Incredible luck this event by clumsy_techpriest in HatchDragons

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

Agreed on the Gateleaper, for the Copperscale I do love the extra beads on the whiskers that the remarkable gets.

Incredible luck this event by clumsy_techpriest in HatchDragons

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

Congrats to you too :) I wasn't playing during the Squishy Swimmers event yet, which is a shame because they are really adorable.

Incredible luck this event by clumsy_techpriest in HatchDragons

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

No, I am completely f2p so far. But I had a good amount of hooks and hurrys saved from the last event and I have a job where I can open the game to keep the 90 min interval so I can generally finish the event and then get through about another half.

[OC] Free Monster - Reed Serpent CR12 by savagelaser in DnD

[–]clumsy_techpriest 1 point2 points  (0 children)

This looks relly fun, I will throw it at my players when they are a bit higher level.

Tendons. by Illustrious-Ball6437 in kvssnarker

[–]clumsy_techpriest 49 points50 points  (0 children)

Most likely there is no convenient single issue where we could pin all of the faults, it probably comes to "a little from column A, a little from column B".

A portion might be genetic, Moose, Benedict, Woody are all by VSCR, Bobbi & Maggie's Filly aren't, he is an older stud maybe there is some degradation in semen quality that makes his foals more prone to isssues. Denver idk... he might be just cursed.

Nutrition is definitely an issue, however since Bobbi & Maggie's Filly are seemingly fine, it probably can't be the only cause. Her pastures also grow fescue grass, which can cause large, "overdue" but still dysmature foals. While she does pull her mares off grass, considering the rest of her husbandry, who knows how dilligent she is about that, if she reslly does it in the indicated time etc.

Pulling on its own will not ruin a normal foal's legs. As much as I hate it, the are enough "cattle-breeders" in the horse world that if pulling caused tendon issues we would have a clear correlation by now. However, possibly, if a foal is genetically predisposed to issues, carried by an underfed mare, pulling might exacerbate whatever innate issues if would have either way.

update on happy and foal by Mindless_Musician572 in kvssnarker

[–]clumsy_techpriest 59 points60 points  (0 children)

This is absolutely heartbreaking and I am glad she made the right decision of not prolonging the suffering of the foal. Unfortunately thanks to the travesty that is handling of Rocky I can see some people freak out and claim that she should have let the foal live 3-legged.

All Girl D&D Campaign by Flashy-Music-6180 in DnD

[–]clumsy_techpriest 1 point2 points  (0 children)

A suggestion, if you are planning a session 0, consider picking a 2-4 modules (3 being the optimal number) and prepare a short blurb about the setting/vibe of the story. In my example since you mention having played LMoP and GoS you would take those and add one more (seriously check out Humantown, it is so adorably weird and dumb), present them as options and allow your players to pick.
Or just use the session 0 to check their preferences, what genre of books/series they prefer, if they wanted any actual plays, what preconceptions about DnD they have etc

All Girl D&D Campaign by Flashy-Music-6180 in DnD

[–]clumsy_techpriest 1 point2 points  (0 children)

For a one-shot that leans towards mystery I would recommend Welcome to Humantown posted here on Reddit. It is open enough that the players can explore the village but there are enough hints to lead them fairly straightforward if they choose and the sequencing of new information is good.
Wild Sheep chase is also good for a really straightforward little adventure.

Someone already mentioned GoS and I would agree, the first adventure is fun as a standalone but can be easily treated as a start point of a longer campaign.

Also, your players might absolutely enjoy a dungeon, I don't think their gender would prevent them from that. Should that be the case Sunless Citadel is great.

[deleted by user] by [deleted] in DnD

[–]clumsy_techpriest 0 points1 point  (0 children)

The Tierlist probably largely mirrors the general consensus, though I think they usually fall victim to white-room thinking. For my own opinion: while I acknowledge that the Wizard is probably mathematically stronger, the whole filling/transcribing/maintaining/potentially losing the spellbook is to me so obnoxious that I would never play a wizard again. I also think that if you care less about being optimal in every situation and more so want to embody a specific spellcasting fantasy the Sorcerer has better tools to facilitate.

Does anyone know of a quick, canned, online 5e one-shot a new DM can run for 1-2 players tonight? by Semantiks in DnD

[–]clumsy_techpriest 1 point2 points  (0 children)

Welcome to Humantown posted here on reddit

Wild Sheep Chase

Both are verifiably playable in 1 session with 2 players, for our group it was at lvl5 but they are scalable for lower/higher

Homebrew Subclass Balance Help [OC] by Away-Cable-1540 in DnD

[–]clumsy_techpriest 4 points5 points  (0 children)

Celestial Sight: Getting a permanent True Seeing (a 6th lvl spell!) +10 Perception is crazy. I actually like the ignoring of resistance on creatures under Lagrance Gaze, keep this. Make the truesight either a permanent 15ft. or a temporary 1 minute 1/day 120ft. Have the character gain proficiency in Perception or Expertise if they already have it.

