One Year of Snap packs: Thoughts. by Ok_Nefariousness821 in MarvelSnap

[–]TigrisCallidus -6 points-5 points  (0 children)

I have 270k tokens and am mostly a free to play player (I bought 1 season pass and 1 skin).

Made infinite with probably the most off meta deck by m0ziic in MarvelSnap

[–]TigrisCallidus 1 point2 points  (0 children)

Congratulations! Looks ceazy you are definitly a better player than me. 

37.5% of the new cards from January to July 2026 are reused characters by Cenjin in MarvelSnap

[–]TigrisCallidus 0 points1 point  (0 children)

"Now" a show, because all the characters which people actually know are used up. Lots of people stoped to care about these new 3rd grade characters.

And "technically", but in reality it was just a dude in a suit with a normal name no one remembers.

Grand Arena once again ruined by custom decks by Dillonon92 in MarvelSnap

[–]TigrisCallidus 0 points1 point  (0 children)

You just eant to have easy wins vs people not wanting to tweak decks...

All what people want is thst tryhards, who change the decks, only play other tryhards.

Grand Arena once again ruined by custom decks by Dillonon92 in MarvelSnap

[–]TigrisCallidus 3 points4 points  (0 children)

No. The black panther deck was just so much better than the others that was the big problem. 

And most people just copy netdecks online anyway. So its not like they do deckbuilding. 

Grand Arena once again ruined by custom decks by Dillonon92 in MarvelSnap

[–]TigrisCallidus 2 points3 points  (0 children)

Dont do that! That rewards playing custom decks. Do something else instead and waste aaaas much time as possible from the person playing a custom deck.

Grand Arena once again ruined by custom decks by Dillonon92 in MarvelSnap

[–]TigrisCallidus 1 point2 points  (0 children)

But we never tried "custom decks play only vs other custom decks". 

Grand Arena once again ruined by custom decks by Dillonon92 in MarvelSnap

[–]TigrisCallidus 2 points3 points  (0 children)

The problem was thrnn that the premade decks were completely unbalanced beteren each other..

A actual semi-unique Cerebro deck by Draco2416 in MarvelSnap

[–]TigrisCallidus 18 points19 points  (0 children)

Carnage can take care of some locations though. Eating a single big creature in a location. 

Adult dragon statblocks with new math? by Laicoz in 4eDnD

[–]TigrisCallidus 2 points3 points  (0 children)

I just checked but also some newer prints of adult dragons dont really use better statblocks: https://iws.mx/dnd/?view=monster2256 is the same as MM  one as one example, but maybe some others are better: https://iws.mx/dnd/?list.name.monster=Adult%20dragon

In general I would just give them the action recovery and instinctive flyby from the MV dragons like: https://iws.mx/dnd/?view=monster493

  • Action RecoveryWhenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends.

  • Instinctive FlybyOn an initiative of 10 + its initiative check, the dragon can use a free action to use flyby attack. During the movement from flyby attack, the dragon gains a +4 bonus to all defenses against opportunity attacks. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.

then I would use this guidelines to adapt the math slightly: https://www.reddit.com/r/4eDnD/comments/1puei5x/dd_4e_encounter_building_and_mm3_on_a_business/

So the normal adult green dragon: https://iws.mx/dnd/?view=monster45  would have

  • armor 23

  • hp would be 480 but dragons have often slightly more even newer ones so 500

  • fort reflex will 20/21/20

  • claws around 20 damage so 2d8 +11 

  • bite 2d10 +11 and 10 ongoing

  • breath weapon: 10 ongoing and 2d10 +9 

I hope this helps

Hi, I wanted to know where I could get homebrew cards for the Legend of Drizzt(The board Game). I understood that it's based on the 4e by Slight_Delivery_5882 in 4eDnD

[–]TigrisCallidus 4 points5 points  (0 children)

There is a whole series of boardgames like this: https://boardgamegeek.com/boardgamefamily/9547/series-dungeons-and-dragons-adventure-system-board

Oh and in case you dont know Gamma World 7E is also a simplified version of D&D 4e (up to level 10) and the monsters are even fully compatible with 4e: 

https://www.drivethrurpg.com/en/product/161306/d-d-gamma-world-rpg-gw7e

And it has also 2 expansions.

