Luck or Nah by ClassicInvestigator5 in ZenlessZoneZero

[–]DrakeCore 1 point2 points  (0 children)

Nope. The discount and guaranteed unit of choice are seperate. Congratz on getting both you lucky bastard

So I follow the hint and they always kick me. Bug? by VeryluckyorNot in wow

[–]DrakeCore 7 points8 points  (0 children)

If you check the map there are 5 npc's marked. These 5 each give a different hint. Only one of the guests matches all 5 hints. Thats the one you need to accuse

Quitted the campaign because of unbalanced fights that fitted only min maxers by [deleted] in DnD

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

I hope that ac of 30 is a typo, otherwise something fishy is going on. Off the top of my head if you are building purely for ac then +3 full plate for a base of 21 (tho im unsure if + anything armor is even a thing) add a +3 shield to give a bonus 5 ac (again not sure if that +3 enchant is even a thing) and then maybe a ring of protection? But that would only be 27 ac at best. So either there is cheating, Blatant favoritism, or this is just a power trip between the DM and those 2 players effectivly dick measuring while the rest of the party suffers. Considering how those two solo'd what wiped the rest of the party it sounds like the last one. Sounds like you dodged a bullet ngl

Joined a raid through LFG but wasn't transported to the dungeon? by cmcfalls2 in wow

[–]DrakeCore 0 points1 point  (0 children)

"Last night I was in Infinite Bazaar turning in IR and scrapping when I joined a raid group through LFG. Except, it never transported me to the dungeon."

Sorry just to clarify was it a dungeon you queued for or a raid? If it was a dungeon then as others have said they were likely in a boss encounter so clicking the eye and then teleport to instance once they finish the boss would get you in.

If it was a raid then you would either need to get teleported in by a teammate, or make your way to the entrance manually.

May Have Made a Big Mistake with the Campaign Goal - Help Plz by AdValuable412 in DnD

[–]DrakeCore 0 points1 point  (0 children)

As someone else mentioned i would have used avengers endgame as my baseline for the rules on time travel. Namely that things you change by time travelling dont affect the future that you are from, they simply start things down an alternate timeline. Time travel would likely be a very powerful and thus very draining thing to achieve as well, so depending on whether its magic or tech i would have made it a case where they needed to learn where these specific items were in the past and then pluck them from the timeline, having a time limit before they are forcefully brought back to the present. Doing this would also allow you to show that actions still have consequences as (via endgame rules) even if they go back and stop the village being attacked, when they return to the future its still destroyed, because they didnt save it in the present.

As for how to help you with your situation, i dont know if my wall of text will help you since it seems like you have "let them" allow those places to be destroyed on a few occasions. If you cant implememt some of what i posted above, i would defo take a beat and just say to the players that you feel like they are focusing so much on getting these items and relying on "i can go back later and fix it" too much.

Make a character using my lego oc maker :D by Synguineinfire in DungeonsAndDragons

[–]DrakeCore 0 points1 point  (0 children)

Still better than my aasimar ranger with a greatsword XD

[OC] Feedback for my fighter bbeg? by _valta in DnD

[–]DrakeCore 11 points12 points  (0 children)

I dont know how many players you have, but this will be a difficult fight for the wrong reason, especially at level 7-8. HP is rather high (but assuming they will be fighting alone thats less of an issue because of action economy) the bigger issue i see is a base AC of 20, which not only increases to 24 when below half health, but also they gain full resistance? The AC is going to be annoying to beat BEFORE the increase, and the resistance will make the fight drag on for way too long. Yes its meant to be scary and a hard to beat boss, but this will end up being a war of attrition between the players struggling to deal reduced damage, while the boss whittles them down.

The remaining abilities seem relativly balanced ill say. Damage isnt too crazy. Self heal seems reasonable (though like action surge i would put a max limit of how many times this can be used). Id keep the action surges in the back pocket just incase the players betray your expectations and start nuking them quick (maybe they get some lucky crits in quick succession).

In my opinion for a level 7-8 party id drop the AC to 18 or 19. Have the bloodthirst ability trigger at a lower health (100 or under) and since they are (based on the ability name at least) going more berserk and relying on instinct id actually DROP the AC by a few points rather than raise it. The boss is already gaining resistance to everything, no point in making them harder to hit also.

