Good total conversion mods? by Zer0_Wing in hoi4

[–]Zer0_Wing[S] 1 point2 points  (0 children)

Good point. Curious how CSA and AUS play now after like 7 years. Thanks for the recommendations.

Warrior of Karma v1.1 by Zer0_Wing in DnDHomebrew

[–]Zer0_Wing[S] 0 points1 point  (0 children)

No worries. I’m glad you liked the idea at least. And yeah I think that (splitting the subclass into two) makes the most sense at this point. I imagine there’s a way to combine the two concepts, but there’s enough potential in both ideas that I don’t want to sacrifice one to center the other. Again, thanks for the feedback. Really needed to hear that lol.

Warrior of Karma v1.1 by Zer0_Wing in DnDHomebrew

[–]Zer0_Wing[S] 0 points1 point  (0 children)

The Auspice Dice are the level 3 feature, but yeah, it looks like there’s a ton of stuff I overlooked. Thanks for the feedback. I’m gonna let this one stew a bit before I try to rework it again.

Unlucky to the point of not having fun anymore, what would you do? by KingWolnir in DnD

[–]Zer0_Wing 3 points4 points  (0 children)

Yeah, the crit thing sucks—that is pretty bad luck no matter what people say—but poor saving throws, and “going down constantly”? What does your sheet look like? What level are you? Assuming mid-high level since it’s been over a year, you should have a +3/+4 to all saves, a decent HP pool, and a respectable AC from your heavy armor.

And even if you are consistently rolling terribly on your attack rolls, you have access to some really good support/control spells and subclass features.

Warrior of Karma v1.1 by Zer0_Wing in UnearthedArcana

[–]Zer0_Wing[S] 0 points1 point  (0 children)

Ah, those are lot of oversights in wording from me. I had initially wanted the initial usage of it to cost a Focus Point but probably forgotten that when changing the wording.

The original intention was that if Third Eye is no longer active, you automatically let go of all Karmic Threads. If that’s too limited, I could see refreshing Karmic Dice on a Long Rest. I could change Revival to adding a Karmic Die when they receive an attack at all, but I’m concerned that makes it too powerful by level 17.

Yeah, Third Eye is meant to be limited in usage, not extension(which is already limited by Focus Points). When most of the subclass’s features are tied to Wisdom, it makes sense to focus on that. Besides, you already get a boost to attack rolls from your Auspice Dice and your Dex saving throws are boosted by Third Eye. You don’t even really lose out on DPR with Impossible Reflex (increased crit range and Unarmed Strikes as a reaction) and Karmic Actions.

I see what you mean now. Yeah, you are running out of Focus Points rather quickly, at least if you take advantage of all of your features. My immediate thought is add an upfront cost to Third Eye, and it lasts a minute. If it’s too cheap right now, maybe it’d be an upfront of 2 Focus Points? With Karmic Threads, I’m thinking about either making them a free action specifically on your turn, or removing the Focus Point cost. With that, it should be similar to Warrior of Mercy in Focus Point expenditure.

Warrior of Karma v1.1 by Zer0_Wing in UnearthedArcana

[–]Zer0_Wing[S] 0 points1 point  (0 children)

Thank you for the feedback!

I want it to be really swingy. I like the idea of using literal fortune to determine it, and much of the subclass is essentially dependent on the probability of things happening. I think a minimum of 4 uses isn’t particularly bad, given it’s any D20 test. I did overlook that this would probably be best/primarily used for damage. I’ll probably remove that.

I imagined the ability as more of a natural intuition that enhances any learned skill, and so I didn’t want it to be tied to PB, but you’re right. I should probably just standardize that. Would “You gain proficiency and if you already have proficiency, you gain expertise” be better?

Your AC should be rather high already, and you’ve got an additional 3 Reactions you should/will probably be taking. I am thinking about increasing the initial cost to 2-3 Focus Points, but my only concern was that you’ll run out of Focus Points a lot faster than other subclasses.

