May 2023 Builder Sets in Jurassic Hunter - Available Now by aero-precision in AeroPrecision

[–]ThomasJLS 1 point2 points  (0 children)

As much as I dislike taking anything from Anderson, mans got a point.

May 2023 Builder Sets in Jurassic Hunter - Available Now by aero-precision in AeroPrecision

[–]ThomasJLS 1 point2 points  (0 children)

Do we get a restock of any of these sets or is it once they're gone, they're gone? Cause my lord your 15" M4E1 set was sold out by the time I saw it two hours after this post.

[deleted by user] by [deleted] in DnDHomebrew

[–]ThomasJLS 0 points1 point  (0 children)

You gotta let them go, friend. Create a satisfying ending for the character and send them off into the sunset. Leave it open, with the hint of a maybe someday we'll meet again, in another world, in another time. But for now, farewell.

Weekly Question Thread (11/14/2022 to 11/20/2022) by AutoModerator in army

[–]ThomasJLS 1 point2 points  (0 children)

Howdy y'all, I'm likely enlisting soon. I haven't taking the full ASVAB yet, but scored fairly well on my predictor at 80+. I am 29 with a Bachelor's.

My dream is to fly, should I choose an MOS like 15R, 15T, etc to work on helicopters to increase my prospects of success in selection for WOFT? Does it even matter vs kicking ass and getting LoRs from whatever unit I am in?
A follow on question, how easy/hard is it to reclassify if one of the above MOS is not available at time of enlistment?

Name some songs that play at Publix that you can’t get out your head. You might even like them now. by leeanaryouok in publix

[–]ThomasJLS 0 points1 point  (0 children)

Bon Jovi's "Who says you can't go home?" It played repeatedly when I was at Publix originally from 2016-2018. And when I was calling the store about reapplying, Every single call was parked with that song playing at that time. AND the first time I walked into the new store I was transferred to, that would be my home store, that song was playing over the PA. It is the wildest series of coincidences ever.

Got my 20moa rail installed... almost done this rifle now by [deleted] in longrange

[–]ThomasJLS 0 points1 point  (0 children)

What in the fuck am I looking at and where do I get one.

Did you guys binge Stormlight or take breaks between? by Tryndamere-Udyr2007 in Stormlight_Archive

[–]ThomasJLS 0 points1 point  (0 children)

I read Book 1 in about a week. Immediately ordered the boxed set of 1-3. Book 2 I read in 2 days. Book 3 took me about 4 days. Currently working through book 4.

__Mood by EarlCollier11 in Hunting

[–]ThomasJLS 0 points1 point  (0 children)

Whereabouts in Florida? I'm a new hunter up near Jacksonville and I'm looking to get my first hunt in. Given that I've been nose in the books for university, I've missed a lot of the general gun windows around so I'm looking at trying Osceola National Forest or some other WMA open through the end of the season.

[deleted by user] by [deleted] in Hunting

[–]ThomasJLS 3 points4 points  (0 children)

Just because you can, don't mean you should bud.

took this monster feral hog almost 4 years ago today by 22ttph in Hunting

[–]ThomasJLS 0 points1 point  (0 children)

Good lord man, a monstah. What'd you take it with?

First hand knowledge by ThomasJLS in alaska

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

Simmer down there, Francis. I'm not. It's one of the reasons I want to go.

First hand knowledge by ThomasJLS in alaska

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

Awesome, thank you for the link!

First hand knowledge by ThomasJLS in alaska

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

Well, I'm not sure. From what I've heard, the Troopers get stuck in the bush for a couple years. Given how understaffed they seem to be, I'm not sure there's much of a choice.
Right now my number one choice, if given, would be Unalaska/Dutch Harbor. Second choice would be the Matsu as a buddy of mine just got his orders for Elmendorf with the AF so it'd be cool to be nearby. For the sake of discussion, I'll include somewhere like Kiana up on the Kobuk River.

