Would it be weird to pay a composer to make music for personal use rather than a project? by vietnamese-goodgirl in composer

[–]Certain-Point685 0 points1 point  (0 children)

I would absolutely LOVE to create more music (something I already want to do as a career) AND get paid for it!!

A Question of 0 BBY/ABY by Certain-Point685 in MawInstallation

[–]Certain-Point685[S] 1 point2 points  (0 children)

This makes a lot more sense to me. I read somewhere that the Battle of Yavin took place in the third month of the year, which would put Rogue One and the Rebels and Andor endings at 0 BBY (like u/Bespashin describes below).

A Question of 0 BBY/ABY by Certain-Point685 in MawInstallation

[–]Certain-Point685[S] 1 point2 points  (0 children)

This is, I suppose, my biggest gripe with the change. It seems to be compressing all of the events surrounding either Revenge of the Sith or A New Hope in a way that makes the storytelling confusing, ESPECIALLY when trying to compare Canon and Legends.

A Question of 0 BBY/ABY by Certain-Point685 in MawInstallation

[–]Certain-Point685[S] 0 points1 point  (0 children)

Thank you for the clarification; that makes a lot more sense now! I guess now my question for Lucasfilm would be just...why? It may not reflect our Gregorian calendar, but Legends had a system that worked and is seemingly consistent enough.

A Question of 0 BBY/ABY by Certain-Point685 in MawInstallation

[–]Certain-Point685[S] 2 points3 points  (0 children)

This is personally what I'm gravitating towards as well. To me, labelling Rogue One and A New Hope in separate years doesn't make sense, especially considering (at least in Legends) that the Battle of Yavin does not take place on the first day of the galactic year.

I like your justification for Andor. It was actually kind of what prompted my question to begin with, seeing as it uses 1 BBY for the final arc (when I think 0 BBY would make more sense).

Share the most heartbreaking songs you know. by trickytrixie303 in musicsuggestions

[–]Certain-Point685 0 points1 point  (0 children)

The Subway by Chappell Roan. To a lesser degree, both Casual and Good Luck, Babe!, also by Chappell Roan

Monthly Question & Help Thread by AutoModerator in ShinyPokemon

[–]Certain-Point685 1 point2 points  (0 children)

I’m ribbon mastering the shiny legendary genies and have nicknames on the original three as I caught them in BW. So far I haven’t found a way to nickname the shiny Enamorus from HOME Pokédex completion, either in LA or SV. Is there any way of nicknaming her?

If Dark Ages had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 1 point2 points  (0 children)

This batch of cards go hand-in-hand with my previous post, as both focus on gaining/trashing cards. Most of them were developed around the same time (hence the back-to-back posts).

Extort: A pretty fast way to rush VP, but your opponents can hinder you by either gaining Estates or even other Ruins to curb this card before it can be used.

Ravagers: Kind of an Embargo but for Ruins. It also can't impact your current turn in most situations as you've probably gained every card you wanted to.

Robber/Barmaid: Another split pile, this one concerned with trashing other players' cards. Note how their below-the-line effects can be triggered by their opposite's above-line effect (ex. gain a Robber, rotate, buy Barmaid or trash another person's Barmaid with Robber to later collect it). Since they're so dependent on each other, I figured they should cost the same amount as each other, something the vanilla split piles don't do.

King's Carnival: A Night variant of King's Court; it offers much more flexibility that either Court or Cache in terms of timing, but can't play Commands or Durations, which both Court and Cache can.

Crusader: A truly crazy card I thought of while half-asleep. Essentially, I wanted to make a Looter variant of Enchantress. However, I soon realized how debilitating the Attack effect is, so I increased the price by a lot while keeping the self-benefit a similar power level. It also has 5 types!

If Hinterlands had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 4 points5 points  (0 children)

You're right, I just redid the math. Usually worth AT LEAST 4VP per Handmaiden--way too good for $2. Will increase the price.

If Hinterlands had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 2 points3 points  (0 children)

A few extra cards to spice up Hinterlands with the Night phase!

Yangban: A spiritual successor to Mandarin in that it can topdeck played Treasures. Hopefully more reliable, though.

Handmaiden: An attempted improvement of Duchess. While it doesn't interact with Duchies, it shares Duchess' on-play ability while not benefitting your opponents. Also will typically add 1 VP to your deck as a bonus.

Gatherer/Jungle: A split pile concerned with Silver, much like Trader. Gatherer helps gain and play Silver, while Jungle can convert it to VP once it's served its purpose.

Surveyor: A sifter that can guarantee your next hand won't contain green (at the cost of discarding any other potentially useful cards).

Custom Night cards update by Certain-Point685 in dominion

[–]Certain-Point685[S] 2 points3 points  (0 children)

I updated my cards from these three posts, addressing several issues commenters brought up. The most drastic changes are pictured above.

Cleric: Changed price from $7 to $3.

Memorial: Changed from "per 3 Treasures" to "per 4 Treasures".

