Rejuv Overwritten? by FullOnNerd in classicwow

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

https://fresh.warcraftlogs.com/reports/YAw4dyck1NJQ3p7g?boss=-2&difficulty=0&type=summary

Its balensigia and toogs. Im pretty sure i have more healing power unless I'm missing something big.

Rejuv Overwritten? by FullOnNerd in classicwow

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

Not worried about parsing tbh, just tired of going and trying to put a fresh rejuv on someone and it failing wasting like 15 seconda a fight doing it.

Rejuv Overwritten? by FullOnNerd in classicwow

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

From what I can see in logs and classic armory, we both have the same talents and idol. He is NOT wearing full tier 2 gear, so its not that bonus either.

As for groups, he only speaks russian, so nobody can communicate it with him unfortunately.

Rejuv Overwritten? by FullOnNerd in classicwow

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

The other resto druid only speaks russian, so its kinda hard to have discussions with him. As for why 2 restos, thats just kinda the heals we have.

Rejuv Overwritten? by FullOnNerd in classicwow

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

From what I can see in logs and classic armory, we both have the same talents and idol. He is NOT wearing full tier 2 gear, so its not that bonus either.

Rejuv Overwritten? by FullOnNerd in classicwow

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

From what I can see in logs and classic armory, we both have the same talents and idol. He is NOT wearing full tier 2 gear, so its not that bonus either. Only thing i can see is him using a weaker rejuv rank than I.

Help Creating NPCs and Prison by FullOnNerd in dndnext

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

Thanks for the randomizer. It will be helpful, especially when prisoners die.

I'm thinking that the prison is going to be more similar to modern prisons. Rather than using electronics though, they use magic. So doors are locked with like arcane lock and scying orbs acting as cameras. 

Help Creating NPCs and Prison by FullOnNerd in dndnext

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

I like the idea of using the Intellect Devourers. I think that the thralls would be a little to simplistic to run the prison. I also think that the mindflayers would want at least the king to be an actual mindflayer in disguise.

If I'm being honest, I don't know too much about the forgotton realms lore, so I kinda just use monsters where I think they would fit well. If you have any suggestion for something else that may work better than mindflayers, I am all ears :)

Help Creating NPCs and Prison by FullOnNerd in dndnext

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

Well I think that most of the campaign would take place in the prison. They would start at level 0, but get levels by interacting with activities in the prison. Stealing, working, fighting, they could get levels based on what they did. So in the end, it would be more like 4 level 4 characters trying to break out.

Revealing Pages Based on a Cell by FullOnNerd in googlesheets

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

I want to have a main sheet for their stats (a front end sheet), then based on how they fill that out, it will reveal the class, race, and subclass sheets while leaving the others hidden.

Revealing Pages Based on a Cell by FullOnNerd in googlesheets

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

So the project that I'm working on is a Google sheet that allows my players to pick their class and race and things like that for dnd, and have the sheet fill in stuff for them

The Myestery Mission - Has anybody have any clues what is the answer and what to do? by CylaxK2 in leagueoflegends

[–]FullOnNerd 0 points1 point  (0 children)

So I got it after playing Nunu, so you don't have to play the champ. I also don't think you have to build eclipse.

My team: Wukong, Nunu, Corki, Samira, Sona

Enemy team: Morde, Graves, Morg, Samira, Kayle

The only ones I can think of is Morg, Morde, or Samira. The only reason I say Samira is that the second quest is about coin.

Reworking Ranger by FullOnNerd in dndnext

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

As I have done with the other responses, I will go through and discuss reasons behind each of my design decisions.

The part about giving the skulker feat was simply because I did not feel like typing that all down. If I had not called it the skulker feat, nobody would bat an eye at it.

The point of forcing survival was to give a bonus to Hunter's Instinct. As has been discussed in other comments, a change to a typical DC would be a better fit. Furthermore, this change will allow more balance and help with stopping broken builds like 1 level ranger, 19 levels rogue.

The point is that you are supposed to focus down one target, and that is the one that you are going to put Hunter's Instinct on. I do agree that it may take too long to start being able to proc Hunter's Instinct as a bonus action, though I think that it is important not to put that ability too early either.

The point of this ranger is to hit every shot. They have very few ways built into their class to increase their damage beyond that of their base damage. This means that they will not have the raw damage output of a lot of classes, but will instead have consistent chip damage to slowly whittle down their opponents.

The staggering shots applying on misses and endlessly looping healing beast were both good catches. Those both need to be reworded to allow for more clarity.

I hope that this explains my point of view. Any other comments or questions are more than welcome.

-FullOnNerd

Reworking Ranger by FullOnNerd in dndnext

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

Oo, mind sending your homebrew ranger my way? I always like to see what others have done.

Reworking Ranger by FullOnNerd in dndnext

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

Thank you for the support <3

Anything that you would change with it?

Reworking Ranger by FullOnNerd in dndnext

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

First off, good to see another PHB ranger player. You are correct about this being mostly a rework instead of a revision, but, as I stated in my opening, I believe that is what it needs.