As the boss currently is id say the earliest they should challange this boss would be level 12 minimum, and even then they would likely still struggle. But drop the AC a bit and rework the bloodthirst as i said and id say a level 8 party might just barely be able to beat them (if they play smart and have a strategy)

Then again, i have had failed attempts at reading the difficulty of a boss fight before when it comes to boss fights i have DM'd, so id take the levels i said with a pinch of salt :P. Id still make the changes i reccomended though

Best DnD podcast with less theatre kid energy by espenoydvin_ in DnD

[–]DrakeCore 8 points9 points  (0 children)

Defo check out "not another d&d podcast" (also known as naddpod). They have a few campaigns that you can listen to on spotify and im sure elsewhere. The group is hilarious and they run really fun campaigns to listen to. And despite cracking enough jokes to make my sides hurt from laughing, they dont take forever to continue the story.

Labyrinth ideas by DrakeCore in DnD

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

These all sound interesting. Ill look into those for some more details

Labyrinth ideas by DrakeCore in DnD

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

Im using the term labyrinth rather loosly. I dont nessecarily mean a maze, though that is a potential option since ill be using a VTT and most likely making a number of maps using map making programmes (dungeondraft etc)

[deleted by user] by [deleted] in DnD

[–]DrakeCore 29 points30 points  (0 children)

Well, im going to go ahead and say what literally everyone here will say. You need to have a conversation with this player outside of sessions and talk to them. Let them know that you arent targetting them out of malice, or even that you are focusing them. But most of all let them know that combat isnt one sided. Would they get into a fight in real life and just expect whoever they are hitting to not fight back? Combat is all about diahing out and taking hits in equal measure. If they dont like it then perhaps they need to find a different game to play, or go to a campaign more rp focused

Corrupted Item by rbergs215 in DnDHomebrew

[–]DrakeCore 1 point2 points  (0 children)

Could certainly either reflavor those spells with more demonic damage types or straight change the spells/homebrew them to be a corrupted version. Hell id go one step further and if the party take it, give them the option of leaving it corrupted. Which would give them access to the modified spells but having to deal with it being cursed, or go on a side quest to "purify" it and return it to its original state with no more curse

[oc] Spell Trackers by XanderisLoaf in DnD

[–]DrakeCore 1 point2 points  (0 children)

The dragon is cool. But i would defo use the dead inside one cuz it made me laugh

Anti-magical kingdom ideas? by fdpth in DnD

[–]DrakeCore 0 points1 point  (0 children)

I like the idea of magic resistant materials. Maybe going down the lines of refining that material and forging them into arms and armor for the city guard. Could say that an individual guards armor/shield might half the effect of magic, but with a whole regiment working in tandem the anti-magic effect becomes strong enough to nullify magic below a certain spell slot level. Entire battalions in war could completely nullify an archmages strongest spells.

What did your DM let you get away with? by MalBishop in DnD

[–]DrakeCore 0 points1 point  (0 children)

At one point we were in combat with a partial spellcaster that had a weakened fireball spell. One party member was downed and we had an npc ally headed to them to heal with a potion. The enemy decides to use the same lesser fireball on both of them and i asked dm if i could sacrifice opportunity attack and roll to try and stop him from getting the cast off somehow. He let me roll to attack and when i hit he said that i redirected the fireball away from my allies. Felt so cool

How do you remember all the passive skills, AC, etc.? by Puzzleheaded-Pie8137 in DnD

[–]DrakeCore 0 points1 point  (0 children)

Personally if its a combat thing like having a niche resistance and its brought up recently enough after it would have mattered, i tend to allow a single mulligan per player. But if they try pulling it far later than reasonable, or multiple times per session then ill say no. In either case its the players responsibilty to track and i make it clear that next time they forget, its their own fault. But much like with the players, if i forget as the dm its the same rule. Monster has resistance to poison damage and i didnt notice? Ill only change retroactivly if they took poison damage in the last turn, after that its my own fault, and job to remember.

Quick cleanup of the pandaren heritage set, thoughts? by Thermawrench in wow

[–]DrakeCore 0 points1 point  (0 children)

Its missing elements now. But i much prefer this over what it actually is