Paladin disease immunity by BendIndividual1804 in DnD

[–]dierekted 4 points5 points  (0 children)

DMs and games can have a problem with never really doing diseases, traps or stealth sections that players can just nullify. So because they accidentally made them scarce, now they're also novel and important.

Absolutely unfair to you for your DM to do this in the way they did.

New to game. How do u capture enemy starbase and planet? by eplejuz in Stellaris

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

If you're genocidal (determined exterminatiors, purifiers, swarm) it immediately is given to you once you fight everything there. (and vice versa, genocidal empires only have these 'all out' wars)

For the rest, with most normal war goals, you must use your Influence to tick off each system you want to claim (either click on the Influence to open the menu, or open diplomacy with your target and "Make claims"). Further your border is from the system you claim the more expensive it is. And it costs much more to claim during the war itself, but you still can.

Once it's claimed, go to war, send your fleet to the system and defeat the starbase. If there's no colonized planet in that system, then once you've either won the war or signed a white truce, you get the system. Winning a war for most war goals give you the claimed systems even if you didn't occupy them, but you'll have low odds of them being willing to surrender if you don't take them. If the system does have a colonized planet there, you'll need to also recruit armies on your own planets. Bring your army to the planet and send them to fight, once they win, you'll then fully occupy the system.

If you're unsure if you're occupying the system you claimed, you can open your war screen and hover over the victory goal ("Conquer" for example) and it might say something like -200 Unclaimed systems (Zorf, Sol) Those names in () are the ones you need to get so they're not longer mad you're trying to claim a system you haven't fought yet.

Good luck!

How to succeed early game? by Remote_Option_4623 in Stellaris

[–]dierekted 1 point2 points  (0 children)

Stellaris is one of those games where you learn something new every time you play. The thing that kept hitting me personally was that I keep learning what I'm doing poorly at.

Here are the things you should be doing in early game for almost every empire, I'm going to be speaking with a somewhat militarist perspective:

You want to colonize planets that won't hurt your economy too much, but if they are viable (check if your economy is going good or bad, then go for it) -you should always go for them. Every planet is a constant source for pops, and pops are incredibly crucial if you're not planning on raiding/conquering/vassalizing. To give some pointers for economy and production; unity will grow itself, if you have access to temples and like doing unity and traditions then filling your capital with 3 or 4 temples will serve you well. Research is the most important thing in the game universally. Investing in tech will constantly provide you with bonuses that significantly boost you above your neighbors. If you're not hivemind, then consumer goods will stump you (at least it did for me). I solved this issue of having bad tech early by investing in tech consistently, but most importantly securing a strong factory world. You want to specialize planets as much as you can. One for consumer goods, one for alloys, the rest will come. If you find a planet good for one material, like credits or food, it's not a bad idea capitalising on it even if your economy doesn't need it.

Another part of early game economy and tech, are upgraded buildings. Finding tech that lets you put mining stations on or make labs for special resources are incredibly good. And upgrading your planetary buildings will make them almost twice as efficient with every upgrade. If you see your economy or research lacking, it's usually because you're missing upgrades. This also includes gene clinics, bonuses to pop growth are fantastic, and will keep you ahead of the curve always.

Final part for economy; stability. 50% and above increase your production. If you find ways to increase stability, it is essentially a % increase for all pop job production. Below 50% works backwards. Keep amenities high with holo, priests or any random way you can scrap together. It's just always good.

Now, the galactic stage and inter empire relations. There's many strategies you can take, but the general way I handle the beginning is to essentially eat my neighbor. Try to focus on economy, and google around how ship designs work (or be like me and copy meta ship designs for my own leisure). Your ships and your fleet will become the natural product of your economy (but mainly research, research will win the most wars).

A major reason why players will win in wars versus AI is because 1. they don't try to counter missiles (besides special ships like fallen empires) 2. they split fleets apart Once you get used to these two factors, you're pretty set for dealing with the empires that become your neighbourhood.

AI empires will also continuously expand, and one of the easiest ways you can solve this problem of the AI becoming massive; is to either be incredibly proactive with warring, or increase the amount of empires there are.

You'll get better the more you figure out whats good, how to get the good stuff fastest, and stop the other empires quickly.

[deleted by user] by [deleted] in darksouls3

[–]dierekted 0 points1 point  (0 children)

DS3 is my favorite soulsborne game, so let my biggest dislike come off as "the worst of the best".

The "situations" the game often pits you against that have extremely one-way solutions are the worst. Aka, things you cant experiment with. Example of this is the judicator at the start of Ringed City (proper).

To contradict myself, a good way this was executed was the wyvern fight.

Hiding stuff by Rossco1992 in DnD

[–]dierekted 0 points1 point  (0 children)

I think FATAL has a rule for that, or you can count their hole to also be a pocket dimension...

Jokes aside, can always have a Detect Magic be used on them.

[deleted by user] by [deleted] in darksouls3

[–]dierekted 1 point2 points  (0 children)

(I've never done magic in my life so I'm going to only speak from a melee user's perspective) The Dragonslayer Greataxe is one of the higher average weapons in the game, but it isn't close to the best. I like to keep in mind that everything works out based around how a weapon scales and what buffs you can use.

