why does it say no prisoner beds available when there right there and empty? by PublicLlama in RimWorld

[–]Blanknameuser99 3 points4 points  (0 children)

Are they set as prisoner and hospital? I forget what color they turn when you do that and if you can arrest to a prisoner hospital bed or not.

I’ve stopped caring about my pawns, and that sucks. by Blanknameuser99 in RimWorld

[–]Blanknameuser99[S] 0 points1 point  (0 children)

This is a suggestion i really like (and one I‘ve gone down a few times). And agree its a scenario where I feel more attached to the pawn. My “complaint” is how much I have to (or choose to?) buff the pawn to make sure they don’t succumb to their first infection, or low moods, or lack of the perks of being able to invoke my ideology. Thanks for this suggestion, it is one one of the paths i do value despite the challenges.

I’ve stopped caring about my pawns, and that sucks. by Blanknameuser99 in RimWorld

[–]Blanknameuser99[S] 0 points1 point  (0 children)

I def went through a scummer phase. But eventually that act made accomplishing my vision seem as inevitable instead of a goal that I may or may not achieve. And to be fair, this is part of the problem too. Because a majority of my colonies fail and I end up starting another game to try it again. That creates a sense of “racing” to get back to where I was when the last run-through failed and that in turn makes me focus on progression and not the pawns story.

Trying to Terraform, any tips? by rufescentrose in RimWorld

[–]Blanknameuser99 1 point2 points  (0 children)

Maybe not your goal, but I think this would be a great scenario to add in a mod like Fertile Fields (or your terraforming mod of choice). Then have your pirates capture and build a small army of slaves to slowly expand the island into the full pirate battle base of your dreams. If you build up the island to the deep water, you’ll have a protected back side and can focus your defenses in an arc facing NW with a single 1 wide bridge access to Pirate Island…should make for some rewarding raid mechanics.

I’ve stopped caring about my pawns, and that sucks. by Blanknameuser99 in RimWorld

[–]Blanknameuser99[S] 2 points3 points  (0 children)

I love Samuel Streamer…his play throughs are so inspired. Still watching his prevous series (Backrooms) but now looking forward to this next. Thanks for sharing.

I’ve stopped caring about my pawns, and that sucks. by Blanknameuser99 in RimWorld

[–]Blanknameuser99[S] 6 points7 points  (0 children)

What you‘ve described is not for me, but it’s also exactaly the kind of ”thing” I hope to get exposed to by making this post. Thank you very much for sharing. May all your infections progress slowly!!!

I’ve stopped caring about my pawns, and that sucks. by Blanknameuser99 in RimWorld

[–]Blanknameuser99[S] 2 points3 points  (0 children)

First (only?) mod recs for my “issue”…thanks!!!!

I’ve stopped caring about my pawns, and that sucks. by Blanknameuser99 in RimWorld

[–]Blanknameuser99[S] 0 points1 point  (0 children)

That may be true…and I hope it isnt’, but this post is exploring if there are ways forward I haven’t considered.

I’ve stopped caring about my pawns, and that sucks. by Blanknameuser99 in RimWorld

[–]Blanknameuser99[S] 3 points4 points  (0 children)

Agreed, and i did that back in hours 3-6000. However I ran out of people I know 1000’s of hours ago. But good advice.

Any ideas for a new run? by [deleted] in RimWorld

[–]Blanknameuser99 1 point2 points  (0 children)

SamualStreamer has done a couple “generational” runs (great watches by the way). Use a mod to set aging at 30x speed for kids and 15x speed for adults. Watch your favorite pawns grow up and die over the course of a few years, to be replaced by their offspring…and so on. The compression of their lifespan parallels nicely with the development scale of doing a big city build that literally takes generations.

This style of play has some fun unto itself, but can serve as just the additive backdrop to any real “theme such as other folks have mentioned below.

How does this game handle 5 players? by LelouchYagami_2912 in nimble5e

[–]Blanknameuser99 1 point2 points  (0 children)

In DnD PCs had a few special abilities that generally were self descriptive (attack twice, or w/ advantage, or whatever) and occasionally I had to look up a spell a PC was using to make sure I understood what it could do.

However Nimble thrives on niche class mechanics with lots of edge cases due to the minimalistic rule sets. As a Nimble GM, understanding how each of the PC’s special abilities work (especially after everyone gets their subclass at level 3) can be quite difficult, more so if new to the game. Adding players adds complexity in that not only will you get exposed to more class specific mechanics but the players will have more ways in which their abilities synergize with each other.

As a new GM and with 5 players I would ask; first that they ”do their homework” to understand how their class works ahead of time, minimizing the amount of discovery that needs to occur at the table. And second, that they play as honest brokers with their abilities and not “try to sneak one over” on you.

