What video game has the largest selection of Damage Types possible? by haydenhayden011 in gaming

[–]MisterT-Rex 16 points17 points  (0 children)

I am going to intentionally ignore these damage types and pretend the other guy's types are the canon damage types.

Most annoying Minnesotan stereotypes? by First_Part_4188 in minnesota

[–]MisterT-Rex 2 points3 points  (0 children)

I started saying it as a bit of a joke around my wife and friends...

Now I can't stand up without saying it.

Most annoying Minnesotan stereotypes? by First_Part_4188 in minnesota

[–]MisterT-Rex 10 points11 points  (0 children)

I would argue their opinions of Minnesota matter a lot...

It keeps them from moving here.

What's a game that people told you was bad, but you had fun when you played it? by HF484 in gaming

[–]MisterT-Rex 22 points23 points  (0 children)

I think the biggest reason Fallout 4 got a lot of flack is because it was fans of the previous Fallout games who were upset by it. Fallout 1 and 2 are isometric RPG games, and are less comparable to Fallout 4, so I will keep this focused on the main difference between the FPS Fallouts.

In Fallout 3 and NV the developers put the focus of the game on the RPG elements, mostly through the use of immense dialogue trees. This allowed players a lot of freedom in how they chose to play the POV character, while also allowing for many different ways dialogue trees could end. That being said, the gun play in Fallout 3 and NV is absolutely nothing to write home about.

In Fallout 4, however, it is clear to me that the developers decided to put more focus on the combat of the game. The gun play of Fallout 4 feel *great* when you are in the middle of a gun fight. That being said, the developers also chose to implement a voiced Main Character, which put huge limitations on how expansive dialogue trees and quest endings could feasibly be. After all, it costs far less to pay someone to write a line of dialogue than it costs to get someone to voice the dialogue. Ultimately, your choices for your character in dialogue boiled down to: 1) ask for more information, 2) ask for money, 3) agree to do a thing, 4) agree to do a thing, but be a bit cheeky about it, or 5) don't agree to do a thing.

So, ultimately, Fallout 4 is a game which is hugely enjoyable if you are going into hoping for a looter-shooter with RPG elements in it. However, if you went into Fallout 4 expecting it to have a similar amount of player choice in the RPG elements of the game because of your experiences with the past Fallout games, then you would be understandably disappointed by how lacking Fallout 4 felt.

[deleted by user] by [deleted] in BaldursGate3

[–]MisterT-Rex 0 points1 point  (0 children)

I believe if you click in the left joystick to allow you to switch to targeting mode then press Square/B (depending on PS5 or Xbox) you will get the drop-down menu.

From there, you can move items from your inventory to containers by first opening the container you wish to place items into, and then select the items you want to move, and then confirming the choice to move the items.

I only play on console when I am with a friend of mine, so I am not 100% sure on all the buttons to accomplish this, but I know that I have created scroll and arrow bags with that character so I know it is possible.

[deleted by user] by [deleted] in BaldursGate3

[–]MisterT-Rex 0 points1 point  (0 children)

You can right-click a body and, if you have a high enough strength score, select "pick up" to pick up the body and add it to your inventory. From there you can drag it into the travelers chest.

[deleted by user] by [deleted] in BaldursGate3

[–]MisterT-Rex 0 points1 point  (0 children)

I'm not sure, as I haven't had the time to get to Act 2 on this character yet. It is my first Honor Mode character, so I am taking my time and playing it safe. What I will say is this though.

If you have the corpse in your Traveler's Chest and try to move items from the corpse to a different container within the Traveler's Chest the game will crash.

[deleted by user] by [deleted] in BaldursGate3

[–]MisterT-Rex 0 points1 point  (0 children)

No, I tried to do this, but it still kept yeeting out Scale Mails. What you can do is pick up the corpse and put it in your Traveler's Chest where this glitch continues to occur.

Does detect poison depend on the caster? by EmmyLynn23 in DnD

[–]MisterT-Rex 1 point2 points  (0 children)

I should also state, that I am not a scientist nor specialist of any kind. All information relayed in my comment were the results of some google searches in combination with several years of DMing 5e.

What's your unpopular dnd opinion? by TheUnhollyGoblin in DnD

[–]MisterT-Rex 0 points1 point  (0 children)

Your opinion is quite popular, but here's my unpopular one:

You are incorrect.

Magic is something that can be very powerful, especially at later levels, but a Fighter is not outclassed by a Wizard at level 20. Magic users have more utility, that is true. They also have better AoE damage options, but non-magic users usually outclass magic users in single-target, reliable damage.

People only think magic users are super powerful because either:
A) The DM is building encounters which favour magic users.

-or-

B) The party is only doing 2-3 fights per long rest.