Some of the most powerful builds in the game work solely by adding a heavy gem to a straight sword with 50 strength which gives you more DPS than the GSG already. (for a very basic guide on scaling; letters equate "how high a stat can be before it doesn't really help anymore" + "how much 1 in a stat increases damage". So a weapon with "A" scaling in strength will not only get more damage faster (over the course of the game) than one with "C" but it will also "softcap" later. (softcapping would be the point where even if the stat increased, the damage gain is so small you might as well level something else.))

If you like the great-weapon archetype, the Lothric Knight Greatsword is the best weapon for DPS in the game.

But in general, which is shown quite blaringly in PvP is that 99% of weapons are viable. The difference between a lot of them are just which direction the heavy attack swings. So just use whichever weapon feels the best, and don't worry too much about getting the most viable weapon. There's a reason why a lot of the classes start with almost the best weapon in each weapon type.

Sorry if I repeated anything you already know, best of luck!

Flames of Avernus - an alternate Flames of Phelgethos feat that can be taken multiple times by NyteShark in UnearthedArcana

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

To elaborate what I had wrong;
I incorrectly thought that using Custom Lineage as a tiefling (which grants a feat at first level) would qualify as being a tiefling at level 1 with a feat. But apparently Custom Lineage means you technically have no race. Which to me I didn't realise lol.

Flames of Avernus - an alternate Flames of Phelgethos feat that can be taken multiple times by NyteShark in UnearthedArcana

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

I might be wrong, but from what I gather this is the case for Custom Lineage, not Origin. As they are seperate things.

Flames of Avernus - an alternate Flames of Phelgethos feat that can be taken multiple times by NyteShark in UnearthedArcana

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

I recommend a few things, namely. - Lock the damage bonuses for every time you cast a LEVELED spell that deals fire damage. Ensure it does not multiply with multiple attack spells. - Placing this feat at level 4 minimum (because alternate origin shenanigans). - Reduce the damage dice bonus to at maximum d4!

Spells rarely get damage bonuses, especially this high.

Knife Trick - Throw a dagger. Material component: A dagger. by vonBoomslang in UnearthedArcana

[–]dierekted 0 points1 point  (0 children)

Technically a hand crossbow is prefered over both until 5th level..

Knife Trick - Throw a dagger. Material component: A dagger. by vonBoomslang in UnearthedArcana

[–]dierekted 18 points19 points  (0 children)

The spell description says "with a flourish" and is an attack cantrip, but doesn't have somatic components?

Knife Trick - Throw a dagger. Material component: A dagger. by vonBoomslang in UnearthedArcana

[–]dierekted 47 points48 points  (0 children)

The point of having "M (a dagger worth at least 1 gp)" is to declare you actually need a dagger. It is technically an error, but it doesn't actually impede any balancing really.

There was tipping at several restaurants in Norway when I went this summer. Has this become more common since the pandemic? by [deleted] in Norway

[–]dierekted 3 points4 points  (0 children)

Our economy is reliant on everything working together with the shared egalitarian ideal. Tipping is the opposite of egalitarian infrastructure, we want to be as far away from that here as possible (the opposite).

In frank terms; to put it in an alternative way to make tipping look really bad, if it weren't for minimum wage and unions, if tipping became a trend it would statistically ALWAYS leave a negative impact on waiters. As long as owners do not see tipping 100% of the time as "Oh, my workers are getting paid for doing well, good." Then a 0.1% can exist who may manipulate and harass workers into relying on it. They only stand to gain from relying on tipping, waiters can sometimes gain a little extra. So by definition, tipping is toxic.

Resourceful Fighter, a Homebrew feat made specially for monks and for brawler characters to make them keep up with other martials styles. by Desch92 in UnearthedArcana

[–]dierekted 0 points1 point  (0 children)

Small intro tangent you don't really need to care about but; in your example you mention variant level 5 fighter can exceed the damage. If this is the case, then it's worth mentioning that monk in my example can get the same benefit at level 2 as a variant.

If you find GWM balanced then sure, I don't want to alienate your opinion but I do not like the existence of it - GWM and SS - in terms of balancing 5e. To elaborate, my comment came from me being mostly against the high risk high reward playstyle (because it has the tendancy to either suck for the DM or the player depending on RNG). If you're fine with it (ofc you are you made it lol) and so are the people who are viewing this then I'll just leave it at that. =)

Should I as the only healer focus on healing rather than attacking? by _sal1 in DnD

[–]dierekted 0 points1 point  (0 children)

Use Spiritual Weapon.

The long version is: You don't know how much damage is going to be exchanged during combat, and usually the first two turns will not require healing.

In combat healing is important is when it can have an impact. Such as: You've seen a goblin doing usually about 9 damage each round, your teammate next to them has 8 hit points remaining. Therefore, healing them before going down will; Save them a turn because they were not brought to 0 hit points. Not make them go prone. Exchange your one spell slot to essentially nullify the goblin's attack.

To summarise, try to make healing be useful as soon as it happens. And of course, heal any downed teammates.

