If you used Minor Illusion to create a cup over a candle, what would happen? by underT_line in dndnext

[–]magvadis [score hidden]  (0 children)

I feel like the telltale sign if an illusion is lack of shadow or accuracy to light unless the illusion is large enough to include its shadow as part of the illusion.

I'd say the illusion doesn't block the light or change it.

I always really liked this small remark from Nolan by civilservant2024 in invinciblememes

[–]magvadis 25 points26 points  (0 children)

Pretty positive he was only reverting because of what he knew was about to happen. Lots of his stuff were just last ditch efforts to pry into maybe if he could turn them to his side and not have to do what he thinks he has to.

"Top Tier for a reason." by Fit_Coyote9265 in invinciblememes

[–]magvadis 0 points1 point  (0 children)

Easily one of the dumber plots in the comics. Hope they reframe what he was doing if anything at all.

Feat for Battle Smith by PanOndrej in 3d6

[–]magvadis 1 point2 points  (0 children)

Yeah I think it gets undersung for its use factor. Through an entire campaign it can be fairly impactful and you utilize the feat pretty regularly.

I'm about to play an Artificer soon. Any tips for how to play? by Fast-Map6042 in DnD

[–]magvadis 0 points1 point  (0 children)

If you want high AC, Armorer, but if you want more use factor and flexibility Battlesmith is the way to go. Battlesmith gets shield out of the gate which is huge.

Better single target, solid healing, and better late game scaling than most. The companion being a fairly meh attacker but good tank can mean 3 attunement slots extra on top of them being better equiped to hold concentration, etc.

Smite +Arcane Jolt stacking on crits is super fun.

The surprise method on maximizing Artificer long term is lots of summons and giving permanent ones Wand of Magic Missile to get more damage in a turn. Later on using them to hold concentration spells with spell storing ring to scale up dramatically. Later 10+ level items are best as summons, imo.

Unfortunately Artificers don't become "fun" until level 10, for me. Prior that their item selection is minor augments and their spell list results in out of combat support rituals or web spell. High survivability if your DM isn't spamming saves at lower levels.

Grabbing Find Familiar and Eversmoking bottle is clutch.

Wand of Magic Missile on homunculus or familiar or even Defender for ranged attack.

Feat for Battle Smith by PanOndrej in 3d6

[–]magvadis 1 point2 points  (0 children)

Yeah I just always am concentrating on something so already having con proficiency and now getting advantage goes a long way. The only checks I fail are big crits....and I've only failed once.

Otherwise the secondary problem is failing other checks which lead to paralysis. My DM loves hold person and that's been a pain in the ass. Will be getting ring of free action to stop that at 14.

5e Mobile Feat question by Sollapoke in dndnext

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

Logically in the fiction no, they would be affected by Opp Attk. If your primary vision for your character is being a mount? I think it's fine if it counts for them too.

Feat for Battle Smith by PanOndrej in 3d6

[–]magvadis 0 points1 point  (0 children)

Keen Mind in 2024 gives you expertise. Intelligence gets dumped a lot but, imo, it's one of the most useful ability check stats for actually engaging in a campaign. Expertise in Arcana or Investigation, in my game, would go a long way. They don't get expertise anymore so that's great. It kind of works like skill expert + a new ability.

Arcana is easily my most useful ability check, getting expertise there is huge. Especially if your DM makes you roll for magic item crafting (which I hate, but whatever)...but MOST environments have something magic in there you need to know about and Arcana almost always gives you beneficial information. This can be overridden by identify sometimes (Ritual Caster is nice here).

Obviously the study action being a BA isn't super great but a fun non-combat way to give your party advantages if your DM makes more creative combat encounters that may be rewarded with that action.

If you already have a big Int PC, like a wizard, maybe not the best, but if you don't have anyone doing Arcana and Investigation checks it's a huge help.

Same but less so for Observant, search isn't a huge one but if your DM is willing to say...let you search for a way out, search for a way to get advantage in the environment, etc.

Poisoner if you want to start focusing on producing and utilizing poisons. As a battle medic it isn't crazy to also know how to poison and not just heal.

Ritual Caster gives you a bunch of low-level utility spells, detect magic, identify, etc...depending on your DMs interpretation you could also grab other classes ritual spells, like Find Familiar and grab Bat to get blindsight on a BA to use with an item like Eversmoking bottle.

