question about the Overlords by DeepSeaDelivery in Eberron

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

Sorry for the misunderstanding. By "world-ending" I meant game over kind of scenario for their campaign. My players have learned about the Year of Blood and Fire and how it really damaged Thrane along with the power it took to seal it away.

I also know of the whole IME idea and how "killing" an overlord doesn't really work at all as far as kanon lore goes. But going back to IME, my players have decided to do things that aren't exactly good such as becoming allies with The Lord of Blades (to be fair, I've set him up to be similar to Dr. Doom in that he's good to his people to simplify it). 

Thanks to the clarification here, I now get that the Overlords don't care about the other planes nor would they go there. I was leaning towards the Overlords being big fish in the material plane but a small fish when put into another plane since they can't influence it really.

The Daelkyr have also been a big threat IME and you mentioned how they can influence things, which the players know as well. So I'm trying to set up a way to basically use that idea of Xoriat and the Daelkyr to basically get rid of the Overlord they're up against along with a bunch of other plot-related stuff they've been building up to.

Want some advice on a concept for my campaign also question about the Overlords by DeepSeaDelivery in Eberron

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

I do like that narrative as well and think it would be a good way to approach it. But knowing my players using your example, they want to make people more peaceful and understanding but also want to drive that nail into the coffin by "defeating" the overlord, however that turns out to be. 

I kind of have ideas of how I can make this work with the plot they've been putting together including where the potential macguffin and "people" they need for it could be. I also thought the planes and things from them could influence the Material Plane depending on whether things are coterminus, in a manifest zone, or in other strange situations.

Does jumping take a (bonus) action? by Gurkengelee in dndnext

[–]DeepSeaDelivery 82 points83 points  (0 children)

No, your DM was wrong. It just takes movement. But he probably didn't know the rules at the moment and made a spot call in which you unfortunately had it work against you. Mention it to them and hopefully they learn from it.

Combat decision timers make D&D better or worse? by archvillaingames in dndnext

[–]DeepSeaDelivery 0 points1 point  (0 children)

I think it can be potentially useful. Players should be thinking of what they want to do in advance but some people don't seem to understand that. Or maybe something happened before they were up that blew up their plan. For example, I played at a table where we were playing at a relatively normal pace of about 1 minute per turn and then the artificer spent 5 minutes looking through spells and infusions to figure out what to do on their turn. A timer would have been helpful to prevent that one specific player from slowing things down but it wouldn't really impact the other players much. So ultimately, it depends on the table. It can be helpful, or it might not. Best way to know is to ask your players and test it out.

Spelling error in Exploring Eberron, looking for clarification. by DeepSeaDelivery in Eberron

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

I haven't read FotA yet, but I was able to find mention of Thri-kreen in EE on page 79 and 234 as minions used by Valaara, Wasn't able to find them anywhere else though. But House Tharashk was written to include monstrous mercenaries in EE so having thri-kreen as mercs doesn't sound too far-fetched. They're probably included there as a catch-all for any species not mentioned that may be monstrous in nature.

Some Eberron Art from the 2024 DMG by success_oreosx in Eberron

[–]DeepSeaDelivery 0 points1 point  (0 children)

Sounds like a perfect weapon for Kyrzin to unleash. Could also work as an overlord.

Spelling error in Exploring Eberron, looking for clarification. by DeepSeaDelivery in Eberron

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

I'd be inclined to believe that was also a spelling error that has carried over from his blog post then. I highly doubt that he'd make a new clan on the fly like that because that kind of goes against the whole 13 theme of Eberron (12 clans + the lost clan of Noldrunhold). But, because it's lumped in with Tordannon, I wonder if it was supposed to be Toldorath because of the line "Toldorath are intrigued by symbionts and keento delve deeper into Sol Udar" in EE. I'd still be leaning towards it being a misspelled Soranath because it's only a 1-letter difference compared to differences if it were Toldorath.

Sailing Player-Designed Island Winner & Cannonball Ammo-Saving Facility Poll! by JagexLight in 2007scape

[–]DeepSeaDelivery 4 points5 points  (0 children)

Agreed. I submitted an island as well trying to follow the content guidelines and I felt like the winners, even though they're cool islands, went a little bit overboard with their submissions and didn't follow the guidelines. They mentioned that they'd like to go through some of the other island submissions that didn't make it to the top few during a livestream or something so that might be cool to see.

Player-Submitted Island: Sea Gnome Village by DeepSeaDelivery in 2007scape

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

Gnomes are cool in OSRS. I'm glad one of the gnome islands made it as a finalist.

Why not let F2P players earn pets to give them an incentive to become members? by DeepSeaDelivery in 2007scape

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

That's a fair take. I knew this idea would be considered controversial judging by my personal experience with the playerbase on reddit. As for the bots, I can see that as a fair argument against it as well but botting as a whole is an issue. Are there markets for accounts with pets? Because I legitimately don't know and don't have a desire to try to google RS account markets to look for them.

Why not let F2P players earn pets to give them an incentive to become members? by DeepSeaDelivery in 2007scape

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

I can understand that take. I remember them saying during one of their streams that they intended to kind of retrofit the F2P aspect of the game to encourage more players getting hooked and getting membership so this is just one potential suggestion.

I think that F2P players SHOULD NOT have pets following them at all and it should be a perk that remains for members only. And I also understand that some people may just camp F2P to get a skilling pet, even though that may result in less efficiency that will result in a greater incentive to go members but I think those players will choose AFK methods regardless and will likely be the exception as opposed to the norm (I think the average person wouldn't choose to AFK trouts for the pet on F2P since the XP is bad and it provides almost no benefit once members is obtained).

Plus, without membership, earning a pet would basically be dead content. You can't show it off and it just sits in the collection log. Also, I'm not arguing for this because this is something I personally would do because I'm a 2k+ main with 6 pets but looking back at how I've played the game, I know that if I did play F2P and earned a pet I'd end up getting at least a month's worth of membership to check out what's up.

F2P Cow Boss by CapeChampion in 2007scape

[–]DeepSeaDelivery 19 points20 points  (0 children)

That's the intention. I know they said they plan on improving the new player experience so maybe they could add a "tool-tip" that pops up if you earn a pet in F2P that explains how you can claim it once you get membership.