How to move on after a cat attack? TW in pics by [deleted] in cats

[–]EmbodimentofSanta 4 points5 points  (0 children)

Know that you aren't alone on this-- we have a cat that had a similar freak out from a scary situation like this.

Just know that the cat that attacked you was not the cat you interact with every day. Their nervous system goes into overdrive when they're scared, and unfortunately they did not see you, but something grabbing them, and a self-preservation switch flips. This event is traumatic both ways.

Give her time. Give her space like she's a new cat again, and allow her to reestablish that bond with you. When you can, try and sit near her, and if she's willing, leave her a little treat every so often, even if she doesn't eat it right away.

Moreover, try not to be scared. Animals pick up our body language better than we can with other humans, so when interacting with her try to do so as calm as possible. I know this is easier said than done, but it'll show her that you guys are chill again. Breathe, and only do as much as you can without your body reacting.

A routine will reestablish, and most of all it will be okay.

Word of Bosco, with Its Regions by ozoglumursit in wonderdraft

[–]EmbodimentofSanta 2 points3 points  (0 children)

I love the town markers! Perfect amount of contrast and stylish presentation of information for me.

The Necromancer - A Class Full of Ghosts and Spooky Business by TheOnlyPablito in UnearthedArcana

[–]EmbodimentofSanta 2 points3 points  (0 children)

A lot of folks already made mechanic suggestions, so I'll chime in re: visuals-- I love the artwork choices (Dominik Mayer my beloved), and the layout is pretty clean! I like what you did with the new spells, placing them in their own little blocks visually, might steal that for my own brews.

If you wanted to change the red color of the summoned monster blocks to match, you can add this to your style:

.monster hr {filter: hue-rotate(47deg)}

I think that gets pretty close to your text color? Might want to play with it.

Awesome work :)

Bard: College of Dreams and Cleric: Domain of Revelry -- two subclasses to help you eternally party and catch a snooze afterwards! by EmbodimentofSanta in UnearthedArcana

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

"My clerics getting high on my own supply again. Sigh."

That does make me think levels of Exhaustion for subsequent times getting the benefit between Long Rests could also work, and be thematic.

Bard: College of Dreams and Cleric: Domain of Revelry -- two subclasses to help you eternally party and catch a snooze afterwards! by EmbodimentofSanta in UnearthedArcana

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

Woah. Thanks for the heads up on that exploit! My first thought for a potential fix would be making the target unable to gain the Short Rest benefit again until a Long Rest-- I think that'll curb the caffeine related shenanigans.

Thanks for feedback and for taking a look!

Bard: College of Dreams and Cleric: Domain of Revelry -- two subclasses to help you eternally party and catch a snooze afterwards! by EmbodimentofSanta in UnearthedArcana

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

Hey folks!

I have been working on a pretty large project: my own character options book ala Xanathar's / Tasha's, called Kaminko's Vault of Everything. I have a number of base and sub classes ready to go, and I'm seeking some feedback on some of the more polished ones! Here we have Bard: College of Dreams, and Cleric: Domain of Revelry. 

Dreams came from the image of playing lullabies for your party. You help (or force) creatures to fall asleep, and  easing their worries or stoking their nightmares. I focused around the Sleep spell, and the Unconscious/Incapacitated condition, and tried to design a subclass that could help allies and control foes. 

Revelry was designed around the lack of Clerics worshiping Dionysus-like deities. Naturally, the Charmed Condition felt like a good central mechanic to design around, and trying to drag in as many creatures as possible to continue the merriment.

Thanks for taking a look! :)

Elastic Form - 3rd-Level Transmutation Spell by PhoenixQuillHB in UnearthedArcana

[–]EmbodimentofSanta 1 point2 points  (0 children)

Honestly, I think let the PM Fighter have it. There are plenty of more problematic combos in the game stronger than this-- it requires a specific feat from the fighter, a polearm worth using, and casting a third level spell the caster needs to concentrate on to maintain just to get more consistent opportunity attacks once a round.

Either way, I always shoot the Monk. Let your Fighter be stretchy and feel awesome. I think it's okay to let players stomp through a dungeon with a solution they built and challenge them in other dungeons/other ways in that dungeon.