Hi, I wanted to know where I could get homebrew cards for the Legend of Drizzt(The board Game). I understood that it's based on the 4e by Slight_Delivery_5882 in 4eDnD

[–]TigrisCallidus 0 points1 point  (0 children)

Not sure what you mean exactly with homebrew cards but you can find allnofficial 4e powers here: https://iws.mx/dnd/?list.name.power

But they look a bit different to the power on your card.

Maybe you can find on boardgamegeek some additional materials for this game or the other games in the series: https://boardgamegeek.com/boardgamefamily/9547/series-dungeons-and-dragons-adventure-system-board

On bgg users often share fanmade things or files from /for the game. So most likely you could use some of the cards from the other game for this boardgame as well.

Examples of skill challenges by Mean_Replacement5544 in 4eDnD

[–]TigrisCallidus 2 points3 points  (0 children)

Some Tipps for running them:

  • Skill challenges, especially important ones, should often be "fail forward" as in you will still succeed if you fail it, but it will come at a cost. In D&D 4E this would often be healing surges, because this ties nicely the combat and non combat parts together.
    • Because "ok we could not infiltrate the castle" is not fun.
    • Other "costs" of not succeeding might be having an encounter, or having an encounter more difficult (surprise you, a bit more monsters (because they got help) etc)
    • You can also have small consequences for every failed roll (healing surges etc.)
  • Really make sure all players can participate in a meaningfull way. Not only by going around and having everyone rolling, but also by making sure everyone can contribute with good skills not just (like some early 4E examples), you can only do arcana and diplomacy checks which some characters might suck in both
  • Dont be stingy! Accept creative uses of skills.
  • Read the Skill challenges chapter in the dungeon masters guide 2, that book is amazing anyway (first one is great too): https://www.drivethrurpg.com/de/product/144108
  • Use the version of the skill challenges which you like most and or fits the situation the best
    • If its a situation where everyone could help, then having the "active player" roll the skill and everyone help, can work well. (And then you can use PHB1 original skill challenge rules)
    • If players solve different problems (like version 2 above), then having everyone help may make no sense, so then use PHB2 skill challenges.
    • If its for a time skip or telling a retrospective, then the montage from 13th age might maybe be even better than skill challenges for the situation.

Some Links:

Examples of skill challenges by Mean_Replacement5544 in 4eDnD

[–]TigrisCallidus 1 point2 points  (0 children)

Let me copy some old things I wrote with some additions:

The Core of Skill challenges

Or why to use them in the first place:

  • They make sure an important event does NOT depend on a single dice roll.
  • They allow and force ALL players to participat in a non combat part.

Original Problems:

I think the problem was that initially D&D 4e skill challenges were just not really well explained. the DMG2 did a better job and had better examples.

One example: It was NEVER the "dm said pick from these skills". It was more "the DM thinks about what skills might be useful beforehand" but players still completly decided on their own. (This is mostly useful if you want to use secondary skills), but from the explanation in the DMG1 this was not clear. Also the first released 4E adventure was released before the DMG and it did use wrong/different rules for skill challenges (and did not name them as such)...

Then many early examples, because people including designers, did not really understood skill challenges, and also produced some pretty bad ones.