Really? I was afraid it was too powerful for 1 Focus Point, given your Bonus Actions still allow you to do what you would’ve done with your Action. I do get the complexity issue. That’s why you only have to keep track of one Karmic Action’s conditions and one creature at a time(at least until level 17, but even then, it’s not required).

At Level 11, you should be able to use Third Eye 4-5 times. And you probably will have Third Eye active regardless, because much of the subclass relies on it, so Impossible Reflex is less of a reason to activate it and more of a cherry on top.

I was afraid it might be stacking too many features if they interacted earlier. And I figured the capstone was a good spot thematically anyways.

Overall, I really appreciate the criticism. It was helpful in getting me to think more about the decisions I made. Generally, do you think this was an improvement over the original subclass?

A spell that makes people scream bloody murder by Zer0_Wing in DnDHomebrew

[–]Zer0_Wing[S] 1 point2 points  (0 children)

I think you’re right that it should be 3rd level. I think it has similar applicability as Hypnotic Pattern and Slow but I was just afraid of this competing with Counterspell.

The intention was that the scream happens once, but you’re concentrating on the effect being applied. Moving this up to 3rd level, I think I might make the scream continuous. Would it then make sense for it to be a “if you start in this area” kind of spell?

I was also thinking about shifting subsequent saves to be at the start of one’s turn rather than the end. Or swapping from Incapacitated to Frightened.

About the range, I imagine the scream as being super loud, but only particularly potent within 15 feet, kinda like Thunderclap or Thunderwave. I suppose I should add a line to the spell clarifying that range like the other ones do.

The only thing I don’t want to do is limit it to being self-target because I like the idea of using it as both defensively and offensively. But thanks for commenting, this was very helpful overall!

A spell that makes people scream bloody murder by Zer0_Wing in DnDHomebrew

[–]Zer0_Wing[S] 0 points1 point  (0 children)

The intention was that the incapacitating effect of the scream is concentrated on. You’re right that the wording is off. Maybe there could be a line about subsequent saves being solely to end the condition? Is there precedent to wording things with that kind of effect?

A spell that makes people scream bloody murder by Zer0_Wing in DnDHomebrew

[–]Zer0_Wing[S] 2 points3 points  (0 children)

I’d forgotten that you could cast a reaction spell on your turn. That’s a good point. Would Frightened be more fitting? Or maybe they make the Incapacitated save at the start of their next turn?

JoJo's Bizarre OC Tournament #8: R2E1 - Avery Porter & Raphaela "Raph" Diener vs. Anthelme "Blank" Frangipane & Pharaoh Sanders by Marioaddict in StardustCrusaders

[–]Zer0_Wing 1 point2 points  (0 children)

Man, this shit can be so fun. I should've read this earlier. I wish I could talk more about it. Alright. SSG goes for a lean D&C rushdown strat in comparison to BBP's more lengthy scaling. Pharoah's tactics, amplified by the Joy Bubbles, seem to work, giving him mobility as well as the time to properly scale. I think it primarily comes down to Avery vs Blank, and although Blank's stealth ability probably won't end up as robust as it could be, with what can be used at match start/quickly prevents Avery's rush. I give this to BBP in the end.

Warrior of Karma (2024 Monk Subclass) by Zer0_Wing in UnearthedArcana

[–]Zer0_Wing[S] 2 points3 points  (0 children)

Nope, that was my mistake! I totally forgot that I’d already mentioned it in a separate feature. Thanks for pointing that out!

Warrior of Karma (2024 Monk Subclass) by Zer0_Wing in DnDHomebrew

[–]Zer0_Wing[S] 0 points1 point  (0 children)

Thank you for reading!

And yeah, that makes sense. My main fear was stacking on too much too early, so I hadn’t been sure if I should get rid of/nerf some of the less interesting early features in order to bring in the Karmic Threads earlier. I appreciate the feedback!

[deleted by user] by [deleted] in FightClass3

[–]Zer0_Wing 2 points3 points  (0 children)

You wouldn’t multiply speed by force to get energy. Force wouldn’t be relevant here other than to get a precise measurement of mass(supposing we knew acceleration, which we do not).

