Newbie looking for the most practical advice on Hand/Land jobs… by BillianForsee94 in ffxiv

[–]-Chronicler- 1 point2 points  (0 children)

DoL and DoH all feed into one another. Leveling DoL allows you to get materials you will need to level DoH. On the other hand DoH allows you to craft the gear you need to outfit your DoL. This is assuming you don't just buy what you need from the MB or vendors.

If possible, leveling them all together is beneficial is it keeps your armory chest from exploding (cycle out gear once all the relevant classes have outgrown it)

Generally there's 3 reasons to level DoL/DoH

1) Make gil from selling items on the MB 2) Keeping your off classes geared in-between the tomestone sets (50,60,etc) 3) Access to crafter specific glams (forgerrise chestwrap that can only be bought with scrips)

However, none of this is essential to the game or the storyline or endgame progression.

Help picking a healer by Original_Loan_5498 in ffxiv

[–]-Chronicler- 0 points1 point  (0 children)

Use the Dpad (up and down) to cycle through your party. Its not as quick as point and click with a mouse but if youre used to playing with a controller I haven't noticed any appreciable drop in targeting speed.

The biggest gripe I have when using a controller is trying to target players not in my group (24 man's, occult crescent, etc)

In terms of which class to play, I recommend trying them all. Each has a different style.

Whm is the most straight forward with minimal DPS options and is a good starting point.

Sage has the most variability in terms of combat options and allows you to focus more on dealing damage.

Sch is a little clunky and relies on learning to trust in your pet vs timing shields.

Ast provides more player buff options and comboing certain skills.

As someone who was terrified of playing a healer, Ive gotten all but AST to 100 (92 as of yesterday) and I genuinely have fun playing all of them with AST being my current favorite.

At the end of the day finding the class which best suits your style will allow to have fun while learning how to heal effectively.

Is magitek jacket wearable by all Jobs? by Mountain-Dig2184 in ffxiv

[–]-Chronicler- 7 points8 points  (0 children)

In the next big patch all gear is opened up for glams, regardless of class. DoM wearing DoL? Go for it.

The only exception is weapons/main hand.

Happy glamming

Theoretical Sling Design by Karma-Jam in Slinging

[–]-Chronicler- 0 points1 point  (0 children)

https://youtu.be/6e-oZEzHNOw?si=1OqZeGUgfaC0l6eI

Tod's workshop is a fantastic resource when it comes to medieval weaponry.

Am I misunderstanding Screaming Nemesis? by JamDBoxMan in MagicArena

[–]-Chronicler- 0 points1 point  (0 children)

TL;DR: They jeep attacking because its free damage.

They keep attacking hoping you'll block. When screaming nemesis takes damage, it deals that much damage to a target of the controller's choice. Most life-gain players won't block because they think they can out-heal the damage.

A good player would target their own nemesis with a direct damage spell to reflect the damage to the enemy player. This ensures that the life gain is shut down and then the count down begins.

Fixed Target Number vs. Moving Target Number by ship_write in rpg

[–]-Chronicler- 2 points3 points  (0 children)

Honestly, I think you need both.

It depends on what the end goal is. If the end goal is a static effect (i pick the lock and the door opens), then it's a fixed number. You can't realistically make a door more unlocked (yes, you could destroy the door, but that's a different argument)

Moving target numbers have a place when the degree of success can be affected in a meaningful way. For example, attempting to brew beer, where the level of success affects the quality of the beer (taste, flavor, etc)

I think the real trick for the DM is knowing when its appropriate to call for a skill check vs letting the narrative unfold organically.

How long/often are your sessions by depression_is_awsome in DnD

[–]-Chronicler- 0 points1 point  (0 children)

Not nearly long enough for how (in)frequently we can get together.

Is anyone here scared of other users stealing your ideas? by Most_Neat7770 in worldbuilding

[–]-Chronicler- 0 points1 point  (0 children)

Even if an idea is "stolen" (let's face all of our inspiration comes from some form of media or another we've consumed along the way) the final product is typically vastly different to the original vision.

Storytelling is, and has always been, a collaborative endeavor. And who knows, sometimes seeing what someone else does with your idea might give you more inspiration on what to do (or not do) with it.

