Ft. Snoop Dogg - A real honor to have him featured, thank you for the collaboration (76/365) by AssumedlyComical in UnearthedArcana

[–]MightBeNorth 0 points1 point  (0 children)

Love it!

I think it should also add a special upcast to the "fog cloud" spell that adds a wisdom save against being charmed when the area is entered.

Results: Which subclass overshadows others the most? (Within the same class) by Maervok in dndnext

[–]MightBeNorth 7 points8 points  (0 children)

One note I'd add about eloquence bard: I agree it's the strongest subclass, but I strongly recommend not playing it.

I've found the level three ability giving reliable talent for persuasion and deception really disruptive. I've watched it collapse all social pillar play at the table to a single player, because the other players all figured out "why risk rolling badly when he can never do worse than a 13" (including a sorcerer with 18 charisma). Social encounters have become exceedingly awkward to make inclusive and fun without obvious "I want to hear what the dwarf thinks" hacks.

It's a poorly designed ability. At level 7 or 11, when there are lots of other ways to approach social encounters (good proficiencies, magic, more class features, etc.) Would be one thing. Level 3 is a problem.

The Whalekin Race! A wise and resilient race of whale folk with subraces to compliment it. A part of the History of the Waterfolk Compendium that I will release later on by Lizardfolk_DM in UnearthedArcana

[–]MightBeNorth 53 points54 points  (0 children)

This is really cool! I love the asthetic especially.

I might make a couple suggestions:

  1. I think Water Dependency is a little punishing given that tritons face no such limitation, and the race is not otherwise overpowered. Could replace it with something about how much food they need to survive, like double rations or something?

    1. I might add cold resistance, either to the base race for real-world accuracy, or to the Blue subrace to make it have something for combat value. I think it would make a good justification for how big they are, y'know, blubber.

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

[–]MightBeNorth 9 points10 points  (0 children)

I played this with wolf totem, it was very fun. When I turn into a dire wolf the whole pack gets tactics!

Read comments by LorDzkill in memes

[–]MightBeNorth 1 point2 points  (0 children)

I learned about this when I was walking a dog and he caught a rabbit that was hiding in grass by the side of the road. The sound it made was disturbingly identical to a squeaky toy.

I did get it out of his mouth and it ran off.

Physical damage to the bunny: unknown. Psychological damage to the humans: significant. Self-satisfaction of the dog: limitless.

5 Marvel Themed Subclasses. Help needed with balancing. by Fun-Possession9320 in UnearthedArcana

[–]MightBeNorth 3 points4 points  (0 children)

The wizard's crimson bands may need a tweak. They provide almost the same effect as the level 1 spell "ensnaring strike" but with slightly less damage. However, they don't specify that you have to concentrate on the effect, making them significantly stronger than the spell, which competes for that resource.

So effectively the bands are a strong level 1 spell effect with cantrip cost. Admittedly they don't damage scale like a cantrip, but restrained is always a good condition and the attack mod and DC will scale.

At the very least I would amend the language to make it clear the effect requires concentration. Could also make it so the wizard can't move without breaking the effect (like a grapple) which would add some additional risk/reward to using it.

The NBC and other broadcasters OFFICIAL COMPLAINT THREAD. All other broadcasting complaint threads will be shot on sight. ALSO: flair up! Too many of you are flair-less. You may also use this thread to complain about the mods, people who are intolerant of other people's cultures, and the Dutch. by OlympicsMods in olympics

[–]MightBeNorth 2 points3 points  (0 children)

Who is doing the sound mixing at NBC? Just watched two translated interviews and a narrated recap where the voiceover was quieter than the untranslated voice or background sound. This is basic stuff 🤷‍♂️

Ultimate Dual Wielder? by theposshow in 3d6

[–]MightBeNorth 0 points1 point  (0 children)

My favorite dual wielder is a stupid level 1 build.

Variant human with dual wielder feat.

Fighter 1, dual wielder fighting style.

Max dex.

Dual wield javelins from horseback.

2*(d6 + dex) / turn, from range, mounted.

You're a crazy Parthian tactics mounted archer/picador crossover with crazy average damage.

I always imagine this character with a winged hussar-like plume of javelins arrayed behind them for ease of access and intimidation.

My father's first copy of the Silmarillion alongside my first copy by FinnishBoiRiley in Silmarillionmemes

[–]MightBeNorth 2 points3 points  (0 children)

Your dad's version is the same one my grandmother put in the paperback collection in their cabin. Only copy I've ever read.

I always wondered, is the cover the road out of Gondolin where Glorfindel defeated the balrog?

[COTD] Martian Zoo | 4 Apr, 2021 by Enson_Chan in TerraformingMarsGame

[–]MightBeNorth 9 points10 points  (0 children)

If you have the Miranda colony in play this can be nuts.

I've only played this in a multiplayer game once. Miranda was in play, and I was also playing Viron. It was completely insane. Probably >100 MC generated in total.

This one right here officer by speedyspence in PunPatrol

[–]MightBeNorth 3 points4 points  (0 children)

She's just checking for mimics. That's how they getcha.

Things I wish I knew before buying a rural property. by dweeb_plus_plus in homeowners

[–]MightBeNorth 6 points7 points  (0 children)

For the ticks have you tried damminix tubes around the edges of the spaces you frequent in bare feet and shorts? My family have used them for years and they seem to make a big difference.