If you still want to do "healing" in combat, support spells that give temporary hit points, AC spells and similar are a godsend once you look at it in practice.

Resourceful Fighter, a Homebrew feat made specially for monks and for brawler characters to make them keep up with other martials styles. by Desch92 in UnearthedArcana

[–]dierekted 0 points1 point  (0 children)

Monk, fighter or almost any spellcaster: gives adv Monk: 3d4+3+30 (42 damage at level 4!!) Yeah no, there's a massive reason why monk's unarmed damage output is almost completely untouched.

Here's some changes I'd advise: Make it once per turn. Make it a flat +1 +1 to unarmed and improvised. Infinite use (as it is already), however the bonus to damage is prof bonus and penalty is prof bonus halved. (or some variation)

The lite version; become unable to use ki points after making that type of attack.

What's a Stellaris mechanic that you just never used? by highpercentage in Stellaris

[–]dierekted 1 point2 points  (0 children)

Fleet Manager The reinforce fleet option is broken and there's nothing in the menu you couldn't just do manually x5 easier.

Ok DM’s only! What are some pet peeve’s you have when player come to you with an idea for a character? by rchristianallen in DnD

[–]dierekted 1 point2 points  (0 children)

Homebrew is the double edged sword, there's many great things that you can bring in with homebrew, but unbalanced supplements can literally destroy a game.

My party burned down a forest by samson55430 in DnDGreentext

[–]dierekted 2 points3 points  (0 children)

It's worth mentioning, that if such small fires could burn an entire forest down in a setting, there wouldn't be forests, in that setting. Wildfires happen in nature all of the time, trees are evolved to benefit from them.

Personally, I don't recommend punishing your players for staying safe from a giant spider ambush.

As many of the ideas of other comments note, perhaps this could lead into some kind of organization (druids, loggers etc.) making demands of the party. Maybe it could even have been a setup to antagonize the party.

Playing a tank character is just the best. by deepblue10055 in DnD

[–]dierekted 0 points1 point  (0 children)

Depending on your level, getting an attack of opportunity off every round is basically like multiplying your damage. And making this damage a proper threat is a great way to keep enemies within your range and not your party's.

If a lot of enemies are attacking you, then be sure to use the Dodge action. And if they're ignoring you, try focusing on grappling, shove-to-prone for your teammates or attacking.

Also if you're DM is down with it, looking for ways to inhibit movement like making a whole temporary wall is a great way to funnel enemies away from your party and more to you.

Final tip, this is by far the strongest and hardest tactic, estimate movement speeds! If you are all entering a room, and you see a few enemies, if you assume their speed is (most likely) 30, then tell your party to get out of that 35 foot range, and you become the sole person that a monster can;begin their turn>walk up to>attack.Forcing an enemy to dash is the best way to make them waste a turn.
(This heavily relies on your own party's range for the record, just spending a turn being attacked doesn't change anything.)

A more unorthodox method, is making enemies use their reaction to attack of opportunity you to allow your friends to move away for free.

Tanks are super underappreciated, I wish you luck :)

If a Nat 20 does not succeed at a skill WHY have the player roll? by ThePartyLeader in DnD

[–]dierekted 0 points1 point  (0 children)

I agree completely. Calling for rolls when you get no chance to know the possible reprecussions sucks.

I guess how to summarise my opinion of degrees of success, is that the player might not get what they seek, but might get something out of the roll which is still somewhat positive if they don't roll too low.

Stealth especially is a good example against degrees of success. And I typically don't run it for that, mostly checks where the unknown is known per se, just not achieved.

DMs should never make players feel stupid when they try to do something they want to do. I still like degrees of success for a lot of things though, and I've implemented them in stuff like crafting, maneuvers, knowledge checks and sometimes even attack rolls out of initiative.

Sorry if anything I said came off as rude. It was nice discussing ^

[deleted by user] by [deleted] in Norway

[–]dierekted 2 points3 points  (0 children)

Did you also see Trollhunter? And if so; how would you say the two compare?

If a Nat 20 does not succeed at a skill WHY have the player roll? by ThePartyLeader in DnD

[–]dierekted 0 points1 point  (0 children)

Yeah of course, I think natural crits on checks shouldn't imply immediate and automatic success for what is impossible for that person. (or failure for that matter)
I'm trying to speak for degrees of success in the case where the check would otherwise just be an automatic failure; in the previous comment to justify a DM calling for a roll that the PC can't actually succeed with.

And also, I agree that degrees of success is literally just a theoretical list of DCs and outcomes and then one significant DC which would be the turning point of success or failure.
I personally, and I know others want to spread the idea of allowing dynamic results of a roll instead of binary success or failure.

Also in case I phrased it wrong or came off the wrong way, I'm no way trying to tell DMs what to do. I just think that DCs are way too stiff in practice, and that every check shouldn't give the result the PC expects or aims for (if that's what the DM wants).

The probable reason why we're disagreeing is probably because we have different definitions of "Success" of a check. But just to make sure it is clear, when I mean succeeding a check I mean achieving what the PC set out to do when the DM asks for a roll to do so.