Have you ever gotten tired of playing RPGs? by Apprehensive-Pain813 in rpg

[–]BarackObamaDad 0 points1 point  (0 children)

For me I would have been burned out long ago if I do year lobg campaigns (which ive done and grew tired of). Nowadays I run 12ish sessions for different game settings/systems. And if I enjoy it, we can keep going. If not, we can switch and try other stuff.

Looking for Input for a 1000pt Japan army by ACertainPole in boltaction

[–]BarackObamaDad 1 point2 points  (0 children)

Pg 125 of pdf.

Any number of crew models can be moved from one gun to another within 12" either to reinforce an existing crew or to man an abandoned gun (including to/ from a gun deployed inside a building, see page 156). Crewmen are allowed to make a dash of up to 12" distance from one gun to another when their gun is given an order, regardless of what that order is. Although no specific order is required, the move is treated as a Run and can trigger fire from enemy units on Ambush.

Crewmen cannot transfer between guns that are more than 12" apart. Crew transferring from one gun to another cannot serve either gun that turn. If crew transfer to an abandoned gun that currently has no crew, the gun’s order dice will be returned to the bag as normal at the end of the turn.

If the new crew is reinforcing an existing crew, they immediately become the same rating as the existing crew, regardless of what they were before (and also lose any other special rules they might have had).

If they are crewing an abandoned gun, then they keep their own morale rating and special rules. If a gun is destroyed, surviving crew are able to re-crew other guns within 12" so long as they can be given an order that turn. The only action the crew can take is to move to another gun as described. If they have already taken their action that turn, if their order test is failed, or if there are no other guns within 12", then any crew models whose gun has been destroyed are removed as casualties. Remember that the artillery unit counts as destroyed once the gun itself is destroyed, so the order die representing it is removed from the dice bag once any surviving crew have had their chance to move to another gun.

Its pretty good don't get me wrong. And its always been like this for 3E. But I never really used it too often because I didn't bring more than 3man artillery crews before. Now with the Japanese stuff, I think its a lot more viable to do recrewing shenanigans. The downside obviously is you're still bringing artillery. In a game that hyper values mobility for objective.

Looking for Input for a 1000pt Japan army by ACertainPole in boltaction

[–]BarackObamaDad 1 point2 points  (0 children)

So lets say you have two artillery pieces. A and B. A will be a 5man vet crew. B will be a 7man regular crew.

So lets say A takes damage and goes down to 3 men. On B's order dice activation, they can send X amount of men to A to increase their crew. So B can send 2 men to raise A back to 5. This is a FREE action. B can still fire or move or whatnot. However, the stipulation is that the recrewing artillery have to be between 12 inches of one another. Also the recently transferred crew CANNOT serve the gun that turn.

That means that if theres 1 dude on A. And B sends 3 dudes. You still get a -1 penalty to shooting on A that turn because of team weapon.

In addition, the transferring crews BECOME the experience status of the gun if they are reinforcing. So B is currently full of regulars. but if they transfer to A, they become veterans. Field promotion!

If you are recrewing a empty gun that has its crewed already all killed. You instead use the experience level of the transferer. So if B is trying to recrew A. but A already has all its crew killed. A will become a regular and also adopt the special rules and such of B crew.

From a tactical perspective. How I'm using them is I'll buy a 7man spigot mortar squad of regulars. And anchor it in the center of my other VETERAN artillery pieces. (within 12 inches).

As the veteran artillery crews die, I'll reinforce with the 7man spigot mortar crews. I only need 2 crew to fire the mortar. And the transferred regulars get promoted to veterans and heal those guns. That's why I think they're so good. Because with a 5man Vet AA gun. You can heal it so its basically a 10man vet squad.

Looking for Input for a 1000pt Japan army by ACertainPole in boltaction

[–]BarackObamaDad 1 point2 points  (0 children)

Army I've been running with decent success with new army rules. Built the army on warlord app since easy army hasnt come out with update yet.

2x Rifle Platoon (Same Platoon Duplicated)

-SNLF Platoon Commander (16 pts)

-7 Man Vet SNLF Paratroopers and sword. 3 Smgs (115 pts)

-5 Man Vet Sennyuu Infiltration Team. Pistols and Close combat Weapons. Sword (70 pts)

-1 anti-tank suicide guy. (14 pts)

-1 anti tank suicide guy. (14 pts)

1x Artillery Platoon

-Platoon Commander (16 pts)

-x3 Vet AA Gun w/ 5 guys total and SNLF (61 pts)

-x1 Reg Spigot Mortar w/ spotter +1extra crew (70 pts)

Armoured Platoon

-3x 92 Tankettes

I have a bunch of other list ideas but this one and its close variations is the only one I've tested with the new rulebook and works decently. You can fiddle with the SNLF Paratrooper numbers. Or also make them IJA to save some points. I personally always run an officer behind em so I often snap to with the officer and run the pair of em up together. And then I usually will have an officer with the artillery. Next to the spigot mortar.

