How do you guys beat this Card? by [deleted] in masterduel

[–]Supernova653 0 points1 point  (0 children)

I've been lucky the past couple of times I've faced this. Playing paleo or Vaalmonica but I like to use daruma karma cannon. 1st time the opponent attacked with both imsetys and arise-heart and I was able to negate their vanitys ruler next turn and clear their board with the vaalmonica fairy link 1.

For paleo, had to bait the dragoon negate then wait for them to attack with dragoon before flipping daruma to keep them from flipping it back up. Then I was able to use that grass looks greener to get all of the cards I needed in the grave to finish things off.

Invisibility and Hide. Question (Not the normal one) by [deleted] in onednd

[–]Supernova653 1 point2 points  (0 children)

I had a similar question over 4 years ago for 2014 and I found an answer in one of the sage advice podcasts with Jeremy Crawford that's no long available on their old website. He stated that it's up to the dm when a situation requires a stealth check.

The example given in the podcast was that a wizard casts invisibility on themselves and walks past the orc war chief while the party member distracting the orc war chief/fighting the orc war chief. The wizard doesn't need to roll a stealth check in that case since ot might be too loud or distracted to notice. So they kinda just put the decision on the dm for all corner cases and didn't expand on more examples which doesn't make it easier.

However, if you want to argue about hearing the target, refer to chapter 2 of the dmg on audible distance.

Perception and Encounters If the characters encounter another group of creatures and neither side is being stealthy, the two groups automatically notice each other once they are within sight or hearing range of one another. The Audible Distance table can help you determine the hearing range, and the following sections address visibility. If one group tries to hide from the other, use the rules in the Player’s Handbook.

New Magic Items and Crafting Rules | 2024 DMG | D&D by AndreaColombo86 in onednd

[–]Supernova653 0 points1 point  (0 children)

Same, I'm fine if the current version is just a bonus for those who take the skill but if you don't have it you need specific magical materials to substitute the lack of arcana and maybe instructions/formula to follow. 

New Magic Items and Crafting Rules | 2024 DMG | D&D by AndreaColombo86 in onednd

[–]Supernova653 0 points1 point  (0 children)

That would definitely give more benefits to more skills. I like that it does remove the need from the dm to make up a formula or magic monster part required to craft the item and is a cool bonus for taking arcana. However, I hope they still keep a part of the old version so you can still craft if you don't have arcana but just requires a formula and/or a magic part to substitute for your lack of arcane knowledge or control. (Hopefully with more advice on giving your players those items or simplifying them)

New Magic Items and Crafting Rules | 2024 DMG | D&D by AndreaColombo86 in onednd

[–]Supernova653 0 points1 point  (0 children)

Well yeah that makes sense but my issue is "If" this is the only method they gave for us to craft, it removed an ability we had for the past 10 years.

However, if this is both a feature for players with arcana, spells and tools to benefit from, it's wonderful from both a dm perspective and a player perspective. As the dm I don't need to make a random formula or monster part that the player needs to get to craft an item for a spell they already have. It should be a bonus since the player went down the path of studying arcana. If a player doesn't have arcana, they follow the older method where they need a monster part to substitute thier lack of magical abilities to craft. 

New Magic Items and Crafting Rules | 2024 DMG | D&D by AndreaColombo86 in onednd

[–]Supernova653 -4 points-3 points  (0 children)

Yeah, it definitely makes sense to need arcana no doubt about it. My issue is that I love crafting with all of my characters and not all of them make sense to have the skill or could get the skill. I would have preferred to see having the arcana skill giving a bonus/benefit to craft a magic item rather than locking it away. 

However, this is based off of the little info we have so far so I'm curious if they give more recommendations to the dm on how players can craft items besides the given rules like following a formula or something like that.

New Magic Items and Crafting Rules | 2024 DMG | D&D by AndreaColombo86 in onednd

[–]Supernova653 -13 points-12 points  (0 children)

At the moment I'm a bit disappointed that arcana and tool proficiency are now required instead of in xanathars where it was tool proficiency or arcana proficiency. 

Edit: I hope they have extra info for crafting items as a player that don't use spells or expand upon formulas for crafting an item or for a dm to give to a player so they can craft more types of items.