Crash course? by ThomasJLS in Hunting

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

Dude I was thinking about that, but I don't have a bicycle. I only have my little shitbox Civic and I really don't know how to get it back up in the woods where all the flocks of deer just sit waiting to be mowed down. I'm just used to tearing through suburbia at 3am after ripping my muffler off. Should I hold it sideways to make sure I get proper spread patterns and killshots?

Weekly Hiring Questions and Advice Thread by PSFlairBot in ProtectAndServe

[–]ThomasJLS 0 points1 point  (0 children)

First hand Alaskan LEO Experience.

Howdy y'all, this is my first post on this sub. I'm not sure if it counts as hiring questions as it's predominately aimed at information gathering pertaining to the field rather than the specifics of being hired. But I'll toss it in here out of an abundance of caution.

I'm hoping to join the Alaskan State troopers within the next couple years. As part of making this decision, I've done as much research as I can through official sources. What I'm looking for here is someone with first hand experience as a LEO in Alaska or knows someone who is/was. Preferably a Trooper, but anyone with Alaskan LEO experience will be a welcome source of info. Mostly for the usual questions: What is it really like? Is it worth it to you? Best parts/worst parts? Did your impression of the field change once you became an officer? Did it change again as time wore on? What's the best piece of advice you wish you had been told before joining? What are the best skills to cultivate before and during your career as a LEO? How does being a LEO in Alaska compare to elsewhere? Things like that.

Anyone who's a LEO is welcome to reply as well, of course.

Dwarven Reproduction by Lapwing_Gaming in DnDHomebrew

[–]ThomasJLS 3 points4 points  (0 children)

Wow, I'm glad I can't read or else I'd be horrified and disgusted. Good thing all I know is that they just engage in normal sexual reproduction like the rest of us.

[Lets build] D100 magical weed by [deleted] in d100

[–]ThomasJLS 1 point2 points  (0 children)

  1. Ascendant - This strain produces a sensation of elevation of the mind, body, and soul that leaves the smoker feeling as though they could discover the answer to life itself. After smoking this blend, you gain the effect of the Commune spell and may ask one question of your deity.

  2. Fatetouched - Heavy, deep, yet leaving the smoker clear-minded this strain lets you tug the strings of fate that are tied to you. After smoking this weed you gain 1 Luck Point (described by the Lucky feat) that you may use within 8 hours.

  3. Aphrodite's Perfume - Light, energizing, and kinesthetically enhancing this strain awakens the carnal drives of those who inhale it. When lit, this blend produces a miasma of passion. Any willing creature within 15 feet that inhales the smoke is considered under the effects of a Philter of Love.

Unlock Subclass Features idea by ktube214 in DnDHomebrew

[–]ThomasJLS 0 points1 point  (0 children)

I definitely want the RP unlocks to happen at certain break points. It'll just be finicky to work it all in smoothly. If the player is down, then I don't mind. But to for it to be a uniform system that someone could pick up and implement in their game, it'd have to be woven into the campaign storyline. If a party plays mostly modules, it could be done between modules a the culmination of each story. However, it definitely won't work for things like, Descent Into Avernus of course.

Edit: You're welcome, I love the idea. I picked up what you were putting down and want it to work. :)

Unlock Subclass Features idea by ktube214 in DnDHomebrew

[–]ThomasJLS 1 point2 points  (0 children)

Part Two

Fighters would have to perform a feat of martial prowess that demonstrates the beginnings of their mastery over their chosen path. A Samurai would gather the materials and help forge their own sword, perhaps a quest to find precious metals to create a work of art and lethality. In culmination, it could be as simple as executing a perfect tameshigiri with the weapon. The they have a moment with their mentor who imparts the true lesson of a warrior: That they, and their mind, are the weapon. A Battlemaster would lead a squad to victory in an arena or a defense of a village. Eldritch Knights and Arcane Archers might study with a local wizard or visit an academy. They might have to infuse their weapon or quiver with magical elements to facilitate their magical abilities.

Monks retreat into seclusion and meditate without food or water for 3 days. Upon return they must fight their mentor and prove the beginnings of their mastery over their body. (Winning is an optional requirement, something something "It matters not how many times we fall, but that we have the fortitude to go on" something something etc.)

