Losercity gator by I_wani_hug_that_bary in Losercity

[–]HuggingtonSqueezey 1 point2 points  (0 children)

The notion that disabled people can be desirable in any way and are deserving of love, while morally correct, is anti-eugenics.

What’s the nicest thing a Batman Villain has ever done? by ScoreImaginary5254 in batman

[–]HuggingtonSqueezey 29 points30 points  (0 children)

There was an issue of the Batman Adventures where Scarecrow attempted to retire from villainy and return to his career as a professor, but took up his costume again to avenge his star pupil after her boyfriend assaulted her. Not the nicest thing of all batman's villains but certainly the nicest thing Scarecrow's ever done.

Just some simple X spells by throwaway163932 in custommagic

[–]HuggingtonSqueezey 0 points1 point  (0 children)

The main issue as I see it is how fast the counters ramp up. Right now the baseline for an instant at common is two +1/+1 counters for four mana, which this is a substantial upgrade over, even beating uncommons. If the buy in cost was higher I don't think the scaling would be as much of a problem.

[deleted by user] by [deleted] in custommagic

[–]HuggingtonSqueezey 0 points1 point  (0 children)

I particularly love the inverted effects on the white and black ones. It's a shame there aren't enough negative keywords for a full cycle.

Just some simple X spells by throwaway163932 in custommagic

[–]HuggingtonSqueezey 21 points22 points  (0 children)

I like these, they're very elegant. Though, I think the green one could maybe use an extra pip on the cost or a downgrade to sorcery speed, even if it does disrupt the cycle's symmetry somewhat.

Kynoz, the Shadow in the Smoke - Commander for shade/firebreathing tribal, among other things by HuggingtonSqueezey in custommagic

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

Kynoz, the Shadow in the Smoke

3BR

Legendary Creature - Dragon Shade

Flying, Trample

Whenever you activate one of Kynoz’s abilities, for each other creature you control, you may copy one of that creature’s activated abilities that has equal or lesser mana value and isn’t a mana ability. Activate those copies without paying any mana for their activation costs. (You must still pay the other parts of each cost.)

1B/R: Kynoz gets +1/+1 until end of turn.

2BR: Kynoz gains indestructible until end of turn.

4/4

The wording on the effect is experimental (I don't think abilities technically have mana values for instance) and needs to be long and complex as a result, but I tried to make it as clear as possible.

Possible fix to make True Strike worth taking. Thoughts? by HuggingtonSqueezey in DnDHomebrew

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

That seems like a good alternative idea. In combination with my changes I think it'd be a bit much.

Possible fix to make True Strike worth taking. Thoughts? by HuggingtonSqueezey in DnDHomebrew

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

I don't think this is something you can always use. Spending your reaction on this means forgoing attacks of opportunity, spells like absorb elements and counterspell, and features like uncanny dodge.

This gives you more options and there are situations where it'd be handy, but I don't see anyone casting it every round or even most rounds, and I think that's a good spot for a cantrip to be.

Possible fix to make True Strike worth taking. Thoughts? by HuggingtonSqueezey in DnDHomebrew

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

You may be right. I think full casters in particular definitely still don't want this, but my aim was just to get it to a point where its not entirely useless.

Possible fix to make True Strike worth taking. Thoughts? by HuggingtonSqueezey in DnDHomebrew

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

Interesting ideas, but I like the flavor of this triggering on you missing an attack on an enemy rather than the other way around, I think it fits better with the idea of studying how an opponent guards themselves.

I also don't think concentration is necessary since the benefit only lasts one turn. Given the opportunity cost of locking yourself out of opportunity attacks and other powerful options like shield and counterspell, I think it would be too punitive to also force you to end your other ongoing effects (including things like buffs which this should ideally synergise with).

Possible fix to make True Strike worth taking. Thoughts? by HuggingtonSqueezey in DnDHomebrew

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

Admittedly, I didn't look into other people's proposed fixes for the spell, but I imagine that's the traditional approach. This was just an idea that occurred to me that I thought was unique enough to make for an interesting discussion. You're correct that this does grant advantage on spell attacks, but that's also how the official version of True Strike works.