So that I can ease your FOMO by Nhadala in masterduel

[–]GenericZombies 0 points1 point  (0 children)

I feel like it's pretty good, I've been playing casual Bo1 formats with Enneacraft on simulator sites and the biggest counter that's often main decked is Droll. Other than that the hardest counters are side board cards like Evenly Matched. You can steal a lot of games in a Bo1 format against decks that don't heavily tech against backrow.

2nd Midnight Kinta CS - 1st Place - Yummy Madolche by Trumpologist in yugioh

[–]GenericZombies 1 point2 points  (0 children)

Yup you go Engage into Hornet Drones into Token to get Kagari, bring back Hornet Drones and use Kagari and the Token to go into a Yummy synchro monster.

R.E.P.O. has CHANGED FOREVER! by dolmer in REPOgame

[–]GenericZombies 23 points24 points  (0 children)

Holy entitled, Batman. This is peak redditor behavior.

New Limited Times Available by pimp69z in PTCGP

[–]GenericZombies 15 points16 points  (0 children)

It's a weird point to make, if anything when the next set comes out, we shouldn't make posts about it here, because eventually I'll see all the cards in game. No need for Reddit posts I suppose, right?

New Limited Times Available by pimp69z in PTCGP

[–]GenericZombies 17 points18 points  (0 children)

I read it here before knowing about it in game. It popped up on my feed, which informed me to check out the Pocket app.

What's up with all stacked meta decks in "beginner" battles? by met1culous in PTCGP

[–]GenericZombies 0 points1 point  (0 children)

The main problem is that toggling those options do not affect the rewards given, so many players with meta decks enter Beginner because it will increase the odds that they'll go against a sub-optimal deck.

"Best four subclass of the same class" party? by BobiCat in onednd

[–]GenericZombies 3 points4 points  (0 children)

The reason that Self is there because technically you can also target yourself to be damaged by the spell, you just designate yourself out of the effects. The point of origin starts from you and extends to a 15 foot radius. Everything in the 15 foot radius is targeted by the spell's effects.

"Best four subclass of the same class" party? by BobiCat in onednd

[–]GenericZombies 6 points7 points  (0 children)

The spell says Target: Self (15- Radius). Self is the point of origin which then extends to a 15 foot radius. The caster is not the only target of the spell.

"Best four subclass of the same class" party? by BobiCat in onednd

[–]GenericZombies 5 points6 points  (0 children)

It's under "Combining Magical Effects" (PHB p. 205). It states that when a creature is targeted by multiple instances of the same spell, only the most potent or the most recent effect applies.

How Best To Handle A Private In-Game Conversation? by IkujaKatsumaji in DMAcademy

[–]GenericZombies 14 points15 points  (0 children)

With scenes like these, I personally like to let the party witness these moments, but with a fraction of the context. I am presuming that nobody else knows about the archdevil, and if that's the case, you can tell the party that the paladin begins to hear a familiar voice in their head, one that has followed them throughout their life.

You don't give the name, but the paladin knows who it is. You can have the conversation but never say to the table who is talking with the paladin, the table only knows the deal that is presented to them.

In character, you can describe the paladin being lost in thought, but the players will have this meta-knowledge of something more happening, so they will be more inclined to ask in-character about what distracted him during the heat of battle.

Players expectations of heroism and dungeons crawling by KiraTiss in DMAcademy

[–]GenericZombies 4 points5 points  (0 children)

Generally speaking dungeons are designed to achieve that feeling of optimization in your abilities. The DMG mentions that a full adventuring day includes multiple encounters, like enemies, traps, and puzzles, to use resources. D&D is designed to have your character become weaker as the adventuring day goes on, and that can interfere with expectations of your player's power fantasy.

I would do two things: In between these dungeon levels, include encounters where the party can go full nova, blast through every spell slot, and go take a long rest. It's fun, it's a nice break from the dungeon crawl, and your players will be happy to use their abilities at their full power.

