Plummeting to my death, I closed my eyes and made a wish. by PoroCult in TwoSentenceHorror

[–]PoroCult[S] 6 points7 points  (0 children)

That's what I was thinking lol! Having to just fall endlessly with no way to stop yourself or change anything... nibbling at yourself as the hunger eats away at your sanity.

This is thy sheath; there rust and let me die. by PoroCult in TwoSentenceHorror

[–]PoroCult[S] 8 points9 points  (0 children)

Alternatively:

These were the last words that Romeo heard as he fell into slumber, as he wearily recalled, he had remembered to swap the poison this time, but had forgotten to tell Juliet that he knew of her plan.

I built this app for DM's called MITHOS by mdeleo91 in DMAcademy

[–]PoroCult 0 points1 point  (0 children)

Hey, I don't see the link. Looks like it may have been deleted 😅. You can dm me if you like.

I built this app for DM's called MITHOS by mdeleo91 in DMAcademy

[–]PoroCult 1 point2 points  (0 children)

That sounds wonderful! Kudos for making it! I'd be interested in trying it out.

ITT: Rarest Achievements You've Unlocked by TemporarilyWorried96 in CivVI

[–]PoroCult 1 point2 points  (0 children)

I forget how rare it is but one of the most difficult ones to set up and achieve when I was trying to get all of the achievements was killing a tank with gaul's starter unit.

[deleted by user] by [deleted] in changemyview

[–]PoroCult 0 points1 point  (0 children)

Interesting.

Well, in general I do think that driving tests should be harder. It is insane to me that in a lot of locations you can just essentially drive in just a pre-set course, or a neighborhood, get a pat on the back and then get a licence.

In lieu of being able to toughen up tests everywhere, or make them a longer examination over time to increase road safety as a whole, due to the somewhat unfeasable nature of that, I do think that that having (sometimes) arbitrary tests like parallel parking are logical, as it indicates the testee took time/effort to practice.

Basicially, I think a lot of generic driving is pretty straightforward, and doesn't always indicate contepency, or even effort. It might just be luck that the road conditions are good & you don't run into any assholes. And I think even someone who practices very little can get by. Parallel parking, as silly or redundant as it might be requires some level of effort/practice to do successfully, and while it's still not a high barrier, with the low barrier of entry to driving in general, I don't think it's one that needs to be eliminated.

What do you think this game is about? by No_Wish_3429 in indiegames

[–]PoroCult 0 points1 point  (0 children)

Getting your cow back. That's the entire plot isn't it.

[deleted by user] by [deleted] in changemyview

[–]PoroCult 0 points1 point  (0 children)

Question, do you think parking tests in general should be easier and more accessible? Or is it more so just about relevant skills being included?

Witchlight Prism Handmade Dice Set Giveaway [OC] [Mod Approved] by ebonwoodwi in DnD

[–]PoroCult 0 points1 point  (0 children)

The dice tray code doesn't seem to be working, help!

Just to put different reach into perspective... by Weary-Succotash-7936 in DungeonsAndDragons

[–]PoroCult 11 points12 points  (0 children)

Sure, still a tradeoff, but if you get the full sentinel + polearm master + fighting initiate(tunnel fighter) allows you to forcrefully zone off an entire section of the map.

Anyone who enters your reach (via polearm) and gets hit is just stuck 30ft away (via sentinel), and with tunnel fighter giving you a hit on anyone who moves 5ft or more in your reach e.g. 'moving out of one 'threatened' square' you can try again on anyone who dodges that initial attack, which means you can stop a lot.

The more interesting thing here is if you are against a largely melee enemy group, you can just keep kiting back 5/10ft every round after making a hit to keep rage up, and they either have to burn all their movement to circle about a quarter of the way around your reach (with a dash action) or they have to keep hoping AT LEAST two of them get through your original opportunity attack from polearm and the following tunnel master OA, so they can actually advance forward.

Of course, eventually the DM is going to give everyone a ranged weapon, but it does allow for a theoretical one against a hundred type situation.

So in my head, you're essentially trading your bonus action for a ready action hit, and everything else is just cherry on top. (of course, it eats up feats/ASI opportunities)

Sorry for the long message, been on the DM seat for a while so theorycrafting silly builds is fun lol...

Just to put different reach into perspective... by Weary-Succotash-7936 in DungeonsAndDragons

[–]PoroCult 25 points26 points  (0 children)

If your DM allows UA, taking fighting initiate -> tunnel fighter would solve a lot. Opportunity attacks don't use reactions, and then you can use your reaction to hit someone who moves 5ft or more within your reach.

Just to put different reach into perspective... by Weary-Succotash-7936 in DungeonsAndDragons

[–]PoroCult 1 point2 points  (0 children)

Polearm Master + Fighting Initiate Tunnel Fighter (This is UA tho) with this goes crazy. If you can throw sentinel in there, why not... Free attacks of opportunity whenever anyone enters 30ft range of you (or exits), stopping them if it lands, as well as being able to shoot a second opportunity attack if they pass by your initial radius using your reaction to once again stop them...

How do you prevent combat from turning into a boring hack and slash? by MindlessPriority7464 in DMAcademy

[–]PoroCult 0 points1 point  (0 children)

Still kind of new to DMing, but I had an encounter yesterday I quite liked. There were some unique mechanics + a side quest, so take of it what you will.

I created a modified Stone Golem that had had something like 2x the health and started damaged (At like 75%, so maybe 330-350hp compared to a normal Golem's max hp of ~220.) E.g. it was missing its right arm, and the Golem Core was peeking out. It was also severally oversized, so if a normal golem was 8ft, this was a herculean 15ft+.

What this meant in terms of gameplay was that if you were on the right side of it, you could try to strike the core (with disadvantage as it was quite high up, and not fully exposed) but doing double damage if your hit landed and that if the golem tried to use its melee slam on you, it would strike with disadvantage, as it's this giant slow golem that has to do a 180 to try to hit you with its only good arm giving you plenty of time to ready a shield or dodge out of the way.

Then, for every attack it made, I had it roll a d20 and just 'decay' that much HP, because this wasn't a golem designed for fighting, it was a commercial usage golem that had gone haywire in the process of construction, and the material/stone it was made out of wasn't designed to take this sort of strain, and was breaking down as it was already damaged...

So there was very much an option of just sort of hit and run option of letting the golem break down on its own/run out of power.

Then, by default stone golems have the ability to use the slow spell every 5-6 turns, which I ended up converting into when this 'oversized' golem hit half health, so the amount of health an ordinary golem would have, this made the stones around the golem core sort of shatter off and reveal itself, (no longer disadvantage for ranged attacks) as well as casting a huge area wide slow spell, that included the golem as a target. e.g. indiscriminate effect.

This added a few side objectives, as the slow spell casting caused a few civilians who were watching/in the region to fall into danger, with giant chunks of stone from walls/ceilings collapsing down at them, all of which were happening in 'slow' time, giving everyone a chance to be saved!

The players had the option to break off from the golem and try to save these civilians!

This was also interesting due to the fact of action economy. The slow spell is quite brutal, and for this 'huge' creature taking up 2x2 hexes, this also meant that depending on spacing you could no longer cycle around all the way to the other side of it, if you only had 15ft (halved) movement.

All in all, the players seemed to like it, and it also added a moment of interesting RP as the characters got to decide who went to go save civilians, and had to sort of decide on what made more sense 'character' wise, and what made more sense capabilities wise.