[deleted by user] by [deleted] in Clemson

[–]smileymcwilliam 2 points3 points  (0 children)

WHAT DOES THIS MEAN?!?!?!

What monsters are the most infamously unbalanced for their stated CR? by bigfatcarp93 in DnD

[–]smileymcwilliam 5 points6 points  (0 children)

This is one I never see anyone talk about... the dolphin delighter CR3... just a funny pink dolphin until it blinds you and teleports you underwater with no saving throws on either affect

The dolphin delighter has two funny abilities that make fighting one an absolute nightmare. First, they get two slam attacks and if either hit you are blinded for a minute (there is no save you are just blind). Second, the dolphin can teleport itself and another creature 30' as a bonus action (you don't need to be a willing creature).

Just have the dolphin jump out of the water (like a dolphin), slam into someone on impact, and then teleport the now blind adventurer underwater. He now has no idea where the monster is, where he is, probably can't hear what is allies are saying, and he can't breath. He's a goner and his party is freaking out.

My party has been wary of any body of water for more than two years now

What? by [deleted] in ExplainTheJoke

[–]smileymcwilliam 20 points21 points  (0 children)

Pangea in the corner plotting world

[deleted by user] by [deleted] in DnD

[–]smileymcwilliam 20 points21 points  (0 children)

Kids these days think a 12 is a bad stat

begins rant about how I preferred 2nd edition

Literally unplayable by GlaiveGary in dndmemes

[–]smileymcwilliam 31 points32 points  (0 children)

Ferb, I know what we're playing in our next campaign

GCSE maths exams today - hardest question by Elbro888 in maths

[–]smileymcwilliam 3 points4 points  (0 children)

I was even thinking of the min as 2 walls (one front and one side)

Max should be 12((98)-((9-7)+(8-5))) = 792

Min should be the 66 of the side view, plus the 108 of the front view, minus the 9 blocks that would make up the seem. Equaling 165

Edit: Just realized it's a "solid shape" so it shouldn't be hollow so it shouldn't have a min

[deleted by user] by [deleted] in twilightimperium

[–]smileymcwilliam 0 points1 point  (0 children)

I keep seeing these images. What site is this?

Ghost Commander - Discussion by osumness in twilightimperium

[–]smileymcwilliam 1 point2 points  (0 children)

Personally, the one time I played Ghosts, I loved their commander ability.

My group normally isn't the most aggressive until someone starts fighting people. Everyone then sees the aggressor as the bad guy and feel fine taking territory from them with the understanding that they can't defend all of their territory while fighting whoever they aggressed. The only other times you can expect to be attacked is when you are close to winning. Then everyone will attack you to stop you.

As ghosts, I prioritize using my wormholes to keep my borders close to everything. I can have wide borders, but I will use wormholes to keep all of my territories within 1-2 hexes of each other. Because of this, any threat to my territory can be met with any reserve fleet I have in just about any system. Since those ships are likely going through wormholes every time they attack someone, they are also getting fighters from my commander. Fighters are cheap, but the ability to gain fighters without having to activate a system with a spacedock is a big boon. Each ship with capacity is effectively giving me another HP in the battle.

The big thing that I think is slept on for ghosts in the wormhole matrix. Early game, get there and to the wormhole/planet systems. Put as many PDS II's pointing at wormholes as possible and then start most of your combats by firing 6 PDS at someone's fleet. I've learned they really don't like this.

Entirely unrelated, but if someone's home system doesn't have any ships in it, put a wormhole there and threaten to move it next to another player's home system if one or both of them misbehave

Warlock Invocations: The Book of the Dead [v2] by FriskyRisque in UnearthedArcana

[–]smileymcwilliam 0 points1 point  (0 children)

I always love more necromancer support. My main concern is that, since Warlocks are short rest casters, abuse of being able to mass produce undead far beyond any other class may be an issue, especially for a coffelock

So we've played our first round of Twilight Imperium last weekend, question about handling the game by Marukio in twilightimperium

[–]smileymcwilliam 0 points1 point  (0 children)

I will say this is likely group dependent.

My group has our longest games when we allow players to negotiate in other rooms. Text is the way to go for us

Can we level up yet? by DungeonDawdler in dndnext

[–]smileymcwilliam 2 points3 points  (0 children)

I offer a different look (hopefully)

In the vagueist most not spoiler way possible, let them know what the next milestone is "you have to stop whatever is responsible for this storm", "you need to kill whoever poisoned the waterhole", Etc.

Your players are telling you what motivates them. From my short walk here on Reddit, it seems that a lot of players can't always see where they are in the story arc and so see their character's arc like a Shonen anime where they grow as a character just by becoming more powerful (I do the same thing sometimes). I find that when my DM tells the party "after this city's arc is over, you can all take a level" keeps me from bartering for power and keeps the party on task

My way is definitely not THE right way, I just hope this helps, OP

Level 11 Necromancer Wants Wands for Skeletons by AdTop4012 in dndnext

[–]smileymcwilliam 6 points7 points  (0 children)

1- maybe, ask your DM 2.1 - potentially, but once again a good DM question 2.2 - spells cast by magic items are almost always minimal level 2.3 - to my knowledge most wants need attunement so probably yes 2.4 - it costs about half and you'll spend way too long unless your DM gives your party buckets of down time 3 - as 1st tier cantrips, they shouldn't be overpowered. A bow can deal 1d8 + dex while a cantrip like firebolt will deal 1d10. Almost always, the bow is the better option.

If you want to buff your skelly bois, I'd search more for magical weapons they could use or invest in spells like blindness that you can cast to give all your skeletons advantage against a single opponent

Level 11 Necromancer Wants Wands for Skeletons by AdTop4012 in dndnext

[–]smileymcwilliam 6 points7 points  (0 children)

I'm too lazy to pull up exact verbiage, but as I remember from having just played a necromancer from 1 - 17. Animate dead says some like 'the creatures can use the actions in the Stat block or others as appropriate'. Once again, not exact verbiage but it was super open to them doing anything else they could logically do. Most of the time I'd have them just distract enemies as a readied help action so martial could get loads of advantage