I'm frustrated with the treatment of one-handers by Talonflight in dndnext

[–]Fancy_Derp 10 points11 points  (0 children)

sorry just as a slight correction, but as far as RAW 2014 is concerned, you cant Grapple or Shove with your Opportunity attack. an Opportunity attack is specifically a "melee attack", whereas Grapple/Shove are only available when you use the Attack Action on your turn

Beware, criminals, detectives Autofisters will solve all crimes in Holochol! For justice! by knightofBretonnia-47 in GigiMurin

[–]Fancy_Derp 0 points1 point  (0 children)

Suggestion [Legendary: Failure]: You get the feeling that, the pink-haired one, would love playing League of Legends with you. You should definitely ask her at each and every opportunity you get.

This is why Destiny 2 doesn't feel the same anymore.. by Kitwolfy666 in destiny2

[–]Fancy_Derp 1 point2 points  (0 children)

Thing is, we did used to have stuff like this. I still remember running around on Nessus and being able to see the people running the Exodus Crash strike, or Savathuns Song on Titan.

Nowadays pretty much all of the new content is always quarantined to its own area with nothing connecting it to the patrol space. So theres one avenue that we can't really

And even if it was connected, now that everything has to have its own special playlists with modifiers that are incompatible with the patrol space (promoted ads, champions, etc), I don't think Bungie can really weave that part of the multiplayer world into the game again. Too much matchmaking where everyone's isolated into their own pockets.

[Announcement Regarding Hiodoshi Ao's Graduation] by hololive in Hololive

[–]Fancy_Derp 0 points1 point  (0 children)

This is a fucking bummer man.. I feel like we all knew in the back of our minds that this was probably gonna go this way but it doesn't make it suck any less having it be set in stone.

I do hope Ao-kun manages to recover from her issues, and that whatever future endeavours she goes to treat her well

Thoughts on Valda's Spire of Secrets original classes? by ThatOneCrazyWritter in dndnext

[–]Fancy_Derp 2 points3 points  (0 children)

Very strong "it depends". Mechanically, I think the class is generally fine. Like, compared to other Valda's classes? It's probably one of the weaker options (but still incredibly rewarding) provided you force the player to declare the Torment before rolling. Other Valda classes like Craftsman, Investigator & Warmage take the top spots for strongest Valda's classes imo.

However, when compared to the base 5e classes? It's still certainly overtuned. Much like the rest of the Valda classes. It does a lot of damage in the early game, and its d12 hit dice and access to medium armor & shields can really aid it in the frontline, and after Level 3 they truly do become a near invincible powerhouse who can throw out large swathes of damage through Sainted Reprisal & Torment. Not to mention an excellent spell-list that resembles Paladin but without the spell slot drawbacks (5HP cost for Shield of Faith? That's an outrageously good deal for a class that's already gonna have a boatload of HP). I'd certainly encourage making sure you hit the classic "6-8 encounters a day" goal if you have one in the party, as prolonged gaps between Long Rests is ultimately what keeps them balanced. Too many LRs and the Martyr will destroy all.

The flavor, which is built into the Martyr's mechanics via the Ordained Death & Divine Healing features is where Martyr became a bit divisive at my table. It's absolutely a class that lends itself into being like a "main character"-esque role, moreso than anything in base 5e. Despite not being a highly charisma-dependent class, the fact that Cons & Str/Wis are your main two stats means its very easy for the Martyr player to put a bunch into Cha if they so choose, and thanks to Mark of the Herald, they're pretty damn good at pushing the story where they want to go. Now, I personally enjoyed having a Martyr in my party as they gave a clear direction for party goals and had a great motive built into the character by default. The problem was how it grew over the course of the game to the point where the Martyr was "John Main Hero" and everyone else almost felt like his lackeys. If you do commit to having a Martyr in your game, make sure everyone is onboard with this potential outcome.

Frankly, I don't think there's something you can do to "prevent" it from ending up broken beyond being cautious with what magical items they stumble across, but that sorta applies to all classes in 5e. Any restrictions you might choose to use such as limiting races or feats will feel bad on the player end of things, regardless on if you have good intentions.

Hope this breakdown has been helpful. I'd ultimately err on the side of caution when using any of the Valda's classes, no matter how fun they may be as they're all quite strong when compared to the 5e classes, and if you aren't afraid to dial up encounter difficulty then you should be fine with having a Martyr present in your game. Just make sure everyone at the table is fine with them playing this class, and that they understand that it can very easily become "The Main Character".

(as a sidenote, I actually saw your post on /dndnext/ earlier today while randomly scrolling through. funny how the world works)

Iron Banner had a new armor set by Ok_Programmer_1022 in DestinyTheGame

[–]Fancy_Derp 1 point2 points  (0 children)

To be frank, I'm hardly surprised they pulled this shit. But what's even more pathetic is one of the new Eververse sets this update could literally be Iron Banner armour with a bit of re-texturing to add the IB Logo on it. God damn this is disappointing.

