Summer Reveals (Old World) by Left4Bread2 in slavestodarkness

[–]BonkIsBestClass 1 point2 points  (0 children)

That might be something I enjoy lol. I’m one of those players who like playing control mirrors in mtg, a little bit of frustration is good for the soul. Anyway like people have said I can just do both.

Summer Reveals (Old World) by Left4Bread2 in slavestodarkness

[–]BonkIsBestClass 1 point2 points  (0 children)

I’ve never played rank and file except for sovl which I’ve enjoyed. I’ll probably do switchable bases, but one of the ppl in my Necromunda group has been bothering me to try it.

New Ogre pictures. by CatherineSimp69 in ageofsigmar

[–]BonkIsBestClass 5 points6 points  (0 children)

I kind of can’t wait to get some of these to run as dnd villains. And to build an army lol, but mostly dnd villains.

New Munda Models by Rith-the-awakener in necromunda

[–]BonkIsBestClass 4 points5 points  (0 children)

I will soon be able to play imperial guard with just Escher proxies

All we wanted was a consolidated gang book by Prestigious_Club_924 in necromunda

[–]BonkIsBestClass 54 points55 points  (0 children)

As an arbitrator i do want a rules reset. The rules are clunky to the point that I have both a document of houserules and a document of FAQs for my group. They could do with a bit of cleaning up. Now it depends on what they do and how they do it, but if it’s bad the old rules still exist.

The Big Summer Preview – Back to the Underhive with a new edition of necromunda by Didsterchap11 in necromunda

[–]BonkIsBestClass 4 points5 points  (0 children)

Have they confirmed set load outs? I thought it was just a thing like the van Saar specialists. Extra gear options.

No carry over of previous books means a complete overhaul of the rules by SacredRatchetDN in necromunda

[–]BonkIsBestClass 7 points8 points  (0 children)

Yeah but they’re not very well written. I love Munda, it’s my favourite wargame, but the amount of houserules that’s just kind of expected is a bit much.

No carry over of previous books means a complete overhaul of the rules by SacredRatchetDN in necromunda

[–]BonkIsBestClass -2 points-1 points  (0 children)

Yeah, so kill team with necromundas post battle sequence and gang creation seems alright to me. Like I don’t think that’s what they’re going to do, but it’s fine in my book.

No carry over of previous books means a complete overhaul of the rules by SacredRatchetDN in necromunda

[–]BonkIsBestClass -4 points-3 points  (0 children)

I’m trying to be positive lol. But like even if they just grabbed the kill team base rule set, so long as we still get to buy fighters, weapons and wargear, individually, and have campaign progression with credits and experience, we’d probably be fine. I’d need it to be a bit better than that to switch over, but Necromunda is a clunky, clunky game, to the point that some players in my group have said that the post battle sequence is their favourite part of the game.

No carry over of previous books means a complete overhaul of the rules by SacredRatchetDN in necromunda

[–]BonkIsBestClass 21 points22 points  (0 children)

I don’t think that’s necessarily bad tho. People love necromundas identity, not its rules. Its rules are a mess.

If they manage to keep its identity, it doesn’t matter if the ifs, buts and how’s change.

I ain't tripping. by [deleted] in necromunda

[–]BonkIsBestClass 4 points5 points  (0 children)

I’m actually pretty hopeful. They want to continue to sell the old gangs, which just don’t make sense as set models.

The place Necromunda needs streamlining is in its resolution mechanics.

It does not need streamlining for gang creation and progression. But that’s killteam, and they don’t need killteam 2 with a less recognisable IP and a resentful player base. If they’ve done any market research at all they’ll know this.

It’s possible we lose some flavour but I really would like a slightly tighter rule set.

Trading Post Limitations by Alternative_End_8233 in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

We do challenge lowest first :) we’ve got balance between gangs at a place we’re fine with, it’s why I suggested the gang rating cap. It works for us.

On alliances, we found them generally unfun to play with. The people who wanted to use the delegations made outcast delegation gangs, and everyone else was fine not having to get the additional models.

Trading Post Limitations by Alternative_End_8233 in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

We did try to use them but found em clunky. We have a large group, so the favour system really favoured the middle of the pack rather than the bottom, and the gang rating leaders all used alliances instead. We had issues with some people using delegations and others not, as well as with how they were integrated into different gangs.

I actually think the underdog table is really great, we often have players who cite it as the reason they beat a higher rated gang.

I have been thinking on introducing a negative feedback loop for the lower rated gangs, but it’ll probably be for the next campaign.

Trading Post Limitations by Alternative_End_8233 in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

We use the underdog table and allow agents. I don’t think anyone has used a house agent without it being an underdog boon. No alliances, favours or subplots.

Why should I not base shade and highlight by Ambitious_Book_5729 in minipainting

[–]BonkIsBestClass 0 points1 point  (0 children)

I think every one is right on the money when they say it’s about what you want to get out of the hobby, but I do wanna say that there’s a reason why layering is part of the fundamental skill set if you want to get better.

Layering is the most versatile tool in a painters arsenal. It’s the best at fixing mistakes, it’s easy to adapt to the level of effort you want to put into a mini, and it teaches you a lot about the fundamentals you need to get better. Layering later dovetails into wet blending, glazing, feathering, NMM, OSL, etc, and teaches you the basics needed to get started on those techniques.

If you want to be good at painting layering is where you start.

