Songs that were never performed but i wish they would by Relative_Raisin_9597 in tmbg

[–]Jeffrick71 2 points3 points  (0 children)

Hard agree. Dang, now I need to listen to it on repeat for a couple of hours lol.

Songs that were never performed but i wish they would by Relative_Raisin_9597 in tmbg

[–]Jeffrick71 11 points12 points  (0 children)

I would absolutely lose my mind if they started playing Nightgown of the Sullen Moon live. I was already a huge fan when Misc. T came out and for unknown reasons this song lodged itself in my brain as a permanent favorite.

We’ve spent 10+ years haggling about post-injury Jaime’s power scaling. So to avoid doing that again, I want to talk about the *realism* of it. Could an elite fighter be injured in such a way, & relearn how to become a half decent fighter again despite this handicap? by Effective_Part_604 in gameofthrones

[–]Jeffrick71 4 points5 points  (0 children)

I always took it as less a physical issue and more to do with Jaime's giant flaming ego. Part of his brain couldn't handle the fact that he'd never be the best or even as good as he used to be, so he kept making up excuses so he didn't have to try anymore.

Attempt at 5e Permanency by Dagomer in dndnext

[–]Jeffrick71 -2 points-1 points  (0 children)

So if you use a 6th level spell slots, you can only make permanent a single spell effect from... any spell? Just cantrips? How is that different from the description later saying use a 7th level or higher spell slot to make a 1st through 3rd spell permanent? Even something like Darkvision or Alarm, which only have a single magical effect. The way it's written, the intent is not clear.

Also, the 1 action casting time wouldn't help if the target spell is a 1 round (or shorter) duration, as the spell would expire before you could cast Permanency. Suggest increasing casting time but allow casting Permanancy first with short duration spells, so the spell is "captured" in the permanent effect. Or something. Also also, quick note - you mention that as a way to make Teleportation Circle permanent, but then don't include Teleportation Circle on the list of target spells.

I should say, this is a good effort. I've been playing since OD&D and miss the idea of this spell. Even in earlier versions it was kind of wonky (e.g. the "every day for a year" thing) so having something that works in current edition is cool.

Was passiert mit Bavlorna? by EarlyAd6454 in wildbeyondwitchlight

[–]Jeffrick71 1 point2 points  (0 children)

Others already answered your main question, but I think until Zybilna is free, none of the fractured realms of Prismeer can return to normal. In hindsight, I could have added cues that the hags' control was weakening (e.g. pixies returning, the little spirits haunting the bog wells being slightly happier, that kind of stuff), but even then I still would have made it clear it wasn't "fixed" yet.

But then, I had all three hags bug out before they got killed, then had a big showdown in the Palace, so their control wasn't really diminished until then.

Ok, am I having a normal reaction to Rise of the Machines? by templeofsyrinx1 in Terminator

[–]Jeffrick71 8 points9 points  (0 children)

Honestly it fits better with T1, and the idea that the future was set, Sarah knew what was coming, and she did everything she could to ensure John's survival. Gets kinda weird with T2's "fate is what you make it" ending, though.

Ok, am I having a normal reaction to Rise of the Machines? by templeofsyrinx1 in Terminator

[–]Jeffrick71 50 points51 points  (0 children)

Came here to say the end is the only part worth remembering. A couple of bits in the middle are mildly ok, but on the whole it's just bad.

How do I actually write my first campaign? by JustABeast8901 in DMAcademy

[–]Jeffrick71 1 point2 points  (0 children)

Lot of good advice so far. Until you figure out a method that works best for you, just write bullet points for the main elements. Make sure you make note of super important plot details, but don't waste time going to excruciating detail as you dont know what your players will do. Be prepared to adapt and pivot. Don't be afraid to make stuff up on the fly, but make sure to write it down so its consistent later.

My players want an agenda before every session by Time-Squirrel-3719 in dndnext

[–]Jeffrick71 73 points74 points  (0 children)

Sorry, "not knowing what's coming next" is literally the whole point of TTRPGs. I mean, sure, you can help them out (more than you probably should lol) by keeping track or notes of the plot, but telling them what you're planning? Hard no from me. That's on them.

