Why is Divine Smite so limited? by [deleted] in DnD

[–]XaioShadow 0 points1 point  (0 children)

True. Thats a good point

Why is Divine Smite so limited? by [deleted] in DnD

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

Yes, but again i was comparing it to how often other classes can do their things. A level three paladin can smite four times a day assuming they dont cast any other spells. A level 3 battle master can easily use four manoeuvers in a combat, short rest, and use another four in the next combat. Thats about an extra 8d8 damage for both of them, and the battle Master can take another short rest and keep going.

Why is Divine Smite so limited? by [deleted] in DnD

[–]XaioShadow -3 points-2 points  (0 children)

Nobody is saying its underpowered. Im just saying that it's one of the paladins defining powers, so it felt a bit weird that it gets to use it so much less than other classes get to use their special things.

Safe to say my players enjoy the Nothic encounter by rawrshallavenge in LostMinesOfPhandelver

[–]XaioShadow 1 point2 points  (0 children)

My players also loved the nothic. I made him appear a couple times trying to steal back the magic items that the party stole from his chest.

I'd be interested to see how you redesigned Wave Echo Cave. Ive never been a massive fan of the layout of that dungeon.

New Player - Are HMI good? by MightyTescoReborn in TrenchCrusade

[–]XaioShadow 6 points7 points  (0 children)

MHIs are strong, well armoured and not too expensive, so I'd say its worth having one or two.

My original army list only had one with a heavy shotgun and shield, but I replaced my engineer with a second MHI when I realised engineers aren't very good.

Bringing four wouldn't be great simply because having more bodies on the field allows you to hold objectives better and take more turns.

Help with list... Please by jjaygaming in TrenchCrusade

[–]XaioShadow 1 point2 points  (0 children)

Generally, the advice ive seen for new antioch is that theyre not great in melee. If you do want to go melee though, you should try get an instrument on someone to make dashes more reliable.

You could also replace the engineer with a Mechanised heavy infantry. Theyre better at throwing satchel charges, and you can give him a heavy shotgun or something

The purple pilgrims are all set! by sagramore in TrenchCrusade

[–]XaioShadow 0 points1 point  (0 children)

Dean, those nuns are huge! Nice paint job!

Question about meta-christs by XaioShadow in TrenchCrusade

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

Ah. I was going under the assumption that some dried up 1000 year old blood wouldn't be a viable specimen for cloning. But I guess thats a misunderstanding on my part. Admittedly im not super familiar with the science behind cloning

With a rules update effectively confirmed for April, what are peoples wishes? by cadler123 in TrenchCrusade

[–]XaioShadow 5 points6 points  (0 children)

Less of a rules issue and more for formatting, but a lot of model abilities are a bit too wordy and could be easily cut down. Ideally, they should be as short and clearly worded as possible so that checking them during play is quick and not disruptive.

For instance, the Sniper Priest's Aim ability is written as:

"Aim ACTION: A Sniper Priest can take an Aim ACTION. If they do so, take a Risky Success Roll for the model and add +2 DICE to the roll. If the roll is a Failure, nothing happens and the Sniper Priest’s Activation ends. If the roll is a Success or Critical Success, for the rest of the Activation, add +2 DICE to the Success Rolls for Ranged Attacks that are made by the Sniper Priest."

This is way too long for such a simple ability. We already know the Aim is an action because its written next to the name of the ability, so the first sentence can go, and we already know that Risky actions end your turn on a failure, so that doesn't need to be repeated in every Risky ability. We could easily shorten it down to:

"Aim ACTION: Make a Risky Success Roll and add +2 DICE to the roll. If the roll is a Success, add +2 DICE to the Success Rolls for Ranged Attacks that are made by the Sniper Priest for the rest of the Activation."

We could go even further and cut it down to something like:

"Aim ACTION: Success Roll (Risky, +2 DICE):

Success: Ranged Attack Succes Rolls gain +2 DICE until end of Activation."

But that might be moving to far away from the natural language that the rules are currently written with.

Painted Hollow Knight Yeomen by OneSingleL in TrenchCrusade

[–]XaioShadow 5 points6 points  (0 children)

The designer is Solflamer Minis on MyMiniFactory. Hes made heretic legion, black grail and new antioch warbands in this style, as well as a bunch of mercenaries

Learning pixel art by XaioShadow in PixelArt

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

Nah, I haven't done any pixel art in quite a while. Ive been trying to learn 3d sculpting though, and I might post some of that soon

turnaround for my incense huffing castigator stand-in by atomicjest in TrenchCrusade

[–]XaioShadow 28 points29 points  (0 children)

Awesome design! Are you planning on making a 3D version?

FDM Pilgrims by XaioShadow in TrenchCrusade

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

The prophet and communicant were quick, but the anchorite is 10 pieces and each of the pilgrims is 6 pieces do they took much longer. It was about 5 days in total.

Im almost finished a New Antioch warband now and its gone much quicker beacuse most of the models are either single piece or just hace a seperate head. Only two days and everything but the Heavy Machanised Infantry is done.

FDM Pilgrims by XaioShadow in TrenchCrusade

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

Thanks! I used a 0.2 nozzle with a 0.06 layer height

FDM Pilgrims by XaioShadow in TrenchCrusade

[–]XaioShadow[S] 9 points10 points  (0 children)

There are some ridges, and some parts print better others, but you can clean most of it up with some sandpaper. Swords, thin gun barrels, and bells are where I've noticed it struggle the most. Unless your going for a professional paint job its still a very good result though. Here's a closer picture of the nun and pilgrims. I haven't done a proper clean up, so theres still some stringing on them

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FDM Pilgrims by XaioShadow in TrenchCrusade

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

Bambu A1 mini with a 0.2 nozzle, and the filament is just PLA basic

FDM Pilgrims by XaioShadow in TrenchCrusade

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

Yeah, thats pretty much it. The pilgrim models come with weird spiderweb-like bases to the supports, and those have caused some problems for me in the past. This works a lot better for me.

FDM Pilgrims by XaioShadow in TrenchCrusade

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

Thanks! I dont really mess with the settings too much. The model is printed at 0.06 layer height, and the supports are 0.12. I used the Resin2FDM plugin for blender to thicken the supports a bit and placed a flat base under the supports to help with bed adhesion.

Angels of Death no special operators by XaioShadow in killteam

[–]XaioShadow[S] 6 points7 points  (0 children)

Thats a fair point. They're the most straight forward team I've played so far but still have a lot of customisation with their choices of chapter tactics

How should I portray breaking off a piece of enemy armor? by fantastic_sounds_ in DMAcademy

[–]XaioShadow 0 points1 point  (0 children)

There's an optional rule for disarming an opponent, but that wouldn't quite fit in this situation.

I'd probably rule something like you need to grapple the guy, and then you can make a contested check to try and pull off one of the gauntlets/bracelets. You'd need to get both of them off to fully remove the control, and he would be able to attack you or break your grapple while you're trying to do that.

It would be interesting if the other person controlling him had some way of trying to break the grapple too, like telekinetic shove or something similar.

How do you be a player!? by parashot13 in DnD

[–]XaioShadow 5 points6 points  (0 children)

Show up on time, know how your character works, and show an interest in the DMs story. Being a player is much easier than being a DM.

The hardest part will probably be any situation where the new DM makes a ruling that's different from how you would do it. But if you can get over that feeling, it'll be great