I could add in lots more bits, like rolling to see what Ship/Room you find, totalling your Junk after a raid, etc ... but I don't want the App to Play the Game for you! :)
Yeah, at the very least I'd wait to see the game updates; my big problem with the tables right now is how they're laid out in the doc.
I dropped by a local print shop and they've got 8.5x11 re-usable standees for relatively cheap, so I think I'll use those instead of getting a new 24x36 poster printed.
And I like that Junk is both an upgrade resource and a health pool for the ship, but I feel like it creates a cautious use of upgrades that doesn't fit the rest of the game's élan.
One thing I couldn't find: What can hurt the Ship? it has "health" (junk), and the phrase "Junk also acts as your Ship’s health. . Whenever a harmful action is done towards the ship, the difference acts the same as losing Teeth." But no mention of any action that might do this ...
> Between Rooms, the Goblins on board will describe a consequence of their actions, or retaliation by the crew that will harm their Ship in one way or another and determine a DS. The current referee will then have to decide how their Goblin will try and save the ship. They will then roll using the Ships appropriate Stat. If you fail, lose Junk as described in Clearing a Room/Harmful Action .
@NautArch I don't mind that, but just make sure I'm not going to have to answer the same pointless questions over and over please :3 It's really frustrating to have to explain the same things over and over, it's better just to put them in the question even if it makes it not so nice.
Summary: JUMP: Improve Stuff (Treasure/Rep-Prep/Horsin'. CRASH: figure what Ship yo find, and who stays back BOARD: Try to Clear Room. Grab Junk. Move on (or Go Home) Foes retaliate against Goblin Ship. Rinse/Repeat until Tooths = 0, or decide to call it.
> Finding Junktopia: The Goblins will find Junktopia after 3 Jumps on a Short Game , 5 Jumps on a Medium Game , or 8 Jumps on a Long Game . Once you reach Junktopia, depending on the amount of Junk you’ve collected, determine what you add to the wondrous, amazing utopia of craftsmanship and freedom!
So yes, double Risk .. lose a Goblin's Junk Dice, AND have a Retaliation ...
I'm sure our group would start getting personal/vengeful (even to the Group's detriment!) Stayed-on-Ship: "Oh, the Frigate has marines on it! Tough Challenge!" Raiders: "We beat them (just) and move on ... Retaliation! The Marines Attack the Ship! V TOUGH challenge!!!"
We boarded a luxury cruise ship and vaporized the swimming pool, so the retaliation was just the vapor getting vented out into space... right onto our ship, which lost all its Junk. So we decided that it had been cleaned to such a gleaming polish that our Goblins refused to use it anymore.
@KorvinStarmast I just don't think it matters. Why can't I want to understand the rules so that if they come up I know how they work? Especially when there is a lot of misunderstanding around a rule that I would like cleared up.
We still want to keep playing, so next session we're going to have put all the cruise liner guests on our newly-cleaned ship, and we take the luxury liner as our own to continue toward Junktopia.
reminds me of playing Sid Mieir's Pirates ... get into a fight to claim a ship ... but own ship gets battered in the process ... ok, we ditch ours, and sail home on the new one
Rolemaster Session 3 tomorrow. Yay! And then another week off. Boo! (Dang players and their 'going away to celebrate their birthday'! have they no sense of Priorities?)
@KorvinStarmast I really dislike how hostile this site is to question askers. I don't really understand how asking about the rules is so controversial, but I'm guessing the general hatred towards rules questions tends to generate problems. Perhaps from elitism with other systems or playstyles that have less rules?
user15026
2:49 AM
@BESW I like that The Cleaning is capitalized, like it will be spoken about by future generations as a historical event
My DM said that monsters that have advantage against spells and magical effects are extra resistant to damage.
We fought some demons that have resistance to slashing, piercing, and bludgeoning damage from non-magical attacks. We all have magical weapons, but he was saying that the monsters were ...
@Ash Dang Grots! You weren't there! I had to endure The Cleaning! You see that? dirt'll never grow on that bit of my arm again! Caught a blast of the fumes! We lost some good Mold that day. Pah! Young 'uns today think a splash o' water'll spoil 'em! Get off my Junk Heap, ya Grots!
<hushed tones> y'know Old Grog? They say he was at The Cleaning! .. No Way! But he's got Junk! ... Yeah, secreted it away ... I heard that no Junk survived ... Wily old Gobber, is Old Grog ... had to be ...
