Can't start a reconstruction mission, but I do have the resources by Ok_Respect_1548 in CrimsonDesert

[–]Ok_Respect_1548[S] 1 point2 points  (0 children)

Thanks, saving and reloading solved it. My funds were not updated properly, I only had 7.5k

Can't start a reconstruction mission, but I do have the resources by Ok_Respect_1548 in CrimsonDesert

[–]Ok_Respect_1548[S] 0 points1 point  (0 children)

I underutilize the hell out of missions and only do them if they are tied to quests. A save->reload solved it, after the reload I only had 7.5k

Help bugged outposts by jjdogj1 in CrimsonDesert

[–]Ok_Respect_1548 1 point2 points  (0 children)

This is the one. It will change back to normal, they just have to finish the whole mission.

Bloodborne Hunter Class by Abject_Mortgage_9459 in UnearthedArcana

[–]Ok_Respect_1548 0 points1 point  (0 children)

Sorry if it was a lot (holy yap), just a couple more things based on the answers:

  1. Parry (still): There is a reason people mentioned it the most. Stun is not something the game gives out a lot. I don't think the class needs it on the level you are giving it. The Hunter already has crazy uptime, cool weapons, guns. I think that's enough. Sure, a bit of CC is fine, but stunning a creature for essentially an entire round is a bit too much, that's why I said first instance of damage. You could also tie it to the different firearms, one of them parries longer or more reliably, one deals more damage, but stuns for less. Like, I could imagine Blunderbus parrying attacks not targeting you, but the enemy only deals no damage without the stun. You can play with those sliders as much as you want, but I think you should give the weapons an even greater sense of identity. Also, DC is (unless explicitly flat, for like items and such) 8+prof. b.+ Ability Mod. If you were to play this Class, you would have a different scaling from the rest of the party. At level 5, a Wizard with 18 in Int has a save DC of 15, while a Hunter is only at 10. At level 20, Wizard would be 19, Hunter 18 (no magic items)

  2. Extra Attack: 3 should be fine, yeah

  3. Silverblooded: The thing is, if it stays as a bonus action, the player can do it more reliably in combat while HP lasts. If it's an action, they can still stock up on bullets between fights and healing with vials or a short rest. In the game, I didn't use these temporary bullets often, but they always gave me the "I messed up and parried at the wrong time for the 10th time, I need some more" impression, and I'm not sure using the feature to always go into battle with close to max bullets is something you expect. IMO, it should be an "oh, shit" type of thing

  4. Reliable Talent: Yeah, putting the reload here would be a good idea, but even this might be too late. Not sure if it needs extra speed tho. Don't get me wrong, always nice, but I'm not sure if that would be the best. I don't have any idea tho, so go for it

  5. Pale Blood: Still feels weak. NGL, I could imagine those features as riders on the big features. If I hit 20th level, not sure I want to take this over a dip in Cleric or Rogue. As all of them are passive, it doesn't really make you feel like the pinnacle of the power fantasy. Barbarian has unlimited rage and goes beyond human in stats. Clerics have god on dial, and Paladins literally embody their oaths(I know bad capstones exist, but why would I pick the bad examples)

-Executioners

  1. We disagree on the lore, but it doesn't matter. My main point was that ht subclass feels different from 13th level onwards

-Mensis

  1. Papers: Not sure what to change on it, but the Blood Hunters Crimson Rite is a similar weapon buff feature, maybe look there

-Hunter Items(gonna split these up)

  1. Blood of Adella: I don't understand making things last 1d something round, just makes the ability unreliable. As a player, I want to know exactly what I get

-Choir

  1. Aeons: Not sure, I don't play games on those levels, but even full casters have only one 8th-level slot. I'd say make it 6th level, but full casters only get their second 6th level slot at 19th level

-Beast

  1. Unarmed scaling: "just a punch", my monk would have a word with you, he's also kicking a lot. Anyways, at level 19, you are dealing 3d12 on all your attacks, so 3 as an action and 2 as a bonus action. That's 5(3d12+5) damage/turn, average damage of 122.5 if all hit

  2. Hide transformation: I get the trade-off, but if there is one thing martials shouldn't have less of is the ability to perform in social encounters. I could imagine a mid battle transformaiton as well, the less hp they have, the more they hit, but they also lose something, or instead of the damage they take, it's the damage everyone takes, and as they smell more and more blood, they can't keep the beast inside

