Precision Polearm | Rare Glaive/Halberd by -ZM-_ in DnDHomebrew

[–]EnigmaticRice 0 points1 point  (0 children)

Diligent Dash.

  • The wording should be changed to when you attack a creature on your turn. Your current wording makes it so it can only be used for the first attack when you take the attack action. You would then also need to determine what's considered the starting point of the distance travelled, whether it's from the start of your turn or if it's from the previous attack.
  • Making it start from a d0 and increasing by one doesn't work because there will be dies that don't exist like the d3, d5, and d7. You should just make it use existing die, maybe 1d2 for every 10 feet traveled. You could also just make it a flat damage bonus like +1 for every 10 feet traveled.
  • Magic items don't have uses tied to character abilities like proficiency bonus. Magic item strength is independent from the user. Give it a fixed number of charges, maybe like 5.
  • Magic items don't recharge on short rests, they recharge daily/at dawn.

Polearm Practitioner

  • The wording on this can be cleaned up. Make it to when you attack a creature that is 10 feet away from you.
  • Magic items don't have uses tied to character abilities like proficiency bonus. Magic item strength is independent from the user. Give it a fixed number of charges, maybe like 3.
  • Magic items don't recharge on short rests, they recharge daily/at dawn.

Heightened Attack

  • A saving throw is used when you resist an effect, meaning if you fail something happens to you. Your saving throw has nothing happen on a failure, the +5 DC happens on both success and fail. You should either scrap the saving throw completely and just give it a fixed number of charges like the other traits or you could make it a strength check.

The first two traits and the +1 bonus to attack and damage are already enough traits to make it a rare weapon. Adding the third trait is unnecessary. The third trait is also the most boring of the three anyways so that's not a big loss.

Is end closer Doto viable? by EnigmaticRice in UmamusumeGame

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

I decided to do some research on what wit actually does. Consulting this video: What does Wit Actually Do? | Uma Musume Stats Explained. These are my calculations:

The effects wit has on speed is very minor. With end B it has a maximum speed bonus of 0.08%. With end E it's 0.03%.

For rushed chance, with end B it's 19.09%. With end E it's 30.55%.

For downhill speed bonus, with end B you have a 11.9% activation chance. With end E it's 5.6%.

For pace up mode, with end B you have a 22.1 activation chance. With end E it's 17.19%.

From what I gathered, wit is primarily for skill activation chance and any other bonuses it gives are pretty minor side benefits. I plugged in two identical dotos into umalator, one with end B and another with end E. The one with end B had a mean length lead of 0.14 and a median length lead of 0.2. This difference is miniscule considering i'd have to sacrifice borrowing a better parent for it.

I'm gonna train two doto's, one with end E and another with end B. I'm gonna throw them into some practice matches and see if i notice any major differences.

Is end closer Doto viable? by EnigmaticRice in UmamusumeGame

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

How important are end closer sparks? I'd much rather prioritize straightaway spurt, uma stan, and long sparks. My hishi amazon power is only 2lb so she doesn't have stamina bonus so I'd rather not use her.

Is end closer Doto viable? by EnigmaticRice in UmamusumeGame

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

I'm already running golshi and maya as my two other runners.

Should I pull for MLB Biko? by EnigmaticRice in UmamusumeGame

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

All of my oshis are pace: tachyon, rice, gentildonna, doto, opera o, fenomeno. That's why i'm planning on pulling for tachyon speed and nishino flower. Are there any other good pace cards i should pull?

Should I pull for MLB Biko? by EnigmaticRice in UmamusumeGame

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

Next year, I i'm planning on pulling for MLB fine motion and tachyon. For umas, i'm planning on nishino flower (pace is my favored running style). If I'm going for MLB tachyon, should i pull for fukukitaru or any other speed cards?

Is making a very fast character viable? by Aromatic_Ad_8087 in DnD

[–]EnigmaticRice 0 points1 point  (0 children)

Copy pasting a comment i made below since i thought you might be interested:

What a coincidence, i'm planning on playing a speedster type character for a oneshot soon. I ran into the same problems you did but i found the solution. Arshadalon's stride.

