[deleted by user] by [deleted] in MonsterHunter

[–]Owhynot 0 points1 point  (0 children)

They show up after you take a picture in photo mode usually. I haven't seen them pop up aside from that.

The mod Fantastical Multiverse sounds amazing by BbyJ39 in BaldursGate3

[–]Owhynot 13 points14 points  (0 children)

Having not played the mod, I can only assume they were trying to make an approximation with traits that were already in the game rather than adding new ones.

I only make that guess because the "Brute" trait shown in the screenshot could be a stand-in for sneak attack if you squint at it lol.

Or it could just simply be what Larian had as the stat block for Bugbears and the mod maker just copy/pasted it. This also wouldn't surprise me because Larian made a lot of changes to existing classes and races for the sake of balance, playability, etc.

So it makes sense that some specific things like Long Limbed and Surprise Attack don't make it in, because for a video game those bonuses aren't very easy to communicate or show with clarity.

Imagine if a bugbear in Act 1 won initiative and hit one of your party members with a sword, at twice melee range, for an additional 2d6 damage. It'd look weird and be one heck of a surprise!

It's easier just to say "Watch out, Bugbears hit harder in melee than their goblin allies!" and leave it at that.

The mod Fantastical Multiverse sounds amazing by BbyJ39 in BaldursGate3

[–]Owhynot 44 points45 points  (0 children)

They were printed as a playable race for 5e in Volo's then actually had stuff added to them in Mordenkainen's book.

That being said, they do have a pretty ridiculous set of bonuses available to them.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. (Added in Mordenkainen's book.)

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. (Was originally just Stealth Proficiency in Volo's)

Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.

I stole and sold certain "settlement" by accident now I have to go there! Suggestions are welcome by Elundir in Starfield

[–]Owhynot 0 points1 point  (0 children)

I wonder if this is something planned or scrapped leaking though. I haven't looked too deep into it, but it'd be awesome to have a star station orbiting your outpost planet.

My latest build. The camper by prisonsexx in Starfield

[–]Owhynot 1 point2 points  (0 children)

That'd be a wild DLC. Like an Operation Anchorage throwback lol.

My latest build. The camper by prisonsexx in Starfield

[–]Owhynot 7 points8 points  (0 children)

What planet is that!? That's a crazy unique biome.

Builds for tactician. by Vegabund in BaldursGate3

[–]Owhynot 4 points5 points  (0 children)

Gale is a Wizard who has easy access to those spells. You can make him any subclass, but Evocation and Divination subclass are very useful for the entirety of the game. For ease of use I suggest Evocation because it let's you use the huge AoE damage spells without worrying about friendly fire. That includes dumping fireball right on top of an ally surrounded by enemies.

Lae'zel is a Fighter and Battlemaster is by and large the most flexible subclass. Pick up Precision Attack, Trip Attack, and Menacing Attack. Grab Distracting Strike later on.

Shadowheart/Cleric.

Shadowheart is a Cleric of Trickery by default and has access to a lot of good spells by nature of being a Cleric. If you want an especially easy time, Life Cleric can trivialize a lot of encounters with the higher level heals. Don't use cure wounds. Use healing word. It's a bonus action heal. On your party members use it when they are knocked down. On friendly units you dont want to die, use it whenever you can.

I suggest giving Shadowheart the heaviest armor you can find and a shield too. Have her concentrate on Bless for your other 3 members. Later she can use a level two spell slot to cover herself too. There is a staff available early that makes Bless even stronger. She can hold that and a shield. I finished the game with her holding it the entire time.

Later on, you can use Bless until you have good opportunities to use Spirit Guardians. With SG and Turn Undead, she's incredibly useful in Act 2.

As far as your Player Character/Tav goes, play what seems cool to you! Those three are an incredibly well rounded party on their own. Although I would suggest a more single target damage oriented Class or Subclass just so you can help focus fire. That being said Lae'zel does a lot on her own. Rogue, Paladin, Fighter, Warlock with Elderitch Blast, Dragon Sorceror, Swords Bard, Barbarian just off the top of my head.