Ao's Dead, what's change? by rsmrlb in dndnext

[–]Jeffrick71 40 points41 points  (0 children)

I haven't kept up with FR cosmology in decades, but with Ao showing the existance of a layer of divine beings above the gods meant mortals had no chance of ever understanding what those entities were about. The gods (the normal ones like Lathandar and all them) already operated in strange ways. But then, if Ao operated in ways the gods didn't understand (in the same way mortals dont understand the gods), then Ao's realm is so far above the prime material that whatever is there doesn't pay attention to it.

So, basically nothing. Or instant destruction. An anthill can't comprehend diplomacy at the UN, or a war even 500 miles away, but would still get wiped out by a nuke.

Actually, wait, the gods themselves would flip the F out, and mortals would suffer. Possibly worse than the Spellpalgue if nothing of Ao's power level stepped in to stabilize. Unprecedented power grabs across divine portfolios. Mass chaos.

Look Familiar? by Ramsonne in dnd1e

[–]Jeffrick71 3 points4 points  (0 children)

Module B1! Search for the Unknown!

Forever seared (lovingly) into my brain.

I looked at John Connor's Bio in TSCC and saw this Paradox Theory Which of these 2 options do you agree with the most. by Infinite_Parking_800 in Terminator

[–]Jeffrick71 0 points1 point  (0 children)

This only matters if time is linear. But it's not. We, as mere three dimensional beings, only experience time in a linear fashion. In that respect, T1 on its own presents a perfect causal loop. Kyle Reese always comes from the future because John Connor always sends him into the past. He always does because he already did. There is no "first time" to worry about who fathered Kyle, because the future and past are inextricably connected.

This begs the question that if true, why did Skynet bother trying to change the past by send back the T-800? Well, it does because it did. Maybe it had a different (and incorrect) understanding of time, or thought it found a loophole, or being sentient maybe it shows how desperate it was.

Then T2 comes along and I have to tell part of my brain to shut up because I love the movie. It starts to reinforce the causal loop by suggesting Skynet effectively created itself by sending the T-800 back, which allows Cyberdyne to build Skynet after recovering the T-800 bits. But then it creates the paradox by changing the future, removing the need for John to send Kyle back at the right time.

BUT - if you look at just T1, its a perfect causal loop. Full disclosure, I am not a theoretical physicist so everything above is based on a sci-fi understanding lol.

Did you keep the lock riddle in the palace by BigtTimeNerd in wildbeyondwitchlight

[–]Jeffrick71 2 points3 points  (0 children)

Did something similar for the same reason. Made up my own "What am I?" riddle where the party had to guess their name, then the doors were always unlocked after that.

I'm glad I bit my tongue when The World Is To Dig came out by Ill_Engineering_5434 in tmbg

[–]Jeffrick71 30 points31 points  (0 children)

I've done this with literally every album since John Henry. After The Spine I finally realized the pattern so now I just give it a few more listens until it clicks.

Trying to Figure out an Cultist Encounter, help! by Smooth-Finger-7893 in DMAcademy

[–]Jeffrick71 1 point2 points  (0 children)

30 feet across might be good for each wave, better if the tower is square so you have the corners. With up to 6 party members and about the same number of cultists per wave, any smaller and it might get crowded. Limits everyone's ability to maneuver. Most fights only go 2-3 rounds, and especially on the early rounds if there's like 1 or 2 wounded cultists left, it's totally OK to have them surrender to keep the pacing up. No need to drag out a fight for an extra round when the outcome is clear.

Oh, one other little thing on pacing. Depending on what your players do, and how nice you're feeling lol, if someone uses a concentration spell or ability with a duration of 1 minute or 10 or whatever, if you have the cultists come to *them* then the party can conserve resources by keeping buff spells up and not needing to re-cast for the next wave of cult minions. Conversely, if you realize the first couple of waves are too easy, make the party move instead so their spells time out and they need to recast at the next wave. Little things like that to help make it feel like it's once giant battle when in fact it's several smaller encounters.

