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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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  • Shorthand for charisma, people treat it like it's a silly zoomer term but it's a pretty normal short version IMO.

    Also it lets me shorten Intelligence, Wisdom and Charisma to Biz, Wis and Rizz which suits my needs immensely.

  • A few sessions back in my regular game, our home base, a local tavern in contested gang territory got attacked by our main rivals.

    We had two glyphs of warding under the floorboards loaded with spirit guardians that the barbarian and paladin fired up respectively. As they were with through a glyph, they technically weren't concentration either, and with the confined space, it was a massicare.

    The DM had clearly undercountred for the defense but also that's what they can expect when they hit us in our home, so it felt good to stomp that encounter.

  • Looking back at some of the monsters I used, which were generally official monsters or from tome of beasts 1 or 2, they traditionally were dealing about 84 damage per round if it hit all attacks but only 21 per attack. I remember using an adult white dragon (CR 13) while the players were about level 10. That's going to either use it's breath (54 but 22 on a save), or any other combo of attacks that wouldn't deal over 20 withousome lucky dice rolls, averaging 13-17 damage per attack, and 58 damage if it uses its legendary action to use it's tail once and hits every attack.

    Also my table sounds like a different experience to yours. All the players are people I'm friends with in person and as we've become more experienced with RPGs, were played different games rather than optimising 5e, and we tend towards storytelling focused RPGs like Fate or collaborative storytelling games like For The Queen. If we are looking for difficulty, we're likely to seek a full horror experience over 5e. I enjoy the content Matt Colville but I know his style isn't for me, it's very tactical and all about combat, while when I play 5e, I find combat often becomes a necessary chore that the system is built around that only engaged each player half the time and takes far too long to warrant the storytelling it provides.

  • I ran a 1-17 game and typically as a DM I wasn't consistently dealing over 20 damage per attack until I was using CR 13 or greater monsters or higher, and I'd typically prefer several monsters per encounter to one, so that probably happened consistently around the time the party were level 12 ish, and even beyond that, I would say I generally didn't focus on massive damage output because knocking PCs out the fight in 1-2 rounds doesn't give them enough time to assess the battle and then deprives them of agency through a particularly slow segment of the game.

    I'm currently a player, playing a trickery cleric 9 rogue 2 and loving it, but I think I use my 4th or 5th level spell slots for a damaging spell about once every 5 encounters, because those spell slots are better for exciting spells like polymorph, scrying or modify memory, or at least I find those more exciting than making my number go high. In that game, the paladin 6 bard 5 may on occasion do a spike of damage via a smite but his spellcasting is also primarily utility too, and our only massive damage dealer is our draconic sorcerer. A lot of our consistent damage comes from our barbarian who is probably putting out 40 damage per round but rarely over 20 in a hit when not critting.

    As players, if we want to knock an enemy out of concentration, we're more likely to pepper them with small secondary attacks, forcing them to make 3+ DC 10 saving throws per round, which has generally been more successful than one 30 damage attack and a one DC 15 save, just because of how the odds fall.

  • I think I'd build my caster's to have low enough Constitutions that they probably would have a 50/50 or similar. If someone is focusing on attacking the caster, I want to reward them by making the chance to end the concentration high.

    Besides, for most games I've played, I recon right up into tier 3, most damage still comes in at under 20 per attack, so it's still a DC 10 save.

  • I mean a lot of ads are scammy but also there are plenty that just point to adjacent adult content services like other sites or toy selling sites etc. Regardless it's a profit for whoever runs the ads.

  • Yeah the answer is basically in the comment, his monologues read like an edgy 13 year old trying to sound cool and badass. It's probably 90% edgy 13 year olds who made content that adores him, and the remaining 10% are older people who haven't developed the skills to see further than that.

    I do think a huge overlooked part are the people who use the memes ironically too. When they first started popping up, even when they weren't self aware, I was happy to see memes made from outside the current zeitgeist and from a film I liked so I generally showed them my support. Now a meme of it can be made that's totally without irony and I recognise it as part of the format more than someone who is oblivious about the film.

  • You could get some great use out of fabricate and proficiency in something related to computer architecture.

    Legend Lore could equally grant you valuable knowledge to sell, and similarly half the divination spells could make you a very successful gambler.

  • Approaching it via static damage is probably more elegant, especially as basically all attack rolls have a dice roll affecting their randomness already.

    It's a shame resistance is already such a sharp decrease, and calculating 1/4 etc of damage is reasonably hard to do on the fly, as resistance is already a damage reduction mechanic that's already in the game.

  • This is a conceptual alternate history map of modern day North America without colonisation. It's still reasonably inaccurate of course but it's not meant to accurately portray the borders of a pre-colonised North America.

  • It's definitely an alternate history map, and I hope it's an accurate potential map of an uncolonized North America if it's cultures grew to nation state sizes.

    I'm European so I'm not meaning to offend, but there's something very interesting to me try to visualise how America could have grown without colonisation, and perhaps this is through my European lense but I'd imagine borders would move and groups would swallow eachother up. The scale of countries on this map is pretty comparable to what we see in Europe and Asia, but I don't know enough about America to know if this is respectful to the placement and potential of Native American groups (e.g I think I've read before the the Comanche are a successful seperation from the Shoshone that was largely due to their expansion due to horses, which would have happened very differently sans colonisation), and I'm not even sure if this map follows natural borders like mountains and rivers, largely because I'm just not that familiar with America.

  • People generally agree that the published adventure is in the middle of the pack, I personally don't run published adventures as I barely find time to get through my own adventures. If you don't run published adventures either, then that's 1/3rd of this content not appealing to you.

    As with any monster book, your milage will vary with the usage and quality of each creature. 60 monsters is reasonable though, although if you're hankering for monsters alone, just head over to open5e.com, a collection of products released under various licenses, collated into searchable databases like D&DBeyond does with WotC content. There may be 1000+ high quality monsters there, and plenty that fit the tone of Planescape.

    So finally there is the part that I'm most interested in, the setting guide. This slipcase in it's entirety is shorter than some previous setting guides were, so if you're after this specifically, you will be recieving 1/4 of the content than you would from one of the setting guides from earlier in 5e's lifespan like Eberron. If you're keen on this product as a Planescape fan, then this will appeal to you the most and, of course, it's shallow, because it has to be on its pagecount.

    I want to love slipcases. My heart is forever at the physical table using hard cover books, even when practically I DM with a computer. The slipcase allows you to only bring what you need to each session and control what content you may pass to players without depriving yourself of anything. However for me to love them, they'd need to be 175% the size of the books from 2017, but instead with the larger font size and lower page count, they're 60% of the legnth. Also of course the price is higher than ever due to inflation, which is reasonable to price them effectively, but I have no more expendable cash than I did in 2017 and post the OGL fiasco, I'm far more likely to recommend non WotC 5e content which often prides itself on being denser and deeper than official content.