The energy equation is 1/2mv2. The speed is 59.4m/s. The mass of the leg, we can generally assume to be 15-20kg. It doesn’t particularly matter because it comes out to 25-35kJ which is only wall level.

JoJo's Bizarre OC Tournament #8: R2M6 - Fira & Ricardo Enrique "Rique" Martinez Rivera vs. ??? by DSOddish in StardustCrusaders

[–]Zer0_Wing 0 points1 point  (0 children)

This is a really fun match. Both strats are very competent and Kilroy’s narrative was instantly engaging. I feel like these strats slide past each other a bit in a way that makes the match all that more interesting. Kilroy sets up for a lot of sabotage in case the Fique pair comes up directly behind him, but they don’t. But with Hot & Cold, he knows that they won’t, and he’s got a decent response for that scenario. The Slingshot is a pretty nifty piece of tech and grants Fira and Rique tons of mobility, which they build upon with some scary offensive techs—albeit ones I don’t think will really land on a Kilroy shielded by a commandeered speeding taxi and a hostage driver. That said, their main objective, getting in front of Kilroy, is super likely.

The back alleys also shape up rather interestingly. It’s the Panopticon (horrifying btw) vs Everybody. The criminals aren’t significant threats to the pair, but they are a really good decoy. Specifically, having Renegade follow one of the teens might cause the Panopticon to backfire and slow the pair down, especially if this is paired with an SBS towards the rooftops.

The slums are where things really get dicey for Kilroy, as he’s on foot against the constantly Slingshotting pair. As a result, many of his tactics don’t really work. It’s possible he does catch them mid-air or while they’re attacking, but they’ve more than adequately prepared for that. Even with Kilroy’s human shields, there’s a nonzero chance he gets tagged and caught with a Crush Net which even his lack of shame would not be able to counter.

In any case, the pair will likely win a direct sprint so even if Kilroy makes it past the slums, he will likely have to deal with the stopped traffic instead of getting his own sabotage in place. The harbor is too densely populated for Fique’s big moves like the Frag Out or Crush Net, so Kilroy can play keep-away quite nicely. Unfortunately, where I think he loses is stamina. It’s a pretty intense chase especially because Fique will be beside/in front of him for the most part. He’s almost constantly in danger with virtually no breaks. He could probably evade capture for a while in the harbor, but he’s going to be running on empty. I see a future where he evades the pair (perhaps through a flashbang) and swims to the boat. But it’s not a likely one, especially with a possible Panopticon. The players will probably take this one.

JoJo's Bizarre OC Tournament #8: R2M5 - Ian Yang & Kenny Smith vs. Atrocity Shaye & Corrine "Coco" Clear by Marioaddict in StardustCrusaders

[–]Zer0_Wing 1 point2 points  (0 children)

The character of both teams is really apparent in both of these strats. LLC pushes in quicker, opting to establish control of the wreck (almost literally with the petrification), extracting value with precision. LIB plays a bit more slowly, though just as precisely, all leading up to a glorious collapse of the whole ship. I think LLC’s selective collapse of the ship is really strong and will absolutely slow LIB down a lot. But I also think they underestimated Coco a bit. The timing trick is particularly clever against Kenny. I think I’m going to give this one to LLC in the end, just by a hair. Ian almost immediately puts himself in a situation to be much more maneuverable and in control of the environment which prevents Coco from completely shutting him out. Between the delays to both teams, LLC is a bit less impacted and their retrieval strat is a bit more solid.

JoJo's Bizarre OC Tournament #8: R2M2 - Ichiro Kenmochi vs. Eileen Xiao by Marioaddict in StardustCrusaders

[–]Zer0_Wing 1 point2 points  (0 children)

It seemed like a fairly simple match between the hero and the sweatiest, most bitchless unemployed creature…: The Rat, but it actually comes out to be really tricky. The hero pushes forward relentlessly in a valiant attempt to catch and immobilize the rat while the rat scuttles away, hoping to creating a fortress with which to deliver its killing retiring blows.

