Hi everyone, this is a bit counterintuitive but my husband with agoraphobia has expressed interest in going to a specialised retreat/rehab for treatment. He is tired of this condition and is ready for something a bit more radical than regular therapy. If anyone here has some experience to share we would love to hear about it
Before we start, I'd like to give a great thanks to the "DM Mentor's Guild" discord, for without them I wouldn't have been able to make this build at all! Make sure to check them out! This server has experienced DMs with a knack for helping others tell an immersive fantasy, balance encounters, and fix game related issues. If your question requires a personal touch, there's no one I'd refer you to over the good guys at the "DM Mentor's Guild" server!
This is a guide for how to play Spider-Man in DnD 5e. Of course, it will be impossible for this to be all-encompassing, but I’ll do my best.
“With great power, comes great responsibility.”
Race.
Peter Parker isn't a mutant, but rather just a human. Due to the spiderbite, he’s far from your normal high schooler, however, so we’ll make him a Variant Human! Variant Humans get a feat at level 1, and we’ll be taking the Crusher feat to weave to yank enemies with our webs and launch them with our super strength! This feat gives us the ability to move a creature 5ft, once per turn, when you hit with an attack that deals bludgeoning damage. Additionally, when we crit on an attack, all attacks against our target have advantage until the start of our next turn. Finally, we may boost our Strength or Constitution by +1, and we’ll choose Constitution. As a Variant Human, we are also able to increase 2 of our stats by +1. Let’s boost Dexterity and Wisdom for better web-slinging and stronger Spidey-Senses! Finally, let’s grab Perception as a skill, to represent our peak ability and health!
Stat Array.
Peter’s got a wide array of abilities, so to cover this we’ll be using Point Buy, which gives us 27 points to put in our stats, which start at 8 as a default. Each increase above 13 will cost 2 points instead of 1.
9 points in Dexterity! Spider-Man is a slippery, nimble fellow with an agile fighting style! Our Dexterity will be 15 + 1 = 16, with a +3 modifier.
5 points in Wisdom! Peter’s always had a good heart and a just head on his shoulders. Additionally, Wisdom represents his senses, like Spider-Sense! Our Wisdom will be 13 + 1 = 14, with a +2 modifier.
5 points in Constitution! Spidey definitely can take a beating, but he’s more of the more frail characters of Marvel. Our Constitution will be a 13 + 1 = 14, with a +2 modifier.
5 points in Intelligence. On top of being nimble and perceptive, Peter’s smart beyond measure- to the point where he made his extremely strong, chemically binding web fluid by himself! Our Intelligence will be a 13, with a +1 modifier.
2 points in Strength. Spider-Man can lift metal fortresses, but we just can't have everything. Still, we can’t dump it. Our Strength will be a 10, with a +0 modifier.
0 points in Charisma. Peter’s a nerd who constantly gets picked on by Flash Thompson. Even as Spider-Man, he’s not exactly appreciated by the people of New York. Yeah, yeah, I know -he still had to have amazing Charisma to bag Gwen Stacy, Mary Jane, and Black Cat- but we can’t have everything. Our Charisma will be an 8, with a -1 modifier.
Background.
Peter Parker was a high schooler that, by circumstance, was bit by a radioactive spider, did a wrestling gig, saw his uncle die -you know the story already. Let’s grab Deception to lie to Aunt May, and Investigation, to devise tactics to defeat our enemies! Let’s call this the Web Head background.
Spider-Man is a fast, nimble hero who crawls walls and prefers to dodge attacks over tank through them, so we’ll kick them off as a Monk 1!
Let’s grab Athletics and Acrobatics as skills, to do whatever a spider can. We gain proficiency in Strength and Dexterity saving throws. We are also proficient in all simple weapons and short swords. For our artisan’s tool, let’s grab Tinker’s Tools.
Our favorite wall-crawler wears nothing but his costume in action, so it’s good that all Monks gain Unarmoured Defense! We gain a new way of calculating AC; 10 + Dexterity modifier + Wisdom Modifier! In other words, our AC does not come from armour, but from quickly evading blows and predicting attacks through Spider-Sense!
We also gain Martial Arts! We may use Dexterity instead of Strength for Unarmed Strikes or Monk weapons, which means that we can viably use all of our martial jabs and kicks. Furthermore, when rolling damage for a unarmed strike or monk weapon, we may role our martial art’s die + our Dexterity or Strength modifier in place of our usual damage. Our starting die is a d4. Finally, when we hit with an unarmed strike or Monk weapon on our turn, we may make an unarmed strike as a bonus action.
