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Triple Advantage
Triple Advantage

Season 2, Episode 18 · 2 years ago

Ep. 26 - Talking With Myself

ABOUT THIS EPISODE

On today's episode, we talk about NPC interactions with other NPCs, look at the Shadowfell in the DMG, discuss our favorite and least-favorite feats, and wonder how exactly Aarakocra is pronounced.

Guys, turn your radio voices on, because we're starting episode twenty six of triple advantage. Welcome back anyone who's listening. Don't know if you're recurring, we just have numbers. Today we have myself, Carlos Brady and I'm Jordan back with our regularly scheduled programming up a discussion our continuation diving deeper into the DMG. Bradin and Jordan, I'm sure you have yet another wonderful and puzzling, at times, to be honest, critical thought and welcome. Listen. You can't. I like. You've caught me off guard a couple of times. That's the idea. But before we get to all of that fun stuff, I was actually talking to myself in the mirror. Is Boarding. Is this a regular currents? No, it's been happening more and more with all the time indoors. For sure, there's black mirrors everywhere, man, but no, I just got reminded of sometimes, and in sac when I introduce like two NPC's and the party sort of has them discuss things, which leads you, the DM, to essentially talk back to yourself. Well, yes, yes, I do agree with you. You know. So I was wondering what kind of moments have you guys had with that? As DM's that's always a tricky one for me because it lets my players know that I'm running on a limited number of accents and that I've only yet so many I can actually do before it all starts sounding the same. So super important to try and structure that out in advance so I'm not accidentally falling into just it sounds like the same guy talking to himself, which is exactly what I'm doing but not what I'm trying to paint it as. And I have a player go and I'm started, which one of them said was at the mom with the with the red shirt of the green hi. I'm like, I don't I don't know anymore. I'm sorry, I don't know the same person it. It can be fun. It could definitely be fun. I think I did this for your group, Carlos, a couple weeks ago, where I was having a bit of an interaction between a a halfling and his adopted half work son. Yes, I was. I was really funny the it's nice to do it for some comedic purposes sometimes. Um, I that's mostly why I do it. I'd say comedy or intrigue, Plot Hooks. Like I wouldn't do it just any time players walk into a tavern. I'd really just do it if there was something to be gained from the conversation, if there was something big a gained from them kind of overhearing this back and forth. Otherwise I'd probably they're just talking about the weather, they're talking about whatever. I just gloss over it. I wouldn't actually dive into the conversation unless it was important. Yeah, for sure, I'm with you. There, a hundred percent brainin like definitely comedic purposes and plot hooks. Those are like really the only two times that I would use it, like just a bit of intrigue or comedy. But like, I would never just have two people, I. Having a conversation randomly when it wasn't serving some sort of a purpose. You know, if I'm if they want to overhear a conversation, sometimes even...

...just having one person relay the information that they need to gather from that conversation is enough, right. And to have this conversation back and forth. It's really difficult again because, you know, I don't even know if I have accents so much as I just change up the tone of my voice a little bit as I switch between people. So accents, you know, would be an asset in that in that instance, but not something that I have enough skill with to be able to pull off regularly. So I avoid it when I can. Yeah, so I would not try to enter into any type of conversation like that normally. For sure. See my way. My position is different. My position is different because in the campaign that I've been running for you guys, predominantly you guys, have had some form of companion the entire time. It like the module at the beginning has a clearly stay at a moment where it's like you should find a guide, which means that that guide is either mute and does not talk to anybody. All right, because otherwise sting you exist. Yeah, and the players interact with any other NPC's right to kind of keep true to what you guys said. I would almost have to like brush away other NPCs until that one leads right. Yeah, so we have to be like very careful about how you describe a person or say, like if it is the guide, you have to like say, oh, your guy's name said, yes, blah, Blah Blah. Yeah, I think I think just generally saying like Oh, person a then says yeah, person be interrupts, right, hmm. You have to almost like okay, it's like reading a book worrying about that, because otherwise it just was confusion. And I agree with you guys like it's sometimes it's just hard to keep track in your own head who talks, how and when and what information they brow know that was the other person and you accidentally like slipped up for whatever. You know, I wouldn't mind. I don't mind my players watching over NPC conversations. That's infinitely better to them watching over an NPC on NPC fight and I'm sitting here rolling dice against myself. HMM, that's not it's much less preferable to do just having to embarrass myself with voices. Yeah, I think. I think I did the party dirty one time when you guys were all petrified, because what happened was that they, Tiri and Leone went back to the port and actually requested the help from artists Simber to come down and, you know, depetrify you guys, and also you slay that Medusa. But at the end of the fight, both Leone and Tiri, which were I are LPC's, you know, hmm, went down and I was stuck with to NPC's. I was like, okay, well, we're all a couple times and the fights over real quick. You know. Yeah, it's it's that's such a super awkward position to be in because you have the party out there, but you also like don't want to just don't know, and it like and you don't want to keep it going either. I feel so bad for you as like Odo, what are you going to do...

