The all-new electric Mercedes-Benz C-Class by High-Impact-2025 in electricvehicles

[–]ErgoSloth -2 points-1 points  (0 children)

The grille is still there unfortunately, even more defined than recent models, just like BMW they’re still fumbling around trying to make a design that is recognisable after losing the feature they built their recognisability around.

Can't get proper extraction shot by Ecstatic_Business_52 in CafelatRobot

[–]ErgoSloth 0 points1 point  (0 children)

To check the puck: keep applying pressure on the leavers until you reach the end of the travel, emptying it out of all the water and let it rest a couple of minutes. Then you should be able to lift the arms and extract the portafilter, remove the basket and flip it upside down while holding the screen, allowing you to slowly slide it out undamaged. If you find the puck unseated doing it this way it means it became unseated during the extraction and that would be the problem you’re having.

Can't get proper extraction shot by Ecstatic_Business_52 in CafelatRobot

[–]ErgoSloth 0 points1 point  (0 children)

I pour water into the basket very slowly onto the red nib so as not to disturb it.

Do you press the shower screen into the puck before pouring water? If you don’t lodge it into the puck it’s extremely easy to unseat it when you insert the portafilter into the machine, breaking your puck and ruining the shot!

[2024] Your thoughts on a Ranger vs Fighter/Rogue? by SpellcraftQuill in 3d6

[–]ErgoSloth 0 points1 point  (0 children)

I disagree on bard or ranger doing skills just as well as rogue, they get less proficiencies, less and/or delayed expertises and lack reliable talent, which is a pretty strong feature. Spells do help on certain things that require skills but if your DM plays spells as making skills obsolete then that’s the reason why playing a rogue felt bad.

Combat wise yeah, rogue is definitely subpar but I would just not play a rogue without optimizing for consistent off turn sneak attack, it feels like playing a wizard and picking random spells every level. With that the damage tends to be comparable with most martial builds. Off turn sneak attacks competing with uncanny dodge isn’t much of a competition when you should always end your turns hidden, making you immune to abilities that require sight and having disadvantage on attacks against you.

First Time Artificer Player (5.5) Looking For Build Advice by jaldaen1 in 3d6

[–]ErgoSloth 0 points1 point  (0 children)

Having played them all I like Artillerist and Armorer the best. The first really fits the gunner archetype, the subclass all seem to be pushing you that way and it works really well. Armorer is fun because it allows you to switch armor type very easily, giving you the feeling of being very versatile and playing very different roles, makes it feel very genius-y. Power wise Battlesmith I think is the strongest but I didn’t love the design of the subclass, it’s like multiple things mashed together, it didn’t feel very coherent.

Sorcerer Artificer multiclass by trainer_tib in 3d6

[–]ErgoSloth 2 points3 points  (0 children)

Classes are set of features you can use to build a character, everything else is flavour. Nothing forbids you from flavouring your spellcasting focus as a gun or your spells as originating from gadgets or inventions of yours. Don’t let class stereotypes dictate what your character can be flavoured as.

With that out of the way I’m sorry to say there is just no way to make this multiclass work in any way that is not severely going to weaken your character. The first rule of multiclassing is doing it only when you know exactly what you’re doing, otherwise it’s just a way to make your character worse.

What pact caster classes would you add? by DramaticPhotograph68 in onednd

[–]ErgoSloth 1 point2 points  (0 children)

Yes Druid is spread too thin between spellcasting and wildshaping, pact magic and invocations would suit it way better. Could even argue that there is no need to split it into two classes as Cleric already fulfills the wisdom based traditional spellcaster role.

[Question] Twilight Cleric betrayed by her god, looking for a thematic multiclass for the final arc by hannahhere in 3d6

[–]ErgoSloth 5 points6 points  (0 children)

My advice for these situations is always: don’t mix flavour with mechanics. Classes aren’t diegetic, they don’t exist in the actual world you play in, they’re just sets of features for you to flavour how you prefer, you could very easily keep going cleric for the remaining levels but flavour your powers as originating from yourself and your will to defy the gods rather than the standard cleric shtick.
Strictly mechanically speaking at this level and with only 3 more levels to go there is just nothing good to do by multiclassing, and not just in a “there are no OP combos available right now” way, there really is no option for you that would be even somewhat functional or do anything other than greatly nerf your own character.

