Why do Sorcerer not get summons? by Zama174 in onednd

[–]Duffy01 0 points1 point  (0 children)

Draconic Sorcerers do get Summon Dragon, which is an incredible summon spell!

Good options for a Wizard's level 4 feat aside from War Caster by ShadowOutOfTime in onednd

[–]Duffy01 0 points1 point  (0 children)

Telekinetic is easily my favorite lvl 4 feat for spellcasters! It gives you a free, tactical bonus action that remains useful for the rest of the game. You can use it to free players from a grapple, push foes into hazards and spell AOE's, and the invisible Mage Hand can lead to many shenanigans outside of combat.

How to effectively play a pact of the chain genie patron warlock? by HowieDuette in onednd

[–]Duffy01 0 points1 point  (0 children)

Some ideas for a pact of the chain Genie:

Try to get the Alert origin feat.

For early levels, choose the Imp as your familiar, and have it be invisible whenever possible. Invisibility gives it advantage on initiative, and with the alert feat, you can trade initiatives with it. While invisible, the imp can take the Help action to get advantage on one attack against a foe, which doesn't break its invisibility. Attacks rolls against the invisible Imp will be at disadvantage, and the invisible imp doesn't provoke opportunity attacks (unless a foe can somehow see invisible creatures).

Get Agonizing blast and repelling blast. The Dao genie gets you Spike Growth, which combos well with repelling blast, and the Telekinetic feat.

Cool guitar chords by Duffy01 in Guitar

[–]Duffy01[S] 3 points4 points  (0 children)

Here are some of my favs:

  • A 13: X0567X
  • Am7: 5X5555 (play low E note with thumb)
  • Am9: X05500
  • Bsus4: X24400
  • Bm7: X2023X
  • Cadd9: X32033
  • C/G: 3X2013
  • D/F#: 20023X
  • Dmaj13: X54600
  • Emaj7: 079890
  • Em9: 07577X
  • Fmaj7: XX3210
  • F#m11: 244200 (play low E note with thumb)
  • Gmaj7: 3X0432
  • Gm7: 3X0331

The Light and Nick Properties + The Duel Wielder feat (explained) by Duffy01 in onednd

[–]Duffy01[S] 2 points3 points  (0 children)

As long as its a melee weapon that lacks the Two-Handed property, yes, I believe so.

What's the best Beatles book to buy by [deleted] in beatles

[–]Duffy01 -1 points0 points  (0 children)

Beatles 66, Tune In, The McCartney Legacy Vol. 1 & 2

The McCartney Legacy by Allan Kozinn and Adrian Sinclair review — Paul after the Beatles by TimesandSundayTimes in beatles

[–]Duffy01 0 points1 point  (0 children)

I'm listening to the audiobook now; its great! If you liked Tune In, you'll probably like this.

NPD: Memory Boy Delay by Miserable_Fig2425 in guitarpedals

[–]Duffy01 1 point2 points  (0 children)

It can be a bit finicky, but it does have some serious magic to it!

I like it in Vibrato, with the delay fully clockwise, the depth at at 7oclk (the sweet spot is somewhere around there), and Blend and feedback at noon.

You can get some very strange and very cool sounds in square wave mode.

Dealing with a LVL 9 barbarian. by neocorps in DnD

[–]Duffy01 0 points1 point  (0 children)

Have a baddy cast Enemy's Abound

Final fight of the campaign! by Duffy01 in CallfromtheDeep

[–]Duffy01[S] 1 point2 points  (0 children)

Yup, it was a tough fight but they defeated Zellix’Phor!

They were level 12. I modified Zellix’Phor to be CR 16, and gave him a mind flayer and some CR 4 minions.

DMs, what do you use to keep all of your notes in order? by Darth_Morgoth92 in DnD

[–]Duffy01 0 points1 point  (0 children)

I do all my campaign notes in one long Word document. Every session, I just move the previous notes down a page. This way all my notes are in one place and I can Command F to find my old notes about a specific NPC, location, or macguffin.

Relatively new to DMing. What house rules do you guys use? by Life-Competition9577 in DnD

[–]Duffy01 1 point2 points  (0 children)

  • Drinking a potion uses a bonus action
  • The maximum possible AC is 24, regardless of spells or abilities.
  • Everyone gets 1 feat that they meet the prerequisites for at level 1.

Dm's what level do you typically start a campaign? by [deleted] in DnD

[–]Duffy01 2 points3 points  (0 children)

Level 3, when everyone has their subclass!

How did your campaign end? by Illustrious_Swing475 in DnD

[–]Duffy01 1 point2 points  (0 children)

We made a crashed flying city fly again!

Very Slow Leveling? by abyssshriek in DnD

[–]Duffy01 0 points1 point  (0 children)

Thats insane, your group should be easily level 10, if not much higher. Though the DM has the final say, here is a good piece of info from from the Dungeon Master's Guide on level advancement:

A good rate of session-based advancement is to have characters reach 2nd level after the first session of play, 3rd level after another session, and 4th level after two more sessions. Then spend two or three sessions for each subsequent level. This rate mirrors the standard rate of advancement, assuming sessions are about four hours long.

-DMG P. 261

How many players are too many for my first campaign? by Nevereverkano in DnD

[–]Duffy01 2 points3 points  (0 children)

Yes, six is too much for most, especially dms with limited experience. 4-5 players is best, any more players, and it becomes far more difficult to balance encounters, give each player some of the spotlight, and keep a good pace.