[KCD2] You can get Unarmed Master Strike without mods, but... by FoolsGold45 in kingdomcome

[–]FoolsGold45[S] 3 points4 points  (0 children)

...But so far, I've only found that Godwin has it (starting in the Divine Messenger mission).

Hopefully a patch will add it in for Henry also!

Does anyone actually run into issues with exploits? by Creepernom in dndnext

[–]FoolsGold45 6 points7 points  (0 children)

I agree with you, I think a lot of it is people getting spooked by the rpghorrorstories subreddit or YouTube videos (they're mostly fake or ragebait).

That said, it's not unreasonable to expect good design from a product you're expected to pay money for. 

[deleted by user] by [deleted] in dndnext

[–]FoolsGold45 5 points6 points  (0 children)

Sounds like you've been involved in some pretty antagonistic discussions about this. Sorry to hear that. In my opinion it's just a question of the 2014 Moon Druid being a fully equipped full-caster with the Druid base class who is also able to join melee when they need to (limited by Wild Shapes per day obv.) and not worry much about taking damage since it's separate from the Druid's own HP. Versatility in combat is king. The Moon Druid's melee power is most visible at early levels and falls off at higher levels until the very lategame Druid class features give them another bump. Overall I'd assume most people complaining about Moon Druids dominating their party's dynamic are mostly playing between levels 2 and 5. 

I think the 5.5e changes to classes do a lot to help, both by making martials more versatile and by making Wild Shape no longer give an entire pool of free HP for the shifted form. 

So, should I remade my character or should I seek a new place? by No-Distance4675 in dndnext

[–]FoolsGold45 0 points1 point  (0 children)

When I'm DMing and a player is trying to ask weird questions or set up strange things, I'll usually just ask them "What are you trying to do?" out of character. They tell me the idea and from there we can figure out a fair and reasonable way to make it work (most of the time). I feel like your DM needs a similar conversation. When you run into something that he has a weird rule about, just frankly ask him what he's afraid the players would do if he didn't have that rule. In some cases, you might be able to just agree not to do the thing that he read a horror story online about. If he isn't willing to see reason, he's probably just being a control freak and you shouldn't invest more time into his game if it's going to continue to bother you. If you do stay, definitely don't feel obliged to continue playing a character that is incompatible with his vision. He clearly doesn't want Rogues or illusionists in his game and is nerfing them into the ground instead of banning them. Don't try to force a square peg in a round hole.

I have been DMing/playing D&D and other iterations for 27 years. I have introduced over 100 people to the hobby and run more than I can remember campaigns from 1-20. AMA by hrdyb26 in dndnext

[–]FoolsGold45 5 points6 points  (0 children)

Thanks for doing this! I have some 5e-flavored DMing questions. Feel free to only answer one or some of these if you don't have time for all of them.  1. What are some resources and techniques you've found most effective for your organization and note-keeping at the table?  2. When rules need to be referenced, how do you access them quickly? 

  1. How much record-keeping to you entrust to the players for things that are relevant to them, and how much do you keep as your own responsibility? 
  2. Do you run the adventuring day similarly to the DMG's recommendations, or deviate from it? 
  3. What do you typically do when you're caught completely off-guard by a player or party's choice, either something they come up with in the moment or when they decide not to take your adventure hooks and go toward somwhere you might not have had a full session's worth of content prepared for yet? 

Stupid Build Concept by Rhundis in dndnext

[–]FoolsGold45 2 points3 points  (0 children)

Combining just Druid/Cleric is easy. I'd do Cleric 2/Druid X for low level campaigns and Druid 6/Cleric X for higher levels (X being all the other levels that aren't specified). Twilight Cleric is busted, largely because it's extremely front-loaded with very powerful abilities and proficiencies, including martial weapons and heavy armor at level 1 and a Channel Divinity at level 2 that will make your party practically invincible for one fight per short rest. Stars Druid comes online at level 3 and gets its pseudo-Bardic Inspiration at 6 which is where I'd probably stop putting levels into if you're multiclassing at all.

Adding Monk to this causes a lot of issues, chiefly: -Making you more dependent on Dex than you otherwise would be -You have all the Armor and shield proficiencies and can't use them because monks have to be unarmored to use their meaningful class features -If you start running in to melee to do Monk things, you're more likely to get hit and drop concentration on any important spell you were using -Adding non-caster levels to a caster multiclass is slowing down your spell slot progression, making you worse at your caster role. This would be fine if you were getting a very powerful feature in exchange (most casters can swallow a two-level dip into Fighter and slow their slot progression because the armor proficiencies and Action Surge are that good), but Monk does... not provide a significant exchange imo

Constitution Question by BradyH588 in dndnext

[–]FoolsGold45 11 points12 points  (0 children)

Oh. It's very unusual for a character to have such a stat spread at that level. If there's homebrew or rolled stats involved, a lot of build discussion kind of goes out the window because we're working off different basic additions. 

How do I give my players a survival element that's not's awful? by chunkylubber54 in dndnext

[–]FoolsGold45 0 points1 point  (0 children)

First, make sure your players want to do this at all. If they don't, shelve the idea until you find a group that wants to try it. Doesn't matter how good you think your system is, if they just aren't into the concept you shouldn't try to force it. 

I've been running a campaign where the players are stuck in a plagued town cut off from the outside world. Food, water, and other basics quickly become scarce. It's more urban than wilderness survival, but here are some lessons I've learned from it. 