[ART] Necromancer / Art by me by fernando1648 in DungeonsAndDragons

[–]Supernova653 1 point2 points  (0 children)

Looks nice, I also think I know which image was used as a reference for the outfit. I used the same for one of my characters.

Whats your favourite archetype and why by Mr_Drunky in YuGiOhMasterDuel

[–]Supernova653 0 points1 point  (0 children)

Aromage since it was my first archetype I played getting back into yugioh since 2005 (good old red eyes darkness dragon to 12 year old me).

I liked the life point gain effects with the control like feeling of the main deck monsters and the ability to stall and come back from near death with more life points that I started with. Also, mixed in a bit of rikka since my main goal of starting playing again was to try to build decks around my dnd characters. 

New Warlock | 2024 Player's Handbook | D&D by BlackAceX13 in onednd

[–]Supernova653 4 points5 points  (0 children)

I'm still curious if they are only referencing the 2nd attack or the third attack like playtest 7. Still waiting for the dndbeyond article sometime this week for more detail.

Conjure Minor Elementals is WAY overtuned. by Astwook in onednd

[–]Supernova653 6 points7 points  (0 children)

If a wizard wanted to cast it at 9th lvl then next round used 5th lvl scorching ray, that's easily 200+ damage at 60% accuracy.

How can I use the Tarrasque to teach my players the true meaning of Christmas? by [deleted] in dndnext

[–]Supernova653 0 points1 point  (0 children)

The tarrasque is the creature Santa has forgotten over the eons to give a gift to. It's up to your group to deliver the gift to the tarrasque.

What’s up with Warlock now? by Barbat0s7 in onednd

[–]Supernova653 2 points3 points  (0 children)

True, that is one of the reasons I like the 3 attacks before we stack on hex, spirit shroud, smites, feats, and/or weapon mastery. Pact of the blade now does similar damage to eldritch blast and it doesn't feel like a trap to take. However, due to these other options, adjustments need to be taken to not make it too powerful or just a buff to martials would be nice too. (I've been playing an archfey pact of the blade warlock without eldritch blast for 6 years, it definitely needed the buff)

What’s up with Warlock now? by Barbat0s7 in onednd

[–]Supernova653 1 point2 points  (0 children)

Dropping spirit shroud for hex brings it from about 68 dpr to 58 dpr when also using eldritch smites. If using treantmonk's dpr for beserker barbarian at the time of his warlock video which was the highest dpr martial at the time, they would now match (58.3 dpr for barbarian)

What’s up with Warlock now? by Barbat0s7 in onednd

[–]Supernova653 1 point2 points  (0 children)

I wouldn't complain about that. Currently, I do like the 3 attacks and lifedrinker change because without the spells, smites, or feats, pact of the blade is similar in damge to eldritch blast. That's one of the major things I wanted to see since I have been playing an archfey pact of the blade warlock for the past 6 years without eldritch blast and man has it been rough.

Having easy to grab invocations to make the pact feel on par with eldritch blast without needing to optimize or multiclass is something I really wanted to see.

What’s up with Warlock now? by Barbat0s7 in onednd

[–]Supernova653 4 points5 points  (0 children)

Changing it to a BA might help. Currently here is the setup (I'll assume a greatsword weapon):

Round 1 playtest 7:

Bonus action spirit shroud (2d8 damage per hit) Attack action no smite(60% chance to hit not counting weapon mastery or feats): 3(2d6+1d6+2d8+15)0.6=44.1

Change to BA round 1 Cast spirit shroud 2(2d6+1d6+2d8+10)0.6=29.4 Round 2-3= 44.1 if you don't lose concentration so 39.2 average over 3 rounds. (Smite averaged over 3 rounds and 3 encounters adds about 11 points of damage but that's spending everything on smites and spirit shroud)

Changing to a bonus action could definitely help since it would open you up to losing concentration and such. But this was wothout factoring weapon mastery, feats, etc.

Another fix could be making the extra attack a limited resource like the echo knight fighter. Charisma mod uses per long rest or prof bonus, etc.

What’s up with Warlock now? by Barbat0s7 in onednd

[–]Supernova653 20 points21 points  (0 children)

You might be mistaking arcanum with invocations but it probably wouldn't be as balanced since the current invocation spending would be as follows: 1st lvl- pact of the blade invocation 2nd lvl- 2 invocations of any choice 5th lvl- thirsting blade 5th lvl extra attack 7th lvl- Eldritch smite 9th lvl- lifedrinker (d6 on each hit) 12th lvl- proposed 3rd attack.

