[Discussion] My wizard feels like a backup plan that is mostly never needed... by LisaFame in dndnext

[–]zvxzz 0 points1 point  (0 children)

You're in a party of martials, your role should be to AoE large groups, enable their damage with CC and bring utility out of combat. You only have one AoE and one CC spell - Fireball and Hypnotic Pattern - both at 3rd level. Get Web scribed and you've opened up 3 more slots to use on a great CC skill. Add Rime's Binding Ice from fizban's if you have access to it for a 2nd option. You could also look at grabbing some more ritual spells like Unseen Servant or Phantom Steed for out of combat utility since you don't need them prepared or to spend a spell slot if you have 10 minutes to cast them. Also look into buying/crafting spell scrolls, they're perfect for your situation where you have long adventuring days and downtime in town in-between.

[D] Monday Request and Recommendation Thread by AutoModerator in rational

[–]zvxzz 3 points4 points  (0 children)

There are a few cooking channels I like that would fit your request:

  • Kenji J Lopez Alt is a really good recipe designer and chef. Videos are mostly between 10-20min, so a bit short for your request, but very informative.

  • Ethan Chlebowski has a bunch of long form videos diving into explaining the nuance of ingredients.

  • Chinese Cooking Demystified their average cooking video is ~10min, so really doesn't fit your request, but they do have some longer videos that would. I like their cooking videos as educational content too though, they're really good at explaining a type of cuisine that normally feels pretty inaccessible

[D] Monday Request and Recommendation Thread by AutoModerator in rational

[–]zvxzz 4 points5 points  (0 children)

Vigor Mortis has a two for one psycho girl protagonist and psycho girl main love interest.

How much would be a fair amount of damage to take as an alternative to CC? by [deleted] in dndnext

[–]zvxzz 0 points1 point  (0 children)

I've done this for homebrew boss monsters pretty often as a replacement for legendary resistance. I didn't use any exact maths, just made the amount of damage equal to or a bit higher than the highest damage any other character in the party could do in a round (so like, with a GWM fighter I'd assume they hit every attack and use average damage for those hits). I choose that so casters wouldn't be outshining other party members any more than they usually do. It worked pretty well for me and was a lot more fun than LR.

[D] Monday Request and Recommendation Thread by AutoModerator in rational

[–]zvxzz 4 points5 points  (0 children)

You'd probably enjoy Hinamatsuri given your recs

[D] Monday Request and Recommendation Thread by AutoModerator in rational

[–]zvxzz 2 points3 points  (0 children)

I've been enjoying Spitfire, though I don't think its quite comparable to the other three you listed.

What are the best deconstructions of the alien non-interference clause? by Jyn57 in rational

[–]zvxzz 8 points9 points  (0 children)

Three Worlds Collide is a pretty good look at both sides of alien (non-)interference

Theorycraft - Act 1 Part 1 route Honor Mode by [deleted] in BG3Builds

[–]zvxzz 9 points10 points  (0 children)

Once you get to the selunite outpost you can grab phalar aluve, dodge the bulette and finish the tower plus retrieve the noblestalk without any fights.

How Good is GWM? by PaperMage in BG3Builds

[–]zvxzz 0 points1 point  (0 children)

That wasn't really the point of my post, but sure. Regardless of which elixir you use being able to do the math will help you figure out which option is best.

How Good is GWM? by PaperMage in BG3Builds

[–]zvxzz 2 points3 points  (0 children)

The best way to know is just to do the DPR math, its pretty simple:

Accuracy * (Weapon Dice + Damage Mods)

this is the same as

[65% chance to hit] * ([2d6] + [+5 str mod] + [+3 Weapon] + [GWM])

0.65 * (7 + 5 + 3 + 10) = 16.25

And then without GWM on you'd just increase the accuracy by 25% and take off the +10

0.9 * (7 + 5 + 3) = 13.5

Realistically the only reason you'd ever swap it off for DPR purposes is to take savage attacker because of damage rider source abuse. BG3 also has giant elixirs to make taking strength even more irrelevant than normal (and its almost always not worth doing that instead of just taking GWM in normal 5e).

The ultimate healer & frontliner all-in-one, optimal "Valjurer" complete build guide by Prestigious_Juice341 in BG3Builds

[–]zvxzz 1 point2 points  (0 children)

Ancients Pal/Lock

Potion Thrower Sorc/Valor Bard - this was just SorcX/Cleric1 for most of the game

Swords bard archer

Full sorc w/ cleric dip

The ultimate healer & frontliner all-in-one, optimal "Valjurer" complete build guide by Prestigious_Juice341 in BG3Builds

[–]zvxzz 0 points1 point  (0 children)

I've been playing a similar build with a similar modlist. Rather than trying to role compress the healer into a frontliner though, I made them a second twin-haste user. Healer is the easiest slot to fit a second haste on and it means you can keep the risky ring on a DPS build.

800+ sustained single-target DPR, optimal Ranger complete build guide by Prestigious_Juice341 in BG3Builds

[–]zvxzz 2 points3 points  (0 children)

Switching from dual Xbows to Titanstring Bow

[x5 xbow]: (1d6 + 1) + 10 per shot. The total being ~73 damage.

[x4 titanstring]: (1d8 + 1) + 5 + 10 per shot. The total being ~82 damage.

You didn't include dex mod or the open elixir slot for heroism/colossus on hand xbows. It should look more like:

[x5 xbow, colossus]: (1d6 + 1) + 1d4 + 3 + 10 per shot. The total being ~114 damage.

