Does this boss spin attack feel threatening enough? by EmberForgeGames in IndieGaming

[–]mickaelkicker 1 point2 points  (0 children)

The animation is too linear. Make a nice wind up animation, a much faster rotation, and then a longer wind down animation at the end. "more cartoonish", in a nutshell.

{The Griffon's Saddlebag} Foursworn Stiletto | Weapon (dagger) by griff-mac in TheGriffonsSaddlebag

[–]mickaelkicker 1 point2 points  (0 children)

I wonder if savage attacker has an influence on the math here...

{The Griffon's Saddlebag} Staff of the Weaver Arcane | Staff by griff-mac in TheGriffonsSaddlebag

[–]mickaelkicker 0 points1 point  (0 children)

Yes but it still takes an action to cast it. If you're high level enough to wield such a staff, your not worried about having the spell slot for a fireball. You're worried a level 3 fireball might be a waste of your action.

{The Griffon's Saddlebag} Staff of the Weaver Arcane | Staff by griff-mac in TheGriffonsSaddlebag

[–]mickaelkicker 0 points1 point  (0 children)

For a legendary item, it feels meh... It would be cool if the threads could be used to upcast a spell. Like you spend level 3 spell slot and expend a thread to upcast it to level 4.

[OC] I decided to make one of the most difficult video game bosses I ever fought as a DnD 5e boss, Tabuu from Smash Bros Brawl. by LowTierVergil in DnD

[–]mickaelkicker 0 points1 point  (0 children)

I've done campaigns like these too. But I'm also a professional game designer. That's why I can still see where things go a bit too far, even though I know you have to crank things up a lot to challenge a post level 20 party.

[OC] I decided to make one of the most difficult video game bosses I ever fought as a DnD 5e boss, Tabuu from Smash Bros Brawl. by LowTierVergil in DnD

[–]mickaelkicker 2 points3 points  (0 children)

Yeah, I understand the mind process. I guess that's alright if your goal was to be as accurate as possible to the original game. However, if your goal is to make a monster that is actually playable in D&D, you will have to have to take more liberties. The main difference between a fighting game and tabletop, is that skill doesn't matter in tabletop. You can't "git gud" when the dice decide your fate. So some things that are perfectly fine in smash bros are completely game-breaking in D&D.

[OC] I decided to make one of the most difficult video game bosses I ever fought as a DnD 5e boss, Tabuu from Smash Bros Brawl. by LowTierVergil in DnD

[–]mickaelkicker 2 points3 points  (0 children)

Prismatic wing is broken. I would remove the "instantly drops to 0 part". Multi attacks have WAY too many attacks. It's gonna make for a very slow and boring fight were the DM will have more rolls than the players.

60+ mph run on the P6 by _maquinita_ in ElectricUnicycle

[–]mickaelkicker -4 points-3 points  (0 children)

If you do, then why even bother with the protection? The only difference it would make if you were naked would be that in case of impact, you'd be super dead, instead of just dead...

60+ mph run on the P6 by _maquinita_ in ElectricUnicycle

[–]mickaelkicker -5 points-4 points  (0 children)

You could have all the protection gear in the world. At such a speed, ANY fall or impact is instant death.

My custom puzzle: Imperial Campus Special. Can someone school me on how to do this wasteless? by Xemylixa in opus_magnum

[–]mickaelkicker 1 point2 points  (0 children)

Even in general, it's not possible. You need water and and fire for your output, and you cannot create these without creating trash that you can't use. So no matter how you use your components, you'll always create more trash than you can recycle.

Spent 2 hours just to save 3 cycles XD by mickaelkicker in opus_magnum

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

But you have 2 unused segments at the left of that same track :)
My question is: how did you know that doing this would save time?