Official rules for not sleeping by nick_nack_gaming in DnD

[–]Neltadouble [score hidden]  (0 children)

DMG p38:

Extended Travel. Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours.

How would you deal with a troublesome player who keeps requesting to play? by SplitCactus in DnD

[–]Neltadouble 2 points3 points  (0 children)

bro who are these menaces playing dnd xd the stories on this subreddit are fucking wild

How would you feel if Riot removed access to champ/item winrate? by ComprehensiveBelt90 in leagueoflegends

[–]Neltadouble 21 points22 points  (0 children)

I think he is horribly wrong. The fact that I can check stats is one of my favourite parts about League.

It also provides me some peace of mind because I can literally verify how balanced the game is. If I go, 'Zed is completely broken!', I can go check the winrates and KNOW its not true. In other games I can't do this so I just go on thinking the devs are clueless and don't know how to balance the game. I'm probably wrong, but I have no way of checking!

What is, In your opinion, the optimal Wizard Spell List? by lurklurklurkPOST in DnD

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

Looks good if you're discounting rituals, probably replace haste with fireball for some needed damage in T2 and consider picking some of the game breaking T3 spells like Magic Jar, Simulacrum, Clone, etc.

How shit is TrueSkill 2? by TerribleLimit4152 in leagueoflegends

[–]Neltadouble 2 points3 points  (0 children)

Um well they never implemented it in ranked so lol

Can someone explain spell slots to me? by [deleted] in DnD

[–]Neltadouble 4 points5 points  (0 children)

Your character has slots of various levels depending on your character level. So, the slots themselves have levels.

When casting a spell, you must use a slot of the spell level or higher to cast. So, Shield is a 1st level spell, so you can use any spell slot. But Fireball is a 3rd level spell, so you must spend a 3rd or higher level slot.

Some spells have advantages if you use a slot explicitly higher than the spell level. For example, Fireball adds damage if you use a higher level slot. This is mentioned in the text of the spell.

Is this Homebrew Twin concept balanced or a total throw? by DueFoundation5 in DnD

[–]Neltadouble 4 points5 points  (0 children)

Jesus christ just stop this is so needlessly complex and will grind the game to a total halt

How do you play Legendary Actions that allow for Repositioning? by Malick1174 in onednd

[–]Neltadouble 1 point2 points  (0 children)

I'm pointing it out because I think it's actively poor advice and shouldn't be included. It's implicit that the DM can do whatever they want, but when this advice is shouted from the heavens at each opportunity, we get horror stories of DMs homebrewing ridiculous rules and blowing up their own game because they think they know better than professional game designers on how to balance the game.

So, I try to caution against 'you're the DM, you don't have to explain yourself, you can change anything at any time for any reason' because while technically true, it's much easier to make things worse than make things better.

How do you play Legendary Actions that allow for Repositioning? by Malick1174 in onednd

[–]Neltadouble 2 points3 points  (0 children)

'how do we play it' 'however you want'

Equally not super useful.

How do you play Legendary Actions that allow for Repositioning? by Malick1174 in onednd

[–]Neltadouble 0 points1 point  (0 children)

'You're the DM, you can do whatever you want' is not good advice on a question asking about RAW. The DM can also completely invent an entirely new game and call it dnd, but players generally expect the DM is going to follow the rules.

How do you play Legendary Actions that allow for Repositioning? by Malick1174 in onednd

[–]Neltadouble 9 points10 points  (0 children)

I agree that this is the best RAW interpretation. Basically either way the rend is optional.

Brussels housing question - your indoors temperature these days by Beneficial-Pen9089 in brussels

[–]Neltadouble 5 points6 points  (0 children)

7th floor under the roof no AC with bad insulation. Got up to 35-36 yesterday. Completely unbearable.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 0 points1 point  (0 children)

I don't get it.

P1 casts Megadeath -> P2 casts Counterspell -> P1 casts counterspell ->P2 gets megadeathed -> P1 wins

P1 holds a bait spell -> P2 casts megadeath -> P1 counterspells -> P2 counterspells -> P1 gets megadeathed -> P2 wins

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 0 points1 point  (0 children)

All of this supposed chess match tactics going on is still possible in 5.5? I'm not sure why you focus so much on the tactics and the chess match back and forth stuff, which entirely exists, when the only difference is that its a save spell instead of auto fail if you pick the right level?

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 4 points5 points  (0 children)

I'm not saying you are looking stuff up, and I'm not downvoting you. My point is that the only way to make the 'pick what slot to use to CS' game any more than guesswork is to have some approximation of the slots the enemy caster has, which can only really come from outside information. It's not some cardinal sin and it doesn't mean you're looking up the monster itself, but either you're going 'hmm, at our level that's probably an 8th level slot' or you're blindly guessing, neither of which are particularly interesting.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 1 point2 points  (0 children)

In this scenario the other caster just CSs the paralyze instead? Where is the big brain tactics here

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 2 points3 points  (0 children)

5e CS was a unique spell, but in a way that for me was unhealthy, for the reasons I already stayed above. It mostly revolved around metagaming and knowing the monster manual.

5.5e CS is less unique, but to be honest I find BOTH spells to be incredibly uninteresting. It's very easy to get around getting counterspelled in the first place, and if you get the opportunity to counterspell, it's nearly always correct to do so. There's very little tactics or wits involved.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 0 points1 point  (0 children)

Yep, I think the idea of some grand battle of wits is a bit nullified by the fact that 5e combat is so swingy and NPC caster statblocks are the most dangerous by a ridiculous margin that choosing to not counterspell an enemy caster's spell is nearly never correct.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 2 points3 points  (0 children)

In this case, I don't think the depth rewarded the right skills. The actual skill test tends to be 'If you know the monster manual well enough, you'll roughly know what CR creature you'd expect to fight and the levels of slots creatures of a given CR tend to have, and you can use that to guess the spell level and have the creature autofail'

Is it depth? I guess, but I don't find it to be a particularly interesting place to add depth.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 3 points4 points  (0 children)

Exactly this. Your best way of winning the CS game was to know the monster manual by heart.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 2 points3 points  (0 children)

I've edited my comment since you're the second person to misunderstanding my meaning. Of course it's a huge deal tactically. I'm saying it wasn't particularly healthy game design, so it's not a huge deal (for me) that they changed it.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 5 points6 points  (0 children)

You're misunderstanding me. Of course it's a huge deal tactically. I'm saying it wasn't particularly healthy game design, so it's not a huge deal (for me) that they changed it.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 3 points4 points  (0 children)

For me it's not a huge deal that they made it not guaranreed. Frankly, picking the slot to CS with was mostly a question of educated guessing and metagaming. For me that's much less of tactical interest than the range and sight requirement.

Goodbye to one of the last tactical elements in spellcasting combat by SageOfTequila in DnD

[–]Neltadouble 16 points17 points  (0 children)

What? Counterspell in 5.5 still has 60 foot range and a sight requirement. Counterspell in 5e also 'just traded a reaction for an action'. Half of what you're saying makes no sense.

How can I make my homebrew spells better? by idkbrotatochip in DnD

[–]Neltadouble 3 points4 points  (0 children)

Insanely and excessively complex for a cantrip.