@BlackSpike I mean, it'd be assonance for a repeated vowel sound, consonance for a repeated consonant, but the "sh" doesn't quite feel quite as hard as consonance tends to typify.
He liked to claim that he had an "earthy" aphorism for any situation.
My Dad finds it hard to use such language ... despite growing up on building sites! My Mum is freer with her language ... English Teacher ...
I recall her telling me of a Philip Larkin poem ... meant a lot, on many levels ...mainly, my Mum saying F in front of <to> me!
Although my Dad does enjoy telling his anecdote of meeting Aristocracy (He'd moved off the tools, and into an office). Got invited to an Opening of a new Building he'd overseen, and some local Lady was there. Had a chat .. and she lost her place in the conversation ... "Oh, I'm very sorry, I had a CRAFT moment ..."
I can't track down the source right now, but in the 1800s a man was being taken to court for publishing lewd stories in his magazine, in which all the naughty words had been blacked out. His lawyer read aloud several innocuous nursery rhymes and other well-known verses with strategically censored words:
> Jack and Jill went up the hill To ███ █ ███ █ ████. Jack fell down and broke his ███, And Jill came █████ after.
The point being that when the relephant words are redacted, anything can be sexy, or funny, or insulting, depending entirely on the mindset of the audience. Thus if the jury found his client guilty of publishing lewd stories it was only because the jury was naughty-minded itself.
(The defendant had no legitimate case under the law; the stories were obviously intended to titillate and possessed no redeeming value whatsoever. His lawyer had to resort to a clever re-direct, holding the jury hostage by its own self-image.)
The recent video game Control does a great job with artistically applied redaction to give the player's imagination freedom to come up with things that are more interesting to the player than anything the creative team could come up with. Their skill lies in not also relying on redaction as a lazy way to avoid making the game actually interesting in its own right.
Having had clients from many walks of life, I have come up with the following philosophy on Class: Working Class: nothing to lose. Swear like troopers Middle Class: Everything to lose. Very careful what they say Upper Class: Can't lose. Swear like troopers (when apt)
@BESW Interesting. Not played that. Always been a fan of letting the audience fill in the gaps, rather than be too explicit. (cf: horror movies - don't show the monster!)
I've watched playthroughs, it's not on any platform I have access to yet, but it looks like something I'd like to play even after watching the playthrough.
For a lot of video games, the combat feels like something I have to slug through as the price for more nuggets of story, but Control's gameplay looks fun in its own right as well as the story being good AND getting sprinkled throughout the world via discoverable bits that fill in unnecessary but entertaining worldbuilding so you get rewarded incrementally as you go.
And I appreciate that the worldbuilding premise is "What if SCP, but without the cruel, exploitative misanthropy and reliance on gross-out sensationalism?"
Like, they've not only left out the gross part where SCP treats criminals as disposable non-humans, but they actively push against the concept by humanizing a lot of the NPCs who it would be so easy to make nondescript and forgettable.
A major part of the game is picking up documents and reading them. Some are field reports, some are interdepartmental memos, some are case files, that kind of thing. There's good plot and worldbuilding stuff to be found, or sometimes it's just somebody complaining about the broken mail system or reminding people about poker night or writing a report for their book club.
There's a really strong "real people work here and are trying to cope with all this terrifying Weirdness" vibe throughout the game and I appreciate it.
You don't get to do dialogue with many people (though the ones you do, are very human) but they've populated the world anyway.
There's a recurring thing where they tried to make a puppet show for kids to try and explain the Weird Stuff, but it's just this home-made no-budget production by a few staffers and it's absolutely terrifying every time you stumble across an episode of it.
Doesn't help that it's an actual puppet show because the Remedy people are big on mixed media in their games so there's a lot of live-action filming thrown into cutscenes and overlays.
It was a tough balance to run, in the past two RPGs ... I played Exalted, and then ran FWTD (Gutterpunk) ... in Exalted, I was always "what do The People think?" ... "How is this affecting the Citizens?" ... in FWTD, I tried to make every single NPC (shop-keepers, random Mooks, anyone the PCs met ... they were people with wants and needs ...
@BESW Ooow! I can see how that get spoopy, real quick!