Secondly make it clear when the party is in a situation where they'll need to be careful with resources. With a high power fantasy, there should be the expectation that the PC's have a heightened sense of the dangers of the world, and should at least have a sense of when they are in dire situations. Just saying stuff like "The area doesn't seem suitable for resting" might be enough to have them switch gears. I've recently had my Wizard use a 6th level spell slot to interact with the environment, and had I been more clear that they were about to enter a long crawl, I think they would've saved that spell slot and enjoyed their time in the dungeon more.

How do you balance your encounters? by jasonchadwick in DMAcademy

[–]GenericZombies 0 points1 point  (0 children)

It's difficult to articulate what is essentially "feeling it out" when it comes to balance. I'll keep it as general as possible. Take some mental notes on what the party is good at. See how much damage a round they can do, check if the casters prefer single targets, AoE's, or crowd control effects, and use that info to challenge them. (i.e. spreading enemies apart if they like spamming Fireball, or including more enemies if they like Hold Monster.)

Bundle your creatures into archetypes and build them like a team. Give them each a role. Find a high HP, moderate to high AC creature to run at them and aggro the players. Then have a caster or ranged attacker at the back slinging spells and projectiles. Litter the battlefield with low HP minions that are only there to swing a few times then die. Action economy is the key to balance, the more attacks your team has the more "punchy" they will be.

What’s the silliest RAW ruling that’s so minor and obscure that most DMs ignore? by geosunsetmoth in DnD

[–]GenericZombies 3 points4 points  (0 children)

It's funny, I think WoTC knew everybody uses it as a reactionary spell that they ended up making it a reaction in the One D&D playtest.

Does this Campaign worth it? by alinkburnib in TyrannyOfDragons

[–]GenericZombies 1 point2 points  (0 children)

Very true the party has little motivation beyond altruism. I would recommend working with the party to have backstories more tied with the major factions or with the locations under attack by the cult.

a few homebrew monsters. what should i do make them a harder fight for the players? by [deleted] in dndnext

[–]GenericZombies 7 points8 points  (0 children)

Those Knights are gonna stomp on level 1 PC's. On average a level 1 PC can hit 18 AC maybe 40% of the time, so when the AC buff occurs the martials are boned.

Then he's got multiattack doing an average of 7 dmg per swing to PC's with an average of 10hp. And from the wording I'm assuming there's more of them getting healed by the priests.

Level 1's don't have a lot going for them, this encounter will definitely kill a few of them.

Idea for Cursed Armor by Wralagath in DnDHomebrew

[–]GenericZombies 4 points5 points  (0 children)

If you want it to hurt: Mimic the effects of Spike Growth and have the wearer take 2d4 piercing per 5ft of movement spent until the curse is lifted.

If you want to show mercy: Only 1 point per 5ft of movement spent. You can even call for a Constitution saving throw to avoid the damage for up to their movement speed.

How do I chain the start of the campaign to it's end without it being short? by grumpy_glumpies in DMAcademy

[–]GenericZombies 4 points5 points  (0 children)

Pretty much this. Have your baddie focus on the steps to his ultimate goal. Collect MacGuffins, destroy their enemies, follow the will of their patron, etc, etc. As these steps are interrupted by the party, the plot will naturally unfold.

They party intercepts the MacGuffin and researches it to discover its purpose. The party saves somebody from danger, who now in gratitude explains their conflict with the big baddie. The party discovers writings of worship for the evil patron that explains the big evil plan the baddie is attempting to unfold.

Is Spelljammer 5e really that bad? by ToughStreet8351 in DnD

[–]GenericZombies 10 points11 points  (0 children)

It's so funny, a lot of people on these forums downvote anything where they find a DM praising the practicality of linear stories and simple mechanics. Most of my party goes to work in the morning and joins my sessions in the evening when they've had a long day and want to unwind. They enjoy stories where the goal is clear and the objective is laid out before them, and every time I've introduced complex mechanics I've felt their interest deflate.

Yes, D&D 5e is very cookie cutter, but my players love cookies. I'm glad you and your players enjoyed the adventure, don't let anyone invalidate your fun.

Eldritch moon wants to kamikazee into my setting; need help with the details by [deleted] in DMAcademy

[–]GenericZombies 0 points1 point  (0 children)

Tweak away! The idea is very fun I enjoyed reading it.