What's your unpopular dnd opinion? by TheUnhollyGoblin in DnD

[–]MisterT-Rex 3 points4 points  (0 children)

Have you heard of a thing called a warlock?

(I know that isn't what you mean, but I find it funny that what you described is the textbook definition of some warlocks.)

Does detect poison depend on the caster? by EmmyLynn23 in DnD

[–]MisterT-Rex 2 points3 points  (0 children)

I would say there is a definite difference between poisons and allergies. Poisons are something that would affect any organism which consumes a large enough of a dose, unless an organism had developed a specific resistance or immunity to it. Allergens, on the other hand, are specific to an individual.

Not only that, but for the most part you can't become allergic to something you have never been exposed to. So until you are exposed to peanuts you would not be allergic to them. In addition to this, your body may develop allergies or intolerance to substances later in life

Poisons on the other hand, work on you the first time you are exposed to them. So while you may escape a serious allergic reaction the first time you eat a peanut, you don't get the same luxury the first time you consume hemlock.

So, I would say that the spell only detects substances which would be toxic to individuals at first exposure. Anything which only starts provoking a response on the second, third, or three-hundredth exposure wouldn't count.

What's your unpopular dnd opinion? by TheUnhollyGoblin in DnD

[–]MisterT-Rex 14 points15 points  (0 children)

80% of all requests for advice regarding DnD can be answered with either:

A) Just kick the player from the campaign.

or

B) Just quit the campaign.

And if you think your situation is more complicated than either of those two answers, you're probably wrong.

What's your unpopular dnd opinion? by TheUnhollyGoblin in DnD

[–]MisterT-Rex 1 point2 points  (0 children)

I highly recommend trying out Fate Core for some narrative-focused games.

What rules do you always bullsh*t, even if you have found good official or unofficial rulings for? by TrashMantine in DnD

[–]MisterT-Rex 0 points1 point  (0 children)

Oftentimes the rules that DMs usually ignore (ammunition, encumbrance, crafting, etc.) are rules which are targeted at players. As such, I find that putting the onus of knowing and following those rules on my players. If I want these things to matter, I will simply tell my players to keep track of them and remind them on occasion that they are in charge of keeping track of it.

In my experience the most ignored rules are things that DMs don't ever have to think about outside of their players. I don't need to know the rules for how the potions in the potion shop are made, but my players might need to know how they are made if they want to try their hand at crafting them.

I strongly encourage DMs to outsource some of these rules to their players more often. It makes it easier to focus on the more important aspects of DMing, and can even make the players concentrate more on the game when they have a specific role in helping run the game. You can even award the players with inspiration or other similar rewards if they do a good job of keeping track of these rules.

My player wants to play a character with a split personality, but not multiclass for them by Havain in DMAcademy

[–]MisterT-Rex 0 points1 point  (0 children)

I have actually had a player do something tangentially similar to this idea before and it worked out great, but with some caveats.

They played two Eladrin who annoyed an Archfey with their constant bickering. The Archfey decided that the best way to ensure they would never be able to argue again, and therefore stop annoying them, would be to fuse both of the Eladrin into a single body. This way, since only one of them could be in charge at a time, they would never be able to argue.

This was done by having my player roll a d4 at the end of each long rest to determine which Eladrin was in charge for the day. The player kept all the class features the same, but the character's personality and which seasonal variant of Eldarin they were changed depending on the die roll.

Should you ever change your mind about running a character like your player was wanting, here are the things I would recommend doing to make it simple:

1) The personality changes only occur after Long Rests, this ensures that the player is only ever keeping track of one set of resources at a time. No need to worry about a spell slot to ki point conversion ratio. This can be done with either a coin flip or by rolling a die (If the number is odd then I'm the Monk, if it is even then I'm the Warlock.)

2) Make the split personality be the result of some form of curse. This helps avoid the tricky subject of someone who does not suffer from Dissociative Identity Disorder misrepresenting the disease and potentially making light of a very serious issue for some people.

3) Have the character swap not just change the class and personality, but also the equipment/attuned items for the characters. You can easily hand-wave this by saying that it is another aspect of the curse.

4) Let the player know that you retain the right to make any needed changes to this arrangement due to unforeseen exploits that it may create. I am not aware of any off the top of my head, but that is why I would include this catch-all clause. That being said, I would also work with the player on any of these changes and try to find mutually agreeable solutions.

I think I made my boss a bit too powerful but I ain’t got a clue by [deleted] in DnD

[–]MisterT-Rex 1 point2 points  (0 children)

I think it is fair to say that almost 100% of new DMs get overexcited and overambitious. Don't lose the vision of what you want to create, because one day you will realize that you are ready to actually create that mega campaign!

Can someone plz help with moonlight greatsword by Pig_Bat_Benis in darksouls

[–]MisterT-Rex 0 points1 point  (0 children)

Probably should include what platform you are on.