...here? That's one of those odd situations where I would almost say like Oh, as soon as they it's like a it's like vision in a video game. If you're playing a moment every video game, like as soon as your character goes down or your teammate's character goes down, they lose vision over whatever they were looking at. HMM. As soon as you all go down in dd you lose all contexts. So what's going on the fight? Right? That's almost where I'd go okay, and just like as soon as the last of the PCS went down, I would cut it. It'd be like the next thing you know, you're being reawakened by right artist and Dragon Bait. So assuming fight is over, assuming the other NPC's on your team win against yeah, it's it's one of those it's one of those judgment calls. I guess. If it was like getting towards the end of the fighting, they were looking pretty rough and it's still a two on one fight, then maybe, right, yeah, maybe it's. Yeah, it's simple enough to just go yeah, okay, you would have won in, HMM, three, four turns. Anyways, I'm just going to expedite that. So in my case. So in my case, artist and Dragon Bait were relatively okay and the Medusa was already red HP and panicking, right, so it was a pretty easy decision. It was solely based on them rolling disadvantage attack because they were looking away, right, right, so that kind of it wasn't even an a see to hit. It was just like is this number high or is this number low? Like that's all. Like tell how the story happened, you know, like did did Chili run away or whatever? But I just felt bad because they got down to the wire and they went down and I was like, all right, you still won, but you didn't get the killing blow. Just epic fight just went on minds. But yeah, I know it's been definitely interesting running interactions between the dwarves, interactions between both the dwarves and they're Cocra are, I always how do you say that? At Accra are cock rat, Cocra, cocraw crowd us know, at real sister lady on its prey or Erica. Honestly, we're out here trying to figure it out. Please let us know. And with all those different groups, I think I made it easier on myself. I figured hey, these people like are kind of together all the time. They probably sound alike, so I wasn't trying to differentiate too much. I tried just saying more so like this person, a person be is speaking or whatever, and being descriptive in that in that direction. But it's always exciting and always interesting, I think when the Party itself, I think for me one of my experiences has been that the party tends to look at the NPC and I've kind of put them there on purpose as a little bit of like a navy for the area, and I don't know, what do you guys have thought on that? Thoughts on that? Sorry, can you what do you mean exactly? So, like every NPC has been helpful in that region. So you can always turn to them to get information, sort of like as a right, a gold trail or whatever. Yeah, and that's you're wondering if. Yeah, like, like, what what have you guys thought about with having like thought about having an NPC sort of a long along the side of the party the entire get, I see, honestly, you forget about it quite often, you do, until combat rolls around in there. Do you mean? Wait...