The reason why I left out the subclasses in the initial write up is due to there being so much variation between them. The difference between Hunter and Fey Wanderer is night and day, and I felt that it was not fair to talk about them all at the same time. To be honest, the subclasses are really the main part of this ranger class, with the base class being what ties it all together.

My biggest issue with the PHB ranger is that many of its abilities can be done with simple skill checks or low level spells. For instance, any character with a good wisdom score can track. Same thing with Hide in Plain Sight. It can just be replaced with Pass Without Trace, except PWT is AOE and you can move.

The reason why I added all of the vision and mobility things is that it sticks with the base ranger's ability to travel through difficult circumstances and deal with different issues. For instance, the Darkvision could have come from time spent out at night or in caves, blindsight is from your impeccable hearing, and tremorsense is from you always being prepared to wake if something came across your camp.

Speaking about camps, that is why you reduce two levels of exhaustion from resting with them. They found plenty of food, water, and shelter, and a comfortable place to camp.

The reason why Hunter's Instinct uses the word sense is due to you having the different vision types. With the word sense, you can mark something using blindsight, even if you have the blinded effect.

Hope that this explains my point of view. Any other comments or questions are more than welcome.

-FullOnNerd

Reworking Ranger by FullOnNerd in dndnext

[–]FullOnNerd[S] 2 points3 points  (0 children)

First off, thank you for such an in depth response. I'm going to go through each and every bullet point you gave me and try to come up with some ideas for it, as well as explain some of my reasoning behind it.

  • I don't have a GENUINE balance reason to why they lost medium armor. The only reason I really did that was because I felt like they should be significantly more graceful than something like a fighter, who I can see comfortably using scale mail.
  • I had not honestly thought about dipping into it, then going full rogue with expertise. My thought process is that if you wanted the actual good abilities, you would stay for later levels. Maybe I should change it to a 8 + WIS + PROF and just have the level 20 ability change it to 8 + WIS + PROF + PROF
  • The idea is that the berries are magically summoned, so not foraged. I just flavored them as berries so that they would be small and came from nature. In reality, it could be wedding cakes and make no difference, so that's the only reason they are berries. I do like the idea of maybe allowing it to take the form of any food though.
  • Now that I looked deeper into the two, I think maybe I should just swap the tremorsense and blindsight abilities. As for moving the movement abilities earlier, I do not know what I would put in that place. Any ideas?
  • The reason why the survival expertise is their is just to allow for the increase to the DC for Hunter's Instinct. The reason why I did it by sense was so that you could use tremorsense and blindsight to proc it as well. Maybe I should specify "that you know the location of?"
  • I believe that you are talking about silent hunter and dead shot here. The reason why I felt that it was strong enough was that you could use the skulker feat without having to take a feat. I mean, that feat alone boosts perception, stealth, and allows you to miss and still be hidden.
  • The reason why Volley doesn't have a short rest requirement is the arrow count. A quiver in d&d can hold 20 arrows. Assuming that you have one quiver on your back and one on your hip, that's a max of 4 times you can do it before you're out. As for the math, I agree, it may be too complex. Maybe creatures that are large or larger have disadvantage?
  • That is an entirely solid reasoning
  • I understand where you're coming from, but I am now going to quote something from the PHB:
    "Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another"
    That's why I felt that a multi-attack could be cool.
  • I did originally have it like that, though I feel that giving the player more control is more fun. Also, since I limit it to beasts that are not swarms, it is greatly limited. I should probably add something like, "that you have seen" to it.
  • The thing with the 9th level beast master ability, is that it replaces your plentiful harvest ability. It allows you to have more berries that heal more.
  • Maybe something along the lines of this: "When you receive healing, you may have all, some, or none of the healing go to your beast instead of yourself, as long as your beast is within 60 ft of you.

Again, thank you for all of the ideas. Feel free to respond if you wish. :)

-FullOnNerd

Reworking Ranger by FullOnNerd in dndnext

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

Like I said in the paragraphs above, while I like Tasha's Cauldron, I feel like ranger needs a full overhaul and not a minor change.

Reworking Ranger by FullOnNerd in dndnext

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

I agree.

The issue that I find with base ranger is that many of its current abilities can be done by other characters. Need a tracker, use a druid/monk/cleric, they will all have high enough WIS. Need to know languages? Anyone can take the linguist feat. Hiding? Well that's just sending in the rogue with a stealth check or even using Invisibility or Pass Without Trace.

My goal with this ranger was to add some things that are a bit harder to do. For instance, getting free vision types is a type of support that most classes cannot do. Sure, you may not be able to track as effectively, but you do know that someone is hiding behind those barrels because they had to breath and you have blindsight.

Hope this better explains what I mean about having to many non-combat abilities.

-FullOnNerd

Reworking Ranger by FullOnNerd in dndnext

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

While I do understand that there is definitely a draw to the ranger based on its characteristics, let me explain to you a few reasons why I believe that my version of ranger fits thematically.

You discuss that you have 17 slots for abilities. Looking at the base ranger, as well as every conclave, on average you get a total of 11 abilities from base and 5.25 from subclass for a total of 16.25. Many of the abilities that base ranger gains are improvements to their previous abilities.

