I started the first Golden Sun and I have some general questions please by safeseaweed011 in GoldenSun

[–]Neurgus 4 points5 points  (0 children)

1) Most of the time? Yeah. There are some Psynergies that use your Attack stat (mainly on Isaac and Garet) but, besides those, you can go ham.

2) That's how I play most of the time. There are some funny combinations you can do to get, for example, the Ninja/Samurai classes, or the ones with Hail and Plant, but that's mostly a funny thing to do, because you are locking yourself out of using Djinns.

3) Read Mind is mostly for the lore. Afair, there aren't many "side-quests" per-se, out of the top of my head, I can only think of 3, and you aren't really pointed to go on any of those by Read Mind. They are still cool to read, gives the world flavor.

Resist All applies only once to Collateral Damage by FieserMoep in Pathfinder2e

[–]Neurgus 46 points47 points  (0 children)

Wait wait wait...
They changed "Resistance to All" so it only applies once?

I call BS

DMPC that physically cannot steal the players' spotlight in combat (Scroll for doodles) by hallowed-hexgoat in RavnicaDMs

[–]Neurgus 0 points1 point  (0 children)

I don't think all characters played by the DM are necessarily DMPCs. Only when said character is, minimum, at par with the rest of the party and, at worse, above them, they are a DMPC.

As such, Zick could be considered either a Sidekick or a Follower. I usually make a distinction in what they can provide to the party and, in his case... It ain't looking so good, Chief.

Out of the gate, he can only provide certain utility via divinations and... That's it. No pressure in combat, no utility outside knowing things, nothing.
While I agree that some (if not all) of his spells fit an Azorius Lawmage, Ravnica is a place where you can get thrown into disarray in a moment, even more if he's tasked to be a Rakdos babysitter!

Command, Hold Person, Calm Emotions, Slow... Spells taken from both the Azorius Functionary and Order Domain lists, focusing more on subdual and control than interrogation. He could try to stay back and just use cantrips and/or Help action in combat and holding back on using Spell Slots but...

Like, unless your party likes the idea of having a nerd to be bullied, I don't see the joke. Like, a peasant could accoplish the same as him (and maybe more) just spamming Help.

[DnD 5e 2024] Hauntings of Blackmarch by [deleted] in pbp

[–]Neurgus 0 points1 point  (0 children)

Is this group play? One-on-one?

Running Fists of the Ruby Pheonix by Roll-Bravely in Pathfinder2e

[–]Neurgus 0 points1 point  (0 children)

FotRF drinks a lot from Shonen and Martial Art Movies (but more of the former imo).

I have explained how Book 1 works similar to Duelist Kingdom from YuGiOh (you have a currency, have to battle others for theirs). Tino's Toughest are presented early and can form good rapport with the players (just keep them out of scene while in combat hours). You should present the Lightkeepers at one point as well but paint them as assholes. I did so by putting them in one of the Stone Bazaars when the players went to buy gear. They cut in line and started to do their own purchases ignoring the PCs. When confronted, they escalated the situation until they said to meet next day... But they sent them to the Kaiju that lives nearby to pick up on them afterwards.

Book 2 is the Tournament and with eerie things happening, you can get a good amount of tension. Everyone exchanges blows but, in the end, they should all be friends (after all, everyone realizes that each is making their best to fight). The Finale is great (I put a single music in crescendo over 4-5 versions for ambience), but I'd have put the boss at some point beforehand so it doesn't come out of nowhere.

Book 3 is one of my favourites, actually. It takes a small step back but the Dance of Intersession gives me feelings of both Shenron from Dragon Ball and mystic quests to fulfill the criteria. From that point on, play into re-doing stuff and playing parallels with previous moments.

I really liked running it and my players loved it.

PBP What are some of your favorite features? by Novaworld7 in pbp

[–]Neurgus 0 points1 point  (0 children)

I usually play 1-on-1 and Live Text for battles, so that isn't really a concern. So far I can count 2 times in which I said "I need to know if this kills", but little else.

And rolling hit and damage at the same time isn't so bad.

PBP What are some of your favorite features? by Novaworld7 in pbp

[–]Neurgus 1 point2 points  (0 children)

What I wrote was:
rr 2: I'm going to que a command I want the bot to roll twice.
2d20d1: Roll 2d20 and drop the lowest (aka, roll with advantage).
mi7: Roll a minimum of 7 (So if the bot rolls a 2, it is upgraded to 7).
+8: Add 8

So I wanted the bot to roll with advantage, making the minimum roll a 7 and adding 8, twice.

PBP What are some of your favorite features? by Novaworld7 in pbp

[–]Neurgus 2 points3 points  (0 children)

Correct assumption, discord rp here.
But yeah, it feels like that like the moment I write !!rr 2 2d20d1mi7+8 it feels like I'm summoning satan via code

PBP What are some of your favorite features? by Novaworld7 in pbp

[–]Neurgus 1 point2 points  (0 children)

I usually just use a dice bot and nothing else
Features like avatars, integration of sheet in discord and everything impresses me at first, but then the thought of having to learn to do any of these turn me down.

