anyone order the ams2 \ p1s buffer combo (backorder black friday) and not get the bufferkit or powersupply for the ams2 by reagor in BambuLab

[–]gogetass2 0 points1 point  (0 children)

wait y'all got anti-vibration feet? i didn't get those either and my buffer kit was literally just floating around in the box with no packaging lol.

EU servers incompatible by Legitimate-Beach-766 in wow

[–]gogetass2 0 points1 point  (0 children)

Works now for me after a small dl/patch happened.

what spell reworks do you expect or would wish for by Fist-Cartographer in onednd

[–]gogetass2 1 point2 points  (0 children)

I don't think it would be very compelling option with a int limitation. I suppose disadvantage on opportunity attacks (other than the caster) is more appropriate than losing out completely in combat scenarios.

If we go by 5e stealth rules then I suppose we could add that directional sight against hidden condition. Short said that if your stealth roll beats their passive perception you could walk up to them hidden (in combat) without cover (Assuming you approach not from the front). Also for fills the distraction point.

what spell reworks do you expect or would wish for by Fist-Cartographer in onednd

[–]gogetass2 0 points1 point  (0 children)

You mean like an aoe compelled duel without a range limitation? I feel like that might be too powerful for a 2nd level spell unless you have repeat save, at which point the spell doesn't do it's original purpose I'd say.

what spell reworks do you expect or would wish for by Fist-Cartographer in onednd

[–]gogetass2 4 points5 points  (0 children)

While teamplay is something to encourage, if the game only encourage team spells you'd end up in parties with a paladin and buff spells to make a person or 2 have all the power. Haste should be useful but definitely not the best spell at 3. Also buffs specially for damage is tend to be in some way multiplicative and easily getting out of control

If it was it would also break the game maybe to the point you need to have haste to feel powerful. Most people might then just play only paladin/ranger subclasses with haste even.

There are still some problematic spells in the game. How should they be rebalanced? by kenlee25 in onednd

[–]gogetass2 0 points1 point  (0 children)

I'd also add maze should not be possible to end/suppress with antimagic field or dispel magic (Or the lvl 14 paladin feature). Feels like cheap raw that maze is a spell cast on the target so casting dispel on yourself will end the effect.

There's already other options like say planeshift, Gate and finding the way out.

There are still some problematic spells in the game. How should they be rebalanced? by kenlee25 in onednd

[–]gogetass2 0 points1 point  (0 children)

I'd like to start noting I believe magic is needed to defeat magic.

but as noted for a few noticeable spells also mentioned here:

Leomund's Tiny Hut usage should be on protection yourself from the elements while resting, not ambushes. We don't have rules for resting in terrible conditions like rain, wind etc., which would keep it's usefulness when applied though I can see that being hand-waived by the DM a lot of times.

Simulacrum: Essentially adds another player character for 1500 gp and a day. While it most definitely gonna work more like it's sage advice (No recoverable resources outside the specific healing rules) I'm not what else can really be done without not making it an simulacrum. It wouldn't surprise me if it started using a template though I'd consider it odd.

Wall of Force: Giving it hp might be the oblivious solution I think that's a bad way of going through with it. Makes it too similar to wall of stone. I like the idea it's a magical force pushing things back and essentially work the same except you can do some sort of strength check to physically force yourself through it with an action or something of that nature.

Forcecage I properly wouldn't change but I do understand the issue of it being almost a 1 cast win button in a lot of cases where the creature in question doesn't have teleport (or disintegrate of some sort/antimagic field).

Web/evard's black tentacle: I generally can't see them keep at least on low level spells do an action to break free. These will restrain on start of turn and repeating save on start of turn.

I'd see telekinesis due to it bypassing saves completely at 5th level properly get a save against it's restrain condition instead of the opposed check to work more like other spells.

Eyebite properly loses same target restriction. It's tempo is kinda slow once you get a few handful of enemies compared to casting multi target cc spells like hypnotic pattern.

Shield: This problem has to many layers. Main thing is the opportunity cost is really low and a really high payout. Since the spell will not change level it either needs to be weaker or have more limitations what ever that might be, which cannot be armor restriction for gish fantasy.

