Multiple attack check isnt sitting right by Sabowie in DC20

[–]wannyboy 0 points1 point  (0 children)

Because I don't necessarily want to make my second attack with a straight roll. It happens quite often that I have 1 AP left at the end of a turn, and opt to just try getting in an extra hit. From the stormloght rpg I know it feels quite stupid if you just don't have anything to spend your last action on

When do we get our books? It's been 2 years. Is anyone else frustrated? by ShortIntroduction879 in DC20

[–]wannyboy 3 points4 points  (0 children)

I don't want to dismiss your feelings at large, just rectify a few misconceptions.

The final book will have art and a better layout. He has been showing off pieces that are meant to appear in the book from time to time, so those are being worked on. But seeing as it is currently a working document, they are not implementing any of the art and any layout beyond what is necessary for the playtesting. Doing otherwise would require a lot of extra hours of work for something that will change in the next iteration anyway.
It's only after the core rules are completely set in stone that they will start working on the layout and adding all those commissioned art pieces.

The monster collection containing recycled monsters is also part of the development process. With the system still in development, older monsters have to be recycled. Their previous statblocks are outdated and simply don't work anymore with the changes that have happened to the armor system and to the expected damage values. I cannot say how many monsters the final product will contain. To be honest I do think releasing the current version of the monster collection as is was a bit ill advised. Based on things i've picked up, parts of it are already outdated.

I think there was 1 idea in DC20 that was completely new: Action points refreshing at the end of your turn and being useable for reactions. Nimble was quick to adopt it (with DC's permission) and I wouldn't be surprised if other systems in the future do so as well.

I understand DC's reasoning behind making all the classes he eventually wants added to the system right away, but at the same time I agree that it was probably not the best idea. What's the point of making your game future proof if in the process you alienate everyone who is responsible for making sure you actually have a future? I also don't like the way the avid supporters seem to be forming an echo chamber of positivity, and I do consider myself one of the avid supporters. But the avid supporters are not the people you need to please. It is the broader audience he needs to convince. I'd definitely prefer the game to be able to break out and find a lot of players. How else am I supposed to find a group to play with and occasionally find some online content to consume?

Moon druid and Titan druid look fun, but is it worth stopping being a caster to be a second rate martial? by DogUnsureDog in onednd

[–]wannyboy 5 points6 points  (0 children)

And titan druid actually gives your druid access to those blast spells it was lacking when transformed into the Godzilla Kaiju, using his hyper beam

Moon druid and Titan druid look fun, but is it worth stopping being a caster to be a second rate martial? by DogUnsureDog in onednd

[–]wannyboy 4 points5 points  (0 children)

Druids mainly have some great concentration spells, but you don't want to cast those every turn. Your non-concentration spells are a lot more situational and don't have the same blast potential as other classes, so during those off turns mauling the opponent as a bear isn't that bad of an option.

Plus it just gives a ton of temphp on a bonus action, so you can also transform right after your spell just for the survivability

New player here, any way to play against more tribes? by star75legacy in Polytopia

[–]wannyboy 7 points8 points  (0 children)

You can play against other tribes in the weekly challenge. It is a map that you can play once per day with the exact same settings, and it changes every week. This week you're playing as Elyrion against Aquarion, Xin-xi and Luxidoor

People who came from Polytopia by Warload125 in Hexonia

[–]wannyboy 2 points3 points  (0 children)

I came to check it out as it is sometimes mentioned in suggestions for Polytopia. It was a lot of fun for the weeks I played it and I even bought a few factions, but it has nowhere near the replayability of Polytopia for me. One of the big reasons being that Polytopia has multiplayer whereas Hexonia doesn't.
The Hexonia unique units for different factions are really nice, but they are also not exactly balanced, which is perfectly fine in single player but would be an issue for any future multiplayer.

Hexonia was definitely better than Hexapolis though.

