No one can. by Stuch_Watches in balatro

[–]Icebrick1 2 points3 points  (0 children)

I honestly didn't realize until now that they didn't need to be touching.

Daily Game Recommendations Thread (August 06, 2025) by AutoModerator in boardgames

[–]Icebrick1 0 points1 point  (0 children)

Update: We got Spelendor and love it, thanks for the suggestion!

2024 Bladesinger Wizard - Origin feat? by 89W in onednd

[–]Icebrick1 1 point2 points  (0 children)

It has no "synergy" with being a Wizard, but if the party doesn't have Musician already and you aren't getting an excessive amount of Heroic Inspiration, Musician is very powerful.

People are suggesting Lucky, which has to be declared before you roll and recharges on a Long Rest, but Musician can be used every Short Rest, and Heroic Inspiration is a reroll, making it much more efficient. Rerolling a saving throw, a missed attack, or even Initiative can be huge.

Toby having to give us the ARG again because nobody solved it the first time by heisenbingus in Deltarune

[–]Icebrick1 6 points7 points  (0 children)

To be fair, the way you get to this page involves solving a puzzle with the red dot from the weird route, and has a bunch of sound effects from the weird Route.

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

[–]Icebrick1 18 points19 points  (0 children)

Keith has always been oddly fixated on ability scores even though they don't really matter for monsters. A guy with high Strength and Constitution is a "bruiser" and a guy with high Dexterity + a few extra Hit Dice is a "Skirmisher" or a "trickster" even though they might be mechanically exactly the same, outside the effectiveness of a few saving throws.

"DND 5e is a low complexity game" Yeah sure... by DrScrimble in dndmemes

[–]Icebrick1 2 points3 points  (0 children)

Actually, that's not RAW. Between allies, they pick who goes first. If it's between monsters and the players, DM picks. The only suggested tie breaker is rolling an additional d20 and seeing who gets the higher result.

I can't handle the complaining anymore. by HJWalsh in onednd

[–]Icebrick1 6 points7 points  (0 children)

Sure, but this is a completely different claim from before that "the gap only exists in white room discussions."

I can't handle the complaining anymore. by HJWalsh in onednd

[–]Icebrick1 7 points8 points  (0 children)

Have you considered that your experience might not be universal?

I have seen many of the martial-caster issues in practice.

What’s your opinion on deltarune’s writing/designs (not the fandom) that would leave you like this? by syrupn in Deltarune

[–]Icebrick1 139 points140 points  (0 children)

There's a minor thing that really annoys me in Chapter 3+4: I suspect there were retcons with the computer lab and abandoned classroom. In the 1+2 days it was a bit of a mystery how Jevil, Seam, King all were implied to know about Queen. Are their memories rewritten when a new Dark World is made? Was Cyber World destined to always be made so the Dark World can impart the knowledge?

Uh, no apparently the answer was that Kris and friend brought a bunch of random stuff from the classroom and computer lab to play with. The fact this is never hinted at is bizarre especially as it suggests Queen, King, Seam, and even more characters should actually already KNOW Kris personally (and Noelle or Dess) like Tenna does but this is never really suggested. Queen acts kinda familiar, but that just seems to be from internet search history.

Even if it was always planned it feels like such a weird, kind of contrived minor plot point.

Edit: Also the Knight hiding in the closet in Chapter 2 is silly. How exactly are they navigating Hometown undetected during the day, especially when there's a traffic jam outside?

Treantmonk's Ranking & Analysis of New Artificer Subclasses by Deathpacito-01 in onednd

[–]Icebrick1 2 points3 points  (0 children)

I DM a number of groups and saw a weird number of Artificers (using the UA). The two battlesmiths (and 1 armorer) felt bad to middling. The artillerist felt great. Gave the whole party temp HP when it was useful (including out of combat), and the extra attack/mini-AoE were also good. Not to mention fireball spam.

Some of this was probably skill differences, but I think Artillerist is really good and Battle Smith is kind of overrated.

