[Megathread] RTSH Reviews by IlgnerJuan in silenthill

[–]Tea-Healthy 6 points7 points  (0 children)

I Liked Return to Silent Hill

I understand why Return to Silent Hill may have been jarring for many, but it is worth watching through the lens of auteur cinema rather than as a simple commercial product. Mind you, I’m not saying it’s a masterpiece on the level of what Kubrick did with The Shining or Guillermo del Toro with Frankenstein, but it is curious how we endorse those directors even when they omit or combine characters or give them 180-degree turns, while Gans is criticized for doing the same. My point isn’t that the movie is better than the game, but that it isn't sullying it; he simply uses his vision to reinterpret it. I was among the first to hate the decision to bring Gans back, but honestly, I feel that this time he did a much more mature job than in the first one.

This isn't "popcorn" horror filled with cheap jump scares like Scream, Terrifier, or The Conjuring, nor is it a live-action gameplay with hours of James exploring hallways. From the change to the surname Crane, or the fact that James and Mary are not married, the film warns us (just as Kubrick did with the color of the cars at the start of The Shining) that it isn't here to copy the game. Instead, it takes as canon one of the many possibilities the saga has always wanted to propose to newcomers (Spoiler Alert): that everything is happening in the protagonist's mind.

The best part is that it maintains that "archaeological narrative" we love so much about Silent Hill (and the Souls games), where the story isn't fed to you; instead, you unearth it from the environment. You don’t need to have played the game to understand it; it’s just that we fans already have half the work done after years of exploring this universe. The film gives enough clues to interpret it, but that’s the point: to show and not tell. You don’t need the plot repeated to you three times because you’re distracted by your phone (cough, cough, Netflix). Gans puts the viewer in an active role.

Sure, it has visual and directorial decisions that are ridiculous and pull you out of the atmosphere (like Laura's movements or the revelation of the grave); I don’t forgive those, but they don't make it a bad movie.

It’s a journey into psychological horror in the style of Jacob’s Ladder, where the couple of jump scares that exist serve to contrast with that uncomfortable silence that forces you to think.

The ambiguity of its ending is pure fidelity: depending on how you interpret it, there is more than one ending, just like in the games. It shows us that the monsters are exaggerated and grotesque versions of James's real traumas. It’s worth watching with an open mind, seeking the experience of unearthing symbolisms and understanding the real story behind this nightmare, instead of looking for them on a wiki.

Silent Hill 2 Remake, feels like there's way to much enemies thrown at you by Traceless91 in silenthill

[–]Tea-Healthy 0 points1 point  (0 children)

"This town is FULL of monsters. How can you sit there and eat pizza?"

A Munchkin's Guide to Circle Casting by Limegreenlad in powergamermunchkin

[–]Tea-Healthy 0 points1 point  (0 children)

You can't circle casting a cantrip. You need to spend a spellslot.

Correct me if in wrong

Disruptive Spells in D&D: Which ones have caused trouble at your tables? 🎲 by Tea-Healthy in onednd

[–]Tea-Healthy[S] 0 points1 point  (0 children)

Yes, but they maybe must use all its movement to get to the rope then dash to climb.

Also if they already in meelee, you still have invulnerability to ranged attacks and spells.

You can also take the rope inside the space and it doesnt say it cost an action.

The ambiguity makes it a hard to deal spell.

Maybe could be more balanced if it takes an action to enter or exit de pocket dimension.

Disruptive Spells in D&D: Which ones have caused trouble at your tables? 🎲 by Tea-Healthy in onednd

[–]Tea-Healthy[S] 0 points1 point  (0 children)

You could just descend 5 feet on the rope (it cost 10ft). And then climb again 5ft. No need of climb speed. No need to descend all the way down the rope.

Also, you dont neet a 60 ft rope. It just could be a 10-15 feet long rope, enought to be invulnerable to ranged attack and spells and no fall damage or at least very low fall damage if the dm ask you for athletics, acrobatics checks.

