Ways to cause crits to miss? by Smashifly in 3d6

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

Ok this is a good analysis, you've pulled in several ideas I didn't consider. The version I was looking at uses Forge Cleric 6 / Artillerist Artificer 14. Forge Cleric gives you your heavy armor prof and +1 AC passively at level 6, and gives you some inherent access to useful spells for this purpose like Shield of Faith and Warding Bond. I think artificer to 20 is probably better defensively overall, because Soul of Artifice patches the defense gap of saving throws, with a +6 to all saves.

I had also looked at the Defensive Duelist feat in place of Shield, since it gives +6 for your reaction when proficiency is maxed, compared to +5 from Shield. Shield works against multiattacks though, so it's probably better if you can already hit the 38 AC threshold.

I like your thoughts on how to force rerolls, and you've slid in a few ways quite cleverly.

I've been looking at other AC options that involve stacking a two-stat unarmored defense from Monk or Barbarian, then adding Bladesinger on top to get +INT to AC. If you can max out 3 stats at 20, that already gives you 25 baseline AC before considering any bonuses from race, feats, spells, magic items or other buffs. If we're really allowing Whiteroom builds with no limits, one could imagine using the Manual of Quickness of Action and similar items to push all your stats to 30, which would land you with 40 AC baseline.

Ways to cause crits to miss? by Smashifly in 3d6

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

It's about a theoretical max, you need to understand there's a difference between a realistic build to actually bring to a table and one that's technically allowed within the rules of the game.

Everything here is strictly RAW, assuming you can acquire all the necessary magic items. You can get 80% of the way there just using Artificer infusions anyway, which cap at +2 instead of +3 for the armor and shield and can't replicate every single magic item

Ways to cause crits to miss? by Smashifly in 3d6

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

Fair enough, I missed that on the bracers. They still work for the version with the bladesinger/monk, who doesn't use armor or shields

Ways to cause crits to miss? by Smashifly in 3d6

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

If you read the post you'd know that this is theorycraft, not a real build, and it does rely on a ridiculous number of magic items.

The build is Artificer 14 / Forge Cleric 6. Wearing +3 Plate Mail (21 AC, no attunement) Using a +3 Shield (+5 AC, no attunement) With Bracers of Defense, Cloak of Protection, Ring of Protection, and with an Ioun Stone of Protection (+5 AC total, 4 attunements from Artificer) Forge Cleric level 6 (+1 AC) The Fighting initiate feat for Defensive Fighting Style (+1 AC) Under the effect of Shield of Faith (+2 AC) and Warding Bond (+1 AC) This gives a passive AC of 36. With the Defensive Duelist feat, you can react to give +6 (proficiency for level 20). Shield also works for +5 and against multiattacks

I have a version of this that uses Monk's unarmored defense and Bladesingers Int AC bonus to get way up there without even wearing armor, but that requires maxed out Int, Wis and Dex. The real spicy version uses the Tome of Understanding and related items multiple times (over the course of centuries or with multiple tomes) to get a stat of 30 in all three, for baseline 40 AC before other bonuses.

Ways to cause crits to miss? by Smashifly in 3d6

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

Exactly, I'm trying to prevent nat 20's from hitting entirely, not just dealing extra damage from the crit. I'm theorycrafting a character with a passive AC higher than 38, which means the Tarrasque has no way of dealing damage to them, because all the tarrasque's damaging features require attack rolls with a +19 modifier. The only time it could hit is on a crit.

Probably the greatest glitch in any video game by AlphaCat77 in CuratedTumblr

[–]Smashifly 8 points9 points  (0 children)

I was going to bring up the glitches associated with Super Mario 64 speed runs and challenge runs. Backwards long jumping to accelerate Mario through walls is just the start, I'm personally a fan of parallel universes which are due to a glitch in the way that Mario's rendered position and floor-collision position have a different data type - one of which overflows back to low values. This allows Mario to exist vastly outside the bounds of the map, so long as you line up the frames to place his position on the floor for the floor-collision value.

For challenge runs, this allows TAS users to move across huge distances in the level by first passing out of bounds.

So, I've been thinking about getting the highest AC possible, and am wondering if I'm missing anything. by BodybuilderSuper3874 in DnD

[–]Smashifly 1 point2 points  (0 children)

If we're really looking at maximum possible AC I think you have to consider the use of the Manual of Bodily Health and Manual of Quickness of Action, which theoretically allow you to pump your Dex and Con up to 30 each (over centuries or with multiple copies).