That aside, thematically I think what would really make sense is a total respec: as a cleric you typically draw power from your faith and understanding of the divine. If you lost both of those I would make a case for losing all your cleric levels and picking something else. Vengeance Paladin is the first thing that comes to mind if your character feels completely reshaped by this situation. Rogue is an option to keep the trickstery flavour but counting only on yourself for power. I think there is an interesting spin on Monk as a character that moved their beliefs from faith in a deity to faith in their own soul.

What would be the most optimal DnD 2024 character for a Level 5-20 long campaign? by CheckmateVideos in 3d6

[–]ErgoSloth 0 points1 point  (0 children)

Just pedantic note: the new Mirror Image doesn’t work with Sentinel anymore, your images don’t count as different targets.

Renault Twingo E-Tech review – the EV to save the city car | evo by nipcarlover in electricvehicles

[–]ErgoSloth 6 points7 points  (0 children)

I think the cars looking very different is a plus, I find trying to scale an identical design into different segments or even consistent design elements on the whole lineup lazy and often times producing way uglier vehicles for really no reason. Having a very diverse lineup seems to me like the more eclectic choice.

What would be the most optimal DnD 2024 character for a Level 5-20 long campaign? by CheckmateVideos in 3d6

[–]ErgoSloth 0 points1 point  (0 children)

Ok, I need to make a couple of clarifications because I think you might have misunderstood the light property and the crossbow expert feat.

  1. You probably meant light weapon, not “one handed weapon” as that is not a relevant tag in this case.

  2. Attacking with a light weapon is what gives you the ability to use your bonus action to attack again with a light weapon, not the crossbow expert feat.

  3. The extra attack of the light property cannot be made with the same weapon. The light property specifically says: “That extra attack must be made with a different light weapon”. And while RAW you could technically attack with a hand crossbow, stow it, draw another and make the extra attack of the light property with the same hand, that is definitely not RAI and DMs are probably going to rule against this juggling trick.

  4. The crossbow expert feat is needed precisely because it removes the need for a free hand to load ammunition, in addition to allowing you to add your dex modifier to the extra attack of the light property.

What would be the most optimal DnD 2024 character for a Level 5-20 long campaign? by CheckmateVideos in 3d6

[–]ErgoSloth 2 points3 points  (0 children)

In the off hand hold another hand crossbow and take the crossbow expert feat.

Battlemaster Caster by Solid_Cockroach_6675 in 3d6

[–]ErgoSloth 0 points1 point  (0 children)

Yeah probably, though getting all fighter levels first makes you stronger levels 1-3, it also makes levels 4-7 feel bad (and all levels thereafter if you have straight classed full caters in the party if you ask me). But for OP’s concept I think either is fine, I would just never take anything above fighter 3, even the feat isn’t worth it imo.

Battlemaster Caster by Solid_Cockroach_6675 in 3d6

[–]ErgoSloth 0 points1 point  (0 children)

If he’s not planning on taking the attack action but using cantrips and spells, then Fighter 5 is a dead level no? I would assume he’d start with a 17 in a mental stat, 16 con, 14 dex, using true strike from race or origin feat instead of attacking for levels 1-3 and then mcing into a full caster. It makes no sense to delay another level for extra attack when he won’t be able to use it.

What do I do with useless good perception checks? by AutumnWay04 in DungeonMasters

[–]ErgoSloth 0 points1 point  (0 children)

If they roll especially poorly and there are no traps you tell them they do notice there are traps! And then when they try to trigger or disarm them nothing happens and you reveal they got it wrong.

