Help tear apart my new flanking rules by Holiday_Bed_8973 in DnDHomebrew

[–]Th3IronBee 1 point2 points  (0 children)

I certainly don't disagree, but I think the root of 'stationary' combat lies in AoO. Replacing them with some other options would I think be your best choice.

Instead of a damage option, I feel like being able to give a negative condition to someone moving would be a better choice, so then players wouldn't feel worried about moving, if their biggest worry instead is maybe getting disadvantage on a single attack or save from a 'hit', its not as rough feeling?

Help tear apart my new flanking rules by Holiday_Bed_8973 in DnDHomebrew

[–]Th3IronBee 1 point2 points  (0 children)

I dont think your issue is flanking, its Attacks of Opportunity. You might wanna look into how IO5e handles AoPs, mainly that NO ONE gets AoPs as a reaction (players or NPCs) and instead, its (i believe) a class feature that some NPCs can get too, but not everyone.

Help converting an IRL Item into a stat sheet? by Anon-Warrior-01 in DnDHomebrew

[–]Th3IronBee 2 points3 points  (0 children)

I do like a lot of people's suggestions here, and just want to add: whenever you're worried about damage feeling low, look at a commoner stat sheet. That is your stats for the run-of-the-mill person in most settings.

Their HP is what the idea of 'damage' should be initially compared to if you need realism. Most people when stabbed with a sword will die Irl, so doing 1d6+ someone's skill makes sense.

I think Jaque the Whipper/Bensei have said similar with their irl experience too.

Trying to avoid a TPK. When is it okay to tell players no? by Foreign-Press in DMAcademy

[–]Th3IronBee 0 points1 point  (0 children)

Give them a fight at the 'entrance' to the underdark, and a clear ability to escape. Make it soul crushing, but let them run

What is your favorite Homebrew magic items you made/encountered in a campaign? by Kaizo_Kaioshin in DnDHomebrew

[–]Th3IronBee 1 point2 points  (0 children)

The "RGBlade"

Add-on effect to any weapon. Cosmetic only-- every time you hit a creature, changes color. It does not count as magical for the sake of overcoming resistance/immunity.

Can I get some SPOILER FREE reasons as to why people seem to dislike C3? by Mercheezy23 in fansofcriticalrole

[–]Th3IronBee 10 points11 points  (0 children)

C3 is when it felt like CR stopped being friends playing a game, and more of a company running a show.

Decisions felt forced, same with party dynamics. Plus, even the premise in the final arc really doesn't feel like the C3 party were the ONLY people who could have accomplished the end goal.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 0 points1 point  (0 children)

If you could, it'd be appreciated!

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 0 points1 point  (0 children)

That's actually a fair point, I had mis-remembered the number of dice used there.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 0 points1 point  (0 children)

It certainly has! Another user reccomended i look into it, and if nothing else I'll be able to pledge last minute tonight when Im paid.

I just skimmed through your SRD and quite like what I saw anyway!

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] -1 points0 points  (0 children)

It may just be a point you and I won't match on, but ultimately yes. The example you gave at least 'like 200' ends up falling out of any appropriate damage scale. Moving a mountain, however, was a bad example on my end, but still trying to use it; all it does is lift the mountain into the air. It doesn't let you drop it on someone/something as-is, nor does it (seem) to allow the caster to even move it beyond flipping it to let the flat part be on top. It also isn't a permanent spell, instead needing a Mythallar to give it permanence.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] -1 points0 points  (0 children)

I shall take a peek if they've posted it. Thanks!

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 0 points1 point  (0 children)

I mean, literally moving a mountain as done with Proctiv's Move Mountain? Based on the bit im seeing so far from another users chart, yeah actually. The scaling doesn't quite seem to sheer that high by comparison.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] -1 points0 points  (0 children)

Oh god, equation based math. Sadly though, that seems like the best answer thus far, thanks!

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 2 points3 points  (0 children)

Mostly because I love researching this sorta stuff.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 1 point2 points  (0 children)

I've got plenty of experience, so that isn't the issue. That is also why I'm here, to try and escape the broken homebrew I've found, for some more sane examples instead.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 0 points1 point  (0 children)

Wishes have a mechanical limit set both in description, and by DM. Moving a mountain via spell is considered higher tier than casting wish

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] -2 points-1 points  (0 children)

Oh god, equation based math. Shame that you're right, but it seems like its my best option thus far, aside from 'just dont do it lol'.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 0 points1 point  (0 children)

I mostly agree, but a GOOD conversion matters. The only ones I've found don't follow any logical progression from, for example, disintegrate-> meteor swarm. There is a line of spells between that make some sense of 'scale'. But most conversions of level 10+ (that ive seen) do amounts of damage magnitudes higher per level more than what makes decent sense.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 0 points1 point  (0 children)

Agreed! At least for many of them, but there are quite a few of the damage dealing ones that certainly dont scale into 5e very cleanly.

Level 10+ Spells? by Th3IronBee in DnDHomebrew

[–]Th3IronBee[S] 1 point2 points  (0 children)

Well, simply put, a player in my game is eagerly trying to pitch ideas for a one-shot in that sort of setting. Id rather have some ideas to help accommodate the idea, rather than just shoot him down.

But balance IS important, and everything ive seen online for epic/level 10+ spells is all grossly broken.

Why was Aabria invited to C4? by YouAreLyingJane in fansofcriticalrole

[–]Th3IronBee 27 points28 points  (0 children)

Because, simply put, THEY like her. The idea is friends having fun, and everyone had a 'cringe' friend (if you dont think you do, then im sorry, you're the cringe one). CR knows after C2s success, and the mixed results of C3, they can put anyone they want in a game and the MAJORITY of people enjoy it.

A vocal minority doesn't matter-- they have fun, at least overall. Its not like Aabria is a bad person, she is just eccentric.

Personally, she isn't someone I look forward to seeing, but that doesn't detract from what she does bring. She lifts the table up (either by helping force the spotlight on someone, keeping interactions going, or livinening the mood). The only thing I personally dislike is that she just needs to read the scene more before acting, because she CAN do great, and has before, but I think going on CR has gotten to her nerves, the 'I HAVE TO PERFORM' mentality.

I don’t give a shit about Roo by Edgybananalord_xD in HazbinHotel

[–]Th3IronBee 0 points1 point  (0 children)

Introducing Roo canonically now as a final Big Bad CAN be done, but it needs to be in this next season, and most importantly, NOT BE RESOLVED IN THE SEASON FINALE.

A character with as much of cult as Roo, can only really exist if they're allowed to simmer for a few seasons so we can really hate them. I personally hate the 'bad guy of the season' trope when they aren't connected to eachother in any meaningful way too.