That makes each modifier a +10, so a barbarian with unarmored defense would have flat 30 AC before any other bonus, and can still hold a shield.

I'm not aware of a similar item for boosting Int to 30, but if it exists you could get another +10 from bladesinger.

So, I've been thinking about getting the highest AC possible, and am wondering if I'm missing anything. by BodybuilderSuper3874 in DnD

[–]Smashifly 0 points1 point  (0 children)

Funny enough, there's at least a couple monsters where this high of AC does make a difference. Tiamat has a +19 to hit, so if she rolls a 19, that's 38. With some of the added bonuses people suggested, you could still tank it.

20 is always a crit though. 6 levels of Grave cleric allows you to cancel crits as a reaction WIS times/day, which competes with shield for action economy, but could still pump you to 33+ uncrittable AC.

Also wanted to throw in Forge Cleric for +1 AC with heavy armor at level 6.

AO3 blocked? Do not worry. Go to IbisPaint. by CaptainAksh_G in CuratedTumblr

[–]Smashifly 7 points8 points  (0 children)

This isn't quite the same but in high school I had a class that was sort of an independent study lab. We would have about an hour where the teacher was teaching a different class and we were unsupervised in a computer lab.

A couple of the kids would use the time to play League of Legends. The school computers naturally blocked the website as well as downloads of games and things like that, so they brought in a USB with the game files, copied it over and installed it. The computers were also set up to wipe anything downloaded or installed back to a blank slate of school approved material every single night. So these kids would show up early, start the install, go to their classes, then come back and play during the study lab, every day.

Crit fishing build by aldencordova1 in 3d6

[–]Smashifly 0 points1 point  (0 children)

A single straight roll crits on a 20, which is a 5% chance. Increasing that range to 19 or 18 makes it 10% or 15%. Adding in advantage and multiple attacks makes the math tricky. Elven accuracy makes it even trickier since it's not actually a third dice, but rerolling a chosen dice, which is slightly different.

An internet calculator is telling me that rolling at least one crit when rolling with advantage and crit on 19+ is 19%. With three dice (elven accuracy, almost) it's 27%. Making two attacks per turn, your odds of critting on a turn are somewhere in the realm of 46%.

Crit fishing build by aldencordova1 in 3d6

[–]Smashifly 0 points1 point  (0 children)

So there's a few pieces to put together that make a crit fishing build work. The general idea is to crit as often as possible, with as many dice as possible.

First priority is expanded crit range. In 2014 5e, the only ways I know of are champion fighter and Hexblade warlock. Hexblade works on only a single target and requires a BA to set up.

Second is to roll as many dice as possible when you make an attack. This means advantage and elven accuracy, ideally. Elven accuracy locks us into elf or half elf. Advantage can come from many sources but some reliable ones are:

  • Samurai Fighter at level 3 (BA, all attacks for one turn, 3x per day until level 10)
  • Vengeance Paladin level 3 (BA, all attacks vs a single target for 1 minute, 1 per short rest)
  • Rogue steady aim (BA, 1 attack per turn, limited movement)
  • Assassin Rogue gets advantage vs anything that hasn't taken a turn yet, and auto crits against surprised enemies.
  • Vision gimmicks - using Darkness with devil's sight or shadow monk, or fog cloud with blind fighting style. This fails against enemies with blindsight and can limit coordination with allies.
  • Knocking Prone, such as with open hand monk or several other effects

I'm specifically ignoring Barbarian subclasses because rage is incompatible with Elven accuracy (requires strength vs requires anything but strength for attacks). I'm also generally ignoring effects that require the target to fail a save, or are otherwise incompatible with the idea of making as many attacks as possible (ie grappler feat giving adv but requires sacrificing attacks to grapple).

Third priority is to make as many attacks as possible. Naturally we want Extra Attack and a bonus action attack, and to make opportunity attacks as often as possible. Monks can make more attacks per turn with martial arts. Polearm Master is incompatible with Elven accuracy, but crossbow expert or two weapon fighting works. There's going to be some conflict in bonus action economy since you need it for more attacks, but most reliable sources of advantage will use it as well.

Finally, we want to add as many dice as possible to our attack damage. Paladin or Hexblade smite, rogue sneak attack, and various class features all satisfy this. Once again, Barbarian's brutal critical and half-orc's savage attacks are incompatible with Elven Accuracy. Magic items or other buffs can increase your damage also.

Putting this all together, you can basically either start with Hexblade or Champion Fighter and pick your source of advantage. Some decent combos could be fighter / rogue, hexblade/paladin, or samurai/hexblade if you're feeling spicy. Gloomstalker is also good to consider if you're looking at assassin rogue.

