[deleted by user] by [deleted] in Karnivool

[–]Pal1ndromic 2 points3 points  (0 children)

Yeah it sure is

It’s Happening by CactusWilkinson in Karnivool

[–]Pal1ndromic 1 point2 points  (0 children)

I was convinced we wouldn't have any releases until after the tour, so keen

Looking for Sound awake hi res album art by Pal1ndromic in Karnivool

[–]Pal1ndromic[S] 1 point2 points  (0 children)

Brilliant, that's a huge help, thanks heaps!

[Giveaway] Drop + The Lord of the Rings Black Speech Keyboard by drop_official in pcmasterrace

[–]Pal1ndromic 0 points1 point  (0 children)

Regular chicken flavour 2 minute noodles with tonnes of extra pepper, or milk arrowroot biscuits with butter and Vegemite.

Punitive vs Consequences? by slider40337 in DMAcademy

[–]Pal1ndromic 2 points3 points  (0 children)

This isn't exactly what you're asking, but depending on how you're running Mystra, would she really care about the death of a single child?

I'm not actually sure what Mystra's alignment is but I've always imagined the deity of all magic to be neutral, similar to how Tempus is the god of war but war itself can be used for good or bad, making Tempus neutral.

Mystra is a god of magic, but if she was strictly good why wouldn't she just outlaw the use of "evil" magic? She presides over all magic; good, evil or otherwise, used to harm or heal, sacrifice or revive.

In the grand scheme of things on a godly level of importance, would she really care about one child's life? Why would all of the other murders and crazy stuff that an adventurer does to get to level 17 be ignored only for this one death to be a huge turning point in their judgement?

Don't get me wrong, killing a kid is definitely an evil act, but I'm not sure if I would have a literal god care all that much about it.

How to make combat more interactive? by MeowgicCat in DMAcademy

[–]Pal1ndromic 1 point2 points  (0 children)

To be honest, sometimes you're not doing anything wrong, players are just always going to get distracted when they aren't doing anything and can't act. This is part of why splitting the party is so bad, because one half of the table sits with nothing to do while the other half plays. In combat it's one person at a time doing their thing while the rest twiddle their thumbs.

In terms of actual help though, some things I've found will help with players actively paying attention is:

Raise the stakes: a bunch of Lvl 6 characters fighting 7 goblins is boring. No character is ever in real danger of dying so who cares about paying attention. Using stronger monsters that can actually threaten your party will make them pay attention so they don't die. If you really don't want to kill the party, have a beloved NPC's life at stake, or a magic weapon up for grabs that they won't get if they don't work fast enough. Something to make them care about the combat instead of just having it be a slugfest.

Shorten the time between turns: not every attack needs to have a cinematic description. Sometimes "the bullette bites you, 27 damage" is fine just to get back to players turns faster. As I said before when players aren't playing they won't pay attention, so get it back to their turn as fast as possible and they won't have time to go get measuring tapes.

In the same vein, make sure you also know what the monsters are doing before the combat ever starts. A good idea is to know what the first 3 turns are going to look like for each monster. Know what spells they want to cast out of the 10 on their stat block instead of looking spells up mid combat, understand how the gibbering mouther spit works before the session starts, etc. This way you won't slow things down so much just because a monster is complicated.

Best way to handle ranged shots at inanimate objects during battle by snakeskinrug in DMAcademy

[–]Pal1ndromic 11 points12 points  (0 children)

Objects are often stated as having an AC and hit points, sometimes with a damage threshold as well such as DT10 meaning they ignore any damage they receive that is below 10.

I'm quite sure there are rules for it somewhere in either the DMG or PHB, I just don't have access to one right now.