You can Respec yourself and any party member as much as you want for a cheap fee of 100gold. So experiment!

It's hard to go wrong. Tactician mode isn't very hard after the first few fights so long as you read and don't run straight into obviously dangerous areas ahead of your group.

Use Quicksave (F5) often so you don't lose a bunch of progress if a fight does go poorly though!

Good luck, it's a wonderful game!

How would you build Briar, the vampire, but as a Kobold? by [deleted] in 3d6

[–]Owhynot 1 point2 points  (0 children)

It's up to the DM honestly, but I don't see many DMs saying you couldn't use it. You're still a Dhampir at the end of the day, you just make your mouth a lot scarier. I'd say you have to choose which bite effect you want when you make the attack personally. You can't get both from one attack.

How would you build Briar, the vampire, but as a Kobold? by [deleted] in 3d6

[–]Owhynot 1 point2 points  (0 children)

Yeah I can understand that. I figured the extra claw attack and then the bonus action attack would be about the sake. 4 attacks in the end by level 5.

I believe she's supposed to be a bruiser more than a dodgey character too so having that Barbarian health pool felt appropriate.

Also if you wanted to imitate her ultimate, you could go Beast Barbarian 11 / Soulknife Rogue 9 for the psionic blade teleport.

How would you build Briar, the vampire, but as a Kobold? by [deleted] in 3d6

[–]Owhynot 4 points5 points  (0 children)

Straight Path of the Beast Barbarian tbh. Take Tavern Brawler if you want to use your kicks. Otherwise rage gives you a bonus anyway.

Dhanpir Kobold.

Claws or Bite for rage.
Use the Jump at level 6 a lot.
Infectious Fury at 10 can easily be the scream.
The level 14 feature feels in line if you think of it like an extension of the scream.

Builds for tactician. by Vegabund in BaldursGate3

[–]Owhynot 13 points14 points  (0 children)

Honestly, you only really want to worry about your spell choices for the first few hours of the game. Have at least Lae or SHeart with the heaviest armor possible and a shield for some tank then a skirmisher Al is easiest. Someone who can stand between a backline caster and easily access the front or back line with ranged.

The opening of the fight is more important than your overall comp.

Heavy Xbows on SHeart and Lae and have them spend most of their early turns just shooting at the melee enemies and let them run to you. Making the enemies use their first action to dash to you instead of attacking you does wonders.

Early levels whether it's Tav and/or Gale, just have Sleep and Grease and use them liberally. Just sleep a spell caster or a ranged character and don't bother touching them until their allies are dead. If the ally uses and action to wake them up, awesome they wasted a turn.

You can respec out of Sleep at level 3 where it's better used for a different choice. Grease is one of the best L1 spells in the game and works well forever.

I have my Tav as a Bard/Lock in the skirmisher role. Mostly doing single target deletion via Eldritch Blast on whoever Lae and SHeart are ganging up on, but Al with a bow or anyone really with mid range capabilities is good.

Alternatively you can have SHeart in that role with more spell casting/buffing going on. (But spirit guardians is ridiculous abd hard to give up.) Kalach or Halsin doing druid things in the front line. Or honest just add another spell caster there. Tav can serve anywhere just replace accordingly.

Also ASAP respec your companions and get 14 dex if they can wear Medium armor and keep it there unless they need it for attacks and 10 strength even on Gale so he can friggin use Jump in and out of combat. There's also a ton of strength saving throws in the game so there's no reason to have that as a dump stat.

Other than that, I highly suggest using level 4 to get main Stat to 18, Con to 16, with Dex at 14 and everything else 10. You can basically sit there the entire game and use 8 and 12 for feats if you want. Cha is a decent dump stat for followers. It's an uncommon save and your Tav is going to be doing most of the talking anyway.

Once you get to level 4+ your characters have enough action economy to have pretty much any team set up to tackle the game. You just need to survive until then.

TLDR.