...a second, it's sitting on the side. It's one of those things that, like, if you're going to write them in to be there all the time, they have to be there all the time. Yeah, that included. So that's why I had two states. Mujeri was one who would attack. He just has a bad attack, terrible, terrible attacks, but he does attack. He has courage and he will attack. But then orbits. I could not see myself seeing this person fight against anything in that area. So they fled and that's what you get. Because I want to figure out the end between. I feel like that's definitely better suited for larger PC parties. So when you get into six or seven people at a table and you know now you're adding in another and PC character, it's take it forward. Yeah, exactly exactly. So I agreed. Like I think I like having orbits there as like a person that we can ask questions to and that kind of thing, and some interesting moments have come up, for sure, with regards to what to do with them and that kind of thing. But as far as combat goes, I definitely like that you've been kind of taking him out of that, just because it's definitely better, I think, for the DC's when there's so many of them. With a smaller group it might be more feasible to have another NPC on on their side, but with the group that we have, I think it's definitely better to keep them out of the combat as much as possible. It also, like I think, you also got to be prepared for the friction that might come along with that too, and I know, like my my character and tier and other character in our campaign, not me personally, I really don't give a crappy the way, but like care like you look at that in combat and it's like, Oh, we're dragging you, like we're protecting you and you've contributed nothing of tangible value and you're running away from combat, like right, screw you. Why are we doing this for you, unless you're a good character, you know, who's like we're protecting an innocent being, but we don't have any of those in our group. But hate those characters. My No, which which also I mean like if you're open to that being the dynamic, if you're open to that potential friction, because I think that there was a lot of funny moments that came out of that. But right for sure. If you want them to be completely endeared to the party, that might be a more difficult rode to hoe. Yeah, and I mean honestly, I haven't found that, or vics has yet, like you said, hasn't given too much to the group in terms of information or where we can go in that kind of thing, especially since, like Braden, I think your character is able to like read all writing or something is, which is which is unfortunate, because I feel like that is part of what kind of that orbits. I've never ever read the module, obviously, but I feel like that's probably a decent chunk of what he was written in there for for translation, and I feel roll already exactly. So it's kind of like you don't really entirely need him. He's not particularly good at, you know tracking or, you know having this map that can help them get to different places or any general information that you know brings you to secrets or things like that. So it just kind of he has felt like a character that has just kind of been along for the ride that we rescued out of this place and House Tenn on because he has nowhere else go. Yeah, so the MB rpcs, I don't fit have any like feelings one way or another whether he lives or dies, because he's just kind of there. So well, I mean, you guys...

...did find him alive in quite literally like the death of probably everybody he traveled with. And Yeah, this a highly deadly jungle. I'm pretty sure I pride him from the teeth of a bunch of dogs too that we're ripping into shreds. So you know. Yeah, so, you know, he did not have it all going on for him at that moment. Your observation there. I would have given that if you like. That would have definitely been information for like a DC like twenty insight check. You know, that's pretty good. But with that, Braden, yes, do you have the thing and is it that time? It is it is at least one of those things and I have multiple things. We let's let's. Let's take a look at instagram first, because this week we pose a little little question out there based on our discussion from last week, and that was what house rules do you like to use in your home games? Easily the most responses we have got on a question yet. Yeah, big, mostly in part two. Our good friend at the GUP to power plant on instagram contributing one, two, three, four, five, six separate house rules that he uses. So I'll rapid fire through those quickly, allowing for Christ successes and fails on skills and abilities. If a quit makes you to zero HP, you sustain a serious permanent injury. Interesting. Using crip tables from dark heresy. Too much work to do long term. not familiar with dark heresy. Probably should have looked into that before I read that comment. Will look at that and get back. Yeah, that is fun over story, over rules. Big agree here. I know people that might disagree. A player or players must take notes, as we that's a fun playing this game. No, a player or players must take notes. I want to circle back around to after this last one. But the the bloodied condition from for e key puts in his V game. A lots of rules going on there. I'm not familiar with bloody to I don't know who either of you are. Basically, I think it means that the creature is now at half health. Oh, so and tell. So you tell people when, like Carlos uses, like they're in the yellower, in the red kind of thing. Okay, so it's like a like a stat. It's a stat thing. I'm pretty sure. Anyway, at least that's how I've seen it used. So that's true. Yeah, a player or players must take notes as as both a player and a DM. I love that because I take notes as a player and it really, I find, helps me keep track of stuff and as Yem it's better when I allude to something that happened a while back and I don't get blank stairs completely right, but I mean my first instinct is, yeah, it's it's an absolutely valid rule to have in a game like if you're participating in this game, in this hobby, then you're taking notes. What do you guys think about that? Personally, I I have the players create a communal journey journal. That's what I'm doing in my wild mount campaign, at least right now. So I set up a Google docs that they're all shared on to, and so one person's kind of in charge of writing down things...

