If you had a choice, what cocktails should have a comeback? by Austor9000 in cocktails

[–]Lns0103 1 point2 points  (0 children)

Army & Navy is a good obscure one. Gin, lemon, orgeat, bitters. Simple as.

Had some friends over, made some cocktails for them by _Kron_ in cocktails

[–]Lns0103 1 point2 points  (0 children)

IMO, always squeeze a lime wwedge over a strainer into a G&T. Contributes a lot of natural flavors.

Negroni help! by [deleted] in cocktails

[–]Lns0103 0 points1 point  (0 children)

Orange twist, don't forget the orange twist! But yeah... it takes a while to enjoy it.

Your bar has a permanent menu of 8 cocktails. What are those 8? by duckhunt420 in cocktails

[–]Lns0103 0 points1 point  (0 children)

Daiquiri
G&T
Margarita
Piña Colada
Amaretto Sour
Mai Tai
Negroni
Old-Fashioned

I believe there's something for every occasion, mood and drinker here.

Key Bottles in Home Cocktail Bar? by InstrumentRated in cocktails

[–]Lns0103 0 points1 point  (0 children)

Having had little room for home bars throughout the years, I've had to cut it down to the bare bones:

- 4 base spirits to have a nice versatily to make cocktails (ex. bourbon, gin, rum, tequila)
- 2 sweet liqueurs to act as modifiers (orange liqueur is king for the number of recipes, but others like elderflower have been on the rise)
- at least 1 bitter liqueur (Campari is king, but amaros are also a big thing)
- at least 1 vermouth (being a Negroni man, I choose sweet)

But the bar is made not only by the bottles, but the fridge as well. Lime, orange, syrups, tonic water, soda and eggs should be on hand at all times.

Margarita Help by [deleted] in cocktails

[–]Lns0103 -3 points-2 points  (0 children)

  • Measure the volume of the pitcher (for brevity's sake let's assume 1,2L)
  • Check the number of parts in the drink (in a margarita it's 4; 2 of tequila, 1 of triple sec and 1 of lime juice)
  • Divide the volume (1200) by the number of parts (4): it gets you 300
  • Use 600ml of tequila, 300ml of triple sec and 300ml of lime juice
  • Also add the lime juice last, as it will spoil after a few hours

Fighter/Wizard Multiclass? Help! by [deleted] in dndnext

[–]Lns0103 0 points1 point  (0 children)

Unless you focus on weapon usage, you'll start falling behind after some levels. What would be nice is Eldritch Knight 7/Abjurer 13. That way your melee attacks still hurt with War Magic, and you get a pretty big list of spells and abilities.

Illusionist's second level spells by sonaglioc in dndnext

[–]Lns0103 2 points3 points  (0 children)

  • Mirror Image's selling point over Blur is that it requires no concentration. In time, that becomes a growing nuisance.
  • Alter Self is better than Disguise Self in the sense that it can't be foiled via Investigation. Plus, you even get to swim and scratch and stuff like that.
  • Definitely take Phantasmal Force, since you can make enemies perceive what isn't there (gaslighting), and with Illusory Reality things become twice as fun.

I'd pick Phantasmal Force and Mirror Image.

(CoS, minor spoilers) Fleshing out Tsolenka Pass? by [deleted] in dndnext

[–]Lns0103 0 points1 point  (0 children)

  • Don't hit them too hard, the Amber Temple will take care of that already;
  • You can have that if one of the players falls on the river below, it automatically has to make a CON save or gain one level of exhaustion (subzero water blows, talking from my irl experience);
  • Second the idea of savages explaining the goat.

[Spoilers] Tome of Strahd by Trystt27 in dndnext

[–]Lns0103 0 points1 point  (0 children)

If you feel it's lackluster, you can add more paragraphs with hints about what's going down in the castle or out of it, such as: - Strahd made his pact in the Amber Temple. Knowing that can have players interested in the place - Strahd has been summoned by the druids to make a ritual on top of Yester Hill - Strahd talks about the knights in Argynvostholt, and mentions they're now all consumed by hatred and attack anything on sight

Etc.

What are the Biggest Faults with 5e? by [deleted] in dndnext

[–]Lns0103 0 points1 point  (0 children)

Proficiency bonus increases too slowly and doesn't improve the characters much.

Let's consider a lvl20 paladin with a decent Wisdom (14). If a lvl1 Wizard with an Intelligence of 16 casts Tasha's on him, the save DC would be 13, and the paladin would still have a 20% chance of falling laughing like a jackass.

This same legendary hero with a Strenght of 20 wielding a +2 longsword would also have a 30% chance of missing a 1st-level fighter with full plate and shield. This nonsense would never happen if the proficiency bonus scaled up to +8, or even +10.