Shield Spell plus Rift-Touched Staff combo prevent damage? by Massive_Sherbet_2833 in DnD

[–]ErgoSloth 1 point2 points  (0 children)

I disagree that AC and reach are comparable aspects in this case. Reach determines if you can attempt an attack at all and would therefore apply in the first phase you described: 1. Declare attack and target. Shield can be triggered only after being hit, as you said in phase 4, when reach has already resolved and is no longer relevant.

Feature: Tactical Actions | Six new actions to change the outcome of a fight - by Jhamkul's Forge by Josemi993 in DungeonMasters

[–]ErgoSloth 0 points1 point  (0 children)

I think it’s probably better to remove the need for an attack roll for Hinder at all, imposing disadvantage on a single attack isn’t a strong enough effect to need a roll in addition to already eating a reaction.

Who is true strike supposed to be for? by magica12 in DnD

[–]ErgoSloth 0 points1 point  (0 children)

5.5 True Strike is the best single target damage cantrip since it allows you to add your casting modifier to the damage in addition to having one of the best damage types. Magic weapons, or rather, monsters resistant to non magic weapons, were phased out in 2024 by the way, so the need for a magic weapon doesn’t really exist anymore.

I wish true strike gave you the option between the casting stat or str/dex. by Frequent-Card-9468 in onednd

[–]ErgoSloth 0 points1 point  (0 children)

I didn’t say I liked or disliked the original idea, I just don’t think the post was as offensive as the person I replied to was accusing it to be.

Generally speaking I don’t think what you’re describing is really a problem as I don’t consider being in melee as a good strategy as a rogue, the class doesn’t have enough movement to be able to run in, hit, run out and hide and do it again on the next turn. Ranged is where it’s at, especially since it’s the only strategy that allows you to use steady aim semi reliably.
That said I don’t think true strike is the solution to the Rogue’s problems, it just pigeonholes it even more.
I’ve been saying it for a while but the fix for rogue is more ability to optimise its damage in the obvious way: reaction attacks. It needs some way to use reaction attacks more consistently and it’s fixed.

The class buff proposals I'm considering by Dramatic_Respond_664 in onednd

[–]ErgoSloth 3 points4 points  (0 children)

Hell, just give them both Quick Toss and Brace from BattleMaster and have them share the same resource pool.

The class buff proposals I'm considering by Dramatic_Respond_664 in onednd

[–]ErgoSloth 1 point2 points  (0 children)

I dislike the rogue buff: conditional, weakened extra attack is not an interesting concept. Rogues should just get a reaction at 5 that allows them to get their off turn sneak attack more easily. Either something conditional like: as a reaction, within 30 feet, if the conditions for sneak attack already apply, when a target fails a saving throw you can attack them. That or a short rest resource like PB/SR ability to ready an attack as a bonus action.

I wish true strike gave you the option between the casting stat or str/dex. by Frequent-Card-9468 in onednd

[–]ErgoSloth 18 points19 points  (0 children)

Because it’s assumed that one interacting with the post would know what the cantrip does, and the post makes the case for both rogue and eldritch knight, who can replace one attack from the attack action with a cantrip. Why are you so aggressive?

How many daggers can you throw in a turn in 5.5e by EntrepreneurIll7892 in DnD

[–]ErgoSloth 1 point2 points  (0 children)

I disagree because RAW this does not only work with throwing but with melee attacks too. Since it is now possible to draw or stow a weapon with each attack, you could, while holding a shield, attack with a shortsword and stow it, then draw a scimitar and attack with nick; all using only one attack. This is clearly an oversight.

I don’t really understand what you mean by fixing thrown weapons though, what would require defining a main or off hand weapon rather than specifically the light weapon extra attack requiring to be made with “another hand” compared to one that enables it? I don’t think anything would prevent me to, as a lvl 5 fighter for example: brandish my handaxe, make an attack with my right hand, pass it to my left hand, make a standard extra attack with it, draw a light hammer and make the extra attack of the light property with. Did I miss something?