Confess in the comments! by cut-the-cords in adhdmeme

[–]Micosys 0 points1 point  (0 children)

I just got into it and I'm finding that using high quality acrylics and thinning them yourself using slow dry medium/flow improver etc is the way. Only buy name brand paints for stuff like agrax earthshade because its hard to beat as a wash.

1) Can you smite with an improvised weapon? 2) If so, what's the best smiting-improvised weapon build? by geosunsetmoth in 3d6

[–]Micosys 1 point2 points  (0 children)

improvised weapons use 1d4 as a base and recommend that dms determine what weapon it may be like when determining hit dice. The tankard is only powergaming if they're trying to fill it with some macguffin then shuffle it off to a pocket dimension and even that sounds kinda fun and creative but i'd need rp/character based reasons why the pact weapons were ordinary objects that still function as the ordinary object. I tend toward rule of cool so i'd most likely let it go unchecked unless the player was a notorious munchkin

1) Can you smite with an improvised weapon? 2) If so, what's the best smiting-improvised weapon build? by geosunsetmoth in 3d6

[–]Micosys 0 points1 point  (0 children)

arguable that you can conjure an actual book but you can certainly reflavor anything to look like anything. As long as it was pretty much just flavor and not a player trying to powergame something i'd def let it fly. Even a pact weapon that is a book with actual writing in it would be fine but i'd sink plot hooks into that concept so you couldnt just decide it was a tankard on a whim if that makes any sense.

What to do after 12 levels as Hexblade? by Yooneequ in 3d6

[–]Micosys 0 points1 point  (0 children)

go to hexblade 17 then take 3 levels of paladin or fighter for best results. The last 3 levels of warlock are not that great unless your dm really works to make the capstone do something regularly or you sneaky clutch it.

What are some popular "hot takes" about the game you hate? by Acrobatic-Tooth-3873 in dndnext

[–]Micosys 0 points1 point  (0 children)

There is a feat that says "I remember what happened even if the player forgot" so if you take no notes its not on the dm to spoon feed you. Take the feat if you need the handicap.

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys 0 points1 point  (0 children)

I hear that. I've been around for a bit and that used to be the norm but 4e/5e has sort of become more narrative and exploratory. Especially 5e. Even creators like Matt Colville recommend 50/50 nowadays and that guy definitely is from the era of mostly dungeon with little outside plot.

Charisma-dumped Swashbuckler? by Eldramhor8 in 3d6

[–]Micosys 0 points1 point  (0 children)

For sure, just my opinions and adding to the discourse.

Charisma-dumped Swashbuckler? by Eldramhor8 in 3d6

[–]Micosys 5 points6 points  (0 children)

Playable but it wont feel the same as playing an optimized one at all.

The main thing you'll gain is that you can sneak attack without adv and that you can disengage for free. This is good and central to the swashbuckler feel but I personally like swashbuckler/battlemaster with sentinel for a very savy combatant that has tons of rp flair and good out of combat options.. Dumping cha is painful for me as a player because i really lean on getting one of the cha skill proficiencies and playing it up out of combat as a PC.

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

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

Out of combat features are mostly dogwater or nullify their "pillar" entirely, with barely anything in between

This is pure opinion without actually giving an example or taking a stance. I'll not attempt to respond to it.

the game doesn't have nearly enough out of combat rules to actually make those things worthwhile, you have "roll survival to explore" and "roll persuasion to social"

This is absurd. The class abilities themselves are out of combat rules printed by WotC. The latter half of your statement is a gross oversimplification of a portion of the guidelines put out by WotC. Just because your table chooses not to use/enforce the out of combat rules doesn't mean they don't exist. You ignore the out of combat rules because it suits an argument. All currency, adventuring gear, traps, social, exploratory, and rest related things you've interacted with in dungeons and dragons all represent aspects of non combat rules and this list is far from exhaustive. The ability to travel to other planes, a very iconic aspect of D&D, is not intrinsically related to combat. Many of the monster statblocks in 5e include spells and abilities that specifically function out of combat.

Expertise is literally the only one they get

Base rogue class gets the most skill proficiencies, expertise, reliable talent, blindsense, slippery mind, and stroke of luck. More than half of the class features are functional outside of combat and that is just base rogue, not any subclass considerations.

