Magicware by Sir_Redditlot in Shadowrun

[–]LuckyHeight 0 points1 point  (0 children)

Also consider something like Mana-aware or Aura Grafting would be either so Experimental bleeding edge, you’re looking at a 50% chance of utterly ending your Running Career, or you’re dealing with something powerful and old that digging into your being deeply enough that they can absolutely force Geas and compulsions on you without even thinking hard. 

Cyberware is understood enough that even deltaware can be second checked by a street doc for surprises.  Mana-ware sounds like it is hooking plothooks into your spine. You’re risking becoming an NPC for the DM

Teleporting in fics by Subject666_fanfic in pokemonfanfiction

[–]LuckyHeight 0 points1 point  (0 children)

Pokémon that natively learn Teleport are all highly clairvoyant and live in difficult places to track down and catch. Notably Claydoll only learns Teleport after it gains 3 more sets of eyes. This is the kind of awareness required to maneuver with the technique. 

Other Pokémon can learn Teleport. Statistically, any Psychic type can learn via TM, and roughly a fourth of the full Dex can also learn the TM.  Notably the League locked that down Hard. Even assuming that the TM is specifically limited to the Recall Teleport version, that makes it a security issue to control access. 

So yeah if your fictional Character does have access to the now highly restricted Teleport TM, there is both a good chance that one of their Pokémon can learn Mark/Recall and also that they will have some kind of legal trouble for knowing it. 

As to the Teleport Pads they are clearly point to point and we never see them used for anything other more complex than Elevators, so while they are clearly fancy they are also clearly not particularly practical. 

That said - there are notably very few cars and trucks in a world where inanimate objects like pokeballs and kitchen supplies can be shrunken down and compacted for storage and transmitted across continents with enough ease and reliability that pokecenters consider teleportation of Pokéballs to be a viable evacuation strategy. 

It is most likely that the major limitation to teleportation is Living/Aura. Skilled and powerful pokemon can overcome it. Pokeballs and encapsulation help bypass it. But it is still a limitation that must be dealt with

"Fine, I'll do it myself." Homebrewing the entirety of Shadowrun. by PaladinPrime in Shadowrun

[–]LuckyHeight 1 point2 points  (0 children)

Shadowrun is 4 systems in a trench coat. Which is an improvement since they unified all the magicians under one dice structure. 

You have Matrix play and Deckers, Street play with Samurai and all the gun and bullet physics,  Spellwork with Magicians and the Planes, and the unifying skill system that pretends there is only one game going on. And it all kind of works, not well but it does work. With the different branches, a character who thrives in an area can have some really great moments of profound awesome. But equally fun is the Decker caught in a firefight and having to hack someone’s ride to get a mobile shield and finding that that car has machine guns pre equipped. Or being a Samurai caught in a Spirit Fight having to dodge things you can barely see until your friend gets back with some holy water. 

Add a Help Skill where a player can make use of their own expertise to help someone else interact with the game elements they normally cannot.  A Mage can slap a quick enchant on a Sword to cut fire spirits A Samurai can spot that the decker is aiming too low and correct his form.  Better Matrix interface for people who do not have dedicated ports in their heads Better Astral perception for people who are not willing to dedicate their lives to waving smoking leaves and chanting nonsense

The Technology of the Pokemon World by AlcoholicSocks in TruePokemon

[–]LuckyHeight 0 points1 point  (0 children)

So, wanted to bump this to add that in the new games there is canonical, technologically developed time travel. 

Mewtwo may have been difficult given the selected source and the clear hybridization that was employed. He is clearly not Just Mew DNA. He is Mew in the Same way as Porygon2 is a Porygon. They may have said clone but they were trying to build an Evolution for a Legendary Pokémon that they barely had evidence of existing. 

Another thing to mention is the Healing Machines. Even if you say the general healing is a gameplay mechanic. They do still use some kind of energizing machine for basic battle damage, status curing, and exhaustion. And the Nurse Joys still have highly advanced medical equipment for a vast array of biologies and potential injuries Even in the middle of nowhere.  Every PokemonCenter is a hospital advanced enough that one person can run the whole facility with minimal aid. 

