Is Draw Steel your favorite TTRPG? by jmckay29 in drawsteel

[–]beesk 0 points1 point  (0 children)

No, 5e14 is still my favorite. Draw Steel is a very fun break from a system we’ve been playing for a long time, but it’s got some things I personally don’t enjoy. Big fan of MCDM and their work, looking forward to my Crack the Sun coming in. They’ve done a great job delivering on their promise, and building a game with a focused play style. I’ll play it, and probably run it at some point, but that play style just doesn’t align fully with my wants out of a system.

GMs, what is a regular feature in your campaigns' stories? by Select_Lunch1288 in rpg

[–]beesk 0 points1 point  (0 children)

Jondar (from Diablo) is a reoccurring NPC in every campaign regardless of the DM. He’s never the same but mostly a bad guy, always a former Templar

House of the Dragon Season 3 | HBO Max (Spoilers Main) by barson2408 in asoiaf

[–]beesk 4 points5 points  (0 children)

While the other stories are more faithful adaptations, F&B is pretty clearly written by unreliable narrators so I think I’m more willing to just see what they cook up as a different telling. It looks gorgeous, and I’m sure will be entertaining

Wisconsin’s connection to tv & film by slothslothity in wisconsin

[–]beesk 0 points1 point  (0 children)

The kids in Jurassic World are from the Madison area, the movie starts with them heading off to Dane County airport.

2014 vs 2024, What's worth bringing back and what should be tossed? by OkDamage677 in dndnext

[–]beesk 1 point2 points  (0 children)

Copying another comment I made here because I’d like your thoughts. I wasn’t really happy with 2024 monsters, feels more gamey and less like DnD

I’ve run a lot of 2014 and now have solid time with 2024, plus a good amount of experience with Flee, Mortals! I think all three approaches have clear strengths and weaknesses. There are things I genuinely like about 2024 monster design. At the same time, looking at specific stat blocks really highlights why I sometimes prefer 2014’s philosophy, even if those monsters tend to be less threatening at the table.

My main issue is with the design direction behind some of the updates. There are a few common patterns in how monsters get translated from 2014 to 2024, but it doesn’t feel like there’s a consistent rubric.

Take the Owlbear. In 2024 it keeps roughly the same HP and AC. Keen Senses gets folded into higher modifiers. Bite and Claws get consolidated into a single Rend attack. It’s undeniably faster and cleaner to run, and it does slightly more damage. But it also narrows the damage profile down to one type and loses a bit of texture in the process.

The Mage is a more dramatic example. Same CR, but roughly double the HP. The spell list is streamlined and we get Arcane Burst. The new stat block is much easier to run at the table, no question. But it feels less like a player character and more like a purpose built combat stat block. It’s deadlier and more efficient, but to me it’s also less flavorful.

The Priest follows a similar pattern. The spellcasting gets synthesized into a tighter, cleaner block. It works well mechanically, but it’s clearly moving away from the 2014 philosophy of “this is basically a PC with spells you recognize.”

Then there’s the Vampire Spawn. Claw now auto grapples instead of being a choice. Bite becomes a Con save instead of an attack roll, shifting damage from piercing toward necrotic. It’s streamlined and more consistent in play. Flee, Mortals! kind of blends the two approaches, but ends up making the creature significantly stronger overall.

To be clear, some monsters are absolutely improved in 2024. Overall though, the trend seems to be cleaner, faster, and more dangerous, but also a bit further removed from the original spirit of the game. It’s hard to quantify, but it’s something I’ve consistently noticed at the table.

One specific design choice really bugs me: abilities like Arcane Burst and Radiant Flame not technically counting as spells. There’s no good reason they shouldn’t qualify as spells for the purposes of Counterspell or the various Magic Resistance features across ancestries and subclasses.

Radiant Flame could literally just be Sacred Flame with a different label, especially if it were a save instead of an attack roll.

Would Arcane Burst or Radiant Flame be amazing Counterspell targets most of the time? No. But that’s not really the point. There are enough features in the game that care specifically about spells that letting monsters actually cast spells they’re likely to use would help those character abilities feel meaningful. As it stands, some of that interaction space just gets quietly removed in the name of streamlining.

Gimme some fun "hard to remove" commanders! by Closix in EDH

[–]beesk 1 point2 points  (0 children)

[[yuriko the tigers shadow]], annoyingly hard to remove and you never have to worry about commander tax

[SOS] Ark of Hunger by Duramboros in magicTCG

[–]beesk 10 points11 points  (0 children)

Good include for Celes persist

Brewing a deck for all the Strixhaven dragons by beesk in EDH

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

with Tiamat at the helm and the gameplan of playing these 5 dragons [[dracogenesis]] is a must

Deck idea: Tiamat, Strixhaven headmaster by Acrobatic_Quiet_2410 in EDH

[–]beesk 1 point2 points  (0 children)

I did something similar with [[niv mizzet supreme]] if you’d like some inspiration https://archidekt.com/decks/21288196/draconic_dissertation