“I’m especially good at defenestrating!”
Oh god, please don’t make me talk about myself.
“I’m especially good at defenestrating!”
I mean, let’s not pretend Ford was paying his employees well and setting workweek standards because it was the right thing to do either - he did it because he wanted to retain productive employees and also to make them customers, and that it happened to actually be beneficial for them and the working world at large is a byproduct. Not often mentioned with that $5 workday is the fact that he would send agents to employees’ homes to ensure they were being kept clean and that the employees themselves weren’t drinking.
Dark Disciples 1 and 2, including the temple of eternity module.
A group of friends uses “based and budfilled” mostly sarcastically.
Buddy, they won’t even let me fuck the lizard.
Måth Röck × ∞
Truer words have never been spoken.
It can be good for certain builds, but in practice 2-3 of those +1s end up being meaningless for most characters, and with the Tasha’s changes, every character can freely distribute +1/1/1 or +2/1, making it a wash in almost every case, including on Vumans who can pick up an additional +1 from the feat. Between that and only getting one floating skill proficiency when most heritages get a fixed or small list skill proficiency in addition to one or more standout features, base human is by far the weakest choice.
I think giving a feat, a skill and an expertise would be a good way to set them apart a little bit from the other heritages.
Yeah, like the proficiency represents training and study, but an Int (religion) check usually involves knowledge of deities, mythology or symbology. That said, you might rule that a practical application of that knowledge, such as how to perform ceremonial rites, might constitute a Wisdom or Charisma check instead.
Do not be afraid to kill your PCs. Not egregiously, via Rocks Fall Everyone Dies, but the world acts and reacts. If your PCs are trigger-happy murderhoboes, they might find themselves on wanted posters with a significant bounty. Theirs is ostensibly not the only adventuring group, and nobler heroes might take it upon themselves to prepare accordingly to deal with the threat to peaceful communities the party represents.
Honestly just because of the shit Wizards has put in their books, making it AL Legal (Looking at you, Silvery Barbs) I am way more inclined to allow homebrew at my table as long as it’s not as egregiously overpowered as their own shit. KibblesTasty, Laserllama, and Valda’s all tend to get a pass from me.
Hell no, I have a little more respect for my time than that.
“They do it for free!”
Not anymore, fucko. Have fun selling your ungovernable site.
It depends on the disability, the magic, and the DM’s interpretation, I suppose. Lesser restoration is kind of a cure-all, gets rid of disease, poison, blindness, deafness, and paralysis, and ‘disease’ in particular might cover a pretty wide swath. Greater restoration can end effects that reduce ability scores or hit point maximums, which might include chronic conditions or congenital birth defects not directly linked to a disease. Regeneration can grow back missing body parts. Anything that these spells don’t cover, Wish (and Divine Intervention) almost certainly would, but you’d be hard-pressed to find someone who could and would cast it.
Oh man, I envy you, this comic has evolved so much over the years.
Regenerate is also a 7th level spell - depending on the setting, the number of people capable of that kind of magic might not even exist outside of the confines of the party, or if they do, they’re more preoccupied with the stuff worthy of NPCs with at least thirteen class levels.
That sounds like a pacing issue. Out-of-character the group might agree that there’s a desire to do side plots, but in-character a (heroic) party that is aware of a great evil is going to take actions in the interest of stopping that evil, even if they’re knowingly unprepared (plucky young heroes who win against overwhelming odds are the stuff of legend, after all.) This is why it’s important to keep scope small at lower levels - as tempting as it might be to daisy chain a much bigger bad to a smaller one with a cryptic note or mysterious secret symbol so that you can do an “all according to plan” speech later, if you drop a plot hook, the players will bite on it with the force of a million industrial hydraulic presses and not let go until the whole mystery is unraveled.
Also, don’t pull a grey-and-black gambit on the party unless it’s what the plan was all along and the party has been aggressively ignoring the other bait. As a player, one of my biggest pet peeves is catching shit for doing what I thought the DM wanted us to do with the narrative they laid out. It’s right up there with a “mastermind” villain who is obviously ass-pulling contingency plans when the players do shit the DM didn’t account for. Protip to anyone reading: if your villain needs to have plot armor so the plot can continue with zero hitches, they’re not a very good villain, and it’s not a very good plot.
Yeah yeah, listen buddy, I never wanted to live in interesting times, all I wanted was to be comfortable.
Devil’s advocate, but parts of the Trek universe have shown that there are non- or quasi-sentient creatures capable of endangering starships like the Enterprise, in addition to the usual spacefaring hazards like asteroid belts and debris fields, and the potential to encounter, for lack of a better term, space pirates. It makes sense to arm the ship for a number of reasons not necessarily related to the power of coercion via the threat of violence. The Enterprise’s weapons are also frequently outclassed by other ships of similar size designed for combat. It feels more akin to packing bear spray or a noisemaker to scare off wildlife, and the bear spray gets used to drive off a robber.
That said, the threat of violence against a better-armed foe in order to prevent combat is a trope the shows rely on frequently, so you have a point.
Holding two tricorders and wearing a shirt that says “vessel ship.”
“READ A BOOK!”