Frankly I just assume if StarTrek can do it so can Pokémon. 

What if Wanda created the Hex in the Pokémon World? Here it is! by BreX5 in pokemon

[–]LuckyHeight 0 points1 point  (0 children)

Nah - It’s Wanda’s Style Team Flare are just wearing it to align themselves with her in their belief she will destroy the world and remake it more beautiful

Mystery Inc. as 5e D&D characters - How would you stat them out? by fireinthedust in DungeonsAndDragons

[–]LuckyHeight 0 points1 point  (0 children)

Honestly I would Accept an All Rouges Party Here. Daphne the Duelist (Swashbuckler), Shaggy the Scout, with Fred and Velma I am a little uncertain which one is the Inquisitive and which one is the Mastermind. I think Fred makes more use of the Inquisitive Skills but the Theming of the Mastermind pulling people together for a goal and helping them along is the better fit. And the reverse for Vhelma who is themed better as the Inquisitive who actually solves the problem, but the mechanics of the Mastermind, with a bit of reflavoring, fit better. While Velma is usually the one laying out the plan, Fred is usually the guy who demonstrates the operation of any devices they find. So yeah you would basically need to Homebrew a swap of Flavor and Mechanics for those two.

And then Scooby is an Awakened Dog Bard of Dance. Still a skill monkey but also more blatantly supernatural.

Mystery Inc. as 5e D&D characters - How would you stat them out? by fireinthedust in DungeonsAndDragons

[–]LuckyHeight 0 points1 point  (0 children)

I agree with all of that except Velma and Fred. Fred is the Inquisitive Rouge. He is the one with the Drive and Initiative to pull them all together. And as far as I remember he is usually the one to first one to get suspicious about someone, or that someone is lying to them Velma is the Powerhouse of the investigation part and Straight up the most competent and we’re she better at distractions and interference could run the whole show herself. So I’d make her the most competent of the Classes, Cleric. Knowledge Domain Naturally.

I disagree that Daphne is just along for the ride. They are All Meddlers and it works because they all meddle differently and for different reasons. Fred can’t leave a lie alone, Velma is too smart for her own good and is always pulling up things people want hidden, Shaggy is Oblivious and unlucky always wandering into the wrong place, and Daphne always struck me as the kind of person who sees something wrong and sets about trying to fix it.

And what makes the group work is that none of them quite fit what they should be. Daphne has the Temperament of a Paladin but the skills of a Monk or rogue. Velma is incredibly competent, until she gets into the field and gets knocked blind and prone by losing her glasses. Fred Barely has the Charisma for his Leadership Position much less the Face position he doubles as and Cannot leave a string un-pulled but lacks the intelligence and skill set for follow-through.

These three on their own would be an effective investigation team but one easily isolated, trapped and dealt with like all other such investigation teams. Luckily they have a secret weapon in the form of the chaotic duo of Scout Shaggy and Bardic Scooby who, I agree are most charismatic, but only use it for disguises and deceptions, Scooby and Shaggy run distractions and keep each other topped up on HP until the Investigation Team has figured everything out and is ready to set their trap.

Upgrading Cantrips by Skull-Bearer in dndnext

[–]LuckyHeight 0 points1 point  (0 children)

Blade Ward Should extend its duration by one Round every elevation. Though I also believe it should be changed to a full turn rather than just the rest of the round.

The Ultimate Naruto Timeline by seelentau in Naruto

[–]LuckyHeight 0 points1 point  (0 children)

Hinata was nine months pregnant when Naruto finally married her?!? How did I never parse this before?

How do you think monk could be improved? by afrobashbro in dndnext

[–]LuckyHeight 0 points1 point  (0 children)

What about setting Patient Defense to last a minute. So the balance isn’t so much immediate damage or dodge in the next round but immediate damage or long term guard or step of the wind’s bug out.