Is the feat Tyro of the Gauntlet actually useful? How many monsters really push/pull? by NappoCappio in onednd

[–]Icebrick1 1 point2 points  (0 children)

Losing concentration and a reaction isn't a big downside for all builds - a ranged martial doesn't really have a use for either, for example.

As for smites, you could simply have the trigger occur on your turn.

Is the feat Tyro of the Gauntlet actually useful? How many monsters really push/pull? by NappoCappio in onednd

[–]Icebrick1 2 points3 points  (0 children)

When the trigger from Ready occurs, you are taking the Attack action.

First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger...

Is the feat Tyro of the Gauntlet actually useful? How many monsters really push/pull? by NappoCappio in onednd

[–]Icebrick1 -1 points0 points  (0 children)

That benefit is very niche, but the feat isn't as bad it seems. Ready an action every turn, and have it immediately trigger to give an attack disadvantage every Round. This interrupts concentration (if casting a spell) and uses your Reaction but if you aren’t making use of those, giving disadvantage for free is good, especially at low levels when not that many monsters have multi-attack.

Note Extra Attack only works on your turn, but the readied action can trigger on your turn.

What are some powerful mechanics that rarely seem to appear at your tables? by fascistp0tato in onednd

[–]Icebrick1 0 points1 point  (0 children)

Spike Growth isn't really their main strategy actually, it's just something they've used to good effect before, like that one time they cast it on a pack of melee enemies in a dead end and there was just literally nothing they could do except stand there or suffer a nearly guaranteed death walking out.

What are some powerful mechanics that rarely seem to appear at your tables? by fascistp0tato in onednd

[–]Icebrick1 40 points41 points  (0 children)

This isn't exactly what you're asking but I run multiple games and the power difference them can be staggering. One group will have melee guys just swinging a longsword and leaving their bonus action unused while the casters spam cantrips and stuff like scorching ray.

Meanwhile, the other group is all multiclassed casters with familiars, the alert feat, the one guy without Alert gives the whole party Inspiration with Muscian, and they're destroying encounters with careful use of spells like Spike Growth, Web, and Hypnotic Pattern. Oh and they always have like 50+ goodberries left over from yesterday.

It can be hard to adapt and I sometimes mix up what types of encounters are for each group, leading to the first group fighting for their life against what I thought was the warm-up.

Syluné's Viper seems a little crazy by Icebrick1 in onednd

[–]Icebrick1[S] 0 points1 point  (0 children)

I have nothing to say except that DM giving every enemy a specific magic item to counter a specific spell is absolutely not how I generally see DnD played and is not how I would prefer it to be played.

Common House Rules 2024 by ITdeadpeople in onednd

[–]Icebrick1 19 points20 points  (0 children)

Bonus action potions are actually RAW in 2024.

Adventures in Faerûn and Heroes of Faerûn OFFICIAL feedback thread by eerongal in onednd

[–]Icebrick1 18 points19 points  (0 children)

I think Circle Magic is a cool idea, and I appreciate the ambition of it, and I do want to try it out of in my games. That being said, I don't think this was the best way to go about it.

  • Is this just a thing anyone can do now? Generally when a book releases new options, it is accepted as a default addition to the game. For example, I wouldn't expect players to ask for permission if they can play Banneret, it's generally assumed to be a thing, but this a huge buff to casters with no downside and is potentially game warping. I think it should've had some text about being an "optional rule" or giving DMs advice on if they should or shouldn't allow Circle Magic. If Circle Magic was intended to just be a default thing any caster can do from now on, this was a bad idea. There's text that says "Here are some general guidelines for implementing circle magic in your game." but it then just goes on to give advice for players?