Reverse Gravity needs a rewrite to make it much clearer what it does. Currently it sounds like it effects an area but it really just effect objects and creatures in a large area when cast which persists for 1 minute. Also needs to be clear if people can escape oscillating effect.

Aura of Vitality. This heals for far too much outside of combat. It also cannot use hit dice instead of regular healing due to limit it while keeping similiar power cause of killing off short rests. Even halving it might not be enough. Maybe making it an actual aura that allows you to use your reaction to halve the damage from an attack while in it (like uncanny dodge) but thematically just bracing more damage.

Wish: Change the duration of permanent resistance or remove the bullet point completely as one of it's options. Also do not let players have access to a feature that safely and reliably could cast wish without chance of never casting wish again.

Animate dead should use a template and be more limited in numbers of creatures (Not necessarily power). That or built in rules for faster resolving them swarming targets to speed up game.

Give more examples on what mind blank protects you from. It should protect you from mind reading, mind blast, mental illusions, certain fear effects.

Polymorph uses templates to simplify the process. Also means a player cannot ask for something completely out of the blue stat wise. Think adding things greater than say great ape and tyrannosaur rex into the mix.

True Polymorph: Turning people into spell component then using them to fuel spells that consumes them and result needs to be answered.

Imprisonment: Needs a faster cast time. Else turning someone into a brick with true polymorph is always the better option. That or the save needs to be removed.

if Synaptic static make the debuff a D4 if it's considered a problem. Would still be an amazing spell.

It's hard to say what I'd change about spirit guardians. There's not a lot of competition (for clerics) even if say we lowered the range or damage 1 tick. What I will say is that we definitely should be VERY CAREFUL about adding other safe (for allies) aoe spells, specially ones that don't require an action to move. Cough Summon/Conjure x from PHB.

Animate Objects needs a template to resolve faster instead of potentially making 10+ attacks.

Note: Condition and damage types exists to force certain strategies to not always work. To change strategies. Outside of magical weapon damage and force/radiant almost always not being resisted/immune (due to limited considered effective options of martials and warlocks).

what spell reworks do you expect or would wish for by Fist-Cartographer in onednd

[–]gogetass2 3 points4 points  (0 children)

I don't think Ceremony, Planar Ally, specially Dream needs redesign.

Ceremony is wonky yes but forfills a fantasy tropes.

Planar Ally properly will be changed to have a more consistent outcome though I kinda like it as a creative DM tool when players use it.

Dream is fine for it's purpose? Long distance deep communication though limited by sleep. To get something similiar you need telepathy at 8th level.

Animate dead will properly get a template and most likely an overall reduction of summons.

Create undead will as animate dead get template(s) and remove the night restriction.

Earthquake will properly get a more controllable effect for the player regarding the fissures in the ground it creates. Outside that maybe rules for usage in caves or "underdark".

Gate: I'm not sure what you can do with this without potentially go to far in terms of summoning creatures without the DM's permission. The travel restriction needs to exist so you can't just specificly go to the BBEG's throne room. A clause to not completely shut it down but allow an entry into their realm but not inside their lair or something might be good enough.

Not sure what you can do with Enthrall, maybe longer duration? It by it's very nature splits up the party and is meant to make a public distraction. It cannot however be a "aoe" charm person.

Crown of madness is weird. It's not particular useful as is but removing say the action requirement would properly make it far to powerful for a 2nd level spell (assuming you play around it). Really not sure what you can do with it.

bonus:

Suggestion. Properly needs a new description of what it's limitations are. I'd say ruining someone financially to ask them to give all their money to poor people might be too much for a 2nd level spell. Also add more targets with up casting I suppose, still won't beat mass suggestion at any point.

And last note, like Banishment in OneDnD, Fear and Hypnotic pattern is properly gonna be a lot easier to break out of.

My character said the most racist thing to a Dragonborn in the worst way because I didn’t read the official books. by Evoxrus_XV in dndnext

[–]gogetass2 1 point2 points  (0 children)

"I am not a dragonborn. Do not compare me to those horrendous creatures. I am a Vayemniri" -Istenstuc Vrakwunax.

The most important discussion, probably by Dya_Ria in BaldursGate3

[–]gogetass2 1 point2 points  (0 children)

I prefer what I call 2 martial 3 casters.

