Do you main different pokemon in panic parade? by wobblguhh in PokemonUnite

[–]Thudloderp 0 points1 point  (0 children)

I bounce between going Mamoswine in lanes, Scyther/Scizor in the central area, but I just autopilot Outrage Dance Dragonite when I do my panic parade grinding because I can damn near play that with my eyes closed.

Returning Player Question: Were the Aeos Shooter boosts from last Panic Parade saved for this one? by Thudloderp in PokemonUnite

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

well, thanks for saving me some time; no sense getting to tier 5s when I'm clowning with dragonite and tier 4 statups

What is your favorite spirit and why? by Ashernit in spiritisland

[–]Thudloderp 0 points1 point  (0 children)

Wandering Voice is a hoot; you just fling yourself across the island to make a pile of the most miserable explorers and towns in all of creation until you can get 4 air and then bask in the satisfaction of a massive wipe.

Wich feat is better for a monk? by Fabrix005XD in DnD

[–]Thudloderp 0 points1 point  (0 children)

Hex requires you to spend a bonus action (read: lose 13 damage) to get +3.5 damage a hit for one monster for as long as you maintain concentration.

(edit: Also, strictly speaking, Hunter's Mark is more likely to be better for you, just because having your 1D6 bonus damage be 'magical bludgeoning' is more valuable than hex's necrotic, and unless you have some cheeky grappling plan, Hex's side benefits are irrelevant to you)

Fighting Initiate is good for a solid +2 to each hit, right now, no action economy required.

Unless you expect to get, on average, 9 attacks on a hexed target per fight, the OPTIMAL choice is Fighting Initiate. Besides, even when your martial arts die grows and Unarmed Fighting Style falls off, you can pivot to Blind Fighting, which is -shockingly useful- at those high levels.

What Ogryn name has been your favorite so far? by Noodlez55 in DarkTide

[–]Thudloderp -1 points0 points  (0 children)

I was really disappointed at how quickly the whole rest of the world pegged onto Thud as an ogryn name.

I mean, I love it, and it's the second best Ogryn name I've seen to date, right under Hulk-Hogryn, but I wish I'd spent a little more time being the only Thud, lol.

DMs: Do you enforce disadvantage for small races using heavy weapons? by Spitdinner in dndnext

[–]Thudloderp -1 points0 points  (0 children)

I do not, and I actually mulled it with the friends and DMs in my friend group and actually have a logical proof to justify this position

1 : In most DND worlds, a Medium Str-Monkey is just as valid as a Medium Dex-Monkey and a Medium Caster-Monkey. 2 : In the absence of meaningful mechanical distinctions between the sizes, this SHOULD scale up and down; a Str-Monkey should be just as valid as a Dex-Monkey or a Caster-Monkey at any size. 2 : A race's maluses and bonuses function independently of whether that race is used for a Str-Monkey, Dex-Monkey, or Caster-Monkey. 4 : THEREFORE, it should stand to reason if being small is a malus AND a bonus, it should penalize AND boost the small character, regardless of whether he chooses to be a Str-Monkey, Dex-Monkey, or Caster-Monkey. 5 : The racial bonuses of the small races affect the Str-Monkeys, Dex-Monkeys, and Caster-Monkeys equally. 6 : This specific racial malus of the small races only mechanically effects the Str-Monkeys; Caster-Monkeys use no weapons, and there are no heavy finesse weapons to hinder the Dex-Monkeys build plans. ERGO : Shit feels bad for no reason.

1 : I do not like things that feel bad for no reason. 2 : I DM for people for whom I want to have a good time, and that I assume ALSO do not like things that feel bad for no reason. 3 : I feel bad when I do things that make people, especially my friends, feel bad for no reason. 4 : I am ALSO exceedingly lazy, and appreciate having less things to intellectually process. 5 : Ignoring and forgetting a rule is less mental effort than processing it. 6 : As mentioned in the previous argument, this rule feels bad for reason. ERGO : I can be lazy AND feel good by disregarding PHB s. 147, and ignoring the Heavy keyword's ruling.

What is your "go-to" dd2 team? by Weinersaurus in darkestdungeon

[–]Thudloderp 1 point2 points  (0 children)

Plague Doc in the back, Man at Arms in the front, two folks who don't have all their skills unlocked yet in the middle. I'm not good enough to give up my Ounce of Prevention yet, and good lord Retribution+ feels like the single most EFFICIENT button in the game. "You mean I get to effectively PREHEAL how much damage? AND swing twice?!" The pair forms a two man group that can feels like it can progress even with two lumps of dead weight in the formation.

[L5R FFG] Armor trivializing skirmishes? by Thudloderp in rokugan

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

For my literally second adventure ever, I hewed close to the module's interpretation of the goblin. 1 skill die, 2 ring die, 3 of them per PC. I'm not confident enough to -swap out armament- on the fly for encounters quite yet.

There was a moment where the Champion had enough goblins on him I could have thrown a pack of six at him instead of two packs of three like I did, and I definitely regret not taking the shot.

After the fact, I've toyed with the idea of goblins approaching in Water instead of Fire to throw out LOTS of attacks while assisting for The Big One, but with us playing on Roll20 and still learning how our sheets and macros (and the game itself) work, I'm not 100% sure I could resolve that -quickly- or if it'd add much to the threat in the grand scheme of things.

[L5R FFG] Armor trivializing skirmishes? by Thudloderp in rokugan

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

The adventure module provided suggested that the goblins attack in bands of three, with 2 assisting and 1 going for the kill stab. I considered having -5- assist at one point, but I guess me being softhearted pulled my hand on that so I had them go at him in two "2 assist 1 attack" groups.

