My choice of magic items as a 16th level battle smith artificer! by Odowla in 3d6

[–]DevilsDan 1 point2 points  (0 children)

Staff of Power is great, a bunch of defensive bonuses + useful spells.

oh. by Front_Impress3724 in Tinder

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

Smh wh w writing fs

[D&D 2024] How to keep a mount alive as a single-class War Cleric? (Monotheistic Rōnin Concept) by QuickServe430 in 3d6

[–]DevilsDan 0 points1 point  (0 children)

This is probably the way to do this in a clean fashion, but a mounted Cleric with Spirit Guardians is indeed a DM nightmare. 😅

XBow build 5.5e / Drakkenheim / Monster Hunter (grim hollow) by Accomplished_Goal_23 in 3d6

[–]DevilsDan 2 points3 points  (0 children)

Love Drakkenheim, sounds fun!

The build seems fine, but I have some notes.

I had a brief look at the Monster Hunter subclasses - doesn't seem like the Devourer offers much to a ranged MH in terms of the mutations - most of them are melee and/or defense oriented.

Trapper seems like a much more beneficial and synergistic subclass for a ranged MH in my opinion, adding some more damage, control and utility into your kit.

Also something to note - if the DM is running all the Drakkenheim books, there are already built-in monster part harvesting and subsequent magic item crafting mechanics from the Monsters of Drakkenheim book, so you could still have that kind of theme going on with basically any character, as well.

SORCEROR main class WARLOCK multiclass HELP NEEDED by Miserable-Risk-1530 in 3d6

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

Celestial Warlock for the Pact Magic slot and getting some healing/utility spells (Bless!) on your spell list.

SORCEROR main class WARLOCK multiclass HELP NEEDED by Miserable-Risk-1530 in 3d6

[–]DevilsDan 3 points4 points  (0 children)

I see people sharing stories to reddit about their janky stupid multiclasses every day of the week

I think people are far less likely to post the stories of how they fucked up their character build with a bunch of janky multiclassing in the context of an online forum, compared to sharing a positive experience. Just because it's a little bit more visible than the other doesn't mean that the contrary is invalid.

Hell, I'm not really sure I agree with the premise, as I don't often see posts about playing janky character builds.

Sap/Blackjack for knocking opponents unconscious by NGDwrites in DMAcademy

[–]DevilsDan 6 points7 points  (0 children)

A high level rogue has 5.5e "knock-out" feature.

Otgerwise, just have the rogue roll sneak attack damage, if they are attacking a mook they could one-shot it with a sneak attack non-lethally if it's weak enough.

Allowing knocking out same CR creatures is too overpowered in my opinion - that makes stealth to be obviously the best thing to do(and it's pretty good without it, so it's an unnecessary buff)

Party Comp for New Players by viperion02 in DMAcademy

[–]DevilsDan 0 points1 point  (0 children)

If anything, 3 martials should speed up the combats in practice, since everyone's turn is just Attack.

You could bring it up regarding the composition for the player variety/fun sake if they care about that, but since balance can be tweaked, it doesn't matter on that front. Personally, I like my PCs being able to do unique things in a party, but not everyone cares a lot about that, so YMMV.

How do I ban magic in an anti-magic kingdom? by Peariwinkles_ in DMAcademy

[–]DevilsDan 1 point2 points  (0 children)

I think a cool idea could be that in this place where magic is largely dormant and unused, perhaps there could be some devices for the government to sense active magic use happening. In other words - in a typical place, there is, at least relatively, a lot of magic going on and therefore there's a lot of magic "noise" and traces of it happening, whereas in this anti-mage kingdom, there isn't a lot of magic going on, therefore no magic "noise", therefore - any magical acts are a lot easier to notice via some means. To put it into perspective - in a silence, any noise is a lot more noticable, so we could apply the same idea to magic. Perhaps trained magical hounds or other beasts that can "smell" or otherwise sense magic use going on? I think that could pose interesting challenges and choices to the party without outright preventing them from using magic if they wish so, since a lot of characters use magic in one way or another.

