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Joined 1 year ago
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Cake day: June 11th, 2023

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  • Sure, I’m aware of idiots on the internet, but if we tried to avoid idiots on the site we wouldn’t federate with anyone. Lemmy.world is specifically billed as a “generic Lemmy server for everyone to use,” I want the gates to be open fairly wide, that’s why I’m here. Not for everyone, like I’m glad we defederated with exploding heads, but we still gave them a shot first and there was at least some more community discussion on it before that decision was made. That’s what would make me feel a lot better about this.







  • I’m gonna come out and say, even with the statement, I’m not in favor of preemptive defederation like this.

    I know the admins of an instance are hosting us basically out of the goodness of their own hearts, and I appreciate that. And I understand they can do whatever they want, and we can move to a different instance if we want. I get it.

    But I joined .world because I wanted a neutral instance that would connect with pretty much everyone unless they were particularly problematic. Could hexbear be particularly problematic? Sure, maybe. But I think there’s a big difference between defederating in response to a problem and defederating in anticipation of a potential problem, especially since the users aren’t given a chance to discuss it. Like, I know we’re not technically entitled to give our input if we’re not admins, but I think it would be nice, y’know?

    If it was just some small instance of trolls that’s one thing, but hexbear is actually quite a big instance, so this is a very impactful decision. I don’t like it being made preemptively behind the scenes like this.



  • Well, somewhat. With the way healing works in 5E it’s pretty easy to get people back up, and you can often have one PC be downed and still have the rest of the party doing pretty well. If I’m running an enemy that wants to kill the entire party, and the party is trying to kill the enemy, having one at least person go unconscious is pretty common to make it actually feel challenging. But that doesn’t necessarily mean that the party is actually in danger of losing the fight.


  • Even with playing just the monsters in the book, high-level encounters in D&D will be incredibly swingy because there are a lot of abilities for both PCs and monsters where one character rolling well or poorly can completely change whether the fight is a near-TPK or a cakewalk. The party succeeded on the save against the cool boss ability, well they’re probably gonna be fine. Or they all failed, well now they’re fucked. The boss failed the save and now it’s paralyzed, guess you’ve pretty much won. Or it succeeded, now you’ve wasted your turn. That kinda thing.

    That’s why making encounters with a bunch of swingy abilities can actually tip things back into being controllable. If your boss is getting whomped harder than expected, he gets desperate and breaks out the super-kill abilities. Or if the party is the ones getting clobbered, maybe the boss gets overcompetent and doesn’t use their super-kill ability until it’s too late.

    I’ve found that at the end of the day, the PCs are generally expected to win, and they have a major advantage: when they hit zero, they get to roll death saves and can be healed, whereas the enemies usually just die. This is actually a huge factor in their favor, and explains partially why PCs can beat enemies that might seem way above their level. So honestly I don’t worry too much about making strong enemies, my parties can usually handle them. And if they handle it too easily, it’s not the end of the world.


  • This is a good answer. DMs have a lot of dials to turn to adjust the difficulty of an encounter even just with how they play the enemies. Really I think there are few DMs who play enemies as deadly as possible all the time.

    I know I’ll sometimes play enemies more aggressively if the PCs are doing better in the fight, like attacking downed PCs or counterspelling healing. Whereas if they’re struggling, I might find other things for the enemies to do that’ll be a little less mean.


  • I’m probably gonna end up nerfing the blast at least a little so it feels a bit more fair overall, since a number of responses thought it was overturned. Probably take a damage die off and drop the range a little.

    The dual damage types is mostly flavor, I think thunder is a little better than lightning technically? but they’re pretty close, and I don’t think you’d cast this if you’re fighting something resistant to lightning anyway.

    With the main mode it seems like it’s in a fair spot, then? Better than haste, seems fair compared to guardian of nature? Part of the balancing is also that it’s self-buff only, so unlike haste and holy weapon you can’t have the 7th level Wizard give it to the Fighter.



  • I don’t want the AoE to take away too much from the rest of the spell, it’s like 50% there for the flavor/coolness effect anyway. My experience with taking holy weapon on my Cleric is that you’ll often end up dropping the spell from taking damage or you’ll hold off using the blast because you wanna keep swinging, so you end up not using the blast anyway. So I don’t want the blast to drag down the power of the rest of the spell. Seems like there’s a fine line between making it overpowered and making it unusable here.

    You have a good point comparing it to ice storm, which only does a little more damage than the blast. Though on the other hand ice storm kinda sucks, doesn’t it?

    I guess speed buff + op-attack immunity does make you pretty untouchable to melee from most humanoids, that is pretty good. I do want it to be better than haste since it’s a level higher. If I nerf the AoE a bit do you think the rest is balanced overall?


