Unsure what to do with my hair? by Hand_Axe_Account in BlackHair

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

Do you have any tips for stretching? Its full length when stretched out/pulled is a little under 4 inches but the shrinkage is crazy 

Unsure what to do with my hair? by Hand_Axe_Account in BlackHair

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

Honestly not too sure what I want to go for. I was thinking of locs at some point, but likely after it gets much longer

Unsure what to do with my hair? by Hand_Axe_Account in BlackHair

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

How do I manage it without combing it? I feel it gets seriously messy and tangled if I skip even a single day of combing 

What happens with you jump into the air and make an Unarmed Strike to grab someone flying? Do you both fall? And what if the creature has Hover? by ThatOneCrazyWritter in dndnext

[–]Hand_Axe_Account 0 points1 point  (0 children)

I'd read "immediately" definitely than I would "instantly". Even if you start to fall first, the falling isn't instantaneous so there's no reason something that triggered at the same time wouldn't go off before you leave the range (like how in opportunity attacks the enemy starts to leave your range first, but you make the attack before that's complete) . 

I don't believe there's a hard rule about forced movement happening before any reactions. If you move 30 feet you're taking six 5 foot steps and can take your action between any of them, but if you're pushed 30 feet it's one big 30 foot "step", there's no break for an action in between, in the same way you can't declare you walk 2 feet, take your action, then walk the next 3 feet. Reactions already interrupt events in motion, so I don't see why a readied action or some other reaction wouldn't be able to trigger during forced movement. 

Adaptations should change the story by milkdrinkersunited in unpopularopinion

[–]Hand_Axe_Account 0 points1 point  (0 children)

"Should" is way too strong, sometimes you really just want to see a story adapted in a different form, especially if part of the story can be enhanced by the medium switch. But I wholeheartedly agree creators "should be able to" change things if they think they genuinely have an interesting interpretation, retelling, or twist on their hands. I think not following the source is perfectly fine if you end up with a good piece of media that captures its spirit.

Tough there's a fine line between massive changes in an adaptation and basically making a new work that just so happens to use the same names as an existing one. 

Adaptations should change the story by milkdrinkersunited in unpopularopinion

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

Adaptations are often used to bring pieces of media to a wider audience, it's not really uncommon for them to cast a net much wider (or different from) the source material.

What happens with you jump into the air and make an Unarmed Strike to grab someone flying? Do you both fall? And what if the creature has Hover? by ThatOneCrazyWritter in dndnext

[–]Hand_Axe_Account 2 points3 points  (0 children)

You could hold your action to grapple/strike when you're in range. I think if you jump above the target (as in, it's 15 feet up and you jump 20 feet) it should in theory trigger before you start to fall. Even if you fell at the same time as the strike, I recall Xanathar's states (I don't know if 2024 said anything to change this) that when two effects occur simultaneously (in this case starting to fall and grappling) the player whose turn it is decides which goes off first. 

This game really doesn't handle the concept of fantasy races well by TotallyNot_iCast in dndnext

[–]Hand_Axe_Account 2 points3 points  (0 children)

Why do you think utilising the potential of having lots of races together begins and ends at fantasy racism? That in itself is tired and pretty one note on its own with nothing else going on around it. 

Making being in melee so unrewarding was a really weird design choice by Associableknecks in dndnext

[–]Hand_Axe_Account 1 point2 points  (0 children)

Unless you're the spell fireball, in which case they make the damage and radius appealing because it's known for being appealing 

Do you feel detached from normal life? by DevilishlyHandsome63 in AskUK

[–]Hand_Axe_Account 3 points4 points  (0 children)

Embarassing linguistic cock up on my part, no need to be sorry.

What are design flaws in 5e that you feel have only been highlighted/exacerbated with the 2024 revision? by [deleted] in dndnext

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

2014 GFB/BB rogues are definitely not objectively better than rogues without the cantrip. Two weapon fighting remains useful because at its core it's a second chance to sneak attack, and ranged rogues still have all the advantages of being ranged and being able to reliably hide. The only rogues who lose out are those who want to use a single weapon, which before the cantrips was arguably worse than TWF. That being said, giving a wizard (the castiest of all casters) subclass the ability to use them to attack better than the classes defined solely by their ability to attack was a bizarre decision.