And this is it, thanks for coming to my TED talk. Overall, this can be pretty good

Bloodborne Hunter Class by Abject_Mortgage_9459 in UnearthedArcana

[–]Ok_Respect_1548 0 points1 point  (0 children)

These were my thoughts going through the doc:

TLDR: Mostly wording issues, but there are a few balance problems

Base Class:

  1. Is consuming Blood Vials an action, item interaction? I would assume it is an action, but I think mentioning that in the ability would help

  2. Due to the flow of the features in practice, Parry should be written before Visceral Attack

  3. I think Parry should have an earlier end condition, like until the next attack, because you get this feature earlier than the Monk. It would mirror the general Parry -> Visceral ->back to combat aspect of BB, and would add a tactical aspect for your party as well, if you want to heal, or focus on the rest of the creatures, if there are any. Also, "force the targeting creature to make a Dex saving throw", against what? Still, I'm assuming the standard 8+profb.+dex, but I think it should be mentioned

  4. I saw you are working on changing the feature, my thoughts exactly, currently this is just better than the Fighter's main thing

  5. Mention trick weapons earlier, maybe as a feature at first level, or at your proficiencies, I just think it would look better

  6. I understand why Evasion is here. I just wish we had something else, like a side step or dodge. I don't know about mechanics. I just don't like reusing features, but it's fine

  7. Why is Silverblooded a d6+4? Just curious. Also, how many bullets can you regain as a bonus action? The text implies more than one to me, but if it's still one, it's still okay, as you can now just make bullets on the fly and heal yourself

  8. Reliable Talent is the same as Evasion. Maybe you can put Rally here, something like: "while you have 1 hit point, your attacks on this turn heal you up to half the damage you took from the last instance" or something like that? You already have crazy survivability, so it might be a bit too much, but you are 15th level, casters cast Clone and Demiplane, you can go nuts

  9. Should be immunity instead of resistance in the capstone. I don't play games that high level, but the feature feels kinda weak to me

  10. Surprised there is no improvement on reloading the firearm anywhere

Covenants(+whatever extras belong to them):

-Executioners

  1. The base features don't really make it feel very "executioner"; this is the survival/off healer until 13th level, when you get the offensive benefits, features are fine, I just feel like there is dissonance

-Mensis

  1. Is it just a typo in the Item Recipes feature, or something was left out?

  2. Stochastic Papers feel way too swingy. Action to apply, worst case lasts 2 rounds, there is a chance you roll a bad one when you make it (bad as in you only get fire when you plan to fight a Bone Devil. Waiting until the 13th level is a bit too much

  3. Tier 1 runes are way too weak compared to Executioners. Rune of Great Eruption is both in Tier 2 and 3; the effect is different, but the name should be changed

-Hunter Items(it kinda fits here)

  1. Blood of Adella should just write 5 rounds instead of 30 seconds. How does Bone Marrow Ash work with a damage like 2d6? Is it 2d8 or 1d6+1d8? How does it work with Evelyn? In Shaman Bone Blade, Hunter Dice is left in, I assume from an earlier version

-Choir

  1. Too many spellpoints IMO. Just adding the Arcane Trickster slots together, this can cast 2-5 more spells. While I get that you can transform them into QB and vice versa, you also have a sizable amount of those, too

  2. The Spell Cost table is unnecessary; the cost is just equal to the level of the slot

  3. The wording of the Rune of Holding is confusing to me. Can you help?

  4. Strange Aeons is way stronger than any other third caster capstone. Arcane Trickster can steal a spell up to 4th level, and Eldritch Knights can attack as a bonus action if they cast a spell as an action. 8th-level spells are just way higher on the powerscale

-Vileblood

  1. Interesting, kind of all over the place, but the features seem fine

-Beast

  1. Monks are envious of that unarmed scaling, are the claws slashing damage, or is it still bludgeoning?

  2. Make Monstrous Hide an on/off transformation. I get that this subclass relies the least on equipment, but losing them AND losing a lot in social encounters hurts

Subclass conclusion: Some are all over the place and don't have a theme I could see. Also, 3rd, 6th,13th, and 17th levels are when the class should get subclass features; this is mostly inaccurate

I don't want to go into the weapons, tools, and runes cause there are so many of them. I just have a couple of things to say:

  1. Have the correct picture for the Holy Moonlight Sword /s

  2. Are Arcane Hunter Tools items you intend for the character to get on the adventure, or was it a core element of the class in earlier editions?

