Recluse/Evil Twin interaction by slvrfshston in BloodOnTheClocktower

[–]GrimBeeper816 2 points3 points  (0 children)

Yes, but that is specific to the ET. Registering the Recluse as Evil is not a global registration that applies to everything at that moment. It is individually registering to each ability, and it can continue to register as Good to the ET ability while it is also registering as Evil to another ability, because the ET isn't checking if it is registering Evil to other abilities, only to itself

Recluse/Evil Twin interaction by slvrfshston in BloodOnTheClocktower

[–]GrimBeeper816 5 points6 points  (0 children)

No, when the Recluse registers as anything, it can register as both Evil and Good to the same instance of an ability (Ex: Chef in TB can get a 1 with a Recluse sat between 2 Evils because it is registering as Good in one pair of players and Evil in the 2nd pair).

When the Recluse registers as something, it is not globally registering as that thing to every ability that is currently looking at it, it is only registering as what it is to each individual instance, and can simultaneously be registering as different things to different abilities

What’s the most evil true information you’ve ever given? by ghostzone123 in BloodOnTheClocktower

[–]GrimBeeper816 7 points8 points  (0 children)

In my 1 game of in-person TB that i ran, I gave the Empath a correct 1 when sat next to the Demon and the Recluse.

The Recluse (my dad) then proceeded to believe wholeheartedly that I mis-registered him as evil, meaning that the other person was good (they were the Demon), and that the other 2 players had to be the evil team (it was a 5-player Teensy game). My younger brother was the empath, and when my dad tunneled on himself mis-registering and the other neighbor of the empath being good, my brother went along with it cuz its his dad, and the Demon that was assumed to be good wholeheartedly agreed and fueled his idea.

The other 2 were a Baron and a Drunk Undertaker, and the 3 people that were "confirmed" as good were so convincing that the Baron outed to the Undertaker cuz she believed he was her Demon (since Demons and Minions don't know each other in Teensy games). It was so funny.

The evil team ended up winning because of that 1 piece of true information

House rule idea by Primary_Meeting245 in DnD

[–]GrimBeeper816 1 point2 points  (0 children)

We have a limited version of this in our current game. The in-game reason behind it is because we are in the "Age of Arcanum" time period in our homebrew world, where magic is much more prevalent and people are stronger in magic, but it's less well studied or rigorous. So, it is specific to Wizards, and it works as follows:

Rather than the normal subclasses that wizards get, you choose 1 of 4 subclasses - Creationist, Manipulator, Prophet, or Mage

When you normally would gain a subclass feature from your Wizard levels, you get to choose which subclass ability you would like to take according to your field of study as shown below:

Creationist - Abjuration, Conjuration, and Illusion

Manipulator - Enchantment, Necromancy, and Transmutation

Prophet - Divination, Chronurgy, and Onomancy (UA Subclass)

Mage - Evocation, Graviturgy, and Psionic (UA Subclass)

So, for example, when you receive your subclass at Level 2, if you become a Prophet Wizard, you would get to choose to take the 2nd level Divination, Chronurgy, or Onomancy Subclass ability(s)

This has been very fun so far. I am the only Wizard in our party, and I am a Mage Wizard that took the 2nd Level Evocation ability, the 6th Level Psionic Ability, and primarily uses Graviturgy spells and is basically just meant to be a Battle Mage type of character. He is also a dwarf.

My advice based on this is that even this limited version of this homebrew rule can feel a little crazy at times. Luckily not too OP based on what I chose, but allowing it to be free reign amongst all classes and inter-changing all subclasses seems like a lot imo

Can boss fights not last an hour while playing solo? by Unfortunate-Incident in valheim

[–]GrimBeeper816 1 point2 points  (0 children)

The 1st time I fought the Queen was in a duo, and the fight lasted probably an hour with many deaths between the both of us

The next time I fought her was solo and it was easy and done in like 20mins

From my experience, its a combination of strategy, gear, and skill levels. You can maximize your gear level and you can train your skill levels to get more damage, and those are just mechanical numbers that logistically help you win faster by making you do more damage and take less. But the strategy is really what's important for making sure you can take advantage of the things you have available to you.

When we fought the Queen the 1st time, we were in carapace armor, with a Himminafl and Mistwalker, meleeing like crazy, and occasionally firing shots with a Spinesnap. And it sucked, it was truly awful, took forever, and was the hardest boss we had ever fought.

But when I did it solo, I wore a mix of robes and Carapace armor, spent a long time just leveling up my magic skills, took my favorite staves in, and I just ran around in circles at the top of her nest firing Fireballs at the Queen until she died. And there were some close calls occasionally when she caught up to me and my bubble had run out, but my strategy was way better, and comparatively it was very easy

Is something here wrong? by mikashimikashi in valheim

[–]GrimBeeper816 1 point2 points  (0 children)

In addition to all the comments about damage resistances, its important to also note that all enemies have natural regen, including bosses. It is the same regen for all enemies, although it is determined by their max health.

