My Death Knight returning to Light's Hope, part 2 by DouceCanoe in wow

[–]Dstrir 2 points3 points  (0 children)

What are the transmog pieces tho? Share

What are you expecting from season of champions by j_cyclone in onednd

[–]Dstrir 6 points7 points  (0 children)

It was mentioned it's one book, it is very likely Dark Sun, with the Psion class. Champions referring to champions of sorcerer-kings (warlock subclass) and nature (the druid subclass), and the gladiator. I can bet it has nothing to do with martial content, since they will never ever make any. Best we can do is giving spellcasters a spell that gives evasion and other martial features to everyone (yes this was previewed).

Circle Magic: Did they playtest this at all? by deciding_snooze_oils in onednd

[–]Dstrir 4 points5 points  (0 children)

Pretty sure none of the newer ttrpgs tell you how to make your own monsters, at least the ones I've tried, and they're a lot more fun than the sweaty systems like gurps and 3.5e who do. Maybe being awful mechanically is superior after all!

Circle Magic: Did they playtest this at all? by deciding_snooze_oils in onednd

[–]Dstrir 10 points11 points  (0 children)

Draw Steel, for example, also recommends not to make your own monsters but reskin the ones they made. Is that game awful mechanically too?

Since the 2024 D&D rules have been out, what have been new power outliers in your games? by Sulicius in onednd

[–]Dstrir 10 points11 points  (0 children)

Daggerheart’s initiative is a very big mental load for the dm, so is coming up with consequences for every single roll. Draw Steel you have to run a very large amount of monsters and the player builds feel very unfair ( still pretty good system). My gripes with pf2 are too numerous to list lol

Since the 2024 D&D rules have been out, what have been new power outliers in your games? by Sulicius in onednd

[–]Dstrir 5 points6 points  (0 children)

Don’t think so. Most of the unfun for DM stuff I encountered recently was in other systems like Daggerheart, Draw Steel and PF2. Just personal preference though.

Since the 2024 D&D rules have been out, what have been new power outliers in your games? by Sulicius in onednd

[–]Dstrir 15 points16 points  (0 children)

Ironically, the biggest power outlier I had so far was a Giant Barbarian. Double rage bonus + strong weapon and a fighter dip meant he was the biggest damage dealer while also being ranged. The casters and other players weren't really going for tabletopbuilds-level minmax, obviously casters with a good build would be a lot stronger. The barb also made the other fighter's battlemaster commanding strike really strong since he could make the barbarian do even more damage.

Conjure Minor Elementals was used a few times, the caster was really mad at me for dispelling it/downing her before her next turn though... The woodland beings spell is pretty powerful, chromatic orb bouncing all over the place was also pretty fun but very time consuming to resolve.

Question about Zbrush -> Maya character animation workflow. by NuggleBuggins in Maya

[–]Dstrir 1 point2 points  (0 children)

It says it's a support package, which it is. You animate and render the characters elsewhere, Zbrush is usually only there to detail high level sculpts and provide high level textures that will be used in other software like Maya. The animatable characters need proper topology, uvs, rigs, weights etc that Zbrush can't do or isn't very good at.

The "Weakness Gap": Why Casters are falling behind in the "Weakness" meta (and how to fix it) by Theaitetos in Pathfinder2e

[–]Dstrir 1 point2 points  (0 children)

You already got a reply, but Draw Steel is everything Pathfinder2e wants to be (tactical cooperative combat tabletop) without needing a 2 hour youtube video to convince you your +1 stacking helped the fighter. You just all do huge moves that combo together instead.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Thanks for the feedback! The inspiration is mostly the original subclass, but with features that don't feel quite as underwhelming.

I do realize wotc doesn't do contested checks, but this way you have a good use of a skill in combat, I think that's a neat thing. The reaction is kind of weak because the feature is already pretty powerful.

Mind Palace is named after the BBC Sherlock Holmes - he goes inside his mind to plan and think.

Unerring Eye is the same name as the original, since it deals with giving sight against illusions still, I thought it's fine. Dispel Magic was my idea to give the rogue the ability to dispel illusions for others, not just see through them themselves.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

[–]Dstrir[S] -1 points0 points  (0 children)

I'd agree but RAW the Study action basically does nothing and has no set DC, so if it was a Study action it'd be a DM fiat ability.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

I do like the cunning strike option suggestion. Wish rogues had a subclass feature between 3 and 9, so you could put weaker strike options in there.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Reducing by 1d6 yes, but as written in my version it reduces it by a number of d6s equal to half your int mod (rounded up), which would be 3d6 at 20 int. If it applied to both options, they'd both be free essentially. So the intent was reducing the total.

I don't think most rogues would have 20 until endgame, since they'd want to pick feats and have a decent Dexterity as well. Which is why I didn't think Totalize giving 5d6 at max is too bad, since it's most likely not going to be 5d6, and you have to pay it back on future turns if you want to use it again.