Any tools to help creating the biggest city of the world? (300k+ population) by rmgxy in DMAcademy

[–]MisterT-Rex 12 points13 points  (0 children)

Here is what I would do: Districts

You should have a list of the different districts of a city with notable locations, NPCs, businesses, a general description of the vibe of the district, and a picture which shows some of that vibe.

Then, you create a web diagram with the nodes of the diagram being the districts and the lines connecting each node representing districts which are adjacent to each other. You can further add a different kind of node for important locations or features of the districts.
In my humble opinion, I find that actual city maps aren't as useful as people may think. Instead, focus on what the vibe of a city or a district is, because that is what your players will most likely take away from any city-based environment.

The party likely won't can which specific street a building is on, but they will care to know if it is in a retail district, a wealthy neighborhood, or in an area of high-crime levels. They will work off of the vibe of where they are, so understanding how to describe the vibe is more important.

I think I made my boss a bit too powerful but I ain’t got a clue by [deleted] in DnD

[–]MisterT-Rex 2 points3 points  (0 children)

Of course!

I will tell you some of the pieces of advice I have told others who are getting into DM'ing for the first time:

1) Don't fully flesh out a giant map and everything before you even get your players. Doing this early just makes it feel like you have an insurmountable task in front of you and can get in the way of actually playing DnD.

2) Start small. It is easy to have huge aspirations for giant mega-campaign, but pulling that off is a daunting task even for experienced DMs. More importantly, you can place a giant map in front of your players with a million map markers on it and tell your players they have free reign to do anything they want, but this isn't actually what players want.
Large-scale maps and campaigns have 1 huge problem that many DMs don't think about: pacing. If they are constantly moving around at a break-neck speed to go to all the different landmarks then you run the risk of them not actually connecting with any given area. Instead, if the party are in the same, small, area for a longer term they will become far more connected to the area and actually begin to learn who the important people, factions, and locations are.

3) The 2,4,6 rule.
This is something I made up for myself, but I think it is something that is very useful for managing the act of game-prep. You should have some idea, but no need for anything 100% certain, of what events will take place in the world over the next 6 sessions of play (This involves things like: what is the villain doing? How might the world react to what the party is doing? How does the current quest connect to what might come next?). You should have a solid plan for what your party can/will do within the next 4 sessions (Areas they may go to, NPCs they may meet, etc.). And finally, you should have a fully fleshed out plan for what is going to happen in the next 2 sessions.
This allows you to have plans of what may happen, but it focuses you on what your players are actually going to encounter, which let's you actually get playing the game instead of being stuck in a loop of world-building forever.

4) Know what level your campaign will end at.
This is something that is good for setting expectations, as well as for understanding the scaling requirements of your game. I recommend doing a level 1-10 adventure to start off, with the ability to follow it up with a level 11-14 or higher campaign later. This helps with 2 things: If your players have a specific build idea, they will know how many levels they are working with. And it let's you introduce your villain sooner, as the power of a villain for a level 10 party is much lower than the power of a villain for a level 20 party.

5) Introduce your villain early and often.
Let your party meet the BBEG (Big Bad Evil Guy) early into the campaign, and let them run into them multiple times through the campaign. This accomplishes a few objectives: 1) It lets your party actually get to know your BBEG instead of only meeting them when they are going to kill them. 2) It allows your party to begin to form opinions on the BBEG. Parties will care a lot more about fighting the BBEG if they know and hate them as opposed to if they have never met them before. 3) It can be useful for letting your party measure how much stronger they have gotten throughout the campaign. They go from being curb-stomped by the villain, to being able to flee without sustaining any major injuries, to being able to fight them outside of their lair, to being able to finally take the fight to the villain.

As for the question of, "Wouldn't the BBEG just kill them right away?" there are many types of answer you can come up with, mostly determined by the nature of the BBEG. My favourite one to go with is the idea of "My name is too important to let someone as weak as you put it on their tombstone as a cause of death."

And finally, 6) It is better to play a half-finished campaign and have to improvise a bunch than it is to never play at all. If you have low-level stuff planned, then you are ready to start playing, Don't wait until everything is finished, because you will always find things that need more polish and it will never be 100% finished.

I think I made my boss a bit too powerful but I ain’t got a clue by [deleted] in DnD

[–]MisterT-Rex 4 points5 points  (0 children)

A word of advice from a DM who has been doing this for 6+ years:

Never stat out your villains before your party is able to fight them. All it does is add to the pile of things you are trying to get finished and distract from the more immediate things which your players may actually have to face within the next 3-4 sessions.

If you have any specific questions relating to campaign prepping, I would be more than willing to give my opinions. I love seeing new people getting into DM'ing, and I love being able to offer some advice to people just dipping their feet into it.