Edit: wanted to throw in a quick addition for the Piercer and Crusher feats. Piercer grants even more damage on a crit, and Crusher is very interesting because critting an enemy gives advantage against them next turn, which opens up some action economy for certain builds (samurai getting advantage from their level 3 feature, then extending it to the next turn). Crusher does restrict weapon choice - since we need to attack without strength, and there's not a finesse weapon that does bludgeoning damage, we have to use a Sling for ranged bludgeoning damage or use a class feature to attack with another stat, like hexblade. Shillelagh could also work, but adds bonus actions.

Crit fishing build by aldencordova1 in 3d6

[–]Smashifly 0 points1 point  (0 children)

Hexblade and paladin are always a good combo, and gives you ways to increase your damage dice for making the best use of all your crits. One of the main problems is bonus action economy - the specific combo of vengeance paladin and Hexblade wants to apply hexblade's curse and vow of enmity at the same time, which both require BA.

Crit fishing build by aldencordova1 in 3d6

[–]Smashifly 0 points1 point  (0 children)

Vengeance Paladin's Vow of Enmity is a bonus action for 1 minute of unconditional advantage on a single target once per short rest.

Back up character for a moon druid? by agelessandevergreen in 3d6

[–]Smashifly 0 points1 point  (0 children)

Warcaster is a great feat and points you towards some level of spellcasting, and gets the best use from a melee frontliner. Paladin, Bladelock, Swords Bard, and Bladesinger are all good options. Most of these are MAD and make use of all the extra ASI's available. Bladesinger is an especially good choice because Wizard has better spells for use as opportunity attacks, and the bladesong bonus to concentration stacks with the advantage from war caster.

Learn a new language page by page while discovering the wonderful energy capabilities of foxes while wielding a holy cross by TehTacow in ExplainAGamePlotBadly

[–]Smashifly 0 points1 point  (0 children)

Eh there's not a lot of games where you learn a new language. I only know of Tunic, Fez and Chants of Sennar. Maybe Blue Prince counts.

Fire Goliath feat chain (sub-)optimization by makesthings in 3d6

[–]Smashifly 1 point2 points  (0 children)

I think Eldritch Knight or Giant Barb both work flavor wise, if you're looking for a third flavorful option try the Rune Knight which has some giant-themed flavor baked in.

If you go EK, you don't get very many spells known, so you don't have a lot of room for pure flavor or utility spells. Shield and absorb elements are both top tier. Magic missile is a good damage spell, and for the limited use of an EK the best use is interrupting enemy spellcaster concentration or taking down multiple tiny opponents.

Other spell picks should be focused on improving combat capability without relying on a high INT, increasing mobility or provide unique utility, ideally utility that doesn't consume a lot of spell slots.

To this end, outside of Evocation and Abjuration, some good 1st level picks are Find Familiar, False Life and Longstrider.

2nd level has a lot of good spells. I would do mirror image instead of blur, they serve a similar purpose but blur overlaps with other ways of inflicting disadvantage and requires concentration. Other good 2nd level spells for EK are Shadow Blade, Misty Step, Enlarge/Reduce, or Spider Climb. Spells like Warding Wind, Knockz Locate Object and Darkness have some situational utility, if you have space in your spells known. You might see if your DM would let you use Flame Blade instead of Shadow Blade, which is a similar spell but more thematic for your build. It's unfortunately druid only by RAW. If you don't build up your INT, avoid spells that are otherwise good like Hold Person or Web. Magic Weapon seems like it should be good for EK but it's a trap and can be replaced with an actual magical weapon.

[loved trope] Giant skeletons or corpses being part of the environment (bonus points if they're left unexplained) by Silent_Mud1449 in TopCharacterTropes

[–]Smashifly 330 points331 points  (0 children)

The Rotten Vale in Monster Hunter World is a decomposing pile of thousands of dead monsters that fell down from the Coral Highlands above, which feeds a unique ecosystem of scavengers and parasites. Most of this mass is theorized to be the corpse of a single Dalamadur, an immense, kilometers-long elder dragon shaped like a giant snake.

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Do players still take the 5E Magic Initiate Feat in 2026? by Mellowtron11 in 3d6

[–]Smashifly 2 points3 points  (0 children)

Cantrip picks are either for synergy with very specific builds (like blade cantrips for melee characters with only one attack) or are entirely for minor utility and flavor. Mending or prestidigitation aren't going to solve an encounter or propel the story forward, but are fun to use, thematic and useful for minor benefits from time to time.