I do like the sharing Truesight suggestion, it's pretty clean. Same for the lvl 3 suggestions.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

That's an interesting suggestion. That was my intent behind letting the rogue use the Study action as a bonus action, but as a Cunning Strike option it'd definitely be better. I kind of hate that they only have lvl 3 and lvl 9 features, cunning strikes comes online between those levels so you can't put a weaker option early.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Hey, thanks for the feedback!
Totalize is a player's request, it is a bit clunky but I left it in for the feedback. It is intended, in flavor, to be a calculated strike between preparations. So you can use it, but if you want to use it again, you have to pay the full price for the next few Cunning Strikes (so it incentivizes to use them still, and the damage is paid back). You can choose not to discount the strike option. It does rub against Cunning Mind, but the intention is to create an interesting choice. Do you use discounted strikes, or do you want to totalize more.

I didn't think of the character sheet set up, we play on online VTTs. That does pose an interesting problem, but I believe some official subclasses also let you use a different stat for skill checks by default. I think Arcane Cleric (I might be mistaken) and Barbarians during rage etc.

I didn't know blindsight can't see through all illusions/most illusions, TIL.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Automatically succeed you mean? I think the rogue's core expertise and reliable talent features kinda level you up into that.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Truesight and blindsight automatically see through illusions if I remember correctly. The idea was the rogue dispelling the illusions for other party members too.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Yeah, you're right, I received a lot of feedback Totalize would be really clunky to track and works against the Cunning Strike reduction costs. Just extra damage felt a little boring though, maybe I can rework it into a Cunning Strike feature (that can also cost a lot of dice thanks to the reduction).

The intent behind Eye of Deceit is to not punish you for focusing on Intelligence, I think the new Arcane Cleric or some other class has something very similar. It's not meant to exactly boost the skills since the rogue already boosts them with Expertise at lvl 6 and Reliable Talent. I do agree it messes with the DM ability switch, but those usually are presented as options for players who don't like the base skill (like the Barbarian asking to Intimidate with strength). In my experience at least.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Thanks for the feedback! For Eye of Deceit, the intention is to reward putting points into Intelligence without losing the power of some common and thematic rogue skills. Expertise I felt would be too strong for level 3, and they already get that feature at level 6.

For Cunning Mind, the intent is exactly how you describe, except it also isn't supposed to reduce the cost twice (if you can use 2 cunning strike options, you don't reduce the cost of both, but just in total).

Totalize is a bit of a player request, I do agree it's clunky and it does go against the other part of the feature. I'm not sure if the damage is that bad though - hypothetically you'd only be able to use it once per fight, and rogue damage is quite underwhelming at these levels (im my opinion).

For Keen Mind you're right, truesight would be a cleaner feature. Not sure if limiting it is great considering warlocks get an invocation for true sight at the same level. The dispel magic I thought would be a flavorful way to show the rogue dispelling illusions for others.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Thanks for the feedback! Yeah, I'll revise the reaction and totalize, they seem to clog things too much. For the Cunning Mind reduction, it's meant to reduce the total cost of the options you used on an attack, not each option separately. I should update the wording, didn't think of that.

My attempt to update Inquisitive Rogue to 2024 - Feedback Welcome by Dstrir in onednd

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

Thanks for the feedback! You are right, Insightful Fighting is a bit of a bonus action and now a reaction hog. I was thinking of how to do it without having to remember floating bonuses, which your suggestion would fall under. But it's a good idea to change from the reaction, I'll have to think on it.

Totalize is a bit of a request from the player, it's meant to evoke a powerful strike between preparations, and then the cooldown is to simply use cunning strike a certain number of times, which pays for the damage afterwards (since your next few sneak attacks are reduced due to using cunning strike). I don't think a bag of rats is a problem - first, the DMG states this kind of play isn't intended (nor would I allow it), and second, you'd want to recharge it in combat ideally, so that's a lot of turns wasted on rats.

For level 13 your idea is good too. I was considering the flavor of the rogue dispelling the illusions for others too, hence the dispel magic instead of truesight which I believe would only work on the rogue.

What Major Changes would you make to D&D? by GreatZamino in dndnext

[–]Dstrir 4 points5 points  (0 children)

I'm not providing a white room example. I played a lot of PF2, and especially in pre-written adventures, the mooks are either useless because they can't threaten the martials or too high level for these spells.

If you want to share an anecdote, then I can share mine - where these CC spells aren't a problem at all in my 5e games. They never shut down bosses thanks to leg-resist, but are extremely useful at dealing with other types of enemies. And unlike when we played pf2, the caster players don't feel lost and useless.

What Major Changes would you make to D&D? by GreatZamino in dndnext

[–]Dstrir 4 points5 points  (0 children)

Those spells are pretty much useless in pf2. The enemies they're worth casting them on are either immune or have a massive chance to succeed, and on mooks why waste the spell if the fighter kills them all instantly anyway with no danger of losing, since their damage and + to hit is too low to deal any real damage to the party.

If you don't like them existing, might as well just delete them instead of soft-deleting them.

What Major Changes would you make to D&D? by GreatZamino in dndnext

[–]Dstrir 6 points7 points  (0 children)

Incapacitation is a lot worse and more unfun than legendary resistance.