  • It’s an interesting read to see what they think people thought of the sets, and it’s good to see that some of the issues I had with sets and opinions I shared are getting to them. But there’s not a ton here that we don’t already know, especially if you’re active in MTG communities already. Like when he says

    The game has plenty of legendary creatures, so why did we turn what was the most unique group of characters into something more mundane?

    I dunno, why did you? Seems like that’s a question that could have been discussed, but it wasn’t really.



  • I’m not sure I’m seeing how it amounts to action surge-y? The thing about the blast is that it costs your action on that turn, so if I make it too weak then it won’t be worthwhile ever using it vs just keeping the spell up and continuing to attack with it or dropping the spell normally and doing something else with your action.

    Holy weapon’s blast, which was the inspiration, is substantially more impactful: more damage (slightly), bigger area, and it can even inflict blinded, plus it’s triggered as a bonus action rather than an action. Of course my spell can’t be as good since it’s a level lower, but I do think the comparison is more than fair even given that, between the blast effects at least.

    I guess, do you think I’m underrating how good the movement effect is? I’m trying to make it comparable to guardian of nature which is also 4th level and can add 1d6 damage per hit, plus it gives advantage on your attacks. Since advantage is really strong I don’t wanna just add that to my spell instead but I do want the other effects to end up being comparable. I did originally consider just giving disadvantage on opportunity attacks rather than ignoring them completely, but I figured if zephyr strike and Ashardalon’s stride could ignore them with lower level slots it should be ok.

    Thanks for your feedback, I do appreciate it!


  • L’oreal Sændars is a 16th level Wood Elf with levels in Eldritch Knight Fighter and Bladesinger Wizard. He specializes in the Archery Fighting Style and his primary weapon of choice is his magical hand crossbow, in addition to his array of Wizard spells.

    L’oreal’s primary Magic color is Red. In personality, L’oreal is a quick-thinking and passionate person who fights against monsters and multiversal threats with no second thoughts. He does also suffer from slight insanity due to a curse. He is also a strong and fast physical combatant with a theme of spells and abilities that boost his speed.

    He is next in Blue: he is studious and dedicated to his training in Wizardry, which is primarily self-taught. He desires to learn everything he can about magic to keep up in a world full of more powerful casters and monsters.

    Finally, as a Wood Elf, he is also in Green. He grew up spending much of his time in the woods, and his Mask of the Wild feature lets him use his innate magic to blend into nature.

    The reach keyword represents his Archery skills. Haste represents his enhanced speed abilities and his tendency to be the first to jump into battle.

    L’oreal constantly uses spells to enhance his defenses and damage output, which can make him very strong while his spell slots last. The prowess keyword is a simple way to represent his ability to boost himself with a variety of spells. (Existing cards keep prowess with Jeskai color identity, but appear in Blue and Red on their own, so this shouldn’t be a color pie break.)

    The key ability of L’oreal’s card represents his aggressively magical playstyle and is inspired by the War Magic feature of Eldritch Knights, which allows L’oreal to both attack and use magic on the same turn. The free-equip benefit encourages using equipment, which is too flavorful to not use with him but would otherwise not work smoothly with in-combat casting; it also flavorfully relates to his Weapon Bond ability, which lets him summon his weapon to his hand. The whole ability requires L’oreal to be modified as a way to balance out the equip benefit, and as a nod to how L’oreal’s spellcasting focus is his weapon that he never fights without.

    L’oreal’s 3/3 base stats are nothing special for his cost, just as his Strength score and hit points are middling for his level, given his multiclass. He depends a lot on his magic to keep him safe in combat, and the same is true in Magic, where you’ll need to keep a spell available or else he’ll die to Bolt. But his abilities allow for a number of strategies to keep him buffed in some way and make him into a threat.

    The card is inspired by similar cards like [[Narset, Enlightened Exile]], [[Narset, Enlightened Master]], and [[Tetsuo, Imperial Champion]]. I think L’oreal is in a fair spot as he’s not a strict upgrade or downgrade to these cards (and I’m sure he isn’t as good as the OG Narset). Haste is generally very good paired with an attack trigger, but since he needs to be modified, it’s harder to immediately get the attack trigger when casting him on curve (it’s not impossible of course, but I think that adds to the strategy and fun). The free-equip ability has lots of potential, but I think it’s limited enough by only being usable at that specific time and only being able to attach to L’oreal himself, compared to other free-equip cards like [[Bruenor Battlehammer]]. Five mana feels more reasonable than four given that he has haste, and six is seems too high given the requirements on his abilities, and since he dies to Bolt if not boosted.