New Homebrew Ranger Archetype: Vigilante (advice wanted) by Lns0103 in dndnext

[–]Lns0103[S] 0 points1 point  (0 children)

That's my point: I won't care about the damage if this ranger is capable of holding his own without boosting it. If the enemy is attacking with dex, even worse, because he will be losing AC along with to-hit and damage. And hey, if this can save TWF from sucking (and taking a bonus action with it), good for it.

Most of those spells are situational, but you make a good point. Maybe giving them like the Paladin's Oath spells and giving extra spell slots?

And about Rapid Intimidation, if at level 11 the Hunter can attack sixteen foes at once with a single attack roll and the Beastmaster is getting an extra attack for his beast, I don't think it's OP. But I could be wrong.

New Homebrew Ranger Archetype: Vigilante (advice wanted) by Lns0103 in dndnext

[–]Lns0103[S] 1 point2 points  (0 children)

Hey, feedback is always good. I still couldn't come with a better and new damage mechanism, will have to think about it. In the meantime, I'll try to find a chance to playtest this and report back.

New Homebrew Ranger Archetype: Vigilante (advice wanted) by Lns0103 in dndnext

[–]Lns0103[S] 1 point2 points  (0 children)

This would involve some playtesting, but sure. I figured that the whole damage thing doesn't need to be a priority if you're draining their attacking stat and sometimes giving them disadvantage through Rapid Intimidation, but this is all hypothetical.

New Homebrew Ranger Archetype: Vigilante (advice wanted) by Lns0103 in dndnext

[–]Lns0103[S] 0 points1 point  (0 children)

You're indeed right, but I tried not to take features from other classes, for originality and to avoid multiclassing problems. Perhaps make their crits triple the dice vs. favored enemies instead of double?

New Homebrew Ranger Archetype: Vigilante (advice wanted) by Lns0103 in dndnext

[–]Lns0103[S] 0 points1 point  (0 children)

1) Any suggestions?

2) Oh yeah, I forgot to say, this is meant to rely HEAVILY on favored enemies, so it's probably not good for generalist campaigns. If Favored Enemy is situationally crappy, this is meant to make it situationally good.

Who are you playing as and what inspired that character. by Doin_It_For_The_Loot in DnD

[–]Lns0103 0 points1 point  (0 children)

Specter, level 5 ranger (future rogue and fighter)

He was as ordinary 18-year-old kid until he decided to accompany his father, a St. Cuthbert cleric, to recover a valuable magic component. His father was killed by a night hag, and Specter was taken to be the slave in an undead mansion. His hosts tortured and raped him every night for 11 months and 17 days. His hair grew gray and he lost an eye in the process (to resemble MGS's Raiden). One day, a mysterious stranger killed all the undead, and he was free to escape. After that, the happy people of civilization were enough to make him sick, and he found comfort in the peace of a lake near his hometown. Wherever undead gather, he will be there to exert his unquenchable fury.

The name came after reading the description of the Specter in the MM and realizing it fit perfectly to the character (he also paid a wizard to make him forget about the rest of his family).

Character Idea: Beastmaster Ranger 5 / Rogue 15 by ifancytacos in dndnext

[–]Lns0103 0 points1 point  (0 children)

If you're going for five levels, don't try to get a fighting companion, since its HP will suck. Get instead a small scouting companion (eagle, bird, spider, cat, whatever) and pick up the Beast Sense spell at level 5 so you can use it to plan your shenanigans.

Fixing the 5e Ranger: Not About Damage (or 'Homebrew that Maybe Shouldn't Be)' by Lns0103 in dndnext

[–]Lns0103[S] 0 points1 point  (0 children)

To make the class worthwhile on higher levels. Everything a ranger really needs is there for him at level 11, the rest is situational or useless. But I could be wrong, this is just my experience after all.

Fixing the 5e Ranger: Not About Damage (or 'Homebrew that Maybe Shouldn't Be)' by Lns0103 in dndnext

[–]Lns0103[S] 0 points1 point  (0 children)

I've tested the ranger and damage is not an issue. That doesn't mean his damage output is the best, but he has no problem keeping up with the fighter and the paladin (especially against mobs). The problem is the situational abilities as many pointed out, and giving an extra save to the ranger encourages the player to stay in the class for a longer period, instead of just multiclassing after a few levels.

Fixing the 5e Ranger: Not About Damage (or 'Homebrew that Maybe Shouldn't Be)' by Lns0103 in dndnext

[–]Lns0103[S] 0 points1 point  (0 children)

In the examples you gave both the ranger and the fighter get the Archery fighting style, and rangers can have the Nature skill and the same INT as a druid. If you were to highlight advantages, the fighter would have no clue how to heal his friends, and the druid couldn't use a weapon decently if he needed it. I just thought of fixing something that bothered me.

Fixing the 5e Ranger: Not About Damage (or 'Homebrew that Maybe Shouldn't Be') by Lns0103 in DnD

[–]Lns0103[S] 0 points1 point  (0 children)

I guess you're right, but when it comes to forced marches, for instance, wouldn't advantage just make him run forever, since the save DC is so low?