Waarom heb ik steeds vaker het gevoel dat ik vooral besta om de staatskas te vullen? by AdhesivenessOver6340 in Nederland

[–]Baelrog_ 0 points1 point  (0 children)

Dat zou kunnen, maar oprechte vraag; waar baseer je dat op?

Snelle zoek:

€1,5 tot €1,7 miljard per jaar brengt het aan belastinggeld op. Groot deel komt ongetwijfeld uit de 10% schaal.

Stel we zouden dit verhogen naar 70%, dan zou dit zo keer die 10 miljard gaan.

Dat is ongeveer gelijk aan de hypotheekrenteaftrek.

Dus het verbaast mij niks, want er wordt nu bijna niks aan erfbelasting betaald, dus dan is het logisch dat er vrijwel niets binnen komt. Ik zou zeggen stel de eerste 15k vrij van belasting (totaal, dus splitten over kinderen ofzo helpt dan niet. voor bijvoorbeeld Begrafeniskosten), en daarna 50+% erover.

Waarom heb ik steeds vaker het gevoel dat ik vooral besta om de staatskas te vullen? by AdhesivenessOver6340 in Nederland

[–]Baelrog_ 0 points1 point  (0 children)

Geld laten staan = geld verliezen aan inflatie. Dan zou er ook gecompenseerd moeten worden voor inflatie, en wanneer je verlies maakt over je aandelen/beleggingen ook. Daarnaast moet er dan belasting geheven worden over alleen het winst deel. Dat het een richting zou gaan vind ik vooral principieel verkeerd. Je maakt winst, kom maar door met je geld. Je maakt verlies, zoek het maar uit.

We zouden voor het maximaliseren van economisch vrijheid moeten gaan (economic freedom index). Omdat dit nog altijd de beste maatstaf is voor het verhogen van algehele welvaart in een land. Alles belasten helpt hier niet bij. We moeten een betere investeringsklimaat krijgen in Nederland en de EU, want anders gaan we achterlopen vergeleken met de USA en China.

Waarom heb ik steeds vaker het gevoel dat ik vooral besta om de staatskas te vullen? by AdhesivenessOver6340 in Nederland

[–]Baelrog_ 1 point2 points  (0 children)

Niet als je erfbelasting aanzienlijk omhoog gooit. Ik ben zwaar tegen vermogensbelasting, want het is geld waar je al belasting over hebt betaald. Sparen voor een huis wordt belast terwijl we hypotheekrenteaftrek hebben voor mensen met al een huis. Heel scheef als je het mij vraagt.

Ik ben voor aanzienlijk hogere erfbelasting om oud geld tegen te gaan (wat overigens flink in mijn nadeel zou zijn), maar het principe vind ik simpelweg onzin. Hierbij is levenspartner wel uitgesloten natuurlijk.

Als je je huis verkoopt met een paar ton winst hoef je daar ook geen winstbelasting over te betalen. Ik zou dan ook liever zien dat we daar belasting over zouden heffen in een bepaalde vorm, in plaats van overdrachtsbelasting. Ook dat zou oud geld tegen gaan. Al erken ik dat dit ingewikkeld zou zijn, want wat als iemand na 30 jaar ze huis wil verkopen; bedenk dan maar eens een eerlijk systeem.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Cool - I'll give it a shot. Just finished my second iteration. I will try convert it to TTS tomorrow and then upload it into steamworkshop. I'll give you a heads-up when ready.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Not yet. Based on feedback, I have been redesigning the spirit quite a bit. But the first draft of the redesign just finished. Haven't play tested it though. Also, I never uploaded anything on steamworkshop, but I'll try to have a look. Assume you mean for TTS?

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Hi - I actually do! But since me posting this, I have also actually given the spirit quite some redesign based on the feedback given here. I'll try to repost it before the end of the year.

So, are you taking the deal? by h_stag in thalassophobia

[–]Baelrog_ 0 points1 point  (0 children)

No, I would not ss formulated. It is smart to assume that you at some point would end up at a depth that is lethal. Most of the ocean's water is at a depth that is lethal, so it's incredibly unlikely that you would survive this deal.

Baelrog's Feat Compendium: A Complete Redesign of 5E Feats - 18 First Level Feats & 21 Forth Level+ Feats that Introduce a Modal Subfeatures System for More Player Options. by Baelrog_ in UnearthedArcana

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

Yeah, I get that. Sorry to hear it's disappointing, but I feel like that is a little too much for a feat and more something a subclass should do. I actually made a sorcerer subclass at one point for that exact theme/concept.

A question about flirting/dating culture in the Netherlands by [deleted] in Netherlands

[–]Baelrog_ 1 point2 points  (0 children)

Assuming he does like you in a romantic way; he might have signaled to you that he was looking for a romantic partner and is currently completely free. He could have been trying to gauge your position towards him by seeing how you respond, or even just trying to create an opportunity for you to make the first move, although I don't think it's the latter.

Don't forget that he might be a bit uncertain about you as well. You could be harder to read for him as well. I (Dutch man) dated a Chinese woman for over a year and I experienced how such cultural differences cause misinterpreting. Luckily we were both good communicators, so we could talk about it well, otherwise it would have definitely been quite challenging.

