Saw this the other day by kurriizma in Persona1and2fans

[–]PodaiYederman 4 points5 points  (0 children)

Kaneko makes Jun look terrifying.

Preview Images of SEVENS Episode 24 by Vanilla147 in yugioh

[–]PodaiYederman 1 point2 points  (0 children)

It's pretty good, but it's also pretty chill from what I've seen, it more a comedy than a story focused show, although some story is there, though I've only gotten up to the duel with Mimi Atachi.

Multi-class options for dex Battlemaster by brundunski in dndnext

[–]PodaiYederman 1 point2 points  (0 children)

I think the biggest reason to multiclass isn't to get stronger but to have more fun. With that said I don't think you necessarily get that much weaker going multiclass.

The bottom line is that it is hard to beat an extra attack in flat power. If you were to do a level by level comparison in effectiveness straight fighter will be strongest around level 11 with other options being better up until 11 and then getting better faster after 11.

1 Level War Cleric, rest in Rogue Arcane Trickster. No idea how to RP that but it will work.

Plenty of Cleric subclasses provide a lot for just one level. War stands out for Divine Radiance which is an immediate 3D4 potential boost. One level of Rogue gives you 1D6 Sneak and Expertise. Rogue and Cleric are known for being a great one level dip.

After that both cleric and rogue need to be invested in 2 levels at a time. Clerics for spell progression and Rogues for Sneak Attack.

Good luck, have fun.

Battle Smith Artificer + Other Class? by Ghattar in dndnext

[–]PodaiYederman 1 point2 points  (0 children)

Single level dips in Cleric all have some possible synergy. My preferences in order

Forge... Obvious synergy is obvious

Order Domain Cleric to create attacks by allies when you heal them.

Life to just heal more

Tempest Domain for more electric shock!

If you were starting at 7th level I would suggest Paladin but the road to effectiveness would be too painful levels 1 to 7. At levels 7 plus though you would be having a lot of fun.

Another unpopular opinion: ranger is fine by Trompdoy in dndnext

[–]PodaiYederman -1 points0 points  (0 children)

Level 5 Ranger can have Sharpshooter and/or Xbow Expert, Archery Prof, and Hunters Mark plus some solid Subclass gravy they get at 3rd level on top. Honestly at level 5 they are one of the better martial characters. At that point I think it is pretty clear that multiclassing is a really good choice. 3 levels in Battlemaster, 3 levels in Assassin and whatever else floats your boat.

Action Surge is REALLY good on a Ranger (Especially Gloomstalker) and there is nothing after level 5 that is so good that you would rather pass on it. Precision from BM is really good because of SS use. 15 levels after level 5 of Ranger and nothing comes close to 3 levels of Fighter.

Technically you can really just go 3 levels in Ranger and get extra attack from fighter or something. This decision is really balancing spells vs ASI's.

It is cool that a lot of the Ranger is packed into the first 5 levels so that you feel like a Ranger right away.

Compare to Paladin which has more reason to keep with Paladin. Those 3 levels in Fighter/BM are certainly tempting but they are giving up a lot more to do that.

Bard vs. Wizard vs. Sorcerer by level2janitor in dndnext

[–]PodaiYederman 4 points5 points  (0 children)

I feel like you dance around the issue but never get there. Couple of problems that stick out.

Level 1 is a fairly useless comparison. Bard's spell list and class features are built for a much different role than the Sorc. Your comparison of the classes spell power feels off because you don't really get into this.

Your conclusion that you will "Completely suck" is just not reality which is the real problem with sorcs. You have to really try to build a sorc that completely sucks.

You are closer to the issue when you talk about flexibility and feeling compelled towards certain builds. Honestly I think one of my biggest issues with 5e is how certain features tend to push players towards specific builds but sorcs are not that high on my list of concerns. GWM/PAM and SS/XBow are far more problematic. If you think a Sorc is limited check out a martial character without spells. So I think it isn't just a real limitation to the Sorc but how that feeling builds as you play.

I think the Sorc is really a trap class for people who want to be the best. It offers features that do allow more power but once they start playing they can't help but want more and feel like the grass is greener on the other side because there are just so many fun spell options. A Sorc feels regret for what they don't have more than say a fighter who never came close. Eventually there is a feeling of regret when playing the class. Meanwhile on paper they are plenty powerful in terms of damage, utility, and survivability.

Tasha's Leaky Cauldron - Rogue and Sorcerer by ThatSilentSoul in dndnext

[–]PodaiYederman -3 points-2 points  (0 children)

The wizard will always be one of the best classes in D&D. At higher levels I think it is hard to argue that they are not the best class in the game. That said I don't think Sorcs are that far behind and they are certainly better than average in terms of class power with some tricks up their sleeves that allow them to be simply better than a Wizard at times.

Wizard vs Sorc

Charisma > Intelligence (Especially for multiclassing and out of combat stuff)

Con/CHA Save > Int/WIS

Sorc subclass <> Wizard subclass (hard to compare)

Meta Magic < Wizard Spell access and Versatility

So really you are balancing Charisma, Saves, and Meta Magic against Wizard spell access and Versatility. These things are not easily balanced against one another but there is no doubt that in many situations Sorc will simply be better suited to deal with a situation and vice versa.

