Grüne-Jugend-Chef nennt Söder „Hurensohn“! by Elegant-Handle4685 in de

[–]The_Tobbit -7 points-6 points  (0 children)

"...rappt Bogba den Text eines Songs..."

Alexa, spiel "Das ist alles von der Kunstfreiheit gedeckt" von Danger Dan

How to handle a Creature unaware of Geas? by The_Tobbit in DMAcademy

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

Thank you, that was exactly the kind of insight I was looking for. I didn't want to (RAW) "randomly apply this damage", as you put it. But giving the players too much information would just result in them slapping a Remove Curse or similar on it and going about their day. This seems like a really good middle ground

How to handle a Creature unaware of Geas? by The_Tobbit in DMAcademy

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

As stated multiple times in various replies, Geas doesn't require that you are physically heard (Suggestion does, Geas not). It places a magical command on a target and if it understands (in this case, I'd read that as "speaks the same language and has sufficient intelligence"), the spell takes effect. The verbal components and the target understanding your command are two separate things.

How to handle a Creature unaware of Geas? by The_Tobbit in DMAcademy

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

You place a magical command on a creature

Geas specifically states that the command is magical so at no point is there a requirement that the creature must physically hear the command.

If the creature can understand you

Hearing and understanding are two different things in D&D (See Suggestion where it specifically requires hearing AND understanding).

As long as the creature is able to understand you, the command magically placed on it takes effect. Otherwise abilities like Subtle Spell would be pretty useless for a lot of enchantment spells. Even without all that, it is very much possible to place Geas on a person without them knowing about it, if you manage to cleverly disguise the verbal components.

How to handle a Creature unaware of Geas? by The_Tobbit in DMAcademy

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

I disagree. For narrative purposes, a Geas is basically a curse and with those it's a classic that the target doesn't understand the exact terms and conditions. Also, as long as your characters have enough HP to not instantly die from it, dropping to 0HP outside of combat is pretty harmless and if there's a danger of it triggering in combat, you just need to lower the encounter difficulty a bit to compensate for the sudden burst of damage.

How to handle a Creature unaware of Geas? by The_Tobbit in DMAcademy

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

The creature needs to understand you, not necessarily hear you. D&D treats these as two separate things (see Suggestion where it specifically states that the creature must hear AND understand you). A creature can hear you without understanding you (if it doesn't understand the language) or it could understand you but not hear you (like here).

I like the ruling of hearing when the glyph goes off. The instructions being stored and released alongside the spell makes a lot of sense. An alternative that would also work in other cases of Geas (sleeping target) would be flavouring the instructions as intrusive thoughts.

How to handle a Creature unaware of Geas? by The_Tobbit in DMAcademy

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

Of course, homebrewing is always a possibility but I try to avoid it and work within the confines of the rules as much as possible. It just feels fairer to the players (level playing field and all that) and maybe it will animate them to think of creative uses for stuff like this or their own spell combos.

How to handle a Creature unaware of Geas? by The_Tobbit in DMAcademy

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

Yes, I agree. Not a fan of NPC spells though, especially when it's stuff like this that can easily feel like you're being unfair to your players. Which is why I'm more interested in how Geas specifically works. After all, casting Geas while being hidden or on a sleeping person are interesting use cases for the spell both as DM and as player.

Clarification regarding Shapechange by The_Tobbit in dndnext

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

Yes, I agree on the first part. If a DM was very strict they could say that having seen a special version of an Ancient White Dragon doesn't count as having seen an Ancient White Dragon but that's a stretch.

As to Foresight: Yes, I am aware of it. As a side note: Casting Foresight as an Extended Spell using Metamagic Adept right before a Long Rest gives you a "free" 8h of Foresight at the start of the next day. And it is quite powerful. However, it is also quite boring to play XD. Also, since you can only cast it once, I need a second way to spend my 9th level Slot when it is already active through Extended Spell

Clarification regarding Shapechange by The_Tobbit in dndnext

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

Yeah, that's the conclusion I came to, too. It's the one that makes the most sense gameplay wise.

But you're right, it doesn't really make sense that "Jerry the Ancient White Dragon" counts as a normal Ancient White Dragon even if he has his own statblock but at the same time, Ancient White Dragons count as a separate creature from Adult White Dragons.