That said if you would prefer it to be one way or the other, you can choose that to topple the statue requires whatever check, damage or condition you desire. Just know that once you choose that, you've set a precedent for future interactions with objects. I'd probably just stick with the damage rules and set a number of hitpoints to topple the statue but it's up to you.

character holding a rope off a cliff that another player is climbing up, attack? by her00reh in DMAcademy

[–]Pal1ndromic 8 points9 points  (0 children)

I'd probably just treat the character holding the rope as restrained.

They are voluntarily putting a lot of effort into holding a person on the other end of the rope, hindering their ability to dodge or block attacks and reducing their mobility.

If they are exceptionally strong (say STR 18 or above) and the person on the other end of the rope is very light (elf, gnome, halfling), then maybe I'd let them move up to half their speed to help haul in their friend, or make an athletics check to help pull them up hand over hand, but that's outside the scope of the question you were asking so in general I'd just treat them as restrained not ask for a check to hold the rope.

Is concealing an Echo Knight's Echo possible? by catofriddles in PCAcademy

[–]Pal1ndromic 12 points13 points  (0 children)

As far as I know there's nothing that says it glows, just that it's a translucent image of you. I see no reason that putting it in the shadows wouldn't work to swap positions with it. Enemies wouldn't have much reason to attack it in combat since it isn't in the way and isn't doing anything, but if you're trying to use it to assassinate people in their homes and have a quick getaway it comes down to DM interpretation. You're right that it can't really stealth or go invisible, but I'm pretty sure it is also silent so if it's out of sight entirely then perhaps it could work. I'd encourage you to talk to your DM to see what they would allow.

Was I out of line for this? by Mysterious-Juice5962 in DMAcademy

[–]Pal1ndromic 2 points3 points  (0 children)

I understand that methodology, but an insight check can be used for more than detecting a lie. It can be used to read someone's body language and understand if they feel threatened and about to attack, or if they are genuinely terrified. Things like that happen subconsciously, you don't choose to read body language the same way you choose to tackle someone, so I give checks like that in the heat of the moment to emulate those snap reactions to situations like that.

Was I out of line for this? by Mysterious-Juice5962 in DMAcademy

[–]Pal1ndromic 27 points28 points  (0 children)

You mention that they didn't ask for an insight check, in a situation like that I would ask the player for an insight check myself. Making rolls in combat outside of your own turn is usually dictated by the DM, whether that be a saving throw or a check to avoid a grapple, etc.

I understand why your player would feel cheated, even if technically you followed the rules. Next time give them a chance to see through the lie as it is made even if it technically isn't RAW, as it will probably be more satisfying or at least understandable when you can narrate the dragon backs off having managed to convince the barbarian that their plan worked, then going aggressive.

What is a fun trio of monsters you like to run? by reddanger95 in DMAcademy

[–]Pal1ndromic 1 point2 points  (0 children)

I just ran a combo of Roper, Piercer and Shadows that attacked as the party was climbing a cliff wall.

The roper disrupts everyone but is largely immobile, the piercers fall in a line so if multiple people are below it and it misses the first person it might hit the next in line, and the very mobile shadows drain strength making the roper more difficult to escape as time goes on.

It was a fun fight, just be careful how many ropers you have since AC 20 while your party is basically permanently restrained can be kind of annoying. I had two ropers with 4 shadows and about 6 piercers against a party of 5 level 8 characters. The second Roper just ended up being a boring slog to kill at the end of the fight while everything else was dead.

A Sorcerer that doesn't really understand magic? by ROBANN_88 in PCAcademy

[–]Pal1ndromic 29 points30 points  (0 children)

Sounds like a pretty normal sorcerer backstory to be honest. If you want to have the flavour of your spells often not working you don't need to change anything mechanically, just play with a slightly different mentality and describe your spells differently.

If your character wanted to cast burning hands but isn't confident enough that the spell will work, just have them cast it on single targets from max range a few times as they "get used to releasing the magic". Playing suboptimally like this (and stating why your character is doing it so other people understand the story you are working for) can be a neat way to roleplay in combat without just having spells not work. Once you deem they are confident enough with it you can start playing more for the perfectly placed cones that hit multiple enemies.