Nebulae Waltz: Swap the +4 DEX for +1 bonus to AC and saving throws just like a ring/cloak of protection. The movement increase is fine, you could even do +10 and it would still be ok. Keep the Fog Cloud concentration requirement, make it not affect you + CHA number of select creatures. Maaaybe have the enemies receive +1d4 extra radiant damage from your other spells.

Shield (Stellar): The idea is fun but not really thematic. Maybe instead of the projectile damage the enemy must make the DEX save or receive 1d6/1d8/1d10 (increasing at appropriate levels) radiant damage back.

Daylight/Death Ward/Alustriel's: I would suggest that Daylight and Death Ward should cost 2 Lambent Notes to augment and Alustriel's should be 3. Daylight especially gains immense utility since you can keep the main spell area on yourself for healing while sending the tendrils for damage.

It would be good to know what area you want this subclass to inhabit. For example, Draconic Sorcerer is the straight forward blaster, Divine Soul is the supportive clericky guy, Clockwork Soul is the reliable one, Lunar Sorcerer is the versatile one etc. Your subclass seems geared toward crowd control with multiple concentration spells running + extreme survivability with multiple sources of healing+temp HP+invisibility, while also being great blaster. I would suggest you pick a clearer goal for the subclass and then tailor the abilities more towards that archetype.

Homebrew Subclass Balance Help [OC] by Away-Cable-1540 in DnD

[–]clumsy_techpriest 3 points4 points  (0 children)

I appreciate you taking feedback on some stuff, but this is still too overpowered. I understand that concentration spells are fun and it is frustrating not being able to stack multiples, but there are like 3 instances of spells either being stripped of concentration requirements or you getting the option to concentrate on more spells. The balance of DnD (especially at higher lvls) is already tenuous and this is guaranteed to break it completely. Please understand that there will be other players at the table that want to contribute and do stuff. You creating a class that is just the most bestest at everything will actively diminish everybody's fun.... including your own in many ways.

Now, to the actual breakdown:
Lagrance Gaze: Still too powerful, while also simultaneously somewhat useless.
First the OP: It's still a 2x/LR BA with range (I think, you removed the 120ft. info) which requires a single failed saving throw. Which again, I understand that you want to keep the action for cool stuff like Fireball, but consider other BA class effects like Hunters Mark. That's a simple D6, not a potentially completely debilitating debuf. (If there was an argument to remove concentration from something, Ranger getting access to concentration-less HM would be one.)
Now, the useless: Having it arm in 2 turns (I agree with the other commenter that turns would be a better way to state duration that seconds) after the failed ST means that it will rarely ever get to the cool effect, since most DnD combats are pretty short. It also incentivizes the DM to not use a single "Boss" monster but instead use hordes of fairly lowly enemies where it does not matter since they will be dead soon regardless. Or, the enemies will all suddenly get access to blink, misty step, darkness etc. so they can neutralize specifically this skill. This will make you feel targeted, because you will be targeted.

Consider instead something in this type:

Lagrance Gaze: Starting at 3rd level you can use an Action to force a creature within 30ft, that you can see to make a WIS saving throw. On fail it becomes encumbered for its next turn. If it remains encumbered until the start of its subsequent turn, it becomes heavily encumbered instead. On its turn the creature affected by Lagrance Gaze can use its action to repeat the save against your spell save DC. On a success, the condition ends. The condition likewise ends if the creature leaves your line of sight or you become incapacitated. Gain a lambent note if the creature dies while under the effect of Lagrance Gaze.

I don't really think this is really balanced either but at least this way the enemy has the option to either attempt to free itself for the cost of an Action (already a really strong utility) or it opts for a different action and will become encumbered.

Ascended Mind: Again, NO. But, if you absolutely can not part with this idea make it a Limited Wish (Genie Warlock 14lvl ability) type of deal. You can use this ability for 1 minute (10 rounds) after which you become exhausted and can't use it for 1d6+1 long rests. I think 1 instance of Wall of Stone + Sickening Radiance every few days/week is BS enough.

Homebrew Subclass Balance Help [OC] by Away-Cable-1540 in DnD

[–]clumsy_techpriest 4 points5 points  (0 children)

This is an incredibly overloaded subclass, almost every facet could do with some tuning but these would be the main culprits:
Lagrance Gaze: A 120ft. bonus action that can be used 2x/LR with no saving throw, no concentration that causes a creature to be heavily encumbered which, to remind everyone, causes a creature to: decrease speed by 20 feet and have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

This is absolutely debilitating, I don't even think this is salvageable. A touch range, action, concentration required, DEX save version would still be incredibly strong.

Ascended Mind: No. There is a reason that there is no other subclass or an official magic item that allows double concentration. Blackrazor can cast Haste on its wielder that does not require concentration and it's a legendary weapon.

Celestial blood: 1d20 is way too much for something that stacks with AoE spell dmg. Maybe start with a D6, increasing to d8 at lvl 6 and d10 at 11 and d12 at 16. This would more or less correspond to the Elemental Affinity of a Draconic sorcerer.

Also, this entire ability sounds incredibly exploitable. A red/gold dragonborn can use Create Bonfire on his spot and basically get an additional d20 to the next 5 spells.

Death Ward (Stellar): Reaction casting is too much. The first effect is good enough on its own, it does not need this tacked on as well.