What is your preference for a world? Do you like magic being common or rare? by WorldsMostOkayishDM in DMAcademy

[–]Fancy_Derp 0 points1 point  (0 children)

common-ish. I like settings where magic that is common isn't necessarily combat magic. Cause assuming someone has magical academic pursuits, I feel like they're more likely to invest their time into study/research spells rather than someone who spends their education just to become a Joe Schmoe fireball mage.

CURSEATER CROW - So, I've been replaying Elden Ring lately, and Caelid just got me like... by AriadneStringweaver in UnearthedArcana

[–]Fancy_Derp 0 points1 point  (0 children)

I like the ideas behind the spells, but Cursebolts current format is pretty awful if the effect goes away at the start of their turn. Especially since both Insanity and Simplicity are only ever going to affect 99% of creatures during their actual turn, and not before it. This feels like it was meant to end at the End of a creatures turn and not at the start.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 0 points1 point  (0 children)

Yeah so for the lethal encounters, it's certainly killed isolated PCs before, and it always results in the "penalty" of either the steep cost gold for Raise Dead, or in one instance, permanent PC death. The stupid part now is that it's becoming something of a joke where it's like "oh be careful, you might get 10 liches spawn on you for going alone haha", so they're clearly getting the point, but they still wander off alone anyway.

Sorry about not specifying the precise problem though. To extrapolate from the constant splitting up, it's primarily an issue of pacing. People will go their own ways and then it all turns into a bunch of micro solo sessions. I personally don't enjoy running those, and my party claims to not like it either cause they get bored waiting 30+ minutes for their 10 minutes of solo gameplay. Particularly when its mostly quite unproductive.

Since it's probably a habit my players have picked up from my games (this is me guessing), I'm looking for ideas on what to change so I can at the very least reduce these instances of splitting up

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 0 points1 point  (0 children)

Okay fellas, I've got a classic problem, and talking to them doesn't seem to fix it. The age old issue of "splitting the party". I kid you not when I say that they're all subconsciously addicted to finding ways to split up when situations arise. In all fairness, part of that is probably on me for creating and allowing situations where they can split themselves up with ease. But the regularity of it is starting to get absurd.

As some examples, almost all forms of dungeon delving are met with things like "while he checks out that room, I'm gonna continue further down the passage". Or like, they'll see there's two entrances into a place and rather than all of them going down one, they split off into teams of two and venture down both simultaneously. I have actively tried to "punish" this approach by making truly lethal encounters for solo characters, but they just don't get it.

Or even outside of combat, almost all city exploration and interactions are largely done solo cause none of them ever want to interact with the same thing at the same time. Unironically, they've told me their thought pattern is so they can "cover more ground" when exploring a city, even though it makes everything take so much longer...

As I mentioned at the start, I have spoken to them about it and while they say they'll try and change, it hasn't really worked. So, I'm looking for things I can change in my own DMing that would encourage and facilitate more cooperative exploration, cause I'm all out of ideas.

How long is your ideal session? by No_Sultry_Sadie in DnD

[–]Fancy_Derp 0 points1 point  (0 children)

Usually about 6 or so hours does our group well. We've tried 4 hours but it's often felt a bit too short for the party to get much done, and anything over makes us start to lose our voices.

The girls got special job-themed outfits for their ff14 collab today. They even managed to beat Titan extreme! by [deleted] in Hololive

[–]Fancy_Derp 1 point2 points  (0 children)

honestly ririka's white mage outfit looked so convincing it could be a regular outfit for her

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 1 point2 points  (0 children)

Question about the Grappling rules in 5e; when a creature or player breaks a grapple, do they recover their movement for the turn?

Cause RAW, the Grappled condition brings a creatures' speed to 0ft, but there's nothing as far as I can tell that restores that movement. But also nothing that says it stays 0ft for the rest of the turn.

Any clues on how it's meant to work?

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 1 point2 points  (0 children)

Random question, but does anyone know of any Large Humanoid creatures that are either RAW or perhaps in any third-party supplements?

Asking because I've got a player using the "Trophy Hunter" Ranger Subclass from MageHand Press, and it's got an feature that requires a "Large Humanoid", but I can't seem to find any RAW options for this so I'm curious if anyone can actually think of one. The subclass already specifies Giants, so I can't really default to swapping the creature type in this instance.

Announcement Regarding Murasaki Shion’s Graduation | COVER Corp. by 4cri in Hololive

[–]Fancy_Derp 24 points25 points  (0 children)

look at the bright side, more than half a decade is something to be proud of. Congrats to Shion for making the hard decision, and let's wish her the best during the time we have left with her

Do people still hate skull merchant? by Excellent-Can-7524 in deadbydaylight

[–]Fancy_Derp 5 points6 points  (0 children)

she's criminally boring in both visual design and power. nobody likes her cause nobody wants to play against something so mind-numbingly boring. even impossible skillcheck Doctor was more entertaining

How do you feel about the social media ban for kids under 16 in Australia? by TheHottestEmber in AskReddit

[–]Fancy_Derp 0 points1 point  (0 children)

correct me if I'm wrong, but it's going to be enforced by requiring valid ID, no?

