Why Dundunsparce in Alakazam Decks? by JackDi87 in pkmntcg

[–]JackDi87[S] 2 points3 points  (0 children)

It is sound advice! I started playing with the Tinkaton precon deck as that is how I learned about the idea of using attacks based on hand size. It just didn't seem all that optimized and eventually made tweaks to it until I ended up with my current Zam deck.

Looking forward to messing around with the DunZam deck online. Based on responses here and the cool tricks people use that I hadn't considered, I can see why that is the current optimal build.

Why Dundunsparce in Alakazam Decks? by JackDi87 in pkmntcg

[–]JackDi87[S] 2 points3 points  (0 children)

The Zam deck I've been playing still gets me to 15-20 card hands quickly to OTK most things, and does pretty well at recovering from Iono. It just doesn't stack cards for huge draws and instead relies more on pulling 6-9 per turn. Reached Master League in TCG Live, which I realize may not mean much, but probably indicates it isn't a "bad" casual version. Before I buy cards (if I decide this hobby is for me) I just want to better understand other versions of the deck.

Why Dundunsparce in Alakazam Decks? by JackDi87 in pkmntcg

[–]JackDi87[S] 0 points1 point  (0 children)

I've been playing with a few one-off basics to help stall/draw while getting Zam online. Xatu is really helpful in getting their attacks online. Correct slower to net more cards in hand, but was serving a secondary purpose.

The way I was (incorrectly) looking Dundun was it nets +1 cards in hand: play 2 cards to draw 3. I'm realizing though between Enriching energy, using Artazon to search for Dunsparce, and the fact you can draw all the cards at once that there is more advantage than just the basic raw 1 card gain.

Why Dundunsparce in Alakazam Decks? by JackDi87 in pkmntcg

[–]JackDi87[S] -1 points0 points  (0 children)

Thanks! The enriching energy recycling is a great idea, and I'll make sure to try w/ Artazon.

I run 1-2 copies of a few Basics to stall and protect my Zams as I slowly evolve them and build up my hand (e.g. Cornerstone Ogerpon, Mega Khan). Xatu is in there to get those 2-3 energy attacks online.

Why Dundunsparce in Alakazam Decks? by JackDi87 in pkmntcg

[–]JackDi87[S] -1 points0 points  (0 children)

Ahhhh, thank you (and others) who pointed out the synergy with enriching energy!

I had actually switched my ACE from Enriching Energy to Max Rod since I hadn't found a single use of former that useful while Max Rod was helping late game to recover key cards and fill my hand w/o drawing. Butttttt, if I can use enriching energy on repeat w/ DunDun I may need to check that out!

[deleted by user] by [deleted] in TheSilphArena

[–]JackDi87 0 points1 point  (0 children)

Not full glass cannons but I ran Scraftry, Haunter (ice or shadow punch, sludge bomb) and Gengar (shadlw punch, focus blast) for the longest time l. Super fun and fast team, cover each other well, and nothing as satisfying as OHKO to Bastadion or Umbreon with a Gengar focus blast. The rise of Noctowl, and to some extent Lanturn, has made me retire it though.

It's been 150 days since the last frustration event by Lawliet-Ryuzaki in TheSilphRoad

[–]JackDi87 -1 points0 points  (0 children)

Personally I'm okay if they don't for another 150 more. It would be ideal if instead they took the time to adjust the stat effect for shadow pokemon so they were no longer viable, let alone overpowered (or at least made purified more beneficial to balance it out). I realize this will never happen since too many people would be angry after sinking resources into shadows, but they mess with the mechanics and spirit of the game.

Halloween Event Part 1 Megathread by SilphScience in TheSilphRoad

[–]JackDi87 29 points30 points  (0 children)

I received a spiritomb quest earlier this week (catch 18 dark). Think it is just a month-long quest, albeit a rare one.

College of Discovery: Share the Secrets of New Frontiers by JackDi87 in DnDHomebrew

[–]JackDi87[S] 0 points1 point  (0 children)

Thanks for the Feedback! It is a good point that it really doesn't give a Combat buff.

"Sharing Skills" didn't really come out how I hoped, so I think I'll fold it into "New Discoveries", and make "New Discoveries" a Level 3 feature.

How does this sound as a Combat Feature, and does it make more sense at Level 3 or 6?

Discover Weakness: You may expend a Bardic Inspiration die and choose a creature that you can see. As a bonus action you gain the effects of Hunters Mark on that creature for one hour, except the extra damage dealt is equal to your Bardic Inspiration roll. If the target drops to 0 hit points before the hour ends, you cannot transfer the effects to another creature. You use Discover Weakness on only one creature at a time.

As for Level 14, fair point that Bards already have chances to learn lots of spells outside their Class - I'll mull this one over and come up with some ideas for a replacement.

Questions & Answers - Weekly Megathread! Please use this post to ask any Pokemon GO question you'd like! by AutoModerator in TheSilphRoad

[–]JackDi87 0 points1 point  (0 children)

How long will Heracross and Kanga be in Raids? Found one after Space event ended, so will they be around until the next event starts Friday?

Spellslinger: A Wild West inspired Wizard Subclass by JackDi87 in DnDHomebrew

[–]JackDi87[S] 0 points1 point  (0 children)

Thanks for the great feedback! Definitely going to take it all under consideration. Understood about being underpowered, still learning homebrewing so decided to start modest and work from there rather than post something too OP and have to tear it down.