We’ll use Unarmed Strikes for our punches and kicks, and for our web shooters, we will actually use a sling! Why? It’s a 1-handed ranged weapon that does bludgeoning damage. With this, we can use our Crusher 5ft pull with our unarmed strike, which is our super-strength, or with our sling, which is yanking an enemy with our web shooters.
Monk 2.
At this level, our training allows us the ability to harness the mystic energy of Ki, which is a representation of our Spider Powers! We have Ki points equal to our Monk level, and regain all Ki on a short rest. Our Ki save DC is equal to 8 + proficiency bonus + Wisdom modifier. We may use Ki to fuel the following effects:
Flurry of Blows: Right after we take the attack action, we may spend 1 Ki point to make 2 Unarmed Strikes as a bonus action! This is a combo!
Patient Defense: We may spend 1 Ki point to take the dodge action as a bonus action. This is you focusing on dodging.
Step of the Wind: We may spend 1 Ki point to take the dash or disengage action as a bonus action! Be the spider JJJ just can’t squish!
Finally, we gain Unarmoured Movement at this level. While wearing no armor or a shield, we gain a bonus to our movement speed, which makes sense given how slippery Spider-Man is. Right now, it’s +10ft, and it’ll increase as we level up.
Monk 3.
At the 3rd level, All Monks get to choose a Monastic Tradition! For skirmishers like Spider-Man, Drunken Master is the best pick (you don’t actually have to drink for it to work).
As a Drunken Master, we gain proficiency in Performance, which we use to emulate our alter-ego ( also, use it for the dance ), and Brewer’s Supplies, to brew some New York joe.
All Drunken Masters also gain Drunken Technique, which gives us +10 movement speed and the benefit of the disengage action, when we use Flurry of Blows.
We also gain Deflect Missiles as a 3rd level Monk! As a reaction to being it with a ranged attack, we may deflect it, reducing the damage of the attack by 1d10 + Dexterity modifier + Monk Level. If we reduce the attack’s damage to zero, we may throw the projectile back as a monk weapon using the same reaction, at the cost of 1 Ki point! Catching a projectile and throwing it back is just the thing Spider-Man would do.
Monk 4.
At this level, we gain our First ASI! As a Monk, we desperately need them, so let’s not squander this bonus and boost our Dexterity by +2! Our Dexterity is now 16 + 2 = 18, with a +4 modifier!
We also gain Slow Fall at this level! As a reaction, we may reduce the damage from a fall that we take by 5 times our Monk level! It would be a shame if you took falling damage from your own jump, after all?
Monk 5.
At this level, we gain Extra Attack! When we take the attack action, we may make 2 attacks with that action! Spider-Man doesn’t take his rogue’s gallery down with one powerful strike, but with many rapid ones.
Additionally, we also gain Stunning Strike at this level! When we hit with a creature with an attack, we may expend 1 Ki point and force our opponent to make a Constitution saving throw. If they fail, they are stunned until the end of your next turn. This is you webbing up your opponent!
Alright, we’ve got a decent amount of martial ability and spider strength, let’s grab a few more specific abilities. To do that, let’s multiclass into . . .
Wizard 1!
All Wizards get Spellcasting, but we’ll reflavor yours as abilities you get courtesy of your radioactive blood, and/or your gadgets! After all, Spider-Men in general are at least a little bit mystic due to the Web of Life and Destiny. With how quick-witted you are, Intelligence will be your spellcasting modifier. As a Wizard, we get a spellbook for our spells, which for you is just your school notebook.
For Cantrips, we’ll pick . .
Mage Hand, to yank items towards you with a thwip.
Light, which is a light.
Mending, which is webbing something back together.
1st level Wizards also get to add 6 spells into their spellbook! Let’s grab . . .
Shield, which is a Web Barrier.
Longstrider, even more dexterous movement.
Catapult, which is using your webs to slingshot an object.
Gift of Alacrity, for even better reflexes.
Thunderwave, which is our impact webs.
Jump, which is how we’ll do web swinging. It isn’t climbing and isn’t flying, but I think this is a good compromise. With this and Step of the Wind, we have a 60ft long jump and a 18ft high jump.
As a 1st level Wizard, we also get Arcane Recovery, which allows us to, once per long rest, recover spell slots with a total level equal to or less then our Wizard level. The spell slots recovered cannot be above 6th level, to reload and gain more ammo!
Wizard 2.