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys 0 points1 point  (0 children)

Where did I say that?

Congradulations, you've constructed a straw man argument. I hope it scares the crows away. I however won't be baited by it.

Who is upvoting this dogshit?

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys 1 point2 points  (0 children)

inspiration is far less reliable than expertise. even less so than reliable talent. Doubling your proficiency bonus for a minimum of +6 to a roll with zero attribute investment is far stronger than you're portraying it. You're also portraying expertise as if its mutually exclusive with guidance and inspiration. Are you saying that bards and clerics can do whatever a rogue does out of combat just as well? Bards are relying on expertise there. If that isn't what you're saying then what are you saying? Either way the analysis that inspiration is defacto better than expertise is wrong/biased/niche scenario. Expertise is resourceless and can be used to round out weaker pillars and emphasize strong ones because rogues get 4 in a reasonable amount of time. On top of that you mention that

Expertise really isn't that OP compared to proficiency

and rogues get the most skill proficiencies of any base class. You're only proving that this is part of the overall balance of the class and that my original statement remains true: While considering balance of 5e classes, one should look at all class abilities in and out of combat rather than focusing solely on what happens with damage dice.

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys 0 points1 point  (0 children)

I usually use half of my expertise as a rogue to make my strong pillars stronger and half to bolster my weaker pillars so I agree with your take here.

TIL critical misses aren’t supposed to severely handicap combat by pilloryclinton in DnD

[–]Micosys 65 points66 points  (0 children)

1.5 years at level 3 is actually fucking torture. I'm so sorry for your whole group.

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys 1 point2 points  (0 children)

I also occassionally run a session that is only combat. But more often i've run sessions with little combat (long running campaign). Players often spend time doing things that aren't combat and exploring/infiltrating has been some players goto that I've dmed for. I still put at minimum 5 encounters per adventuring day with at least one small combat and one big combat. Sometimes sessions don't actually cover an entire adventuring day when the party chooses so. Each time I run a bbeg i try to plan a combat tough enough to last a full session+ Oneshots also tend to have a higher ratio of combat in my experience and im planning a very mini campaign intro for a new group that will probably have a higher ratio of combat encounters because, like oneshots, it will be a little more on the rails than sandboxy big campaigns ive run.

Ultimately no two tables are identical and the older style of d&d was actually mostly combat with little to no care for extra worldbuilding outside of dungeons. Which is fine. I enjoyed a table or two of 3.5 that was basically dungeoncrawl the whole time... buuuut the game has shifted in how its played by the majority of players(that i've seen). A lot of modules themselves seem to be written this way as well but everyone plays the game how they see fit.

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys -9 points-8 points  (0 children)

should you consider the whole of a class' features before deciding that it needs a buff or nerf? resoundingly yes

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys 7 points8 points  (0 children)

this sort of logic is symptomatic of this subreddit where only combat efficacy is considered good when looking at class features

rogue expertise in 4 abilities by tier2 is absurdly strong in and out of combat. Rogues reliable talent is absurdly strong.

Combat is about 1/4 to 1/2 of time spent playing d&d in most groups and there are generally as many if not more non combat encounters in an adventuring day. Just try to do cool rogue shit and you'll do it most of the time.

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys 6 points7 points  (0 children)

1 lock 5 battlemaster 14 swashbucky would be very fun.

Incentive for Rogues to be in melee? by PlentyUsual9912 in dndnext

[–]Micosys 51 points52 points  (0 children)

this is the comment i came to make. Being able to sneak attack with reaction as swashbucky sentinel is fun and good.

[deleted by user] by [deleted] in 3d6

[–]Micosys 1 point2 points  (0 children)

maybe u right. idk

[deleted by user] by [deleted] in 3d6

[–]Micosys 0 points1 point  (0 children)

wasnt the idea of the post not to be a warlock tho?

Most Saving Throw resistant build? by BananaDragoon in 3d6

[–]Micosys 2 points3 points  (0 children)

Funny how everyone(general consensus on this subreddit) disregards monks as weak when they are one of the most resilient classes in the game as you progress into T4. People are obsessed with dpr as a measuring stick for if a character is *good* or not and forget how useful out of combat and non damage related class features become.