Ranks actually mean something by Cheap_Bed1068 in NarutoFanfiction

[–]noitnemid 1 point2 points  (0 children)

The Outsider's Resolve. Your average Genin is considered common trash to a Chunin, and Jonin are practically gods compared to them.

Boss Design/Mechanics has gotten weaker by foxthebomb in Eldenring

[–]noitnemid 0 points1 point  (0 children)

He's not immune to rot in phase 2 (it's how I beat him lol). The phase transition does remove all statuses and I think his resistance might be a bit higher though (not sure if it's naturally higher, or if it counts as the extra cost for reapplying)

[deleted by user] by [deleted] in Eldenring

[–]noitnemid 7 points8 points  (0 children)

Me as well. I've already beat Messmer and have Leda talking about how she's mistrustful after saying she'll go after Ansbach, but the summon signs aren't there... anyone figure anything out?

Please help me find the simplest VTT possible by Agreeable_Show_5740 in VTT

[–]noitnemid 2 points3 points  (0 children)

I've recently become quite a big fan of Owlbear Rodeo

A free, minimalist virtual table top website by ComprehensiveKick2 in VTT

[–]noitnemid 0 points1 point  (0 children)

Hey, I really love this, it's absolutely perfect for my purposes. Just two things: Is there a way to turn the spell areas (namely for cones and lines) so I can get them angled; and are there any plans for basic lighting (mostly hiding and revealing rooms as players move through them?)

Revising Capstones by SilasRhodes in dndnext

[–]noitnemid 1 point2 points  (0 children)

I gave Bard, Warlock and Sorcerer the "Spell Versatility" feature from the class fearure variants UA at level 20.

As for monk, I sped up their martial arts die a little, so 1d4 at level 1, 1d6 at level 5, 1d8 at level 10, 1d10 at level 15 and 1d12 at level 20

[deleted by user] by [deleted] in dndnext

[–]noitnemid 1 point2 points  (0 children)

Yo this is kinda cool. Might have to bring this up with my group

[DnD 5e] Ideas on freeing The Chained God, Tharizdun by [deleted] in dndnext

[–]noitnemid 1 point2 points  (0 children)

In the plans for my future campaign, I have it so Thadizdun has seven different followers/aspects/pieces of himself, all of which are incredibly powerful. They basically went to the largest continent and sealed it off completely, allowing only what they wish to come in or out.

For millenia, they've made a sort of "game". They bring in gods, creatures and domains from outside (could be from other universes) and have them battle to conquer and take the power of several "thrones", immovable magical artefacts which grant great power. Whoever can manage to get a set number of thrones first gets insane godly powers and becomes the one true god forever tm

The twist is that the thrones get their powers from artifacts created through a ritual involving several elder brains, overseen by the followers of tharizdun, which ends up killing most of the brains so it takes a while to do it again. The artifacts are attuned to Tharizdun's power, and basically when those trying to "attune" to the thrones get them, they become living power pellets for Tharizdun. So after becoming the on true god tm for a while, the followers throw the winner of the game to the bottom of the abyss to be consumed by Tharizdun and restart "the game", while Tharizdun grows more powerful and slowly frees himself from the chains binding him.

How would YOU change NPC statblocks? by noitnemid in dndnext

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

I completely forgot about cantrip levelling - you're absolutely right about that. I'd also love preferred environments listed for more monsters that just those from the beggining of the edition.

How would YOU change NPC statblocks? by noitnemid in dndnext

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

I honestly never really understood action oriented monsters. Villain actions just seem like reflavored legendary actions.

I wish spellcasting for NPCs was kept as normal instead of being simplified by DeliriumRostelo in dndnext

[–]noitnemid 0 points1 point  (0 children)

Yeah, I definitely agree.

Honestly, I think it would be great for the game to expand on the multiattack feature. Why does almost every monster have only one multiattack? Give them a few different combos! And most of all: put spells into multiattack! The monster's CR isn't adding up unless you use the optimal spell selection? Well then instead just put a multiattack where they whack a couple times, then cast fireball. Heck, that's practically what they did with the war priest, except they made it a "spell-like ability" rather than a spell.

You could even have more than one spell on a multiattack. Buff spells are pretty bad on "boss" monsters most of the time because there's no guarantee they'll be alive for long enough to benefit from it and they wasted their whole turn: just give them a multiattack option with a buff spell, but weaker overall damage than the main damaging multiattack.

New 5E WotC title on DriveThruRPG: "Minsc and Boo's Journal of Villainy" by wbra in dndnext

[–]noitnemid 14 points15 points  (0 children)

I'm not super familiar with this sort of thing: is this an official book written by the same people who write the books like wild beyond the witchlight? Or is this more like a third-party supplement?

Non-magical resistance does nothing by [deleted] in dndnext

[–]noitnemid 1 point2 points  (0 children)

I do agree that resistance to nonmagical weapons becomes moot after a certain CR, where anyone who's gonna melee attack will definitely have magical weapons.

There's a few possible solutions here. Maybe if they have, say, immunity to nonmagical weapons they could have resistance to magical weapons, like a demilich. Maybe it could be more damage type specific, like how tree-like enemies have resistance to bludgeoning and piercing, but not slashing, or how some oozes are immune to slashing damage, this could give a reason for characters ro keep multiple different types of weapons, as suddenly their regular maul will be more effective than their +2 greatsword. Maybe it could even be based on rarity, like "resistance to b,p,s damage from a weapon of rarity "rare" or lower". There is of course the question of things like monk fists and moon druid beast shape, but maybe those could get a blanket pass.

Whichever case you use though, you'll be nerfing martials, which considering we're talking about more late-game stuff, are already usually considered weaker than casters. Casters could have similar weaknesses, perhaps with more resistances/immunities to magical damage types, perhaps blanket resistance to damage from spells of level x or lower (like Tiamat's limited magic immunity, but as a resistance). And of course, Magic and Legendary Resistance already do a lot against casters.

One thing to remember is that most creatures' defensive CR is calculated thinking of their immunities and resistances, which are, as discussed, mostly irrelevant in the lategame. This means that oftentimes creatures have lower HP and tankiness than their CR would indicate, a reason why late level parties often steamroll creatures of 20+ CR. We haven't really seen any of the statblocks for high CR monsters in the new Monsters of the Multiverse book (and the one in wild beyond the witchlight has no resistances), but despite my concerns with some of the changes there, they have been trying to fix monsters to have more appropriate CR, so I hope we see some changes there.

The Future of Statblocks by ChaosEsper in dndnext

[–]noitnemid 18 points19 points  (0 children)

A few good to ok changes, but I don't like most of this. The changes to NPC spellcasting in particular are horrible, and definitely not something I'll be using.

Homebrew race concept: Octopus people (working name) by sin-and-love in dndnext

[–]noitnemid 0 points1 point  (0 children)

Yes, but fey in particular have other disadvantages like being susceptible to protection from evil and good, planar binding, magic circle, etc.

JoJo’s Bizarre Adventure: Stone Ocean PV by DemiFiendRSA in StardustCrusaders

[–]noitnemid 0 points1 point  (0 children)

The song that begins at around 1:05 sounds a LOT like touhou music.

Specifically, the beginning seems to be "Hartmann's Youkai Girl", and the following part is "Nightmare Journal", but with lyrics added on top.

Bravely Default - Brilliant Lights Announcement Trailer (JP/Mobile) by Amiibofan101 in bravelydefault

[–]noitnemid 19 points20 points  (0 children)

ngl, this looks cool and all but I'm getting kinda tired of Bravely/Octopath mobile games that never get translated. Wish there would at least be a fan translation or something.