2nd level Wizards get an Arcane Tradition, and the War Magic Tradition is the pick for superheroes that apply their intelligence in both rigorous study and brutal combat!
War Magic Wizards gain Arcane Deflection, which allows us to gain a +2 bonus to AC against the attack or a +4 bonus to that saving throw as a reaction. If we use this feature, the only spells we may cast next turn are cantrips. This is great for us, since we rely on weapon attacks anyway! This is our Spider-Sense.
We also gain Tactical Wit, which allows us to add our Intelligence modifier to our Initiative!
For our new spells, lets learn . . .
Silvery Barbs, which is distracting our enemy with a spurt of webs!
Identify, which is us using our Intelligence to figure out a mysterious magic item.
Wizard 3.
For our Wizard spells of this level, let’s learn . . .
Web, which is an AOE web (duh).
Earthbind, which is yanking Green Goblin down with webs.
Okay, we’ve got everything we need from Wizard, so let’s jump back to . . .
Monk 6.
At 6th level, we gain Ki Empowered Strikes! Our Unarmed Strikes now count as magical for the purpose of overcoming non-magical resistance.
As a Drunken Master Monk, we gain Tipsy Sway! This gives us two benefits:
Leap to Your Feet: When we’re prone, we can instantly flip off the floor, costing us only 5ft movement instead of half.
Redirect Attack: When we are missed with an attack role, we may spend one Ki point to cause that attack to hit one creature within 5ft of us, other than ourselves.
Both of these abilities are very fitting for Spidey!
Our unarmoured movement bonus increases to +15ft.
Monk 7.
At this level, We gain Evasion, which allows us to take half damage from a failed Dexterity save, and no damage from a successful Dexterity save! This is also a good ability for Spider-Man.
Additionally, we gain Stillness of Mind! As an action, we can end one effect on ourself that is causing us to be charmed or frightened. Spider-Man’s always had a good heart and a strong will, so it makes sense that it would be difficult to sway him with charms or frightens.
Monk 8.
At this level, we gain another ASI! Let’s boost Dexterity by +2 to cap it off at 18 + 2 = 20, with a +5 modifier! Now we’ve got the maximum amount of nimbleness that we can achieve.
Monk 9.
At this level, we gain an Unarmoured Movement Improvement, which allows us to run up walls and across water. Running up walls is our wallcrawling, and I guess across water is some shoe gadget you made?
Monk 10.
At this level, we gain Purity of Body, which makes us immune to poison and disease. Spider-Man’s got super-healing, after all.
Our unarmoured movement bonus increases to +20ft.
Monk 11.
At the 11th level of Monk as a Drunken Master, we gain Drunkard’s Luck! We always have a bout of luck when we need it most, as whenever we make an attack, save, or check and have disadvantage, we can spend 2 Ki to cancel out the disadvantage.
Monk 12.
Another ASI at this level. Let’s boost our Wisdom by +2 for higher AC and greater Spidey-Senses! Our Wisdom is now 14 + 2 = 16, with a +3 modifier!
Monk 13.
At the 13th level of Monk, we gain Tongue of the Sun and Moon! We are now able to understand all spoken languages, and all creatures that speak a language can understand what we can say! Spider-Man is beloved world-wide.
Monk 14.
At this level, we gain Diamond Soul! We’re now proficient in every single saving throw, including death saves, and if we fail a save, we may spend a Ki point to reroll!
Our unarmoured movement bonus increases to +25ft.
Monk 15.
All 15th level Monks gain Timeless Body! We no longer suffer the ill effects of aging and cannot be aged magically. I guess this explains why was perpetually in highschool (yeah I know the real reason is the comic line restarts).
Monk 16.
At this level, we gain another ASI! Wisdom is important for us, so let’s boost our Wisdom by +2! Our Wisdom is now 16 + 2 = 18, with a +4 modifier.
And finally, we’ll cap off our webbed wonder with . . .
Monk 17.
This is our final Drunken Monk Feature, Intoxicated Frenzy! When we use Flurry of blows, we can make up to 3 additional attacks with our bonus action, provided that each Flurry of blows attack targets a different target.
Pros
We are extremely mobile! 55ft movement base, 110ft movement on a dash, 220ft with two, 20ft horizontal jump and 18ft high jump with Step of the Wind and the Jump spell, and we can crawl on walls and run on water! We’re really hard to pin down, especially since we can disengage for free when using Flurry!