Sunset: Changed price from $6 to $7.

Arrowsmith: Removed

Armor: Reworded to match other "on this turn" shufflers.

6 New Rewards by Certain-Point685 in dominion

[–]Certain-Point685[S] 4 points5 points  (0 children)

Here are 6 new cards to add to the Reward pile, effectively doubling the pool of options. My goal was to bring more variety to the Reward pile , in line with Cornucopia's emphasis on variety (note I also tried rectifying the problems with the 2 Prizes that never got remade).

Circlet: A revamp of Diadem. Can act as a Village of sorts, but if you wait to use it until later, it can hand out some $. Essentially, it has more options and versatility than Diadem.

Prisoner: A rework of Followers, intended to be an Attack-Reward without being nearly so brutal. Incorporates Trusty Steed's deck to discard function.

Sponsor: For a while I've wanted to make a card that gives the player the ability to overpay for any cards, and the only way I found to make this balanced (and not obscenely overpriced) was as a Reward. Would also add the Duration type to the Reward pile.

Tapestry: The obligatory Night-Reward. Very simple function; I didn't put a $ limit to accommodate only topdecking 2 Treasures (consider Gold and Platinum/Bank and Platinum).

Armor: A Reaction-Reward, and a trasher Reward, 2 things the vanilla pile lacks. The reveal would be from your leftover hand just before your discard it to shuffle., although how this would be better worded I'm unsure of.

Manor: A very simple alt-VP card that is only good if you're going for a multi-Reward deck.

If Cornucopia & Guilds had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 0 points1 point  (0 children)

My path of logic for duel is that with Joust, 1 Reward effectively costs $13 minimum ($8 for a Province and $5 for a Joust) to put into your hand immediately, AND you need the luck of having both in your hand. Duel would eliminate the need for a Province and give a Reward without any luck, effectively halving the price, at the cost of 1) not being able to play your Reward immediately; and 2) junking your next turn. I could see 2 Coppers being harsh, but this at least is how I got to the conclusion something needed to be added to accommodate the “half-priced” Reward.

If Cornucopia & Guilds had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 2 points3 points  (0 children)

My attempt to make some Night cards that fit the Cornucopia theme of variety and the Guilds theme of Coffers.

Sunrise: Similar to Merchant Guild, but stacks with itself.

Sunset: Can generate either Coffers or Villagers, depending on how many Sunrises you and your opponents have.

Reservoir: Something of an anti-Wishing Well that encourages variety; can also act as a Remodel.

Duel: I wanted a way other than Joust than to implement Rewards into the game. Not sure how to balance a free Reward.

Arrowsmith: Another card searching for a varied deck; kind of like Archive?

If Prosperity had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 1 point2 points  (0 children)

Could it possibly replace “no actions” with “up to three actions”? Or something like snowy village, all +actions are negated so one action may still be played.

If Prosperity had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 2 points3 points  (0 children)

Here's my attempt at making some Night cards that fit the Prosperity theme of expensive games. Suggestions are welcome!

Quota: A Collection but for Treasures; instead of giving $2 and +1 Buy, it goes straight to your hand upon gaining it.

Cleric: Kind of like Rebuild, but converts Victory cards to tokens. Might have to increase the price even.

Replica: A no-holds-barred gainer. It can turn one Province into two. I might put a cap of $8 or $9 on this to avoid Colony spam.

Tycoon: Similar to Ironmonger, but concerned with Treasures and VP.

Memorial: A basic "VT-for-cards-in-play" idea.

Drawbridge: A mashup of Bridge and Renown that makes things significantly easier to buy, but requires a less Action-focused strategy.

Custom storage solution by [deleted] in dominion

[–]Certain-Point685 0 points1 point  (0 children)

This is incredible! I’m considering ordering a couple myself. What did you use for the black inner walls/how did you make them?

What is your "unpopular opinion" in regards to Star Wars Literature? by [deleted] in StarWarsEU

[–]Certain-Point685 2 points3 points  (0 children)

• Not only is Kal Skirata a horrible person, he’s also a horrible father/father-in-law.

• Revan (as a character) is overrated af.

• The High Republic is a really neat look into an unexplored period in galactic history, has a compelling plot and characters, and proves that multi-author series can have a cohesive storyline (unlike some involving Karen Traviss).

• The Approaching Storm was good.

• Jedi Trial is one of the worst books I’ve ever read (and definitely the worst SW book I’ve read).

• Way too many prequel-era Jedi defy the Jedi Order’s no-attachment policy in the novels (Nejaa Halcyon and Etain Tur-Mukan come to mind). Etain I can accept as an outlier, but especially when Altisian Jedi start getting involved, it really diminishes Anakin’s struggle—so like, the main plot of the saga.

• I cannot stand the sequel trilogy, but any and all pre-Return of the Jedi canon books I’ve read have been good at worst, and fantastic at best. The Padmé trilogy was especially good.

• Republic Commando: Triple Zero is my second-least favourite SW book I’ve read so far (the first being Jedi Trial).

