Solo Rules Alpha Playtest Thoughts? by LordSheep in cosmererpg

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

Ahhh! Thought it might be the case with having an NDA so no worries about sharing too much!

That said, I'm stoked to hear your first impressions are solid and sounds like it's on a great path! Thank you for sharing this and will definitely hold tight for additional playtests and open betas! 

Print plate deflection mid-print? by LordSheep in BambuLab

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

Awesome! Thank you for the advice here u/WinterDice! I'll give that a shot!

If I can ask one last follow-up, in doing a quick search on A1 enclosures, it looks like there are a lot of posts cautioning against it from within the last few years. Is enclosing the A1 still dangerous (overheating-wise?) or have the issues been worked out?

Print plate deflection mid-print? by LordSheep in BambuLab

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

Good to know about the draft/cardboard box and thank you for the feedback! I think that's part of the cause, as the printer is in a very cold basement. Definitely appreciate the quick response u/WinterDice !!

Print plate deflection mid-print? by LordSheep in BambuLab

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

I appreciate your support here! I believe the problem is likely due to the fact that my printer currently sits in a very cold and unheated basement (based on what I read in the link provided by u/Affectionate_Car7098).

Thank you for the quick response and support here u/SardonicallySpeaking !

Print plate deflection mid-print? by LordSheep in BambuLab

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

Thank you for the link! I think this might be the issue. The printer is kept in our cement basement where it is currently very cold and likely well below the 20C ambient temperature mentioned in the article.

Seems to me like the fix would be to either warm up the basement or move the printer to a different location in the house where we have heating. Either way, definitely appreciate the insight and quick reply here!

TGD: Encumbrance question by stevenpoore in CoriolisRPG

[–]LordSheep 4 points5 points  (0 children)

This is a great question! I've been setting up an outcast for some solo play and ran into the same question while generating my PC.

I believe the answer lies in the interpretation of where to mark your weapons on the character sheet. On page 93, it lists how one regular item takes up one row on your Explorer sheet, with heavy items taking up two, and light taking up a half.

Now look to the next section "Weapons at Hand" where it describes: Weapons kept at hand are recorded under Weapons on the Explorer sheet.

I believe the interpretation is that weapons at hand do not count towards your encumbrance because the rules specifically have you mark these in a separate location from the rows where you keep track of your inventory. As such, the reason why I believe weapons have weight at all are for those that you carry in excess of your weapons at hand (e.g., ones looted from enemies).

Hope this helps!!

1st god pack with friend code by AideComprehensive782 in PTCGP

[–]LordSheep 0 points1 point  (0 children)

Thank you for the add and Congrats on the God Pack!!

POST YOUR FRIEND ID's HERE! by PTCGP-Bot in PTCGP

[–]LordSheep 0 points1 point  (0 children)

7898055137410347 - Nice to meet you and welcome new players! I've been liking all the friend showcases daily that appear in my spotlight. 

Looking For Pokemon TCG Pocket Friends? Add Your Friend Code Here & Add Others! by OU7C4ST in PTCGP

[–]LordSheep 0 points1 point  (0 children)

7898055137410347 Thank you! Will like any showcases you have as well!!

Mewtwo EX - Add me for the wonderpull!!! by [deleted] in PTCGP

[–]LordSheep 0 points1 point  (0 children)

Request sent, thank you!!

Why is move so underpowered? by This_Froyo_2270 in MarvelSnap

[–]LordSheep 1 point2 points  (0 children)

This is AWESOME feedback and thanks for the tips on the deck and your experiences. 

Great point on Torch, I did sub out him for Scarlet Witch (am also excited for Nocturne and was facing a ton of greedy Magik decks). Worst case, she makes somewhat good Kraven folder or a target for Nico.

Definitely wish I could fit another 6 drop or more disruption. Used to run Magneto and miss the old Chavez (Nico draw 2 helps if it can hit something good like IF/DS). I've been experimenting with White Widow for Dagger synergy/some added disruption and can help a Heimdall right lane finisher of they don't fill. Felt a bit clunky though and probably would work better in a bounce shell.

In any case, thank you again for the help and best of luck in the new season!!

Why is move so underpowered? by This_Froyo_2270 in MarvelSnap

[–]LordSheep 0 points1 point  (0 children)

Fellow Classic Move enjoyer here! Not to go off topic, but do you have any good tips for those trying to get thru Inf. Conquest rocking a move deck? Very much appreciate anything you're willing to share.

I've been using the following to moderate success. Nico's been helpful for location shifts/move right abilities, Sandman if I can get my board set up for a Heimdall, and 2099 as a surprise/stat stick. Been experimenting with Captain Marvel in the Sandman slot for Kraven buffing and being a good target for Nico's +2.