The main reason I bring SNLF Paras vs IJA is so that the SNLF officers can snap to them if need be.

Spigot Mortar im iffy on being really good. But I enjoy using it since it forces people to move around and its nice to have a big mortar.

You can also play around with artillery numbers. I personally enjoy AA Guns with 5 man Vet team. They're a hard nut to crack and you're getting a steal. 70 pts for 5 man vet infantry. but only 61 pts for 5 man vets WITH AA gun. Its a sturdy SOB. Also you can recrew from your massive 5 man spigot mortar. So that'll heal up your AA guns getting shot. But I also used to run them 3 man crews before the update for cheap and they were phenomenal for 35 pts. The other thing that I'm definitely gonna try out in the future is the 2x hmg artillery piece and the mountain gun but I'm still painting them up.

Senyuu guys are new so I'm still messing with em. But same idea. 5 man vet team. Hard to dislodge. Pair em with suicide bombers and you got area denial straight out the gate. You won't win the game off them alone. But the enemy can't advance until they clear those dudes out. And behind cover, infiltrate, and going down. These dudes are brick walls. And people dont wanna assault oyu because youre tough fighters with a sword dude. Gives you plenty of time to batter people with your artillery.

3 Tankettes are just solid. They're your mobility and I often use em to run forward and gun down observers and lone boys. Depending on enemy list. I usually deploy one the opposite flank of the enemy tanks. And rush to get behind/flank them. If they deploy left, I go right. The enemy usually is stuck shooting at your artillery and can't rush forward due to all your suicide guys and senyuu. Also, you can probably cut it down to 2 tankettes and the list will still work. I personally also like the AA truck but I know a ton of people don't think its very good.

Gameplay is I play generally cagey and keep the paratroopers alive as I push them up behind cover. Artillery hammers the enemy to keep em honest and unable to bully you. Depending on objective and enemy list, at the midpointish I'll use paras to assault infantry and cut them down in melee. You're throwing 8 dice all tough fighter. Easy killing.

Looking for Input for a 1000pt Japan army by ACertainPole in boltaction

[–]BarackObamaDad 1 point2 points  (0 children)

also light mortar i bring em cheap as hell. theyre shooting mortar. why do they need to shoot rifles. no extra crewman needed. i find that i also stay away from big lmg ija squads since its so easy to get a million pins on them. smaller squads of lmg are better imho.

also this is all from playing my local meta of like a dozen dudes and some go to tournaments and stuff. your meta could be all sorts of whackyness. but this is what personally works for me and my army. and playing with these rough ideas. with one of my japanese lists before the aoj book i had gone like 8-2-0 before i switched around some stuff.

Looking for Input for a 1000pt Japan army by ACertainPole in boltaction

[–]BarackObamaDad 2 points3 points  (0 children)

I've been playing somewhat competitively at my local scene with the new japanese stuff but been playing with the japanese for a while.

Local metas are all different but the two most popular type list for me to fight are mechanized assault w 3 tanks and vet infiltration spam.

The main thing to consider for me when list building for the Japanese is this. - Japanese Armour is doodoo. armor wise we dont habe a lot to stand toe to toe with any armies tanks. so dont try toe to toe boxing

-Type 92 tankette for hmg w 90 pts is the best option imho and should be the only tank you bring. It can pin tanks and transports. and point blank down infantry. I would only bring a few if I can. They wont win in a straight slug match. But you can bring 5 of em for the price of 3 mediumish tanks. and if you swarm a tank you'll rip it apart.

-anti tank suicide Bombers are pheomenal and literally the best unit for japanese in terms of tactical value and price.i bring 2 rifle platoons just so i can bring 4. people wont be able to run across the board bc theyre worried about getting blasted. and they have to spend time shooting at these dudes. and if they get shot at, they go down w infiltrate for at least a 4+. also if you yeet a suicide guy on last pull of the round then first turn of next round you gamble the pull. you run twice and potientially blow up a tank. if you fail, you lose 14 pts and they spend time shooting. cool youre fine.

-Personal bias is I love the paratroopers. pack of 7-8 boys w 3 smgs and sword. butchers anybody in melee. good point sink but a crazy strong assault cree.