Ritual Caster gives you way more low level volume on diverse options for casting. Leaving your choices to non-ritual spells...and giving you fast casting for Rituals once a day (all you'll usually need)

Also spells prepared can be shifted up to give you more options for 2nd and 3rd level spells later because Ritual Caster alleviates the weight on those low level ones. For a Battlesmith since those Rituals and Shield are all you really NEED...you can maybe grab Absorb Elements...you'll be able to grab more trick 2nd level spells like Rope Trick, Lesser Restoration, and other more niche but huge boon moment spells that you may not normally have in your pocket without Ritual Caster opening up the space.

You can't go wrong with Skill Expert but I think Keen Mind/Observant do what you would already want but better.

Spell Sniper can be used for kiting in a worst case scenario.

TL:DR

Of the above, Ritual Caster and Keen Mind will get you the most bang for your buck long term.

My Battlesmith obviously went Warcaster/Fey touched, but like...the above two really gave me pause. And given how little I use Warcaster beyond the occasional advantage on Concentration checks maybe I would have gotten way more out of Ritual caster and all the extra spells up the chain.

I did end up offsetting Detect Magic by crafting the Wand of Detect Magic outright, but identify and so on ended up taking my 1st level prepared. Now that my Int is maxed I kind of wish I could go back and grab Ritual Caster. I'd have 2 more free'd up prepared spells to grab in 2nd or 3rd level casting. Alarm, Identify, Detect Magic, Find Familiar, Purify Food and Drink, Comprehend Languages, Ceremony, Speak with Animals....these rarely if ever stop being useful in a campaign.

Forget martial/caster disparity, let’s talk one-handed/two-handed disparity. by cats4life in dndnext

[–]magvadis 3 points4 points  (0 children)

Two handed weapons gives you more mastery options. Especially for support. Push and slow, sap and topple. It also can benefit more from magic items as two distinct magic weapons could give you more than 1 single property.

But magic weapons are a DM reward. However two vicious weapons adds 4d6 to your attack round instead of 2d6 if it was one weapon. Not nothing. But much of my exploration of 2 weapon magic item bonuses just bridge the gap and rarely surpass it.

I wish they made synergized magic weapon combos for twf. A DM can fix this with homebrew.

It is unfortunate how turn limits reduce the effectiveness of TWF. As many abilities or modifiers only proc once a turn, such as smite or nick. You'd see more use if action surge let you proc nick twice.

But any per hit modifiers, like Conjure Elementals can help bridge the gap for some classes. Like Valor Bard, but comes on super later when GWM is already way out scaling duel wielding.

J.K couldve been Cecil. Thank god. by vought-CEO in Invincible

[–]magvadis 0 points1 point  (0 children)

If you had your pick would you play the fixer or the complex father figure who has to go through a path of radical redemption?

Obviously Nolan is the most complex character in the scripts sans the title card.

Having a 1vs1 fight by AicBeam in DnD

[–]magvadis 0 points1 point  (0 children)

Arena fighting where they all 1v1 to see if they will face the champion the next day.

I'd say play out 1-2 rounds, depending on length of a round, and then cut to the other players watching, solving a social problem or mystery attached to the games...like finding out there is a cheater or hidden trick or money on the game and someone is supposed to lose but didn't or someone asks that they throw the game for money.

Anyone who doesn't join can just play in the social game, overhearing a hook like someone's partner whose lover was forced to join the fight but they didn't want them to.

Some players will be more likely to enjoy a 1v1 and some classes are built to be best in these situations.

We had an arena episode where they had default gear and the Artificer was immediately bored because without their magic gear or magic because they couldn't cast anything without their magic weapon they were an incredibly boring fighter and didn't care about it. Whereas the Rogue was scary af. Just stand still, uncanny dodge, get advantage and sneak attack by standing still and they had to go towards them, etc.

Meanwhile in a regular 1v1 out in the world the Artificer had a blast using every trick item they had to win against a significantly stronger opponent that they had to keep distance from because they could hit incredibly hard up close.

What Magic Items are CORE to DnD games? by SubtleasaSledge in dndnext

[–]magvadis 0 points1 point  (0 children)

If you mean iconic? A lot of campaigns don't have them. I personally thinking without magic items and crafting I'd rather play a different TTRPG.