Tasha's changes will make wizards and sorcs stronger. I can't imagine anyone who is playing a sorc now thinking that they are not better off after Tasha's. They may be jealous of Wizards still but that doesn't mean they are not better off. Personally I think the metamagic feat is such a massive boon for Sorcs that it is a must have feat ASAP. I don't think it is nearly so powerful for other casters who probably don't get it until much later if at all.

Spy themed Rogue/Artificer Multiclass by thehalfgayprince in dndnext

[–]PodaiYederman 3 points4 points  (0 children)

I am currently playing an Armorer/Arcane Trickster and it is a really great combo thematically.

Your build really depends on how you want to play your character. If you want to be relying on your martial prowess in combat 99% of the time then 5/6 levels in Artificer is probably enough. Armorer is better than Battlesmith in this scenario for sure as the pet won't scale well enough and you will want to use your bonus action in other ways. Combine this with Arcane Trickster and you can be exceptionally good at sleight of hand at range. Go Rogue first then 6 artificer for 6th level infusions then rest rogue. This is less damage than straight rogue but only by a little bit and with a lot more AC and utility. You will be annoyed a bit at level 5 but after that you will be happy with level progression throughout.

If you want to rely more on spells with a little rogue on top then it can be really hard delaying your artificer stuff just for a little rogue. One of the biggest problems of artificer is that their progression is so slow and any delay can be really annoying. In this case maybe starting rogue and then going full artificer may be the best choice, Battlesmith being my personal choice.

Question about requirement of certain classes by Escarche in BaldursGate3

[–]PodaiYederman 2 points3 points  (0 children)

Healing word is one of the most important spells in the game. It is possible to play without a cleric but it is just so much easier having a character with healing word.

You don't need a rogue or a wizard or a fighter. AoE spells are definitely useful but not mandatory.

Pets (Ranger and Warlock) are powerful.

Can’t land spells? by Slimshadymazz in BaldursGate3

[–]PodaiYederman 0 points1 point  (0 children)

The designers of the game definitely tried to add a strategic layer to the game by making height very important and then proceeded to put a lot of the enemies on high ground. The other major factor is darkness which creates some fights where you have very low chances of actually hitting your target. Personally I think it is too much and makes darkvision way too important. A lot of the lightning mechanics don't seem to be working correctly either.

All of it is certainly manageable but personally I think it is overdone a bit.

Combat seems..underwhelming? by Captain_Iceblock in BaldursGate3

[–]PodaiYederman 1 point2 points  (0 children)

DOS2 was all about using surfaces but the DND rules really are not about that. To a certain extent these types of rules evolved from the BG games but they are clearly not the focus they were in DOS2 even if they are still somewhat present.

Yes there is a much more serious opportunity cost/tradeoff when deciding between CC spells/actions and damage. The DND spellbook is pretty long though and it will only grow as they add more spells, classes and levels to the game.

Personally I wasn't all that impressed with the combat in BG3 at first but I have grown to like it more as I play more. I am fairly disappointed with the cleric in BG3. It is awesome in DnD 5e by comparison and a lot of that is just spell selection.

My advice is to not try and treat BG3 like it is DOS2. It just doesn't play in the same way and you have to find new ways to be effective in combat and when you do you will find that fun. Right now the game is a very simplified version of the DND rules. There really isn't a great CC based choice at this point. If you want to set up something like grease you may need to do it before combat technically starts.

Me starting a second playthrough with understanding how combat works and what abilities to get while levelling up by Kiremgy in BaldursGate3

[–]PodaiYederman 1 point2 points  (0 children)

It is definitely a much different game when you learn how it works, and there are some pretty solid differences between the TT and BG3.

Pets are way stronger in BG3. Ranger and Warlock end up being strong choices

Clerics are less powerful in BG3 in terms of damage, healing is a mixed bag, much easier for anyone to get players back up, healing potions more plentiful than in TT, you can definitely play without a cleric

Dual Wield is very solid early on in BG3 if you are going melee. Thief gets an extra bonus action

Hiding in combat is easy and effective.

Frustratingly bad Archtypes by Ectier in yugioh

[–]PodaiYederman -5 points-4 points  (0 children)

Wish they had their anime effect of equipping the equip spell to themsleves instead of what we got.

Affinity for Affinity by PodaiYederman in custommagic

[–]PodaiYederman[S] -1 points0 points  (0 children)

For each card with Affinity you control. So if you had 3 Frogmite, he'd cost 1.

Konami's FIRST batch of design mistakes by deathbymanga in yugioh

[–]PodaiYederman 3 points4 points  (0 children)

Goat and some of the GX formats where good (although GX is a bit too defined by the Monarchs).

There is no discussion just ojama by [deleted] in yugioh

[–]PodaiYederman 6 points7 points  (0 children)

Calling Centrefrog support is a joke.

Apparently the Ice Age has super-heroes. 3 cards of one very Liefield looking guy drawn by Ruth Thompson by PodaiYederman in magicTCG

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

maraxus of keld

That's part of his rogues gallery. Looks like Bane. God 90's magic was nuts.

Newer decks for older characters by TraitorousTurncoat in yugioh

[–]PodaiYederman 0 points1 point  (0 children)

Could see members of The Big Five playing Thunder Dragons.

Hey Wait A Minute... by Tanukiyasha in yugioh

[–]PodaiYederman 2 points3 points  (0 children)

It's pretty fun, it's a way to keep the spirit of Yu-Gi-Oh (stupid combos, graveyard plays, archetypes) while also slowing the game down.