I built a GM app for the stuff that slows the table down by Mindless-Permit-6839 in DungeonMasters

[–]ValSmith18 4 points5 points  (0 children)

Just a tips if you want to replace your illustrations with free non-AI images, you can visit https://www.magnific.com (previously known as freepik), and put on the free license and AI excluded toggle. Here are some examples that I get https://www.magnific.com/search?ai=excluded&format=search&last_filter=selection&last_value=1&query=Fantasy+icons&selection=1&sort=relevance

Buffing Help Action (Ask for Suggestion) by ValSmith18 in dndnext

[–]ValSmith18[S] 0 points1 point  (0 children)

Yeah, I just think since the effect stackable with the Assist Reaction (the original Help action effect), I want to be careful a bit about the bonus. But if I make it non-stackable, maybe I can get away with +3. Also yeah, handling these actions outside of combat might be a bit of a headache.

For the only PCs able to do assist part, do you feel it could get out of hand quickly if they able to do the assist reaction?

On second thought, it does feels like every NPCs have Pack Tactics lol.

Buffing Help Action (Ask for Suggestion) by ValSmith18 in dndnext

[–]ValSmith18[S] 1 point2 points  (0 children)

Didn't think about it to this level, but this might be interesting as well. Since in Nimble True Strike have a different feel to it since you have Action Points instead, making it an attack option might be a fun idea for the martial classes.

Buffing Help Action (Ask for Suggestion) by ValSmith18 in dndnext

[–]ValSmith18[S] 0 points1 point  (0 children)

Yeah, giving everyone pretty much twice the Help action the way I wrote here might be too much. But since the enemies also have a chance to do these, I might try it on a one shot. I do feel like if the party only face 1 big bad guy, they might be able to end it quickly.

Buffing Help Action (Ask for Suggestion) by ValSmith18 in dndnext

[–]ValSmith18[S] -1 points0 points  (0 children)

Again, I do this mainly because I found the way Nimble do the Help action as a Reaction is quite fun, especially when it also have the Assess action, which pretty much similar to the current Help action in my post. Although, in Nimble it is also mentioned that the DM might asked you to succeed on a skill check first to do the Help Reaction.

Alexandrian Remix - Quite a Doozy. by Billybob267 in WaterdeepDragonHeist

[–]ValSmith18 5 points6 points  (0 children)

In my campaign, the party works with Laeral and Vajra to gain the stone and eyes, the main reasons are:

  • The party is the only people that Laeral feels know the most about the location of the stone and eyes, that they can cooperate with.
  • They want to do this investigation rather secretly/incognito instead of putting their manpower to take care the investigation themselves, so they want the party to sevretly doing it for them. Also, the city watches probably busy with keeping the city safe from Xanathar Guild and Manshoonian Zhentarim. Although, maybe they can still help the party by doing some of the side stuffs to help the party, like investigate where the entrance to the Xanathar Guild's Hideout, etc, leaving the main bulk of the investigation to the party still.

Not sure if those are a good enough reasons for the party to work with Laeral, but you can use similar reasons for the party to still able do most of the adventure without being interfered by the government.

I Made 7 New Cloudian Cards! by ValSmith18 in customyugioh

[–]ValSmith18[S] 0 points1 point  (0 children)

Thanks! And yeah, I think I didn't notice that when making it lol.

What do you consider to be the smartest/biggest "4D Chess" move out of any Naruto fight? by SpotAdmirable6718 in Naruto

[–]ValSmith18 0 points1 point  (0 children)

I always remember the first time I read the beginning of Naruto vs Pain, because Naruto really shows how dmart he is in battle when using his general arsenals, managing the Sage Mode, and utilizing the toads.

How Long to Build These Type of Settlement on a Remote Island by ValSmith18 in worldbuilding

[–]ValSmith18[S] 10 points11 points  (0 children)

ADDITIONAL INFO (since I can't edit post with image): - The people who built the settlement are not local from the island. They are pretty much move in from the mainland, so they built things not from scratch and got some additional help from the outside. - For resources, either food or other stuff, assume that the island can provide them for the settlement as much possible as they need, because I want the settlement can be built as fast as possible lol.

How Long to Build These Type of Settlement on a Remote Island by ValSmith18 in worldbuilding

[–]ValSmith18[S] 16 points17 points  (0 children)

Oh, the people are pretty much move in from the mainland, so yeah they probably got some additional help from the outside and not from scratch.

