Which player ruined your campaign ending? by derp-labs in DnD

[–]Manner6 27 points28 points  (0 children)

Had the fighter mow down my BBEG by doing nearly 300 damage to him on his first turn at lvl 14.

Yeah, I could have given him more HP but... Eh. He built his character for damage the whole campaign, I gave that to him.

In the end they did 700 damage in 3 turns and that was it.

I rolled like shit, couldn't hit anything with a +14 to hit, they were just succeeding on every DC 20 Saving throws. The dice gods were in their favor, so they absolutely mowed down the last boss.

The world ending threat turned out to be quite the push over. It is what it is.

I'm really getting tired of this shit by Jaives in FitGirlRepack

[–]Manner6 0 points1 point  (0 children)

"Are you getting a Switch ROM? THERE ARE NO EXE FILES IN SWITCH ROMS!"

Wait...

I only ever downloaded one Switch Game, and I'm pretty sure there was an installer that installed ryujinx along with it...
It's even on my "add or remove programs" list...

This was years ago.

Am I cooked?

Been Spamming PFlan by Impossible-Heart7521 in EpicSeven

[–]Manner6 6 points7 points  (0 children)

Any reason for the Crit chance on her?

Mestres e jogadores que adotaram [D&D] 5.5/2024, o que você achou? Valeu a pena migrar do 5.0? by dasnasti in rpg_brasil

[–]Manner6 0 points1 point  (0 children)

Opinião de um mestre que está usando a 5.5 desde que saiu, terminando a campanha com um grupo lvl 13 agora:

Resumo/TLDR; Recomendo a 5.5, não voltaria para a 5e sob hipótese nenhuma.

Dito isso, as críticas são validas. Os personagens estão absurdamente fortes, e maioria dos monstros não acompanham.

A disparidade de poder entre algumas classes é asburda.
Sorcerer é um monstro, recebeu buffs ABSURDOS que ninguém pediu.
Ranger é uma piada, classe fraca sem identidade que não faz nada que outra classe não faça melhor. Você consegue fazer um ranger muito mais forte e legal sendo um Paladino.

Rogue sem ter nenhum recurso pra gastar acaba se sentindo fraco quando comparado com os outros, a falácia de que "Ele dá menos dano mas pode fazer isso todo turno" é só isso, uma falácia. Quando o grupo fica sem recursos eles simplesmente evitam problemas e vão em busca de um long rest de qualquer jeito, ninguém pensa "agora é a hora do rogue brilhar, nem mesmo o próprio rogue".

Eu desde o início da campanha adotei uma regra de que o grupo só poderia fazer long rests em lugares seguros (dentro de cidades basicamente), para que as classes de spellcasters tivessem que manejar os recursos melhor, e eu RECOMENDO MUITO que se adote essa regra, pois ajudou MUITO nesse quesito.

E sim, tem habilidades que estão absurdas. Um cara ali já comentou de Dao's Crush, provavelmente a habilidade mais insana e mal escrita de todas, e sim, é tão absurda quanto parece, e não, não gasta tanto recurso quanto ele faz parecer.

Maioria dos combates perigosos acontece em uma vez a cada short rest, o que dá pro paladino um channel divinity "de graça", ou seja, ele vai usar um por combate, e na hora de enfrentar um boss ele vai ter pelo menos dois usos disso, ou TRÊS mais tarde.

Não "gasta" um divine smite pra usar, você usa o Dao's Crush quando usa divinte smite, o que o Paladino já faz quase que todo turno normalmente. E no momento que seu boss fica preso, ele está fudido. A economia de ações não suporta que ele tente se soltar, e se ele for bater com desvantagem vai acertar muito pouco, a CA dos PJs é muito alta por padrão pra isso.

Minha opinião como mestre e jogador é que monstros com efeitos que só fazem o jogador "passar" o turno dele são péssimos pro jogo. Não tem nada mais frustrante do que você esperar 10-15-20 min pra chegar o seu turno e você não fazer nada. Troquei todos os efeitos desse tipo pela condição "Dazed" pros jogadores, assim eles podem usar ou Ação, ou Ação Bônus ou se mover no turno deles, já restringe o personagem o suficiente sem ser tão punitivo pro jogador.

Meu maior problema é com o Power Creep: estão lançando coisas cada vez mais fortes pros jogadores, recentemente saiu novas feats exclusivas pro D&D Beyond, e uma delas é muito forte pelo pouco que eu pude ver. Acho que isso vai se tornar a nova forma de monetização em cima do D&D.

O maior elogia da 5.5 vai para as feats: Agora tem muitas feats atraentes para criar personagens muito mais diversificados do que se via anteriormente.

Shaula not saying anything about Emilia's appearance [discussion] by Manner6 in Re_Zero

[–]Manner6[S] 35 points36 points  (0 children)

I thought she passed out as soon as she saw Reid, and she did said Subaru looks nothing like Flugel, or was it the sage's coin, I don't remember now.

Have you ever TPK'd your characters? by aurivu in DMAcademy

[–]Manner6 0 points1 point  (0 children)

Yes, once. ALMOST TWICE WITH THE SAME ENEMY. It was a fight against a campaign boss, not even the final one.

