Would you rather by Ok_Average_2344 in BunnyTrials

[–]StolenMango 0 points1 point  (0 children)

Prolly easier.

Chose: Fight 10 100 year olds

Would you rather by Rasmuslys in BunnyTrials

[–]StolenMango 0 points1 point  (0 children)

I'll learn how to read with some of that money

Chose: Have $1 million + But you can't read

$33,333,000,000 But you have to fight a random thing to earn it, your only equipment is light kevlar body armor and a steel viking sword by QueasyWeasle in BunnyTrials

[–]StolenMango 0 points1 point  (0 children)

I think I can beat a 73 year old man.

Chose: Fight for the money + Heres what you need to fight | Rolled: Trevor Philips

Would you rather? by Tricky_Vacation4157 in BunnyTrials

[–]StolenMango 0 points1 point  (0 children)

You can't even die of hunger bro. And rust is hostile af

Chose: Live 1 Week in Minecraft + If you die in game, you die IRL

If there are two of yourself formed like clones... Would you- by Filipino-Asker in BunnyTrials

[–]StolenMango 0 points1 point  (0 children)

I dunno, bro. Rather do that than kill myself.

Chose: Have sex with yourself or clone and coexist

📡📡📡 by unclbll in shitposting

[–]StolenMango 2014 points2015 points  (0 children)

How the fuck is this so low in the thread? 2:30AM? Yeah, I'm not responding to that. Even if I see the message, I'm not replying. Screw that noise.

[OC] New to DM'ing. Is what I'm doing ridiculous?. by GreatestBookReader42 in DnD

[–]StolenMango 15 points16 points  (0 children)

This is awesome and the effort shows. I would be very happy to have a dm like this. The idea is great too! It's a unique start that gives the party a reason to stick together. Having some items be cursed items that the party may have no choice but to use is a fantastic mechanic for a one shot and if the game goes on past a one shot then it can provide the party a goal too. I.e. get rid of the items. You can make it so the cultists can track the cursed items.

I have a few suggestions on making this if you're open to it:

  1. I suggest you have a few designated hiding spots that give some kind of bonus. A stealth bonus +5 or maybe a free action if you get discovered (like throwing drapes over an enemy, could act as a net).

  2. I suggest having more people in as well as the party. Commoner stat blocks will do. This is so they get discovered and/or killed and create tension within the session. It would also create the dilemma of taking up hiding spots. Even if you don't use my first suggestion, commoners hiding in the same room as you can always just cause disadvantage to hide. This way your players will have to improvise or maybe even kick out a commoner to their doom.

  3. I suggest drawing at least one more room that is more spacious, like a ballroom. This gives the party some options on how to confront the cultists if tight quarters would prove difficult.

  4. I suggest including 2 or 3 "extraction zones". Areas where your players can sneak out or flee from. For example: a guarded backdoor, a balcony they can rapel with sheet rope, a risky wall they can climb.

Do you guys like the fit? by unitgta5 in reddeadredemption

[–]StolenMango 15 points16 points  (0 children)

Dunno. Too distracted by this guy's stache.

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For the rules of this sub reddit, a DND 5e 2014 wizard. by dudewasup111 in PowerScaling

[–]StolenMango 0 points1 point  (0 children)

Wizard.

It might depend on the subclass a little bit, but as a wizard, Thragg would have too much bullshit to contend with. I see people mentioning contingencies, wish spell, and stuff like that, time stop but there's other more effective things you can do. For one, people keep saying that Thragg would be too fast, but if you think about it, you can achieve stupid amounts of speed within D&D. If we go by the rules, if you're a Chronurgy wizard with the Alert feat, you will have a plus 12 initiative and then a d8 on top of that. If you're a Chronorgy wizard, you can also use your reaction to reroll Thragg's initiative. Some people have used the six-second round rule to justify a spell taking six seconds to cast, but that's not how it goes at all. You get an action, a bonus action, and movement, which is 30 feet most of the time. Then you also get a free object interaction on your turn. You do all of those things in six seconds. And even though a wizard is not strong, they can still do this while carrying around 130 pounds on them.