...and then they can all look at it and check up on the notes there whenever they see fit. So at least then they have at least one set of notes that they can research in or they can, you know, read up on to prepare for a session or whatever, if they need to. Or if they miss a session, they can still kind of see some of the notes from that session before from the player's perspective, which is Great. So I mean, as long as you know there's something there for everyone to use, I don't think it's a huge issue. I do understand that, especially for longer campaigns, it's good for players to take notes because they will remember things better and it will integrate them more into the world, but I'm not about to force players to start doing that, especially if they're new. I would prefer if their veterans. I'll I might be more inclined to say hey, why don't you take a notes here? Like you know, I know I'm the DM here, but you know there's you've been playing this for a while. Maybe you could show the others how it's done kind of thing, you know. So I would almost argue the opposite, not not forcing anything, but like a heavily suggesting to new players that they should, because that sets up the idea that, like this is something that you do in this game, versus like getting a year into the hobby and then being like wait, we're supposed to be taking notes. Fair enough, I understand. Yeah, getting in like good habits is a is a thing, for sure. That's why I have the communal journal to just to like get them, get the idea out there, and I definitely like I didn't. I pushed for it a little bit. I said, Hey, like taking notes is a good thing, but I'm yeah, I don't know, I'm not going to I'm not going to force someone to do it. It's just, I don't know, fair enough. They're there for fun and if they don't want to take notes, then I don't know, that's that's their choice. Right. Carlos, thoughts on that one? I definitely enjoy when players take notes on their own because it keeps it to the knowledge of you know, that character as well, like with individual notebooks. But I do know that not everybody does that as well. So I think if a player isn't taking notes but they are still engaged in the story and largely still remember maybe like the most current things, I wouldn't I don't know. I've never seen it as an issue at our tables, so I can't say that I would really force that as a rule either, right, because again, it's just one of those things where, Hey, this is I mean, you have to do. Could like, especially when it comes to like that kind of the note taking aspect of like it. I don't know, it feels like one of those things that isn't necessarily like part of playing the game when you first start out. So a lot of like new players don't take notes, right, but as you get into it, you know, you start playing more and more and you start, you know, caring about that character and then you start writing things down about that character well, and you also start realizing, wait a second, I don't remember what happened two months ago. That's also true. Yes, so I think in part you could probably like encourage that in game, right, like certain checks. Their character just doesn't know. But I don't know, I don't know, I don't like I don't like just like enforcing rules like that on players. Just because some might feel uncomfortable. And it's always about like what's the easiest for people, like once the party starts getting into it, then introducing that maybe, but not right away for sure. Last two here at dd the tavern says you still take a...

...third of fall damage when hitting water, and at useful Bard, yeah, it's an interesting one. I like that. At useful Bard says he allows his players to sacrifice your shield to negate damage on a hit or crit and I ended up messaging him on this one to talk about this further because I found it really interesting, and he said it's created some interesting combat scenarios because, yeah, you negate the damage on that turn, which can be which can be clutch, but you've also lost your shield and right, right, a permanent disider like a significantly worse ac for the remainder of combat. So it's about that trade. Often, just like a shield, I have five seals on my back. Guys, we're good. Well, my question here is, when you say sacrifice shield, does that mean a magical shield as well? That's a good question, I would assume. So, yeah, then it really adds the stakes, are right. Yeah, yeah, I like that rule. Actually, that's interesting. I would now let's I would put the Perry sort of requirements for it, that you need to be near the strike right, but I like right. I think it's I think it's assumed that it's against you and I would assume you also have to use your reaction for this. I wor saying put through. Yeah, what's an interesting one to work out. I think so. But a lot of engagement though that was. Does a lot of engagement. That was awesome. So keep a lookout, listeners, for our next post that will be going up sometime this coming week, probably about our topics that we talked about here, but definitely put the Ara, Cokra or Coya. Someone let us know. I can't sleep now. I need to know. Last week, looking at the DMG, in our continued discussion of the planes, we talked about the fade wild and LSD and I am realized he has ideas for a hangover. One shot. Let's let's let's flip to the other side of the coin for this week and take a look at the shadow fell Harway, the other drugs warned about in high school. Okay, brains, shadow where where it? where? Colors abound in in the Fay wild, black, gray, white and deviations. They're in only found in shadow fell. Dark up plate is described as a place that that of darkness, that hates the light. It interests me that they're so opposite, these ones, even though they're both were reflections of the material plane. There's so starkly contrasted the shadow fell and the FAI wild. HMM, and it gives me especially the color contrast, the fact that the colors are supposed to be fantastical and explosive in the Fay wild and the shadow fell is supposed to be just bleak and starkly contrasted, Yin and Yang exactly. It almost gives me the idea of like, yeah, this constant exchange of energy right, yes, the balance, yeah, they're like constantly trying to drain each other almost. But let's take a look at shadow crossings, because shadow crossings are similar to Fay crossings in that they're exactly the same as fay crossings. They're crossing me, yeah, but but more gothy.

