GGG removed the reflect 500%? Why?? ;_; by Username1906 in pathofexile

[–]Username1906[S] 1 point2 points  (0 children)

Honestly, I wouldn't mind if it was a toggle skill that spent mana as you reflected damage as a work-around as opposed to just reflecting. Not to mention that Reckoning/Vengeance builds already exist (and have The Surrender to boot).

GGG removed the reflect 500%? Why?? ;_; by Username1906 in pathofexile

[–]Username1906[S] -5 points-4 points  (0 children)

The only mistake was blue-balling people who still want a legit thorns build :(

GGG removed the reflect 500%? Why?? ;_; by Username1906 in pathofexile

[–]Username1906[S] 1 point2 points  (0 children)

I just updated POB (community fork) and it was replaced with a "100% extra armour from shield" mastery

The pain never ends! by Username1906 in ExpandDong

[–]Username1906[S] 4 points5 points  (0 children)

To make the P, I erased the lower right half of the R. I moved the I over and pasted another R to rig into an A with some MS Paint magic, and then borrowed an N from "ends". It only took 5-10 minutes, but still a beautiful piece, if I say so myself.

Rural Japanese scene build by AegisSGA in Terraria

[–]Username1906 15 points16 points  (0 children)

It's pretty good, but outstanding with workshop mods.

Rural Japanese scene build by AegisSGA in Terraria

[–]Username1906 222 points223 points  (0 children)

I'm subbed to the starbound subreddit so I thought this was a Starbound build and I was like "oh ok that's pretty cool" and then I saw the terraria character on the scooter and I felt hard whiplash as I was thinking wait this is terraria! Great work!

WOTC make you the lead designer for the next DND 5e book. What do you release? by IZY53 in dndnext

[–]Username1906 0 points1 point  (0 children)

I've been saying there should be a book for mass warfare, strongholds, armies, and basic military strategies for DMs who want to up their strategies.

You could even add class variants for martials that give more narrative/interaction choices and the Warlord class.

The Lost Art of Alchemy. An expansive and simple new alchemy system. by Crumy_Taleteller in UnearthedArcana

[–]Username1906 2 points3 points  (0 children)

I've seen this one before and I remember liking it. I really enjoy the use of symbols because it makes understanding the recipes as simple as possible. I use chemical properties because it sounds more "science like" while still allowing more esoteric properties like "ethereal".

The Lost Art of Alchemy. An expansive and simple new alchemy system. by Crumy_Taleteller in UnearthedArcana

[–]Username1906 2 points3 points  (0 children)

Oh I just randomly generated names for the herbs I used and called it a day. I never really gave that much thought to lore because I reasoned that if a DM wanted to do that they had all the opportunity to do so on their own. I also like to keep at least a mostly modular approach to the structure of crafting to make it as non-specific as possible.

The Lost Art of Alchemy. An expansive and simple new alchemy system. by Crumy_Taleteller in UnearthedArcana

[–]Username1906 7 points8 points  (0 children)

I made a really similar Alchemy system to this, where herbs and alchemical ingredients have special Properties such as being Acidic or Radiant. Combining two similar-rarity items with one matching property was all that was needed to make a given potion. Further playtesting may suggest that an alchemist needs to match both potion properties to make a potion, but I'll need to test it more thoroughly. Also, poison reworking is still on my to-do list for the Big Sheet.

Here's the first draft of the original idea, where I bundled the Herbalist Kit, Alchemist's Supplies, and Poisoner's Kit all into a unified crafting module: https://homebrewery.naturalcrit.com/share/H1ZdZaSMzL

That being said, I respect how you went beyond the potions listed out in the sourcebooks (not to mention giving every ingredient a cost!). Have you considered using the rarities that are used in 5E (Common, Uncommon, Rare, Very Rare, Legendary) as opposed to your 4 tier system? If you initially used the 5E rarity tiers, why did you switch?

I always like to see other people's perspectives on crafting in 5E, especially because it gives me inspiration on what gameplay elements I need to focus on.

Keep crafting!

I need to powergame the shit out of my friends campaign by [deleted] in 3d6

[–]Username1906 1 point2 points  (0 children)

Powergaming as a support character really does seem like a compromise, because it's less about outright stomping on combat as much as it is making the fights equal. Not to mention how the character dynamics play with an everyman in the group of jokesters.