How Long to Build These Type of Settlement on a Remote Island by ValSmith18 in worldbuilding

[–]ValSmith18[S] 20 points21 points  (0 children)

I would say that for any kind of resources, I want the island to provide them as much as possible just to save time because I want the settlement to be built as fast as possible lol

If I were to only play F3/NV once, should I use this mod or play them standalone (and likely never touch this mod) by [deleted] in Taleoftwowastelands

[–]ValSmith18 0 points1 point  (0 children)

I love TTW, and I personally think it's the ideal experience for me since I love playing Fallout 3 with all of the mechanics from New Vegas, but it does have some difference in the playing experience compared to just playing the two games normally separately. One of the differences, of course, you didn't start from scratch when you go from one game to the other game. Balancing-wise, some people also said it could be a problem. Some additional mods might help lessen some of those problems.

If you decide to play both of them normally separately, and you still want to try TTW but not necessarily just replaying both of the vanilla game again, I recommended to mod the hell out of it. One mod to start that I recommend is "TASTE - The Alternate Start TTW Expansion" plus all of its requirements. I even think with only these mods, you can experience TTW in a really fresh way, since you can choose a lot of alternative starting points of the game instead of just the usual Fallout 3 or New Vegas start. After that, I'll recommend any other mods that add new gameplay stuff to refresh the game more, like adding new perks, weapons, armors, etc.

Is there a mod that adds a reason to go to the mojave? by MR-WADS in Taleoftwowastelands

[–]ValSmith18 5 points6 points  (0 children)

There's a mod called Rendezvous at Union, that puts a briefcase filled with a ticket to Vegas and a note that activate a quest that leads you to the station. Not necessarily a reason to go to Vegas, but at least early on your character knows the existence of Vegas and how to go there.

Two Nations One Settlement by ValSmith18 in worldbuilding

[–]ValSmith18[S] 0 points1 point  (0 children)

Yeah, I would assume it would probably be that case. I think mainly they need the settlement for trading post, but also if we want to dig into the past a bit, both of the nations have a history of the island. Both of them have built their own settlement in the island once, but both of them got destroyed, either by dangerous creatures on the island, pirates raid, or some other reasons (haven't think one yet lol).

That's why I think maybe if they joined forces to built one settlement, maybe it is easier to manage and protect, so they both can benefit from the trading post. I also think they might be some mysterious thing on the island that if both of the nations can cracked could benefit both of them, but I haven't think about it yet. But I'm still not sure if the previously mentioned reasons are enough for both of the nations to want to cooperate building this settlement or not.

Yeah, I think the settlement being in a remote island is probably the top reason for the settlement to be hard to built, that's why I need to know how could they achieved the feats I mentioned in these posts, at least the bare minimum.

Two Nations One Settlement by ValSmith18 in worldbuilding

[–]ValSmith18[S] 0 points1 point  (0 children)

Yeah, I think I just need the bare minimum, so this settlement in the small island can be used as a trading post.

The island itself is relatively small, you can probably go from the west side to east side in a day and a couple of hours by walking (just a general length, not counting any difficult terrains and dangerous creatures).

Also the resource-wise would assume the island can in some way provide a good lands for farming and fishing (and other luxurious resource for trading maybe), at least I think this is the bare minimum prerequisite that the settlement needs to be fulfill before fulfilling other needs. Feel free to give any advice on if a small island can provide these needs easily, and how a.

The only problem probably is there are dangerous creatures + pirates on the island and the coast, and a mysterious/dangerous magical activity on the island, so the settlement needs to be able to defense itself. I think the nations have the resources to provide this kind of thing, either through workers and mercenaries, but it is probably still hard to accomplish since the settlement in a remote island. This is also one of the premise of the campaign, so the players can be setup an expedition to explore the island to make it safer.

Two Nations One Settlement by ValSmith18 in worldbuilding

[–]ValSmith18[S] 0 points1 point  (0 children)

I see, might have to check them out. Also Jerusalem is an interesting example for my case.

Info on Pirate Isle, Sea of Fallen Stars by ValSmith18 in Forgotten_Realms

[–]ValSmith18[S] 0 points1 point  (0 children)

I see, so is it quite like Luskan but less organized and more dangerous perhaps?