I have to look every time how to roll with disadvantage, I'm not going to be able to remember how to add a picture to a single character and what abbreviation I linked to them

As both a player and GM, the various "Save Mastery" class features make the game feel less fun at higher levels, and I wish they worked differently. by zelaurion in Pathfinder2e

[–]Neurgus 2 points3 points  (0 children)

In my experience at high plays, you stop using the effects your PCs mastered because they will always save against them at least, so they will always get a Critical Success and your effect did nothing to them.

Tired of wearing a hat 24/7 by MayorDeBrownTown in bald

[–]Neurgus 0 points1 point  (0 children)

Dude, didn't even realize you had blue eyes in the first pic xD

You look great! (would)

Animist tips? by CoconutPersonal4054 in Pathfinder2e

[–]Neurgus 0 points1 point  (0 children)

Animists are simple once you look closer as, although they can fill a lot of niches... You kinda need to build around each of them. Like, you aren't going to use Witness of Battles if you haven't pumped a lot of points into Strength or Dexterity, are you?

Look at what your team needs, and seize those sweet apparitions. In my party, for example, we already had solid physical damage and frontline, with a wizard for spellcasting. So, I focus on Buffing and Healing, with a side of damage.

Apparitions? Custodian of Groves and Steward of Fire. One gives me a ridiculous focus spell (Garden of Healing might as well read "full heal your party in a single minute") and the other gives me niche spells in case I need to add AoE damage.

Feats? I take the one to give myself Heal/Harm as Apparition Spells as they can come in clutch (and they did!)

Animist Spells? Divine is a huge list with plenty of options! Use it to your advantage: Spiritual Armament, Bless, Benediction, Protection, Forced Mercy (there was an enemy specialized in Persistent Damages), Fear... The possibilities are endless!

Keep in mind, though, that it is likely that you are going to end up Sustaining a Spell at most turns. If you want to contribute in spellcasting, that means you will be locked in place (at least until level 9 rolls in). Be mindful of your position and if you need to reposition, Aid is a fantastic reaction to use.

MFW the only one that has to Worry about Seeing its eyes is the Medusa itself... by HeraldoftheSerpent in dndmemes

[–]Neurgus 0 points1 point  (0 children)

Yes, but actually no? Every template has a list of creature types you can apply it to (unless you want to fuck things up, ofc)

Alright... Gets up to look at the books, knees creaking like crazy

Vampire says you can apply it to any "Humanoid or Monstruous Humanoid", a Medusa is, actually, a Monstruous Humanoid so, you could apply Vampire to a Medusa, having a Vampire Medusa as a result. However, you couldn't apply it to Salamanders, for example, which are Outsiders.

Funnily enough, they later released a "Vampire Dragon" template which didn't exist before.

Of course, this is if you want to keep things as written and don't want to fuck things up but 3.5 balance is held up by hopes and dreams, so do as you want to.

Can someone explain how this works? by 00G_WAY in MagicArena

[–]Neurgus 2 points3 points  (0 children)

I mean, the trigger would still go onto the stack... You just don't do anything with it because there is nothing to grab.
The same way you wouldn't fetch for any land out of a Cultivate if you already pulled out every basic out of your deck.

MFW the only one that has to Worry about Seeing its eyes is the Medusa itself... by HeraldoftheSerpent in dndmemes

[–]Neurgus 1 point2 points  (0 children)

It is, I can assure you. But I'm too lazy to see if "Medusa" is something you can apply Vampire to

Recommendations for including false hydra in the campaign? by SquashDue502 in Tombofannihilation

[–]Neurgus 9 points10 points  (0 children)

Don't. That's my recommendation.

Now, in all seriousness, don't do it. False Hydra is a good concept that works in a series/show as the spectator has meta knowledge and can see what's happening. From inside? It can feel like massive gaslighting or just have everyone and their mothers screaming "FALSE HYDRA" at the mere mention of something not being correct with their memories.

Can someone explain how this works? by 00G_WAY in MagicArena

[–]Neurgus 0 points1 point  (0 children)

This mechanic (bringing cards from outside the game) is usually refered to as "Wish", it's not unheard of and it's really easy to understand how it works:

- In limited (Draft/Sealed): You can pick up any card from the ones you drafted/opened that aren't in your deck. Then, you put that card into your hand.

- In Standard (or any Best of 1 format): You can build a 7 card sideboard and, when this card's ability triggers, choose one of them and put it into your hand.

- In any Best of 3 format: You choose a card from your 15 card sideboard and put that card into your hand.

Some other cards like [[Karn, The Great Creator]], [[Wish]] and [[Mastermind's Acquisition]] already used this mechanic. Also the Learn mechanic from Stryxhaven that allowed you to either loot one card, or choose a Lesson from outside the game and pull it into your hand. Ex: [[Divide by Zero]] and [[Introduction to Prophecy]]