They have an edge. They are locations between the material plane and shadow fel where the veil between worlds is so thin you can just take a stroll and end up in the shadow fell by accident. HMM, it's again it's similar to the fail wild in that when you're in the material plane you'll see kind of the shadow fell pouring into the plane a little bit and reflected in these crossings, like you'll notice their influence in the space around it. But like the Fay wild, we could imagine, I think Jordan you brought up. What was it that you compared to? Oh, right, is the iron druid chronicles. But things, you said. It was similar to, Oh, fake crossings. Oh, oh, Druid Bros, that's it. Yeah, so so you can picture that. Is like this place where, like nature is blooming beautifully and fantastically, but shadow crossings more seemed like, Oh, there's a shadow in the corner that doesn't go away. Yeah, shadow crossing, yes, which is significantly more depressing cemetery swoop. It talks about domains of Drid, the idea that the shadow fell, as well as being able to get to it from the material realm, it provides access into some some dark places. So Demi planes like Borrovia very easily accessible from the from the shadow fell. What's Barrovia? Borrovia, sorry for people that don't know, that is the location that curse of Straw takes place in the the HIG strive. It's just it's terrible. As somebody who is currently working through that campaign, it's it's it's awful, just a bleak, heal scape of terrible right up your alley. It's not it's depressing. It's like it's like Baroque medieval depression, like if if if, regular DD is like the cheery, upbeat, like Heath Ledger night's tale medieval. This is like actual medieval. It's just dark, a depressing. But speaking of right on my alley. Optional Rule for shadow fell that we have is despair. The idea that the shadow fell is so dark and bleak and depressing that it starts to kind of sap your enthusiasm. Not Not little, well, actually I haven't read it on so maybe literally, but the idea that, yeah, it just kind of saps away at your enthusiasm until you're just kind of in this constant point of despair. It ranges from apathy to dread to fall on madness. So getting in some real Cutulu type stuff here. Story Hook. Where does all that energy go? That will what being collects it to the Fay wild, obviously. Yeah, bloods still the color and there still my rule to go on. My God, the Fay wild is like this, super imperialistic and industrial. They should just sapping the shit out of something that's interest. That would be cool, though, to see a to see a yeah,...

...a setting where that's actually what's going on. Like the Faye wild is so nice and everybody likes to hang out with a fail while, but it's only on the back yet. Fill everything from that's happening. I look forward to that in a future one shot by a Royal City Society. It ends with a final footnote about ever night, which is the dark reflection of never win or that takes place in the Shadowol, a city of crack stone edifices and homes of rotten wood. Roads are made of trampled grave dust, sky being cort gray and a blaze breeze blows. Cold and humid cities. Denizens, including mad necromancers, corrept purveyors of human flesh, gross worship all of the fine bit of skin right over there. Yeah, how long has it been dead? For? T two, three, three days? They meet the players. Hey, fresh meets, oh no, and there's rumors that this place mirrors one city in every world. So there's essentially a reflection of that's interesting actually. I like that. So, despite the fact that, like, it's not necessarily geographically identical, once you enter the shadow fell like a direct one to one. The idea that there's a city, so in this case never winter, that's reflected in every world. Every single world has a different version of never winter. HMM, that's just slightly different in tweaked based on yeah, based on the reality that you're living in. I like that. I like that a lot. HMM. But that concludes this week's divining the DMG. So let us know. What did you think to have you explored the shadow? Fellow, do you hate Borrovia with a flaming passion as much as I do? Are the players indeed fresh meat? God, my skins crawling. Thanks for that, Georgian. You're welcome. Let us know at Real City Society on Instagram. Jordan, I'm going to go vomit. You do you do some things. It's sure all right. I got a critical thought here for you guys. This is kind of based off of some of the stuff that I've seen in different campaigns. What do you guys think is the most powerful feat in your opinion? If you guys know from from fifth edition, there is a bunch of different feats that you can choose from, and Zanna Thar's guide open some of that up to racial stuff and I think on earth our cannon just recently proposed a few different ones. What do you guys think is the most powerful feet and do you have any that you ban from from games as a DM and a player who uses and rules and has to consider the rules for this, feet mobile. Yeah, my God, the Aubert, the lack of opportunity attacks in in absolutely, absolutely insane ivery. To use it right, it's just fantastic. As your DM that you use mobile for it's a Yikes, it's not. I it's not gamebreakingly bad, I wouldn't say, but it is it is quite strong. I kind of think about it like Jackie Chan movies where he kind of just like dances around the room during objects you like hit and you're you're moving away. Yeah, so I like that. I mean, I don't know how it works with an enlarged, hulking monster, as you're just so like fast and...