The gameplay's also pretty good. It's mostly a shooter, but they've abandoned ammo tracking. You get a magical gun that you can learn how to modify for different types (pistol, shotgun, semi-auto, etc) and it's got a resource track that recovers when you're not using the gun. And you learn Weird Powers like throwing things with your mind that draw on a separate resource track which recovers when you're not using Weird Powers.
So there's a dynamic rhythm to combat as you alternate between two different sets of abilities, and each set has its own choices and customizations you can make.
Health recovery is not automatic, but every time you hit an enemy they drop a little blue spark that you automatically absorb to heal if you run near it. That means you're rewarded for moving around and not turtling to snipe.
And the sparks don't go away if unused, so you can return to old fight scenes to heal up later.
The basic premise of the game is that there's an SCP-like government agency dedicated to finding Weird Stuff and containing it and studying it, and you're playing somebody who was in the middle of a Weird Stuff event as a kid and has been looking for this agency ever since.
You start the game at the moment you find their agency HQ... which is in a building that straddles multiple dimensions and shifts and changes in ways nobody understands. And when you get into the building, it's under lockdown because of an attack from... somewhere else... that you seem mysteriously suited to help them handle.
My friends and I were discussing whether or not you need both firearms proficiency and martial weapon proficiency to wield a gun as they say that they are:
The DMG pg 268 states
Firearms
[Era ...]
Martial Ranged Weapons
[Weapon Name ...]
Is there an official ruling on whethe...
And this adventure already expects a decent amount of prior system mastery. Yet instead of just reflavoring the magic as "magitech", it adds an entire system's worth of new mechanics on top. It's already rather overwhelming and I don't expect it to get smoother.
The Ben Sawyer Bridge is a swing bridge that connects the town of Mount Pleasant with Sullivan's Island in South Carolina. The bridge swings on its central axis to open for boat traffic which is too tall to clear the bridge, and has an operator's house in the center of the swing span from which a tender can operate the bridge. The bridge was originally constructed in 1945, but the steel superstructure for the approach spans and swing span was replaced in 2010, albeit retaining the same general appearance.
The bridge originally cost about $775,000 (substructure, superstructure, and approaches)...
I think you're talking about the Ben Sawyer Bridge to Sullivan's Island.
I'm making cards for the Masters of Umdaar stunts. Should I use Evil Hat's "Fate" style guide, or try to make them match the She-Ra style character sheets I'll be using?
What exactly do you 2 plan to argue with me there? I already said that I was not implying anything about a conspiracy and that you should take my statement literally. You want to debate what I meant and what you suppose I think with me? That's nonsene.
I don't want to play that game with you, no thanks!
Glazius tried to help you with handling RAW questions on the mainsite, and it turned into a debate about whether or not "collusion" was a charitable reading of your description of events. I'm not gonna tell people not to have that conversation, just saying don't have it here.
I played Cuba Libre against a flowchart yesterday. Understanding the solitaire flowchart was... quite a pickle in its own right.
And sadly despite occupying almost half of the rulebook, the solitaire mode didn't feel very good to me. (I might just be a bit sore because I lost the game to a piece of cardboard.)
Yes, although I have played it with people before. Although I have some experience with Labyrinth too and it has many similarities.
The war on terror Labyrinth, not the sliding blocks one.
I got somewhat punched by chance, as fate had the first Propaganda card happen very early into the game. I was the Government, so my operation cost of two per space didn't last for long. Against humans, I would've expected other players to focus on each other while I try to conserve my resources, but the flowchart AI does no such thing :(
@BESW Yes! Also, COunterINsurgency. The genre is one where multiple factions are trying to control territory and each have their own mechanics for doing that and interacting with random cards.
Yea, it's a series of about ten games (more are incoming) from GMT games. I'm thinking of getting Gandhi and the upcoming All Bridges Burning because they prominently feature non-violent action too.
ABB will also be a three-player game so it fits in a different niche than the mostly 4-player COIN games out there, and it's about the Finnish civil war so it naturally feels like interesting to me
The Cuba Libre one has a lot of those "attack the player faction" hooks, so it's definitely harder in a sense. Against human players you only suffer attacks out of particularly good opportunities or if you're actually about to win.
It does have a few exceptions but they're mostly "attack the other AI if they would win otherwise"
As far as I can tell, there are three different ways that "natural weapons" are described:
Aarakocra:
Talons: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Tabaxi:
Cat's Claws: In addition, your claws are natural weapons, which you can use to ma...