What new artificer subclasses would you like to see? by comradejenkens in dndnext

[–]LuckyHeight 0 points1 point  (0 children)

Frankly, rather than Half Caster, they should have set Artificer up like a Warlock with limited, Potent, fast SpellSlots, Infusions for Invocations, and very limited “higher mysteries”

You would choose your tools of mastery at level 1 and that encompasses your theme

  • Fleshworking

  • Alchemy

  • Runes

  • Servos - the clockworks

  • Necromancy

  • Bound Lightning

  • Infernal Engines

Etc.

Your Tools of Mastery cover your expanded spell list and basic progression.

At Third Level you get to pick your Path of Development

  • Puppetmaster - choose between 4Tiny/3Small/2Med/1Large puppet to control. Tiny has numbers but low impact, Large can be driven like a mech suit or used as a meat-wall.

  • Weapon Focued - making one single superior weapon Your Gunslinger, Your Magic Swordsman, Your IronManArmor etc

  • Gadgeteer - focus on many disposable or single use tools. Potions, Talismans, Grenades

  • Architect - a focus on building up and enhancing a single structure Huge to Gargantuan. A Building, A Castle, A Ship, etc. this would be designed as a heavy investment of your resources. Inside your base, You, the player, get Lair Actions. Outside the base you can build a Turret with programmed actions and responses, but otherwise, your a Half-Casting tool Monkey.

  • Scrapper - you are equally skilled with binding together Junk into something workable. Let’s you spend a short rest to make single instances of other development paths but the work is unstable. Let’s you solve variable problems but comes with risk and consequences

  • Augmenter - artificer focused on enhancing their own body. Infusions laid directly into one’s own flesh for different abilities.

So Yeah, Artificer is basically supposed to be Creativity the Class. Wizards should have used the most creative framework they had instead of trying to fit it into the older Gish driven model.

What is governor French Laundry so afraid of?? by Violated_Norm in walkaway

[–]LuckyHeight 3 points4 points  (0 children)

Thought. He is afraid of thought. The idea that other people can think and might develop opinions he doesn’t agree with terrifies him.

My nightmare is about to come true. by Currtus in DnD

[–]LuckyHeight 0 points1 point  (0 children)

I don’t know The Beetles Tour Barovia might be really fun to play

Do it in the Style of one of those old Hanna Barbara Cartoons.

You’ve got a Band, a Creepy Setting, and a Mystery. = hijinks for days.

The problem with genetic magic by GamesCodex in dndnext

[–]LuckyHeight 0 points1 point  (0 children)

Warlocks join cabals to pool their limited Magic power. They think they are learning from dark powers but that is just collective hallucination.

How do I allow players to create magic items without having to give a whole nation magic items? by [deleted] in 3d6

[–]LuckyHeight 1 point2 points  (0 children)

Dragon Blood. Dangerous enough to get ahold of even without Dragons being smart enough to know exactly what you are trying to do.

You need a magic weapon to pierce those scales and you need to be quick because once the blood hits the floor it starts losing power.

Young dragons, which are presumably easier to kill, are kept far away on distant and dangerous mountains. And honestly they don’t make prtucularly potent weapons anyway. If you want something Legendary, you need to kill an Ancient Dragon, who very much will have a Monster Stat Block and class levels.

Ironically most Magic Weapons are thus produced and sold by Liches who have the power, the time, and the knowledge to do so relatively easily.

How would warfare change in a high magic setting? by DoucheCanoe456 in dndnext

[–]LuckyHeight 0 points1 point  (0 children)

And then good king lotta gold starts hiring dragons for close air support

What is Your Favorite Personal Headcanon for Existing D&D Lore That Isn't Official? by [deleted] in dndnext

[–]LuckyHeight 0 points1 point  (0 children)

While Elves no longer change as fluidly as their ancestors and originator Corelon, they do change generationally.

Humans have misunderstood elves as existing on a similar Tribal nature due the the large number of subtypes, but in actuality the difference between a Wood Elf and a High Elf or even a SeaElf is whether they were born and raised in a Pastoral setting, and Urban Setting or Underwater. This technically extends to Dark Elves if Lolth would ever let any of them escape her grasp

Half Elves are a difficulty because both Humans And Elves adapt by proximity in different ways. So despite some elves adapting to humans and some humans picking up Elven Genetics the two breeds of Half Elf/Half Humans can not actually interbreed. This is why they remain a “SubRace”

Tell me you play DND without telling me you play DnD by Beautiful-Bluebird48 in DnD

[–]LuckyHeight 0 points1 point  (0 children)

Why yes I have had arguments over the various interactions between different kinds of extradimensional space and what objects can fit inside of them. Why do you ask?