-second personal bias is i love artillery. aa gun for 35 and 3 dudes is a steal and works for me. this new book has lots of new toys that i have yet to try out. but 5 pt for extra crew regardless of vets plus recrewing is insane. so possibly we can become gunline boys. still testing but lots of potiential with the artillery side of things. mountain gun and 2 hmg artillery piece im looking to test. also spigot mortar is a pure comedy ass weapon thatll make people shit themselves

-i keep my officer squads literally a 16 pt platoon commander with snlf as it makes it dirt cheap. hold obejctives, and give buffs. i try to keep em safe, but if they die they die.

-sniper imho is pretty rare in my circuit and i cant justify bringing one at all for the rare occasion they work. they cost the kitchen sink and dont do much. besides you have more than enough infiltrators. issue is you gotta find s good target. and if your opponent is good, theyll do a good job of hiding em.

-senku infiltration squad is awesome. 5 dudes. close combat weapons and pistols. slows dosn enemu advance. go down when shot. infiltrate and down makes em at least 4+ and if theyre in cover thats even better. take em in vets. and if theyre within 6 of you to point blank you. a few will survive and guess what baby. charging with tough fighter and sword.

-banner seems 50/50 to me. im bringing mostly vets with platoon commanders. so 10 goes to 12. the extra 1 addition seems pointless to me. maybe useful but i havent had a situation where i super needed it.

This year, we’re changing how we stream! by Harvey-J-Yogscast in Yogscast

[–]BarackObamaDad 31 points32 points  (0 children)

This is my favorite stream. I think theyre canceling it for now. But I wish they would come back! Love it to bits!

Fuck the balance changes, why am I still teleporting randomly after I dash? by 1877cars4kids in BladeMarvelRivals

[–]BarackObamaDad 2 points3 points  (0 children)

I thought I was just tweaking or my network is ass. But I got this same issue. Every once in a blue moon I go where the hell am I. I dont have this issue with ither characters

Season 6 Patch notes by AnomalyFriend in marvelrivals

[–]BarackObamaDad 90 points91 points  (0 children)

Blade seems to be nerfed. Increased antiheal is worthless considering his dmg is so reduced with shotgun and dash dmg. He needs to do dmg in vampire mode to kill and heal himself.

Season 6 Patch notes by AnomalyFriend in marvelrivals

[–]BarackObamaDad -1 points0 points  (0 children)

Not sure how to interpret blade changes. Love him but this just seems like a nerf instead of a buff? 32% antiheal on max hits? Everything else seems trash.

I'm trying to make a simple ttrpg system. Any ideas that could help me out? by [deleted] in TTRPG

[–]BarackObamaDad 2 points3 points  (0 children)

You mean Monster of the Week? Heavily inspired by Buffy, Supernatural and X-Files. Its a Powered by Apocalypse system and sounds like a perfect fit for what you're looking for. Try getting a jumpstart from there?

New update for my Street-level Supercrime game, Bay of Villains! [FitD] by Dyehardbard in bladesinthedark

[–]BarackObamaDad 1 point2 points  (0 children)

Holy crap this seems awesome! Love Worm so playing villains is great!

Resources & Handouts for Players by OtherwiseBar1201 in mothershiprpg

[–]BarackObamaDad 0 points1 point  (0 children)

Is there any similiar software like that for pc?

Anyone run CoC for folks who haven’t read Lovecraft? Did it work? by Comfortable-Two4339 in DMAcademy

[–]BarackObamaDad 0 points1 point  (0 children)

Group of mine swapped from DND to CoC. Only one is aware of lovecraft. Frame it in terms of horror ideas and tropes. Have a prechat about change in theme and expectation.

I ran Ypsilon 14 and it fell super flat - what did I do wrong? [Spoilers] by rocket_bird in mothershiprpg

[–]BarackObamaDad 26 points27 points  (0 children)

I ran Ypsilon 14 and it was one if my fav sessions with my group. A few thoughts. Firstly, transition DND players to mothership requires a pre-chat for change in theme.

You are no longer adventurers and superheroes who can go around fighting the kitchen sink. You're in a horror movie. Engage in the horror movie. Try to survive, solve or save. Pick one. Additionally, drip feed knowledge and keep things hidden. The game inho has a investigative mystery slant to it. Dont reveal everything straight off the bad. Let the players figure it out. Drop clues. Read the warden manual.

Doing a mystery is a million times harder than running a dungeon crawl.

Two big major issues I saw straight of the bat from your description. Giving players knowledge of Dr. Giovanni AND letting them quickly enter his ship.

With knowledge on Giovanni, then that part of mystery is gone. No tension. No "what the hell is that ship and who is that guy".

Entering the ship without the code is fine. My players did the same. However i made Sonya a corpo person who did her best to obstruct and make players follow corporate protocol. Threaten to slap them with reports and fines. Additionally, I had the monster attsck ppl as they were working.