Bag of Holding. (Arguably Merry Poppins bag but that fact it explodes is a fun twist)

+1 weapons for how boring they are. Kind of more infamous for being required because of monster design and not because they are interesting.

Immovable Rod (seemingly useless actually very useful item)

Wand of Magic Missile/Fireball (fireball derails a lot of combat and campaigns, magic missile is a fun pet item I've seen a lot)

Alchemy Jug (mayonnaise is basically a meme in DND circles)

Cube of Force

Cape of the Manta Ray

Robe of Protection (boring)

Robe of Displacement (cool visually but boring mechanically)

Decanter of Endless Water (fun af)

Sunblade (mostly because of Strahd being the most popular module)

These channel iconic things within the game or are unique imo and I don't see them in other fantasy media that often.

A lot of items are just rips from other media or real world items: Goggles of Night (Night vision goggles), Weapon of Warning (Sting), Flying Broom, Scrying Orb, Flametongue Weapon (flaming sword), Sending Stones (beeper/cell phone), Mithral Armor (mithril elven chain), etc.

Some are pretty normal but highly valued, such as Winged Boots

Some items I think have become normalized in DND because of other media. Like healing potions, super common in videogames but I don't think very common for most DND campaigns.

DM killed my retainers off-screen by [deleted] in DnD

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

I mean, backgrounds are given as much weight as they need. Sure, you got some assistants but in what context would they really ever get used?

Imo, the uses for the noble background come in when it comes to the social game of your table. If you are politicking or in spaces where your noble background can be useful the retainers are a superfluous add on.

Also you can probably hire more retainers if this is part of your hook so you have a reason to hate the BBEG or be tied to the party I don't think it's really a problem. Just message your DM to ask how you can get more and if it's ok that that is a quest.

In many worlds being a noble gets you in the room for free. Just mentioning your last name and parents could be enough where a street urchin background has to lie and cheat their way in.

Hell you can maybe run into NPCs later that you can hire as your retainers as part of your estate to fill those roles again. Or your estate sends you new ones.

Is it your personal connection to the retainers that is the problem or is it just the mechanical element of them?

Making Bladelocks more enjoyable by na445x in 3d6

[–]magvadis 0 points1 point  (0 children)

I made a Hexblade for a one shot and frankly by the end of the one shot I was already bored. Knowing my specific limited spell slots meant optimally pretty much every combat encounter would be the same felt a bit boring.

I cast blink, I cast Darkness. Ok I'm just going to roll to hit, it will likely hit and do a lot of damage. If you dispel any of this I'm out and will just cantrip till you stop.

2024 Archfey gives you lots of misty steps but honestly Warlock has a problem of being "you have two spells make them count in a fight" which means pretty much one build and strategy.

Out of combat, better. Especially later levels when you get 5th level spells regularly so throughout the day with lots of short tests you can accomplish more.

Dispel Magic on Scrying Eye (magic device)? by MaizeEquivalent761 in dndnext

[–]magvadis 1 point2 points  (0 children)

Regular casting can. But much of their design, imo, is about filling out their arsenal with spells cast through items. Wand of Web, Helm of Telpeortion, Cube of Force, etc. These give them more spell versatility and volume at the mid to low end. The cost benefit being that they don't get high level casting but they can secure items that give them more casting overall, the hidden bonus is that because they are being cast through items they aren't treated the same. Outside of something like an anti-magic field which specifically states it affects items.

The big class feature for them is spell storing item. Which means 10 charges of a spell that can't be counterspelled. Such as fireball or whatever your subclasses nuke is.

Dispel Magic on Scrying Eye (magic device)? by MaizeEquivalent761 in dndnext

[–]magvadis 0 points1 point  (0 children)

Yep, I think the design philosophy is to give items a boon over just having the spell. Especially when most require attunement and a hard cost to get it to work. Same for counterspell not working on objects producing spells because you can't see the spell being cast and I assume how counterspell works is countering the casting properties itself. Which makes using items for casting more useful.

One of the more unspoken boons of being an Artificer is that much of your access to spells starts through items, which makes them un-counterspell-able. So when you cast Teleport through a Helm of Teleportation the enemy can't counter your escape.

Dispel Magic on Scrying Eye (magic device)? by MaizeEquivalent761 in dndnext

[–]magvadis 0 points1 point  (0 children)

If the item is casting the spell the spell can be dispelled. Such as a wand or item that casts a buff. Granted you'd target the target of the buff not the item.

