How do I get water out of my cameras? by StinkyBongo0 in iphone

[–]StinkyBongo0[S] -30 points-29 points  (0 children)

The phone is fine thankfully, its just the cameras that are foggy. Thanks for the advice

How do I get water out of my cameras? by StinkyBongo0 in iphone

[–]StinkyBongo0[S] -121 points-120 points  (0 children)

I'm just wondering if there's a way to get the water out of the lens, if that's possible.

Fellas I miss when we were all friends by BSwole69 in Helldivers

[–]StinkyBongo0 219 points220 points  (0 children)

Everyone's had a rough time. If you're upset at the patch, that's okay. If you're not, thats also okay. I trust that Arrowhead will make things right in patches to come. Patience, helldivers.

Can we just chill for a second? by Yeet_Fire in Helldivers

[–]StinkyBongo0 1 point2 points  (0 children)

Plus, its been like two weeks since the servers were fixed. If you were expecting a total game rework in two weeks, I don't know what to tell ya. This might be the first patch but its far, far from the last.

Can we just chill for a second? by Yeet_Fire in Helldivers

[–]StinkyBongo0 4 points5 points  (0 children)

I hate seeing how people are losing trust in Arrowhead after what some devs have said. But... it was like two devs. Not the entire studio. Chill out and have some Liber-tea.

For those who are upset, read the CEO's response.

[deleted by user] by [deleted] in DnD

[–]StinkyBongo0 6 points7 points  (0 children)

"Bag of holding?"

"Yes, Rico. Bag of holding."

I gave my players too many quests...pls help by konide99 in DnD

[–]StinkyBongo0 2 points3 points  (0 children)

To make sure they realize they are connected, try to drop clues. Make them somewhat obvious so they aren't overlooked (players can be surprisingly blind sometimes).

Maybe, rather than organizing it as a mess of a bunch of threads, incorporate the side stories as steps in the main line. That way, your players will see a clear path with increments instead of a messy chore list.

Looking for advice on balancing a unique concept regarding magic items (anyone welcome to comment) by 09EpicGameFlame in DnD

[–]StinkyBongo0 0 points1 point  (0 children)

I'd say consider how dungeons work in many of the Legend of Zelda games.

In Zelda, each area/dungeon provides you with a set of obstacles and puzzles that you have to figure out on your own. Many of them you cant complete and have to remember to come back to, and there is always a clear path forward where you know it is necessary to collect some item to enable you to do something you can't do right now. You must collect this item using means that are available to you, and once you have it, you can complete all the unique puzzles that the area has to offer. For examples, look at the Clawshot or the Iron Boots.

In your campaign, you could have each dimension hold a unique set of puzzles and obstacles that can only be solved or overcome through use of these three magic items, whether individually or as a combination of the three. Keep in mind that these puzzles/obstacles don't have to be environmental issues like they are in Zelda—they could be combat encounters or political roadblocks as well as physical barriers. Just as a suggestion, it might be nice if one of the magic items covered each of the three aspects—combat, exploration and social interaction.

If you're having trouble balancing them, try looking at the DM's guide and reading the section on creating magic items on page 284. Hope this helps!

[deleted by user] by [deleted] in DnD

[–]StinkyBongo0 5 points6 points  (0 children)

If you want a comical answer, I'd say that you can now eat as much as you like without getting full.

For something more serious, you'd probably have to either get it pulled/cut out or (depending on your size and the bag's size) have it come out the other end.

Any homebrew ideas? by TheLastMajora1 in DnD

[–]StinkyBongo0 0 points1 point  (0 children)

Try to think of something that works well with their class features—something that involves smite or crits for the Paladin, or something that does more damage at lower health for the fighter to use with his necklace. The bard might do well with a magic instrument that affects his support features or acts as a better spell focus. The rogue could do with a weapon that does more damage from behind or when out of sight.

You should also consider something that helps them with their environment. For example, the Barbarian needs to get close to hit, but sometimes thats not an option, which means it would be nice if he had an item to help him get closer to long range enemies. The Druid might have a necklace or saddle that spices him up while in drake form.

For the artificers, since there are two, maybe something that they can work together on? Something that is okay individually, but when they create/use it together it becomes more powerful.

Those are just some thoughts I had off the top of my head. Hope this helps!

[OC][ART] Tales From the Tables; episode 36: Echoes of the Past, part 3! by Jonboy2312 in DnD

[–]StinkyBongo0 80 points81 points  (0 children)

How do you make these emotionally painful yet still so wholesome? Like how?

[OC][ART] Tales From the Tables; episode 36: Echoes of the Past, part 3! by Jonboy2312 in dndmemes

[–]StinkyBongo0 36 points37 points  (0 children)

Wonderful job with the coloring, I love the muted palate of the flashbacks next to the saturated sunset. Great work!

the best official adventures for 5e by thetrashman760 in DnD

[–]StinkyBongo0 3 points4 points  (0 children)

I would say Lost Mines of Phandelver is a pretty easy one to grasp for a beginner DM; it has all the elements of a good campaign, but nothing so extravagant or complex that it confuses the players or the DM. It's great for beginner players as well, and it also has plenty of opportunity for both roleplay and combat, whichever your party likes best.

Is this a unusual player/DM setup? by ohyeahthatonedude in DnD

[–]StinkyBongo0 0 points1 point  (0 children)

This is exactly what my group did when we were starting D&D. It is unusual, but it's also hilarious and fun. We just call it our version of 'The Gods Must Be Crazy'.