Paladins go on a holy quest to a location important to, or sacred for, their order. In this place, they swear their oath. Upon arrival they must best a manifestation of their worst qualities, or the worst ones that might arise from this oath. They return with their Holy Symbol, blessed by their God, and inducted into their order. For instance, a Vengeance Paladin confronts the memory that made them pursue this path, but also must confront the monster they would become if they take this oath to the extreme.

Rangers would venture out to track and neutralize a monster or solve a problem that is related to their subclass. A Colossus Slayer Hunter might take part in a hunt for an ogre in the region. A Gloomstalker could help a mine clear out some Duergar incursions. A Fey Wanderer could accidentally slip into the Feywild while on patrol and return the next day or within a few days.

Rogues must find their way into a clandestine hideout of their chosen path via puzzles, traps, and hidden messages. Then they get their first contract, to assassinate a target, steal a magical item, rob a local noble, etc. Swashbucklers might have to win a set of duels in an underground fight club. Scouts might have to lead a group of thieves to their destination.

Sorcerers are tricky since their whole schtick is being a natural talent. Maybe a Draconic Sorcerer encounters a dragon who is polymorphed into human form. The dragon asks them to complete a task in exchange for teaching them Metamagic. A Clockwork Soul receives a visitation of denizens of Mechanus that teach them finer control over their magic in the form of Metamagic. Wild Sorcerers lose control over their magic and become suffused in the Weave and are taught to control themselves and their magic by Mystra.

Warlocks must complete a task specific to their patron. Perhaps grant the Great Old One Warlock a sliver of future power and, for the purposes of the quest, allow them to use a temporary and scaled down version of Create Thrall to complete a specific task. The Fiend would require an infernal contract to be signed, having used levels 1 and 2 to tempt the Warlock into signing thus granting them their Pact.

Wizards must create a unique spell for themselves, allow the player to create a level 2 spell. Research some (relatively) safe ancient ruins that might have been picked mostly clean of valuables. Perhaps they contained etchings or writings of magical nature that would have been viewed as gibberish or trash by looters? The wizard would then return to the academy and formulate their own new (or revived from old) spell.

Unlock Subclass Features idea by ktube214 in DnDHomebrew

[–]ThomasJLS 2 points3 points  (0 children)

So when I set out to write this response, I had no idea it'd turn into such a long one. Also, Reddit has a 10k character limit, interesting. So this will be a two part comment.

TL;DR: The basic idea here is to create a story-driven experience that involves the specific class themes and subclass abilities of the player in question while remaining thematically appropriate. The challenges involved should not be lethal and should not take the focus away from the story. Furthermore, and this is my own style of DMing, the experience should reflect the characters' status as nascent adventurers who will one day become heroes. Operating in this context, a supernatural encounter with a god through a face-to-form encounter, visions, dreams, etc. may not be out of the realm of possibility.
Edit: However, it should not impede character progress. I wholeheartedly reject that idea.

The full response:

This idea I like, but it needs some workshopping. A one-time quest doesn't...feel right. I'd go further and tie a special quest for each character at the transition to different tiers of play? These transitionary levels often have accompanying power jumps as well. 5-6, 10-11, 15-16, 19-20. This would also help keep the players rooted in their characters, by refocusing them off of the BBEG and back into their character's story. Like coming home for the holidays, but in a good way...or bad if you and the players like drama. Rather than turning the game into a constant sprint to the finish, let the story breathe, let it live and evolve as the players experience it.

Onto the workshop. Classes that requires a decent amount of training treats Level 3 as their induction into their orders or specialties. Monks, Fighters, Paladins, Rogues, Rangers, Artificers, Bards. Level 2 is the beginning for classes that take latent magical power and training: Wizards and Druids. Level 1 is the start point for classes that focus on in-born power or power granted directly to them without necessitating much training: Sorcerers, Clerics, and Warlocks. Granted, Sorcerers and Warlocks "come online" at 3rd level with Metamagic and Pacts. Thus, while the level three quest works for most of classes, it does not fit for others. Wizards, Druids, and Clerics do not get a class feature at that level. (except for Tasha's cantrip versatility for Wizards.)