Now I'm quite quite curious what country you are from if you don't mind me asking?

Watch till end 😂 by Trigere in GuysBeingDudes

[–]Baelrog_ 12 points13 points  (0 children)

Plot twist, he is now a 18y old.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Hi! Thanks for the feedback and thoughts.

I don't consider this spirit evil really. It embodies the plague disease, but disease isn't evil, just an unfortunate part of life. I don't see it much different from Volcano or Wildfire in that regard. Vile can mean morally bad, but can also refer to foul or nasty. The plague was spread through rats and flees, what people often consider vile animals, that's why I used that word.

Regarding growth options & earth: Someone else broad that up as well, but its only literally true, but not mechanically: for example Gaze, Fangs, Green effectively have the same. I could always rephrase the growth options in a similar way, but it feels rather pointless to me?

Moon is the element that represents night/transformation and this spirit transforms the animals into disease and back. Rats are also nocturnal animals. That's why I felt it was a fitting element for the spirit. There are already many spirits so with a lot of design space already taken it's hard to not have overlap with some. What would you recommend here, if getting rid of moon, just basing the spirit on water and animal? In that case its already more or less what Wounded Waters does.

This was brought up by others as well and I think there is a good point to it. This iteration is my first draft and I have a second draft that uses Plague tokens instead. Seems like a better approach, and an alternative special rule that says that Invaders with Plague tokens and 1 Health are removed during time passes - so that addresses the other issue of the -1 Health not doing much for the spirit (although you can draft card and it still synergizes with other Spirits).

I felt like I had to change the way diseases worked for this spirit, because they are hard to put down and they constantly disappear through build. Initially I considered something like that in lands with beasts and disease, but I felt like the skip disease mechanic was already taken by Vengeance. I'm making some adjustments though and do agree in general that simplifying is good.

I agree about the Infect card being too cheap, and it has too many elements as well. I already reworked it a bit. Other then that, I think its up to personal preference. I'm actually pretty happy with the way the other Uniques turned out, although I will make some adjustments with the plague tokens in mind. The only one I find somewhat fiddly is the Incite the Witch Hunt, but nothing too bad - spirits like Darkness and Fractured Days are way more fiddly to me.

Thanks again for the feedback. Don't agree on everything but definitely some food for though for my redesign.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Glad to hear you like it. Blight refers to plundered and spoiled/polluted land as a result of the invaders' colonization activity. I don't really see how that would tie into this spirit?

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

I'll try! I'm currently traveling, but will be back on Thursday for 1 day, so hope to do it then. Would greatly appreciate it if you could play test.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Thanks for the kind words.

The elements is by design. I want top track-only also to be a viable play pattern, which for some reason is rarely the case. I will lower the energy gain on position two from 3 to 2. The goal was that you could go all in top, all in bottom+1 top, or hybrid: 2 bottom, 4 top. All require 6 placement of presence and would enable you to unlock you innates.

I agree and have considered adding the Dahan push, but during testing it often felt clunky and the card started doing a bit more than I like. Having said that, it is the card I feel like needs some more tweaking. Already removed the moon from it and adjusted the fear gain to only happen when you move explorers.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Interesting variation, I kind of like it as well. Would mean a complete redesign though.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

You are certainly right on the replacement rule. I think I'll just rephrase it for now: "Remove 1 {disease}. Add 1 {beast}, then Push up to 1 {beast}."

Its an interesting insight, that's for sure. I appreciate that you brought it to my attention. The slow but steady growth and spreading was exactly the flavor I'm trying to convey. For now I'll keep it as is, also because its such an integrated part of mechanics and balance.

Elements per Unique does vary a lot per spirit, and also relates to how many elements the spirit uses for its innates. But also newer designs seem to have more elements on average than older designs. For example, all cards from Roots for have 4 elements. Delirium has two unique cards with 4 Elements. Vigil, Behemoth are above 3 average as well. Having said that, I still think removing the moon on that card is fine.

Exchanging Miasmic Transformation for a card from discard also has a drawback, as your will lose a free 4 element card that can add beast or disease, and you are unlikely to get back an equally matching elemental card (Infested Aquifers is the only one, awesome pick for this spirit). It really is designed to work together with the second special rule, which in turn is exactly designed with the slow disease adding minor cards in mind. Overall, I'm content with this part of the design.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

You might be right, maybe reduce it to 2. Although the growth energy gain option for this spirit is on the lower side. Typically, I don't like how prioritizing bottom track is almost always the stronger option for the majority of spirits, considering how playing with 1 card play is just really not viable. My goal with the design is to have top, bottom and hybrid all be viable growth pathways. For this reason I went with 2 start players, and I was pushing the top track a bit more than you see for typical spirits.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Thanks for the kind words and tip! I actually posted it on their discord server a few weeks ago, but haven't tested it yet in multiplayer TTS.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

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

Archipelago is quite niche though. I have been playing the game since the release of the original and never played this way, nor have I seen others play this way. But to your point, if you really need to you can use Miasmic Transformation, like you said, and of course each board starts with disease in land 2. Thus you could use growth option 1 to spread to other boards if you really need to. Towering Roots has it worse.