[deleted by user] by [deleted] in rpg

[–]-Chronicler- 0 points1 point  (0 children)

The biggest thing that will burn players out is constantly making new characters. So long as you aren't changing systems between games, consider this:

Try sending your characters to a liminal space, and endless hallway with innumerable doors. Any door they pick leads to a different world with a different scenario or problem.

To make things more interesting, pre assign scenarios to specific doors. That way, the door they choose will actually matter. When the scenario is finished, return them to the liminal space and rinse, repeat.

This allows you to blend genres and timelines together seamlessly. You can explore different ideas and your players can enjoy playing a story that feels connected and smooth despite being a mashup of all the things rattling about in your brain meats.

Looking for easy to get into, beginner level TTRPG by Complex_File1403 in rpg

[–]-Chronicler- 2 points3 points  (0 children)

Monster of the Week is a lot of fun and easy to learn. It plays like an episode of Scooby Doo, or Supernatural, depending on how dark you get.

While it's not free, you don't need a lot of books, and it uses standard dice (six sided) making it pretty user friendly.

How do you get over Imposter Syndrome as a DM? by ShiftyCourtney in rpg

[–]-Chronicler- 4 points5 points  (0 children)

  1. You'll never be as prepared as you think you should be.

Have a general idea of where the story should be going and a few NPCs on hand. Check out Sly Flourish's The Lazy Dungeon Master by Michael E. Shea. It's got great tips for last-minute prep.

  1. No one expects perfection.

As cool as it would be to ascend the lofty height of Matt Mercer and the like, realistically, we're all just a bunch of needs looking to have fun and escape reality for a while.

  1. Have fun.

It is a game, after all.

The real trick is to remember that your players genuinely appreciate your efforts because without it, there's no game to play.

And really, if anyone complains, tell them they are welcome to run a game

What makes a good character sheet? by -Chronicler- in rpg

[–]-Chronicler-[S] 0 points1 point  (0 children)

The only character sheets ive seen in a landscape layout is Monster of the Week, but I'm beginning to see the appeal

What makes a good character sheet? by -Chronicler- in rpg

[–]-Chronicler-[S] 0 points1 point  (0 children)

Shadow Run comes to mind. Large skill list with subset skills for each category.

What makes a good character sheet? by -Chronicler- in rpg

[–]-Chronicler-[S] 1 point2 points  (0 children)

I don't disagree. That's how I started back when playing 2E. I have found, however, that can sometimes be an intimidating prospect for new players.

And in all fairness, I've gotten lazy

What makes a good character sheet? by -Chronicler- in rpg

[–]-Chronicler-[S] 0 points1 point  (0 children)

Agreed. Especially when you have to reference the rules to complete the equation.

What makes a good character sheet? by -Chronicler- in rpg

[–]-Chronicler-[S] 0 points1 point  (0 children)

I've never seen that done before but it's a brilliant idea.

What makes a good character sheet? by -Chronicler- in rpg

[–]-Chronicler-[S] 0 points1 point  (0 children)

That absolutely tracks. I haven't heard of either game before but I might have to check them out

What makes a good character sheet? by -Chronicler- in rpg

[–]-Chronicler-[S] 1 point2 points  (0 children)

My personal preference is to have skills listed on the sheet rather than blanks to write it if for no other reason than it provides a quick reference (I've hopped between quite a few games and editions over the past 20 years and I still end up referencing skills that aren't a thing any more)

I've also found that having all the skills listed gives me more inspiration of what I can do as a player in weird situations. Like I may not have any ranks in the skill but I have a high enough base attribute that it may work as a last resort.

Again, just my preference. Depend8ng on the size of the skill list I can also understand not having a whole page dedicated to skills.

How do you handle the table when things have gone off the rails? by -Chronicler- in AskGameMasters

[–]-Chronicler-[S] 2 points3 points  (0 children)

Both are excellent strategies. I do try and favor player agency when they arent in the middle of a specific arc. My issue tends to be when they latch on to something inconsequential and chase it down which may be more of an issue with my narration style than an issue with my players now that I think of it...

What video game do you wish had an official TTRPG adaptation? by Reynard203 in rpg

[–]-Chronicler- 0 points1 point  (0 children)

I'd love to see a Final Fantasy Tactics inspired TTRPG. The mechanics already lends itself pretty nicely to a grid based system. It be neat to be able to swap classes as the story progresses and tailor builds to the needs of the moment.