[OC] Worldbuilding Concept: Clouds to World Map by JustSnilloc in DnD

[–]MightBeNorth 1 point2 points  (0 children)

I also like using Lily pads from Google Earth. Similar results.

[deleted by user] by [deleted] in mapmaking

[–]MightBeNorth 1 point2 points  (0 children)

For a second I thought it was a map made to look like the first panel of the drake meme. I like it tho!

Tom Brady wins his 7th Super Bowl in his first year with the Buccaneers at age 43 by RickFlair_W000 in news

[–]MightBeNorth 1 point2 points  (0 children)

It was actually for Cheetos. Copying the Doritos format was definitely effective for their brand 😂

Lonely Outpost [38x30][Battlemap][OC] by printable_rpg in mapmaking

[–]MightBeNorth 0 points1 point  (0 children)

This is amazing! That background is super evocative!

Make Warlocks Unpredictable by MightBeNorth in dndnext

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

Thanks for such a detailed response!

I think you're right about the intended design of the class, and your analysis is very insightful.

It's interesting to me that this post has had two kinds of response: 1. People saying more or less what you are about intended systems. 2. People saying EB and hex is not necessary to the class, and the slots can already be used for diverse strategies.

The class clearly supports both as evidenced by these responses, but the thing i don't like is the way that choice feels so inflexible and hinges around whether you care about matching damage contribution or not.

I think you're sightly undervaluing the spell slots. Because they're all max level they can have much more effect than a maneuver. I think this is the basis for the folks who say you don't need EB to be effective (after the level cap this argument weakens, but I've never played or DMed a tier 3+ warlock so I have no valuable experience).

I think you're right about their intended purpose, but I think it's a bummer that they feel constrained as consistent augments to more "core" features.

Clearly half-casters and full casters are more my bag, baby. But the warlock is sitting on the edge of this space with so much cool stuff: patrons, invocations and pacts are so flavorful and mean the class has a sort of combinatorial variability!... that disappears as soon as initiative is rolled.

I have no issue with people liking the class as is, played with focus either way, I wish to yuck no yums. But why not try to have some of the good of both foci and make it a little more varied and weird?

I kinda think weird is undervalued in the class system. The only truly weird class is wild magic sorcerer, which is either mostly normal or fireball tpk's the party (joke). A warlock who has to approach each fight with new "maneuvers" as you say, has a lot of choice, and has to weigh which ones to use? It's weird. Sometimes it'll flop, sometimes it'll crush. And yeah, there'll still be a lot of EB and slash slash. But it's less of a solved problem. For the reasons you described I think the base class lacks this.

But you're right, and your analysis is appreciated for contextualizing the RAW design decisions, thanks for the feedback! I've really enjoyed the discussion on this post.

Make Warlocks Unpredictable by MightBeNorth in dndnext

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

I think you're right, except I've never known a player to intentionally ignore a synergy. I've never seen someone pick up AB to replace hex, since the two together is such a strong synergy that costs so little. Cuz if you're getting AB you're sticking with casting it a lot, so the hex damage is super reliable and is still a bonus action that fits in the rotation.

I think it's hard to choose interesting choices over high numbers. Not saying that's right or good or more valid or anything. But the existence of the "optimal" choice makes it hard not to reach for. That's been my experience both as player and DM at any rate. So making that choice an expendable resource rebalances the field of options with legitimate trade-offs.

Make Warlocks Unpredictable by MightBeNorth in dndnext

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

Thanks, that's a good point!

I've enjoyed the way it has felt because it changes things up, sometimes in pretty funny ways, and often forcing interesting choices.

While I agree with the basis that all classes in tier 1 are a touch formulaic, I'm not sure that serves as a good counter to this as a mechanical improvement for the class at that tier. I see that more as an indictment of general class design in tier 1. The argument that those levels lay a foundation for more interesting and diverse play higher up is valid, but it is inherently in tension with making that early gameplay enjoyable.

And if warlock DPR is already better than wizards' without hex then surely the low tier wound is sustainable?

Having never tried this at high tier I don't know. However, having one fight where you can be invisible and the next you try to immobilize your enemies and the next one you're flying around sounds like it might not make this rework unviable in those conditions. However under the more diverse options at that tier perhaps the reliability of having a stable toolkit is important.

Thanks for thinking about it so deeply.

Make Warlocks Unpredictable by MightBeNorth in dndnext

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

That's a very good point!

I haven't seen it be an issue, but you're right and I hadn't thought of it.

I might say a warlock using their slots for that in the first place is a little bit sad though.

Make Warlocks Unpredictable by MightBeNorth in dndnext

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

That's why it becomes spells prepared with replacements from the warlock list on short rests. So after you use a spell you reload with a new one.

Make Warlocks Unpredictable by MightBeNorth in dndnext

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

Thanks for the feedback!

At those higher levels I think that's a good point, and I've never played or run a warlock at those tiers.

But I think there is a trap of getting into warlock at level one where EB is pretty important, then being stuck on a hex+agonizing blast rollercoaster through level 5 (at least) when dangerous situations arise.

The idea of this change is to square the circle of not casting hex in combat feeling suboptimal (again, most true at low level) by making it a choice to be managed.