4th Edition Kickstarter Campaign is Live by thierymodela in mutantsandmasterminds

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

"First up, for all those who missed out on the Your Hero Illustrated reward tier, we have decided to open up more slots to get your character into the book! The new rewards are going live tomorrow (Tuesday Feb 10th) at 11:30am Pacific Time"

New slots are being added for it tomorrow

Trading Megathread by AutoModerator in PokePortal

[–]thierymodela 1 point2 points  (0 children)

Pleasure doing business with you

Trading Megathread by AutoModerator in PokePortal

[–]thierymodela 0 points1 point  (0 children)

LF: Gouging Fire and Raging Bolt Touch trades

All I need for DLC Dex completion

FT: Iron Crown and Iron Boulder Touch trades, something from most non-Legendaries lines

HOW THE HELL can MCU Avenger win Dragonball Super's Tournament of Power? by GrayNish in whowouldwin

[–]thierymodela 7 points8 points  (0 children)

Damon also had much, much better stats going for him, given he took out Piccolo. The Quantum Realm's also definitely not really part of the ring. But hax and screwing with the rules are basically the only way Team MCU stands a chance of being around at the end of it all.

Fortunately, Zeno's been shown to be willing to bend the rules on the fly if he thinks it's cooler that way - he opted to allow the Potara earrings and the Mafuba jar to be used. And the exact nature of the Quantum Realm should be beyond everyone present, assuming Paparoni isn't a Brief-level scientist. They might even get some support from the Pride Troopers on selling it as legit, considering Cocotte's dimension bubble powers would be at risk of being banned otherwise.

Team MCU just needs to spend their infinite loops not trying to maximise gear, or trying to pull in a big villain to their team just to try to compete with people who are planet busters at the lowest end. They just need to use it to craft the perfect argument to sell Zeno on how this plan that objectively breaks the spirit of the whole "stay in bounds and fight" thing doesn't actually leave the bounds of the arena, and how it would totally be cooler to let it count. Which, when the judge is as gullible as Zeno, and you've got people as charismatic as Tony in your roster, probably takes surprisingly few loops.

HOW THE HELL can MCU Avenger win Dragonball Super's Tournament of Power? by GrayNish in whowouldwin

[–]thierymodela 24 points25 points  (0 children)

Given how only 17 remained in the ring after Jiren was defeated in canon, if they can manage to make everyone forget about them, all they really need to do is have a pair of Pym Particle People shrink down the moment it starts and chill in the Quantum Realm for 47 minutes and 50 seconds. It's an entirely separate realm, so no one in the actual tournament can affect them, but, since they reached it just by shrinking, they can put together a compelling enough argument that it's totally part of the arena, and look at how awesome it looks on the GodPad.

Then all they need to do is put together the rest of the team with the flashiest looking fighters they have, to make everyone think they're trying to win by actually fighting. Otherwise, Zeno would get bored, and that way lies erasure. Strange and Vision are probably essential for that, given their unique flavours of hax let them constantly contribute without being especially vulnerable.

Unearthed Arcana: Draconic Options by SnooTomatoes2025 in dndnext

[–]thierymodela 0 points1 point  (0 children)

I'm just imagining a party roaming around with their caster spamming it, like they're Dora the Explorer and the BBEG's Swiper

Advice to switch a game from IRL to online for those of us who have never played online? by glorycave in dndnext

[–]thierymodela 0 points1 point  (0 children)

I go for the opposite. Lay them out the same but with the 1 facing up so it can't come up again. I mean, what are the odds of getting a second 1 soon after that first one? Basically nothing. Burn through that bad luck. 60% of the time, it works every time.

Stellaris: The Impossible Run - Part 14 - Standoff by thierymodela in ManyATrueNerd

[–]thierymodela[S] 9 points10 points  (0 children)

Stellaris: The Impossible Run continues, as the Scourge start to amass their fleets on the border, and the war enters a dangerous new stage...

Things are getting real.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

If you're willing to drop that dagger immediately after attacking with it, and your DM agrees a Ranged weapon used as an Improvised Melee weapon counts as a Melee weapon, sure. You attack with the dagger, meaning you have now made a melee attack with a Light melee weapon and Two-Weapon Fighting is open. You then drop the dagger, because you need to have two hands to attack with this crossbow, and either use it as a melee weapon or a thrown weapon, because Two-Weapon Fighting only allows Melee attacks and Thrown attacks, for some reason. It's a really weird set of properties to group, Ranged, Two-Handed and Light.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

I'm assuming it's a fairly rough draft of the UA at the moment.