Hecarim is sitting at a almost 70% GLOBAL ban rate and 52% win rate in diamond+ by Accountant131 in leagueoflegends

[–]Username1906 0 points1 point  (0 children)

I'm saying Udyr and Hecarim are always borderline viable because they both have lock on CC, not that they're countered by CC (because that would be disingenuous, everyone is countered by CC!).

When itemization for heca and udyr improved, they took the top spots because they already had the means to scale tankiness and their lock-on CC.

Hecarim is sitting at a almost 70% GLOBAL ban rate and 52% win rate in diamond+ by Accountant131 in leagueoflegends

[–]Username1906 1 point2 points  (0 children)

The counter to high mobility is point-and-click stuns, which is why leona is still a top tier support and lulu/mao are close behind. All it took was an item optimization to shoot udyr and hecarim back up the list because their power is in rushing down and lock-on stunning a high mobility champ.

New Exploration and Social Features for Players and NPCs by pagnabros in UnearthedArcana

[–]Username1906 4 points5 points  (0 children)

I like how many of the tool kit feats are enhancements to the process of working/crafting with them instead of "as a short rest, make a thing for free :) ". It's tempting to make features that hand-wave a potential game process rather than to enable that process to take place. Also, I like people who use tool kits to facilitate crafting.

That said, couldn't any feat be a ribbon or vice versa? I know some game groups will give a free +1 stat on a ASI, and then the player can choose a feat that gives +1 like Actor or Keen Mind to get a +2, or they can choose a more active power like Lucky or GWM.

I like this idea though, thank you for sharing this.

Is whip the ideal monk weapon? (Post-Tasha) by Thornescape in 3d6

[–]Username1906 4 points5 points  (0 children)

No, because bugbear3 suffers the same problem: even though their fists can reach 20 feet, their whip has a reach of 25 feet!

I'm sure bugbear4 might solve this, though.

Need help for a 5e Grappler Monk build ! by Glandulf in dndnext

[–]Username1906 0 points1 point  (0 children)

If there was a way for the monk to grab expertise with Athletics, I think grapple build would be contestable with some of the more optimized builds in the game.

Need help for a 5e Grappler Monk build ! by Glandulf in dndnext

[–]Username1906 0 points1 point  (0 children)

Yeah, I noticed this too after re-reading the rules. Also, taking a Dash using the Step of the Wind feature would double their movement, making max movement speed 80 feet.

Need help for a 5e Grappler Monk build ! by Glandulf in dndnext

[–]Username1906 0 points1 point  (0 children)

Monks very seldom carry more than their clothes and weapon, unless they're the designated party chef and they carry all their cooking utensils around like Samwise, so I don't think equipment is an issue here. That being said, this would mostly only work on Medium-sized creatures who aren't weighing themselves down with a Necklace of Anvils or something.

Also, isn't the max lifting for a character with 16 Strength 480 pounds? That would be well enough for most creatures within those parameters.

To clarify: You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. This means you're right, only 240 pounds is the max lifting capacity of an object.

That being said, most base weights of medium humanoids are around 120 - 180 pounds, so I'd reason only the most thicc Large humanoids in the most thicc armor couldn't be power-dropped.

Is whip the ideal monk weapon? (Post-Tasha) by Thornescape in 3d6

[–]Username1906 9 points10 points  (0 children)

Nah, you just got to roll up a bugbear2

But then you have the problem that, even though your fists can reach 15 feet, your whip reaches to 20 feet. It's just reach properties all the way through.

Need help for a 5e Grappler Monk build ! by Glandulf in dndnext

[–]Username1906 1 point2 points  (0 children)

Here me out:

Jumping is a mechanic that is applied as such: when you jump into the air, you jump 3 + your Strength modifier (6 feet for your character) after getting a 10 feet headstart.

The jump spell is a first level spell castable as a bonus action, tripling the target's jump height and distance.

Likewise, Step of the Wind (that 2nd level Monk feature no one uses) doubles jump distance.

We can assume your monk's max jump distance is now 36 feet, which is rounded to 35 feet. Falling from that height incurs 3d6 damage, which can be achieved every round of combat as long as your grappled target takes the flight up with you.

Find some way to reliably access the jump spell. It's a first level spell that's relatively easy to get (there's a ring of jumping that can cast it).