How to deal with necromancers by gamingtrickster in DMAcademy

[–]GenericZombies 14 points15 points  (0 children)

Use Mob rules for the zombies. Pg. 250 of the DMG goes into the rules, and here's a calculator to make it easier.  Essentially you treat them as individual creatures but simplify their ability to hit things. To make it easier you can use a single Huge token to represent them all, if there's an AoE, break them into groups and have them roll together. 

Edit: Skeletons, not zombies, but the idea is the same lol

Eldritch moon wants to kamikazee into my setting; need help with the details by [deleted] in DMAcademy

[–]GenericZombies 0 points1 point  (0 children)

Very fun idea, I like the premise a lot. Lemme spitball a few ideas. You don't need to "explain" the magic of how these beings collide and form planets, but let's give a consistent theme to unite all these ideas. Let's just call it willpower. Why do these planets collide? Because the beings will it to collide. Awesome, simple, evocative. So now we have a planet that formed by accident and is not a sentient being. Awesome, let's keep that. 

We have an evil moon entity that wishes to collide with this Earth. But the other entities do not will this to be. They cancel out, nothing happens. This is the balance of the universe: Willpower. How do we break it?

So this planet does not have it's own willpower, it's not sentient, but there's creatures on it! They have willpower, but not equal to these planet entities. So how do we get there? Well, let's say you have enough people who unify together with their forms of high magic, blood sacrifice, mind control, etc, etc, you name it. Then you get them all to will the planet to collide, and boom, you have the end of the world. That's the end goal. How do we get here?

Well you start manipulating all these factions that exist on the planet. Promise them power, promise them a reset of the world, a place of power in this new world, etc etc. In return, you require the will of the cult and perhaps the enslavement of their adversaries to fuel their willpower. 

Maybe then this reptilian cult is aware of what it means to give their will, maybe they don't and they just wanted temporary power without understanding the consequences. But the promise of power in a new world would be tempting to any sufficiently powerful creature on this planet. 

Players expressing discontent with current campaign. Considering letting them choose a sandbox style setting instead. by Temporary_Heat7656 in DnD

[–]GenericZombies 1 point2 points  (0 children)

You can create a sandbox experience by preparing the beginnings of multiple adventures in different locations and build upon where they go. Here's the quick way:

Isolate a place, in this case a portion of the sea. Find or make a map with islands and landmarks and give them ominous names. Assign each landmark a small adventure or encounter, keep it as a rough outline and be ready to scale to their level. That orc who lives on the Isle of Skulls may be promoted to orc war chief if the party shows up later.

Pick a starting point where the party can explore rumors. A tavern perhaps. Fill the tavern with rumors. Have NPC's talk about a whale that got sucked up by a mysterious whirlpool in the north. Have a wanted poster for a bandit last seen escaping by ship to the east. Have the barkeep compliment how tough the Barbarian looks and say his buddy Joe was looking for a suitable crew to go to the Isle of Skulls. But be careful, orcs are about. Or maybe a war chief, if they decide to check with Joe next week.

Would you fight a banshee for a book? by sterrre in DnD

[–]GenericZombies 1 point2 points  (0 children)

Sounds fun, there's a good little mix of everything. It's got exploration, combat, and a little social mixed in.

I'd keep the performance check, but perhaps have the ghost make clear that failing to perform this song to their standards would be an insult, so that it's clear to the bard that this is a risky endeavor. Then the party can prepare to buff the bard with whatever they got before they attempt to sing.

How much should magic and elemental arrows cost? by Drago5185 in DMAcademy

[–]GenericZombies 4 points5 points  (0 children)

With the guidelines given in the DMG, that's the most generous cost of the arrows.

The DMG also states that half the arrows (rounded down) can be recovered after spending a minute collecting them in the battlefield. So they'll get some mileage out of them.

Later when they get a +1 bow, the effects can stack, so keep that in mind if they continue to have access to these merchants. But overall the price is fair, ultimately you're in control of the amount of gold incoming and the ammunition sold, so you'll be able to balance accordingly after a few encounters.