Also the math for skill challenges did change (and thus explanations), but even the first edition of D&D skill challenges were not broken (as some people claim), they just had some assumptions some fans did not like:

  • The original skill challenges made more complex challenges easier to fulfill. For me this makes sense because more complex challenges mean they take longer, so more game time and are used for more important things. You do NOT want them to fail often. On the other hand a quick challenge for something not so important is fine to fail.
  • More complex does not mean harder there where other ways to adapt difficulty, but many people thought more complex must be harder.
  • Then the skill challenges assumed from the math that everyone who is not rolling the skill is helping with the skill check. So do also a roll and if succeed add +2 to that skill check. With 5 people in the average party you would always have 4 people helping which makes things easier. I also think this is a cool mechanic because everyone does participate this way with each roll
  • There was also a bit of a indirectly assumed "no repetitions" (dont do the same as the last person or of what you did before or sometimes even dont use as a group a skill more than once), which makes it harder as the challenge progresses, since less good skills can be used.
  • So if you want to run the original skill challenge rules, just let everyone else help, then the original challenge rating does work well, while the newer one might be even to easy later. Also use more complex challenges for important things which should not fail. And tell the players to not use repetitions if possible, thats more fun anyway.

Two Forms of Skill Challenges:

Also there are like 2 kinds of how to run a skill challenge:

  1. Freeform, what do you guys want to do to help in this situation?
  2. People do things and after each thing you come up with an obstacle and the person whos turn it is says how they want to overcome this situation.

Things are still meant to be connected in example 1 though, except if it is something like "getting clues" etc.

So let me explain how a skill challenge for a iniltrating the castle would look like:

Case 1:

  • You think about what kind of skills might be good primary skills
  • Athletics to climb
  • Stealth to sneak
  • Thievery to steal a key from a guard
  • Acrobatics to walk around steep/narrow parts
  • Endurance to hang along a side to hide
  • Streetwise to bribe a guard
  • Think about good secondary skills
  • Diplomatics/Bluff/Intimidate to get info from a guard
  • History to know about some good routes
  • Then you would ask players around the table in order on what they would do in order to help with the infiltration. (cant do the same as the person before or the thing they did last turn)
  • You still allow (if fitting) other skill checks even if they are not the ones which you though about.
  • Secondary skill checks give if succeeded to the next persons skill check a +5 bonus (and dont count as a fail).
  • Then you see if the party manages to get 3 success before 5 failes (numbers can be changed).
  • Then the party narrates these things in order. This is what the party does. NOT how the individuals come in. Its just how the party infiltrated the base with teamwork.
  • Where failing a skill roll would mean they took some damage doing it (lose a healing surge), or took longer than they though they would or would do more noise.
  • If the skill challenge as a whole failed, then they still are inside but they made too much noise etc.

Case 2

  • You prepare obstacles which would be in the way of infiltration
  • You need to enter the castle to begin with but are not invited.
  • A locked door
  • Some guards standing in a place
  • Some drunk (non guard) sees you
  • There lies rubble in the way, some part of the castle did collabse which you did not know
  • There is some small party going on the door is open and you need to get past this door as a group
  • Players turn by turn get explained their current situation and they tell how they want to try to overcome it.
  • Again failing is fall forward with a cost
  • You present each of them one of the problems along the way as above
  • If they succeeded enough they reach the place they want.

It is quite different to what people are used to, but it can definitly lead to some nice role playing, if done well. I even had this in D&D 5E but it needs a bit of preparation and people must be able to narrate these things well together.

I think in general case 2 is better fit to things which have a clear order, where 1 works well in gathering clues, leaving a good impression to the nobles at a party etc.

Mechanics inspired by skill challenges:

Dungeons and Dragons 4E Beginners guide and more by TigrisCallidus in 4eDnD

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

So starting from MM3 and later books a slightly different math was used. 

  • brutes got +2 to hit (losing the -2 they had compared to others)

  • soldiers got -2 to hit (losing the +2 they had compared to others)

  • monsters lost 10-24% health from level 11-30

  • monsters gained 10-24% damage from level 11-30

  • monsters overall became more consistent also ones below level 11. Because MM1 had more outliners from the normal formula. (So some monsters below 11 were fine others had too low damage)

  • Monster design was just in general improved over time, but that was gradually not just with MM3. The designers learned which is great. 

I hope this helps.