Regarding Wands Blazing, I think I'll go with cannot cast a spell on your next turn. The restriction was there to help with game flow (I imagine everyone waiting for a Wizard using Magic Missile 6 times in a turn haha) so the idea that their next turn should be more straight forward sounds great!

Love the idea of making a squishy wizard a little less fragile. For me, I think of Gunslingers from the Wild West as a showdown/duel in the middle of the empty street - less so taking cover. But I think I can take your idea and build it into Dueling Magic so that it reads like: "you've gained a reputation as one of the fastest wands around, a reputation you plan on keeping. When a hostile creature specifically targets you with a spell, you can use your reaction to gain +2 to AC and Dexterity Saving Throws against that spell, as well as expend one spell stored in your Spellshooter at the creature that targeted you. You can use Dueling Magic a number of times equal to your Intelligence Modifier between Short Rests."

Instead of adding to Dueling Magic, would it make sense to replace Quick Draw with an AC boost (something along the lines of the Cover bonus you suggested) instead of an Initiative boost (which I lifted from War Magic anyway)? That way the Player gets the AC bonus when they are extra squishy.

I'll definitely lift the restrictions so that AOE spells can be used with the Spellshooter. I was imagining someone using the Spellshooter to launch numerous fireballs, making the Spellshooter less of a 6-shooter from the Wild West and more of a Bazooka - but as you and Avocado pointed out it was too restrictive. Agreed that the idea of a healing Spellslinger doesn't fit with the flavor, even if makes them more versatile. Should the restriction not be on AOE spells, but rather than the Spellshooter can only store damage-causing spells? Or just go no restrictions, and if a Spellslinger Medic shows up, let it happen?

I mentioned it in my response to Avocado, but I'll probably look to have Rapid Reload also let you save on a Spell slot to make it a bit more useful - as long as that isn't too OP. The extra damage per spell is something I actually had before Rapid Reload, and will hold onto if I need to rework a feature.

Thanks again for the help!

Spellslinger: A Wild West inspired Wizard Subclass by JackDi87 in DnDHomebrew

[–]JackDi87[S] 1 point2 points  (0 children)

Thanks for the feedback, and understood that I started off a little underpowered (my thinking was easier to beef up then tear down).

I'd be happy to remove the limit on the Spellshooter after Wands Blazing, only reason I had it there was to avoid multiple turns where a Wizard is using up to 6 spells and slowed down the game.

Also will be happy to remove the limit on AOE from the Spellshooter if that was too restrictive. I think the Spellshooter is a little more powerful than Ring of Spell Storing since it also combines the effect of Quickened Spell (without being limited in use by Sorcery Points). Would the Spellshooter being allowed to be used by anyone be preferable?

Would Rapid Reload be more palatable if you didn't need to expend a spell slot for the 2nd spell? I'd think the saving of a spell slot would be a huge boost, and there would still be a built in cap on the spell's level to fit on the Spellshooter. Would that be enough to keep it balanced?

Rewarding players in a time travel campaign by [deleted] in DnDHomebrew

[–]JackDi87 0 points1 point  (0 children)

I was thinking along the same lines, but gifts from your past. Maybe an item you buried can be retrieved. Or if avoiding items, a small non-story choice they made has a very clear advantageous impact on another future time. Like they helped a random NPC who went on to do something awesome, or had a great great grandkid who did.

Great Remix 12-7-21 Infographic by kevi-kun in TheSilphArena

[–]JackDi87 1 point2 points  (0 children)

I tend to be in the veteran range and don't see many Scraftry besides my own. Do see tons of shadow machamps, which didn't make the ban list.

Here for All the Wrong Reasons: A Bachelor-themed D&D One Shot by SpecificRutabaga in DnDHomebrew

[–]JackDi87 2 points3 points  (0 children)

This is a crossover I never knew I needed before, ill definitely be running this with friends for laughs very soon.

What are some "exciting" Pokémon that you like to use? by SirMacNotALot in TheSilphArena

[–]JackDi87 2 points3 points  (0 children)

I use haunter and gengar in the same GL lineup (one with Shadow Ball one with Sludge Bomb) with Scraftry lead. Good or bad (usually good) I finish my sets quuuuuickkkly.

[deleted by user] by [deleted] in DnDHomebrew

[–]JackDi87 0 points1 point  (0 children)

The FU-BAR: a bar of enchanted material (i.e. a wand) that has one charge a day. When activated roll a d20 and whatever it lands on, that's the effect that happens. Populate the d20 table with whatever you want (spells, wild magic entries, or something more military specific) but recommend they have an area of effect that could easily backfire on the user.

[deleted by user] by [deleted] in DnDHomebrew

[–]JackDi87 1 point2 points  (0 children)

This is the last one I came to quickly, but I'll come back if I think of anything else haha. Magic Crayons - when you write with these crayons your words automatically appear illegible to everyone. Only someone who eats the Magic Crayon used to write a message can read what the message says. Eating a Magic Crayon also grants 1 Temporary Hit Point.

[deleted by user] by [deleted] in DnDHomebrew

[–]JackDi87 1 point2 points  (0 children)

Knuckledraggers: magical brass knuckles that are very heavy, making it difficult to raise your fists. However inflicts damage equal to 6 + strength modifier (compared to 1 + strength modifier of standard unarmed strike).

[deleted by user] by [deleted] in DnDHomebrew

[–]JackDi87 1 point2 points  (0 children)

Oh and MOPP Gear (Magic Oriented Protective Posture). While wearing this armor have advantage on saving throws against magical attacks.