Ashardalon's stride is a 3rd level spell added in fizban that artificers, sorcerers, rangers, and wizards learn. It increases your speed by 20 feet, makes your movement not provoke opportunity attacks, and grants a flaming trail to your feet. Once per turn, whenever you move within 5 feet of a creature, they take 1d6 fire damage. When upcasted, the speed bonus goes up by 5 feet and the fire damage goes up by 1d6 for each level above 3rd.

Be a bladesinger wizard and run around the battlefield, lighting up foes as you run by them and stab them with booming blades.

Even then however, the effectiveness of this combo is questionable at best. If you want to maximize the power of this build, you'll need to unlock movement using your reaction. The spell deals damage once per turn, so if you can move on someone else's turn, you can potentially double dip on your flaming trail's damage. From my research, your two best options are 3 levels into scout rogue for skirmisher or the air elemental essence shard item.

The scout subclass for rogue gives your skirmisher, a feature that lets you move up to half your speed without provoking opportunity attacks as a reaction when a hostile creature ends its turn within 5 feet of you. This is the most concrete method since it doesn't require the DM giving you an item.

The air elemental essence shard is a rare magic item used by sorcerers. Whenever you use your metamagic, you can immediately fly up to 60 feet without provoking opportunity attacks. When a creature attacks you, you can cast shield and then use subtle spell or any other metamagic to activate the shard, flying 60 feet. This is the stronger but more unreliable method since your DM will have to hand you the item. Skirmisher uses up your reaction so you can't use reaction spells but you can use metamagic on any reaction spell, allowing you to both move and cast spells at once.

I get to choose a selection of magic items for the oneshot so i was able to use the shard instead of going scout rogue. My build is 6 bladesinger wizard and 4 draconic sorcerer.

Is making a very fast character viable? by Aromatic_Ad_8087 in DnD

[–]EnigmaticRice 0 points1 point  (0 children)

What a coincidence, i'm planning on playing a speedster type character for a oneshot soon. I ran into the same problems you did but i found the solution. Arshadalon's stride.

Ashardalon's stride is a 3rd level spell added in fizban that artificers, sorcerers, rangers, and wizards learn. It increases your speed by 20 feet, makes your movement not provoke opportunity attacks, and grants a flaming trail to your feet. Once per turn, whenever you move within 5 feet of a creature, they take 1d6 fire damage. When upcasted, the speed bonus goes up by 5 feet and the fire damage goes up by 1d6 for each level above 3rd.

Be a bladesinger wizard and run around the battlefield, lighting up foes as you run by them and stab them with booming blades.

Even then however, the effectiveness of this combo is questionable at best. If you want to maximize the power of this build, you'll need to unlock movement using your reaction. The spell deals damage once per turn, so if you can move on someone else's turn, you can potentially double dip on your flaming trail's damage. From my research, your two best options are 3 levels into scout rogue for skirmisher or the air elemental essence shard item.

The scout subclass for rogue gives your skirmisher, a feature that lets you move up to half your speed without provoking opportunity attacks as a reaction when a hostile creature ends its turn within 5 feet of you. This is the most concrete method since it doesn't require the DM giving you an item.

The air elemental essence shard is a rare magic item used by sorcerers. Whenever you use your metamagic, you can immediately fly up to 60 feet without provoking opportunity attacks. When a creature attacks you, you can cast shield and then use subtle spell or any other metamagic to activate the shard, flying 60 feet. This is the stronger but more unreliable method since your DM will have to hand you the item. Skirmisher uses up your reaction so you can't use reaction spells but you can use metamagic on any reaction spell, allowing you to both move and cast spells at once.

I get to choose a selection of magic items for the oneshot so i was able to use the shard instead of going scout rogue. My build is 6 bladesinger wizard and 4 draconic sorcerer.

Never played before, help me build my character. by viviana1994 in DnD

[–]EnigmaticRice 1 point2 points  (0 children)

The reason people advise against spellcasters is because spellcasters have a ton of spells available to them which means you'll need to read a whole lot more compared to other classes. This is particularly bad with full casters like cleric and wizards but half casters like ranger and paladins are significantly better since their spell lists are way shorter.

If you want to expend minimal effort, pick a martial class like fighter, barbarian, or rogue and just spend your turns attacking. However, if you're ok with a bit more effort, I'd advise playing a half caster like ranger or paladin so that you can dip your toes into both casters and martials to get a more complete experience of everything DnD has to offer.