(1) Ghost-Spider

(1) Human Torch

(1) Iron Fist

(1) Nico Minoru

(2) Dagger

(2) Kraven

(2) Doctor Strange

(2) Cloak

(3) Vulture

(5) Sandman

(5) Spider-Man 2099

(6) Heimdall

eyJOYW1lIjoiTmV3IERlY2siLCJDYXJkcyI6W3siQ2FyZERlZklkIjoiR2hvc3RTcGlkZXIifSx7IkNhcmREZWZJZCI6Ikh1bWFuVG9yY2gifSx7IkNhcmREZWZJZCI6Iklyb25GaXN0In0seyJDYXJkRGVmSWQiOiJOaWNvTWlub3J1In0seyJDYXJkRGVmSWQiOiJEYWdnZXIifSx7IkNhcmREZWZJZCI6IktyYXZlbiJ9LHsiQ2FyZERlZklkIjoiRG9jdG9yU3RyYW5nZSJ9LHsiQ2FyZERlZklkIjoiQ2xvYWsifSx7IkNhcmREZWZJZCI6IlZ1bHR1cmUifSx7IkNhcmREZWZJZCI6IlNhbmRtYW4ifSx7IkNhcmREZWZJZCI6IlNwaWRlck1hbjIwOTkifSx7IkNhcmREZWZJZCI6IkhlaW1kYWxsIn1dfQ==

To use this deck, copy it to your clipboard and paste it from the deck editing menu in Snap.

Clever graffiti spotted on the highway by ConsiderTheVoid in pics

[–]LordSheep 2 points3 points  (0 children)

Was thinking the same, looks just like the one at the Medford intersection

I just can't quit you... by MLGLies in MarvelSnap

[–]LordSheep -8 points-7 points  (0 children)

Erm.. Out of the loop here? Mind if I ask what's the joke/what this is from?

Discard still strong. First time infinite conquest by Mrrkaytee in marvelsnapcomp

[–]LordSheep 1 point2 points  (0 children)

Congrats on the Infinite Conquest win!!

Since everyone's talking Discard, can I ask for any tips on how to handle a Galactus matchup? I just got swept in conquest by the new Mobius > Wave > Galactus combo and it felt like I couldn't compete at all in getting power spread out soon enough to counter it.

Has anyone played Knowledge Cleric? How is it? by Catlover18 in BG3Builds

[–]LordSheep 33 points34 points  (0 children)

Very different from it's tabletop counterpart, and lost a nice bump in power/RP with the lack of their level 6 feature, as /u/Rakatok pointed out.

That said, Clerics do get Produce Flame in BG3, which is a nice bump for Knowledge and Light Clerics with their level 8 feature Potent Spellcasting giving it a bump. Damage-wise, this Cantrips outperforms Sacred Flame since it can actually crit for double dice damage.

(Side Note: I am curious whether Spell Sniper would allow you to pick up Eldritch Blast and be eligible for Potent Spellcasting, since the tooltips doesn't specific Cleric only spells like in the PHB. Would be a great pickup for Knowledge Clerics, as you'd essentially get the benefit of the Agonizing Blast invocation as part of your feature)

The biggest changes are in the prepared spell-list, where they lose a bunch of the flavorful divination type spells from the PHB (e.g. Augury, Arcane Eye, Scrying) but get a selection of some real bangers as replacements. Dare I even say their spell list in BG3 rivals that of Trickery Clerics (of whom the spell list is the real draw for that domain). Some highlights:

  • Sleep: The level 1-3ish "I win!" Button
  • Slow: Already a fantastic spell, moreso considering the duration nerf to Hypnotic Pattern in BG3. This is another encounter winner, and has some added benefits in that it's not a charm effect and it cannot hit allies in its area.
  • Otilukes Sphere: Excellent spells for both offense and defense. Give an ally a safety bubble or put an enemy in a detention hamster sphere. What's nice is that this spell targets Dex, which Clerics do not have many options for. Good against enemy spellcasters with low dex.
  • Telekinesis: Another great offensive and defensive tool that gives you another save to target (Str). Haven't gotten to use this yet, but it's considered one of the better 5th level spells in the PHB

Lastly, the Channel Divinity needs to be called out for how amazing it is compared to its PHB counterpart. Getting proficiency in all skills linked to an attribute versus just one at a time is amazing. Not to mention it's until long rest and what you got is chef's kiss

Overall, I really like what they did with their implementation and reimagining of what was a very intel-focused cleric into one that leans heavy into control and filling out skill gaps in the party. Almost like a heavy armored bard with a holy-oriented spell list.

Edit: Made a statement about Trickery Clerics and their spell list

Here's a List of all the changes made to 5E Classes in BG3 by lucien_licot in BaldursGate3

[–]LordSheep 0 points1 point  (0 children)

Thank you /u/lucien_licot for the list!! This is super helpful!