We’ve got great defenses! 19 AC, Proficiency in every save, we can remove disadvantage for 1 Ki, we can reroll for 1 Ki, +5 to AC through Shield, +2 for free through War Magic, and +4 to saves also through War Magic.
We’re great at handling crowds, as we can make 7 attacks with Flurry of blows as long as we hit a different creature each time, and can make a Stunning Strike attempt on each hit!
Cons
We dipped Wizard for Web, but we have a really low Spellcasting Modifier and as such a really easy save to beat.
We missed one of the best Monk features, Empty Body.
A sling is just worse than a shortbow (in DnD, slings are crazy IRL)
Black Suit Spider-Man Quickbuild
Miles: “Let’s go man, before he gets too far!”
Peter: “No . . . he’s mine . . .”
Miles: “You sure? He’s got big teeth.”
Peter: “So do I.”
This is still Peter, but now he’s making use of the dark powers of the Symbiote, so he’ll still be a Variant Human but instead of Crusher, we’ll grab Eldritch Adept and gain the Mask of Many Faces invocation, which gives us at-will castings if Disguise Self. This’ll be how we shift from
our classic and black suit.
Our main stat is Strength.
Take 1 in Monk for Martial Arts.
Put the following 6 levels in Barbarian, which fits the much more brutalistic nature of your newly adopted fighting style. Take the Beast subclass for large symbiote weapons! Your maw is conjoining your arms and spawning a giant toothy jaw, your claws are tendrils at the tip of your fingers, and your tail is a great black tentacle that leaps out of you. Not to mention, you can crawl and jump(webswing) long distances now too. We’ll be using the Barbarian’s unarmoured defense.
Put the next 2 levels in Monk and take the Astral Self subclass, which we’ll reflavor as our stretchy symbiote attacks. We’ve got 3 Ki, with 9 over the course of the day, assuming 2 short rests.
Put your remaining 11 levels in Barbarian. Infectious Fury is placing a mote of your symbiote within your target and making them attack your ally. Or, it’s just scaring the shit out of them if you choose the other option. Call of the Hunt is giving a bit of your symbiote to the entire party.
Venom Quickbuild
“We are Venom.”
While building Black Suit Spiderman I noticed that the build would also work perfectly for Venom, which makes sense.
This build would be the same as with Black Suit, but we’ll grab a 1 Rogue level at the beginning and grab Expertise in Strength and Intimidation.
Carnage Quickbuild
“I am the ultimate insanity! I am CARNAGE!”
This build is the exact same as Venom’s, except we grab Rogue 2 after level 6 of Barbarian for Cunning Action, and we’ll put Expertise in Acrobatics instead of Athletics.
Spider-Gwen Quickbuild
“All right, people, let's start at the beginning one last time. My name is Gwen Stacy. I was bitten by a radioactive spider, and for the last two years I've been the one and only Spider-Woman. You guys know the rest . . .”
This build is the same as the original, except instead of Crusher we’ll grab Mobile, and we’ll take a 1 level Rogue dip after our Wizard levels for Expertise, which we’ll put in Perception and Acrobatics.
Miles Morales Quickbuild
“Okay, let's do this one last time, yeah? For real this time. This is it. My name is Miles Morales. I was bitten by a radioactive spider. And for like two days, I've been the one and only Spider-Man. I think you know the rest . . .”
Miles is a high schooler who was bitten by a radioactive spider, just like Peter, so he’ll be a Variant Human too, although for him we’ll grab Mobile instead of Crusher for hit and run tactics. He’ll still use a sling for webs. Make sure to grab Sleight of Hand to swipe the USB from Peter.
Our main stat is Dexterity, but we also want decent Wisdom for AC and saves.
From there, put all 20 levels in Monk and take the Ascendant Dragon subclass. We can change our unarmed strikes to elemental damage, so this is how we get our lighting abilities (don’t use it for any other damage type because that’s out of character!). Same thing goes for Breath of the Dragon - it’s a blast of Lighting Wings unfurled is our web swinging, and Aspect of Wyrm and Ascendent Aspect are already built off of flavor we’ve already established. Empty Body is our invisibility, and Stunning Strike is a zapping stun.
Spider-Man 2099 Quickbuild
“What has yesterday done to tomorrow?”
Miguel O’hara is a human, but his DNA was overwritten with that of a spider, so we’ll choose Simic Hybrid, and our level 1 mutation will be Nimble Climber. ( Ask your DM if you can have the Sunlight Sensitivity trait )
Our main stat is Dexterity, but we also want decent Wisdom for AC and saves.