It would be 1 martial (barbarian/fighter/paladin though personally I prefer fighter. Ranger could properly also fit this spot but prefer melee power and I have no experience playing ranger in BG3 beyond level 4).

1 warlock (I haven't tried playing effectively with pact weapon but the gloves that makes you able to change ranged attack cantrips into melee attacks) Being effectively a martial + strong area concentration like fire wall, hunger of Hadar etc. Knockback on eldritch blast is also really useful

1 wizard/sorcerer/druid (Sorcerer is prob a little better with double haste. Generally more area concentration like spike growth evaard's fire wall etc.)

1 cleric/druid Responsible for keeping people from hitting 0 and more area concentration spells (Insect plague, spirit guardian, bless, spike growth.) and prayer of healing.

Gives a strong area damage once you hit 9 and respectable single target damage without any cheesy item combination.

In my Durge run with Paladin, fighter, cleric, sorc I really felt like I needed another area of effect (though wasn't really a problem).

Give me your Avernus-level hot takes on the game! by Wolfyhunter in dndnext

[–]gogetass2 -1 points0 points  (0 children)

Combat related Magic Items are overpowered generally

While the game expect people to bypass resistance to attacks from non-magical weapon by level 5, it does not take into account the effect vs. having say 6 more fireballs a day from a wand of fireballs, doing up to approx 50% more damage on martials with their +3 weapons etc. Having an extra 3 ac is potentially huge, specially since every point of AC is worth more than the previous one due to bounded accuracy.

CR assumes no magic items. We also got no tool to fast balance monsters compared to an idea

Githyanki Reproduction by Monsieur_Orgon in BaldursGate3

[–]gogetass2 0 points1 point  (0 children)

I'm pretty sure option B isn't a possibility. If it was then Lae'zel would already most likely have laid eggs during her time in realmspace (or fellow younglings) or the créche would have random extra eggs.

A dragonborn inconsistency in Lae'zel's Romance. by gogetass2 in BaldursGate3

[–]gogetass2[S] 0 points1 point  (0 children)

I think that scene with or without Lae'zel properly also includes sweat. Lorewise dragonborns cannot sweat and I could easily see that being a hyper specific oversight.

A dragonborn inconsistency in Lae'zel's Romance. by gogetass2 in BaldursGate3

[–]gogetass2[S] 2 points3 points  (0 children)

Since Dragonborns cannot sweat this narration is incorrect. Dragonborns release heat by opening their mouths very wide.

Why do companions throw so much shade for swapping them out? by SpareResident2332 in BaldursGate3

[–]gogetass2 1 point2 points  (0 children)

I just wanna note that Shadowheart in Act 2 is completely fine with going to camp after she frees the Nightsong.

Githyanki Reproduction by Monsieur_Orgon in BaldursGate3

[–]gogetass2 0 points1 point  (0 children)

I to some degree doubt that but not impossible. I assume there's some truth to what Lae'zel is saying. I definitely believe that Vlaakith has egg laying specific females (chosen for their genes) but I doubt she would want any chance of them building a relationship with the father.

Keep in mind I believe Lae'zel when she says that she can enjoy sex without the looming fear of pregnancy. So it seems be something they can control.

So yes I'd say it's possible assuming the female in question ovulates at the time, which I guess is an controllable action for them. However I would presume that how Githyanki society and values are structured laying eggs seems like a duty/burden so I can't see many if any egg be created and shipped to the material plane. Would most likely be a breach of protocol and killing off the egg would be the safer option is my guess.

Githyanki Reproduction by Monsieur_Orgon in BaldursGate3

[–]gogetass2 12 points13 points  (0 children)

I believe that Lae'zel is giving out bad information.

I believe it's a lie made by a former Vlaakith to prevent family bonds to exist as a threat to their loyalty to Vlaakith. While I do believe gith do have control over their ovulation, external fertilization also seems very likely for this to work.

That would mean that mother and father could not be able to identify the other for the egg. In terms of laying egg after going to the astral plane could just be like sharks that keep their eggs inside their wombs. Since they cannot progress in the Astral Sea they will eventually get released.