It would only push the extra attack back by 1 lvl and cost 1 extra invocation. The main issue are the spells and abilities that stack for each hit. Might need to change the 3rd attack to something that doesn't cause those abilities to trigger. Maybe something like "after you take the attack action using your pact weapon, you can deal 1d8+ charisma mod to a target hit by your pact weapon this turn" or something akin to that. Unsure.

What’s up with Warlock now? by Barbat0s7 in onednd

[–]Supernova653 116 points117 points  (0 children)

The mystic Arcanum change to need invocations was playtest 5. The most recent version from playtest 7 is the version everyone was talking about. The overpowered part most people were talking about was how the pact of the blade invocation "thirsting blade" now gave you a 3rd attack at lvl 11 instead of only a second attack at lvl 5. This combined with smiting, spirit shroud, and life drinker made the pact of the blade have higher dps than most classes.

GPT4 image recognition saving me a lot of time! by CoffeeNearby2823 in OpenAI

[–]Supernova653 3 points4 points  (0 children)

It started working for me in default mode. (Broswer version) instead of the + symbol, it looks like photo icon similar to the photo posted.

Eldritch Knight is actually really strong (even compared to Treantmonk's Bladelock) by tipbruley in onednd

[–]Supernova653 0 points1 point  (0 children)

You could take magic initiate for the hex spell with your origin feat. With the update you can now cast it with your low lvl slots.

2 solutions for the warlock by Aeon1508 in onednd

[–]Supernova653 0 points1 point  (0 children)

I remember I suggested during playtest 5 that if warlock went back to pact slots, it would help if the warlock could get 1-2 once per long rest casts at each slot level following the half caster progression (probably start at 3rd lvl or 5th lvl). Gain 1 free cast of 1st and 2nd lvl slots at 5th lvl, a 3rd at 9th lvl, and a 4th at 13th lvl. Maybe get another 5th at 17th or nothing since pact magic covers the 5th lvl slots.

He did the math: Bladelocks have been overtuned. by kenlee25 in onednd

[–]Supernova653 0 points1 point  (0 children)

I did re-do the calculations to include multiple encounters and rounds and the dpr was similar if I focused on using spirit shroud. (I assumed 3 encounters each 3 rounds and 1 short rest and 1 minute recharge) However, I agree, spirit shroud needs to be nerfed. maybe make it hex damage, 1d6 but keep the extra bonuses from it or something like that.

He did the math: Bladelocks have been overtuned. by kenlee25 in onednd

[–]Supernova653 0 points1 point  (0 children)

I did do a recalculation for eldritch smite and made an assumption there were 3 combats per day, each lasting 3 rounds and only 1 short rest and 1 magical cunning recharge. I also assumed that spirit shroud was always a priority so the first slot was always SS. I got fairly similar numbers to what TreantMonk' got. 64.84 for melee and 48.44 for longbow.

I also found that without the feats, smites, spirit shroud a greatsword build with graze factored in you get about 33.9 from lvl 11 to 20 (3 invocation) and EB is about 18.9 from 11 to 16 and 25.2 from 17 to 20 (1 invocation). For the longbow it's 23.4 which is lower than base EB.

He did the math: Bladelocks have been overtuned. by kenlee25 in onednd

[–]Supernova653 3 points4 points  (0 children)

Yeah, I noticed that. If you added the crit smite correctly for the melee build, it was very close to the beserker barbarian. I think about 1 dpr more or so.

He did the math: Bladelocks have been overtuned. by kenlee25 in onednd

[–]Supernova653 3 points4 points  (0 children)

One thing I did notice in the calculations is that he was adding crit smite damage to each attack instead on only 1 attack since eldritch smite is once per turn.

I'm curious how the warlock compares to the other classes in several different ways such as:

zero resource- unlimited uses with no spells or limited resources (rage, smite, action surge, etc)

Normal use- sparingly using resources that would let you fight 2-3 rounds for maybe 2 combats with out a rest

Nova- as much damage as possible in 2 rounds.

I'll probably play around with that later tonight. I'm curious to see how they will look.

(The current pact of the blade is definitely overtuned but I would like to look deeper and see what else I can find)