Put 5 levels in Monk and choose the Open Hand subclass. Our Open Hand Technique is our super strength and agility, and Stunning Strike is injecting someone with our venom. Choose Grappling Appendages, which are just your claws.
From there, put 2 levels in Rogue ( ask your DM if you can use Sneak Attack on Unarmed Strikes ) for Cunning Action and Expertise. Take Expertise in Athletics for grapples and Perception for your super hearing and supervision.
From there, put 2 levels in Artificer and grab the Repeating Shot infusion for your organic webbing, Sending Stones, which are tech communications, Goggles of Night for your darkvision, and the Wand of Detection, which is your AI Lyra doing a scan for you.
From there, put 3 levels in Wizard and take the Conjuration subclass, which gives you a 3d printer you can use to make small items with. Choose all the spells that we chose in the original build.
Then, dump the remaining 8 levels into Monk. Wholeness of the body is our healing factor, and Tranquility is simply us being hard to hit.
Spider-Noir Quickbuild
“Wherever I go, the wind follows. And the wind smells like rain."
This Peter was bitten just like our Peter was, so we’ll make him a Variant Human. Instead of Crusher we’ll grab Gunner for your revolver.
Our main stat is Dexterity, but we also want decent Wisdom for AC and saves.
Put 5 levels in Monk, choose Kensei, and grab a Revolver. Our Stunning Strikes are Knock-Out punches.
Put 3 levels in Fighter and take the Blight Fighting style to fight in pitch black darkness. Choose the Battlemaster subclass. Grab Trip Attack, Feinting Attack, and Ambush.
Take 2 levels in Rogue for Cunning Action and Expertise. Take Expertise in Athletics and Stealth.
Take 3 levels in Wizard and choose the Divination subclass, which is your Spider-Sense. Choose the same spells as the ones we chose for our initial build, except swap out Earthbind for Spider Climb.
Dump the remaining 7 levels in Monk.
Peni Parker Quickbuild
“私の名前はペニ・パーカーです。私は 3145 年のニューヨーク出身です。父のロボットの中に住んでいるクモと精神的なつながりがあります。そして私たちは永遠に親友であり続けます。”
Peni Parker wasn’t given power by a radioactive spider, but she bonded with it -oh, and that spider controls an anime mech that she pilots. Let’s make Peni a Variant Human and grab Telekinetic, which is you pulling or pushing something with webs.
Our main ability will be Intelligence.
Put all 20 levels in Artificer, and choose Armourer as your subclass to get your SP//dr mecha.
Choose the Guardian Model. We’ll be wearing Full Plate.
Choose Enhanced Defense, Goggles of the Night, Enhanced Arcane Focus, Armour of Magical Strength, Boots of Elvenkind, Slippers of Spider Climbing, Boots of Striding and Springing, Ring of Jumping, Belt of Hill Giant Strength, Ring of Protection, Spell-Refueling Ring, and Helm of Awareness as infusions.
Pick Booming Blade, Sword Burst, Guidance, and Thorn Whip as cantrips. Prepare Web, Spider Climb, Stoneskin, Haste, Absorb Elements, Detect Magic, Faerie Fire, Identify, Jump, Longstrider, Kinetic Jaunt, Dispel Magic, Glyph of Warding, Water Breathing, and Alarm. We also get Magic Missile, Thunderwave, Mirror Image, Shatter, Hypnotic Pattern, Lighting Bolt, Fire Shield, Greater Invisibility, Passwall, and Wall of Force.
Booming blade is a sonic strike, Sword Burst is a 360 swipe, Guidance is looking something up, and Thornwhip is a grappling hook. Web, Jump, Longstrider, Kinetic Jaunt, and Spider Climb are typical spider-person stuff. Stoneskin, Absorb Elements, Alarm, Fire Shield, and Dispel Magic are SP//dr’s defenses. Detect Magic and Identify are scanners, Faerie Fire is targeting systems, Glyph of Warding is a trap ( I guess you can do that now? ), and Water Breathing is just SP//dr being airtight. Magic Missile is web missiles ( yeah I know it’s a stretch ), Passwall is smashing through a wall, Wall of Force is a forcefield, Lighting Bolt and Shatter is techy stuff the mech probably can do (?), Haste is a battle focus, and Greater Invisibility is out of character so don’t use it.
Spider-Ham Quickbuild
"I was bitten by a radioactive pig."