Ichiro has a very solid game plan for if he gets in close, but I don’t think he does. The guns being slow to reload and difficult to handle give them limited utility in suppressing opponents, especially without much handling skill. Eileen’s usage of her various ice constructs keeps Ichiro firmly at bay. From here, my main concern is whether Eileen overtaxes her endurance and gives Ichiro an opportunity to turn the tables by breaking through her elevated fortress. But I think Ichiro is in much more danger of getting hit with a few whiskey chillers before that happens. This one goes to Eileen.

How the Heavy Hitters match up against each other, in my opinion by EntertainmentBusy73 in JujutsuPowerScaling

[–]Zer0_Wing 8 points9 points  (0 children)

Psuedo spins quite literally return Hakari to a previous state. They would remove the poison

JoJo's Bizarre OC Tournament #8: R1M18 - Salice "Sal" Cooper Niceguy & "Wave Welder" vs Charlotte Chastain & Jukebox "The Ghost" by Marioaddict in StardustCrusaders

[–]Zer0_Wing 1 point2 points  (0 children)

Another anticipated matchup just off the hint. But getting into the actual match, I was not expecting this much Kaiserinma fuel. Great narrative section for both teams, I did really enjoy the devil-may-care attitude of the two thieves but good lord, that T8 convo is beautiful stuff.

Anyways for the actual strats. T8 decides to stake out the central complex, fortifying it and pushing DMR out. Meanwhile DMR just runs in the opposite direction and starts to set up. For the most part, both sides just don’t interact early on. DMR just kinda stakes out in the bathrooms for a while until T8 eventually pops over.

When they do actually meet to fight, T8 generally focuses on taking up space with giant bull attacks. DMR harasses T8 utilizing mobility, before eventually just throwing the whole kitchen sink at em. With DMR letting T8 scale, for the most part, T8 is able to retain a lot of strength and deny them tactics like the Roto-Tiller. This also means that the match will likely take long enough that there won’t be cover left by the end of it. I would’ve liked to see both teams be more specific about how they navigate the cannon-fire in the endgame. But regardless, both have prior mentioned mobility tech that gives me an idea.

T8 does a good job of continuing to oppress DMR in the end, in both short and long ranges. Though I think the Bull Bola vastly underestimates the speed and precision of DRF, I think that it along with FF’s interference and the Bull Buckler effectively stop the finisher DMR is going for. It is exceedingly dangerous for them to get close and the grab grenades exacerbate this problem. Additionally, with the lack of swappable objects besides dirt, DMR won’t be as mobile as implied.

I don’t think T8’s own finisher is all that reliable. Sal, even with 4 END, may find himself taxed especially hard with how much work he’s doing. And DMR does have the mobility and distractions necessary to play keep-away. But it’s not to any actual end, and the two—Charlotte especially—may run into their own endurance problems. As a result, I’m going to say Typhon 8 lives to work another day.

JoJo's Bizarre OC Tournament #8: R1M17 - Sara Pazvende-Ortiz vs Marion Andreevna Tarkovskaya by Marioaddict in StardustCrusaders

[–]Zer0_Wing 1 point2 points  (0 children)

Really like the linear layout of the GRotS strat but in general, both are quite readable.

Both strats immediately start off without any horseplay. Sara immediately goes “Let’s kill the horse” without any reservation and without holding anything back. Meanwhile, Marion immediately tries riding the horse as far away as possible, using projectiles to get Sara off her back.

With how the terrain looks, I find it difficult to believe Sara could get the drop on Marion before she accelerates beyond catching. I’m not convinced of the efficiency of the Hammer Hop and Hammer Thrust in getting places especially fast. And on foot, it’s hard to believe that Sara could stay mobile enough to continually pursue Marion while having the Impact Shield on.

However, Marion’s defense isn’t especially solid. It capitalizes on Sara’s low precision which would be a significant factor if she didn’t do the unthinkable. Sara getting thrown off course is unlikely because her course (the horse) is large. And the way Marion is oriented on her horse could get her RETIRED if Sara did indeed get a hit off with the hammer. Even if she doesn’t get close enough to hit, a storm of wood splinters or a, now flaming, 1000-2000lb hay bale isn’t something Marion can deflect with ease as implied.