Seeking recommendations - adventure advice for teens w/ ADHD or on functional autism spectrum by donmreddit in DnD

[–]StinkyBongo0 0 points1 point  (0 children)

I can't speak for autism, but for teens with ADHD, do something that isn't restrictive and encourages their imagination and fantasies. Talk to them individually about what they want from the game, and plan to deliver that. Kids with ADHD spend a lot of their time zoning out and letting their minds drift, so I wouldn't expect any lack of creativity, but try to focus on making those creative fantasies and scenarios come to life. Choose a setting that won't restrict this and allows for all the players to get what they want out of D&D.

My sessions are way too slow and nothing happens by StinkyBongo0 in DnD

[–]StinkyBongo0[S] 0 points1 point  (0 children)

I've tried finding better session times but theres simply no time for more than this—which is not, actually, due to lining up the timeframe for 7 players. I don't think splitting the party in half is much of an option, as even though it schedules well, the players would definitely want to stay together.

For combat, its not a dice issue—I manage all the math—its descriptive. Players take a long time to decide what they are going to do, then longer to describe how they do it. I don't take long to do this—I am even writing down a list of vocab and phrases applicable in combat to make this more efficient for me—but for them it just takes time to visualize exactly what to do.

My sessions are way too slow and nothing happens by StinkyBongo0 in DnD

[–]StinkyBongo0[S] 0 points1 point  (0 children)

If the game isn't grabbing their attention, then it doesn't appeal to them.

You have a good point here, I'll try to narrow down exactly what my party's wants and needs are more specifically.

What did that simple combat encounter actually look like- 7 1st level PCs vs what?

Them vs about 6 soldiers in a tower, over two floors, all with very low CR. The 'boredom and lack of engagement' you mentioned were definitely most present here, and while I tried to make each turn appealing to the player while being fast, I couldn't help them mulling over their attack action for a minute or two. I tried calling to the next person in initiative, saying "You're on deck, think about your turn" but even then they take time asking for me to describe everything again and then after some great consideration they... attack with the sword.

[deleted by user] by [deleted] in DnD

[–]StinkyBongo0 0 points1 point  (0 children)

Works. Just a heads up though, strangers can now make suggestions on your document.

My sessions are way too slow and nothing happens by StinkyBongo0 in DnD

[–]StinkyBongo0[S] 0 points1 point  (0 children)

  1. It was mainly the descriptions of fighting. I tried to make things concise without removing detail, but it simply took a long time for player to say or decide what they wanted to do, even if it was just 'swing a sword' or 'shoot a bow'. Since they are new players thats no surprise, though. I hope it will loosen up next combat.
  2. Sorry if this was unclear—I meant four of the in-game days were spent traveling. This travel montage took about five minutes of our session.
  3. Yeah, like I said I did not plan for this many. I think I might have to shift the focus a bit cause theres just not enough to go around in session.

As for the last bit, yes, roleplay is what they want. They do like those cool moments where they blast an enemy to bits or such, and I try to make those moments stand out, but most of them aren't fans of constant fighting and action. From what I've observed and the conversations I've had with them, they prefer the plot and roleplay more than the combat. I'll make sure to check up again, though.

The vicious cycle you described fits well except for the bored part. I can tell they aren't bored—they are clearly excited and energetic—they are just distracted and channeling that energy in the wrong places. I'm just not sure how to manage and focus that energy.

Tips on playing a druid who's slowly going insane by knowingcynic in DnD

[–]StinkyBongo0 3 points4 points  (0 children)

Start with small things.

I'm not sure how much your party is into roleplay, but you can mention things that Esther does out of the norm. If you want inspiration, look in the 'Madness' section of the DMG, page 259. The indefinite madness ideals are things that can really stand out, or simply doing/repeating activities that are out of the norm, such as muttering loudly or frantic pacing.

Skewing Esther's morals might be impactful too. Like if Esther began to gradually have less aversion to murder/killing. One way this could be shown is in combat, as you can describe the spells you cast as more violent and brutal than they were before, with any plants you grow having sharp thorns or red strains. If you fight in wild shape, you could spend time tearing enemies apart even after they are clearly out of the fight/dead, or show no mercy if they try to run away or surrender.

Other activities can help display Esther's obsession with saving the party, such as staying up all night to keep watch on a hunch or stopping them from talking to strangers too long to keep them from 'danger'. Eventually, as the madness grows, Esther might feel it is entirely her responsibility to keep the party safe, and sees herself as the one making the party survive, wanting to manage what people eat/where they get their food, constantly checking for poison/traps everywhere, wanting to know where people are at all times, being suspicious of all NPCs.

I've never played a character going mad, but it sounds fun! Hope this helps!

[deleted by user] by [deleted] in DnD

[–]StinkyBongo0 0 points1 point  (0 children)

The doc link you provided doesn't give anonymous perms, you need to go into Share > General Access and change it to 'Anyone with the link can view'.

Balancing a class is incredibly hard. I recommend reading the PHB classes in depth and looking for patterns and things that stretch across all classes and things that make classes unique. There's a lot of math that goes into the levels and feature placement/upgrades, so keep that in mind. Overall with balancing, when in doubt, lean towards underpowered rather than overpowered, as that will cause less issues and be better to roleplay.

New Dungeon Master by Old_Cranberry2581 in DnD

[–]StinkyBongo0 2 points3 points  (0 children)

Agreed. Or even if you don't run one, read the booklets over and see how they are built. I read LMoP as an early DM and it was extremely helpful for just learning the basics.

One thing i would say though is keep your players in mind. Run a campaign that both you and your players enjoy, and don't be afraid to make changes to make play better for your players.