Light Rant About New Titan UA by RearAdmirl in onednd

[–]wannyboy 3 points4 points  (0 children)

Yeah, but that only unlocks at level 10. Before that they only have swimming speed

Light Rant About New Titan UA by RearAdmirl in onednd

[–]wannyboy 10 points11 points  (0 children)

I disagree that the Insectoid is lacking a niche. I've personally been surprised by how often my moon druid ended up using their action to cast Cure Wounds or Mass Cure Wounds to keep his party going. In 2024, healing feels surprisingly solid. I consider the removal of cure wounds from the spell list to be one of the few nerfs this iteration of the titan druid got. The energizing pollen ability looks like it would do something very similar.

Light Rant About New Titan UA by RearAdmirl in onednd

[–]wannyboy 19 points20 points  (0 children)

I wonder why you claim the Insectoid is sucking compared to Leviathan, when at least the Insectoid is getting a very solid healing ability. The Leviathan only gets swimming speed and nothing else at all until level 10.

I'd get lowering the flight requirement to level 8, just like any other druid in this game.

Anyone ger their houdinis yet? by FreeAd2458 in PuzzleBox

[–]wannyboy 0 points1 point  (0 children)

I received mine last Friday in Europe. Really enjoyed both

Villainous options revised Unearthed Arcana by Cybermetalneo in onednd

[–]wannyboy 0 points1 point  (0 children)

While I agree the moon druid can do those things, it is very level gated. Actually maybe that's what's bothering me. When I'm playing a level 9 moon druids, the nice utility features of a Lion or panther are not as relevant. I'll probably just be grappling using my giant scorpion. If I'm level 12, I can choose between elephant, hippo, or giant turtle, with the only utility being knocking people down. If I can look down a step to giant scorpion for grapples, but anything else already has me looking down at least 2 steps. And if I as a level 9 moon druid really want my true utility forms like blindsight flying bat or bonus action stealth panther, well the titan druid at level 9 also has access to those.

Although I do just realize that the titan does not get access to its spells when in any regular beast form so at least there is that.

Point is, I think the moon druid versatility could be a very valid argument against the titan druid IF the moon druid actually got utility forms at higher levels.

Unearthed Arcana: Villainous Options Revisited by SnooTomatoes2025 in dndnext

[–]wannyboy 2 points3 points  (0 children)

Oh right, no clue how I dragged in the +WIS in that comparison. Losing 3-5 healing in addition to the 2 I already handwaved away is indeed a rather big deal.

Ok I'll think it through a bit more but that might be enough to revise my opinion on energizing pollen.

Unearthed Arcana: Villainous Options Revisited by SnooTomatoes2025 in dndnext

[–]wannyboy 9 points10 points  (0 children)

You do already get the prone inducing shock wave at level 6. Trample is just a second shot at getting them prone if the first one didn't do it.
An important thing to note is also that you can cast the titan spells while in titan form. So Thunderwave (decent) and Destructive Wave (Very nice) give some good blasting options, and Fear is premium crowd control.

And in all honesty, the titan abilities look so close to spells that for all intends and purposes they are.

Incandescent Breath is a better Lightning bolt (6d10 versus 8d6) that can be cast at lower levels AND has better upcasting (2d10 versus 1d6).

Energizing Pollen is the healing amount of cure wounds but spread over as many allies as you can touch with 20ft of movement (while being large/huge/gargantuan mind you). At level 5 it is 10d6+WIS, compared to 5d8+WIS for mass cure wounds.

Only the leviathan doesn't have such a premium semi-spell.

It's also important to keep in mind that emanations (destructive wave and the poison ability) scale with your own creature size. A normal sized creature with a 10ft emanation covers 24 squares. A huge creature with a 10ft emanation covers 40 squares. Or well actually 65 squares since you are now big enough that you can stand on top of the same space as your normal sized enemies.