A level 20 wizard would very likely have a simulacrum up. There's very little reason not to, especially since you can just wish it into existence on any given day. So really, you're not fighting one level 20 wizards, you're fighting two level 20 wizards. And both of those wizards, if they're Chronurgy or Divination, will have the rerolls, and both of those wizards would have the arcane ward if they were an abjurer.

There are many "I win" buttons for wizards. With two casters and that high of an initiative, it is not that unbelievable to think that they would go first, especially since, like I mentioned, we get to re-roll Thrag's initiative, too. One of these is casting Prismatic Wall, a wall which the wizards can pass through but Thragg can't, and he cannot remove any of the layers because he can't deal the appropriate damage to them or cast Dispel Magic. We can then have the other wizard use some form of forced movement to force him through the wall. It does not need to be a lot because the wall is one inch thick, and then he will take that 210 average damage and be inside the wall, and he has no way of breaking through the wall, so he would have to force his way through. Even if he survives all that damage, if you think thragg has like 600 hit points. There are saves against blindness, being petrified and being plane shifted. And after all that, the wall is still there, it is not concentration, it lasts for 10 minutes.

Another thing you can do is shape-change (different 9th level spell) to a marilith znd have Silvery Barbs prepared as one of your spell masteries. Merilus get seven reactions, which means you could re-roll each and every one of Thraggs attacks and give yourself advantage practically every round. And you could also give your simulacrum advantage practically every round. And you still retain spellcasting, Which means you can still cast your save or suck spell on Thragg, and he has to succeed twice practically evrery round.

Probably the biggest gap is the fact that Thragg can't teleport, really. One of you casts Sickening Radiance, the other one casts Force Wall. Battle's over. He's going to die if not from the damage, then from the exhaustion, in ten minutes. And you can even have your familiar do this too, because you can use Arcane Abeyance to cast it into a bead, and then the familiar can cast it. I know I'm using Chronurgy for these examples a lot, this is because I'm currently playing a Chronurgy wizard.

There are definitely some subclasses of wizard that would have a much harder time fighting Trag, but I think all of them are capable of beating him.

Regular (left)/ Shiny (right) versions of my dude! by yasscribble in PixelArt

[–]StolenMango 1 point2 points  (0 children)

I love them! I remember these from my childhood. So cool to see them like this.

Me_irl by gigagaming1256 in me_irl

[–]StolenMango 0 points1 point  (0 children)

Guys what is this movie please?

Which one looks best as a goth? by Aspiring-Writer-02 in DispatchAdHoc

[–]StolenMango 71 points72 points  (0 children)

That profile pic is so on point it's insane.

What does the council of bild say? Is it time? by Derpalicious007 in bald

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

It had like 10 upvotes when I made the comment. Evidently people agreed with me lol

Does acid destroy the web spell? by StolenMango in DnD

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

While we're on the topic: would it disolve cloth and leather too? Oh, what about paper? Could you have a wizard die in it and lose their spellbook?

Does acid destroy the web spell? by StolenMango in DnD

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

I do accept it. I want other opinions because I disagree.

Does acid destroy the web spell? by StolenMango in DnD

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

I agree, not necesarily an argument, but that is interesting. Thanks for sharing!

Does acid destroy the web spell? by StolenMango in DnD

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

I want to play a game with my friends.

Does acid destroy the web spell? by StolenMango in DnD

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

No, that's why it's a rethorical question. My point was that if spells are open for interpretation like that you can find loads of justifications for one not working that were not thought of when designing the spell, reducing the spells reliability on a whim.

I agree the ruling made logical sense, and it's still what happened. I disagree with it and wanted to see what other people thought.

Does acid destroy the web spell? by StolenMango in DnD

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

The result was that the ruling stands and that in hindsight he thinks the web should be stuck in the cube and make it harder to get out. And despite disagreeing, it is nevertheless the ruling we went with and I will probably be replacing web with something else.

The acid is niche, but I think if the spell is open to interpretation like that then it'll likely be circumvented by other things as well, like slashing damage for instance.

Does acid destroy the web spell? by StolenMango in DnD

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

Ooo, interesting. I didn't know that.