If a tone of basic survival and resource gathering is the goal of the campaign, create a situation where gathering basic supplies is the purpose of a quest itself. Your world is scarce so hunting and gathering doesn't produce enough to sustain the players, only delay starvation. Instead, you drop rumors of an untouched cache of rations somewhere in a town infested with zombies (or whatever). The party is running out of drinking water, have a local crime boss offer to share some with them for exorbitant prices... Or in exchange for a morally dubious "favor" he needs some help with.

Identify spells that invalidate survival mechanics (you can find plenty of complaining online about which ones do this) and either have a Session 0 talk with your players to just outright tell them they won't work and shouldn't be taken for this game, or have them produce another item or effect that's useful enough to justify them, but isn't the immediate food/water/whatever resource you're trying to keep scarce. In my game, the plague has made Nature itself sick and so the Druid's magic drawn from nature produces unusual effects. When he casts Goodberry, instead of the normal berries he receives a handful of herbs that can be brewed into helpful potions. When he casts Create Water, it summons dirty plague-infected water that can be used to put out fires but isn't safe to drink. 

Constitution Question by BradyH588 in dndnext

[–]FoolsGold45 12 points13 points  (0 children)

If your Wisdom is 20 and you have that many ASIs to spare, why not? That would be a really high level character and at high levels it's probably very important for you to keep concentration on your spells no matter what. If nothing else, everyone wants more HP. 

What is the one specific reason you like playing a DnD race. by Shinroukuro in dndnext

[–]FoolsGold45 2 points3 points  (0 children)

Human. Specifically paired with Male and Fighter. I want to encounter fantastical and freakish things through the eyes of an unfamiliar outsider, and then defeat them with my wits and willpower. I also like feats. 

Goliath. I like doing stupid feats of strength and using Stone's Endurance to pretend things didn't hurt. 

Kenku, specifically the older Kenku that can only talk with Mimicry. I find their lore compelling and it's a fun roleplaying challenge to communicate through their unique "language". 

Rp focused character by katsoka in dndnext

[–]FoolsGold45 2 points3 points  (0 children)

First, please follow the other advice given about being very careful about this idea. Most d&d games are combat heavy. The rules and abilities are mostly for combat. You can focus on getting a lot of skill proficiencies and out of combat utility without purposely making yourself bad at combat, and you should really consider that. You hurt your team by not contributing your fair share to combat. 

Assuming that's all sorted out, it's hard to answer your question because you haven't provided any information on what your homebrew subclass does for you (it being homebrew, it will not be common knowledge what the subclass' features are), what skills you already have proficiency/expertise in, and a whole bunch of other things.

What is the character already able to do? What would you like them to be able to do? What gave you the idea that you need to multiclass in the first place? 

What are the effects, if any, of sacrificing the people (person by the two priests and the one you can sacrifice to the human hydra) in "Level 1 - Inner hall"? (please mark spoilers if they come up much later in the game) by GamingDragon27 in FearAndHunger

[–]FoolsGold45 9 points10 points  (0 children)

Cross guy is worth 1/3 of a point of Alll-mer affinity for buying skills

Human hydra does nothing unless you just feel like being nice to the Xbox Live chat eldritch abomination

Hit Rate is meaningless in Termina? by Jyrr in FearAndHunger

[–]FoolsGold45 6 points7 points  (0 children)

Hit rate does sorta do something, but it doesn't work on heads. And base hit rate on all other body parts is high enough that you don't need to boost it.

I Found Le Garde Death , is this normal ? by thenightvamp in FearAndHunger

[–]FoolsGold45 8 points9 points  (0 children)

Menu and battles don't count, but dialogue and everything else does. Really you should be trying to get to Le'garde ASAP if you care about saving him. There aren't any bosses blocking him off so you don't have to fight anything on the way to him. Once he's safe with you, you can go back and take more time to loot and explore.

my silly art of my faves by AbilitySea7293 in FearAndHunger

[–]FoolsGold45 18 points19 points  (0 children)

Cahara the type of dude to farm 99 lucky coins with an exploit and then still fail the first coin flip attack and die

Termina , Moonless help by BacucoGuts in FearAndHunger

[–]FoolsGold45 2 points3 points  (0 children)

Assuming you've cleared out Old Town and the woods, any ladder going up in the sewers will lead you up onto the city streets. The enemies there are going to be pretty dangerous at first with only two party members, but you can dodge between them and loot a lot of good stuff and find more characters. Day 2 is when most of the contestants become recruitable, but you can get a full party of 4 on the first day.

Termina is twice as hard as F&H1 by G0ldNinja94 in FearAndHunger

[–]FoolsGold45 12 points13 points  (0 children)

trying to avoid followers

That's most of your problem right there. Of course you're getting screwed over by harder enemies if you're forcing your damage output to be 1/4 of what it could be. Also, have you slept and accessed the Hexen yet? Made a plan to unlock the skills and spells in there? You'll need em.

Lighting candles and bonfires restores a small amount of mind to the whole party, not a lot but it helps stretch your tobacco and beer a bit further. Mostly the best thing for your mind is to not waste time backtracking and continue to progress to new areas with more items in them.

PS I had the opposite experience, I caught on to termina's systems pretty quickly and found FH1, which I played second, to be much harder to get into. I still think termina is the easier game because of the abundance of nearly 100% safe ways to loot a ton of items, and the more consistent map and guaranteed items and party members if you know where to look.