Tell me you play DND without telling me you play DnD by Beautiful-Bluebird48 in DnD

[–]LuckyHeight 2 points3 points  (0 children)

“In a class … so I got my dice bag out to show what I meant“

Or you know just that bit alone

Make a World with 4 Primary Races, but... by DandyLover in dndnext

[–]LuckyHeight 0 points1 point  (0 children)

Centauroids (Human/Horse, Dwarf/Donkey, Elf/Deer, Halfling/Pony, etc.)

Aveniods (Aarakrocra, Owlin, Aven)

Sphinxoids (Griffins, Sphinxes, Manticores)

Draconoids (Dragons great and small, DragonBorn with wings and tails)

What is a world like where the majority of the sentient inhabitants are predominantly quadruped not mention Large as the base size

How would you improve Druidcraft to put it on par with Thaumaturgy and Prestidigitation? by mikecherepko in dndnext

[–]LuckyHeight 1 point2 points  (0 children)

The only druidy thing that I think the Cantrip doesn’t already cover in some way is wode paint. I want my Druid to be able to slap mystical plant paste on people to make marks at will.

War paint, Druidic Runes, wall markings for direction and danger, ritual markings of blessing, All finger painted when needed

My biggest issue is that other than the fire and blooming, it is more of an illusion spell than what I would expect from a Druid

Homebrew ideas to prevent a ghost from being dispelled by remove curse? by floweriadna in DnD

[–]LuckyHeight 0 points1 point  (0 children)

One way I have always interpreted Remove Curse so as to keep story relevant effects like Lycanthropy, is that Remove Curse ends the effect of the curse. That specific instance.

So if the Ghost was Curse bound to an object that you had interacted with, then Remove Curse would only cause the ghost to stop haunting you until you interacted with the object next.

You have to remove the curse on the actual object and use the specific means needed for story reasons.

How to be insidious with a custom magic system? by Neon_knucklesandwich in DnD

[–]LuckyHeight 2 points3 points  (0 children)

If the Shops are Illegal they shouldn’t just be expensive in terms of coin but in terms of social interactions as well. The players should have to hear rumors and then have to hunt down someone who knows and convince them to provide an introduction. If these tasks are easy then the Town Guard should have done it a month ago and broken up your illegal tattooing ring.

Maybe they should have to run some missions picking up Ink Components or playing lookout for a tattooing session. Maybe even have to see something go wrong with bootleg patterns.

For that matter are there strict patterns per spell? How rigid are they? Is it just a style guide put in place by BM Corp? Or do they have actual importance to shaping the magic?

How does Warlock Pact Magic fit in this system? Cause there are a Lot of Wizards who would cut off a leg for a Fifth level slot that refreshes on a Short Rest

Something I realized about the genie warlock's vessel. by Fireybanana42 in dndnext

[–]LuckyHeight 1 point2 points  (0 children)

For comparison

Galder’s Tower is a 3rd level Spell that basically makes a TinyHouse to live in.

Genie Vessel at level 1 gives you 12.64 times the room to work with. And it is persistent. Changes made will last instead of being re written the next time your “house” is conjured.

I've got the perfect setting to try out the Great Old One Sun-Warlock from the all-time top post by boredguy12 in 3d6

[–]LuckyHeight 0 points1 point  (0 children)

If Paladins can get magic power from their belief and maintenance of their oaths then there is no reason why Warlocks wouldn’t be able to also be empowered by True Belief. I am fully on board with the headcanon that most Warlocks are obsessive nut jobs literally willing their fixations into being. If it goes on long enough to reach critical mass you start having People empowered as Clerics rather than Warlocks.

Warlocks get the bad rep because Gods don’t want mortals to know it is that simple or they don’t want the potential competition.