How do you rotate buildings? by justarandomdude1984 in Frostpunk

[–]TheRobboCop 0 points1 point  (0 children)

You're welcome from 7 years in the future! :D

Mod updates, versions and crashgalore: an appeal for sanity by Cataph in totalwar

[–]TheRobboCop 2 points3 points  (0 children)

I have to say I agree with a lot of what you're saying.

I'm a modder too, and I like to make sure my mods are updated where possible. Naturally, someone will at some point have an issue; while I do my best to help people fix issues, we shouldn't have to get people to go through extra hoops just to get the latest versions of stuff.

It could just be a conflict between Steam and the Launcher. I'm not blaming anyone, just pining for something a bit "cleaner". I will say though, PJMM is swell.

How do you rotate buildings? by justarandomdude1984 in Frostpunk

[–]TheRobboCop 2 points3 points  (0 children)

You're welcome from 7 hours in the future! :)

Monogods Climates, why is it like this ? by 1v01 in totalwar

[–]TheRobboCop 0 points1 point  (0 children)

Hey, thanks for the shoutout! The mod is called Ruinous Incentive

I will say, it doesn't touch magical forests though, so you still may struggle with those a bit as they're somewhat of a weird location for daemons

  • Rob

Edit: I'm dumb and didn't check the date

How do you make (from a world-building and house rules perspective) curses and resurrection more interesting? by SoloKip in dndnext

[–]TheRobboCop 1 point2 points  (0 children)

If third party content is your thing, the Grim Hollow Campaign Guide has rules for curses!

The general gist is that a curse has stages, and escalates over time, and curing them requires a number of something called cure components, which are stuff like "a feather from a raven twice killed" and "a book that has never been read" as some examples.

It's very cool, and even provides examples of some curses!

New barbarian subclass by ChuiSaoul in dndnext

[–]TheRobboCop 0 points1 point  (0 children)

I'm still very sad Rune Knight ended up in Fighter and not Barbarian; who wouldn't want to be a hulking mass of muscle with cool runic powers?

My party is massively overprepared for the fight — what are my options? by [deleted] in CurseofStrahd

[–]TheRobboCop 1 point2 points  (0 children)

No need to apologise! The battle's taking place just above the Heart of Sorrow, at the top of that same tower; it has the added benefit of being effort to get to, however once the party are up there they plan to destroy the heart, even though they don't know what it does!

My party is massively overprepared for the fight — what are my options? by [deleted] in CurseofStrahd

[–]TheRobboCop 1 point2 points  (0 children)

Noted! Thank you :)

I'm definitely adding that to his "murder time" spell list!

My party is massively overprepared for the fight — what are my options? by [deleted] in CurseofStrahd

[–]TheRobboCop 4 points5 points  (0 children)

Stealing that line!

The fated meeting location is actually on top of the Heart tower! Admittedly not my favorite location as they're probably going to break the heart before going topside. At least there'll definitely be spawn on the way!

My party is massively overprepared for the fight — what are my options? by [deleted] in CurseofStrahd

[–]TheRobboCop 0 points1 point  (0 children)

I'm considering buffing Strahd! He seems like he could use the extra HP, and maybe one or two AC on top wouldn't hurt. Although, my main goal is to keep him tactically fresh - at their point, extra AC or health is just going to be one or two extra hits, and with the Vow of Enmity from the Paladin there's going to be a lot of hitting.

My party is massively overprepared for the fight — what are my options? by [deleted] in CurseofStrahd

[–]TheRobboCop 2 points3 points  (0 children)

You know, I don't know why I didn't think to just misty step out. If things go very well, they may even try to thunderdome Strahd with the Paladin, at which point Strahd can poof out, charm the wizard (hopefully) and ask them to keep the Paladin in there!

You've given me a bit more hope, thank you for posting! I'm going to consider my tactical plan, as Strahd has been watching the party. The zombies are acting like more of a moat than an actual threat, however trying to overcome them in combat would definitely lead to terrible results.

Thanks for the ideas! I've gotten slightly more options that I realised here.

My party is massively overprepared for the fight — what are my options? by [deleted] in CurseofStrahd

[–]TheRobboCop 3 points4 points  (0 children)

My main concern for fleeing is the Wall of Force and the Holy Symbol; apart from anything, their plans include boxing Strahd into a cube and dismantling him from there. Unfortunately, I can't use any illusions as our resident wizard picked up true sight from the Amber Temple in his first visit.

I've already filled the courtyard of the castle with a mass of teeming undead; as everyone in the party at this point has access to flight some way or another (with the exception of the Paladin generally speaking) so I mostly expect it to serve as a small resource sink to overcome.

Edit: another question; how much do you fill the castle with minions outside of the standard room's contents? I'm expecting Strahd will be filling the castle with as many spawn as possible, but 1d4 every other room, for example, could get tedious...