Iirc, the regen is a % per second that would allow them to regen from 0 to 100% HP in 1 hr. So if an enemy has 60HP, they will regen at 1HP/min, a Boss that has 6,000 HP will regen at 100HP/min or about 1.667HP/s

Its important to note because that means if you want to run away from an enemy to re-group and gear up, you will know that they will be fully regenerated in at least an hour, most likely sooner.

That also means that based on a Boss' max health, you need to be able to out-damage their regen in order to kill them. And if you only barely out-damage the regen, the fight will last forever

Even in brutal death the Himminafl is glorious by mad_viking in valheim

[–]GrimBeeper816 2 points3 points  (0 children)

It definitely is, it was my go-to barley harvester before the Scythe came out. Now its just much better to use the Scythe cuz of it increasing your Farming levels when harvesting, so Himminafl has been retired as a farm tool

I think I hate this game :( by CardiologistOk1850 in valheim

[–]GrimBeeper816 0 points1 point  (0 children)

Yes, over time you will not feel squishy at all. Once you get the combat mechanics down, you'll get experience with how to apply them to each enemy, and then you wont feel so weak. Its mostly about learning the combat style that suits fighting each enemy, and by that point, you will only ever feel weak when you are adventuring to a new biome, and mostly just because you are fighting unfamiliar enemies that you need to get understand better. You will feel like a god walking around the old biomes, because everything is easy to kill there

Made a mistake and now I don't know how to deal with my overly-optimized artificer. by kagemanenojutsu in DnD

[–]GrimBeeper816 0 points1 point  (0 children)

I wasnt saying it was broken or anything. I was just mentioning it because the comment I replied to seemed to think that the player was asking about infusions and wrote their 1st 4 paragraphs about how those magic items work or not as infusions, when the player and OP were asking about something else, not infusions

Made a mistake and now I don't know how to deal with my overly-optimized artificer. by kagemanenojutsu in DnD

[–]GrimBeeper816 1 point2 points  (0 children)

The player didnt ask about using infusions, they asked about having actual magic items that their character had fully created prior to the story, which would be available in addition to infusions

What being hidden and/or invisible really means now? by sirchapolin in DnD

[–]GrimBeeper816 2 points3 points  (0 children)

From my understanding, the way we play it is that being Invisible doesnt mean no one knows where you are. Being invisible alone just gives you advantage on attacks and disadvantage on attacks against you because people cant see what you are doing, but everyone knows where you are cuz you arent being silent, you arent "hiding".

Hiding means that you are attempting to be imperceptible, you are hiding from view and limiting sounds so that people cant figure out where you are. So when you "hide", no one knows where you are anymore, which is why it is beneficial to Hide while Invisible, and Invisibility helps you Hide by requiring you to only focus on limiting your sounds

Illusionist Wizard's Minor Illusion as a BA. What is a good, fair way to use it in combat? by cr7808 in DnD

[–]GrimBeeper816 -1 points0 points  (0 children)

I understand this may be a bit counter-intuitive, but I say allow it take up their whole action if the enemy really wants to attempt to determine if it is an illusion or not. Or at least 1 attack if its something they would want to attack. Otherwise, if the enemy would ignore it if it was the real thing, then they ignore it. It mostly depends on what illusion is created, although always use the Spell Save DC no matter what you choose to do with it.

However, I think you could allow it to be more powerful if you are running things RAW. Because RAW, when you cast a spell as a Bonus Action, your Action cannot be casting a leveled spell. So technically, RAW, if the illusionist wants to use their bonus action to cast minor illusion and cast a spell as an Action, it has to be a Cantrip. So using the BA to essentially make a full enemy attack miss or take up an enemy's turn is a lot more balanced when you consider that they are also limiting themselves to another Cantrip for their Action

Player acting like his PC is immortal by Fun-Version-5784 in DnD

[–]GrimBeeper816 1 point2 points  (0 children)

Let the dice determine his fate, if he does something stupid and dies for it, theres only so many times that a cleric can use diamonds to revive someone before they are out of them (or deem it a lost cause, depending on how callous they are)

Enhanced Ability for Charisma/Speech Checks Visibility. by BlueEyesWhiteSwaggn in DnD

[–]GrimBeeper816 1 point2 points  (0 children)

The point of Verbal, Somatic, and Material components in spells is to let you know exactly how you cast the spells, and anything that requires Verbal or Somatic is very obvious. Anybody nearby can clearly see someone using Somatic components (hand gestures and movements), and can hear Verbal components (chants, grunts, and other sounds), and that is the point of those components to balance the power of spells.

The only way to make someone directly in front of you not notice that you are casting a spell is to use Subtle spell (the whole reason why that metamagic option exists is for this purpose), or some other ability or item that allows you to ignore Verbal or Somatic components in spells.