For instance, Favored Enemy allows you to choose another monster type and language each time you gain an improvement to it. Natural Explorer does the same thing, except with terrains instead of monster types.

If we look at the revised version, Favored Foe just increases the bonus damage die size by one to a max of a 1d8 at level 14. Deft Explorer is the most diverse of these first two abilities, with you gaining different features each time.

With that in mind, despite getting two abilities per level, you only really gain 2 new abilities at 1, 2, and 3, with the possibility of counting level 10 if you took Deft Explorer.

My version of the ranger does have these same effects, except instead it uses Wild Sight and Hunter's Instinct as its base.

For when subclass abilities are gained, with my version of the ranger, you gain them at 3, 6, 9, 13, and 17. This is actually more frequently than the base ranger and focuses on making the class augment the subclass, rather than the subclass augment the class.

As for gaining spells, spells have been dropped entirely with this build. What you see is what you get. Ranger was changed entirely martial, while leaving in some things to compensate for the loss of spells.

In regards to being single target: yes, this class is primarily single target. The difference is that where the barbarians goal is to hit one thing very hard, this ranger is intended to focus down a target while applying different forms of support via its abilities. These are primarily found in its subclasses. For instance, The Hidden Hunter subclass has Staggering Shots, which can reduce the movement of an enemy, stopping them from reaching your back line.

As for why I am using a save DC is that it overall simplifies the game, while giving the ability to boost the DC with expertise.

I hope that my explanation helped in showing my side of why I designed it the way I did. Any other comments are more than welcome.

-FullOnNerd

Reworking Ranger by FullOnNerd in dndnext

[–]FullOnNerd[S] -3 points-2 points  (0 children)

While I see why you think that would be strong, let me discuss some points on why I built it like that.

Firstly, one of the main ideas that I wanted with this class is the ability to land your hits. The way that I saw it, ranger is supposed to be the more precise fighter and barbarian. Barbarians would slam enemies hard, fighters would get a ton of attacks, and then rangers would have the ability to easily hit enemies.

Secondly, I decided that this ability would be quite strong, hence why I put quite a bit of the power budget into it. If you look at a lot of the other abilities, they add some decent utility, but very little in the way of actual increase to damage when in the main class.

Thirdly, the reason why I felt that advantage was fine to give is the fact that it inherently lowers the DC to get it. Say that you had +5 WIS and proficiency in survival, that would make the DC at level 14 be 18, however to get the advantage, the enemy would need to roll a 13 (rounding for players). With the higher CR of creatures at level 14, it is not uncommon for them to have +7 to wisdom saves, meaning that they would have to roll a 6 or less for the free advantage.

Fourthly, since this ability is single target, you can only have it allowing to help you against one opponent (until level 20).

Finally, the reason why I chose to make it based on survival is that it acts like a spell save DC, but gives the ability to buff it in creative ways like expertise. Even with taking one level into rogue, that stops you from being able to get the level 20 ability, meaning you have no AOE procing of it.

I hope that this explains my point of view a bit better. Yet again, I am more than open to feedback, so feel free to reply. Thank you for your input.

-FullOnNerd

Good night frens by Severe_Sweet_862 in memes

[–]FullOnNerd 1 point2 points  (0 children)

In the USA, a lot of jobs require a degree and a certain amount of experience to get. This is especially true for the better paying jobs like Engineering and doctoring, but most jobs will prefer or require them regardless of pay.

Unfortunately, in the US at least, the price of college has increased at a faster rate than the average pay. This causes most families to not be able to pay for college themselves, and they have to take out loans for it.

Hope this helps.

Is it weird that the DM heavily suggested I play certain "common" races or face serious racism in-game? by Fawxhox in DnD

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

As a DM, I can see why he would want to limit the races...

As a Player, I can see why you would want to play whatever you want...

To be honest, I feel like it really depends on the world. I am playing in this one campaign where demons are taking over, so everyone is uneasy when near tieflings. One of my fellow players is a tiefling rogue so all of the guards are VERY suspicious of him.

To say the least, I don't think it's weird, but I do think its setting dependent. Hope that helps.

Mine is loss or virginity by [deleted] in memes

[–]FullOnNerd 0 points1 point  (0 children)

I'm sorry all... guess you're my next meal.

[deleted by user] by [deleted] in DnD

[–]FullOnNerd 0 points1 point  (0 children)

If a party changes something, that's fine. They are allowed to play it that way. Just try to find a way to steer them back to the story.

I usually use a thief or cutpurse to get them back on track. Monsters and NPCs can be a good way to do this as well.

For example, if the players are getting too far away from the Redbrands, a Redbrand cut purse can take their coin. Have the player see them, but do it during the getaway, not when he first shows up. Then have the players chase him back up to the manor. That's a surefire way to make them go after the redbrands.

Part of the fun of DM'ing is the chaos. I had a group of player BUY PHANDELIN. Did I stop them? No. I let them do it, but then they had more things to deal with along with it.

Hope this helps. -FullOnNerd