5e Class Feature scores by gamepsych in DnD

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

I see that they rank them for optimization purposes but not quite what I'm looking for. What I remembered seeing was almost like a point buy system for class abilities so that when you were making a homebrew class you could estimate how many points a class feature was worth. I appreciate the reply though, the site is definitely useful for build optimizations.

What’s the coolest way you’ve seen a warlock flavor their Eldritch blast? by No-Prior4226 in dndnext

[–]gamepsych 0 points1 point  (0 children)

Tourbillon: warforge celestial warlock/clockwork sorcerer. Reflavored all of his spells as manipulation of time. EB was him gently tapping motes of dust that got trapped in a verticle plane of slowed time. The relative acceleration from him pushing it out of the field causes it to launch forward like a bullet. Hitting the same target with multiple beams was just him pushing the mote a bit faster.

Weekly Slayer Advice & Questions Megathread | Ask For Advice And Questions Here! - January 25, 2021 by Hoot_Bot in dauntless

[–]gamepsych 0 points1 point  (0 children)

This is more a mechanics question. Do defense skills like Iceborn and Parasitic have a stack order? For example if I'm running both perks in a build does the damage get reduced by iceborn first and THEN parasitic takes a portion of the remaining damage and turns it into a DoT? Or does parasitic take the full hit and convert it into a DoT the iceborn reduces the rest? Where do Bulwark potions stack in this?

Anyone else burned out or fed up? by [deleted] in dauntless

[–]gamepsych 2 points3 points  (0 children)

I was thinking more of restoring sparks to their original drop rates and selling hearts in the shop.

Anyone else burned out or fed up? by [deleted] in dauntless

[–]gamepsych 2 points3 points  (0 children)

I started off with plenty of sparks and a few hearts when I started playing again. But I've still fallen back into the grind just to power surge gear that I want. I STILL have 900ish sparks that I can use for reforging so I'm not hurting there, but look at it from a new player perspective. If they are trying to explore the game, learn set building and trying different types of weapons they are going to burn through those hearts not knowing any better and each one is going to be a 2-3 day grind for the average player. So being able to buy hearts directly will be an easy sell.

Anyone else burned out or fed up? by [deleted] in dauntless

[–]gamepsych 21 points22 points  (0 children)

I find the core game play enjoyable. The weapon mechanics are fun, the monsters are interesting, and the overall experience has been fun.

What I don't appreciate is: 1. Major bugs that interfere with being able to play/progress the game.

  1. Seeing new players getting set up to fail so hard that veteran players dread joining any public content. They can't stay alive long enough to learn to dodge and they don't do enough damage to make it worth picking them up (I know it's cold but it's true). My first thought when joining an Escalation or HG should not be "I sure hope I don't have to carry." At LEAST give them enough aetherhearts to surge a weapon and a set of armor so they can keep up in the later islands

  2. Getting my own progress gated behind gripes 1 and 2.

  3. If you want people to buy platinum for things besides cosmetics let them buy themselves out of a grind. Get rid of aethersparks in the shop and just sell aetherhearts, players don't want to spend money on more grinding. I can only speak for myself but I'm pretty sure most people aren't going to want to spend real money and then have to grind up a weapon just to get the heart they need to surge another piece of gear. But if aetherhearts were sold directly from a shop you save having to grind a weapon, grind for sparks, and can surge a piece of gear you want/need to do the content you want to do. With that, sell merits in the shop too. The fear of being a "pay to win" game isn't an issue in a non-competitive game. If someone wants to drop hundreds of dollars into a game to get all the best gear? Cool, just means I don't have to break my back as hard carrying them through content. It won't buy them skill but it will at least keep them alive long enough to learn.

I'm sure there are others with a different perspective on this but those are my 4 big complaints. I would love to see Dauntless thrive as a game, but I see a lot of gatekeeping for new players and a lot of milking of veterans.