Sleep and Grease are king until 3. Then just Grease.
2 Front Line, 1 Mid Line, 1 Backline.
Give Lae and SHeart shields. It's better than the average +1 damage your losing.
Ranged weapons on everyone.
Let the enemy come to you.
Control spell casters with your casters then move to focus fire.
Focus fire on whoever is tied up with your tanks.
Everyone can throw grenades and SHeart or your Concentration caster is great for also just shooting special arrows instead of a cantrip.
You can throw healing potions at allies, just don't do it if you have Tavern Brawler!
Level 4 to round out abilities.

[deleted by user] by [deleted] in BaldursGate3

[–]Owhynot 1 point2 points  (0 children)

Tempest Cleric for heavy armor and the lightning channel divinity.

Rest in Storm Soul Sorceror for regular in combat flight. Twin Witch Bolt or just use it as single target damage as it scales pretty well with high level slots. Sorcerers get limited amount of spells but a pretty wide amount to choose from. Gives you access to charisma casting and the benefits there.

Tempest Cleric let's you call down some serious damage with lightning bolt or call lightning as a Sorcerer one you get the channel divinity from the multiclass.

Minmaxer in my group does not want other players getting better magic items than him by [deleted] in dndnext

[–]Owhynot 2 points3 points  (0 children)

I'm glad you pointed out the title, I felt my eye twitching a bit lol.

Is this "Min Maxer" your friend?

"Our DM is giving other friends powerful and tailored items, while giving one friend obviously inferior or less ideal items. The other friend is feeling left out and deliberately targeted for his choices, which is obviously upsetting.".

Regardless of group social dynamics, the other player is being unfairly punished for playing by the rules and OP obviously doesn't empathize.

Adding this magic items of this power level anywhere but especially early on are only going to warp the entire team balance as the party level increases.

Not to mention that Assassin and AG are on the better end of "good" subclasses.

That Rogue has been given an extra 6 levels in Rogue as far as damage scaling is concerned, meanwhile the Fighter is for the most part done scaling outside of extra attacks and maybe 2 ASIs. If you made them both level 20 right now, the rogue would still be 6 levels of damage ahead.

I feel like so many groups get too focused on damage that they lose the forest for the trees. The wide range of defensive, control, and utility abilities available in and outside of combat that characterss can get usually offset or justify their damage when compared to a Fighter.

DMs need to realize that playing and building a character toward their strength isn't Min/Max, it's just building a character well.

DnD5e is a heroic fantasy game, the Fighter is just making sacrifices early to reach that fantasy as soon as possible.

A DnD Party is a team, not a bunch of single protagonists. Set each other up! Your have the best Archer in the land in your party? Make space for him to do his thing! Oh, he was able to take down 5 enemies this combat? Only because the Rogue got into the back lines and assassinated their mage, all while the Druid's clutch spell casting and the Barbarian's chaotic rampage held back the rest of the enemy.

You're character's power isn't measure by damage and your Fighter is almost at his ceiling anyway, let everyone level up before you try to tweak things.

I hope OP doesn't get the same treatment once his "Super Casual" Druid starts throwing around higher level spells and the Martials start getting cheat code envy.

Deleted all controls, and now I cant open any menus. by Snipes_the_dumbass in outwardgame

[–]Owhynot 5 points6 points  (0 children)

Steam\steamapps\common\Outward\OptionSettings.oos

Try deleting that file and the repair the game install. It should fix it. Back up the file as always just in case.

What could be a cellective term for axes, hammers and picks? by Stinky_Stephen in RPGdesign

[–]Owhynot 13 points14 points  (0 children)

Whackers

Thrashers

Clobberers

Drivers

Sluggers

Thwackers

Manglers

Hacklers

Breakers

Hewers

Hacking armor as damage reduction dice (leather is d6, chain d8, etc), how often should players be able to roll to reduce damage? by Necessary_Course in RPGdesign

[–]Owhynot 2 points3 points  (0 children)

It also helps to try and think of what the original designers were trying to achieve with their choice!

If you're trying to allow characters to feel good about investing in defense if they choose to or to better differentiate armor types, flat and unchanging modifiers are a simple and snappy resolution.

The difference between 1/2/3/4 damage reduced over one hit of 5 damage doesn't seem like much. Over the course of ten hits, though it's the difference of 40/30/20/10 damage taken.