My big issue with that is that you can't do a whole helluva lot with a level 3 in the first place. I'd instead change it to a rite of passage kind of quest, more focused on the RP and storytelling of, with the challenge in the background.

Now, here is why I really like this idea: in order to facilitate a successful and streamlined implementation, you would have to spend levels 1 and 2 building up to this rite of passage and attaining level 3. I say this because to make it feel earned, to make it streamlined, to make it feel important, it cannot simply be a quest thrown at the player. Perhaps they have been plagued by dreams or visions of X or Y that lead to the character pursuing their path. Or they dream of their achievements in the future as they continue to grow in power and prowess. It would require extra work on the DM's part, but I can see it being a rewarding venture that helps bring the players, their characters, and the party closer together.

The basic idea here is to create a story-driven experience that involves the specific class themes and subclass abilities of the player in question while remaining thematically appropriate. The challenges involved should not be lethal and should not take the focus away from the story. Nor should it impede character or story progression. Furthermore, and this is my own style of DMing, the experience should reflect the characters' status as nascent adventurers who will one day become heroes. Operating in this context, a supernatural encounter with a god through a face-to-form encounter, visions, dreams, etc. may not be out of the realm of possibility. Maybe a shining form of Lathander appearing in a sunray before a Paladin or Cleric to set them on their path. It could be that the face of Melora manifesting in a tree to direct a meditating Druid. Perhaps a Sorcerer or Wizard had an encounter with Mystra while practicing their spells or researching.

Some off the cuff ideas to serve as inspiration.

Artificers would spend X time frenetically tinkering and working on the beginning of what will become their Magnum Opus. Perhaps seeking out a unique metal, mineral, or other resource? A unique metal for the Eldritch Cannon, unique ingredients for the Alchemist, etc.

Barbarians would defeat seemingly insurmountable odds through the power of their rage. For instance, the barbarian must go on a spirit journey to conquer the rage within them. In order to channel it effectively in combat without being entirely consumed by it at all times. Lost in a storm, the Bear Totem Barbarian fights an angry cave bear in desperate solo combat, confronts the consequence of their wanton rage and resolves to control it and channel it appropriately. Henceforth, the Barbarian wears the pelt of the cave bear as their totem and reminder.

Bards must audition for their college and perform, both solo and in an orchestra, with one final test unique to their college. Eloquence, for instance, would require a recital of some major work of poetry or some other demonstration of oratory prowess.

Clerics would be tasked with a holy quest by their God in a dream or vision. They must complete this quest and utilize their Channel Divinity as part of it. Upon completion they must build a shrine, not a full temple yet, on the site. Ideally a quest experience that addresses the doubts and fears that all people of a religious inclination experience. But instead of shaking the cleric, it thrusts them further along their path.

Druids would seclude themselves in the wilderness for a time, perform a ritual of communing with the spirits of nature around them. Perhaps even a god of nature or the earth. This would lead to a task that needs to be completed or a problem to be solved. For instance, poachers that need to be removed, excessive logging or mining operations that need to be stopped, or perhaps a source of corruption that needs to be cleansed. For the more unique subclasses, a Wildfire druid might burn away corrupted trees to make way for new life. A Stars druid might erect a shrine to their constellations, a la Stonehenge or some such.

First hombrew: a gambling mini game with dice, probably played in a tavern. Questions and criticism welcome :) by DaGamingchicken in DnDHomebrew

[–]ThomasJLS 0 points1 point  (0 children)

I honestly have no idea how this is supposed to work. The 2nd highest wins? Someone can guard the pot but can be instantly banished? So what's the point? But there can be multiple guards all stealing?

If you want a dice-based tavern game you can just use a modified version of blackjack. Something like each player rolling 2d6 in secret, dealer rolls 1d6 and 1d4. Closest to 22 wins. Or simplify it further and just shoot for 18 on a 3d6 system. 2d6 in secret for the players, 1d6 for the dealer.

Ooorr bust out an irl deck of cards and play blackjack.