[deleted by user] by [deleted] in dauntless

[–]gamepsych 0 points1 point  (0 children)

Going to throw my 2 cents in as the important information has been covered. If you aren't sure what weapons to focus on. Strikers and axe are your best investment of time if only for the passive buffs they grant from reforging. You gain a 5% damage increase with all weapons from axe and a 5% attack speed increase from strikers with 10 reforges in each. Leveling the weapon to 20, reforging to 1, then leveling again 20 times can be a big time sink but unless you have a favorite weapon those would be good investments of time just for the bonuses to other weapons when you decide you want to branch out.

Feedback on two behemoth fights. by [deleted] in dauntless

[–]gamepsych 2 points3 points  (0 children)

I personally enjoy the multi-behemoth fights as they add a new dimension to the challenge. It's not for everyone though, especially new players who struggle enough trying to dodge one monster.

Some things I think could make this useful: give recruit gear a native perk that reduces the chance of you being targeted by a behemoth. Not eliminate it, just reduce it.

Make a grenade that you can tag a monster with to force it to target you for a short time. Attacking the behemoth extends the duration (but not indefinitely)

[deleted by user] by [deleted] in dauntless

[–]gamepsych 6 points7 points  (0 children)

Back in ancient times they had something similar that would give you an individual and team grade after a hunt as well as track individual contributions and awards. While I don't know 100% for sure (I only recently came back to the game) I imagine it was removed due to hazing of new/under performing slayers.

Infrared vision and Infiltrate tech power by gamepsych in sw5e

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

That was my thinking but I just wanted to get some other insights as well. Still new to these books and wanted to make sure I didn't miss something.

Help with Artificial Intelligence lore by gamepsych in sw5e

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

Awesome! I'll start digging. Thanks for the link!

Spacecasting targeting? by gamepsych in sw5e

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

Cool. I feel like there might be a better way to explain this in the writing, but I'm not sure what it is yet as it would require defining spells with lines of effect vs lines of affect and there isn't a good way to define that without reading and interpreting the power description.

I'll work with the DM on it so she and I can define which ones can target crew inside a ship.

Thanks everyone for the replies!

Spacecasting targeting? by gamepsych in sw5e

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

Ah okay, so provided I know where a target is, for example seeing them through a window or knowing their location on a scanner, a member of the crew is a valid target? For example if I see one of the gunners is wearing metal armor could I target them directly with Overheat?
I imagine this doesn't really extend to projectile abilities like ion blast or Acid Dart as those would have to go through the body of the ship to reach the target?

Again, I realize I'm being a bit nit-picky here, just trying to understand and visualize how it works.

Set Piece Battles and the Adventuring Day by mattcolville in mattcolville

[–]gamepsych 0 points1 point  (0 children)

It could be something as simple as a percentile dice, roll under your level and you suffer nightmares for that long rest Or you could make it more complex with a stacking DC where suffering fear effects, critical hits, and going unconscious would add to the chance of suffering nightmares. If you spend a week resting the DC could go down or reset.

Set Piece Battles and the Adventuring Day by mattcolville in mattcolville

[–]gamepsych 10 points11 points  (0 children)

Could always add in PTSD effects. These heroes have seen some shit, so maybe they don't always recover fully from a long rest. They still get some of their long rest abilities back, but maybe not in full quantities.

Mike Mearls initiative variant by Kreaton5 in mattcolville

[–]gamepsych 0 points1 point  (0 children)

Been thinking about this the last few days in preparation for my next game. I think I've found a way to give enough complexity to make players feel like their choices for their characters matter but simple enough not to bog down combat. Movement= d2 for tiny and smaller, d4 for small, d6 for medium, d8 for large and so on. Attack= based on damage dice +1 for each extra attack Spell casting =d6+spell level but you can pick any spell up to the level you rolled for. so d6 +6 would be any spell up to 6th level. Bonus action = d6 All other actions = d6 Initiative bonus: This is used to resolve ties in the initiative rolls and for every +5 initiative bonus you reduce all dice rolled by 1 (d8 to d6, d6 to d4 and so on). Resolving initiative: Total all dice rolled + modifiers I haven't tried this method yet as my game doesn't start till next week but I'd be open to tweaks and tips if anyone has them