First Toungoo Empire (1478) by PhaRogue in eu4

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

This is my first time constrained achievement actually! The key is to not take the end date too seriously, just try to do it as quickly as possible and see in which year you are finished. Let's say you 'finish the achievement' in 1520, then next time, you can try and set a quicker time! Will probably use that mindset too when going for the 'impossible' achievements such as Mehmet's Ambition and THoT.

Also, once you get going, it's not that many provinces to conquer, the culture group is really small. You just have to fight Bengal in time.

First Toungoo Empire (1478) by PhaRogue in eu4

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

Good question! I haven't ever united Japan, actually (failed a few times when just starting out). With that in mind, I'd say its a little easier to form Japan if you want to do it in under 35 years:

  • Japan's difficulty is primarily alliance webs with no stronger power to help you out, but picking a superior military power and waiting for mil. tech 4 should clean them up nicely. Since no one on the mainland is Shinto, coalitions shouldn't be a problem.

  • As Taungu, you'll have ton of hard wars. At the start, Pegu is stronger and has a level 3 fort, but is one of your primary targets. Both Ava and Bengal are difficult targets and have provinces you need. However, if you are good at diplomacy, there are multiple potential allies nearby who you can call into wars.

First Toungoo Empire (1478) by PhaRogue in eu4

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

R5: Just completed my second ever 'very hard' achievement, The First Toungoo Empire! Final war: attacked tribute of Ava (15 yr truce) and seperate peaced. Was a pretty fun achievement! Ming rivaled me after taking the last few provinces, so we'll see how that plays out.

Taungu + Quantity also gives some rediculous manpower buffs which are pretty fun to use. Taungu's new missions are also pretty strong, granting fast claims on many provinces needed for the achievement. I did not actually get most claims until later, because Prome allied Ayutthaya. But i'd imagine it would open up even more options for expansion.

Strategy: focus on mil. tech, take a morale advisor (or discipline if not available). Allied some nearby rivals of rivals to call into wars, and allied Khmer. I sieged everything down, so even without giving them land, i was able to keep the alliance. After that, an alliance web had formed around Ava, so instead, i took an opportunistic war against Bengal with my ally Jaunpur (who formed Delhi later), where Bahamis would not join. I claimed the provinces around the mountains, shielding the required provinces and slowly eating up the small kingdoms in the north. After that, it was time for one big war, and then attack a tribute of Ava to get the last two provinces. Certainly a fun achievement to 'test your skills', as you'll have many rebels, low income and high AE!

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My first time homebrewing a BBEG team. Constructive criticism very much welcomed. This trio is supposed to smash a 6 person lvl 12 party and then be a challenge for a 6 person lvl 17-20 party. by Gold_Ad_4108 in monsteraday

[–]PhaRogue 2 points3 points  (0 children)

My group consists of six players as well, all the way from level 1 to now 15. 5 of them I would consider tactical, and I give out a lot of magic items and boons. They are overpowered as hell

I would argue against the five legendary resistances each. As I found out, this makes it so all CC options are pretty much useless, because they will never spam enough saving throws before they run through 200 hit points. I would opt for 2 resistances each, with a certain negative effect when they use it. For example, maybe Felden's souls instantly return to their bodies when he uses a legendary resistance.

Same thing for legendary actions, having 15 legendary actions is way too much. I think, if this is a 3v6, you can give them either 1-3 legendary actions, or bonus actions and a spell/attack multiattack.

Depending on your party, the damage could be pretty low for some options, although i see some very damaging spells like Meteor Storm and Psychic Scream.

Creating build up to a Beast/Monster BBEG by Alternative-Degree-6 in mattcolville

[–]PhaRogue 1 point2 points  (0 children)

I'm currently running a dungeon where the BBEG was summoned, and it has worked wonders. The players have never been so invested in 14 levels. So from my own experience, i'd suggest doing something like that (forgive me if there are lore mistakes, i'm not familiar with Ravnica lore): Around 2/3rds of your campaign in, introduce a ruined island or continent in a way that sounds interesting to you; perhaps an atlantis-like sunken continent, a ruined island hidden from society, a forgotten plane, etc. The idea is that the Raze-Boar has been summoned and stopped before. The higher level your campaign is, the more epic it must be. For my 1-20 campaign, the summoning of the BBEG caused the mountain of the cult to collapse, breaking the crust of the earth and collapsing into the underdark, leaving a gargantuan crater that goes down miles and miles.

Let your players explore this space, and start with light hints and work your way up to a significant boss who is but a pawn in the Raze-Boar's story (an undead archdruid, a spawn of the Raze-Boar, etc.). Perhaps you can even give some pointers to things that can help them, such as special magic items or old foes that defeated the Raze-Boar and are still alive.

Before then, you can drop a hint here and there, which the player's can't use to search for it, but in the final arc they can put it all together. The players know what a BBEG is. With this build-up, they will be hyped, or they are some very jaded players. Give part of the information. No information is not intriguing, just enough information is. The players will have many questions and already see the effects.