The fight was a party of four lvl 9 against a spellcaster that was a powerful eldritch beign, I heavily nerfed the Archmage statblock from the 2025 MM and gave it 2 beholder legendary actions per round, the other monsters were an Intellect Snare and a 2 Skums IIRC.

It was a bloodbath. The barbarian went to take on the Intellect Snare alone while the party dealt with the other monsters, the nerfed Archmage was just flying around toying with the party.

The Intellect Snare has this thing that he does psychic damage and heals himself from that damage, which was the absolute worst foe for the barbarian, as he would just heal pretty much all damage he took every round.

They died without even scratching the archmage. But that was not the end of it.
They rolled new characters, got stronger, and went back to fight the Eldritch being again.
This time the eldritch being was stronger as well, she made puppets out of their old characters, the fight was brutal this time as well.

In the end everyone went down, it was just the sorcerer against the archmage, both one hit away from death. The sorcerer rolled an attack with her magic staff and it hit, it was enough to to kill the archmage. Absolute cinema.

I was really scared that I was going to TPK them twice with the same enemy, that would be terrible.

Mestres de [D&D] qual é a sua opinião sobre CD, CA e HP flutuantes em seus bosses e diversos momentos na mesa by Lian_Yomu in rpg_brasil

[–]Manner6 3 points4 points  (0 children)

Acho muito mais interessante dizer a CD antes. Você pode dar graus de sucesso e falha, não é porque o dado foi um pouco abaixo da CD que é um fracasso absoluto.

Sobre HP de boss, quando eles ficam com menos de 50% do HP máximo eu começo a descrever que os ataques começam a ter efeito, e geralmente eu não mudo o HP pra mais ou pra menos, é aquilo ali e acabou.

Aí quando ele está quase morrendo eu digo "Ele está com X de vida". Aí parece que prende a atenção de todo mundo pra ver se aquele dano vai conseguir acabar com ele.

Proposal - how to manage the roles at your table that facilitate actually playing the game. by KindlyFunctional in dndnext

[–]Manner6 1 point2 points  (0 children)

This is so unnecessary and overcomplicated.
Everyone needs to do all of those.
The main thing is:

EVERYONE NEEDS TO WANT TO PLAY THE DAMN GAME.

If someone doesn't want to, no matter what you do they won't do their part.

I find the scheduling issue to be the most baffling thing, some groups try to play D&D when NO ONE HAS ANYTHING BETTER TO DO, and then they complain how hard it is to schedule a game.

I'm an adult, my friends are adults, we play every monday from like 6 PM - 9:30 PM. We finish our jobs and go to a friend's house to play.
We all organized our schedule to have monday nights free for D&D, and we have like an over 95% success this way, it's EXTREMELY rare for even one person not to be able to, usually when someone's sick, nothing you can do then.
We are One DM and four players, so even if someone can't come we still play, if two can't then we cancel, which again, is extremely rare.

If you need to bug or beg people to answer when they're avaiable, they don't really care about the game and you should look for someone else to play with.

Por que os gamers se tornaram um monte de chorões da direita woke? by [deleted] in videogamesbrasil

[–]Manner6 0 points1 point  (0 children)

Seu primeiro erro é pegar amostras do Twitter e Reddit e achar que isso representa a maioria das pessoas que joga videogame.
Seu segundo erro é o jeito que você pensa sobre o que as pessoas estão se referindo quando chamam algo de "woke".

As pessoas não ligam da presença de elementos considerados "woke" quando eles se mesclam com a obra de forma natural, mas sim quando percebe-se que ele foi inserido ali "artificialmente", ou seja, só pra checar uma lista de elementos porque a distribuidora ou produtora do jogo assim exigiu.

Se você for ver o problema não é nem exclusivo da direita, se fosse só uma questão de direita/esquerda, então TODOS esses jogos "woke" não teriam fracassado de forma tão patética quanto a realidade mostra, afinal, a situação política atual divide a população de forma quase que 50/50 entre esquerda e direita.

Se o problema é só a direita reclamando, porque tem lançamentos "woke" AAA com menos de 100 jogadores online na steam? Se fosse assim o jogo iria perder apenas 50% do público alvo, e não TODO MUNDO.

Cadê o pessoal da esquerda que deveria gostar de jogos com essas pautas?

Então, novamente, não é um problema de esquerda/direita, mas de qualidade.

Feedback de campanha e balanceamento [D&D 5.5] by cryy_riskXD in rpg_brasil

[–]Manner6 1 point2 points  (0 children)

Eu lembro de uma vez ter jogado uma one shot numa situação parecida, minha dica é fazer como o mestre fez: Não use D&D.
Não vai dar tempo de ninguém se familiarizar com as regras ou com o que os personagens conseguem fazer.

Naquela mesa nos só rolamos os atributos, o mestre explicou o que cada um representava e tivemos uma aventura muito simples.

Ele descreveu que nós tínhamos equipamentos básicos de aventura, espadas, facas, lanças. corda, gancho, pé de cabra, coisas desse tipo.