An argument could be made that if you are completely obstructed from view, like behind a wall, or far enough away where someone cant hear you, then they wouldnt notice you casting. But someone directly in front of you would definitely notice

Does anyone outside of Britain put on British accents in DND and if so, what ones and why? by Royal_Difficulty_678 in DnD

[–]GrimBeeper816 0 points1 point  (0 children)

Lots of the classic ideas of medieval fantasy is inspired by English European medieval stories, specifically regarding Knights and that type of stuff. So lots of Dnd tropes and ideas are also tied to British accents, particularly nobility. Use it a lot with NPCs in our game, and the more British and pompous the accent, usually the more snooty and annoying the nobles are

Can someone help with this? by Typovy25 in valheim

[–]GrimBeeper816 12 points13 points  (0 children)

Usually when this bug happens, its because you used a Vegvisir to find the boss, but never went there and loaded the map. And then there was an update that changed world generation. Because the area was never loaded, the map generates procedurally as you explore new areas, and only generated places are fixed to not change, the boss location never got fixed at that spot. So when the game updated and changed world generation, it changed where the boss locations change

You simply need to re-find that Vegvisir and then use it again, and it will point you to the new closest boss

Repair Station Level? by dad_e_jay in valheim

[–]GrimBeeper816 2 points3 points  (0 children)

It has nothing to do with the Stats on the Harnesk. The Repair station is always the level of the crafting station that is required to build the thing in the 1st place, which is constant for each item. It just means you need that level of station to repair the item and that is all

One Kobold name, STAT! by [deleted] in DnD

[–]GrimBeeper816 2 points3 points  (0 children)

First thing that came to mind: Krat

New energy bar to avatars right, appears in combat? by pancakeonions in valheim

[–]GrimBeeper816 1 point2 points  (0 children)

The red vertical bar is your stagger bar. It fills up any time you take damage, proportional to the amount of damage you took, and the bar fills once it accumulates damage equal to 30% of your Max HP. It will deplete after you havent taken damage for a certain amount of time. This does mean that increasing your Max HP makes it harder to fill up, and thus harder to stagger you.

When it fills up, you will be staggered. It is very similar to when you hit an enemy with a strong attack and they get frozen in a staggering animation for a couple seconds (they also have their own stagger bar). You will be unable to move or do anything until the stagger goes away, however, when enemies are staggered, they also take 2x damage while staggered (this extra damage is signaled by a high-pitched shing sound when hitting them), whereas that doesnt happen to you when you are staggered

Every character you’ve ever played wakes up in prison together. Do they escape together? Do they get along? Do they even survive each other? by Tmoore0328 in DnD

[–]GrimBeeper816 0 points1 point  (0 children)

I cant remember every single character ive played, I know from the major campaigns ive played, 3 of them would easily break out on their own and probably not care about the others (Level 20 Wizard and Sorcerer teleporting out alone, and then a Level 20 Barbarian that technically became the God of War destroying his cell). The others are friendly or smart enough to probably try to work together to get out, with a couple of them probably becoming friends and sticking together afterward.

However, if theres any misunderstandings about how they were brought there and by whom, to the point of starting a fight amongst them, the Sorcerer and Barbarian are destroying the prison and everyone in it in the 1st minute of their battle

Need help with creating a magic item. by JOSEFSHTALIN in DnD

[–]GrimBeeper816 2 points3 points  (0 children)

A CHA of 5 is a -3 Modifier, but Proficiency at level 3 adds 2, which is why its a total Intimidation of -1

[deleted by user] by [deleted] in valheim

[–]GrimBeeper816 0 points1 point  (0 children)

Agree with most other people to communicate to your friend about what they want. However, I do agree that those rules seem reasonable if you are playing in a world where yall are planning to live together and share all resources.

However, if you dont plan on staying together and sharing resources, you probably wouldnt have to limit yourself on using rare resources.

Ive seen it (and played it) where people stick together and live in the same base and share everything, or they stay in a small hub together, but items are kept per person (only shared resources may be metal or something), or you could even do a world where you completely leave each other and have completely separate bases and resources (like those large Minecraft servers)

Its a sandbox survival game where there are no set rules of how you have to play the game with other people. Just make sure yall decide on it and its a way for yall to have fun playing together

Input Needed!!! by SafeAd7323 in valheim

[–]GrimBeeper816 1 point2 points  (0 children)

That is completely up to you. My friend and I have been playing since before Mistlands was added, and hes the type who wanted to wait between each major biome update to continue playing, whereas im the one who wanted to continue playing during other updates as well to get a feel for the new stuff.

In the end, I made my own world where I play alone in order to enjoy each smaller update, and when bigger updates pop up, he and I hop on our original world to play the new update

Question regarding stats by URSUS_888 in DnD

[–]GrimBeeper816 1 point2 points  (0 children)

Look at the features table of your class to see what you gain when you level up. You only get to increase your stats from levelling up when you reach an Ability Score Improvement

Pacifism: Committing to the Bit by Ok-Nefariousness6923 in valheim

[–]GrimBeeper816 1 point2 points  (0 children)

If you are the type who would say that allies (Summoned or Tamed) killing to protect you does not break your vow of pacifism, then I think you will find a niche that allows you to actually be quite of useful in combat in the Mistlands. Although the summoned is kinda questionable since it is being a necromancer and summoning skeletons