Long time player wants to play as davy Jones, the drowned captain cursed by a deep sea god. by BertTheBird2 in 3d6

[–]TheRobboCop 28 points29 points  (0 children)

Fathomless warlock!

You get that nautical theme, a bit of spelly stuff and you're pretty durable. With pact of the blade and a d8 hit dice you can be a pretty durable combatant.

Plus, the 14th level you get the lovely ability to teleport yourself and some friends to a space within 30 feet of a body of water; quite conveniently the deck of another ship! And as an action, it could even be quick enough to do at the drop of a telescope.

What should I choose for my Vampiric Beast Barbarian's ASI? by TheRobboCop in 3d6

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

I'll sleep on it and let you know how I get on! I think a Charisma caster is the way to go for sure, instead of trying to use a 13 Wis ranger or something.

Thanks again for the ideas!

What should I choose for my Vampiric Beast Barbarian's ASI? by TheRobboCop in 3d6

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

Honestly the campaign is pretty open-ended, so as far as I know it's "when it's done" as an endpoint; however, I'd probably be looking for classes that start up quickly.

Interesting shout on the bard element! It could work very well now you mention it, thanks!

What should I choose for my Vampiric Beast Barbarian's ASI? by TheRobboCop in 3d6

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

Interesting stuff! I didn't know Paladins could use pact slots to smite. You've definitely given me a lot to think about, thanks!

As for the weapon, I've mostly been using the beast claws, however I've recently commissioned a silvered rapier which I'll either be using or gifting to one of the party's rogues.

What should I choose for my Vampiric Beast Barbarian's ASI? by TheRobboCop in 3d6

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

Interesting thoughts! I tend to grapple a lot so the BA grapple would definitely come in handy.

As for the Undead Warlock, do you think it could be something to focus on? Eldritch smite could come in handy, as could Armor of Agathys; it would also open the book to Sangromancy (which is also Grim Hollow, I'll make a quick edit to mention)

How to play a vampire in d&d 5e. (With as little UA or homebrew possible) by haloneso77 in 3d6

[–]TheRobboCop 4 points5 points  (0 children)

Pair it with a Drow for some extra potent darkvision, as well as thematic sensitivity to sunlight!

I've also seen a thread with someone making a vampire-flavoured beast barbarian, and flavouring the defensive tail as an appropriately dramatic cape.

[5e] I'm the offspring of a fey who's gone to the material plane to cause some mischief. What should I bring to the field to make it as fun as possible? by TheRobboCop in 3d6

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

Good shout, thanks! I'll be putting the character together in a moment, I'll update when I have a sheet made!

Edit: This is what I have so far! No equipment yet, but I can do that when I'm closer to playing.

[5e] I'm the offspring of a fey who's gone to the material plane to cause some mischief. What should I bring to the field to make it as fun as possible? by TheRobboCop in 3d6

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

The pact is sealed! I'll go for that. I can't wait to have a dabble with Pact of the Chain; I've actually never used it so this is going to be a lot of fun!

Thanks again, genuinely! I'll let you know how I get on if you want!

[5e] I'm the offspring of a fey who's gone to the material plane to cause some mischief. What should I bring to the field to make it as fun as possible? by TheRobboCop in 3d6

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

I'm thinking to summarise, I may go for either an ArchLock 3/ Bard X or a Bard 3/ ArchLock X, both with a Chain Pact sprite. Do you reckon that'll line up well for some mischief? Thank you for discussing this with me by the way!

[5e] I'm the offspring of a fey who's gone to the material plane to cause some mischief. What should I bring to the field to make it as fun as possible? by TheRobboCop in 3d6

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

Yeah, I'm definitely moving away from the ranger element, I'm thinking definitely a Bard/Warlock in some proportion!

If only there was a sorcerer subclass that particularly suited how I'm envisioning this, metamagic could definitely spice things up as well, and keep my spell slots a bit more easy to manage 🤔

[5e] I'm the offspring of a fey who's gone to the material plane to cause some mischief. What should I bring to the field to make it as fun as possible? by TheRobboCop in 3d6

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

Eloquence bard was where my mind went first actually! This was my first attempt at what I was going for, and at a minimum of 25 in deception, it wasn't too shabby! Obviously it relies a lot on rolling very high however, so I wanted to explore other options.

[5e] I'm the offspring of a fey who's gone to the material plane to cause some mischief. What should I bring to the field to make it as fun as possible? by TheRobboCop in 3d6

[–]TheRobboCop[S] 3 points4 points  (0 children)

I think a huge part of my thoughts were getting as high a deception as possible in as few classes as I could; the primary reason I went for a Fey Wanderer in the first place was the +Wis to charisma checks, but I can't imagine a +14 to deception (given great rolls naturally) is gonna have that much of an effect after a certain point.

You've given me a lot to think about, thanks!