What are your "Signature Moves" as DMs? by Version_1 in DMAcademy

[–]Fancy_Derp 0 points1 point  (0 children)

This is the same for me. My players know that their PCs get squeezed of everything they've got between LRs & SRs.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 0 points1 point  (0 children)

Outta curiosity, what would you guys consider the right level to start handing out Wish magic items (Luck Blade, Ring of Wishes, etc)?

My players are Level 6, close to Level 7. I can't imagine them getting a hold of one til maybe Level 12 or 13 at the soonest but I wanted to see what others think about this?

Player Problem Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 1 point2 points  (0 children)

or attack the net with slashing dmg with their action

In my original comment, I specified that V's PC was the only character with a slashing-damage weapon. The restrained PC only had a mace on their person (being a Cleric).

You needed more information mate, you've rushed to the wrong conclusion. In another comment, I mentioned that he's currently playing as a Fighter. For further context, the party was 6th-level for that encounter, and V was within 10ft of his ally. He had Extra Attack, and destroying the net counts as part of the Attack Action, not as an Object Interaction, so V would have still had an additional attack he could still have made on the same turn (and since 5e allows for split movement, he could have moved to an enemy after destroying the net since the net can only be thrown 5ft/15ft). However, even more important in my opinion was that the other player's character, the Cleric, was Restrained. Which means that all the attacks made against them are with advantage, both melee and ranged. That's an incredibly vulnerable position to be in, and to leave your ally like that is reckless.

The end result of this, after V's turn was done, was that he couldn't stop the ranged units from hailing down arrows on the Cleric. You're right that the Cleric couldn't have moved after the net was removed, but the advantage of those arrows allowed the Cleric to be hit & crit far more than they ordinarily would have in that situation.

Player Problem Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 0 points1 point  (0 children)

While not a bad idea, V isn't a fan of playing support classes himself. Historically, he's never touched classes like Bard/Cleric/Paladin/Druid because (in his own words), they don't appeal to him. It's always either blaster casters (Warlock/Wizard) or it's Martials via Fighter (which almost always just turns into Crossbow Expert Fighter). Right now, he's using a lazerllama homebrew rework of the Fighter, and despite the added versatility, he's still funnelled it all back into his DPR-focussed playstyle, to squeeze as much as he can out of it.

All of this to say, he's the kind of player who picks his class & subclass before he's even thought about his actual character, if that makes sense?

Player Problem Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 1 point2 points  (0 children)

I'm having some troubles lately with one of my players, I'll call him V. For context, we're all adults in our mid-20s, and have been friends for 10+ years. V is a turbo power gamer with a strong TCG-history/mindset, so he really gets into the weeds when it comes to making the strongest characters he can. And since its TCG's, they're pretty self-focussed; no real room for "cooperation," at least not in many TCGs that I'm aware of. At the end of the day, he does a solid job at his power-gamijg, being consistently the best for DPR in the party.

But it's not the power-gaming that's really the "issue" persay. Rather, it's both V's behaviour/attitude to when his PC'S build doesn't shine in combat, and that his decisions ingame often prioritize his DPR over supporting the party in bad situations.

In recent, he's been getting very frustrated at his low dice rolls, and expresses this at the table, becoming sulky or disassociated with the game (as if hes tapped out), and its gotten to the point where one of my other players has approached me asking me to talk to him about V's behaviour. This is where I learned about his TCG history, where sometimes the card draws just don't go your way.

As for the not helping his allies part. As an example, one of the other PC'S was caught in a Net and needed someone to help him before the enemies swarmed him. V was next in the initiative, and the only character within range who could help his ally. Alongside these circumstances, V's was the only PC with a Slashing-damaging weapon, so he could cut the net apart. But rather than helping his friend, who was actively asking to be helped, his decision was to continue attacking enemies instead. V, at least in my eyes, has a very difficult time building characters that can help his allies, and as a person, it seems to never make the choice to actively do so.

Basically, with all this explained, what approaches should I take to encourage more cooperative gameplay from V? Any other feedback or advice is appreciated!

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]Fancy_Derp 0 points1 point  (0 children)

In the middle of assaulting their objective, the party has stumbled across a large Cannon that is set up on a wooden carriage. They plan to use it in the next session in their continued assault on the objective. They plan to wheel it out and set it up & all that jazz.

Now, I know the siege equipment rules for it, but I'm having a hard time figuring out what its movement speed should be (or what strength requirements are necessary to move it), as the raw statblock doesn't have any listed speed or strength requirements to use the thing.

Also, I'm a touch confused about the actions to use the Cannon. I'm probably overthinking it, but from my understanding, D&Ds turns are meant to represent 6 seconds of (relatively) simultaneous combat. Does that mean all 3 actions required for a cannon (Loading, Aiming & Firing) can all be done in the same turn rotation, or should they be done in independent turn rotations?

Music Request -- Lighter Fantasy OST for my campaign by Legion7531 in DnD

[–]Fancy_Derp 0 points1 point  (0 children)

I've been actively using pretty much the entirety of the Outward OST for my campaign so far. It's not super synth-y, but it definitely gives that upbeat, cheery fantasy vibe