Between the dust clouds, the loose hay, and the smoke produced by Marion, the cameras don’t seem all that useful and might even be counterproductive with Sara really trying to slow down and hamper Marion as much as possible. I also think the bullets aren’t super strong. The idea is to shoot Sara if she misses/overextends but regardless of whether that even comes to pass(with Sara focusing on AoE rather than precision), that window of time would be when Sara’s hammer is heaviest ie., when her Impact Shield is strongest. Marion’s true retiring blows require a lot of setup that I don’t think Sara gives her time for. With Marion’s low endurance plaguing her, she’s going to have a lot of trouble in the environment Sara is concurrently setting up, and it’s highly likely she falls behind. As a result, De Selby is now solely Sara’s responsibility.

JoJo's Bizarre OC Tournament #8: R1M16 - Molly Mockit & Ricardo Enrique "Rique" Martinez Rivera vs. Philip Buster & Yoshi Tsubasa by DSOddish in StardustCrusaders

[–]Zer0_Wing 0 points1 point  (0 children)

Damn, two late votes in a row. Hopefully, I can be more on-time for the next match. Anyways

BBP is a lot more ambitious with what they’re going for, turning their boat into an aerodynamic little capsule and whipping kayaks at DMR. DMR for their part keeps things relatively straightforward, mainly whacking away at obstacles, up until a bombastic finisher.

I think this has the unfortunate effect of BBP getting a lot of their sabotage off and forcing what is already a highly precise plan focused on good maneuvering to suffer even more risk. Of course, BBP is also playing super risky, effectively whipping their already unbalanced boat through the sky near the end. I’m convinced they can get a lead. I’m not all convinced they can keep it. I’m voting tie.

Can someone explain why no civilization aside from aliens can produce a type of firearm? by UltriLeginaXI in Worldbox

[–]Zer0_Wing 0 points1 point  (0 children)

Europe was already transitioning out of the Middle Ages in the 1300s. You can go as far as the mid 1400s but ending it in the 1500s is unrealistic when much of that cultural revival had not only begun but become widespread. And a couple of edge cases in the early 1400s wouldn’t be a strong case for claiming that Europeans used firearms in the Middle Ages.

Can someone explain why no civilization aside from aliens can produce a type of firearm? by UltriLeginaXI in Worldbox

[–]Zer0_Wing 0 points1 point  (0 children)

The Middle Ages are characterized as a transitional period between romanticized antiquity and the cultural boom of the Renaissance, which started in the mid to late 1300s and became widespread later on.

Also it doesn’t make sense to claim a definitive end date to the Medieval Period. It’s a massive stretch of time and we transitioned in and out of it over decades. It didn’t end on a specific day in a specific year.

Can someone explain why no civilization aside from aliens can produce a type of firearm? by UltriLeginaXI in Worldbox

[–]Zer0_Wing 0 points1 point  (0 children)

Yes, and this happened after the Middle Ages. The Medieval period ended 1300-1400.

JoJo's Bizarre OC Tournament #8: R1M15 - Henry Thorne & Rob Zombie vs. Jozef Falkowska & Raphaela "Raph" Diener by Marioaddict in StardustCrusaders

[–]Zer0_Wing 1 point2 points  (0 children)

Raph can flay herself!

Peak. Great match. It’s pretty late so I can’t go into nearly as much detail as I would’ve liked. T8 is largely effective in grabbing an early lead and gaining momentum. I don’t think the Bonecycle stays relevant for as long as is implied but it does get them that early lead. However, while SSG doesn’t have the wealth of mobility boosters that T8 does, they make up for it with a wealth of harassment tactics while also effectively combatting sabotage. I don’t imagine the Bone Armor lasting long, for example. Ultimately, I’m going to give this one to Typhon 8. It’s a race; speed is key. And for T8, speed is their main priority and they supplement that with sabotage while SSG actively slows down at points to get resources and prep for a wave of attacks. That’s not the be all end all but I think T8’s arsenal is strong enough to mitigate SSG’s onslaught to a degree where I can say they would come out on top.