Spider-Ham was a spider that was bitten by a radioactive pig. Instead of trying to comprehend the logic check that such an origin demands, let’s just make him a Gnome, which fits since he’s a tricky, short fella. Specifically, a Forest Gnome, and we’ll use Minor Illusion for our cartoon shenanigans. We’ll use a light hammer for our mallet.
Our main stat is Dexterity, but we also want decent Wisdom for AC and saves.
From there, the build follows our original Spider-Man build, except instead of taking 3 levels in Wizard, we’ll take 3 in Warlock. Choose the Hexblade subclass.
Take the Beast Speech and Improved Pact Weapon invocations.
Take the Pact of the Blade boon. This is your hammerspace.
For cantrips, grab Prestidigitation, True Strike, and Mage Hand. For spells, learn Shield, Hex, Expeditious Retreat, and Shadow Blade.
Expeditious Retreat is just running fast, Prestidigitation and Major image will be used for cartoon stuff like making a lightbulb appear over your head. True Strike is waiting for the right time to strike. Shield is dodging out of the way, Hex is a combat focus, and Shadowblade is a random weapon pulled out of hammer space ( it deals psychic damage because your opponent can’t comprehend that they’re being beaten by a pig ).
i saw someones post about frying an apple pie and it got me thinking about some of the stuff me/my coworkers have made!
my personal favorites: - put some ice cream and orange fanta in the frappe blender. creamsicle shake! -during shamrock season, a couple pumps of the syrup (for the mcflurries) into a mocha frappe. the color looks like literal poop but its so GOOD -apple pie mcflurry. break it up a bit before you blend it tho. literally cant go wrong with hot apple pie and vanilla ice cream. -chocolate chip cookies and caramel in a mcflurry to recreate the chips ahoy flurry from a couple years ago. -bootleg snack wrap. literally scraping ranch out of the package for it lol
im realizing almost all of these are ice cream...still. i love seeing the stuff people come up with.
I've been travelling/moving around for a few years and I'm currently in Warsaw. I'm usually not in big cities so I thought it might be a good time to send a message in a bottle.. Who knows what the tide might bring in ? I love long meaningful conversations and I have plenty of travel stories but I appreciate deep silence (actually went on several silence retreat). I love travelling but long for a home. I love the ocean or a good hike, but also staying in for the entire day resting, reading, watching movies and mind extending content. I am looking for a relationship. I have enough friends and casual sex is not my thing (because truly there's nothing casual about it :) I want someone to share life with because I do agree that happiness is only real when shared. I don't care about everyone saying you should make yourself happy. I do smile a lot (so I've been told), but I am much happier when I make someone else smile or when I'm not alone smiling at something beautiful. A bientôt ? (oh, and I'm french)
So I've been on a couple of dates with this absolutely wonderful woman. I'm smitten with her. But I've twice now said something along the lines of "but I don't want your kisses" (*for.context while we walk to the station) and that being said right after we've shared a moment with blissful kisses. She feels like it's a rejection and I'm unsure as to how i can reassure it's really not meant to me.
It's monumentally stupid because what I really mean to say is 'let's slow down and talk'.
She says she has had bad experiences with boys being anxious and unsure about who they are and what they want. She wants someone who will stay with her in the moment not worrying about being kissed while walking. Not setting limitations on how we can act when we're together.
I've been anxious for a long time, something i told her i went to a psychologist to figure out, She recommended a great self help book with deals with the Three principles, which in essence is based on how our thoughts make our feeling and by acknowledging the we can dissapate the feelings which make us feel etc anxious. I feel like that understanding has worked wonders for me. However, when she felt rejected yesterday and said to me that she would rather have that we don't meet again if i let my thoughts put limitations on how we can act she also implied that she thinks i haven't really been listening to the book she recommended. Which made me sad. I really felt like I had turned a new leaf.
I essence i think i might be reacting out from an internal acknowledgement of the fact that i want to make sure that we have something that doesn't dissapate the moment the feelings dont draw us towards each other. I might be retreating because I feel uncertain and a bit uncomfortable with how fast things are processing. I don't want that worry to ruin what i feel and how i act towards her.
RTX 3070 rog strix fan speed kicking in to 100% for 3 seconds then back to to normal, sporadically.
Highlighted on gpu tweak III, top 2 green circles show the fan RPM shoot up to over 3,000 but the percentage stays flat at 55%. What could be causing this?
GPU temp peaking at around 80 and fan curves are only set to around 65% at that temp (which is still a lot less than 3k RPM).
Also before it happens, there is a loud clicking/vibrating noise) just before the fans kick in to overdrive, then retreat back down again.