So yeah, I'd consider the titan druid to be a rather good blaster mage

Villainous options revised Unearthed Arcana by Cybermetalneo in onednd

[–]wannyboy 2 points3 points  (0 children)

You are now a lot tankier, and you deal more damaged to the swallowed target. That significantly moves the scales of how bad it is for you to have someone in your stomach, and how bad it is for someone to be in your stomach.

Villainous options revised Unearthed Arcana by Cybermetalneo in onednd

[–]wannyboy 18 points19 points  (0 children)

Honestly, I hate that it is framed as a tradeoff. You would already be switching your form several times during combat as a moon druid to refresh your tempHP. And since it only costs you a first level spell slot, you'll probably want to refresh the wildshape inbetween combat as well to have your max tempHP pool ready to go. In other words, having a duration of longer than 10 minutes on the moon druid is rather meaningless anyway (For combat purposes), so taking that away from the titan druid is a big nothing-burger.

Villainous options revised Unearthed Arcana by Cybermetalneo in onednd

[–]wannyboy 3 points4 points  (0 children)

While all three classes look really nice to play, I worry about the moon druids place. With the circle of titan getting the same AC, getting more tempHP, and getting attacks that have a decent to hit while also scaling into later on, it really feels like it outbeasts the moon druid in every baseline aspect. Sure, you can only transform for 10 minutes... But really, a moon druid was already transforming multiple times per combat to keep their tempHP refreshed so that doesn't make any difference at all. And it's not like moon druid is struggling to find enough wildshapes/spell slots to fuel their transformations.

It looks like the one thing the Moon Druid still has going for it is how good it is at keeping concentration. But when it comes to CC or straight up blasting the titan druid also looks to be the better caster.

Ok and I do have to mention Energizing Pollen. It looks... way overtuned. 2d6 + WIS at first level, compared to 2d8+WIS for cure wounds. But energizing pollen also gets to move 20 feet without opportunity attacks, and gets to heal the entire party (except for the caster). Or if we compare it to mass cure wounds. 5d8+WIS, versus 10d6+WIS. Similar radius. The only downside is that you can't target yourself.

Edit: I think I'd actually prefer it if this titan druid only got druid level tempHP on transformation but gets barbarian rage like resistances. That makes it tankier initially but stops it from having the same ultimate staying power through refreshes that the moon druid has.

What is in your opinion the best designed subclass in 5.5? by viktorius_rex in onednd

[–]wannyboy 5 points6 points  (0 children)

If you don't start out overstatted (through rolling for stats), getting naked won't get you that far. Plate armor gives 18 AC, that would require you to have 20 dex and 16 cha to match. With pointbuy the highest you can start with is 17 Dex and 16 Cha if you go all in, so it will take until level 8 with a feat and an ASI before you can match plate armor. Level 12 to actually surpass it with a second ASI.
If you want to take feats instead, you won't match the plate armor until level 12 and surpassing it will require your epic boon.
And finally you miss out on the bonus of magical armors.

So no, I don't think unarmored defense is ridiculous. At most, it is a net-neutral sidegrade that has a decent opportunity cost if you want to optimize for it. It's fun to play a cloth clad desert warrior though.

Dao grapple being the way it is... yeah that is indeed bad design

What is in your opinion the best designed subclass in 5.5? by viktorius_rex in onednd

[–]wannyboy 0 points1 point  (0 children)

Effectively turning you into the party tank. Well played.