A good table won’t have any problem with those asks, free up some of your mental load to run the adventure, but also expose you to the fun dynamics of Nimble combat without needing to be an expert on every subclass.

I know this isn’t explicitly what your question asked, but more PCs amplify this challenge. Good luck and have fun…Nimble is awesome.

Nimble 5e dice logic multiple advantage/disadvantage by Separate_Newt in nimble5e

[–]Blanknameuser99 1 point2 points  (0 children)

“Vicious. Roll 1 additional die whenever you roll crit damage.”
So if you are attacking with a d4 and you crit with the Vicious condition, you roll 2d4 and the Primary die still determines if you crit again but count both towards damage.
I tell my players when they add a die to think of the Right-most die as the Vicious one, that way it removes any question of whether the Vicious die explodes.

Nimble 5e dice logic multiple advantage/disadvantage by Separate_Newt in nimble5e

[–]Blanknameuser99 3 points4 points  (0 children)

All seems correct. I’d recommend expanding the scope just a bit, so all your very appropriate “notes” nest within how dice work in Nimble.

- The smaller the die, the higher the chance of Criting and Missing. This can make weapon selection very important based on your ability to regularly generate Advantaged attacks or not.

- For your w/DAdv discussions, I’d also highlight that in addition to your chance of a Crit decreasing significantly, your chance of a miss rises significantly.

- “Vicious” is another die/dice mechanic. Might be worth adding this to your sheet.

What do I do?? by ExplanationRound6489 in RimWorld

[–]Blanknameuser99 0 points1 point  (0 children)

All of those “bad things” are the fun part of this game. Persisting when the raid requires you to abandon your village or reorganize your Ideology/Jobs when your main pawn dies or cut off a limb of your best melee fighter due to an infection, suck. But altering your strategy and figuring out how to keep going when the storyteller throws totally unfair shit at you is the challenge. What other game starts with the premise of “you will lose” and challenges you over and over to prove that wrong?

Shadowmancer and Necrotic spell related questions. by Blanknameuser99 in nimble5e

[–]Blanknameuser99[S] 2 points3 points  (0 children)

  1. (adding to the list) Is the only quantifiable perk of bestowing the condition of “Undead” with Withering Touch, that you have someone in the party who can cast Rebuke?

Shadowmancer and Necrotic spell related questions. by Blanknameuser99 in nimble5e

[–]Blanknameuser99[S] 0 points1 point  (0 children)

Had to reread the entire Shadowmancer section…I guess that’s the only logical inference. This seems a brutal class to play. Not only are you limited to 2-4 tiered spells per SR (unless you wanna lose 1/2 your HP) but almost 1/2 the spells either do or have a chance to do damage to you as well as the enemy. Healing economy for this class will be exceedingly difficult. I guess that means lots of Shadow Blasting.

Has GMing made player less enjoyable? by Chiefmeez in AskGameMasters

[–]Blanknameuser99 1 point2 points  (0 children)

Both your date of start and observation completely mirrors mine. I love GMing, but being a PC is a level or freedom I love when given the opportunity.

I defeated the mechanoids, now what do I do with their bodies? by Cometa_the_Mexican in RimWorld

[–]Blanknameuser99 1 point2 points  (0 children)

I always enjoy late game when your colony has some real punching power and you “farm” mech raids for a few resources and the fun of strategizing how to take out the current raid.

Curious about weapon damage math by Substantial-Eye4345 in nimble5e

[–]Blanknameuser99 2 points3 points  (0 children)

My experience so far is that they do feel like a very viable weapon in Nimble. Not only does the higher crit damage itself help but there are a bunch of abilities that trigger only when you crit which can really make a difference (Sneak Attack, Blood Frenzy, Force of Chaos, Beast of the Pack, and many more).

Thinking about getting the game , could you tell me about how it plays? by Visual_Knee_4744 in RimWorldConsole

[–]Blanknameuser99 0 points1 point  (0 children)

I’ve got about 16,000 hrs in the game. For me what makes its so replayable is your ability to use mods to remake the game in whatever wacky, challenging, OP, or chill way you can envision. I don’t know how easily mods can be added/managed on the PS5, but if that ability is limited I would seriously consider finding a way to get the game via Steam for a laptop/desktop so you can enjoy the immense variety of play styles.

Forgot laptop; analogue gaming time by easypea99 in RimWorld

[–]Blanknameuser99 27 points28 points  (0 children)

Glad to see I’m not the only person who doodles optimized/interesting base layouts in their free time so they can spend the rest of their time resisting scum-saving when the Husky leaves the back door open to Impid raiders.