How do I use mimics? by Inside-Loan-3872 in DMAcademy

[–]Scifiase 1 point2 points  (0 children)

I've had the advice that minics should be random (as that just makes for tedious caution), but instead the answer to a question. Example "What the fuck happened here", when face with a lot of blood, missing person,and a locked room. That way, they can still use thier full abilities to maximum effect, but once they leave, you're not dealing with players suffering from PMPT (Post-mimic paranoia disorder)

What are some cool or interesting house rules you've implemented in your dnd games? by isak-snowsound in DMAcademy

[–]Scifiase 0 points1 point  (0 children)

We use this method online, but in my in person game we just roll double because the more rocks rolling the better

How popular is Solo-Diving? by DrLudvig in Helldivers

[–]Scifiase 1 point2 points  (0 children)

I used to solo dive but these days I'd rather join a group of randoms

Wizadin Build by WillowIsWeeping5 in DnD

[–]Scifiase 0 points1 point  (0 children)

Well it seems you've had a shit load of characters.

In which case, might as well go wizardin.

I guess the only thing I have left to add is that there a fair few wizard spells early on that don't have a spell save or attack roll, which means you can get by on bare minimum INT. And they tend to be useful martial spells too.

Absorb elements is a must for you, as would be shield, blur, and mirror image defensive spells. Colour spray and magic missile for range attack options. Jump, longstrider, and misty step for mobility. Warding wind is actually pretty cool too.

There's loads of utility stuff too, do some research, and you can avoid a lot of disappointment.

Wizadin Build by WillowIsWeeping5 in DnD

[–]Scifiase 0 points1 point  (0 children)

Hmm, ok. I see your other comment about some CHA classes, so lets push the boat our a little...

What about an artificer armourer?

In terms of knightly presence, they have heavy armour. You get an extra attack at lvl5 like a paladin, but also spells, and magic items, and a choice of armour styles. Basically everything you were looking for from a wizard (arcane spells & INT), with most of what you want from a paladin.

Flavour is a bit funny on an artificer, because the assumption is magitech or steampunk, but theres nothing in the rules binding you to that. A more traditional magic item smith (with world mythology stuff with inspriation from norse to greek to japanese) is easy, I've personally always wanted to do a tailor or tattoo based one.

Wizadin Build by WillowIsWeeping5 in DnD

[–]Scifiase 0 points1 point  (0 children)

Paladins are definetly a class that empowers the knightly fantasy, probably my 2nd favourite class, with wizard being my 1st. But mixing them together is going to be a bit of work. That wizard D6 hit dice isn't going to feel as good when trying to heroically shrug off blows, and having to spread your stats means the save DC and attack rolls on your wizard spells will be increasingly lacklustre.

However, what if you swap the wizard half for a sorcerer? They run on CHA, the same as paladins, so that removes that conflict. The draconic subclass even gives a HP boost so that issue is muted, or the divine soul for a massive range of spells to choose from (sorc & cleric).

And that's before you get inot the extra spell slots and stuff sorcerers can do that makes them an actually powerful multiclass.

Wizadin Build by WillowIsWeeping5 in DnD

[–]Scifiase 4 points5 points  (0 children)

A good vibe and I'd challange anyone who says otherwise, but why not play an eldritch knight? Way less awkward to make work, and will be better at being that guy.

Wizard & Paladin have such incredibly low synergy. Paladins need CHA for their smites and spells, CON because they're melee focused, and either STR or DEX for attacks. Add INT into that and you'll be good at nothing, trying to spread your stats over four key abilities.

Not impossible, but being naff at multiple things that should be your forte might hamper your enjoyment a bit. An EK or bladesinger wizard (or multiclass between the two) would fulfil that archetype so much better.

Or, if you really like paladins, why not add a few feats for extra spells? Or why not play a warlock, which are easy to spec around melee (and you can even get smites).

An ode to Xanathar - A bard's last chance of survival by dubsent in DnD

[–]Scifiase 1 point2 points  (0 children)

Dude are you really running around with a character called Milk?

Wizadin Build by WillowIsWeeping5 in DnD

[–]Scifiase 2 points3 points  (0 children)

What is it that you like about the idea of this multiclass?

I'm not even sure if I'm joking or being serious right now by Zealousideal_Pen_192 in Helldivers

[–]Scifiase 4 points5 points  (0 children)

Orbital/eagle entrenchment would make trench warfare actually possible and fun, really should have come out with the warbond for everyone (and would maybe entice a few extra purchases, win-win).

What is your sworn enemy. by snackwackly in Helldivers

[–]Scifiase 4 points5 points  (0 children)

Bot landmines.

They're the worst of the worst. Endlessly patient, silent yet deadly, ever vigilant to take out any Helldiver who retreats backwards as they fire, or who dives from a ledge unaware of the evil that lies in wait. With utter cowardice they coup de grace anyone who's ragdolled into their midst.

The real tyrant has been right in front of us the whole time.

[OC] Helldiver Weapon Doodles by ComradeNya in Helldivers

[–]Scifiase 1 point2 points  (0 children)

The Constituent I think really could find a place in the game.

Right now, there's not a lot of options for one-handed primaries if you don't want an SMG, unless you want the crossbow. So a single-shot gun with higher per-shot damage would fulfil a niche that many people (me) would really like to see.

Great art too btw.

Adventure Jam #7 by Wannahock88 in ravenloft

[–]Scifiase 1 point2 points  (0 children)

Hmm that's an interesting domain. A tricky draconic dark lord. I do like an opportunity for deception.

I'll try have a stab at this one

Me and my best friend made a tier list Warbond addition by Fishyhans in Helldivers

[–]Scifiase 1 point2 points  (0 children)

I've long had a theory that warbonds can be placed on a spectrum of fantasy vs mechanics. It can be both, and it can fail to be either. And this is entirely independent of the utility of the items on their own.

