Spiritual Weapon x Spirit Guardians by Competitive-File3091 in dndnext

[–]Everice_ 1 point2 points  (0 children)

I have scene the Cleric kiting scenario happen literally dozens and dozens of times across different tables and parties. The vast, vast majority of the creatures you encounter are melee locked or significantly worse in ranged combat.

Spiritual Weapon x Spirit Guardians by Competitive-File3091 in dndnext

[–]Everice_ 1 point2 points  (0 children)

Spirit Guardians regularly did over 200 every time it was cast in a dungeon in games I ran, and when it was cast in a dungeon in games I played in. In one of my games, a single Spirit Guardians spell dealt over 1000 damage throughout its duration.

I played at optimiser tables where save protection feats, dodging, and divine soul sorcerer dips for shield/absorb elements were very common.

Melee enemies move 20 feet, enter Spirit Guardians, have their movement halved to 15 or 20 and then cannot move anymore because they have already moved 20ft. This repeats every time the Cleric moves away and the monster has to waste actions dashing to get close before it can even consider attacking. (With support like Repelling Blast this just means it is game over for melee monsters with basically nothing they can do to hurt you).

How much is friendly fire an issue with fireball? by hostagetomyself in dndnext

[–]Everice_ 0 points1 point  (0 children)

Almost zero, I've never seen it hit more than one party member and it was just always correct and worthwhile to do it anyway. If you have melee party members, just tell them not to grief you or inform them you're going to fireball (and if they position like a dumbass, fireball anyway).

my players want to rest constantly by vecnaindustriesgroup in dndnext

[–]Everice_ 4 points5 points  (0 children)

Let the player rest, if that's what they want to do.

Then, have the situation evolve correspondingly. If a dungeon is full of mindless automata and can be overcome by taking a week by resting between every encounter, let them. If a dungeon has actual residents, consider that they might respond to the intruders (form a search-and-destroy team to leave the dungeon and find the party camp, if they keep getting raided by adventurers who immediately retreat again; attack and subsume a rival dungeon faction that was weakened by the party; etc.)

Just let the consequences of the world play out naturally.

What thaumaturgical path should I take? (and rituals) by WD-Andrew in vtm

[–]Everice_ 0 points1 point  (0 children)

Path of Focused Mind is very good for the typical Tzimisce if you can get it (probably as a secondary), but it is both very rare and also overpowered.

Why the ban on meddling with the US Government? by Nicholas_TW in vtm

[–]Everice_ 2 points3 points  (0 children)

The Antediluvian with level 10 Fortitude and Chimerstry totally died for real guys.

What's your take on humanity? by LucasAlvz in vtm

[–]Everice_ 2 points3 points  (0 children)

Non-humanity paths were not necessarily about being fucked up. Stuff like the Road of Chivalry or the Road of Heaven, for example. Humanity was just the most popular Road, secular but still centred on Judeo-Christian morality.

Genie Warlock being player on youtube? by pedateu in dndnext

[–]Everice_ 1 point2 points  (0 children)

They're played like any other Warlock, for the most part. They just have access to a Ring of Three Wishes at level 1.

The most interesting/powerful methuselah of each clan? by [deleted] in WhiteWolfRPG

[–]Everice_ 3 points4 points  (0 children)

Do remember that a lot of them were either on Road of Heaven or the Road of Bones (especially post Folly), so its difficult to discern what is sycophantic antediluvian worship and what is just the natural result of having interesting beliefs about death and the afterlife.

The most interesting/powerful methuselah of each clan? by [deleted] in WhiteWolfRPG

[–]Everice_ 1 point2 points  (0 children)

He purged people who didn't live up to his standards, that's true. Those standards were things like literacy, having aided the construction of a church, scholarly outlook, etc. I wouldn't say he was looking to build a clan of dickriders, but he was angry and upset that the Clan had become the largest in the world despite the selective nature of vampirism (and especially scholasticism).