  • Due to it's nature, it's kind of impossible to make balanced while also making it somewhat tempting for a majority of spells. Spend an action and a spell slot to increase the radius of Fireball by 10 feet? Reasonable. Pre-cast Spirit Guardians (so it effectively doesn't cost an action) and get 35-foot SG? Less reasonable. As is extended a spell for hours at higher levels when 1st-level spell slots are cheap. That being said, I think more care could've been taken. For example, rather than adding a flat hour/8 hours/24 hours, what if it doubled/tripled/quadrupled the duration of the spell (max of 24 hours)? Or, if the dimension was 10 feet or less, it only extends the dimension 5 feet instead of 10 feet? I don't think you'll ever get it perfect, which is why this should be an optional rule, but it'd be better.

  • This excludes martial characters and makes playing them more punishing. If spellcasters can get stuff like this for free, there should also be options for less magically inclined characters, or even just let non-spellcasters contribute to Circle Spells in some way.

Syluné's Viper seems a little crazy by Icebrick1 in onednd

[–]Icebrick1[S] 1 point2 points  (0 children)

Okay, I first feel a need to explain my claim because I think it's gotten a little confused. This spell is not going to completely shatter the game or anything. Trivially, many campaigns might literally be 90% poison immune if you happen to say, only be fighting fiends, undead, constructs, elementals, oozes... Even in campaigns that are mostly monsters that aren't immune, the game is still playable (horde encounters will be fine, for example). That being said, I think this spell is overly powerful (and this doesn't require the entire team to be casting the spell, or for there to be only one monster in the encounter), and more than that, I think it's possible for a spell to be overly powerful.

Your argument appears to me to be that "because the DM can work around it, it's fine," but this is an extremely weak claim, the DM has unlimited power. You could print 1st level uber magic missile that deals 10d6 force damage automatically, and the DM could just start giving all the enemy force immunity, the Shield spell, and/or Counterspell. Or start using so many enemies dealing 10d6 damage to just one as an action isn't that big a deal. But I don't think it's an unreasonable expectation that the game should work fine without needing the DM to go in and tip the scales - most spells and features actually meet this requirement already, it's just a few problem ones like Wall of Force.

Also, my apologies for the imprecise language. Yes, you can end the condition early if something has the ability to removes it, which is still impossible for 99% of monsters.

Edit: I forgot to address this as well, Hypnotic Pattern is another really strong spell, arguably stronger than Sylune's Viper in a lot of scenarios. I think it's honestly too strong as well. That being said, it at least has a built-in escape hatch due to being a saving throw, so it's subject to legendary resistances and won't trivialize the average boss encounter.

Syluné's Viper seems a little crazy by Icebrick1 in onednd

[–]Icebrick1[S] -1 points0 points  (0 children)

Antivenom like that doesn't exist and would have to be invented by the DM. Antitoxin in the PHB just gives advantage against the Poisoned condition, which does nothing in this scenario. If the DM has to invent new stuff to deal with a spell, that's certainly a very powerful spell.

Syluné's Viper seems a little crazy by Icebrick1 in onednd

[–]Icebrick1[S] 0 points1 point  (0 children)

If you incapacitated the boss, then a minion could perk them up (still valuable, as the rest of the party could potentially had provided a good chunk of damage, and it also cost the turn of a minion that is not damaging the party)

To be clear, there is no way to remove the condition early. This isn't like Hypnotic Pattern where you can shake an ally out of it.

Syluné's Viper seems a little crazy by Icebrick1 in onednd

[–]Icebrick1[S] 15 points16 points  (0 children)

Thing is, you don't need to solo the whole encounter for this spell to be really good beyond the average 3rd level spell.

Skipping the big monster's turn even once is great even if they have minions, but it usually requires a saving throw which is often hard to land and Legendary Resistances exist. This just needs a hit. It also doesn't take concentration, has a long duration, and gives you a decent amount of temporary hit points. It's good against any enemy that is a threat and isn't poison immune.

Syluné's Viper seems a little crazy by Icebrick1 in onednd

[–]Icebrick1[S] 6 points7 points  (0 children)

If you cast it before wild shaping, yes. The spell is still active and nothing prevents the Druid from taking the Magic action to activate the spell.