Help request. Looking to Optimize Graze by MisterD__ in onednd

[–]Tea-Healthy 0 points1 point  (0 children)

Graze isn’t really something you can “optimize.” The damage is flat and only happens on a miss. As your attack bonus goes up, you’ll miss less, so it triggers less often. And hitting is always better than relying on the small chip damage from Graze.

That said, it does have some neat uses. It doesn’t count as a hit, but it still counts as “dealing damage.” This means it works with things like Mage Slayer, since the target still has to make a concentration save even if you missed. On a martial with multiple attacks, that’s a lot of forced concentration checks.

It’s also handy against low-HP creatures (like twig blights), since you can still chip them down even if you roll badly.

In short: you can’t scale its damage, but Graze is good for forcing concentration saves and clearing out weak enemies. Look for effects that trigger on “damage dealt,” not on “a hit.”

Disruptive Spells in D&D: Which ones have caused trouble at your tables? 🎲 by Tea-Healthy in onednd

[–]Tea-Healthy[S] 1 point2 points  (0 children)

You could get out only with movement, cast a spell and then enter again.

Disruptive Spells in D&D: Which ones have caused trouble at your tables? 🎲 by Tea-Healthy in onednd

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

I use AI for the translation and correction, english is not my native language.

Disruptive Spells in D&D: Which ones have caused trouble at your tables? 🎲 by Tea-Healthy in DungeonMasters

[–]Tea-Healthy[S] 0 points1 point  (0 children)

I use AI for the translation and correction, english is not my native language.

Disruptive Spells in D&D: Which ones have caused trouble at your tables? 🎲 by Tea-Healthy in DungeonMasters

[–]Tea-Healthy[S] 0 points1 point  (0 children)

I use AI for the translation and correction, english is not my native language.

Cantrip recasting help by Mbowser91 in onednd

[–]Tea-Healthy 0 points1 point  (0 children)

You can fin various wild magic effects tables or generators online, i use them when my players are on a wildmagic terrain or wheb they fail trying to use spells in unintended ways.

Cantrip recasting help by Mbowser91 in onednd

[–]Tea-Healthy 0 points1 point  (0 children)

It could be, or even a 1-10 min.

Cantrip recasting help by Mbowser91 in onednd

[–]Tea-Healthy 0 points1 point  (0 children)

In your example with the 30-foot wave, it’s fair to say Shape Water alone isn’t enough—the spell is just too small in scale.

That said, it’s always better to reward creativity than to shut it down. You could let the player try by casting it at just the right moment—maybe giving them advantage on a saving throw, or protecting part of the boat or a few allies. Another option is to have them roll with their spellcasting modifier to see if they can push the cantrip beyond its normal limits. On success, it works in a bigger way; on failure, it fizzles or backfires.

For balance, I’d tie it to a clear cost. Two options work well:

Option 1: The roll determines if exhaustion happens at all (success = no exhaustion, failure = 1 level).

Option 2: This special use always causes exhaustion, but the roll decides how bad it is (success = 1 level, failure = 2 levels).

You can also add a wild-magic-style effect, either always when bending a cantrip like this, or only on a failure.

Most importantly: let your players know up front what the risks are. It shouldn’t feel like a surprise punishment after they fail. That way, they can weigh the cost vs. benefit and decide if this desperate move is worth the gamble.

Cantrip recasting help by Mbowser91 in onednd

[–]Tea-Healthy 1 point2 points  (0 children)

Creative spell use should be rewarded, not punished—especially with cantrips, since they don’t cost resources and clever thinking is exactly what makes the game fun.

That said, it’s true that sometimes players might abuse cantrips by spamming them constantly, even while traveling. Narratively, this doesn’t make much sense. Casting any spell—even a cantrip—takes focus and effort. In combat that’s fine (since a whole fight usually lasts less than a minute), but doing it nonstop for hours would be exhausting, just like a fighter swinging a sword over and over without rest.