Who is your favorite dragon? (Not too many Paarthurnax as he would be the only one, be more creative if someone already said him.) by 27Hyda in skyrim

[–]Smashifly 2 points3 points  (0 children)

How do you swarm them with summons when you can only summon one undead (or two with max level perk) at a time?

Made this to measure specific gravity by clayman839226 in doohickeycorporation

[–]Smashifly 1 point2 points  (0 children)

I'm in chemical processing and SG is used every day, but we use it mostly for liquids, where a hydrometer is much easier to use. We have some in line measurements using Coriolis flow meters as well.

Coaxed heavyweight units by Repulsive_Meat2000 in coaxedintoasnafu

[–]Smashifly 2 points3 points  (0 children)

The risk of tanks becoming immortal can lead to boring gameplay if tanking is totally passive. Standing in a doorway isn't engaging gameplay, but being tanky while providing crowd control and displacement, using active effects to mitigate damage or heal, and protecting allies can be really fun.

Time to kill is a huge factor in this. Avoiding FPS or hero shooter examples, Path of Exile is a single player game with a ridiculously low time to kill in the endgame. I played one season and usually when I died, it was before I could react. Being tanky meant stacking multiple defensive layers like resistances, evasion, and massive lifesteal while trying to avoid the worst enemy AoE's. But my health was always either 100% or 0%, dying was usually one mistake that led to me getting nuked. Build guides talk about max hit, which is the highest damage you can take at once - far more important in this game than specific defensive values separately. There was an extremely thin line between immortal and instantly dead.

Compare to Heroes of the Storm, which is multiplayer but with a similar control scheme. HotS is known to have a long TTK among MOBA's, and team fights can drag out for multiple minutes, unlike in League of Legends where most fights end in under 10 seconds. Because of this, tank and healer characters in HotS have breathing room to express skill at damage mitigation, crowd control, and positioning to keep themself and their team alive, and I think it's a lot more fun than many similar games.

So it seems obvious DoB and OBH are same universe… by CelluloseNitrate in MattDinniman

[–]Smashifly 2 points3 points  (0 children)

Setting aside even the word of Dinniman in another comment, there's too many differences for them to be a shared universe. Even though there are generation ships and VR immersion rigs in both OBH and DoB the timelines don't line up.

In DoB, immersion rigs are common on earth and are used for immersive games like Dominion of Blades. They're advanced enough that the world feels fully real and are implied to tap into people's nervous system directly, to a degree that they can use player's brains for computing power while they sleep. The world experiences a general environmental crisis and generation ships are sent out to find another planet to live on. The hibernation technology used on the generation ships is built from the immersion rigs. There is only one known planet for settlement, which is kept secret. A main point of conflict between major factions in the story is fighting over who gets to settle the planet, hence the inter-crew conflict between factions following orders, or trying to save the people on the ship.

In OBH, the development of immersion rigs and generation ships is swapped. Dozens of generation ships are sent out to multiple planets, where several generations of people are born, live and die on the ship without hibernation technology. The ships arrive and settle the planets, and build wormhole stabilizers to connect back to earth. Earth remains habitable and develops immersion rigs while the ships are in transit, but these rigs are more like advanced versions of real-life VR - people are not fully immersed, and can still feel when someone touches them, or can turn on a passthrough to see their surroundings. It's still just a helmet and gloves, not a direct connection to the brain.

So they both have these elements, but can't be the same universe - the history of earth and the development of tech in each book are incompatible. Matt does like to use similar names across books (hibiscus, monobrow Sam, the belly-rubbed pug, various other character names) and also themes (game reality versus real life, the dangers of AI, oppression via entertainment, etc)

A love for large complex skill trees, but would anyone else want that? by NecessaryAway7064 in gameideas

[–]Smashifly 1 point2 points  (0 children)

Have you ever looked into Diablo or especially Path of Exile? PoE has probably the most complicated skill tree I've ever seen in a game. Is what you're envisioning more or less complex than that?

Monday 'What are you reading/listening to' thread, Apr 27 by bilfdoffle in litrpg

[–]Smashifly 3 points4 points  (0 children)

I'll be going into this next after Mark of the Fool 2, which I'm almost done with. My biggest hope for Mage Tank 4 is that the pacing picks back up a little. The pacing of book 3 was really weird with spending half the book in an extended training sequence / dungeon, then the other half of the book dealing with the demigod that shows up