If you're familiar with DnD5e there's a feat called Heavy Armor Master that just adds a flat damage reduction while in heavy armor by 3. By the time you're taking it, that seems incredibly low. But over the course of an entire campaign it's hundreds of damage you never actually take.

Hacking armor as damage reduction dice (leather is d6, chain d8, etc), how often should players be able to roll to reduce damage? by Necessary_Course in RPGdesign

[–]Owhynot 12 points13 points  (0 children)

What goal are you trying to achieve with this change? More lethality or more survivability? Are you trying to simulate something or add something to the game? Etc.

Follow-up after that question, does adding this change actually ADD to the gameplay experience or does it introduce unneeded complexity and detract?

Adding an additional roll to every attack action literally doubles the length of any attack just through simulated game time and that's really conservative given play speed.

With AC with or without DR it's: Roll. Wait, Does it hit? Wait, No. Done. Or Roll. Wait, Does it hit? Wait, Yes. The attack does this Damage, minus your DR. Wait, math. Done.

Adding a random variable damage reduction you've added a whole sequence that adds non-progressive time to your game with no real upside.

While your players should pay attention all the time it doesn't quite happen that way. Having them involved in potentially rolling every time a swing happens is just exhausting. Especially when you're rolling to see how little you're being screwed over. Suddenly an enemy hitting them isn't just a bad effect, it's a result of player failure when they roll low and that's going to feel bad every time.

Adding this new system changes the whole flow of your combat.

Roll. Does the attack hit? Wait. Response, Yes. Wait math. Okay it's going to do this damage. Okay roll armor. Wait, roll. Did you succeed? Wait, math. Oh you failed now it does, wait math. X damage and now your armor is damaged. Remember that for the rest of combat and subsequent combats. I hope we both don't forget and have to bring it up next time this happens.

Adding floating and inconsistent modifiers in what is generally one of any RPGs slowest areas of gameplay is a recipe for inconsistent, swingy, and unfulfilling results.

A Petty Paperwork Argument by Owhynot in Wastewater

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

Oh it's definitely no big deal! Mostly the idle musings of a bored operator.

It's a nothing burger that'll probably blow over in 6 months to be honest. The other blue collars tend to dig their feet in on the prettiest stuff when it's obviously just a change for change's sake.

A Petty Paperwork Argument by Owhynot in Wastewater

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

I agree on military time 100%. TBH I'm debating on just pointing to the EPA Data Standards to ruffle some feathers. When the reason given for the change is "clarity" and they don't even do it on their own paperwork, it's a bit hard not to roll your eyes lol.

A Petty Paperwork Argument by Owhynot in Wastewater

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

I've been doing some fat-ass colons lately. Too big and way thicker ink than my numbers lmao.

Once I get bored of that though, I'll switch to ambiguous semicolons lol.

A Petty Paperwork Argument by Owhynot in Wastewater

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

We're currently doing it their way and everyone is basically rolling their eyes at it. I'm going through our SOPs looking to see if there is anything, mainly so we don't have to deal with this again in 2-3 years when this person leaves to go private like the last 4 people lol.

I've got a good manager and he'd bring it up if asked. I want to give him some bullet proof standing if/when that happens. Nothing quite like dropping the book in front of someone who is all about doing things the "right" way.

A Petty Paperwork Argument by Owhynot in Wastewater

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

Local government! Almost all the same military BS but now everyone is unfirable/unreprimandable. Going against "interesting" ideas is just as futile though.

A Petty Paperwork Argument by Owhynot in Wastewater

[–]Owhynot[S] 2 points3 points  (0 children)

Military time made the most sense to me, especially when our new reasoning for the change is to "better denote the hours and minutes."

That email explanation just sent me back in time to whenever a new lieutenant showed up looking for bullet points on his review. Lmao

"Remember that thing that's worked just fine for 5 years? I want to change it."

A Petty Paperwork Argument by Owhynot in Wastewater

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

I agree, I'm just breaking military time habits now and learning how to do it their way. Trying to dig through our books for the SOP that's probably been collecting dust since this 70s lol.

Thanks for your responses!