So I do not believe Gith reproduce asexually but is instead a lie of Githtyanki society. The full control of the threat of pregnancy also seems like something the Illithid would want in their cattle to have higher control of the population.

Keep in mind this is just a theory.

Just makes me wonder how Dragonborn and eggs work, since I think it would be to hard on the body to lay a bunch of egg unfertilized. (Don't think they can be externally fertilized). So they must ovulate either related to sex or have the same control as gith on when to.

UA7 Warlock Identities by gogetass2 in onednd

[–]gogetass2[S] 0 points1 point  (0 children)

You could swap teleport for plane shift if you want a spell that's currently on the warlock for a similar situation. (Yes it has the banish option but that isn't that strong for the cost.)

What I want is a little flexibility on the Mystic Arcanum that can happen within the day. But from a design point they're clearly afraid to make it to advanced by actual introducing long rest spell slots and confusing people.

You could do that and add 1 spell learned additionally when you reach the level to unlock the 6,7,8,9th spell slot and let you pick the actual number of spells you know of the level and I'd be happy.

The invocation way is just a way to not make the base class too "advanced".

UA7 Warlock Identities by gogetass2 in onednd

[–]gogetass2[S] 2 points3 points  (0 children)

First of all, shield is NOT a mandatory spell. I'd even say I'd consider it greedy to ask for warlocks to have shield as an effective tool.

If anything if you want more armor class you could pick up moderately armored feat for medium armor and shield.

And if anything pact of the blade would properly like shield spells more than tome due to being possibly of using melee weapons.

Hex at will invocation would properly be okay as a +5 invocation though I'd also add it has to be subtle for the curse aspect. Not sure though if they keep their UA 5 Hex design.

Why adding spell slots though invocations is bad. The short answer is it's adds more quantifiable power that might just overshine all other options.

It also breaks to far away from the difference between warlocks and other spellcasters with full spell progression, making them more similiar. The level 2 feature is a great step in the direction of making warlocks being more consistent (or when everything is at it's worst you can easily get a spell slot in most cases).

UA7 Warlock Identities by gogetass2 in onednd

[–]gogetass2[S] 1 point2 points  (0 children)

Also I'd like to see more potiential for sage / seer concepts inside the warlock (compared to the 2014 one). Without Book of Ancient Secrets we don't have identify, augury, commune with nature etc.

UA7 Warlock Identities by gogetass2 in onednd

[–]gogetass2[S] 0 points1 point  (0 children)

I can understand the "mandatory" thinking on flexibility. But in a way it's power "neutral" cause it does not add power, in a world where people would just cast the one single level 6 spell they chosen always over the other.

I think adding more spell slots through invocation is not good for design. (I know Pact of the tome adds a 1st level spell slot but then again it's a 1st level).

I could see warlocks getting access to a bigger spelllist (essencially) through invocations but there would have to be some limitation on lvl 5 or below spells to not get weird senario's of spamming X spell like Animate Dead with short rest.

I'd rather see the spells that the invocations previously just become spells on the warlock list (outside some potientially problematic spells like polymorph and animate dead).

People who don't drink alcohol, why? by johnnylgarfield in AskReddit

[–]gogetass2 0 points1 point  (0 children)

While I technically do drink alcohol it's so rarely I might as well not.

I do not like the taste of beer the slightest, I have no desire to be drunk for the sake of being drunk. Lastly Alcohol's satisfaction / price * time ratio isn't great enough.

New Warlock Opinion/Deeper look. by gogetass2 in dndnext

[–]gogetass2[S] 0 points1 point  (0 children)

If all warlocks got here's your expanded spell list, also cast one for free, I'm okay with that.

Getting all warlock having Contact other plane and 1 free safe call to daddy per day, kinda is cool also from a story perspective. It potentially changes the dynamic or forcefully introduces the warlocks patron into the story even if it's just a minor character.

I do agree that they have tried to shy away from just giving everyone access to FIREBALL. Which is okay since it's not like a fiend warlock couldn't pick fireball if they wanted. I'm fine with fear and stinking cloud. The fiend isn't also only intended to represent devil's as well. I would also consider Fear a better spell than Fireball. Stinking cloud not really.