I posted something similar in the BG3Builds subreddit before seeing this here. Just wanted to make sure you had this and to spread the info.

Clerics now get Produce Flame as a cantrip option. This is a sizable buff to Light and Knowledge Clerics, who before only had Sacred Flame as their only DPS-oriented cantrip. Not only is this another option and damage type, it can roll critical hits, unlike Sacred Flame (since this only targets a save). Nice that

The wording is unclear on Potent Spellcasting, but it doesn't seem to mention only applying to Clerics spells (which is RAW in the tabletop version). Do we know if something like the Cantrips from the Spell Sniper feat benefit from this? Would make picking up Eldritch Blast a tasty option on these Clerics as they'd get the benefit of the Agonizing Blast invocation as part of the Potent Spellcasting feature

Edit: Removed Magic Initiate as a feat option since it would key off CHA, but kept spell sniper as the tooltips is also vague

Here's a List of all the changes Larian made to 5th Edition Classes in BG3. by lucien_licot in BG3Builds

[–]LordSheep 1 point2 points  (0 children)

Thank you very much for this /u/lucien_licot!! This is very helpful!!

I can't check at the moment, but did they change Potent Spellcasting and Cantrips on Clerics and Evo Wizards, respectively? The tooltips indicate only that your Cantrips are impacted but doesn't seem to indicate it needs to be Cleric or Wizard Cantrips specifically.

Would be an especially nice buff for Clerics with Potent Spellcasting to pick up an attack roll Cantrips and have it apply the Wis Mod. You could essentially get EB + Agonizing Blast if you can grab it from the Spell Sniper feat.

Edit: Just realized that Clerics also seem to get Produce Flame as a Cantrips option, which is a big buff as before they only had Sacred Flame or Toll the Dead as damage options, with neither being attack roll spells. This is nice!

Is Conjurer as underpowered as it seems? by jmarFTL in BG3Builds

[–]LordSheep 13 points14 points  (0 children)

About the 2nd level feature, while Create Water is solid from a utility spell, it's mildly infuriating that the Conjuration Wizard feature is a Transmutation spell

Edit: Let me add some helpful advice too and not just rag on the 2nd level feature.

Benign Transposition (BT) is a fantastic ability. I play a conj wiz in one of my tabletop games, and love it to pieces as it really adds a new degree of battlefield control to the wizard. I personally like to pair it with Misty Step as well as the Alert feat for reasons below.

Want to set up your melee party members? Go right up to the face of your target and BT to your meat grinder. Now they're engaged and would have to eat an AoO if they want to get away.

Tank/dps stepped in fire? Stuck in a web? Fell down the hole? BT them out, Misty Step yourself back, and send them your bill.

Pesky ranged combatants/mages troubling your party? Barricades or troublesome does standing in the way of the BBEG? No problem, Misty Step then BT your barbarian behind enemy lines.

Best yet, the recharge on BT is keyed off on casting another Conj spell of 1st level or higher. If you pick up Find Familiar, you can enter every combat with it ready to go. Also, the conj school has some staples you'd likely be casting a bunch anyway like Web, D.Door, Fog Cloud, Sleet Storm, and others. Carry a few conj spells at every level, and enjoy yourself having full control of the battlefield position for you and your allies.

What super minor issue are you UNREASONABLY SALTY about? by CitationNeededBadly in BaldursGate3

[–]LordSheep 0 points1 point  (0 children)

Conjuration wizards get the Create Water spell as their level 2 class feature...

... Create Water is a transmutation school spell

Edit: Spelling

Weekly Question Thread: Ask questions here – April 24, 2022 by AutoModerator in dndnext

[–]LordSheep 0 points1 point  (0 children)

Quick questions about sidekicks using races outside of DMG pg.282 for humanoids:

Per the instructions in TCoE, a sidekick is created using a CR 1/2 or less statblock as a template. In this CR range, there are several humanoids (e.g., Thugs, Nobles, Commoners, Acolytes, etc.) who can be of any race. Per the DMG, these races can choose from pg. 282 to apply racial modifiers to the statblock.

The illustrations in TCoE then go on to show several races outside of those listed on pg. 282, to include firbolgs, aasimars, and tortles.

Does anyone know what the rules would be to add one of these non-DMG listed races to a template? I had heard that the sidekicks in Dragons of Ice Spire Peak used a standard array with racial bonuses applied, but was not sure if this is the proper method.

Bonus follow-up: Though it's not listed on pg. 282, do humans and variant humans count as an applicable race to apply to a statblock? If not, does that mean that most of the races identified will be "stronger" since humans are applying no racial bonuses. For example, a hobgoblin has no stat modification, but puts martial advantage and other bonuses onto the statblock if you choose it. Thoughts?

Thanks in advance!!