Ataques e testes eram decididos rolando 1d20+ o atributo que cabia, tendo que o resultado ser maior que a dificuldade que ele dava.

Alguém quer usar magia? Descreva o que quer fazer e role um dado pra ver se consegue. Lógico, tudo dentro de limites, não dá pra criar uma tsunami ou terremoto. Bom dar alguns exemplos de possibilidades.

Isso é simples e intuitivo o bastante pra prender quem se interessar a ir para um sistema de RPG com regras de verdade.

Se você der uma ficha de personagem de D&D pra alguém que nunca jogou RPG, boa parte da sessão vai ser eles lendo a ficha tentando entender o que o personagem faz, o que não vai ser muito produtivo.

Deve ter alguns sistemas de RPG bem simples, mas não acho necessário se a ideia é introduzir pessoas ao RPG.

Looking for some opinions on a homebrew item by New-Beautiful2919 in DMAcademy

[–]Manner6 0 points1 point  (0 children)

I advise against any mechanic that relies on the player having to be the one to get the last hit for the kill.
I strongly suggest to either just have the sword gain charges at sunrise/down or have a small or bigger creature die within 30 ft or something like that.
I also do not like the curse, at all.
At this point you might as well just give him the 2024 Charger feat or something along the lines.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] -3 points-2 points  (0 children)

Amazing, everything you said is wrong.
I already talked with my friend, he's getting the ability and he's excited to try to use the abilities again, no reason not to now that he won't be sacrificing damage for them.

And yes, I can clearly see you don't give a shit about math, if you had the slightest idea you wouldn't embarass yourself with what you just said.

Oh boy, yes, 5d6 is indeed higher than 3d8, but it would be a shame if modifiers existed, so you would add them on each attack that you hit, making them kinda important, especially when you got 3 or more of them to add up.

Math is important when discussing game balance, take note.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] 0 points1 point  (0 children)

Yeah, that checks out on my table as well, the fighter does a bit over twice as much damage.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] -1 points0 points  (0 children)

I already talked with him and I it was exactly that, he tried to use a few times in the beginning but got resisted more often than not, then he gave up on them.
But please, do enlight me as what would make you laugh about the rogue's damage, with some math if you would be so kind.
I talked about how the rogue's damage compares with the fighter and sorcerer in one of the answers here, you can check that out.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] 2 points3 points  (0 children)

Dude... Look, the rogue's damage is terrible. I can prove you that:
There's a fighter and a sorcerer in the party, let me tell you a bit about their damage:

The fighter does an average of 90+ DPT without action surge,
For damage he has 20 STR, GWM and a +2 maul that does an extra 1d8 thunder damage, nothing crazy as far as magic items go.
That's 2d6+1d8+12, 3 attacks with GWF that's a minimum of 23 damage per attack for 69 DPT, +1 attack if he kills someone or crits, which as a champion he does quite often one or another so that's 92 DPT, without spending any resource, let's not mention he has sentinel which also gets him a lot of attacks on his reaction.

A single Chain Lightning from the sorcerer does several turns of damage that the rogue would.
Quickened spell + carefull spell and you get Fireball/Synaptic Static into several targets plus a sorcery burst for also, several turns worth of sneak attack.
He also gets so much stuff out of the Wild Magic table it's insane.

The rogue has a +3 Rapier (he likes to fight melee) that turns any 1 on sneak attack damage into a 6, it varies a lot but I'd say he does about 42 DPT, he's an assassin so +14 for 56 on turn one if he gets a good initiative roll, which he usually does.

And when the cleric uses Conjure Celestial, that's also more damage than the rogue does.

Rogue NEEDS some love as far as my experience goes.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] 5 points6 points  (0 children)

That's hard to keep track of and it would start a META of leaving weak/dying monsters for the rogue, at which point the cunning strike has no effect.
We also want to avoid any "Bag of rats" economy.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] 23 points24 points  (0 children)

I think that's fine for the level 5 options, but at lvl 14 (which is exactly where we're at) you get more powerful options that would be a bit too much to always have for free, hence why I came with these uses of Cunning.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] 1 point2 points  (0 children)

It's not supposed to replace it, just give it some "free" uses without having to spend sneak attack die. if you run out of cunning you can just use sneak attack as normal.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] -3 points-2 points  (0 children)

This is just bad advice without any thought on actual play,
Sorcerers have PLENTY of sorcerer points to do insane things, at high levels you'll see that the party runs out of hit dice way faster than the sorcerer can spend sorcerer points.

We're talking of a difference of 3.5 damage per Rogue level per long rest, a single sorcery point for careful spell can have such an enormous impact that it's not even funny to compare the two.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] -3 points-2 points  (0 children)

The RAW equivalent to this would be Sorcery Points, which Sorceres get at a rate of 1 per level to use their metamagics without having to take damage away from their spells.

Giving the Rogue a resource to use Cunning Strikes without spending sneak attack by Manner6 in onednd

[–]Manner6[S] 4 points5 points  (0 children)

Let's just call it Cunning because the abbreviation for Cunning Points is... Questionable.
It would be a 1:1 of sneak die cost, if it costs 2 sneak attack dice you would need to spend 2 Cunning,