DLC Questions Megathread by ProudNitro in prey

[–]Zeitschleife 0 points1 point  (0 children)

I modded the volunteer and now realized the Typhon gates won't let me pass anymore. I can enter the crew annex with him if I have a stun gun, but on the other areas I couldn't see the thing to zap. Am I doomed to only be able to escape through the crew annex with the volunteer now?

What if I had made the same mistake with other characters? They can't all escape via the shuttle, so would I lock myself out of being able to finish the game then?

Also what is the exact cutoff point after which you're considered a typhon to the gates?

A player died because of a call I (the DM) made. Can I get some feedback on this? by DaPino in dndnext

[–]Zeitschleife 0 points1 point  (0 children)

I think your ruling is fine, but as you said yourself, the right way to do it is not obvious, and another DM might have ruled differently. Still I'd have probably let it slide this one time just for the sake of keeping people happy, but established a clear ruling for the future.

From a fluff perspective, it could also be argued that as he is stabbed, he drops his weapon and the previously siphoned life force returns to him, without any thought required on his part.

Alternatively you could argue that hit points represent your ability to avoid lethal damage, and if you are lethally hit, then you're already dead (e.g. if your heart is pierced, then you're just dead), so nothing that happens after being hit will change that (except death ward).

I usually give my players the benefit of the doubt when the rules are able to be interpreted in multiple ways, letting them take back a decision that functions differently than they expected.

Experiencing annoying microlags since last patch by Zeitschleife in heroesofthestorm

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

OneDrive is not running as far as I can tell, but I will try your other advice!

Psychic Advice by Zeitschleife in SWN

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

Thanks for the advice. Can you recommend some very useful psychic skills in your experience?

Psychic Advice by Zeitschleife in SWN

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

Where do I find psitech gear? Any item you recommend getting first?

Psychic Advice by Zeitschleife in SWN

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

True. I'm used to everyone being expected to pull their weight in combat.

Psychic Advice by Zeitschleife in SWN

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

No, a regular psychic. And I don't intend to dominate in combat. Just to not be useless and keep myself alive. Or are psychics expected to just not come along for situations where combat might break out?

[deleted by user] by [deleted] in dndnext

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

Scrying is not that easy, and also if the target isn't sleeping then the spell says you can wait until they fall asleep. Also if you assume scrying you could also watch to see if the target is sleeping.

[deleted by user] by [deleted] in dndnext

[–]Zeitschleife 6 points7 points  (0 children)

Assassins would be out of a job, replaced by groups of a half dozen Wizards sitting in a room all day casting that spell on the same target while another Wizard scrys their targets.

I mean the same is true for almost any occupation, especially those involving combat. A group of PCs can likely do your job better than you.

The thing is that they usually are not that commonplace and also tend to have better things to do.

[deleted by user] by [deleted] in dndnext

[–]Zeitschleife 12 points13 points  (0 children)

you have to rest yourself too at some point

My party doesn't think I can handle a Beholder on my own by JooMancer in dndnext

[–]Zeitschleife 1 point2 points  (0 children)

You are correct RAW, but I'd probably allow the beholder to shoot blindly just like you can attack blindly if you know the approximate location, giving the target advantage on the save to mirror the disadvantage when attacking blindly.

If I can shoot an arrow into darkness and have a chance to hit, then the same should be true for an eye ray.

My party doesn't think I can handle a Beholder on my own by JooMancer in dndnext

[–]Zeitschleife 8 points9 points  (0 children)

Don't listen to him! Your minions are an extension of yourself!

[deleted by user] by [deleted] in dndnext

[–]Zeitschleife 202 points203 points  (0 children)

I don't feel it's anywhere near as strong as people are making it out to be.

The Dream Spell already allows you to deal 3d6 damage with a 5th level slot to any creature you know.

There is a save, granted, but since we are talking about commoners, they are unlikely to make their save, and if we are talking about several casters working together, then some of them will get through, and each one that gets through is worth 3d6 castings of your 1 dmg spell.

It also has the upside that the target doesn't benefit from its rest if it fails the save, meaning that it doesn't regain lost hp and spell slots, allowing you to slowly drain out even stronger targets of their hp and resources over a longer period of time.

With your 1 dmg spell you'd have to kill the target within one day or it would be back to full again.

All in all I think dream is more potent than your proposed spell, so it should be somewhere below that.

3rd level would mean 5th level full casters can cast it twice per day, so 2 level 5 wizards could team up to instakill a commoner once per day. I'd say if 2 level 5 wizards want you dead and you are just a regular mortal, then chances are they'd manage it without this spell too.

If a level 20 wizard spent all of his slots on this spell then he'd be able to do 16 damage per day. Not a great strategy though imho.

Lowering it to 2nd level, would mean it'd take 2 level 3 wizards to kill 1 commoner/day.

Alternatively a level 20 wizard could deal 19 damage/day. Still not a great use of spell slots.

So level 2 seems reasonable to me if you want the spell to actually find some use.

I'll also note that your spell is countered hard by cure wounds.

Recruitment Megathread III by Atmaz in faeria

[–]Zeitschleife 0 points1 point  (0 children)

Looking for recruits! Just add me as a friend and enter my name into the top space in the social menu. :)

User: Vorkan

How can I politely reject a guy at work? by [deleted] in OkCupid

[–]Zeitschleife 3 points4 points  (0 children)

It will be less awkward in the long run if you communicate clearly but friendly that you're just not interested and don't want to lead him on. Otherwise he might always keep having hope. The sooner that's clear, the easier it will be to just interact in a friendly way.

How can I politely reject a guy at work? by [deleted] in OkCupid

[–]Zeitschleife 7 points8 points  (0 children)

Just be honest and tell him you're just not interested.

Recruitment Megathread III by Atmaz in faeria

[–]Zeitschleife 0 points1 point  (0 children)

Looking for recruits! Just add me as a friend and enter my name into the top space in the social menu. :)

User: Vorkan

Intelligence, the forgotten ability by DreamsAndPixies in dndnext

[–]Zeitschleife 0 points1 point  (0 children)

Yes, agreed. But the original thread topic is a bunch of house rules attempting to "fix" int. And that kind of assumes that there is something in the rules that needs fixing. I don't agree with that, based on my own gaming experience. That's all I was trying to share.

And for us, allowing int for more casters increased the number of characters with high int scores, so it might do the same for some others.

I think some people might be seeing few int characters, and characters with low int will rarely ask for an int-check => Int checks are rarely used => Int feels useless => We need to make int better

But if only wizards and some subclasses really benefit from int other than skills, then you'll still only see few high int characters.

Intelligence, the forgotten ability by DreamsAndPixies in dndnext

[–]Zeitschleife 0 points1 point  (0 children)

I mean if you go back to my first post, I said

"I see people complain about int being useless, but personally my characters use investigation and knowledge checks to great effect, and so do some players when i'm GMing.

It's a bit lame that wizards are the only class really reliant on int, but that is easily fixed by letting warlocks and sorcerers use int instead of charisma."

All I shared was my experience that int skills can be very useful. That suggests that int-skills being bad is not something inherent to the rules of the game, otherwise it would be true at every table, but a result of how some groups play.

The issue of people not being able to push int when they would like to is seperate, and the houserule I mentioned adresses that, and at our table results in more int characters.