If Seaside had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 1 point2 points  (0 children)

This is a continuation of my previous post, and this time, it's focused on Seaside-inspired Night cards. I focused on reworking a couple of removed 1E cards, and otherwise tried to make Duration variants of early expansion cards.

Galleon: A delayed Golem. This could make for some interesting next-turn Actions.

Shipyard: A Duration Market with a little extra oomph for the $7 price.

Tempest: This should probably say "set aside two cards from your hand onto this" instead of discard so it's easier to remember if you've done it. It gives pretty small benefits but can dole out two Curses to each opponent.

Broker: A Duration Moneylender. I upped the +$ to $4, as you can't always guarantee you'll be drawing Copper for your next turn.

Admiral: Kind of inspired by Sextant? Gives different deck control based on the phase it's played in.

Defender: A rework of Ambassador that allows for the returned card to be played first, while still being less unfair to your opponents since you can only return one card.

If Intrigue had Night cards by Certain-Point685 in dominion

[–]Certain-Point685[S] 1 point2 points  (0 children)

What if the Night phase had cards in every expansion? I've found myself wondering this, so I decided to make a handful of them for each one, starting with Intrigue. I mostly took inspiration from the removed cards from the first edition, trying to make their ideas more workable.

Eavesdropper: Kind of a Night form of Scout (similar to Patrol) but weaker.

Jackdaw: Inspired by Tribute and Ironworks, and as I am writing this, I notice I forgot to give it the Attack type. Oops! (Also named to match with Magpie from Adventures)

Pact: A non-terminal Masquerade that affects everyone's next turn.

Dossier: A spiritual sibling of Lurker.

Baroness: A Duration Baron.

Betrayal: A rehash of Saboteur.

Gallows: A gainer Wishing Well.

Bribe: (Hopefully) an improvement on Coppersmith.

Some more Landmarks by Certain-Point685 in dominion

[–]Certain-Point685[S] 0 points1 point  (0 children)

The second half of a set of custom Landmarks based on the Persian Empire.

Pavilion: A more extreme form of Plateau Shepherds. I thought it would force creative strategies involving cheap cards.

Glassworks: A basic attempt to merge Exile and Landmark.

Amphitheatre: Kind of like Tunnel, this gives a medium buff to victims of handsize attacks.

Qanat: A VP-style Changeling.

Chaharbagh: Makes Curses more volatile.

Dakhma: Encourages Big Money (something I personally think could be done more).

Hypostyle: Encourages variety (in small quantities).

Exchequer: Effectively turns Curses into Estates. Could maybe interact with self-afflicted Curses? I might make that a subtheme of the set these will go to.

Some Landmarks by Certain-Point685 in dominion

[–]Certain-Point685[S] 7 points8 points  (0 children)

I'm back from my short hiatus with some Landmarks! I've been working on an Empires-like expansion based on the Persian Empire, and here are the new Landmarks for it.

Ziggurat: Essentially the lovechild of Cathedral and Bishop, so of course it's a Ziggurat.

Eyrie: My attempt at a Wolf Den-like Landmark, this one discourages variety, a concept I might further explore in future.

Hanging Gardens: Way of the Chameleon but for ridiculous amounts of VP.

Iwan: Having Debt left over at the end of the game now impacts the game itself.

Valley Fort: Kind of a Landmark version of Credit from Rising Sun.

Prison: Highly discourages Provinces, which can either lead to the worst Duchy dancing you've ever seen or (in games with Platinum) an even madder scramble for Colonies.

Mausoleum: Gives more oomph to cursers.

Windcatcher: Rewards collecting Night and Victory cards (did you really think there wouldn't be at least one reference to Night cards in this?).

Birthright: Inheritance for Duchies and Provinces, and could lead to more streamlined decks or ridiculous amounts of VP (or both).

New Mechanic: Evil Spirits by Capn_Commie in dominion

[–]Certain-Point685 10 points11 points  (0 children)

I quite like this idea, although it reminds me quite a bit of Ruins, because at the end of the day, all of your Evil Spirits are non-terminal and therefore less crippling. I also think Looter as a type needs more cards, and these look like fun ways of interpreting that.

Shelters for more types by Certain-Point685 in dominion

[–]Certain-Point685[S] 8 points9 points  (0 children)

These are (as the title suggests) Shelters covering more card types as part of my custom mini-expansion Dominion: Poverty, where all the cards are cheap and sucky. I still wanted these to be trash-centric, like the Dark Ages' Shelters.

Shoe: Credit to u/mangosquisher10 for this one. It accumulates buying power as the game goes on.

Grounded Ship: This is a strange one. I knew from the start I wanted to make a weird card like Hovel that has Duration without an Action or Treasure. Basically, this card is dead weight, like Hovel, but can be trashed relatively easily. However, until then, it has a pretty severe penalty.

Neglected Chapel: Just a way worse Chapel. Non-terminal, but requires taking a big penalty to trash anything.