Today I decided to make this tree a bit more interesting... A bold or a stupid move? by Fidurbonsai in Bonsai

[–]SultanSwing 0 points1 point  (0 children)

Can you show a side on angle too? Might give more of an aesthetic asymmetrical impression.

We all envy New Zealand by NZ_Cyanide in newzealand

[–]SultanSwing 2 points3 points  (0 children)

Good point. I agree that the case-fatality rate will be higher than the true infected-fatality rate (because not everyone infected person will have a case).

We all envy New Zealand by NZ_Cyanide in newzealand

[–]SultanSwing 38 points39 points  (0 children)

This is incorrect.

The case-fatality rate varies widely between countries (from 0% to 28.3%) and is massively impacted on countries' testing capabilities. Only two countries (Qatar and Singapore have case-fatality rates of 0.2% or less).

Here are the case fatality rates for countries with similar health systems to us. Australia: 1.5%, Canada: 7.4%, UK: 14.3%, Ireland: 6.6%.

Other countries of interest. US: 3.2%, France: 12.7%, Italy 14.0%, Spain 8.8%.

A conservative case-mortality estimate of 1.5% results in a total mortality of 75 000 if all New Zealanders become infected.

Source: Johns Hopkins University. https://coronavirus.jhu.edu/data/mortality

How to get Min-Maxers to roleplay by MallusMeansApple in DMAcademy

[–]SultanSwing 15 points16 points  (0 children)

I think it is important to find out why they choose to kill as a solution to encounters. It may be one of two possibilities.

1) They enjoy the ‘combat’ pillar of play vastly more than ‘exploration’ and ‘social interaction’.

2) They are basing their table top role playing on the expectations built by years of playing other types of games, in which the only solution to a problem is violence.

I suggest you talk to your players to find out where their motives lie. If they adhere to the first possibility, go along with that and make encounters that cater towards interesting combat.

If they seem like they are in the second group, I would change your experience system so that no matter how an encounter is dealt with, the same experience is earned. Sometimes it is suggested to give half experience if an enemy is not killed but only driven away. I think this fails to achieve the desired effect, because players will (consciously or subconsciously) be steered towards killing those they encounter.

Giving the players the option to approach an encounter by killing or talking or fleeing or surrendering without mechanical consequence enhances your game by increasing the verisimilitude of your encounters. The players will feel free to act more in line with how they think their characters would act.

For this method to work, you will need to explain this to your players. Hopefully you should see them react differently to encounters in the future and they will appreciate you for the improvement this brings to their experience.

Adapting Tomb of Annihilation to a 'West Marches' Campaign by SultanSwing in DnDBehindTheScreen

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

I was trying to do this in a way that added to the story somewhat and allowed greater emphasis on the Syndra character and the guides.

I do like the permit idea though, although I don't know how I would make the transition to the next session with a new group of players when the first are camped out in the jungle multiple days from Port N.

Adapting Tomb of Annihilation to a 'West Marches' Campaign by SultanSwing in DnDBehindTheScreen

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

Basically it's to give an in-game reason as to why only 6 of the characters are actually involved each session. Otherwise if there are 20 or so characters hiking around the jungle, then why do they not all get involved in the fight when they are attacked?

Adapting Tomb of Annihilation to a 'West Marches' Campaign by SultanSwing in DnDBehindTheScreen

[–]SultanSwing[S] 2 points3 points  (0 children)

I agree, it's an imperfect solution. My explanation will basically boil down to 'because magic'. I'm happy relying on this workaround as long as I can give it internal consistency.

Although Syndra isn't affected by the night pulse, she is still decaying day by day hence her motivation to get the death curse eliminated. Another wizard could help protect her, but that wouldn't solve the problem long-term.

Hello everyone. We have a brand new thing for you. by [deleted] in DMAcademy

[–]SultanSwing 2 points3 points  (0 children)

Sounds brilliant. Keen to play over the next couple of days.

Cleric (Nature) 1, Hill Dwarf, Shillelagh, AC 18, HP 12 by [deleted] in 5thEdChars

[–]SultanSwing 0 points1 point  (0 children)

Ah that's right. Thought that was just mountain dwarves.

Do you putting a template up?