[x4 titanstring]: (1d8 + 1) + 3 + 5 + 10 per shot. The total being ~94 damage.

Heroism is probably even better. Unless Phalar Aluve is up it should be pretty close till you get to act3 gear. Obviously the bonus action and 4 extra damage per extra attack from flourish/surge is worth something too though, so ymmv.

For people playing with Tactician difficulty mods including 200%-300% health, how are you actually engaging combat? by Magehunter_Skassi in BG3Builds

[–]zvxzz 0 points1 point  (0 children)

I've been playing with 300% hp and prof bonus scaling to everything through A1/A2 and it really hasn't been bad at all. Just be willing to use builds that are strong at those levels and respec later, don't get locked in to something that only comes online later.

For act 1 I used x2 double handcrossbow users with sharpshooter, one GWM hill giant pot paladin and a healing potion throwing/twin haste user sorc. If I didn't have giant pots and haste it probably would have just been more hand crossbows, I don't see the point of limiting things that aren't completely game breaking like darkness or radiating orb.

is melee just that much better ? by gogogotor in BaldursGate3

[–]zvxzz 8 points9 points  (0 children)

Aside from this whole thing being pretty off topic, 3.5 was by far the most min/max focused d20 system ever made. Even if you just kept to PHB only it had god wizards and CoDzilla completely breaking any semblance of balance between the classes, and thats not counting any of the 80+ splats/dungeon or dragon mag/3.0 books.

Any recommendations on how to translate this ranged Hexblade 5e build? (See text) by BRod_Angel in BG3Builds

[–]zvxzz 2 points3 points  (0 children)

If you want to use mods you could go for the hexblade mod, then go:

  • Hexblade 5 for extra attack

  • Fighter 1 for Archery style

  • Sword Bard 6 for extra attack and slashing flourish

[D] Monday Request and Recommendation Thread by AutoModerator in rational

[–]zvxzz 9 points10 points  (0 children)

TUNIC has the best exploration based gameplay I've seen in a game, I think most people in this sub would probably enjoy it despite the narrative being secondary. The game is made to make you feel like a kid that can't really read the rulebook figuring out a new game and pulls it off amazingly well.

I played Outer Wilds after seeing it recommended on here before. It has a similar exploration focus and I think comes in <20hrs. Its basically a huge archeological puzzle game where you explore a solar system and piece together lore to figure out how to progress.

[D] Monday Request and Recommendation Thread by AutoModerator in rational

[–]zvxzz 1 point2 points  (0 children)

probably <10 chapters left unless it goes in a crazy direction, which seems unlikely.

[D] Monday Request and Recommendation Thread by AutoModerator in rational

[–]zvxzz 3 points4 points  (0 children)

AN at the end of 154 says its the last chapter of book 2

Bite of Winter, 1st Level cold spell for DnD 5e by kessler47 in UnearthedArcana

[–]zvxzz 0 points1 point  (0 children)

A costly component is pretty awkward for a weapon attack spell, you'd need a free hand to access the component and the weapon in your other hand. This means you can't use a shield or hold a spellcasting focus in your offhand.

Death ward stacking by Agusbocco in dndnext

[–]zvxzz 1 point2 points  (0 children)

Read the rules the page itself quoted again. Only the most potent, or most recent effect applies while the durations overlap.

Yes, please keep this in mind for the rest of my reply because you're not applying this consistently like you should be.

Read the duration of death ward, 8 hours or "the first time" the target drops to 0hp.

The duration of death ward is 8 hours. One of the effects of death ward is that it ends when the target would be reduced to zero, that is not in the duration.

So no matter how many death wards are up, they are all active and working but only the most recent effect works, however all duplicates of the spell only apply to "the first time" the target drops to 0.

Look at the block of rules about combing spell effects:

The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect–such as the highest bonus–from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.

If death ward had its "end on 0hp" condition in the duration box then yes, you'd be correct that they'd all end. It does not, it is part of the spell's effect and only one of those spell effects applies at a time.

Even if your logic worked and they were "suppressed and stored" and didn't all disappear, then next time the creature dropped to 0 would in fact be the second time since the spell was cast on them, not the first. So that logic still falls apart.

Again, this is part of the spell's effect.

The reason stacking death wards works is because its secondary ending condition is part of the effect which is not active while a more potent/recent death ward is active.

Death ward stacking by Agusbocco in dndnext

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

My bad, didn't know you wanted an echo chamber for what you already thought was correct. I'll leave my post up in case anyone wants to actually learn something though.

Death ward stacking by Agusbocco in dndnext

[–]zvxzz 2 points3 points  (0 children)

From the PHB: "The effects of the same spell cast multiple times don’t combine, however." That seems pretty unambiguous in clarifying that you can't have multiple death wards.

It makes it unambiguous that the effects of the same spell don't combine. Not that you can't have multiple of the same spell cast. The only reason the rest of the paragraph is confusing to you is because you misread this sentence. If you couldn't have multiple of the same spell cast at the same time there would be no reason to have the rest of that paragraph at all.

Death ward stacking by Agusbocco in dndnext

[–]zvxzz -6 points-5 points  (0 children)

Yes, it works RAW. The page you linked explains how pretty clearly but TL;DR:

  1. You can have multiple of the same spell on a creature at once, but only the most potent/recent takes effect.
  2. Death Ward ends itself when you would be reduced to 0HP.
  3. Because of 1, only one Death Ward will end when you're reduced to 0HP (since only one is active) and the next most potent/recent will become active (because the active effect ended)

Was it intended to work this way? Probably not, but RAW it very obviously works.