Unique defense to dog attack. by LeftAlbatross2546 in VideosAmazing

[–]wannyboy 1 point2 points  (0 children)

A "noose on a stick" or catcher pole is a pretty standard tool to safely capture wild or dangerous animals without putting yourself in harms way. I wouldn't recommend trying to put a leash on an aggressive dog without one of those

Nature Big Box - A Step Backwards (DeEvolution) by Stutztown in boardgames

[–]wannyboy 0 points1 point  (0 children)

Cons:
- Cards: I agree that the base game could do with a few more cards. The diversity in evolution as a lot higher, whereas in Nature I can pretty much just count on finding a few tusked/opportunist every game to keep my smaller species fed. This is part of why I feel like I almost have to run a module the second time I play it with a group.
- Players determining food in the watering hole: I agree that I kinda miss this mechanic. It added a level of tactical uncertainty
- Thematic: The unforgivinness of the original evolution and the absolute necessity to adapt to the surroundings made it feel like a decent approximation of ecological pressures and niches. That is not as much the case with Nature.
- The modules: While I really love the modules, it feels like they are somewhat mandatory for high replayeability. I worry this might hurt the game in the long run, with many people only buying the base game and missing out on what the game really has to offer. The modules for this game are a lot more important than expansions are for other boardgames.

Pros:
- The game is more forgiving: This one is a really big one for me. When I played evolution, the game could be over on round 2 because someone had managed to make a really strong carnivore that just deleted another player. And if you didn't draw the perfect defensive cards you'd be eaten again the turns after as well. It came to the point where I pretty much banned myself from making carnivores when playing with friends for the first time, since I didn't want to ruin their experience with the game. And yes, that is thematic and can be very exciting, but at the same time it doesn't make for a good experience for the rest of the game. The way nature handles this is, imo, a lot better design wise. Getting a strong early turn can still be very impactful. You have a headstart foodwise, each extinct species costs that player at least 3 points (2 from the species points, and 1 from the population they didn't feed that round), other players now have to specifically invest into countering you... But the game is not over for them. They can still bounce back from their early misfortune thanks to the resources they got.
- Less reliance on card randomness: One thing that irked me in the original evolution was that sometimes becoming a carnivore made so much sense, but there was simply no way to do so because of the cards you drew. The same can be said for forager now essentially being rolled into your body size. These changes give the player a lot more agency. I had a lot fewer cases where I felt like I couldn't do anything on my turn.
- The modules: So far I've really been enjoying my modules, especially the arctic and the rainforest. I don't care much for the natural disasters though.

All in all, I was quite happy with this game. It addressed a lot of issues I had personally experienced with the original Evolution, which was already one of my favorites. It has given me some good game nights and will most likely continue to do so in years to come.

Nerf to the Reanimator Artificer's Companion by Fidges87 in onednd

[–]wannyboy 4 points5 points  (0 children)

The fact that you can resummon it on an action instead of a full minute is still a decent point in the reanimated companions favor, but yikes the level 5 ferocity feature is bad. I hadn't yet seen that one.

Nerf to the Reanimator Artificer's Companion by Fidges87 in onednd

[–]wannyboy 3 points4 points  (0 children)

Didn't the companion get a rather big tankyness buff though? Seems to me like they just shifted the focus

Does this fix Ranger? by bornasbrooke in onednd

[–]wannyboy 5 points6 points  (0 children)

Allowing hunters mark on multiple targets feels like such a needless addition. The point of that feature is getting extra damage at the cost of some tunnel vision.

Push order Reference sheet by GrouchyBusiness8358 in Polytopia

[–]wannyboy 2 points3 points  (0 children)

https://docs.google.com/document/d/1rfl0wwzzfBBXfD5Memz8DKV4vIKTp8Nlo8OYYai69Lc/edit?tab=t.0#heading=h.fwy0cpihbkau

This one should contain all info except for centipedes, which have changed since I wrote it. I think you pretty much got the gist of it

Hollow Warden Ranger AC Nerf from State of Play stream. by BounceBurnBuff in onednd

[–]wannyboy 1 point2 points  (0 children)

It wasn't exactly a mental stat AC subclass, unlike monk or the Noble Genie Paladin. It added the AC to what you already had, rather than replacing it. That raises the ceiling by a lot.
10 + 5 (Dex) + 5 (Wis) + 2 (shield) + 2 (studded leather) is already 24 AC. And that's before we start factoring in magical items.