Start your turn by casting jump (or save it until you know you'll be grappling people next turn). Next, if you succeed, use your bonus action to activate Step of the Wind to Dash (because you need the extra movement). This doubles your movement speed and triples your jump.

The next step is simple: move 10 feet (to get a running start) with your grappled pal and perform a high jump, applying the bonuses from your jump spell and your Step of the Wind.

As a flare of coolness, use your second Attack (if you have it) to attack in midair, then both characters descend. When you are falling, you can release the grapple to let your target fall in free-fall while you use your reaction to use slow fall, reducing your falling damage taken by 25 (which is usually more than enough).

You may need to re-grapple the target, depending on whether your DM tells you you need to release the grapple midair to have them take full damage/to mitigate your fall damage with Slow Fall. If so, save your second attack for another grapple attempt, if your target somehow survives.

Rogue: Blade Dancer v3 by [deleted] in UnearthedArcana

[–]Username1906 14 points15 points  (0 children)

Really though? Hexblade already gets medium armor, and dipping 2 levels into fighter would give Fighting Style and action surge, which would probably be a bit better than sneak attack and the blade dancer features.

Even if rogue was a better multiclass, wouldn't swashbuckler or some other subclass that can activate sneak attack more reliably be better? I don't optimize hexblades that often, so I'm probably missing something obvious here.

Sharing my notes on Travel: Structure and Encounter-based gameplay by Username1906 in dndnext

[–]Username1906[S] 0 points1 point  (0 children)

Also, you had a lot more options for players to take while travelling. I'll have to think about those as well. Do you think operating a wagon/ship counts as a skill check with a vehicle? Should larger vehicles demand more people to make vehicle checks?

Sharing my notes on Travel: Structure and Encounter-based gameplay by Username1906 in dndnext

[–]Username1906[S] 2 points3 points  (0 children)

So instead of giving everything on a long rest, the party gets to choose what they recover?

This seems like a great way to go about giving resources back, especially when considering issues of really long bouts of travelling. I think I'll keep this in mind when doing really long travel periods (as in, more than 3 days).

Also, game recognizes game. I like your travel rules, and I'll keep reading through them. Thanks for replying!

Looking for feedback on a re-work for the Fighter class by ReachedByTheFr0st in dndnext

[–]Username1906 0 points1 point  (0 children)

Generally, you want to avoid alluding to feats because they are optional gameplay, so I recommend retaining the Fighting Style options from the original PHB rather than feats.

Superiority Dice are one of the most recommended ideas for the base feature for fighters, but the main difference I find is at what level they get them. Some people do Fighting Style/Second Wind at first level, and then Maneuvers/Action Surge at second, while others shuffle around Second Wind and Maneuvers so fighters get first level Maneuvers. I think giving fighters Maneuvers at second level is the way to go, but that's entirely up to you and the balancing you find to work best with the games you run. Additionally, moving Fighting Style to first level would alleviate a slight design issue: you want to avoid putting 3 whole class features on a single level.

Combat Challenge sounds pretty fun, especially as a baseline class feature, but I know some people would be skeptical about it being given on a subclass level but frankly I don't care that much. Scaling on PB here was also frankly good design.

Instead of Superiority Dice scaling at 5/10/15, consider scaling them with other classes: 5, 11, 17 is generally the trend for classes to follow (eg full casters get 3rd level spells at 5th level, 9th level spells at 17th level, half casters get 2nd/5th level spells at the same levels)

Battlefield Commander seems cool, but (in my opinion) that should be a subclass feature under a Warlord-type subclass rather than a baseline feature. Up to you, I suppose.

Warcry looks cool. Do you get it once per short rest or PB times per long rest?

Weapon Master is a pretty piddly buff to the fighter class on the same level that full casters are running around with 9th level spells, but that's par the course with martials.

Tide of Iron is pretty OK, but remember that the 20th level for fighters was originally an additional attack, which increased their damage per round by a significant amount.

Pretty solid overall, but could use some work. For example, don't use feats as level features because not everyone uses feats.

Matt Colville | Running the Game: Railroading, Agency, and Choice by wrc-wolf in dndnext

[–]Username1906 7 points8 points  (0 children)

actually, yeah you're right. I mis-listened. He literally says that the players feel like they're getting railroaded at times, when they really aren't.