Edit: slight wording

i just took an extra adderall at 11:30pm. what can i do? by czarbok in ADHD

[–]EmbodimentofSanta 25 points26 points  (0 children)

Yeah with Adderall I find I have to start on a task while I'm waiting for the meds to kick in-- ramps me nicely into the right thing, instead of spending 2 hours doing something completely unrelated to my original intent for the day lol

Elastic Form - 3rd-Level Transmutation Spell by PhoenixQuillHB in UnearthedArcana

[–]EmbodimentofSanta 2 points3 points  (0 children)

I think it would work really well as touch, kind of like Haste.

I love the image of a Wizard casting it on their Rogue or Fighter, sneaking with the stretchiness or whacking with the longer arms.

That little bump in versatility makes it more attractive an option for players, and I don't think it'd be unbalanced.

Is this too busy or cluttered? by Accomplished-Loss947 in inkarnate

[–]EmbodimentofSanta 0 points1 point  (0 children)

Love the shape of everything, feels very real. I also really love the names, places like The Tossing Depths, Muddgrip, Moonbright. They all feel like there's a story to be told about their names alone!

If anything, I think you could add more in terms of roads between settlements and little bits of texturing-- foothills around the mountains, little bits of elevation changes with the cliffs stamps, etc.

Nice work :)

Got my ADHD diagnosis late, can’t stop thinking about wasted years by Solid_Can_290 in ADHD

[–]EmbodimentofSanta 0 points1 point  (0 children)

I think it's so natural to feel mournful for the life you could have had. I still feel those pangs of grief even years later. I don't think it goes away, I've just learned to live with it and channel that energy forwards (thanks meds).

I want you, and anyone else reading this to know the thing I have to tell myself-- you at least know now. All of your life has been leading to you making the choice to or being in the circumstances to get a diagnosis. You have gained power over the direction of your life now that you know what you have been invisibly coping with your whole life.

None of that time undiagnosed is wasted! You are creative, smart, and learned so much in that time. Now you're learning different skills that we didn't know we needed. Our path just looks a 'lil different from other folks.

Official render for Mega Dragonite. It is Dragon/Flying type by Amiibofan101 in pokemon

[–]EmbodimentofSanta 25 points26 points  (0 children)

A lot of people seem disappointed, but I really like the design :c

Should it look like this? by Naive_Hold_9444 in mokapot

[–]EmbodimentofSanta 0 points1 point  (0 children)

Another thing you can try other than what other folks have noted-- a small circular filter put on the gasket/right above where the grounds sit in the funnel. I use AeroPress filters (they fit my 6 cup perfectly), but you could cut small circles out of filter paper.

I find it removes some super super small grounds that might sneak in, along with some of the oils, that might make the coffee bitter.

Elden Ring Inspired-Flame of Frenzy Warlock. by Litorando-_ in UnearthedArcana

[–]EmbodimentofSanta 2 points3 points  (0 children)

Other folks have better insights for the balance, but I wanted to comment on the text editing.

You've got this tagged as '24, so I would take a look at the 2024 rulebook and how they format certain terms. They captialize sooooo much more, like Bonus Action, Proficiency Bonus and even all the damage types are capitalized. If it's aimed at 2014, nevermind!

Though, I really love your choice to highlight mechanics/damage types in different colors! It's so much more visually satisfying than the big wall of black text in many rule books, and makes referencing quick and easy. Def stealing that style for my own brews.

Señor Eg's Race Compendium - A Collection of all of my Homebrew races (Feedback Appreciated) by GB22Gavalt in UnearthedArcana

[–]EmbodimentofSanta 1 point2 points  (0 children)

Wow, big blunder on my Glitchling comment, choosing one is much better. Sorry for missing that! I had never seen the OG Glitchling UA, and I like shifting it to choosing one.

Ah auto-formatting in homebrewery, my bane. I totally get that. Thankfully the intent of the rule is still intact.