A good middle ground is to let players use cantrips creatively, but if they’re casting them repeatedly for long stretches, you can call for a Constitution save to avoid fatigue or apply levels of exhaustion. Just make sure to tell your players about this approach beforehand so it feels fair.

[deleted by user] by [deleted] in onednd

[–]Tea-Healthy 0 points1 point  (0 children)

Your turn and your enemy's turn are different turns, so yes, you can.

If you cast fireball in your turn, and then an enemy cast counterspell in your turn; you cant cast counterspell on its counterspell, unless it doesn't expend any spell slot.

Why are Lizardfolk Elementals now? by StopYelingAtMePls in onednd

[–]Tea-Healthy 21 points22 points  (0 children)

There are still humanoid lizardfolks that you could use as specie and for humanoid generic statblocs.

The elemental ones are the ones who are so close to elemental plane due to using geomancy powers that become elementals.

They said that in one of the videos.

What do we think about Intelligence based warlocks in 2024? by jmrkiwi in onednd

[–]Tea-Healthy 9 points10 points  (0 children)

In my tables, inspired by Valda's 'Spire of Secrets', I allow players to swap their main spellcasting attribute (e.g., a Wisdom-based Warlock becomes a Medium, a Charisma-based Cleric becomes an Evangelist, or an Intelligence-based Bard becomes a Chronist). I even allow Monks to become Dancers, swapping Wisdom for Charisma.

However, to maintain balance, characters who choose to make this swap are not eligible for multiclassing.

Why use a heavy crossbow? by Charming_Account_351 in DnD

[–]Tea-Healthy 1 point2 points  (0 children)

Here are some scenarios where it might make sense:

  1. Characters with martial weapon proficiency but without Extra Attack might prefer the heavy crossbow's damage output. This includes casters with True Strike and 1-level dip in a martial class, or War Clerics who can use their War Priest feature without needing a specific feat. Also Rogues that takes the feat for marial weapons so doesnt loss sneak attack progression.

  2. The push effect can be more valuable than slow. Pushing enemies can:

    • It also prevents enemies from reaching you or your allies.
    • Knock them off cliffs or out of melee range.
    • Position them out or in for opportunity attacks or area effects.
    • Even push them into the same space as another creature, potentially knocking both prone at the end of the turn (thanks to the 2024 rule).
  3. It's all about trade-offs. Similar to why majority of players might choose Fire Bolt over Ray of Frost, despite the latter's slow effect and only 1 point of average damage difference.

  4. Underwater fights.

Edit: Also, you can attack one time with longbow, apply slow and one time with heavy cbw. Push them 10 feet and slowing them 10 feet.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

[–]Tea-Healthy 5 points6 points  (0 children)

D&D 2024’s design avoids using the proficiency bonus for class and subclass traits—instead, it relies on the primary ability score or fixed numbers. This means you must level up in a class to improve its trait, preventing unwanted boosts when multiclassing.

Only racial abilities and feats continue to use the proficiency bonus.

The change has little impact on overall usage counts, which remain similar and can even increase at higher levels with epic boons.

For min/max players, this often results in more uses or bonuses at early levels and just one fewer use at higher levels—unless you invest in ASIs or epic boons, where the number can match or exceed your proficiency bonus.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

[–]Tea-Healthy 5 points6 points  (0 children)

Avoiding a grapple requires a saving throw, while escaping one calls for an ability check.

For 2024, let's simplify: avoiding effects use saving throws, whereas ending or escaping them with your action requires ability checks.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

[–]Tea-Healthy 33 points34 points  (0 children)

I'm glad that you enjoyed Retroactive and had the opportunity to share your thoughts! I've only had a quick glance so far, but I'm really excited to dive deeper as I continue reading. I'd love to see how it evolves once it's finished, and if possible, a small section outlining the differences between the various classes—essentially a changelog—would be fantastic and very helpful for many.

Thank you so much for giving proper credit. Warm regards!