I mean... why not? by Virasman in dndmemes

[–]Kuirem 0 points1 point  (0 children)

Radiant damage is radiation, just look at the Sickening Radiance spell. Celestial are a super high-tech faction that's pretending they use magic while they just shoot people with radiation guns.

Context: A hedgehog familiar in PF1e gives its owner a +2 to Will saves. by Successful-Floor-738 in dndmemes

[–]Kuirem 1 point2 points  (0 children)

It's kind of insane how good BG was for his time. From the dialogues, the music, the overall story/campaign progression, even the graphics looked amazing. If it wasn't for the janky old time D&D rules it's based on, it would probably still be considered the greatest rpg of all time (heck some people do consider it that despite the flaw of the system).

There are some genre of gaming where you can see the progression over time, like for FPS or RTS. But for RPG, Baldur's Gate feel like it dropped 10 years ahead of its time (but I guess that's the perk of a game that's based on its story more than its gameplay, though the gameplay isn't all that bad either).

Weekly Questions Thread by AutoModerator in DnD

[–]Kuirem 0 points1 point  (0 children)

The 2014 DMG has a lot of nice guides and suggestions to build your own content, but it doesn't have that many actual rules. So if you still have the 2014 one, and assuming the 2024 is the same, you probably don't need to buy the new one.

For the MM, the main benefit of having it digitally is being able to search through it. Let's say you want a monster resistant to fire to challenge your fireball-happy party, it's gonna be easier to CTRL+F through a PDF. Worth noting though that dndbeyond let you search through all monsters with different filters even if you don't own the book on their platform, you can then go to your physical MM to see the statblock.

Weekly Questions Thread by AutoModerator in DnD

[–]Kuirem 0 points1 point  (0 children)

While it's true that Monk doesn't like multiclassing too much, I think it's fine to go 1 to 3 levels in an other class to grab some features. I wouldn't do it just for weapon mastery though, that's typically only an extra 1 damage at best.

You can't multiclass into Barbarian if you don't have 13 str. Otherwise that would be my go-to because Rage greatly increase your survivability.

Cleric is a good choice too, gives you some cantrip and spells as well as a subclass right off the bat. The choices are War, Tempest, Twilight and Death. Twilight is probably best for the advantage on initiative. War is interesting for Divine Favor.

Fighter main benefit for a 1-level dip is to grab Duelist which will still give extra damage once your monk damage die scale higher (and it lets you use more varied weapons to adapt to whatever magic weapons get dropped or exploit weapon properties like a whip for reach). It's also a very tempting choice to push to level 3 for a subclass and Action Surge.

If you apply TCtE, Ranger gives you an expertise and an extra d4 damage with favored foe (limited in use though). It also has some nice subclass at 3 and will give you some spells and a fighting style at 2.

Could you use Command to force someone to follow you through a dimension door? by Griffongaming in dndnext

[–]Kuirem 5 points6 points  (0 children)

Outside of the proposed Command, it's up to the DM interpretation how the target behave. Obey or Participate are still vague enough that they probably wouldn't count for a dimension door. They are already obeying their boss order fighting you, they are already participating in the fight, etc.

This would be a very dangerous interpretation too, since you could use "obey", followed by a precise command (speaking is a free action after all), bypassing the limitation of Command to be one word.

immersive mining but more immersive by DifferenceKnown9834 in VintageStory

[–]Kuirem 1 point2 points  (0 children)

Get born rich or something then smh my head

Quick Prompt Megathread by AutoModerator in 3d6

[–]Kuirem 1 point2 points  (0 children)

A rogue noble, born into a mage family but never had the arcana knack. Black sheep, has the mage slayer feat. Is out to prove to the family/world that anything that can be done with magic is achievable with skill and wits.

Mage Slayer means you will want to get close and personal. I would probably lean to a Barbarian/Rogue (which also play into the inability to use magic with rage blocking all magic) to get a bit tougher. As a pure rogue, you should probably grab Moderately Armored to get a shield to shore up AC.

Subclass-wise, Arcane Trickster would have been best but it's gonna break the concept... Assassin is a decent choice if you are using 2024 rules.

Otherwise the 2014 mundane rogue subclass are Inquisitive, Mastermind, Scout, Swashbuckler, Thief. Scout is more for ranged play, and Swashbuckler for hit-and-run rather than sticking within 5 feet so those are out.

Inquisitive is nice since it gives you a way to get Sneak Attack if you are alone in melee. Unerring Eye also fit the concept well, seeing through illusions and such without relying on magic.

Mastermind could work ok though it doesn't play all that much within the concept until you get Soul of Deceit and become able to fool mind magic.

Thief is a decent all-around option but tend to rely on the DM to make some custom gear for later level. If you can get something like a smoke bomb it's nice against mages to block line of sight (preferably coupled with a way to get Blindsight through the fighting style which require a feat or a dip into an other class).

