Playing 5th edition for the first time and feeling overwhelmed? Here’s a quick glimpse into the classes.
Barbarian
Fundamentally: It’s like when you step on a Lego in the middle of the night and for a moment your capacity for rational thought is eclipsed by the fact that the entire world must tremble before the unfathomable depths of your wrath. Only with fewer Legos and more swords and stuff.
Mechanically: You can go into a rage in battle that diminishes the damage you take and increases the damage you deal. A lot of your fighting is based on high-risk, high-reward strategies, intimidation, and instinct rather than careful calculation.
Bard
Fundamentally: The words you speak change the shape of the minds around you. You’ve taken motivational speaking to a whole new level. You can also insult someone so hard they die from it.
Mechanically: Your day-to-day repertoire of spells stays the same (once you’ve learned a spell, it tends to stick in your head) and also pulls from a lot of different specializations. You can also inspire your allies, mess with your enemies’ morale, and, yes, insult someone so hard they die from it.
Cleric
Fundamentally: You’re pretty tight with some sort of higher power who’s granted you abilities commensurate with their sphere of influence. You might be a warm and fuzzy beacon of light and love, you might heal the sick, or you might make swarms of insects descend on your screaming foes. God stuff, you know?
Mechanically: You have access to a huge number of spells but don’t know them all off by heart, so every morning you spend some time in prayer and contemplation to make sure a few of them are ready at your fingertips when you need them most.
Druid
Fundamentally: You can turn into animals and control a lot of powerful magic that’s tied in with nature and the elements. You also may have read too many Animorphs books as a kid.
Mechanically: Much like clerics, you have a huge number of spells potentially at your disposal but have to concentrate each morning on picking out which ones you’ll pack with you. You can also, you know, turn into animals. That’s a thing.
Fighter
Fundamentally: You probably watch a lot of action movies and wince every time a character pulls off an amazing fight despite not having any experience or training. You’ve worked very hard to learn strategy, tactics, and precision, and when the stars align, the whole battlefield is yours to control.
Mechanically: Depending on your specialty, you’ll have a variety of abilities to make combat go a little more smoothly for you and your friends: taunting enemies so they focus on the right people, shielding your squishier allies, or just doling out an absurd amount of hurt.
Monk
Fundamentally: You think people get a little weird about their swords; you’ve never needed more than just your fists and maybe a good stick. You’re highly trained and absurdly dexterous: if someone tries to pull a coin out from behind your ear, they’ll probably find themselves with a rabbit in their hand instead and no idea what happened.
Mechanically: You’re so quick that you can snatch arrows out of mid-air. You’re also very centered on precise, devastating strikes, and have a store of ki points that allow you to do special attacks/defenses.
Paladin
Fundamentally: While clerics are generally a little more buddy-buddy or reverential with their divine patrons, yours is something more of an… employer. You know how it is when you’re on the clock: sometimes you gotta do your best to be the good you want to see in the world, and sometimes you gotta swear to enact vengeance for ancient wrongs. It’s a living.
Mechanically: Your singularly goal-oriented abilities are a blend between magic and more traditional combat, and you can frequently use magic spells to imbue weaponry with divine power. You also have an impressive ability to suss out both strong good and strong evil.
Ranger
Fundamentally: You know the wilderness pretty darn well (and probably complain about weekend hikers a lot). Your idea of a good time is being dropped in the woods without a map and having to puzzle your way out, preferably while hunting a few monstrosities along the way…
Mechanically: Your experience and survival instincts will serve you especially well in particular regions (a favored terrain you select) and against particular enemies (a favored type you select). You pick up a bit of magic here and there, mainly to help yourself and your friends make it through the wilderness unscathed.
Rogue
Fundamentally: You’re a very sneaky person who figures the best battle is the one that you ensure is over before it even gets a chance to start… mostly because you know if you get cornered you’ll probably get squashed like a bug. It’s probably a good thing that you’re so stealthy you practically vanish into another dimension.
Mechanically: You get huge bonuses and incentives for attacking first or when an opponent is distracted. You’re also notoriously quick-fingered and can be assured that if something ever goes missing, every eye in the room is going to be looking at you. Whoops.
Sorcerer
Fundamentally: You’ve got some powerful magical abilities that just sort of… happen, and your control over them is a little shaky at best. But it’s fine, it’s all good, you’ve got it handled. That tree was always on fire, right?