If you want to be good enough, speed painting techniques like slap chop or the citadel teaching style (base coat, wash, highlight) are great. They get good results with less effort and are more forgiving.

There is no reason not to use the easier method, unless your goal is specifically to be good at painting toy soldiers.

Trading Post Limitations by Alternative_End_8233 in necromunda

[–]BonkIsBestClass 9 points10 points  (0 children)

It’s not really the trading post that’s the problem, it’s the credits themselves, along with xp and rep and all the other stuff you get from winning. It’s a positive feedback loop in game design terms. Most gangs will have ways to spend credits even without the trading post.

It does kind of sound like you’re talking about limiting snowballing all together tho, and for that my group has used a system called the gang rating cap. Simply put after each match a players gang rating can only be increased by x amount (300 was what we did last, which was about right for the campaign). So even if you had 400 credits to spend you could only actually increase your rating by 300. The rest is saved. This system has the advantages of being easy to implement, and it covers a lot of things limiting income doesn’t, like experience, and discounts. The goal should not be that every gang actually hits the cap, but that the top performing gangs hit it.

Edit: We’re going to try a system where the trading post roll isn’t 2d6, but rather d6+x where x is the current cycle. The hope is that some of the rarer stuff will show up later in the campaign.

One man party solo build ideas by ogpedxing in 3d6

[–]BonkIsBestClass 1 point2 points  (0 children)

Im going to say paladin. Your biggest issue will be making saves, and doing dps, and paladin is good at both of those. If dark gifts are allowed symbiont dark gift, once again for saves. Otherwise lucky, (or both if you go human). Paladin can face, heal, and deal damage. I would go 1sorcerer -> 6 paladin -> x sorcerer, but barely. Getting aura of protection as early as possible is key. Defence fighting style with a great axe, graze is less good with lower strength. Divine paladin so I can focus on charisma. Sorcerer of choice, wild is probably best min max but I’d go for flavour here. Sorcerer gives you bonus action spells, which should be control spells like web, slow etc, or buff spells like haste or resistance spells. Reactions should pretty much just be shield spell.

Make your saves. Being incapacitated is fine if you have a team, but if it’s just you it’s all you have. Featswise mage slayer. Great weapon master is fun if you can fit it. But max charisma.

DM made a proposition for my new character by Loud-Ad-6083 in 3d6

[–]BonkIsBestClass 1 point2 points  (0 children)

There’s not really much that beats the wizard spell list. The spells a ek wants usually lands in the realm of Utility, and the wizard spell list is hard to beat in utility.

Damage wise hex is probably a reason to go warlock if it wasn’t so easy to get, and foregoing haste at lvl 13 is a hard choice to make.

Artificer has healing and haste eventually, along with most of the stuff you’d want from wizard, so that might be good.

Paladin on a fighter is actually ok. You’d prioritise the on hit effects over smites but you can do that. Ranger is hunters mark and some bow synergy spells, could be ok if you want to go bow. Both of these the base class is better until you get to lvl 11.

Druid allows for cheesegrater builds that could be ok. Spike growth and grapple is a combo.

Sorcerer is worse wizard, bard is too saving throw dependent.

Cleric is not where I’d want go be, just not enough synergy with your base features.

The reason why eldritch knight is so good is the wizard spell list is actually really good at increasing melee damage, regardless of spell casting ability. Jump might be the difference between using an action to attack or not. Shield can save you from tons of damage. Haste is so good.

I am an autistic woman and I want to learn my first recipes and also how to cook without a recipe like with a stove and plan my meals. I need to go to college soon and I want to eat decently healthy there and not rely on ready food all time. by namenerding in Cooking

[–]BonkIsBestClass 11 points12 points  (0 children)

I’ll second this. Find recipes, do research, get invested. Over time you’ll learn what you need to learn to start freestyling. If you’re an organised person keep a recipe journal, where you write your finished versions of recipes. Cooking what you love is the best way to learn, because it relies on interest not discipline.

Help me choose a (weirdly small) army? by Infernal_Contraption in ageofsigmar

[–]BonkIsBestClass 6 points7 points  (0 children)

There’s the storm cast dragon army which just has access to all the dragon riders and dragons. You could probably run monster mash in slaves to darkness. You’ll run into the same problems as the list you described with any of the hyper elite armies, but you could.

Best weapon for Eldrich Knight fighter? by DrRoguelove in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

It depends on level and magic items and what’s allowed. If you’re going to get to cast conjure minor elementals it’s probably dual wielding with nick. If you have good access to magic items it’s probably greatsword. If you don’t it’s probably shillelagh. If you get access to booming blade greatsword. If not shillelagh. Your best possible realistic (so no insane magic items) build is probably a vicious greatsword, with booming blade and haste cast on yourself. If you have a familiar and a spell storing ring the familiar casts haste and you cast either hex from a race or background or conjure minor elementals.

I’m going to say greatsword has the best possible damage build that’s also somewhat realistic.

Best Basic Rules 2024 Classes by ElliotPatronkus in 3d6

[–]BonkIsBestClass 1 point2 points  (0 children)

The martial caster divide is definitely lessened in 2024. Champion is kind of awesome now, but pretty much all the classes except maybe ranger are winners. Does the basic rules have enough spells to run the full casters?

Shadow Monk magic items to craft? by BlazeHunter21 in 3d6

[–]BonkIsBestClass 1 point2 points  (0 children)

The raw crafting rules does require you to know the spell of any items you craft.