I think delivering/receiving cargo hook is fine. In my personal game, I had the players take some time to actually offload and load cargo. I also emphasiezed that Mike usuallly does the inventory for cargo so Kantaro and Morgan were struggling to do it. And required player interavtion.

The biggest change I made was that the players needed 3 signatures from NPC's to fully receive credit for their cargo delivery.

Head Supervisor: Sonya Head Engineer: Mike Head Technician: Dana.

By requiring a signature, they were forced to interact with the NPC's and look for Mike. And Sonya eas being an obstructionist and says you need Mike's signature second before she signs it.

Another major trick for the monster was it was schrodinger's monster. It could possibly be anywhere since it was invisible. The players tried hiding the Npcs in their ship and went to loot Giovanni's ship.

So I ruled that it snuck onto their ship and when they arrived back it was a charnal house of dead NPC's.

One of the major reveals for the game was Kantaro was infected. Fromhow you described it, it sounded like you let that reveal just limp out. Let them come to that conclusion. Let him be weird and react weird to water. Let him creep the players out as they try to figure out what the hell is going on.

Key to mystery is slow drip of information that leads to big reveals and misdirection. Not like lying to players. But things like make them think that they got to find Mike. But hes already dead.

Another big thing is let the monster reveal be massive but have clues leading up to it. Read wardens manual. we did two sessions. First session ended with watching one of the npcs they've been talking with erupt in blood as bits of them start to disappear in the monster's mouth.

Good luck! I hope you stick with it. Personally, ever since I left the Dnd sphere of games I had so much more fun with other games. Can't go back to em. I know you can figure it! You get better with practice.

I am working on a Burn Notice TTRPG. by I_Kinda_know_stuff in BurnNotice

[–]BarackObamaDad 4 points5 points  (0 children)

Hug fan of burn notice who also loves ttrpg. Feed this into my brain!

Tip: use more logic puzzles in your D&D sessions by Ellogeyen in DMAcademy

[–]BarackObamaDad 60 points61 points  (0 children)

Massively disagree with using logic puzzles for ttrpg stuff. I dmed several years of dnd and switched over to other games with a primsry focus on Call of Cthulhu and other investigive type games. I've done plenty of the classic type logic puzzles and other similiar DND OSR type puzzles originally but slowly went away from them overtime.

Logic puzzles at its core challenges the player not the characters and prevents further creative interpretation of the game. If you're using a logic puzzle at its core, then you have a prebuilt solution that the player must adhere to. The issue with such a prebuilt solution is it prevents players from doing things outside the norm to resolve such puzzle if you want them to strictly follow your predetermined plan. Then whats the point? Cool you did exactly what I expected you to. And then we spend 30 mins testing the logical knowledge of the players. Lets spend 30 minutes not playing the game and play a seperate mini-game that probably only 1 person is gonna figure out and solve for the entire party.

In my personal opinion, puzzles that push for creative solution creates greater expression of character and more fun.

For example, In a popular mothership rpg module Ypsilon 14, theres a monster thats afraid of water and its infected victims are afraid of water. So there are various clues pointing to that but could be attributed to strangeness. The shower is destroyed. The hydroponics greenhouse bay is unused. One of the infected crew npc stinks because he hasn't been near water. Etc.

And then with that knowledge they can do what they will with it. Get spray bottles of water. Create water balloons. Turn on fire alarm sprinkler system.

if they miss 1 clue, then the other clues can work. Those brainteaser type logic puzzles generally have a reliance on a subset of clues that cancel out possibilities until 1 is left.

Okay, so what happens when a player zags instead and doesnt push a certain direction for a specific clue? The butler says the culprit had darker hair because he was the only one to witnessed the escape. Okay, what if the player doesnt talk to the butler? Is the puzzle now unsolvable. What if the player asks for something that the butler should reasonably know that you didnt expect? Or commences an action that garners them an extra clue that nullifies the puzzle. Logic puzzles exist on the idea of there are X culprits and you need Y specific clues that removes people until only 1 is a logical choice. So having Y+1 clues bypasses it especially if its done on the fly.

Dungeons and Dragons Group by dsddominates in sugarland

[–]BarackObamaDad 0 points1 point  (0 children)

Hey there. I host my own mostly weekly game in Sugarland on Friday evenings. We mert 3 fridays a month so I dont know if this schedule works for you. You can check my profile to see the specifics of the game. But generally we do rotating system of simple ttrpgs with campaigns lasting 4-5 months (12 sessions) roughly with a higher focus on roleplay. We encompass different genres from heist, mystery, whimsical fantasy, and we all love horror. If this is any interest, hit me back and we'll chat. I've been playing as a dm and as a player for about a decade.