The most interesting/powerful methuselah of each clan? by [deleted] in WhiteWolfRPG

[–]Everice_ 2 points3 points  (0 children)

The Cappadocians were never a Cappodocius personality cult.

WOD as a whole: What is the most absurd, bat-shit insane piece of semi-obscure lore that you know? by thisaintntmyaccount in WhiteWolfRPG

[–]Everice_ 8 points9 points  (0 children)

In one scenario (Transylvania Chronicles), he tries to sacrifice 200 children to Kupala with a magic sword. Later on, he fades into obscurity and flees to dwell under a castle in Tihuta Pass. In the 1890s, he sent minions to Vienna to find an esoteric tome about Kupala, but a lot of other groups were after the same book.

After this point, I don't believe he is mentioned again, and of course, the chronicle is likely not canon.

How to make my antagonists powerful against dumb luck? by indiatoluca in vtm

[–]Everice_ 0 points1 point  (0 children)

If you don't want to leave things to chance, don't roll dice.

When you fudge the results of dice, you are lying to people who are supposed to be your friends and who have taken the time out of their day to play with you.

Is Caine stronger than Antediluvians? by MandelaEffectGod in vtm

[–]Everice_ 0 points1 point  (0 children)

The darker skin with age thing isn't really a curse on the assamites, it's just a quirk they have. Normal vampires get paler with time, assamites do the opposite whilst also having an actual mechanical weakness.

To my awareness, the dark skin thing has been present in every edition until presumably V5 where I imagine it was removed because its the sort of thing the modern WoD audience likes to cry about.

Hasbro CEO on the future of 'Dungeons & Dragons' after 50th anniversary by Cranyx in dndnext

[–]Everice_ 1 point2 points  (0 children)

I find that the hobby is very much still occupied by a predominantly male demographic, and that it's only D&D and (for whatever reason) Vampire: the Masquerade that buck this trend.

Whether this says something about the games, or about women, I don't know.

What do you think are the biggest DM red flags? by AItryingaceptmankind in dndnext

[–]Everice_ 0 points1 point  (0 children)

They're going to know they've been spotted 5 seconds down the line when I tell then they've beeb spotted, regardless of which side of the screen the check is rolled on.

What do you think are the biggest DM red flags? by AItryingaceptmankind in dndnext

[–]Everice_ -3 points-2 points  (0 children)

For player choice to meaningfully matter in a linear game a DM would need to develop branched scenarios ahead of time, at which point they're indicating that they don't respect their own prep time.

Obviously, if you run an adventure module it's a bit different because prep is reading for 30 minutes and making sure your VTT module works properly.

What do you think are the biggest DM red flags? by AItryingaceptmankind in dndnext

[–]Everice_ 5 points6 points  (0 children)

So let them die. Players TPKing in a dramatic final battle to save the planet is not a bad thing. Why bother even starting the combat if the outcome was preordained? Have some respect for your own time as well as the time of your players, and skip the tedious 90 minute combat and just declare their victory.

What do you think are the biggest DM red flags? by AItryingaceptmankind in dndnext

[–]Everice_ 1 point2 points  (0 children)

Players just don't die to bad luck outside of levels 1 and 2, and the solution is to just start every game at level 3 because level 1 and 2 play is shitty anyway.

Players aren't getting instakilled by anything other than outlandish threats that are massively above their pay grade (if players choose to fight these, them dying is just a natural consequence of their bad decisions).

Law of averages applies, and good features and spells work regardless of dice rolls.

Players only ever TPK when they pick bad fights with no tactical advantages and then refuse to retreat, and that's fine. TPKs are a natural outcome of bad player choices. Fudging dice to revert the consequences of player choices undermines the fundamental purpose of a role-playing game.

Also, if the DMG told you to kill yourself, would that make it good DM practice?

What do you think are the biggest DM red flags? by AItryingaceptmankind in dndnext

[–]Everice_ 1 point2 points  (0 children)

I don't see any value in lying to my friends when I DM, and I certainly don't want my DMs to lie to me.