@kviiri At least partly a result of being unemployed ;)
@BESW Probably too fancy to read at a glance, without looking closely. (I had no idea what words it was supposed to be based on the embed, until I viewed the image at full size)
I'm really happy with how my Strahd campaign is going : yesterday even though we had to stop before the characters attacked an enemy camp, I was able to get some really good psychological warfare on the players
Wait this sounds pretty bad, am I a sadist ?
Anyway I got them tied up in several time-important plots, and they knew that whatever choice they made would heavily affect this or that npc they liked
And would probably lock them out of the other options
Oh and one of the PCs has a ticking-bomb curse they don't know how to heal, and they only know of one NPC who might help them, which adds to the pressure
@Glazius Oh I almost forgot, I also played one match of Fire in the Lake. I liked that, too, although I found the four player setup a bit less intuitive there.
Namely, I was North Vietnam, and the most experienced other player was Viet Cong. I played well, I think, and executed a bold invasion were enough of South Vietnam fell under my occupation that I was comfortably within my victory margin. The Viet Cong player started openly colluding with the South and US to prevent me from winning, which is of course a natural consequence of the game ultimately being single-winner zero sum.
The collusion aspect is inevitable, I think it should've been taken into account better in game design.
@PierreCathé That is awesome! It's not psychological warfare, but creating meaningful choices and story-making decisions that your players are actively involved in.
There are a number of questions asking about whether some homebrew material is or isn't balanced. Some questions are tagged as homebrew, others are tagged as homebrew-review.
According to the meta discussion "Do we want a [homebrew-review] tag separate from the [homebrew] tag?", this is intent...
The vast majority of the homebrew questions we get are asking us to review their homebrew, either directly ("Is this balanced?") or indirectly ("What LA should this race have?" or "How much should this magic item cost?").
However, we also get a nontrivial number of questions about homebrew that ...
I brew a small cup of coffee, sit it down in front of my keyboard, and then drink some tea.
Coffee smells really good, but I can't stand the taste and I don't really want to spend time tinkering with different add-ins until I get something I like.
If the school's internet is too good, the students will surely play online games instead of doing homework
@BESW Anyhoo we spent much of the last session iterating through a list of high-tech loot, and hopping around the online SRDs to figure out how they worked, since the GM couldn't find that information in their own books
@BESW "I have a bad feeling about this" - sci fi person
@NautArch That's true, my player's cleric got scared by the local baddie's hounds and used the Harm spell to one-shot them. He was so happy I didn't have the heart to tell him they only had 6 HP
@STTLCU That was pretty much my build. Was given a maul early on that was my signature weapon, but then DM rolled on a random treasure chart later on for a +3 halberd. Completely changed my build to be PAM/GWM/Sentinel.
@STTLCU Hmm. I'd defintely consider an ASI for strength at level 8 and going GWM at 12. Adding that -5/+10 is a big deal if you can consistently get more attacks. You'll have extra attack for 2, and PAM gives you a bonus action attack for 3 - you just need to try and use sentinel for reaction attacks for 4. That damage adds up and you can mitigate the -5 with bless.
If I have to pick a third feat, though, I'm considering warcaster, too. Lots of my key stuff requires concentration, and I'm still hit often (we're a very small party of 3, and I'm the tank)
@STTLCU Resilient (CON) I think is better. But that may be because of my tables use of proficiency die instead of modifiers (and applying it everywhere you use proficiency)
@STTLCU And just be a bit careful as you level up. A lot of higher CR monsters are immune to being frightened. A lot aren't, though :)
@STTLCU In terms of assisting with concentration, Proficiency in those checks is usually better. Advantage will be better at low levels, but if you're expecting the character to persist in a longer campaign, you're definitely going to prefer the CON proficiency, especially since it'll also help with non-concentration Constitution saving throws
Should I create a question for the interaction between Shadow Blade and Booming Blade & Green Flame Blade? It gets a lot of google traffic and we apparently don't have a question specifically for that interaction, but it's also one of those "okay, but the answer is obviously ____" questions that feel too trivial to deserve a question in the first place.
@STTLCU Ah, I still like Resilient better, just doesn't give you as much with the +1. But overall proficiency for CON saves will be good.
And if you ever do get another +1, you'll get a boost in HP.
FYI, I personally found saving my spell slots for smites was optimal, with either bless or protection from good and evil as my concentration spells in-combat.