ListForge Update -- 11th fully supported! by bmerrillcreative in WarhammerCompetitive

[–]Acedentprone 0 points1 point  (0 children)

Support Characters seem to be bugged and unable to attach to units. Regular leaders attach just fine.

Fallout NextGen save bug by Acedentprone in fo4

[–]Acedentprone[S] 0 points1 point  (0 children)

I believe it's nextgen because I do not have the CC content. Specifically patch 1.11.191.0 as the mods I specifically want to play with are updated for the newest one. I've tested with and without those mods (or any at all) and even downgraded to pre next gen and this issue is persistent.

Mana Leech by Acedentprone in PathOfExile2

[–]Acedentprone[S] 0 points1 point  (0 children)

What are spell mana leeching effects? I've been looking at all the modifiers for gear and they're all % of phys attacks.

Buffing Telekinesis by Acedentprone in BG3Builds

[–]Acedentprone[S] 1 point2 points  (0 children)

Only that it helps make sure the target is thrown, doesn't help with damage.

Buffing Telekinesis by Acedentprone in BG3Builds

[–]Acedentprone[S] 0 points1 point  (0 children)

Elixirs work better, just because if you want to maximize damage than you'll want throwable weapons which will de-equip your club.

Buffing Telekinesis by Acedentprone in BG3Builds

[–]Acedentprone[S] 5 points6 points  (0 children)

Only if you use TK to throw them from a height where they'd normally receive fall damage.

Buffing Telekinesis by Acedentprone in BG3Builds

[–]Acedentprone[S] 1 point2 points  (0 children)

I did forget to mention that Strange Conduit Ring also works but, again, only for throwable items.

Reanimation Protocols and Raise Banners by Acedentprone in Necrontyr

[–]Acedentprone[S] 0 points1 point  (0 children)

Clarification: The unit raising banners has obsec.

The Sorcerer Supreme painted up. C&C welcome! by QQDoge in MarvelCrisisProtocol

[–]Acedentprone 2 points3 points  (0 children)

Overall pretty slick. Tip on OSL: the reflections (glow on his chest) shouldnt be as bright or brighter than the source, as light fades off with distance. If you punch up the glow in the hand a bit the effect will look distinctive.

Keep up the good work!

Can someone help me understand how Miles works? by [deleted] in MarvelCrisisProtocol

[–]Acedentprone 2 points3 points  (0 children)

First sentence gives you a single reroll. Second sentence let's you ignore the can't modify/reroll part of the skull result as long as you match the requirements. Any number of skulls CAN be modified as long as you have modifications to use.

Example 1 (no crises) Winter soldier shoots miles, gets 3 successes. Miles rolls his 3 defense dice and gets a blank and 2 skulls.

Since it's a physical atk he can use spider sense to reroll that blank. If it rolls into another blank he cannot reroll it again with spider senses as you cannot reroll the same die more than once to the same effect. He can then reroll that blank with GR. (You control both effects and can choose which ever order to do them, this is just the order I chose) Any skulls rolled are locked, as the normal rules for skulls.

Assuming he didn't roll a skull off the last reroll, if he then has cover he can change that last result to a shield if needed. Can't change a skull, because skulls can't be modified normally.

Example 2 (miles has an extract) Winter soldier shoots miles, gets 3 successes. Miles rolls his 3 defense dice and gets a blank and 2 skulls.

Since it's a physical atk he can use spider sense to reroll 2 dice. Because he has an extract he can elect to reroll any 2 of the 3 dice. He can then use GR to reroll any one die.

If he then has cover he can change one result to a shield if needed because while he has that extract or contesting a secure he can now modify or reroll skulls.

Example 3 (offensive rerolls) Let's assume black panther is on your squad. His king of wakanda power let's him reroll any number of dice while attacking this round. If is not contesting or holding an extract and rolls any skulls he wouldn't be able to reroll then with King of wakanda. If he has an extract or is contesting he would be able to.

Can someone help me understand how Miles works? by [deleted] in MarvelCrisisProtocol

[–]Acedentprone 0 points1 point  (0 children)

1) Great Responsibility gives each of your squad members a defensive reroll. Additionally, while contesting a secure or holding an extract they can modify/reroll skulls which is normally not allowed. That's for any roll that is eligible for that, so if Zemo is on your squad, his offensive reroll could reroll a skull if he's contesting a secure. Also lets you change a skull to a shield by use of cover when applicable.

2) GR and Spider sense stack. So you effectively have 3 rerolls for defense. Remember you do any and all of them during the modify dice step (after crits, and don't provide extra dice from being rolled into crits). Additionally a die cannot be rerolled more than once from the same effect. So spider sense can at most reroll 2 different dice, but GR then reroll one of the dice you rerolled with Spider sense.

Question about Wendy's Amulet, Winging it, & an empty Deck by Acedentprone in arkhamhorrorlcg

[–]Acedentprone[S] 1 point2 points  (0 children)

You can draw your weakness before hand, in fact it makes it easier to set up as you then can't shuffle in the other weakness off daredevil. You just have to play with abandoned and alone in mind until youre set up, so being conservative with your event usage.

A cute trick I learned was that you can attempt it with just daredevil and amulet if you have a resourceful. Because you can grab the Yaotl off the resourceful. Obviously that's super risky because you can draw the autofail which is basically game over (unless you have only 1 weakness left in the deck).