Mechanically: You learn a limited selection of powerful spells that are always at your disposal, and also gain access to a pool of Sorcery Points that will let you further manipulate your magic as you get more and more comfortable with your spellcasting.
Warlock
Fundamentally: Some incredibly shifty and absurdly powerful ancient being decided you seemed kind of neat, so they were all, “Hey, how would you like to have some seriously freaky magic in exchange for making a sorta dodgy pact with me?” and you were all, “alksdjflgk???” because hey, otherworldly and unfathomable, and they were all, “Cool, have fun,” and now you can kill things with your brain.
Mechanically: You have an extremely limited number of very powerful spells, but your spellcasting recharges very quickly, since the channel between you and the source of your magical abilities is pretty darn open. You also made a pact with something strange and a little bit unknowable. What could go wrong?
Wizard
Fundamentally: You’re the kind of person who got all A’s in school but also studied their ass off to do it. It’s like you read Harry Potter so many times that you managed to will magic into existence. You’re probably going to drag the party to every used bookstore on the planet.
Mechanically: You have a spellbook that contains every spell you know. Every day, you have to study up on a handful of these spells that you want to have immediately at your fingertips. You can add to the spellbook by finding more spells out in the world and copying them down using fancy-ass stationery.
art block is your brain telling you to do studies.
draw a still life. practice some poses. sketch some naked people. do a color study. try out a different technique on a basic shape.
art block doesnt stop you from drawing, it stops you from making your drawings look the way you want them to. and thats because you need to push your skills to the next level so you can preform at that standard
think of it as level grinding for your next work.
As a scientific illustrator- this is 100% true and going to review your basics will fix it every goddamn time. Not only does it keep your skills sharp, when you’re not emotionally invested in the final product of a piece, you relax and your brain makes more/better art juice for you. So, when you get back to that big/important piece? You’ll know what to do and how to do it.
Nothing in nature blooms all year round. Rest, and take care of yourself.
Realistic Stuttering: “Sorry, I uh… I didn’t mean- I didn’t mean to do that…”
When people stutter, they usually reword what they’re saying as they speak, and subconsciously insert “filler words” such as “uh, like, you know,” and etc.
*puts on speech therapist hat*
ACTUALLY! It depends on why they are stuttering.
A Nervous Stutter results in what is called Mazing, or rewording the sentence. That is the classic “I, um… well I… look it’s just that… so we…” that @hellishhues is talking about. When someone is mazing their words you’re seeing a form of Speech Apraxia where the brain is having trouble forming verbal speech. This can be brought on by brain damage, memory loss, anxiety, nerves, and several other things.
The root cause of a nervous stutter is a disconnect between the mouth and the brain.
With this you will also sometimes see the classic “S-s-s-sorry…” especially if the person has been training to speak clearly and is now at a point of fatigue or stress where they are not mentally capable of forming the words.
The other kind of stutter is a Physical Stutter, sometimes referred to as slurring, and another facet of Speech Apraxia. This stutter is caused when the muscles of the mouth, tongue, and throat are physically unable to form certain sounds. This is most often seen in the very young and victims of brain trauma.
Sounds are acquired at different ages, so a 2-year-old will probably not be able to clearly pronounce certain words (which is why toddler sound so off when they’re written with developed dialogue). These mis-pronunciations are sometimes referred to as lisping, but only if the sounds are run together. If the person starts and restarts the sound because they got it wrong, it can also sound like the classic sound stutter.
But it all depends on why the character is stuttering!
Do they have Speech Apraxia, Audio Processing Disorder, muscle dysfunction, or another medical reason to stutter? (1)
Are they stuttering because of anxiety, stress, or fatigue? (2)
Does the stutter stem from intoxication or blood loss? (3)
All of those will sound different!
1 – Will have mazing, repeated sound stutters, and be the classic stutter that annoys OP.
2 – This is where you’ll see the repetition stutter, mazing, rephrasing, and filler words.
3 – This is where you are more likely to see starts and stops and slurring of words.
My mum has apraxia and I just wanted to say that’s one of the most concise and clear ways I’ve seen it explained, thank you!