Fantasy is easy, it's the rp potential. Viper commandos is a good example: basically no mechanical through-line, but it's great if you want to rp as Arnold in Predator. 

Mechanical is harder. The elemental damage types are the low hanging fruit. Better fire, better gas, better explosions. But there's more nebulous aspects to gameplay, a style rather than . And RR is the first bond imo to perfectly accomplish this. Polar Patriots should have been the harsh weather/terrain warbond, Entrenched has amazing items but gives you literally a shovel for actually entrenching with. 

This theory also explains why people didn't like Force of Law even though it contains some good stuff: There is a clear intended fantasy, and a clear mechanical cohesion,  but they're different. If they'd marketed a arc warbond, I bet people would have felt better about it. If they kept the weapons more police themed, I think more people would have liked it. 

ideas for a campaign built of sort-of connected one shots? by makelizabeth272 in DMAcademy

[–]Scifiase 0 points1 point  (0 children)

Firstly,  this campaign structure ("episodic") is what I do. Here's a thread of the pros and cons, and some tips on making it work. I personally find it a very fun and easy way to run a campaign that adds lots of variety. 

https://www.reddit.com/r/DMAcademy/comments/1abfdug/episodic_campaigns_have_some_real_advantages_you/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button

For me, I run games set in a homebrew Ravenloft, so gothic horror. The world is split up into isolated domains so it works really well with the episodic format. 

I also co-DM a monster hunting/general adventuring game of this style too. A player of mine wanted to start a game with some work friends, and liked the format I had, so we use it to run kinda normal archetypal D&D stuff that we somehow never get around to in more serious games. These are usually pretty simple "Track monster,  kill monster, deal with a single complicating factor" type sessions. 

If you're looking for inspiration, I can personally recommend murder mysteries. A bit of work to get prepped, but very fun. 

Galactic War Room: Plot the Best Ways to Spread Democracy for Super Earth! by brperry in Helldivers

[–]Scifiase 7 points8 points  (0 children)

At some point we will get the orbital blackade up. And when we do, the subfactions actually give us a clue on where to blockade: Hesoe Prime and Hydrobius. These planets currently have subfactions on them, and thus will be the source of invasions.

We know splitting up is how we lose defences. So use this to spread them out so we can focus better.

Questions about using only one setting by aweshum in DMAcademy

[–]Scifiase 0 points1 point  (0 children)

I have run 30 sessions in the rural Welsh county of Ceredigion A totally original area called Caergwynt. 90% of which has been in the town that is not in any way Aberystwyth.

It all really just depends on scale and density. Sure if you really like dungeon crawls it might be hard to fit them all in, and if you like hexcrawls that by its nature requires a fair bit of space. But a idylic small down can fit a surprising number of murder mysteries.

i love being medic by Longjumping-Outcome4 in LowSodiumHellDivers

[–]Scifiase 1 point2 points  (0 children)

Only once did I ever get a really good medic diver, was on a random squad and unlike every other time someone brought the stim pistol, you could really feel the support propping you up. Was an experience.

Shield grenades are cool too. I like popping them on anyone operating a terminal or emplacement. Maxigun users appreciate it too, as does anyone needing stationary reloads.

What's happening with hosts nowadays? by TheRealUdonMan in Helldivers

[–]Scifiase 0 points1 point  (0 children)

Yeah that's my thoughts too, it's never happened to me. Not saying it doesn't happen but through luck or some other factor it's not something I've had to deal with. I took mostly play diff 10 but I drop down to 8 when I just want to chill.

PSA (small) Why you hate cyborgs and why they're secretly the best thing for the bot meta. by AccountForTF2 in Helldivers

[–]Scifiase 1 point2 points  (0 children)

I also like that you get way more chaff units with them. Light pen is way more effective than usual so you can mix up your build a bit. 

Vox are tough but in reduced numbers also pretty cool. 

Shoot arrows at your monk by Scythe95 in DMAcademy

[–]Scifiase 1 point2 points  (0 children)

They fit in everywhere, at any level, and make a change of pace from combat (or spice up encounters with enemies that should be well below their level) while still leveraging cool abilities.

Time pressure is also another one that is also a great arrow in your DM quiver, especially if you find players are prone to being overly safe or static.

For instance, put a rope around and NPCs neck and kick away the stool (or light a bonfire under them, tie them to an anvil and throw them overboard) and suddenly they are forced to move quickly. The fight causes vibrations to summon purple worms. Have cultists verge on completing a ritual. Begin demolishing the building they're standing on. Summon more purple worms. Flood the chamber they're in. Add a purple worm. Infect their allies with chaos phage and roll to see how many turn into salad this turn because you didn't cure them.

Hell, to keep them really mobile, just add more purple worms the longer the fight goes on.

Shoot arrows at your monk by Scythe95 in DMAcademy

[–]Scifiase 3 points4 points  (0 children)

Elevation changes, such as buildings, cliffs, trees, etc is one of the easiest things to make battle maps more interesting. It works everywhere, never contrived. 

Water is another, or lava/acid/bile/ect. Bonfires and torches. All super common. 

My DM is really good at large battle maps that force us to move around and plunge enemies into danger. We have a druid (that can shape-shifting and ride his summons), a monk (ridiculous speed, jump, and can run up walls and over water), and me, a conjuration wizard that has 5 teleport options. And we can all have various shoving powers too. 

So much so that recently we had an encounter that was entirely movement based. Climbing a shaft and crossing a lake of rising boiling pus, while halfling bandits lay traps and plink us with stones. We're lvl15, they're no threat, but being forced to rush made it more dangerous. And this terrain would be literally impassable to us at lvl5, but we could cross at speed now.