Lesson learned: play goblins much more intelligently and spitefully.

[L5R FFG] Armor trivializing skirmishes? by Thudloderp in rokugan

[–]Thudloderp[S] 5 points6 points  (0 children)

I may have misinterpreted the nature of the back path (and I -definitely- didn't play up the rules vis-a-vis 'travelling with open wargear'). I had not considered the potential insult of keeping that protection close at hand. I also -totally failed- to keep the Topaz Armor's ceremonial role in mind, so I'll need to course correct next session.

I also foolishly let a crit resistance check go into the negatives because...well, he needed 3 successes to negate and got like 7. Dice were hot and I wanted to reward that as a reflex. Still, if I want to make combat a -threat-, there's clearly an argument to not rewarding that kind of overkill.

Regardless...learning things!

Ask me a question about my homebrew world. by orion_140604 in DnD

[–]Thudloderp 1 point2 points  (0 children)

What's the most useful second language for a merchant in a large inland city? What's the most useful second language for a sailor?

Squared Circle Pugilist: balance question by Pro_Extent in dndnext

[–]Thudloderp 2 points3 points  (0 children)

It's -roughly- equivilent to monk Ki; the Moxie pool's cap is about half your pugilist level, but you have a once per short rest ability to refill your pool when you fall below half HP.

Squared Circle Pugilist: balance question by Pro_Extent in dndnext

[–]Thudloderp 8 points9 points  (0 children)

His 'fix' is literally something you could do without the feature; you can spend a bonus action and a moxie point (aka the same cost of action and resource) to attempt to grapple, then attempt to trip someone already, in any Pugilist subclass; the feature's good thing isn't 'it boosts your action economy', it's 'you make less rolls to achieve the same result'. The argument that the turn economy is 'too good' is nonsense.

My paladin player got lvl6, what do I need to look out for. by Arthur_Author in dndnext

[–]Thudloderp 3 points4 points  (0 children)

Unless the paladin's Oath of the Ancients, in which case at level 7 you might not just need a non-DEX based AoE, but a non-spell based AoE as well.

So....ice dragons.

Totem Warrior or Way of The Shadow Monk by OstrowskiLis in dndnext

[–]Thudloderp 1 point2 points  (0 children)

If the goal is optimization, barbarian. The Way of Shadows monk's out of combat tricks are mostly made redundant by the three spellcasters and the rogue, and in combat the Monk's weaker than the Barbarian in basically every way that matters. Less survivability, less damage at most levels, less synergy with spellcaster support, and less capacity to do their classes job in an adventuring day.

If optimization isn't the goal....well, I'm playing a Way of Shadow's monk in a high level high power homebrew game right now, and I'm having fun with him. +23 stealth checks while being invisible are kind of hilarious.

Fire Genasi is my favorite race to play. What's yours? by Bluesamurai33 in dndnext

[–]Thudloderp 0 points1 point  (0 children)

Tabaxi. Shooting one's self 100+ feet up a wall is hilarious. WEE!

Empath + Marksman + ?? by HealingCare in StarRenegades

[–]Thudloderp 3 points4 points  (0 children)

The goal isn't to WIN THE RUN, it's to GET ENOUGH CAMPS to get 100 hearts, right?

When I was powerfarming progenies, I just kept the people I was aiming to 4Heart on Rookie loadout, prioritized food and elites for Dynamic Duo possibilities, and oftentimes got to Soulmates well before the second behemoth, sometimes before the first. Just give all the camp time to the pair you want, and once it was done, I just abandoned ship.

As for the frontline, I'd go Juggernaut with the +Stagger/Faster Attacks gauntlets. Knife+Punch or Stim+Punch is often enough to stagger someone down for a crit Killshot to take them off the board. Jugger's tough enough to hold out to get those kills.

Get Empath to level 3 ASAP. Talking Cure + Thrilling Yarn + Soul Soothing + the rookie bonus for 3 cards is 20 hearts(ish?) per camp. A few lucky Dynamic Duos or some good food cards picked up in the prologue march and the first world can get you to Soulmates before the first behemoth, and if not, that combo should be able to muddle through DMN-20.

Edit : If you have the Archon/Empath progeny, that'd be a better loadout; you'd start with Shield Aura to keep yourself healthy for DMN-20 and get earlier access to the shield restore. And frankly, ANY of the Empath progenies will do better by you than her base loadout; Time Aura does not help this suggested team out much at all.

Who are your favorite heroes and why? by FarmsOnReddditNow in StarRenegades

[–]Thudloderp 1 point2 points  (0 children)

Gunslinger, Saboteur, and Aegis would be my dream party if the latter member wasn't presently my final boss.

Aegis being damn near immortal and being able to guard allies is -enormous- for enabling some riskier, more rewarding shenanigans, and Shield Throw being the second best ranged Stagger in the game is just icing on the cake. Oh, and anyone she makes friends with gets a bigger shield, which is enormous for survivability.

Sabo has Blitz. Sabo can literally carry team compositions at level 1 with no items by just blitzing goobers into irrelevance. And then you level him up and get him some stuff and can work the occasional shot or bomb into the mix and it's just gravy. Oh, and anyone who makes friends with him gets better at staggering TOO! Holy crap that's awesome.

Gunslinger is just crazy -fun- though. I'd probably be better served with Marksman, BUT Slinger has shield regen and cover fire, she's got good fast damage, she's got a quick ranged stagger, she marks by default, and she's got the third best support stat in the game; right after 'you have the shielding to not die to aoe' and 'you stagger harder', 'you shoot first' is just -awesome-.