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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)KH
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2 yr. ago

  • I doubt they'd drop someone like moleman for fantastic 4, it's more likely they'll throw a newer standalone hero or villain alongside the 4 to establish them easily, like Ironheart in Black Panther 2 or basically half of marvel in fantastic four comics through the 1960s.

  • I feel like plenty of multiverses have already done the "sometimes people look the same and sometimes people look different" kinda trope, directly because of the using the same or different actors dilemma.

  • Yeah the idea that somebody has a percentage rating of quality is genuine lunacy. It's also sociopathic to overlook that being fond of someone despite their flaws or "lower rating".

  • I haven't played suited but it's worth asking if you've played it or GM'd it already and if you have, did you feel lacking? Or are you wanting to be as prepared as possible for your game before the first session?

  • I absolutely agree when it comes to how theyve treated their staff but also lots of staff won't make that much difference to the design of the book, and multiple open play tests would be ideal to ensure we will actually use the content in the book.

    The #1 thing I'd love to see which we almost definitely wouldn't get would be 20 pages where 20 different designers get a page to just say something they feel the book needs to say. Pick a range of the old guard of TTRPG design, new innovative designers and some of the louder voices in the design sphere due to social media and let them say literally anything they want provided they believe it should be in the DMG. Before it starts, get them all together to confer about their thoughts so no two people write the same essay and there is a broad spectrum from dice maths to pantheon design to checking in on players. It would likely be incredibly valuable information but also work as publicity as people like Mike Shea, Bob Worldbuilder, Matt Colville and Ginny D all would agree that the book isn't missing that one thing they want, because they put it in there themselves, and these voices hugely colour the views of amateur designers and people passionate about the game like ourselves, either directly or indirectly.

    The reason we won't see that is that it would cost a fair amount to pay the freelance fees for all 20 designers, instead of filling the pages with magic items or other bloat content.

  • I'm glad they're coming later. The cat is totally out the bag that the reason the 2014 DMG is so hard to actually use is because there was no time to work on it, and we're yet to even see any playtest content for the 2024 DMG.

  • Thinking about it more, I'm happy not making it all happen in a turn and giving them two legendary actions, however for the sake of versatility, I don't see an issue with making those legendary actions "The thief takes an action".

  • The cumbersome element comes fromcthe combination of Multiattack: Master Thief makes 3 attacks. Alternatively it can replace any number of those attacks with Cunning Action or Special Action and *Cunning action. The master thief makes may take the dash, disengage or hide action, or make a sleight of hand check, use an object or use thieves tools.

    I'm not totally against breaking it into legendary actions, I suppose the dilemma is less about "should it be legendary actions" and more "should it be any action or limited to specific choices" i.e. If I made the theif have two legendary actions per round and its option was "the tbief takes an action", I cant imagine it breaking anything that adding cunning action, and multiattack separately wouldn't do too, and I'm worried I'm overlooking something here.

  • I initially built them as having multiattack before thinking of this, and they'd only get as many actions as the number of attacks, so they wouldn't be risking instantly downing a PC more than any creature with standard multiattack.

    As for yo-yoing on the edge of their attack range, I think I'll lower their weapon range and their special ability basically requires them to consistently read aloud from a grimour, so I'll half their movement while that's active (they'll either be retreating entirely or using the book).

    The main reason I'm hesitant with legendary actions is that I already use the MCDM villain actions and this NPC is going to be encountered with basically a heist team, so I don't want to manage too much for this creature off their turn.

    Edit: Thinking about it more, I'm happy not making it all happen in a turn and giving them two legendary actions, however for the sake of versatility, I don't see an issue with making those legendary actions "The thief takes an action".

  • My understanding it at 'he' is the bot.

    As soon as the bot is first deployed, it immediately says "Elon is gay". The final message here means it says this somewhere ( such as on twitter I presume), not in response to anyone or anything but just totally un-prompted.

  • From level 5-7, I could see myself throwing a dozen CR 1/2 hobgoblins at a party looks a.

    At level 9, a CR 5 boss, a pair of CR 2 lieutenants and 8 CR 1/2 minions would also be a fun fight. I'm pulling both these numbers from page 68 of Forge of Foes, a great 3rd party suppliment.

    If I suspected the PC was itching to use fireball, I'd give them a killer use for it soon after they hit level 5, such as the aforementioned 8 wide, 4 deep phalanx of hobgoblins that could be incinerated in a single blast from this. If you're not familiar with lightning rods, if the idea of specific things to make the PCs feel cool, undead for the cleric to turn, mundane archers for the mink to deflect, or dense, weak enemies for the sorcerer to fireball. The mother of all lightning rods is the one you set up soon after they get the ability to show how it shines.

    Also if you use the minion rules such as those created by MCDM, then at basically any level, those mooks will be instantly killed by this effect, it's great empowerment for the player and if it's budgeted for in your encounter creation, not fun spoiling.

  • It aired against House of the Dragon which really shower it's mediocre writing. I'm a huge Tolkien fan and generally sceptical of most franchises but honestly I think in a vacuum, the show is fine.

    Compare it to Witcher, even season 1 which is fine is probably on par or worse than Rings of Power, it's just that LotR is a strong franchise and it was easier to compare to multiple better competitors.