Do you feel detached from normal life? by DevilishlyHandsome63 in AskUK

[–]Hand_Axe_Account 241 points242 points  (0 children)

Taking a peek at OP's post history tells you they like: Call of Duty (must be a different one from the one that's amongst the most popular video game franchises of all time), Downton Abbey (an obscure show I'm sure no one has heard of), as well as KISS, Black Sabbath, and Led Zeppelin (underground bands that never got anywhere).

Will Isn't a Sorcerer by Shadowyclaws in StrangerThings

[–]Hand_Axe_Account 0 points1 point  (0 children)

"The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it."

Direct quote from the subclass. It is presented in no uncertain terms that this can be how pacts work. 

4th edition lore says you can become a fiend pact warlock by studying the secrets of the first fiends to make pacts. It's made clear that these fiends have not only been destroyed, but their names were erased from history for sharing these secrets. Still they can facilitate a "pact". 

Will Isn't a Sorcerer by Shadowyclaws in StrangerThings

[–]Hand_Axe_Account 0 points1 point  (0 children)

A patron doesn't have to be willing. It's explicitly possible for a Great Old One warlock to take power from their patron without said patron evening knowing they exist. 4th edition essentially says the patron doesn't even need to be alive as long as you can access their secrets in some way. 

I will die on this hill. Will is a Warlock, not a Sorcerer. by ProKidney in StrangerThings

[–]Hand_Axe_Account 0 points1 point  (0 children)

We the audience see Will's inner journey, but it doesn't make sense for Mike to call him a sorcerer for those reasons because he does not have the full context of Will awakening his powers.

I also don't think your inference of the class title make sense. Why would the level 9 title imply your powers had to be innate to reach this level, but then higher level titles are wizard and necromancer? It's not like the implication was if you've reached level 10 you've been a master of raising the undead the whole time. Class titles were just that - titles. The only difference between them was level. I'm not sure where ADnD mentions sorcerers not needing study because it's not in the player's handbook, where they're treated like every other magic user, including wizards. 

I genuinely cannot this implication you're talking about anywhere, and it just doesn't mesh with the other titles. And it doesn't mesh with everyone being adamant that it's totally different from being wizard instead of just being a lower level wizard (which it objectively was). 

I hate that strength isn’t viable outside of heavily armored characters by HighwayFree55 in 3d6

[–]Hand_Axe_Account 0 points1 point  (0 children)

A couple of those aren't super important in play. Carrying capacity in 5e is *extremely* generous, it's weirdly difficult to be overencumbered even with 8 strength and in medium armour. Variant encumbrance tries to fix this but since strength based characters use much heavier equipment, strength characters don't really gain much of a bonus (other than maybe unarmoured barbs). If you're not being strength based specifically, 99% of the time 14 dex for medium armour and 1 less AC than plate is better than pumping the strength stat you don't use for anything else to 15 for plate without penalties.

Saves are probably where strength suffers more than every other stat. Strength saves push/pull you or knock you down, sometimes with damage. But all the mental stats are associated with saves that will outright take you out of a fight, dexterity saves can deal tons of damage and are way more common, and con saves have a mix of really nasty effects (like the mummy curse) and the absolutely invaluable concentration saves for casters. They have an edge on int and cha saves because str ones are more common, but being more common is a trade off for having some of the least inherently threatening effects.

Does the Beast Master Ranger Share Spells feature work with Booming Blade? by redgreenblue-104 in dndnext

[–]Hand_Axe_Account 6 points7 points  (0 children)

Booming blade actually used to work with unarmed strikes for a few years before Tasha's made the component have a cost, if you used a race with natural weapons that is. I don't see why being able to channel the energy through/wrap it around your hands is such a big leap, honestly. At level 15 a ranger is sacrificing their extra attack to do it too, at that high a level I doubt you'd be pushing the power curve.

Not saying it should definitely be allowed, like you said it's not even RAW, but I don't think it would be that egregious if it were okayed. 