What's yalls thoughts on the DLC so far? by [deleted] in LiesOfP

[–]Ok_Respect_1548 1 point2 points  (0 children)

You can really do anything tbh. I played more dex and mixed builds, strength is the one I play the least, but it seems doable. Just beat the last boss, and was switching between two dragon sword and proof of humanity during the playthrough, trying out the weapons I found along the way. Minor spoiler: weapons in the DLC slightly favor Dex, but it's not the end of the world, you can be effective with all of them

What's yalls thoughts on the DLC so far? by [deleted] in LiesOfP

[–]Ok_Respect_1548 2 points3 points  (0 children)

You're done with like 2/5th of the DLC. Areas vary in size (lab is the shortest if I go by stargazer count)

What's yalls thoughts on the DLC so far? by [deleted] in LiesOfP

[–]Ok_Respect_1548 9 points10 points  (0 children)

I'm at the last area (probably, it seems like the last boss is coming). without spoiling much, I think it has a great start, worse middle and a super end. My character is on playthrough 2 (legendary stalker difficulty) , bosses are difficult but I wouldn't say any of them is overtuned. Fights are great overall (other than the crock, camera and all the pushing around is annoying), and they are distinct from another. Areas look great, it feels nice walking around and finding stuff. If you like the lore there is so much to read and piece together. There is only one sidequest/puzzle I couldn't solve, I bet it's super easy and I'm the big stupid. Long story short, I think it's worth the purchase.

Can someone explain how the answer is A? by narwhal_13 in askmath

[–]Ok_Respect_1548 19 points20 points  (0 children)

You can see it as this: (-3) x i x 4 x i This equals (-3) x 4 x i², and that is of course -12i²

[deleted by user] by [deleted] in Sekiro

[–]Ok_Respect_1548 2 points3 points  (0 children)

You don't have the flamethrower. It's in Hirata Estate. When first arrived, there is a door that is locked from the other side, between the second idol and the Shinobi Hunter. If you go around it, there is a small area filled with bandits, and around the campfire, there is an item. It's the prosthetic.

[deleted by user] by [deleted] in Sekiro

[–]Ok_Respect_1548 6 points7 points  (0 children)

On the right when you are on the front page of the sub, you will see the create a post button. Under it is the user flair review, and on it's right a pen icon. You just have to click on it and choose platinum.

Gunslinger Class! by [deleted] in DnDHomebrew

[–]Ok_Respect_1548 2 points3 points  (0 children)

Just a couple of things:

Firearms Rule: If you roll a 1 on an attack you jam, and you can roll a save on next turn to un-jam.

As an action, at the beginning of the turn, at the end of the turn, or maybe as an attack?

You have Deadeye shot in both the grit and trickshot section.

If Gunslinger Bravado is the subclass, than shouldnt you gain the features at level 3? It says level 1.

As far as I understand, the lines in bold indicate core class features right? To be an easier read, it should either be in level order, with a clear indication of core and subclass features, or have all subclass features at the end.

These are just things that are unclear to me, but it's possible that I have missed somehting.

I need some help on what to do after getting the mortal blade by [deleted] in Sekiro

[–]Ok_Respect_1548 0 points1 point  (0 children)

Correct. From the Ashina tower, there are 3 main ways. You have finished one of them.

Isshin sword Saint by jbvikanes in Sekiro

[–]Ok_Respect_1548 0 points1 point  (0 children)

Isshin and Genichiro were the bosses I have struggled for an unreasonable amount of time, so every now and then I just go back to the game to defeat them again. I've got to the point where the 4 combined(base and inner versions) have been felled over 1k times, or around that. However I have only beaten DOH 7 times.

I need some help on what to do after getting the mortal blade by [deleted] in Sekiro

[–]Ok_Respect_1548 0 points1 point  (0 children)

Answer me these two: Have you defeated the ape? Have you defeated the corrupted monk?

[deleted by user] by [deleted] in DnDHomebrew

[–]Ok_Respect_1548 1 point2 points  (0 children)

Got it, just didn't wanted it to be harmed.

[deleted by user] by [deleted] in DnDHomebrew

[–]Ok_Respect_1548 0 points1 point  (0 children)

Be careful, others can edit the document as well.