...agile in this form. Like. That's why I do I know, I know it's it's just one of those things where, like even in like animes that I've watched, like I never understood like the this creature is mass when huge and Nan knee, it's super fast, like look true, I think. I think the what you have to play it off as in that case is the attack that you do, because you have to make an attack in order to avoid opportunity tacks against you. Right, so the attack against you is so strong or so big that you have to put your full effort into blocking it, and then they just have an opportunity to run away without you being able to react to it, because you're just having to deal with this distraction, essentially right, because even if you miss right you you still cause this distraction that allows you to move past them. It's, yeah, definitely, definitely one of the most powerful feats they're I use it for that guy and another rogue as well. My goodness. Actually, yeah, Braden, you're in that one as well. There's two of us that use the mobile feet, two rogues that use the mobile feat. Which one is that? Now? That's the fate one. So both Matt B and I know have mobile yes, I know, I mean neither of US knew that we were taking that feet and then we both ended up being rogues and with that feet. So funny. It's. Yeah, it's pretty insane. I feel real bad for Kyle, but I'm like no way am I. I mean I gotta use this. It's great. It's too good. So luckily none of my players in wild mount have it, so I don't have to worry about that, but it definitely is something that's amazing. I mean even just the extra ten feet is good. Like if you're if you're a normal character and you have forty feet of movement, you can now outrun most enemies if you have her aft to fleet. You know, it's just super useful to have as a constant passive benefit. You know. So, do you guys? Yeah, yeah, but you guys don't ban it from your games? Yeah, any other feats that you guys found or you know, I'm gonna stuff remove myself from the discussion as a player just because I don't. I don't think I've ever taken a feat really. I always opt for the stat increase. Why is that? Almost Faber. It's better, but mostly because of fear of the unknown. I guess I'm like, I know my stats. I'd rather just like buff up what I have then throw another option into the mix. I guess you are often a spell caster too, and I think I play a lot of walks and I like to really buff my guysmer spellcasters. Yeah, at that level you kind of just want to buff up your spell casting DC, essentially like your spells ABC, because that's that's what you need the most. Almost. So I get that there's the warcaster feat, which is always something that's useful for them, but other than that, I don't think there's a ton of feats that are specifically designed for mages that make them not a ridiculous amount. Yeah, as a as a DM, the only one that's because I don't yeah, that Carlos is mobile feat is I'm glad he reminds me of vicause I'm like, I'm a opportunity attack. Nope, okay, and the game goes on the reason why I get myself into those combat situations because I know I can get away. Yeah, yeah,...