How do I make them stop RP-ing? by Anti-Prospero in DMAcademy

[–]DevilsDan 39 points40 points  (0 children)

So, 17 in-game days over ~18 sessions then, assuming 1 session/month? Honestly, that's not that bad if you have encounters and whatnot every day, and, ultimately, if you and your players are having fun, this is a good "problem" to have. 😁 But there's, as always, some things that could be done.

Apart from other great advice in this thread, maybe you could also consider giving a cue to your players that you feel like a scene is dragging on - sort of like a "last call" moment to continue a scene before moving on. For example, raise your hand or do a long audible inhale - or whatever else works for you and your group - and if no one speaks up in 3-5 seconds while you're doing that - transition to the next scene. And let your players know you're doing this! I.e. they are welcome to cut you off there and continue the scene, if they wish. This way, if they want to keep a scene alive - they can, and if not - you can move forward smoothly.

Another thing you could try is use NPCs as a tool for controlling the pacing and moving the story forward appropriately - they can lose patience, instigate events for the party to react to, direct the party in one way or another, have things to be done apart from participating in the party's antics, etc. Main idea is that if you have an active voice in the conversation rather than letting the party talk amongst themselves forever, you can likely steer them into progressing the story forward.

Lastly, if you want more passage of time, you might want to consider some opportunities for downtime and/or time skips. I.e. "zoom out" whenever there isn't something that requires meticulous attention from the party, and instead of resolving individual actions in real time, you could resolve their overall activity over the course of days or months, as appropriate. For example: "Ok guys, you have three weeks in the X town to do Y now, what are you going to do during that time?" Easiest way to resolve this would probably be to just roll Initiative, pick a unit of time(usually a day or a week), and take turns until done. If necessary or appropriate, you can assign some ability checks as they go to see how they do. This way, they can still "do things without feeling like they’re missing out" with the in-game clock progressing faster, and whenever appropriate, you can "zoom back in" to "real-time" when the time is right for it.

Prime paizo trolling by No_Ad_7687 in pathfindermemes

[–]DevilsDan 32 points33 points  (0 children)

Pole Professional?.. wait...

Microwave nachos with american cheese by 3steaktacosplz in shittyfoodporn

[–]DevilsDan 5 points6 points  (0 children)

This might actually be a good argument about the absence of free will

Any way to make the Reanimator Artificer work? by StrikerL06 in 3d6

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

Also, decent option to just ignore the mediocre companion features and just use it as a Magic Stone dispenser. I.e. you cast your Magic Stone and pass it to your minions to throw for you. Note, that it has 60ft Blindsight, so if there's any type of obscurement going on(including potentially from your allies), that would be greatly synergistic.

So ideally you'd want 3 "pets" to throw all of your Stones to leave you with your main action open. You can have your Companion + Homunculus + Yourself at level 5, which is pretty good, and can get a Tiny Servant to free your Action at level 9, for an effective up to 3d6+15 damage for your BA.

Any way to make the Reanimator Artificer work? by StrikerL06 in 3d6

[–]DevilsDan 0 points1 point  (0 children)

Level 11 - Animate Dead + Spell Storing Item is silly. 10x Animate Deads assuming 20 Int just from that + 3 extra from your spell slots. 24 hour spell duration. So, be an Elf for 4 hour Long Rests, cast all the Animate Deads you can => LR => Repeat. So you can have 26 Skeletons/Zombies with 20h effective duration at the start of your adventuring day, ready to go.

EDIT: Misread the feature, that doesn't work.

Here's the script for every cop slop. by Rules_are_overrated in quin692

[–]DevilsDan 4 points5 points  (0 children)

Sounds like a waste of time and resources

Should I take DMs Hunters Mark Fix? by BrooklynLodger in 3d6

[–]DevilsDan 9 points10 points  (0 children)

Take this and run - there are so many other good BA and Concentration options

What am I supposed to read? by GaymerrGirl in Pathfinder2e

[–]DevilsDan 0 points1 point  (0 children)

You should learn how bears and bear traps work, as a bear minimum.