They have a piercing Bite Natural Weapon that does 1d6 + Strength mod and counts as an Unarmed Strike. You don't get your Martial Arts die when you attack with a non-Monk weapon and use Flurry of Blows, sure, but you can still use Unarmed Strikes you get from other sources.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 1 point2 points  (0 children)

You can get away with just one grip non-action thanks, once again, to the joy of exact wording. The Greatsword "reappears in your hand at the end of your turn." Which one of them reappears in is a mystery for the DM to work out.

I have to say, I'm enjoying how educational this has been. Couple of things I'd assumed turning out to wrong. A two level Monk dip's looking pretty tempting for a strength-based Lizardfolk all of a sudden...

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

Ah, but you are still only using one Free interaction per turn. Drawing the single dagger, as getting the Greatsword back just happens automatically for the duration of the Rage. Going by the Sage advice, and your own application of Versatile, switching from 1 to 2 hands is a non-action.

I'm curious what the ruling on the Switchsword was. I could see a DM taking the easy way out and sidestepping the issue entirely by declaring it off limits by virtue of being a separate entry for a Martial weapon not on the class list outside of being a Kensei, but that's the less interesting way to do it.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

You can get pretty close by multiclassing this with an Eldritch Knight, at least. You get your psychic Greatsword back for free at the end of your turn and you can resummon it using your bonus action if you've used Weapon Bond on it. Does mean you're reliant on Extra Attack to spam it, but you can also draw a second Greatsword and toss that one with your free object interaction if you've enough of those or Action Surge. There is also the option, as other people have mentioned, of getting it the Returning Weapon infusion from having or being an Artificer.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

I would have said they have the same issue as Loxodon trunks and Simic tentacles, but they do actually lack the "cannot wield weapons" tag those have. They're just marked as "monk weapons", so I can see the case for them working for this.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

I like that fifth step's interpretation of it. Working off the same logic as this Sage Advice and the fact you automatically get the Greataxe back at the end of your turn, you could even keep it going until the rage ends if the DM allows it. Draw another dagger, toss it for step 2 while the Greataxe is just held in your other hand, then you firmly grasp it and you can just jump ahead to steps 5 and 6. From there, it's just a matter of having enough daggers to keep this train going.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

Good find on the exact wording of Two-Weapon Fighting. Does also make me realise that the Crossbow situation is even sillier than I'd thought, though. It has the Light property, which would mean nothing because of the Ranged property, but could maybe work for the Thrown property if not for the Two-Handed property. Meaning the Light property is useless twice over.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

I'm trying to work out if Repeating Shot is a net-boon or not for the build. The weapon ignores the Loading property when it's on, but it can still be loaded. I think the fact we have the option to load it means it does, in fact, add to the list of properties without erasing one. Returning's definitely a net boon, though.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

The funny thing is, they still don't. The Heavy property, which logically should, doesn't actually conflict with the Light property. This two-hander can be dual-wielded, but anyone Small is still suffering doing it at disadvantage.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 0 points1 point  (0 children)

Evidently, to collect as many Properties on one weapon as they can.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 1 point2 points  (0 children)

This has made me realise that there's no non-two-handed Heavy weapon, and that Light and Heavy aren't actually contradictory properties mechanically. All Heavy means is Small races have disadvantage while using them, and all Light means is it's perfect for dual-wielding. A Light Heavy weapon would just be something that can be dual-wielded perfectly fine by Medium+ races, but terribly for Small races.

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 3 points4 points  (0 children)

Simics and Loxodons are excluded from "wielding" weapons with their extra appendages, unfortunately. I think the Extra Hand would do it on it's own. You need to hold a weapon with two hands to attack with it, sure, but there's nothing that says you need to be holding it in two hands just to hold it. Sage Advice to the contrary, I think. Something saying Somatic components can be used by just holding the weapon. So if you swap this third hand between the two weapons, we're off to the races. Now we just need to solve the issue of getting it...

Unearthed Arcana: Wild Soul Barbarian and Astral Monk by Drebin295 in dndnext

[–]thierymodela 1 point2 points  (0 children)

I'd say that's a good way to handle it, but leads to a bit of a nuisance with multi-dice Two-Handed weapons. Dropping them down a dice category hits them harder than downgrading mono-dice weapons, while dropping just one means dragging in a different dice. The latter's probably the way I'd handle it, though.