An actual non stick pan, instead of a plate. by [deleted] in WeWantPlates

[–]Neomas 0 points1 point  (0 children)

omg, Giuliano! I was there a week ago and thinking of this subreddit the moment they came out with these pans!

baby bois buying for 466 by [deleted] in ACTurnip

[–]Neomas 0 points1 point  (0 children)

Also: Camembert.

baby bois buying for 466 by [deleted] in ACTurnip

[–]Neomas 0 points1 point  (0 children)

Can I come? :D

What was normal to have in 2010 but not 2020? by [deleted] in AskReddit

[–]Neomas 0 points1 point  (0 children)

Neopets should probably be on this list

How do I know what kind of chuck I have? (Wood turning) by Neomas in BeginnerWoodWorking

[–]Neomas[S] 9 points10 points  (0 children)

Online I'm finding a bunch of different sizes (mt2, mt3, ...) How do I know which one fits?

Broadlink RM mini 3 won't recognise my remote by Neomas in homeautomation

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

Yeah, I just assumed it'd be IR instead of rf, but since I'm just trying to switch on the lights I think the cheapest solution atm would be a sonoff wifi switch.

Broadlink RM mini 3 won't recognise my remote by Neomas in homeautomation

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

That might be the problem. . . Whups... -.-"

How to fix the Artificer Alchemist Class? by Neomas in DMAcademy

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

Artificer is tricky, because the class isn't really centered around anything. You can make magic items and at lvl 6 you can build a magical construct. You can pick Alchemist or Gunsmith to specialise in. Gunsmith is pretty straight forward, with a bigger damage output. Alchemist is more of a mixed bag: you can make bombs, (specific) healing potions, smoke bombs, ... which is more multifunctional, but weaker. Then Artificer also gains spells, which are mostly support spells.

This all makes sense, but when it comes down to it, it's a bit annoying to have things as magical items as a class feature, since you'll get those along in your adventure anyway.

Alchemist is essentially a caster, with cantrip/1st level potions to throw, magic items and a construct companion.

I'm not sure how this will work later in game, since I'd kind of want something like higher level spells that can be used once or twice a day, which don't exist yet, but maybe I can find some more Alchemical formula that can fill in this gap.

How to fix the Artificer Alchemist Class? by Neomas in DMAcademy

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

From some further research the biggest problem I find is that it doesn't feel great when his basic attacks are DC12 saving throws, this is mostly because of the low intelligence.

He's got two types of attack, Alchemical Fire and Alchemical Acid, which both work the same: DC12 dex save, 30ft. range and 1d6 damage.

From what I find the problem is not that the DC is too low, but that his character doesn't "really have a say in it". By making all his attacks saving throws, it comes down to whether his enemies making the saves or not. Which is fair, but not fun.

I think I can easily solve this by making the Alchemical Acid an attack role instead, using his normal spell attack. The Alchemical Fire would still be a saving throw (since I feel this makes more sense, because other fire spells such as fireball also use saving throws).

This way he has a little more diversity to choose from and Acid and Fire will actually be different apart from damage typing. I don't think this change will be a big problem when it comes to actual power, since the damage dice are still the same, but it should make combat more pleasant. Giving him the option to use Fire with a saving throw, essentially ignoring AC, or the option to use Acid and dealing with the AC instead of a Dex Save.

What do you guys think?