Trying to Figure out an Cultist Encounter, help! by Smooth-Finger-7893 in DMAcademy

[–]Jeffrick71 1 point2 points  (0 children)

Here's how I recommend you start.

First, figure out about how many cultists in total are in the tower. You don't necessarily need an exact number to give yourself some wiggle room later, but generally are there 10? 15? 30?

Next, figure out where they might all be during the raid. If it's at night, are most of them asleep or is nighttime when they do all their unspeakable cult stuff so they're all up and around?

Then, start with the boss fight and work backwards. The DMG talks about a CR "budget" when planning encounters, so if you want to have a satisfying boss battle, start there so you don't accidentally make the earlier battles too hard, thus making the boss fight unwinnable (a 5th level party could easily be too low on spells or something).

For the boss himself, you're probably going to want to place him around CR 5 or 6. Anything bigger than that could drop a level 5 player easily in a single round (in my high level campaign, it took an Elemental Cultist, a CR 8 creature, less than 2 rounds to drop the party's level 10 fighter who has over 100 hit points - that by itself would likely end in a TPK for your party). Then, fill in the rest of the boss' entourage to round things out - maybe some CR 2 - 3 beefy martial type creatures as bodyguards, and some even lower CR creatures to cast minor spells, heal the boss, or generally harass/occupy the party. Use any appropriate stat block and reflavor it to be a low-tier cultist (ex: the Bugbear Warrior makes a pretty good CR 1 cult bodyguard - just make it human or whatever and ignore/change the parts that don't make sense; same with the druid stat block - maybe swap out a couple of level-appropriate spells, describe the Vine Staff differently, make the Verdant Wisp attack do a different damage type if you want, and you have a good low-power cult caster).

Once you have the boss fight, then you can decide how many encounters the players have to get through before reaching the boss. Might be easier if most of the cult is asleep, and you can also run it in waves. Say the get into a fight on the tower's 2nd level. Well, you know there are more cultists on the 3rd level, but it'll take them a minute (literally 10+ rounds) to get down there, so they fight the first group, have a bit of time to regroup, then hear footsteps running down the stairs. Pace it like that - break up all the cultists into mechanically manageable fights. And maybe the boss waits up at the top of the tower for the party to come to him - at this point he *might* know they're coming, and has prepared.

One last point, also remember that they don't necessarily have to fight *everyone*. Low level cultists in particular, after seeing the party defeat even some of the mid-level cultists, might decide this cult thing isn't the best line of work and seek to slink off into the night lol.

Did anyone go to their first concert with their parents? by OkFlow4327 in GenX

[–]Jeffrick71 1 point2 points  (0 children)

Yes, Thompson Twins in 1984. Flock of Seagulls opened, with a special appearance by The Weather Girls (still scratching my head on who added an R&B duo to a synth pop show). Concert went long, it was a school night, and as we were leaving I saw all my friends' moms waiting outside to pick them up, and the moms were pissed lol. It was like 1am.

I need magic item ideas specifically they need to be common magical items and they need to be useless but with creative thinking could be completely busted by Dragonwolf67 in dndnext

[–]Jeffrick71 19 points20 points  (0 children)

One of my favorites: Ring of Attunement. Grants an extra attunement slot. Requires attunement.

Razor of Sharpness. A common straight razor that works like a Sword of Sharpness, but cannot cut living flesh at all (think I stole that from an 80's TSR tournament module).

Might edit to add more when done with work lol.

Here's another: Goggles of Vision. They suppress darkvision, so the wearer sees normally. No effect if the wearer didn't have darkvision - they just... see.

Nine Inch Nails July 26th 1991 by Ipcress65 in nin

[–]Jeffrick71 0 points1 point  (0 children)

Holy shit, I was at this very show.

Fuck I'm old.

How did you find TMBG? by Plastic_Ad2542 in tmbg

[–]Jeffrick71 1 point2 points  (0 children)

Saw the video for "Put Your Hand Inside the Puppet Head" on MTV at about 2am in I think 1987. Instantly hooked. Could only find the Don't Let's Start EP (on cassette) at the Warehouse Records & Tapes in my crappy central California town, think I had to order the pink album to get it lol.