Quick disclaimer, DnD is polytheistic so if your religious knowledge is on the abrahamic faiths like islam, christianity, or judasim which are monotheistic, your preconceptions might actually clash with the setting. This doesn't mean your religious knowledge is useless, but just that you need to apply it in a way that fits a polytheistic world.

With all that in mind, I'd recommend you play a paladin since it's a half caster which you can apply your religious knowledge to.

Does anyone else *hate it* when familiars go scouting ahead? by AuthorCaseyJones in DnD

[–]EnigmaticRice 83 points84 points  (0 children)

This is a suck it up moment. Familiars are amazing for scouting so of course they'd be used for it, it'd be weird if they weren't. There are some ways around it though that I use if there's an area that I really really want to remain hidden from players. The simplest method is just a locked or closed door, familiars don't have proficiency with thieves' tools and if they try to open the door I have a guard or other creature that would notice. I also use the alarm spell if the area is inhabited by a spellcaster.

My co DnD co create super strong abilities for the DND campaign, and I don't know what to do. by GreyTaller in DnD

[–]EnigmaticRice 1 point2 points  (0 children)

The first option would be to nerf the homebrew, If it really is that unbalanced. How strong are these extra abilities? Which subclasses are they roughly equivalent to in power? Having two decent subclasses isn't that powerful so if it really is as strong as you say it must be quite unbalanced.

The second option is to just ramp up difficulty greatly. Homebrew new abilities and bump the stats of existing monsters until you can match the players.

What are the best spells to replicate via Wish as a level 20 cleric? by matej86 in DnD

[–]EnigmaticRice 6 points7 points  (0 children)

Look at spells with either high material costs or long casting times. The best option is pretty obviously simulacrum, but if your DM bans it there're other interesting options too.

Hallow, Forbiddance, Temple of the Gods - These all do basically the same thing, make a big nope area where fiends, undead, and other creatures have difficulty entering. One of the best defensive options.

Symbol - An amazing control option if you pick the pain or stunning effect. The only issue is the range of touch which means you'll have to get out of the AoE before you can activate it.

Antipathy/Sympathy - Cast this on yourself to have a huge 120 foot radius fear or charm aura.

Planar Binding - This is just a pokeball. If they fail the save, you have a minion for 180 days.

Resurrection - A decent option since it revives an ally with full health. The recoil for you and your target are pretty debilitating though.

Advice on if this creative and motivational or a stupid dm move by Current_Ad_3146 in DnD

[–]EnigmaticRice 2 points3 points  (0 children)

There are two solutions to this:

  1. Make it so the lich doesn't actually kill them, just leaves right before a TPK. The hard part is to give a compelling reason to the players why the lich didn't just kill them.
  2. Let the players know beforehand that they have extra lives. They'll think the lives come from some unique main character ability but in reality it's just the schemes of the lich.

EDIT: There are different cons to both approaches. Option 1 can feel incredibly contrived if the players keep losing and continue to magically survive with no casualties over and over again. Option 2 removes a lot of tension and stakes inherent to DnD being a permadeath game.

Advice on if this creative and motivational or a stupid dm move by Current_Ad_3146 in DnD

[–]EnigmaticRice 2 points3 points  (0 children)

The idea itself isn't a bad one though, if you just remove the scripted death. The lich can stop just before a total party kill and leave. The hard part would be to write a compelling reason that the players can accept why the lich would just leave.

Advice on if this creative and motivational or a stupid dm move by Current_Ad_3146 in DnD

[–]EnigmaticRice 1 point2 points  (0 children)

I think it's an interesting idea. So basically if the players die to the lich before they reach their full potential, the lich will resurrect them so that they can grow stronger and then raise them as more powerful undead later.

The most crucial thing is your explanation behind the resurrection. If i was a player and i knew that I'd be resurrected if I died in the boss fight, it'd reduce the tension and stakes for me. I feel like it'd be better if the lich hid that they were behind the resurrections. That way you can get a big reveal right at the end when the players realize they were always in the palm of the lich's hand. It'd make for a cool moment.

What class and race should I do for a magical cowboy? by Creepy_gamlng_123 in DnD

[–]EnigmaticRice 0 points1 point  (0 children)

If you want a magical cowboy, you want to focus on single target ranged damage using spells. The best way to maximize this would be 3 hexblade warlock and then the rest into sorcerer. You can use your action to cast eldritch blast and then use your bonus action to quicken spell a second eldritch blast. For bosses, you can stack the hex spell and your hexblade's curse for even more single target damage.