– Go in at the end of the month
– Buy the model of the year right before the model for the next year comes out (dealers get desperate to sell the old models)
– Refuse to put any money down. Say that if they ask you to put down money, you’ll leave
– Seriously. If they ask you to put down money say you need to go and walk out
– If there’s another dealership nearby, tell them that you’re walking there right after you leave
– If a deal seems unfair but you really like the car, tell them you’re going to another dealership and leave. Chances are, they’ll call back the next day with a better deal
– If possible, after the first call wait till the last few days of the month and they’ll likely call again with an even better deal
– Look around for family and friends that need a car. If you buy more than one car from the same dealership you’ll get a much better deal
– If a family member/friend is looking for a used car while you’re looking for a new car or vice versa, still get the used car from the same dealership
– If you decide to buy a new car after a few years, trade in the old car and buy a new one from the same dealership. Companies appreciate loyalty and will likely offer you a lower price
UPDATED
(My dad went to college for finance, more specifically he looked a lot at stocks and how to sell things for a maximum profit. He learned it from the perspective of the company but it also works in his advantage)
– When you walk into a dealership, the salesperson will immediately “be your friend”. They’ll act like it’s you and them against dealership – Sometimes a salesperson will offer to talk to the manager. This does not mean anything. Chances are, they’re going to have small talk for a few minutes and come back out – Carefully consider the usefulness of an extended warranty. You’re losing money unless there’s an accident or issue soon after you buy the car – This wasn’t so clear before, but you’re still going to have to pay a down payment. What you should refuse is a securing payment – The securing payment is a psychological trick. You feel more tied to the company so you’re more likely to buy from them – You’re extremely more likely to buy at the last place you go, but with the securing payment you’re less likely to go to another dealership due to a sense of commitment – A salesperson may say it’s a limited time deal. Most times, unless this is the last of that years model, or it’s a special event, the deal is not going away and will still be there if you decide to go back. It’s not necessarily a deal breaker, but you should be suspicious if it’s said to you – Save money by asking to buy the floor model. There’s no mileage on it, but it’s worth less because people have sat in it – Or, ask to buy the demo if you’re willing to buy a car with some mileage. The depreciation of the price is usually worth it – Each can get you a few thousand dollars off due to the fact that it is technically not a “new” car anymore – Always look at the websites and play around with the build a car, payment calculators, or anything other offered features. Make sure when you’re using it you look at the down payment and the number of months that you will be paying for the car over – Try to not buy a really obscure model because the trade in value will be lower – Get the maximum down payment you can afford to lower the interest cost – Look for a crash rating test. A 5 is going to get good trade in value, and is much safer
(This was written in NY so there might be exceptions in other states or countries)
Woke up at 2am and couldn’t fall back asleep so I made a tutorial on the Photoshop techniques I use most frequently. Starting with the sketch:
adjustment layers: specifically the hue/saturation slider in this case, allows you to color correct quickly
lasso tool: for sharp edges!
alpha lock: useful for painting within a pre-defined area (especially useful when painting characters)
x (hotkey) : toggle between foreground + background colors- let’s you easily blend between 2 colors
ctrl/cmd click : quickly change current active layer. Especially useful if you’re burdened with too many layers (or just very disorganized)
clipping mask: similar to alpha lock, but can add details without changing/ painting directly on the previous layer. I often use them to test out + apply gradients.
layer styles: I didn’t use any in this image, but the possibilities for layer styles endless, from simply adding a quick outline (useful for die cut demarcations when making stickers!) to creating more seemingly complex appearances. Here’s a gif of Nick Carver using layer styles (a combo of drop shadows + inner shadows) to quickly make the illusion of snow but with simple strokes.
I drew this poster for Jon Acuffand his FINISH book tour. Big thanks to Jon for this collaboration, his book has some great ideas about how to complete creative and life goals.
Love this, but reblogging it specifically for “Get rid of secret rules.” That’s one of the most amazing illustrations—and points—I’ve ever seen.
Probably one the most compelling issue to deal with when drawing characters. There’s clear pros and cons to both approach. The key, IMO, is to straddle the line between both. Give appeal and energy through the use of gesture, but always give hints of structure, weight and solidity to make the character feel like it lives in an environment. I do a quick, dynamic gesture first, then I go back in and add some structure on a second pass. In a rush, I’ll focus the structure pass on faces, hands and feet (feet: their position on the ground to give weight and/or balance to the pose.) -Norm @grizandnorm #tuesdaytips #100tuesdaytips #100tuesdaytipsbook #structuregesture #whynotboth