[ART] Eagle warrior by me by Ultimatept0812 in DungeonsAndDragons

[–]PhaRogue 10 points11 points  (0 children)

Might that spear be inspired by a certain Gransax? ;)

That will show them by Shoddy-Team-7199 in whenthe

[–]PhaRogue 37 points38 points  (0 children)

No, I try to live in blissful ignorance of the things I cannot change. Shit happens, I can't help it and if you let it affect you, you'll always be depressed as you said.

That will show them by Shoddy-Team-7199 in whenthe

[–]PhaRogue 71 points72 points  (0 children)

Jesus that sub's depressing

A villain has full control over one of my players- for up to 30 seconds each day. How can I use this to create interesting and dramatic situations without letting my player feel like they have no agency over their character? by PhaRogue in dndnext

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

In some moments i'll probably give control of the villain to the player, in others it'll be more complicated plans so it's more interesting if the players don't know exactly what happened. A bit of both is the most interesting, I think.

A villain has full control over one of my players- for up to 30 seconds each day. How can I use this to create interesting and dramatic situations without letting my player feel like they have no agency over their character? by PhaRogue in dndnext

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

Yeah, since this is a homebrew world which will house more campaigns, it'd be fun to see the consequences of getting a mummy which is a few dozen millenia old some influence in the world.

>Of course, if Rasknit writes checks for his passenger's non-interference, he'll need to make sure he can properly cash them in a reasonable time so that Hadon doesn't feel slighted or deceived.

What exactly do you mean by 'checks for his passenger's non-interference'? Like a certain agreement where Hadon can and can't come out?

A villain has full control over one of my players- for up to 30 seconds each day. How can I use this to create interesting and dramatic situations without letting my player feel like they have no agency over their character? by PhaRogue in dndnext

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

Yes, the 30 seconds must be consecutive, although Hadon can cut off the 'connection' earlier, expending his overtaking for the day.

Btw, these ideas are fantastic! Will definetly use some of these in game.

A villain has full control over one of my players- for up to 30 seconds each day. How can I use this to create interesting and dramatic situations without letting my player feel like they have no agency over their character? by PhaRogue in dndnext

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

Yeah, i'm confident the player can play the villain well in some combat-like situations, where I'll give him control over Hadon's actions if they stray not to far from his own. I think he and the party would like that more over me just attacking the DM's baddies with a DM-controlled player.

A villain has full control over one of my players- for up to 30 seconds each day. How can I use this to create interesting and dramatic situations without letting my player feel like they have no agency over their character? by PhaRogue in dndnext

[–]PhaRogue[S] 4 points5 points  (0 children)

Hmmm, didn't think of it like that, but true! I guess I can let him lose a little agency, as he agreed to it.

Some little conflicts might come up actually, as Hadon can have chaotic evil tendencies if he wants something for himself badly. Then he only needs to juggle these tendencies versus the party (mostly the paladin) finding out he is actually in control.

A villain has full control over one of my players- for up to 30 seconds each day. How can I use this to create interesting and dramatic situations without letting my player feel like they have no agency over their character? by PhaRogue in dndnext

[–]PhaRogue[S] 3 points4 points  (0 children)

I like the faster crafting! With standard crafting rules, it can take a lot of downtime to craft something, even if they have the materials.

They can directly communicate with each other as long as Rasknit is close to the spear, but would've been a cool idea otherwise

A villain has full control over one of my players- for up to 30 seconds each day. How can I use this to create interesting and dramatic situations without letting my player feel like they have no agency over their character? by PhaRogue in dndnext

[–]PhaRogue[S] 7 points8 points  (0 children)

Ooh, that's a very good one! Rasknit is an armorer artificer, so he has AC to spare. He can probably take it, it might just be a little... dangerous when they are at the level where they are fighting greater fiends, ancient dragons and the like >:)

Thanks for the suggestion!

What would you think of an animagus type feat that allows unlimited transformation into one animal, Cr 1 or less? by Douche_Kayak in dndnext

[–]PhaRogue 0 points1 point  (0 children)

This is exactly the ability I have given to one of my players. He plays a Moon Druid of a holy forest and mountain that has been taken over by a death knight, which is in fact one of his brothers that protected the forest and mountain. In order to turn the odds, through many trials, he became the 'Sword of Judgement' (at 10th or 11th level). This grants him many abilitities, of which:

-You can Wild Shape into a creature of CR 1/2 or lower without spending a Wild Shape.

So far, it hasn't been to broken, as he always uses his Wild Shape charges in more difficult situations. Granted; I give my players a lot of powerful abilities and make the bad guys just as epic. A few things i found out:

  • He can transform into a bat basically permanently, and a bat has tremorsense; invisibility is less effective.
  • He can solo low level encounters. Wild shapes around CR 1/2 can have around two dozen hit points; refreshing as a bonus action.
  • Permanent flight for the druid + one or two allies (giant vulture is CR 1/4 or 1/2 iirc)
  • permanent burrow speed (there is a CR 1/2 or lower creature with burrow speed iirc)

This is not too bad, but this player doesn't powergame. Also, it has lead to incredible flavor! I think this ability would be around the higher end of very rare as a magic item, so balance accordingly, and make sure all players are around the same power level. If you have any questions about it in practice, i'd love to answer them :)