but also "We've noticed that you have a pattern of engaging in lengthy discussions in comments, frequently consisting of responses involving multiple, back-to-back posts"
@goodguy5 It took me a second to grok it when I saw it in chat, but I'll tell you from personal experience, the snark back is not a productive course of action.
@goodguy5 Well, like I said last time: the people who do this stuff aren't (often) newbies. It tends to be long-time users. That's a very different problem, and it could be fixed if the mods were genuinely interested in fixing the issue.
@goodguy5 Only because they've been so lax about them before. A lot of comment answer deletion on this site comes from normal users. Create an environment that fosters the rule you want, and mod intervention doesn't need to happen (As much)
@Rubiksmoose I agree. If you do want to allow answer-comments, then at least change the specific stack policy in the Help Center. It makes using the site very confusing (especially when moving between stacks)
I really hope they don't do that though (or at least not such that SEs are forced to adopt that). I really think our way of doing things helps keeps things clean and focused on answering.
SO also deals with problems where "does X work for you?" might genuinely be necessary to figuring out what the actual problem is. So as long as an actual answer is posted (eventually) they don't care.
@Rubiksmoose Regarding conjure animals I do that aswell, and I can't imagine the hassle of doing it other ways
@DavidCoffron If I were a cynical person, I might say something like the fact that the SO mods haven't changed the policy suggests that they know that the policy is correct, but that if they admit that, then it means implicitly admitting that collectively they haven't been correctly doing the one job they're supposed to do, and that's something they're unwilling to do.
But I'm not a cynical person, so I won't say that.
I think the most generous interpretation is that they simply don't see an issue with the way things are working for them. And with no significant pressure to change... there is no reason for them to consider doing so.
@Someone_Evil I mean I did do a thing once with pixies, but I actually cleared that with the DM ahead of time lol. I agree though. I don't want to be looking up on tables for creatures. If I can't think of something (more) fun than the player wants why do I care what they summon?
@Xirema I made the point about too much comments a while back at Aviation.SE and the responses were roughlyo "we are a site for enthusiasts, we don't have to care about making an SE fit the High signal to noise ratio." I reduced participation there as it was clear that they do not care about that SE design feature: high signal to noise ratio.
Sequence of events:
Arthur has 7 hit points left.
Arthur is hit and receives 12 damage.
Arthur is becomes unconscious and is dying (0 HP.)
Arthur's turn comes around, he rolls a Death Saving Throw and fails.
Eleonore applies his medicine kit and stabilize Arthur.
Lancelot casts an Enhance Abili...
@GcL Yeah that would get my grumpy. (Unless it was away from the table, I'll argue all they want then lol). But honestly it is a theoretcial. We have almost no issues currently with this. In fact, when I'm playing I am the most likely to grumpify a DM if I'm not careful to keep my rules-lawyer in check and practice what I preach.
@Someone_Evil I've only played online recently, so we all have DM screens xD
@DavidCoffron Pairs of boots are made for bipedal creatures. A boot for every leg. I agree that you have to be wearing both boots in the pair to get the effect. But that a creature with 4 legs ought to have to get their hands on a set of 4 magic boots to be able to get the full benefit, and thus are unable to wear 8 boots and get the effects of 2 different kinds of magic boots at the same time. — Shufflepants2 mins ago
I feel bad for the centaurs with this houserule...
Also, @goodguy5 what I'm doing there ^ is technically extended discussion at this point and if he replies again, I will prompt him to go to chat. It's just the auto-link doesn't appear until 3 messages back and fourth.
> While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
@GcL I don't see why not. Maybe won't be all that comfortable, but they are magic so they won't get torn up like normal boots would on a horse's hooves
Remember:
> In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.
Now I wonder what creature can use the most magic items at once
@Rubiksmoose Water Whip is actually kind of cool. The only time I ever played a Four Elements monk was when I made a max reach character. Might have to try it again sometime
3d10 damage and prone for 2 ki is real nice with some melee allies
That's like guiding bolt in a way, but it works for all of your melee allies
@GcL That's fair, but with multiattack they would have only got the first attack with advantage from guiding bolt anyway. I'd say Water Whip and guiding bolt are about the same power level in the worst case, and Water Whip has much more potential
Not to mention it is a Dexterity save, so it can be very useful for heavy armor opponents (who usually have focus on Strength and Constitution), while guiding bolt requires an attack roll
If AC is unhittably high, so a 20 is requried. That's 0.95 to miss with one die. 0.95 * 0.95 to miss with two. So difference of 0.0475. That's the highest AC scenario.
Without whipping out my calculator:what I believe is true is that it depends on what you're using to measure success. If you're measuring raw DPR increases, then advantage is best on whatever AC requires you to roll a natural 11 to hit. If you're measuring relative DPR increases, then you want the highest AC possible.
Gaining advantage against an extremely high AC creature basically means [nearly] doubling your damage output, since you're basically just gaining double the chance to get a critical hit. But that's doubling a DPR value that's already very low. Gaining advantage against an average AC creature means gaining an amount of damage that probably is greater than that.
So the real question is, "is going from 1DPR to 2DPR more meaningful to you than going from 7DPR to 10DPR?"
Yeah, that chart mostly confirms what I'm saying: if you look where the difference is 0.25, it's when you are required to roll a natural 11 to hit your target.
Usually you are better just using multiattack (you get two attacks anyway so you might even hit twice) rather than using Ready to wait for your monk to use Water Whip
Exceptions are Elven Accuracy or a Druid Wild Shaped into something where prone matters more
Although, that wouldn't work in this case as you can't ready to move 20 feet and attack (the triggers for pounce, which prompts the prone-matters clause)
And you can't bonus action on someone else's turn so that wouldn't matter anyway
But there is the elephant's stomp which can only target prone creatures (and does more damage then the Gore)
> Stomp.Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Great news, Blades hackers! The official @roll20app sheet now has editable Attribute and Action labels so you can customize them for your playtests. Huge thanks to @cocotheorem for making them.