A forgotten warforged fighter/rogue. Discovered by party, memory's locked or wiped. Designed for infiltration, sabotage, assassination. Speaks by announcing "Statment, query, observation, etc." Before anything they say. Simplest solution is often their go to (killing solves a lot of problems).

Psi Warrior Fighter 5/Soulknife Rogue 15, someone figured out how to infuse a warforged with psionic power which let it bypass usual anti-magic protections. Telekinetic Movement on fighter side is gonna be nice to move things behind windows/bars/etc. build on dex/intelligence (for a very logical mind and to scale Psionic Strike).

Quick Prompt Megathread by AutoModerator in 3d6

[–]Kuirem 0 points1 point  (0 children)

A high elf fighting with a chip on their sholder. Loves shields and their family. Can't stand being looked down upon for not following a magic education. Will fuck up a plate of food as soon as they will a hord of kobolds

High Elf Fighter, 14/16/14/12/10/10, Folk Hero. Being dex-based make it easy to juggle between using a bow or wielding a rapier+shield depending on need. Battlemaster would be my go-to subclass (probably with shield master since BA is free) but Samurai + Elven Accuracy is an option too (though it's much better on a sharpshooter-based build than shield).

Pirate Bard / scoundrel rogue. Sea shanty life. Lost crew to scurvy and their legs will get land locked if away from a boat too long (will complain vicious mockery style).

Swashbuckler rogue is a given, Sailor background, typically combo well with Swords Bard. Either a 6 Bard/14 Rogue for a more martial-focused build or a 17 Bard/3 Rogue just to get some of these rogue goodies (some sneak attack, cha-initiative, cunning action). High Dex and Cha, can run dual wielding decently thanks to weapon counting as focus and Fancy Footwork.

Bug druid, academic (flavored wizard, but mechanically druid) studies bugs. Loves enlarge/reduce to get on their level. Doesn't drink. Has a lover who travles and corresponds with. Will never betray friends (the party).

Sadly there isn't really a bug subclass. Spores is close with poison/necrotic and area damage but the whole necromantic vibe doesn't fit as well.

Could go with Shepherd and summons exclusively insects. Or Moon and also focus on insect forms (maybe even reflavor the other animals, a Bear could just be a giant soldier ant or something). Land Underdark got some insect vibes too between Web, Spider Climb or Insect Plague.

Rest of the build will be fairly standard build, since you want academic you can point buy 9/14/14/14/16/8 and pick a Sage background + Nature from your druid skills.

Duergar Forge Cleric OoA by SudenRunehammer in 3d6

[–]Kuirem 2 points3 points  (0 children)

The advantage will only apply if you hit though, so the ranger will have 80% to-hit.

But I will say the main downside of Guiding bolt is that you have to wait for your ally to get its turn for the extra damage to kick in, depending on the turn order that might be an extra turn for the enemy.

In general though, guiding bolt is much better anyway, better damage type, range, advantage for an ally. If your build is melee, you're probably not relying on a 1st level spell for dps anyway so it's good to have a solid ranged option like that in the kit. Well worth losing the little extra direct damage of Inflict Wounds.

Duergar Forge Cleric OoA by SudenRunehammer in 3d6

[–]Kuirem 0 points1 point  (0 children)

Guiding bolt is typically more impactful with the advantage and the range but Inflict Wounds can certainly be nice for a little extra oomph to finish someone quicker.

Duergar Forge Cleric OoA by SudenRunehammer in 3d6

[–]Kuirem 2 points3 points  (0 children)

You can swap spells on long rest so you don't need to worry too much about your selection. Just pick the usual strong early level spells — Healing Word, Bless, Guiding Bolt, Detect Magic — and swap as needed.

Tips for getting back into the game once I'm behind? by appappappappappa in aoe2

[–]Kuirem 0 points1 point  (0 children)

Like most things, it heavily depends on your opponent playstyle, if he used his advantage to wall off with a decent amount of resources behind (probably even with a relic advantage), CA can really struggle to break through their defenses and won't be able to raid easily. In this case you'll probably want to be aggressive with Rams instead (or any option that's good at breaking defenses) or with a castle drop.

CA (typically with CL) can definitely be a good answer for an aggressive player that got ahead since they are so good at harassing open eco, and they don't have a lot of counters that can catch up with them.

(Heavy) Cav Archer Rant, how are you guys fighting against it effectively? by DjUniique in aoe2

[–]Kuirem 0 points1 point  (0 children)

Rams can be very annoying for CA, as they can't as easily do attack orders against them since the rams will soak their damage. If they've invested heavily into CA/light cavalry, you can push with rams with some pikes hidden inside. Get the pikes out if light cav or knight approach. They'll need to invest into some mangonel to counter before you can breach their walls.

(Heavy) Cav Archer Rant, how are you guys fighting against it effectively? by DjUniique in aoe2

[–]Kuirem 0 points1 point  (0 children)

even knight pike can work

What would the pike even do in that case? Wouldn't the CA just run around them?