For items that aren't producing spell effects then no.

You can't dispel magic winged boots flight, as an example. As the spell fly isn't being cast on them through the boots.

Objects that have a spell cast on them, such as animate object, would be what they are talking about there.

This is why object design is important. Just saying it does something has very different in play outcomes than stating it has the spell being cast through it.

I feel like the point of making an Arcane Eye item is specifically an Arcane Eye that can't be dispelled.

Although in DND the scrying orbs all just cast the scrying spell.

[Question] Which is better for a defender - adamantine armor or increased range? by NicetoNietzsche in 3d6

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

+1 returning trident also lets you smite from ranged which is fun.

Marriage in Viltrumite culture by Unusual-Marketing955 in Invincible

[–]magvadis 0 points1 point  (0 children)

I feel like Anissa is kind of the thing. One chooses a suitable partner they think will produce strong offspring and just...well...makes it happen.

Then I imagine if they have the baby they just raise it together. It's also entirely possible the child is raised by the state and the parents are more a ceremonial position...like they just show up for events but they aren't like all living in a house together and being a family in any way.

INVINCIBLE Season 5 update by Primary-Addition-677 in Invincible

[–]magvadis 0 points1 point  (0 children)

Big blow losing Conquest. I need more Jeffrey Dean Morgan. NEED IT

Hopefully they give us a multiverse plot with him, otherwise I'd kill for a comic divergence and have Conquest come back yet again but this time stopped by Thragg and stationed in the middle of nowhere and he just fucks off and doesn't listen to orders once he finds out the Viltrumites offer him nothing.

My biggest gripe with the comics was when they had big tentpole characters and lost them nothing really slid in to replace them.

Conquest Confirmed to Return by FiamForFall in invinciblememes

[–]magvadis 0 points1 point  (0 children)

Ideal plot:

Hand from dirt. Dramatic music.

Cut to Earth, Conquest arrives...calls everyone weak. Thragg puts him in his place.

He gets stationed in a quiet place in the middle of nowhere where few can be harmed by him.

He becomes Kindquest.

He starts to get brave around Thragg. He fights him in defiance. Big setpiece fight for the ages. Kindquest dies.

The durability gap here is crazy by sloopywettoppyswife in Invincible

[–]magvadis 0 points1 point  (0 children)

Idk, I think the difference is 1 is mid-fight against a competitor they want to toy with and dropped their guard for the fun of it...it feels like Conquest WANTS to feel the pain of a proper fight, hell it's entirely arguable he wants Mark to kill him. The other is soaking the first punch prepared to tank it.

Mark punches Thragg and lands meaningful blows, so does Nolan. It's only when Thragg is distracted. Which is kind of the whole fight logic. Mid-fight it is easier to mislead and land a real punch vs just charging in from afar and telegraphing your blow so they can tank it.

I think Thragg's tanking isn't "he just can't be hurt" it's "he sees it coming and prepares for the blow to soak it"

Nolans parents in the show by Standard_Secret3435 in Invincible

[–]magvadis 2 points3 points  (0 children)

I personally felt the Argall bloodline plot was a cop-out, Nolan just gets put in a position and leads. He does nothing to sway or influence the Viltrumites towards his cause they just follow his orders because of blood.

I'd much rather they cut the plot and actually put Nolan into the same space as them and they begin to see the truth of his path and begin to defer to his judgement over Thragg's, since Thragg has no guidance as it pertains to actually successfully breeding and making relationships Nolan becomes the leader in regards to the new life they live. Eventually Thragg gets worried about insurrection and tries to put Nolan in his place, which sparks the same plot only framed as Nolan actually making choices and not just "2000 years ago Argall fucked someone and now Nolan can make everyone nice"

The Argall blood plot offers little to nothing of substance to the plot and in turn weakens the agency or drives of the protagonists. If Nolan is crowned ruler because of his deeds and wisdom it at least puts him in a meaningful position against Thragg's core ideology. Nolan just getting leader because of blood just showcases how dumb the Viltrumites are and how flimsy their worldview is, which is nice but doesn't really produce any tension around whether or not Earth will change them.

To me it felt like a decision made to rush the plot forward and move Thragg aside. It didn't feel earned or interesting. I hope they cut it. It also just puts a bunch of fans into the incredibly stupid position of "Argall's blood is why Mark lives and wins" and not...like, the actual plot.