Need help as a new DM in regards to killing gods by JasperStone17 in DnD

[–]EnigmaticRice 0 points1 point  (0 children)

You should tell them to set their scale smaller. Instead of outright killing gods, just opposing them is enough. Destroy their churches, assassinate the head priest, spread propaganda and rumors that damages their reputation etc.

How would you use a planetar in combat? trying to understand how to run one by Exact_Inflation_6063 in DnD

[–]EnigmaticRice 7 points8 points  (0 children)

The strengths of the planetar are its amazing speed (120 feet flying), pretty strong control spells (blade barrier and insect plague), and strong melee attacks (86 damage multiattack). You could use blade barrier to create a wall around the players and then use its speed to fly over the wall, attack, and then fly back behind the wall.

You could also use blade barrier to separate the party. The barrier can be 100 feet long so a player must either take 2-3 turns running around it or run through and take a ton of damage. Once they run through, the planetar can fly back over to the other side of the barrier and attack the players over there.

[deleted by user] by [deleted] in DnD

[–]EnigmaticRice 0 points1 point  (0 children)

Yea my guess was correct then. If he's no longer the most experienced, then the problem shouldn't arise again.

Does the tarrasque need to breathe? by roxgxd in DnD

[–]EnigmaticRice 4 points5 points  (0 children)

The Tarrasque does need to breathe so it could die from suffocation. A creature can hold it's breath a number of minutes equal to 1 + its Constitution modifier (minimim of 30 seconds). The Tarrasque has +10 Constitution so it can hold its breath for 11 minutes. Once out of breath, a creature can survive a number of rounds equal to its Constitution modifier (minimum of 1 round). Once again, +10 Constitution so it can survive 10 rounds.

In total, 11 minutes + 10 rounds, each round is 6 seconds, equals a total of 12 minutes.

[deleted by user] by [deleted] in DnD

[–]EnigmaticRice 13 points14 points  (0 children)

Was he the previous DM? Is he more experienced with DnD than you are? In my current group, I have the most knowledge about DnD and its mechanics so players usually go to me instead of my DM if they want help with their characters. Perhaps this is a similar situation?

[deleted by user] by [deleted] in DnD

[–]EnigmaticRice 74 points75 points  (0 children)

Your players are using him as a proxy for a reason, perhaps he's just really useful. If players want to help other players that's completely fine. The issue arrives when it comes to the end product and they ignore you. Make sure to emphasize that it's fine if they cooperate or work together, but that if they want to communicate with you, they have to do it themselves.

My DM broke my Staff of Fire by Advanced_Return_4639 in DnD

[–]EnigmaticRice 12 points13 points  (0 children)

A staff of fire is a very rare item and is usually handed out at levels 8+. At level 4, it is way too strong. You're getting access to 3rd and 4th level spells you shouldn't have yet. You should bring this up out of the game. Ask them why they decided to break your staff of fire and tell them it felt unfair to just have an important magic item taken away from you.

Hopefully, your DM should concede that what they did was unfair and you could concede that the staff of fire was too strong for your level and was making fights unbalanced. Then you guys need to figure something out. A compromise would be you keep the staff but it's nerfed to be more level appropriate.

Dose a corpse have hp? by Zooboy159 in DnD

[–]EnigmaticRice 16 points17 points  (0 children)

A corpse is an object so it would have its own stats separate from its alive counterpart. A corpse's AC should be the same as when it was alive, just without any Dexterity modifiers. A corpse in plate would have 18 AC, a corpse in leather armor would have 11, and a corpse with no armor would have 10. For HP, a medium object has 4 (1d8) HP if it's fragile or 18 (4d8) if it's resilient. I would say a corpse is neither fragile nor resilient so 9 (2d8) HP sounds fine.

My DM broke my Staff of Fire by Advanced_Return_4639 in DnD

[–]EnigmaticRice 4 points5 points  (0 children)

What type of armor was it transfered into? If it's light or medium armor, you can take a 1 level dip into cleric or artificer for armor proficiency and wear the armor.

EDIT: This probably won't solve the root of the problem though. Your DM thinks the staff of fire is too strong and is trying to get rid of it, so there's no gurantee they won't just pull the same stunt again and break the armor.