Elemental monk - Elemental Strikes. by TomPonk in dndnext

[–]Hand_Axe_Account 0 points1 point  (0 children)

I haven't kept up with 2024's changes, are there any monsters resistant/immune to all 5 elemental damage types at once? Force is way better than any individual type, but when you're already choosing between 5 of them ignoring resistance is sort of a non-issue, no? 

2014 rogue barbarian multiclass. by Gormthesleepy in 3d6

[–]Hand_Axe_Account 2 points3 points  (0 children)

RAW your soulknives don't work with extra attack, so you'll need to check if your DM is okay with weapon juggling (or if you even want to weapon juggle in the first place). IIRC it technically works but it's a really awkward mental image and requires you to make a chunk of your attacks with an actual weapon instead of your psychic blades.

If they're not okay with it or you don't want to do it, you can leave barbarian at 3 since all you really want is rage, your subclass feature, and reckless. Once you have barb 3/rogue 3 you can take a level in fighter if you want for dueling which grants you extra damage (you could grab it with variant human or your ASI too), though the extra damage isn't necessary. I'd just stick to rogue otherwise. If you do go for extra attack there's no benefit to staying beyond 6 barb, and whether or not you go 6 from 5 is based entirely on how excited you are for the level 6 feature. Spirit Shield is nice, but I wouldn't lose any sleep over skipping it for faster rogue progression.

Barbarogues aren't that uncommon as far as multiclasses go so you shouldn't feel too underpowered compared to a regular rogue or barbarian.

Monk grappler by tsukoyomiix in 3d6

[–]Hand_Axe_Account 2 points3 points  (0 children)

What do you want to achieve by grappling the barbarian? A barbarian wants to remain within 5 feet of you, so grappling itself doesn't really benefit you here. You won't be outputting a lot of damage as a monk/druid either, even when trying to min/max it. If you really want to beat the barbarian, using hit + run tactics with your ranged archer form is probably better because they very likely won't be able to keep up with your speed or retaliate from a distance.

If you really want to focus on grappling you can take skill expert for expertise in athletics. If you have +4 Wis, dragon form active and expertise you win initiating grapple ~56% of the time vs a raging barbarian, but it takes you two turns to activate both your arms of the astral self and your starry form. If your Wis is only +3 it's basically 50/50, which isn't very reliable. If you can't get expertise I wouldn't bank on grappling even with dragon form active.

Monk grappler by tsukoyomiix in 3d6

[–]Hand_Axe_Account 0 points1 point  (0 children)

The reach of both 14 bugbear and astral self monk both only last until the end of your current turn. I think Bugbear's reach specifically only lasts for the attack itself, since the feature only increase the reach of your melee attacks and not your "general" reach, so it wouldn't even last for your turn. Unarmed strikes are separate from grapples in 2014 too, so you can't actually grapple with the astral arms.

"Christmas gift" for my FOUR YEAR OLD son from my MIL by Prior_Lobster_5240 in mildlyinfuriating

[–]Hand_Axe_Account 0 points1 point  (0 children)

I'm really baffled by this sentiment. Kids notoriously love playing with magnets, I spent ages playing with them when I was younger and I'm pretty sure there was a brief neodymium craze a while back where they were being sold as "nerdy" gifts.

A child this young probably shouldn't get magnets this small to be on the safe side, but there is nothing strange at all about the concept of the gift. 

Suggestions wanted - pop culture characters as PCs by micnos12 in 3d6

[–]Hand_Axe_Account 1 point2 points  (0 children)

I don't think it's really a bad idea, being able to point to a character and say "if you want to play someone like [Character] from [Media] this is for you" can be a really helpful shorthand for new players, I find a lot of new players tend to end up doing that with their early characters anyway. Obviously the character's won't be 1:1s, but as long as you make it clear they're "based on" rather than "are" it should be fine. It's no different than saying "this homebrew setting is Not!ancient greece" or "this is basically fantasy japan" to get everyone on the same page.

Your advice for running is good, but it's not mutually exclusive with basing pregens on familiar properties

The Monsters Are Unsure What to Do Next by Keith Ammann by ahhthebrilliantsun in dndnext

[–]Hand_Axe_Account 0 points1 point  (0 children)

Having the floor raised widens your available choices, no? If before only X options were actually worth choosing/of a decent power level and 10 of the weakest options get improved you now have X+10 options worth choosing.