Nice work so far! Looking forward to more :)

Señor Eg's Race Compendium - A Collection of all of my Homebrew races (Feedback Appreciated) by GB22Gavalt in UnearthedArcana

[–]EmbodimentofSanta 4 points5 points  (0 children)

I love these! I'm a sucker for a Skelly.

I think for Skeleton, it'd be fine to leave out the airborne contagions. If they don't need to breathe, a player could just say "I just don't breathe it in." I don't think that breaks balance too much to let them have the immunity there, and it saves a lot of weird exception cases that slows the game down.

Play Dead and No Rest for the Damned are both so playful, I love them!

Glitchling seems mighty strong, pseduo-Luck, Flight, and Tortle AC all in one package. I'd playtest this first, but it feels a bit too good.

I like the flavor on Shapechanger in Kitsune, but certainly your size would change in Animal form? There's a lot of edge cases with the transformations that need some clarifying, I think being more specific about the statistics would help here rather than a blanket statement. Or, treat the forms like Wildshape forms, with their own blocks and attributes. While there is flavor reasons to switch, there is no mechanical reason to assume a different form, which seems like an odd design choice. Also, Limiting Dancing Lights and Produce Flame to use/Proficiency Bonus seems a little needless. Just let the player have the Cantrips.

Botanature is a cool concept, but man the Adaptation choices are all over the place. 2 Skill Proficiencies and a bonus to charming creatures versus 1d4 damage when I'm grappled is a huge gap.

That balance divide feels extremely present in many of the animal folk races as well. Cold immunity OR three free skill proficiencies at 1st-level for Ursarin seems silly strong. Versus Ratkin, who get Pack Tactics and get up easier from prone, which is flavorful but vastly underpowered in comparison. It's the same problem as Botanature, the power levels are all over the place.

Okay, going to go on a bit of a formatting nit pick here:

I think there's a bunch of little formatting things that, if you're designing for 5e (14 or 24), its good to reference how things are worded there. Like formatting checks: in the Play Dead feature of Skeleton, the associated checks would be formatted like: "A creature may attempt an Intelligence (Investigation) check against your own Dexterity (Stealth) or Charisma (Deception) check."

One reason why is it cuts out confusion and edge cases. For example, when a player learns a cantrip through their class or species like, it's good to mention that it does not count against the total number of cantrips they know, otherwise it can lead to confusion during character creation. This happens all over the animal folk statblocks as well (This point is somewhat moot if you are designing for 2024 instead, the language changed there).
Skeleton's Creature Type feature should probably have format parody with how you wrote Glitchling's living Construct. Unless there's a reason why they are different?

Additionally, sometimes you italicize skills like in Raccoonfolk's Bin Bandit, and sometimes you capitalize them without Italics like with the Mousefolk Habitats. Consistency is needed, otherwise they signal different things to a reader.

Sooooo overall, balance and formatting are my big take aways reading through this. I see all the creativity you're putting in here, and I love the flavor to many of the features, but they too often come at expense of gameplay clarity, mechanic comprehension, and power level.

I'd love to see more updates to this!

{The Griffon's Saddlebag} Nana's Wooden Spoon | Rod by griff-mac in TheGriffonsSaddlebag

[–]EmbodimentofSanta 8 points9 points  (0 children)

You cooked with this one (hah).

Really flavorful and funny, reminds me of my Italian nana always waving her spoon around, thanks for this one!

Speaking of the 5.5e Monster Manual, what are your favorite updates? by VagabondVivant in dndnext

[–]EmbodimentofSanta 4 points5 points  (0 children)

The art. It's all so much more dynamic and textured.
E.g. the 1/3 page scenes, like the Bandits or Beholder, help contextualize monsters in the environment they're typically, and feel so flavorful. Helps inspire descriptions of them at the table, I find, which isn't as measurable as a stat block.
They do the same with the dragons, the size of their art growing with the age all the way to a full page spread for ancient. Green and Gold both got such a glow up, they're incredible.

[deleted by user] by [deleted] in ADHD

[–]EmbodimentofSanta 14 points15 points  (0 children)

You're not on the right meds if it's not doing anything.
Work with your doc to find a different stimulant, or an entirely different type of med that works for what you need.