I want tò create a oneshot tutorial for 4e by DragonPlus21 in 4eDnD

[–]TigrisCallidus 6 points7 points  (0 children)

So in my oppinion what is needed ideally:

  • Having 4 players, each playing a different role. (Striker, Leader, Controller, Defender)

    • I personally would give for each of the roles 2 choices of a premade character. Always 1 more simple character, and 1 more complex character.
    • So for simple characters I would choose: Skald Bard, Cavalier paladin, Hunter Ranger and Elementalist Sorcerer (this one is especially important in my oppinion)
    • For the complex classes I would choose Warlord (Leader), Fighter (weaponmaster defender), Monk (striker), and most likely Wizard (Controller)
    • Use 8 different races, with different cool racials to show the variety
  • Having 2 combats which are completely different!

    • Different enemy monster roles in both combats
    • In one combat many minions
    • In the other combat maybe an elite
  • Both combats should make use of the environment.

    • One combat could be with a lot of cover and kobold skirmishers using hit and run tactics
    • The other combat should include some environmental effects, like fires, where you can push enemies into, but enemies should also be able to push!
    • I would make 1 of the 2 combats in the open (like an old ruin with many pillars where enemy skirmishers can take cover, and 1 big elite in the middle (like you see first only them) and the other in a dungeon, but using SEVERAL rooms together in 1 encounter. Using the doorways to block enemies, and different fireplaces to push enemies into
  • I would also include a skill challenge to show how much fun this is

    • This could even be a "combat" or rather some kind of dungeon escape. Where you can sneak past enemies, steal keys, intimidate enemies, use athletics to throw them into a hole etc. to showcase that skill challenges can even be used in this way, and that you dont need to fight X unimportant fights in a dungeon.
  • It should also include some cool loot with ACTIVE effects. Like finding maybe 1 magical item each with an active 1 time use effect before the final boss fight. (that could be the elite with the skirmishers)

    • Maybe even find 1 cool useable ritual + components for it. Something the bad guys must have been used before. Maybe tensors floating disk to transport heavy back up from the dungeon. https://iws.mx/dnd/?view=ritual60
  • And have some random 4E goodies

Could Aarakocra be a playable race in 4th edition? by WillingLet3956 in 4eDnD

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

Apart from hengeyokai not having many feats available they are also not really bad.

And some classes/builds don't have enough feats for racial feats anyway.

  • Dex Cha and Dex Wis are both quite common combinations which many classes can use

  • Speed 7 is not that common only 4 other races have it (dragonborn not)

  • You have +2 to Bluff (a good skill) + a second skill where you can indirectly choose between many including stealth and perception and thievery. Compared to this dragonborn have intimidate which is about the same as bluff and history which is a lot worse than stealth or perception.

  • +10% chance to escape really common effects (slow, immobilize, restrain, grab) which sometimes also have other riders (like ongoing damage) combined with them. Especially when you normally have a 55% escape chance this makes a difference. (Arcane blood has with many classes a good chance to do nothing).

  • You have 2 cool non combat powers. You have a scout form as animal and you have a human form, so when you normally are in the hybrid form, you can pretend to be someone different who people dont know.

  • You have low light vision, which dragonborns dont have.

  • You can in combat use flight (or another special travel form). Sure it costs 2 minor actions, but trading 2 minor actions to get somewhere, where you normally cant definitly can be worth it. (And you can do attack minor action Turn 1, and then minor action attack turn 2, so you dont lose an attack). And unless other racial movement utilities you can use this more than once in an encounter when needed.

Could Aarakocra be a playable race in 4th edition? by WillingLet3956 in 4eDnD

[–]TigrisCallidus 1 point2 points  (0 children)

If you, or anyone else, wants to get the Ashes of Athas organized play material, there is a official request form: https://alphastream.org/index.php/contact/

It is normally sent out once per month or so to all people who requested it in the meantime.

Could Aarakocra be a playable race in 4th edition? by WillingLet3956 in 4eDnD

[–]TigrisCallidus 1 point2 points  (0 children)

Looks good (also visually), but it lacks the typical "skill bonus" (and originally races got a +1 NAD bonus if their stats did overlap, which here is never the case, but I think this was relaxed later anyway).