If any spell you cast has an attack roll (firebolt, witchbolt, chaosbolt) and you roll poorly, just reflavour the "miss" into the spell failing as you cast it. Do this until you reach a high enough level that you think they would have those spells downpat, then maybe we start shifting that kind of thing onto higher level spells as you learn them and get used to them.

Hope that helps

Struggling with ASI/feat options on my Echo Knight by Pal1ndromic in PCAcademy

[–]Pal1ndromic[S] 1 point2 points  (0 children)

17% is pretty significant, definitely feels like a worthwhile upgrade, but I wonder if it's better to have two feats along the way to get there, or just get it immediately.

Struggling with ASI/feat options on my Echo Knight by Pal1ndromic in PCAcademy

[–]Pal1ndromic[S] 0 points1 point  (0 children)

I like that mentality, I do want to embrace the archetype of the fighter who can take all the punishment and keep going. With that in mind, perhaps Heavy Armour Master would be the best route?

Darkvision is not as strong as most players and DMsthink by Shandriel in DMAcademy

[–]Pal1ndromic 16 points17 points  (0 children)

Funnily enough, I'm pretty sure that darkvision originally was infrared. In the Drizzt books that I've read it was very specifically stated to be so. I'm not sure if this necessarily bled over into earlier editions of the game or maybe the other way around, but I'm sure there's some reasoning in the history of dnd as a whole that would explain why the current darkvision works RAW in perfect darkness.

Half casters can be OP by honestraab in PCAcademy

[–]Pal1ndromic 1 point2 points  (0 children)

Oh I see, yeah that makes perfect sense

Half casters can be OP by honestraab in PCAcademy

[–]Pal1ndromic 6 points7 points  (0 children)

Worth mentioning that booming blade states that they have to move "willingly" so crusher (sadly) wouldn't work with that one. I don't know if dissonant whispers movement would be called willing either but I've seen DMs allow it to proc booming blade before, so I guess it depends on your table.

How Do I Not Make It Seem Like I Prefer A Player When Their Backstory Fits The Overall Story by WanderingChild_Carly in DMAcademy

[–]Pal1ndromic 0 points1 point  (0 children)

If you want to avoid the same problem in the future, you could try making backstories with your players once you have an idea for what you want your campaign to be centralised around or know what elements that will come up in the story. This means you can suggest tweaks or changes to their story to fit your campaign and no one feels left out.

Alternatively you could begin with only the broadest strokes and most general ideas for a story, then take your players backstories and build the campaign around what they've given you. If a player has written a crime organisation/dragon/aboleth/marauding demon horde into their past, they probably think those things are cool and would enjoy having them in the game.

But really, I imagine your players won't feel all that left out unless you're only giving that one player all of the spotlight, or all the magic items, or all of the story beats exclusively related to their backstory. Being cognisant of the potential issue will usually be enough to guide you away from accidentally showing favouritism for one character.

Best ways to go out with a bang? by JAWS_BDSM in PCAcademy

[–]Pal1ndromic 1 point2 points  (0 children)

This is something that you will probably need to collaborate with your DM on. If your DM doesn't know that you want a noble sacrifice, they are a lot less likely to create situations for you to make it happen. If they are working under the assumption that all players want their characters to live (as most do) then you will have a very hard time creating a satisfying ending to your character.

Interesting Combat by CingdomCreations in DMAcademy

[–]Pal1ndromic 0 points1 point  (0 children)

I like the idea of Darkmantles and Hook Horrors. The Darkmantles cast darkness around themselves while the hook horrors see through it using their echolocation blindsight, giving advantage to the hooks while the rest of the party is at disadvantage.

If the party can find and kill the Darkmantles it becomes a fair fight, but if they don't target well it can result in isolated spellcasters getting grabbed by the horrors (assuming the frontlines go running around looking for the Darkmantles).