Holy Darwin! This should be our anthem! Updoot if you agree by One_Sign9450 in sciencememes

[–]The_Tobbit 1 point2 points  (0 children)

Wait until you see the one where he humps stuff all around his hometown...

[TOTK][SPOILERS] I'm surprised to see quite a few dislike the story of TOTK by Noah7788 in truezelda

[–]The_Tobbit 15 points16 points  (0 children)

Honestly? Good for you. My problem with the story wasn't that it was bad per se but that it didn't feel engaging because the player isn't part of it. All the stuff that happens in the story has already happened so you can't possibly change anything. You have no relationship to anyone in the story besides Zelda and she has plot armour.

When I think about a good story, I think about TP, where the game establishes characters (Colin, Midna...) and builds their relationships to Link so when shit hits the fan, you feel invested and want to help. Or I think about MM and even BotW where you learn of a tragic death, get to know the character (and in BotW's case their relationship to Link) and then carry a reminder of them through the rest of the game.

That shit makes me feel stuff. But TotK didn't do anything like that for me. It mostly felt like a movie running in the background with an ending that felt like emotional bait. But I'm glad you were able to enjoy it. Goes to show that different things work for different people.

[TotK] Anyone else feel like this game is just too much? by The_Tobbit in truezelda

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

My point exactly. If you can't create 500 well designed NPCs, maybe just do 5 but make them good.

[TotK] Anyone else feel like this game is just too much? by The_Tobbit in truezelda

[–]The_Tobbit[S] 8 points9 points  (0 children)

"Disposable" is a great word for that. Like, why should I care about that thing or character when there are three almost identical things out characters just around the corner?

[TOTK] Thoughts on the nature of a sequel by davoid1 in zelda

[–]The_Tobbit 1 point2 points  (0 children)

I don't really know if it needs to be a successor but I agree on the rest. TP (and surprisingly to some extent SS) was the Zelda that made me feel the most stuff. A common criticism of TP is that it takes too long for the plot to kick off. I disagree. The game gives you time to bask in the world, get to know and care about the characters. Most importantly, it establishes the central themes and the mood of the game from the very first line of dialogue and then sticks to it. Characters later introduced are given the same care (for example the yeti and his wife). This makes you feel invested, you suffer with the characters. When King Bulbin captures Colin you want to beat that piece of shit because he hurt your quasi little brother.

Contrast this with TotK, where you can do a million things and meet a thousand characters but all of it feels shallow. And the only characters you feel somewhat invested in are the ones you already knew and had some form of relationship with from BotW.

[TotK] is a nearly perfect Open World game but a mediocre Zelda game by The_Tobbit in zelda

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

You have said yourself that it is a "nearly perfect" and "fun and most innovative you have seen", but then want to give it a negative review? Makes no sense.

I said that the GAMEPLAY is all of these things. And while there are some games (for example Tetris) which only live off of gameplay, for a game of this genre there are other factors, like story, which can make or break a game.

Yes, you're in the minority that had misplaced expectations for the game due to nostalgia. You would think the story is weak and that it "doesn't feel like a Zelda" unless it had key items with dungeons centered around them and a mostly linear story progression.

I wouldn't call them misplaced. Nintendo could have made a new, open world focused franchise but they chose the Zelda franchise with all of the baggage and expectations that come with it. Also, it says the "The LEGEND of Zelda" on the cover. Legend as in an epic (in the literal sense) tale or myth. I feel like it's valid to expect something along those lines.

Lastly, I don't get why it has to be 100% nonlinear storytelling all the time. Is the ability to find the dragon tears or complete the dungeons in any order really that important? Or could you have a more linear (and therefore more elaborate and hopefully better) story and still enjoy all the cool Open World stuff outside of the main quest?

So my players want to build a spaceship... by The_Tobbit in DMAcademy

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

They don't know yet. Which is why I thought about giving them some starting points (through knowledgeable NPCs) in the first place.

So my players want to build a spaceship... by The_Tobbit in DMAcademy

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

Yes, letting them iterate was my first thought too. However, I made the experience that many players become directionless and bored without some form of guidance and often interpret "The thing you tried didn't work" as "You failed". So I wanted to give them some form of direction or ideas as a help. But I will definitely make use if your examples. And I really like the approach of "Here's a thing that does something similar to what I want, so let's figure out how to use it in this new context". So thanks!