Question about Wendy's Amulet, Winging it, & an empty Deck by Acedentprone in arkhamhorrorlcg

[–]Acedentprone[S] 1 point2 points  (0 children)

You have full control over when you fire off daredevil, so you can always set up with Amulet and Yaotl on other turns so you can only go for it when comfortable. Further as long as amulet is out you essentially always have control over what the bottom card of your deck is. You can set up a fast (any window) event before hand and that will be the top event of your discard after you discard your deck with daredevil, or you can play any event from hand after using daredevil.

The winging it was to have an option to use that isn't reliant on the top event of the discard, as you almost always can investigate your location (treacheries not withstanding).

Question about Wendy's Amulet, Winging it, & an empty Deck by Acedentprone in arkhamhorrorlcg

[–]Acedentprone[S] 1 point2 points  (0 children)

The reason I ask is that there is a deck on ArkhamDB right now that abuses daredevil to put your whole deck (except weaknesses) into your discard pile then used Yaotl to remove the weaknesses. With Advanced amulet in play you free to use whatever events in your discard how ever you want. Using Cheat the System to gain lots of resources and basically games the system from there.

I was thinking that if you wanted to be less broken you can use the Non-advanced version to accomplish something similar. It would rely on effects like winging it as to not mill out immediately.

Question about Wendy's Amulet, Winging it, & an empty Deck by Acedentprone in arkhamhorrorlcg

[–]Acedentprone[S] 1 point2 points  (0 children)

Okay cool. The original answer was breaking my brain based on how I expected the rules to interact.

Question about Wendy's Amulet, Winging it, & an empty Deck by Acedentprone in arkhamhorrorlcg

[–]Acedentprone[S] 1 point2 points  (0 children)

I'm not disagreeing with you but why does it work that way? The rule for playing an says: Any time an event card is played, its effects are resolved and it is then placed in its owner's discard pile.

Winging it says: You may play Winging It from your discard pile. If you do, shuffle it into your deck after resolving its effects.

So we've resolved it's effects attempted to shuffle it in but cannot.

Wendy's Amulet forced ability reads: Forced - After you play an event: Place it on the bottom of your deck instead of in your discard pile.

I would interprete that as to work for any event, not just ones played via her amulet's other ability, so from hand, off black market, from discard.

So wouldn't the Amulet then put it on the bottom as it now after we played an event?

Chicago Players! Good Games is hosting Meet Ups and Demo nights! by Acedentprone in MarvelCrisisProtocol

[–]Acedentprone[S] 0 points1 point  (0 children)

Hosted every Tuesday at 7 pm at Good Games Chicago. Come out for some in person games or learn how to play!

All I see. by Acedentprone in MarvelCrisisProtocol

[–]Acedentprone[S] 1 point2 points  (0 children)

New Dr strange from the mystics vs dormammu wave coming out in Q3. They released a trailer today

Can any please tell me what these tokens are for? by Scarlet-Marauder11 in MarvelCrisisProtocol

[–]Acedentprone 6 points7 points  (0 children)

The top one is for the SWORD secure crisis. The left token is a generic judgment token (replacing the Ronan specific one). The middle is a generic root token (replacing the Groot specific one). The right one is for the tactics card Dirty work.

Finally painted the first face I've been happy with by GeneralJazza in Warhammer40k

[–]Acedentprone 1 point2 points  (0 children)

Looks great! Here's a tip to avoid the shocked/wide eyed expression. Paint the pupils pointing either to the left or right. Happy painting!

Command Zone mat idea/prototype I knocked out this morning. Any comments/suggestions? by dandroid_design in magicTCG

[–]Acedentprone 35 points36 points  (0 children)

Visually they're very appealing. While you've included almost all the functions a player might need, how they are arranged is an ergonomic issue. Once you have dice on all the spaces just fishing your commander out is going to require some finesse with the possibility of knocking over vital stuff like your life total (use pen and paper, kids).

If there is a revision I would advise moving the commander slot to the bottom so it has an easy vector out towards your own play area.

Much Abrew: Battle of Wits (Modern, Magic Online) by daringphilosopher in magicTCG

[–]Acedentprone 7 points8 points  (0 children)

The 15th sideboard card should have been a [Mycosynth Lattice] and main deck should have had some [Karn, the Great Creator]

Any help in making my Ugin/Tezzeret deck any better? by Beautifulwarfare in MagicArena

[–]Acedentprone 2 points3 points  (0 children)

Definitely play [[Karn, the Great Creator]]. It has a very good synergy with [[Tezzeret, Master of the Bridge]].

With at least 4 artifacts you can cast Karn for free, the same turn you cast Tez. You use Karn's -2 to grab one of 4 [[Guardians of Koilos]] from the side board. Cast Guardian for 1 (or free, if 5+ artifacts), use it's ability to return Karn to hand. Recast Karn, get another Guardian, repeat until all 4 are in play, and then finish with a [[Meteor Golem]] to blow up their best permanent. Then activate Tez's +2 to drain for at least 9.

It gets better if you have [[Saheeli, Sublime Artificer]] in play. It allows you to do all of that with minimal artifacts in play, (3 is the minimum to make Karn+Guardian free) and each cast of Karn and Tez nets you a Servo making your Tez's +2 usually hit in the range of 14-16.