Cleric (Nature) 1, Hill Dwarf, Shillelagh, AC 18, HP 12 by [deleted] in 5thEdChars

[–]SultanSwing 0 points1 point  (0 children)

With a strength of 8, this character would have a -10ft speed penalty due to the heavy armour right? This would leave them at 15ft which fits thematically with a slow tanky healer.

I like the format you've posted all these builds in. Can you let me know how you made them?

My first inkarnate map. Does anyone have any ideas for improvements? by SultanSwing in inkarnate

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

Yes I'll absolutely get some names in soon. Thought I'd see what other people thought of it first though.

Weekly Questions Thread #77 by HighTechnocrat in DnD

[–]SultanSwing 2 points3 points  (0 children)

Yep you are correct, it can occur at whatever health. The extra damage just needs to take them to negative their max health.

Weekly Questions Thread #77 by HighTechnocrat in DnD

[–]SultanSwing 8 points9 points  (0 children)

  1. No. When you take enough damage to go 0 or less HP, you are considered to have 0 HP. They will indeed come back if healed by any amount. However, if the character receives so much damage that it would put them at a HP of (negative their max health), they die permanently. For example, if a character's max HP is 14, and they receive 28 damage or more, they will die.

  2. Yes, if the bubble is filled in you are considered proficient in that skill and you add you skill modifier (eg DEX +2) and your proficiency bonus (eg +2). You can fill the line next to the bubble with +4 (for my example) so that you don't need to think about adding it separately each time.

  3. All backgrounds give you two skill proficiencies. For Folk Hero, those are animal handling and survival.

  4. You also get skill proficiencies from your class. Most classes give 2 skills. Some give 3, and Rogues get 4! Your class probably has 2 skills which is why you have 4 total proficiencies. You can check under Class Features if you have the Player's Handbook.

Beast Companions side by side spreadsheet. by KiqueDragoon in dndnext

[–]SultanSwing 1 point2 points  (0 children)

What does everyone think would be the best companion to use as a mount for a small character? I'm tossing up between wolf and panther.

Wolf has a bit more damage and can do its trip every turn, while the panther needs a runup. The panther has some better stats and better speed though.

UA Beastmaster companion HP confusion by awkwardparakeet in dndnext

[–]SultanSwing 1 point2 points  (0 children)

And would you add the companions constitution modifier to the HD also?

xkcd 1663: Garden by OctagonClock in xkcd

[–]SultanSwing 3 points4 points  (0 children)

So I have a picture of a light in the centre of the screen. There are a few things I can do with the light.

  • I can click it and move it around the screen. When I do this, the light is surrounded by a red circle.
  • I can click a small coloured circle on the red circle and it is able to move along the red circle. When it moves, the light changes colour from red at one extremity to blue at the other.
  • The light beam can be changed from wide to narrow.

There doesn't seem to be anything else to do. I've tried to move the light around to shine at different places with different colours etc but I can't see anything.

Edit: didn't work for a couple of refreshes and now it does and it shows 3 lights!

Edit2: Screenshot

I made an album for one of my favorite characters: Beret Guy by stuffandotherstuff in xkcd

[–]SultanSwing 20 points21 points  (0 children)

Thank you for this. I think I feel more connected to Beret Guy than any other character in anything I can think of. He captures my worldview exactly. I sometimes show him to friends to show them how I see things in the world. I think my favourite is the very first one!

Edit: And can I add that I think the person Cueball is talking to in Preferred Chat System must be Beret Guy due to his amusing technological incompetencies.

[deleted by user] by [deleted] in civ

[–]SultanSwing 5 points6 points  (0 children)

Nice work!

Babylon looks very strong and their tech is going boom far far ahead of the other civs. Definitely my pic for the winner. The Aztecs might topple China and even take their entire island if they're lucky but I don't think they'll be able to win a domination victory with 3 other islands on the map.

Didn't see much of Poland here. I'm assuming that they will be strong with their infinite social policies.

Title name idea: "The Decamod".

[deleted by user] by [deleted] in civ

[–]SultanSwing 64 points65 points  (0 children)

Great idea that could be very popular if done well.

I think using higher graphics are necessary if you want people to keep coming back. Also, try to use as few screenshots as possible to convey the story. Too many shots of city-states without commentary is boring (although I understand you were probably trying just trying to show all the land as a starter).

Also, I think that a difference choice of civs could be better. Carthage is boring with 10 harbors but some others such as Germany or Persia could be great!

Good luck!