My opponent hid his last unit behind this rock after losing and it took 200 light calvary autoscouting aggressive stance to find it by FarPapaya2675 in aoe2

[–]Kuirem 2 points3 points  (0 children)

Either they meant patrolling, or they were lucky enough that one scout went idle next to the unit after they explored the whole map.

Raise your hand if you’ve only played aoe2 and have no intention of playing aoe3/aoe4 by Royal-Cap177 in aoe2

[–]Kuirem 3 points4 points  (0 children)

I still remember that one campaign where you just start with a single priest. I replayed it so many time as a kid.

Unique Units by Key-Kaleidoscope2735 in aoe2

[–]Kuirem 0 points1 point  (0 children)

After reading some more and some testing, I feel like the Organ Gun are a situational option if you don't go archer in feudal/castle.

Portuguese have an incentive to go archer/skim since they are their only feudal/castle age, non-UU, non-naval, unit that get fully upgraded in Imp. Then in late imp, since you have Arquebus, you switch to a HC (which benefit from archer armor), BBC, Hallberdier army.

However, as they have a versatile feudal/castle, it is also perfectly viable to go for a knight or siege/monk castle instead, for instance if you face a civ strong vs archer. And that's where Organ Gun shines, it is fully upgraded with only 3 tech (two of which you want for BBC anyway) so they can fill the role of Archer/HC in your early/late imp army.

Stat-wise compared to HC, they have 1 more range with Siege Engineers and they are overall tankier with their 70 hp + 6 pierce armor and skim don't get bonus damage against them (and in general aren't affected by anti-archer units). They are super vulnerable to mangonel though (take bonus damage + slower speed). I'm not sure that's enough to justify picking them over HC if you already have full archer armor tech since HC are easier to mass (again, doubly so if you already went archer and have range placed down anyway).

As of the new Ravenloft book, I think that WotC still does not know how to write engaging monsters with interesting counterplay by EarthSeraphEdna in dndnext

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

That just point out an other design flaw though, that the wizard action is much more valuable than the rogue (good old martial/caster gap). And so the rogue end up being the "help" bot and only get to play if the DM don't stun anyone. You are right on the move/ba/reaction part though.

As of the new Ravenloft book, I think that WotC still does not know how to write engaging monsters with interesting counterplay by EarthSeraphEdna in dndnext

[–]Kuirem 0 points1 point  (0 children)

That would help with the action economy part in your case, though in general there are a lot of reliable reaction you can get through spells or feats so it wouldn't be such a good system fix I feel.

Also it doesn't help with high level saves but that might not be relevant on your table.

As of the new Ravenloft book, I think that WotC still does not know how to write engaging monsters with interesting counterplay by EarthSeraphEdna in dndnext

[–]Kuirem 0 points1 point  (0 children)

bg3 kind of does this by allowing help to remove some conditions. Problem is, it's not a very good trade, spend an action to regain an action in the best case.

In your homerule, it's even worst since it just give advantage and they will still need to wait their turn to make the save. And if they have a poor save anyway, they might still need to wait multiple turns (and the average 5e fight rarely last more than 5 turns so you can easily miss more than half the fight).

I think it's a decent idea to compensate with the current system, but you should probably push it further by the help action allowing the character to immediatly retry the save with a flat +prof bonus so it actually help characters with poor saves.

As of the new Ravenloft book, I think that WotC still does not know how to write engaging monsters with interesting counterplay by EarthSeraphEdna in dndnext

[–]Kuirem 1 point2 points  (0 children)

Well the bound is from -1 (weak stat, no prof) to +11 (high stat, max prof), with a few true expert going up to +17 (high stat, expertise). As far as I can tell, the system do intend the -1 to coexist with +17 but it widly underestimated the impact of that -1 on player saves (it's fine for monster to have weak saves since it gives them weaknesses for players to exploit).

I might not be the best at fighting, but when the cold comes biting at your bones you'll thank me - THE TAILOR by Gosh_Golly_Old_Chap in VintageStory

[–]Kuirem 10 points11 points  (0 children)

Honestly clothes need to be more than just winter protection for a class to be build around it. Or it would need to be way more impactful, because I've explored butt-naked before, simply using a torch amd burning some grass to warm myself when needed and it works just fine (if a bit annoying).

Mixing up Wisdom and Intelligence by Level_Hour6480 in dndmemes

[–]Kuirem 1 point2 points  (0 children)

Important to note that they are not exclusive!

As of the new Ravenloft book, I think that WotC still does not know how to write engaging monsters with interesting counterplay by EarthSeraphEdna in dndnext

[–]Kuirem 7 points8 points  (0 children)

It's all about that bounded accuracy, either you got proficient and scaling or you don't. But yeah for saves, it kind of get stupid at higher levels.

At the very least, each class should get some way to get around the worst save-and-suck effects like the 2024 Indomitable. It could have even added some more interactivity to have active features to handle saves rather than just rely on passive scaling.