...exactly. Like every time there's like a group of three. All right, but I've never been like outright frustrated by that. I'm just like, okay, so he'll he'll dance out and they'll yeah, maybe, because up to him. Next, the one that I've been outright frustrated by is the combination, and it's not the feed itself, it's the combination of Stanton feet, because are the gun slinger in our in our campaign, or with you Jordan, he has the sharp shooter feet. So the sharp shooter feat essentially you take a negative five penalty to your role and exchange for a plus ten to your damage when you hit. Yeah, and he has a plus five modifier. Yeah. So it's not even like like he's not taking a penalty necessarily, he's just not getting a modifier. So He's right, great role, let's he's got that. Deed, I grit. Yep, he's got he's got all the he's got all the points he can burn on the side for, yeah, for a vantage, a tax. Exactly. It combos really, really nicely and a lot of the time you guys have been fighting just the level that you're at. It's definitely not out of the realm of possibility that you're just hitting them on a straight roll before your modifier. Right. So it's it's one of those things where it's like yeah, again, the feats not the feats not broken. I would never band the feet, but that particular combination is left me a couple times being like all right, the fights over like eight rounds before I expected. It's because there's like an extra ten damage each attack stacks up. Yes, yeah, definitely does. Very sure of cool though. It adds a little bit of like that Urplement to the to the class, which I really like. Like you're supposed to be one of the best sharpshooters or whatever. Yeah, for sure. Yeah, I agree. The sharpshooter your feet is definitely also one of the more powerful feats, especially I've I've seen combinations used with it. I think crossbow expert, I think, is another one that people use in them. They'll go in with DU wielding hand crossbows and they can just fire away and take deal massive damage using those two feets together. The other combination I've seen is polar master with Oh sentinel. Also Awesome Combo. Like ten feet. Yep, ten feet opportunity attack as soon as someone comes within range and the sentinel feet stops them in their tracks so they can't get to you. If you're using death in that's that's foot. It's like playing octopus. Yes, so I mean that combination and I had someone like build their character specifically around that combination, which was awesome. But it's like, Oh man, okay, so the first person who comes within each of them they can't get to them unless they miss. So that's the big thing. They have to hit the attack. But yeah, no great combination there. You know, I've always been kind of disappointed, I think, by the great weapon master comparatively to the sharpshooter, because they're supposed to be essentially the same thing but in decinitely doesn't cover. It's not. So I'm not sure if that means the grand master needs to buff for the sharp shooter needs in nerve. But yeah, something's got to happen in there exactly. So it feels a little bit off. But yeah, sharp shooters definitely up there. I've seen it used quite a bit. Yeah, I've really been enjoying and as a little bit different, but like I've really been enjoying the grappler feet what it's been used for URP and my campaign. But I feel as a feat it's so no. But that's what I'm saying. As a feat itself, why? It just it's...

...so so subject to our he I find and the fits so well because his background is like a luchador. Yeah, it's phenomenal, but like it. I don't even have the moments in combat ware that would come up, you know, right. Well, I mean I have thought about making like a person like made around grappling, and grappling can be used effectively, but it's the grappler feet itself is not good enough to do that kind of thing. Like it doesn't gain you any advantages to restrain them if you're also restrained, you know, you might as well grab the person and then shove them prone and then you have advantage and there grappled or something like that. Like I fink I like it contextually with his character. So I feel like I want a house rule something into that. You know. Yeah, yeah, exactly. And I think like the other thing is it makes your what your your attacks to deforce when you're unarmed. HMM. Or is that that? Know, you have to have the tavern brawler in order to do that. So it doesn't even make your knower strikes better. You know, be a better addition to it. You could attempt so you have a grapple. Right from the grapple you can attempt to pin hmm, and from a pin you could attempt like some sort of like choke hole or something like that, choke out, yeah, or like a like a tap out or something like that, like a like arm are or whatever, something contextual to like Judo Jiu Jitsu, because that way, in three turns, you have the possibility of, you know, knocking something out that might be tougher than you are exactly. Yeah, there's got to be some sort of advance going to be somewhere in there too. It. Yeah, yeah, it's definitely a disappointing feet overall, even though it could be contextually super awesome, like really cool, you know, to go around grappling people. Yeah, now I'm definitely put some time into this because I really like or really like the backdrop in the nihilation campaign, because Leon. It fits perfectly with Leon and Sebashian. I know you listen to the podcast. I'm sorry hit to hear it like this, but it's just a bad feet so I'm going to work on it for you. Awesome. All right, I think that's all I had for today. Thank you for your thoughts on this. You guys out there, tell us what you think about feats in general and if there's one out there that we missed. As far as what's what you consider the most powerful, do you ban any? And Yeah, just give us your general thoughts on that. Send us a message at Royal City Society on our instagram page and we'll see you guys next week.

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